• Title/Summary/Keyword: Audio Analysis

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An analysis of listening errors by Korean EFL learners from self-paced passage dictation

  • Cho, Hyesun
    • Phonetics and Speech Sciences
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    • v.13 no.1
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    • pp.17-24
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    • 2021
  • In this study, listening errors by Korean EFL learners are comprehensively analyzed from self-paced passage dictation tasks. Fifty-five Korean EFL learners participated in the study. Listeners were asked to write down dictation passages as accurately as possible, while listening to the audio as much as they needed. The results show that (i) low-proficiency learners tend to misperceive longer phrases than high-proficiency learners, (ii) function words are more often omitted or misheard than content words, and (iii) low-proficiency learners have more difficulties with content words than high-proficiency learners do. Most frequent suffix errors were omissions of past or plural suffixes. Among the function words, the most frequent errors were found with auxiliary contractions, infinitive marker to, and articles, mostly in the environment of linking and elision. It is also shown that C-V linking, C-C linking, and elision are the primary sources for the most frequent errors. C-V linking led to errors in correctly locating the word boundary, while C-C linking and elision resulted in omission. These errors show that Korean EFL listeners have difficulties in detecting fine-grained phonetic details to the extent that native speakers can do.

Development of Wireless Earphone Playback Time Measurement Method and Report Form (무선이어폰 재생 시간 측정 방법 및 보고 양식 개발)

  • Han, Mun-Hwan;Jeong, In-Ho
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.2_2
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    • pp.299-307
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    • 2022
  • Wireless earphones, along with smart devices, are the most sought-after products by consumers. Compared to general earphones, wireless earphones do not have twisted wires and are easy to use, so various types of products are currently on the market. However, information on quality is somewhat lacking, so consumers tend to purchase products according to brand awareness, and manufacturers are delivering information to consumers using different standards for each product because there is no standard for quality control. In particular, the playback time of wireless earphones is a factor that directly affects consumers' purchases, so a standard measurement method is needed to properly measure it. In this paper, we present a method for measuring the audio playback time of wireless earphones derived from domestic wireless earphone status survey, commercial product measurement test, and research analysis, and a developed standard measurement method. In addition, this paper proposes a measurement result reporting format to provide accurate information to consumers and induce a fair competitive environment for each product to manufacturers.

Analysis of learning flow and learning satisfaction according to the non-face-to-face class operation method

  • You-Jung, Kim;Su-Jin, Won;Eun-Young, Choi
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.195-202
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    • 2023
  • This study is a comparative survey study conducted to explore the differences in learners' learning flow and learning satisfaction according to the non-face-to-face class operation methods implemented at universities. After implementing different class management methods for the same subject taught by the same instructor non-face-to-face for 15 weeks, each learning flow and learning satisfaction were compared and analyzed, and the collected data were analyzed with IBM SPSS 21.0. As a result of the study, learning flow was high in the order of lectures using real-time ZOOM and recorded lectures using self-studio(3.41±0.91, 3.28±1.01), and learning satisfaction was high in the order of lectures using real-time ZOOM and lectures using the automatic recording system of classes(3.40±0.80, 3.30±0.74). The item with the lowest score was the PPT audio recording lecture in both areas of learning flow and learning satisfaction(2.72±1.04, 1.73±1.04). Considering that system errors such as sound in the smart lecture environment operated for the first time in this study affected the research results, it is suggested that future research should be conducted by supplementing the corresponding part.

Diagnosing a Child with Autism using Artificial Intelligence

  • Alharbi, Abdulrahman;Alyami, Hadi;Alenzi, Saleh;Alharbi, Saud;bassfar, Zaid
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.145-156
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    • 2022
  • Children are the foundation and future of this society and understanding their impressions and behaviors is very important and the child's behavioral problems are a burden on the family and society as well as have a bad impact on the development of the child, and the early diagnosis of these problems helps to solve or mitigate them, and in this research project we aim to understand and know the behaviors of children, through artificial intelligence algorithms that helped solve many complex problems in an automated system, By using this technique to read and analyze the behaviors and feelings of the child by reading the features of the child's face, the movement of the child's body, the method of the child's session and nervous emotions, and by analyzing these factors we can predict the feelings and behaviors of children from grief, tension, happiness and anger as well as determine whether this child has the autism spectrum or not. The scarcity of studies and the privacy of data and its scarcity on these behaviors and feelings limited researchers in the process of analysis and training to the model presented in a set of images, videos and audio recordings that can be connected, this model results in understanding the feelings of children and their behaviors and helps doctors and specialists to understand and know these behaviors and feelings.

An Analysis on the Mathematical Creativity and Computational Thinking of Elementary School Mathematical Gifted Students in the Convergence Class Programs (융합 수업 프로그램에서 나타나는 초등 수학 영재들의 수학적 창의성과 컴퓨팅 사고 분석)

  • Kang, Joo Young;Kim, Dong Hwa;Seo, Hae Ae
    • East Asian mathematical journal
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    • v.38 no.4
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    • pp.463-496
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    • 2022
  • The purpose of this study is to analyze the mathematical creativity and computational thinking of mathematically gifted elementary students through a convergence class using programming and to identify what it means to provide the convergence class using Python for the mathematical creativity and computational thinking of mathematically gifted elementary students. To this end, the content of the nine sessions of the Python-applied convergence programs were developed, exploratory and heuristic case study was conducted to observe and analyze the mathematical creativity and computational thinking of mathematically gifted elementary students. The subject of this study was a single group of sixteen students from the mathematics and science gifted class, and the content of the nine sessions of the Python convergence class was recorded on their tablets. Additional data was collected through audio recording, observation. In fact, in order to solve a given problem creatively, students not only naturally organized and formalized existing mathematical concepts, mathematical symbols, and programming instructions, but also showed divergent thinking to solve problems flexibly from various perspectives. In addition, students experienced abstraction, iterative thinking, and critical thinking through activities to remove unnecessary elements, extract key elements, analyze mathematical concepts, and decompose problems into small components, and math gifted students showed a sense of achievement and challenge.

Design and Implementation of Smart Pen based User Interface System for U-learning (U-Learning 을 위한 스마트펜 인터페이스 시스템 디자인 및 개발)

  • Shim, Jae-Youen;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1388-1391
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    • 2010
  • In this paper, we present a design and implementation of U-learning system using pen based augmented reality approach. Student has been given a smart pen and a smart study book, which is similar to the printed material already serviced. However, we print the study book using CMY inks, and embed perceptually invisible dot patterns using K ink. Smart pen includes (1) IR LED for illumination, IR pass filter for extracting the dot patterns, and (3) camera for image captures. From the image sequences, we perform topology analysis which determines the topological distance between dot pixels, and perform error correction decoding using four position symbols and five CRC symbols. When a student touches a smart study books with our smart pen, we show him/her multimedia (visual/audio) information which is exactly related with the selected region. Our scheme can embed 16 bit information, which is more than 200% larger than previous scheme, which supports 7 bits or 8 bits information.

A Study on Music Retrieval method based on Audio Contents Feature Analysis (오디오 멜로디 추출 기반 특징 분석을 이용한 음악검색 방법에 관한 연구)

  • Song, Chai-Jong;Lee, Sek-Phil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.441-443
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    • 2011
  • 본 논문은 오디오 특징 분석을 기반으로 한 음악검색 방법에 대한 기술과 연구에 대한 내용이다. 본 연구에서는 크게 3가지의 주요 알고리즘을 이용하여 다 성음에서의 오디오 특징을 추출하고 3가지의 각자 다른 방식의 매칭 알고리즘을 기반으로 한 퓨전 매칭 방식을 제안한다. 오디오 특징으로는 메인 멜로디, 음악 구조를 분석한 세그먼테이션 정보를 이용한다. 본 연구에서 사용된 음악 DB는 음악 포털 서비스에서 제공하는 장르를 기반으로 한 8가지 장르에서 다양한 범위에서 2000곡을 선곡하였다. 오디오 특징 추출을 위한 알고리즘 개발과 매칭 알고리즘 개발을 위하여 음악 DB 2000곡 중 장르의 비율을 고려하여 100곡을 선정하고, 24명으로부터 1200개의 허밍을 녹음하였다. 24명중 3명은 대학에서 음악을 전공하고 나머지는 음악적 교육을 받은 경험이 없는 사람들이다. 1200개의 허밍을 분석한 결과 전체 허밍 중 60%정도가 노래의 시작 부분을 허밍하거나 노래를 불렀고, 30%정도는 하이라이트 부분을 허밍 하였다. 나머지 10%정도는 자신이 가장 자신 있는 부분을 불렀다. 이러한 분석 결과를 기반으로 가장 중요한 부분은 노래가 시작되는 부분에서의 멜로디를 정확하게 찾아내는 것이 무엇보다 중요하다는 것이다. 본 연구에서 검색결과의 평가는 MRR를 이용하여 측정하였다. MIDI DB를 사용한 경우가 다 성음에서 직접 멜로디를 추출한 경우보다 약간 성능이 우수하게 나왔으나 그 차이는 미미했다. 본 연구에서는 개발된 알고리즘을 이용하여 PC상에서 사용할 수 있는 클라이언트 프로그램과 Android app를 개발하였다.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Spectral Perturbation of Theta and Alpha Wave for the Affective Auditory Stimuli (청각자극에 따른 세타파와 알파파의 스펙트럼적 반응)

  • Du, Ruoyu;Lee, Hyo Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.10
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    • pp.451-456
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    • 2014
  • The correlations between electroencephalographic (EEG) spectral power and emotional responses during affective sound clip listening are important parameters. Hemispheric asymmetry in prefrontal activation have been proposed in two decades ago, as measured by power value, is related to reactivity to affectively pleasure audio stimuli. In this study, we designed an emotional audio stimulus experiment in order to verify frontal EEG asymmetry by analyzing Event-related Spectral Perturbation (ERSP) results. Thirty healthy college male students volunteered the stimulus experiment with the standard IADS(International Affective Digital Sounds) clips. These affective sound clips are classified in three emotion states, high pleasure-high arousal (happy), middle pleasure-low arousal (neutral) and low pleasure-high arousal (fear). The analysis of the data was performed in both theta (4-8Hz) and alpha (8-13Hz) bands. ERSP maps in the alpha band revealed that there are the stronger power responses of high pleasure (happy) in the right frontal lobe, while the stronger power responses of middle-low pleasure (neutral and fear) in the left frontal lobe. Moreover, ERSP maps in the theta band revealed that there are the stronger power responses of high arousal (fear and happy) in the left pre-frontal lobe, while the stronger responses of low arousal (neutral) in the right pre-frontal lobe. However, the high pleasure emotions (happy) can elicit greater relative right EEG activity, while the low and middle pleasure emotions (fear and neutral) can elicit the greater relative left EEG activity. Additionally, the most differences of theta band have been found out in the medial frontal lobe, which is proved as the frontal midline theta. And there are the strongest responses of happy sounds in the alpha band around the whole frontal regions. These results are well suited for emotion recognition, and provide the evidences that theta and alpha powers may have the more important role in the emotion processing than previously believed.

A Study on Trade Barriers Analysis in the Chinese Audiovisual Service Sectors (중국 시청각서비스분야 통상장벽 분석과 진출 전략 : AHP와 Fuzzy 신뢰도 지수를 이용하여)

  • Jung, Sang-Chul;Rhee, Hae-Chun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.63-80
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    • 2014
  • This study evaluates the importance of negotiation agendas and the possibility of reaching the Korea-China FTA agreement. It assesses the current situation of trade barriers in the audiovisual service sector of China and then examines a survey of practitioners and experts to screen important regulations. The results are as follows: First, considering the national economic situation in Korea and the environment of the Chinese trade barrier, an important agenda is to enable the direct service of online games and to reach a co-production agreement in the audiovisual service sector. Second, an agenda regarding the co-production agreement of an audio-visual service sector has high potential to be realized, followed by agendas regarding online game and music services. In the broadcasting and film service sectors, with their high cultural identity, a mutual cooperative approach is needed. Korea bringing up the agenda regarding online service may allow it to gain a net benefit for the next FATs. To realize a mutual cooperative approach, it is necessary to form a frame of mutual interests and cooperation through a co-production agreement of audio-visual service. If both countries agree to acknowledge co-produced content as each country's contents, both would benefit.