• Title/Summary/Keyword: Visual depth

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Clinical Case Report of Plantar Fasciitis by Korean Medicine Treatment (족저근막염에 대한 임상증례보고)

  • Woo, Chang-Hoon;Oh, Min-Seok
    • Journal of Haehwa Medicine
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    • v.22 no.1
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    • pp.217-224
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    • 2013
  • Objectives : The object of this study is to report the effectiveness of Korean medicine treatment and to urge in-depth research on plantar fasciitis. Methods : Four patients, diagnosed as plantar fasciitis, were treated by Korean medicine interventions; acupuncture at K13, BL60, BL40, indirect moxibustion at local region, oral intake herbal medicine and Korean physical therapy on plantar fascia. Visual analog scale(VAS) was adpoted as a method of measuring the effect of treatment on plantar pain. Results : As a result, the plantar pain decreased and VAS score was declined at three cases. However, at one case, the symptom was not changed and VAS score was same. Conclusions : Korean rehabilitative complex therapy can be effectively used for plantar fasciitis. Further studies are needed to set up a rehabilitation protocol with Korean medicine interventions on this disease.

Multiple Vision Based Micromanipulation System for 3D-Shaped Micro Parts Assembly

  • Lee, Seok-Joo;Park, Gwi-Tae;Kim, Kyunghwan;Kim, Deok-Ho;Park, Jong-Oh
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.103.5-103
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    • 2001
  • This paper presents a visual feedback system that controls a micromanipulator using multiple microscopic vision information. The micromanipulation stations basically have optical microscope. However the single field-of-view of optical microscope essentially limits the workspace of the micromanipulator and low dept-of-field makes it difficult to handle 3D-shaped micro objects. The system consists of a stereoscopic microscope, three CCD cameras, the micromanipulator and personal computer. The use of stereoscopic microscope which has long working distance and high depth-of-field with selective field-of-view improves the recognizability of 3D-shaped micro objects and provides a method for overcoming several essential limitations in micromanipulation. Thus, visual feedback information is very important in handling micro objects for overcoming those limitations and provides a mean for the ...

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A New Landmark-Based Visual Servoing with Stereo Camera for Door Opening

  • Han, Myoung-Soo;Lee, Soon-Geul;Park, Sung-Kee;Kim, Munsang
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.100.2-100
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    • 2002
  • In this paper we propose a new visual servoing method for door opening with mobile manipulator. We use an eye-to-hand system that stereo camera is mounted on mobile platform, and adopt the position-based method. The previous methods for door opening mostly used eye-in-hand system with mono camera and required predefined knowledge such as radius and position about door grip, which was mainly caused by using mono cam era. This is also a severe constraint for pursuing general-purpose algorithm for door opening. For overcoming such drawback, we use stereo camera and suggest a new method that detect the door grip and estimate its pose from stereo depth information without predefined knowledge. Al...

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Relighting 3D Scenes with a Continuously Moving Camera

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • ETRI Journal
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    • v.31 no.4
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    • pp.429-437
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    • 2009
  • This paper proposes a novel technique for 3D scene relighting with interactive viewpoint changes. The proposed technique is based on a deep framebuffer framework for fast relighting computation which adopts image-based techniques to provide arbitrary view-changing. In the preprocessing stage, the shading parameters required for the surface shaders, such as surface color, normal, depth, ambient/diffuse/specular coefficients, and roughness, are cached into multiple deep framebuffers generated by several caching cameras which are created in an automatic manner. When the user designs the lighting setup, the relighting renderer builds a map to connect a screen pixel for the current rendering camera to the corresponding deep framebuffer pixel and then computes illumination at each pixel with the cache values taken from the deep framebuffers. All the relighting computations except the deep framebuffer pre-computation are carried out at interactive rates by the GPU.

The Algorithm of Brightness Control Disparity Matching in Stereoscopic (스테레오 스코픽에서 밝기 조정 정합 알고리즘)

  • Song, Eung-Yeol;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.8 no.4
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    • pp.95-100
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    • 2009
  • This paper presents an efficient disparity matching, using sum of absolute difference (SAD) and dynamic programming (DP) algorithm. This algorithm makes use of one of area-based algorithm which is the absolute sum of the pixel difference corresponding to the window size. We use the information of the right eye brightness (B) and the left eye brightness to get an best matching results and apply the results to the left eye image using the window go by the brightness of the right eye image. This is that we can control the brightness. The major feature of this algorithm called SAD+DP+B is that although Root Mean Square (RMS) performance is slightly less than SAD+DP, due to comparing original image, its visual performance is increased drastically for matching the disparity map on account of its matching compared to SAD+DP. The simulation results demonstrate that the visual performance can be increased and the RMS is competitive with or slightly higher than SAD+DP.

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An Analysis of EEG Signal Generated from Watching Aesthetic and Non-aesthetic Content (美(미)醜(추) 콘텐츠 시청 시 발생하는 뇌파 신호 분석)

  • Kim, Yong-Woo;Kang, Dong-Gyun;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.1-9
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    • 2018
  • Much research has been conducted to judge aesthetic value for a single type of stimuli, but research to determine aesthetic value when two kinds of stimuli are presented at the same time is not explored in depth. In this paper, we measure the difference between the presentation of visual stimuli like general image and the presentation of signboard image including text stimuli using EEG. In the experiment, two oddball tasks were performed for general images and signboard images, and EEG changes according to the aesthetic value of the images were measured. As a result, the change of ERP in signboard image was larger than that of general image. We confirmed that more visual information was received and processed when two stimuli were presented at the same time.

Mothers' Experiences of Caring for Visually Impaired Children (시각장애 아동을 위한 어머니의 돌봄 경험)

  • Oh, Sangeun
    • Child Health Nursing Research
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    • v.23 no.2
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    • pp.219-228
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    • 2017
  • Purpose: The purpose of this study was to understand and explore the essences of Korean mothers' experiences of caring for visually impaired children. Methods: Data were collected through individual in-depth interviews using open-ended questions. Five mothers of children with visual impairments participated in the interviews. Verbatim transcripts were analyzed using phenomenological analysis. Results: Analysis with Colaizzi's method showed two categories which included 14 themes in 4 theme clusters. The first category was 'surviving in the dark reality' included 2 theme clusters, of 'outcrying in the darkness' and 'enduring the darkness while caring for my child alone'. The second category was 'living as the light of maternal affection' including 2 theme clusters of 'preparing the light to shine in the darkness' and 'going through the darkness with the lights of love'. Conclusion: The findings from this study provide deep understanding of mothers' experiences of caring for visually impaired children. Based on the results of the study, health professionals can develop effective family nursing interventions to improve the quality of life for these families including the visually impaired children and their mothers.

The Cause Analysis and Reduction Method of the FRC Noise Through a New Approach in TFT-LCD (TFT-LCD에서 새로운 접근을 통한 FRC Noise의 발생 원인 분석 및 저감 방법에 대한 연구)

  • Hwang, Jong-Hee;Kim, Hye-Jin;Choe, Yoon-Sik
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.7
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    • pp.1340-1345
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    • 2010
  • FRC(Frame Rate Control) has been applied to the monitor and TV product as part of cost-saving in many flat panel display manufacturers. As FRC can represent the same number of gray scale level with bits of a smaller amount than bits of the input image data, it is widely used. However, FRC causes visual artifacts by using repeatedly pre-designed the FRC unit size of block pattern in display devices. Therefore, this paper analyzes the cause of the visual artifacts. And in order to improve them, it proposed the pattern arrangement of FRC unit blocks through frame rolling method as analytic solution for the first time. So, we could embody causes of FRC noise. Using the proposed structure, more robust pattern to FRC noise will be designed.

Standardization Trend of 3DoF+ Video for Immersive Media (이머시브미디어를 3DoF+ 비디오 부호화 표준 동향)

  • Lee, G.S.;Jeong, J.Y.;Shin, H.C.;Seo, J.I.
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.156-163
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    • 2019
  • As a primitive immersive video technology, a three degrees of freedom (3DoF) $360^{\circ}$ video can currently render viewport images that are dependent on the rotational movements of the viewer. However, rendering a flat $360^{\circ}$ video, that is supporting head rotations only, may generate visual discomfort especially when objects close to the viewer are rendered. 3DoF+ enables head movements for a seated person adding horizontal, vertical, and depth translations. The 3DoF+ $360^{\circ}$ video is positioned between 3DoF and six degrees of freedom, which can realize the motion parallax with relatively simple virtual reality software in head-mounted displays. This article introduces the standardization trends for the 3DoF+ video in the MPEG-I visual group.

Semiotic Interpretation of Beauty Camera App Interface Design Elements: Centered on Roland Barthes' Semiotics

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.213-224
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    • 2024
  • This study utilizes Roland Barthes' semiotic theory to explore how interface design elements of beauty camera apps, such as filters and stickers, icons and buttons, layout and structure, function as symbols of self-expression, and their impact on users' social identity and personal image. Through in-depth analysis of applications like BeautyPlus, Ulike, MeituPic, and Faceu, this research found that these apps emphasize usability, visual appeal, and social interactivity in their design. These elements not only enhance user experience and operational efficiency but also reflect popular cultural trends and aesthetic preferences. From Barthes' perspective, these interface elements have become "myths" with specific social meanings, which are naturalized in daily use and promote the widespread acceptance of particular aesthetic standards. These interface design elements are not just tools for self-expression; they are also powerful cultural symbols that shape modern social interactions and visual culture. This research offers a new perspective to understand the interactions between individuals and society in the digital age, emphasizing the role of technology, culture, and social interaction in shaping contemporary human behavior and social relationships.