• Title/Summary/Keyword: Audio-visual modeling

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Effect of the Observation of an Audio-Visual Modeling on the Rehabilitation of Upper Limb Function in Stroke Patients (시청각적 모델링의 관찰이 뇌졸중 환자의 상지기능 재활에 미치는 영향)

  • Park, Sang-Bum;Kim, Mi-Hyun
    • Physical Therapy Korea
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    • v.14 no.2
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    • pp.1-10
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    • 2007
  • The purpose of this experiment was to investigate the applicability of audio-visual modeling for improving the efficiency of rehabilitative programs by analyzing the effects of observing these various models on the capacity of stroke patients to perform upper limb activities. Twenty-one stroke patients participated in the experiment and were randomly assigned to either task modeling, sport modeling, or control group. During 2 weeks of intervention, subjects in all groups participated in the physical practice of experimental tasks. These tasks comprised of a Nine Hole Peg Test, the Jebsen-Taylor Hand Function tests, and locomotion. These tasks were performed 5 days a week, 30 min per day. In addition to the physical practice, the task modeling group observed a model performing experimental tasks and locomotive activities for 20 min, while the sport modeling group observed a model performing various sport activities for 20 min. Subjects' ability to perform the experimental tasks was measured 3 times, before, immediately after, and 1 week after the intervention. Analyses of the capacity to perform upper extremity activities displayed significant improvement from the pre-test to immediate and delayed post-tests in all groups. However, the amount of improvement was the highest in the task modeling group. The task modeling group was superior to the control group in the post-test of all experimental tasks, whereas the sport modeling group did not display significant differences from the control group. These results suggest that audio-visual modeling can be used as an effective cognitive intervention for facilitating the rehabilitation of stroke patients, and its rehabilitative effect can be maximized when the program is comprised of performance scenes directly related to the target task.

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Analysis of learning effects using audio-visual manual of SWAT (SWAT의 시청각 매뉴얼을 통한 학습 효과 분석)

  • Lee, Ju-Yeong;Kim, Tea-Ho;Ryu, Ji-Chul;Kang, Hyun-Woo;Kum, Dong-Hyuk;Woo, Won-Hee;Jang, Chun-Hwa;Choi, Jong-Dae;Lim, Kyoung-Jae
    • Korean Journal of Agricultural Science
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    • v.38 no.4
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    • pp.731-737
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    • 2011
  • In the modern society, GIS-based decision support system has been used in evaluating environmental issues and changes due to spatial and temporal analysis capabilities of the GIS. However without proper manual of these systems, its desired goals could not be achieved. In this study, audio-visual SWAT tutorial system was developed to evaluate its effectives in learning the SWAT model. Learning effects was analyzed after in-class demonstration and survey. The survey was conducted for $3^{rd}$ grade students with/without audio-visual materials using 30 questionnaires, composed of 3 items for trend of respondent, 5 items for effects of audio-visual materials, and 12 items for effects of with/without manual in learning the model. For group without audio-visual manual, 2.98 out of 5 was obtained and 4.05 out of 5 was obtained for group with audio-visual manual, indicating higher content delivery with audio-visual learning effects. As shown in this study, the audio-visual learning material should be developed and used in various computer-based modeling system.

A study on Metadata Modeling using Structure Information of Video Document (비디오 문서의 구조 정보를 이용한 메타데이터 모델링에 관한 연구)

  • 권재길
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.4
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    • pp.10-18
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    • 1998
  • Video information is an important component of multimedia system such as Digital Library. World-Wide Web(WWW) and Video-On-Demand(VOD) service system. It can support various types of information because of including audio-visual, spatial-temporal and semantics information. In addition, it requires the ability of retrieving the specific scene of video instead of entire retrieval of video document. Therefore, so as to support a variety of retrieval, this paper models metadata using video document structure information that consists of hierarchical structure, and designs database schema that can manipulate video document.

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A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

Models for evaluating and predicting the user satisfaction of product designs (제품다자인의 감성만족도 평가 및 예측모델 개발)

  • Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.1
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    • pp.87-113
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    • 2001
  • This study introduces the concept of image/impression of a product design, human interface elements, and the relationships between them. It is assumed that the human interface can be decomposed into detailed design elements, called human interface elements. This study attempts to build functional relationships between the image/impression of a product and human interface elements. Two different human factors experiments were conducted to demonstrate the effectiveness of the approach suggested in this study. A total of 35 audio/visual consumer electronics products (e.g., CD players, VCRs) were shown on a display screen and the subjects were instructed to evaluate them in terms of eight image/impression dimensions. One experiment was conducted using Korean subjects while the other using American subjects. The functional relationships were modeled by using the multiple linear regression technique. Similarity and difference between the Korean and the American subjects were analyzed. The approach suggested in this study is expected to help designers and developers identify important design variables to enhance the subjective satisfaction of a product design.

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A Study on Modeling of Bibliographic Framework Based on FRBR for Television Program Materials (방송영상자료의 FRBR기반 서지구조모형에 관한 연구)

  • Chung, Jin-Gyoo
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.1
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    • pp.185-214
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    • 2007
  • This study intends to design the bibliographic framework based on IFLA-FRBR model for television program materials and to evaluate this in terms of effectiveness of retrieval and usability of the system. The FRBR model supplies mote suitable bibliographic framework of audio-visual material which has a sufficient hierarchical relations and relative bibliographical records. The followings are research methods designed by this study; (1) The experimental metadata system named it FbCS based on FRBR was developed by using the entity-related database and composed of multi-layed and hierarchy. FbCS is developed through benchmarking of a case study for iMMix model in Netherlands based on FRBR. (2) To evaluate effectiveness of retrieval and usability of FbCS, this study made a experiment and survey by user groups of professionals.

Haptics for Human-Machine Interaction at The Johns Hopkins University

  • Okamura, Allison M.;Chang, Sung-Ouk
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2676-2681
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    • 2003
  • The Haptic Exploration Laboratory at The Johns Hopkins University is currently exploring many problems related to haptics (force and tactile information) in human-machine systems. We divide our work into two main areas: virtual environments and robot-assisted manipulation systems. Our interest in virtual environments focuses on reality-based modeling, in which measurements of the static and dynamic properties of actual objects are taken in order to produce realistic virtual environments. Thus, we must develop methods for acquiring data from real objects and populating pre-defined models. We also seek to create systems that can provide active manipulation assistance to the operator through haptic, visual, and audio cues. These systems may be teleoperated systems, which allow human users to operate in environments that would normally be inaccessible due to hazards, distance, or scale. Alternatively, cooperative manipulation systems allow a user and a robot to share a tool, allowing the user to guide or override the robot directly if necessary. Haptics in human-machine systems can have many applications, such as undersea and space operations, training for pilots and surgeons, and manufacturing. We focus much of our work on medical applications.

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Design of A/V Communication System for Passenger and Attendant in Train (열차 내 승무원과의 원격대화 시스템 설계에 관한 연구)

  • Chang, Duk-Jin;Kang, Song-Hee;Park, Hyun-Hue;Kang, Dae-Ho;Heo, Jae-Seok;Song, Dahl-Ho
    • Proceedings of the KSR Conference
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    • 2010.06a
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    • pp.448-454
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    • 2010
  • Currently a KTX train of 20-car formation is 388m long and carries 931 passengers including one captain and three crews which is quite a few to cover the lengthy service area and many customers. On the other hand, if a passenger wants to talk to an attendant, he has to wait for an attendant passing by his/her seat or walk to an intercom which is placed at every other car. Any of these choices is inconvenient. So, in this paper, we presented a system design for developing an audio/visual communication system for a passenger and an attendant. The system was analyzed and designed according to the Object-Oriented methodology with UML (Unified Modeling Language). Based on a problem statement, a Use-case Diagram, Sequence Diagrams, Class Diagram, State Charts, collaboration Diagram were generated. The design will be used in system implementation to a HEMU-400X test train and to be tested.

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A Statistical Approach to Screening Product Design Variables for Modeling Product Usability (사용편의성에 영향을 미치는 제품 설계 변수의 통계적 선별 방법)

  • Kim, Jong-Seo;Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.19 no.3
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    • pp.23-37
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    • 2000
  • Usability is one of the most important factors that affect customers' decision to purchase a product. Several studies have been conducted to model the relationship between the product design variables and the product usability. Since there could be hundreds of design variables to be considered in the model, a variable screening method is required. Traditional variable screening methods are based on expert opinions (Expert screening) in most Kansei engineering studies. Suggested in this study are statistical methods for screening important design variables by using the principal component regression(PCR), cluster analysis, and partial least squares(PLS) method. Product variables with high effect (PCR screening and PLS screening) or representative variables (Cluster screening) can be used to model the usability. Proposed variable screening methods are used to model the usability for 36 audio/visual products. The three analysis methods (PCR, Cluster, and PLS) show better model performance than the Expert screening in terms of $R^2$, the number of variables in the model, and PRESS. It is expected that these methods can be used for screening the product design variables efficiently.

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