The Journal of Korean Society for Radiation Therapy
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v.18
no.2
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pp.67-73
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2006
Purpose: The number of patients receiving radiotherapy has increased every year and will keep increasing in the future. Therefore, the technique of radiotherapy is developing from day to day, as a result of it, the quantities of image and data used for radiotherapy are also considerably increasing. Therefore, there have been many difficulties in storing, keeping and managing them. Then, we developed and applied this system for improving complicated work process as well as solving these problems with the collaboration Medical Information Team. Materials and Methods: We exported its image at R & V (Record and Verify: Varis vision, Varian, USA) system and planning system after giving some code to be able to access from management system(RO) for department of radiation oncology to PACS. And, we programmed their information by using necessary information among many information included in DICOM head. Results: All images and data generated by our working environment (Simulation CT, L-gram image and internal body structure, DRR, does distribution )were realized at PACS and it became to be possible for clear image to be printed from any computer in department of radiation oncology. Conclusion: It was inevitable to use film during radiotherapy for patients in the past, however, due to the development of this system, film-less system became to be possible. Therefore, the darkroom space and its management cost in relation to the development process disappeared and it became to be unnecessary for spending tangible and intangible financial expense including human resources, time needed for finding film storing space and film and purchasing separate storing equipment for storing images. Finally, we think this system would be very helpful to handle ail complicated processes for radiotherapy and increasing efficiency of overall working conditions.
The WBAN technology means a short distance wireless network which provides each device interactive communication by connecting devices inside and outside of body. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. Wireless body area network is usually configured in energy efficient using sensor and zigbee device due to the power limitation and the characteristics of human body. Wireless sensor network consist of sensor field and sink node. Sensor field are composed a lot of sensor node and sink node collect sensing data. Wireless sensor network has capacity of the self constitution by protocol where placed in large area without fixed position. In this paper, we proposed the efficient addressing scheme for improving the performance of routing algorithm by using ZigBee in WBAN environment. A distributed address allocation scheme used an existing algorithm that has wasted in address space. Therefore proposing x, y and z coordinate axes from divided address space of 16 bit to solve this problems. Each node was reduced not only bitwise but also multi hop using the coordinate axes while routing than Cskip algorithm. I compared the performance between the standard and the proposed mechanism through the numerical analysis. Simulation verified performance about decrease averaging multi hop count that compare proposing algorithm and another. The numerical analysis results show that proposed algorithm reduced the multi hop better than ZigBee distributed address assignment
Yang, Yong Mo;Park, Byoung Suk;Ahn, Jong Ho;Song, Ki Won
The Journal of Korean Society for Radiation Therapy
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v.26
no.1
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pp.77-81
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2014
Purpose : In the current whole brain Radiation Therapy, Optimold was used to immobilize the head. However, skin dose was increased about 22% due to the scattering radiation by the Optimold. Since the minimum dose causing cataracts was 2 Gy, it could be seen that the effects were large especially on the lens. Therefore, in the whole brain Radiation Therapy, it was to compare and to evaluate the lens absorbed dose according to the presence of Optimold in the eyeball part. Materials and Methods : In order to compare and to evaluate the lens absorbed dose according to the presence of Optimold in the eyeball part, the Optimold mask was made ??up to 5mm bolus on the part of the eye lens in the human model phantom (Anderson Rando Phantom, USA). In the practice treatment, to measure the lens dose, the simulation therapy was processed by placing the GafChromic EBT3 film under bolus, and after the treatment plan was set up through the treatment planning system (Pinnacle, PHILIPS, USA), the treatments were measured repeatedly three times in the same way. After removing the Optimold mask in the eyeball part, it was measured in the same way as above. After scanning the film and measuring the dose by using the Digital Flatbed Scanner (Expression 10000XL, EPSON, USA), the doses were compared and evaluated according to the presence of Optimold mask in the eyeball part. Results : When there was the Optimold mask in the eyeball part, it was measured at $10.2cGy{\pm}1.5$ in the simulation therapy, and at $24.8cGy{\pm}2.7$ in the treatment, and when the Optimold mask was removed in the eye part, it was measured at $12.9cGy{\pm}2.2$ in the simulation therapy, and at $17.6cGy{\pm}1.5$ in the treatment. Conclusion : In case of removing the Optimold mask in the eyeball part, the dose was increased approximately 3 cGy in the simulation therapy and was reduced approximately 7 cGy in the treatment in comparison to the case that the Optimold mask was not removed. During the whole treatment, since the lens absorbed dose was reduced about 27%, the chance to cause cataracts and side effects was considered to be reduced due to decrease of the absorbed dose to the eye lens which had the high sensitivity on the radiation.
The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.
Journal of the Korean Institute of Intelligent Systems
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v.25
no.3
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pp.279-286
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2015
The rapid increase of the current marine accidents is mainly due to the human execution errors. In an effort to address this, various kinds of researches such as construction of the digital vessels and vessel information monitoring systems have been conducted. But for safe navigation of vessels, it lack on systems study which can efficiently store, utilize and manage the mass data accepted by the vessel. In this paper, we propose a VWS(Virtual World System) that is based on the architecture of intelligent systems RVC(Reactive Layer-Virtual World-Considerative Layer) model of intelligent autonomous navigation system. VWS is responsible to store all the necessary information for safe navigation of the vessel and the information services to the sub-system of intelligent autonomous navigation system. VWS uses topology database to express the specific problem area, and utilizes a scheduling to reflect the characteristics of the real-time processing environment. Also, Virtual World defines API for the system to reflect the characteristics of the distributed processing environment. As a case study, the VWS is applied to a intelligent ship autonomous navigation system, and simulation is done to prove the effectiveness of the proposed system.
Journal of the Institute of Electronics Engineers of Korea SP
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v.42
no.3
s.303
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pp.107-114
/
2005
Edge enhanced image is needed for processing images for special purpose such as a circuit diagram or a design composed of lines. Error diffusion halftoning, among digital halftoning methods to represent a continuous grayscale image for the binary output device such as printers, facsimiles, LCD televisions and etc. also makes edges of objects blurred. This paper proposes the method to enhance the edge of a binary image for the binary output device as well as a circuit diagram or a design. Based on that the human eyes perceive the local average luminance rather than the pixel's luminance itself, the proposed system uses a local activitymeasure (LAM), which is the difference between a pixel luminance and the average of its $3{\times}3$ neighborhood pixels' luminances weighted according to the spatial positioning. The system also usesinformation of edge enhancement(IEE), which is computed from the LAM multiplied by the average luminance. The IEE is added to the quantizer's input pixel and feeds into the halftoning quantizer. The quantizer produces the halftone image having the enhanced edge. The simulation results show that the proposed method produces more fine halftoning images than conventional methods due to the enhanced edges. Also the performance of the proposed method is compared with that of the conventional method by measuring the edge correlation and the local average accordance over a range of viewing distances.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
The possibility of metaverse system to be a catalyst for hyper-connected society will be dependent on the speed of connected technological development and its social utilization in the same manner as AI technology. Putting these technical realization processes in brackets, this paper focus on some philosophical-political issues in connection with cognitive-ecological changes in the future cinema which will be influenced by the complexive techno-socio couples of accelerated development of metaverse system. Generally speaking, essence of metaverse system seems to be the degree of immersion by technical accuracy, but is not true. In perspective of cognitive-ecology, flow degree of a picture or photograph is relied not on 'accuracy of representation' but on its message's contextual link-up. In this aspect, real potentiality of metaverse system shall be understood in the context of cognitive-ecological changes of human brain's multi-intelligence networking abilities(intersection of augmentation-simulation and outside-inside) which will be activated in the new structure of natural-social-technological coupling of metaverse system. These cognitive-ecological potentialities have been partially actualized in the cinematic process of tripod mimesis for the longest time, [real contradiction/conflicts (Mimesis-1) -->fictional solutions of cinema (Mimesis-2) --> selective interpretation of spectator's wish fulfillment (Mimesis-3) --> real change (Mimesis-1')]. Therefore metaverse's real potentiality must be considered to be dependent on the possibility of deepening and extending of cinematic circulation between real seperation/problems and ideal connection/solutions. In this context, advanced metaverse system can be compared as a modern technical version of ideal circulation of physics and metaphysics
To enhance the competitive advantage in a constantly changing business environment, an enterprise management must make the right decision in many business activities based on both internal and external information. Thus, providing accurate information plays a prominent role in management's decision making. Intuitively, historical data can provide a feasible estimate through the forecasting models. Therefore, if the service department can estimate the service quantity for the next period, the service department can then effectively control the inventory of service related resources such as human, parts, and other facilities. In addition, the production department can make load map for improving its product quality. Therefore, obtaining an accurate service forecast most likely appears to be critical to manufacturing companies. Numerous investigations addressing this problem have generally employed statistical methods, such as regression or autoregressive and moving average simulation. However, these methods are only efficient for data with are seasonal or cyclical. If the data are influenced by the special characteristics of product, they are not feasible. In our research, we propose a forecasting framework that predicts service demand of manufacturing organization by combining Case-based reasoning (CBR) and leveraging an unsupervised artificial neural network based clustering analysis (i.e., Self-Organizing Maps; SOM). We believe that this is one of the first attempts at applying unsupervised artificial neural network-based machine-learning techniques in the service forecasting domain. Our proposed approach has several appealing features : (1) We applied CBR and SOM in a new forecasting domain such as service demand forecasting. (2) We proposed our combined approach between CBR and SOM in order to overcome limitations of traditional statistical forecasting methods and We have developed a service forecasting tool based on the proposed approach using an unsupervised artificial neural network and Case-based reasoning. In this research, we conducted an empirical study on a real digital TV manufacturer (i.e., Company A). In addition, we have empirically evaluated the proposed approach and tool using real sales and service related data from digital TV manufacturer. In our empirical experiments, we intend to explore the performance of our proposed service forecasting framework when compared to the performances predicted by other two service forecasting methods; one is traditional CBR based forecasting model and the other is the existing service forecasting model used by Company A. We ran each service forecasting 144 times; each time, input data were randomly sampled for each service forecasting framework. To evaluate accuracy of forecasting results, we used Mean Absolute Percentage Error (MAPE) as primary performance measure in our experiments. We conducted one-way ANOVA test with the 144 measurements of MAPE for three different service forecasting approaches. For example, the F-ratio of MAPE for three different service forecasting approaches is 67.25 and the p-value is 0.000. This means that the difference between the MAPE of the three different service forecasting approaches is significant at the level of 0.000. Since there is a significant difference among the different service forecasting approaches, we conducted Tukey's HSD post hoc test to determine exactly which means of MAPE are significantly different from which other ones. In terms of MAPE, Tukey's HSD post hoc test grouped the three different service forecasting approaches into three different subsets in the following order: our proposed approach > traditional CBR-based service forecasting approach > the existing forecasting approach used by Company A. Consequently, our empirical experiments show that our proposed approach outperformed the traditional CBR based forecasting model and the existing service forecasting model used by Company A. The rest of this paper is organized as follows. Section 2 provides some research background information such as summary of CBR and SOM. Section 3 presents a hybrid service forecasting framework based on Case-based Reasoning and Self-Organizing Maps, while the empirical evaluation results are summarized in Section 4. Conclusion and future research directions are finally discussed in Section 5.
Today each hospital is trend that change rapidly by up to date, digitization and introducing newest medical treatment equipment. So, we introduce new CR system and supplement film system's shortcoming and PACS, EMR, RTP system's network that is using in hospital harmoniously and accomplish quality improvement of medical treatment and service elevation about business efficiency enlargement and patient Accordingly, we wish to introduce our case that integrate reflex that happen with radiation oncology here upon to PACS using CR system and estimate the availability. We measured that is Gantry, Collimator Star Shot, Light vs. Radiation, HDR QA(Dwell position accuracy) with Medical LINAC(MEVATRON-MX) Then, PACS was implemented on the digital images on the monitor that can be confirmed through the QA. Also, for cooperation with OCS system that is using from present source and impose code that need in treatment in each treatment, did so that Order that connect to network, input to CR may appear, did so that can solve support data mistake (active Pinacle's case supports DICOM3 file from present source but PACS does not support DICOM3 files.) of Pinacle and PACS that is Planning System and look at Planning premier in PACS. All image and data constructed integration to PACS as can refer and conduct premier in Hospital anywhere using CR system. Use Dosimetry IP in Filmless environment and QA's trial such as Light/Radition field size correspondence, gantry rotation axis' accuracy, collimator rotation axis' accuracy, brachy therapy's Dwell position check is available. Business efficiency by decrease and so on of unnecessary human strength consumption was augmented accordingly with session shortening as that integrate premier that is neted with radiation oncology using CR system to PACS. and for the future patient information security is essential.
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