• Title/Summary/Keyword: 소프트웨어 발전과정

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Implementation of Clinical Microbiology Images CAI System Using Web (Web을 이용한 임상미생물 화상 CAI 시스템의 구현)

  • Koo Bong-Oh;Shin Yong-Won
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.45-51
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    • 2004
  • The number of development in educational software is currently decreasing despite rapid improvement in computer technology. This is partly due to the fact that the current software relies on the conventional hypermedia method or on the hierarchical method, both of which have inherent limitations. To compensate their limitations while keeping their merits, a hybrid method called the structured hypermedia link method has recently been proposed in the literature. It has been found that the structured hypermedia link method is far superior than the conventional methods in terms of educational effectiveness because it can help a learner to search various data by navigating between the study topics on his own while maintaining his level of cognitively overloaded stress to the minimum. The clinical microbiology laboratories were chosen as the candidate site for this study because its educational system has not been standardized and has been relying heavily on the personal experience. In this study, the hypermedia link method was applied to the development of an education system for the image analysis in clinical microbiology laboratories. For this purpose, a web-based computer aided instruction(CAI) program was designed to systematically organize the Gram stain method based on the standardized image data. In the future, CAI program must be intended to educate for beginner and developed to accept for variable knowledge. And it will be useful program for technicians in case of applying various examinations based Gram stain method of this study.

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Development of Individually Adapted Electromagnetic Therapy System in Incontinence (환자 맞춤형 전자기장 요실금 치료 시스템 개발)

  • Noh, Si-Cheol;Kang, Kyu-Hong;Lee, Jeong-Seok;Min, Kwon-Sik;Kwon, Jang-Woo;Choi, Heung-Ho
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.4
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    • pp.51-59
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    • 2008
  • Incontinence is the urination disorder as the leakage of urine without her own volition and the woman's representative disease which reduce the life quality. The electromagnetic therapy has high possibility of development cause it has no needs of operant exercise, no arousing of shame and impossibility of infection. But, it has improvement points such as uniformity of the treatment protocol, patient dependance and absent of patient monitoring system. With these demands, the system which stimulate the pelvic flaw muscle with electromagnetic and monitoring the patient status during the therapy is proposed, in this study. And individually adapted electromagnetic therapy system for incontinence patient is also suggested. The proposed system consisted of electromagnetic generation device, cooling device, treating chair, patient monitoring device with pulsation and control software. The simulation for high power system and evaluation confirm was performed. With the development of control software, the convenience of using and maintenance are ensured and the patient adapted therapy protocol is applied. The developed patient adapted electromagnetic therapy system with monitoring device is regarded as the patient affinitive treating method by reducing the riskiness, improving the efficiency with patterned protocol and pre/post therapy. These results, in this study, can bring the safe and organized treatment method to incontinence patients and can lead the variable study for electromagnetic therapy in incontinence.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

Automated Story Generation with Image Captions and Recursiva Calls (이미지 캡션 및 재귀호출을 통한 스토리 생성 방법)

  • Isle Jeon;Dongha Jo;Mikyeong Moon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.42-50
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    • 2023
  • The development of technology has achieved digital innovation throughout the media industry, including production techniques and editing technologies, and has brought diversity in the form of consumer viewing through the OTT service and streaming era. The convergence of big data and deep learning networks automatically generated text in format such as news articles, novels, and scripts, but there were insufficient studies that reflected the author's intention and generated story with contextually smooth. In this paper, we describe the flow of pictures in the storyboard with image caption generation techniques, and the automatic generation of story-tailored scenarios through language models. Image caption using CNN and Attention Mechanism, we generate sentences describing pictures on the storyboard, and input the generated sentences into the artificial intelligence natural language processing model KoGPT-2 in order to automatically generate scenarios that meet the planning intention. Through this paper, the author's intention and story customized scenarios are created in large quantities to alleviate the pain of content creation, and artificial intelligence participates in the overall process of digital content production to activate media intelligence.

Efficient Stack Smashing Attack Detection Method Using DSLR (DSLR을 이용한 효율적인 스택스매싱 공격탐지 방법)

  • Do Yeong Hwang;Dong-Young Yoo
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.9
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    • pp.283-290
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    • 2023
  • With the recent steady development of IoT technology, it is widely used in medical systems and smart TV watches. 66% of software development is developed through language C, which is vulnerable to memory attacks, and acts as a threat to IoT devices using language C. A stack-smashing overflow attack inserts a value larger than the user-defined buffer size, overwriting the area where the return address is stored, preventing the program from operating normally. IoT devices with low memory capacity are vulnerable to stack smashing overflow attacks. In addition, if the existing vaccine program is applied as it is, the IoT device will not operate normally. In order to defend against stack smashing overflow attacks on IoT devices, we used canaries among several detection methods to set conditions with random values, checksum, and DSLR (random storage locations), respectively. Two canaries were placed within the buffer, one in front of the return address, which is the end of the buffer, and the other was stored in a random location in-buffer. This makes it difficult for an attacker to guess the location of a canary stored in a fixed location by storing the canary in a random location because it is easy for an attacker to predict its location. After executing the detection program, after a stack smashing overflow attack occurs, if each condition is satisfied, the program is terminated. The set conditions were combined to create a number of eight cases and tested. Through this, it was found that it is more efficient to use a detection method using DSLR than a detection method using multiple conditions for IoT devices.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

The Ethical Regime and Technological Citizenship in Software Oriented Society (SW(소프트웨어)중심사회의 윤리적 체제와 기술 시티즌십)

  • Kim, Seungeun;Kim, Hyomin
    • Journal of Science and Technology Studies
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    • v.15 no.2
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    • pp.263-301
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    • 2015
  • Digital inclusion is the ability or opportunities of individuals and groups to access and use information technology (IT). Digital inclusion strategies aims to ensure that all citizens regardless of their gender, race and class benefit from IT. Discourse of digital inclusion is notable in that it proposes a desirable relationship between the state, individuals, and the market within the shifting topology of technoscience. Throughout broad discourse analysis of media coverages, in-depth interviews and reports on Korean IT industry, this research argues that dialogues on digital inclusion have substantially influenced the formation of a specific ethical regime. In this regime, individuals should become subjects embodying IT expertise and acceptable codes of conducts. We further discuss that such government-driven ethical regime conflicts with technological citizenship practiced by IT experts and semi-experts. We make theoretical contribution to STS by expanding the concept of technological citizenship to include the rights and obligations of heterogeneous expert and semi-expert groups to form, propose and socially demand alternative developmental pathways of technoscience. We also note that, amid the conflict between ethical regime and technological citizenship, alternative interpretations of gender gap can be forged, providing competing perspectives on women's under-representation and labor conditions in the IT industry. Further research is required to capture the emergence of multiple identities--differentiated by gender, race, class, and more--within the clashing interface between the ethical regime and technological citizenship.

Usefulness of applying Macro for Brain SPECT Processing (Brain SPECT Processing에 있어서 Macro Program 사용의 유용성)

  • Kim, Gye-Hwan;Lee, Hong-Jae;Kim, Jin-Eui;Kim, Hyeon-Joo
    • The Korean Journal of Nuclear Medicine Technology
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    • v.13 no.1
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    • pp.35-39
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    • 2009
  • Purpose: Diagnostic and functional imaging softwares in Nuclear Medicine have been developed significantly. But, there are some limitations which like take a lot of time. In this article, we introduced that the basic concept of macro to help understanding macro and its application to Brain SPECT processing. We adopted macro software to SPM processing and PACS verify processing of Brain SPECT processing. Materials and Methods: In Brain SPECT, we choose SPM processing and two PACS works which have large portion of a work. SPM is the software package to analyze neuroimaging data. And purpose of SPM is quantitative analysis between groups. Results are made by complicated process such as realignment, normalization, smoothing and mapping. We made this process to be more simple by using macro program. After sending image to PACS, we directly input coordinates of mouse using simple macro program for processes of color mapping, adjustment of gray scale, copy, cut and match. So we compared time for making result by hand with making result by macro program. Finally, we got results by applying times to number of studies in 2007. Results: In 2007, the number of SPM studies were 115 and the number of PACS studies were 834 according to Diamox study. It was taken 10 to 15 minutes for SPM work by hand according to expertness and 5 minutes and a half was uniformly needed using Macro. After applying needed time to the number of studies, we calculated an average time per a year. When using SPM work by hand according to expertness, 1150 to 1725 minutes (19 to 29 hours) were needed and 632 seconds (11 hours) were needed for using Macro. When using PACS work by hand, 2 to 3 minutes were needed and for using Macro, 45 seconds were needed. After applying theses time to the number of studies, when working by hand, 1668 to 2502 minutes (28 to 42 hours) were needed and for using Macro, 625 minutes (10 hours) were needed. Following by these results, it was shown that 1043 to 1877 (17 to 31 hours were saved. Therefore, we could save 45 to 63% for SPM, 62 to 75% for PACS work and 55 to 70% for total brain SPECT processing in 2007. Conclusions: On the basis of the number of studies, there was significant time saved when we applied Macro to brain SPECT processing and also it was shown that even though work is taken a little time, there is a possibility to save lots of time according to the number of studies. It gives time on technologist's side which makes radiological technologist more concentrate for patients and reduce probability of mistake. Appling Macro to brain SPECT processing helps for both of radiological technologists and patients and contribute to improve quality of hospital service.

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A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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