• Title/Summary/Keyword: Systems Engineering Tool

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Diagnosis and Visualization of Intracranial Hemorrhage on Computed Tomography Images Using EfficientNet-based Model (전산화 단층 촬영(Computed tomography, CT) 이미지에 대한 EfficientNet 기반 두개내출혈 진단 및 가시화 모델 개발)

  • Youn, Yebin;Kim, Mingeon;Kim, Jiho;Kang, Bongkeun;Kim, Ghootae
    • Journal of Biomedical Engineering Research
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    • v.42 no.4
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    • pp.150-158
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    • 2021
  • Intracranial hemorrhage (ICH) refers to acute bleeding inside the intracranial vault. Not only does this devastating disease record a very high mortality rate, but it can also cause serious chronic impairment of sensory, motor, and cognitive functions. Therefore, a prompt and professional diagnosis of the disease is highly critical. Noninvasive brain imaging data are essential for clinicians to efficiently diagnose the locus of brain lesion, volume of bleeding, and subsequent cortical damage, and to take clinical interventions. In particular, computed tomography (CT) images are used most often for the diagnosis of ICH. In order to diagnose ICH through CT images, not only medical specialists with a sufficient number of diagnosis experiences are required, but even when this condition is met, there are many cases where bleeding cannot be successfully detected due to factors such as low signal ratio and artifacts of the image itself. In addition, discrepancies between interpretations or even misinterpretations might exist causing critical clinical consequences. To resolve these clinical problems, we developed a diagnostic model predicting intracranial bleeding and its subtypes (intraparenchymal, intraventricular, subarachnoid, subdural, and epidural) by applying deep learning algorithms to CT images. We also constructed a visualization tool highlighting important regions in a CT image for predicting ICH. Specifically, 1) 27,758 CT brain images from RSNA were pre-processed to minimize the computational load. 2) Three different CNN-based models (ResNet, EfficientNet-B2, and EfficientNet-B7) were trained based on a training image data set. 3) Diagnosis performance of each of the three models was evaluated based on an independent test image data set: As a result of the model comparison, EfficientNet-B7's performance (classification accuracy = 91%) was a way greater than the other models. 4) Finally, based on the result of EfficientNet-B7, we visualized the lesions of internal bleeding using the Grad-CAM. Our research suggests that artificial intelligence-based diagnostic systems can help diagnose and treat brain diseases resolving various problems in clinical situations.

The Research on Recommender for New Customers Using Collaborative Filtering and Social Network Analysis (협력필터링과 사회연결망을 이용한 신규고객 추천방법에 대한 연구)

  • Shin, Chang-Hoon;Lee, Ji-Won;Yang, Han-Na;Choi, Il Young
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.19-42
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    • 2012
  • Consumer consumption patterns are shifting rapidly as buyers migrate from offline markets to e-commerce routes, such as shopping channels on TV and internet shopping malls. In the offline markets consumers go shopping, see the shopping items, and choose from them. Recently consumers tend towards buying at shopping sites free from time and place. However, as e-commerce markets continue to expand, customers are complaining that it is becoming a bigger hassle to shop online. In the online shopping, shoppers have very limited information on the products. The delivered products can be different from what they have wanted. This case results to purchase cancellation. Because these things happen frequently, they are likely to refer to the consumer reviews and companies should be concerned about consumer's voice. E-commerce is a very important marketing tool for suppliers. It can recommend products to customers and connect them directly with suppliers with just a click of a button. The recommender system is being studied in various ways. Some of the more prominent ones include recommendation based on best-seller and demographics, contents filtering, and collaborative filtering. However, these systems all share two weaknesses : they cannot recommend products to consumers on a personal level, and they cannot recommend products to new consumers with no buying history. To fix these problems, we can use the information which has been collected from the questionnaires about their demographics and preference ratings. But, consumers feel these questionnaires are a burden and are unlikely to provide correct information. This study investigates combining collaborative filtering with the centrality of social network analysis. This centrality measure provides the information to infer the preference of new consumers from the shopping history of existing and previous ones. While the past researches had focused on the existing consumers with similar shopping patterns, this study tried to improve the accuracy of recommendation with all shopping information, which included not only similar shopping patterns but also dissimilar ones. Data used in this study, Movie Lens' data, was made by Group Lens research Project Team at University of Minnesota to recommend movies with a collaborative filtering technique. This data was built from the questionnaires of 943 respondents which gave the information on the preference ratings on 1,684 movies. Total data of 100,000 was organized by time, with initial data of 50,000 being existing customers and the latter 50,000 being new customers. The proposed recommender system consists of three systems : [+] group recommender system, [-] group recommender system, and integrated recommender system. [+] group recommender system looks at customers with similar buying patterns as 'neighbors', whereas [-] group recommender system looks at customers with opposite buying patterns as 'contraries'. Integrated recommender system uses both of the aforementioned recommender systems to recommend movies that both recommender systems pick. The study of three systems allows us to find the most suitable recommender system that will optimize accuracy and customer satisfaction. Our analysis showed that integrated recommender system is the best solution among the three systems studied, followed by [-] group recommended system and [+] group recommender system. This result conforms to the intuition that the accuracy of recommendation can be improved using all the relevant information. We provided contour maps and graphs to easily compare the accuracy of each recommender system. Although we saw improvement on accuracy with the integrated recommender system, we must remember that this research is based on static data with no live customers. In other words, consumers did not see the movies actually recommended from the system. Also, this recommendation system may not work well with products other than movies. Thus, it is important to note that recommendation systems need particular calibration for specific product/customer types.

Understanding Biotechnology: An Analysis of High School Students' Concepts (생명공학의 기본 개념에 대한 고등학생의 이해도 조사 및 개념 분석)

  • Chung, Young-Lan;Kye, Bo-Ah
    • Journal of The Korean Association For Science Education
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    • v.18 no.4
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    • pp.463-472
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    • 1998
  • Biotechnology is the process of using biological system for the production of materials. Genetic engineering, a subset of biotechnology, is the process of altering biological systems by the purposeful manipulation of DNA It is a new field in biology and no topic in biology is more likely to impact our personal lives and is therefore more worthy of our attention and understanding. The purpose of this study was to investigate students' understanding of the concepts of biotechnology, and a test tool which is made up of 20 basic questions was developed for the study. The subject of this study was high school students and the sample size was 486. In order to find out the source of students' misunderstanding, we also analysed high school textbooks and teachers were given the same tool applied to students. Two-way ANOVA was used for the analysis. Major findings of this study are as following; 1. Mean score of students was 41, and there was a significant difference between the scores of boys and girls(p<0.05). Female students scored higher than male students. The variables "region" and "major" had no significant influence. 2. Students' the most misunderstood concepts were "monoclonal antibody" and "gene cloning". Many students thought that a plamid DNA originally has a useful DNA in it, which is apparently wrong. 3. Mean score of teachers was 82, and the variabes of gender and career did not have statistically significant influence on the result(p>0.05). 4. Teachers got the lowest scores on the concepts of "gene therapy", "the accomplishment of biotechnology in agriculture and medicine", and "plasmid DNA". The results of item analysis implied that teachers' misunderstanding might be a part of the sources of students' misunderstaning. 5. Out of 18 basic concepts selected in the study, only 10 concepts were explained well enough in most textbooks. The results of item analysis indicated that textbooks also could be a part of the source of students' misunderstanding.

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An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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Design and Implementation of IoT based Low cost, Effective Learning Mechanism for Empowering STEM Education in India

  • Simmi Chawla;Parul Tomar;Sapna Gambhir
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.163-169
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    • 2024
  • India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.

The Trophic State Assessment using Biochemical Composition in the Surface Sediments, the Southern Coast of Korea (표층 퇴적물의 생화학적 조성을 이용한 남해연안 영양상태 평가)

  • Cho, Yoon-Sik;Kim, Yoon-Bin;Lee, Won-Chan;Hong, Sok-Jin;Lee, Suk-Mo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.19 no.2
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    • pp.101-110
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    • 2013
  • In order to classify the trophic state and environmental quality of marine coastal system, an approach using the characteristics and biochemical composition in the sediments can be available. This research, including 25 coastal bay, belong to 131 stations, was carried out along the south coasts of Korea in February 2007. Type of sediment, total ogranic carbon, total nitrogen, phytopigments and biochemical composition(proteins, lipids, carbohydrates) were analyzed. Result from Multi-dimensional Scaling(MDS) ordination indicates that four group can be identified. The result of ANOVA with tukey test shows that the concentrations of proteins, carbohydrates and biopolymeric carbon were significantly different to four groups. We propose the trophic state classification for these groups using the biochemical composition of sediment organic matter. I group(Masan, Jinhae, Haengam) has been defined as hypertrophic state, II group(Tongyeong, Goseong;Jaran, Geoje et al.), as eutrophic; III group(Gamak, Deungnyang, Yeoja et al.), as mesotrophic and IV group(Sinan, Jindo, Muan), as oligotrophic. On the basis of results reported in this study, the biochemical composition of sediment organic matter could be considered an useful and sensitive tool for the classification of the trophic state of marine coastal systems.

A Study on the Job Stress of Opticians (안경사 직무스트레스에 관한 연구)

  • Hwang, Hae-Young;Kim, Hyun-Mok;Kim, In-Soo;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.1
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    • pp.1-10
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    • 2013
  • Purpose: This study is conducted to evaluate the job stressors for opticians in Ulsan city. Methods: We investigated job stress of 180 opticians working in Ulsan. The results of this study from The Korean standard job stressors assessment tool developed by Korea occupational safety and health agency (KOSHA) was compared with Korean reference value. The questionnaire on the social, demographic characteristics of opticians was also used to find the factors affecting to job stressors by using multiple linear regression analysis. Results: Among the eight fields of stressors, the interpersonal conflict (the median value; 33.4, the measurements; men; 38.8, women; 41.5) and company culture (the median; 41.7, the measurements; men; 47.4, women; 49.3) were higher than the median value of the Korean workers. By multiple linear regression analysis, the significant factors to the interpersonal conflict were the duty, working hours, unmarried, average salary. In terms of the company culture, last school, rest day of month, job career, average salary and working hours were significantly associated to the score of company culture. Conclusions: Based on the results, important factor in the formation of a positive organizational culture through to improve treatment of opticians investigation and mutual horizontal communication systems in the workplace for the manage on interpersonal conflict and company culture.

Development of C2 Virtual Linked Simulator For Engineering and Engagement Level Battle Experimentation (공학-교전급 전투실험을 위한 C2 가상모의 연동 시뮬레이터 개발)

  • Lee, Sangtae;Lee, Seungyoung;Hwang, Kun-Chul;Kim, Saehwan;Lee, Kyuhyun
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.11-19
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    • 2013
  • The Korean naval weapon systems, combat experiments establish the concept of Battle operations, and create the future of the new weapons system. Doctrine development and training as well as ranging from experiments for evaluate the performance of mission operations for combat experiments are used. The battle lab is effectively support tool for the Korean Naval battle experiments. The battle lab is through a dedicated testing facility and to build efficient and effective simulation-based acquisition supporting environment. In this paper, the ship / submarines C2 operations virtual simulator was developed to support the concept of Battle operations of naval combat experiments in training and tactical development. The ship C2 operations virtual simulator makes the anti-ship and anti-aircraft the engagement scenario for performed experiments using the SADM. The submarines C2 operations virtual simulator makes the anti-submarine engagement scenario for performed experiments using EAS. EAS System was created before reuse. EAS system by modifying the additional interfaces HLA-RTI has been reused. Reflected in the tactics and training after analysis of the results through the battle experiment. Also increase training fidelity through operator involvement. The anti-ship and anti-aircraft system architecture (SADM) and anti-submarine system architecture (EAS) requires unique design of system framework since two separate architectures should be integrated into a system. An C2 virtual linked architecture was used to integrate different system architecture. A C2 virtual linked software framework, designed that have integrated protocol for battle experimental linkage and battlefield visualization environment.

Simulation Analysis on Passengers' Normal Evacuation Scenarios Considering the Changes of Heeling Angle during MV Sewol's Sinking (세월호 침몰시의 힐링각변화 조건에서 승객의 정상적인 탈출시나리오에 관한 시뮬레이션 분석)

  • Hwang, Kwang-Il
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.21 no.1
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    • pp.47-56
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    • 2015
  • Under the conditions of invested actual changes of heeling angles during MV Sewol's sinking, this study proposes passengers' evacuation scenarios, which are based on the assumption of normal orders of evacuation being given to the passengers, and evaluates using a marine-specialized human evacuation simulation tool. As results, when the heeling angle is set as 0 degree or 30 degree, it is found out that almost every passengers can success to evacuate to the musterstations, even though the evacuation times are different depending on the scenarios and the walking speeds. Meanwhile, when the heeling angle is varied as the Sewol incident, 3.1 %(Scenario Sc-Va which set chutes on port side as evacuation routes), 11.1 %(Sc-Vb, every open decks of port side as evacuation routes) and 20.0 %(Sc-Vc, every open decks of port and AFT sides as evacuation routes) among 476 passengers can successfully reach to the musterstations from their cabins with the condition of average walking speed as 2.04 m/s on flat. And only 0.8 %(Sc-Va), 3.8 %(Sc-Vb) and 10.7 %(Sc-Vc) can success to evacuate with the condition of average walking speed as 1.48 m/s on flat.

Performance evaluation using BER/SNR of wearable fabric reconfigurable beam-steering antenna for On/Off-body communication systems (On/Off-body 통신시스템을 위한 직물소재 웨어러블 재구성 빔 스티어링 안테나의 BER/SNR 성능 검증)

  • Kang, Seonghun;Jeong, Sangsoo;Jung, Chang Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.7
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    • pp.4842-4848
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    • 2015
  • This paper presents a comparison of communication performance between the reconfigurable beam-steering antenna and the omni-directional (loop) antenna during standstill and walking motion. Both omni-directional and reconfigurable antennas were manufactured on the same fabric (${\varepsilon}_r=1.35$, $tqn{\delta}=0.02$) substrate and operated around 5 GHz band. The reconfigurable antenna was designed to steer the beam directions. To implement the beam-steering capability, the antenna used two PIN diodes. The measured peak gains were 5.9-6.6 dBi and the overall half power beam width (HPBW) was $102^{\circ}$. In order to compare the communication efficiency, both the bit error rate (BER) and the signal-to-noise ratio (SNR) were measured using a GNU Radio Companion software tool and user software radio peripheral (USRP) devices. The measurement were performed when both antennas were standstill and walking motion in an antenna chamber as well as in a smart home environment. From these results, the performances of the reconfigurable beam steering antenna outperformed that of the loop antenna. In addition, in terms of communication efficiencies, in an antenna chamber was better than in a smart home environment. In terms of movement of antennas, standstill state has better results than walking motion state.