• Title/Summary/Keyword: 논문맵

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Estimating Travel Frequency of Public Bikes in Seoul Considering Intermediate Stops (경유지를 고려한 서울시 공공자전거 통행발생량 추정 모형 개발)

  • Jonghan Park;Joonho Ko
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.3
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    • pp.1-19
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    • 2023
  • Bikes have recently emerged as an alternative to carbon neutrality. To understand the demand for public bikes, we endeavored to estimate travel frequency of public bike by considering the intermediate stops. Using the GPS trajectory data of 'Ttareungyi', a public bike service in Seoul, we identified a stay point and estimated travel frequency reflecting population, land use, and physical characteristics. Application of map matching and a stay point detection algorithm revealed that stay point appeared in about 12.1% of the total trips. Compared to a trip without stay point, the trip with stay point has a longer average travel distance and travel time and a higher occurrence rate during off-peak hours. According to visualization analysis, the stay points are mainly found in parks, leisure facilities, and business facilities. To consider the stay point, the unit of analysis was set as a hexagonal grid rather than the existing rental station base. Travel frequency considering the stay point were analyzed using the Zero-Inflated Negative Binomial (ZINB) model. Results of our analysis revealed that the travel frequency were higher in bike infrastructure where the safety of bike users was secured, such as 'Bikepath' and 'Bike and pedestrian path'. Also, public bikes play a role as first & last mile means of access to public transportation. The measure of travel frequency was also observed to increase in life and employment centers. Considering the results of this analysis, securing safety facilities and space for users should be given priority when planning any additional expansion of bike infrastructure. Moreover, there is a necessity to establish a plan to supply bike infrastructure facilities linked to public transportation, especially the subway.

Motion based Autonomous Emotion Recognition System: A Preliminary Study on Bodily Map according to Type of Emotional Stimuli (동작 기반 Autonomous Emotion Recognition 시스템: 감정 유도 자극에 따른 신체 맵 형성을 중심으로)

  • Jungeun Bae;Myeongul Jung;Youngwug Cho;Hyungsook Kim;Kwanguk (Kenny) Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.33-43
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    • 2023
  • Not only emotions affect physical sensations, but they also have an impact on physical movements. The responses to emotions vary depending on the type of emotional stimuli. However, research on the effects of emotional stimuli on the activation of bodily movements has not been rigorously examined, and these effects have not been investigated in Autonomous Emotion Recognition (AER) systems. In this study, we aimed to compare the emotional responses of 20 participants to three types of emotional stimuli (words, pictures, and videos) and investigate their activation or deactivation for the AER system. Our dependent measures included emotional responses, computer-based self-reporting methods, and bodily movements recorded using motion capture devices. The results suggested that video stimuli elicited higher levels of emotional movement, and emotional movement patterns were similar across different types of emotional stimuli for happiness, sadness, anger, and neutrality. Additionally, the findings indicated that bodily changes observed during video stimuli had the highest classification accuracy. These findings have implications for future research on the bodily changes elicited by emotional stimuli.

Deep Learning Approach for Automatic Discontinuity Mapping on 3D Model of Tunnel Face (터널 막장 3차원 지형모델 상에서의 불연속면 자동 매핑을 위한 딥러닝 기법 적용 방안)

  • Chuyen Pham;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.6
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    • pp.508-518
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    • 2023
  • This paper presents a new approach for the automatic mapping of discontinuities in a tunnel face based on its 3D digital model reconstructed by LiDAR scan or photogrammetry techniques. The main idea revolves around the identification of discontinuity areas in the 3D digital model of a tunnel face by segmenting its 2D projected images using a deep-learning semantic segmentation model called U-Net. The proposed deep learning model integrates various features including the projected RGB image, depth map image, and local surface properties-based images i.e., normal vector and curvature images to effectively segment areas of discontinuity in the images. Subsequently, the segmentation results are projected back onto the 3D model using depth maps and projection matrices to obtain an accurate representation of the location and extent of discontinuities within the 3D space. The performance of the segmentation model is evaluated by comparing the segmented results with their corresponding ground truths, which demonstrates the high accuracy of segmentation results with the intersection-over-union metric of approximately 0.8. Despite still being limited in training data, this method exhibits promising potential to address the limitations of conventional approaches, which only rely on normal vectors and unsupervised machine learning algorithms for grouping points in the 3D model into distinct sets of discontinuities.

Local Shape Analysis of the Hippocampus using Hierarchical Level-of-Detail Representations (계층적 Level-of-Detail 표현을 이용한 해마의 국부적인 형상 분석)

  • Kim Jeong-Sik;Choi Soo-Mi;Choi Yoo-Ju;Kim Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.555-562
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    • 2004
  • Both global volume reduction and local shape changes of hippocampus within the brain indicate their abnormal neurological states. Hippocampal shape analysis consists of two main steps. First, construct a hippocampal shape representation model ; second, compute a shape similarity from this representation. This paper proposes a novel method for the analysis of hippocampal shape using integrated Octree-based representation, containing meshes, voxels, and skeletons. First of all, we create multi-level meshes by applying the Marching Cube algorithm to the hippocampal region segmented from MR images. This model is converted to intermediate binary voxel representation. And we extract the 3D skeleton from these voxels using the slice-based skeletonization method. Then, in order to acquire multiresolutional shape representation, we store hierarchically the meshes, voxels, skeletons comprised in nodes of the Octree, and we extract the sample meshes using the ray-tracing based mesh sampling technique. Finally, as a similarity measure between the shapes, we compute $L_2$ Norm and Hausdorff distance for each sam-pled mesh pair by shooting the rays fired from the extracted skeleton. As we use a mouse picking interface for analyzing a local shape inter-actively, we provide an interaction and multiresolution based analysis for the local shape changes. In this paper, our experiment shows that our approach is robust to the rotation and the scale, especially effective to discriminate the changes between local shapes of hippocampus and more-over to increase the speed of analysis without degrading accuracy by using a hierarchical level-of-detail approach.

Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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Study of Failure Mode and Effect Analysis in Brachytherapy (근접방사선치료에 관한 사고유형과 영향분석 연구)

  • Lee, Soon Sung;Park, Dong Wook;Shin, Dong Oh;Kim, Dong Wook;Kim, Kum Bae;Oh, Yoon-Jin;Kim, Juhye;Kwon, Na Hye;Kim, Kyeong Min;Choi, Sang Hyoun
    • Journal of the Korean Society of Radiology
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    • v.11 no.7
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    • pp.627-635
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    • 2017
  • Brachytherapy is generally performed in conjunction with external radiation therapy, and the treatment course is very complicated, which can lead to radiation accidents. In order to solve this problem, we designed the process map by applying the failure mode and effects analysis (FMEA) method to the Brachytherapy and scored the risk priority number (RPN) for each treatment course based on this process map. The process map consisted of five steps, Patient consulting", "Brachytherapy simulation", "CT simulation", "Brachytherapy treatment planning" and "Treatment". In order to calculate the RPN, doctor, medical physicist, dose planners, therapist, and nurse participated in the study and evaluated occurrence, severity, and lack of detectability at each detail step. Overall, the process map is preceded by a patient identification procedure at each treatment stage, which can be mistaken for another patient, and a different treatment plan may be established to cause a radiation accident. As a result of evaluating the RPN for the detailed steps based on the process map, overall "Patient consulting" and "Brachytherapy treatment planning" step were evaluated as high risk. The nurses showed a tendency to be different from each other, and the nurses had a risk of 55 points or more for all the procedures except "Treatment", and the "Brachytherapy simulation" step was the highest with 88.8 points. Since the treatment stage differs somewhat for each medical institution performing radiotherapy, it is thought that the risk management should be performed intensively by preparing the process map for each institution and calculating the risk RPN.

Evaluation of Roadmap Image Quality by Parameter Change in Angiography (혈관조영검사에서 매개변수 변화에 따른 Roadmap 영상의 화질평가)

  • Kong, Chang gi;Song, Jong Nam;Han, Jae Bok
    • Journal of the Korean Society of Radiology
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    • v.14 no.1
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    • pp.53-60
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    • 2020
  • The purpose of this study is to identify factors affecting picture quality in Roadmap images, which were studied by varying the dilution rate, collimation field and flow rate of contrast medium. For a quantitative evaluation of the quality of the picture, a 3mm vessel model Water Phantom was self-produced using acrylic, a roadmap image was acquired with a self-produced vascular model Water Phantom, and the SNR(Signal to Noise Ratio) and CNR (Contrast to Noise Ratio) were analyzed. CM:N/S In the study on the change of dilution rate, CM:N/S dilution rate changed to (100%~10%:100%), and the measurement of the roadmap image taken using the vascular model Water Phantom showed that the measurement value of SNR gradually decreased as the N/S dilution rate was increased, and the measurement of CNR was gradually reduced. It was confirmed that the higher the dilution rate of CM:N/S, the lower the SNR and CNR, and also significant image can be obtained at the dilution rate of CM:N/S (100%~70:30%). The study showed the value of SNR and CNR in Roadmap image was increased as the Collimation Field was narrowed to the center of the vascular phantom; the Collimation Field was narrowed to the center of the vessel model by 2cm intervals to 0cm through 12cm. To verify the relationship with Roadmap image and Flow Rate, volume of the autoinjector was kept constant at 15 and the flow rate was gradually increased 1, 2, 3, 4, 5, 6, 7, 8, 9, 10. The value of SNR and CNR of images taken by using water Phantom gradually decreased as the Flow Rate increased, but at Flow Rate 9 and 10, the SNR and CNR value was increase. It was not possible to confirm the relationship with SNR and CNR by ROI mean value and Background mean value. It is considered that further study is needed to evaluate the correlation about Roadmap image and Flow Rate. In conclusion, as the dilution rate of N/S in contrast medium was increased, the value of SNR and CNR was decreased. The narrower the Collimation Field, the higher image quality by increasing value of SNR and CNR. However, it is not confirmed the relationship Roadmap image and Flow Rate. It is considered that appropriate contrast medium concentration to minimize the effects of kidney and proper Collimation Field to improve contrast of image and reduce exposure X-ray during procedure is needed.

A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.

Utility Evaluation of Supportive Devices for Interventional Lower Extremity Angiography (인터벤션 하지 혈관조영검사를 위한 보조기구의 유용성 평가)

  • Kong, Chang gi;Song, Jong Nam;Jeong, Moon Taek;Han, Jae Bok
    • Journal of the Korean Society of Radiology
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    • v.13 no.4
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    • pp.613-621
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    • 2019
  • The purpose of this study is to evaluate the effectiveness of supportive devices which are for minimizing the patient's movement during lower extremity angiography and to verify image quality of phantom by analyzing of Mask image, DSA image and Roadmap image into SNR and CNR. As a result of comparing SNR with CNR of mask image obtained by DSA technique using the phantom alone and phantom placed on the supportive devices, there was no significant difference between about 0~0.06 for SNR and about 0~0.003 for CNR. The study showed about 0.11~0.35 for SNR and 0.016~0.031 for CNR of DSA imaging by DSA technique about only water phantom of the blood vessel model and the water phantom placed on the device. Analyzing SNR and CNR of Roadmap technique about water phantom on the auxiliary device (hardboard paper, pomax, polycarbonate, acrylic) and water phantom alone, there was no significant difference between 0.02~0.05 for SNR and 0.002~0.004 for CNR. In conclusion, there was no significant difference on image quality by using supportive devices made by hardboard paper, pomax, polycarbonate or acryl regardless of whether using supportive devices or not. Supportive devices to minimize of the patient's movement may reduce the total amount of contrast, exam-time, radiation exposure and eliminate risk factors during angiogram. Supportive devices made by hardboard paper can be applied easily during angiogram due to advantages of reasonable price and simple processing. It is considered that will be useful to consider cost efficiency and types of materials and their properties in accordance with purpose and method of the study when the operator makes and uses supportive devices.