• Title/Summary/Keyword: Audio Analysis

Search Result 537, Processing Time 0.025 seconds

Scientists' Perceptions of Imagination and Characteristics of the Scientific Imagination (과학자들의 상상력에 대한 인식과 과학적 상상력의 특성 탐색)

  • Mun, Jiyeong;Mun, Kongju;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
    • /
    • v.33 no.7
    • /
    • pp.1403-1417
    • /
    • 2013
  • In this study, we investigated scientists' perception of imagination and explored characteristics of scientific imagination. For this, we found out conceptions and characteristics based on literatures which related to imagination. We recruited eight distinguished Korean scientists who have rich research experiences by using Snowball sampling for in-depth interviews (60-90 minutes). All interviews were audio-recorded and transcribed. From the analysis of interview data, we identified their perceptions of imagination and the nature of scientific imagination which scientists reflect on during their research work. Semi-structured interview protocol was focused on: 1) how scientists perceive 'imagination' and 2) how scientists perceive the role of imagination in their scientific research. As results, we found out that scientists agreed that imagination plays an important role in scientific research process and they perceived imagination as an intrinsic part of human life. The study also indicated that participants have modern viewpoint about imagination. Moreover, we uncovered three characteristics of imagination in the research process. 1) Curiosity and interest have been a driving force for scientists' imagination. 2) When scientists use the imagination, they can be more creative during their research. 3) Imagination contemplated realistic possibilities based on the scientific knowledge, and produced the new ones. Educational implications for utilization of scientific imagination were also suggested.

Effect Analysis of Classical Line TI-21 type Audio Frequency Track Circuit from KTX Sancheon Return Current Harmonics (KTX산천 귀선전류고조파가 일반선 TI-21형 AF궤도회로에 미치는 영향분석)

  • Choi, Jae Sik;Kim, Hie Sik;Park, Ju Hun;Kim, Bun Gon
    • Journal of the Korean Society for Railway
    • /
    • v.19 no.1
    • /
    • pp.38-45
    • /
    • 2016
  • The power transformation system of High Speed rolling stocks like KTX-Sancheon has shown excellent control capacities in the areas of riding comfortability, switching efficiency, safety and energy consumption due to technical developments in power-electronics, high speed & large scale integrated semiconductors and microprocessors. However, harmonics from IGBT, a high speed switching device used in the Convertor & Invertor equipment of rolling stocks have given rise to various problems in transformer substations, signaling systems, data transmission systems and facility monitoring systems. Especially, TI21 non-insulated track circuits have malfunctioned due to the influence of returning current harmonics which were generated at around of integer times of the number of power transformation equipment in the frequency domain. This paper, measures and analyzes various schemes to analyze the traveling path of the returning current harmonics generated due to the relationship between the rolling stocks and track circuits on site. Ultimately, theseschemes will be used to design high speed rolling stocks, AF track circuits and a common grounding network.

A Comparison of the Characteristics of Students' Verbal Interactions and Teachers' Help in Small Group Thinking Science Activities in Korea and in the U.K. (Thinking Science의 모둠별 활동에서 나타나는 한국과 영국 학생들의 논의와 교사들의 도움 특성 비교)

  • Choi, Byung-Soon;Shin, Ae-Kyung
    • Journal of Korean Elementary Science Education
    • /
    • v.25 no.4
    • /
    • pp.363-373
    • /
    • 2006
  • The purposes of this study were to analyze the within-group verbal interactions in Thinking Science activities and compare the characteristics of verbal interactions shown by the pupils as well as the differences in help by e teacher in Korea with those in the UK. For the purposes of this study, 16 pupils from comparable groups by cognitive level were selected from both countries. Verbal interactions and teacher help during group discussions were audio/ video taped and the types of students' interactions were classified into interactions related to problem solving, management of classroom loaming and others. The results of this study showed that the verbal interactions in Korean groups were more activated than those in the UK groups. However, the percentages of high level interactions such as metacognitive questions, elaborative suggestions and logical argumentations were higher in the UK groups than those in the Korean groups. Observation of the within-group activities revealed that the pupils of both countries shared some common ground in the following ways; neither recognized the need to formulate the hypothesis in the process of inquiry and that the procedures of discussion were dominated by the pupils of higher cognitive level as the discussion proceeded. It was also observed that the pupils in the UK were considerate in response to the questions posed by both their peers or the teacher, while the pupils in Korea were influenced by their prior knowledge in the subject. Analysis of the teacher help during the inquiry activities showed that the tendency fur the teacher to emphasize the process rather than the product in the procedures of discussion and the extent he/she allowed the pupils to think and consider were closely related to the characteristics of the teacher himself/herself and was found to be a point of commonality in both countries. However, the teachers in the UK revealed the tendency of trying to propose the task to the pupils in concrete and systematic ways and guide the discussion based on the thinking of the pupils, while those in Korea tried to use strategies designed to draw out active verbal interactions among the pupils.

  • PDF

The Analysis and Implementation of Realistic Sound using Doppler Effect (도플러 효과를 이용한 실감 음향 분석 및 구현)

  • Yim, Yong-Min;Lim, Heung-Jun;Heo, Jun-Seok;Park, Jun-Young;Do, Yun-Hyung;Lee, Kangwhan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.523-526
    • /
    • 2017
  • In modern recently technology, 3D-Audio is used to enhance immersion in Virtual Reality. This includes interest of people about VR and AR, which related to the field of computer graphics. In fact, a lot of research has been carried out in recent years into a 3D sound field. However, the existing 3D generator device used for virtual reality does not contain Doppler effect occurred by the sound comes to or leave from a listener, while an angle from the listener and the altitude of the source sound are applied. Therefore, this paper present 3D real sound utilizing Doppler effect with spatial-rotation-speaker. We map the source sound in 3D-space into a real space where a user stays and present 3D real sound by manipulating with rotation angle, phase difference, sound output volume of the sound in 3D-space, according to the location of a virtual source sound. Utilizing both natural Doppler effect of rotating sound that is occurring by spatial-rotation-speaker and artificial Doppler effect generated by frequency-modulation of sound quality could improving the virtual reality for sound condition for perspective listening.

  • PDF

The Influence of the Inclusive Leader on Group Interactions in Science Inquiry Experiments (과학실험수업에서 포용적 리더가 모둠의 상호작용에 미치는 영향)

  • Park, Joo-Young;Seong, Suk-Kyoung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
    • /
    • v.30 no.1
    • /
    • pp.124-139
    • /
    • 2010
  • The purpose of this study was to understand the influence of the inclusive leader on group interactions in scientific inquiry experiments emphasizing group interactions. For this purpose, the students' verbal interaction patterns in groups with inclusive leaders were compared with those of groups with normal leaders and the inclusive leaders' influence on the progress of group interactions was analyzed extensively. This study focused on interactions of four small groups of seventh graders, with two having inclusive leaders and two having normal leaders. Students were involved in seven science classes for three weeks and students' interactions in each class were observed and recorded using video/audio. The data recorded was transcribed. Analysis of verbal interaction patterns showed that the small group with the inclusive leader had a more positive atmosphere and highly structured interactions. Results of the study showed that interactions of small groups with inclusive leaders were sustained for longer times, since the inclusive leaders initiated and expanded interactions. The inclusive leaders behaved with consideration of the feelings of other members in sharing their roles or facing critical situations. In addition, although they sometimes gave pressured other members to get them to participate, the pressure did not discourage their interaction as opposed to the emotional pressure that normal leaders would exert. The inclusive leaders were pleased with small-group interactions and activities. They considered the feelings of the other members and respected others' opinions. Such characteristics of inclusive leaders preserved a positive atmosphere and produced more high-level interactions. Thus, the groups that inclusive leaders had influenced had a pleasant and significant learning experience. Educational implications of characteristics of the inclusive leader and the organization of groupings were drawn.

Multimodal Emotional State Estimation Model for Implementation of Intelligent Exhibition Services (지능형 전시 서비스 구현을 위한 멀티모달 감정 상태 추정 모형)

  • Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.1
    • /
    • pp.1-14
    • /
    • 2014
  • Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.

Effect of Multimodal cues on Tactile Mental Imagery and Attitude-Purchase Intention Towards the Product (다중 감각 단서가 촉각적 심상과 제품에 대한 태도-구매 의사에 미치는 영향)

  • Lee, Yea Jin;Han, Kwanghee
    • Science of Emotion and Sensibility
    • /
    • v.24 no.3
    • /
    • pp.41-60
    • /
    • 2021
  • The purpose of this research was to determine whether multimodal cues in an online shopping environment could enhance tactile consumer mental imagery, purchase intentions, and attitudes towards an apparel product. One limitation of online retail is that consumers are unable to physically touch the items. However, as tactile information plays an important role in consumer decisions especially for apparel products, this study investigated the effects of multimodal cues on overcoming the lack of tactile stimuli. In experiment 1, to explore the product, the participants were randomly assigned to four conditions; picture only, video without sound, video with corresponding sound, and video with discordant sound; after which tactile mental imagery vividness, ease of imagination, attitude, and purchase intentions were measured. It was found that the video with discordant sound had the lowest average scores of all dependent variables. A within-participants design was used in experiment 2, in which all participants explored the same product in the four conditions in a random order. They were told that they were visiting four different brands on a price comparison web site. After the same variables as in experiment 1, including the need for touch, were measured, the repeated measures ANCOVA results revealed that compared to the other conditions, the video with the corresponding sound significantly enhanced tactile mental imagery vividness, attitude, and purchase intentions. However, the discordant condition had significantly lower attitudes and purchase intentions. The dual mediation analysis also revealed that the multimodal cue conditions significantly predicted attitudes and purchase intentions by sequentially mediating the imagery vividness and ease of imagination. In sum, vivid tactile mental imagery triggered using audio-visual stimuli could have a positive effect on consumer decision making by making it easier to imagine a situation where consumers could touch and use the product.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.97-106
    • /
    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Prediction of Music Generation on Time Series Using Bi-LSTM Model (Bi-LSTM 모델을 이용한 음악 생성 시계열 예측)

  • Kwangjin, Kim;Chilwoo, Lee
    • Smart Media Journal
    • /
    • v.11 no.10
    • /
    • pp.65-75
    • /
    • 2022
  • Deep learning is used as a creative tool that could overcome the limitations of existing analysis models and generate various types of results such as text, image, and music. In this paper, we propose a method necessary to preprocess audio data using the Niko's MIDI Pack sound source file as a data set and to generate music using Bi-LSTM. Based on the generated root note, the hidden layers are composed of multi-layers to create a new note suitable for the musical composition, and an attention mechanism is applied to the output gate of the decoder to apply the weight of the factors that affect the data input from the encoder. Setting variables such as loss function and optimization method are applied as parameters for improving the LSTM model. The proposed model is a multi-channel Bi-LSTM with attention that applies notes pitch generated from separating treble clef and bass clef, length of notes, rests, length of rests, and chords to improve the efficiency and prediction of MIDI deep learning process. The results of the learning generate a sound that matches the development of music scale distinct from noise, and we are aiming to contribute to generating a harmonistic stable music.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.57 no.2
    • /
    • pp.379-408
    • /
    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.