• Title/Summary/Keyword: Computer Studies

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Impact of COVID-19 on the development of major mental disorders in patients visiting a university hospital: a retrospective observational study

  • Hee-Cheol Kim
    • Journal of Yeungnam Medical Science
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    • v.41 no.2
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    • pp.86-95
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    • 2024
  • Background: This study aimed to investigate the impact of coronavirus disease 2019 (COVID-19) on the development of major mental disorders in patients visiting a university hospital. Methods: The study participants were patients with COVID-19 (n=5,006) and those without COVID-19 (n=367,162) registered in the database of Keimyung University Dongsan Hospital and standardized with the Observational Medical Outcomes Partnership Common Data Model. Data on major mental disorders that developed in both groups over the 5-year follow-up period were extracted using the FeederNet computer program. A multivariate Cox proportional hazards model was used to estimate the hazard ratio (HR) and 95% confidence interval (CI) for the incidence of major mental disorders. Results: The incidences of dementia and sleep, anxiety, and depressive disorders were significantly higher in the COVID-19 group than in the control group. The incidence rates per 1,000 patient years in the COVID-19 group vs. the control group were 12.71 vs. 3.76 for dementia, 17.42 vs. 7.91 for sleep disorders, 6.15 vs. 3.41 for anxiety disorders, and 8.30 vs. 5.78 for depressive disorders. There was no significant difference in the incidence of schizophrenia or bipolar disorder between the two groups. COVID-19 infection increased the risk of mental disorders in the following order: dementia (HR, 3.49; 95% CI, 2.45-4.98), sleep disorders (HR, 2.27; 95% CI, 1.76-2.91), anxiety disorders (HR, 1.90; 95% CI, 1.25-2.84), and depressive disorders (HR, 1.54; 95% CI, 1.09-2.15). Conclusion: This study showed that the major mental disorders associated with COVID-19 were dementia and sleep, anxiety, and depressive disorders.

Treatment outcome and long-term stability of orthognathic surgery for facial asymmetry: A systematic review and meta-analysis

  • Yoon-Ji Kim;Moon-Young Kim;Nayansi Jha;Min-Ho Jung;Yong-Dae Kwon;Ho Gyun Shin;Min Jung Ko;Sang Ho Jun
    • The korean journal of orthodontics
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    • v.54 no.2
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    • pp.89-107
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    • 2024
  • Objective: This systematic review aimed to provide a comparative analysis of the treatment outcomes, including hard and soft tissues, postoperative stability, temporomandibular disorders (TMD), and quality of life (QoL), in patients with facial asymmetry who underwent orthognathic surgery. Methods: The primary objective was to address the question, "How do different factors related to surgery affect the outcomes and stability of orthognathic surgery in the correction of facial asymmetry?" A meta-analysis was conducted on the outcome parameters, such as skeletal, dental, and soft tissue symmetry, TMD, QoL, and relapse, using the Hartung-Knapp-Sidik-Jonkman method for random-effects models. Subgroup analyses were conducted considering surgery-related factors such as surgical techniques (one-jaw vs. two-jaw), use of the surgery-first approach, utilization of computer simulation, and analytical methods employed to evaluate asymmetry (2D vs. 3D). Results: Forty-nine articles met the inclusion criteria. The metaanalysis demonstrated a significant improvement in the symmetry of hard and soft tissues. The subgroup analysis indicated that the treatment outcomes showed significant improvement, regardless of the factors related to surgery. Changes in TMD signs and symptoms varied according to the surgical technique used. Quality of life improved in the facial, oral, and social domains. Skeletal relapse was observed during the follow-up. Conclusions: Our findings support the positive outcomes of orthognathic surgery in the treatment of facial asymmetry in terms of skeletal and soft tissue improvements, stability, relief of TMD symptoms, and enhancement of QoL. However, most of the included studies showed a low certainty of evidence and high heterogeneity.

Predicting Mental Health Risk based on Adolescent Health Behavior: Application of a Hybrid Machine Learning Method (청소년 건강행태에 따른 정신건강 위험 예측: 하이브리드 머신러닝 방법의 적용)

  • Eun-Kyoung Goh;Hyo-Jeong Jeon;Hyuntae Park;Sooyol Ok
    • Journal of the Korean Society of School Health
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    • v.36 no.3
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    • pp.113-125
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    • 2023
  • Purpose: The purpose of this study is to develop a model for predicting mental health risk among adolescents based on health behavior information by employing a hybrid machine learning method. Methods: The study analyzed data of 51,850 domestic middle and high school students from 2022 Youth Health Behavior Survey conducted by the Korea Disease Control and Prevention Agency. Firstly, mental health risk levels (stress perception, suicidal thoughts, suicide attempts, suicide plans, experiences of sadness and despair, loneliness, and generalized anxiety disorder) were classified using the k-mean unsupervised learning technique. Secondly, demographic factors (family economic status, gender, age), academic performance, physical health (body mass index, moderate-intensity exercise, subjective health perception, oral health perception), daily life habits (sleep time, wake-up time, smartphone use time, difficulty recovering from fatigue), eating habits (consumption of high-caffeine drinks, sweet drinks, late-night snacks), violence victimization, and deviance (drinking, smoking experience) data were input to develop a random forest model predicting mental health risk, using logistic and XGBoosting. The model and its prediction performance were compared. Results: First, the subjects were classified into two mental health groups using k-mean unsupervised learning, with the high mental health risk group constituting 26.45% of the total sample (13,712 adolescents). This mental health risk group included most of the adolescents who had made suicide plans (95.1%) or attempted suicide (96.7%). Second, the predictive performance of the random forest model for classifying mental health risk groups significantly outperformed that of the reference model (AUC=.94). Predictors of high importance were 'difficulty recovering from daytime fatigue' and 'subjective health perception'. Conclusion: Based on an understanding of adolescent health behavior information, it is possible to predict the mental health risk levels of adolescents and make interventions in advance.

Novel Category Discovery in Plant Species and Disease Identification through Knowledge Distillation

  • Jiuqing Dong;Alvaro Fuentes;Mun Haeng Lee;Taehyun Kim;Sook Yoon;Dong Sun Park
    • Smart Media Journal
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    • v.13 no.7
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    • pp.36-44
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    • 2024
  • Identifying plant species and diseases is crucial for maintaining biodiversity and achieving optimal crop yields, making it a topic of significant practical importance. Recent studies have extended plant disease recognition from traditional closed-set scenarios to open-set environments, where the goal is to reject samples that do not belong to known categories. However, in open-world tasks, it is essential not only to define unknown samples as "unknown" but also to classify them further. This task assumes that images and labels of known categories are available and that samples of unknown categories can be accessed. The model classifies unknown samples by learning the prior knowledge of known categories. To the best of our knowledge, there is no existing research on this topic in plant-related recognition tasks. To address this gap, this paper utilizes knowledge distillation to model the category space relationships between known and unknown categories. Specifically, we identify similarities between different species or diseases. By leveraging a fine-tuned model on known categories, we generate pseudo-labels for unknown categories. Additionally, we enhance the baseline method's performance by using a larger pre-trained model, dino-v2. We evaluate the effectiveness of our method on the large plant specimen dataset Herbarium 19 and the disease dataset Plant Village. Notably, our method outperforms the baseline by 1% to 20% in terms of accuracy for novel category classification. We believe this study will contribute to the community.

Analysis for File Access Characteristics of Mobile Artificial Intelligence Workloads (모바일 인공지능 워크로드의 파일 접근 특성 분석)

  • Jeongha Lee;Soojung Lim;Hyokyung Bahn
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.77-82
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    • 2024
  • Recent advancements in artificial intelligence (AI) technology have led to an increase in the implementation of AI applications in mobile environments. However, due to the limited resources in mobile devices compared to desktops and servers, there is growing interest in research aimed at efficiently executing AI workloads on mobile platforms. While most studies focus on offloading to edge or cloud solutions to mitigate computing resource constraints, research on the characteristics of file I/O related to storage access in mobile settings remains underexplored. This paper analyzes file I/O traces generated during the execution of deep learning applications in mobile environments and investigates how they differ from traditional mobile workloads. We anticipate that the findings of this study will be utilized to design future smartphone system software more efficiently, considering the file access characteristics of deep learning.

Thermal based adsorption of daily food waste with the test of AI grey calculations

  • ZY Chen;Huakun Wu;Yahui Meng;ZY Gu;Timothy Chen
    • Membrane and Water Treatment
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    • v.15 no.3
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    • pp.107-115
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    • 2024
  • This study proposes the recycling of MVS as a value-added product for the removal of phosphate from aqueous solutions. By comparing the phosphate adsorption capacity of each calcined adsorbent at each temperature of MVS, it was determined that the optimal heat treatment temperature of MVS to improve the phosphate adsorption capacity was 800 ℃. MVS-800 suggests an adsorption mechanism through calcium phosphate precipitation. Subsequent kinetic studies with MVS-800 showed that the PFO model was more appropriate than the PSO model. In the equilibrium adsorption experiment, through the analysis of Langmuir and Freundlich models, Langmuir can provide a more appropriate explanation for the phosphate adsorption of MVS-800. This means that the adsorption of phosphate by MVS-800 is uniform over all surfaces and the adsorption consists of a single layer. Thermodynamic analysis of thermally activated MVS-800 shows that phosphate adsorption is an endothermic and involuntary reaction. MVS-800 has the highest phosphate adsorption capacity under low pH conditions. The presence of anions in phosphate adsorption reduces the phosphate adsorption capacity of MVS-800 in the order of CO 3 2-, SO 4 2-, NO 3- and Cl-. Based on experimental data to date, MVS-800 is an environmentally friendly adsorbent for recycling waste resources and is considered to be an adsorbent with high adsorption capacity for removing phosphates from aqueous solutions. This paper combines the advantages of gray predictor and AI fuzzy. The gray predictor can be used to predict whether the bear point exceeds the allowable deviation range, and then perform appropriate control corrections to accelerate the bear point to return to the boundary layer and achieve.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

An Implementation of Lighting Control System using Interpretation of Context Conflict based on Priority (우선순위 기반의 상황충돌 해석 조명제어시스템 구현)

  • Seo, Won-Il;Kwon, Sook-Youn;Lim, Jae-Hyun
    • Journal of Internet Computing and Services
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    • v.17 no.1
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    • pp.23-33
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    • 2016
  • The current smart lighting is shaped to offer the lighting environment suitable for current context, after identifying user's action and location through a sensor. The sensor-based context awareness technology just considers a single user, and the studies to interpret many users' various context occurrences and conflicts lack. In existing studies, a fuzzy theory and algorithm including ReBa have been used as the methodology to solve context conflict. The fuzzy theory and algorithm including ReBa just avoid an opportunity of context conflict that may occur by providing services by each area, after the spaces where users are located are classified into many areas. Therefore, they actually cannot be regarded as customized service type that can offer personal preference-based context conflict. This paper proposes a priority-based LED lighting control system interpreting multiple context conflicts, which decides services, based on the granted priority according to context type, when service conflict is faced with, due to simultaneous occurrence of various contexts to many users. This study classifies the residential environment into such five areas as living room, 'bed room, study room, kitchen and bath room, and the contexts that may occur within each area are defined as 20 contexts such as exercising, doing makeup, reading, dining and entering, targeting several users. The proposed system defines various contexts of users using an ontology-based model and gives service of user oriented lighting environment through rule based on standard and context reasoning engine. To solve the issue of various context conflicts among users in the same space and at the same time point, the context in which user concentration is required is set in the highest priority. Also, visual comfort is offered as the best alternative priority in the case of the same priority. In this manner, they are utilized as the criteria for service selection upon conflict occurrence.

The identification of optimal data range for the discrimination between won and lost

  • Han, Doryung;Choi, Hyongjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.103-111
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    • 2020
  • Performance indicators have often investigated and developed in order to identify foundational elements and factors for an enhancement of performance in sports. In order to identify the valid performance indicators it is important that the indicators used within a performance analysis system discriminate between the winning and losing performances within a match (Hughes and Bartlett, 2002). However, the performance indicators proposed in research studies on basketball performance have not been used for real-time analysis and feedback within a coaching context. Such real-time support for the coach and players has been described within research on other sports (Choi et al., 2004; O'Donoghue, 2001; Palmer et al., 1997). Within the process of real-time feedback, the identification of relevant performance indicators that distinguish winning and losing performances should be the first stage of the development of a real-time analysis system. Therefore, this study investigated the differences between winning and losing teams in terms of a set of performance indicators gathered during the analysis of 10 English National Basketball League matches. Winning and losing teams were compared using whole match data (N=10) as well as individual quarters (N=40). A series of Wilcoxon Signed Ranks tests was used to identify the relevant performance indicators that discriminate between winning and losing performers within whole matches and individual quarters. The tests found that 3 point shots made (p<0.05) and Assists (p<0.05) were significantly different between winning and losing teams within matches. However, 2 point shots made (p<0.05), 2 point shots attempted (P<0.05), percentages of 2 point shots scored (p<0.05), 3 point shots made (p<0.05), Defensive Rebounds (p<0.05) and Assists (p<0.05) were significantly different between winning and losing performance within quarters. The analysis task should be based on relevant performance indicators which explain the current performances to performance analysts and coaches. Within a real-time analysis and feedback scenario, this will have the additional benefit of supporting a decision based on immediate performance within the most recent quarter. Consequently, the real-time analysis system would use performance indicators which have the property of construct validity to support the decisions of the coach.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.