• Title/Summary/Keyword: 한국컴퓨터

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Leision Detection in Chest X-ray Images based on Coreset of Patch Feature (패치 특징 코어세트 기반의 흉부 X-Ray 영상에서의 병변 유무 감지)

  • Kim, Hyun-bin;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.23 no.3
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    • pp.35-45
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    • 2022
  • Even in recent years, treatment of first-aid patients is still often delayed due to a shortage of medical resources in marginalized areas. Research on automating the analysis of medical data to solve the problems of inaccessibility for medical services and shortage of medical personnel is ongoing. Computer vision-based medical inspection automation requires a lot of cost in data collection and labeling for training purposes. These problems stand out in the works of classifying lesion that are rare, or pathological features and pathogenesis that are difficult to clearly define visually. Anomaly detection is attracting as a method that can significantly reduce the cost of data collection by adopting an unsupervised learning strategy. In this paper, we propose methods for detecting abnormal images on chest X-RAY images as follows based on existing anomaly detection techniques. (1) Normalize the brightness range of medical images resampled as optimal resolution. (2) Some feature vectors with high representative power are selected in set of patch features extracted as intermediate-level from lesion-free images. (3) Measure the difference from the feature vectors of lesion-free data selected based on the nearest neighbor search algorithm. The proposed system can simultaneously perform anomaly classification and localization for each image. In this paper, the anomaly detection performance of the proposed system for chest X-RAY images of PA projection is measured and presented by detailed conditions. We demonstrate effect of anomaly detection for medical images by showing 0.705 classification AUROC for random subset extracted from the PadChest dataset. The proposed system can be usefully used to improve the clinical diagnosis workflow of medical institutions, and can effectively support early diagnosis in medically poor area.

Stiffness Enhancement of Piecewise Integrated Composite Robot Arm using Machine Learning (머신 러닝을 이용한 PIC 로봇 암 강성 향상에 대한 연구)

  • Ji, Seungmin;Ham, Seokwoo;Cheon, Seong S.
    • Composites Research
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    • v.35 no.5
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    • pp.303-308
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    • 2022
  • PIC (Piecewise Integrated Composite) is a new concept for designing a composite structure with mosaically assigning various types of stacking sequences in order to improve mechanical properties of laminated composites. Also, machine learning is a sub-category of artificial intelligence, that refers to the process by which computers develop the ability to continuously learn from and make predictions based on data, then make adjustments without further programming. In the present study, the tapered box beam type PIC robot arm for carrying and transferring wide and thin LCD display was designed based on the machine learning in order to increase structural stiffness. Essential training data were collected from the reference elements, which were intentionally designated elements among finite element models, during preliminary FE analysis. Additionally, triaxiality values for each finite element were obtained for judging the dominant external loading type, such as tensile, compressive or shear. Training and evaluating machine learning model were conducted using the training data and loading types of elements were predicted in case the level accuracy was fulfilled. Three types of stacking sequences, which were to be known as robust toward specific loading types, were mosaically assigned to the PIC robot arm. Henceforth, the bending type FE analysis was carried out and its result claimed that the PIC robot arm showed increased stiffness compared to conventional uni-stacking sequence type composite robot arm.

Development of Open Set Recognition-based Multiple Damage Recognition Model for Bridge Structure Damage Detection (교량 구조물 손상탐지를 위한 Open Set Recognition 기반 다중손상 인식 모델 개발)

  • Kim, Young-Nam;Cho, Jun-Sang;Kim, Jun-Kyeong;Kim, Moon-Hyun;Kim, Jin-Pyung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.1
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    • pp.117-126
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    • 2022
  • Currently, the number of bridge structures in Korea is continuously increasing and enlarged, and the number of old bridges that have been in service for more than 30 years is also steadily increasing. Bridge aging is being treated as a serious social problem not only in Korea but also around the world, and the existing manpower-centered inspection method is revealing its limitations. Recently, various bridge damage detection studies using deep learning-based image processing algorithms have been conducted, but due to the limitations of the bridge damage data set, most of the bridge damage detection studies are mainly limited to one type of crack, which is also based on a close set classification model. As a detection method, when applied to an actual bridge image, a serious misrecognition problem may occur due to input images of an unknown class such as a background or other objects. In this study, five types of bridge damage including crack were defined and a data set was built, trained as a deep learning model, and an open set recognition-based bridge multiple damage recognition model applied with OpenMax algorithm was constructed. And after performing classification and recognition performance evaluation on the open set including untrained images, the results were analyzed.

Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.53-62
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    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.373-380
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    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

A Study on Project-based Smart Learning Tool Model (프로젝트 기반 스마트 학습 도구 모델에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.93-98
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    • 2022
  • With the development of new digital technologies, research on various learning tools is being actively conducted. These learning tools are also being developed so that they can be applied to various environments by applying the technology of artificial intelligence or using smart functions to which big data technology is applied. These smart learning tools are contributing a lot to increasing educational effectiveness and learning efficiency. Recently, various learning tools have been applied in universities, and solutions for smart learning from smart attendance are introduced to improve student learning efficiency. This study intends to propose a design for a smart learning tool that can increase the efficiency of project progress and increase the scalability of the results when conducting a company's customized project through such a university's smart learning tool. The proposed smart learning tool is expected to have the advantage of being able to easily adapt to the practical business project as the company-customized projects that can improve practical skills are smoothly used as a learning tool. The proposed project-based smart learning tool model is later built as a related LMS and applied to actual project progress to check its utility, and to revise and supplement the proposed smart learning tool model to provide a project-based smart learning function want to strengthen.

Dementia Patient Wandering Behavior and Anomaly Detection Technique through Biometric Authentication and Location-based in a Private Blockchain Environment (프라이빗 블록체인 환경에서 생체인증과 위치기반을 통한 치매환자 배회행동 및 이상징후 탐지 기법)

  • Han, Young-Ae;Kang, Hyeok;Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.119-125
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    • 2022
  • With the recent increase in dementia patients due to aging, measures to prevent their wandering behavior and disappearance are urgently needed. To solve this problem, various authentication methods and location detection techniques have been introduced, but the security problem of personal authentication and a system that can check indoor and outdoor overall was lacking. In order to solve this problem, various authentication methods and location detection techniques have been introduced, but it was difficult to find a system that can check the security problem of personal authentication and indoor/outdoor overall. In this study, we intend to propose a system that can identify personal authentication, basic health status, and overall location indoors and outdoors by using wristband-type wearable devices in a private blockchain environment. In this system, personal authentication uses ECG, which is difficult to forge and highly personally identifiable, Bluetooth beacon that is easy to use with low power, non-contact and automatic transmission and reception indoors, and DGPS that corrects the pseudorange error of GPS satellites outdoors. It is intended to detect wandering behavior and abnormal signs by locating the patient. Through this, it is intended to contribute to the prompt response and prevention of disappearance in case of wandering behavior and abnormal symptoms of dementia patients living at home or in nursing homes.

A Study on the System for AI Service Production (인공지능 서비스 운영을 위한 시스템 측면에서의 연구)

  • Hong, Yong-Geun
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.323-332
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    • 2022
  • As various services using AI technology are being developed, much attention is being paid to AI service production. Recently, AI technology is acknowledged as one of ICT services, a lot of research is being conducted for general-purpose AI service production. In this paper, I describe the research results in terms of systems for AI service production, focusing on the distribution and production of machine learning models, which are the final steps of general machine learning development procedures. Three different Ubuntu systems were built, and experiments were conducted on the system, using data from 2017 validation COCO dataset in combination of different AI models (RFCN, SSD-Mobilenet) and different communication methods (gRPC, REST) to request and perform AI services through Tensorflow serving. Through various experiments, it was found that the type of AI model has a greater influence on AI service inference time than AI machine communication method, and in the case of object detection AI service, the number and complexity of objects in the image are more affected than the file size of the image to be detected. In addition, it was confirmed that if the AI service is performed remotely rather than locally, even if it is a machine with good performance, it takes more time to infer the AI service than if it is performed locally. Through the results of this study, it is expected that system design suitable for service goals, AI model development, and efficient AI service production will be possible.

SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.