• 제목/요약/키워드: graphic ability

검색결과 84건 처리시간 0.028초

기계적 환기기 사용중 그래픽 모니터링의 활용 (The Use of Graphic Monitoring during Mechanical Ventilation)

  • 손동우
    • Neonatal Medicine
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    • 제17권1호
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    • pp.1-12
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    • 2010
  • Graphic monitoring assists the clinician at the bedside in several ways. It can be helpful in fine-tuning or adjusting ventilator parameters. Graphic monitoring may help to determine the patient's response to pharmacologic agents. The clinician also has the ability to trend monitored events over a prolonged period of time. The neonatal patient's self respiration, synchrony to ventilator and respiratory efforts can be well recognized with graphic monitoring. Of all, it may enable detection of complications before they become clinically apparent. This article introduces the basics of real-time graphics.

MOTIF을 이용한 그래픽 설계 도구의 구현 (Implementation of Graphic design Entry using MOTIF Toolkit)

  • 이해동;이상민김용연
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1998년도 추계종합학술대회 논문집
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    • pp.1073-1076
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    • 1998
  • This paper describes implementation of a highlevel graphic design entry tool operating on X Window system The proposed design entry tool includes visual schematic entry, hierarchical modeling ability and VHDL source code generation. Experimental results show the efficiency of the proposed design system

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의료시설 환경 그래픽디자인 - 원광대학교병원 길 찾기 디자인 - (Environmental Graphic Design in Medical Facility - Wayfinding Design For Wonkwang University Hospital -)

  • 김주미
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.71-72
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    • 2007
  • In this study and design, I explore the visual communication design process related to wayfinding in Wonkwang University Hospital in Iksan City. The purpose for designing an integrated is to graphically communicate the complex information. I have designed a graphic information system combining graphic elements such as typography, color, image and text layout, and graphic image to present interpretive and communicative processes. As a result of designing, the wayfinding is s term used to describe the program of applying environmental graphics and or architectural sign systems. In other words, wayfinding is the art of helping people find their way by utilizing visual communications such as signs, directories, landmarks, edges, paths and so on. Wayfinding can also be explained as the ability to know where one is in space and how to find one's way through space. Wayfinding design then becomes a systematic arrangement of the variables that allows patients and visitors to successfully find their desired destinations, especially in a hospital.

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구형 스크린을 이용한 준몰입형 VR 시스템 개발 (Development of the arm mounted display VR system using spherical screen)

  • 서명원;박대유;조기용
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 춘계학술대회논문집C
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    • pp.207-212
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    • 2001
  • The virtual reality technology has been developed as the computer and computer graphic technology are progressed. However it has still the limits of the use because of it costs a great for system construction. A virtual reality technology is the best application example to reduce time and cost of development in engineering. Actually, VR(Virtual reality) technology has given engineers the ability to design, test and evaluate engineering systems in a virtual environment. The objective of this paper is to construct the arm mounted display VR system by using 3 channel spherical screen and to show its capabilities of an engineering system development. This paper describes the development of arm mounted display VR system with 3 channel spherical screen system and the generation of 3 channel graphic modules. The arm mounted display VR system provides a highly economical efficiency because of it uses a popular computer system as a graphic server.

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전기적 특성을 이용한 UV 경화 프로세스에 대한 새로운 평가방법(II) (A new evaluation method of UV curing process by using electrical properties(II))

  • 이문학;김성빈;이태훈;류정이;김태훈;손세모
    • 한국인쇄학회지
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    • 제22권1호
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    • pp.39-52
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    • 2004
  • A novel evaluation method is investigated for measuring the ability of acid amplification of acid amplifier. The method is based on the measurement of conductivity change by the acid generation according to UV radiation. It is found that the decrease of conductivity is caused by photopolymerization of epoxy monomer during UV curing process of ink film and the by the rate of UV curing. In this paper, the novel acid amplifiers were synthesized and measured thermal stability by means of DSC. It was found that mono-type acid amplifiers were more stable than di-type. It is possible to make the dynamical evaluation the curing rate of UV curable ink in curing process by this method.

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인공지능 기반의 TensorFlow 그래픽 사용자 인터페이스 개발에 관한 연구 (Study on Development of Graphic User Interface for TensorFlow Based on Artificial Intelligence)

  • 송상근;강성홍;최연희;심은경;이정욱;박종호;정영인;최병관
    • 디지털융복합연구
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    • 제16권5호
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    • pp.221-229
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    • 2018
  • 기계 학습 및 인공지능은 제 4차 산업혁명의 핵심 기술이다. 하지만 프로그래밍 능력을 요구하는 기계 학습 플랫폼의 특성 상 일반 사용자들의 접근이 힘들기 때문에 인공지능이나 기계학습의 대중화는 제한을 받고 있다. 본 연구에서는 그래픽 사용자 인터페이스(Graphic User Interface, GUI)를 도입하여 이러한 한계를 극복하고 인공지능 활용에 대한 일반인의 접근성을 향상시키고자 하였다. 기본 기계 학습 플랫폼으로는 Tensorflow를 채택하였고 GUI는 마이크로 소프트 사의 .Net 환경을 활용하여 작성하였다. 새로운 사용자 인터페이스를 이용하면 일반 사용자도 파이썬 프로그래밍에 대한 부담없이 직관적으로 데이터를 관리하고, 알고리즘을 적용하고, 기계 학습을 실행할 수 있다. 우리는 이 개발이 다양한 분야에서의 인공지능 개발에 기초가 되는 자료로 활용되었으면 한다.

국내대학 게임학과의 융합교육 현황과 개선방안 (Analysis and Improvement on the College Convergence Education with Game Departments)

  • 박진원;백현덕
    • 공학교육연구
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    • 제17권2호
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

소리내어 책읽기에서 나타나는 실수를 통한 유아의 읽기전략 분석 (The Analysis of Reading Strategies from Errors of Children's Oral Reading Action)

  • 김정화;이문정
    • 아동학회지
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    • 제24권5호
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    • pp.91-104
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    • 2003
  • This study analized the strategies in beginning readers by age and reading ability. Sixty 4-and 5-year old subjects took a reading test based on Bsatjes & Brown(1997) and Park, et a1.(1989). They read contextual and non-contextual storybooks. Errors in oral reading were recorded as mispronunciations, substitutions, omissions, insertions, teacher-assistance and self-corrections. Mispronunciations and substitutions were Specifically evaluated for graphic and contextual reading strategies. Data were analyzed by percentage and mean. Results revealed that children made more mispronunciation errors in reading the non-contextual story book. They used graphic information more than contextual information. Fine-year olds and high-level readers developed the use of graphic and contextual cues simultaneously.

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A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • 제8권2호
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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게임세대를 위한 수학문장의 그래픽 표현방법 (A Method of Graphic Representation of Mathematical Sentences for Game Generation)

  • 장희동
    • 한국게임학회 논문지
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    • 제12권5호
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    • pp.5-12
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    • 2012
  • 그래픽으로 표현된 정보는 컴퓨터게임에 익숙한 게임세대들에게 정보를 인지하는데 텍스트보다 선호하는 스타일이다. 또한 수학교육에 있어서도, 그래픽으로 표현된 수학문제를 통해 해를 찾는 학습은 학습자들에게 문제해결 능력을 향상시키는 데 뚜렷한 효과가 있다고 한다. 본 논문에서는 게임세대인 학습자들의 효과적인 학습을 위해, 수학문장을 그래픽적으로 표현하는 방법을 제안하였다. 제안하는 방법은 가시성이 우수한 그래픽 요소들을 사용하여 단위정보를 논리적인 구조로 배치하고 단위 정보들 사이의 논리적인 연관성을 기호, 선분, 또는 화살표로 표현하여 게임세대들이 문장의 내용을 인지하지 쉽고 논리적으로 정확하게 이해할 수 있다. 기존의 수학문장의 그래픽표현방법과 달리 제안하는 방법은 문장의 시제와 태까지도 정확하게 표현할 수 있다. 제안하는 방법은 게임세대인 학습자들에게 효과적인 수학학습이 이루어질 수 있도록 학습도구로 사용될 수 있고 또 수학교육용 컴퓨터게임의 학습 스캐폴딩 기능을 위해 사용되는 수학정보의 그래픽표현을 위해 널리 활용될 수 있다.