• Title/Summary/Keyword: Auditory Preference

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Relationships between Learning Styles and Science Process Skills of Students of the Gifted Class in Elementary School (초등과학영재학급 학생의 학습양식과 과학탐구능력 간의 상관관계)

  • Choi Sun-Young;Song Hyeon-Jeong;Kang Ho-Kam
    • Journal of Korean Elementary Science Education
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • The purpose of this study was to investigate the relation between the learning styles and science process skills of students of the gifted class in elementary school. Subjects were forty-eight students of the gifted class who are in the fifth grade studying at the gifted class of S elementary school in Bucheon, M and Y elementary school in Incheon on learning styles and science process skills of students. Learning Style Profile (LSP) was used as instrument to survey learning style of students of the gifted class which was developed by NASSP, and consists of four categories (cognitive skills, perceptual response, orientation and teaming preferences) and twenty-four subscales. The results of this study were as follows: 1. In the learning styles test, students of the gifted class have higher scores of spatial skill, sequential processing skill, persistence orientation, manipulative preference, temperature preference and afternoon preference than general class students, but they have lower scores of discrimination skill and lighting preference, and there were statistically significant difference. 2. In science process skills test, there were statistically significant difference between students of the gifted class and general students. 3. In the correlation between the learning styles and science process skills, there was positive correlation of observing skill with spatial skill and manipulate skill of cognitive skill domain. For classifying skill, there was positive correlation with visual perceptual response, but was negative correlations with auditory and emotive perceptual response of perceptual response domain and with evening preference and verbal risk orientation of study preference domain. For measuring skill, there was positive correlation with sequential processing skill of cognitive skill domain. For formulating hypotheses, there was controlling variables, there was positive correlation with sequential processing skill and simultaneous processing skill of cognitive skill domain, and with verbal-spatial preference and early morning study preference of study preference domain. When planning and managing the gifted class, it will be beneficial and effective to consider the meaningful relations between the elements of loaming style and science process skills in order to improve science process skills.

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A Viewer Preference Model Based on Physiological Feedback (CogTV를 위한 생체신호기반 시청자 선호도 모델)

  • Park, Tae-Suh;Kim, Byoung-Hee;Zhang, Byoung-Tak
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.316-322
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    • 2014
  • A movie recommendation system is proposed to learn a preference model of a viewer by using multimodal features of a video content and their evoked implicit responses of the viewer in synchronized manner. In this system, facial expression, body posture, and physiological signals are measured to estimate the affective states of the viewer, in accordance with the stimuli consisting of low-level and affective features from video, audio, and text streams. Experimental results show that it is possible to predict arousal response, which is measured by electrodermal activity, of a viewer from auditory and text features in a video stimuli, for estimating interestingness on the video.

On the Signal Analysis of Two Waterfall Sounds in Australia's Broken Falls

  • Tian, Zhixing;Bae, MyungJin
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.287-293
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    • 2020
  • More and more people are paying attention to the psychological pleasure and relaxation that sound hearing brings. In most cases, humans seem to have a special preference for natural sounds. Natural sounds are mainly white noise and pink noise such as wind, rain, waves, waterfall sounds, etc. All of these are often considered to be beneficial to human health, but in reality the same category of natural sounds is no different. It will be very different due to space, time and other factors. Each sound can be unique, so people's hearing experience is also different. This paper quantitatively analyzes the spectrum and brain waves to analyze the feeling of hearing the natural Broken Falls sound. In particular, we aim to objectively analyze the objective feeling of Broken Falls sound falling on the human auditory system through sound spectrum and brain waves.

The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.531-544
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    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

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The Effects of Stage Reflectors on Stage Acoustics in Concert Halls (콘서트홀에서 무대음향에 대한 무대 반사판의 영향)

  • Kim, Yong-Hee;Kim, Su-Yeon;Jeon, Jin-Yong
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.05a
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    • pp.87-91
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    • 2005
  • The effects of the movable reflectors on the stage acoustics in Seoul's Sejong Performing Arts Center (3,048-seat multi-purpose hall, stage area of $270m^2$ within an orchestra shell) and Ceramic Palace Hall (440-seat concert hall, stage area of $105m^2$) were investigated. Acoustical parameters were evaluated by measuring stage and audience acoustics in the two halls. The study was primarily based on the stage support parameter STI proposed by Gade (Acustica 65, pp.193-203, 1989). Results showed that STI varied on the stage of the large hall according to the position of the reflectors, whereas STI did not vary in the small hall. In the large hall, a smaller clear stage area (bounded by the reflectors) yields an increase in both STI and other early energy measures. In the small hall, early energy decreases when its stage's surface diffusion was covered with specular reflectors.

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Clustering Kansei Factors for the Roughness of Plastic Surface Based on Frequency Distribution (플라스틱 표면 조도의 변화에 따른 빈도분포에 대한 감성공학적 군집분석)

  • Jun, Chang Lim
    • Applied Chemistry for Engineering
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    • v.18 no.4
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    • pp.366-370
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    • 2007
  • New product development requires information on customers' emotions such as vision, auditory, olfactory, gustatory, or tactile perceptions. In this study, tactile sense which has not been well studied compared to other senses, was measured and statistically analysed for different surface roughnesses of plastic samples. The emotional responses of 37 pairs of positive and negative adjectives describing tactile senses were collected and analysed through the questionnaire to find the correlation between adjectives and surface roughness. Frequency of the first preference for each adjective on four different roughness is obtained, and used for the statistical studies such as factor analysis, multidimensional scaling, or clustering.

Creating the Idea of Textile Print Pattern Design Using the Visual Expression of Popular Music (대중음악의 시각화를 통한 텍스타일 프린트 패턴디자인 발상)

  • Kim, Ji Yeon;Oh, Kyung Wha;Jung, Hye Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.524-540
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    • 2015
  • This study develops textile pattern design ideas created through the visualization of music. Methods of auditory and synesthesia were employed to analyze various attributes of popular music genres and appoint language image, shape image, and color image to obtain their interrelationships. This study provides data that can be used to express emotional images on textile print pattern designs. This research used different genres of popular music as stimuli. The language image was extracted and introduced to the overall color scheme; in addition, the color image was verified. The analysis of the color image was executed by applying it with the color set image scale of I.R.I colors. Then, the color image of the target genre of popular music was examined and analyzed through a color tone system. The preference in shape image was realized through visual images based on basic principles of points, lines, and sides composition; subsequently, an analysis of the emotional image of popular music followed. An examination of the emotional images of different popular music genres have led to the discovery that language image, color image, and shape image all share a common emotional image. There was also a realization that similarity and interrelationship exists in language, color, and shape images experienced by listening to popular music.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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Assessment of VARK Learning Styles in Medical School and the Influence of Gender Status, Academic Achievement (의과대학생의 VARK 학습양식과 성별, 학년, 학업성취도간의 차이분석)

  • Yoo, Hyo Hyun;Kim, Young-Jon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.144-152
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    • 2019
  • Learning styles are the methods of gathering, processing, interpreting, organizing the information. VARK learnig inventory is instructional preference classified according to their visual(V), aural(A), read-write(R), and/or kinesthetic(K) sensory modality preferences(SMP). Learner-centered learning is emphasized, but there are few studies on VARK learning styles in Korean medical school. The purposes of this study were to assess the student' SMPs and compare those with gender, status, and academic achievement. The subjects of study were 394 students at C Medical School and Graduate School of Medicine. For the study style test, 16 questions were used in Korean version of VARK test paper© 7.0 developed by Fleming provided on the VARK website. Academic achievement was converted into a standardized score(t score). Frequency analysis, cross analysis, and variance analysis(t-test, ANOVA) were conducted to identify learning style disposition and differences between groups. The uni-modal type was 87(22.1%) and the multimodal was 307(77.9%). Regardless of gender, quasi-modal VARK was the most preferred. There was no significant difference in learning styles by gender. The first grade in medicine was the lowest in uni-modal type(8.8%) and the highest in quasi-modal VARK type(47.8%), while the fourth grade was the highest in uni-modal type(30.7%) and the lowest in quasi-modal VARK type(19.8%) and tri-modal type(19.8%). There was no difference in academic achievement by all learning types(F=1.09, p=0.37). The knowledge about students' learning styles is helpful for instructors to apply more learner-centered teaching strategies in medical education.