• Title/Summary/Keyword: 시각적-청각적 피드백

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Analyzing the Form, Presentation, and Interactivity of External Representations in the Matter Units of Elementary Science Digital Textbooks Developed Under the 2015 Revised National Curriculum (2015 개정 교육과정에 따른 초등학교 과학과 디지털교과서의 물질 영역에 나타난 외적 표상의 양식과 제시 방법, 상호작용성 분석)

  • Kim, Haerheen;Shin, Kidoug;Noh, Taehee;Kim, Minhwan
    • Journal of Korean Elementary Science Education
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    • v.41 no.2
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    • pp.418-431
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    • 2022
  • In this study, we analyzed the form, presentation, and interactivity of external representations presented in the matter units of elementary school science digital textbooks developed under the 2015 Revised National Curriculum. The analytic framework of the previous study was modified and supplemented. The matter units in the 3rd-6th grade science digital textbooks were analyzed by dividing them into "body texts" and "inquiries" area. The results revealed that visual-verbal and visual-nonverbal representations were presented the most. Conversely, audial-nonverbal representations were presented at a high frequency only in the body texts, and audial-verbal representations were presented at a low frequency in both the body texts and the inquiries. Regarding the presentation, when verbal and visual-nonverbal representations appeared together, visual-verbal and visual-nonverbal representations were primarily presented together. In some cases where visual-verbal, audial-verbal, and visual-nonverbal representations were presented together, information on visual-verbal and audial-verbal representations was presented redundantly. Audial-nonverbal representations unrelated to contents were presented along with other external representations, and the frequency was particularly high in the body texts. Regarding the contiguity, no visual-verbal and visual-nonverbal representations were presented on different pages, and no audial-verbal representations were presented asynchronously with visual-nonverbal representations. Regarding the interactivity, explanatory feedback and low-level manipulations were mainly presented. Based on the results, implications to improve digital textbooks are discussed from the perspective of multiple representation-based learning.

Lexico-semantic interactions during the visual and spoken recognition of homonymous Korean Eojeols (한국어 시·청각 동음동철이의 어절 재인에 나타나는 어휘-의미 상호작용)

  • Kim, Joonwoo;Kang, Kathleen Gwi-Young;Yoo, Doyoung;Jeon, Inseo;Kim, Hyun Kyung;Nam, Hyeomin;Shin, Jiyoung;Nam, Kichun
    • Phonetics and Speech Sciences
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    • v.13 no.1
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    • pp.1-15
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    • 2021
  • The present study investigated the mental representation and processing of an ambiguous word in the bimodal processing system by manipulating the lexical ambiguity of a visually or auditorily presented word. Homonyms (e.g., '물었다') with more than two meanings and control words (e.g., '고통을') with a single meaning were used in the experiments. The lemma frequency of words was manipulated while the relative frequency of multiple meanings of each homonym was balanced. In both experiments using the lexical decision task, a robust frequency effect and a critical interaction of word type by frequency were found. In Experiment 1, spoken homonyms yielded faster latencies relative to control words (i.e., ambiguity advantage) in the low frequency condition, while ambiguity disadvantage was found in the high frequency condition. A similar interactive pattern was found in visually presented homonyms in the subsequent Experiment 2. Taken together, the first key finding is that interdependent lexico-semantic processing can be found both in the visual and auditory processing system, which in turn suggests that semantic processing is not modality dependent, but rather takes place on the basis of general lexical knowledge. The second is that multiple semantic candidates provide facilitative feedback only when the lemma frequency of the word is relatively low.

A research on feedback effect according to different sensory modality for attention recovery (집중력 회복을 위한 감각 모달리티 별 피드백에 대한 연구)

  • Hyun, Hye-Jung;Whang, Min-Cheol
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.41-47
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    • 2007
  • This study aims to empirically examine the effect of feedback on attention recovery. The role of feedback has been proven to be positive in particular to extend the limitation of attention resource. We studied the impact of feedback on attention by varying its type and modality. An experimental system was developed to observe how accurately the participants performed the pattern-matching task with differential feedback provided on a real-time basis based on the ADHD diagnostic model. Six university students participated in this study with 6 different feedback conditions and controlled conditions. The participants experienced the feedbacks before experiment. They was asked two hundred tasks in four feedback conditions. The difference of feedback effect according to different modality is to find within a subject. The results indicated that the combined feedback of cognitive with perceptual stimulus led better performance than the combined of perceptual feedbacks.

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The Effects of Fun Sound and User Interface on ATVM's usability (소리의 재미수준과 사용자 인터페이스가 승차권 자동발매기 사용성에 미치는 영향)

  • Tae, Eun-Ju;Kim, Jong-Wan;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.526-534
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    • 2007
  • 사용성의 주관적인 판단기준으로써 재미(Fun)라는 요소는 사용성 지각에 있어 중요한 역할을 할 수 있다는 논의는 제기된 반면 개념자체의 모호성과 객관적인 측정의 어려움으로 인해 실증적인 연구가 많이 이루어지지 못했다. 재미와 관련된 기존의 연구들은 시각적인 요인에만 국한되었다. Shneiderman(2004)은 재미를 설계하기 위한 5가지 fun-feature 중 하나로 만족스러운 소리(satisfying sound)를 제시하였는데, 시각적인 요인 못지않게 청각적인 요소는 인간-컴퓨터 상호작용에서 사용자에게 과제를 적절하게 수행해나가고 있는지에 대한 하나의 피드백으로도 작용할 수 있고, 즐거움을 줄 수 있다. 본 연구에서는 승차권 자동발매기를 중심으로 소리의 유무와 소리의 재미수준이 사용성에 어떤 영향을 미치는지 알아보고자 소리가 없는 조건, 재미없는 소리 조건, 재미있는 소리 조건에 따라 사용성을 다르게 지각할 것이라고 가정하였다. 또한 모형의 사용성 수준이 매개 변인으로 작용할 수 있다고 보고 사용하기 좋은 모형과 좋지 않은 모형 두 가지를 제시하였다. 참가자들은 두 가지 모형에 대해 각각의 소리조건에 따라 과제를 수행하고 모형과 소리 조건에 대해 집단 면접을 실시하였다. 실험 결과 재미있는 소리조건에서는 정답률이 다른 소리 조건들에 비해 더 높았으며 총클릭수는 더 적었다. 면접 결과에서는 좋지 않은 모형에 재미있는 소리는 긍정적으로 인식되지 않음을 발견하였다. 이는 Davis(1992)가 사용성이 뒷받침 되지 않은 상황에서 재미는 긍정적인 요인으로 작용하지 않는다는 주장을 지지한다. 본 연구는 재미의 한 구성 요소인 소리를 통해서 사용성에 있어 재미가 중요한 역할을 할 수 있다는 것과 사용성을 전제하지 않은 것에 있어 재미요소의 적용은 부정적으로 인식될 수 있다는 점을 제안하였다.

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The Effect of Visual Feedback Intervention on Voice Pitch of Adult with Hearing Impairment (선천성 청각장애성인의 시각적피드백 이용 음도치료 효과)

  • Euh, Su-Ji;Yoon, Mi-Sun
    • Speech Sciences
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    • v.12 no.4
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    • pp.215-226
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    • 2005
  • This study is an attempt to investigate effect of pitch treatment program using visual feedback for profound deaf adults. Dr. Speech program was applied as a training tool. The subjects of this study were 3 profound deaf adults. Speech samples for evaluation were vowel prolongations and connected speech. Analysis was performed under the principle of single subject research design. As results of this study, all subjects showed the treatment effects which were represented by lowering fundamental frequency and speaking fundamental frequency.

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An Analysis of the Uses of External Representations in Matter Units of 7th-Grade Science Digital Textbooks Developed Under the 2015 Revised National Curriculum (2015 개정 교육과정에 따른 중학교 1학년 디지털교과서의 물질 단원에서 나타난 외적 표상의 활용 실태 분석)

  • Song, Nayoon;Hong, Juyeon;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.416-428
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    • 2020
  • This study analyzed the uses of external representations presented in the matter units of the 7th-grade science digital textbooks developed under the 2015 revised national curriculum. The level, form, presentation, and interactivity of external representations presented in 5 types of digital textbooks were analyzed. As for the level, the macroscopic level of representations was mainly presented. The macroscopic level and microscopic level of representations were presented together in the particle description. As for the form, visual-verbal and visual-nonverbal representations were usually presented across the board. Very few audial-verbal and audial-nonverbal representations were presented. Visual-verbal and audial-verbal representations were mostly presented in formal form, and visual-nonverbal representations were mostly presented in illustration without movement. The presentation of representations was analyzed in three aspects. First, visual-verbal and visual-nonverbal representations were mainly presented together and none of audial-verbal and visual-nonverbal representations were presented together. When the representations of the audial-verbal, visual-nonverbal, and visual-verbal were presented together, some of the information presented in audial-verbal representations was repeatedly presented in the visual-verbal representations. Second, audial-nonverbal representations not related to learning content were presented along with other representations. Third, there were few cases of arranging visual-verbal and visual-nonverbal representations on the next pages. Audialverbal and visual-nonverbal representations were always presented synchronized. As for the interactivity, the manipulation level was mainly presented in the main area, and the feedback level was mainly presented in the activity area. The adaptation level and the communication level of interactivity were presented very few. Based on the results, the implications for the direction of constructing digital textbooks were discussed.

Comparison of Visual and Auditory Biofeedback during Sit-to-stand Training for Performance and Balance in Chronic Stroke Patients (만성 뇌졸중 환자의 일어서기 훈련 시 시각적 피드백과 청각적 피드백이 균형과 수행력에 미치는 효과 비교)

  • Lee, Dong-Hyun;Choi, Sung-Jin;Choi, Ho-Suk;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.10 no.4
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    • pp.59-68
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    • 2015
  • PURPOSE: The purpose of this study was to determine the comparison of visual and auditory biofeedback during sit-to-stand training in patients with stroke. METHODS: Thirty-five subjects with chronic stroke were divided into three groups: a visual feedback group (12 subjects), an auditory feedback group (12 subjects) and a control group (11 subjects). All Groups received neurodevelopmental treatment, and sit-to-stand training for 30minutes three times a week for four weeks. During the sit to stand training, the experimental groups received visual feedback and auditory feedback, whereas the control group performed sit-to-stand training without feedback. Five times sit-to-stand test (FTSST), motion analysis and postural sway during sit-to-stand were used to evaluate sit to stand performance ability. In addition, Berg balance scale (BBS) was performed for evaluation of balance function in participants. RESULTS: All groups showed significant increase on FTSST and BBS between pre- and post-intervention. The BBS scores in visual feedback group was significant increase than control group. The motion analysis and postural sway, more improvement was observed in the visual and auditory feedback groups compared with the control group. The only visual feedback group was a better performance of midline excursion during sit-to-stand than control group. CONCLUSION: These findings suggest that sit-to-stand training using a biofeedback may help to improve sit to stand performance and balance ability of stroke patients.

Design and Implementation of a Web Courseware for learning ′Digital Circuit′ (′디지털 회로′ 학습을 위한 웹 코스웨어의 설계 및 구현)

  • 이진아;박연식;성길영
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.343-347
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    • 2002
  • In this paper, we can easily update teaming information by using database built in web server system in implementation of a web courseware that a learner can effectively team the 'Digital Circuits' subject. Also, we offered multimedia elements such as graphics, animations, and voices etc. for increasing understanding and interaction of teaming and designed and implemented a simulation-type web courseware of practice-oriented. In result, it can encourage a learner with a motive of learning and increase effects of teaming. Also, a learner can learn various contents because we can add teaming contents to database according to needs. Furthermore, it can improve understanding for teaming by offering feedback on the result. In future, we need to design and implement circuits with more complex and many functions by adding circuit with function that can store.

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A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

A Study on Interaction between Multimodal Feedback Setting and Portable Patterns through Behavior Study of Mobile Phone User in Mobile Environment (모바일 환경 내 휴대폰 사용자 행동연구를 통한 다중양식 피드백 설정과 휴대패턴의 상호영향 연구)

  • Baek, Young-Mi;Myung, Ro-Hae;Yim, Jin-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.579-586
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    • 2006
  • 모바일 환경에서 휴대폰을 사용하다 보면 무의식적으로 전화를 받지 못하는(Missing call) 상황이 빈번하게 일어난다. 휴대폰에서는 기본적으로 시각 청각 촉각의 다중양식 피드백(Multimodal feedback)을 제공하고 있음에도 불구하고, 이렇게 Missing call 이 발생하는 현상에는 여러 가지 다양한 원인이 존재할 것이다. 본 연구에서는 이러한 원인을 찾기 위해 모바일 환경 내 휴대폰 사용자 행동연구를 실시하여 일반적인 휴대패턴을 분석하고, Missing call과 관련하여 주로 설정하는 수신모드와 휴대패턴의 상호영향을 연구하고자 하였다. 본 연구결과, 모바일 환경에서 휴대폰 수신 탐지능력에는 인지심리학적(감각과 주의관련), 환경적, 행동학적 요인이 영향을 미칠 수 있는 것으로 나타났다. 또한 모바일 환경에서 주로 사용하는 수신모드인 진동모드 설정시, 휴대폰 사용자가 속한 환경에 다른 요인들이 복합적으로 존재할 경우 휴대폰 수신에 대한 탐지만족도가 감소함을 확인할 수 있었다.

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