• 제목/요약/키워드: Auditory Interaction

검색결과 61건 처리시간 0.022초

The Effects of Infant Massage on Weight, Height, and Mother-Infant Interaction

  • Lee, Hae-Kyung
    • 대한간호학회지
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    • 제36권8호
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    • pp.1331-1339
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    • 2006
  • Purpose. The purpose of this study was to test the effects of infant massage (auditory (mother's voice), tactile/ kinesthetic (massage) and visual (eye to eye contact) stimulation) on weight and height of infant and mother-infant interaction with normal infants over a period of 4 weeks. Method. This study was designed as a nonequivalent control group pretest-posttest design. The experimental group infants (aged 2-6 months) participated in one of the infant massage programs at the health district center for 4 weeks. The control group (N=26) was paired with the experimental group (N=26) by matching the infant's age and sex. Infant weight, height, and mother-infant interaction were measured two times and recordings of the mother-infant interaction were done using the video equipment in a room at the health center for 10 minutes. Results. After 4 weeks of massage, there were no significant differences weight gain and height increase between the two groups. Comparison of the total scores for the mother-infant interaction between the two groups showed a significant difference (t=5.21, p=.000). There were also significant differences on maternal response (t=3.78, p=000), infant response (t=5.71, p=000) and dyadic response (t=4.05, p=000) in the mother-infant interaction between the two groups. Conclusion. Overall, the results of this study reassure that infant massage facilitates the mother-infant interaction for infants and mothers who give massage to their baby.

A Study on Developmental Direction of Interface Design for Gesture Recognition Technology

  • Lee, Dong-Min;Lee, Jeong-Ju
    • 대한인간공학회지
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    • 제31권4호
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    • pp.499-505
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    • 2012
  • Objective: Research on the transformation of interaction between mobile machines and users through analysis on current gesture interface technology development trend. Background: For smooth interaction between machines and users, interface technology has evolved from "command line" to "mouse", and now "touch" and "gesture recognition" have been researched and being used. In the future, the technology is destined to evolve into "multi-modal", the fusion of the visual and auditory senses and "3D multi-modal", where three dimensional virtual world and brain waves are being used. Method: Within the development of computer interface, which follows the evolution of mobile machines, actively researching gesture interface and related technologies' trend and development will be studied comprehensively. Through investigation based on gesture based information gathering techniques, they will be separated in four categories: sensor, touch, visual, and multi-modal gesture interfaces. Each category will be researched through technology trend and existing actual examples. Through this methods, the transformation of mobile machine and human interaction will be studied. Conclusion: Gesture based interface technology realizes intelligent communication skill on interaction relation ship between existing static machines and users. Thus, this technology is important element technology that will transform the interaction between a man and a machine more dynamic. Application: The result of this study may help to develop gesture interface design currently in use.

Challenges in neuro-machine interaction based active robotic rehabilitation of stroke patients

  • Song, Aiguo;Yang, Renhuan;Xu, Baoguo;Pan, Lizheng;Li, Huijun
    • Advances in robotics research
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    • 제1권2호
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    • pp.155-169
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    • 2014
  • Study results in the last decades show that amount and quality of physical exercises, then the active participation, and now the cognitive involvement of patient in rehabilitation training are known of crux to enhance recovery outcome of motor dysfunction patients after stroke. Rehabilitation robots mainly have been developing along this direction to satisfy requirements of recovery therapy, or focusing on one or more of the above three points. Therefore, neuro-machine interaction based active rehabilitation robot has been proposed for assisting paralyzed limb performing designed tasks, which utilizes motor related EEG, UCSDI (Ultrasound Current Source Density Imaging), EMG for rehabilitation robot control and feeds back the multi-sensory interaction information such as visual, auditory, force, haptic sensation to the patient simultaneously. This neuro-controlled and perceptual rehabilitation robot will bring great benefits to post-stroke patients. In order to develop such kind of robot, some key technologies such as noninvasive precise detection of neural signal and realistic sensation feedback need to be solved. There are still some grand challenges in solving the fundamental questions to develop and optimize such kind of neuro-machine interaction based active rehabilitation robot.

미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로 (A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys)

  • 후천위안;안병진;이병국
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

Imaginary Soundscape 기반의 딥러닝을 활용한 회화와 음악의 매칭 및 다중 감각을 이용한 융합적 평가 방법 (Convergence evaluation method using multisensory and matching painting and music using deep learning based on imaginary soundscape)

  • 정하영;김영준;조준동
    • 한국융합학회논문지
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    • 제11권11호
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    • pp.175-182
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    • 2020
  • 본 연구에서는 회화 감상에 도움이 되는 사운드스케이프를 구성하기 위해 딥러닝 기술을 활용하여 클래식 음악을 매칭하는 기술을 소개하고 회화와 음악 매칭이 얼마나 잘 되었는지에 대해 평가할 수 있는 평가 지표를 제안한다. 평가 지표는 리커드 5점 척도를 통한 적합도 평가와 멀티모달 측면의 평가로 진행하였다. 회화와 음악 매칭에 대해 13명의 실험 참가자의 적합도 평가의 점수는 3.74/5.0 이었고, 또한 13명의 실험 참가자의 멀티모달 평가에서 회화와 음악 매칭의 코사인 유사도의 평균은 0.79였다. 멀티모달적 평가는 새로운 사용자 경험을 측정할 수 있는 평가 지표가 될 것으로 기대된다. 또한 본 연구를 통해 시각과 청각의 인터랙션을 제안함으로써 다중감각 예술작품 경험을 향상시키고자 하였다. 본 연구에서 제안된 회화와 음악 매칭이 다중감각 예술작품 전시에서 활용되며 더 나아가 이는 시각 장애인들의 예술작품 감상에 대한 접근성을 높일 수 있을 것이라 기대한다.

신생아 중환자실에서의 초기 모아상호노출과 모아애착, 모성자존감 및 산후우울간의 관계분석 (The Relationship between Early Neo-maternal Exposure, and Maternal Attachment, Maternal Self-esteem and Postpartum Depression in the Mothers of NICU Infants)

  • 안영미;김미란
    • 대한간호학회지
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    • 제35권5호
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    • pp.798-809
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    • 2005
  • Purpose: This study was performed to investigate the quantities of three neo-maternal exposures; visiting frequency, auditory contact and physical contact, and to examine the relationship between the quantities of each exposure and maternal attachment, maternal self-esteem and postpartum depression in 40 mothers of NICU babies during the first week in the NICU. Method: Each neo-maternal exposure was counted at every mother's visit to the newborn and maternal attachment, maternal self-esteem and postpartum depression were measured using the maternal attachment inventory, the maternal self-report inventory and Edinburgh Postpartum Depression Scale (EPDS) on the first and seventh day in the NICU. Result: The Mean of each neo-maternal exposure was 8.77(2.81) for the visiting frequency, 5.82(3.66) for the auditory contact and 5.60(2.89) for the physical contact during 7 days in the NICU. No significant changes were found in the scores of maternal attachment, maternal self-esteem and postpartum depression between the first and the seventh day in the NICU. The quantities of neo-maternal exposures were positively related to the scores of maternal attachment and maternal self-esteem but not related to postpartum depression. Conclusion: The results of the study suggest the lack of early neo-maternal exposure in cases of NICU hospitalization negate its beneficial effects on maternal psychological well-being in increasing maternal attachment and self-esteem. More efforts are neededfor the neo-maternal interaction and the reevaluation of NICU visitation hours in order to promote maternal-infant interaction.

유아의 다중과제 수행과 심리적 불응기: PRP 패러다임 과제를 중심으로 (Multiple Task Performance and Psychological Refractory Period in Children: Focusing on PRP Paradigm Tasks)

  • 김보경;이순형
    • 아동학회지
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    • 제38권3호
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    • pp.75-90
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    • 2017
  • Objective: This study aimed to identify children's cognitive processing and performance characteristics while multiple task performance. It confirmed whether their multiple task performance and psychological refractory period (PRP) varied by task condition (stimulus onset asynchrony [SOA] and task difficulty) and stimulus modality. Methods: Seventy 5-year-olds were recruited. Multi-task tools were developed using the E-prime software. The children were required to respond to two stimuli (visual or auditory) presented with microscopic time difference and their response times (RTs) were recorded. Results: As the SOA increased, the RTs in the first task increased, while the RTs in the second task and PRP decreased. The RTs of the first and second tasks, and the PRP for difficult tasks, were significantly longer than those for easy tasks were. Additionally, there was an interaction effect between the SOA and task difficulty. Although there was no main effect of stimulus modality, task difficulty moderated the modality effect. In the high difficulty condition, the RTs of the first and second tasks and PRP for the visual-visual task were significantly longer than those for auditory-auditory task were. Conclusion: These results inform theoretical discussions on children's multi-task mechanism, and the loss of multiple task performance. Additionally, they provide practical implications and information on the composition of multi-tasks suitable for children in educational environments.

융합적 중재를 기반으로 한 심리운동프로그램이 ADHD아동의 주의집중력에 미치는 영향 (The Effect of Psychomoto Program Based on Convergent Intervention on Attentional Concentration of Children with ADHD)

  • 유진호;강유석;채정은
    • 디지털융복합연구
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    • 제16권6호
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    • pp.463-470
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    • 2018
  • 본 연구는 융합적 중재의 심리운동프로그램의 참여가 ADHD 아동의 주의집중력에 미치는 영향에 대하여 규명하고자 한다. ADHD 아동을 대상으로 한 Kiphard의 6단계의 심리운동 적용에 따른 시각과 청각의 주의집중력에 하위요인 중 누락오류와 오경보오류를 반복측정 분석하였다. ADHD 아동의 심리운동 중재에 따른 분석결과 시각주의력의 하위요인인 누락오류와 오경보오류는 실험집단에서만 오류가 감소하였으며 청각주의력의 하위요인인 누락오류와 오경보오류는 실험집단과 통제집단 모두에서 감소하지 않으며 중재에 따른 유의미한 영향이 없는 것으로 분석되었다. 이후 분석결과를 토대로 융합적 중재를 기반으로 심리운동의 후속 연구는 주의집중력 뿐만이 아닌 다양한 중재에 관한 연구를 통하여 ADHD 아동을 위한 융합적 중재에 새로운 패러다임이 제시되어야 할 것이다.

공간좌표로 사상된 GCC 함수의 다 음원에 대한 해석과 음원 위치 추정 방법 (Spatially Mapped GCC Function Analysis for Multiple Source and Source Localization Method)

  • 권병호;박영진;박윤식
    • 제어로봇시스템학회논문지
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    • 제16권5호
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    • pp.415-419
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    • 2010
  • A variety of methods for sound source localization have been developed and applied to several applications such as noise detection system, surveillance system, teleconference system, robot auditory system and so on. In the previous work, we proposed the sound source localization using the spatially mapped GCC functions based on TDOA for robot auditory system. Performance of the proposed one for the noise effect and estimation resolution was verified with the real environmental experiment under the single source assumption. However, since multi-talker case is general in human-robot interaction, multiple source localization approaches are necessary. In this paper, the proposed localization method under the single source assumption is modified to be suitable for multiple source localization. When there are two sources which are correlated, the spatially mapped GCC function for localization has three peaks at the real source locations and imaginary source location. However if two sources are uncorrelated, that has only two peaks at the real source positions. Using these characteristics, we modify the proposed localization method for the multiple source cases. Experiments with human speeches in the real environment are carried out to evaluate the performance of the proposed method for multiple source localization. In the experiments, mean value of estimation error is about $1.4^{\circ}$ and percentage of multiple source localization is about 62% on average.

감각형 증강현실 기반 상호작용 대안들의 비교 (Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment)

  • 박상진;정호균;박형준
    • 한국CDE학회논문집
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    • 제17권6호
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.