• Title/Summary/Keyword: Non-Verbal

Search Result 279, Processing Time 0.028 seconds

Visual Perceptive Function of Isotype for Train - Focused on FRT applied design concept - (철도차량의 아이소타이프가 지닌 시지각적 역할과 디자인 사례-FRT 적용 디자인 컨셉트를 중심으로-)

  • Jin Mi-Ja
    • Proceedings of the KSR Conference
    • /
    • 2004.10a
    • /
    • pp.1737-1744
    • /
    • 2004
  • Isotype should be carried out together with the function of explaining procedures, processes, usages, etc. accurately. Because it is a semitic semantic-information-intensive object as an representative example of non-verbal communication, it must meet formative conditions for conveying the various meanings of symbolic contents retained in it suggestively. In this way isotype is a common language with visuality, attention and universality, expressing definite contents in specific images. That is, it is necessary to establish a visual perceptive standard, design guidelines and required conditions and to implement systematically by stipulating rules for management. Thus isotype used in FRT, which is designed for easy perception of concepts, procedures, methods, structures, etc., can contain all factors used in the expression of information.

  • PDF

Design Considerations of Auditory Feedback for Enhancing The Usability of Portable Digital Electronic Products (휴대용 디지털 전자제품의 사용성 향상을 위한 청각적 피드백의 고려)

  • Kim, Hyeong-Seok;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
    • /
    • v.19 no.3
    • /
    • pp.51-60
    • /
    • 2000
  • Non-verbal sound feedback, called earcon, has been used for portable digital electronic products to give appropriate information for the selected function. This study evaluated usability based on user cognition time, error rate, and subjective satisfaction using 20 male and female subjects. The study compared five major user functions from a portable digital electronic product with currently available earcons and the same functions from the product with the new earcons (suggested by this study) which considered user cognitive characteristics, such as loudness, pitch, melody, and length. For subjective evaluation, the study assessed various earcons by subjective impression of sounds using the seven-point rating scales. Major statistical results indicated that the new earcons significantly reduced user error rates and generally improved user performance functions, such as 'play, off, stop, fast forward, and rewind.'

  • PDF

Structure of the Self-Concept of Korean Primary and Secondary School Students : Analysis by Multidimensional Hierarchical Model (다면적·위계적 모델을 중심으로 본 초·중학생들의 자아개념 구조 분석)

  • Cho, Hyun Chul
    • Korean Journal of Child Studies
    • /
    • v.21 no.2
    • /
    • pp.99-118
    • /
    • 2000
  • This study investigated the self-concepts of Korean students based on Marsh and Shavelson's(1985) multidimensional hierarchical model. Reduced forms of the Self-Description Questionnaire(SDQ)-I and -II were administered to 308 5th and 6th grade students and 718 7th to 9th grade students. Results of 2 factor analyses indicated that sub-scales 9 and 11 were well established for SDQ-I and -II, respectively, partly confirming the multidimensionality of self-concept. The factors involving distinctions between academic and non-academic higher-order factors and between the academic/math and the academic/verbal factors were not so differentiated nor hierarchically arranged as proposed by the model. These differences may be attributed to the heavy influence of the academic self-concept on the other sub-factors. A Locality ${\times}$ Sex ${\times}$ Grade ANOVA showed main effects of locality favoring urban areas and of sex favoring boys.

  • PDF

The study of preference by emoticon types according to the gender of sender, emotion types of message and intimacy with the recipient

  • Kim, Hyun-Ji;Kang, Jung-Ae;Lee, Sang-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.9
    • /
    • pp.57-63
    • /
    • 2016
  • The purpose of the study is to investigate the preference by emoticon types according to the gender of sender, emotion types of message and intimacy with the recipient. Results show that women mostly prefer to use dynamic and imaged emoticon than men. However, the preference of using text messages increases when both men and women express uncomfortable emotion. Especially, when users send family messages, they tend to prefer for text message. And when users send close friends messages, the preference for dynamic and imaged emoticon is high. When users send distant friends messages, the similar tendency is shown regardless of emotion. These results can provide the information to use emoticon in the filed of education and take advantage in digital education and mobile education.

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)
    • /
    • v.12 no.11
    • /
    • pp.5541-5554
    • /
    • 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.

Understanding Prospective Teachers' Verbal Intervention through Teachers' Group Work Monitoring Routines

  • Pak, Byungeun
    • Research in Mathematical Education
    • /
    • v.23 no.4
    • /
    • pp.219-233
    • /
    • 2020
  • Teachers' intervention in small groups is a research area that needs more research attention. Ehrenfeld and Horn (2020) identified teachers' group work monitoring routines that consist of four recurrent talk moves: 1) Initiation, 2) Entry, 3) Focus, and 4) Exit. To better understand prospective teachers' (PTs) intervention in small groups in mathematics classrooms, I investigated how PTs' intervention actions and purposes are related to the monitoring routines, particularly, in terms of Focus moves. I analyzed 26 PTs' responses to four written scenarios, each of which depicts interactions among students in a small group. I identified 1) types of PTs' math talk, 2) types of PTs' non-math talk, 3) types of intervention purposes, and 4) patterns of intervention actions and purposes by scenario. This study contributes to understanding PTs' intervention actions and purposes in mathematics instruction.

Public Opinion on the Duterte Administration's COVID-19 Period through Editorial Cartoons on Facebook

  • Bantugan, Brian Saludes
    • Asian Journal for Public Opinion Research
    • /
    • v.8 no.4
    • /
    • pp.409-431
    • /
    • 2020
  • This study explores the images and ideas presented by the editorial cartoons that have appeared in the author's Facebook timeline during Duterte's enhanced community quarantine (ECQ). The study analyzed 70 editorial cartoons posted between March 14, 2020, when Duterte declared ECQ in the National Capital Region of the Philippines, and June 22, 2020, a few days before the emergency powers of Duterte expired. This study used (visual-verbal) textual analysis as the research method to surface discourses embedded in the selected editorial cartoons. The editorial cartoons were clustered according to the roles the powerful people play in the images, and the details of each image were compared and contrasted to surface nuances in representation. The 70 editorial cartoons were classified into seven categories: (1) invisible (non-suffering) persons, (2) front liners, (3) privileged homeowners, (4) priority clients, (5) judges, (6) gatekeepers, and (7) dysfunctional public officials. They gravitated towards the tragic realities that call for acts of social justice and equity, and underscore specific contexts that need to be fixed by those in power.

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

  • Seo, Ji-Young
    • International Journal of Contents
    • /
    • v.18 no.3
    • /
    • pp.58-65
    • /
    • 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.

Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication (제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안)

  • Won, Ha Youn
    • Korea Science and Art Forum
    • /
    • v.20
    • /
    • pp.307-314
    • /
    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.2
    • /
    • pp.12-23
    • /
    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.