• Title/Summary/Keyword: 영상기반분석

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A New Bioluminescent Rat Prostate Cancer Cell Line: Rapid and Accurate Monitoring of Tumor Growth (효과적인 항암효능측정을 위한 발광 전립선 세포의 개발 및 평가)

  • Lee, Mi-Sook;Jung, Jae-In;Kwon, Seung-Hae;Shim, In-Sop;Hahm, Dae-Hyun;Han, Jeong-Jun;Han, Dae-Seok;Yoonpark, Jung-Han;Her, Song
    • Journal of Life Science
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    • v.20 no.11
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    • pp.1738-1741
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    • 2010
  • Caliper measurements of tumor volume have been widely used in the assessment of tumors in animal models. However, experiments based on caliper data have resulted in unreliable estimates of tumor growth, due to necrotic areas of tumor mass. To overcome this systematic bias, we engineered a new luciferase-expressing rat prostate cancer cell line (MLL-Luc) that produces bioluminescence from viable cancer cells. MLL-Luc cells showed a strong correlation between bioluminescence intensity and cell number ($R^2$=0.99) and also accurately quantified tumor growth, with reduced bioluminescence signals caused by necrotic cells in a subcutaneous MLL-Luc xenograft model. The accurate quantification of tumor growth with bioluminescence imaging (BLI) was confirmed by a better antitumor effect of combination chemotherapy, compared to that based on caliper measurements with a correlation between the bioluminescence signal and tumor volume ($R^2$=0.84). These data suggest that bioluminescent MLL xenografts are a powerful and quantitative tool for monitoring tumor growth and are useful in evaluating the efficacy of anticancer drugs, with less systematic bias.

Surface Topographic Measurement Method for Assessing Lower Extremity Alignment: Examination on a novel clinical and research Tool (하지 정렬 평가를 위한 체표면 토포그래피를 이용한 측정법: 새로운 임상 및 연구 도구에 대한 검토)

  • Yim, Ji-Young;Yim, Hyun-Seung;Park, Dae-Sung;Lee, Na-Kyung;Lee, Na-Kyung
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.1
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    • pp.37-45
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    • 2016
  • The purpose of this study was to assess the intra-rater, inter-rater and test-retest reliability and validity of frontal plane lower extremity alignment estimated from a rasterstereographic method using ABW-Mapper. Eighteen subjects participated in this study. The S angle (stereographic angle-frontal plane lower extremity alignment estimated from a rasterstereographic method) in standing was measured throughout the two sessions with one week interval by two different readers. In the first session, a reader measured S angle twice per subject with a short break in-between. The Q-angle (quadriceps angle) was measured using a standard goniometer from a photography taken through digital camera with the participant standing in the same position as in the S angle measurement. The HKA(hip-knee-ankle) angle was measured from a computer based digital radiograph with the computerized measurement software. Reliability was tested using intraclass correlation coefficients(ICC). Validity was tested using a Pearson's correlation coefficient. Excellent intra-rater(ICC=0.956~0.974), inter-rater(ICC=0.962), test-retest reliability (ICC=0.945) were demonstrated. There were strong negative correlations between S angle and Q-angle (r=-0.739), and between S angle and HKA angle (r=-0.702). Therefore, the S angle measured using a rasterstereographic mapper may be used to as a preliminary or supplementary tool to evaluate and study LE alignment in the frontal plane in relation to HKA angle or Q-angle.

A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

Study on the modeling of human resource development in webtoon authors (웹툰작가의 인적자원개발 모델링 연구 : 창의인재동반사업을 중심으로)

  • Kang, Eun-won;Lee, Sung-jin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.129-150
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    • 2017
  • With the change in educational environment of cartoon creation and diversification of webtoon platforms, various ways of engaging webtoon authors have been suggested. Under this situation, Korea Manhwa Contents Agency(KOMACON) and Korea Creative Content Agency(KOCCA) provide support to webtoon authors directly and indirectly to nurture professional webtoon talents. Contents creative human resource joint project being carried out by KOCCA is mainly to nurture and support contents experts by developing their creativity through tight training between mentors and mentees, creating job opportunities, building the support system for creative activities, and supporting commercialization during the project. Undergoing the process of recruitment and selection, the participants of this project are educated, trained and developed according to education programs provided by the hosting agency, and this project has a model to compensate for creative activities for a ceratin period of time. However, there has been a problem that it is difficult to constantly keep and manage webtoon talents who are cultivated by human resource management of less than one-year project. This study analyzed creative human resource joint project which is a human resource development model, using human recourse theory and suggested a strategic human resource model based on webtoon authors' human resource model development.

Positive Random Forest based Robust Object Tracking (Positive Random Forest 기반의 강건한 객체 추적)

  • Cho, Yunsub;Jeong, Soowoong;Lee, Sangkeun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.6
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    • pp.107-116
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    • 2015
  • In compliance with digital device growth, the proliferation of high-tech computers, the availability of high quality and inexpensive video cameras, the demands for automated video analysis is increasing, especially in field of intelligent monitor system, video compression and robot vision. That is why object tracking of computer vision comes into the spotlight. Tracking is the process of locating a moving object over time using a camera. The consideration of object's scale, rotation and shape deformation is the most important thing in robust object tracking. In this paper, we propose a robust object tracking scheme using Random Forest. Specifically, an object detection scheme based on region covariance and ZNCC(zeros mean normalized cross correlation) is adopted for estimating accurate object location. Next, the detected region will be divided into five regions for random forest-based learning. The five regions are verified by random forest. The verified regions are put into the model pool. Finally, the input model is updated for the object location correction when the region does not contain the object. The experiments shows that the proposed method produces better accurate performance with respect to object location than the existing methods.

A Study on the Economically Cost of User Using New Communication Technology of Smartphone: Focusing on the S Telecom in Korea (스마트폰 새로운 통신기술 도입에 따른 사용자의 경제적 부담에 관한 연구: 국내 S사 중심으로)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.243-246
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    • 2013
  • Recently, the 4th generation of mobile communications in Korea with anyone supports was supported high speed multimedia communication services. With the launch of Apple iPhone, there is an explosion of interest in Smartphone itself as well as Internet-based services using Smartphone are being revitalized. Smartphone users, opinion experts almost of the economically active population is using, it has reached the saturation past the early stages of formation. In 1989, the 1st generation mobile communication service has been started with the analog voice service. After this, the 2nd generation mobile communication service for short messages and digital voices has been developed. And, the 3rd generation service of low speed data and low quality videos has been realized in 2000s. The very high speed data service of LTE (long term evolution), which is the 4th generation mobile communication service standards, had been in July 2011. and the subscribers are increasing constantly. However, changes in communication technology, has given an economical cost to Smartphone users. Therefore, the purposes of this study was trending of the communication cost according to the change in the communication technology of the mobile communication industry.

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A study on effects of landscape design of road tunnel portal to interior lighting of tunnels (도로터널의 갱구부 경관설계가 터널 내부조명에 미치는 영향에 관한 연구)

  • Lee, Mi-Ae;Lee, Dong-Hee
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.15 no.5
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    • pp.497-504
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    • 2013
  • This research uses numerical analysis to examine the tunnel portal landscape affecting the brightness level of interior lighting when designing lights for road tunnels through the L20 method. In order to extract the brightness recognition per form of a tunnel entrance and to evaluate the effects of the characteristics of the materials of facilities near a tunnel portal, brightness analysis was conducted by filming brightness on a video photometer called Hi-land Elf System, and a surface brightness photometer called LMK Mobile Advanced. Tunnels in Korea are mostly distributed in mountain areas; thus, the ratio occupied by the sky, which has the highest brightness within the angle of L20, is close to zero, while most of the ratio was occupied by brightness by the area near the tunnel entrance or road surface. However, for a tunnel portal retaing wall, which allows the width of a tunnel entrance to seem wider within the L20 angle, appeared to be have higher brightness compared to nearby areas or the surface, which is an element increasing the tunnel portal brightness within the tunnel, and the road facilities near the tunnel portal appeared to have an effect on the brightness as well. Thus, when designing tunnel lights based on brightness, the form of the tunnel entrance and the area width, material, and color of areas near the tunnel portal appeared to affect outside brightness and become an element affecting the establishment of the brightness level of the interior lights of tunnels. Consequently, reviewing such matters is a prerequisite when designing tunnel portal landscape.

A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

Design of detection method for smoking based on Deep Neural Network (딥뉴럴네트워크 기반의 흡연 탐지기법 설계)

  • Lee, Sanghyun;Yoon, Hyunsoo;Kwon, Hyun
    • Convergence Security Journal
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    • v.21 no.1
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    • pp.191-200
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    • 2021
  • Artificial intelligence technology is developing in an environment where a lot of data is produced due to the development of computing technology, a cloud environment that can store data, and the spread of personal mobile phones. Among these artificial intelligence technologies, the deep neural network provides excellent performance in image recognition and image classification. There have been many studies on image detection for forest fires and fire prevention using such a deep neural network, but studies on detection of cigarette smoking were insufficient. Meanwhile, military units are establishing surveillance systems for various facilities through CCTV, and it is necessary to detect smoking near ammunition stores or non-smoking areas to prevent fires and explosions. In this paper, by reflecting experimentally optimized numerical values such as activation function and learning rate, we did the detection of smoking pictures and non-smoking pictures in two cases. As experimental data, data was constructed by crawling using pictures of smoking and non-smoking published on the Internet, and a machine learning library was used. As a result of the experiment, when the learning rate is 0.004 and the optimization algorithm Adam is used, it can be seen that the accuracy of 93% and F1-score of 94% are obtained.

A Study on the Fabrication of bone Model X-ray Phantom Using CT Data and 3D Printing Technology (CT 데이터와 3D 프린팅 기술을 이용한 뼈 모형 X선 팬텀 제작에 관한 연구)

  • Yun, Myeong Seong;Han, Dong-Kyoon;Kim, Yeon-Min;Yoon, Joon
    • Journal of the Korean Society of Radiology
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    • v.12 no.7
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    • pp.879-886
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    • 2018
  • A 3-dimensional (D) printer is a device capable of outputting a three-dimensional solid object based on data modeled in a computer. These features are utilized in the bone model X - ray phantom production etc using CT data by fusing with the radiation science field. A bone model phantom was made using data obtained by CT scan of an existing Pelvis phantom, using PLA, Wood, XT-CF20, Glow fill, Steel filaments which are materials of Fused Filament Fabrication (FFF) 3D printer.Measure Hounsfield Unit (HU) with images obtained by CT scan of the existing Pelvis phantom and five material phantoms made with 3D printer under the same conditions,SI and SNR were measured using a diagnostic X-ray generator, and each phantom was compared and analyzed.As a result, the X - ray phantom in the X - ray examination condition of the limb was found to be most suitable for the glow fill filament.The characteristics of the filament can be known to the base of this research and the practicality of X - ray phantom fabrication was confirmed.