• Title/Summary/Keyword: Augmented Human

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Rhizoma Rehmanniae induced Apoptosis in Human Cervical Carcinoma HeLa Cells (생지황(生地黃)이 자궁경부암세포(子宮經部癌細胞)(HeLa cell)에 미치는 영향(影響))

  • Kim, Joo-Yeon;Jo, Ok-Hyon;Choe, Chang-Min;Cho, Han-Baek
    • The Journal of Korean Obstetrics and Gynecology
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    • v.19 no.1
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    • pp.69-80
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    • 2006
  • Purpose : This study is to evaluate the synergistic cytotoxicity of Rhizoma Rehmanniae(RR), in adriamycin-treated HeLa human cervical carcinoma cells. Methods : We culture HeLa cell which is human metrocarcinoma cell in D-MEM included 10% fetal bovine serum(Hyclone Laboratories) below $37^{\circ}C$, 5% $CO_2$. Then we observed apoptosis of log phage cell which is changed cultivation liquid 24 Hours periodically. Results : The combination of RR and adriamycin synergistically augmented the cytotoxicity of HeLa cells. The apoptotic cell death was accompanied by the activation of caspase-3 and -8 as well as cleavage of poly(ADP- ribose) polymerase (PARP) in HeLa cells. The co-treatment of RR with adriamycin didn't have any effect on either the expression of Bcl-2 or that of Bax. Interestingly, a synergistic increase in apoptosis by the combination of two drugs was accompanied by the enhancement of Pas and Fas ligand (FasL) expression in HeLa cells. Taken together, the combination of RR and adriamycin significantly augmented the apoptotic cytotoxicity of Fas-positive cells, such as HeLa cells. The pathway is not involved in mitochondria-dependent pathway. Conclusion : RR induces apoptosis in HeLa cells via p38 MAPK activation.

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Human Sensibility Measurement or the Visual Picture Stimulus (장면 시자극에 대한 감성측정에 관한 연구)

  • Kim, D.S.;Kim, D.Y.;Lim, Y.H.;Shon, J.H.
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.23-26
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    • 1997
  • We present several biosignal measurement results and analysis algorithms or the visual stimulus from International Affective Picture System. Since human body is nonlinear dynamic system, we investigated both linear and nonlinear methods. We found that the chaos was diminished when unpleasant picture is presented relative to pleasant picture, and the alpha wave of EEG was slightly augmented in pleasant picture, but was not convincing result. These can be used as the parameter or the measurement of human sensibility.

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Human Activity Recognition Using Spatiotemporal 3-D Body Joint Features with Hidden Markov Models

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.6
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    • pp.2767-2780
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    • 2016
  • Video-based human-activity recognition has become increasingly popular due to the prominent corresponding applications in a variety of fields such as computer vision, image processing, smart-home healthcare, and human-computer interactions. The essential goals of a video-based activity-recognition system include the provision of behavior-based information to enable functionality that proactively assists a person with his/her tasks. The target of this work is the development of a novel approach for human-activity recognition, whereby human-body-joint features that are extracted from depth videos are used. From silhouette images taken at every depth, the direction and magnitude features are first obtained from each connected body-joint pair so that they can be augmented later with motion direction, as well as with the magnitude features of each joint in the next frame. A generalized discriminant analysis (GDA) is applied to make the spatiotemporal features more robust, followed by the feeding of the time-sequence features into a Hidden Markov Model (HMM) for the training of each activity. Lastly, all of the trained-activity HMMs are used for depth-video activity recognition.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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An Implementation of Table-top based Augmented Reality System for Motor Rehabilitation of the Paretic Hand (손 마비환자의 재활운동을 위한 테이블-탑 증강현실 시스템 구현)

  • Lee, Seokjun;Park, Kil Houm;Lee, Yang Soo;Kwak, Ho Wan;Moon, Gye Wan;Choi, Jae Hun;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.254-268
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    • 2013
  • This paper presents an augmented reality (AR) based rehabilitation exercise system to enhance the motor function of the hands for the paretic/hemi-paretic patient. The existing rehabilitation systems rely on mechanical apparatus for palsy rehabilitation, but we aim to use the rehabilitation system at home with easy configuration and minimized equipment by the computer vision based approach. The proposed method evaluates the interaction status of the fingertip action by using the position and the contact of the fingertip markers. We obtain the 2D positions of the fingertip markers from a single camera, and then transform the 3D positions from the calibrated camera space by using an ARToolKit marker. We adopt simple geometric calculation by the conversion of the 2D interest points into the 3D interaction points for the simple interactive task in AR environment. Some experimental results show that the proposed method is practical and simply applicable to the applications with personal AR interaction.

Research on Augmented Reality Services in Bridge for Navigational Safety (안전항해를 위한 선교용 증강현실 서비스에 관한 연구)

  • Oh, Jaeyong;Park, Sekil;Kim, Sun-Young;Kwon, Ohseok
    • Journal of Navigation and Port Research
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    • v.37 no.3
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    • pp.245-250
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    • 2013
  • As maritime traffic increases and ships get bigger and faster, the risk of maritime accident increases. According to the recent reports on maritime accidents, more than 80% of the maritime accidents occur due to navigational mistakes and/or human errors. Even though many kinds of navigation systems based on new technology have been developed to reduce maritime accidents, we need to research the method for expressing and providing information. The efficient navigation system should be able to display information simply and intuitively to make decision quickly and accurately. In this paper, we proposed augmented reality based navigation system which can be utilized in bridge of the ships and described the services for navigational safety.

Augmented Reality System in Real Space using Mobile Projection (이동 투사를 통한 실제 공간에서의 증강현실 시스템)

  • Kim, Moran;Kim, Jun-Sik
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.622-627
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    • 2018
  • In this paper, we introduce an integrated augmented reality system using a small camera and a projector. We extract three-dimensional information of an object with a small portable camera and a projector by using a structured light system. We develop the concept of the virtual camera to generalize the projection method so that the image can be projected at a desired position with only the mesh of the object to be projected without computing the mapping between specific point sets. Therefore, it is possible to project not only simple planes but also complex curved surfaces to desired positions without complicated geometric calculation. Based on a robot with a small camera and a projector, it will largely explain the projector-camera system calibration, the calculation of the position of the recognized object, and the image projection method using the virtual camera concept.

Research on Advanced Navigation Aids System based on Augmented Reality (증강현실 기반 차세대 항해지원 시스템에 관한 연구)

  • Oh, Jae-Yong;Kwon, Oh-Seok
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.183-188
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    • 2016
  • Many maritime accidents have been caused by human-error including such things as inadequate watch keeping and/or mistakes in ship handling. Also, new navigational equipment has been developed using IT technology to provide various information for safe navigation. Despite these efforts, the reduction of maritime accidents has not occurred to the degree expected because, navigational equipment provides too much information, and this information is not well organized, such that users feel it to be complicated rather than helpful. In this point of view, the method of representation of navigational information is more important than the quantity of that information and research is required on the representation of information to make that information more easily understood and to allow decisions to be made correctly and promptly. In this paper, we adopt Augmented Reality (AR) technologies for the representation of information. AR is a 3D computer graphics technology that blends virtual reality and the real world. Recently, this technology has been widely applied in our daily lives because it can provide information more effectively to users. Therefore, we propose a new concept, a navigational system based on AR technology; we review experimental results from a ship-handling simulator and from an open sea test to verify the efficiency of the proposed system.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

Development of Fence Design Using Augmented Reality : Case of the Construction Site, Geology Palace, Jilin University in China (증강현실을 이용한 펜스 디자인개발 : 중국길림대학교 지질궁 토목건설 현장 사례)

  • Liu, Chang;Ahn, Byeong-Jin;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.82-91
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    • 2013
  • Fence design in a construction site as a public design has an important role in the civil engineering field. It influences people's emotions by showing the harmony between human and nature, nature and construction, and construction and culture. Currently, fence design researches in China are simply personal artworks and the related researches are insufficient. Moreover they do not understand the interaction between the fence design and the building at all. The goal of this research is to identify the principle of design from the analysis of the famous cases related to the traditional fence design and to develop a fence design in Geological Palace Museum, Jilin University in China using the technique of augmented reality from the result. The result of this research reveals that people directly experience the process of the architecture. More artistic and cultural fence designs are expected to be extended in our daily lives.