• Title/Summary/Keyword: Digital picture

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A Comparative Study on Image Quality of Breast Image Tests using ACR Phantom (ACR 팬텀을 이용한 시스템별 유방검사 영상의 비교 연구)

  • Hong, Dong-Hee;Jung, Hong-Ryang;Lim, Cheong-Hwan
    • Journal of radiological science and technology
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    • v.29 no.4
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    • pp.241-247
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    • 2006
  • Recently, interests and utilization on Computed Radiography(CR) and Digital Radiography(DR) tends to increase owing to an introduction of Picture Archiving and Communication System(PACS) and an accuracy control of special medical equipment for a breast imaging examination. This study was intended to compare and analyze a detector's imaging quality by each system to be used for the breast imaging examination by using ACR Phantom used at the accuracy control. As an evaluation method, a significance and reliability of image's value using the ACR Phantom was analyzed by using SPSS program. The results are followed. 1. For the fiber, there was 3.9 score in Screen-Film, 4.2 score in CR($50{\mu}m$), 3.2 score in CR($100{\mu}m$), and 4.2 score in DR. There was the high score in the order of CR($50{\mu}m$), DR, Screen-Film, and CR($100{\mu}m$)(P<0.05). 2. For the calcification, there was 2.7 score in Screen-Film, 2.5 score in CR($50{\mu}m$), 2.0 score in CR($100{\mu}m$), and 2.9 score in DR. There was the high score in the order of DR, Screen-Film, CR($50{\mu}m$), and CR($100{\mu}m$).(0.025(P<0.05). 3. For Mass, there was 3.8 score in Screen-Film, 3.8 score in CR($50{\mu}m$), 3.6 score in CR($100{\mu}m$), and 4.5 score in DR. There was the high score in the order of DR, CR($50{\mu}m$), Screen-Film, and CR($100{\mu}m$) (P<0.1). 4. As the total score, there was 10.4 score in Screen-Film, 10.6 score in CR($50{\mu}m$), 8.7 score in CR($100{\mu}m$), and 11.3 score in DR. There was the high score in the order of DR, $CR(50{\mu}m$), Screen-Film, and $CR(100{\mu}m$). As shown in the above results, it can be known that DR and Screen-Film System has higher image quality than CR. But, DR has unstability caused by element, and Screen-Film has the low image quality caused by artifact as disadvantages. When Dual-Side CR($50{\mu}m$) was used among CR systems which had the problem of low image quality, it was indicated that there was no difference with Screen-Film System. Because the radiation imaging examination tends to become digitalized, each system for the breast imaging examination will need to be developed and supplemented.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Efficient Object Localization using Color Correlation Back-projection (칼라 상관관계 역투영법을 적용한 효율적인 객체 지역화 기법)

  • Lee, Yong-Hwan;Cho, Han-Jin;Lee, June-Hwan
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.263-271
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    • 2016
  • Localizing an object in image is a common task in the field of computer vision. As the existing methods provide a detection for the single object in an image, they have an utilization limit for the use of the application, due to similar objects are in the actual picture. This paper proposes an efficient method of object localization for image recognition. The new proposed method uses color correlation back-projection in the YCbCr chromaticity color space to deal with the object localization problem. Using the proposed algorithm enables users to detect and locate primary location of object within the image, as well as candidate regions can be detected accurately without any information about object counts. To evaluate performance of the proposed algorithm, we estimate success rate of locating object with common used image database. Experimental results reveal that improvement of 21% success ratio was observed. This study builds on spatially localized color features and correlation-based localization, and the main contribution of this paper is that a different way of using correlogram is applied in object localization.

Analysis on Protection Ratio of IBAC DAB System for Co-Channel FM Interferer (동일채널 FM 간섭원에 대한 IBAC DAB 시스템의 혼신 보호비 분석)

  • Jeong, Young-Ho;Park, So-Ra;Kim, Geon;Lee, Hyun;Lee, Soo-In
    • Journal of Broadcast Engineering
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    • v.5 no.2
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    • pp.199-210
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    • 2000
  • The IBAC (In-Band Adjacent-Channel) DAB (Digital Audio Broadcasting) system is to provide multichannel CD quality audio services and multimedia data services including text and picture in FM band (88~105 MHz). As the FM band is being used by the existing analog radio broadcasting, there must he an analysis of the interference effect between IBAC DAB and analog FM signal. Therefore, the protection ratio should be evaluated to verify the system compatibility and allocate the new IBAC DAB channel in FM band. In this paper, among the three types of interferences, FM-to-DAB, DAB-to-FM and DAB-to-DAB, that can be occurred, the Protection ratio of IBAC DAB system for co-channel FM interferer is analyzed by modeling the FM interferer and considering the multipath fading channel. The simulation results show that IBAC DAB system has far better sensitivity than Eureka 147 and needs a relatively high protection ratio for co-channel FM interferer, because of its narrow bandwidth, about one third of that of Eureka 147.

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Application-Services, "Islands" utilizing web-picture (웹 영상을 활용한 "섬"앱 서비스에 관한 연구)

  • Kwon, Oh-Tae;Kang, Hyo-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2712-2716
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    • 2011
  • The development of mobile phone is growing everyday according to the change of our age. Most of all, the birth of smart phone has gotten lots of attentions. The Smart Phone has not only nalogue functions for calling and receiving but also has many multiple-service functions satisfying the contemporary digital needs. Due to the smart phone, people could access to various and plenty information simply by touching it. It was Sep. 2011 that the number of smart phone users began to be more than 15,000,000. That number stands for the turning point of digital revolution. In Korea, both of "Omnia" from Samsung and "i-phone" from Apple came into the market near the end of 2009. That time was so called the full-scale first smart-phone war, and thinking of the time, it could be named as the explosive growth of smart phones. We can predict that the smart phone will influence the real life of human beings not only the mobile phone market. In this way, the smart phone has come deeply into our life day by day. For instance, more people can be able to get the informations of their trip for their leisure and free weekends through the smart phone. Thus, our study, began with the theme of "Korean islands trip", will start in the relationship with the Application-Services, "Islands" utilizing web-pictures.

Study on the Development and Application of Image Viewer System (Image Viewer System의 개발 및 적용에 관한 고찰)

  • Yang, Oh-Nam;Seo, In-Ki;Hong, Dong-Ki;Kwon, Kyeong-Tae
    • The Journal of Korean Society for Radiation Therapy
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    • v.18 no.2
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    • pp.67-73
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    • 2006
  • Purpose: The number of patients receiving radiotherapy has increased every year and will keep increasing in the future. Therefore, the technique of radiotherapy is developing from day to day, as a result of it, the quantities of image and data used for radiotherapy are also considerably increasing. Therefore, there have been many difficulties in storing, keeping and managing them. Then, we developed and applied this system for improving complicated work process as well as solving these problems with the collaboration Medical Information Team. Materials and Methods: We exported its image at R & V (Record and Verify: Varis vision, Varian, USA) system and planning system after giving some code to be able to access from management system(RO) for department of radiation oncology to PACS. And, we programmed their information by using necessary information among many information included in DICOM head. Results: All images and data generated by our working environment (Simulation CT, L-gram image and internal body structure, DRR, does distribution )were realized at PACS and it became to be possible for clear image to be printed from any computer in department of radiation oncology. Conclusion: It was inevitable to use film during radiotherapy for patients in the past, however, due to the development of this system, film-less system became to be possible. Therefore, the darkroom space and its management cost in relation to the development process disappeared and it became to be unnecessary for spending tangible and intangible financial expense including human resources, time needed for finding film storing space and film and purchasing separate storing equipment for storing images. Finally, we think this system would be very helpful to handle ail complicated processes for radiotherapy and increasing efficiency of overall working conditions.

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A Study on the Utilization of 4K/UHD Camera with 2/3" Sensor : Focused on Application of HD Lens (2/3" 센서를 활용한 4K/UHD 카메라 활용방안 연구 : HD 렌즈 활용을 중심으로)

  • Kim, Sang-il;Park, Sung-chul;Kwon, Soon-chul;Lee, Seung-hyun;Hamacher, Alaric
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.227-234
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    • 2015
  • Recently, there is more and more demand on broadcasting display environment that provides a sense of realism basically with high quality and high definition as in UHDTV, so various kinds of 4K cameras have been released. Super 35mm sensor 4K/UHD cameras being generally used can be usefully applied to the single camera-based system such as advertisements, dramas, nature documentaries, and culture programs. However, in the multicamera-based system such as entertaining programs, sports, and concerts, relay broadcasting may face limitations as there are restrictions of close-up or tight shots according to the distance. Besides, 4K lenses are not enough compared with the previous HD lenses' group, so there are limitations in camera photographing shots that have been realized in HD filming. Therefore, to complement this, the use of 2/3 inch sensor 4K/UHD cameras is being demanded, and it is also needed to use various lenses' groups to produce UHD image contents. Accordingly, this study used Grass Valley's LDX 4K/UHD camera to analyze its applicability based on the picture quality test at the use of HD lenses in 2/3 sensors and also the possibility of its efficient application.

A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

Development of Global Fishing Application to Build Big Data on Fish Resources (어자원 빅데이터 구축을 위한 글로벌 낚시 앱 개발)

  • Pi, Su-Young;Lee, Jung-A;Yang, Jae-Hyuck
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.333-341
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    • 2022
  • Despite rapidly increasing demand for fishing, there is a lack of studies and information related to fishing, and there is a limit to obtaining the data on the global distribution of fish resources. Since the existing method of investigating fish resource distribution is designed to collect the fish resource information by visiting the investigation area using a throwing net, it is almost impossible to collect nation-wide data, such as streams, rivers, and seas. In addition, the existing method of measuring the length of fish used a tape measure, but in this study, a FishingTAG's smart measure was developed. When recording a picture using a FishingTAG's smart measure, the length of the fish and the environmental data when the fish was caught are automatically collected, and there is no need to carry a tape measure, so the user's convenience can be increased. With the development of a global fishing application using a FishingTAG's smart measure, first, it is possible to collect fish resource samples in a wide area around the world continuously on a real time basis. Second, it is possible to reduce the enormous cost for collecting fish resource data and to monitor the distribution and expansion of the alien fish species disturbing the ecosystem. Third, by visualizing global fish resource information through the Google Maps, users can obtain the information on fish resources according to their location. Since it provides the fish resource data collected on a real time basis, it is expected to of great help to various studies and the establishment of policies.