• Title/Summary/Keyword: User intervention

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An Algorithm of Automatic Mesh Generation by Recursive Subdivisions (순환적 분할에 의한 유한 요소망 자동 생성 알고리즘)

  • 이재영
    • Computational Structural Engineering
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    • v.9 no.3
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    • pp.145-155
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    • 1996
  • This paper suggests a new algorithm of automatic mesh generation over planar domains with arbitrarily shaped boundaries and control curves. The algorithm is based on the method of recursively subdividing the domain by the path connecting, with minimum penalty value, two points on the super-loop, which consists of the boundaries and the control curves, The algorithm is not subject to any limitation on the shape of the domain, and its process can be fully automated. Therefore, this algorithm can be implemented into computer programs which require minimal user intervention while generating finite element meshes over complicated domains. This algorithm can also be easily extended for application to the generation of meshes over curved surfaces, or to the adaptive mesh generation.

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Implementation of Automatic Control Function of Tactical Communication Equipment to Wireless Communication Network Survivability Improvement (무선통신망 생존성 향상을 위한 전술 통신 장비 자동 제어 기능 구현 방안)

  • Park, Chang-Soo;Kim, Jong-Hyoun;Park, Chun-Seon;Nam, Duk-Hee;Kim, Jung-Eun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.467-469
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    • 2018
  • Tactical wireless communications often suffer from communication problems such as channel interference and communication disconnection due to the variability of the network topology and poor communication environment. Therefore, it is very important to overcome the problem of communication failure of the wireless communication network caused by the poor tactical environment and to improve the survivability. This paper describes the automatic control methodology of wireless communication equipment to identify and distinguish the situation of communication failure without user intervention and to implement more effective solution.

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The Effective Background Modeling Method by User Intervention (사용자 개입을 통한 효과적 배경 모델 생성 기법)

  • Kim, Hyungmin;Lee, Jae Hoon;Park, Jong-Il;Kim, Yookyung;Kim, Kwang-yong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.47-50
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    • 2016
  • 객체를 추적하는 기술은 컴퓨터 비전 분야에서 활발히 연구되고 있는 분야 중 하나이다. 그 중 고정된 단일 카메라를 이용한 객체 추적 기술은 비디오 감시(Surveillance) 등에서 활용되고 있다. 고정된 카메라 환경에서 객체를 추적하는 방법 중 배경 모델링(Background Modeling)을 이용한 방법은 간단하면서도 널리 사용되는 방법 중 하나이다. 객체의 움직임이나 특징을 분석하여 배경 모델을 생성한 후 배경 정보를 이용하여 전경을 분리하면 쉽게 객체를 추출할 수 있다. 그러나 객체의 움직임이 적은 경우 해당 영역에서의 배경 모델은 정확하게 생성될 수 없다. 배경 모델을 학습하는 동안 객체가 충분이 움직이면 이런 문제를 해결할 수 있으나 객체가 움직이기 전까지는 오류가 지속된다. 이런 문제를 해결하기 위해 본 논문에서는 인페인팅(Inpainting)을 이용하여 움직임이 적은 영역을 보정하여 정확한 배경 모델을 생성하는 방법을 제안한다. 배경 모델을 생성한 후 객체로 식별할 수 있는 후보 영역을 식별한다. 선정된 영역들 중 사용자가 객체로 판단되는 영역을 선택하여 해당 영역에 대해 인페인팅으로 화소값 및 가중치들을 보정한다. 보정된 영상으로 배경 모델링을 수행하면 움직임이 적은 영역에 대해서도 효과적으로 배경 모델을 생성 할 수 있다.

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Physically-based Haptic Rendering of a Deformable Object Using Two Dimensional Visual Information for Teleoperation (원격조작을 위한 이차원 영상정보를 이용한 변형체의 물리적 모델 기반 햅틱 렌더링)

  • Kim, Jung-Sik;Kim, Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.19-24
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    • 2008
  • This paper presents a physically-based haptic rendering algorithm for a deformable object based on visual information about the intervention between a tool and a real object in a remote place. The physically-based model of a deformable object is created from the mechanical properties of the object and the captured image obtained with a CCD camera. When a slave system exerts manipulation tasks on a deformable object, the reaction force for haptic rendering is computed using boundary element method. Snakes algorithm is used to obtain the geometry information of a deformable object. The proposed haptic rendering algorithm can provide haptic feedback to a user without using a force transducer in a teleoperation system.

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Factors Influencing Smartphone Using Time among Korean Adolescents (청소년의 스마트폰 이용시간 영향 요인)

  • Lee, In Sook
    • Journal of Home Health Care Nursing
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    • v.25 no.2
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    • pp.197-208
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    • 2018
  • Purpose: This study investigated the smartphone using time, troubles with smartphone usage, and related factors in Korean adolescent smartphone users. Methods: Data were obtained from 54,603 subjects aged 13 to 18 years in the 2017 13th Korea Youth Risk Behavior Web-based Survey Results: The study analyzed the school type, academic achievement, residence type, weekly average allowance, and usual counselor, perceived stress, happiness, and depression of the subjects showed a significant difference in the variable of troubles experienced by the smartphone user. Multiple sample logistic regression analysis showed that adolescents with low academic achievement (weekday, weekend OR = 1.78, 1.65), low economic status (weekday, weekend OR = 1.17, 1.37), friends with distress counselors (weekday, weekend OR = 1.29, 1.24), weekly average allowance (weekday, weekend OR = 1.85, 1.50), stressed (weekend OR = 1.25), depressed (weekday, weekend OR = 1.26, 1.14), family troubles (weekday, weekend OR = 1.14, 1.15), friendship troubles (weekday, weekend OR = 1.70, 1.38), and academic performance troubles (weekday, weekend OR = 1.28, 1.38) spent more than the average using time on their smartphones. Conclusion: To prevent overdependence on smartphone use among adolescents, a nursing intervention program that relieves stress and lowers depression should be developed.

Pathway Retrieval for Transcriptome Analysis using Fuzzy Filtering Technique andWeb Service

  • Lee, Kyung-Mi;Lee, Keon-Myung
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.12 no.2
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    • pp.167-172
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    • 2012
  • In biology the advent of the high-throughput technology for sequencing, probing, or screening has produced huge volume of data which could not be manually handled. Biologists have resorted to software tools in order to effectively handle them. This paper introduces a bioinformatics tool to help biologists find potentially interesting pathway maps from a transcriptome data set in which the expression levels of genes are described for both case and control samples. The tool accepts a transcriptome data set, and then selects and categorizes some of genes into four classes using a fuzzy filtering technique where classes are defined by membership functions. It collects and edits the pathway maps related to those selected genes without analyst' intervention. It invokes a sequence of web service functions from KEGG, which an online pathway database system, in order to retrieve related information, locate pathway maps, and manipulate them. It maintains all retrieved pathway maps in a local database and presents them to the analysts with graphical user interface. The tool has been successfully used in identifying target genes for further analysis in transcriptome study of human cytomegalovirous. The tool is very helpful in that it can considerably save analysts' time and efforts by collecting and presenting the pathway maps that contain some interesting genes, once a transcriptome data set is just given.

Effects of a Virtual Reality Simulation and a Blended Simulation of Care for Pediatric Patient with Asthma (천식 아동 간호에 대한 가상현실 시뮬레이션과 블렌디드 시뮬레이션 교육 효과)

  • Kim, Mikang;Kim, Sunghee;Lee, Woo Sook
    • Child Health Nursing Research
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    • v.25 no.4
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    • pp.496-506
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    • 2019
  • Purpose: The purpose of this study was to examine the effects of a virtual reality simulation and a blended simulation on nursing care for children with asthma through an evaluation of critical thinking, problem-solving processes, and clinical performance in both education groups before and after the educational intervention. Methods: The participants were 48 nursing students. The experimental group (n=22) received a blended simulation, combining a virtual reality simulation and a high-fidelity simulation, while the control group (n=26) received only a virtual reality simulation. Data were collected from February 25 to 28, 2019 and analyzed using SPSS version 25 for Windows. Results: The pretest and posttest results of each group showed statistically significant improvements in critical thinking, problem-solving processes, and clinical performance. In a comparison of the results of the two education groups, the only statistically significant difference was found for critical thinking. Conclusion: Simulation-based education in child nursing has continued to involve high-fidelity simulations that are currently run in many programs. However, incorporating a new type of blended simulation, combining a virtual reality simulation and a high-fidelity simulation, into the nursing curriculum may contribute to the further development of nursing education.

The development of a lifestyle modification mobile application, "Health for You" for overweight and obese breast cancer survivors in Korea

  • Seo, Su-Jin;Nho, Ju-Hee;Park, Youngsam
    • Women's Health Nursing
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    • v.27 no.3
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    • pp.243-255
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    • 2021
  • Purpose: This study aimed to develop a lifestyle modification (LSM) mobile application based on the Android operating system for overweight and obese breast cancer survivors (BCS) in Korea and evaluate its usability. Methods: The content analysis, design, development, implementation, and evaluation of the LSM intervention mobile application for overweight and obese BCS was conducted by identifying survivors' needs, searching the literature, and reviewing existing mobile applications. The survey was conducted from June 1 to December 28, 2020 at Jeonju, Korea. Results: The mobile application for BCS included dietary and exercise information, weight logs, as well as distress and daily achievement check. It also included information and videos on the prevention of breast cancer recurrence and used a communication bulletin board. Expert and user usability evaluation of its content and functions confirmed that it was appropriate and satisfactory for overweight and obese BCS. Conclusion: This LSM mobile application developed for overweight and obese BCS was found to be appropriate for use. It can be applied for further study of effectiveness on improving their health and maintaining a healthy lifestyle, to ultimately improve quality of life.

GUI-based Detection of Usage-state Changes in Mobile Apps (GUI에 기반한 모바일 앱 사용상태 구분)

  • Kang, Ryangkyung;Seok, Ho-Sik
    • Journal of IKEEE
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    • v.23 no.2
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    • pp.448-453
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    • 2019
  • Under the conflicting objectives of maximum user satisfaction and fast launching, there exist great needs for automated mobile app testing. In automated app testing, detection of usage-state changes is one of the most important issues for minimizing human intervention and testing of various usage scenarios. Because conventional approaches utilizing pre-collected training examples can not handle the rapid evolution of apps, we propose a novel method detecting changes in usage-state through graph-entropy. In the proposed method, widgets in a screen shot are recognized through DNNs and 'onverted graphs. We compared the performance of the proposed method with a SIFT (Scale-Invariant Feature Transform) based method on 20 real-world apps. In most cases, our method achieved superior results, but we found some situations where further improvements are required.

Framework for Reconstructing 2D Data Imported from Mobile Devices into 3D Models

  • Shin, WooSung;Min, JaeEun;Han, WooRi;Kim, YoungSeop
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.6-9
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    • 2021
  • The 3D industry is drawing attention for its applications in various markets, including architecture, media, VR/AR, metaverse, imperial broadcast, and etc.. The current feature of the architecture we are introducing is to make 3D models more easily created and modified than conventional ones. Existing methods for generating 3D models mainly obtain values using specialized equipment such as RGB-D cameras and Lidar cameras, through which 3D models are constructed and used. This requires the purchase of equipment and allows the generated 3D model to be verified by the computer. However, our framework allows users to collect data in an easier and cheaper manner using cell phone cameras instead of specialized equipment, and uses 2D data to proceed with 3D modeling on the server and output it to cell phone application screens. This gives users a more accessible environment. In addition, in the 3D modeling process, object classification is attempted through deep learning without user intervention, and mesh and texture suitable for the object can be applied to obtain a lively 3D model. It also allows users to modify mesh and texture through requests, allowing them to obtain sophisticated 3D models.