• Title/Summary/Keyword: Digital society

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Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Development of Quality Assurance Program for the On-board Imager Isocenter Accuracy with Gantry Rotation (갠트리 회전에 의한 온-보드 영상장치 회전중심점의 정도관리 프로그램 개발)

  • Cheong, Kwang-Ho;Cho, Byung-Chul;Kang, Sei-Kwon;Kim, Kyoung-Joo;Bae, Hoon-Sik;Suh, Tae-Suk
    • Progress in Medical Physics
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    • v.17 no.4
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    • pp.212-223
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    • 2006
  • Positional accuracy of the on-board imager (OBI) isocenter with gantry rotation was presented in this paper. Three different type of automatic evaluation methods of discrepancies between therapeutic and OBI isocenter using digital image processing techniques as well as a procedure stated in the customer acceptance procedure (CAP) were applied to check OBI isocenter migration trends. Two kinds of kV x-ray image set obtained at OBI source angle of $0^{\circ},\;90^{\circ},\;180^{\circ},\;270^{\circ}$ and every $10^{\circ}$ and raw projection data for cone-beam CT reconstruction were used for each evaluation method. Efficiencies of the methods were also estimated. If a user needs to obtain an isocenter variation map with full gantry rotation, a method taking OBI image for every $10^{\circ}$ and fitting with 5th order polynomial was appropriate. However for a mere quality assurance (QA) purpose of OBI isocenter accuracy, it was adequate to use only four OBI Images taken at the OBI source angle of $0^{\circ},\;90^{\circ},\;180^{\circ}\;and\;270^{\circ}$. Maximal discrepancy was 0.44 mm which was observed between the OBI source angle of $90^{\circ}\;and\;180^{\circ}$ OBI isocenter accuracy was maintained below 0.5 mm for a year. Proposed QA program may be helpful to Implement a reasonable routine QA of the OBI isocenter accuracy without great efforts.

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The Acceptance Testing of 5 Mega Pixels Primary Electronic Display Devices and the Study of Quality Control Guideline Suitable for Domestic Circumstance (5 Mega 화소 진단용 전자표시장치 인수검사 및 국내 실정에 적합한 정도관리 가이드라인 연구)

  • Jung, Hai-Jo;Kim, Hee-Joung;Kim, Sung-Kyu
    • Progress in Medical Physics
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    • v.18 no.2
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    • pp.98-106
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    • 2007
  • In June 2005, Yonsei University Medical Center, Severance Hospital upgraded a full-PACS system by adding twenty (5 mega pixels) Totoku ME511L flat panel LCD display devices for diagnostic interpretation purposes. Here we report upon the quantitative (or visual) acceptance testing of the twenty Totoku ME511L display devices for reflection, luminance response, luminance spatial dependency, resolution, noise, veiling glare, and display chromaticity based on AAPM TG 18 report. The tools used in the tests included a telescopic photometer, which was used as a colorimeter, illuminance meter, light sources for reflection assessment, light-blocking devices, and digital TG18 test patterns. For selected 8 flat panel displays, mean diffuse reflection coefficient ($R_d$) was $0.019{\pm}0.02sr^{-1}$. In the luminance response test, luminance ratio (LR), maximum luminance difference ($L_{max}$), and deviation of contrast response were $550{\pm}100,\;2.0{\pm}1.9%\;and\;5.8{\pm}1.8%$, respectively. In the luminance uniformity test, maximum luminance deviation was $14.3{\pm}5.5%$ for the 10% luminance of the TG18-UNL10 test pattern. In the resolution test with luminance measurement method, percent luminance (${\Dalta}L$) at the center was $0.94{\pm}0.64%$. In all cases of noise testing, rectangular target In every square in the three quadrants was visible and all 15 targets except the smallest one in the every corner pattern and the center pattern. The glare ratio (GR) was $12,346{\pm}1,995$. The color uniformity, (u',v'), was $0.0025{\pm}0.0008$. Also, the research results of qualify control guideline of primary disply devices suitable for domestic circumstance are presented All test results are in-line with the criteria recommended by AAPM TG18 report and are thus fully acceptable for diagnostic image interpretation. As a result, the acceptance testing schedule described provides not only an acceptance standard but also guidelines for quality control, optimized viewing conditions, and a means for determining the upgrading time of LCD display devices for diagnostic interpretation.

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A Variable Latency Newton-Raphson's Floating Point Number Reciprocal Square Root Computation (가변 시간 뉴톤-랍손 부동소수점 역수 제곱근 계산기)

  • Kim Sung-Gi;Cho Gyeong-Yeon
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.413-420
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    • 2005
  • The Newton-Raphson iterative algorithm for finding a floating point reciprocal square mot calculates it by performing a fixed number of multiplications. In this paper, a variable latency Newton-Raphson's reciprocal square root algorithm is proposed that performs multiplications a variable number of times until the error becomes smaller than a given value. To find the rediprocal square root of a floating point number F, the algorithm repeats the following operations: '$X_{i+1}=\frac{{X_i}(3-e_r-{FX_i}^2)}{2}$, $i\in{0,1,2,{\ldots}n-1}$' with the initial value is '$X_0=\frac{1}{\sqrt{F}}{\pm}e_0$'. The bits to the right of p fractional bits in intermediate multiplication results are truncated and this truncation error is less than '$e_r=2^{-p}$'. The value of p is 28 for the single precision floating point, and 58 for the double precision floating point. Let '$X_i=\frac{1}{\sqrt{F}}{\pm}e_i$, there is '$X_{i+1}=\frac{1}{\sqrt{F}}-e_{i+1}$, where '$e_{i+1}{<}\frac{3{\sqrt{F}}{{e_i}^2}}{2}{\mp}\frac{{Fe_i}^3}{2}+2e_r$'. If '$|\frac{\sqrt{3-e_r-{FX_i}^2}}{2}-1|<2^{\frac{\sqrt{-p}{2}}}$' is true, '$e_{i+1}<8e_r$' is less than the smallest number which is representable by floating point number. So, $X_{i+1}$ is approximate to '$\frac{1}{\sqrt{F}}$. Since the number of multiplications performed by the proposed algorithm is dependent on the input values, the average number of multiplications Per an operation is derived from many reciprocal square root tables ($X_0=\frac{1}{\sqrt{F}}{\pm}e_0$) with varying sizes. The superiority of this algorithm is proved by comparing this average number with the fixed number of multiplications of the conventional algorithm. Since the proposed algorithm only performs the multiplications until the error gets smaller than a given value, it can be used to improve the performance of a reciprocal square root unit. Also, it can be used to construct optimized approximate reciprocal square root tables. The results of this paper can be applied to many areas that utilize floating point numbers, such as digital signal processing, computer graphics, multimedia, scientific computing, etc.

Relationship between the Catches of Tuna and Oceanographic Conditions in the South-East Pacific (남동 태평양의 참치 어획양과 해양환경과의 관계)

  • CHO Kyu-Dae;KIM Yun-Ae;PARK Sung-Woo;KIM Jae-Chul;PARK Jae-Chul
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.20 no.4
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    • pp.360-369
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    • 1987
  • The relationship between the catches of tuna and hydrographic conditions in South-East Pacific region (latitude $5^{\circ}N-12^{\circ}S$, longitude $135^{\circ}W-115^{\circ}W$) was investigated by using the catch data of tuna and Digital Bathythermograph (DBT) data from December 9, 1980 to April 2, 1981. The results are as follows : The study area were located in South Eguatorial Current regions including equatorial upwelling regions in $5^{\circ}N\;to\;12^{\circ}S$. The horizontal mean temperature at the depth of 10m on the first quarter months in the study area was about $25^{\circ}C$C and the salinity of those fishing areas ranged from 34.8 to $35.0\%_{\circ}$. Yellowfin tuna and bigeye tuna were mainly caught in SW vertical temperature profile type, which the depth of thermocline ranged from loom to 300m, and temperature difference of thermocline was about $12^{\circ}C$. The deeper the depth of thermocline, the more the catches of tuna. While albacore tuna was caught well in SS vertical temperature profile type which the temperature of thermocline ranged from $9^{\circ}\;to\;26^{\circ}C$ and its gradient was very smooth. The depth of 1 ml/l surface of dissoved oxygen content ranged from loom to 200m in the South-East Pacific between longitude $140^{\circ}W-100^{\circ}W$, but it was shallower than 100 m near the North-South American continent. The catches of bigeye tuna were larger than those of yellowfin tuna in South Equatorial Current region. As approaching to the South and North American continent, the catches of yellowfin tuna and bigeye tuna decreased because the thermocline becomes shallower and steeper and the depth of the 1 m1/1 surface of dissolved oxygen content became shallower.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Analysis of Changes in Forest According to Urban Expansion Pattern and Morphological Features - Focused on Seoul and Daegu - (도시의 공간 확장 및 형태적 특징에 따른 산림녹지의 변화 분석 - 서울, 대구를 중심으로 -)

  • Ryu, Jieun;Hwang, Jinhoo;Lee, Junhee;Chung, Hye-In;Lee, Kyung-il;Choi, Yu-Young;Zhu, Yongyan;Sung, Min-Jun;Jang, Raeik;Sung, Hyun-Chan;Jeon, Seongwoo;Kang, Jin-Yung
    • Korean Journal of Remote Sensing
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    • v.33 no.5_3
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    • pp.835-854
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    • 2017
  • Government regulations and policies are important means of restraining the indiscreet expansion of urban areas. According to the standards from those means, it is clear that the fluctuation of forest green proportion encroached by the increase of urban space is obvious. In this study, we interpreted the changes of urban areas as well as the green ones owing to the urban expansion by the decades from 1996, with focusing on the cities of Seoul and Daegu highly developed in South Korea. The purpose of this study is to analyze the spatial expansion and morphological characteristics of urban land cover using not only satellite imageries (1996, 2006, 2016). but also the urban expansion intensity index (UEII) and GUIDOS program. Ultimately, this study is to compare the changes in the rate of forests due to urban expansions annually analyzed based on areas of forest elevation, slope, and the area of single forest patch. In Seoul, the expansion begun from urban space to suburban areas was comparatively rapid, which led the forest fragmentation and the gradual decline of the single patch. However, when it comes to DEM (Digital elevation model) and slope above a certain standard, by the development regulations, there was little decrease in area by anthropogenic developments. The city of Daegu has increased at a slow speed since 1996 in urban and suburban areas, whereas green forests have greatly increased through green forest conservation campaigns. In this way, as to the government policies and regulations, the quantitative and morphological expansion of cities owing to development could be controlled and forest spaces could be preserved as well. Therefore, regulations and policies by the government should be appropriately utilized for sustainable cities.

Comparative Analysis of Signal Intensity and Apparent Diffusion Coefficient at Varying b-values in the Brain : Diffusion Weighted-Echo Planar Image ($T_2^*$ and FLAIR) Sequence (뇌의 확산강조 영상에서 b-value의 변화에 따른 신호강도, 현성확산계수에 관한 비교 분석 : 확산강조 에코평면영상($T_2^*$ 및 FLAIR)기법 중심으로)

  • Oh, Jong-Kap;Im, Jung-Yeol
    • Journal of radiological science and technology
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    • v.32 no.3
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    • pp.313-323
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    • 2009
  • Diffusion-weighted imaging (DWI) has been demonstrated to be a practical method for the diagnosis of various brain diseases such as acute infarction, brain tumor, and white matter disease. In this study, we used two techniques to examine the average signal intensity (SI) and apparent diffusion coefficient (ADC) of the brains of patients who ranged in age from 10 to 60 years. Our results indicated that the average SI was the highest in amygdala (as derived from DWI), whereas that in the cerebrospinal fluid was the lowest. The average ADC was the highest in the cerebrospinal fluid, whereas the lowest measurement was derived from the pons. The average SI and ADC were higher in $T_2^*$-DW-EPI than in FLAIR-DW-EPI. The higher the b-value, the smaller the average difference in both imaging techniques; the lower the b-value, the greater the average difference. Also, comparative analysis of the brains of patients who had experienced cerebral infarction showed no distinct lesion in the general MR image over time. However, there was a high SI in apparent weighted images. Analysis of other brain diseases (e.g., bleeding, acute, subacute, chronic infarction) indicated SI variance in accordance with characteristics of the two techniques. The higher the SI, the lower the ADC. Taken together, the value of SI and ADC in accordance with frequently occurring areas and various brain disease varies based on the b-value and imaging technique. Because they provide additional useful information in the diagnosis and treatment of patients with various brain diseases through signal recognition, the proper imaging technique and b-value are important for the detection and interpretation of subacute stroke and other brain diseases.

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