• Title/Summary/Keyword: perceptual training

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The Effects of Voice Therapy in Age-related Dysphonia (노인성 음성장애의 음성치료 효과)

  • Kim, Seong-Tae
    • Phonetics and Speech Sciences
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    • v.2 no.2
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    • pp.117-121
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    • 2010
  • The This study aimed to evaluate the effects of the voice therapy we operated to the patients with age-related dysphonia. Thirty four participants who were diagnosed as age-related dysphonia in laryngoscopic finding from January, 2009 to December, 2009 completed the study. The participants were aged from 60 to 82 years old with a mean age of 70.6. All participants had received the abdominal breath technique, SKHPIP with laughter, and basic vocal training with description of their problem, the length of which ranged from four sessions to twelve sessions. We executed the videostroboscopy to compare the aspect of voicing change and the perceptual assessment, voice range profile, acoustic and aerodynamic measures to identify change of voice. Participants had glottal gap due to incomplete glottic closure during voicing on the pretest. After they took the voice therapy, the glottic gap became narrow and rough and breathy voice was reduced. There were significant difference in acoustic and aerodynamic measures. Jitter, Shimmer, MFR were reduced and MPT, Psub were increased(p<.05). Participants' pitch range and intensity range were increased on the posttest performance after taking voice therapy. Especially, most of them were showed that pitch range was increased significantly in high frequency area. The results of this investigation indicate that the voice therapy using abdominal breath, SKHPIP, and exercise together is effective for the patients who have age-related dysphonia to improve their voice quality. We recommend to apply this technique to functional voice disorders who are showed glottal gap.

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Information Professionals' Knowledge Sharing Practices in Social Media: A Study of Professionals in Developing Countries

  • Islam, Anwarul;Tsuji, Keita
    • International Journal of Knowledge Content Development & Technology
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    • v.6 no.2
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    • pp.43-66
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    • 2016
  • The primary objective of this study was to investigate the perception of informational professionals' knowledge sharing practices in social media platforms. The specific objectives of the study included learning professionals' perceptions and awareness of knowledge sharing using social media, understanding their opinions and beliefs, and gaining familiarity with and reasons for using these tools. Open & close ended web-based questions were sent out by email to the international training program (ITP) participants. Findings indicated that most of the respondents' were aware of using social media and that they used social media for knowledge sharing. Speed and ease of use, managing personal knowledge, easier communication with users and colleagues and powerful communication tool are the areas that motivated them to use it. It also stated some barriers like lack of support, familiarity, trust, unfiltered information and fear of providing information. The study was limited to the perceptual aspect of the issue, specifically from the individuals' opinions and sentiments.

Human Laughter Generation using Hybrid Generative Models

  • Mansouri, Nadia;Lachiri, Zied
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1590-1609
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    • 2021
  • Laughter is one of the most important nonverbal sound that human generates. It is a means for expressing his emotions. The acoustic and contextual features of this specific sound are different from those of speech and many difficulties arise during their modeling process. During this work, we propose an audio laughter generation system based on unsupervised generative models: the autoencoder (AE) and its variants. This procedure is the association of three main sub-process, (1) the analysis which consist of extracting the log magnitude spectrogram from the laughter database, (2) the generative models training, (3) the synthesis stage which incorporate the involvement of an intermediate mechanism: the vocoder. To improve the synthesis quality, we suggest two hybrid models (LSTM-VAE, GRU-VAE and CNN-VAE) that combine the representation learning capacity of variational autoencoder (VAE) with the temporal modelling ability of a long short-term memory RNN (LSTM) and the CNN ability to learn invariant features. To figure out the performance of our proposed audio laughter generation process, objective evaluation (RMSE) and a perceptual audio quality test (listening test) were conducted. According to these evaluation metrics, we can show that the GRU-VAE outperforms the other VAE models.

Evaluation of Factors Affecting the Use of the Accounting Information System Using the TAM Model: A Field Study in Algerian Firms

  • Widad Benzine;Ahcene Tiar
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.435-459
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    • 2022
  • The accounting literature abounds with many studies concerning the organizational and technical aspects of the AIS to simulate progress in the business environment. However, few studies have focused on the role of individual factors in overcoming resistance to change and maximizing the value of using the system. Therefore, this study aims to shed light on user beliefs by evaluating the factors that affect the use of the AIS using a developed TAM. A total of 132 subjects participated in this study, in which the questionnaire was used as a data collection tool and AMOS was used to test the model. The results showed that subjective norm, training and experience were the most important previous factors that affect the perceptual factors represented in usefulness, ease of use and the inevitability of change, which all had an impact on the continuance intention to use the AIS among users in Algerian firms. This study shed light on the importance of assessing individual factors rather than focusing only on the ways to develop AIS or researching for new technologies and the costs of this investment because this will increase the chances of success in using the system.

Professional Development and Perceptual Changes in Gifted Education by Regular Classroom Teachers (일반교사들의 영재교육에 대한 인식변화와 전문성 신장)

  • Chun, Miran;Huh, Mooyul
    • Journal of Gifted/Talented Education
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    • v.24 no.5
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    • pp.781-806
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    • 2014
  • The purpose of this study is to examine the change in the beliefs of regular classroom teachers after participating in a gifted education lectures and practicum as well as the effectiveness of the lectures and practicum. Each teacher was asked to complete a pre-/ a mid-/ and post-journal, detailing their expected characteristics and then describing what occurred and how their initial expectations were altered. The teachers mentioned high thinking skills, creativity, fast problem solving skills, and a lack of communication skills as intellectual characteristics of gifted students and high motivation and task commitment as social characteristics. They mentioned the characteristics in textbooks on pre- and mid-journals, but presented their observations in post-journals such as lack of communication skills, competitive spirit, and frustrations. The study found that teachers broadened their view of giftedness, recognized the need to adapt instructions for gifted students, realized the necessity of knowing the students to differentiate instruction patterns, and emphasized teaching-learning strategies for the gifted. These results contribute to the promise of having regular classroom teachers engage in a field experience with gifted students to supplement discussions about gifted education lectures.

Research on creative property and education of digital authoring tools (디지털저작도구의 창의적 특성과 교육에 관한 연구: 3D 애니메이션 저작도구(3DStudioMax)를 중심으로)

  • Kim, Dae woo
    • Cartoon and Animation Studies
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    • s.31
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    • pp.57-89
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    • 2013
  • Animation tool has been made changes rapid development of animation from analog tool to digital authoring tool. Depending on the change in the status of digital authoring tools, education of digital authoring tool has brought many changes occurred in the institute and university. Digital authoring tool was insufficient for research of authoring tool due to the recognition that authoring tool is a simple tool. I try to resolve the difficulties through the analysis digital authoring tools to students studying at the university. In addition, Suggests social/cultural change of animation practitioners and effective training methods of digital authoring tools in the education of beginners and practitioners. This tool have perceptual knowledge and narrative knowledge. Since the language features and knowledge features is difficult to learn. it must be learned knowledge of computer graphics of professional level properly to learn. Then users should try to be creative within the authoring tool to produce creative results. also formed the community and to exchange information for self-development further it should form job market that authoring tool make formed through medium. So, I think that there is a need to change academically attitude to authoring tool. because this is not only the positive side but it occurs phenomenon to enslave users in authoring tool, and blind faith in the authoring tool or critical stance on software. It was a lot of pre-existing research that investigate engineering and industrial side in the authoring tool. Through this thesis, We will find social/cultural features and academic significance, and investigate that how to approach the method of education.

A study on deep neural speech enhancement in drone noise environment (드론 소음 환경에서 심층 신경망 기반 음성 향상 기법 적용에 관한 연구)

  • Kim, Jimin;Jung, Jaehee;Yeo, Chaneun;Kim, Wooil
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.3
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    • pp.342-350
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    • 2022
  • In this paper, actual drone noise samples are collected for speech processing in disaster environments to build noise-corrupted speech database, and speech enhancement performance is evaluated by applying spectrum subtraction and mask-based speech enhancement techniques. To improve the performance of VoiceFilter (VF), an existing deep neural network-based speech enhancement model, we apply the Self-Attention operation and use the estimated noise information as input to the Attention model. Compared to existing VF model techniques, the experimental results show 3.77%, 1.66% and 0.32% improvements for Source to Distortion Ratio (SDR), Perceptual Evaluation of Speech Quality (PESQ), and Short-Time Objective Intelligence (STOI), respectively. When trained with a 75% mix of speech data with drone sounds collected from the Internet, the relative performance drop rates for SDR, PESQ, and STOI are 3.18%, 2.79% and 0.96%, respectively, compared to using only actual drone noise. This confirms that data similar to real data can be collected and effectively used for model training for speech enhancement in environments where real data is difficult to obtain.

Virtual Reality in Cognitive Rehabilitation (인지재활 영역에서 가상현실)

  • Park, Inn-Jee;Park, Heung-Seok;Kim, Tae-Hoon
    • Therapeutic Science for Rehabilitation
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    • v.1 no.1
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    • pp.29-38
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    • 2012
  • Introduction : This study reviews the main areas of cognitive rehabilitation including executive dysfunction, memory dysfunction, perceptual dysfunction, attention deficit, and dysfunctions in activities of daily living in order to apply to the adaptation of occupational therapy. Body : Cognition programs based on the virtual reality are being used not only to evaluate but to train the overall components of human's cognition. Because the cognitive program is concentrating on the real environment, it is known to bring a remarkable transitional effect to the actual environment, compared to the basic computer-based evaluation and training. Applying virtual reality to the rehabilitation program can develop and advance the high technology and can result in a major effect on the innovative treatment technology. Conclusions : In this process, virtual reality is expected to be researched more in the near future. Particularly in the cognitive realm, it is imperative for researchers to pay attention to the improved transitional effect of the virtual reality toward the actual environment, rather than the already existing method of evaluations. Therefore, application of the virtual reality for the cognitive training should be researched for various types of subjects in the diverse aspects of congnitive function. Application of the virtual reality in the cognitive function has its unlimited potential, thus the rehabilitation program integrated with not only evaluation but training and education is expected extensively in the future.

Analysis of Motor Performance and P300 during Serial Task Performance according to the Type of Cue (시열과제 수행 시 신호형태에 따른 운동수행력과 P300 분석)

  • Lee, Myoung-Hee;Kim, Myung-Chul;Park, Ju-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.281-287
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    • 2013
  • PURPOSE: The study was designed to investigate the effects of visual, auditory, and visuoauditory cues on simple Serial Task Performance in heaithy adults. METHODS: Sixty-three right-handed heaithy adults without history of neurological dysfunction were participated. A modified version of the Serial Reaction Time Task (SRTT) using five blocks of perceptual motor sequences was administered. The blocked paradigm consisted of the five blocks with randomly repeated 8 digit sequences with 5 repetition. Three types of sensory cue were employed: visual cue, auditory cue and visuoauditory cue. All subjects were assigned to press the matched botton as quickly and accurately as possible, when one of 8 stimulations was presented(one, two, three, four, five, six, seven, eight). The reaction time, accuracy, and P300 latency were measured during serial task performance. The mean reaction time(ms), accuracy(%), and P300 latency(ms) were compared between three types of cue using ANOVA. RESULTS: The reaction time to auditory cue was significantly longer than visual and visuoauditory cues(p<.001). And accuracy to auditory cue was significantly lower than visual and visuoauditory cues(p<.001). All P300 latency(at Fz, Cz, Pz) were significantly longer than to visual and visuoauditory cues(p<.05). CONCLUSION: It is suggested that type of cues influence in choice reaction. These data may helpful in designing not only effective motor learning training programs for healthy persons but also reeducation programs for patients with neurological dysfunction.

Automatic Edge Class Formulation for Classified Vector Quantization

  • Jung, jae-Young
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.2
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    • pp.57-61
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    • 1999
  • In the field of image compression, Classified Vector Quantization(CVQ) reveals attractive characteristics for preserving perceptual features, such as edges. However, the classification scheme is not generalized to effectively reconstruct different kinds of edge patterns in the original CVQ that predefines several linear-type edge classes: vortical edge horizontal edge diagonal edge classes. In this paper, we propose a new classification scheme, especially for edge blocks based on the similarity measure for edge patterns. An edge block is transformed to a feature vector that describes the detailed shape of the edge pattern The classes for edges are formulated automatically from the training images to result in the generalization of various shapes of edge patterns. The experimental results show the generated linear/nonlinear types of edge classes. The integrity of all the edges is faithfully preserved in the reconstructed image based on the various type of edge codebooks generated at 0.6875bpp.

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