• Title/Summary/Keyword: Information Display

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Detecting the Prostate Boundary with Gabor Texture Features Average Shape Model of TRUS Prostate Image (TRUS 전립선 영상에서 가버 텍스처 특징 추출과 평균형상모델을 적용한 전립선 경계 검출)

  • Kim, Hee Min;Hong, Seok Won;Seo, Yeong Geon;Kim, Sang Bok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.717-725
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    • 2015
  • Prostate images have been used in the diagnosis of prostate using TRUS images being relatively cheap. Ultrasound images are recorded with 3 dimension and one diagnostic exam is made with a number of the images. A doctor can see 2 dimensional images on the monitor sequentially and 3 dimensional ones to diagnose a disease. To display the images, 2-d images are used with raw 2-d ones, but 3-d images need to be segmented by the prostates and their backgrounds to be seen from different angles and with cut images of inner side. Especially on detecting the boundary, the ones in the middle of all images are easy to find the boundary but the base and apex of the images are hard to do it since there are lots of uncertain boundary. So, in this paper we propose the method that applies an average shape model and detects the boundary, and shows its superiority compared to the existing methods with experiments.

Consumers' Cognition and Buying Behavior of Sports Brand Character (스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동)

  • 이지연;안민영;박재옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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Development of a Physical Training Management Module Using Smart Devices (스마트기기를 이용한 운동량 관리모듈 개발)

  • Shin, Ki-Su;Jung, Hahmin;Kwon, Soon-Jae;Lee, Se-Han;Kim, Dong Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.6
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    • pp.571-577
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    • 2015
  • In the paper, we propose a method for developing a physical training management module which sends physical data to smart devices using an wireless module attached to physical appliances. In the proposed stick-type physical appliance, the physical amount of data measured from sensors inside the appliance is sent to a smart device via wireless communication. And then the smart device records the physical amount of data categorized in person-based data and shows useful information about the user's physical training on the dedicated display. For the performance evaluation, indoor environment and electro magnetic wave tests are taken from national specialized organizations, and their results was very efficient. The proposed physical training management module is highly extensible since it is easily applicable to other physical appliances and useful to both Android and iOS platforms.

A study on control of generators based on SMPS (SMPS 기반 발전기 제어 시스템에 관한 연구)

  • Jeong, Yang-Kwon;Um, Tae-Hyoun;Kim, Gi-Hoon;Choi, Hyung-Ju
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.107-115
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    • 2012
  • This study incorporates welders and generators needed to use it and welder generators to be used as is to configure the system. Thus in order to propose an integrated system to prevent the rapid charging process to manage the power state information, system configuration is the most important. Therefore, the battery charging output port, the main input and output control ports, the generator control port, a warning alarm buzzer, UI switch input, EXT power output, check the battery status input, battery charge and discharge current, UI input control switch, generator status, the main power input and output, the output voltage, EXT warning output, DEBUG communication, UI display unit, an external input ADC units with a focus on generator control system was implemented.

An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

Study on Improving Energy-Efficiency of Set-top Box (셋톱박스의 에너지 효율 개선에 관한 연구)

  • Lee, Sang-Hak;Yun, Jung-Mee
    • The KIPS Transactions:PartD
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    • v.18D no.3
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    • pp.197-204
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    • 2011
  • Set-top Box which receives broadcasting signal and delivers it to display device such as TV usually doesn't have low-power mode, standby power mode. On the other side, most consumer electronics support standby power mode. The main reasons come from technical barriers and operational stability. Set-top box normally consumes 80~90% power of active mode even though turning off. This is much higher compared to other consumer electronics which consume less than 1W in standby power mode. However, most developed countries including Korea are enforcing the regulations which enhance energy efficiency of set-top box. This paper describes design and development of low-power set-top box. Key technologies are SoC supporting low-power mode, system hardware and software operating in separated power mode, and middleware managing the power with broadcasting system. Finally, we show energy saving expectation through development and proliferation.

An Optimal Resource Configuration Method based on Probability Model for VBR Video Server (VBR 비디오 서버를 위한 확률 모델 기반의 최적 자원 구성)

  • Cho, Dae-Hyun;Son, Jin-Hyun;Kim, Myoung-Ho;Lee, Yoon-Joon
    • Journal of KIISE:Databases
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    • v.28 no.3
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    • pp.334-343
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    • 2001
  • Most of currently used videos have variable bit rate(VBR) characteristics. Since the display rate of VBR videos compared to CBR videos vary with time, it is not proper to configure resources of the VBR video server using the method proposed for the CBR video server. In this paper we propose an optimal resource configuration method for the VBR video server which is based on the probability model. The proposed method decides the amount of disk and memory, and the disk access cycle of the video server with the lowest hardware cost, while preserving the throughput of the video server. In addition, we show the usefulness of the method through the various experiments.

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A Case Report of Intervention Strategy applied ICF Tool about Floor to Stand and Stand to Floor for Stroke Patient (ICF Tool을 적용한 뇌졸중 환자의 바닥에 앉고 일어서기에 대한 중재전략의 증례)

  • Yun, Tae-Won;Kim, Tae-Yoon
    • Journal of Korean Physical Therapy Science
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    • v.18 no.1
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    • pp.33-49
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    • 2011
  • The process of physical therapy uses a problem-solving approach to enhance a patients's functioning status. The International Classification of Functioning, Disability and Health(ICF) is the common concept for the functioning in the world. Physical therapists require the ability to identify problems, formulate hypothesis, and plan intervention strategies through clinical reasoning. In the clinical process, physical therapists need to use standard and common languages in speech and in documentation. The purpose of this study was to suggest the process of making strategy for efficient intervention, examining and evaluating the functional problem of the person with stroke using ICF tools. For the first step in this process model, therapists could list the information relating to functional problems used by the ICF Core set and then could identify the interaction among the problems using the ICF assessment sheet. For the next step, therapist is needed to make the hypothesis and hypothesis testing, and then set a primary functional goals and therapeutic goals in detail after prioritizing the problems to be managed based on the problem list. Finally, after setting the identified problems as the purpose of intervention through the hypothesis testing, therapist could do some intervention after making a plan to solve these problems, and find out the outcomes using the ICF evaluation display. This report illustrates how to apply the process based on ICF concept into physical therapy practice. Making a decision for the most efficient intervention requires that therapists use the clinical reasoning process based on ICF concept.

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Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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The Influence of Fluorescent Dye Doping on Efficiency of Organic Light-Emitting Diodes (형광염료 도핑이 유기발광소자의 효율에 미치는 영향)

  • Lee, jeong-gu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.301-305
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    • 2008
  • An organic light-emitting diode(OLED) has advantages of low power driving, self light-emitting, wide viewing angle, excellent high resolution, full color, high reproduction, fast response speed, simple manufacturing process, or the like. However, there are still a number of challenges to get over in order to put it to practical use as a high performance display. First of all, the most important thing is to improve the efficiency of the OLED element in order to commercialize it. To this end, its efficiency can be improved by lowering the driving voltage through the improvement of structure of the OLED element and the application of new organic substance. Therefore, in this study, we have manufactured a red OLED element by applying fluorescent dyes to the emitting layer of the element having the structure of ITO/TPD/Znq2+DCJTB/Znq2/Al and the structure of ITO/CuPc/NPB/Alq3+DCJTB/Alq3/Al, in order to light-emitting various colors or improve the brightness and the efficiency, and then we have evaluated its electrical and optical characteristics.

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