• 제목/요약/키워드: virtual age

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위암 진단에 있어서의 CT 위장 조영술과 상부위장관 조영술과의 비교 (Usefullness of CT Gastrography and Vurtual Gastroscopy using Computed Tomography in Detection of Gastric Cancer)

  • 백용해;이순진;이지연;노재형;손태성;김성;김용일
    • Journal of Gastric Cancer
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    • 제3권4호
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    • pp.195-200
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    • 2003
  • Purpose: Advancement of computed tomography (CT) hardware and software has allowed thin section scanning and reconstruction of fascinating 2-dimentional (2D) and 3- dimentional (3D) images. Especially, the reconstruction of 3D images of gastrointestinal tract has been used in the detection and diagnosis of pre-malignant and malignant diseases. To compare the efficacy of CT gastrography with conventional upper gastrointenstinal series (UGIs) in gastric cancer patients. Materials and Methods: During Nov. 2002 and Mar. 2003, twenty-seven patients who had gastric cancer received both double contrast upper GI series and CT gastrography prior to radical surgery. Among these patients, nineteen had early gastric cancer (EGC) and 8 had advanced gastric cancer (AGC). Fifteen patients were male and 12 were female. The mean age was 54 yrs (range, $27\∼75$ yrs). The patients were placed on NPO and Stomach was distended with gas in fasting state prior to CT scanning. Double contrast upper GI series were performed as routine manual. CT scan was conducted in all patients using 8 or 16-channel multidetector CT in this study. The collimation and reconstruction for CT scanning were set at 2.5 mm and 1.25 mm, respectively. CT scanning was performed in the supine position. For image processing, CT gastrography, in which raysum and surface rendering images were constructed, virtual and 2D image in coronal and sagittal images were performed. The detectability of gastric cancer was assessed between UGIs and CT gastrography. Results: In AGCs, the detection rate of cancer using CT gastrography and virtual gastroscopy was higher than EGC cases. However, CT gastrography and virtual gastroscopy showed less favorable results than UGIs. Even though only a small number of cases had been studied, we might conclude that CT gastrography and virtual gastroscopy could replace UGIs in the detection of AGC cases. Conclusion: The detection rate used with CT gastrography and Virtual gastroscopy is not better than that of UGIs in early gastric cancer, however, in advanced gastric cancer cases, it is nearly equal to that of UGIs.

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개체군 체장자료를 이용한 연령조성 추정 (Inference of Age Compositions in a Sample of Fish from Fish Length Data)

  • 김규한;현상윤;서영일
    • 한국수산과학회지
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    • 제51권1호
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    • pp.79-90
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    • 2018
  • Fish ages are critical information in fish stock assessments because they are required for age-structure models such as virtual population analysis and stochastic catch-at-age models, whose outputs include recruitment strengths, a spawning stock size (abundance or biomass), and the projection of a fish population size in future. However, most countries other than the developed countries have not identified ages of fish caught by fisheries or surveys in a consistent manner for a long time (e.g.,>20 years). Instead, data about fish body sizes (e.g., lengths) have been well available because of ease of measurement. To infer age compositions of fish in a target group using fish length data, we intended to improve the length frequency analysis (LFA), which Schnute and Fournier had introduced in 1980. Our study was different in two ways from the Schnute and Fournier's method. First we calculated not only point estimates of age compositions but also the uncertainty in those estimates. Second, we modified LFA based on the von Bertalanffy growth model (vB-based model) to allow both individual-to-individual and cohort-to-cohort variability in estimates of parameters in the vB-based model. For illustration, we used data about lengths of Korean mackerel Scomber japonicas caught by purse-seine fisheries from 2000-2016.

사이버 시대의 디자인 지형 (A Topography of Design in Cyber Age)

  • 오창섭
    • 디자인학연구
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    • 제12권1호
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    • pp.39-48
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    • 1999
  • 전통적 의미의 산업디자인은 산업혁명으로부터 시작된 기계적 생산양식에 그 바탕을 두고 있다. 그런데 최근 컴퓨터와 관련 기술들의 발달에 따른 새로운 매체들의 등장으로 전통적 의미의 디자인은 정체성의 혼란을 경험하고 있다. '사이버'라고 불리는 새로운 흐름은 산업혁명의 기계적 생산양식이 수공예적 생산양식의 여러 가정들을 파괴한 것처럼 기계적 생산양식의 가정들에 대해 의문을 제기하고 있는 것이다. 본 논문은 어떻게 컴퓨터, 그리고 가상실제와 같은 새로운 매체들의 등장이 삶의 환경과 생활 주체들의 감수성을 변화시키고, 또한 디자인의 모습을 변화시키는지에 대한 연구이다. 논문은 사이버공간과 문화, 이미지와 텍스트, 가상과 실재, 정체성 등의 논의를 통해 기계적 생산양식에 바탕을 둔 소재 중심적 경계 구분을 통해 기계적 생산양식에 바탕을 둔 소재 중심적 경계 구분을 해체하고 변화하는 시대의 디자인 지형과 정체성을 구체적으로 찾아 나서고 있다.

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가상 캐릭터를 활용하여 아동의 구어 대화를 유도하는 대화형 에이전트 (Embodied Conversational Agent Using a Virtual Character to Induce Children's Verbal Communication)

  • 최지영;정기철
    • 한국멀티미디어학회논문지
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    • 제23권10호
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    • pp.1296-1306
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    • 2020
  • Childhood verbal communication impacts children's language skills and has a positive effect as partners use more vocabulary. But reduction in family time, caused by lowered age for private education and so on, has reduced the chance for children to speak with partners who have a proficient language skill. This vacancy was naturally occupied by the media, which has become one of the cornerstones of the growth of kids' contents. Kids contents are making various attempts to expand the breadth of services. But most contents still focus on unilateral visual information delivery yet, so there is a limit to satisfy the vacancy of conversation partners. Therefore this paper suggests an ECA(Embodied conversational agent) to induce children's spoken conversation using a virtual character frequently used in kids contents. This system is implemented by the voice bot and agent model produced using an IBM assistant and Unity. As a result of using ECA for 66 children of 5-9 years old, it showed meaningful results in terms of induction of verbal communication.

매개변수로 제어가능한 운전자의 안전벨트 뻗침 모션 생성 (Parametrized Construction of Virtual Drivers' Reach Motion to Seat Belt)

  • 서혜원;코디에프레데릭;최우진;최형연
    • 한국CDE학회논문집
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    • 제16권4호
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    • pp.249-259
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    • 2011
  • In this paper we present our work on the parameterized construction of virtual drivers' reach motion to seat belt, by using motion capture data. A user can generate a new reach motion by controlling a number of parameters. We approach the problem by using multiple sets of example reach motions and learning the relation between the labeling parameters and the motion data. The work is composed of three tasks. First, we construct a motion database using multiple sets of labeled motion clips obtained by using a motion capture device. This involves removing the redundancy of each motion clip by using PCA (Principal Component Analysis), and establishing temporal correspondence among different motion clips by automatic segmentation and piecewise time warping of each clip. Next, we compute motion blending functions by learning the relation between labeling parameters (age, hip base point (HBP), and height) and the motion parameters as represented by a set of PC coefficients. During runtime, on-line motion synthesis is accomplished by evaluating the motion blending function from the user-supplied control parameters.

Simulate Reality - Deliver Certainty Through the Virtual Weld

  • Bernhardt, Ralph;Schafstall, Hendrik;Hwang, Inhyuck
    • Journal of Welding and Joining
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    • 제34권5호
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    • pp.41-46
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    • 2016
  • Welding is an absolutely essential component of industries such as the automotive industry, the construction industry and even the aviation industry. Although it is a widespread technology it is still characterized by lots of uncertainties. This still requires well experienced and highly skilled workforce to design and perform safe welding processes. The early knowledge of distortion and residual stresses is almost an issue which is influenced mainly by the welding parameters and the fixture design. But more and more engineers want to know as well final properties of the assembled components. With the beginning of the computer age in the 1970s and 1980s last century, the numerical prediction of manufacturing processes using FEM was gradually getting better and has established itself in the industry since the 1990s as a standard tool. Unlike in metal casting and forming industry, however, the everyday use of FEM- simulation tools for welding processes eked out a shadowy existence for a long time. This paper will give a short classification of welding simulation types and a structured overview on the technical questions. Selected case studies and the benefits achieved through simulations with the software Simufact welding are discussed. Finally an outlook on future developments will be given.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • 제15권12호
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

고령 운전자 도심부 비 직각 교차로 운전행태 분석 (Analysis of Elderly Driving Performance at Urban Skewed Intersection using Driving Simulator)

  • 하태웅;홍승준
    • 자동차안전학회지
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    • 제14권3호
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    • pp.35-40
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    • 2022
  • In this study, the driving performances of elderly who's age is over 65 were evaluated. The driving simulation was conducted using a compact driving simulation (CDS) and the simulation scenarios were developed from actual roads by replicating geometry of skewed intersection and traffic control devices located in Jungnang-gu, Seoul, Korea. 27 elderly drivers and 10 non-elderly drivers were recruited and participated on the virtual turning right and going straight driving experiment of CDS. Virtual driving data of driving time, speed, distance, acceleration and deceleration speeds, brake power, and steering wheel rotation angle were recorded and analyzed. Generally, elderly driver took more times to pass through the skewed intersection road and showed lower approaching speed as much as 40% and 25% in case of turning right and going straight scenarios respectively. The speed deviation at skewed intersection road between elderly and non-elderly driver is expected to cause frequent lane changes and overtaking.

Development of Customized Textile Design using AI Technology -A Case of Korean Traditional Pattern Design-

  • Dawool Jung;Sung-Eun Suh
    • 한국의류학회지
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    • 제47권6호
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    • pp.1137-1156
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    • 2023
  • With the advent of artificial intelligence (AI) during the Fourth Industrial Revolution, the fashion industry has simplified the production process and overcome the technical difficulties of design. This study anticipates likely changes in the digital age and develops a model that will allow consumers to design textile patterns using AI technology. Previous studies and industrial examples of AI technology's use in the textile design industry were investigated, and a textile pattern was developed using an AI algorithm. A new textile design model was then proposed based on its application to both virtual and physical clothing. Inspired by traditional Korean masks and props, AI technology was used to input color data from open application programming interface images. By inserting these into various repeating structures, a textile design was developed and simulated as garments for both virtual and real garments. We expect that this study will establish a new textile design development method for Generation Z, who favor customized designs. This study can inform the use of personalization in generative textile design as well as the systemization of technology-driven methods for customized and participatory textile design.

모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구 (Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device)

  • 조병철
    • 방송공학회논문지
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    • 제21권5호
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    • pp.704-713
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    • 2016
  • 미디어 융합시대 전 세계적으로 주목을 받고 있는 모바일 웨어러블 디바이스로 인해 신체의 가치가 흔들리고 있다. 모바일 증강 디바이스는 시간적 공간적 제약을 무너뜨리며 네트워크화된 세상으로 연결하면서 대중들에게 새로운 문화 체험과 가치를 열어 줄수 있는 좋은 기회를 제공하기도 한다. 본 연구에서는 360° 가상현실 카메라를 이용하여 강남역 도시 공간정보를 획득하였으며 전용 가상현실 헤드셑, 스마트폰과 연결된 유투브 플랫폼을 이용하여 확장된 도시 공간 경험을 수행 하였다. 하지만 신체의 감각은 관음증, 정신분열 등 인간의 불안정한 욕망으로 그 가치를 잃어버릴 위기에 처해 있으며 문명사적 전환기에 직면해 있다. 결론적으로는 인간의 심도 있는 접근을 통해 적절한 균형을 유지하는 것이 관건이며, 이를 위해서는 학제적 연구의 필요성을 역설하였다.