• Title/Summary/Keyword: 비디오 분류

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Preservation of Subvalvular Apparatus During Mitral Valve Replacement (판막하부 구조물을 보존하는 인공 승모판막 치환술)

  • 임창영;임정철
    • Journal of Chest Surgery
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    • v.29 no.12
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    • pp.1329-1336
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    • 1996
  • From January, 1994 to January. 1996, mitral valve replacement was performed in 27 patients. Among these, 17 patients underwent mitral valve replacement(MVR) with preservation of the annulo-papillary continuity(PAPCMVR) (-Group I), and 10 patients underwent conventional methods of excision of all the chordae(Group II). The operative technique for PAPCM VR consists of the division of the anterior leaflet into anterior and posterior segments, shifting and reattachment of the divided segments to the mitral ring of the respective commissural areas. This retrospective study has been designed to evalute the postoperative left ventricular function in the two groups. In the group 1, LVEF(Left Vnetricular Ejection Fraction : %) was 52 $\pm$ 3 preoperatively And 50$\pm$3 postoperatively, LVESI Vent icular End Systolic Volume Index/mL/m2) wIns 59 :6 and 51 $\pm$ 7, LVEDI Ventricular End Diastolic Volume Index/mL/m2) was 124$\pm$ 11 and 91 :8. In the group II, LVEF was 56$\pm$1 and 47:), LVESVI 62$\pm$12 and 61$\pm$15, LVEDVI 133$\pm$27 and 104$\pm$17. : the variation of the LVEF in these two group was statistically different(p(0.05). A comparison of left ventricular function data between Group I(n: 17) and Group II(n: 10) revealed better results in echocardiographic LVEF(p<0.05), LVEDVI(p<0.01) in the former group. The mean functional class(UYHA) was 2.6 preoperative and improved to 1.0 postoperatively In group 1, and 2.8 and to 1.0 in group II. We conclude that maintenance of continuity between the mitral annulus and papillary muscles is expected to have a beneficial effect on postoperative left ventricular performance.

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Social Network Analysis of TV Drama via Location Knowledge-learned Deep Hypernetworks (장소 정보를 학습한 딥하이퍼넷 기반 TV드라마 소셜 네트워크 분석)

  • Nan, Chang-Jun;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.22 no.11
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    • pp.619-624
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    • 2016
  • Social-aware video displays not only the relationships between characters but also diverse information on topics such as economics, politics and culture as a story unfolds. Particularly, the speaking habits and behavioral patterns of people in different situations are very important for the analysis of social relationships. However, when dealing with this dynamic multi-modal data, it is difficult for a computer to analyze the drama data effectively. To solve this problem, previous studies employed the deep concept hierarchy (DCH) model to automatically construct and analyze social networks in a TV drama. Nevertheless, since location knowledge was not included, they can only analyze the social network as a whole in stories. In this research, we include location knowledge and analyze the social relations in different locations. We adopt data from approximately 4400 minutes of a TV drama Friends as our dataset. We process face recognition on the characters by using a convolutional- recursive neural networks model and utilize a bag of features model to classify scenes. Then, in different scenes, we establish the social network between the characters by using a deep concept hierarchy model and analyze the change in the social network while the stories unfold.

Cross-sectional analysis on recreation specialization of surfing participants (서핑 참여자의 레크리에이션 전문화에 관한 횡단적 분석)

  • Yeom, Sang-geun;Kang, Hyun-Wook
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.2
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    • pp.340-353
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    • 2020
  • The purpose of this study is to introduce surfing which is not a familiar leisure activity in Korea and provide understanding of surfing participants through the cross-sectional analysis on the process of forming recreational specialization from introductory levels with enthusiastic surfing participants. This study employs a qualitative approach to analyze each participant's experience on recreation specialization in detail, and in particular uses ethnographic research methods to derive participants' meaning of life and daily routines and cultural behavioral patterns changed through surfing. First, through the analysis of in-depth interview data, total 531 conceptual words were identified and the first categorization was established. Second, surfing participants mentioned that they had high expectations of surfing even before they first encountered it. Third, surfing participants noted that they experienced leisure constraints and made efforts to resolve this issue before reaching the recreation specialization process. Fourth, surfing participants were found to go through a recreation specialization process. Fifth, surfing participants were found to undergo life changes. They worked hard in their everyday life through physical training, improvement of surfing skills, and analysis of their own videos to be better at surfing.

Hidden Markov Model for Gesture Recognition (제스처 인식을 위한 은닉 마르코프 모델)

  • Park, Hye-Sun;Kim, Eun-Yi;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.17-26
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    • 2006
  • This paper proposes a novel hidden Markov model (HMM)-based gesture recognition method and applies it to an HCI to control a computer game. The novelty of the proposed method is two-fold: 1) the proposed method uses a continuous streaming of human motion as the input to the HMM instead of isolated data sequences or pre-segmented sequences of data and 2) the gesture segmentation and recognition are performed simultaneously. The proposed method consists of a single HMM composed of thirteen gesture-specific HMMs that independently recognize certain gestures. It takes a continuous stream of pose symbols as an input, where a pose is composed of coordinates that indicate the face, left hand, and right hand. Whenever a new input Pose arrives, the HMM continuously updates its state probabilities, then recognizes a gesture if the probability of a distinctive state exceeds a predefined threshold. To assess the validity of the proposed method, it was applied to a real game, Quake II, and the results demonstrated that the proposed HMM could provide very useful information to enhance the discrimination between different classes and reduce the computational cost.

Small Group Interaction and Norms in the Process of Constructing a Model for Blood Flow in the Heart (심장 혈액 흐름의 모형 구성 과정에서 나타난 소집단 상호작용과 소집단 규범)

  • Kang, Eun-Hee;Kim, Chan-Jong;Choe, Seung-Urn;Yoo, June-Hee;Park, Hyun-Ju;Lee, Shin-Young;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.372-387
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    • 2012
  • This study aims to identify unique small group norms and their influence on the process of constructing a scientific model. We developed instructional materials for the construction of a model of blood flow in the heart and conducted research on eighth-grade students from one middle school. We randomly selected 10 small groups, and videotaped and recorded their dialogues and behaviors. The data was categorized according to the types of interaction and then analyzed to investigate the characteristics of group norms and models in one or two representative groups for each type. The results show that the types of interaction, the quality of the group models, and the group norms were different in each group. Even though one teacher guided students through the same task in the inquiry context, each group revealed different patterns of discourse and behavior, which were based on norms of cognitive responsibility, the need for justification, participation, and membership. With the exception of one group, there was little cognitive responsibility and justification for students' opinions. Ultimately, these norms influenced the model construction of small groups. A group that forms norms to encourage the active participation and justify members' opinions with cognitive responsibility was encouraged to do inferential thinking and construct a group model close to the target model. This study has instructional implications for the establishment of a classroom environment that facilitates learning through small group activities.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.

THE INFLUENCE OF OBTURATION TIMING AND THICKNESS OF MINERAL TRIOXIDE AGGREGATE ON SEALING ABILITY OF CANAL WITH OPEN APEX (근관충전 시기와 MINERAL TRIOXIDE AGGREGATE의 APICAL MATRIX두께에 따른 치근단 밀폐도의 평가)

  • Kwak, Kyung-In;Park, Dong-Sung;Yoo, Hyeon-Mee;Oh, Tae-Seok
    • Restorative Dentistry and Endodontics
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    • v.25 no.4
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    • pp.536-542
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    • 2000
  • 임상에서 점차 Mineral Trioxide Aggregate (MTA)에 대한 우수성이 소개되면서, apical matrix로의 사용은 주목할 만하다 할 수 있다. 본 연구의 목적은 개방형근관에서 MTA가 apical matrix로 사용될 때의 치근단 밀폐효과를 알아 보고, 근관충전의 시기와 matrix의 두께가 치근단 밀폐에 미치는 영향을 치근단 미세누출의 측면과 matrix탈락빈도의 측면에서 관찰하고자 하는 것이다. 개방형 근관을 재현하고자 45개의 발거된 단근치에 #90크기로 근단공을 형성하였고, 투명레진등을 이용하여 치근단 병소를 갖는 치조골을 재현한 후, 4개의 실험 군과 1개의 대조 군으로 분류하였다. A군: 2mm두께의 MTA matrix 형성후, 열연화된 Gutta-percha와 AH26 sealer를 이용하여 즉시 근관충전. B군: 2mm 두께의 MTA matrix 형성후, A군과 같은 방법으로 24시간 후 근관충전. C군: 4mm 두께의 MTA matrix 형성후, A군과 같은 방법으로 즉시 근관충전. D군: 4mm 두께의 MTA matrix 형성후, A군과 같은 방법으로 24시간 후 근관충전. 대조군: matrix를 사용하지 않고 열연화된 Gutta-percha와 AH26 sealer를 이용하여 근관충전하였다. Matrix의 탈락이 있는 경우 기록하고 완전 수세 후 다시 시행하였다. 색소침투정도의 평가를 위해 methylene blue에 치아를 48시간 침수시킨 후 협설로 양분하였다. 각 시편들을 고배율 현미경 관찰 후 비디오촬영 하였고, digitalized image analysing program을 이용하여 두명의 관찰자가 누출의 정도를 평가한 후, One-way ANOVA로 통계적 유의성을 검증하여 다음과 같은 결과를 얻었다. 1. Matrix를 사용한 실험 군이 matrix를 사용하지 않은 대조 군에 비해 유의성 있게 낮은 누출을 보였다(p<0.05). 그러나 근관충전시기와 matrix의 두께를 달리한 실험군 내에서는 누출에 유의성 있는 차이가 나타나지 않았다. 2. 모든 실험군에서 gutta-percha를 이용한 근관충전의 시기에 matrix탈락 및 gutta-percha의 압출은 발생하지 않았다.

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Hypermedia, Multimedia and Hypertext: Definitions and Overview (하이퍼미디어.멀티미디어.하이퍼텍스트: 정의(定義)와 개관(槪觀))

  • Kim, Ji-Hee
    • Journal of Information Management
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    • v.25 no.1
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    • pp.24-46
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    • 1994
  • In this paper I will discuss definitions of hypermedia, multimedia and hypertext. Hypertext is the grouping of relevant information in the form of nodes. These nodes are then connected together through links. In the case of hypertext the nodes contain text or graphics. Multimedia is the combining of different media types for example sound, animation, text, graphics and video for the presentation of information by making use of computers. Hypermedia can be viewed as an extension of hypertext and multimedia. It is based on the concept of hypertext that uses nodes and links in the structuring of information in the system. In this case the nodes consist of an the different data types that are mentioned in the multimedia definition above. The 'node-and-link' concept is used in organisation of the information in hypermedia systems. The 'book' metaphor is an example of the way these systems are implemented. This concept is explained and a few advantages and disadvantages of making use of hypermedia systems are discussed. A new approach for the development of hypermedia systems, namely the knowledge-based approach is now looked into. Joel Peing-Ling Loo proposed this approach because he thought that it is the most effective way for handling this kind of technology. A semantic-based hypermedia model is developed in this approach to formulate solutions for the restrictions in presenting information authoring, maintenance and retrieval. The knowledge-based presentation of information includes the use of conventional data structures. These data structures make use of frames(objects), slots and the inheritance theory that is also used in expert systems. Relations develop between the different objects as these objects are included in the database. Relations can also exist between frames by means of attributes that belong to the frames.

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Face Detection in Color Images Based on Skin Region Segmentation and Neural Network (피부 영역 분할과 신경 회로망에 기반한 칼라 영상에서 얼굴 검출)

  • Lee, Young-Sook;Kim, Young-Bong
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.1-11
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    • 2006
  • Many research demonstrations and commercial applications have been tried to develop face detection and recognition systems. Human face detection plays an important role in applications such as access control and video surveillance, human computer interface, identity authentication, etc. There are some special problems such as a face connected with background, faces connected via the skin color, and a face divided into several small parts after skin region segmentation in generally. It can be allowed many face detection techniques to solve the first and second problems. However, it is not easy to detect a face divided into several parts of regions for reason of different illumination conditions in the third problem. Therefore, we propose an efficient modified skin segmentation algorithm to solve this problem because the typical region segmentation algorithm can not be used to. Our algorithm detects skin regions over the entire image, and then generates face candidate regions using our skin segmentation algorithm For each face candidate, we implement the procedure of region merging for divided regions in order to make a region using adjacency between homogeneous regions. We utilize various different searching window sizes to detect different size faces and a face detection classifier based on a back-propagation algorithm in order to verify whether the searching window contains a face or not.

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A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.