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- Title
- THE EFFECT OF NEIGHBORHOOD SIZE AND MORPHOLOGY IN THE CHINESE LANGUAGE.
- Creator
-
Nguyen, Long, Sims, Valerie, University of Central Florida
- Abstract / Description
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The Neighborhood Size Effect (NSE), characterized as the effect in word determination based on changing one orthographic aspect of that word. The amount of words that can be created through such manipulation is called a neighborhood size (NS). Number of other factors such as frequency, how often a word appears and morphology, the combination of meaningful word units, have been suggested to have an overriding effect on NSE. In addition, there is a lack of research on NSE with non-alphabetical...
Show moreThe Neighborhood Size Effect (NSE), characterized as the effect in word determination based on changing one orthographic aspect of that word. The amount of words that can be created through such manipulation is called a neighborhood size (NS). Number of other factors such as frequency, how often a word appears and morphology, the combination of meaningful word units, have been suggested to have an overriding effect on NSE. In addition, there is a lack of research on NSE with non-alphabetical languages such as Chinese, which uses characters comprising of a multitude of semantic or phonetic markers. In this experiment, participants coming from mainland China were presented with 60 individual characters and 59 characters with Chinese morphology made up of two characters which form single words. Both conditions, were manipulated with NS by adjusting the semantic or phonetical radical within a character and with frequency by using a website that measures how frequent a character appeared within the language. Both character conditions were found to have a significant effect with frequency and neighborhood size (NS) with characters with higher frequency and lower NS found to have higher accuracy and lower reaction times. With low frequency single characters, it was that those with higher neighborhood size had greater delay in reaction time and lower accuracy. With low frequency morphologically constructed characters, it was found that lower neighborhood size had higher accuracy, but no significant result with regards to reaction time. Due to differing accuracy results with NS and character condition, it is suggested that further factors such as morphological processing in single characters and bigram frequency in morphologically constructed characters might have an effect on word determination in conjunction with neighborhood size. Thus, it is a possibility that Chinese morphological may depend more on other factors than neighborhood size.
Show less - Date Issued
- 2016
- Identifier
- CFH2000098, ucf:45556
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH2000098
- Title
- DIRECT MANIPULATION OF VIRTUAL OBJECTS.
- Creator
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Nguyen, Long, Malone, Linda, University of Central Florida
- Abstract / Description
-
Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world....
Show moreInteracting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities proprioception, haptics, and audition and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.
Show less - Date Issued
- 2009
- Identifier
- CFE0002822, ucf:48060
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002822