• Title/Summary/Keyword: 중심점 추출

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Distribution of Lipids in Panax ginseng Root (인삼근의 지질 분포)

  • Kim, U-Gap;Lee, Chang-Seop;Jeong, Byeong-Gap
    • Journal of Ginseng Research
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    • v.12 no.2
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    • pp.93-103
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    • 1988
  • Diversities of lipid compositions according to the morphological differences of the Panax ginseng root were studied by means of column, thin layer, gas-liquid chromate-graphies and histochemical stainings. Purified lipids from various parts were 1.08-2.23% of dry weight, of which 64.2-73.5% were neutral lipids, 15.4-17.4% were glycolipids and 10.4-19.2% were phospholipids. Especially the contents of neutral lipids were highest in cortex, suggesting to be the presence of lipid ducts only in cortex. Triglycerides, sterol esters and hydrocarbons were abundant in the neutral lipid fractions. Twelve components were identified in the periderm and cortex, but unidentified II, IV and V components were not present in the medulla. The major components of glycolipid freactions were sterol glycoside, digalactosyl diglyceride and esterified sterol glucoside. Phosphatidyl glycerol, phosphatidyl choline and phosphatidyl ethanolamine were major components of phospholipid fractions, And phosphatidyl choline was extreamly much in the periderm and medulla, but phosphatidyl glycerol was largest in quantity in the cortex. Eighteen kinds of fatty acids were identified in the neutral lipid, glycolipid and phospholipid fractions. Linoleic, palmitic, oleic and linolnic acids were the main components of fatty acids. The contents of saturated fatty acids, unsaturated fatty acids and essential fatty acids of each three fractions were different one another regardless of the Periderm, cortex and medulla.

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Text Mining Driven Content Analysis of Ebola on News Media and Scientific Publications (텍스트 마이닝을 이용한 매체별 에볼라 주제 분석 - 바이오 분야 연구논문과 뉴스 텍스트 데이터를 이용하여 -)

  • An, Juyoung;Ahn, Kyubin;Song, Min
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.2
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    • pp.289-307
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    • 2016
  • Infectious diseases such as Ebola virus disease become a social issue and draw public attention to be a major topic on news or research. As a result, there have been a lot of studies on infectious diseases using text-mining techniques. However, there is no research on content analysis of two media channels that have distinct characteristics. Accordingly, in this study, we conduct topic analysis between news (representing a social perspective) and academic research paper (representing perspectives of bio-professionals). As text-mining techniques, topic modeling is applied to extract various topics according to the materials, and the word co-occurrence map based on selected bio entities is used to compare the perspectives of the materials specifically. For network analysis, topic map is built by using Gephi. Aforementioned approaches uncovered the difference of topics between two materials and the characteristics of the two materials. In terms of the word co-occurrence map, however, most of entities are shared in both materials. These results indicate that there are differences and commonalties between social and academic materials.

Development of the Korean Form of Zung's Self-Rating Depression Scale (한국형 자가평가 우울척도의 개발)

  • Lee, Jung-Hoon
    • Journal of Yeungnam Medical Science
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    • v.12 no.2
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    • pp.292-305
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    • 1995
  • This study was carried out to develop a Korean language version of Zung's self-rating depression scale (SDS). The subjects consisted of 173 males and 161 females drawn from various groups of the general population by a cluster of sampling methods. In order to analyze the data on depression scores, Pearson's product moment correlation coefficient method was carried out, as well as reliability and factor analysis, by the SPSS/PC+ program. The results obtained were as follows: The mean average of the total depression scores were $40.60{\pm}8.66$ for the subjects. Thirty-seven subjects (11.1%) showed high depression scores of 50 or over. Test-retest reliability(coefficient r=0.82, p <0.001), internal consistency(coefficient r=0.84, p <0.001) were satisfactory. Factor analysis using oblique technique rotation yielded five factors. The items of confusion, indecisiveness, decreased libido, diurnal variation, and psychomotor retardation were scored higher by the subjects. The items of suicidal rumination, psychomotor agitation, constipation, irritability, and weight loss were scored lower.

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Analysis of Changes in SNS Users' Perceptions of Presidential Archives and Records: Focusing on Twitter and News Frame Analysis before and after Impeachment (대통령 기록관 및 기록물에 대한 SNS 이용자 인식변화 분석: 탄핵 전후 기간의 트위터와 뉴스 프레임 분석을 중심으로)

  • Choi, Doo-Won;Kim, Geon;Lee, Kyun-Hyung;Yun, Sung-Uk
    • Journal of Korean Society of Archives and Records Management
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    • v.19 no.1
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    • pp.167-194
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    • 2019
  • This study aims to examine the change of awareness on presidential archives and records before and after impeachment by analyzing user frames. To achieve the goal of this study, prior studies of frame analysis were reviewed, and tweets of presidential archives and records before and after the impeachment were collected. This study conducted an analysis of Twitter and news extracted from Twitter using user frames and determined the differences between each frame over time. Afterward, five frames were set up to be used for the research through prior research and Twitter network analysis; changes in frames over time were examined by analyzing Twitter and news extracted from Twitter. Through such frame analysis, changes in the frame of presidential archives and records before and after the impeachment were examined, changes in public perception of presidential archives and records were identified, and areas of interest were determined. This study is significant as it identified changes in the public perception of presidential archives and records as well as in the areas of interest for the general public.

Exploring Issues Related to the Metaverse from the Educational Perspective Using Text Mining Techniques - Focusing on News Big Data (텍스트마이닝 기법을 활용한 교육관점에서의 메타버스 관련 이슈 탐색 - 뉴스 빅데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.27-35
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    • 2022
  • The purpose of this study is to analyze the metaverse-related issues in the news big data from an educational perspective, explore their characteristics, and provide implications for the educational applicability of the metaverse and future education. To this end, 41,366 cases of metaverse-related data searched on portal sites were collected, and weight values of all extracted keywords were calculated and ranked using TF-IDF, a representative term weight model, and then word cloud visualization analysis was performed. In addition, major topics were analyzed using topic modeling(LDA), a sophisticated probability-based text mining technique. As a result of the study, topics such as platform industry, future talent, and extension in technology were derived as core issues of the metaverse from an educational perspective. In addition, as a result of performing secondary data analysis under three key themes of technology, job, and education, it was found that metaverse has issues related to education platform innovation, future job innovation, and future competency innovation in future education. This study is meaningful in that it analyzes a vast amount of news big data in stages to draw issues from an education perspective and provide implications for future education.

Mobile App Analytics using Media Repertoire Approach (미디어 레퍼토리를 이용한 스마트폰 애플리케이션 이용 패턴 유형 분석)

  • Kwon, Sung Eun;Jang, Shu In;Hwangbo, Hyunwoo
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.133-154
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    • 2021
  • Today smart phone is the most common media with a vehicle called 'application'. In order to understand how media users select applications and build their repertoire, this study conducted two-step approach using big data from smart phone log for 4 weeks in November 2019, and finally classified 8 media repertoire groups. Each of the eight media repertoire groups showed differences in time spent of mobile application category compared to other groups, and also showed differences between groups in demographic distribution. In addition to the academic contribution of identifying the mobile application repertoire with large scale behavioral data, this study also has significance in proposing a two-step approach that overcomes 'outlier issue' in behavioral data by extracting prototype vectors using SOM (Sefl-Organized Map) and applying it to k-means clustering for optimization of the classification. The study is also meaningful in that it categorizes customers using e-commerce services, identifies customer structure based on behavioral data, and provides practical guides to e-commerce communities that execute appropriate services or marketing decisions for each customer group.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

An Evaluation of the Neighborhood Walking Environment Using GIS Method -Focusing on the Case Study of Changwon City- (GIS기법을 이용한 근린주구 보행환경평가 -창원시를 사례지역으로-)

  • Park, Kyung-Hun;Lee, Woo-Sung;Byeon, Ji-Hye
    • Journal of the Korean Association of Geographic Information Studies
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    • v.13 no.4
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    • pp.78-90
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    • 2010
  • This research tried to suggest a method of DB construction in the field using evaluation variables and Mobile GIS focusing on Changwon City as a leading study to encourage walking and biking in everyday life. First, twenty evaluation variables of WEs(walking environments) were selected through the literature review, and also scored separately. Second, the field survey-DB of each variable was built effectively using Mobile GIS. Finally, WEs were evaluated synthetically based on the obtained data. The results of this research are summarized as follows. While the WE of the zones located in the fringe of Changwon square were generally got a high score as over 42, other zones located in detached or row house area were evaluated relatively highly bad. Findings from this research will help in determining the zone required improvement of WEs or easy access to main destination such as a park, shopping center, school, etc. and also selecting variables of WEs, needed an intensive improvement, in the selected zone after comparing the results of field and questionnaire survey. Furthermore, those will be used as a means of decision making support for planing, designing and maintaining of WEs to promote people's physical activity in their daily lives.

Research on the Educational Role of Informal Educational Institution Based on the Analysis of the Educational Programs - A Case Study of the Seodaemun Museum of National History (교육프로그램 분석을 통한 비형식 과학교육기관의 교육적 역할 제고: 서대문자연사박물관을 중심으로)

  • Kim, Yi-sul;Sohn, Jungjoo;Jeong, Jong Chel
    • Journal of Science Education
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    • v.35 no.2
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    • pp.149-158
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    • 2011
  • The purpose of this study is to improve education program for Informal Science Education Institution by analyzing education program of Natural History Museum, one of informal science education institution. This research subject is Seodaemun Museum of Natural History, located in Seodaemun-Gu, Seoul. It is Public Natural History Museum, which runs more than 60 education programs every year continuously for recent 6 years. Objects of this study are 32 education programs for 3rd to 6th grade of elementary school. The result of study shows that teaching materials of programs, run by informal science education institution, don't contain enough script and activity for improving creativity and inquiring mind. As the result of the study, it is required that guidance plan of education program be developed with more activities, teaching method and script, to seek quality of class than quantity of that when developing education program of science education institutes. And it is required to develop teaching material using creative technique and to improve medium and long term program for development of feedback.

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Human Gesture Recognition Technology Based on User Experience for Multimedia Contents Control (멀티미디어 콘텐츠 제어를 위한 사용자 경험 기반 동작 인식 기술)

  • Kim, Yun-Sik;Park, Sang-Yun;Ok, Soo-Yol;Lee, Suk-Hwan;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1196-1204
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    • 2012
  • In this paper, a series of algorithms are proposed for controlling different kinds of multimedia contents and realizing interact between human and computer by using single input device. Human gesture recognition based on NUI is presented firstly in my paper. Since the image information we get it from camera is not sensitive for further processing, we transform it to YCbCr color space, and then morphological processing algorithm is used to delete unuseful noise. Boundary Energy and depth information is extracted for hand detection. After we receive the image of hand detection, PCA algorithm is used to recognize hand posture, difference image and moment method are used to detect hand centroid and extract trajectory of hand movement. 8 direction codes are defined for quantifying gesture trajectory, so the symbol value will be affirmed. Furthermore, HMM algorithm is used for hand gesture recognition based on the symbol value. According to series of methods we presented, we can control multimedia contents by using human gesture recognition. Through large numbers of experiments, the algorithms we presented have satisfying performance, hand detection rate is up to 94.25%, gesture recognition rate exceed 92.6%, hand posture recognition rate can achieve 85.86%, and face detection rate is up to 89.58%. According to these experiment results, we can control many kinds of multimedia contents on computer effectively, such as video player, MP3, e-book and so on.