• Title/Summary/Keyword: 3D video

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An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Measurement of Respiratory Motion Signals for Respiratory Gating Radiation Therapy (호흡동조 방사선치료를 위한 호흡 움직임 신호 측정)

  • Chung, Jin-Beom;Chung, Won-Kyun;Kim, Yon-Lae;Lee, Jeong-Woo;Suh, Tae-Suk
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2005.04a
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    • pp.59-63
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    • 2005
  • Respiration motion causes movement of internal structures in the thorax and abdomen, making accurate delivery of radiation therapy to tumors in those areas a challenge. Accounting for such motion during treatment, therefore, has the potential to reduce margins drawn around the clinical target volume (CTV), resulting in a lower dose to normal tissues (e.g., lung and liver) and thus a lower risk of treatment induced complications. Among the techniques that explicitly account for intrafraction motion are breath-hold, respiration gating, and 4D or tumor-tracking techniques. Respiration gating methods periodically turn the beam on when the patient's respiration signal is in a certain part of the respiratory cycle (generally end-inhale or end-exhale). These techniques require acquisition of some form of respiration motion signal (infrared reflective markers, spirometry, strain gauge, thermistor, video tracking of chest outlines and fluoroscopic tracking of implanted markers are some of the techniques employed to date), which is assumed to be correlated with internal anatomy motion. In preliminary study for the respiratory gating radiation therapy, we performed to measurement of this respiration motion signal. In order to measure the respiratory motion signals of patient, respiration measurement system (RMS) was composed with three sensor (spirometer, thermistor, and belt transducer), 4 channel data acquisition system and mobile computer. For two patients, we performed to evaluation of respiratory cycle and shape with RMS. We observed under this system that respiratory cycle is generally periodic but asymmetric, with the majority of time spent. As expected, RMS traced patient's respiration each other well and be easily handled for application.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Kinematic Characteristics Based on Proficiency In Geoduepyeopchagi in Taekwondo Poomsae Koryo

  • So, Jae Moo;Kang, Sung-Sun;Hong, AhReum;Jung, Jong Min;Kim, Jai Jeong
    • Korean Journal of Applied Biomechanics
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    • v.26 no.4
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    • pp.343-351
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    • 2016
  • Objective: The purpose of this study was to help improve game performance and provide preliminary data to enhance the efficiency of the kick and stability of the support foot by comparing the kinematic characteristics of the repeated side kick (geodeupyeopchagi) in poomsaeKoryo between expert and non-expert groups. Method: The subjects were divided into 2 groups according to proficiency in Taekwondo, an expert group and a non-expert group (n = 7 in each group), to observe the repeated side-kick technique. Four video cameras were set at a speed of 60 frames/sec and exposure time of 1/500 sec to measure the kinematic factors of the 2 groups. The Kwon3D XPprogramas used to collect and analyze three-dimensional spatial coordinates. Ground reaction force data were obtained through a force plate with a 1.200-Hz frequency. An independent samplesttest was performed, and statistical significance was defined as .05. The SPSS 18.0 software was used to calculate the mean and standard deviation of the kinematic factors and to identify the difference between the experts and non-experts. Results: The angular displacement of the hip joint in both the expert and non-expert groups showed statistical significance on E1 and E4 of the left support foot and E5 of the right foot (p<.05). The angle displacement of the knee joint in both groups showed statistical significance on E4 of the left support foot, and E1 and E2 of the right foot (p<.05). The angular velocity of the lower leg in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 and E6 of the right foot (p<.05). The angular velocity of the foot in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 of the right foot (p<.05). The vertical ground reaction force in both groups showed statistical significance on E2 (p<.05). The center of pressure in all directions in both groups showed statistical significance (p<.5). Conclusion: While performing the repeated side kick (geodeupyeopchagi), the experts maintainedconsistency and stability of the angle of the support leg while the kick foot moved high and fast. On the other hand, the angle of the support foot of non-experts appeared inconsistent, and the kick foot was raised, relying on the support leg, resulting in unstable and inaccurate movement.

Low-Power Streamable AI Software Runtime Execution based on Collaborative Edge-Cloud Image Processing in Metaverse Applications (에지 클라우드 협동 이미지 처리기반 메타버스에서 스트리밍 가능한 저전력 AI 소프트웨어의 런타임 실행)

  • Kang, Myeongjin;Kim, Ho;Park, Jungwon;Yang, Seongbeom;Yun, Junseo;Park, Daejin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1577-1585
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    • 2022
  • As the interest in the 4th industrial revolution and metaverse increases, metaverse with multi edge structure is proposed and noted. Metaverse is a structure that can create digital doctor-like system through a large amount of image processing and data transmission in a multi edge system. Since metaverse application requires calculating performance, which can reconstruct 3-D space, edge hardware's insufficient calculating performance has been a problem. To provide streamable AI software in runtime, image processing, and data transmission, which is edge's loads, needs to be lightweight. Also lightweight at the edge leads to power consumption reduction of the entire metaverse application system. In this paper, we propose collaborative edge-cloud image processing with remote image processing method and Region of Interest (ROI) to overcome edge's power performance and build streamable and runtime executable AI software. The proposed structure was implemented using a PC and an embedded board, and the reduction of time, power, and network communications were verified.

The Properties of Beam Intensity Scanner (BInS) for Dose Verification in Intensity Modulated Radiation Therapy (방사선 세기 조절 치료에서 선량을 규명하는 데 사용된 BlnS System의 특성)

  • 박영우;박광열;박경란;권오현;이명희;이병용;지영훈;김근묵
    • Progress in Medical Physics
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    • v.15 no.1
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    • pp.1-8
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    • 2004
  • Patient dose verification is one of the most Important responsibilities of the physician in the treatment delivery of radiation therapy. For the task, it is necessary to use an accurate dosimeter that can verify the patient dose profile, and it is also necessary to determine the physical characteristics of beams used in intensity modulated radiation therapy (IMRT) The Beam Intensity Scanner (BInS) System is presented for the dosimetric verification of the two dimensional photon beam. The BInS has a scintillator, made of phosphor Terbium-doped Gadolinium Oxysulphide (Gd$_2$O$_2$S:Tb), to produce fluorescence from the irradiation of photon and electron beams. These fluoroscopic signals are collected and digitized by a digital video camera (DVC) and then processed by custom made software to express the relative dose profile in a 3 dimensional (3D) plot. As an application of the BInS, measurements related to IWRT are made and presented in this work. Using a static multileaf collimator (SMLC) technique, the intensity modulated beam (IMB) is delivered via a sequence of static portals made by controlled leaves. Thus, when static subfields are generated by a sequence of abutting portals, the penumbras and scattered photons of the delivered beams overlap in abutting field regions and this results in the creation of “hot spots”. Using the BInS, inter-step “hot spots” inherent in SMLC are measured and an empirical method to remove them is proposed. Another major MLC technique in IMRT, the dynamic multileaf collimator (DMLC) technique, has different characteristics from SMLC due to a different leaf operation mechanism during the irradiation of photon and electron beams. By using the BInS, the actual delivered doses by SMLC and DMLC techniques are measured and compared. Even if the planned dose to a target volume is equal in our experimental setting, the actual delivered dose by DMLC technique is measured to be larger by 14.8% than that by SMLC, and this is due to scattered photons and contaminant electrons at d$_{max}$.

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A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.1-21
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    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

Biomechanical and Physiological Comparative Analysis of the Single-Radius Knee Arthroplasty Systems and Multi-Radius Knee Arthroplasty Systems (무릎인공관절 단축범위(Single-Radius) 수술자와 다축범위(Multi-Radius) 수술자의 운동역 학적 및 운동생리학적 비교분석)

  • Jin, Young-Wan;Kwak, Yi-Sub
    • Journal of Life Science
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    • v.18 no.11
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    • pp.1532-1537
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    • 2008
  • The purpose of this study was to investigate the effect of different arthroplasty designs on knee kinematic and lower limb muscular activation for up-stair and down-stair movement. 3-D video analysis of whole body and joint kinematics and EMG analysis of quadriceps and hamstrings were conducted. One-way ANOVAs were used for statistical analyses (p=0.05). The single-radius group exhibited more arthroplasty limb quadriceps EMG and hamstring coactivation EMG than the multi-radius group. Single-radius demonstrated more abduction angular displacement and reached peak abduction earlier than the multi-radius arthroplasty limb. The single- radius the percent body fat showed similar values in the Elderly, Single and Multi-radius group among the periods, however Control group was Lowered among the periods. Single-radius group limb also increased the quadriceps muscle activation level to produce more knee extension moment to compensate for the short quadriceps moment arm. Resting metabolic rate was significantly increased in control group in the period of LI. Energy expenditure was extremely increased in all groups except control group among the periods. We can say this is the exercise effects.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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Effects of Motion Correction for Dynamic $[^{11}C]Raclopride$ Brain PET Data on the Evaluation of Endogenous Dopamine Release in Striatum (동적 $[^{11}C]Raclopride$ 뇌 PET의 움직임 보정이 선조체 내인성 도파민 유리 정량화에 미치는 영향)

  • Lee, Jae-Sung;Kim, Yu-Kyeong;Cho, Sang-Soo;Choe, Yearn-Seong;Kang, Eun-Joo;Lee, Dong-Soo;Chung, June-Key;Lee, Myung-Chul;Kim, Sang-Eun
    • The Korean Journal of Nuclear Medicine
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    • v.39 no.6
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    • pp.413-420
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    • 2005
  • Purpose: Neuroreceptor PET studies require 60-120 minutes to complete and head motion of the subject during the PET scan increases the uncertainty in measured activity. In this study, we investigated the effects of the data-driven head mutton correction on the evaluation of endogenous dopamine release (DAR) in the striatum during the motor task which might have caused significant head motion artifact. Materials and Methods: $[^{11}C]raclopride$ PET scans on 4 normal volunteers acquired with bolus plus constant infusion protocol were retrospectively analyzed. Following the 50 min resting period, the participants played a video game with a monetary reward for 40 min. Dynamic frames acquired during the equilibrium condition (pre-task: 30-50 min, task: 70-90 min, post-task: 110-120 min) were realigned to the first frame in pre-task condition. Intra-condition registrations between the frames were performed, and average image for each condition was created and registered to the pre-task image (inter-condition registration). Pre-task PET image was then co-registered to own MRI of each participant and transformation parameters were reapplied to the others. Volumes of interest (VOI) for dorsal putamen (PU) and caudate (CA), ventral striatum (VS), and cerebellum were defined on the MRI. Binding potential (BP) was measured and DAR was calculated as the percent change of BP during and after the task. SPM analyses on the BP parametric images were also performed to explore the regional difference in the effects of head motion on BP and DAR estimation. Results: Changes in position and orientation of the striatum during the PET scans were observed before the head motion correction. BP values at pre-task condition were not changed significantly after the intra-condition registration. However, the BP values during and after the task and DAR were significantly changed after the correction. SPM analysis also showed that the extent and significance of the BP differences were significantly changed by the head motion correction and such changes were prominent in periphery of the striatum. Conclusion: The results suggest that misalignment of MRI-based VOI and the striatum in PET images and incorrect DAR estimation due to the head motion during the PET activation study were significant, but could be remedied by the data-driven head motion correction.