• Title/Summary/Keyword: 중심점 추출

Search Result 592, Processing Time 0.031 seconds

A Comparison of Chest Compression Quality According to 2 Rescuers' Teamwork-Oriented Encouragement Method in Cardiopulmonary Resuscitation(CPR) Guidelines for 2010 (2010년 심폐소생술 가이드라인에서 2인 구조자의 팀워크 중심의 격려방법에 따른 가슴압박 질 비교)

  • Park, Sang-Sub
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.11
    • /
    • pp.5169-5178
    • /
    • 2012
  • The purpose of this study was to examine difference in quality of chest compression according to encouragement method of focusing on two rescuers' teamwork in CPR guideline for 2010. Subjects were randomly extracted the Dept. Emergency Medical Technology students who completed the curriculum of CPR. A group was divided into the group with one-time encouragement(33 people) and the group with continuous encouragement(33 people). Measurement period was progressed from April 30, 2012 to May 7. The collected data were analyzed with SPSS WIN program(version 12.0). As a result of research, the accuracy of chest compression(time, %) was higher(p<.05) in the group with one-time encouragement(118.72 times, 78.54%) than the group with continuous encouragement(95.12 times, 62.96%). As for the recognition of subjective concentration, the recognition as saying of being helpful for concentration was higher(p<.05) in the group with one-time encouragement(3.90 points) than the group with continuous encouragement(3.12 points). Even as for the recognition of subjective fatigue relief, the recognition as saying of being helpful for fatigue relief was higher(p<.05) in the group with one-time encouragement(3.96 points) than the group with continuous encouragement(3.30 points).

Quality Analysis of GCP Chip Using Google Map (Google Map을 이용한 GCP 칩의 품질 분석)

  • Park, Hyeongjun;Son, Jong-Hwan;Shin, Jung-Il;Kweon, Ki-Eok;Kim, Taejung
    • Korean Journal of Remote Sensing
    • /
    • v.35 no.6_1
    • /
    • pp.907-917
    • /
    • 2019
  • Recently, the demand for high-resolution satellite images increases in many fields such as land monitoring and terrain analysis. Therefore, the need for geometric correction is increasing. As an automatic precision geometric correction method, there is a method of automatically extracting the GCP by matching between the GCP Chip and the satellite image. For automatic precision geometric correction, the success rate of matching GCP Chip and satellite image is important. Therefore, it is important to evaluate the matching performance of the manufactured GCP Chip. In order to evaluate the matching performance of GCP Chips, a total of 3,812 GCP Chips in South Korea were used as experimental data. The GCP Chip matching results of KOMPSAT-3A and Google Map showed similar matching results. Therefore, we determined that Google Map satellite imagery could replace high-resolution satellite imagery. Also, presented a method using center point and error radius of Google Map to reduce the time required to verify matching performance. As a result, it is best to set the optimum error radius to 8.5m. Evaluated the matching performance of GCP Chips in South Korea using Google Maps. And verified matching result using presented method. As a result, the GCP Chip s in South Korea had a matching success rate of about 94%. Also, the main matching failure factors were analyzed by matching failure GCP Chips. As a result, Except for GCP Chips that need to be remanufactured, the remaining GCP Chips can be used for the automatic geometric correction of satellite images.

Hand Region Tracking and Fingertip Detection based on Depth Image (깊이 영상 기반 손 영역 추적 및 손 끝점 검출)

  • Joo, Sung-Il;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.8
    • /
    • pp.65-75
    • /
    • 2013
  • This paper proposes a method of tracking the hand region and detecting the fingertip using only depth images. In order to eliminate the influence of lighting conditions and obtain information quickly and stably, this paper proposes a tracking method that relies only on depth information, as well as a method of using region growing to identify errors that can occur during the tracking process and a method of detecting the fingertip that can be applied for the recognition of various gestures. First, the closest point of approach is identified through the process of transferring the center point in order to locate the tracking point, and the region is grown from that point to detect the hand region and boundary line. Next, the ratio of the invalid boundary, obtained by means of region growing, is used to calculate the validity of the tracking region and thereby judge whether the tracking is normal. If tracking is normal, the contour line is extracted from the detected hand region and the curvature and RANSAC and Convex-Hull are used to detect the fingertip. Lastly, quantitative and qualitative analyses are performed to verify the performance in various situations and prove the efficiency of the proposed algorithm for tracking and detecting the fingertip.

Development of Practical Problem-Based Home Economics Teaching.Learning Process Plans by Blended Learning Strategy - Focusing on a Unit 'the Youth and Consumer Life' - (Blended Learning(BL) 전략을 활용한 실천적 문제 중심 가정과 교수 학습 과정안 개발 - '청소년과 소비생활' 단원을 중심으로 -)

  • Lee, Jin-Hee;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
    • /
    • v.20 no.4
    • /
    • pp.19-42
    • /
    • 2008
  • The purpose of this study was to develop practical problem-based home economics teaching.learning process plans about a unit 'the youth and consumer life' of middle school eighth-grade Technology and Home Economics by applying blended learning(BL) strategy. According to ADDIE instructional design model, this study was conducted in the following procedure: analysis, design/development, implementation, and evaluation. In the stage of design and development, the selected unit was converted into a practical problem-based unit, and practical problem-based teaching. learning process plans were designed in detail by using BL strategy. An online study room for practical problem-based home economics instruction grounded in BL strategy was prepared by using Edunet(http://community.edunet4u.net/${\sim}$consumer2). Eight-session lesson plans were mapped out, and study aids for students and materials for teachers were prepared. In the implementation stage, the first-session teaching plans that dealt with a minor question 'what preparations should be made to become a wise consumer' were utilized when instruction was provided to 115 eighth graders who were in three different province, and the other one was in a middle school in the city of Daejeon. The experimental teaching was implemented for two weeks in the following procedure: preliminary program, pre-online learning, main instruction and post- online learning. The preliminary program was carried out in a session in the classroom, and pre-online learning was provided before the main instruction was given in a session in the classroom. After the main instruction was completed, post-online learning was offered. In the evaluation stage, a survey was conducted on all the learners and teachers to find out their opinions and suggestions.

  • PDF

Development of A Teaching-Learning Plan for Home Economics Education by Integrated Thematic Instruction(ITI) type (주제 중심 통합(ITI: Integrated Thematic Instruction)형 가정과 의생활영역 교수-학습 과정안 개발)

  • Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
    • /
    • v.29 no.3
    • /
    • pp.141-160
    • /
    • 2017
  • At present, the whole world is characterized by openness, cooperation and integration as a society with information and the world, and it requires creative talents for this. The competitiveness of the nation depends on the cultivation of creative talents. It demands anthropological value by improving the competitiveness of the nation through cultivating creative talents to share and care, not to cultivate creative talents for personal desires and accomplishments. The purpose of this study is to develop a teaching - learning process to develop integrated creative talents by applying the characteristics of integrated education curriculum at the base of the 2015 revised curriculum. To do this, we first extracted the content elements of the Clothing Life area of the revised curriculum from the 1st to 2015 and the contents of the Clothing Life area of the technology and home Economics textbooks to which the 2009 revision curriculum was applied. Five topics were extracted according to content selection criteria And The Theme of 'The selection and management of clothing' was selected. Researcher developed a integrated thematic instruction Home Economics Education Clothing Life teaching - learning process (hereinafter referred to as "the process") focused on the theme of 'selection and management of clothing'. The Process was composed of 5 basic classes [basic inquiry - content 1 - content 2 - depth study - application]. The process considers integration within the curriculum and interdepartmental integration, and aims to improve the personality, creativity, and problem solving ability of consideration and sharing in the course of the integrated class. In detail, the curriculum goals of the home Economics Education curriculum and ITI goals are presented separately in the curriculum developed for each process. At the stage of the class, the element of creativity and the element of personal education were exposed and applied to the class. In Korea, new curriculum has been revised and announced from time to time, making it difficult for the teacher to carry out the class in accordance with the paradigm of change. Home curriculum is closely related to real life, so it is an appropriate subject for an integrated subject. It has the educational significance of the subject in that it allows students to integrate the creative and personal elements that are limited in other subjects. ITI process will be helpful to teachers who need to implement the 2015 revised curriculum in which the theme-centered integrated home Economics education teaching-learning process is newly introduced. It is necessary to follow - up research to verify the effectiveness of how to improve students' problem - solving ability and cultivate creativity.

A Study on the Potential and Limitation of Pre-producing Dramas through Social Analysis -focusing on a jtbc drama - (소셜 분석을 통한 사전제작 드라마의 가능성과 한계에 관한 연구 -jtbc <맨투맨>을 중심으로-)

  • Kim, Kyung-Ae;Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.2
    • /
    • pp.164-172
    • /
    • 2018
  • This paper examines the relevance of pre-production and storytelling in big data analysis and, focusing on JTBC's Man to Man series, looks at how the drama's storytelling should be structured. In this study, we conducted text mining on blogs focused on a particular topic to read the viewer's thoughts on pre-produced dramas and on 67 blogs written about Pre-Production Dramas from 2016.12.15 to 2017.12.15. Also, we conducted sentiment analysis about the Man to Man series, which is not only a pre-production drama, but also has storytelling issues. The blog text extraction and text mining were analyzed using the OutWit Hub and the R, and the tools.provided by social metrics were used to make sentiment analyses of the larger data. Sentiment analysis revealed that the viewers of the Man to Man series did not agree with the romance between Kim Sul-woo and Cha Do-ha, due to the lack of reality in the female characters. Therefore, it was concluded that it is crucial to increase the reality of the characters in order to increase the audience's empathy. These studies will continue to be necessary, because they will form the basis for digitally driven storytelling studies and will provide valuable materials for conducting predictions and instructions in the cultural content industry.

A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.785-790
    • /
    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

  • PDF

3D Face Recognition using Local Depth Information

  • 이영학;심재창;이태홍
    • Journal of KIISE:Software and Applications
    • /
    • v.29 no.11
    • /
    • pp.818-825
    • /
    • 2002
  • Depth information is one of the most important factor for the recognition of a digital face image. Range images are very useful, when comparing one face with other faces, because of implicating depth information. As the processing for the whole fare produces a lot of calculations and data, face images ran be represented in terms of a vector of feature descriptors for a local area. In this paper, depth areas of a 3 dimensional(3D) face image were extracted by the contour line from some depth value. These were resampled and stored in consecutive location in feature vector using multiple feature method. A comparison between two faces was made based on their distance in the feature space, using Euclidian distance. This paper reduced the number of index data in the database and used fewer feature vectors than other methods. Proposed algorithm can be highly recognized for using local depth information and less feature vectors or the face.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.131-144
    • /
    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

Development of Personalized Learning Course Recommendation Model for ITS (ITS를 위한 개인화 학습코스 추천 모델 개발)

  • Han, Ji-Won;Jo, Jae-Choon;Lim, Heui-Seok
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.10
    • /
    • pp.21-28
    • /
    • 2018
  • To help users who are experiencing difficulties finding the right learning course corresponding to their level of proficiency, we developed a recommendation model for personalized learning course for Intelligence Tutoring System(ITS). The Personalized Learning Course Recommendation model for ITS analyzes the learner profile and extracts the keyword by calculating the weight of each word. The similarity of vector between extracted words is measured through the cosine similarity method. Finally, the three courses of top similarity are recommended for learners. To analyze the effects of the recommendation model, we applied the recommendation model to the Women's ability development center. And mean, standard deviation, skewness, and kurtosis values of question items were calculated through the satisfaction survey. The results of the experiment showed high satisfaction levels in accuracy, novelty, self-reference and usefulness, which proved the effectiveness of the recommendation model. This study is meaningful in the sense that it suggested a learner-centered recommendation system based on machine learning, which has not been researched enough both in domestic, foreign domains.