• Title/Summary/Keyword: perceptual information

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The Structure of Korean Consonants as Perceived by the Japanese (일본인이 지각하는 한국어 자음의 구조)

  • Bae, Moon-Jung;Kim, Jung-Oh
    • Korean Journal of Cognitive Science
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    • v.19 no.2
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    • pp.163-175
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    • 2008
  • Twelve Japanese students living in South Korea have been examined for their perceptual identification of an initial consonant in Korean syllables with or without a white noise. A confusion matrix was then subject to analyses of additive clustering, individual difference scaling, and probability of information transmission, the results of which were also compared to those of South Koreans. The Japanese in the present experiment confused /다/and/타/ most frequently, followed by /가/ and /카/, /자, 차, 짜/, /타/ and /따/, and so on. The results of additive clustering analysis of the Japanese significantly differed from those of the South Koreans. Individual difference scaling revealed dimensions of sonorant, aspiration and coronal. While South Koreans showed binary values on aspiration and tenseness dimensions, the Japanese did continuous values on such dimensions. An information transmission probability analysis revealed that the Japanese participants could not perceive very well such larynx features as tenseness and aspiration compared to the South Korean participants. The former group, however, perceived very well place of articulation features such as labial and coronal. The present results suggest that an approach dealing with structures of base representations is important in understanding the phonological categories of languages.

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Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Baleen Whale Sound Synthesis using a Modified Spectral Modeling (수정된 스펙트럴 모델링을 이용한 수염고래 소리 합성)

  • Jun, Hee-Sung;Dhar, Pranab K.;Kim, Cheol-Hong;Kim, Jong-Myon
    • The KIPS Transactions:PartB
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    • v.17B no.1
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    • pp.69-78
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    • 2010
  • Spectral modeling synthesis (SMS) has been used as a powerful tool for musical sound modeling. This technique considers a sound as a combination of a deterministic plus a stochastic component. The deterministic component is represented by the series of sinusoids that are described by amplitude, frequency, and phase functions and the stochastic component is represented by a series of magnitude spectrum envelopes that functions as a time varying filter excited by white noise. These representations make it possible for a synthesized sound to attain all the perceptual characteristics of the original sound. However, sometimes considerable phase variations occur in the deterministic component by using the conventional SMS for the complex sound such as whale sounds when the partial frequencies in successive frames differ. This is because it utilizes the calculated phase to synthesize deterministic component of the sound. As a result, it does not provide a good spectrum matching between original and synthesized spectrum in higher frequency region. To overcome this problem, we propose a modified SMS that provides good spectrum matching of original and synthesized sound by calculating complex residual spectrum in frequency domain and utilizing original phase information to synthesize the deterministic component of the sound. Analysis and simulation results for synthesizing whale sounds suggest that the proposed method is comparable to the conventional SMS in both time and frequency domain. However, the proposed method outperforms the SMS in better spectrum matching.

Neural Substrates of Picture Encoding: An fMRI Study (그림의 부호화 과정과 신경기제 : fMRI 연구)

  • 강은주;김희정;김성일;나동규;이경민;나덕렬;이정모
    • Korean Journal of Cognitive Science
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    • v.13 no.1
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    • pp.23-40
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    • 2002
  • This study is to examine brain regions that are involved in picture encoding in normal adults using fMRI methods. In Scan 1, the picture encoding was studied during a semantic categorization task in comparison with word. In Scan 2 task type effects were studied both during a picture naming task and during a semantic categorization task with pictures. Subjects were asked to make decision either by pressing a mouse button (Scan 1) or by responding subvocally (naming or saying yes/no) (Scan 2). Regardless of stimulus type, left prefrontal, bilateral occipital, and parietal activations were observed during semantic processing in comparison with fixation baseline. Processing of word stimulus relative to picture resulted in activations in prefrontal and parieto-temporal regions in the left side while that of picture stimulus relative to word resultd in activations in bilateral extrastriatal visual cortices and parahippocampal regions. In spite of the same task demands, stimulus-specific information processings were involved and mediated by different neural substrates; the word encoding was associated with more semantic/lexical processings than pictures and the picture processing associated with more perceptual and novelty related information processings than word. Activations of dorsal part of inferior prefrontal region, i.e., Broca's areas were found both during the picture naming and during the semantic tasks subvocally performed Especially, during the picture naming task, greater occipital activations were found bilaterally relative to the semantic categorization task. indicating a possibility that greater and higher visual processing was involved in retrieving the name referred by picture stimuli.

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Singing Voice Synthesis Using HMM Based TTS and MusicXML (HMM 기반 TTS와 MusicXML을 이용한 노래음 합성)

  • Khan, Najeeb Ullah;Lee, Jung-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.53-63
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    • 2015
  • Singing voice synthesis is the generation of a song using a computer given its lyrics and musical notes. Hidden Markov models (HMM) have been proved to be the models of choice for text to speech synthesis. HMMs have also been used for singing voice synthesis research, however, a huge database is needed for the training of HMMs for singing voice synthesis. And commercially available singing voice synthesis systems which use the piano roll music notation, needs to adopt the easy to read standard music notation which make it suitable for singing learning applications. To overcome this problem, we use a speech database for training context dependent HMMs, to be used for singing voice synthesis. Pitch and duration control methods have been devised to modify the parameters of the HMMs trained on speech, to be used as the synthesis units for the singing voice. This work describes a singing voice synthesis system which uses a MusicXML based music score editor as the front-end interface for entry of the notes and lyrics to be synthesized and a hidden Markov model based text to speech synthesis system as the back-end synthesizer. A perceptual test shows the feasibility of our proposed system.

Perceptual Quality Assessment on Display based on Analytic Network Process (Analytic Network Process 기반의 디스플레이 인지화질 평가)

  • Sung, Jung-Min;Choi, Bong-Seok;Choi, Bong-Yeol;Ha, Yeong-Ho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.180-189
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    • 2014
  • Display quality assessment has been a long standing issue due to the diversity of display devices and the rapid growth of display technology. The conventional display quality assessment methods are mostly those methods which evaluate qualities of a display by measuring physical quantities, but the results from the methods are not equal to the perceived results which are acquired with subjective experiments. Thus, we need to solve the above contrariety as well as establish the quantitative correlation between physical and perceived results. This paper proposes the systematic method of evaluating relative perceived qualities among various display devices and quantifies these relative perceived qualities. The proposed method is based on Analytic Network Process(ANP), which is one of the most popular decision making methods in the business administration field. We also adopted three evaluation criteria, which consist of color, shape and depth, in order to reflect the human visual system and chose eight sub-criteria related to display characteristics via question investigation. We carried out a subjective experiment and the proposed method which evaluated perceived qualities of two display devices(TFT-LCD, OLED) in order to prove the similarity between their results. As a result, it is proved that the order relationship between perceived qualities was the same as the order of results got through the subjective experiment.

Multicultural Policy Implications Derived for the Multicultural Children's Cognitive Abilities and Autonomy about an Empirical Analysis (다문화정책의 시사점 도출을 위한 다문화가정아동의 능력지각과 자율성에 관한 실증적 분석)

  • Jeong, Mun-Gyung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.189-196
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    • 2013
  • This study perceived multicultural children's ability to look at the impact of autonomy in the multicultural families to derive policy implications using SPSS 19.0 and AMOS 19.0 empirical analysis. To this end, in the area of A metrocity and Y city targeting elementary school autonomy on the final survey data were analyzed. The results of this study revealed the following: First, multicultural children's social skills and self-perceived ability to influence the psychological wellbeing of the two perceptual effects were. Second, multicultural children's psychological well affect its autonomy was found to be third, multicultural children's social skills and self-perceived ability to influence the perception of autonomy was the effect. As a result, the empirical analysis The results obtained by the analysis of the independent variable perceived social skills and personal skills perceived to affect the psychological wellbeing of the dependent variable autonomy also appeared to affect the result of these two effects through causal multicultural that is meaningful to the child's ability to assume that perception were found.

A Review of the Korean Nursing Research Literature with MBTI Personality and Nursing Students (국내 간호학생 성격관련 연구 문헌고찰 : MBTI를 중심으로)

  • Hong, Eun-Young
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.425-436
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    • 2022
  • The purpose of this study was to explore the trends of research on MBTI (Myers-Briggs Type Indicator) and nursing students, and to suggest directions for nursing education geared to the needs of the future. The literature was searched using the National Assembly Library, Korean Studies Information Service System, DBPIA, Korean Medical database and National Discovery for Science Library to identify studies including MBTI personalty among nursing students. This study selected a total of 22 precedent studies regarding the investigation of MBTI personalty and nursing students. All studies were quantitative study and 63.6% of them were nonexperimental cross-sectional study. The most frequently selected category of variables was cognitive-perceptual related variables includes self-efficacy, self-eseem, academic self efficacy and etc. The most frequent MBTI personality type of nursing students was ISTJ (12.3%) and ESTJ (11.5%) was the second. Based on the findings of this study, longitudinal reasearch is recommanded on MBTI personality type and nursing specialty choice. Implications for teaching and learning strategies, and for using the results of MBTI in nursing students' career guidence are discussed.

Comparative Analysis of Self-supervised Deephashing Models for Efficient Image Retrieval System (효율적인 이미지 검색 시스템을 위한 자기 감독 딥해싱 모델의 비교 분석)

  • Kim Soo In;Jeon Young Jin;Lee Sang Bum;Kim Won Gyum
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.12
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    • pp.519-524
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    • 2023
  • In hashing-based image retrieval, the hash code of a manipulated image is different from the original image, making it difficult to search for the same image. This paper proposes and evaluates a self-supervised deephashing model that generates perceptual hash codes from feature information such as texture, shape, and color of images. The comparison models are autoencoder-based variational inference models, but the encoder is designed with a fully connected layer, convolutional neural network, and transformer modules. The proposed model is a variational inference model that includes a SimAM module of extracting geometric patterns and positional relationships within images. The SimAM module can learn latent vectors highlighting objects or local regions through an energy function using the activation values of neurons and surrounding neurons. The proposed method is a representation learning model that can generate low-dimensional latent vectors from high-dimensional input images, and the latent vectors are binarized into distinguishable hash code. From the experimental results on public datasets such as CIFAR-10, ImageNet, and NUS-WIDE, the proposed model is superior to the comparative model and analyzed to have equivalent performance to the supervised learning-based deephashing model. The proposed model can be used in application systems that require low-dimensional representation of images, such as image search or copyright image determination.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.