• Title/Summary/Keyword: digital designing

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Comparison of Multi-Label U-Net and Mask R-CNN for panoramic radiograph segmentation to detect periodontitis

  • Rini, Widyaningrum;Ika, Candradewi;Nur Rahman Ahmad Seno, Aji;Rona, Aulianisa
    • Imaging Science in Dentistry
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    • v.52 no.4
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    • pp.383-391
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    • 2022
  • Purpose: Periodontitis, the most prevalent chronic inflammatory condition affecting teeth-supporting tissues, is diagnosed and classified through clinical and radiographic examinations. The staging of periodontitis using panoramic radiographs provides information for designing computer-assisted diagnostic systems. Performing image segmentation in periodontitis is required for image processing in diagnostic applications. This study evaluated image segmentation for periodontitis staging based on deep learning approaches. Materials and Methods: Multi-Label U-Net and Mask R-CNN models were compared for image segmentation to detect periodontitis using 100 digital panoramic radiographs. Normal conditions and 4 stages of periodontitis were annotated on these panoramic radiographs. A total of 1100 original and augmented images were then randomly divided into a training (75%) dataset to produce segmentation models and a testing (25%) dataset to determine the evaluation metrics of the segmentation models. Results: The performance of the segmentation models against the radiographic diagnosis of periodontitis conducted by a dentist was described by evaluation metrics(i.e., dice coefficient and intersection-over-union [IoU] score). MultiLabel U-Net achieved a dice coefficient of 0.96 and an IoU score of 0.97. Meanwhile, Mask R-CNN attained a dice coefficient of 0.87 and an IoU score of 0.74. U-Net showed the characteristic of semantic segmentation, and Mask R-CNN performed instance segmentation with accuracy, precision, recall, and F1-score values of 95%, 85.6%, 88.2%, and 86.6%, respectively. Conclusion: Multi-Label U-Net produced superior image segmentation to that of Mask R-CNN. The authors recommend integrating it with other techniques to develop hybrid models for automatic periodontitis detection.

Design of Elementary, Middle and High School SW·AI-based Learning Platform in IoT Environment (사물인터넷 환경에서의 초·중·고 SW·AI기반 학습 플랫폼 설계)

  • Keun-Ho Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.117-123
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    • 2023
  • While applying new digital technologies, interest in software and artificial intelligence is quite high. In particular, many changes are being made for the development of software and artificial intelligence in the field of education. From 2025, software and artificial intelligence-related curricula will be applied to public education in elementary, middle and high schools. The Ministry of Education is also conducting various camps to experience software and artificial intelligence in various ways in elementary, middle and high schools before they are applied to public education. Several platforms for experience camps related to software and artificial intelligence are also being used. In this study, we intend to increase the educational efficiency of the learning method for software and artificial intelligence to be developed in the future by designing a model for software and artificial intelligence experiential learning platforms.

Implementation and Design of Home Economics Education Class utilization of Metaverse Platform in University (대학에서의 메타버스 플랫폼 활용 가정과 수업 개발 및 운영 사례)

  • Ju, Sueun
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.139-155
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    • 2023
  • The purpose of this study is to improve the digital literacy of pre-service home economics education teachers by designing and applying 'teaching materials and methods of home economics education' class using the Metaverse platform in virtual classes during the Covid-19 pandemic. For this purpose, six lessons of the 'Teaching Materials and Methods of Home Economics Education' classes were designed and applied as a class using the Metaverse platform, and the effectiveness was analyzed. In this study, three types of classes(TBL, discussion, and PBL) were developed and evaluated. The results of the study showed that most of the learners were satisfied with the classes utilizing the Metaverse platform, and the effectiveness of the classes was shown in terms of learner-instructor interaction and the realism of actual classroom cases. Based on these results, it is expected that various home economics education classes utilizing metaverse platforms will be developed and applied to school sites to increase the realism of lessons.

A survey on the leggings wearing condition of down-aging women in their 30s and 40s (다운에이징 30-40대 여성의 레깅스 착용실태조사)

  • Eun Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.4
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    • pp.41-56
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    • 2022
  • This study aims to investigate the actual condition of wearing leggings and the preferred design of down-aging women in their 30s and 40s who have young sensibility, but are starting to enter a middle-aged body type. By analyzing the problems experienced when wearing leggings in this age group, this study intends to provide basic data for the development of a middle-aged female leggings pattern with an improved fit. Therefore, a survey was conducted on 214 women in their 30s and 40s. The results of the survey are as follows. Among down-aging women who want to look younger, leggings are becoming an essential item, but most leggings brands are producing leggings with patterns suitable for women in their 20s. The results of this study also showed that down-aging women in their 30s and 40s mainly purchase and prefer body-fitting leggings. However, they are experiencing discomfort due to 'Y-zone accentuate', 'undergarment accentuate', 'cloth stucking', and 'waist band curling and tightening'. The results indicate that women in their 30s and 40s, who are starting to change to a middle-aged body type, have fit problems. Women in their 20s generally prefer functions that improve the body line, while those in their 30s and 40s prefer functions that improve movement and cover problems caused by the abdomen and the Y-zone area. Therefore, when designing leggings for down-aging women in their 30s and 40s, based on body-fitting leggings, a material with excellent elasticity must be selected. Also develop patterns that solves 'Y-zone accentuate', 'undergarment accentuate', 'cloth stucking', and 'waist band curling and tightening' problems.

Design of High-Speed Sense Amplifier for In-Memory Computing (인 메모리 컴퓨팅을 위한 고속 감지 증폭기 설계)

  • Na-Hyun Kim;Jeong-Beom Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.777-784
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    • 2023
  • A sense amplifier is an essential peripheral circuit for designing a memory and is used to sense a small differential input signal and amplify it into digital signal. In this paper, a high-speed sense amplifier applicable to in-memory computing circuits is proposed. The proposed circuit reduces sense delay time through transistor Mtail that provides an additional discharge path and improves the circuit performance of the sense amplifier by applying m-GDI (: modified Gate Diffusion Input). Compared with previous structure, the sense delay time was reduced by 16.82%, the PDP(: Power Delay Product) by 17.23%, the EDP(: Energy Delay Product) by 31.1%. The proposed circuit was implemented using TSMC's 65nm CMOS process, while its feasibility was verified through SPECTRE simulation in this study.

Validity analysis of the social emotion model based on relation types in SNS (SNS 사용자의 관계유형에 따른 사회감성 모델의 타당화 분석)

  • Cha, Ye-Sool;Kim, Ji-Hye;Kim, Jong-Hwa;Kim, Song-Yi;Kim, Dong-Keun;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.283-296
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    • 2012
  • The goal of this study is to determine the social emotion model as an emotion sharing relationship and information sharing relationship based on the user's relations at social networking services. 26 social emotions were extracted by verification of compliance among 92 different emotions collected from the literature survey. The survey on the 26 emotion words was verified to the similarity of social relation types to the Likert 7-points scale. The principal component analysis of the survey data determined 12 representative social emotions in the emotion sharing relation and 13 representative social emotions in the information sharing relation. Multidimensional scaling developed the two-dimensional social emotion model of emotion sharing relation and of information sharing relation based on online communication environment. Meanwhile, insignificant factors in the suggest social emotion models were removed by the structural equation modeling analysis, statistically. The test result of validity analysis demonstrated the fitness of social emotion models at emotion sharing relationships (CFI: .887, TLI: .885, RMSEA: .094), social emotion model of information sharing relationships (CFI: .917, TLI: .900, RMSEA : 0.050). In conclusion, this study presents two different social emotion models based on two different relation types. The findings of this study will provide not only a reference of evaluating social emotions in designing social networking services but also a direction of improving social emotions.

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A Study on Integrated Information System for Marine Leisure Industry (해양레저 산업의 통합 정보 시스템 구축에 관한 연구)

  • Kim, Y.S.;Kim, D.J.
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.16 no.1
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    • pp.17-24
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    • 2013
  • In order to have market competitiveness in local and global areas, Domestic Marine Leisure Industry business, which is a latecomer in the Marine Leisure industry, should retain a strong market adaptability by reducing time and cost that are required for work of planning, designing, and preparation for product development. To meet above requirements, it is essential that integrated system control extensive marine leisure industry. After ensuring integrated information by figuring out the systematic link between related-industries, the core of this research is to secure information classifications that are not just in the flow of simple serial order, but in that of integration and object-oriented information classifications. For this end, we examine other similar cases in industries using real information system applied to industrial production and Product Lifecycle Management (PLM), Product Data Management (PDM), Digital Manufacturing (DM) and applying the same methodology to review practical application in order to construct the information system, and Work Breakdown Structure (WBS), compared with the case studies. Through this basic task for the marine leisure industry classification system configuration (Work Breakdown Structure, WBS) and utilizing information of driving real companies of marine leisure industry, a unique area of MLWBS (Marine Leisure Work Breakdown Structure, MLWBS) is configured. This Marine Leisure Work Breakdown Structure can be used in various areas of applications like products, design information, engineering, production, purchasing, sales, marketing, AS, utilizing various forms of customer support.

Effect of Life Stress and Anger Expression in College Students on Suicidal Ideation (대학생의 생활스트레스, 분노표현이 자살생각에 미치는 융복합적 영향)

  • Chin, Eun-Young;So, Sung-Sup;Lee, Myung-In
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.409-418
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    • 2015
  • The study was conducted to identify the effects of life stress and anger expression in college students on suicidal ideation. In order to get the data by self-report questionnaires, 219 subject were selected from 14th of November to 6th of December, 2014. The collected data were analyzed using SPSS/Win 18.0 and descriptive statistics, t-test, one-way ANOVA, Pearson correlation coefficient, and hierarchical regression analysis. The findings reveal that suicidal ideation of college students was low which is average score $5.74{\pm}6.38$(possible range 0~38). This study determined that suicidal ideation is positive correlated with life stress and anger expression(anger-out, anger-in). The extent of anger-out, anger-in, family relationship and major satisfaction was a significant predictor of suicidal ideation and accounted for 24% of the explanation of suicidal ideation of college students. Base on the outcomes of this study, designing an intervention program that emphasizes stress and anger management in order to decrease suicidal ideation.

A Comparative Study on Influencing Factors of Health Related Quality of Life of the Elderly in Senior Center by Region : Focus on Urban and Rural Areas (도시와 농촌 경로당 이용 노인의 건강관련 삶의 질 영향요인 비교 연구)

  • Yang, Soon-Ok;Cho, Hae-Ryun;Lee, Seung-Hee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.501-510
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    • 2014
  • Purpose: The purpose of this study was to compare urban-rural differences on influencing factors of health related quality of life(HRQoL) of the elderly in senior center. Methods: The subjects were 902 older adults (571 from urban areas, 331 from rural areas). Data were collected using a questionnaire from 20 July to 31 August, 2011. The SPSS/WIN program was used for data analysis. Results: For older adults of urban areas, the influencing factors of HRQoL were depression, age, subjective health, drinking, number of chronic disease, and smoking. On the other hand, the influencing factors of HRQoL of older adults of rural areas were depression, subjective health, number of chronic disease, and educational level. The significant factors of HRQoL were depression, subjective, and number of chronic disease in both urban and rural areas. Conclusion: Public health nurses should consider urban-rural differences when designing HRQoL enhancing program for the elderly in senior center.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.