• Title/Summary/Keyword: 움직임분석

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Target motion analysis of the respiratory gated guided radiotherapy in liver cancer patients using 4D-CT (4D-CT와 호흡동조시스템을 이용한 간암 환자의 방사선치료 표적 움직임 분석)

  • Dong, Kyung-Rae;Park, Byung-Soo;Kim, Sae-Sark;Kweon, Dae-Cheol;Goo, Eun-Hoe;Chung, Woon-Kwan
    • Journal of Radiation Protection and Research
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    • v.35 no.2
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    • pp.63-68
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    • 2010
  • The ultimate goal of radiation treatment is to use enough radiation dosage in order to examine a tumor while protecting normal tissue. Respiratory guided radiotherapy is being clinically implemented to examine a given stabilized area in order to compensate for the problems of patient breathing. This study investigates the effects of breathing movements on 40 patients with liver cancer through the actual radiation therapy plan using 4D-CT and respiratory guided radiotherapy using RPM. Using a commercial RPM respiratory gating system 4D-CT, we acquired 4D CT on multislice helical CT scanners that use different approaches to 4D CT image reconstruction. The results from analyzing forty patients according to age and direction showed no relationship between gender and transition change. The mean left-right, anteroposterior, and craniocaudal total movements were $3.19{\pm}1.29$, $5.44{\pm}2.07$, and $12.54{\pm}4.70$ mm, respectively. Changes were the largest with CC directions and as patients advanced in age, movements were larger. Therefore, as changes occur in treatment areas because of movements caused from breathing, respiratory gating system is put into operation to revise movement and can increase the radiotherapeutics effects in treating liver cancer.

A Study on the Creating Roles in The Golden Dragon - Focused on Production Processes with LMA - (『황금용』(The Golden Dragon) 역할창조 연구 - LMA를 적용한 프로덕션 과정을 중심으로 -)

  • Jung, In-Yong;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.117-130
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    • 2020
  • The Golden Dragon is a work that reminds us of the tragic illusion of globalization through the story of Asian workers' lives in Berlin, a strange city. Also, the post-epic nature of the play requires the audience to see it in a new way, more different than before. In Korea, there are theoretical studies on the post-epic theatre, but there is little research on specific acting approaches based on practical production process. Therefore, I first analyze the post-epic characteristics of The Golden Dragon in order to present specific acting approaches. As a result, it would be confirmed that body-centered acting approaches were required in the post-epic theatre to play more different roles than in the realism play. Thus, Laban movement Analysis(LMA) of Rudolf von Laban is applied so that internal impulses could be naturally induced through the utilization of the body. Of the four categories of motion(BESS), Laban seeks to look at the body-centered acting approaches through the effort. Finally, it must be confirmed through the actual production process that Laban's theory of motion could be used as a body-centered acting approach to creating the role of post-epic theatre.

Object Slippage and Rotation Sensing Method in Tactile Image (Tactile 영상에서 물체 움직임 감지 기법)

  • 이영재
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.643-654
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    • 2003
  • This paper proposes slippage and rotation sensing method in tactile image of robot griper. To overcome the demerits of inaccurate taxel positional sensing generated by previous moment method and edge & line method according to constraints of taxet number changing or minimum taxel number, the proposed method classified the sensing method into two classes such as pixel status analysis and decision factor determination. The decision factor determines taxel threshold for filtering and sensing method choice based on moment method and edge & line method. Computer simulations and experiment result show that the proposed method enhances the slippage and rotation sensing than previous methods for tactile image.

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Analysis of Skin Movement Artifacts Using MR Images (자기공명 영상을 이용한 피부 움직임 에러 분석에 관한 연구)

  • ;N. Miyata;M. Kouchi;M. Mochimaru
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.8
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    • pp.164-170
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    • 2004
  • The skin movement artifacts are referred to as the relative motion of skin with respect to the motion of underlying bones. This is of great importance in joint biomechanics or internal kinematics of human body. This paper describes a novel experiment that measures the skin movement of a hand based on MR(magnetic resonance) images in conjunction with surface modeling techniques. The proposed approach consists of 3 phases: (1) MR scanning of a hand with surface makers, (2) 3D reconstruction from the MR images, and (3) registration of the 3D models. The MR images of the hand are captured by 3 different postures. And the surface makers which are attached to the skin are employed to trace the skin motion. After reconstruction of 3D models from the scanned MR images, the global registration is applied to the 3D models based on the particular bone shape of different postures. The results of registration are then used to trace the skin movement by measuring the positions of the surface markers.

Video compression using motion information in Wavelet transform domain (웨이브릿 변환 영역에서의 움직임 정보를 이용한 비디오 압축)

  • 김동욱;김진태
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.7B
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    • pp.1370-1377
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    • 1999
  • A technique for an efficient video coding based on characteristics of human visual response in relation to motion is described in this paper. An input frame is segmented into low frequency bands and high frequency bands by wavelet transformation. The non-sensitivity parts of the segmented bands are removed according to spatial and directional frequency sensitivity, which is related to motion property in a frame. Experimental results of the proposed method show good performance in PSNR with keeping on without degradation of subjective quality with 21-30:1 coding rate.

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An Abnormal Activity Monitoring System Using Sensors and Video (센서와 영상을 이용한 이상 행동 모니터링 시스템)

  • Kim, Sang-Soo;Kim, Sun-Woo;Choi, Yeon-Sung
    • Journal of KIISE
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    • v.41 no.12
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    • pp.1152-1159
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    • 2014
  • In this paper, we presents a system to ensure the safety of residents through appropriate action or alarm in case the residents occurs an emergency situation and abnormal activity. We collect and analysis real-time data of living environment of the residents using video and sensor. The existing system have been determined by using only the sensor data it have several problems. Our system attach camera to solve the existing system problem. We use weighted difference image and motion vector. The existing system, it takes about 48 hours to determine that an abnormal activity occurs. However, our system takes less than 1 hour.

Camera Shake Estimation of Stereoscopic Video Using 3D Geometry (3차원 기하를 이용한 스테레오스코픽 비디오의 흔들림 측정)

  • Kim, Jongyoo;Lee, Hyunho;Park, Sanguk;Kim, Junghwan;Kim, Hak-Seop;Kang, Jiwoo;Lee, Sanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.293-295
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    • 2013
  • 최근 3D 비디오의 흥행과 더불어 사람들이 스테레오스코픽 비디오를 쉽게 접할 수 있게 되었다. 하지만 부적절한 스테레오 스코픽 비디오는 시청자로 하여금 어지럼증, 눈의 피로 등을 느끼게 할 수 있다. 따라서 비디오 컨텐츠를 분석하여 피로도를 예츨할 수 있는 지표의 개발이 필요하다. 스테레오스코픽 비디오에서 피로도를 유발시키는 원인은 여러 가지가 있으며, 본 논문에서는 비디오의 카메라 움직임 정보에 집중한다. 카메라의 흔들림은 심각한 멀미를 유발할 수 있다. 이는 스테레오스코픽 비디오에서 더욱 강렬하게 나타나게 된다. 우리는 스테레오스코픽 비디오의 흔들림을 측정하기 위해 3D 복원 기술을 사용한다. 특히, 좌안 비디오와 우안 비디오의 정보를 모두 활용하는 최적화된 알고리즘을 제안한다. 이를 통해 우리는 각 프레임의 카메라 위치와 방향 정보를 획득할 수 있다. 마지막으로 획득한 3차원 카메라 움직임 정보로부터 카메라의 흔들림을 잘 표현할 수 있는 점수를 계산한다.

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A High Speed Motion Estimation Architedture for Three Step Search Algorithm (삼단검색 알고리즘을 위한 움직임 추정기 구조)

  • Kim, Sang-Jung;Kim, Yong-Gil;Im, Gang-Bin;Kim, Yong-Deuk;Jeong, Gi-Hyeon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.616-627
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    • 1997
  • We porpose a new VLSI architecture for the three step search algorithm for the mition estimation of moving images.In the proposed architecture the regular data input is possible and the data are passed through all computational processes ,minimiuzing the input bandwidth.The performandce is analyzed in detail,and compared with other architectures.The performance is approaching to the ideal computation speed,with less hardware than for the existing architectures.

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Contents Adaptive MCTF Using JND (JND를 이용한 적응적 MCTF)

  • Heo, Jae-Seong;Ryu, Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.1C
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    • pp.48-55
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    • 2009
  • In scalable video coding, MCTF plays an important role for time-scalability and SNR-scalability. But there is image quality decreasing as MCTF level is increased because time interval of each frame is extended so that is hard to find suitable motion vector. In this paper, we propose an algorithm to prevent image quality from decreasing with unsuitable motion vector during MCTF update process using JND. We adapt JND to find errors within blocks of image and set a threshold which is used to add high frequency components during update process. We can overcome time-gap between frames and achieve better image quality through the proposed algorithm.

Communications of Emotions with Character Movements (캐릭터의 움직임을 통한 감성 커뮤니케이션)

  • Shim, Shin-Hae;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.33-42
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    • 2007
  • Advanced technologies and techniques make it possible to express digital animation with higher quality. Characters in the virtual animation space are playing an important role in emphasizing the human audiences or interacting directly with them. The movement of characters gives them vital power, and shows their intentions and emotions. To analyze the emotion of character movements, the study develops basic movement sources based on Laban's property elements of movement such as time, space, and flow, and tries to find the relationship between their movements and the emotions they arouse by positioning them on Plutchik's emotional circle. We find that each element of 9 movements represent its own emotion consistently, and has influence on the intensity of emotions clearly.

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