Sungyeol Lee;Wonjin Baek;Jinyoung Kim;Changsung Jeong;Jaemo Kang
Journal of the Korean GEO-environmental Society
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v.25
no.6
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pp.19-24
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2024
Urban densification has necessitated the development of subterranean spaces such as subway networks and underground tunnels to facilitate the dispersal and movement of populations. Development of these underground spaces requires excavation from the ground surface, which can induce groundwater flow and potentially lead to ground subsidence and sinkholes, damaging structures. To mitigate these risks, it is essential to model groundwater flow prior to construction, analyze its characteristics, and predict potential groundwater discharge during excavation. In this study, we collected meteorological, topographical, and soil conditions data for the city of ○○, where tunnel construction was planned. Using the Visual MODFLOW program, we modeled the groundwater flow. Excavation sections were set as drainage points to monitor groundwater discharge during the excavation process, and the effectiveness of seepage control measures was assessed. The model was validated by comparing measured groundwater levels with those predicted by the model, yielding a coefficient of determination of 0.87. Our findings indicate that groundwater discharge is most significant at the beginning of the excavation. Additionally, the presence of seepage barriers was found to reduce groundwater discharge by approximately 59%.
The Journal of the Convergence on Culture Technology
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v.10
no.2
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pp.357-363
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2024
As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.
Han Na Lee;Jin An;Miji Lee;Hye Jeon Hwang;Jooae Choe;Jihye Yoon;Ji-Hyang Lee;Min-Hye Kim;Young-Joo Cho;Sang Min Lee;Tae-Bum Kim;Joon Beom Seo
Korean Journal of Radiology
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v.25
no.7
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pp.673-683
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2024
Objective: To evaluate the role of visual and quantitative chest CT parameters in assessing treatment response in patients with severe asthma. Materials and Methods: Korean participants enrolled in a prospective multicenter study, named the Precision Medicine Intervention in Severe Asthma study, from May 2020 to August 2021, underwent baseline and follow-up chest CT scans (inspiration/expiration) 10-12 months apart, before and after biologic treatment. Two radiologists scored bronchiectasis severity and mucus plugging extent. Quantitative parameters were obtained from each CT scan as follows: normal lung area (normal), air trapping without emphysema (AT without emph), air trapping with emphysema (AT with emph), and airway (total branch count, Pi10). Clinical parameters, including pulmonary function tests (forced expiratory volume in 1 s [FEV1] and FEV1/forced vital capacity [FVC]), sputum and blood eosinophil count, were assessed at initial and follow-up stages. Changes in CT parameters were correlated with changes in clinical parameters using Pearson or Spearman correlation. Results: Thirty-four participants (female:male, 20:14; median age, 50.5 years) diagnosed with severe asthma from three centers were included. Changes in the bronchiectasis and mucus plugging extent scores were negatively correlated with changes in FEV1 and FEV1/FVC (ρ = from -0.544 to -0.368, all P < 0.05). Changes in quantitative CT parameters were correlated with changes in FEV1 (normal, r = 0.373 [P = 0.030], AT without emph, r = -0.351 [P = 0.042]), FEV1/FVC (normal, r = 0.390 [P = 0.022], AT without emph, r = -0.370 [P = 0.031]). Changes in total branch count were positively correlated with changes in FEV1 (r = 0.349 [P = 0.043]). There was no correlation between changes in Pi10 and the clinical parameters (P > 0.05). Conclusion: Visual and quantitative CT parameters of normal, AT without emph, and total branch count may be effective for evaluating treatment response in patients with severe asthma.
Journal of Dental Rehabilitation and Applied Science
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v.29
no.1
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pp.81-93
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2013
The objectives were to evaluate the accuracy of shade selection by human visual system(VS) and 2 different colorimeters ($ShadeEye^{(R)}$(SE) and Shadepilot (SP)). Maxillary anterior teeth of 30 volunteers which had no caries or restorations were included in the study. Firstly, the accordance in shade selection by 3 dentists and 2 colorimeters was investigated. Secondly, the color of the teeth were measured by 1 observer's naked eye and 2 colorimeters under different illumination conditions (Sunny versus cloudy day). Additionally testing of inter-observer variability selected colors by 2 novice and 2 experienced dentists were compared. For comparing visual and 2 different colorimeters, SP(60%) showed significantly highest rate of accordance than the visual (23.3%) or SE (16.7%) and lowest mean ${\Delta}E$ ($2.62{\pm}0.74$ versus $3.83{\pm}1.38$;SE or $4.04{\pm}1.61$;VS)(p<0.001). If accuracy of shade selection were measured using VS, the mean ${\Delta}E$ value of cloudy day was higher than that of sunny day ($4.35{\pm}1.70$ versus $3.53{\pm}1.31$; p<0.001). There were no significant difference of the mean ${\Delta}E$ value between sunny and cloudy day in both SE and SP. Inter- observer repeatability was higher in 2 experienced group (73.3%) than novice group (36.7%). The mean ${\Delta}E$ of experienced group was lower than that of novice group ($3.60{\pm}1.47$ versus $4.70{\pm}1.67$; p<0.001). Colorimeters (SE or SP) is more accurate and more reproducible compared with human shade assessment. Using visual system may be limited by cloudy and inexperience of tester, then more experience and using colorimeters may be helpful of raising the accurate repeatability of shade selection.
Purpose: Functional MR imaging is the method of demonstrating changes in regional cerebral blood flow produced by sensory, motor, and any other tasks. Functional MR of visual cortex is performed as a patient stares a photic stimulation, so adaptable photic stimulation is necessary. The purpose of this study is to evaluate whether the size of photic stimulator can affect the degree of visual cortex activation. Materials and Methods: Functional MR imaging was performed in 5 volunteers with normal visual acuity. Photic stimulator was made by 39 light-emitting diodes on a plate, operating at 8Hz. The sizes of photic stimulator were full field, half field and focal central field. The MR imager was Siemens 1.5-T Magnetom Vision system, using standard head coil. Functional MRI utilized EPI sequence (TR/TE= 1.0/51. Omsec, matrix $No.=98{\times}128$, slice thickness=8mm) with 3sets of 6 imaging during stimulation and 6 imaging during rest, all 36 scannings were obtained. Activation images were obtained using postprocessing software(statistical analysis by Z-score), and these images were combined with T-1 weighted anatomical images. The activated signals were quantified by numbering the activated pixels, and activation a index was obtained by dividing the pixel number of each stimulator size with the sum of the pixel number of 3 study using 3 kinds of stimulators. The correlation between the activation index and the stimulator size was analysed. Results: Mean increase of signal intensities on the activation area using full field photic stimulator was about 9.6%. The activation index was greatest on full field, second on half field and smallest on focal central field in 4. The index of half field was greater than that of full field in 1. The ranges of activation index were full field 43-73%(mean 55%), half field 22-40 %(mean 32%), and focal central field 5-24%(mean 13%). Conclusion: The degree of visual cortex activation increases with the size of photic stimulator.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.5
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pp.549-556
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2017
This study investigated the importance of social cognitive intervention and the cognitive rehabilitation intervention by comparing the difference and examining the relationship between neurological cognitive function and social cognitive function of stroke patients in the acute phase and chronic stroke before returning to the community. LOTCA, cartoon intention inference task, and social behavior sequence task were performed on 30 acute stroke inpatients and 30 chronic stroke patients from May 2015 to June 2016. A two sample t test was conducted to examine the differences between the groups. The Pearson's correlations test was performed to examine the correlation among the variables in each group. As a result, there were statistically significant differences between the neurological cognitive function and social cognitive function of acute stroke patients and chronic stroke patients who were undergoing rehabilitation training before returning to the community (p<0.05). A linear relationship was found between the thinking operation and social behavior sequence task in the acute stroke group (r=0.539, p<0.05). In the chronic stroke group, visual perception (r=0.530, p<0.05), visual motor organization (r=0.655, p<0.05) and thinking operation (r=0.534, p<0.05) were correlated with the cartoon intention inference task. In addition, the social behavior sequence task were correlated with visual organization (r=0.534, p<0.05) and thinking operation (r=0.764, p<0.05). As a result of multiple regression analysis, the neurological cognitive functions influencing the social cognitive function in the cartoon task was found to be the thinking operation (B = 0.431) in acute stroke patients and the thinking operation (B=0.272) and visuomotor organization (B = 0.218) in the case of chronic stroke. In addition, the results of the social behavior sequence task revealed the thinking operation (B=0.417) in the acute stroke patients, and thinking operation (B=0.267), visual motor organization(B=0.274) and visual perception(B=151) in chronic stroke patients to be significant. According to this result, there is a difference in the neurological and social cognitive levels between the two groups. Therefore, the social cognition is strongly related to the high level cognitive function as thinking operation of the neurological cognitive function. Therefore, in further research, it would be necessary to determine if there is a change in higher cognitive function in neurological cognitive function after applying a social cognition intervention program for stroke.
In this paper, we analyze the effect of the depth perception, volume perception and visual discomfort according to the change of the quality of the depth image and the depth of the major object. For the analysis, a 2D image was converted to eighteen 3D images using depth images generated based on the different depth position of a major object and background, which were represented in three detail levels. The subjective test was carried out using eighteen 3D images so that the degrees of the depth perception, volume perception and visual discomfort recognized by the subjects were investigated according to the change in the depth position of the major object and the quality of depth map. The absolute depth position of a major object and the relative depth difference between background and the major object were adjusted in three levels, respectively. The details of the depth map was also represented in three levels. Experimental results showed that the quality of the depth image differently affected the depth perception, volume perception and visual discomfort according to the absolute and relative depth position of the major object. In the case of the cardboard depth image, it severely damaged the volume perception regardless of the depth position of the major object. Especially, the depth perception was also more severely deteriorated by the cardboard depth image as the major object was located inside the screen than outside the screen. Furthermore, the subjects did not felt the difference of the depth perception, volume perception and visual comport from the 3D images generated by the detail depth map and by the rough depth map. As a result, it was analyzed that the excessively detail depth map was not necessary for enhancement of the stereoscopic perception in the 2D-to-3D conversion.
Journal of the Institute of Convergence Signal Processing
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v.14
no.3
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pp.147-153
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2013
Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.
Tchoe, Hajin;Shin, Sang Jin;Suh, Jae Kyung;Cho, Songhee;Yang, Jangmi;Kang, Min Joo;Jee, Donghyun
Journal of The Korean Ophthalmological Society
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v.60
no.2
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pp.144-151
/
2019
Purpose: Intravitreal aflibercept, ranibizumab, bevacizumab, and dexamethasone are the most widely used drugs in the treatment of diabetic macular edema (DME). The aim of this study was to compare the efficacy and safety of anti-vascular endothelial growth factors and dexamethasone for the treatment of DME. Methods: There were nine previous systematic reviews on this topic; we updated these high-quality reviews. Seven studies were added to two studies following a literature search. Efficacy outcomes were 1) average improvement in visual acuity, 2) proportion of patients who experienced an improvement in vision (an increase in best-corrected visual acuity (BCVA) of ${\geq}15$ in the Early Treatment Diabetic Retinopathy Study [ETDRS]), and 3) proportion of patients who experienced worsening vision (a decrease in BCVA of ${\geq}15$ in the ETDRS). Safety outcomes included systemic adverse events and ocular-related adverse events. Results: The mean difference in the BCVA for ranibizumab versus bevacizumab treatment was 0.16 (95% confidence interval [CI]: -0.02, 0.34), and that for ranibizumab versus aflibercept was -0.08 (95% CI: -0.26, 0.10). The mean difference in the change of BCVA for aflibercept versus ranibizumab was -0.20 (95% CI: -0.40, -0.01), and that for aflibercept versus bevacizumab was -0.34 (95% CI: -0.53, -0.14). Other efficacy outcomes showed similar trends, and there was no significant difference between treatments. There was also no significant difference in both systemic and ocular adverse events rates between the treatments. Conclusions: In DME patients, the efficacy of aflibercept was found to be higher with respect to BCVA changes compared with ranibizumab or bevacizumab. However, there were no significant difference in terms of visual acuity improvement or visual acuity of more than 15 letters, nor in terms of anti-vascular endothelial growth factors (as a safety outcome).
Previous research on the action effect had shown how simple action towards a stimulus can enhance the processing of that stimulus in subsequent visual search task (Buttaccio & Hahn, 2011; Weidler & Abrams, 2014). In four experiments, we investigated whether semantic representation of action word can induce the same attentional boost towards that stimulus and whether the type of action performed can modulate the action effect. In experiment 1, we replicated the same experimental paradigm displayed in previous studies. Participants were first shown an action word cue - "go" or "no". When the action cue was "go", participants were to press a designated key, but not to when the action cue was "no". Next, participants performed a visual search task, in which they reported the orientation of a tilted bar. The target could appear on top of the previously shown prime object (valid), or not (invalid). Reaction times (RTs) to the search task were measure for analysis and comparison, and the action effect had been replicated. In experiment 2, participants were instructed to respond with the keyboard for the action task, and to respond with the joystick for the visual search task. In experiment 3, participants were instructed not to press any key on the onset of prime, and then perform the visual search task to isolate the effect of semantic representation. Lastly, in experiment 4, participants were instructed to press separate keys for "go" and "no" on the onset of prime, and then perform the visual search task. Results indicate that semantic representation alone did not modulate the action effect, regardless of type of action and medium of action.
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