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Detecting Anomalous Trajectories of Workers using Density Method

  • Lan, Doi Thi;Yoon, Seokhoon
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.109-118
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    • 2022
  • Workers' anomalous trajectories allow us to detect emergency situations in the workplace, such as accidents of workers, security threats, and fire. In this work, we develop a scheme to detect abnormal trajectories of workers using the edit distance on real sequence (EDR) and density method. Our anomaly detection scheme consists of two phases: offline phase and online phase. In the offline phase, we design a method to determine the algorithm parameters: distance threshold and density threshold using accumulated trajectories. In the online phase, an input trajectory is detected as normal or abnormal. To achieve this objective, neighbor density of the input trajectory is calculated using the distance threshold. Then, the input trajectory is marked as an anomaly if its density is less than the density threshold. We also evaluate performance of the proposed scheme based on the MIT Badge dataset in this work. The experimental results show that over 80 % of anomalous trajectories are detected with a precision of about 70 %, and F1-score achieves 74.68 %.

Detecting Abnormal Human Movements Based on Variational Autoencoder

  • Doi Thi Lan;Seokhoon Yoon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.94-102
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    • 2023
  • Anomaly detection in human movements can improve safety in indoor workplaces. In this paper, we design a framework for detecting anomalous trajectories of humans in indoor spaces based on a variational autoencoder (VAE) with Bi-LSTM layers. First, the VAE is trained to capture the latent representation of normal trajectories. Then the abnormality of a new trajectory is checked using the trained VAE. In this step, the anomaly score of the trajectory is determined using the trajectory reconstruction error through the VAE. If the anomaly score exceeds a threshold, the trajectory is detected as an anomaly. To select the anomaly threshold, a new metric called D-score is proposed, which measures the difference between recall and precision. The anomaly threshold is selected according to the minimum value of the D-score on the validation set. The MIT Badge dataset, which is a real trajectory dataset of workers in indoor space, is used to evaluate the proposed framework. The experiment results show that our framework effectively identifies abnormal trajectories with 81.22% in terms of the F1-score.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Performance Analysis of Electronic Personal Dosimeter(EPD) for External Radiation Dosimetry (전자개인선량계(EPD)의 외부피폭방사선량 평가 성능분석)

  • Lee, Byoung-Il;Kim, Taejin;Lim, Young-Khi
    • Journal of Radiation Protection and Research
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    • v.40 no.4
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    • pp.261-266
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    • 2015
  • As performance of electronic personal dosimeter (EPD) used for auxiliary personal dosimeter in nuclear power plants (NPPs) has been being continuously improved, we investigated application cases in Korea and other countries and also tested it in NPPs to assess the performance of EPD for external radiation dosimetry. Result of performance tests done in domestic NPPs was similar to those obtained by IAEA in cooperation with EURADOS (IAEA-TECDOC-1564). In addition, EPD/TLD dose ratio has shown similar tendency of EPD/Film-badge dose ratio from the research by the Japan Atomic Power Company (JAPC) and EPD provided more conservative value than TLD or Film-badge. Although some EPD's failures have been discussed, EPD has shown continuous improvement according to the report of Institute of Nuclear Power Operation (INPO) and data from domestic NPPs. In conclusion, It is considered that the general performance of EPD is adequate for external radiation dosimetry compared with that of TLD, providing appropriate performance checking procedure and alternative measures for functional failure.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

A Case Study on the Restoration to Designated State Based on the Scientific Analysis of Gold Threads of Gwanghwadang-Wonsam (광화당 원삼의 금사 분석과 원형복원 사례)

  • An, Boyeon;Lee, Ryangmi;Lee, Jangjon
    • Journal of Conservation Science
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    • v.37 no.2
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    • pp.144-153
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    • 2021
  • Gwanghwadang-Wonsam was designated as National Folklore Cultural Heritage No. 52 in 1979, it is in good condition. However, a problem is the attached a phoenix insignia badge that did not exist when it was designated recently. As it became known as the only purple Wonsam artifact with "phoenix insignia", raising the need for its conservation. In this regard, scientific analysis was required to correct misinformation about designated cultural assets and restore the original designated state by analyzing the history of the Gwanghwadang-Wonsam, other relics of the phoenix insignia and its making design patterns. An X-ray fluorescence analysis was used to confirm that the Phoenix insignia's metal threads were titanium-plated silver. Phoenix insignia using titanium-plated gold thread was not identified in Gwanghwadang-Wonsam photographs in 1986, and the TiN-type membrane plating method was used in various industries in the 1990s, which can be estimated to be attached in the early and mid-1990s. Especially, the scientific analysis results from the X-ray fluorescence analysis in this study provide key evidence for conservation processing. This study demonstrates the importance of investigating relics and similar artifacts in the conservation process of inherited relics and as a precedent for restoration that corrects misinformation about designated cultural properties.

A study on the Assyrian Costume

  • Kim, Moon-Ja
    • Journal of Fashion Business
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    • v.14 no.3
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    • pp.1-19
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    • 2010
  • The Assyrians usually wore two types - the tunic and the shawl. These two types were worn alone, or in combination and changes were introduced by varying the proportions of the tunic or shawl. The tunic appeared to be of the sleeves are short and reaching to the ankles or shortened to knee length according to the rank. Assyrian shawl pattern can be divided into five distinct styless. Many of the styles were suitable for costumes to wear in religious plays and pageants. Fringed shawls were the trademark of forma1 Assyrian costume. The usual badge of rank was a long fringed shawl. Intermediate rank wore shawl with short fringes and lower grade wore no shawl at all. The military costume was comparative uniformity : conical helmets was regarded as Scythic in character, short, fringed tunics, wide belts or helmet, round caps and long tunics covered in metal scales, belted at the waist. Assyrian woman costume was the long tunic with fringed hem and a long fringed shawl or was a plaid tunic and wide belt over it. They wore gold crown and horned Cap and tiara, ugal (head-dress) and the most ordinary earrings were the drop and the cross shape and necklace was made of the coloured stones and bracelets ended with heads of animal was regarded as Scythy style or adorned with a rosette at the centre.

The Relationship of Overdensity to Overexposure Each Film/screen Systems in Chest Radiography (흉부 X선사진 농도로부터 표면선량을 산출하는 방법)

  • Kim, Jung-Min;Joon, Huo;Hayashi, Taro;Ishida, Yuji;Sakurai, Tatsuya
    • Journal of radiological science and technology
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    • v.22 no.1
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    • pp.13-20
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    • 1999
  • This study is to calculate the exposed radiation dose using Bit method, NDD calculation method and monogram method without dosimeter. In addition, we can calculate the radiation dose from x-ray film density as a film badge. The authors examined the entrance skin dose from $2{\sim}3$ intercostal chest x-ray film density. We also studied the relationship between film density and equivalent dose in the each screen film system under the different radiation quality and the poor geometry condition of grid ratio. As results, we established the deductive method to define the entrance skindose from chest x-ray film density. The error range was found in the range $-13%{\sim}+l7%$ for between deductive entrance skindose and the $2{\sim}3$ intercostal chest x-ray film density to actual detective radiation dose with dosimeter.

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A Study on the Tartan and Scotland Costume (TARTAN과 스코틀랜드 복식에 관한연구)

  • 임영자
    • Journal of the Korean Society of Costume
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    • v.35
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    • pp.281-292
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    • 1997
  • Tatan is a symbol of kinship and belonging in Scotland and a badge of identity recognized all over the world. Alongside the powerful historical and national resonance to Tartan for Scots it has been borrowed repeatedly by fashion. The pattern compositionof Tartan check is formed as a typical cross stripes that vertical line and hrizontal line meets rectangulary. And its color is much various and rich than other check pattern. So its magnificient spec-tacle that various all kinds of colors is dyed in cloth is second to name. Today we are as likely to meet tartan in a couturier dress as in a kilt or plaid. Tartan is distinctive in colour style and de-sign. It conveys personality ceremony and drama. All these aspects of its character have contributed to tartan being one of the best-known and best-loved fabrics in the world. In other parts of Europe traditional checked patterns declined and disappeared but in Scotland tartan survived strongly jist as the bagpipes also European flourished Due to geographical and cultural circumstances Scots were able to develop and enhance tartan and its remarkable individuality ensured its sur-vival in spite of adverse political and economic pressures. Tartan has been adopted as the national dress of all Scots. Lowland and High-land providing a powerful form of national cultural and personal identity. Whether tra-ditional or a recent creation whether tra-ditional or a recent creation whether a symbol of nationality or a substitute for nationhood tartan is no mean achievement.

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Radiation Exposure to Physicians During Interventional Pain Procedures

  • Kim, Tae-Wan;Jung, Jang-Hwan;Jeon, Hyun-Joo;Yoon, Kyung-Bong;Yoon, Duck-Mi
    • The Korean Journal of Pain
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    • v.23 no.1
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    • pp.24-27
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    • 2010
  • Background: Fluoroscopy has been an integral part of modern interventional pain management. Yet fluoroscopy can be associated with risks for the patients and clinicians unless it is managed with appropriate understanding, skill and vigilance. Therefore, this study was designed to determine the amount of radiation received by a primary operator and an assistant during interventional pain procedures that involve the use of fluoroscopy. Methods: In order to examine the amount of radiation, the physicians were monitored by having them wear three thermoluminescent badges during each single procedure, with one under a lead apron, one under the apron collar and one on the leg during each single procedure. The data obtained from each thermoluminescent badge was reviewed from September 2008 to November 2008 and the annual radiation exposure was subsequently calculated. Results: A total of 505 interventional procedures were performed with C-arm fluoroscopy during three months. The results of this study revealed that the annual radiation exposure was relatively low for both the operator and assistant. Conclusions: With proper precautions, the use of fluoroscopy during interventional pain procedures is a safe practice.