• Title/Summary/Keyword: Auditory cues

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The Effects of a Context-based Drawing Task on the Language Expression of Severe Wernicke's and Broca's Aphasic Patients (문맥적 상황중심의 그림 그리기 과업이 중증의 베르니케 실어증과 브로카 실어증에 미치는 영향)

  • Lee, Ok-Bun;Shim, Hong-Im;Jeong, Ok-Ran
    • Speech Sciences
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    • v.10 no.3
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    • pp.37-45
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    • 2003
  • This study attempted to determine the effects of a context-based drawing task on the language expression of a severe Wernicke's and Broca's aphasic. The subjects in this study showed a poor auditory comprehension and naming performance. They also showed paraphasia and perseveration. This study focused on improving language expression by a drawing task based on conversation at hand. Ten target words were chosen which were easily drawnable and familiar to the subjects. The results showed that the context-based drawing task was effective on improving the subjects' confrontation naming ability and expressive language ability in terms of explanation of sentences. In addition, the Broca's aphasic showed improved naming ability when the contextual cues were given and he was supposed to spontaneously name words.

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CASA-based Front-end Using Two-channel Speech for the Performance Improvement of Speech Recognition in Noisy Environments (잡음환경에서의 음성인식 성능 향상을 위한 이중채널 음성의 CASA 기반 전처리 방법)

  • Park, Ji-Hun;Yoon, Jae-Sam;Kim, Hong-Kook
    • Proceedings of the IEEK Conference
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    • 2007.07a
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    • pp.289-290
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    • 2007
  • In order to improve the performance of a speech recognition system in the presence of noise, we propose a noise robust front-end using two-channel speech signals by separating speech from noise based on the computational auditory scene analysis (CASA). The main cues for the separation are interaural time difference (ITD) and interaural level difference (ILD) between two-channel signal. As a result, we can extract 39 cepstral coefficients are extracted from separated speech components. It is shown from speech recognition experiments that proposed front-end has outperforms the ETSI front-end with single-channel speech.

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Development of a Real-Time Driving Simulator for Vehicle System Development and Human Factor Study (차량 시스템 개발 및 운전자 인자 연구를 위한 실시간 차량 시뮬레이터의 개발)

  • 이승준
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.7
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    • pp.250-257
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    • 1999
  • Driving simulators are used effectively for human factor study, vehicle system development and other purposes by enabling to reproduce actural driving conditions in a safe and tightly controlled enviornment. Interactive simulation requries appropriate sensory and stimulus cuing to the driver . Sensory and stimulus feedback can include visual , auditory, motion, and proprioceptive cues. A fixed-base driving simulator has been developed in this study for vehicle system developmnet and human factor study . The simulator consists of improved and synergistic subsystems (a real-time vehicle simulation system, a visual/audio system and a control force loading system) based on the motion -base simulator, KMU DS-Ⅰ developed for design and evaluation of a full-scale driving simulator and for driver-vehicle interaction.

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Korean and Japanese EFL Learners' AV Benefit for the Perception of the Liquid Contrast in English (한국인 및 일본인 영어학습자의 유음 차이 지각에 미치는 시각/청각 효과)

  • Chung, Hyun-Song
    • MALSORI
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    • no.60
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    • pp.1-11
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    • 2006
  • This paper investigated AV benefit of Korean and Japanese EFL learners' perception of the liquid contrast in English. In a perception experiment, the two English consonants /l/ and /r/ were embedded in initial and medial position in nonsense words in the context of the vowels /i, a, u/. Singletons and clusters were included in the speech material. Audio and video recordings were made using a total of 108 items. The items were presented to Korean and Japanese learners of English in three conditions: audio-alone (A), visual-alone (V) and audio-visual presentation (AV). The results showed that there was no evidence of AV benefit for the perception of the /l/-/r/ contrast for either Korean or Japanese learners of English. The results suggest that increasing auditory proficiency in identifying a non-native contrast is linked with an increasing proficiency in using visual cues to the contrast.

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Sign System of Common Spaces in Nursing Home (노인요양시설 공용생활공간의 안내표식 시스템에 관한 연구)

  • Chung, Mi-Ryum;Kim, Dae-Nyun
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.200-210
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    • 2009
  • The Sign system of nursing home plays an important role when an elderly adapts to new environment and gets on daily life autonomously. Common living spaces are expecially important in maintaining social nature, adequate signage should be installed to aid them in finding their ways. Sign system is a comprehensive system consisted of various factors. In this research, it has been categorized as signage and cueing. Signage includes text and graphic signs, and cueing consists of floor plan configuration and sensual mechanism of visual, auditory, olfactory senses. Using this framework, held investigation and analysis were held in common area(shared living room, shared dining room, toilet) of 14 Korean, 8 Northern European, and 10 Japanese nursing home facilities. The result revealed that even though sign system should work as a combined unit, each factor was planed without relations to each other and did not perform mutually complementary role. Signage was installed too high, without considering the posture of elderly. Korean facilities used abundant and diverse signage compared to other countries. Japanese nursing home preferred cueing method over signage, and those of Northern Europe used plentiful visual cues such as color and ornaments.

Analysis of Nurses' Soothing Behaviors in Neonatal Intensive Care Unit: Focused on Babies with Bronchopulmonary Dysplasia (신생아 중환자실 환아 달래기시 나타나는 간호사 행위 분석: 기관지폐이형성증 환아 중심으로)

  • Lee, Yu-Nah;Shin, Hyunsook
    • Child Health Nursing Research
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    • v.23 no.4
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    • pp.494-504
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    • 2017
  • Purpose: The aim of this study was to analyze Neonatal Intensive Care Unit nurses' behaviors while soothing newborns with bronchopulmonary dysplasia. Methods: An observational study was used to assess nurses' soothing behaviors. Data were collected from September, 2012 to March, 2013 using an audio-video recording system. Participants were eight babies and 12 nurses caring for those babies. After obtaining parental permission, the overall process of each episode from nurses' engagement in soothing to the end of soothing was recorded. Then a researcher interviewed each participating nurse. Data from 18 episodes were transcribed as verbal and nonverbal nursing behaviors and then categorized by two researchers. Results: There were 177 observed soothing behaviors which were classified with the five sensory-based categories (tactile, oral, visual, auditory, vestibular). Most frequently observed soothing behavior was 'Gently talking' followed by 'Removing irritant', and 'Providing non-nutritive sucking'. Nurses' perceived soothing behaviors were similar to the observed soothing behaviors except for 'Gently talking'. Conclusion: Nurses used diverse and mixed soothing behaviors as well as recognizing those behaviors as essential nursing skills. Nurses' soothing behaviors identified in this study can be used to comfort babies and to enhance their developmental potential in accordance with individual characterstics or cues.

Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications

  • Hong, Dukki;Kwon, Hyuck-Joo;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5936-5954
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    • 2018
  • Eight out of the top ten the largest technology companies in the world are involved in some way with the coming mobile VR revolution since Facebook acquired Oculus. This trend has allowed the technology related with mobile VR to achieve remarkable growth in both academic and industry. Therefore, the importance of reproducing the acoustic expression for users to experience more realistic is increasing because auditory cues can enhance the perception of the complicated surrounding environment without the visual system in VR. This paper presents a audio downmixing system for auralization based on hardware, a stage of sound rendering pipelines that can reproduce realiy-like sound but requires high computation costs. The proposed system is verified through an FPGA platform with the special focus on hardware architectural designs for low power and real-time. The results show that the proposed system on an FPGA can downmix maximum 5 sources in real-time rate (52 FPS), with 382 mW low power consumptions. Furthermore, the generated 3D sound with the proposed system was verified with satisfactory results of sound quality via the user evaluation.

A Driving Study on Driver's Subjective Speed Estimation as a Function of the Vehicle Noise Types and Intensity (운전 중 실내 소음의 유형 및 강도에 따른 주관적 속도감에 관한 연구)

  • Daeho Gong;Junbum Lee;Jaesik Lee
    • Korean Journal of Culture and Social Issue
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    • v.11 no.2
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    • pp.31-46
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    • 2005
  • The purpose of the present study was to investigate the effects of in-vehicle noise types and levels of intensity on drivers' driving speed estimation. Noise generated from the vehicle engine and musical sound sampled from the Korean pop were employed as the types of in-vehicle noise and their levels of intensity were systematically manipulated. In experiment 1 where the effect of the engine noise levels on speed estimation was observed, drivers showed the tendencies of driving faster than the targets speeds under lower noise intensity condition whereas driving slower under higher noise intensity condition. In experiment 2 where both musical sample and the engine noise were provided, drivers' subjective speed estimation was affected by the engine noise as revealed experiment 1, but not by musical sample. When the data from the both experiments were combined and analyzed, an interacting effect of engine noise levels and music sample levels was found: if the intensity of music sample was enough to overwhelm the engine noise, the drivers drove faster than lower engine noise level condition in the experiment 1. This result indicates that although the music sample is not the direct auditory cue of speed estimation as observed in the experiment 2, intense level of music sample can affect drivers' speed estimation when it is coupled with the lower engine noise level.

A Review of the motor learning stratige to improve handwriting function in Parkinson's disease (파킨슨병 환자의 Handwriting 기능 향상을 위한 운동학습 전략에 대한 문헌 고찰)

  • Yoo, Yeon-Hwan;Park, Jin-Hyuck;Lee, Joo-Hyun
    • Therapeutic Science for Rehabilitation
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    • v.4 no.1
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    • pp.29-38
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    • 2015
  • Objective : The purpose of the study is to propose the treatment methods for problem of handwriting, micrographia in Parkinsons disease. Methods : For this purpose, foreign literatures on the subjects with Parkinsons disease was researched. Results : The results of this review is summarized as follows. The treatment methods for micrographia were applied to external cue and feedback among motor learning strategies in order to improve motor initiation. The external cues included visual, auditory, and verbal stimulations, and feedback strategy was visual stimulation. For writing with external cue or visual feedback, result in expanding the size of the letters in addition, writing task performance is maintained for a short period without those. Conclusion : Further studies are needed to examine the strategy maintained effect for long periods.

Study on the Sampling of Distributors : Relating Olfactory Cues and Social Density (유통점의 샘플링에 관한 연구 : 후각적 자극과 매장 밀집도를 중심으로)

  • Hwang, Hee-Joong;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.16 no.9
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    • pp.59-63
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    • 2018
  • Purpose - It has already been proved that 'mood' as the physical environment of shopping affects consumers' main sensory channels such as sight, hearing, smell, touch. However, there is no consensus on how the olfactory cue influences the customers in the shopping environment. In this study, we examine the previous studies on how the olfactory cue affects the customers in the shopping environment and present a clear direction as a suggestion for progressive research. Research design, data, and methodology - It is not important to use a lot of unconditional fragrance, but it should be exposed to the environment that suits the proper fragrance. In recent years, meaningful research on store fragrance has been slowly increasing. As a result, studies on the fragrance effects of retail stores have been conducted to verify the relevance of fragrance suitability in stores and consumer spending scale. Results - The fragrance appropriate for each store can not be uniformly specified as any fragrance. This is because external variables such as time, season, temperature, lighting, density of shoppers, and music in the store also affect customer evaluation. For example, using an unsuitable fragrance may encourage customers to leave the store quickly by restraining impulsive purchases or by disturbing concentration. The store manager should also be interested in using fragrances that are proven and effective in the store environment, but they should also have the ability to easily manipulate and manage the fragrances very appropriately according to changes in the store environment. Store managers should observe consumer preferences and responses according to their goals and strategies, and then systematically manage and store information about the fragrance appropriate to the store. Conclusions - In the future, the fragrance marketing researcher needs to consider the spatial form and density of the customer. In practice, managers operating a retail store should check the most appropriate store density(congestion) according to the size and spatial characteristics of the store and maintain the ideal conditions. To do this, it is necessary to pay attention to how to select and control sensory elements such as fragrance(olfactory), music(auditory), and lighting(visual).