675,675 research outputs found

    Atypical audiovisual speech integration in infants at risk for autism

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    The language difficulties often seen in individuals with autism might stem from an inability to integrate audiovisual information, a skill important for language development. We investigated whether 9-month-old siblings of older children with autism, who are at an increased risk of developing autism, are able to integrate audiovisual speech cues. We used an eye-tracker to record where infants looked when shown a screen displaying two faces of the same model, where one face is articulating/ba/and the other/ga/, with one face congruent with the syllable sound being presented simultaneously, the other face incongruent. This method was successful in showing that infants at low risk can integrate audiovisual speech: they looked for the same amount of time at the mouths in both the fusible visual/ga/− audio/ba/and the congruent visual/ba/− audio/ba/displays, indicating that the auditory and visual streams fuse into a McGurk-type of syllabic percept in the incongruent condition. It also showed that low-risk infants could perceive a mismatch between auditory and visual cues: they looked longer at the mouth in the mismatched, non-fusible visual/ba/− audio/ga/display compared with the congruent visual/ga/− audio/ga/display, demonstrating that they perceive an uncommon, and therefore interesting, speech-like percept when looking at the incongruent mouth (repeated ANOVA: displays x fusion/mismatch conditions interaction: F(1,16) = 17.153, p = 0.001). The looking behaviour of high-risk infants did not differ according to the type of display, suggesting difficulties in matching auditory and visual information (repeated ANOVA, displays x conditions interaction: F(1,25) = 0.09, p = 0.767), in contrast to low-risk infants (repeated ANOVA: displays x conditions x low/high-risk groups interaction: F(1,41) = 4.466, p = 0.041). In some cases this reduced ability might lead to the poor communication skills characteristic of autism

    Media & Information Literacy Theory and Research: Thoughts from the Co-editors

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    An overview of the conceptualization of media studies and information literacy education reveals the importance of analyzing text and visual communication. Beyond simply offering an explanation of mass communication and all of its parts, media and information literacy as an emerging field of study must begin to address the complex interaction between literacy and new media forms. The new co-editors of SIMILE encourage interdisciplinary scholarship, which illuminates new avenues in media and information literacy education

    Potensi Perancangan Web Responsive sebagai Media Komunikasi Visual

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          Currently the communication media very grown rapidly. The world was know new communication model, known as the internet. Internet is a global network that enables the establishment of communication and interaction across the globe. One very well-known form is a web-site. As the media dissemination of information through visual communication, web site is a potential and an outstanding job for visual communication designer. But sometimes a web site that has terpublis less display design principles that are executed in harmony. Rules of designing web sites less attention. Design a website in principle the same as visual communication design. Critical elements in the design of visual communication as typografi, illustration and photography are key design planning web-site display. In its design, the web is implemented using Bootstrap framework. Bootstrap itself is used as a means to create websites that can be integrated automatically when accessed on any device including PC, tablets and smartphones. In addition, the draft will be enhanced or supported by PHP, CSS, HTML, and SQL Server and design visual design with application of vector processing program and image processing program applications. Understanding of design principles and design rules are very helpful in designing web sites become more harmonious as a promotional medium of visual communication

    Multichannel Attention Network for Analyzing Visual Behavior in Public Speaking

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    Public speaking is an important aspect of human communication and interaction. The majority of computational work on public speaking concentrates on analyzing the spoken content, and the verbal behavior of the speakers. While the success of public speaking largely depends on the content of the talk, and the verbal behavior, non-verbal (visual) cues, such as gestures and physical appearance also play a significant role. This paper investigates the importance of visual cues by estimating their contribution towards predicting the popularity of a public lecture. For this purpose, we constructed a large database of more than 18001800 TED talk videos. As a measure of popularity of the TED talks, we leverage the corresponding (online) viewers' ratings from YouTube. Visual cues related to facial and physical appearance, facial expressions, and pose variations are extracted from the video frames using convolutional neural network (CNN) models. Thereafter, an attention-based long short-term memory (LSTM) network is proposed to predict the video popularity from the sequence of visual features. The proposed network achieves state-of-the-art prediction accuracy indicating that visual cues alone contain highly predictive information about the popularity of a talk. Furthermore, our network learns a human-like attention mechanism, which is particularly useful for interpretability, i.e. how attention varies with time, and across different visual cues by indicating their relative importance

    Symbol Emergence in Robotics: A Survey

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    Humans can learn the use of language through physical interaction with their environment and semiotic communication with other people. It is very important to obtain a computational understanding of how humans can form a symbol system and obtain semiotic skills through their autonomous mental development. Recently, many studies have been conducted on the construction of robotic systems and machine-learning methods that can learn the use of language through embodied multimodal interaction with their environment and other systems. Understanding human social interactions and developing a robot that can smoothly communicate with human users in the long term, requires an understanding of the dynamics of symbol systems and is crucially important. The embodied cognition and social interaction of participants gradually change a symbol system in a constructive manner. In this paper, we introduce a field of research called symbol emergence in robotics (SER). SER is a constructive approach towards an emergent symbol system. The emergent symbol system is socially self-organized through both semiotic communications and physical interactions with autonomous cognitive developmental agents, i.e., humans and developmental robots. Specifically, we describe some state-of-art research topics concerning SER, e.g., multimodal categorization, word discovery, and a double articulation analysis, that enable a robot to obtain words and their embodied meanings from raw sensory--motor information, including visual information, haptic information, auditory information, and acoustic speech signals, in a totally unsupervised manner. Finally, we suggest future directions of research in SER.Comment: submitted to Advanced Robotic

    Optimizing the interaction of children with information and communication technologies

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    This paper outlines the major changes in the lives of children in industrially advanced countries associated with the increased interaction with information and communication technologies. The potential opportunities and threats to the cognitive, social, physical and visual development of children are reviewed to emphasize the importance of optimizing the interaction. The change in children's use of technology also poses opportunities and threats for ergonomics that should be noted if the profession is to continue being relevant and useful into this century. The paper ends with a pathway to the development and implementation of guidelines about child information and communication technology use for different groups of guideline users

    Spatial issues in user interface design from a graphic design perspective

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    The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    ANALISIS TANDA VISUAL DALAM TAGAR CORONA ART MUSEUM

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    The gallery is a space of interaction between artists and audiences. In the era of pamdemik covid, gallery space was closed due to physical distancing. Imaginary space is built by utilizing communication and information technology. Instagram as a digital platform is widely used as a space for building artistic interactions. Through the hashtag of Corona Art Museum, the writer looks for some visual works to be used as object of analysis. Verbal and visual signs in the visual content will be dissected using the classification of signs: icons, indexes, symbols from Charles S. Peirce and the system of meaning production of codes using The Five Code: Hermeunetic, Narrative, Cultural, Semantik & Symbolic from Roland Barthes. The reading of visual signs will use the Sumbo Tinarbuko Triadik in looking at aspects of visual communication. The results of reading visual signs will reveal how visual content in an imaginary space can be a space of expression and the existence of an artist / designer
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