• Title/Summary/Keyword: Sound Stimuli

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Auditory Thresholds of Black Rock Fish (조피볼락의 청각문턱치)

  • Park, Yong-Seok;Lee, Chang-Heon;Moon, Jong-Wook;Ahn, Jang-Young;Seo, Du-Ok
    • Journal of Fisheries and Marine Sciences Education
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    • v.11 no.1
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    • pp.88-97
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    • 1999
  • Auditory thresholds were determined by means of a conditioned response to sound stimuli at frequencies 80, 100, 200, 300, 500 and 800 Hz for a 10 black rock fish, Sebastes schlegeli. The conditioned response was a change of a cardiac rhythm. It was established through an electric shock as unconditioned stimulus, and could be monitored on an oscilloscope. A stable acoustic condition was obtained by suspending the fish in a small cage at fixed position in the test tank. The sensitive frequencies ranged from 80 Hz to about 800 Hz, showing the best frequency around 100 Hz where the mean threshold value was 90.5 dB. A gradual rise below 300 Hz and a relatively sharp turn above 500 Hz were indicated in the audiogram. The method presented here seemed to be useful for a rapid determination of the audiogram of fishes.

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Comparison of three behavior modification techniques for management of anxious children aged 4-8 years

  • Radhakrishna, Sreeraksha;Srinivasan, Ila;Setty, Jyothsna V;Murali, Krishna DR;Melwani, Anjana;Hegde, Kuthpady Manasa
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.19 no.1
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    • pp.29-36
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    • 2019
  • Background: An inability to cope with threatening dental stimuli, i.e., sight, sound, and sensation of airotor, manifests as anxiety and behavioral management problems. Behavior modification techniques involving pre-exposure to dental equipment will give children a first-hand experience of their use, sounds, and clinical effects. The aim of this study was to compare the techniques of Tell-Show-Play-doh, a smartphone dentist game, and a conventional Tell-Show-Do method in the behavior modification of anxious children in the dental operatory. Methods: Sixty children in the age group of 4-8 years, with Frankl's behavior rating score of 2 or 3, requiring Class I and II cavity restorations were divided into three groups. The groups were Group 1: Tell-Show-Play-doh; Group 2: smartphone dentist game; and Group 3: Tell-Show-Do technique and each group comprised of 20 children. Pulse rate, Facial Image Scale (FIS), Frankl's behavior rating scale, and FLACC (Face, Leg, Activity, Cry, Consolability) behavior scales were used to quantify anxious behavior. Operator compliance was recorded through a validated questionnaire. Results: The results showed lower mean pulse rates, lower FIS and FLACC scores, higher percentage of children with Frankl's behavior rating score of 4, and better operator compliance in both the Tell-Show-Play-doh and smartphone dentist game groups than in the conventional Tell-Show-Do group. Conclusion: The Tell-Show-Play-doh and smartphone dentist game techniques are effective tools to reduce dental anxiety in pediatric patients.

VR-based Hiking System that supports Real-time Field Condition (등산로 조건을 실시간으로 지원하는 VR 기반의 사이버 등산 시스템)

  • Ko, Dae-sik
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.78-86
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    • 2018
  • In this paper, a VR-based cyber hiking system was designed to provide virtual reality for famous mountains that can offer the real senses and feelings of hiking in supporting environmental factors of actual mountains such as the temperature, air, sound, echoes, etc., of the mountain the user wants to climb. The VR-based cyber hiking system that reflects real-time site conditions is largely consisted of the data collection module that collects data from the live site, multiple drive modules that enables the user to feel real senses using data from the sites, and sensor module to detect the stimuli provided by the drive modules and the user's physical body transition. Unlike existing VR-based hiking systems, the proposed cyber hiking system not only provides simple virtual reality for the wanted mountain, but can also provide the natural conditions of real mountains and implement the uphill and downhill of hiking routes. In particular, it has the effect of providing fun and game elements to users by excluding unnecessary conditions and risks that may arise in actual hiking and instead supporting augmented realities such as squirrels on actual hiking paths. In addition, in providing users with the changes in their body before and after hiking, it is expected to be effective in providing diverse feedback such as the height, gradient, and speed of mountain hiking.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Effect of Ultrasound on the Growth and Short-term Behaviour of the Carp, Cyprinus carpio (초음파가 잉어 Cyprinus carpio의 성장 및 단기적 행동에 미치는 영향)

  • Yoon, Sung-Jin;Yeom, Dong-Hyuk;Kim, Woo-Keun;Yun, Hong-Gil;Lee, Sung-Kyu
    • Korean Journal of Ecology and Environment
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    • v.40 no.2
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    • pp.244-253
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    • 2007
  • In this study, mortality, body wet weight, health assessment, and short-term behavioral mode were observed to determine the effects of ultrasound on the ecological response of the carp Cyprinus carpio. Mortality in the treatments was less than 5% during ultrasound exposure (31 dB re 1 ${\mu}Pa$, $14{\sim}15$ kHz) and there were no significant differences among the replicates (P>0.05). The treatments, based on mean wet weight, exhibited greater effect than the controls, but the magnitude of the differences was not large. Skins and tail fins of some test animals exposed to the controls and intensive treatment groups had light injury such as hemorrhaging, whereas, damages in other organs such as eyes, other fins, parasites, thymus, and gills were not observed (P>0.05). Sudden stimuli in low intensity at a short distance caused a directional avoidance of the fish from the sound. However, the carp exposed to ultrasound at the large scale field was not observed clear behavior changes. Overall results suggest that fish exposed to the low-intensity ultrasound had no serious stress during the tests.

Effect of Hippocampectomy on Gastric Ulceration by Predicted Stress (예보된 스트레스에 의한 위궤양 발생에 미치는 뇌 해마 제거의 영향)

  • Kim, Chul;Choi, Hyun;Kim, Chung-Chin;Kim, Jong-Kyu;Kim, Myung-Suk;Park, Hyoung-Jin;Jo, Yang-Hyeok
    • The Korean Journal of Physiology
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    • v.14 no.1
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    • pp.1-5
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    • 1980
  • This study was under taken to investigate the influences of predictable or unpredictable stress upon gastric ulceration, and the hippocampectomy upon the ulceration order the stressful conditions. Sixty male albino rats(Sprague-Dawley strain) were divided equally into 3 groups: One was the hippocampal group(N=20) which received hippocampal ablation by suction, another was the cortical control group(N =20) which received partial cortical ablation over the hippocampus, and a third was the normal control group(N=20). Each group was further divided into two subgroups: One was the predicted subgroup(N=10) in which animals could predict the imminent stressful stimuli by hearing a sound(1,000 Hz, 2 sec in duration) 3 sec before the onset of the stress, and the other was the unpredicted subgroup(N=10). After starvation for 24 hours, but water ad libitum, each rat received the electric stimulation(3 mA, 60 Hz, 2 sec in duration, and once per minute in average) for 6 hours via a pair of electrodes attached on the tale. The electric stimulation served as the stress causing the gastric ulcer. Five hours after completion of stimulation, the stomach filled with the physiological saline was removed under deep anesthesia and spread out on a small glass plate. The numbers of the ulcer in each stomach were counted and the shape was examined under the dissecting microscope. Results obtained were as follows: 1. The mean numbers of the ulcer of the predicted subgroups were significantly larger than those of the unpredicted subgroups in the normal control and the cortical control groups, but there was no difference between the values of the two subgroups in the hippocampal group. 2. The mean numbers of the ulcer of the predicted subgroups in the normal control and the cortical control groups were larger(but not significant) than that in the hippocampal group. It is inferred from the above results that the prediction of the stress strengthens the effect of the stress on the gastric ulceration, and the hippocampus facilitates the effect of the prediction of the stress.

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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The Effect of Reminiscence with Audio-Visual Stimulation on Senile Dementia (치매노인에게 시청각 자극을 병행한 회상요법의 적용효과)

  • 김남초;유양숙;한숙원
    • Journal of Korean Academy of Nursing
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    • v.30 no.1
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    • pp.98-109
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    • 2000
  • The purpose of this study was to identify the effect on improvement of the Activity of Daily Living (ADL) and decrease the cognitive function and agitation behaviors by reminiscence with audio-visual stimulation for senile dementia. The quasi-experimental design was used in this study. Subjects were 26 with mild senile dementia who were cared for at a Day Care Center for Dementia in Seoul. The data were collected from March to July, 1999. Subjects were divided into three groups : Control Igroup with 10 subjects, reminiscence group(Control II group with 8 subjects), and reminiscence with audio-visual stimulation group(experimental group with 8 subjects). The Control I group got routine care as usual. Control II group participated in reminiscence sessions for one hour a day, five times a week , for a period of 4 weeks. The experimental group participated in reminiscence with audio-visual stimulation sessions for one hour a day, five times a week, for a period of 4 weeks. Instruments of this study were color photography with sound that was developed through an open questionnaire about events, objects, humans in action and animals that 100 Korean elderly over 60 would like to memorize. This was referred from the Sensory Stimuli Package by Namazi and Haynes(1994). The effects of treatment was evaluated through MMSE-K by Kwon & Park(1989). Also the Brief Cognitive Rating Scale(BCRS) by Reisberg et al(1983) for the cognitive function, through Agitation Inventory by Cohen- Mansfield and Colleague(1989) for behavioral response and through the Rapid Disability Rating Scale-2(RDRS-2) by Linn & Linn(1982) for the activity of daily living respectively. Data analysis was done using SPSS for $\chi$2- test, ANOVA, repeated measures ANOVA. The results were as follows : 1. Reminiscence with audio-visual stimulation did not improve cognitive function for senile dementia, but significantly improved verbal expression, the subscale of cognitive function. 2. Reminiscence with audio-visual stimulation reduced agitation behavior of experimental group significantly, but there was no significant difference between groups. 3. Reminiscence with audio-visual stimulation did not significantly effect the activity of daily living after treatment. In conclusion, it was shown that the reminiscence with audio-visual stimulation was an effective therapy to improve verbal expression and to reduce agitation behaviors of senile dementia. Further research with more indepth approach is needed, considering characteristic and level individualized for each senile dementia.

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Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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Recent Trend in Measurement Techniques of Emotion Science (감성과학을 위한 측정기법의 최근 연구 동향)

  • Jung, Hyo-Il;Park, Tae-Sun;Lee, Bae-Hwan;Yun, Sung-Hyun;Lee, Woo-Young;Kim, Wang-Bae
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.235-242
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    • 2010
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we review the recent techniques in the measuring the emotion related elements and applications which include animal model system to investigate the neural network and behaviour, artificial nose/neuronal chip for in-depth understanding of sensing the outer stimuli, metabolic controlling using emotional stimulant such as sounds. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the olfactory cells and neuron cells and gave us a new opportunities to investigate the emotion precisely. Recent developments in the measurement techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

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