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STN DBS of Advanced Parkinson's Disease Experienced in a Specialized Monitoring Unit with a Prospective Protocol

  • Lee, Ji-Yeoun;Han, Jung-Ho;Kim, Han-Joon;Jeon, Beom-Seok;Kim, Dong-Gyu;Paek, Sun-Ha
    • Journal of Korean Neurosurgical Society
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    • v.44 no.1
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    • pp.26-35
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    • 2008
  • Objective : In the evaluation of patients with Parkinson's disease (PD), most neurologists only see their patients during a limited period of their fluctuating 24-hour-a-day lives. This study aimed to assess the short-term outcome of STN stimulation for patients with advanced PD evaluated in a 24-hour monitoring unit for movement disorder (MUMD) using a prospective protocol. Methods : Forty-two patients with advanced PD consecutively treated with bilateral STN stimulation using multi-channel microelectrode recording were included in this study. All patients were evaluated using a 24-hour MUMD with a video recording/editing system and were evaluated with a prospective protocol of the Unified Parkinson's Disease Rating Scale, Hoehn and Yahr Staging, Schwab and England Activities of Daily Living, levodopa equivalent daily dose (LEDD), Short Form-36 Health Survey, and neuropsychological tests. Magnetic resonance (MR) images of the brain were performed prior to and six months after surgery. Results : All patients were evaluated at three and six months after surgery. There was a rapid and significant improvement of the motor symptoms, especially in tremor and rigidity, after STN stimulation with low morbidity. Dyskinesia was markedly decreased with much lowered LEDD values by 50% after STN stimulation. 1.5T MR images were safely taken according to the manufacturer's guidelines at six months after surgery without any adverse effects in 41 patients treated with STN stimulations. Conclusion : Evaluations in a 24-hour monitoring unit could reduce the dose of medication efficiently to an optimal level with patients' comfort and improve the clinical symptoms in harmony with STN stimulation.

A new approach for overlay text detection from complex video scene (새로운 비디오 자막 영역 검출 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of Broadcast Engineering
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    • v.13 no.4
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    • pp.544-553
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    • 2008
  • With the development of video editing technology, there are growing uses of overlay text inserted into video contents to provide viewers with better visual understanding. Since the content of the scene or the editor's intention can be well represented by using inserted text, it is useful for video information retrieval and indexing. Most of the previous approaches are based on low-level features, such as edge, color, and texture information. However, existing methods experience difficulties in handling texts with various contrasts or inserted in a complex background. In this paper, we propose a novel framework to localize the overlay text in a video scene. Based on our observation that there exist transient colors between inserted text and its adjacent background a transition map is generated. Then candidate regions are extracted by using the transition map and overlay text is finally determined based on the density of state in each candidate. The proposed method is robust to color, size, position, style, and contrast of overlay text. It is also language free. Text region update between frames is also exploited to reduce the processing time. Experiments are performed on diverse videos to confirm the efficiency of the proposed method.

Educational Effects of Flipped Learning on Fashion Practical Course (패션 실기 수업에 적용한 플립드 러닝의 교육적 효과)

  • Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.497-508
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    • 2020
  • The paradigm focusing on learner-centered classes and the introduction of flipped learning through the connection between online and offline have been increasing. This study proved the educational effect by applying flipped learning to the basic draping course within the fashion practical course and revealed the implications for flipped learning from the instructor's perspective. The research methods are theatrical research and model development research in order to guide basic drape utilizing flipped learning. The study results revealed that learners' satisfaction was very high about the basic draping course combined with flipped learning, and it showed that students were very satisfied with the learning-related video because it can compensate for the decrease in education efficiency according to the number of attendees and improve education. Improvements shall include technical and content supplementation of video learning materials and presentation of documented learning materials, in addition to video materials. From the instructor's perspective, time needs to be set aside for video shooting and editing, a view of the composition of education from the learner's perspective, and an in-depth understanding of the instructor's curriculum for flipped learning design.

A Study of the Improvement and Practical Use on the Website Measurement Scale (웹사이트 측정도구의 개발과 활용에 대한 연구)

  • Kim, Dae-Hwan;Bae, Young
    • Survey Research
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    • v.10 no.1
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    • pp.91-112
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    • 2009
  • The aim of this study is to suggest a new website measurement scale revised in accordance with the present tendency, and to test the practical use of it. The empirically current studies suggest the information, connectivity, practical function, lay - out, design, interlace, system, service as a website measurement scale. However. this study suggest a new website measurement scale including communication between internet users, platform for editing information. The test of a practical use about measurement scale progressed by a survey on computer access. A sample of 300 internet users answered the question based on a new website measurement scale. The result of this study shows that primary factors of the website measurement scale are information, user interface, website service, and communication. The influence of these factors on user's website preference changed as compared with the past. The result also shows that there is close correlation between information factor and communication factor. And the communication factor suggested on this study has effected in user's website satisfaction. Results imply that the idea of web2.0 is practically an important strategy for improving website satisfaction. And, because influence of primary factors on the website satisfaction has changed continually, strategic planning will have to be kept up.

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Analysis of SNPs in Bovine CSRP3, APOBEC2 and Caveolin Gene Family (소의 CSRP3, APOBEC2, Caveolin 유전자들의 단일염기다형 분석)

  • Bhuiyan, M.S.A.;Yu, S.L.;Kim, K.S.;Yoon, D.;Park, E.W.;Jeon, J.T.;Lee, J.H.
    • Journal of Animal Science and Technology
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    • v.49 no.6
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    • pp.719-728
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    • 2007
  • The cysteine and glycine rich protein 3 (CSRP3), apolipoprotein B mRNA editing enzyme catalytic polypeptide‐like 2(APOBEC2) and caveolin (CAV) gene family(CAV1, CAV2, CAV3) have been reported to play important roles for carcass and meat quality traits in pig, mouse, human and cattle. As an initial step, we investigated SNPs in these 5 genes among eight different cattle breeds. Eighteen primer pairs were designed from bovine sequence data of NCBI database to amplify the partial gene fragments. Sequencing results revealed 9 SNPs in the coding regions of three caveolin genes, 1 SNP in CSRP3 and 3 SNPs in APOBEC2 gene. All the identified SNPs were confirmed by PCR-RFLP. Also, 9 more intronic SNPs were detected in these genes. However, all identified mutations in the coding region do not change amino acid sequence. Allelic distributions were significantly different for 5 SNPs in CAV2, CAV3, CSRP3 and APOBEC2 genes among the eight different breeds. These results gave some clues about the polymorphisms of these genes among the cattle breeds and will be useful for further searches for identifying association between these SNPs and meat quality traits in cattle.

An Analysis of A Comparison of Digital Movie Remake with Original Animation (영화 <블러드> 분석 : 애니메이션과 디지털 영화 버전의 비교)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.22
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    • pp.17-30
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    • 2011
  • This paper analyzes Blood: the Last Vampire (2009) in comparison with the original Blood: the Last Vampire (2000). This digital movie, released in 2009, faithfully re-presents the visual of the original animation using more budget and more developed technology. Though these two movies share very similar visual style, they have slightly different modes of expression that can be easily detected in their opening scenes. The original Blood chooses to tell its story in more indirect way. Some shots are intentionally vague and forcefully separated by black credit screen, leaving audience guessing exactly what happened. The remake version of Blood provides faster, more diverse, and more sophisticated images. It also uses invisible and slick editing, leaving no room to guess. These differences comes mainly from the difference of media. However, since the differences between two movies lie mainly in their narratives, we can ascribe the box office slump of the digital movie version of Blood: the Last Vampire to its narrative flaws. The heroin's inner conflicts were not convincing enough, supporting roles were not probable enough, and the whole story was not unique enough. As a result, the new Blood: the Last Vampire became another bad example that shows the importance of narrative in films.

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Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Interactive Statistics Laboratory using R and Sage (R을 활용한 '대화형 통계학 입문 실습실' 개발과 활용)

  • Lee, Sang-Gu;Lee, Geung-Hee;Choi, Yong-Seok;Lee, Jae Hwa;Lee, Jenny Jyoung
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.573-588
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    • 2015
  • In this paper, we introduce development process and application of a simple and effective model of a statistics laboratory using open source software R, one of leading language and environment for statistical computing and graphics. This model consists of HTML files, including Sage cells, video lectures and enough internet resources. Users do not have to install statistical softwares to run their code. Clicking 'evaluate' button in the web page displays the result that is calculated through cloud-computing environment. Hence, with any type of mobile equipment and internet, learners can freely practice statistical concepts and theorems via various examples with sample R (or Sage) codes which were given, while instructors can easily design and modify it for his/her lectures, only gathering many existing resources and editing HTML file. This will be a resonable model of laboratory for studying statistics. This model with bunch of provided materials will reduce the time and effort needed for R-beginners to be acquainted with and understand R language and also stimulate beginners' interest in statistics. We introduce this interactive statistical laboratory as an useful model for beginners to learn basic statistical concepts and R.

An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.

Development of User-Friendly Modeling Software and Its Application in Processed Meat Products

  • Lee, Heeyoung;Lee, Panho;Lee, Soomin;Kim, Sejeong;Lee, Jeeyeon;Ha, Jimyeong;Choi, Yukyung;Oh, Hyemin;Yoon, Yohan
    • Journal of Food Hygiene and Safety
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    • v.33 no.3
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    • pp.157-161
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    • 2018
  • The objective of this study was to develop software to predict the kinetic behavior and the probability of foodborne bacterial growth on processed meat products. It is designed for rapid application by non-specialists in predictive microbiology. The software, named Foodborne bacteria Animal product Modeling Equipment (FAME), was developed using Javascript and HTML. FAME consists of a kinetic model and a probabilistic model, and it can be used to predict bacterial growth pattern and probability. In addition, validation and editing of model equation are available in FAME. The data used by the software were constructed with 5,400 frankfurter samples for the kinetic model and 345,600 samples for the probabilistic model using a variety of combinations including atmospheric conditions, temperature, NaCl concentrations and $NaNO_2$ concentrations. Using FAME, users can select the concentrations of NaCl and $NaNO_2$ meat products as well as storage conditions (atmosphere and temperature). The software displays bacterial growth patterns and growth probabilities, which facilitate the determination of optimal safety conditions for meat products. FAME is useful in predicting bacterial kinetic behavior and growth probability, especially for quick application, and is designed for use by non-specialists in predictive microbiology.