• Title/Summary/Keyword: 동작 유사도

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Assessment of children with developmental delay: Korean infant and child development test (KICDT) and Korean Bayley scale of infant development-II (K-BSID-II) (발달 지연아에서 한국형 영유아 발달 검사와 베일리 영유아 발달 검사의 비교 분석)

  • Kim, Ji-Hoon;Yum, Mi-Sun;Jeong, Soo-Jin;Ko, Tae-Sung
    • Clinical and Experimental Pediatrics
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    • v.52 no.7
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    • pp.772-777
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    • 2009
  • Purpose : We aimed to compare the effectiveness of 2 developmental tests-Korean Infant and Child Development Test (KICDT) and Korean Bayley Scale of Infant Development-II (K-BSID-II)-in the assessment of children with developmental delay. Methods : Twenty-eight children with suspected developmental delay, who visited the Department of Pediatrics in Asan Medical Center from February 2007 to June 2008 were enrolled. They were examined using both KICDT and K-BSID-II. The results of the tests were compared on the basis of 2 parameters: age group of the children and detection of organic brain lesion on magnetic resonance imaging (MRI). The correlation between the results of the 2 tests was analyzed using SPSS. Further, intraclass correlation coefficient was calculated using SAS to examine consistency between the results of the 2 tests. Results : The mental developmental index of K-BSID-II showed significant correlation with every KICDT score (P<0.01). The psychomotor developmental index of K-BSID-II was also significantly correlated with every KICDT score except the fine motor score (P<0.01). The mental developmental index of K-BSID-II showed significant correlation [Editor20] with the KICDT gross motor, fine motor, and language scores (P<0.05). Further, there was significant correlation between the psychomotor developmental index of K-BSID-II and the KICDT gross motor score (P<0.05). Conclusion : There was significant [Editor21]correlation between the results of KICDT and K-BSID-II for infants and children with developmental delay. Although our results suggest that KICDT is useful in assessing developmental delay, further research would be needed to standardize this test.

COMPARISON OF SCREW-IN EFFECT FOR SEVERAL NICKEL-TITANIUM ROTARY INSTRUMENTS IN SIMULATED RESIN ROOT CANAL (모형 레진 근관에서 수종의 전동 니켈-티타늄 파일에 대한 screw-in effect 비교)

  • Ha, Jung-Hong;Jin, Myoung-Uk;Kim, Young-Kyung;Kim, Sung-Kyo
    • Restorative Dentistry and Endodontics
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    • v.35 no.4
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    • pp.267-272
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    • 2010
  • Screw-in effect is one of the unintended phenomena that occurs during the root canal preparation with nickel-titanium rotary files. The aim of this study was to compare the screw-in effect among various nickel-titanium rotary file systems. Six different nickel-titanium rotary instruments (ISO 20/.06 taper) were used: $K3^{TM}$ (SybronEndo, Glendora, CA, USA), $M_{two}$ (VDW GmbH, Munchen, Germany), NRT with safe-tip and with active tip (Mani Inc., Shioya-gun, Japan), ProFile$^{(R)}$ (Dentsply-Maillefer, Ballaigues, Switzerland) and ProTaper$^{(R)}$ (Dentsply-Maillefer, Ballaigues, Switzerland). For ProTaper$^{(R)}$, S2 was selected because it has size 20. Root canal instrumentations were done in sixty simulated single-curved resin root canals with a rotational speed of 300 rpm and single pecking motion. A special device was designed to measure the force of screw-in effect. A dynamometer of the device recorded the screw-in force during simulated canal preparation and the recorded data was stored in a computer with designed software (LCV-USE-VS, Lorenz Messtechnik GmbH, Alfdorf, Germany). The data were subjected to one-way ANOVA and Tukey's multiple range test for post-hoc test. P value of less than 0.05 was regarded significant. ProTaper$^{(R)}$ produced significantly more screw-in effects than any other instruments in the study (p < 0.001). $K3^{TM}$ produced significantly more screw-in effects than $M_{two}$, and ProFile$^{(R)}$ (p < 0.001). There was no significant difference among $M_{two}$, NRT, and ProFile$^{(R)}$ (p > 0.05), and between NRT with active tip and NRT with safe one neither (p > 0.05). From the result of the present study, it was concluded, therefore, that there seems significant differences of screw-in effect among the tested nickel-titanium rotary instruments. The radial lands and rake angle of nickel-titanium rotary instrument might be the cause of the difference.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Case Study on Introducing Vita Parcours as Forest Leisure Sports Facility in Saneum Healing Forest (산음 치유의 숲 Vita Parcours 도입 사례 연구 - Vita Parcours 도입을 사례로 -)

  • Lee, Jin-Kyu;Kim, Ki Weon
    • The Journal of the Korean Institute of Forest Recreation
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    • v.22 no.4
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    • pp.71-81
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    • 2018
  • It is necessary to build a quality-enhancing forest leisure sports facility according to values that value life quality, national forest policy. Vita Parcours (fitness trails) is found to be the activities highly convenient, so their introduction and promotion in Korea should be highly considered. field survey was necessary to explore the possibility of installing Vita Parcours. Several sites were selected, such as Asean recreational forest, Unaksan recreational forest, Yumyeongsan recreational forest, Saneum recreational forest, Jungmisan recreational forest and National center for forest therapy. At these locations, we explored the current status of forest facilities and forest trails. A total number of 31 exercise facilities has been identified and surveyed, some of which are located on the trails (2), alongside the trail (9), alongside trail boundaries (2) or represent facilities suitable for both outdoor and indoor exercise within the forest (18), all of whom provide location for 44 different exercise routines (flexibility exercises (23), endurance (12) and strength exercises (9)). Field work also included identification of forests paths, the total number of whom was 34 paths - 30 identified as trails, 2 as hiking trails, 1 as a forest path for relaxation and healing and 1 as an exploratory path. Regarding the structure and shape of these trails, 32 was straight in shape and only 2 designed as a circular forest trails. Average length of these trails was 652.2m with the highest and the lowest point altitude difference of 60m, on average. Saneum recreational forest provide the most suitable site/environment for Vita Parcours and as a result of this, Saneum recreational forest is proposed as a location to support the endeavors in promotion of these valuable forest fitness trails. Among the forest paths at this site, a forest path which has a length of 1.84km and 73.0m the highest and the lowest point altitude difference was selected as the most suitable, and may be equipped with necessary stations for exercise or obstacles. In addition, if these trails are to be introduced and welcomed by its users, we must assure that they are properly maintained.

Backward Path Tracking Control of a Trailer Type Robot Using a RCGS-Based Model (RCGA 기반의 모델을 이용한 트레일러형 로봇의 후방경로 추종제어)

  • Wi, Yong-Uk;Kim, Heon-Hui;Ha, Yun-Su;Jin, Gang-Gyu
    • Journal of Institute of Control, Robotics and Systems
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    • v.7 no.9
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    • pp.717-722
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    • 2001
  • This paper presents a methodology on the backward path tracking control of a trailer type robot which consists of two parts: a tractor and a trailer. It is difficult to control the motion of a trailer vehicle since its dynamics is non-holonomic. Therefore, in this paper, the modeling and parameter estimation of the system using a real-coded genetic algorithm(RCGA) is proposed and a backward path tracking control algorithm is then obtained based on the linearized model. Experimental results verify the effectiveness of the proposed method.

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A Coupled-ART Neural Network Capable of Modularized Categorization of Patterns (복합 특징의 분리 처리를 위한 모듈화된 Coupled-ART 신경회로망)

  • 우용태;이남일;안광선
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.10
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    • pp.2028-2042
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    • 1994
  • Properly defining signal and noise in a self-organizing system like ART(Adaptive Resonance Theory) neural network model raises a number of subtle issues. Pattern context must enter the definition so that input features, treated as irrelevant noise when they are embedded in a given input pattern, may be treated as informative signals when they are embedded in a different input pattern. The ATR automatically self-scales their computational units to embody context and learning dependent definitions of a signal and noise and there is no problem in categorizing input pattern that have features similar in nature. However, when we have imput patterns that have features that are different in size and nature, the use of only one vigilance parameter is not enough to differentiate a signal from noise for a good categorization. For example, if the value fo vigilance parameter is large, then noise may be processed as an informative signal and unnecessary categories are generated: and if the value of vigilance parameter is small, an informative signal may be ignored and treated as noise. Hence it is no easy to achieve a good pattern categorization. To overcome such problems, a Coupled-ART neural network capable of modularized categorization of patterns is proposed. The Coupled-ART has two layer of tightly coupled modules. the upper and the lower. The lower layer processes the global features of a pattern and the structural features, separately in parallel. The upper layer combines the categorized outputs from the lower layer and categorizes the combined output, Hence, due to the modularized categorization of patterns, the Coupled-ART classifies patterns more efficiently than the ART1 model.

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A Comparative Study on the Acceptability and the Consumption Attitude for Soy Foods between Korean and Canadian University Students (한국과 캐나다 대학생들의 콩가공식품에 대한 수응도 및 소비실태 비교 연구)

  • Ahn Tae-Hyun;Paliyath Gopinadhan
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.51 no.5
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    • pp.466-476
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    • 2006
  • The objective of this study was to compare and analyze the acceptability and consumption attitude for soy foods between Korean and Canadian university students as young consumers. This survey was carried out by questionnaire and the subjects were n=516 in Korea and n=502 in Canada. Opinions for soy foods in terms of general knowledge were that soy foods are healthy (86.5% in Korean and 53.4% in Canadian) or neutral (11.6% in Korean and 42.8% in Canadian), dairy foods can be substituted by soy foods (51.9% in Korean and 41.8% in Canadian), and soy foods are not only for vegetarians and milk allergy Patients but also for ordinary People (94.2% in Korean and 87.6% in Canadian). In main sources of information about soy foods, the rate by commercials on TV, radio or magazine was the highest (58.0%) for Korean students and the rate by family or friend was the highest(35.7%) for Canadian students. In consumption attitude, all of Korean students have purchased soy foods but only 55.4% of Canadian students have purchased soy foods, and soymilk was remarkably recognized and consumed then soy beverage and margarine in order. 76.4% of Korean students and 65.1% of Canadian students think soy foods are general and popular and can purchase easily, otherwise, in terms of price, soy foods were expensively recognized as 'more expensive than dairy foods' was 59.1% (Korean) and 54.7% (Canadian), and 'similar to dairy foods' was 36.8% (Korean) and 39.9% (Canadian). Major reasons for the rare consumption were 'I am not interested in soy foods' in Korean students (27.3%) and 'I prefer dairy foods to soy foods' in Canadian students (51.7%). However, consumption of soy foods in both countries are very positive and it will be increased.

Location Management & Message Delivery Protocol for Multi-region Mobile Agents in Multi-region Environment (다중 지역 환경에서 이동 에이전트를 위한 위치 관리 및 메시지 전달 기법)

  • Choi, Sung-Jin;Baik, Maeng-Soon;Song, Ui-Sung;Hwang, Chong-Sun
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.11
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    • pp.545-561
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    • 2007
  • Location management and message delivery protocol is fundamental to the further development of mobile agent systems in a multi-region mobile agent computing environment in order to control mobile agents and guarantee message delivery between them. However, previous works have some problems when they are applied to a multi-region mobile agent computing environment. First, the cost of location management and message delivery is increased relatively. Second, a tracking problem arises. finally, cloned mobile agents and parent-child mobile agents do not get dealt with respect to location management and message delivery. In this paper, we present a HB (Home-Blackboard) protocol, which is a new location management and message delivery protocol in a multi-region mobile agent computing environment. The HB protocol places a region server in each region and manages the location of mobile agents by using intra-region migration and inter-region migration. It also places a blackboard in each region server and delivers messages to mobile agents when a region server receives location update form them. The HB protocol can decrease the cost of location update and message passing and solve the tracking problem with low communication cost. Also, this protocol deals with the location management and message passing of cloned mobile agents and parent-child mobile agents, so that it can guarantee message delivery of these mobile agents and pass messages without passing duplicate messages.

The Usefulness of Diffusion-weighted MR Imaging for Differentiation between Degenerative Spines and Infectious Spondylitis (퇴행성 척추와 감염성 척추염의 감별에 있어서 확산강조영상의 유용성)

  • 박원규;변우목;최준혁
    • Investigative Magnetic Resonance Imaging
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    • v.6 no.2
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    • pp.152-157
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    • 2002
  • Purpose : The differential diagnosis between Modic type I degenerative spine and infectious spondylitis sometimes is difficult, because the affected bone marrows in both disease show similar signal intensity on conventional MR imaging. We evaluate the usefulness of diffusion-wighted MR imaging for differential diagnosis between Modic type I degenerative spine and infectious spondylitis. Materials and methods : The spin-echo and diffusion-weighted MR images of eight patients with Modic type I degenerative spines and 14 patients with infectious spondylitis diagnosed by clinical findings or CT-guided biopsies we re analyzed. The diffusion-weighted imaging sequence was based on reversed fast imaging with steady-state precession (PSIF). Signal intensity changes of the vertebral bone marrow on conventional spin-echo and diffusion-weighted MR imaging were compared between degenerative spine and infectious spondylitis. Results : On T1-weighte d images, the affeted bone marrow in both disease showed hypointense signals. On T 2-weighted images, all of type I degenerative spine and 11 of infectious spondylitis showed hyperintensity, and three of infectious spondylitis showed heterogeneo us mixed signal intensity. On diffusion-weighted MR images, all of type I degenerative spine were hypointense with peripheral high signal intensity to normal vertebral body, but infectious spondylitis was hyperintense (n = 11) and hypointense (n=3). Conclusion : Diffusion-weighted MR imaging is useful to differentiate Modic type I degenerative spine from infectious spondylitis. On diffusion-weighted images, the high singal intensity of bone marrow suggests infectious spondylitis, whereas the low signal intensity of bone marrow with peripheral focal high signal intensity suggests type I degenerative spine.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.