• Title/Summary/Keyword: 가상인체

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A Study on Slot Coupled Capacitor Resonator for Non-Invasive Glucose Monitoring in Earlobe (귓불에서 비침습 혈당관찰을 위한 슬롯결합 커패시터 공진기 연구)

  • Yun, Gi-Ho
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.28 no.4
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    • pp.279-285
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    • 2017
  • In this paper, the resonator with a parallel plate capacitor is newly proposed around sub-microwave frequency band and applied to earlobe for non-invasive glucose monitoring the human biological tissue. The capacitor including the earlobe as dielectric material is connected to inductive slot in the ground plane of the microstrip line. Based on the simulation, one port resonator circuit is designed and fabricated as a prototype. Three step glucose concentration levels(0, 250, 500 mg/dL) was tested, and its reflection coefficients($S_{11}$) were measured. Owing to high Q resonator more than 100, resonant frequency shift of about 9 MHz per glucose level of 250 mg/dL has been successfully measured. This proves that the proposed sensor is applicable to a blood glucose sensor.

Non-Invasive Blood Glucose Sensor By Sub-Microwave Oscillator (준 마이크로파 발진기를 이용한 비 침습 혈당 센서)

  • Yun, Gi-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.9-16
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    • 2017
  • In this paper, sub-microwave oscillator sensor is proposed to non-invasively monitor the glucose concentration level of the human biological tissue by oscillation frequency variation. Inductive slot in the ground plane of the microstrip line is combined with the biological tissue, to realize the resonator as a part of the oscillator sensor. The phantom box mimicking the human tissue is introduced for simulation of the resonator which resonance frequency correspondingly shifts up on three step glucose concentration levels(0, 400, 800 mg/dL). Oscillator sensor circuit is fabricated as a prototype. Pig tissues instead of human is used. Oscillation frequency shift of about 14 MHz per glucose level of 400 mg/dL has been successfully measured around 1,100 MHz. This proves that the proposed sensor is applicable to a blood glucose sensor.

A Study on Development of Men's Formal Jacket Pattern by 3D Human Body Scan Data -A Focus on Men's in their Late 30s- (3D 인체데이터를 활용한 남성 정장재킷 패턴개발 연구 -30대 후반 남성을 중심으로-)

  • Shin, Kyung-hee;Suh, Chuyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.3
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    • pp.440-458
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    • 2019
  • Based on a 3D body data and pattern comparison analysis, this study developed a formal jacket pattern for men in their late 30s. In order to select the representative type of men in their late 30s, factor analysis and cluster analysis were conducted on data form 319 men, 35 to 39 years old using the anthropometric data from The 7th Size Korea (2015) as the representative body type. The surface of the body surface was developed using a 3D human shape of a male in his 30s in The 6th Size Korea (2010). Then the shape was changed to a flat pattern that confirmed the necessary elements for setting the shape and dimension. Cluster analysis revealed type B as the representative type because it showed the best shape characteristics for men in the late 30s. The drafting method of the final research pattern is as follows. Jacket length: stature/2.5cm, back length: stature/5+8.5cm (constant)], armhole depth: [stature/ 7-1.5cm (constant)], back width: [C/9+9.5cm (constant)]+1cm (ease), front width: [C/9+8.5cm (constant)]+1cm (ease), armscye depth: C/8, front waist darts: 1cm, front closure amount: 2cm.

Upper Body Surface Change Analysis using 3-D Body Scanner (3차원 인체 측정기를 이용한 체표변화 분석)

  • Lee Jeongran;Ashdoon Susan P.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1595-1607
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    • 2005
  • Three-dimensional(3-D) body scanners used to capture anthropometric measurements are now becoming a common research tool far apparel. This study had two goals, to test the accuracy and reliability of 3-D measurements of dynamic postures, and !o analyze the change in upper body surface measurements between the standard anthropometric position and various dynamic positions. A comparison of body surface measurements using two different measuring methods, 3-D scan measurements using virtual tools on the computer screen and traditional manual measurements for a standard anthropometric posture and for a posture with shoulder flexion were $-2\~20mm$. Girth items showed some disagreement of values between the two methods. None of the measurements were significantly different except f3r the neckbase girth for any of the measuring methods or postures. Scan measurements of the upper body items showed significant linear surface change in the dynamic postures. Shoulder length, interscye front and back, and biacromion length were the items most affected in the dynamic postures. Changes of linear body surface were very similar for the two measuring methods within the same posture. The repeatability of data taken from the 3-D scans using virtual tools showed satisfactory results. Three times repeated scan measurements f3r the scapula protraction and scapula elevation posture were proven to be statistically the same for all measurement items. Measurements from automatic measuring software that measured the 3-D scan with no manual intervention were compared with the measurements using virtual tools. Many measurements from the automatic program were larger and showed quite different values.

Development and Application of e-Learning Human Anatomy Content for Undergraduate Students in Health Allied Science (해부학실습교육에서 의사소통기술을 활용한 해부설명회의 적용)

  • Kim, Jee-Hee;Park, Jeong-Hyun;Moon, Tae-Young
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.208-211
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    • 2009
  • 본 연구에서는 해부학 실습에 사용되었던 사체와 인체 모형을 활용하여 해부설명회를 개최하였고, 의학전문대학원생들이 간호학과, 응급구조학과, 스포츠 과학부 등 3개 학과 학부생들을 대상으로 사체 내부의 구조와 기능을 설명하고, 상호 질의응답과 토론을 진행한 후, 설문조사와 소감문을 통하여 학습 효과를 분석하였다. 해부학 설명자 요인, 설명 및 설명회 전체 만족도, 학습도움정도에 있어서 참가자가 설명자보다 유의하게 높은 수치를 보였다. 기반시설이나 교육여건이 아니라 설명 자체의 만족도가 설명회 전체 만족도를 결정하였으며, 학습에 도움을 주는 가장 중요한 요인은 해부학 설명자 요인으로 태도, 방법, 설명 내용 등이 포함되었다. 참가자들은 낯선 수업방식에도 불구하고 이론수업을 통해 얻은 해부학 지식을 체계화하는데 도움을 받았고, 설명자는 참가자를 위해 적절한 용어, 설명속도, 질의응답 등 의사소통의 중요성과 필요성을 깨닫게 되었다. 결론적으로 건강-보건-의료 분야의 학생들을 대상으로 해부설명회를 개최하여 해부학 실습에 대한 학생들의 능동적인 참여를 유도하였고, 의사소통을 통한 정보 전달과정에서 학습내용을 체계화하였을 뿐만 아니라 학문 간의 연계성, 타 전공자와의 상호교류를 통한 학문적 이해의 폭이 확대되었음을 확인하였다. 최근 건강-의료 분야의 학과 신설 및 전공자가 급격하게 늘어남에 따라 해부학 교육의 질적 향성 및 학습자의 학습효과 증진을 도모하기 위해서는 새로운 강의방식의 도입이 필요하다. 따라서 본 연구는 해부학 과목이 전공필수로 포함되어 있는 강원대학교 2개 학과(간호학과, 스포츠과학부) 전공자들을 대상으로 해부학 강의를 위하여 강원대학교 e-러닝 센터와 함께 가상강의 컨텐츠를 개발 과정에 있어 담당교수의 역할을 분석하고, 정규교육과정에서 적용한 후, 학생들의 설문 조사와 가상강의실 운영 성과를 평가하였다.

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The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation (3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가)

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Comparison of Linac-based VMAT Stereotatic Radiosurgery and Conventional Stereotatic Radiosurgery for Multiple Brain Lesions (Linac 기반 VMAT 정위적 수술 뇌 병변 연구와 기존의 정위적 방사선 수술 비교)

  • Jang, Eun-Sung;Chang, Bo-Seok
    • Journal of the Korean Society of Radiology
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    • v.15 no.2
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    • pp.239-246
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    • 2021
  • Portal Dosimetry was verified using EPID to secure the clinical application and reliability of the existing research dose evaluation. The dose distribution of Geant4 was compared with the measured value by 360° rotational irradiation with a 2.5 cm cone for stereotactic brain surgery. To confirm the dose distribution of patients with brain metastasis, the dose distribution investigated by inserting a Gafchromic EBT film into the parietal phantom and the dose distribution obtained from the parietal phantom using VMAT are compared and applied to actual patients. As a result of the analysis, it was confirmed that the accuracy of the beam center and the center of the couch coincide accurately with an error within 1mm as a result of QA through a pin ball. In addition, it was confirmed that the EBT3 film has excellent linearity in the range of 0 to 10 Gy according to various dose irradiation. In the same setting as the two cervical phantoms, we confirm that the implementation and simulation results calculations of dose calculations based on Geant4 using photon beams match the experimental data within the treatment planning volume (PTV). Therefore, volume modulated arc treatment (VMAT) 360° rotational irradiation was performed, and the result of iso-dose distribution analysis by rotational irradiation confirmed that it is appropriate to include a virtual tumor.

Focus+context volume rendering for medical simulation based on Unity game engine (유니티 게임 엔진 기반의 의료 시뮬레이션을 위한 초점 배경 볼륨 가시화)

  • Ha, Tae-Jun;Kye, Heewon
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.65-74
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    • 2018
  • As commercial game engines become available to the public, attempts have been made to use it for general purpose research. This study uses the game engine to develop a medical simulation. Specifically, when the user selects an important portion of the human body, the focus+context visualization is applied to the volume data. We proposes the accumulation based method to make the background part more transparent and naturally fuse it with the focus part. Since the proposed method combines well with the existing volume visualization, the virtual surgery function such as incision is performed smoothly. The game engine is useful for general-purpose research, because auxiliary functions such as collision handling and UI can be efficiently created with the help of it.

Design of Clinical Big data-based Verifiability Identification Process through Characterization of Medical Device (의료기기의 특성 분석을 통한 임상 빅데이터 기반 검증 가능성 식별 프로세스 설계)

  • Choi, Yoo-Rim;Park, Ye-Seul;Lee, Jung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.753-756
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    • 2017
  • 의료기기는 사람의 생명과 직접적으로 연관되어 있기 때문에 다른 분야의 기기보다 안전성에 대한 검증이 필수적이다. 의료 분야에서는 안전성 검증을 위해 기기의 허가 심사 조건으로서 소수의 피험자를 대상으로 수행되는 임상 시험이 존재한다. 그러나 임상 시험의 경우 의료기기를 직접 사람에게 적용하여 검증을 진행하기 때문에, 인체에 미칠 위해성을 고려하여 전임상 시험을 수행하고 있다. 하지만 전임상 시험은 동물이나 가상의 물체를 대상으로 수행하여 실제 사람에 대한 적용이 아니기 때문에, 임상 시험에 비해 검증에 대한 효력을 갖지 못한다. 따라서 본 연구에서는 피험자의 안전을 보장할 수 있고, 임상 빅데이터에 축적된 실제 환자의 사례를 활용한 신뢰성 있는 검증 방안을 제안하고자 한다. 그러나 현재 식품의약품안전처에서 제공되고 있는 의료기기 품목군은 개발하고자 하는 의료기기의 임상 빅데이터 기반 검증 가능성을 식별하기 어렵다. 그러므로 본 논문에서는 의료기기에 대한 다양한 특성 분석을 통해 임상 빅데이터 기반 검증 가능성을 식별하기 위한 프로세스를 제안한다. 제안하는 프로세스에서는 의료기기의 검증에 요구되는 데이터의 식별을 통해 임상 빅데이터를 이용한 테스트 데이터 수집 및 이를 활용한 신뢰성 높은 검증을 가능케 한다.