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      • SCOPUSKCI등재
      • KCI등재

        음성 청취를 통한 인공와우이식 아동의 정서 인식에 관한 연구

        최양규(Yang-Gyu Choi),이지윤(Ji-Yun Lee) 한국언어치료학회 2009 言語治療硏究 Vol.18 No.3

        The purpose of this study was to examine the emotional recognition of 17 children with cochlear implants (CI) in situations which require the ability of paralinguistic voice processing. For such purposes, their ability to identify emotional speech was assessed and compared with those of 19 normal-hearing children and 19 normal-hearing adults. The results showed that the children with CI had a severe deficit of ability to recognize emotional speech. The rates of the correct response in the emotion identification task were 46.1% for children with CI, 65.8% for normal-hearing children, 88.5% for normal-hearing adults respectively. The CI children frequently confused happy voices with angry voices (47.8%) and frightened voices with sad voices (38.2%). Finally, the necessity for and guidelines of the development of effective procedures for enhancing the ability of emotional recognition in children with CI were discussed.

      • KCI등재

        그림의 사실성과 색상 및 의미 유형이 상징 식별에 미치는 영향

        최양규 ( Yang Gyu Choi ),송기범 ( Ki Bum Song ) 한국특수교육문제연구소 2010 특수교육저널 : 이론과 실천 Vol.11 No.2

        이 연구는 보완대체의사소통(AAC) 시스템에 사용되는 그림 상징들의 사실성, 색상, 의미유형이 의사소통판에서 목표 상징을 포인팅 하는 속도와 정확도에 미치는 영향을 규명하기 위해 29명의 성인을 대상으로 반응시간과 오류율을 측정하였다. 그 결과, 상징의 사실성(선화적, 사실적, 사진)에 따른 유의한 차이는 없었으나, 상징의 색상(흑백과 컬러)에 따른 차이는 유의하였는데, 컬러가 흑백보다 반응시간이 짧았다. 또한 상징의 의미 유형(대상, 행위, 상태)에 따른 차이가 유의하였는데, 대상을 지칭하는 상징, 행위를 의미하는 상징, 상태를 나타내는 상징 순으로 선택 반응시간이 짧았다. 오류율도 반응시간과 유사한 패턴으로 나타났는데, 컬러 상징이 흑백 상징보다 반응선택의 오류가 적었으며, 대상에 대한 오류율이 가장 낮게 나타났다. 이러한 결과들은 효과적인 AAC 시스템을 설계하는 데 유용한 기초자료와 지침이 될 수 있을 것이다. 마지막으로 향후, 의사전달 속도 증진을 위한 AAC 시스템 구현에 지침이 될 수 있는 개선 사항이 논의되었다. The purpose of this study was to examine the effects of realism, color, and type of content of graphic symbols on target pointing in communication boards. For such purpose, the experiment was performed for measuring and evaluating the reaction time and accuracy of target symbol identification. 29 adults participated in the experiment. As experimental materials, 117 symbols were selected from PMLS symbols. The symbols consisted of 3 level realism(line-drawing vs. realitic vs. photographic), 2 color types(color vs. black-white), 3 types of meaning(object, action, state). The findings of this study showed that the reaction time and accuracy of colored or object symbols were significantly shorter than those of the uncolored symbols and the symbols representing action or state. The results suggested that AAC system using the colored symbols appropriately might be more effective. In final section, the guidelines for the effective AAC system design and the follow-up researches were discussed.

      • KCI등재

        조음위치에 관한 시각정보가 말소리 지각에 미치는 영향

        최양규(Yang-Gyu Choi) 한국언어치료학회 2004 言語治療硏究 Vol.13 No.2

        Although it is often assumed that speech perception is a purely auditory event, in face-to-face communication it is more of a multimodal process. Humans can read lips fairly well, and this lip-read information plays a role in speech perception. When speech is not clear, looking at a speaker's face normally improves speech perception because visual information is helpful in knowing the place of articulation, which is difficult to know from auditory information alone. The McGurk effect experiment is a paradigm used to explore how people integrate visual and auditory information during speech perception. The McGurk effect may occur when the auditory and visual stimuli differ in terms of place of articulation. For example, when auditory /ba/ is dubbed onto visual lip movements of /ga/, perceivers often report hearing da. This McGurk effect phenomenon demonstrates that visual information on place of articulation is automatically integrated into speech processing. While McGurk effect has been established as a robust effect in subjects from Western cultures, Chines and Japanese subjects use visual information much less than American subjects do(Sekiyama, 1997).The present study examined whether Korean subjects would also show a reduced McGurk effect due to their cultural similarities with the Chinese and Japanese. The results showed that the Korean subjects produced a much weaker McGurk effect than did the American subjects, displaying a similarity to the Chines and Japanese subjects.

      • KCI등재
      • KCI등재

        말소리 인상평가의 예측 시스템에 관한 연구

        최양규(Yang-Gyu Choi) 한국언어치료학회 2008 言語治療硏究 Vol.17 No.1

        The purpose of this research is to explore the possibility of the automatic diagnosis system of evaluation impression of speech voice using multiple regression analysis with acoustic parameters. First, the impression rating data were collected by ratings of 140 raters with semantic differential scale consisted of 40 dimensions or adjective pairs on the voices of 71 speakers. Then 50 acoustic parameters were collected by acoustic analysis of the voices. Finally the effects of the 50 acoustic parameters on the each 40 impression evaluation were analysed using multiple regression analysis. The results of the analysis show that multiple regressions of 38 of 40 impression dimensions were statistically significant. The results suggest that the automatic diagnosis system of evaluation impression of speech voice using multiple regression equations with a few acoustic parameters is possible and valid.

      • KCI등재

        태블릿 디바이스 기반 인지재활 게임에 대한 노년층의 반응성 조사 연구

        최양규(Yang Gyu Choi),이현숙(Hyun Suk Lee),현정임(Jeong Im Hyeon),김정완(Jung Wan Kim) 한국언어치료학회 2017 言語治療硏究 Vol.26 No.2

        Purpose: This study is designed to measure user-reactivity when a cognitive rehabilitation game, which is built for improvement of working memory, is apply to the elderly. Methods: 52 senior citizens over the age of 64 were chosen and asked to answer a questionnaire. The questionnaire consisted of experience of cognition-related games, familiarity of smartphone game applications, Neuro-World game adaptability, and satisfaction with the Neuro-World game application. Based on the results of the questionnaire, applied-program understanding by experience of games, program understanding by familiarity of smartphone game application, and user-environment variables, which influences program understanding, were analyzed. Results: 15.4% of the subjects had experience in cognition-related games, especially simple ones. Most of them have used games through their friends or families, 50% of whom had experience in games for more than six months, mainly for pleasure. Also, although they did not have any experience with smartphones, they were shown to use cognitive rehabilitation games easily after using the games for a while. A user-environment variable which affects understanding of cognitive rehabilitation games was the explanation part at the beginning of games and its significant probability was p<.01. Conclusions: The result of Pearson correlation analysis shows that there is no interrelation between tablet PC familiarity and understanding according to age. Given the results of the study, when the elderly use cognitive rehabilitation game applications for a period of time, the familiarity and the understanding of the game may be increased regardless of their smartphone experience.

      • KCI등재

        청지각적 음성평가의 신뢰도와 정확도 향상을 위한 집중적 훈련 프로그램의 효과에 관한 연구

        최양규 ( Yang Gyu Choi ),강선정 ( Sun Jung Kang ) 한국특수교육문제연구소 2010 특수교육저널 : 이론과 실천 Vol.11 No.4

        주관적 음성평가는 음성장애 진단에서 기기를 이용한 객관적 음성평가 못지않게 중요하게 다루어지고 있다. 음성평가가 요구되는 임상현장에서 평가의 신뢰도와 정확도는 평가자가 갖추어야할 필수적인 능력이다. 이 연구는 음성평가 경험이 없는 실험참여자를 대상으로 단기간에 집중적으로 실시되는 컴퓨터로 자동화된 청지각적 음성평가 훈련 프로그램이 주관적 음성평가의 신뢰도 및 정확도를 향상시키는 지를 알아보고자 한 것이다. 청지각적 훈련프로그램에 참여하는 20명의 실험집단과 훈련에 참여하지 않은 20명의 통제집단의, GRBAS의 하위척도인 R, B, S에 대한 사전·사후 음성 평가 결과를 비교하여 청지각적 훈련의 효과를 검증하였다. 실험에 사용한 훈련프로그램은 E-PrimeTM을 통해 제작되었으며, 난이도에 따라 3단계로 구성되었다. 훈련의 각 단계에서 정확도가 80% 이상 도달하면 다음 단계로 진행할 수 있도록 설계되었다. 실험 결과, 청지각적 훈련을 받은 실험집단은 훈련 후의 사후평가에서 훈련 전의 사전평가보다 신뢰도와 정확도, 모두 향상되었으나, 훈련을 받지 않은 통제집단은 그렇지 않았다. 마지막으로 단기간에 음성평가 능력을 향상시킬 수 있는 효과적인 청지각적 훈련 시스템 구현에 지침이 될 수 있는 개선 사항이 논의되었다. The purpose of this study was to examine the effects of the computerized perceptual training program for improvement of the ability to evaluate voice quality. For such purpose, the experiment was performed for evaluating the reliability and accuracy for R, B, S rating of pathological voice samples. 40 college students participated in the experiment. A half of them were allocated in the experimental group with the perceptual training program including three steps according to the difficulty, other half of them allocated in the control group without the perceptual training program. The pre-test and post-test to rate R, B, S scale were taken before and after the perceptual training program. The findings of this study showed that the reliability and accuracy of R, B, S scales rating of experimental group after the perceptual training program were significantly improved than before that program. However the reliability and accuracy of the control group were not improved. The results suggested that the perceptual training program is effective for improvement of the ability to evaluate voice quality. In final section, the guidelines for the effective perceptual training system design and the follow-up researches were discussed.

      • 읽기과제에서 나타난 뇌성마비인의 기본주파수 및 진폭의 분포 특성

        남현욱,최양규,Nam, Hyun-Wook,Choi, Yang-Gyu 대한음성학회 2008 말소리 Vol.66 No.-

        The purpose of this study was to investigate the characteristics of fundamental frequency(F0) and amplitude distributions in persons with cerebral palsy(CP) in the reading task. Participants were divided into three groups: 6 persons with spastic CP, 6 persons with athetoid CP and 6 normal persons who are around 15-20 years old. On the results of this study, firstly, in F0 distributions, most of the spastic CPs tended to appear narrow distributions on the basis of mode, but most of the athetoid CPs were opposite, and both of the CP groups tended to distribute highly on lower and higher frequencies than mean and mode. On the other hand, normal persons had a tendency to appear narrow distributions on the basis of mode. Finally, in amplitude distributions, the spastic CPs showed a tendency that there are little differences between the distribution of mode and the others, and most of the athetoid CPs showed a tendency that the distributions of mode were higher than the others. In addition to, the normal persons had a tendency that the distributions of mode were remarkably higher than both of the CP groups.

      • KCI등재

        의사소통판의 애니메이션 효과가 실어증 환자의 목표 상징 식별에 미치는 영향

        송기범 ( Ki Bum Song ),최양규 ( Yang Gyu Choi ) 한국특수교육문제연구소 2011 특수교육저널 : 이론과 실천 Vol.12 No.4

        이 연구는 실어증 환자들을 대상으로 그림 상징의 애니메이션효과를 규명하기 위해 목표상징 식별에서 정적인 그림 상징과 동적인 애니메이션 상징에 대한 반응속도와 오반응율을 측정하여 비교하였다. 표상적 상징인 PCS, Picsyms, Makaton 상징 중 정서(기쁨, 분노, 슬픔, 공포)를 나타내는 16개의 그림 상징들을 선정하고, 이 그림 상징들을 바탕으로 16개의 애니메이션 상징을 제작하여 의사소통판에서 목표 상징을 식별하는 데 소요되는 반응시간과 오반응율에 대해 정적 그림 상징과 비교함으로써 애니메이션 효과를 알아보았다. 실험 결과, 실어증환자들에 있어서 식별 반응속도는 애니메이션 상징의 경우 정적 그림 상징보다 평균적으로 약 25㎳ 더 빨랐으나 통계적으로는 유의하지 않았다. 오반응율은 애니메이션 상징(25.6%)이 정적 그림 상징(30.0%)보다 유의하게 낮게 나타났다[t(9)=3.29, p < .01]. 이러한 결과는 그림 상징의 애니메이션화가 실어증환자에게 상징 식별을 용이하게 해서 상징 선택 오류를 감소시켜 줄 수 있는 효과적인 전략임을 시사하고 있다. The purpose of this study was to examine the animation effect on identification of target graphic symbols for aphasics. For such purpose, the experiment was performed for evaluating and comparing the reaction time and error rate of identification for two types of symbols, the animated and static graphic symbols. 10 aphasics participated in the experiment. As experimental materials the four types of emotional symbols(happy, anger, sad, and afraid) were selected from PCS, Picsyms, and Makaton symbols. The animated symbols were the transformed versions of the emotional graphic symbols. The reaction times and accuracy on identification for animated symbols were compared with those for static graphic symbols. The findings of the experiment showed that the reaction time of animated symbols were not significantly shorter than those of static graphic symbols, but the errors of animated symbols were significantly smaller than those of graphic symbols for aphasics. The results suggested that AAC system using the animated symbols for aphasics is more effective. The guidelines for the effective AAC system design were discussed in the final section.

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