• Title/Summary/Keyword: Computer Simulation

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Multi-Component Relaxation Study of Human Brain Using Relaxographic Analysis (Relaxographic 분석법을 이용한 뇌의 다중 자기이완특성에 관한 연구)

  • Yongmin Chang;Bong Soo Han;Bong Seok Kang;Kyungnyeo Jeon;Kyungsoo Bae;Yong-Sun Kim;Duk-Sik Kang
    • Investigative Magnetic Resonance Imaging
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    • v.6 no.2
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    • pp.120-128
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    • 2002
  • Purpose : To demonstrate that the relaxographic method provides additional information such as the distribution of relaxation times and water content which are poentially applicable to clinical medicine. Materials and Methods : First, the computer simulation was performed with the generated relaxation data to verify the accuracy and reliabilility of the relaxographic method (CONTINI). Secondly, in or der to see how well the CONTIN quantifies and resolves the two different ${T_1}$ environments, we calculated the oil to water peak area ratios and identified peak positions of ${T_1}-distribution$ curve of the phantom solutions, which consist of four centrifugal tubes (10 ml) filled with the compounds of 0, 10, 20, 30% of corn oil and distilled water, using CONTIN. Finally, inversion recovery MR images for a volunteer are acquired for each TI ranged from 40 to 1160 msec with TR/TE=2200/20 msec. From the 3 different ROIs (GM, WM, CSF), CONTIN analysis was performed to obtain the ${T_1}$-distribution curves, which gave peak positions and peak area of each ROI location. Results : The simulation result shows that the errors of peak positions were less in the higher peak (centered ${T_1}=600$ msec) than in the lower peak (centered ${T_1}=150$ msec) for all SNR but the errors of peak areas were larger in the higher peak than in the lower peak. The CONTIN analysis of the measured relaxation data of phantoms revealed two peaks between 20 and 60 msec and between 500 and 700 msec. The analysis gives the peak area ratio as oil 10%: oil 20%: oil 30% = 1:1.3:1.9, which is different from the exact ratio, 1:2:3. For human brain, in ROI 3 (CSF), only one component of -distributions was observed whereas in ROI 1(GM) and in ROI 2 (WM) we observed two components of ${T_1}-distribution$. For the WM and CSF there was great agreement between the observed ${T_1}-relaxation$ times and the reported values. Conclusion : we demonstrated that the relaxographic method provided additional information such as the distribution of relaxation times and water content, which were not available in the routine relaxometry and ${T_1}/{T_2}$ mapping techniques. In addition, these additional information provided by relaxographic analysis may have clinical importance.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Comparison between the Calculated and Measured Doses in the Rectum during High Dose Rate Brachytherapy for Uterine Cervical Carcinomas (자궁암의 고선량율 근접 방사선치료시 전산화 치료계획 시스템과 in vivo dosimetry system 을 이용하여 측정한 직장 선량 비교)

  • Chung, Eun-Ji;Lee, Sang-Hoon
    • Radiation Oncology Journal
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    • v.20 no.4
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    • pp.396-404
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    • 2002
  • Purpose : Many papers support a correlation between rectal complications and rectal doses in uterine cervical cancer patients treated with radical radiotherapy. In vivo dosimetry in the rectum following the ICRU report 38 contributes to the quality assurance in HDR brachytherapy, especially in minimizing side effects. This study compares the rectal doses calculated in the radiation treatment planning system to that measured with a silicon diode the in vivo dosimetry system. Methods : Nine patients, with a uterine cervical carcinoma, treated with Iridium-192 high dose rate brachytherapy between June 2001 and Feb. 2002, were retrospectively analysed. Six to eight-fractions of high dose rate (HDR)-intracavitary radiotherapy (ICR) were delivered two times per week, with a total dose of $28\~32\;Gy$ to point A. In 44 applications, to the 9 patients, the measured rectal doses were analyzed and compared with the calculated rectal doses using the radiation treatment planning system. Using graphic approximation methods, in conjunction with localization radiographs, the expected dose values at the detector points of an intrarectal semiconductor dosimeter, were calculated. Results : There were significant differences between the calculated rectal doses, based on the simulation radiographs, and the calculated rectal doses, based on the radiographs in each fraction of the HDR ICR. Also, there were significant differences between the calculated and measured rectal doses based on the in-vivo diode dosimetry system. The rectal reference point on the anteroposterior line drawn through the lower end of the uterine sources, according to ICRU 38 report, received the maximum rectal doses in only 2 out of the nine patients $(22.2\%)$. Conclusion : In HDR ICR planning for conical cancer, optimization of the dose to the rectum by the computer-assisted planning system, using radiographs in simulation, is improper. This study showed that in vivo rectal dosimetry, using a diode detector during the HDR ICR, could have a useful role in quality control for HDR brachytherapy in cervical carcinomas. The importance of individual dosimeters for each HDR ICR is clear. In some departments that do not have the in vivo dosimetry system, the radiation oncologist has to find, from lateral fluoroscopic findings, the location of the rectal marker before each fractionated HDR brachytherapy, which is a necessary and important step of HDR brachytherapy for cervical cancer.

A Study on the Shaped-Beam Antenna with High Gain Characteristic (고이득 특성을 갖는 성형 빔 안테나에 대한 연구)

  • Eom, Soon-Young;Yun, Je-Hoon;Jeon, Soon-Ick;Kim, Chang-Joo
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.1 s.116
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    • pp.62-75
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    • 2007
  • This paper describes a shaped-beam antenna for increasing the antenna gain of a radiating element. The proposed antenna structure is composed of an exciting element and a multi-layered disk array structure(MDAS). The stack micro-strip patch elements were used as the exciter for effectively radiating the electromagnetic power to the MDAS over the broadband, and finite metallic disk array elements - which give the role of a director for shaping the antenna beam with the high gain - were finitely and periodically layered onto it. The efficient power coupling between the exciter and the MDAS should be carried out in such a way that the proposed antenna has a high gain characteristic. The design parameters of the exciter and the MDAS should be optimized together to meet the required specifications to meet the required specifications. In this study, a shaped-beam antenna with high gain was optimally designed under the operating conditions with a linear polarization and the frequency band of $9.6{\sim}10.4\;GHz$. Two methods constructed using thin dielectric film and dielectric foam materials respectively were also proposed in order to implement the MBAS of the antenna. In particular, through the computer simulation process, the electrical performance variations of the antenna with the MDAS realized by the thin dielectric film materials were shown according to the number of disk array elements in the stack layer. Two kinds of antenna breadboard with the MDAS realized with the thin dielectric film and dielectric foam materials were fabricated, but experimentation was conducted only on the antenna breadboard(Type 1) with the MDAS realized with the thin dielectric film materials according to the number of disk array elements in the stack layer in order to compare it with the electrical performance variations obtained during the simulation. The measured antenna gain performance was found to be in good agreement with the simulated one, and showed the periodicity of the antenna gain variations according to the stack layer number of the disk array elements. The electrical performance of the Type 1 antenna was measured at the center frequency of 10 GHz. As the disk away elements became the ten stacks, a maximum antenna gain of 15.65 dBi was obtained, and the measured return loss was not less than 11.4 dB within the operating band. Therefore, a 5 dB gain improvement of the Type 1 antenna can be obtained by the MDAS that is excited by the stack microstrip patch elements. As the disk array elements became the twelve stacks, the antenna gain of the Type 1 was measured to be 1.35 dB more than the antenna gain of the Type 2 by the outer dielectric ring effect, and the 3 dB beam widths measured from the two antenna breadboards were about $28^{\circ}$ and $36^{\circ}$ respectively.

A Hardware Implementation of the Underlying Field Arithmetic Processor based on Optimized Unit Operation Components for Elliptic Curve Cryptosystems (타원곡선을 암호시스템에 사용되는 최적단위 연산항을 기반으로 한 기저체 연산기의 하드웨어 구현)

  • Jo, Seong-Je;Kwon, Yong-Jin
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.1
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    • pp.88-95
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    • 2002
  • In recent years, the security of hardware and software systems is one of the most essential factor of our safe network community. As elliptic Curve Cryptosystems proposed by N. Koblitz and V. Miller independently in 1985, require fewer bits for the same security as the existing cryptosystems, for example RSA, there is a net reduction in cost size, and time. In this thesis, we propose an efficient hardware architecture of underlying field arithmetic processor for Elliptic Curve Cryptosystems, and a very useful method for implementing the architecture, especially multiplicative inverse operator over GF$GF (2^m)$ onto FPGA and futhermore VLSI, where the method is based on optimized unit operation components. We optimize the arithmetic processor for speed so that it has a resonable number of gates to implement. The proposed architecture could be applied to any finite field $F_{2m}$. According to the simulation result, though the number of gates are increased by a factor of 8.8, the multiplication speed We optimize the arithmetic processor for speed so that it has a resonable number of gates to implement. The proposed architecture could be applied to any finite field $F_{2m}$. According to the simulation result, though the number of gates are increased by a factor of 8.8, the multiplication speed and inversion speed has been improved 150 times, 480 times respectively compared with the thesis presented by Sarwono Sutikno et al. [7]. The designed underlying arithmetic processor can be also applied for implementing other crypto-processor and various finite field applications.

Evaluation of a Conjugate View Method for Determination of Kidney Uptake (신장 방사선 섭취량 결정을 위한 Conjugate View 방법에 대한 평가)

  • Bong, Jung-Kyun;Yun, Mi-Jin;Lee, Jong-Doo;Kim, Hee-Joung;Son, Hye-Kyung;Kwon, Yun-Youug;Park, Hae-Jeong;Kim, Yu-Seun
    • The Korean Journal of Nuclear Medicine
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    • v.39 no.3
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    • pp.191-199
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    • 2005
  • Purpose: In order to obtain better quantitation of kidney uptake, this study is to evaluate a conjugate view method (CVM) using a geometric mean attenuation correction for kidney uptake and to compare it to Gate's method. Materials & Methods: We used a Monte Carlo code, SIMIND and a Zubal phantom, to simulate kidney uptake. SIMIND was both simulated with or without scatter for the Zubal phantom. Also, a real phantom test was carried out using a dual-head gamma camera. The activity of 0.5 mCi was infused into two small cylinder phantoms of 5 cm diameter, and then, they were inserted into a cylinder phantom of 20 cm diameter. The results by the CVM method were compared with ideal data without both of attenuation and scatter and with Gate's method. The CVM was performed with or without scatter correction. The Gate's method was performed without scatter correction and it was evaluated with regards to $0.12cm^{-1}\;and\;0.15cm^{-1}$ attenuation coefficients. Data were analyzed with comparisons of mean counts in the legions of interest (ROI), profiles drawn over kidney images and linear regression. Correlation coefficients were calculated with ideal data, as well. Results: In the case of the computer simulation, mean counts measured from ideal data, the CVM and the Gate's method were (right $998{\pm}209$, left: $896{\pm}249$), (right: $911{\pm}207$, left: $815{\pm}265$), and (right: $1065{\pm}267$, left: $1546{\pm}267$), respectively. The ideal data showed good correlation with the CVM and the correlation coefficients of the CVM, Gate's method were (right: 0.91, left: 0.93) and (right: 0.85, left: 0.90), respectively. Conclusion: The conjugate view method using geometric mean attenuation correction resulted in better accuracy than the Gate's method. In conclusion, the conjugate view method independent of renal depths may provide more accurate kidney uptake.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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Development of Adaptive Spatial Filter to Improve Noise Characteristics of PET Images (PET 영상의 잡음개선을 위한 적응적 공간 필터 개발)

  • Woo, S. K.;Choi, Y.;Im, K. C.;Song, T. Y.;Jung, J. H.;Lee, K. H.;Kim, S. E.;Choe, Y. S.;Park, C. C.;Kim, B. T.
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.253-261
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    • 2002
  • A spatially adaptive falter was formulated to imrove PET image qualify and the Performance of the filter was evaluated using simulation and phantom and human PET studies. In the proposed filter. if a pixel was identified as the edge Pixel, the Pixel value was Preserved. Otherwise a Pixel was replaced by the mean of the pixel values weighted by 2:7: 2. A Pixel was identified as the edge Pixel. if it satisfies the following conditions : the number of ADs (absolute difference between center and neighborhood pixels) which is smaller than THl (($pix_max{\times}0.1/log_2(NPM)$, NPM : mean of 6 neighborhood pixels excluding minimum and maximum) is 8-k and the number of ADs which is lager than TH2 ($NPM{\times}0.1$) is k. where k : 2, 3, …, 6. The results of this study demonstrate the superior performance of the Proposed titter compared to Gaussian fitter, weight median filter and subset averaged median filter. The proposed tittering method is simple but effective in increasing uniformity and contrast with minimal degradation of spatial resolution of PET images and thus. is expected to Provide improved diagnositc quality PET images .

A Performance Comparison of the Mobile Agent Model with the Client-Server Model under Security Conditions (보안 서비스를 고려한 이동 에이전트 모델과 클라이언트-서버 모델의 성능 비교)

  • Han, Seung-Wan;Jeong, Ki-Moon;Park, Seung-Bae;Lim, Hyeong-Seok
    • Journal of KIISE:Information Networking
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    • v.29 no.3
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    • pp.286-298
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    • 2002
  • The Remote Procedure Call(RPC) has been traditionally used for Inter Process Communication(IPC) among precesses in distributed computing environment. As distributed applications have been complicated more and more, the Mobile Agent paradigm for IPC is emerged. Because there are some paradigms for IPC, researches to evaluate and compare the performance of each paradigm are issued recently. But the performance models used in the previous research did not reflect real distributed computing environment correctly, because they did not consider the evacuation elements for providing security services. Since real distributed environment is open, it is very vulnerable to a variety of attacks. In order to execute applications securely in distributed computing environment, security services which protect applications and information against the attacks must be considered. In this paper, we evaluate and compare the performance of the Remote Procedure Call with that of the Mobile Agent in IPC paradigms. We examine security services to execute applications securely, and propose new performance models considering those services. We design performance models, which describe information retrieval system through N database services, using Petri Net. We compare the performance of two paradigms by assigning numerical values to parameters and measuring the execution time of two paradigms. In this paper, the comparison of two performance models with security services for secure communication shows the results that the execution time of the Remote Procedure Call performance model is sharply increased because of many communications with the high cryptography mechanism between hosts, and that the execution time of the Mobile Agent model is gradually increased because the Mobile Agent paradigm can reduce the quantity of the communications between hosts.