• Title/Summary/Keyword: mouse shape

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Local Shape Analysis of the Hippocampus using Hierarchical Level-of-Detail Representations (계층적 Level-of-Detail 표현을 이용한 해마의 국부적인 형상 분석)

  • Kim Jeong-Sik;Choi Soo-Mi;Choi Yoo-Ju;Kim Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.555-562
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    • 2004
  • Both global volume reduction and local shape changes of hippocampus within the brain indicate their abnormal neurological states. Hippocampal shape analysis consists of two main steps. First, construct a hippocampal shape representation model ; second, compute a shape similarity from this representation. This paper proposes a novel method for the analysis of hippocampal shape using integrated Octree-based representation, containing meshes, voxels, and skeletons. First of all, we create multi-level meshes by applying the Marching Cube algorithm to the hippocampal region segmented from MR images. This model is converted to intermediate binary voxel representation. And we extract the 3D skeleton from these voxels using the slice-based skeletonization method. Then, in order to acquire multiresolutional shape representation, we store hierarchically the meshes, voxels, skeletons comprised in nodes of the Octree, and we extract the sample meshes using the ray-tracing based mesh sampling technique. Finally, as a similarity measure between the shapes, we compute $L_2$ Norm and Hausdorff distance for each sam-pled mesh pair by shooting the rays fired from the extracted skeleton. As we use a mouse picking interface for analyzing a local shape inter-actively, we provide an interaction and multiresolution based analysis for the local shape changes. In this paper, our experiment shows that our approach is robust to the rotation and the scale, especially effective to discriminate the changes between local shapes of hippocampus and more-over to increase the speed of analysis without degrading accuracy by using a hierarchical level-of-detail approach.

Design and Implementation of a Language Identification System for Handwriting Input Data (필기 입력데이터에 대한 언어식별 시스템의 설계 및 구현)

  • Lim, Chae-Gyun;Kim, Kyu-Ho;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.63-68
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    • 2010
  • Recently, to accelerate the Ubiquitous generation, the input interface of the mobile machinery and tools are actively being researched. In addition with the existing interfaces such as the keyboard and curser (mouse), other subdivisions including the handwriting, voice, vision, and touch are under research for new interfaces. Especially in the case of small-sized mobile machinery and tools, there is a increasing need for an efficient input interface despite the small screens. This is because, additional installment of other devices are strictly limited due to its size. Previous studies on handwriting recognition have generally been based on either two-dimensional images or algorithms which identify handwritten data inserted through vectors. Futhermore, previous studies have only focused on how to enhance the accuracy of the handwriting recognition algorithms. However, a problem arisen is that when an actual handwriting is inserted, the user must select the classification of their characters (e.g Upper or lower case English, Hangul - Korean alphabet, numbers). To solve the given problem, the current study presents a system which distinguishes different languages by analyzing the form/shape of inserted handwritten characters. The proposed technique has treated the handwritten data as sets of vector units. By analyzing the correlation and directivity of each vector units, a more efficient language distinguishing system has been made possible.

Skinny Smudge Blending Method Using Arbitrary-shaped Master (임의 형상 마스터를 이용한 스키니 스머지 블렌딩 방법)

  • Kwak, Noyoon
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.333-338
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    • 2012
  • This paper is related to a skinny smudge blending method using the arbitrary-shaped master adhered closely to the contour shape. The smudge tool is the popular graphic tool embedded in Adobe Photoshop CS6. The smudge tool is used to smear paint on your canvas. The effect is much like finger painting. We can use the smudge tool by selecting its icon on the toolbox of Adobe Photoshop CS6 and dragging in the direction you want to smudge while holding the mouse button down on the image. As the smudge tool blends all the pixels within a radius of the master to generate the result image, its disadvantages are to smudge even the pixels in the undesired region. In this paper to reduce the disadvantage, the skinny smudge blending method using arbitrary-shaped master is proposed. The proposed blending method has the advantage of applying the smudge effect to the desired regions regardless of the background as the arbitrary-shaped master adhered closely to the contour shape is extracted by color image segmentation.

Analysis of Villain Characters in Animation : Focusing on the Characteristics of Animation Characters in the U.S. and China (애니메이션에 나타난 악당 캐릭터 분석 : 미국과 중국 애니메이션 캐릭터 특징을 중심으로)

  • Zhao, Yue;Park, Sung-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.1-14
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    • 2020
  • Since the birth of animation, the United States has created many classic characters. For example, Mickey Mouse and Minnie, Tom and Jerry, Lion King, and Nemo, which are imaged with animal images, include Snow White, Bell, Mulan, and Aladdin. In addition, there are villain characters designed with strong personality and personality design, such as Snow White's stepmother Grimheel, Ursula, Bad Girl Crew El Radville, Scar, Captain Hook, and so on. These animation characters have been remembered for a long time with stories in people's minds, and have also brought laughter and emotion to people all over the world, which has brought a lot of business value to animation companies. Recently, the villain of American animation works is becoming more and more suited to the taste of the audience. The villain is not a symbolic image of the brutality we have seen before. They are not only visual images with rich and diverse personalities, but are also designed to suit the tastes of the public with a multifaceted inconsistency. They appear as ordinary people in our lives in works, or as powerful people who are not realistic. The villain characters designed in this way are real human miniatures appearing in the relationships in our lives, and they cannot judge good or bad only by their appearance. Through the study of villains in American animation, many villains in American animation were summed up, and villains could be classified into three types: brutal, violent, and sneaky. Based on this, it was possible to analyze the appearance and attire of the villain character in American animation, and to create a vivid and popular image of the villain, it was found that the character of the character should be emphasized when constructing the shape and costume of the villain character. In conclusion, the attractive formation of villain characters is an important part for successful animation. The production of vivid and long-lasting villain characters must begin with detailed settings such as personality, shape, and dress from the planning stage, which is not only the intention of the producer, but also a reflection of the aesthetic psychology that society should pay attention to today.

An Interactive Typography Piece, using Interactive System - Focusing on 'Interactive Floral Type' (인터랙티브 시스템을 활용하는 인터랙티브 타이포그래피 작품에 관한 연구 - 'Interactive Floral Type'을 중심으로)

  • Kim, Hyunhee;Lee, Dong Ho;Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.5
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    • pp.31-45
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    • 2015
  • Recently, due to the development of interactive media, Interactive Typography, which explores user input and interaction is under development. Unlike traditional typography which has a fixed nature, the flexible and fluid nature of Interactive Typography and Interactive System, enables diverse results. In this study, I have developed an Interactive Typography art piece based on theoretical research. By reviewing books, papers and articles, I have tried to define the meaning and characteristics of Interactive Typography. In understanding the concept of Interactive System, I have borrowed the concept of mathematical function. Based on the research, I have designed and developed an Interactive Typography piece, 'Interactive floral type' by using Adobe flash action script. This piece explores the beautiful shape of each alphabet letters and transforms individual character into a 'flower' shape through user's mouse and keyboard input. Depending on the input the size, color, and layout and motion of text changes in real time to change the letters into beautiful flowers.

Effect of Chitosan Oligosaccharide on the Mouse Liver with Toxicated by Carbon Tetrachloride (사염화탄소로 중독된 생쥐의 간독성에 대한 키토산올리고당의 효과)

  • Hwang, Koo-Yeon;Yoon, Jung-Sik;Kim, Young-Ho;Chung, Min-Ju;Roh, Young-Bok
    • Applied Microscopy
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    • v.29 no.3
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    • pp.363-376
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    • 1999
  • This study aims to demonstrate the effect of chitosan oligosaccharide on the ultrastructural changes in the mouse liver toxicated by carbon tetrachloride $(CCl_4)$. A healthy male ICR mouse that weighted $27{\pm}2gm$ was used for experiment. The experimental group was divided into three groups; the group A; the pretreated group with chitosan oligosaccharide, the group B; the simultaneous group, the group C; treated only the $CCl_4$. The group A was simultaneously treated with chitosan oligosaccharide and $CCl_4$ after pretreated with chitosan oligosaccharide for 7 days. The group B injected $CCl_4$ and chitosan oligosaccharide to the intraperitoneal. The group C injected with only $CCl_4$ to the intraperitoneal. The results were as follow: In the group A, the nuclear membrane and the mitochondria were observed almost normal in shapes at overall the time. Some lamellae of the RER (rough endoplasmic reticulum) destructed until 48 hours but ribosome attached. The destructed lamellae reformed at 72 hours but the smooth membrane vesicles not observed. The lysosomes observed at 72 hours. At 96 hours, all organelles showed in normal shapes. In the group B, changes of nuclear membranes were relatively lighter than group C. Mitochondria observed normal shape through the time. Parts of RER reformed the lamellae, other parts dilated inner cavity. And lipid droplet observed around the 24 hours. Glycogen and lysosome observed 48 hours and 72 hours, respectively. In the group C, nuclear membrane was irregular and nuclear cytoplasm condensed through the time. The lamellae of RER destructed from 24 to 96 hours. Smooth membrane vesicles observed in the cytoplasm at 48 ours. Mitochondria was less effected by toxic. And from the 24 hours, the variable sizes of lipid droplets observed in tile cytoplasm. These results suggest that chitosan oligosaccharide attenuates the toxic effect of the carbon tetrachloride in the mouse liver.

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Development of Evaluation Checklist for Personal Office Furniture and Apparatus and Fact-Finding Survey

  • Park, Hee Sok;Jeong, Byung Yong;Jung, Myung-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.2
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    • pp.167-177
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    • 2015
  • Objective: The objective of this research is to develop evaluation checklist for personal office furniture and apparatus to shape comfortable and efficient worksite for workers' welfare improvement, productivity enhancement and labor force preservation, and to identify office work environment by applying the checklist. Background: Because most office workers work using computers in a sitting posture, the ratio of office workers among total musculoskeletal disorders patients is forecast to increase. In this regard, an effort to prevent and manage such musculoskeletal disorders is required. Method: This research developed evaluation checklist for personal office furniture and apparatus by examining 25 domestic and international ergonomic literature and anthropometric data. This research carried out a fact-finding survey targeting the A Office and B Office of one public agency using the checklist. Results: Although, the checklist items on desks, chairs, computers and other goods conformed to the checklist standards, the following items did not conformed: desk height adjustment, seat board depth adjustment, lumbar support depth, foot rest, wrist rest, mouse tray, headset, speaker phone and Bluetooth. Conclusion: The evaluation checklist for personal office furniture and apparatus and fact-finding survey results are considered to be used as basic data for office work environment and workers' welfare improvement. Application: The information drawn from this research can be helpful to manufacturers' design and manufacture of ergonomic furniture and apparatus.

The Effect of the UV irridation on the Cornea (UV조사가 각막에 미치는 영향)

  • Kim, Douk Hoon;Mun, Jung Hak
    • Journal of Korean Ophthalmic Optics Society
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    • v.1 no.2
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    • pp.19-35
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    • 1996
  • This study was performed on the mouse to estimate the effect of UV radiation on the cornea in UV clean bench by LM & SEM. The results are as follows In the control groups, The cornea tissue have relatively compact and each layer have well identify, and the thick of cornea have constant. In the increasing experimental time, the experimental result have very different. The early experimental groups results have not severely degeneration. But, some substrate layer have a swelling and some epithelial tissue have not normal shape. The middle experimental groups results have very swelling of the stroma, the vacoule of some region the condensation of the epithelium, and the irregular arrangement of the endothelium. The last experimental groups results have shirinking of cornea tissue, the swelling and vacoule of the end endothelium, the partially disruption of epithelium, the irregular thick of the corneal tissue.

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HAND GESTURE INTERFACE FOR WEARABLE PC

  • Nishihara, Isao;Nakano, Shizuo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.664-667
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    • 2009
  • There is strong demand to create wearable PC systems that can support the user outdoors. When we are outdoors, our movement makes it impossible to use traditional input devices such as keyboards and mice. We propose a hand gesture interface based on image processing to operate wearable PCs. The semi-transparent PC screen is displayed on the head mount display (HMD), and the user makes hand gestures to select icons on the screen. The user's hand is extracted from the images captured by a color camera mounted above the HMD. Since skin color can vary widely due to outdoor lighting effects, a key problem is accurately discrimination the hand from the background. The proposed method does not assume any fixed skin color space. First, the image is divided into blocks and blocks with similar average color are linked. Contiguous regions are then subjected to hand recognition. Blocks on the edges of the hand region are subdivided for more accurate finger discrimination. A change in hand shape is recognized as hand movement. Our current input interface associates a hand grasp with a mouse click. Tests on a prototype system confirm that the proposed method recognizes hand gestures accurately at high speed. We intend to develop a wider range of recognizable gestures.

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Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.