• Title/Summary/Keyword: Digital hand

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The Fate of Neglected Vascular Injury of the Hand in Acute Hand Injuries (급성 수부 손상에서 간과된 혈관성 손상을 가진 수부의 운명)

  • Kim, Tae-Bum;Lee, Yong-Jig;Lee, Young-Keun;Woo, Sang-Hyun
    • Archives of Reconstructive Microsurgery
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    • v.16 no.1
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    • pp.30-38
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    • 2007
  • In acute hand injury, there are sometimes hattened neglected or overlooked vascular injury by primary operators. The authors evaluated the final results and prognosis after secondary revascularization. In eight cases, the authors performed secondary revascularization after prolonged warm ischemia. Five fingers in five cases among them were successfully survived and three cases finally necrosed. The mean warm ischemic time was 56.1 hours. In revascularization procedures, end-to-end artery anastomosis was possible in six cases. In two cases, vein graft was needed to anastomose digital artery, which resulted in complete survival of the fingers. In all three cases, revision amputation of the fingers was done. In acute complex hand injury, the importance of evaluation of the vascular injury can not be overemphasized. The necessity of the early secondary revascularization as well as serious consequence caused by misdiagnosis of vascular injury should be aware.

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The Development of a Real-Time Hand Gestures Recognition System Using Infrared Images (적외선 영상을 이용한 실시간 손동작 인식 장치 개발)

  • Ji, Seong Cheol;Kang, Sun Woo;Kim, Joon Seek;Joo, Hyonam
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.12
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    • pp.1100-1108
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    • 2015
  • A camera-based real-time hand posture and gesture recognition system is proposed for controlling various devices inside automobiles. It uses an imaging system composed of a camera with a proper filter and an infrared lighting device to acquire images of hand-motion sequences. Several steps of pre-processing algorithms are applied, followed by a background normalization process before segmenting the hand from the background. The hand posture is determined by first separating the fingers from the main body of the hand and then by finding the relative position of the fingers from the center of the hand. The beginning and ending of the hand motion from the sequence of the acquired images are detected using pre-defined motion rules to start the hand gesture recognition. A set of carefully designed features is computed and extracted from the raw sequence and is fed into a decision tree-like decision rule for determining the hand gesture. Many experiments are performed to verify the system. In this paper, we show the performance results from tests on the 550 sequences of hand motion images collected from five different individuals to cover the variations among many users of the system in a real-time environment. Among them, 539 sequences are correctly recognized, showing a recognition rate of 98%.

Position and Pressure Control Using Hydraulic Axis Digital Controller (유압단축제어기(HACD)를 사용한 위치 및 압력제어)

  • Kim, D.H.;Huh, J.Y.
    • Transactions of The Korea Fluid Power Systems Society
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    • v.8 no.2
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    • pp.29-35
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    • 2011
  • These days the injection molding work and press work are in the trend of needing the precision control of position and pressure in a high speed. On the other hand the digital computer technology is developing rapidly. And recently the digital servo controller using micro controller become to be used more broadly, because of the merit of digital communication. In this study the sequential control of hydraulic system switching from position to pressure and to position is tried using the HACD(Hydraulic Axis Controller Digital for electrohydraulic drives) which is manufactured by BoschRexroth. Through this, the possibility of the precision sequential control using the digital servo controller HACD is examined.

The Advanced Digital Special Images and Technology

  • Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.50-55
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    • 1996
  • Multimedia boom has happened worldwide these days. In multimedia, we use several kinds of media such as character, figure, voice, music, still images, moving picture etc.. Then I think image including moving picture is the most effective and important media for human being. Creating digital images using a computer has the following two main approaches, depending on how the computer is used. 1. CG Technology. Created images, produced through computer graphics. 2. Digital Image Processing. Images processed through digital image processing technologies. Approach (1) is very popular as Computer Graphics. Two-dimensional and three-dimensional computer graphics techniques are used over wide applications today. On the other hand, Approach (2), which uses digital image processing technology, has been attracting attention lately, in the filed of movies and television. In this report, I will introduce these approaches of CG and digital image processing, and show some application fields such as current movies.

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Consumer Preferences for Digital Cable Broadcasting Service in Korea: A Choice Experiment Study

  • Ku, Se-Ju;Yoo, Seung-Hoon;Kwak, Seung-Jun
    • Asian Journal of Innovation and Policy
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    • v.5 no.2
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    • pp.185-196
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    • 2016
  • A digital cable broadcasting service is a multimedia broadcasting service that provides high definition and various supplementary services by using digital transmission. Korea implemented a complete digital broadcasting service by 2012. This study applied a choice experiment to investigate consumer preferences, and it calculated the marginal willingness to pay for this service. Moreover, we employed a multinomial probit model to relax the assumption that all respondents have the same preference for attributes being valued. The results suggest that respondents value channels, definition, video-on-demand (VOD) service, pay-per-view (PPV) service, and commerce based on TV (T-commerce). On the other hand, online gaming may be less important as an attribute for digital cable broadcasting service in Korea.

Development of Digital Surface Model and Feature Extraction by Integrating Laser Scanner and CCD sensor

  • Nagai, Masahiko;Shibasaki, Ryosuke;Zhao, Huijing;Manandhar, Dinesh
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.859-861
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    • 2003
  • In order to present a space in details, it is indispensable to acquire 3D shape and texture simultaneously from the same platform. 3D shape is acquired by Laser Scanner as point cloud data, and texture is acquired by CCD sensor. Positioning data is acquired by IMU (Inertial Measurement Unit). All the sensors and equipments are assembled on a hand-trolley. In this research, a method of integrating the 3D shape and texture for automated construction of Digital Surface Model is developed. This Digital Surface Model is applied for efficient feature extraction. More detailed extraction is possible , because 3D Digital Surface Model has both 3D shape and texture information.

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Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

The effects of optimizing blood inflow in the pedicle on perforator flap survival: A pilot study in a rat model

  • Olariu, Radu;Moser, Helen Laura;Lese, Ioana;Sabau, Dan;Georgescu, Alexandru Valentin;Grobbelaar, Adriaan Ockert;Constantinescu, Mihai Adrian
    • Archives of Plastic Surgery
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    • v.47 no.3
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    • pp.209-216
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    • 2020
  • Background Perforator flaps have led to a revolution in reconstructive surgery by reducing donor site morbidity. However, many surgeons have witnessed partial flap necrosis. Experimental methods to increase inflow have relied on adding a separate pedicle to the flap. The aim of our study was to experimentally determine whether increasing blood flow in the perforator pedicle itself could benefit flap survival. Methods In 30 male Lewis rats, an extended posterior thigh perforator flap was elevated and the pedicle was dissected to its origin from the femoral vessels. The rats were assigned to three groups: control (group I), acute inflow (group II) and arterial preconditioning (group III) depending on the timing of ligation of the femoral artery distal to the site of pedicle emergence. Digital planimetry was performed on postoperative day (POD) 7 and all flaps were monitored using laser Doppler flowmetry perioperatively and postoperatively in three regions (P1-proximal flap, P2-middle of the flap, P3-distal flap). Results Digital planimetry showed the highest area of survival in group II (78.12%±8.38%), followed by groups III and I. The laser Doppler results showed statistically significant higher values in group II on POD 7 for P2 and P3. At P3, only group II recorded an increase in the flow on POD 7 in comparison to POD 1. Conclusions Optimization of arterial inflow, regardless if performed acutely or as preconditioning, led to increased flap survival in a rat perforator flap model.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Noise-robust Hand Region Segmentation In RGB Color-based Real-time Image (RGB 색상 기반의 실시간 영상에서 잡음에 강인한 손영역 분할)

  • Yang, Hyuk Jin;Kim, Dong Hyun;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1603-1613
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    • 2017
  • This paper proposes a method for effectively segmenting the hand region using a widely popular RGB color-based webcam. This performs the empirical preprocessing method four times to remove the noise. First, we use Gaussian smoothing to remove the overall image noise. Next, the RGB image is converted into the HSV and the YCbCr color model, and global fixed binarization is performed based on the statistical value for each color model, and the noise is removed by the bitwise-OR operation. Then, RDP and flood fill algorithms are used to perform contour approximation and inner area fill operations to remove noise. Finally, ROI (hand region) is selected by eliminating noise through morphological operation and determining a threshold value proportional to the image size. This study focuses on the noise reduction and can be used as a base technology of gesture recognition application.