• Title/Summary/Keyword: 청각 피드백

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Development of the sound effect player by touch interface (터치 인터페이스를 이용한 음향효과 재생 시스템 개발)

  • An, Sang-Min;Hwang, Min-Cheol;Kim, Beom-Seon;Park, Jong-Hyeon;Lee, Seung-Uk;Im, Yeong-Gyu;Jang, Ji-Eun;Jo, Bong-Hwa
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.243-246
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    • 2009
  • 본 연구는 터치 인터페이스를 이용하여 음향 효과 재생 시스템을 개발하였다. 터치 인터페이스를 통하여 손의 위치를 인식하고, 해당 위치에 가상의 공을 생성한다. 움직임을 통하여 시각적 피드백과 음향 효과를 발생시킨다. 사용자는 오브젝트의 크기와 위치를 조정하여 창조적인 음향 효과를 얻을 수 있다. 따라서 본 시스템은 터치 인터페이스를 이용하여 사용자와 시 청각적 상호작용을 할 수 있는 인터페이스를 제안한다.

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Stuttering Reduction Rate during Sentence Reading: Choral Speech and Altered Auditory Feedback (문장읽기에서의 말더듬 감소율: 합독과 변조청각피드백)

  • Park, Jin;Park, Heeyoung
    • Phonetics and Speech Sciences
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    • v.4 no.4
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    • pp.109-115
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    • 2012
  • This paper mainly aims to investigate how differently choral speech and altered auditory feedback (i.e., delayed auditory feedback, frequency-altered feedback) enhance speech fluency during sentence reading. To do this, a stuttering reduction rate was used and measured how much stuttering in frequency was reduced during each of the fluency enhancing conditions (i.e, typical choral reading, DAF, FAF) relative to typical solo reading. The results showed that stuttering frequency was reduced in the three fluency enhancing conditions and the highest mean value in stuttering reduction rate was observed during typical choral reading. Some discussion was provided in relation to the stuttering reduction rate observed during typical choral reading and its further speculation.

Sound effect player by multi-touch interface (멀티터치 인터페이스를 이용한 음향 효과 재생 시스템)

  • An, Sang-Min;Kim, Beom-Seon;Park, Jong-Hyeon;Lee, Seung-Uk;Im, Yeong-Gyu;Jang, Ji-Eun;Jo, Bong-Hwa;Hwang, Min-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.187-190
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    • 2009
  • 본 연구는 멀티터치 인터페이스를 이용한 음향 효과 재생 시스템을 구현하고자 한다. 적외선 카메라를 통해 인식된 손의 위치를 분석하고 해당위치에 형성된 오브젝트의 물리적 움직임을 통해 미리 설정된 음향과 리듬효과를 얻는다. 본 연구에서는 시 청각적 피드백을 사용하여 보다 풍부한 감성을 자극시켜 엔터테인먼트 효과 외에 아동 치료 목적으로도 사용 할 수 있는 시스템을 구현하였다.

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A Literature Review on the effect of Visual and Auditory Feedback(Balance Training System/The Target) at Dynamic Balance training (동적 균형 훈련시 시.청각 피드백(Balance Training System/The Target)의 효과에 관한 고찰)

  • Lee, Jong-Sam;Yoo, Jae-Eung
    • Journal of Korean Physical Therapy Science
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    • v.11 no.2
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    • pp.38-45
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    • 2004
  • Appropriate physical position and balance means giving the least stress and the most useful biomechanically to the body. As this fails, one would have functional recovery problem regardless of disability. There reported better effective on Dynamic training rather than Static training for a proper recovery of physical position, and additionally required Sensory Feedback. Those who have disability of balance, especially Central Nervous System lesion should he provided with variety of Sensory Feedback, and also Dynamic Balance training used by is quite effective.

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Design Considerations of Auditory Feedback for Enhancing The Usability of Portable Digital Electronic Products (휴대용 디지털 전자제품의 사용성 향상을 위한 청각적 피드백의 고려)

  • Kim, Hyeong-Seok;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.19 no.3
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    • pp.51-60
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    • 2000
  • Non-verbal sound feedback, called earcon, has been used for portable digital electronic products to give appropriate information for the selected function. This study evaluated usability based on user cognition time, error rate, and subjective satisfaction using 20 male and female subjects. The study compared five major user functions from a portable digital electronic product with currently available earcons and the same functions from the product with the new earcons (suggested by this study) which considered user cognitive characteristics, such as loudness, pitch, melody, and length. For subjective evaluation, the study assessed various earcons by subjective impression of sounds using the seven-point rating scales. Major statistical results indicated that the new earcons significantly reduced user error rates and generally improved user performance functions, such as 'play, off, stop, fast forward, and rewind.'

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The Effect of Auditory Feedback on Fundamental Frequencies: The Comparision Among Children with Cochlear Implantation, With Hearing Aids, and With Normal Hearing (청각적 피드백이 기본주파수에 주는 영향: 와우이식 아동, 보청기 사용아동, 및 건청아동 간의 비교)

  • Yoon Misun;Kim Chongsun
    • Proceedings of the KSPS conference
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    • 2003.05a
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    • pp.105-108
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    • 2003
  • The purpose of this paper was to evaluate the effect of auditory feedback on fundamental frequencies in prelingulally deaf children. Participants totaled three groups of sixty children: deaf children with cochlear implantation(CI), deaf children with hearing aids (HA), and children with normal hearing(NH). Fundamental frequencies were measured during sustained phonation of /a/. There were statistically significant differences of fundamental frequencies across the groups(p<.01). In post hoc analysis, HA and NH group showed statistically significant differences, but CI group didn't. In correlation analysis between Fo and the chronological age, there were significant negative tendencies in CI and NH group, but not in HA group. The characteristics of fundamental frequencies in CI group were found similar to NH group than HA group in this study. This could be understood as the effect of relatively sufficient auditory feedback after cochlear implantation.

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An Analysis of the Uses of External Representations in Matter Units of 7th-Grade Science Digital Textbooks Developed Under the 2015 Revised National Curriculum (2015 개정 교육과정에 따른 중학교 1학년 디지털교과서의 물질 단원에서 나타난 외적 표상의 활용 실태 분석)

  • Song, Nayoon;Hong, Juyeon;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.416-428
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    • 2020
  • This study analyzed the uses of external representations presented in the matter units of the 7th-grade science digital textbooks developed under the 2015 revised national curriculum. The level, form, presentation, and interactivity of external representations presented in 5 types of digital textbooks were analyzed. As for the level, the macroscopic level of representations was mainly presented. The macroscopic level and microscopic level of representations were presented together in the particle description. As for the form, visual-verbal and visual-nonverbal representations were usually presented across the board. Very few audial-verbal and audial-nonverbal representations were presented. Visual-verbal and audial-verbal representations were mostly presented in formal form, and visual-nonverbal representations were mostly presented in illustration without movement. The presentation of representations was analyzed in three aspects. First, visual-verbal and visual-nonverbal representations were mainly presented together and none of audial-verbal and visual-nonverbal representations were presented together. When the representations of the audial-verbal, visual-nonverbal, and visual-verbal were presented together, some of the information presented in audial-verbal representations was repeatedly presented in the visual-verbal representations. Second, audial-nonverbal representations not related to learning content were presented along with other representations. Third, there were few cases of arranging visual-verbal and visual-nonverbal representations on the next pages. Audialverbal and visual-nonverbal representations were always presented synchronized. As for the interactivity, the manipulation level was mainly presented in the main area, and the feedback level was mainly presented in the activity area. The adaptation level and the communication level of interactivity were presented very few. Based on the results, the implications for the direction of constructing digital textbooks were discussed.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

Comparison of Visual and Auditory Biofeedback during Sit-to-stand Training for Performance and Balance in Chronic Stroke Patients (만성 뇌졸중 환자의 일어서기 훈련 시 시각적 피드백과 청각적 피드백이 균형과 수행력에 미치는 효과 비교)

  • Lee, Dong-Hyun;Choi, Sung-Jin;Choi, Ho-Suk;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.10 no.4
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    • pp.59-68
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    • 2015
  • PURPOSE: The purpose of this study was to determine the comparison of visual and auditory biofeedback during sit-to-stand training in patients with stroke. METHODS: Thirty-five subjects with chronic stroke were divided into three groups: a visual feedback group (12 subjects), an auditory feedback group (12 subjects) and a control group (11 subjects). All Groups received neurodevelopmental treatment, and sit-to-stand training for 30minutes three times a week for four weeks. During the sit to stand training, the experimental groups received visual feedback and auditory feedback, whereas the control group performed sit-to-stand training without feedback. Five times sit-to-stand test (FTSST), motion analysis and postural sway during sit-to-stand were used to evaluate sit to stand performance ability. In addition, Berg balance scale (BBS) was performed for evaluation of balance function in participants. RESULTS: All groups showed significant increase on FTSST and BBS between pre- and post-intervention. The BBS scores in visual feedback group was significant increase than control group. The motion analysis and postural sway, more improvement was observed in the visual and auditory feedback groups compared with the control group. The only visual feedback group was a better performance of midline excursion during sit-to-stand than control group. CONCLUSION: These findings suggest that sit-to-stand training using a biofeedback may help to improve sit to stand performance and balance ability of stroke patients.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.