• Title/Summary/Keyword: 자동화 실험

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Three-Dimensional Approaches in Histopathological Tissue Clearing System (조직투명화 기술을 통한 3차원적 접근)

  • Lee, Tae Bok;Lee, Jaewang;Jun, Jin Hyun
    • Korean Journal of Clinical Laboratory Science
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    • v.52 no.1
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    • pp.1-17
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    • 2020
  • Three-dimensional microscopic approaches in histopathology display multiplex properties that present puzzling questions for specimens as related to their comprehensive volumetric information. This information includes spatial distribution of molecules, three-dimensional co-localization, structural formation and whole data set that cannot be determined by two-dimensional section slides due to the inevitable loss of spatial information. Advancement of optical instruments such as two-photon microscopy and high performance objectives with motorized correction collars have narrowed the gap between optical theories and the actual reality of deep tissue imaging. However, the benefits gained by a prolonged working distance, two-photon laser and optimized beam alignment are inevitably diminished because of the light scattering phenomenon that is deeply related to the refractive index mismatch between each cellular component and the surrounding medium. From the first approaches with simple crude refractive index matching techniques to the recent cutting-edge integrated tissue clearing methods, an achievement of transparency without morphological denaturation and eradication of natural and fixation-induced nonspecific autofluorescence out of real signal are key factors to determine the perfection of tissue clearing and the immunofluorescent staining for high contrast images. When performing integrated laboratory workflow of tissue for processing frozen and formalin-fixed tissues, clear lipid-exchanged acrylamide-hybridized rigid imaging/immunostaining/in situ hybridization-compatible tissue hydrogel (CLARITY), an equipment-based tissue clearing method, is compatible with routine procedures in a histopathology laboratory.

시 최적화 제어기구의 설계방법에 관한 비교연구

  • 이양범
    • 전기의세계
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    • v.29 no.3
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    • pp.170-176
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    • 1980
  • 이 논문은 제어신호가 이상적인 포화특성을 갖은 제작조건하의 시불변, 선형 제어계의 시최적화 제어기구의 설계이론을 비교 연구하는데 목적을 두었다. 어떤 초기상태에 있는 계를 특정된 최종상태로, 최단시간내에 이행시켜 가는데 요구되는 제어기구의 설계문제는 여러해 동안 흥미있는 연구과제로 학계에 등장되었고 이러한 문제를 처리하는데에는 여러가지의 설계방법이 제안되어 왔다. 이 논문에서는 이러한 최적화 제어기구의 설계 이론중, 상태천이법에 의한 방법, 최대원리의 적용에 의한 방법 및 동적 프로그래밍기법에 의한 방법들을 서로 비교하여 2차계의 시최적화 설계사례에 이들을 적용시킴으로써 그 설계법상의 문제점을 비교 검토하여 보려는데 목적을 두었다. 설계사례 2차계는 시불변, 선형인 것으로 가정하였으며, 초기상태벡터 및 최종상태벡터는 모두 특정된 값으로 지정되고 제어신호는 이상적인 포화특성으로 제약받으며 스윗칭 시간이 유한크기가 아닌 정규형인 경우에 한정시켜 다루었다. 어느 설계이론을 적용시키나 시최적화를 위한 제어측은 단속제어방식으로 결과되었으나, 시최적화 문제의 특수성때문에 최대원리 및 동적 프로그래밍기법의 적용사례에서는 자연경계조건 및 Transversality 조건 등이 스윗칭시간 또는 최종시간을 직접 결정하여 주는 관건은 되지 못하였으며 계통의 상태방정식 또는 보조상태방정식을 구속제약된 양단상태량을 만족하도록 최적에어측을 적용하여 풀므로써 스윗칭시간과 최종시간이 얻어진다. 따라서 어느 한가지 방법의 적용만으로는 수학적인 처리상의 애로는 피할길이 없었으며 Hamiltonian함수의 변화성질을 보조적으로 활용하여 가면 이러한 번거로움이 덜하여 지긴하나, 다루는 계통의 차수가 높을 수록 이러한 수치해를 얻기위한 번거로움은 여간한 험로가 아닌 것으로 생각된다. 결론적으로 이러한 시최적화문제의 설계에는 몇가지의 혼용적용이 바람직하다고 결론된다. 이의 개발에 박차를 가하지 않을 수 없는 것이다.고, 우선 여기서는 당면문제로서 대처하지 않으면 안될 자동주파수제어문제및 계통의 경제운용문제만에 한정하여, 이것을 우리나라의 현상과 관련시켜 개설하고, 이들의 자동화에 관한 기본적인 문제를 간단히 적어 보겠다. 가능하다. 제작완료된 ASIC은 기능시험을 완료했으며 실제 line-of-sight(LOS) 시스템 구현에 적용중이다. 시대를 살아 갈 회원들이다. '컨텐츠의 시대'가 개막되는 것이며, 신세기통신과 SK텔레콤은 선의의 경쟁 과 협력을 통해 이동인터넷 서비스의 컨텐츠를 개발해 나가게 될 것이다. 3배가 높았다. 효소 활성에 필수적인 물의 양에 따른 DIAION WA30의 라세미화 효율에 관하여 실험한 결과, 물의 양이 증가할수록 그 효율은 감소하였다. DIAION WA30을 라세미화 촉매로 사용하여 아이소옥탄 내에서 라세믹 나프록센 2,2,2-트리플로로에틸 씨오에스터의 효소적 DKR 반응을 수행해 보았다. 그 결과 DIAION WA30을 사용하지 않은 경우에 비해 반응 전환율과 생성물의 광학 순도는 급격히 향상되었다. 전통적 광학분할 반응의 최대 50%라는 전환율의 제한이 본 연구에서 찾은 DIAION WA30을 첨가함으로써 성공적으로 극복되었다. 또한 고체 염기촉매인 DIAION WA30의 사용은 라세미화 촉매의 회수 및 재사용이 가능하게 해준다.해준다.다. TN5 세포주를 0.2 L 규모 (1 L spinner flask)oJl에서 세포간의 응집현상 없이 부유배양에 적응,배양시킨 후 세포성장 시기에 따른 발현을 조사한 결과 1 MOI의 감염조건 하에서는 $0.6\times10^6$cell/mL의 early exponential시기의 세포밀도에서 72시간 배양하였을 대 최대 발현양을 나타내었다. 나타내었다. $\beta$4 integrin의

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A Study for Autonomous Intelligence of Computer-Generated Forces (가상군(Computer-Generated Forces)의 자율지능화 방안 연구)

  • Han, Chang-Hee;Cho, Jun-Ho;Lee, Sung-Ki
    • Journal of the Korea Society for Simulation
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    • v.20 no.1
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    • pp.69-77
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    • 2011
  • Modeling and Simulation(M&S) technology gets an attention from various parts such as industry and military. Especially, military uses the technology to cope with a different situation from the one in the Cold War and maximize the effect of training against the cost in the new environment. In order for the training based on M&S technology to be effective, the situations of a battlefield and a combat must be more realistically simulated. For this, a technique development on Computer-Generated Forces(CGF) which represents a unit's simulation logic and a human's simulated behaviors is focused. The CGF simulating a human's behaviors can be used in representing an enemy force, experimenting behaviors in a future war, and developing a new combat idea. This paper describes a methodology to accomplish Computer-Generated Forces' autonomous intelligence. It explains the process of applying a task behavior list based on the METT+T element onto CGFs. On the other hand, in the domain knowledge of military field manual, fuzzy facts such as "fast" and "sufficient" whose real values should be decided by domain experts can be easily found. In order to efficiently implement military simulation logics involved with such subjectivity, using a fuzzy inference methodology can be effective. In this study, a fuzzy inference methodology is also applied.

An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.139-150
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    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

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Automatic Extraction of Abstract Components for supporting Model-driven Development of Components (모델기반 컴포넌트 개발방법론의 지원을 위한 추상컴포넌트 자동 추출기법)

  • Yun, Sang Kwon;Park, Min Gyu;Choi, Yunja
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.543-554
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    • 2013
  • Model-Driven Development(MDD) helps developers verify requirements and design issues of a software system in the early stage of development process by taking advantage of a software model which is the most highly abstracted form of a software system. In practice, however, many software systems have been developed through a code-centric method that builds a software system bottom-up rather than top-down. So, without support of appropriate tools, it is not easy to introduce MDD to real development process. Although there are many researches about extracting a model from code to help developers introduce MDD to code-centrically developed system, most of them only extracted base-level models. However, using concept of abstract component one can continuously extract higher level model from base-level model. In this paper we propose a practical method for automatic extraction of base level abstract component from source code, which is the first stage of continuous extraction process of abstract component, and validate the method by implementing an extraction tool based on the method. Target code chosen is the source code of TinyOS, an operating system for wireless sensor networks. The tool is applied to the source code of TinyOS, written in nesC language.

To Improve Production Process of the Modular Using the Conveyor System (모듈러 공장생산 프로세스 개선을 위한 컨베이어시스템 적용 방안 - 공장생산 중심으로 -)

  • Bae, Byung-Yoon;Kim, Kyung-Rai;Cha, Hee-Sung;Shin, Dong-Woo
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.5
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    • pp.103-112
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    • 2012
  • Republic of Korea is recently becoming an advanced country with increasing standard of living. This is causing a lack of employment in the construction industry because of high labor costs and it is resulting rapid increase in foreign labors. Modular Method of Construction can be defined as 50%~90% of the entire process is completed in factory, and transferred to construction field to install. The main purpose of this process is to minimize the entire process that possibly can be done at construction field in order to maximize the quality. The current local usage of Modular Method of Construction started at Shin Ki Elementary School during 2003 and it is widely used for military facilities. It should be used more because it has strengths of spending short time period to complete and low production costs. It can make a change if Modular Method of Construction is applied. Toyota is currently producing vehicle with conveyor system and if Modular Method of Construction is applied, then it is possible to reduce the waste of labor, and automatic production time. Expansion of the modular Market can be expected by applying this method because it will improve producing costs, high quality, and enforced process. This research tried to solve the problem of factory's manufacturing production by applying local Modular Method of Construction to provide suggestions and analyze the profitability with applied conveyor system. It is depending on produced model, but this research's model will take 20 months including assessment of payback period.

Fixed node reduction technique using relative coordinate estimation algorithm (상대좌표 추정 알고리즘을 이용한 고정노드 저감기법)

  • Cho, Hyun-Jong;Kim, Jong-Su;Lee, Sung-Geun;Kim, Jeong-Woo;Seo, Dong-Hoan
    • Journal of Advanced Marine Engineering and Technology
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    • v.37 no.2
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    • pp.220-226
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    • 2013
  • Recently, with the rapid development of factory automation and logistics system, a few workers were able to manage the broad workplace such as large vessels and warehouse. To estimate the exact location of these workers in the conventional wireless indoor localization systems, three or more fixed nodes are generally used to recognize the location of a mobile node consisting of a single node. However, these methods are inefficient in terms of node deployment because the broad workplace requires a lot of fixed nodes compared to workers(mobile nodes). Therefore, to efficiently deploy fixed nodes in these environments that need a few workers, this paper presents a novel estimation algorithm which can reduce the number of fixed nodes by efficiently recognizing the relative coordinates of two fixed nodes through a mobile node composed of three nodes. Also, to minimize the distance errors between mobile node and fixed node, rounding estimation(RE) technique is proposed. Experimental results show that the error rate of localization is improved, by using proposed RE technique, 90.9% compared to conventional trilateration in the free space. In addition, despite the number of fixed nodes can be reduced by up to 50% in the indoor free space, the proposed estimation algorithm recognizes precise location which has average error of 0.15m.

Implementation of Smartphone Adaptor for Real-Time Live Simulations (실시간 Live 시뮬레이션을 위한 스마트폰 연동기 구현)

  • Kim, Hyun-Hwi;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.9-20
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    • 2013
  • Defense M&S for weapons effectiveness is a realistic way to support virtual warfare similar to real warfare. As the war paradigm becomes platform-centric to network-centric, people try to utilize smartphones as the source of sensor, and command/control data in the simulation-based weapons effectiveness analysis. However, there have been limited researches on integrating smartphones into the weapon simulators, partly due to high modeling cost - modeling cost to accomodate client-server architecture, and re-engineering cost to adapt the simulator on various devices and platforms -, lack of efficient mechanisms to exchange large amount of simulation data, and low-level of security. In this paper, we design and implement Smartphone Adaptor to utilize smartphones for the simulationbased weapons effectiveness analysis. Smartphone Adaptor automatically sends sensor information, GPS and motion data of a client's smartphone to a simulator and receives simulation results from the simulator on the server. Also, we make it possible for data to be transferred safely and quickly through JSON and SEED. Smartphone Adaptor is applied to OpenSIM (Open simulation engine for Interoperable Models) which is an integrated simulation environment for weapons effectiveness analysis, under development of our research team. In this paper, we will show Smartphone Adaptor can be used effectively in constructing a Live simulation, with an example of a chemical simulator.

A Scheme of Distributed Network Security Management against DDoS Attacks (DDoS 공격에 대응하는 분산 네트워크 보안관리 기법)

  • Kim Sung-Ki;Yoo Seung-Hwan;Kim Moon-Chan;Min Byoung-Joon
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.7 s.349
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    • pp.72-83
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    • 2006
  • It is not a practical solution that the DDoS attacks or worm propagations are protected and responded within a domain itself because it clogs access of legitimate users to share communication lines beyond the boundary a domain. Especially, the DDoS attacks with spoofed source address or with bogus packets that the destination addresses are changed randomly but has the valid source address does not allow us to identify access of legitimate users. We propose a scheme of distributed network security management to protect access of legitimate users from the DDoS attacks exploiting randomly spoofed source IP addresses and sending the bogus packets. We assume that Internet is divided into multiple domains and there exists one or more domain security manager in each domain, which is responsible for identifying hosts within the domain. The domain security manager forwards information regarding identified suspicious attack flows to neighboring managers and then verifies the attack upon receiving return messages from the neighboring managers. Through the experiment on a test-bed, the proposed scheme was verified to be able to maintain high detection accuracy and to enhance the. normal packet survival rate.

A Comic Facial Expression Method for Intelligent Avatar Communications in the Internet Cyberspace (인터넷 가상공간에서 지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • 이용후;김상운;청목유직
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.59-73
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    • 2003
  • As a means of overcoming the linguistic barrier between different languages in the Internet, a new sign-language communication system with CG animation techniques has been developed and proposed. In the system, the joint angles of the arms and the hands corresponding to the gesture as a non-verbal communication tool have been considered. The emotional expression, however, could as play also an important role in communicating each other. Especially, a comic expression is more efficient than real facial expression, and the movements of the cheeks and the jaws are more important AU's than those of the eyebrow, eye, mouth etc. Therefore, in this paper, we designed a 3D emotion editor using 2D model, and we extract AU's (called as PAU, here) which play a principal function in expressing emotions. We also proposed a method of generating the universal emotional expression with Avatar models which have different vertex structures. Here, we employed a method of dynamically adjusting the AU movements according to emotional intensities. The proposed system is implemented with Visual C++ and Open Inventor on windows platforms. Experimental results show a possibility that the system could be used as a non-verbal communication means to overcome the linguistic barrier.