• Title/Summary/Keyword: auditory experience

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Sound Direction through Listening Point Application (청점운용을 통한 사운드연출)

  • Kim, Eun-Dong
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.50-59
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    • 2014
  • A basic role of sound is to give realism to the expressions on the screen or to highlight the images using exaggerated effect as a supporting role. In that way, sound effect makes it possible for audiences to naturally understand realistic images. However, the sound effect in movies is not real 'sound' in fact. Rather, sound effect is a separate cinematic tool that needs a separate direction to manipulate sounds in order to create appropriate effects for particular intention in the movie. While watching the movie, the audiences go through unique experience where they comprehend the manipulated world as the real world. Therefore, direction for sound effect must help deliver realism to the images by auditory factors. Thus, effective sound direction shall have precise and independent design for identification, reason and eurythmical match with the screen and occurred sounds shall be designed based on the subjective listening point to see who is actually listening.

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.

Cochlear Implant Failure in the Pediatric Population

  • Ozer, Fulya;Yavuz, Haluk;Yilmaz, Ismail;Ozluoglu, Levent N.
    • Journal of Audiology & Otology
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    • v.25 no.4
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    • pp.217-223
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    • 2021
  • Background and Objectives: In cochlear implant (CI) surgery, the results and causes of revision and reimplantation may guide surgeons in establishing surgical protocols for revision surgery with safe audiological outcomes. The aim of this study was to review our experience in terms of etiology, surgical strategy, and hearing outcomes in pediatric patients who underwent CI removal and reimplantation. Subjects and Methods: All patients received implants of the same brand. Pre and postoperative Categories of Auditory Performance score and aided free-field pure tone audiometry thresholds were noted. In vivo integrity tests were performed for each patient and the results of ex vivo tests of each implant were obtained from manufacturer. Results: A total of 149 CIs were placed in 121 patients aged <18 years. The revision rate in children was 6.7% (10/121 children). Six patients had a history of head injury leading to a hard failure. The causes of reimplantation in others were soft failure (n=1), electrode migration (n=1), infection (n=1), and other (n=1). All patients showed better or similar postreimplantation audiological performance compared with pre-reimplantation results. Conclusions: It is very important to provide a safe school and home environment and educate the family for reducing reimplantation due to trauma. Especially for active children, psychiatric consultation should be continued postoperatively.

Cochlear Implant Failure in the Pediatric Population

  • Ozer, Fulya;Yavuz, Haluk;Yilmaz, Ismail;Ozluoglu, Levent N.
    • Korean Journal of Audiology
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    • v.25 no.4
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    • pp.217-223
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    • 2021
  • Background and Objectives: In cochlear implant (CI) surgery, the results and causes of revision and reimplantation may guide surgeons in establishing surgical protocols for revision surgery with safe audiological outcomes. The aim of this study was to review our experience in terms of etiology, surgical strategy, and hearing outcomes in pediatric patients who underwent CI removal and reimplantation. Subjects and Methods: All patients received implants of the same brand. Pre and postoperative Categories of Auditory Performance score and aided free-field pure tone audiometry thresholds were noted. In vivo integrity tests were performed for each patient and the results of ex vivo tests of each implant were obtained from manufacturer. Results: A total of 149 CIs were placed in 121 patients aged <18 years. The revision rate in children was 6.7% (10/121 children). Six patients had a history of head injury leading to a hard failure. The causes of reimplantation in others were soft failure (n=1), electrode migration (n=1), infection (n=1), and other (n=1). All patients showed better or similar postreimplantation audiological performance compared with pre-reimplantation results. Conclusions: It is very important to provide a safe school and home environment and educate the family for reducing reimplantation due to trauma. Especially for active children, psychiatric consultation should be continued postoperatively.

Harmony Matters in Alarm Design: Investigating the Impact of Consonance on Alarm System

  • Ilgang Mukko Lee;Yunsun Alice Hong;Juhyun Jay Lee;Kwanghee Han
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.406-416
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    • 2023
  • Alarm system performance is a critical aspect of safety. While existing research has extensively examined the influence of acoustic attributes on alarm performance, consonance's impact remains largely uncharted territory. This study bridges this research gap by investigating the effect of consonance on alarm systems. We extend our investigation to encompass not only the sound characteristics of the alarm but also the acoustic qualities of the surrounding environment, recognizing their potential impact on alarm efficacy. Prior studies consistently link consonance to annoyance levels, resulting in a negative user experience. Thus, we explore the relationship between consonance and alarm system performance, with a particular focus on modulating annoyance as an explanatory factor. Utilizing an oddball paradigm, we categorized standard and oddball sounds into consonant and dissonant types, creating four sound combinations. Participants were asked to respond to the irregularly presented oddball sounds while ignoring the constantly presented standard sounds. Our results reveal significant differences between groups, with the Standard Consonant/Oddball Dissonant (SC/OD) group displaying notably slower response times than the Standard Dissonant/Oddball Consonant (SD/OC) group. This reaction time variation aligns with differences in annoyance levels, as the SC/OD group reports higher annoyance, suggesting that reaction time discrepancies may be linked to increased arousal due to heightened annoyance.

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

A Study on Tactile Visuality Using Sandpapers (연마지를 이용한 촉각적 시각에 관한 연구)

  • Lee, Eun-Suk;Kim, Ji-Sun;Oh, Han-Byeol;Baek, Jin-Young;Jun, Jae-Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.9
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    • pp.1424-1430
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    • 2017
  • Human senses have been studied widely. Many studied are being actively conducted to analyze correlations between two or more different senses. Among them, research on tactile visuality where a subject can indirectly experience visual sensation through tactile elements is also progressing in various fields. In this study, we analyzed color information by having subjects perceive sandpapers with different roughness through tactile sense, then having them choose a color that is reminiscent of the tactile sensation. Unlike existing tactile-visuality studies allowing the perception of indirect visual sense by using tactile sense, this study shows that it is possible to analyze with quantitative value by representing visual image perceived by tactile sense as a color. This study will contribute to emotional evaluation research that combines two or more of the senses felt by humans, and especially is considered to be useful as basic data when conducting research about tactile visuality or auditory tactile sense.

Building Korean Head-related Transfer Function Database (한국형 머리전달함수 데이터베이스 구축)

  • Son, Daehyuk;Park, Youngjin;Park, Yoonsik;Jang, Sei-Jin
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.24 no.4
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    • pp.282-288
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    • 2014
  • Three-dimensional multimedia industry such as 3D TV, movie and broadcast has been developed vividly. For generating 3D contents with high quality, virtual auditory display, so called VAD, is being researched to offer more realistic experience to listeners. When people render VAD using headphones or two speakers, head-related transfer function(HRTF) plays a key role. The best solution is measuring all individuals' HRTFs, but it is hard to measure all listeners' HRTFs. To overcome this difficulty, many research groups have tried to construct their own measurement system and to build HRTF databases. However, some of them have not enough subjects or spatial resolution and they are mainly focused on Caucasian. There exists difference between Korean and Caucasian in a view of physical features. In other words, if Koreans hear three-dimensional sound rendered by HRTF database based on Caucasian, performance might be hindered. To verify this possibility and remedy the drawbacks, construction of new HRTF database aimed at Korean is needed. Therefore, our laboratory built HRTF measurement system which can measure HRTF of three-dimensional space with dense spatial resolution. With this system, 55 Korean males and 45 females' HRTFs were measured and Korean HRTF database was built based on these data.

Knowledge, Attitude, and Education Needs of Radiation Protection Among Nursing Students and Nurses (간호학생과 간호사의 방사선 방어에 대한 지식, 태도와 교육 요구)

  • Yun, Soojung;Oh, Jina;Im, Mihae
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.563-572
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    • 2016
  • The purpose of this study was to examine the knowledge, attitude and educational needs of radiation protection among nursing students and nurses, because it is needed to raise awareness of the importance of radiation protection. The participants in this study were 274 including 135 registered nurses on bachelor's degree course who had experience of the operating room practice and 139 nursing students. The questionnaire consisted of 45 items including knowledge, attitude, and educational needs of radiation protection. The findings of the study suggest that safe management education was insufficient for protection of radiation. Though, educational needs and intention of involvement were high, the respondents who were more knowledgeable about radiation protection took a better attitude of radiation protection. A radiation protection course development is needed according to educational needs. Nurses have to get a chance to receive education outside the hospital or be provided with a radiation protection program as internal education. Also, radiation educational experts and various visual and auditory materials are needed to promote effectiveness of education.

The First Psychiatric Interview and Understanding of Psychodynamics; An Experience of Resident Education (첫 면접(面接)과 환자심리역동(患者心理力動)의 이해(理解) -전공의(專攻醫) 교육(敎育) 경험(經驗)-)

  • Cho, Doo-Young;Rhi, Bou-Yong;Kim, Zoung-Soul;Kim, Yong-Sik;Cho, Maeng-Jae;Lyoo, In-Kyoon
    • Korean Journal of Psychosomatic Medicine
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    • v.5 no.1
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    • pp.12-30
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    • 1997
  • The psychiatric interview is not a random or arbitrary meeting between doctor and patient. It is a systematic attempt to understand the relationship of psychopathology to emotional conflicts in patient, and interviewing is an in rather than a science, a skill that can be acquired but probably not taught. The faculty of the Seoul National University Hospital, Department of Psychiatry, have been providing 12 sessions of seminar on Psychiatric Interview and Psychopathology every year for the first year residents for the past 15 years. The authors presented three cases materials with their understandings of psychopathology and psychodynamics, each of which the authors had performed live interviews for 50 minutes in front of the residents. Those are a young male with conversion disorder whose chief complaints was motor aphasia, a young college girl with paranoid schizophrenia whose chief complaints were persecutory and erotic delusions with auditory hallucination, and a climacteric female in delusional disorder who had a delusion of infidelity. The most frequent questions the residents raised after the presentations were on the significances of the first interview, danger of making the diagnoses with short interviews, and methodology of questionings and not-questionings. In reply the authors discussed the importance of understandings of psychopathology and psychodynamics, the flexibility of the techniques of interviewing, and priority-related matters in which the understanding of psychodynamics proceed to the diagnoses.

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