In this paper, we propose new method to reduce variance and express mixed feelings in Russell's emotional dimension(A Circumplex model). A Circumplex model shows mean and variance of emotions(joy, sad, happy, enjoy et. al.) in PAD(Pleasure, Arousal, Dominace, et. al.) dimension using self-diagnostic method(SAM: Self-Assessment-Manikin). But other researchers consistently insisted that Russell's model had two problems. First, data(emotional words) gathered by Russell's method have too big variance. So, it is difficult to separate valid value. Second, Russell's model can not properly represent mixed feelings because it has structural problem(It has a single Pleasure dimension). In order to solve these problems, we change survey methods, so that we reduce value of variance. And then we conduct survey(which can induce mixed feelings) to prove Positive/Negative(Pleasure) part in emotion and confirm that Russell's model can be used to express mixed feelings. Using this method, we can obtain high reliability and accuracy of data and Russell's model can be applied in many other fields such as bio-signal, mixed feelings, realistic broadcasting, et. al.
Background : Computer- and web-based simulation methods help students develop problem solving and decision making skills. In addition, they provide reality based learning to the student clinical experience with immediate medical feedback as well as repetitive training, on-site reviews and case closure. Materials and Methods : Seventy-five third-year medical students participated in a two-week simulation program. The students selected four modules from eight modules as follows: airway and breathing 1, cardiac arrest 1, cardiac arrhythmia 1, and chest pain 1, and then selected the first case within each of the modules. After 2 weeks, a pass score was obtained and the data analyzed. The average pass score of over 70% was considered a passing grade for each module. If the student did not pass each module, there was no score (i.e., pass score was zero). In addition, when at least one of the four modules was zero, the student was not included in this study. Results : Seventy-five students participated in the simulation program. Nineteen students were excluded based on their performance. The final number of students studied was 56 students (74.7%). The average scores for each module 1 to 4 were 86.7%, 85.3%, 84.0%, and 84.0%, and the average obtained pass score was 88.6 for the four modules in all 56 students. Conclusion : Medical simulation enabled students to experience realistic patient situations as part of medical learning. However, it has not been incorporated into traditional educational methodology. Here we describe the introduction and the development of various simulation modules and technologies for medical education.
The virtual memory system in 4.4 BSD operating systems exploits a clustering scheme to reduce disk I/Os in paging out (or flushing) modified pages that are intended to be replaced in order to make free rooms in memory. Upon the page out of a victim page, the scheme stores a cluster (or group) of modified pages contiguous with the victim in the virtual address space to swap disk at a single disk write. However, it fails to find large clusters of contiguous pages if applications change pages not adjacent with each other in the virtual address space. To address the problem, we propose a new clustering scheme called Multiple-Object Clustering (MOC), which together stores multiple clusters in the virtual address space at a single disk write instead of paging out the clusters to swap space at separate disk I/Os. This multiple-cluster transfer allows the virtual memory system to significantly decrease disk writes, thus improving the page-out performance. Our experiments in the FreeBSD 6.2 show that MOC improves the execution times of realistic benchmarks such as NS2, Scimark2 SOR, and nbench LU over the traditional clustering scheme ranging from 9 to 45%.
For medical students and doctors, knowledge of the three-dimensional (3D) structure of brain is very important in diagnosis and treatment of brain diseases. Two-dimensional (2D) tools (ex: anatomy book) or traditional 3D tools (ex: plastic model) are not sufficient to understand the complex structures of the brain. However, it is not always guaranteed to dissect the brain of cadaver when it is necessary. To overcome this problem, the virtual dissection programs of the brain have been developed. However, most programs include only 2D images that do not permit free dissection and free rotation. Many programs are made of radiographs that are not as realistic as sectioned cadaver because radiographs do not reveal true color and have limited resolution. It is also necessary to make the virtual dissection programs of each race and ethnic group. We attempted to make a virtual dissection program using a 3D image of the brain from a Korean cadaver. The purpose of this study is to present an educational tool for those interested in the anatomy of the brain. The procedures to make this program were as follows. A brain extracted from a 58-years old male Korean cadaver was embedded with gelatin solution, and serially sectioned into 1.4 mm-thickness using a meat slicer. 130 sectioned specimens were inputted to the computer using a scanner ($420\times456$ resolution, true color), and the 2D images were aligned on the alignment program composed using IDL language. Outlines of the brain components (cerebrum, cerebellum, brain stem, lentiform nucleus, caudate nucleus, thalamus, optic nerve, fornix, cerebral artery, and ventricle) were manually drawn from the 2D images on the CorelDRAW program. Multimedia data, including text and voice comments, were inputted to help the user to learn about the brain components. 3D images of the brain were reconstructed through the volume-based rendering of the 2D images. Using the 3D image of the brain as the main feature, virtual dissection program was composed using IDL language. Various dissection functions, such as dissecting 3D image of the brain at free angle to show its plane, presenting multimedia data of brain components, and rotating 3D image of the whole brain or selected brain components at free angle were established. This virtual dissection program is expected to become more advanced, and to be used widely through Internet or CD-title as an educational tool for medical students and doctors.
Journal of the Korean Society of Clothing and Textiles
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v.34
no.2
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pp.371-384
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2010
This research investigates the historical changes of the educational system for the clothing departments at vocational high schools. According to the growth of the fashion industry, employment potential in the clothing departments of the vocational high schools, numerical changes in the educational statistics, and curriculums were investigated by papers, reports, and statistic data. The statistic data were derived from the 'Center Educational Statistics and Information', 'School Information' (Hak-gyo Alimi), 'Korean Statistical Information Services' and internet home pages of vocational high schools. Technical service workers that graduate from clothing departments and vocational high schools have limited competitiveness in a thriving fashion industry field. Highly developed fashion industries require more professional workers in fashion design, fashion marketing, and fashion materials. Compared to 1994, when 35 classes were conducted in 5 vocational high schools, 69 classes are now conducted at 15 schools. They have over 2,000 students and produce over 600 graduates. However, 222 credits of the $1^{st}$ curriculum in 1958 went down to 82 credits in the 2007 revised curriculum to complete the credits of clothing departments. The 15 courses of the 1st curriculum fell to 5 courses in the 2007 revised curriculum on the number of major subjects. It is a fundamental problem that major courses in clothing education have been excessively reduced despite the demand for of highly specialized workers in the fashion industry. In the view of operating conditions of those schools, there were several problems such as the wide gaps in the curriculum, limited equipment, the supply of teachers, and counseling on the choice of college or a career. In conclusion, the following measures are required: 1) the increase of complement credits in major subjects and renovation of curriculum, 2) national substantial support to change the social circumstance concerning vocational education and occupational consciousness, 3) operation of credit approving systems in universities and colleges for students that have completed the same courses at vocational high schools, 4) designing realistic programs for vocational education and cooperation systems with corporate enterprises.
As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.
Journal of the Korean Society for Aeronautical & Space Sciences
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v.47
no.12
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pp.874-880
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2019
This paper introduces a method which can be effectively used for the path planning of UAV in a realistic map which has mountainous terrains, air defense networks and radars based on the Visibility Graph. Existing studies of Visibility Graph have been studied mainly for simple shape obstacles in 2-dimensional environment such as self-driving cars which avoid buildings. However, for UAV, Visibility Graph must be used in 3-dimensional environment for the variance of altitude. This occurs significant elapsed time increase because of the increase of the amount of the visibility of node sets. To solve this problem, this paper decrease the number of nodes which consists the complex terrain environments using convex hull based on Layered Visibility Graph. With convex hull method, this paper confirmed that the elapsed time is decreased about 99.5% compared to the case which has no decrease of the number of nodes.
Journal of the Society of Naval Architects of Korea
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v.30
no.2
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pp.76-85
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1993
In order to predict the free surface signature of turbulent ship wakes two things are essential; a basic understanding of the mechanism of turbulent vortical flow/free surface interactions and a mathematical model to accurately predict the signature. The goal of the study described here is both to supplement experimental work to obtain basic understanding, as well as to condense this understanding in a model(or models) that captures the essential phenomena and thus allows predictions. To do so we followed two main paths guided by experimental observations. One is full simulations of the flow using the clavier-Stokes equations. The other is a vortex modeling, where the vortical structures of the flows are approximated by idealized structures, an the interaction assumed to be essentially inviscid. These approaches complement each other. Full simulations are only applicable to small scale phenomena, where the system is simple, and the Reynolds number is low. The vortex modeling, on the other hand, cannot represent essentially viscous aspects of the problem such as the effect of contamination gradient. Obviously, the modeling is what may eventually lead to a prediction method; the full simulations-too limited to mimic all but the simplest circumstances-are to aid and support the construction of realistic models. We address two-dimensional aspects of the vortex/free surface interaction first. Secondly we obtain some basic understanding of the interaction process through an experiment and then talk about several three-dimensional problems hoping to develop a successful prediction model.
In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.
This study is devoted to the problems of thermal and shrinkage stresses in order to avoid cracking at early ages. The early-age damage induced by volume change has great influence on the long-term structural performance of the concrete structures such as its durability and serviceability To solve this complex problem, the computer programs for analysis of thermal and shrinkage stresses were developed. In these procedures, numerous material models are needed and the realistic numerical models have been developed and validated by comparison with relevant experimental results in order to solve practical problems. A framework has been established for formulation of material models and analysis with 3-D finite element method. After the analysis of the temperature, moisture and degree of hydration field in hardening concrete structure, the stress development is determined by incremental structural formulation derived from the principle of virtual work. In this study, the stress development is related to thermal and shrinkage deformation, and resulting stress relaxation due to the effect of early-age creep. From the experimental and numerical results it is found that the early-age creep p)ays important role in evaluating the accurate stress state. The developed analysis program can be efficiently utilized as a useful tool to evaluate the thermal and shrinkage stresses and to find measures for avoiding detrimental cracking of concrete structures at early ages.
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