• Title/Summary/Keyword: Nonverbal information

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A Study of Concurrent Validities of K-WPPSI-IV (한국 웩슬러유아지능검사 4판(K-WPPSI-IV)의 공준타당도 연구)

  • Park, Hyewon;Seo, Yena;Lee, Jinsuk
    • Korean Journal of Child Studies
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    • v.36 no.1
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    • pp.65-83
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    • 2015
  • The purpose of this study was to validate the newly developed K-WPPSI-IV using other current IQ tests in common use in Korea such as the K-ABC and K-CTONI-2. Fifty three 2~7 year olds were tested with both the K-WPPSI-IV and K-ABC in a counterbalanced order. Simultaneous, cognitive, information processing as well as acquisition indices of K-ABC were moderately correlated with the total IQ of K-WPPSI-IV, ranging .44~.58. The results of these tests were comparable with US data: Correlations among WPPSI-IV & DAS-II subscales were .31~.67. The correlations among K-WPPSI-IV & K-CTONI-2 subscales in sixty two children ranged from .43~.49. WMI(Working memory index) as well as PSI(Processing speed index) of K-WPPSI showed low correlations with non-verbal IQ. These results indicated that nonverbal IQ does not test processing speed which in turn is very important in WMI & PSI Indices of K-WPPSI-IV. Further studies are needed to broaden the concurrent validities using K-WISC-IV or K-BSID-2. In addition, predictive as well as discriminate validity studies need to be conducted for better understanding of K-WPPSI-IV.

Usability Testing for a Mobile Augmentative Alternative Communication(AAC) Software and Users' Preference for the Size of Mobile Devices (모바일 보완대체의사소통(AAC) 소프트웨어의 사용성 평가 및 모바일 기기의 크기에 대한 선호도 조사)

  • Lee, H-Y.;Hong, K-H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.1
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    • pp.37-43
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    • 2012
  • We conducted a user-centered usability testing on the Android-based Mobile Augmentative Alternative Communication(AAC) Software. In this paper, we examined functionality, satisfaction, and ease of information searching for a specific function using a task scenario, and we investigated appropriateness of development purposes, contents, instructional strategies, usability, functions of management mode, and user interface of the mobile AAC to the communication needs of children who are nonverbal. We also examined user requirements, preference, satisfaction, and other personal opinions for the mobile AAC using an open feedback. In addition, we investigated users' preference for the size of mobile devices using 4.3", 5.0", and 7.0" mobile devices.

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Developing a Simulator for Practicing Discipline Skills of Pre-service Teachers (예비교사의 훈육기술 연습을 위한 시뮬레이터 개발)

  • Cheong, DonGuk;Kim, SunHwa
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.63-74
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    • 2009
  • The purpose of this study was to design and develop the simulator for practicing pre-service teachers' classroom discipline skills to control and prevent misbehaviors of students. In order to accomplish this purpose, the followings were researched. First, the examination of related literature and previous studies was performed to find out whether teaching simulation can be significant for pre-service teacher' teaching experience. Second, self-esteem, self-confidence, and self-control were selected as key variables of students' misbehaviors from the examination of literature and previous studies. Third, students' misbehaviors were designed and their information in the student records was developed based on the variables. Forth, teacher's treats were developed and classified with verbal and nonverbal treats. Lastly, simulated students' misbehaviors were designed to be aggravated or prevented according to the teachers' treats. Further research for a teaching simulation was projected based on the pre-service teachers' evaluation.

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A Study on Visual Contents for Korean Passive Verbs and Causative Verbs Education (한국어 피동·사동 교육용 시각 콘텐츠에 관한 연구)

  • Son, Joo-Hee;Kim, Eun-Jeong;An, Hee-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.348-358
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    • 2022
  • The purpose of this study is to produce visual content for effective education of Passive verbs and Causative verbs in Korean language education for foreigners. Passive verbs and causative verbs are contents that must be taught to intermediate level learners. However, it is recognized as a difficult item for both learners and Korean teachers because the realization pattern is complicated, and there is no rule to explain the combination relationship between the action and the instruction by suffix. In this article, the use of nonverbal information that can improve the learning effect was considered. Providing verbal and non-verbal information together in language education can be expected to improve learners' communication skills. In particular, visual content is non-verbal information that can positively affect memory enhancement, playback, and transition. Therefore, this study attempted to plan and produce picture cards as visual materials. The picture card, produced with a focus on the correct education of Korean Passive verbs, will efficiently and significantly make Korean Passive verbs and Causative verbs teaching and learning by suffixes.

The Emotional Boundary Decision in a Linear Affect-Expression Space for Effective Robot Behavior Generation (효과적인 로봇 행동 생성을 위한 선형의 정서-표정 공간 내 감정 경계의 결정 -비선형의 제스처 동기화를 위한 정서, 표정 공간의 영역 결정)

  • Jo, Su-Hun;Lee, Hui-Sung;Park, Jeong-Woo;Kim, Min-Gyu;Chung, Myung-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.540-546
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    • 2008
  • In the near future, robots should be able to understand human's emotional states and exhibit appropriate behaviors accordingly. In Human-Human Interaction, the 93% consist of the speaker's nonverbal communicative behavior. Bodily movements provide information of the quantity of emotion. Latest personal robots can interact with human using multi-modality such as facial expression, gesture, LED, sound, sensors and so on. However, a posture needs a position and an orientation only and in facial expression or gesture, movements are involved. Verbal, vocal, musical, color expressions need time information. Because synchronization among multi-modalities is a key problem, emotion expression needs a systematic approach. On the other hand, at low intensity of surprise, the face could be expressed but the gesture could not be expressed because a gesture is not linear. It is need to decide the emotional boundaries for effective robot behavior generation and synchronization with another expressible method. If it is so, how can we define emotional boundaries? And how can multi-modality be synchronized each other?

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The Influence of Mobile Service Delivery Characteristics on Perceived Interactivity and Attitude towards Mobile Service (모바일 서비스 전달 특성에 따른 상호작용성 지각이 고객 태도에 미치는 영향)

  • Lee, Yoonjae;Lee, Jeonghoon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.402-411
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    • 2013
  • Mobile contents market is growing with the rapid adoption of smart-phones. Online access via mobile compared to PC-based online access, has distinctive service delivery characteristics which are ubiquitous connectivity and contextual offer. In addition, this study includes characteristics which are relatively disadvantageous for mobile services compared to PC-based services. These are response time and supporting non-verbal informations. This study investigates the influence of service delivery characteristics to perceived interactivity and mobile service attitude. The results show that mobile services' ubiquitous connectivity and contextual offer showed a positive relationship with the perceived interactivity of the mobile service. And the response time also showed a positive relationship with the perceived interactivity, but non-verbal information didn't. When the trade-off is met between response time and nonverbal information, mobile service developer should choose response time since it has positive effect on perceived interactivity and attitude.

A Study on the Differences of Humor Preferences and Uses (유머 종류에 따른 유머 선호와 활용에 관한 연구: 성별.연령별 차이를 중심으로)

  • Cho, Hyun-Ji;Kim, Ug-Young
    • Korean journal of communication and information
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    • v.31
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    • pp.355-378
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    • 2005
  • This study aims to examine the differences of Humor Preferences and Uses by the distinction of sex and age. For this purpose, an experimental survey was analyzed. The major findings of this analysis could be summarized like as follows: There is few significant difference in the sex distinction, although men prefer aggressive humor more than women. But there are significant differences in the distinction of age. The teenagers prefer nonverbal humor compare to other ages, and the over forties prefer verbal humor. There are also significant differences of humor uses between age groups. The under twenties use humor more than over thirties. This study deliberates on the reason why there are significant differences of humor preferences and uses in the distinction of age. This study suggests one of the reasons which is related with face consciousness of korean.

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Classification of Infant Crying Audio based on 3D Feature-Vector through Audio Data Augmentation

  • JeongHyeon Park;JunHyeok Go;SiUng Kim;Nammee Moon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.47-54
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    • 2023
  • Infants utilize crying as a non-verbal means of communication [1]. However, deciphering infant cries presents challenges. Extensive research has been conducted to interpret infant cry audios [2,3]. This paper proposes the classification of infant cries using 3D feature vectors augmented with various audio data techniques. A total of 5 classes (belly pain, burping, discomfort, hungry, tired) are employed in the study dataset. The data is augmented using 5 techniques (Pitch, Tempo, Shift, Mixup-noise, CutMix). Tempo, Shift, and CutMix augmentation techniques demonstrated improved performance. Ultimately, applying effective data augmentation techniques simultaneously resulted in a 17.75% performance enhancement compared to models using single feature vectors and original data.

Efficient Sign Language Recognition and Classification Using African Buffalo Optimization Using Support Vector Machine System

  • Karthikeyan M. P.;Vu Cao Lam;Dac-Nhuong Le
    • International Journal of Computer Science & Network Security
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    • v.24 no.6
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    • pp.8-16
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    • 2024
  • Communication with the deaf has always been crucial. Deaf and hard-of-hearing persons can now express their thoughts and opinions to teachers through sign language, which has become a universal language and a very effective tool. This helps to improve their education. This facilitates and simplifies the referral procedure between them and the teachers. There are various bodily movements used in sign language, including those of arms, legs, and face. Pure expressiveness, proximity, and shared interests are examples of nonverbal physical communication that is distinct from gestures that convey a particular message. The meanings of gestures vary depending on your social or cultural background and are quite unique. Sign language prediction recognition is a highly popular and Research is ongoing in this area, and the SVM has shown value. Research in a number of fields where SVMs struggle has encouraged the development of numerous applications, such as SVM for enormous data sets, SVM for multi-classification, and SVM for unbalanced data sets.Without a precise diagnosis of the signs, right control measures cannot be applied when they are needed. One of the methods that is frequently utilized for the identification and categorization of sign languages is image processing. African Buffalo Optimization using Support Vector Machine (ABO+SVM) classification technology is used in this work to help identify and categorize peoples' sign languages. Segmentation by K-means clustering is used to first identify the sign region, after which color and texture features are extracted. The accuracy, sensitivity, Precision, specificity, and F1-score of the proposed system African Buffalo Optimization using Support Vector Machine (ABOSVM) are validated against the existing classifiers SVM, CNN, and PSO+ANN.

3D Avatar Gesture Representation for Collaborative Virtual Environment Design (CVE 디자인을 위한 3D 아바타의 동작 표현 연구)

  • Lee Kyung-Won;Jang Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.122-132
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    • 2005
  • CVE(Collaborative Virtual Environment) is the virtually shared area where people cannot come together physically, but wish to discuss, collaborate on, or even dispute certain matters. In CVEs, in habitants are usually represented by humanoid embodiments, generally referred to as avatars. But most current graphical CVE systems fail to reflect the natural relationship between the avatar's gesture and the conversation that is taking place. More than 65% of the information exchanged during a person to person conversation is carried on the nonverbal band. Therefore, it is expected to be beneficial to provide such communication channels in CVEs in some way. To address this issue, this study proposes a scheme to represent avatar's gestures that can support the CVE users' communication. In the first level, this study classifies the non-verbal communication forms that can be applicable to avatar gesture design. In the second level, this study categorizes the body language according to the types of interaction with verbal language. And in the third level, this study examines gestures with relevant verbal expressions according to the body parts-from head to feet. One bodily gesture can be analyzed in the description of gesture representation, the meaning of gesture and the possible expressions, which can be used in gestural situation.

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