• 제목/요약/키워드: perceptual integration

검색결과 20건 처리시간 0.022초

글자의 이중상에 의한 심리적 혼란감과 지각 통합 과정 (Psychological Disturbance caused by Letters in Double lmage and its lmplication on Perceptual Integration)

  • 박상호;정찬섭
    • 인지과학
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    • 제6권1호
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    • pp.47-71
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    • 1995
  • 글자의 이중상으로 인한 심리적 혼란감을 '글자멀미'라 정의하였고,눈운동 및 글자 인식 과정이 교란될 때 글자 멀미가 발생한다는 가설을 검증하기 위하여 자극의 노출시간과 글자의 친숙도가 글자 멀미에 미치는 효과를 측정하였다.글자 멀미는 자극 노출 시간이 50ms,100ms,3000ms로 길어짐에 따라,덜 친숙한 외국 문자보다는 친숙한 한글에서 유의미한 단어보다는 무의미한 단어에서 큰것으로 나타났다.이러한 실험발견은 이중상을 제거하려는 눈 운동이 실효를 거두지 못함에 따라 글자 멀미가 발생한다는 것,친숙한 글자일수록 글자 인식 과정의 개입을 더 강화하며 그결과 이중상에 의한 교란 효과가 증폭된다는것,글자 형태는 친숙하지만 의미추출이 어렵게 되면 이중상의 교란효과가 가중된다는 것을 암시한다.의미를 처리하는 경향이 클수록 이중상에 의한 글자 멀미가 심해진다는 가설을 좀 더 분명히 검증하기 위하여 여섯 개의 점으로 구성된 점자를 시각적으로 인식하도록 피험자들을 학습시킨 결과,학습율이 증가함에 따라 글자 멀미가 증가하는 것으로 나타나, 하나의 자극을 의미있는 상징으로 취급하여 해석하려 할때 글자멀미가 증가한다는 결론을 얻었다.

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학령전기 아동의 글씨 쓰기에 영향을 미치는 요인에 관한 연구 (A Study on Factors Influencing Handwriting of Preschool Children)

  • 김원진;왕군철;김두리;최인영;허진아;최유정;장문영
    • 대한감각통합치료학회지
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    • 제9권1호
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    • pp.21-31
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    • 2011
  • 목적 : 학령전기 아동의 글씨 쓰기 명료도 및 속도와 지각-운동 기술의 상관관계를 확인하고, 글씨 쓰기에 가장 영향을 주는 요인을 알아보고자 하였다. 연구방법 : 덴버 발달 선별 검사를 통하여 정상 발달로 선별된 23명의 학령 전기 아동(평균 연령=68.61개월, SD=2.04)을 대상으로 글씨 쓰기 명료도 및 속도 측정을 위하여 한글 자모 쓰기 검사지를 사용하여 자음과 모음을 쓰도록 하였다. 시지각과 시각-운동 통합 수행 능력 측정을 위하여 시지각 발달 검사를 사용하였고, 소운동 협응 수행 능력 측정을 위하여 Grooved pegboard test를 사용하였다. 결과 : 글씨 쓰기 명료도와 전반적인 시지각, 비운동성 시지각, 시각-운동 통합, 우세손 소동작 협응의 상관관계는 없었으며, 글씨 쓰기의 속도는 전반적 시지각과 우세손 소동작 협응 항목에서 유의한 상관관계를 보였다. 회귀 분석 결과 글씨 쓰기 속도에 가장 큰 영향을 주는 요인은 전반적 시지각 항목이었다. 결론 : 만 5~6세 학령 전기 아동의 전반적 시지각 능력의 발달을 향상시키기 위한 중재를 제공하는 것이 글씨 쓰기의 속도 능력을 향상 시킬 수 있다는 것을 알 수 있다.

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프로토타입 이론을 적용한 계층적 이미지 계측시스템 (A Study on Image Evaluation System based on Prototype Theory)

  • 김돈한
    • 디자인학연구
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    • 제14권1호
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    • pp.27-34
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    • 2001
  • 인상이나 감성적 기호가 구매에 영향을 주는 제품군의 디과인에 있어서는 사용자 시점으로부터의 감성적 평가를 디자인 프로세스의 보다 상류단계에서부터 실시하여 그 결과를 아이디어 스케치 개량을 위한 유효한 정보로서 피드백시킬 필요가 있다. 한편 감성적 평가에 있어서, SD법(의미미분척도법)으로 대표되는 종래의 이미지 평가에서는 계측대상을 [집단적인]경향으로 취급하여 독립적으로 판단을 하도록 요구되어져 왔다. 그러나 이러한 SD법적 평가만으로는 사물인지과정에 있어서 인간의 유연한 유사성 판단능력을 평가에 반영시키기에는 불충분하다. 따라서 본 연구에서는, 직감적 판단에 의한 자극의 분류와, 계층분석법 및 퍼지적분법에 기초를 둔 계층적 이미지 평가 방법을 제안하였다. 평가 프로세스는 평가 자극 및 평가 항목의 직감적 분류, 동일 카테고리 내에서의 대표예의 선정, 각 자극의 이미지평정, 피지적분법에 의한 우선도의 산출 등의 순서에 따라 진행되며, 이러한 평가 프로세스를 상호대화적인 환경하에서 수행하기 위한 평가지원용 소프트웨어를 개발하였다.

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국내 아동 작업치료사의 평가도구 사용 동향 (Current Trend in Use of Occupational Therapy Assessment Tool by Pediatric Occupational Therapist)

  • 이선희;홍초롱;박혜연
    • 대한감각통합치료학회지
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    • 제16권3호
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    • pp.23-33
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    • 2018
  • 목적 : 본 연구는 국내 아동 작업치료사들이 사용하고 있는 평가도구를 영역별로 구체화하여, 평가도구의 사용 동향을 파악하고자 하였다. 연구방법 : 본 연구는 아동 작업치료사를 대상으로 평가도구 사용에 대한 설문을 실시하였다. 평가도구의 하위영역은 작업수행, 일상생활활동, 교육, 놀이, 감각-지각, 운동 및 실행, 인지, 사회적 상호작용 기술, 발달, 이학적 검사로 구성하였다. 설문에 응답한 105명의 자료를 대상으로 기술통계 및 빈도분석을 사용하여 분석하였다. 결과 : 본 연구 결과는 초기 평가 시 소요되는 시간은 30~60분(41.9%)이 가장 많았으며, 재평가 주기는 3~6개월(41.0%)로 가장 많이 실시하는 것으로 나타났다. 영역 별 평가도구를 살펴보면, 작업 수행은 Canadian Occupation Performance Measure(55.2%)을, 일상생활활동은 Wee Functional Independence Measure(57.1%)을, 교육은 School Function Assessment(2.5%)를, 놀이 평가도구는 Revised Knox Preschool Play Scale(28.6%)을, 감각-지각은 Developmental Test of Visual Perception(94.3%)을, 운동 및 실행 평가도구는 Bruininks-Oseretsky Test of Motor Proficiency-2(42.9%)를, 인지 평가도구는 Lowenstein Occupational Therapy Cognitive Assessment(11.4%)를, 사회적 상호작용 기술은 Evaluation of Social Interaction(6.1%)을, 발달은 Denver Developmental Screening Test-II(92.4%)를, 이학적 검사는 임상관찰(89.5%)을 주로 사용하는 것으로 나타났다. 결론 : 본 연구를 통하여 국내 아동작업치료사들이 사용하고 있는 평가도구를 영역별로 구체적으로 파악할 수 있었으며, 이를 통해 추후 평가 교육 및 개발을 위한 기초적인 근거자료가 될 것으로 기대된다.

빛과 어둠의 대비와 통합에 나타난 공간의 지각과 인식에 관한 연구 (A Study on Cognition and Perception of Space through Contrast and Integration of Light and Darkness)

  • 김종진
    • 한국실내디자인학회논문집
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    • 제19권5호
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    • pp.3-10
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    • 2010
  • In the history of art and architecture, there are different characteristics in relationship between light and space. Among them, two characteristics seem to be fundamental : The first is that contrast between light and darkness is more articulated. Direct sunlight penetrates into the dark interior space made by heavy masonry structure. This is generally found in the traditional western religious buildings. The second is that light is mixed with darkness and becomes shade. Shade is different from shadow that is usually perceived as the opposite of light. Sunlight is filtered under through the big horizontal roof and rice paper walls in the traditional far-east Asian architecture and becomes weak ambient light. In this shade, there is no strong contrast between light and darkness. This difference is not only originated from the architectural differences, but also originated from the conceptual differences about light, space, and the world in two cultures. This paper tries to study the philosophical, aesthetical backgrounds as well as case examples in art and architecture of two characteristics. Based on the case studies, this paper aims to analyze the main perceptual structure. Finding the relationship between light, space, and human body by making three dimensional models is the crucial analysis method of this research. Although in real life and experiencing the world, these two characteristics are not clearly separated, comparative study based on different cultures gives opportunity to think of diverse perspectives on light and space.

A 3D Audio-Visual Animated Agent for Expressive Conversational Question Answering

  • Martin, J.C.;Jacquemin, C.;Pointal, L.;Katz, B.
    • 한국정보컨버전스학회:학술대회논문집
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    • 한국정보컨버전스학회 2008년도 International conference on information convergence
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    • pp.53-56
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    • 2008
  • This paper reports on the ACQA(Animated agent for Conversational Question Answering) project conducted at LIMSI. The aim is to design an expressive animated conversational agent(ACA) for conducting research along two main lines: 1/ perceptual experiments(eg perception of expressivity and 3D movements in both audio and visual channels): 2/ design of human-computer interfaces requiring head models at different resolutions and the integration of the talking head in virtual scenes. The target application of this expressive ACA is a real-time question and answer speech based system developed at LIMSI(RITEL). The architecture of the system is based on distributed modules exchanging messages through a network protocol. The main components of the system are: RITEL a question and answer system searching raw text, which is able to produce a text(the answer) and attitudinal information; this attitudinal information is then processed for delivering expressive tags; the text is converted into phoneme, viseme, and prosodic descriptions. Audio speech is generated by the LIMSI selection-concatenation text-to-speech engine. Visual speech is using MPEG4 keypoint-based animation, and is rendered in real-time by Virtual Choreographer (VirChor), a GPU-based 3D engine. Finally, visual and audio speech is played in a 3D audio and visual scene. The project also puts a lot of effort for realistic visual and audio 3D rendering. A new model of phoneme-dependant human radiation patterns is included in the speech synthesis system, so that the ACA can move in the virtual scene with realistic 3D visual and audio rendering.

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공간구조론을 적용한 종합병원 외래부 유도사인 배치 및 평가에 관한 연구 - G.D.Weisman의 길찾기 요소를 중심으로 (A Study on the Guidance Signage System of Outpatient in General Hospital using Spatial Configuration Theory - View from G.D.Weisman's Way-finding Influence Factors)

  • 김석태;백진경
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제21권3호
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    • pp.25-35
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    • 2015
  • Purpose: Signs that are installed at unnoticeable places or that disconnect before the destination can bring errors of location information delivery. Therefore, this study aims to find out the spatial relation between structure of space and signs in the perspective of visual exposure possibility, operating arrangement and assesment by applying spatial structure theory. Methods: Effectiveness of organization of guidance signs was evaluated after the four way-finding factors(Plan Configuration, Sign System, Perceptual Access, Architectural Difference) that G.D.Weisman suggested were interpreted by spatial structure theory(J-Graph analysis, Space Syntax, Visual Graph Analysis) under the premise that it is closely related to the structure of space. Results: 1) Because the south corridor that connects each department of outpatient division is located in the hierarchy center of the space, and walking density is expected to be high, guidance signs need to be organized at the place with high integration value. 2) The depth to the destination space can be estimated through J-Graph analysis. The depth means a switch of direction, and the guidance signs are needed according to the number. 3) According to visibility graph analysis, visual exposure can be different in the same hierarchy unit space according to the shape of the flat surface. Based on these data, location adjustment of signs is possible, and the improvement effect can be estimated quantitatively. Implications: Spatial structure theory can be utilized to design and evaluate sign systems, and it helps to clearly understand the improvement effect. It is desirable to specify design and estimation of sign systems in the order of J-Graph analysis${\rightarrow}$Space Syntax Theory${\rightarrow}$visibility graph analysis.

KEMAR 마네킹을 이용한 단이 보청기용 FDSI 빔포밍 알고리즘의 정량적 평가 (Quantitative Evaluation of the Performance of Monaural FDSI Beamforming Algorithm using a KEMAR Mannequin)

  • 조경원;남경원;한종희;이상민;김동욱;홍성화;장동표;김인영
    • 대한의용생체공학회:의공학회지
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    • 제34권1호
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    • pp.24-33
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    • 2013
  • To enhance the speech perception of hearing aid users in noisy environment, most hearing aid devices adopt various beamforming algorithms such as the first-order differential microphone (DM1) and the two-stage directional microphone (DM2) algorithms that maintain sounds from the direction of the interlocutor and reduce the ambient sounds from the other directions. However, these conventional algorithms represent poor directionality ability in low frequency area. Therefore, to enhance the speech perception of hearing aid uses in low frequency range, our group had suggested a fractional delay subtraction and integration (FDSI) algorithm and estimated its theoretical performance using computer simulation in previous article. In this study, we performed a KEMAR test in non-reverberant room that compares the performance of DM1, DM2, broadband beamforming (BBF), and proposed FDSI algorithms using several objective indices such as a signal-to-noise ratio (SNR) improvement, a segmental SNR (seg-SNR) improvement, a perceptual evaluation of speech quality (PESQ), and an Itakura-Saito measure (IS). Experimental results showed that the performance of the FDSI algorithm was -3.26-7.16 dB in SNR improvement, -1.94-5.41 dB in segSNR improvement, 1.49-2.79 in PESQ, and 0.79-3.59 in IS, which demonstrated that the FDSI algorithm showed the highest improvement of SNR and segSNR, and the lowest IS. We believe that the proposed FDSI algorithm has a potential as a beamformer for digital hearing aid devices.

중요도-성취도 분석을 이용한 모듈러 건축프로젝트 현장설치 및 양중 단계의 품질 관리방안에 관한 연구 (Assessment of Quality Assurance in the Lifting and Assembly Phase of Modular Construction: An Importance-Performance Analysis Approach)

  • 이정훈
    • 한국건축시공학회지
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    • 제23권5호
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    • pp.595-605
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    • 2023
  • 모듈러 건축 사례가 많아지면서 모듈러 건축에 관한 관심이 높아지고 적용 대상 범위가 확대되고 있다. 모듈러 건축의 장점 중 하나는 공장제작을 통한 우수한 품질의 건축물을 안정적으로 공급할 수 있는 것이다. 이를 위해, 현장 양중 및 설치 단계까지 품질관리를 위한 노력과 방법 적용이 필수적이다. 본 연구는 현재 현장 양중 및 설치 단계에서 품질유지 및 관리에 적용하고 있는 방안들의 중요도와 예방효과를 프로젝트 참여자들을 대상으로 설문조사를 실시하고, 이를 IPA 방법으로 분석하였다. 그 결과, 대부분의 품질 유지 및 관리 방법이 잘 적용되고 있으나, 프로젝트 참여자들간 일부 항목들에 대한 인식 차이가 있음을 확인하였고, 이에 대한 개선방안을 제시하였다. 본 연구 결과는 추후 프로제트 참여자들의 현장설치단계 품질관리 인식개선을 위한 연구에 활용할 수 있다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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