• 제목/요약/키워드: Non Verbal Communication

검색결과 130건 처리시간 0.029초

3D캐릭터콘텐츠제작을 위한 표정에 관한 연구 (A Study on Facial expressions for the developing 3D-Character Contents)

  • 윤봉식;김영순
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 춘계 종합학술대회 논문집
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    • pp.478-484
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    • 2004
  • 이 연구는 비언어적 감성기호인 인간의 표정에 관한 것으로 3D캐릭터콘텐츠제작을 위한 기반 연구로 진행되었다. 인간의 감정과 표현에는 일종의 연계성이 있으며 인간의 표정에 나타나는 감성기호에는 일정한 패턴의 체계가 존재한다. 인간의 풍부하고 복잡 미묘한 감성은 감정이라는 형태로 표출되어지고, 복합적이고 세세한 감정의 형태를 모두 통제하는 것은 불가능하리라 사료되나, 감정의 영역에 대한 적정한 일체화 행위를 통하여 각 감정 영역별 흐름을 찾을 수 있을 것으로 기대된다. 표정 이외의 인간의 다른 행동들 역시 이처럼 특징적인 형태, 유사성 등이 존재하나 본 연구에서는 인간의 표정에 제한하여 연구를 실시하였고, 연구를 통하여 보다 편리한 표정제작에 도움이 될 수 있는 감정의 표출 형태 중 표정의 범주화를 실시코자 한다.

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인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구 (Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol)

  • 윤봉식
    • 한국콘텐츠학회논문지
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    • 제5권2호
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    • pp.137-145
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    • 2005
  • 본 연구는 3D캐릭터 개발에 효율성을 높이고, 보다 인간의 표정에 가까운 캐릭터표정을 제작하기 위하여 실시되었다. 각 연령층별, 성별, 직위 등의 계층으로 각 감정영역을 데이터화하여 하나의 시스템으로 연동되어진다면 애니메이션, 만화, 연기 및 다양한 영상 엔터테인먼트산업과 이에 필요한 인력양성에 고무적인 반향을 일으킬 수 있을 것으로 사료된다. 이에 그 기반연구로 실시된 선행 연구를 바탕으로 이번 연구에서는 연구영역 중 1개 계층 8대 감정영역에 대한 표본연구로 진행하였다. 이로써 인간의 감정과 표현 간에는 일련의 연계성이 존재하며, 특히 표정에서 나타나는 비언어적 감성기호들을 범주화할 수 있다는 가정을 증명할 수 있었다. 그러나 인간의 풍부한 감정은 하나의 자극에 대한 단일감정보다는 다수 또는 지속자극에 대한 복합기호로서 표출되므로 이에 대한 통제는 많은 어려움이 있고, 본 연구에서 제시한 연구 모델은 각 영역별, 척도별 단일 감정에 대한 내용만을 다루기 위해 실험환경을 일부 조작하였다. 본 연구의 결과는 다양한 미디어제작에 필요한 가상캐릭터의 표정, 의인화 등을 위한 주요한 데이터로 활용가능하며, 향후 연구에서는 더 많은 표본에 대한 폭넓은 데이터베이스 구축과 상대적 비교검증이 이루어져야한다.

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메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안 (Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse)

  • 송고은
    • 실천공학교육논문지
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    • 제14권3호
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    • pp.555-563
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    • 2022
  • 본 연구는 외국인학습자들 사이의 PBL의 상호작용을 강화하고자 메타버스 도구를 활용한 e-PBL의 교육적 효과를 탐색하였다. C대학교의 매주 3시간의 15주차의 PBL 교과목을 비대면 상황에 맞추어 체계적으로 재구성하였고 우리 사회 이슈와 밀접한 실제적인 문제해결을 e-PBL로 수행하는 과정에서 상호작용의 도구로서 메타버스 테크놀로지를 활용하였다. 11개 국적의 43명의 참여 수강생 중 절반 이상인 외국인 학습자들로 구성된 e-PBL 강의에서 언어와 국적을 초월하여 효과적인 소통의 도구로서의 메타버스 활용을 통해 학습자들은 프로젝트 활동에 한층 더 능동적으로 상호작용할 수 있음을 확인하였다. 메타버스 공간에서 팀 구성원들간의 언어적 소통 외의 다양한 비언어적 소통이 가능했고 그 과정에서 메타버스 공간 특유의 행동 유도 기능들은 매우 유용하게 작용했음을 확인 할 수 있었다. 본 연구를 통해 언어적 의사소통이 완벽하지 않은 학습자들간의 상호작용을 개선하기 위한도구로서의 메타버스 활용 e-PBL 교수방법을 모색하는 계기가 될 수 있다.

Human-Computer Natur al User Inter face Based on Hand Motion Detection and Tracking

  • Xu, Wenkai;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제15권4호
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    • pp.501-507
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    • 2012
  • Human body motion is a non-verbal part for interaction or movement that can be used to involves real world and virtual world. In this paper, we explain a study on natural user interface (NUI) in human hand motion recognition using RGB color information and depth information by Kinect camera from Microsoft Corporation. To achieve the goal, hand tracking and gesture recognition have no major dependencies of the work environment, lighting or users' skin color, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. An improved Camshift tracking algorithm is used to tracking hand motion, the experimental results show out it has better performance than Camshift algorithm, and it has higher stability and accuracy as well.

비구조적 발달 미술치료를 통한 발달장애아의 자아의식 향상 효과 -단일사례를 중심으로- (Self-consciousness Improvement Effect of Nonstructured Developmental Art Therapy on a Developmental Disordered Child -A Study on the Single Case-)

  • 강영자;강승아
    • 한국생활과학회지
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    • 제11권4호
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    • pp.321-334
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    • 2002
  • This study is a non-structured developmental art-therapy case study having done 134 times of total treatments for a 12 years old girl, having extremely poor verbal communication ability and sociality comparing to her ability in perception and motion. I presumed the cause of this gap between perceptibility and the communication ability was a problem related to self-consciousness. To cure the problem, I provided treatment programs designed to use material which can create a stable and reliable environment and can give body experiences such as painting and play-dough. As the treatment programs progressed, I found she had changed gradually to lead the game by herself and to express her favorite colors and shapes. Also she became to be able to express her experience as a simple word and to response short answers for questions.

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한국 무복(巫服)의 비언어적 커뮤니케이션에 관한 연구 - 진도 씻김굿을 중심으로 - (A Study on Non-verbal Communication of korean Shaman Clothing)

  • 양미경
    • 복식
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    • 제31권
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    • pp.5-16
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    • 1997
  • This paper studies in terms of nonverbal communication the roles of Gut-clothinbgs used in Jin-Do Sit-gim Gut are classified as follows: 1) The message communicated through the ordinary clothings of a shaman is that he or she is waiting to serve as a presider of a Gut ceremony actiong as a mediator between the spirtual and the human world. 2) The shaman clothings representing many kinds of spirits are visualized figures which are closely related to the common wishes of most people in society e. g. physical and material well-being longevity fertility. 3) The clothings serve as a body figure in the Gut are classified into 5 groups. (1) Laid-on clothings give the message that the body is standing still. (2) Wrapped clothings serve as an incarnated body of the dead. (3) Spread clothings represent a lying body. (4) Oscillated clothings are the symbols of a spirit which moves from this world to another. (5) Burned clothings mean that the spirit has attained a complete seperation from this world.

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Diagnosing Vocal Disorders using Cobweb Clustering of the Jitter, Shimmer, and Harmonics-to-Noise Ratio

  • Lee, Keonsoo;Moon, Chanki;Nam, Yunyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권11호
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    • pp.5541-5554
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    • 2018
  • A voice is one of the most significant non-verbal elements for communication. Disorders in vocal organs, or habitual muscular setting for articulatory cause vocal disorders. Therefore, by analyzing the vocal disorders, it is possible to predicate vocal diseases. In this paper, a method of predicting vocal disorders using the jitter, shimmer, and harmonics-to-noise ratio (HNR) extracted from vocal records is proposed. In order to extract jitter, shimmer, and HNR, one-second's voice signals are recorded in 44.1khz. In an experiment, 151 voice records are collected. The collected data set is clustered using cobweb clustering method. 21 classes with 12 leaves are resulted from the data set. According to the semantics of jitter, shimmer, and HNR, the class whose centroid has lowest jitter and shimmer, and highest HNR becomes the normal vocal group. The risk of vocal disorders can be predicted by measuring the distance and direction between the centroids.

Integrating Soft Skills into Online EFL Classrooms Using Problem-Based Learning with Challenge Questions

  • Seo, Ji-Young
    • International Journal of Contents
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    • 제18권3호
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    • pp.58-65
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    • 2022
  • This study proposed a soft skill integration activity for online EFL classrooms and investigated student responses. Toward this end, this study recruited 54 college students taking an English Presentation and Discussion class in South Korea. Participants were assigned into high and low-proficiency groups based on the Test of English for International Communication. This study employed questionnaire, class video recordings, and interview to obtain responses. Moreover, problem-based learning with challenge questions was applied to develop soft skills in online synchronous classes. Responses were examined in terms of whether a difference existed according to English proficiency. Major findings of this study were as follows. Regardless of proficiency levels, participants reported improvements in their IT and problem-solving skills and exhibited positive attitudes toward live online presentations via Zoom. However, this study observed significant differences in communication and teamwork skills, perceived learning, and confidence. Interviews with students with low English proficiency levels revealed that they were negatively affected by the lack of non-verbal cues, mechanical skills, and socialization time provided by online classes. Based on these results, pedagogical implications and directions for future studies are discussed.

치매 노인환자와 간호사의 대화 분석: 대화의 구조와 연속체 형태를 중심으로 (Analysis of Conversation between Elderly Patients with Dementia and Nurses: Focusing on Structure and Sequential Patterns)

  • 이명선
    • 대한간호학회지
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    • 제39권2호
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    • pp.166-176
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    • 2009
  • Purpose: The purpose of the study was to identify functional structure and patterns of dialogue sequence in conversations between elderly patients with dementia and nurses in a long-term care facility. Methods: Conversation analysis was used to analyze the data which were collected using video-camera to capture non-verbal as well as verbal behaviors. Data collection was done during February 2005. Results: Introduction, assessment, intervention, and closing phases were identified as functional structure. Essential parts of the conversation were the assessment and intervention phases. In the assessment phase three sequential patterns of nurse-initiated dialogue and four sequential patterns of patient-initiated dialogue were identified. Also four sequential patterns were identified in nurse-initiated and three in patient-initiated dialogues in the intervention phase. In general, "ask question", "advise", and "directive" were the most frequently used utterance by nurses in nurse-initiated dialogue, indicating nurses' domination of the conversation. At the same time, "ask back", "refute", "escape", or "false promise" were used often by nurses to discourage patients from talking when patients were raising questions or demanding. Conclusion: It is important for nurses to encourage patient-initiated dialogue to counterbalance nurse-dominated conversation which results from imbalance between nurses and patients in terms of knowledge and task in healthcare institutions for elders.

KANO 모델을 활용한 V2H 커뮤니케이션 기술의 우선순위 분석 (Exploring the Key Priority of V2H Communication Technology Using the KANO Model)

  • 이상화;강수희;장정아
    • 자동차안전학회지
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    • 제14권4호
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    • pp.91-99
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    • 2022
  • In Korea, various studies on autonomous vehicles are being conducted with the aim of commercializing the fully autonomous driving (Lv.4) on major roads in 2027. Currently, the communication between non-autonomous vehicles and road users is made with gestures, eye contact, and verbal signals. In the case of autonomous vehicles in the future, autonomous vehicles should communicate instead of drivers. Recently, V2H communication technology (communication technology between autonomous vehicles and road users) is being developed. This study shows technology priorities using the KANO model in caution (warning) and traffic (concession) situations. As a result, a total of six attractive quality technologies were analyzed: technology to provide dark warning information in a display graphic; technology to provide dark warning information in a projection graphic; technology to provide light concession information in a display graphic; technology to provide dark concession information in a display graphic. In the future, it will investigate the preference of users in providing V2H information by road situation. It will be used as a V2H design priority.