• 제목/요약/키워드: brain text

검색결과 72건 처리시간 0.027초

사람 뇌의 3차원 영상과 가상해부 풀그림 만들기 (Manufacture of 3-Dimensional Image and Virtual Dissection Program of the Human Brain)

  • 정민석;이제만;박승규;김민구
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1998년도 추계학술대회
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    • pp.57-59
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    • 1998
  • 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.

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EEG Asymmetry Changes by the Left and the Right SMR Brainwave of the Computer Learning Versus the Paper and Pencil Learning

  • Kwon, Hyung-Kyu;Cho, Jang-Sik
    • Journal of the Korean Data and Information Science Society
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    • 제18권4호
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    • pp.1073-1079
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    • 2007
  • The purpose of this study is to present the relationship between the computer learning and the paper and pencil learning through the math learning (simple computation and complex computation) and the cartoon learning and text learning. The canonical correlation and pairwise t-test of the SMR asymmetry brainwaves of the left and the right brain show the brainwaves with the respect to the manner in which they process information during the specified task by identifying the relative activity of the brainwaves of the left and the right brain. SMR brainwave which known as the scientific measure tool for the activity and the function of the neuronal cell were found to predict the level of the awakening to check the readiness of study preparation. Computer education as a medium of the individualized and the repetitive education shows the difference from the paper and the pencil test in the respect of the differences and the relationship of the SMR brainwave of the learning process.

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컴퓨터 게임 개발을 위한 아이디어 발상에 관한 연구 (For the development Computer Game, using the Creative Group Thinking System)

  • 한경돈
    • 한국컴퓨터정보학회논문지
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    • 제11권4호
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    • pp.175-180
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    • 2006
  • 컴퓨터 게임 개발에 있어서 가장 중요한 요소 중의 하나는 창의적인 아이디어이다. 컴퓨터 게임 개발의 프로세스의 1단계 작업과정에서 핵심은 창의적인 아이디어를 발상하는 것이다. 이러한 과정을 위해 선행연구 개발된 웹 기반 창의적 발상시스템(Creative Group Thinking System:이하 CGTS))을 통하여 게임 개발에 적용하여 활용하고자 한다. 따라서 본 연구는 게임디자인 작업부분의 아이디어발상 작업을 웹 환경에서 프로그램화하여 창의력을 높이고 작업시간을 단축하며, 완성도를 높이고자 한다.

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단어빈도와 단어규칙성 효과에 기초한 합성음 평가 (The Text-to-Speech System Assessment Based on Word Frequency and Word Regularity Effects)

  • 남기춘;최원일;김충명;최양규;김종진
    • 대한음성학회지:말소리
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    • 제53호
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    • pp.61-74
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    • 2005
  • In the present study, the intelligibility of the synthesized speech sounds was evaluated by using the psycholinguistic and fMRI techniques. In order to see the difference in recognizing words between the natural and synthesized speech sounds, word regularity and word frequency were varied. The results of Experiment1 and Experiment2 showed that the intelligibility difference of the synthesized speech comes from word regularity. In the case of the synthesized speech, the regular words were recognized slower than the irregular words, and there was smaller activation of the auditory areas in brain for the regular words than for the irregular words.

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스마트폰 유형에 따른 문자 입력 시 뇌파 및 아래팔 근활성도 비교 (A Comparison of EEG and Forearms EMG Activity depend on the Type of Smartphone when Inputting Text Messages)

  • 이형수;고경진;김진원;박송이;박지선;박진리;석혜리;양구름;양시은;윤광오
    • 대한통합의학회지
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    • 제2권2호
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    • pp.79-88
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    • 2014
  • Purpose: This study investigated the relationship between smartphone addiction propensities and compare muscle activity of the forearms and brain wave depend on the type of smartphone when inputting text messages. Method: We used an EMG to measure the change in muscle activity by attaching pads to the four muscles in both forearms of all 16 participants. We simultaneously conducted EEG measurements by observing the changes in alpha and beta waves recorded from electrode attached to both ears and the forehead of the participants. The participants had to input a given text using three different types of smartphones for ten minutes each. Result: The comparison of the EMG when inputting text involved a one way analysis of variance and the results showed that the iPad3 was highest for muscle activity followed by GALAXY Note2 and iPhone4. For EEG measurement, a one way analysis of variance was also used and the results showed iPhone4 was higest followed by GALAXY Note2 and finally iPad3 for EEG stress score. Conclusion: The results are thought to be used as reference data for smart phone users.