• 제목/요약/키워드: scene understanding

검색결과 108건 처리시간 0.027초

간호학생의 임상실습 중 환자의 죽음 경험 (Nursing Students' Experiences with Patient Deaths during Clinical Practice)

  • 강현주;최혜정
    • 한국간호교육학회지
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    • 제26권1호
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    • pp.56-66
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    • 2020
  • Purpose: The purpose of this study was to explore nursing students' experiences with patient deaths during clinical practice. Methods: The participants were ten nursing students who had experienced patient deaths during clinical nursing practice at a university hospital in Korea. Individual in-depth interviews were conducted, and the data were analyzed using the content analysis method suggested by Graneheim and Lundman (2004). Results: The participants' experience was structured into six categories: experiencing various emotions in facing patient deaths, viewing oneself as a nursing student at the scene of a patient's death, thinking about death again, finding a pathway of understanding and support for patient death experiences, impressions and regret felt while actually observing terminal care, and picturing oneself as a future nurse dealing with a patient's death. Conclusion: Based on this study, stress management and self-reflection programs are suggested for nursing students who have experienced patient deaths. Practical nursing education for patient death and end of life care is also needed.

에지 방향의 누적분포함수에 기반한 차선인식 (Lane Detection Based on a Cumulative Distribution function of Edge Direction)

  • 이운근;백광렬;이준웅
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 하계학술대회 논문집 D
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    • pp.2814-2818
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    • 2000
  • This paper describes an image processing algorithm capable of recognizing the road lane using a CDF (Cumulative Distribution Function). which is designed for the model function of the road lane. The CDF has distinctive peak points at the vicinity of the lane direction because of the directional and positional continuities of the lane. We construct a scatter diagram by collecting the edge pixels with the direction corresponding to the peak point of the CDF and carry out the principal axis-based line fitting for the scatter diagram to obtain the lane information. As noises play the role of making a lot of similar features to the lane appear and disappear in the image we introduce a recursive estimator of the function to reduce the noise effect and a scene understanding index (SUI) formulated by statistical parameters of the CDF to prevent a false alarm or miss detection. The proposed algorithm has been implemented in a real time on the video data obtained from a test vehicle driven in a typical highway.

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Online Health Search Experience: Sentiments from South East Asia

  • Inthiran, Anushia
    • International Journal of Knowledge Content Development & Technology
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    • 제6권2호
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    • pp.29-42
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    • 2016
  • Performing an online health search is a popular activity conducted on the Internet. Research studies from developed countries provide information on source used, type of search performed and devices used to perform the search. However, the same cannot be said about the online health information searching scene in South East Asia. Online health information searching is gaining popularity in South East Asia. Citizens in these countries are turning to the Internet to obtain health information quickly. Current research studies pertaining to online health information searching in South East Asian is limited, particularly relating to search experiences of South East Asian health searchers. Search experience is pertinent as it could deter or encourage the possibility of conducting future health searches. In this research study, a user study was conducted to describe the online search experience of South East Asian health searchers. A face to face interview with 50 participants was conducted. The interview was audio recorded and transcribed verbatim. Results indicate participants have positive and negative search experiences. In some cases, post search outcomes influenced the search experience. Results of this research study contribute to the growing domain of knowledge in relation to online health information searching. Results of this study also provide an understanding pertaining to the search experience of South East Asian online health searchers.

Road-Lane Detection Based on a Cumulative Distribution Function of Edge Direction

  • Yi, Un-Kun;Lee, Joon-Woong;Baek, Kwang-Ryul
    • Journal of KIEE
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    • 제11권1호
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    • pp.69-77
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    • 2001
  • This paper describes an image processing algorithm capable of recognizing road lanes by using a CDF(cumulative distribution function). The CDF is designed for the model function of road lanes. Based on the assumptions that there are no abrupt changes in the direction and location of road lanes and that the intensity of lane boundaries differs from that of the background, we formulated the CDF, which accumulates the edge magnitude for edge directions. The CDF has distinctive peak points at the vicinity of lane directions due to the directional and the positional continuities of a lane. To obtain lane-related information a scatter diagram was constructed by collecting edge pixels, of which the direction corresponds to the peak point of the CDF, then the principal axis-based line fitting was performed for the scatter diagram. Noises can cause many similar features to appear and to disappear in an image. Therefore, to reduce the noise effect a recursive estimator of the CDF was introduced, and also to prevent false alarms or miss detection a scene understanding index (DUI) was formulated by the statistical parameters of the CDF. The proposed algorithm has been implemented in real time on video data obtained from a test vehicle driven on a typical highway.

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위기관리체계 확립을 위한 재난통신망 구축방안에 관한 연구 (A Study on the Building Plan of Disaster Area Network for Establishment of Crisis Management System)

  • Park, Namkwun;Lee, JuLak
    • 한국재난정보학회 논문집
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    • 제10권2호
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    • pp.192-198
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    • 2014
  • 최근 세월호 침몰사고 등 대규모재난이 끊이지 않고 발생하고 있는 실정이며, 재난현장에서 피해를 감소시키기 위해 대응기관 간 신속한 정보의 전달, 공유는 피해의 규모를 결정하는 중요한 요소 중의 하나이다. 그러나 긴급하게 대응활동을 실시해야 하는 재난현장에서 재난대응기관 간 적절한 통신이 이루어지지 못하는 상황이 지속적으로 발생하고 있다. 이에 본 연구는 위기관리체계 확립을 위해 각 기관 간 통신방법, 무선망 등의 운영 실태에 대하여 주목을 하였고, 각 기관의 현황, 업무의 내용파악 등을 통하여 효율적이고 효과적인 통신망 구축방안을 제시하였다.

조선시대 의궤 반차도를 통한 왕실의례복식 콘텐츠 제작 (Content Production for Royal Rituals Attire through Uigwe Banchado in the Joseon Dynasty)

  • 차서연
    • 한국의류학회지
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    • 제43권4호
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    • pp.521-531
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    • 2019
  • Uigwe Banchado are paintings of court events and royal ceremonies of the Joseon dynasty. The paintings record national events and ceremonial rituals performed by the Joseon royal family, such as marriages, celebrations, enthronements, processions to royal tombs, and archery ceremonies. This record provides a combination of information about the event's appearance, including preparation, procedure, people involved, reproductions worn by the participants, and the items used at that time. Through the realistic depictions painted in the Uigwe Banchado, in particular, one can grasp the scene of events at the time and reproduce the diverse attire worn by participants in the event. Based on 31 representative Uigwe Banchado, 550 knowledge nodes were written. These include 31 royal protocols, 41 attires, 136 clothes, 8 storage facilities, 120 objects, 55 people, 33 places and 83 concepts. The meaningful relationships between each node can be explored via a network graph. Digital illustrations of the 41 attires were created to aid in the understanding of Joseon dynasty royal ceremonial ritual attire.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

멀티미디어 이동형 단말을 위한 축구경기 비디오의 지능적 디스플레이 방법 (An Intelligent Display Scheme of Soccer Video for Multimedia Mobile Devices)

  • 서기원;김창익
    • 방송공학회논문지
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    • 제11권2호
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    • pp.207-221
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    • 2006
  • 이 논문에서 우리는 작은 휴대형 단말기에서 축구영상을 화면에 보여주는 자동적이면서도 효율적인 방법을 제안하고자 한다. 정보통신 기술의 급속한 발전으로 작은 LCD 패널을 가진 멀티미디어 장치의 사용이 대단히 빠른 속도로 증가하고 있다. 이러한 작은 장치들의 증가 추세에도 불구하고 일반 TV나 HDTV 용으로 녹화되는 대부분의 동영상들은 작은 이동형 기기 사용자들이 화면 내의 상황을 인식하는데 있어서 많은 불편한 경험을 갖게 한다. 예를 들어, 원거리 샷 카메라 기법으로 찍힌 축구 경기 동영상의 경우, 운동장 내의 공과 선수들의 모습이 매우 작아서 작은 화면으로 알아보기가 힘든 경우가 발생한다. 따라서 소형 디스플레이 시청자들의 원활한 이해를 위해 지능형 디스플레이 기술을 제안하고자 한다. 이를 위한 핵심기술의 하나가 관심 영역을 자동으로 결정하는 일이다. 여기서 관심영역이란 시청자들이 화면 내에서 다른 부분에 비해 더욱 관심을 갖게 되는 부분을 말한다. 이 논문에서, 우리는 소형 단말기를 위한 축구 경기 비디오의 지능적 디스플레이에 초점을 맞춘다. 화면 내에서 시각적으로 현저한 부분의 검출에 관심을 갖는 방법 대신, 축구 경기 비디오 고유의 특징을 이용하는 도메인 한정적인 접근법을 이용한다. 제안된 알고리즘은 크게 세 단계 - 그라운드 색 학습과 샷 분류, 관심영역 결정으로 구성된다. 실험 결과를 통해 제안된 알고리즘이 이동형 단말기 상에서 지능형 디스플레이를 위한 좋은 해결책임을 보이고자 한다.

다채널기록법을 이용한 토끼 망막 신경절세포의 특성 분석 (Characterization of Rabbit Retinal Ganglion Cells with Multichannel Recording)

  • 조현숙;진계환;구용숙
    • 한국의학물리학회지:의학물리
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    • 제15권4호
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    • pp.228-236
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    • 2004
  • 망막의 신경절세포는 눈에 가해진 시각 정보를 흥분파의 형태로 변환하여 시신경을 통하여 대뇌의 시각피질까지 전달한다. 과거에 사용하여 왔던 방법은 단일 전극을 단일 뉴론의 세포내, 외에 삽입함으로써 특정 시간대에 특정 뉴론만을 기록하는 방법이었으므로 신경망 전체를 통하여 처리되어 나오는 정보를 알아보기에는 적합하지 않다. 다행히 최근에 다채널 전극을 사용하여 여러 신경세포에서 나오는 신호를 동시에 기록할 수 있는 다채널기록법(multichannel recording) 이 개발되었으므로 본 연구에서는 8행 ${\times}$ 8열의 다채널전극을 사용한 다채널기록법을 이용하여 망막신경절세포 군집의 흥분파를 기록, 분석함으로써 단일 신경세포가 아닌 망막 신경망을 거쳐 최종적으로 나오는 신호에 대해서 연구하였다. 전극에 부착된 망막 절편에 2초 동안 빛을 가하고 5초 동안 빛이 차단되는 자극을 반복적으로 인가한 후, PSTH 분석방법으로 망막 신경절세포를 ON 세포, OFF세포, ON/OFF세포의 세가지 유형으로 분류할 수 있었으며, ON 세포: 35.0$\pm$4.4%, OFF 세포: 30.4$\pm$1.9%, ON/OFF 세포: 34.6$\pm$5.3% (전체 망막절편수=8)로 분포되어 있음을 확인하였다. 또한 상호상관(Cross-Correlation) 분석방법을 통해서 인접한 세포들끼리 매우 짧은 시간대에(<1 ms) 동기화된 흥분을 발사함을 확인할 수 있었고, 동기화된 흥분은 6~8개의 세포로 구성된 세포 클러스터에서 일어남을 확인하였다. 즉 개개의 신경절세포들이 빛 자극을 처리함에 있어 독립적으로 작용한다는 기존의 가정과는 달리 인접한 세포끼리는 동기화된 흥분을 보이는 것을 확인하였으며, 이러한 방식은 시세포 수와 신경절세포 수의 불균형으로 인해 초래되는 병목현상을 완화할 수 있는 효과적인 기전으로 생각된다.

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경관의 선호도 결정인자 모형 -골프장을 배경으로- (A Model on the Determinants of Visual Preference at Golf courses)

  • 서주환;이철민;맹상빈
    • 한국조경학회지
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    • 제29권1호
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    • pp.1-10
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    • 2001
  • The purpose of this thesis is to classify landscape-type of golf course, and t provide a better understanding of landscape of existing golf courses, seek a developed method for landscape, and other useful knowledge. In order to classify landscape type of the golf course, and analyze the preference for the determinants, we have selected 4 golf courses in Yongin, Kyonggi Province. The analysis in this study shows that a variable, 'familiarity' is the most potent influence of visual preference, (Sig 0.01), and it can be divided into five classes of landscape-type in golf course. More specifically, we conducted the analysis of the image of views and visual preference to bring out major factors which could decide visual preference in golf courses. The results between visual preference and physical variable are as follows; 1. It implies that a factor for a image of the view in golf course is analyzed by 4 districts from factor 1 to factor 4. An ability explaining those factors in the whole of variable quantity is 51.742%, implying factors for the image of the scene in golf courses are appeared as familiarity, changeableness, spaciousness, and naturalness. Among those factors, since familiarity(C.V.; 26.783%) and changeableness(C.V.; 112.200%) took high rank, this represents the fact that familiarity or changeableness highly affects the forming of image. 2. Defending on degree of image ability in golf course, we could classify as five types such as Type I, Type II, Type II, Type IV, and Type V. 3. As a result of calculating type of factor score, Type I had the lowest ranking in naturalness, and rather lower than others such as organization and spaciousness. The II is a top-ranked one in familiarity and naturalness, while it has the lowest ranking in spaciousness. Type III has the highest ranking in organization and preference. Type IV is the lowest-ranked one in familiarity and preference. Type IV is the lowest-ranked one is familiarity and preference. Type V has the highest ranking in spaciousness, but the lowest ranking in organization. 4. As a result of preference, Type III, Type II, Type V, Type I, and Type IV come out in order. That water-seen place type charges the highest rank shows the importance of changeable materials. 5. These factors-familiarity, organization, spaciousness and naturalness- are the major materials of the scene of view in golf courses. The possibility of how to use those for designing and making enhanced golf courses should be reinvestigated through these factors. Especially, it is acknowledged that the duction of changeableness, which is not mentioned in the study of informational approach, is much stimulating for the designing use. A further research on this theme should be made in the future, not limiting to the golf courses in Yongin.

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