• Title/Summary/Keyword: digital space

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The Mirror-based real-time dynamic projection mapping design and dynamic object detection system research (미러 방식의 실시간 동적 프로젝션 매핑 설계 및 동적 사물 검출 시스템 연구)

  • Soe-Young Ahn;Bum-Suk Seo;Sung Dae Hong
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.85-91
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    • 2024
  • In this paper, we studied projection mapping, which is being utilized as a digital canvas beyond space and time for theme parks, mega events, and exhibition performances. Since the existing projection technology used for fixed objects has the limitation that it is difficult to map moving objects in terms of utilization, it is urgent to develop a technology that can track and map moving objects and a real-time dynamic projection mapping system based on dynamically moving objects so that it can respond to various markets such as performances, exhibitions, and theme parks. In this paper, we propose a system that can track real-time objects in real time and eliminate the delay phenomenon by developing hardware and performing high-speed image processing. Specifically, we develop a real-time object image analysis and projection focusing control unit, an integrated operating system for a real-time object tracking system, and an image processing library for projection mapping. This research is expected to have a wide range of applications in the technology-intensive industry that utilizes real-time vision machine-based detection technology, as well as in the industry where cutting-edge science and technology are converged and produced.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Research about a structure system of the bus information system which is applied to the bus stop - Around a problem and preference of Pusan bus information system investigation - (버스정류장에 적용된 버스정보시스템의 구성 체계에 관한 연구 - 부산시 버스정보시스템의 문제점 및 선호도 조사를 중심으로 -)

  • Cha Min-Jun;Hong Kwan-Seon
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.61-70
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    • 2006
  • The functions and roles in the various fields of modern society are changing into the unified and multiplex structure, which is simultaneous and virtual communication environments beyond physical space and time, by the digital IT technology. The urban traffic system is also being intellectualized in order to solve urban traffic problems and convenient services by using digital IT technology. The bus, which is the one of the most common public transportation, are suffering in the decrease of bus service quality and the bus passengers rate because of the development of other public transportation systems such as the subway and electric railway and by rapidly increasing private cars. By recognizing these problems, many domestic and overseas cities are promoting to introduce the Bus Information System (BIS) to improve service quality of buses through the intelligent traffic system. According to the construction of this new information system called the Bus Information System (BIS), the new bus stop configuration system and design plans are being required to solve the existing bus stop information system. Therefore, this research was conducted to suggest an effective BIS configuration system plan and synthetic design goals based on the investigation the problems of the information system and the BIS configuration system for Busan city. Also, this research are conducted the below actions as follows: First, the literature survey was conducted, such as theoretical documents on the bus stop and the Bus Information System(BIS), Also, the design trend of the BIS was examined through domestic and overseas BIS cases studies. Scondly, the problems related to the information system in Busan city bus stops were investigated to investigate the present state and problems of the Bus Information System (BIS). Finally, as a result of this research, the effective BIS configuration system plan and design approach methods of bus stops were proposed for by Busan city based on the above investigation results.

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Evaluation of Approximate Exposure to Low-dose Ionizing Radiation from Medical Images using a Computed Radiography (CR) System (전산화 방사선촬영(CR) 시스템을 이용한 근사적 의료 피폭 선량 평가)

  • Yu, Minsun;Lee, Jaeseung;Im, Inchul
    • Journal of the Korean Society of Radiology
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    • v.6 no.6
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    • pp.455-464
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    • 2012
  • This study suggested evaluation of approximately exposure to low-dose ionization radiation from medical images using a computed radiography (CR) system in standard X-ray examination and experimental model can compare diagnostic reference level (DRL) will suggest on optimization condition of guard about medical radiation of low dose space. Entrance surface dose (ESD) cross-measuring by standard dosimeter and optically stimulated luminescence dosimeters (OSLDs) in experiment condition about tube voltage and current of X-ray generator. Also, Hounsfield unit (HU) scale measured about each experiment condition in CR system and after character relationship table and graph tabulate about ESD and HU scale, approximately radiation dose about head, neck, thoracic, abdomen, and pelvis draw a measurement. In result measuring head, neck, thoracic, abdomen, and pelvis, average of ESD is 2.10, 2.01, 1.13, 2.97, and 1.95 mGy, respectively. HU scale is $3,276{\pm}3.72$, $3,217{\pm}2.93$, $2,768{\pm}3.13$, $3,782{\pm}5.19$, and $2,318{\pm}4.64$, respectively, in CR image. At this moment, using characteristic relationship table and graph, ESD measured approximately 2.16, 2.06, 1.19, 3.05, and 2.07 mGy, respectively. Average error of measuring value and ESD measured approximately smaller than 3%, this have credibility cover all the bases radiology area of measurement 5%. In its final analysis, this study suggest new experimental model approximately can assess radiation dose of patient in standard X-ray examination and can apply to CR examination, digital radiography and even film-cassette system.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

AN EXPERIMENTAL STUDY OF NEWLY DESIGNED IMPLANT WITH RBM SURFACE IN THE RABBIT TIBIA : RESONANCE FREQUENCY ANALYSIS AND REMOVAL TORQUE STUDY

  • Won Mi-Kyoung;Park Chan-Jin;Chang Kyoung-Soo;Kim Chang-Whe;Kim Yung-Soo;Isa Zakiahbt Mohd;Ariffin Yusnidar Tajul
    • The Journal of Korean Academy of Prosthodontics
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    • v.41 no.6
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    • pp.720-731
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    • 2003
  • Statement of problem. The importance of fixture design and surface treatment. Purpose. The clinical success of dental in plants is affected by many factors such like as degree of osseointegration, the effective load dispersion for the prostheses, and a lot of attempts have been made to overcome the difficulties. In this study, efforts were made to find the possibility of clinical acceptance of the dental implants of newly designed surface and resorbable blast media surcace. Materials and methods. In this study, two groups of custom-made, screw-shaped implants were prepared. The first with the consisting of Branemark clone design and the other with the new design. These implants were divided into four groups according to the kinds of surface treatment. Four implants($AVANA^{(R)}$, Osstem, Busan, Korea)of each group were installed in twenty rabbits. Group A was consisted of Branemark done implant left as machined, Group B with Branemark clone implants with RBM(Resorbable blast media) surface, Group C with newly designed implants left as machined and Group D with newly designed implants with RBM surface. One of the twenty rabbits died from inflammation and the observation was made for six weeks. Specimens from four groups were observed using scanning electron microscopy with 40, 100, 1000 magnification power and microsurface structures were measured by white-light scanning interferometry for three dimensional surface roughness measurements(Accura $2000^{(R)}$, Intek-Plus, Korea.). Removal torque was measured in 17 rabbits using digital torque gauge(MGT 12R, Mark-10 corp., NY, U.S.A.) immediately after the sacrifice and two rabbits were used for the histologic preparation(EXAKT $310^{(R)}$, Heraeus Kulzer, wehrheim, Germany) of specimens and observed under light microscope. Resonance frequency measurement($Osstell^{(R)}$) was taken with the 19 rabbits at the beginning of the implant fixation and immediately after the sacrifice. Results. Following results were taken from the experiment. 1. The surface of the RBM implants as seen with SEM had rough and irregular pattern with reticular formation compared to that of fumed specimens showing different surface topographies. 2. The newly designed implant with RBM surface had high removal torque value among four groups with no statistical significance. The average removal torque was $49.95{\pm}6.70Ncm$ in Group A, $51.15{\pm}4.40Ncm$ in Group B, $50.78{\pm}9.37Ncm$ in Group C, $51.09{\pm}4.69Ncm$ in Group D. 3. The RFA values were $70.8{\pm}4.3Hz$ in Group A, $71.8{\pm}3.1Hz$ in Group B, $70.9{\pm}2.5Hz$, $72.7{\pm}2.5Hz$ in Group D. Higher values were noted in the groups which had surface treatment compared to the untreated groups with no statistical significance. 4. The results from the histomorphometric evaluation showed a mean percentage of bone-to-implant contact of $45{\pm}0.5%$ in Group A, $55{\pm}3%$ in Group B, $49.5{\pm}0.5%$ in Group C, and $55{\pm}3%$ in Group D. Quite amount of newly formed bone were observed at the surface RBM-treated implants in bone marrow space.

Analysis of Skin Color Pigments from Camera RGB Signal Using Skin Pigment Absorption Spectrum (피부색소 흡수 스펙트럼을 이용한 카메라 RGB 신호의 피부색 성분 분석)

  • Kim, Jeong Yeop
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.1
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    • pp.41-50
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    • 2022
  • In this paper, a method to directly calculate the major elements of skin color such as melanin and hemoglobin from the RGB signal of the camera is proposed. The main elements of skin color typically measure spectral reflectance using specific equipment, and reconfigure the values at some wavelengths of the measured light. The values calculated by this method include such things as melanin index and erythema index, and require special equipment such as a spectral reflectance measuring device or a multi-spectral camera. It is difficult to find a direct calculation method for such component elements from a general digital camera, and a method of indirectly calculating the concentration of melanin and hemoglobin using independent component analysis has been proposed. This method targets a region of a certain RGB image, extracts characteristic vectors of melanin and hemoglobin, and calculates the concentration in a manner similar to that of Principal Component Analysis. The disadvantage of this method is that it is difficult to directly calculate the pixel unit because a group of pixels in a certain area is used as an input, and since the extracted feature vector is implemented by an optimization method, it tends to be calculated with a different value each time it is executed. The final calculation is determined in the form of an image representing the components of melanin and hemoglobin by converting it back to the RGB coordinate system without using the feature vector itself. In order to improve the disadvantages of this method, the proposed method is to calculate the component values of melanin and hemoglobin in a feature space rather than an RGB coordinate system using a feature vector, and calculate the spectral reflectance corresponding to the skin color using a general digital camera. Methods and methods of calculating detailed components constituting skin pigments such as melanin, oxidized hemoglobin, deoxidized hemoglobin, and carotenoid using spectral reflectance. The proposed method does not require special equipment such as a spectral reflectance measuring device or a multi-spectral camera, and unlike the existing method, direct calculation of the pixel unit is possible, and the same characteristics can be obtained even in repeated execution. The standard diviation of density for melanin and hemoglobin of proposed method was 15% compared to conventional and therefore gives 6 times stable.

Is a Camera-Type Portable X-Ray Device Clinically Feasible in Chest Imaging?: Image Quality Comparison with Chest Radiographs Taken with Traditional Mobile Digital X-Ray Devices (카메라형 휴대형 X선 장치는 흉부 촬영에서 임상적 사용이 가능한가?: 기존의 이동형 디지털 X선 장치로 촬영한 흉부 X선 사진과 영상품질 비교)

  • Sang-Ji Kim;Hwan Seok Yong;Eun-Young Kang;Zepa Yang;Jung-Youn Kim;Young-Hoon Yoon
    • Journal of the Korean Society of Radiology
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    • v.85 no.1
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    • pp.138-146
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    • 2024
  • Purpose To evaluate whether the image quality of chest radiographs obtained using a camera-type portable X-ray device is appropriate for clinical practice by comparing them with traditional mobile digital X-ray devices. Materials and Methods Eighty-six patients who visited our emergency department and underwent endotracheal intubation, central venous catheterization, or nasogastric tube insertion were included in the study. Two radiologists scored images captured with traditional mobile devices before insertion and those captured with camera-type devices after insertion. Identification of the inserted instruments was evaluated on a 5-point scale, and the overall image quality was evaluated on a total of 20 points scale. Results The identification score of the instruments was 4.67 ± 0.71. The overall image quality score was 19.70 ± 0.72 and 15.02 ± 3.31 (p < 0.001) for the mobile and camera-type devices, respectively. The scores of the camera-type device were significantly lower than those of the mobile device in terms of the detailed items of respiratory motion artifacts, trachea and bronchus, pulmonary vessels, posterior cardiac blood vessels, thoracic intervertebral disc space, subdiaphragmatic vessels, and diaphragm (p = 0.013 for the item of diaphragm, p < 0.001 for the other detailed items). Conclusion Although caution is required for general diagnostic purposes as image quality degrades, a camera-type device can be used to evaluate the inserted instruments in chest radiographs.

Spatial Distribution of the operators of Public Business-to-Business Electronic Marketplaces in Korea (공개형 기업간 전자마켓플레이스 운영기업의 공간적 분포 및 특성)

  • Ji Sun Choi
    • Journal of the Korean Geographical Society
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    • v.38 no.3
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    • pp.426-443
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    • 2003
  • Electronic Commerce (EC) has been at the center of discussion as a symbol of the integration of unprecedentedly developed Information and Communication Technologies (ICTs) and traditional commerce. In spite of much attention to EC, the research from a spatial perspective has not proliferated yet. EC was regarded to have aspatial characteristics based on the expectation for a global expansion of business activities in a digital economy. This paper attempts to figure out the spatial characteristics of public Business-to-Business electronic marketplaces (public B2B e-MPs), as one of the most evolving forms of B2B EC, regardless of the low proportion in B2B EC at present. Many of the firms operating public B2B e-MPs in Korea were located in Seoul, especially in Gangnam-gu. The analysis of three spatial indices showed their extreme spatial concentration. The analysis on the location factors of Public B2B e-MP firms in Korea demonstrated that location factors of public B2B e-MP firms were differentiated by regional groups: Gangnam-gu, Seoul except Gangnam-gu, and the provinces. It was againt an initial extreme expectation that the firms relevant to B2B EC will not care about physical locations because they mainly do businesses in electronic space. The differences between those in Gangnam-gu and in the provinces were strikingly prominent. Such differentiated location factors by region were closely related to the different attributes of the public B2B e-MPs by region. In conclusion, public B2B e-MPs are not irrelevant to physical space and physical proximity, at least at a current stage. Customized spatial strategies are required for successful online businesses.

The Legal Nature and Problems of Air Mileage (항공마일리지의 법적 성격과 약관해석)

  • Kim, Dae-Kyu
    • The Korean Journal of Air & Space Law and Policy
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    • v.25 no.2
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    • pp.163-199
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    • 2010
  • A frequent flyer program is a loyalty program offered by many airlines. Typically, airline customers enrolled in the program accumulate frequent flyer miles corresponding to the distance flown on that airline or its partners. There are other ways to accumulate miles. In recent years, more miles were awarded for using co-branded credit and debit cards than for air travel. Acquired miles can be redeemed for free air travel; for other goods or services, such as travel class upgrades, airport lounge access or priority bookings. The first modern frequent flyer program was created Texas International Airlines in 1979. This program was also adopted in Korean Air in 1984. Since then, the mileage programs have grown enormously. As of June 2009, the total member of two national airlines in Korea had been over thirty million. However, accumulated miles could be burden of airlines, because the korean corporations should record the annual financial report the accumulate mileage on a liability account by 'the international financial report standards(IFRS)' next year. The korean airlines need to minimize the accumulated miles, so that for instance Korean Airlines SKYPASS-miles expire 5 years after being earned. It means that miles earned on or after July 2008 will expire after five years if unredeemed. Thus, this paper attempt to analyze the unfairness of the mileage rules of korean airlines by examining a specific portion of the conditions relating to consumer protection, because many mileage users has difficulties using mileage programs and complained the amendment of the mileage rules. In conclusion, the contemporary mileage rules in Korea are rather unsatisfactory, because airlines is not only recognizing a mileage into a kind of benefit but also denying inheritance of mileage and the legal nature of mileage as a property right. It is necessary to amend relevant mileage rules in view of consumer protection, because air mileage is not simple benefit but a right of mileage user.

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