• Title/Summary/Keyword: 가상의

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Effect of abutment superimposition process of dental model scanner on final virtual model (치과용 모형 스캐너의 지대치 중첩 과정이 최종 가상 모형에 미치는 영향)

  • Yu, Beom-Young;Son, Keunbada;Lee, Kyu-Bok
    • The Journal of Korean Academy of Prosthodontics
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    • v.57 no.3
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    • pp.203-210
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    • 2019
  • Purpose: The purpose of this study was to verify the effect of the abutment superimposition process on the final virtual model in the scanning process of single and 3-units bridge model using a dental model scanner. Materials and methods: A gypsum model for single and 3-unit bridges was manufactured for evaluating. And working casts with removable dies were made using Pindex system. A dental model scanner (3Shape E1 scanner) was used to obtain CAD reference model (CRM) and CAD test model (CTM). The CRM was scanned without removing after dividing the abutments in the working cast. Then, CTM was scanned with separated from the divided abutments and superimposed on the CRM (n=20). Finally, three-dimensional analysis software (Geomagic control X) was used to analyze the root mean square (RMS) and Mann-Whitney U test was used for statistical analysis (${\alpha}=.05$). Results: The RMS mean abutment for single full crown preparation was $10.93{\mu}m$ and the RMS average abutment for 3 unit bridge preparation was $6.9{\mu}m$. The RMS mean of the two groups showed statistically significant differences (P<.001). In addition, errors of positive and negative of two groups averaged $9.83{\mu}m$, $-6.79{\mu}m$ and 3-units bridge abutment $6.22{\mu}m$, $-3.3{\mu}m$, respectively. The mean values of the errors of positive and negative of two groups were all statistically significantly lower in 3-unit bridge abutments (P<.001). Conclusion: Although the number of abutments increased during the scan process of the working cast with removable dies, the error due to the superimposition of abutments did not increase. There was also a significantly higher error in single abutments, but within the range of clinically acceptable scan accuracy.

Development and evaluation of a 2-dimensional land surface flood analysis model using uniform square grid (정형 사각 격자 기반의 2차원 지표면 침수해석 모형 개발 및 평가)

  • Choi, Yun-Seok;Kim, Joo-Hun;Choi, Cheon-Kyu;Kim, Kyung-Tak
    • Journal of Korea Water Resources Association
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    • v.52 no.5
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    • pp.361-372
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    • 2019
  • The purpose of this study is to develop a two-dimensional land surface flood analysis model based on uniform square grid using the governing equations except for the convective acceleration term in the momentum equation. Finite volume method and implicit method were applied to spatial and temporal discretization. In order to reduce the execution time of the model, parallel computation techniques using CPU were applied. To verify the developed model, the model was compared with the analytical solution and the behavior of the model was evaluated through numerical experiments in the virtual domain. In addition, inundation analyzes were performed at different spatial resolutions for the domestic Janghowon area and the Sebou river area in Morocco, and the results were compared with the analysis results using the CAESER-LISFLOOD (CLF) model. In model verification, simulation results were well matched with the analytical solution, and the flow analyses in the virtual domain were also evaluated to be reasonable. The results of inundation simulations in the Janghowon and the Sebou river area by this study and CLF model were similar with each other and for Janghowon area, the simulation result was also similar to the flooding area of flood hazard map. The different parts in the simulation results of this study and the CLF model were compared and evaluated for each case. The results of this study suggest that the model proposed in this study can simulate the flooding well in the floodplain. However, in case of flood analysis using the model presented in this study, the characteristics and limitations of the model by domain composition method, governing equation and numerical method should be fully considered.

Conditional Generative Adversarial Network based Collaborative Filtering Recommendation System (Conditional Generative Adversarial Network(CGAN) 기반 협업 필터링 추천 시스템)

  • Kang, Soyi;Shin, Kyung-shik
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.157-173
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    • 2021
  • With the development of information technology, the amount of available information increases daily. However, having access to so much information makes it difficult for users to easily find the information they seek. Users want a visualized system that reduces information retrieval and learning time, saving them from personally reading and judging all available information. As a result, recommendation systems are an increasingly important technologies that are essential to the business. Collaborative filtering is used in various fields with excellent performance because recommendations are made based on similar user interests and preferences. However, limitations do exist. Sparsity occurs when user-item preference information is insufficient, and is the main limitation of collaborative filtering. The evaluation value of the user item matrix may be distorted by the data depending on the popularity of the product, or there may be new users who have not yet evaluated the value. The lack of historical data to identify consumer preferences is referred to as data sparsity, and various methods have been studied to address these problems. However, most attempts to solve the sparsity problem are not optimal because they can only be applied when additional data such as users' personal information, social networks, or characteristics of items are included. Another problem is that real-world score data are mostly biased to high scores, resulting in severe imbalances. One cause of this imbalance distribution is the purchasing bias, in which only users with high product ratings purchase products, so those with low ratings are less likely to purchase products and thus do not leave negative product reviews. Due to these characteristics, unlike most users' actual preferences, reviews by users who purchase products are more likely to be positive. Therefore, the actual rating data is over-learned in many classes with high incidence due to its biased characteristics, distorting the market. Applying collaborative filtering to these imbalanced data leads to poor recommendation performance due to excessive learning of biased classes. Traditional oversampling techniques to address this problem are likely to cause overfitting because they repeat the same data, which acts as noise in learning, reducing recommendation performance. In addition, pre-processing methods for most existing data imbalance problems are designed and used for binary classes. Binary class imbalance techniques are difficult to apply to multi-class problems because they cannot model multi-class problems, such as objects at cross-class boundaries or objects overlapping multiple classes. To solve this problem, research has been conducted to convert and apply multi-class problems to binary class problems. However, simplification of multi-class problems can cause potential classification errors when combined with the results of classifiers learned from other sub-problems, resulting in loss of important information about relationships beyond the selected items. Therefore, it is necessary to develop more effective methods to address multi-class imbalance problems. We propose a collaborative filtering model using CGAN to generate realistic virtual data to populate the empty user-item matrix. Conditional vector y identify distributions for minority classes and generate data reflecting their characteristics. Collaborative filtering then maximizes the performance of the recommendation system via hyperparameter tuning. This process should improve the accuracy of the model by addressing the sparsity problem of collaborative filtering implementations while mitigating data imbalances arising from real data. Our model has superior recommendation performance over existing oversampling techniques and existing real-world data with data sparsity. SMOTE, Borderline SMOTE, SVM-SMOTE, ADASYN, and GAN were used as comparative models and we demonstrate the highest prediction accuracy on the RMSE and MAE evaluation scales. Through this study, oversampling based on deep learning will be able to further refine the performance of recommendation systems using actual data and be used to build business recommendation systems.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Study on the Accessibility Requirements Analysis Model for the Preventive Safety and Disaster Service Information System - Focusing on the Communication Ability (정보시스템을 통한 생활안전 위험의 예방·대응을 위한 안전약자 요구사항 분석모델 연구 : 의사소통기능을 중심으로)

  • Lee, Yong-Jick;Ji, Seok-yeon;Kim, Sang-hwa
    • The Journal of Korean society of community based occupational therapy
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    • v.10 no.3
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    • pp.1-13
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    • 2020
  • Objective : The purpose of this study is to present an analysis model in developing an inclusive response for safety hazards and disaster preventive information system for vulnerable people to the disaster including persons with disabilities, and those with specific needs. Methods : In this study, the persona analysis method is used to analyze fictitious characters that correspond to various characteristics such as age, disability, environment, occupation, etc. in terms of the scenario of some particular disaster subjects. Based on the user's communication problems derived from the persona analysis, focused group interview and ICF based analysis were implemented to identify needs and arbitration methods. Results : The needs from persona analysis and ICF-based communication items analysis identifies the factors that make each fictitious character difficult in terms of communication in obtaining the benefits consistent with the purpose of the service. The study derives service requirements that can provide arbitration or facilitation methods to increase communication ability of the users. Conclusion : Through the persona analysis method, difficulties that could occur when receiving disaster information using communication devices were identified and analyzed in conjunction with communication problems described in the ICF. In building information services for the prevention of safety hazards and disasters, this study presented a model that uses the persona analysis method and the ICF classification system to derive user requirements for accessible information system.

A study on the effect of collimator angle on PAN-Pelvis volumetric modulated arc therapy (VMAT) including junction (접합부를 포함한 PAN-전골반암 VMAT 치료 계획 시 콜리메이터 각도의 영향에 관한 고찰)

  • Kim, Hyeon Yeong;Chang, Nam Jun;Jung, Hae Youn;Jeong, Yun Ju;Won, Hui Su;Seok, Jin Yong
    • The Journal of Korean Society for Radiation Therapy
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    • v.32
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    • pp.61-71
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    • 2020
  • Purpose: To investigate the effect of collimator angle on plan quality of PAN-Pelvis Multi-isocenter VMAT plan, dose reproducibility at the junction and impact on set-up error at the junction. Material and method: 10 adult patients with whole pelvis cancer including PAN were selected for the study. Using Trubeam STx equipped with HD MLC, we changed the collimator angle to 20°, 30°, and 45° except 10° which was the default collimator angle in the Eclipse(version 13.7) and all other treatment conditions were set to be the same for each patient and four plans were established also. To evaluate these plans, PTV coverage, coverage index(CVI) and homogeneity index (HI) were compared and clinical indicators for each treatment sites in normal tissues were analyzed. To evaluate dose reproducibility at the junction, the absolute dose was measured using a Falmer type ionization chamber and dose changes at the junction were evaluated by moving the position of the isocenter in and out 1~3mm and setting up the virtual volume at the junction. Result: CVI mean value was PTV-45 0.985±0.004, PTV-55 0.998±0.003 at 45° and HI mean value was PTV-45 1.140±0.074, and PTV-55 1.031±0.074 at 45° which were closest to 1. V20Gy of the kidneys decreased by 9.66% and average dose of bladder and V30 decreased by 1.88% and 2.16% at 45° compared to 10° for the critical organs. The dose value at the junction of the plan and the actual measured were within 0.3% and within tolerance. At the junction, due to set-up error the maximum dose increased to 14.56%, 9.88%, 8.03%, and 7.05%, at 10°, 20°, 30°, 45°, and the minimum dose decreased to 13.18%, 10.91%, 8.42%, and 4.53%, at 10°, 20°, 30°, 45° Conclusion: In terms of CVI, HI of PTV and critical organ protection, overall improved values were shown as the collimator angle increased. The impact on set-up error at the junction by collimator angle decreased as the angle increased and it will help improve the anxiety about the set up error. In conclusion, the collimator angle should be recognized as a factor that can affect the quality of the multi-isocenter VMAT plan and the dose at the junction, and be careful in setting the collimator angle in the treatment plan.

The Effects of Adolescents' Online Game Character Status Comparison on their Subjective Happiness Change (청소년의 온라인 게임 캐릭터 지위 비교가 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.32 no.2
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    • pp.75-98
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    • 2021
  • The purpose of this study was to confirm whether adolescents with a tendency to compare online game positions are unhappier than their peers who do not. In Experiment 1, participants were asked to compare the status of their game character with the game world average (below, equal, or above average), and were then measured on their changes in happiness (changes before and after the participant's status comparison). In Experiment 2, participants compared the status of their game character with a person they knew (whether it was lower or higher than their acquaintance), and were then measured on their subjective changes in happiness. In Experiment 3, participants were told that the status of their game character was lower/higher than the average, and were either presented or not presented with the information that their acquaintance's character held a lower/higher position. The subjective happiness level of the two groups was then measured. As a result, Experiment 1 confirmed that adolescents with generally low subjective happiness were unhappier when their game position was lower than the average and were happier when their game position was higher than the average. However, it was found that the happiness level of adolescents with generally high subjective happiness did not significantly change. Experiment 2 observed that adolescents with generally low subjective happiness were unhappier when their game position was lower than others in the game world and were happier when their game position was higher than others. However, this was not true for adolescents with generally high subjective happiness. Experiment 3 showed that adolescents with generally low subjective happiness were unhappier when someone else had a higher game position than themselves and were happier when someone else had a lower game position than themselves, regardless of their status in either situation. However, a significant change was not detected among adolescents with generally high subjective happiness. As a rare study confirming the effects of social status comparison on happiness in the virtual world, this study is noteworthy.

The Myth of Huang-ti(the Yellow Emperor) and the Construction of Chinese Nationhood in Late Qing(淸) ("나의 피 헌원(軒轅)에 바치리라" - 황제신화(黃帝神話)와 청말(淸末) '네이션(민족)' 구조의 확립 -)

  • Shen, Sung-chaio;Jo, U-Yeon
    • Journal of Korean Historical Folklife
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    • no.27
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    • pp.267-361
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    • 2008
  • This article traces how the modern Chinese "nation" was constructed as an "imagined community" around Huang-ti (the Yellow Emperor) in late Qing. Huang-ti was a legendary figure in ancient China and the imperial courts monopolized the worship of him. Many late Qing intellectuals appropriated this symbolic figure and, through a set of discursive strategies of "framing, voice and narrative structure," transformed him into a privileged symbol for modern Chinese national identity. What Huang-ti could offer was, however, no more than a "public face" for the imagined new national community, or in other words, a formal structure without substantial contents. No consensus appeared on whom the Chinese nation should include and where the Chinese nation should draw its boundaries. The anti-Manchu revolutionaries emphasized the primordial attachment of blood and considered modern China an exclusive community of Huang-ti's descent. The constitutional reformers sought to stretch the boundaries to include the ethnic groups other than the Han. Some minority intellectuals, particularly the Manchu ones, re-constructed the historic memory of their ethnic origin around Huang-ti. The quarrels among intellectuals of different political persuasion testify how Huang-ti as the most powerful cultural symbol became a site for contests and negotiations in the late Qing process of national construction.

Prediction Study on Major Movement Paths of Otters in the Ansim-wetland Using EN-Simulator (EN-Simulator를 활용한 안심습지 일원 수달의 주요 이동경로 예측 연구)

  • Shin, Gee-Hoon;Seo, Bo-Yong;Rho, Paikho;Kim, Ji-Young;Han, Sung-Yong
    • Journal of Environmental Impact Assessment
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    • v.30 no.1
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    • pp.13-23
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    • 2021
  • In this study, we performed a Random Walker analysis to predict the Major Movement Paths of otters. The scope of the research was a simulation analysis with a radius of 7.5 km set as the final range centered on the Ansim-wetland in Daegu City, and a field survey was used to verify the model. The number of virtual otters was set to 1,000, the number of moving steps was set to 1,000 steps per grid, and simulations were performed on a total of 841 grids. As a result of the analysis, an average of 147.6 objects arrived at the boundary point under the condition of an interval of 50 m. As a result of the simulation verification, 8 points (13.1%) were found in the area where the movement probability was very high, and 9 points (14.8%) were found in the area where the movement probability was high. On the other hand, in areas with low movement paths probabilities, there were 8 points (13.1%) in low areas and 4 points (6.6%) in very low areas. Simulation verification results In areas with high otter values, the actual otter format probability was particularly high. In addition, as a result of investigating the correlation with the otter appearance point according to the unit area of the evaluation star of the movement probability, it seems that 6.8 traces were found per unit area in the area where the movement probability is the highest. In areas where the probability of movement is low, analysis was performed at 0.1 points. On the side where otters use the major movement paths of the river area, the normal level was exceeded, and as a result, in the area, 23 (63.9%), many form traces were found, along the major movement paths of the simulation. It turned out that the actual otter inhabits. The EN-Simulator analysis can predict how spatial properties affect the likelihood of major movement paths selection, and the analytical values are used to utilize additional habitats within the major movement paths. It is judged that it can be used as basic data such as to grasp the danger area of road kill in advance and prevent it.

Evaluation of the Usefulness of Virtual Reality Equipment for Relieving Patients' Anxiety during Whole-Body Bone Scan (전신 뼈 검사 환자의 불안감 해소를 위한 가상현실 장비의 유용성 평가)

  • Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
    • The Korean Journal of Nuclear Medicine Technology
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    • v.26 no.1
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    • pp.27-32
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    • 2022
  • Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.