• Title/Summary/Keyword: 뇌기반 연구

Search Result 224, Processing Time 0.035 seconds

Hybrid Affine Registration Using Intensity Similarity and Feature Similarity for Pathology Detection

  • June-Sik Kim;Ho-Sung Kim;Jong-Min Lee;Jae-Seok Kim;In-Young Kim;Sun I. Kim
    • Journal of Biomedical Engineering Research
    • /
    • v.23 no.1
    • /
    • pp.39-47
    • /
    • 2002
  • The objective of this study is to provide a Precise form of spatial normalization with affine transformation. The quantitative comparison of the brain architecture across different subjects requires a common coordinate system. For the common coordinate system, not only global brain but also a local region of interest should be spatially normalized. Registration using mutual information generally matches the whose brain well. However. a region of interest may not be normalized compared to the feature-based methods with the landmarks. The hybrid method of this Paper utilizes feature information of the local region as well as intensity similarity. Central gray nuclei of a brain including copus callosum, which is used for feature in Schizophrenia detection, is appropriately normalized by the hybrid method. In the results section. our method is compared with mutual information only method and Talairach mapping with schizophrenia Patients. and is shown how it accurately normalizes feature .

A study on next generation surge protection system from telecommunication system (정보통신설비의 차세대 뇌서지 보호대책에 관한 연구)

  • Kim, Dong-Jin;Han, Nam-Hyun;Kim, Kwang-Nan
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
    • /
    • 2009.05a
    • /
    • pp.285-288
    • /
    • 2009
  • WAN을 기반으로 하는 초고속 정보통신망이 구축되면서 컴퓨터를 기초로 하는 정보기술에 대한 의존도가 증가하고 있다. 그에 따라 컴퓨터를 비롯한 초고속 정보통신 설비 사고 가운데 뇌 서지에 기인하는 비중이 늘어나고 있다. 정보화 시스템의 일시적 기능 정지나 고장은 그 파급효과가 대단히 크고 경제적 손실이 막대하여 안정적인 서지 보호대책의 필요성이 높아지고 있다. 이에 뇌 보호 관련 규정이 KS C IEC 62305로 개정되면서 선택사항에 불과했던 내부 뇌 보호 시스템인 서지보호기 (Surge Protective Device 이하 SPD)가 필수사항이 되었다. 하지만 약 30%가 SPD 설치 후에도 서지로 인한 피해를 입고 있는 것이 현실이다. 이는 설치 후에도 SPD가 제대로 작동하는지의 동작 상태와 경년에 따른 SPD의 특성 변화를 알 수 없어 문제 발생 시 정확한 원인 분석이 불가능하여 효과적인 대책수립이 어렵기 때문이다. 따라서 기존 SPD 기술의 한계점을 극복하여 유입되는 외부 서지의 특성을 파악하고 고장 예측이 가능한 차세대 뇌서지 보호대책을 고려하여야 한다.

  • PDF

Artificial neural network for classifying with epilepsy MEG data (뇌전증 환자의 MEG 데이터에 대한 분류를 위한 인공신경망 적용 연구)

  • Yujin Han;Junsik Kim;Jaehee Kim
    • The Korean Journal of Applied Statistics
    • /
    • v.37 no.2
    • /
    • pp.139-155
    • /
    • 2024
  • This study performed a multi-classification task to classify mesial temporal lobe epilepsy with left hippocampal sclerosis patients (left mTLE), mesial temporal lobe epilepsy with right hippocampal sclerosis (right mTLE), and healthy controls (HC) using magnetoencephalography (MEG) data. We applied various artificial neural networks and compared the results. As a result of modeling with convolutional neural networks (CNN), recurrent neural networks (RNN), and graph neural networks (GNN), the average k-fold accuracy was excellent in the order of CNN-based model, GNN-based model, and RNN-based model. The wall time was excellent in the order of RNN-based model, GNN-based model, and CNN-based model. The graph neural network, which shows good figures in accuracy, performance, and time, and has excellent scalability of network data, is the most suitable model for brain research in the future.

Brain-Computer Interface-based Metaverse Training System for Improving User Concentration (사용자 집중력 향상을 위한 뇌-컴퓨터 인터페이스 기반 메타버스 트레이닝 시스템)

  • Sung Gyun Moon;Ye Eun Lim;Seungmin Park
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.695-696
    • /
    • 2023
  • 본 논문은 뇌-컴퓨터 인터페이스(BCI)를 활용한 게임 개발을 통해 집중력 부족 문제를 해결하기 위한 방안을 제시한다. BCI 기술은 사용자의 뇌파 신호를 분석하여 게임에 적용할 수 있으며, 그에 따라 뇌파 신호를 활용한 집중력 향상을 도모해 볼 수 있는 게임을 설계하였다. Unity 게임 개발 환경과 Emotiv Insight 장비를 사용하여 게임을 구현하였으며, 사용자는 뇌파 신호를 통해 플레이어를 제어하여 게임을 즐길 수 있다. 연구 결과는 뇌파 기반 게임이 사용자의 집중력 향상에 도움을 줄 수 있는 잠재력을 보여준다.

  • PDF

Digital Medicine Taken by Eye and Ear : rehabilitation treatment for chronic brain disease using VR/AR technology (눈과 귀로 복용하는 디지털 치료제 : VR/AR 공감 반응을 활용한 만성 뇌 질환 재활치료방법 개발)

  • Lee, Jong-Hyun;Kwon, Young-Sung
    • Trans-
    • /
    • v.12
    • /
    • pp.21-49
    • /
    • 2022
  • This study examines the possibility of chronic brain disease rehabilitation treatment using VR/AR technology and raises the research need for the development of digital therapeutics. In addition, by proposing a digital therapeutic research and development process this study intends to contribute to the development of VR/AR rehabilitation treatment. To this end, this study identified research trends of VR/AR technology, neurophysiology, and chronic brain disease and proposed a method for applying VR/AR technology to treat chronic brain disease patients in three stages. The first stage is to prepare a neurophysiological basis for rehabilitation treatment of brain disease patients using VR technology. The second stage is to provide a treatment method using VR/AR technology and systematize the contents characteristics. The third stage is to conduct clinical trails and validate that the treatment method and contents utilization is effective for the patient. It is hope that this study serves as a guide for developing media production base technology for treating patient with a chronic brain disease.

A Study on Development of EEG-Based Password System Fit for Lifecaretainment (라이프케어테인먼트에 적합한 뇌파 기반 패스워드 시스템 개발에 관한 연구)

  • Yang, Gi-Chul
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.525-530
    • /
    • 2019
  • Electroencephalography(EEG) studies that have been in clinical research since the discovery of brainwave have recently been developed into brain-computer interface studies. Currently, research is underway to manipulate robot arms and drones by analyzing brainwave. However, resolution and reliability of EEG information is still limited. Therefore, it is required to develop various technologies necessary for measuring and interpreting brainwave more accurately. Pioneering new applications with these technologies is also important. In this paper, we propose development of a personal authentication system fit for lifecaretainment based on EEG. The proposed system guarantees the resolution and reliability of EEG information by using the Electrooculogram and Electromyogram(EMG) together with EEG.

Effects of Virtual Reality-Based Activities of Daily Living Training on Activities of Daily Living and Rehabilitative Motivation in Patients With Traumatic Brain Injury: A Pilot Study (가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Therapeutic Science for Rehabilitation
    • /
    • v.8 no.4
    • /
    • pp.41-51
    • /
    • 2019
  • Objective : The purpose of this study was to investigate the effects of virtual reality-based activities of daily living (ADL) training on ADL and rehabilitative motivation in patients with traumatic brain injury. Methods : This study was performed using a pre-post design with seven traumatically brain injured patients. Subjects were subjected to virtual reality-based ADL training for 30 minutes a day, 2 to 3 times a week for 4 weeks. Evaluation was conducted before and after the intervention using the Korean Modified Barthel Index (K-MBI), Cognitive Functional Independence Measure (C-FIM), and Volitional Questionnaire (VQ). Changes before and after intervention were analyzed by Wilcoxon signed-rank test, and correlations were analyzed using Spearman's coefficient. Results : After intervention, patients with traumatic brain injury showed significant improvements in K-MBI (p<.05). There was no significant change in total C-FIM score and VQ score (p>.05). Total C-FIM score correlated significantly with VQ score (p<.05, r=.755). The social cognition domain of C-FIM had a significant correlation with VQ score (p<.05, r=826). Conclusions : Virtual reality-based ADL training can improve ADL performance, but further research is needed to determine whether improvements in social cognition and rehabilitative motivation are possible.

Development of Brain-machine Interface for MindPong using Internet of Things (마인드 퐁 제어를 위한 사물인터넷을 이용하는 뇌-기계 인터페이스 개발)

  • Hoon-Hee Kim
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.6
    • /
    • pp.17-22
    • /
    • 2023
  • Brain-Machine Interfaces(BMI) are interfaces that control machines by decoding brainwaves, which are electrical signals generated from neural activities. Although BMIs can be applied in various fields, their widespread usage is hindered by the low portability of the hardware required for brainwave measurement and decoding. To address this issue, previous research proposed a brain-machine interface system based on the Internet of Things (IoT) using cloud computing. In this study, we developed and tested an application that uses brainwaves to control the Pong game, demonstrating the real-time usability of the system. The results showed that users of the proposed BMI achieved scores comparable to optimal control artificial intelligence in real-time Pong game matches. Thus, this research suggests that IoT-based brain-machine interfaces can be utilized in a variety of real-time applications in everyday life.

A Study on Development of Disney Animation's Box-office Prediction AI Model Based on Brain Science (뇌과학 기반의 디즈니 애니메이션 흥행 예측 AI 모형 개발 연구)

  • Lee, Jong-Eun;Yang, Eun-Young
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.405-412
    • /
    • 2018
  • When a film company decides whether to invest or not in a scenario is the appropriate time to predict box office success. In response to market demands, AI based scenario analysis service has been launched, yet the algorithm is by no means perfect. The purpose of this study is to present a prediction model of movie scenario's box office hit based on human brain processing mechanism. In order to derive patterns of visual, auditory, and cognitive stimuli on the time spectrum of box office animation hit, this study applied Weber's law and brain mechanism. The results are as follow. First, the frequency of brain stimulation in the biggest box office movies was 1.79 times greater than that in the failure movies. Second, in the box office success, the cognitive stimuli codes are spread evenly, whereas in the failure, concentrated among few intervals. Third, in the box office success movie, cognitive stimuli which have big cognition load appeared alone, whereas visual and auditory stimuli which have little cognitive load appeared simultaneously.

Brain Based Teaching-learning Model Design about Life Drawing - Focusing on Animation Major Drawing (라이프 드로잉(life Drawing)의 두뇌 기반 교수-학습 전략 연구 - 애니메이션 전공 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.71-91
    • /
    • 2015
  • This study is a process to study the life drawing teaching method considering professional characteristics in animation and has a study objective to design the model and teaching method which applies the strategies considering the creative mechanism of the brain. Recently, study results about integrated teaching method are being announced which apply brain based learning principles as the alternative arguments about teaching methods in each area based on creativeness. In other words, integrated education based on creative mechanism in the brain is applied not only to fine arts and drawing education, but also to the entire areas of the arts. Life drawing is an area which demands comprehensive teaching method that vivid expressions could be skillfully obtained by understanding the communication methods with the objects through cognitive senses, creativeness and movements beyond the structural knowledge about human body. Therefore in this study, the strategies and methods for the skillfulness of life drawing and consequently arranged education model structure drawing are to be designed based on the creativeness, study materials and content factors which were analyzed in previous stages of this study. In order to combine the content factors based on creativeness and study materials of the brain which are the results of previous studies, the conclusion has been reached that 5 step cognitive strategy stages to wake brain senses, flexibilize the brain, purify the brain, integrate the brain and become the master of the brain. Strategic methods to execute this were designed with brain gym, right brain energization drawing and HSP(high-level cognizance) training. Teaching and learning model structure diagram which is designed based on this is to be continued to teaching and learning guidelines during the relevant semesters after the research.