• Title/Summary/Keyword: Auditory

Search Result 1,455, Processing Time 0.024 seconds

Effect of the Multisensory on the Stress-relieving for Vehicle Driver (운전자 스트레스 저감을 위한 다감각 자극의 효과)

  • Kim, Young-Joo;Kim, Hyejin;Lee, Hyunwoo;Jo, Youngho;Whang, Mincheol
    • Science of Emotion and Sensibility
    • /
    • v.24 no.4
    • /
    • pp.107-116
    • /
    • 2021
  • This study aims to investigate the effect of multisensory stimulation on relieving the stress experienced by drivers. The photoplethysmograms (PPGs) of 30 healthy subjects were measured, and their subjective response to stressful situations and normal driving were evaluated. The subjects underwent nonstimulation and multisensory stimulation in stressful driving situations. Heart rate estimation from the PPG was collected via an ear-type sensor to reduce movement noise. The signals acquired were sampled at 200 Hz using BIOPAC PPG100C. Heart rate variability (HRV) was analyzed to compare the effect of multisensory stimulation on stress situations. In the multisensory stimulation, blue, green, and yellow were used for the visual sensory system; white, pink, and brown noises were used for the auditory sensory system; and lavender, lemon, and rosemary were used for the olfactory sensory system. No difference was observed in the subjective evaluation; however, the HRV results showed an increased HF (%) and decreased LF (%) and LF/HF (%) in the multisensory stimulation (e.g., green, pink noise, and rosemary) when compared to the nonstimulation.

Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao' (중국 대형정경체험극 '우견평요'의 성공요인 분석)

  • Wang, Yilun;Jang, Hyewon
    • 지역과문화
    • /
    • v.8 no.3
    • /
    • pp.27-48
    • /
    • 2021
  • In recent years, China's tourism performing art in a series of new completion of the project, increase the box office of tourism performing arts industry, higher economic income, at the same time led to the formation of brand of tourism performing arts and has a good reputation, with the regional culture, has a certain role in promoting economic development, including Large scenario experience drama is one of the key projects. Large scenario experience drama is a new form of drama that simulates the space design of real environment and enables the audience to have active experience in visual, auditory, smell, taste, touch and other senses with strong interactivity.Large scenario experience drama are adapted from traditional Chinese culture, regional culture and long-passed stories, and combine high technology such as lighting, sound effects, special effects and 3D effects to make the audience's experience more real.As the first Large scenario experience drama in China, 'You Jian Ping-yao' reflects the profound culture of Shanxi with new forms of expression and creative means, in the form of scene experience and make the audience more intuitive feel the 'Shanxi emotion', 'Shanxi sentiment' and 'Shanxi Morality', carry forward the traditional culture at the same time, also passed the Shanxi ancient and great values, strengthened the drama of China's movie village, impetus the development of the tourism industry in Shanxi, drive the Shanxi region of jingjing, gradually formed a complete industrial chain. However, there are also limitations such as improper plot connection and improper tourist management, which can improve the performance effect through more audience interaction and guidance. Therefore, it can be seen that large-scale situational experience dramas play a great role in promoting the dissemination of traditional culture and values, the development of tourism industry, the formation of regional brand characteristics and economic development. Through these, it can be seen that large-scale situational experience plays have enlightenments such as innovative thinking content, gradually forming an industrial chain closed-loop, and broadening publicity channels for the development of live-action performances.

Deriving the Key Factors of Commentaries in Classical Music Concerts with Commentaries Using DHP (DHP를 이용한 해설이 있는 클래식공연의 해설 핵심요인 도출)

  • Oh, Dae-young;Han, Joo-hee
    • Korean Association of Arts Management
    • /
    • no.53
    • /
    • pp.179-206
    • /
    • 2020
  • The objective of this study is to derive key factors of commentaries in classical music concerts with commentaries and to measure the importance of each attribute, thereby presenting the characteristics of commentaries and commentators as well as suggestions to concert planners in terms of composition. In addition, by developing a scale that can measure classical commentary, a questionnaire is provided so that concert planners can plan programs that gathered the opinions of the audience. To this end, the first, second and third rounds of the Delphi survey and AHP were applied to concert planners, musicians (performing artists), and academic experts. A questionnaire was developed based on the results, and the survey was verified by conducting a pilot test with the general audience. The results of this study can be summarized as follows: First, the purpose of commentaries must be focused on arousing the audience's interest rather than on delivering information. Second, commentators must meet the auditory satisfaction of the audience with a good voice and clear pronunciation based on impeccable vocalization. Third, commentaries must be concise, with the commentaries appearing at least five times per concert, each of which must not exceed five minutes. Fourth, as a result of the pilot test, this study derived 14 items to rate commentary skills across four factors: four items for "arousing interest," three items for "delivering information," three items for "favorability," and four items for "expressiveness." Based on these results, the authors of study presented effective implications for concert planning.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.79-89
    • /
    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

The Future of NVH Research - A Challenge by New Powertrains

  • Genuit, Ing. K.
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2010.05a
    • /
    • pp.48-48
    • /
    • 2010
  • Sound quality and NVH-issues(Noise, Vibration and Harshness) of vehicles has become very important for car manufacturers. It is interpreted as among the most relevant factors regarding perceived product quality, and is important in gaining market advantage. The general sound quality of vehicles was gradually improved over the years. However, today the development cycles in the automotive industry are constantly reduced to meet the customers' demands and to react quickly to market needs. In addition, new drive and fuel concepts, tightened ecological specifications, increase of vehicle classes and increasing diversification(increasing market for niche vehicles), etc. challenge the acoustic engineers trying to develop a pleasant, adequate, harmonious passenger cabin sound. Another aspect concerns the general pressure for reducing emission and fuel consumption, which lead to vehicle weight reductions through material changes also resulting in new noise and vibration conflicts. Furthermore, in the context of alternative powertrains and engine concepts, the new objective is to detect and implement the vehicle sound, tailored to suit the auditory expectations and needs of the target group. New questions must be answered: What are appropriate sounds for hybrid or electric vehicles? How are new vehicle sounds perceived and judged? How can customer-oriented, client-specific target sounds be determined? Which sounds are needed to fulfil the driving task, and so on? Thus, advanced methods and tools are necessary which cope with the increasing complexity of NVH-problems and conflicts and at the same time which cope with the growing expectations regarding the acoustical comfort. Moreover, it is exceedingly important to have already detailed and reliable information about NVH-issues in early design phases to guarantee high quality standards. This requires the use of sophisticated simulation techniques, which allow for the virtual construction and testing of subsystems and/or the whole car in early development stages. The virtual, testing is very important especially with respect to alternative drive concepts(hybrid cars, electric cars, hydrogen fuel cell cars), where complete new NVH-problems and challenges occur which have to be adequately managed right from the beginning. In this context, it is important to mention that the challenge is that all noise contributions from different sources lead to a harmonious, well-balanced overall sound. The optimization of single sources alone does not automatically result in an ideal overall vehicle sound. The paper highlights modern and innovative NVH measurement technologies as well as presents solutions of recent NVH tasks and challenges. Furthermore, future prospects and developments in the field of automotive acoustics are considered and discussed.

  • PDF

Testing Modality-Generality and Valence Models using Representational Similarity Analysis (표상 유사성 분석을 이용한 감각양상에 따른 정서표상 모델과 정서가 모델의 검증)

  • Hyeonjung Kim;Jongwan Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.2
    • /
    • pp.25-38
    • /
    • 2023
  • Among the discussions on affective representation, the first is to explain the affective representation in the dimensions, and the second is to explain the affective representation according to the modality. In previous studies, to explain affective representation, valence models (signed valence, unsigned valence) and Modality-generality models (modality-general, modality-specific) were presented. In this study, we compared models presented in the previous study using the recently published ASMR to confirm which models explain affective representation well. The data used in this study were behavioral rating values collected by Kim & Kim (2022), and these were obtained for ASMR stimuli that were divided into three affective types (negative, neutral, and positive) and two modalities (auditory and audiovisual). Then, a multidimensional scaling, a representational similarity analysis with a two-way repeated measures ANOVA, and a multiple regression analysis with a two-way repeated measures ANOVA were performed. The results revealed that signed valence and modality-general distinguished between affective types of stimuli better than unsigned valence and modality-specific. Similar to the results of multidimensional scaling, the results of a representational similarity analysis and a multiple regression also showed that the signed valence and modality-general significantly explained affective representation better than the unsigned valence and the modality-specific. These results suggest that the model in which positive and negative are located at the opposite ends of the one dimension explains the affective representation of ASMR well, and that the affective representation was consistent regardless of modality.

A Study on the Form of Modal Music used in K-Pop (K-Pop에서 사용된 선법음악 형태에 관한 연구)

  • Kim, Jin-Seon;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.6
    • /
    • pp.25-32
    • /
    • 2019
  • According to a recent KOFICE survey, K-Pop's popularity factor is divided into visual and auditory elements, and the importance of hearing elements is found. Among the various types of singers, idol groups led K-Pop and Black Pink, which topped the list of favorite K-Pop singers in 2018, was selected as the study target. In addition, Twice's music, which is similar to Black Pink's period of activity, has been set as a comparative research scope. The common features in the music of the two groups are the chorus and rhythm structure implemented around melody and Harmony rhythm, and the frequency of use of Major and Minor is greatly different. Through this method and modal interchange, K-Pop from 2016 to 2018 is analyzed. Research shows that first, more than one mode is used as a main melody. When more than one mode is used, different lines in the same line will vary depending on the functional form of the song. Second, the rhythm of the melody expressed with vocals and instruments is repeated based on a two-bar pattern. Finally, when using less chord and slowly expressing the igneous rhythms, there is a way to omit or modify the third notes that determine chord characteristics. Through this study, we can see that the usage patterns of the mode and modal interchange are divided according to the major and minor.

The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
    • /
    • v.29 no.4
    • /
    • pp.1261-1275
    • /
    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

The perceptual judgment of sound prolongation: Equal-appearing interval and direct magnitude estimation (연장음 길이에 따른 비유창성 정도 평가: 등간척도와 직접크기평정 비교 연구)

  • Jin Park;Hwajung Cha;Sejin Bae
    • Phonetics and Speech Sciences
    • /
    • v.15 no.3
    • /
    • pp.59-67
    • /
    • 2023
  • This study aimed to propose an appropriate evaluation method for the perceived level of speech disfluency based on sound prolongation (i.e., increased duration of segments). To this end, 34 Korean-speaking adults (9 males, 25 females, average age: 32.9 yrs.) participated as raters in this study. The participants listened to sentences containing a total of 25 stimuli with the Korean voiceless fricative /s/ extended by 80-ms increments up to 2,000 ms (i.e., 285 ms, 365 ms., ..., 2,125 ms, 2,205 ms), and evaluated them using an equal-appearing interval scale (EAI, 1-7 points, where 1 represents "normal" and 7 represents "severe"). Subsequently, based on the interval-scale results, the sentence stimuli with the prolonged voiceless fricative corresponding to the mild-to-moderate level (rated as 4 points) were selected as the reference modulus for direct magnitude estimation (DME). After scatter plots were created for the two evaluation results, the relationship between the two measured mean values was analyzed using a curve estimation method for the observed data with the highest R2-value to determine whether a linear or curvilinear approximation fit the data better. A curvilinear relationship between the two evaluation results was indicated, suggesting that DME is a more appropriate evaluation method than the EAI scale for assessing the perceived level of disfluency based on sound prolongation.

Blood-Brain Barrier Disruption in Mild Traumatic Brain Injury Patients with Post-Concussion Syndrome: Evaluation with Region-Based Quantification of Dynamic Contrast-Enhanced MR Imaging Parameters Using Automatic Whole-Brain Segmentation

  • Heera Yoen;Roh-Eul Yoo;Seung Hong Choi;Eunkyung Kim;Byung-Mo Oh;Dongjin Yang;Inpyeong Hwang;Koung Mi Kang;Tae Jin Yun;Ji-hoon Kim;Chul-Ho Sohn
    • Korean Journal of Radiology
    • /
    • v.22 no.1
    • /
    • pp.118-130
    • /
    • 2021
  • Objective: This study aimed to investigate the blood-brain barrier (BBB) disruption in mild traumatic brain injury (mTBI) patients with post-concussion syndrome (PCS) using dynamic contrast-enhanced (DCE) magnetic resonance (MR) imaging and automatic whole brain segmentation. Materials and Methods: Forty-two consecutive mTBI patients with PCS who had undergone post-traumatic MR imaging, including DCE MR imaging, between October 2016 and April 2018, and 29 controls with DCE MR imaging were included in this retrospective study. After performing three-dimensional T1-based brain segmentation with FreeSurfer software (Laboratory for Computational Neuroimaging), the mean Ktrans and vp from DCE MR imaging (derived using the Patlak model and extended Tofts and Kermode model) were analyzed in the bilateral cerebral/cerebellar cortex, bilateral cerebral/cerebellar white matter (WM), and brainstem. Ktrans values of the mTBI patients and controls were calculated using both models to identify the model that better reflected the increased permeability owing to mTBI (tendency toward higher Ktrans values in mTBI patients than in controls). The Mann-Whitney U test and Spearman rank correlation test were performed to compare the mean Ktrans and vp between the two groups and correlate Ktrans and vp with neuropsychological tests for mTBI patients. Results: Increased permeability owing to mTBI was observed in the Patlak model but not in the extended Tofts and Kermode model. In the Patlak model, the mean Ktrans in the bilateral cerebral cortex was significantly higher in mTBI patients than in controls (p = 0.042). The mean vp values in the bilateral cerebellar WM and brainstem were significantly lower in mTBI patients than in controls (p = 0.009 and p = 0.011, respectively). The mean Ktrans of the bilateral cerebral cortex was significantly higher in patients with atypical performance in the auditory continuous performance test (commission errors) than in average or good performers (p = 0.041). Conclusion: BBB disruption, as reflected by the increased Ktrans and decreased vp values from the Patlak model, was observed throughout the bilateral cerebral cortex, bilateral cerebellar WM, and brainstem in mTBI patients with PCS.