• Title/Summary/Keyword: Interactive 4D

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The difference of image quality using other radioactive isotope in uniformity correction map of myocardial perfusion SPECT (심근 관류 SPECT에서 핵종에 따른 Uniformity correction map 설정을 통한 영상의 질 비교)

  • Song, Jae hyuk;Kim, Kyeong Sik;Lee, Dong Hoon;Kim, Sung Hwan;Park, Jang Won
    • The Korean Journal of Nuclear Medicine Technology
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    • v.19 no.2
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    • pp.87-92
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    • 2015
  • Purpose When the patients takes myocardial perfusion SPECT using $^{201}Tl$, the operator gives the patients an injection of $^{201}Tl$. But the uniformity correction map in SPECT uses $^{99m}Tc$ uniformity correction map. Thus, we want to compare the image quality when it uses $^{99m}Tc$ uniformity correction map and when it uses $^{201}Tl$ uniformity correction map. Materials and Methods Phantom study is performed. We take the data by Asan medical center daily QC condition with flood phantom including $^{201}Tl$ 21.3 kBq/mL. After postprocessing with this data, we analyze CFOV integral uniformity(I.U) and differential uniformity(D.U). And we take the data with Jaszczak ECT Phantom by American college of radiology accreditation program instruction including $^{201}Tl$ 33.4 kBq/mL. After post processing with this data, we analyze spatial Resolution, Integral Uniformity(I.U), coefficient of variation(C.V) and Contrast with Interactive data language program. Results In the flood phantom test, when it uses $^{99m}Tc$ uniformity correction map, Flood I.U is 3.6% and D.U is 3.0%. When it uses $^{201}Tl$ uniformity correction map, Flood I.U is 3.8% and D.U is 2.1%. The flood I.U is worsen about 5%, but the D.U is improved about 30% inversely. In the Jaszczak ECT phantom test, when it uses $^{99m}Tc$ uniformity correction map, SPECT I.U, C.V and contrast is 13.99%, 4.89% and 0.69. When it uses $^{201}Tl$ uniformity correction map, SPECT I.U, C.V and contrast is 11.37%, 4.79% and 0.78. All of data are improved about 18%, 2%, 13% The spatial resolution was no significant changes. Conclusion In the flood phantom test, Flood I.U is worsen but Flood D.U is improved. Therefore, it's uncertain that an image quality is improved with flood phantom test. On the other hand, SPECT I.U, C.V, Contrast are improved about 18%, 2%, 13% in the Jaszczak ECT phantom test. This study has limitations that we can't take all variables into account and study with two phantoms. We need think about things that it has a good effect when doctors decipher the nuclear medicine image and it's possible to improve the image quality using the uniformity correction map of other radionuclides other than $^{99m}Tc$, $^{201}Tl$ when we make other nuclear medicine examinations.

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Aesthetic Analysis of Digital Art Using Fashion Illustration Software - Focusing on Alfred Einstein's Theory of Relativity - (디지털아트에 의한 패션일러스트레이션의 소프트웨어 미학 분석 - 아인슈타인의 상대성이론을 중심으로 -)

  • Oh, Eun-Kyung;Kwak, Tai-Gi
    • Journal of the Korean Society of Costume
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    • v.60 no.3
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    • pp.26-43
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    • 2010
  • The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Analyzing Users' Perception and Attitude Associated with Usage of Signage (사이니지에 대한 이용자 인식 및 태도에 관한 연구)

  • Kim, Hang Sub;Kim, Hyung Joon;Lee, Bong Gyou
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.4
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    • pp.291-302
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    • 2013
  • Signage can be defined as the media device that provides specific information to many unspecified users in public places. Recently applied context-aware technology, signage provides personal on-demand information services in a way that can continue to evolve. The purpose of this study is to analyze characteristics of types which users identify signage on the perceptions and attitudes about consideration of the perspective of the experts in the fields. The research is carried out by applying Q methodology with in-depth interview. First, interviews are conducted to determine the perceptions and attitudes of experts and practitioners on signage. Thereafter users' perceptions and attitudes toward signage are classified by each types using Q methodology. The first type is named as 'signage as smart media', the second type is named as 'signage as passive media', and the third type is named as 'signage as interactive media' is named. The results of this study will be useful guidelines for conducting further academic researches and R&D.

Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.469-476
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    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

A Viewpoint Switching Service for Multi-View Videos based on MPEG-4 System (MPEG-4 시스템 기반의 다시점 동영상 시점 전환 서비스)

  • Park, Kyung-Seok;Kim, Min-Jun;Kang, Sung-Hwan;Kim, Sung-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.65-69
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    • 2010
  • Moving Picture Expert Group(MPEG) is the organization foundedin 1998 to establish the standards for compressing and expressing the multimedia contents. The organization has established the technological standards such as MPEG-1, MPEG-2, MPEG-4 and MPEG-7. As the 3D video related standards, there is Multiview Profile which is included in the MPEG-2 video of 1996. However, as the MPEG-2 multiview profile is the standard for compressing the videos from two viewpoints on the object, it is not enough to meet the requirement of multiviewvideo technology. In addition, it does not have the technology on the viewpoint switching that it does not provide the services such as the user interaction. This paper proposes the structure in which the specific viewpoint can be described for video switching in addition to the current MPEG-4 system.

Computer-Aided Process Planning System of Cold Forging and its Verification by F.E. Simulation (냉간단조 공정설계 시스템과 유한요소해석에 의한 검증)

  • Lee, E.H.;Kim, D.J.;Park, J.C.
    • Journal of the Korean Society for Precision Engineering
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    • v.13 no.4
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    • pp.43-52
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    • 1996
  • This paper describes interactive computer procedures for design the forming sequences in cold forging. This system is implemented on the personal computer and its environment is a commercial AutoCAD system. The programming language. AutoLISP, was used for the configuration of the system. Since the process of metal forming can be considered as a transformation of geometry, treatment of the geometry of the part is a key in process planning. To recognize the part section geometry, the section entity representation, the section coordinate-redius representation and the section primitive geometru were adopted. This system includes six major modules such as input module, forging design module, forming sequence design module, die design module, FEM verification module and output module which are used independently or in all. The sequence drawing wigh all dimensions, which includes the dimensional tolerances and the proper sequence of operations, can generate under the environment of AutoCAD. The acceptable forming sequences can be verified further, using the FE simulation.

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High-Efficiency and Low-Complexity Spread Spectrum ALOHA for Machine-to-Machine Communications (사물지능 통신을 위한 고효율 저복잡도 대역 확산 알로하 기법)

  • Noh, Hong-jun;Park, Hyung-won;Lim, Jae-sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1700-1706
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    • 2016
  • To improve the number of simultaneous transmissions of machine-to-machine traffic in a spread spectrum ALOHA channel, we propose a new spreading technique called doubly truncated cyclic code shift keying (DTCCSK). By truncating the codeset of cyclic code shift keying, DTCCSK freely adjusts the spreading factor and the symbol length. As a result, DTCCSK exhibits both a high spectral efficiency of M-ary signaling and low implementation complexity of a direct sequence.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Object Identification and Localization for Image Recognition (이미지 인식을 위한 객체 식별 및 지역화)

  • Lee, Yong-Hwan;Park, Je-Ho;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.11 no.4
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    • pp.49-55
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    • 2012
  • This paper proposes an efficient method of object identification and localization for image recognition. The new proposed algorithm utilizes correlogram back-projection in the YCbCr chromaticity components to handle the problem of sub-region querying. Utilizing similar spatial color information enables users to detect and locate primary location and candidate regions accurately, without the need for additional information about the number of objects. Comparing this proposed algorithm to existing methods, experimental results show that improvement of 21% was observed. These results reveal that color correlogram is markedly more effective than color histogram for this task. Main contribution of this paper is that a different way of treating color spaces and a histogram measure, which involves information on spatial color, are applied in object localization. This approach opens up new opportunities for object detection for the use in the area of interactive image and 2-D based augmented reality.