• Title/Summary/Keyword: Capture Device

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A Study on Digital Divide from Socio-Technical Convergence: With Focus on Korean Women's Travel Activities (사회기술융합적 관점에서 살펴본 디지털기기 이용한계에 대한 연구: 한국 여성의 관광유형을 중심으로)

  • Lee, Seung-Jae
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.177-185
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    • 2015
  • The gender difference in social roles affects digital devices' utilization differences in man and woman even in the 21st Century. Prior studies analyze the digital divide (genders, ages, etc.) from the assessment perspectives of digital equipment, such as PCs. In the area of high speed internet, most functions of PCs have been replaced with smartphones, and around 80% of the mobile phone users adopt smartphones. Subsequently the inequality of physical access to the digital devices is no longer a criterion for digital divide. The focus on digital divide should be shifted from the physical access to other factors, such as socio-technical or socio-cultural ones. This paper examines utilization of women's digital equipment, in particular, preparing for tourism activities, which is popular but sensitive to the technology. A survey was conducted with participants of [Suncheon Garden Expo] 2013. The results of this study capture the inactive use of digital devices particularly women over 50s. This phenomenon (high utilization of the digital devices for social or informative purposes, but low utilization of the digital payment) implies other aspects of Korean women (economic independence, low self-assertion, technical difficulties, etc.), which is considered from the socio-technological convergence perspective. This study also has a practical implication on the side of the digital device developers as well as marketing, where the qualitative communication is likely to be incorporated for the women over 50s.

A Study on the Comparison of Learning Performance in Capsule Endoscopy by Generating of PSR-Weigted Image (폴립 가중치 영상 생성을 통한 캡슐내시경 영상의 학습 성능 비교 연구)

  • Lim, Changnam;Park, Ye-Seul;Lee, Jung-Won
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.6
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    • pp.251-256
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    • 2019
  • A capsule endoscopy is a medical device that can capture an entire digestive organ from the esophagus to the anus at one time. It produces a vast amount of images consisted of about 8~12 hours in length and more than 50,000 frames on a single examination. However, since the analysis of endoscopic images is performed manually by a medical imaging specialist, the automation requirements of the analysis are increasing to assist diagnosis of the disease in the image. Among them, this study focused on automatic detection of polyp images. A polyp is a protruding lesion that can be found in the gastrointestinal tract. In this paper, we propose a weighted-image generation method to enhance the polyp image learning by multi-scale analysis. It is a way to extract the suspicious region of the polyp through the multi-scale analysis and combine it with the original image to generate a weighted image, that can enhance the polyp image learning. We experimented with SVM and RF which is one of the machine learning methods for 452 pieces of collected data. The F1-score of detecting the polyp with only original images was 89.3%, but when combined with the weighted images generated by the proposed method, the F1-score was improved to about 93.1%.

Feasibility Study of the Real-Time IMRT Dosimetry Using a Scintillation Screen (고감도 형광판을 이용한 실시간 선량측정 가능성 연구)

  • Lim Sang Wook;Yi Byong Yong;Ko Young Eun;Ji Young Hoon;Kim Jong Hoon;Ahn Seung Do;Lee Sang Wook;Shin Seong Soo;Kwon Soo-Il;Choi Eun Kyoung
    • Radiation Oncology Journal
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    • v.22 no.1
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    • pp.64-68
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    • 2004
  • Purpose : To study the feasibility of verifying real-time 2-D dose distribution measurement system with the scintillation screen for the quality assurance. Materials and Methods : The water phantom consisted of a scintillation screen (LANEX fast screen, Kodak, USA) that was axially located in the middle of an acrylic cylinder with a diameter of 25 cm. The charge-coupled device (CCD) camera was attached to the phantom In order to capture the visible light from the scintillation screen. To observe the dose distribution In real time, the intensity of the light from the scintillator was converted to a dosage. The isodose contours of the calculations from RTP and those of the measurements using the scintillation screen were compared for the arc therapy and the Intensity modulated radiation therapy (IMRT). Results : The kernel, expressed as a multiplication of two error functions, was obtained in order to correct the sensitivity of the CCD of the camera and the scintillation screen. When comparing the calculated isodose and measured isodose, a discrepancy of less than 8 mm in the high dose region was observed. Conclusion : Using the 2-D dosimetry system, the relationship between the light and the dosage could be found, and real-time verification of the dose distribution was feasible.

Music practice by court musicians and Akjang yoram 『樂章要覽』 (궁중 악인(樂人)의 음악 연습과 『악장요람(樂章要覽)』)

  • Lee, Jung-hee
    • (The) Research of the performance art and culture
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    • no.43
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    • pp.357-380
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    • 2021
  • Akjang yoram 『樂章要覽』 is a book that summarizes only the important contents from the Akjang 樂章. Akjang 樂章 is arranged in the first half, and score 樂譜 is arranged in the second half. It seems that Akjang yoram 『樂章要覽』 passed through a total of four stages through the time when the handwriting and the lyrics were written. The presence of various handwriting and traces of modifications means that it has been passed through by several people, so it is not unrelated to the fact that several traces remain on the back of the cover of Akjang yoram 『樂章要覽』. The first part of the Akjang 樂章 is a method of presenting the name and lyrics of the accompanying music based on the ritual procedure, and in particular, the lyrics are written in Chinese characters and Hangeul sounds to improve readability. The score in the second half complies with the ritual procedures, but boldly omits overlapping melodies, and is composed based on the music, and various symbols are used to capture the expression of court music. This structure is a reflection of the direction we practiced to harmonize with the music after prior ritual procedures and diction. This was a device to increase the efficiency of music education and music practice for the court musician. The characteristics of the musical pieces are that they consist of essential musical pieces that must be mastered as musicians. In addition, the name Kim Hyung-sik 金亨植 is noted on the back cover of Akjang yoram 『樂章要覽』, and he was a court musician who was active in the age of King Sunjo 純祖. In other words, the musical pieces included in Akjang yoram 『樂章要覽』 are the core repertoire played by court musicians like Kim Hyung-sik 金亨植. Akjang yoram 『樂章要覽』 is a 'music practice booklet' containing the daily life of court musicians. Akjang yoram 『樂章要覽』 is a booklet designed for the purpose of teaching the court musicians to sing while correctly pronouncing the lyrics in major ceremonies. It is even more noteworthy in that Kim Hyung-sik 金亨植 was an owner. In addition to the fact that Kim Hyung-sik's name remains, and in the practicality of being used by various court musicians reflecting and modifying the changes of the times, it is meaningful in that it contains the path of court musicians who spent a lot of time and time to transmit court music.

Enhancing the performance of the facial keypoint detection model by improving the quality of low-resolution facial images (저화질 안면 이미지의 화질 개선를 통한 안면 특징점 검출 모델의 성능 향상)

  • KyoungOok Lee;Yejin Lee;Jonghyuk Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.171-187
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    • 2023
  • When a person's face is recognized through a recording device such as a low-pixel surveillance camera, it is difficult to capture the face due to low image quality. In situations where it is difficult to recognize a person's face, problems such as not being able to identify a criminal suspect or a missing person may occur. Existing studies on face recognition used refined datasets, so the performance could not be measured in various environments. Therefore, to solve the problem of poor face recognition performance in low-quality images, this paper proposes a method to generate high-quality images by performing image quality improvement on low-quality facial images considering various environments, and then improve the performance of facial feature point detection. To confirm the practical applicability of the proposed architecture, an experiment was conducted by selecting a data set in which people appear relatively small in the entire image. In addition, by choosing a facial image dataset considering the mask-wearing situation, the possibility of expanding to real problems was explored. As a result of measuring the performance of the feature point detection model by improving the image quality of the face image, it was confirmed that the face detection after improvement was enhanced by an average of 3.47 times in the case of images without a mask and 9.92 times in the case of wearing a mask. It was confirmed that the RMSE for facial feature points decreased by an average of 8.49 times when wearing a mask and by an average of 2.02 times when not wearing a mask. Therefore, it was possible to verify the applicability of the proposed method by increasing the recognition rate for facial images captured in low quality through image quality improvement.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.