• Title/Summary/Keyword: Conventional Visual Method

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CT Simulation Technique for Craniospinal Irradiation in Supine Position (전산화단층촬영모의치료장치를 이용한 배와위 두개척수 방사선치료 계획)

  • Lee, Suk;Kim, Yong-Bae;Kwon, Soo-Il;Chu, Sung-Sil;Suh, Chang-Ok
    • Radiation Oncology Journal
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    • v.20 no.2
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    • pp.165-171
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    • 2002
  • Purpose : In order to perform craniospinal irradiation (CSI) in the supine position on patients who are unable to lie in the prone position, a new simulation technique using a CT simulator was developed and its availability was evaluated. Materials and Method : A CT simulator and a 3-D conformal treatment planning system were used to develop CSI in the supine position. The head and neck were immobilized with a thermoplastic mask in the supine position and the entire body was immobilized with a Vac-Loc. A volumetrie image was then obtained using the CT simulator. In order to improve the reproducibility of the patients' setup, datum lines and points were marked on the head and the body. Virtual fluoroscopy was peformed with the removal of visual obstacles such as the treatment table or the immobilization devices. After the virtual simulation, the treatment isocenters of each field were marked on the body and the immobilization devices at the conventional simulation room. Each treatment field was confirmed by comparing the fluoroscopy images with the digitally reconstructed radiography (DRR)/digitally composite radiography (DCR) images from the virtual simulation. The port verification films from the first treatment were also compared with the DRR/DCR images for a geometrical verification. Results : CSI in the supine position was successfully peformed in 9 patients. It required less than 20 minutes to construct the immobilization device and to obtain the whole body volumetric images. This made it possible to not only reduce the patients' inconvenience, but also to eliminate the position change variables during the long conventional simulation process. In addition, by obtaining the CT volumetric image, critical organs, such as the eyeballs and spinal cord, were better defined, and the accuracy of the port designs and shielding was improved. The differences between the DRRs and the portal films were less than 3 mm in the vertebral contour. Conclusion : CSI in the supine position is feasible in patients who cannot lie on prone position, such as pediatric patienta under the age of 4 years, patients with a poor general condition, or patients with a tracheostomy.

Experiments on the stability of the spatial autocorrelation method (SPAC) and linear array methods and on the imaginary part of the SPAC coefficients as an indicator of data quality (공간자기상관법 (SPAC)의 안정성과 선형 배열법과 자료 품질 지시자로 활용되는 SPAC 계수의 허수 성분에 대한 실험)

  • Margaryan, Sos;Yokoi, Toshiaki;Hayashi, Koichi
    • Geophysics and Geophysical Exploration
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    • v.12 no.1
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    • pp.121-131
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    • 2009
  • In recent years, microtremor array observations have been used for estimation of shear-wave velocity structures. One of the methods is the conventional spatial autocorrelation (SPAC) method, which requires simultaneous recording at least with three or four sensors. Modified SPAC methods such as 2sSPAC, and linear array methods, allow estimating shear-wave structures by using only two sensors, but suffer from instability of the spatial autocorrelation coefficient for frequency ranges higher than 1.0 Hz. Based on microtremor measurements from four different size triangular arrays and four same-size triangular and linear arrays, we have demonstrated the stability of SPAC coefficient for the frequency range from 2 to 4 or 5 Hz. The phase velocities, obtained by fitting the SPAC coefficients to the Bessel function, are also consistent up to the frequency 5 Hz. All data were processed by the SPAC method, with the exception of the spatial averaging for the linear array cases. The arrays were deployed sequentially at different times, near a site having existing Parallel Seismic (PS) borehole logging data. We also used the imaginary part of the SPAC coefficients as a data-quality indicator. Based on perturbations of the autocorrelation spectrum (and in some cases on visual examination of the record waveforms) we divided data into so-called 'reliable' and 'unreliable' categories. We then calculated the imaginary part of the SPAC spectrum for 'reliable', 'unreliable', and complete (i.e. 'reliable' and 'unreliable' datasets combined) datasets for each array, and compared the results. In the case of insufficient azimuthal distribution of the stations (the linear array) the imaginary curve shows some instability and can therefore be regarded as an indicator of insufficient spatial averaging. However, in the case of low coherency of the wavefield the imaginary curve does not show any significant instability.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.