• Title/Summary/Keyword: Technology addiction

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A Study on Robust Median Filter in Impulse Noise Environment (임펄스 노이즈에 강인한 메디안 필터에 관한 연구)

  • Kim, Kuk-Seung;Lee, Kyung-Hyo;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.463-466
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    • 2008
  • With the development of Information Technology in recent years, the image has been an important means to store or express information. Generally, during the process of acquiring and storing images, the images can be corrupted by noise of which typical types are Impulse(Impulse Noise) and AWGN(Addiction White Gaussian Noise). Impulse noise shows irregularly in black and white over the length and breadth of the image by sharp and sudden disturbance of the image signal. In the Impulse noise environment, SM(Standard Median) filter would be used because of its good noise removal performance and simple algorithm. However, when SM filter removes noise, it also produces error at the edge of image and causes whole image quality deterioration. In this paper, we propose a method based on modified nonlinear filter operation scheme which enhances the features of noise removal and detail image preservation when restoring image in Impulse noise environment. And, we compared it with existing methods and the performances through simulation.

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A Study on Nonlinear Filter for Removal of Complex Noise (복합잡음 제거를 위한 비선형필터에 관한 연구)

  • Lee, Kyung-Hyo;Ryu, Ji-Goo;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.455-458
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    • 2008
  • Former times Information Technology generally has only depended on text or sound, while nowadays information is being moved through a variety of image media. Cell phone, TV and computer have been major elements of modem society as mediators using image signal. Therefore, image signal processing also has been treated importantly and done actively. The processing has been developed in many fields of digital image processing technologies as image data compression, recognition, restoration, etc. Noises are inevitably generated by using the signals during the processing, and typical types of the noise are Impulse(salt & pepper) and AWGN(Addiction White Gaussian Noise). To reduce the noise, various kinds of filters have been developed, and according to each noise, it is being used different filter each. However, the noise is not generated by one signal but by a complex. In this paper, I suggested an image filter to remove the complex noise, and compared with existing filters' methods for verification.

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Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Convergence of facial image efficacy on job satisfaction of SME workers (중소기업 직장인의 얼굴이미지효능감이 직무만족에 미치는 융합연구)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.8 no.2
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    • pp.227-232
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    • 2018
  • The purpose of this study is to investigate the relationship between facial image efficacy and job satisfaction in a sample of 167 workers in SMEs in Seoul and Gyeonggi province. and to examine the effect of SME workers' face image efficacy on job satisfaction. The results of the study are as follows. First, there was a statistically significant correlation between management ability and job satisfaction, which is a sub - area of facial image efficacy. This means that the higher the management ability, the higher the degree of job satisfaction. There was a statistically significant correlation between perception attitude and job satisfaction, which is a sub - area of face image efficacy. Second, management ability, which is a sub - area of face image efficacy of SME workers, has a statistically significant effect on job satisfaction. The sub - domain of face image efficacy has no effect on job satisfaction, Expression confidence, which is a sub-domain of image efficacy, has a statistically significant effect on job satisfaction.

The Relationship between Smartphone Use and Oral Health in Adolescents

  • Ahn, Eunsuk;Han, Ji-Hyoung
    • Journal of dental hygiene science
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    • v.20 no.1
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    • pp.44-50
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    • 2020
  • Background: Smartphones are a modern necessity. While they are convenient to use, smartphones also have side effects such as addiction. This study assessed the relationship between smartphone use, a part of everyday life in modern society, and oral health. Methods: An analysis was conducted using 2017 Korea Youth Risk Behavior Web-based Survey data. The propensity score estimation algorithm used logistic regression and 1:1 matching algorithm using nearest-neighbor matching. After matching, a total of 15,032 participants were classified into two groups containing 7,516 teenagers each who did and did not use smartphones, respectively. Results: Comparison of oral health behaviors according to smartphone use revealed a statistically significant difference in the frequency of tooth brushing per day, use of oral hygiene products, intake of foods harmful to oral health, and experience of oral health education (p<0.05). The factors affecting oral pain experience of adolescents were examined. Compared to male participants, female participants had an odds ratio of 1.627 for oral pain (p<0.05). According to the household income level, compared to the group with higher income, the group with lower income showed higher oral pain experience (p<0.05). Oral pain experience was 1.601 times more frequent among teenagers using smartphones (p<0.05). Conclusion: The results of this study indicated that use of smartphones by adolescents affected their oral health. These findings indicate the need for improved oral health management through the use of effective school oral health programs and individual counseling by oral health professionals, promotion of information dissemination through public media, and development of prevention strategies.

The Convergence of the Servant Leadership of SMEs on Interpersonal Relations of University Students (중소기업가 정신의 서번트리더십이 대학생의 대인관계에 미치는 융합연구)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.165-170
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    • 2017
  • This study was conducted to survey 178 current students at Seoul National University and to conduct a survey to prepare data for servant leadership based on the spirit of SMEs. The results of the study are as follows. First, the relationship between servant leadership and interpersonal relationship of university students in SMEs human resources appears to be a static relationship. This means that the higher the servant leadership of university students preparing for SME human resources, the higher the interpersonal relationship. Second, the consensus formation of university students had a positive effect on satisfaction, and the vision presentation had a statistically significant effect on understanding. In addition, stress relief showed a statistically significant effect on openness, and morality had a statistically significant effect on communication and openness. In addition, insight has a statistically significant effect on satisfaction and understanding.

Convergence of the Image of the Professor in Human Resources of Small and Medium Enterprises to Self Image : Mediating effect of voice image (중소기업 인적자원의 교수자이미지가 자아이미지에 미치는 융합연구 : 교수자음성이미지의 매개효과)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.229-234
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    • 2017
  • The purpose of this study was to investigate 188 university students at Seoul National University and to present self - image data to university students for the development of small and medium human resources. The results of the study are as follows. First, there was a positive correlation between the correlation between the image of the trainee perceived by university students and the self - image, the correlation between the image of the trainee perceived by the university students and the voice image, and the correlation between the voice image and the self - image perceived by university students. Second, as a result of examining whether or not the voice image is mediated in the relationship between the image of the talent and the self - image perceived by university students, Therefore, it is confirmed that as the image level of the talent related to the human resource of SMEs increases, the level of the voice image increases and the self image level also improves accordingly.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Developing a Model for Autobiography Writing to Promote Mental Health Using an AI Powered Platform

  • Jinsu Chung;Jaewon Lee;Wontaek Oh;Sungmin Kim;Juwon Lee;Sangwoo Kim
    • Journal of Korean Physical Therapy Science
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    • v.31 no.3
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    • pp.1-14
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    • 2024
  • Purpose: This study aims to make it easier for anyone to write an autobiography by utilizing AI technology, allowing individuals to reflect on their lives and reaffirm their identity, ultimately enhancing their self-esteem. Through this research, the necessity of promoting mental health for the elderly is emphasized, and it seeks to provide foundational data contributing to new approaches for improving quality of life. Methods: Basic data for program development were collected in April 2024. Subsequently, the AI beta version was used to identify issues, which were then addressed and improved upon. Results: The results of this study are as follows: First, it was confirmed that structuring the autobiography writing program and providing clear guidelines are essential. Second, the importance of the role of conversation companions and the need for their prior training were emphasized. Third, ensuring the accessibility and ease of participation in the program was shown to enhance participant engagement. Fourth, further empirical research is necessary to verify the effectiveness of the program. Conclusion: This study confirmed that an autobiography writing model utilizing an AI-based platform can contribute to improving older adults' mental health. Older adults who struggle to use digital devices can become more comfortable with them through this program. Additionally, autobiographical writing activities that involve reflecting on their lives and narrating their stories according to various themes provide older adults with the opportunity to achieve a sense of self-integration. Finally, if this program is disseminated in a manner that suits the characteristics of older adults, it can play a significant role in improving their mental health.