• Title/Summary/Keyword: BIG4

Search Result 3,612, Processing Time 0.032 seconds

Analysis of genetic diversity of cowpea landraces from Korea determined by Simple Sequence Repeats and establishment of a core collection

  • Lee, Jeongran;Baek, Hyung-Jin;Yoon, Mun-Sup;Park, Sang-Koo;Cho, Yang-Hee;Kim, Chang-Yung
    • Korean Journal of Breeding Science
    • /
    • v.41 no.4
    • /
    • pp.369-376
    • /
    • 2009
  • Cowpea might have been introduced from China to Korea and cultivated for several hundred years but it has never been a staple food crop in Korea. In this study, genetic diversity of 492 Korean cowpea landrace accessions that have passport information was estimated using six SSR markers. The mean of Weir's gene diversity was 0.665 from all accessions investigated in the study. Cowpea gene diversity of six local provinces in Korea was ranged from 0.370 in accessions of Gangwon to 0.680 in Jeonra provinces. Low gene diversity of the cowpea genepool of Gangwon province was probably derived from relatively few introductions. Especially SSR markers VM36 and VM39 seem to be good markers to distinguish the Gangwon accessions from others by occurring at a specific locus with higher than 78% of allele frequency. Except for the Gangwon province with the low genetic diversity, gene diversity of cowpea accessions from other provinces was ranged from 0.600 to 0.680 indicating no big differences among provinces. Distribution pattern of the allele frequencies was similar among the other provinces. This may reveal that Korean farmers might exchange cowpea seeds easily with even their neighbors with geographical barriers. A core collection, 100 landraces, ca. 20% of base collection, was developed at the 70% of a similarity coefficient level using random sampling approaches after stratification of the entire landrace collection based on the phenetic dendrogram. The variability of SSR in the base and core collections of Korean cowpea landrace was compared by calculating Weir's gene diversity. The mean of Weir's gene diversity of the core was 0.707 while that of the base collection was 0.665. The higher diversity index in the core collection indicates that it maintains the initial variability and well represents the base collection. The core collection included one of determinate accession (IT 216155) and two of no branching type accessions (IT 103959 and IT 161024). The core collection could be used to guide more efficient management and utilization of the entire collection. This core collection should be revised periodically as additional accessions are collected and further characterization is conducted.

A Blockchain-based IIoT Information Collection Model for Improving the Productivity of Small and Medium Businesses (중소기업 생산성 향상을 위한 블록체인 기반의 IIoT 정보 수집 모델)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.12
    • /
    • pp.1-7
    • /
    • 2019
  • As the cloud environment has become more prevalent among large companies, small and medium-sized companies are also trying to utilize various technologies (IoT, blockchain, etc.) that use cloud services as a way to coexist with large companies. In this paper, a blockchain-based IoT information collection model is proposed to efficiently handle large volumes of IoT data produced by small businesses in order to improve information efficiency of SMEs. The proposed model allowe d small businesses to improve their production efficiency by independently creating groups of the same information so that data that could be generated at the endpoints of small businesses can be block-chained and forwarded to the data center for analysis. In addition, the proposed model's performance assessment was assumed to handle the production throughput of data processed in IoT for small and medium businesses, not large enterprises, so the link between large volumes of data processed in the proposed model could be maintained evenly. One of the biggest features of the proposed model is the ability to expand processes to efficiently control the information of prod ucts produced, as well as the productivity of small and medium enterprises.

Influence of Applied Pressure and Heat Treatment on Antioxidant Activities of Young Leaves from Achillea alpina and Solidago virgaurea subsp. gigantea (가압열처리가 톱풀과 울릉미역취 어린잎의 항산화 활성에 미치는 영향)

  • Woo, Jeong-Hyang;Shin, So-Lim;Jeong, Heon-Sang;Lee, Cheol-Hee
    • Korean Journal of Plant Resources
    • /
    • v.23 no.2
    • /
    • pp.123-130
    • /
    • 2010
  • Present studies were conducted to investigate the effects of autoclaving on antioxidant activities of Achillea alpina and Solodago virgurea. At early April, young leaves of 2 species were collected, subjected to autoclaving ($121^{\circ}C$, 1.2 atmospheric pressure, 15 minutes), freezed-dried, grinded, and extracted with 80% ethanol. The same process was repeated with unautoclaved control. Total polyphenol and flavonoid contents, scavenging activities on DPPH and ABTS radicals and ferrous ion chelating effects were analyzed. Extraction yield of autoclaved S. virgurea was 39.55% and A. alpina 28.15%. In both species, autoclaving significantly reduced scavenging activities on DPPH and ABTS radicals. On the contrary, ferrous ion chelating effects increased after autoclaving, especially in young leaves of A. alpina. Autoclaving resulted in decrease of polyphenol and flavonoid contents, especially in the A. alpina. The present experiments demonstrated that autoclaving had negative effects on antioxidant activities of A. alpina and S. virgurea, except in ferrous ion chelating effects. Young leaves of former species were unstable to heat treatment, resulting in big lose of antioxidant activity.

Changes in Optics Content Described in the Middle-school Science Curriculum and Textbooks Accompanying Revision of the National Science Curriculum (교육과정 개정에 따른 중학교 과학 교육과정 및 교과서에 제시된 광학 내용의 변화)

  • Lee, Bongwoo;Son, Jeongwoo;Kwon, Gyeongpil
    • Korean Journal of Optics and Photonics
    • /
    • v.28 no.5
    • /
    • pp.194-202
    • /
    • 2017
  • The purpose of this study is to analyze how optics concepts and activities have changed according to the revision of the national science curriculum. For this purpose, the optics achievement standards presented in the middle-school science curriculum of the 7th curriculum, 2007 revised curriculum, 2009 revised curriculum, and 2015 revised curriculum, and the optics content presented in the textbooks developed for each curriculum, were compared and analyzed. The optics content is classified into four concepts: the process of viewing an object; light and color; reflection and refraction; and the image from a mirror and a lens. The main results are as follows: First, according to the revision of curriculum, some optics concepts have been added or removed. In particular, big changes have appeared in the concepts of "process of viewing the object", "dispersion", "reflection and refraction" and so on. Second, the content for 'image formation by a mirror and a lens' was gradually reduced, according to the revision of curriculum, and the level of activity was also adjusted. Third, attempts to present the content of textbooks in conjunction with the phenomena and tools that students can experience in everyday life have increased gradually. In addition, based on the analysis of the content of curriculum and textbooks, the implications for optics education have been discussed.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.175-184
    • /
    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
    • /
    • v.28 no.6
    • /
    • pp.69-85
    • /
    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Case study of dramatherapy for a bulmina nervosa patient (폭식증 환자의 연극치료 사례)

  • Lee, Hyowon
    • Journal of Korean Theatre Studies Association
    • /
    • no.52
    • /
    • pp.359-397
    • /
    • 2014
  • This paper describes dramatherapy with a bulmina nervosa patient. She was in her early 20s and has been under the various psychotherapies for cure of deep depression since 2005. We had 24 sessions and 3 persons - the patient, the therapist, and the assist-therapist- participated in dramatherapy. I found there's a big collision between her important roles in the course of initial interview and diagnosis. Those roles are 'a good daughter of mom' and 'an independent adult'. Therefore I defined her bulmina nervosa as 'an symbolic behavior repeats compulsively the failure of separation from her mother.' And I set the general goals, the separation from her mother, the awareness and expression of negative emotions, and the diminuation of overeating and vomiting. To attain these object, we had many different dramatic experiences in dramatherapy. We made a self-portrait, the mask of bulmina nervosa, family sculpture, figure work, the past I and the present I, psychodramatic scene and several stories. In order to objective assessment, I used behavioral observation and 6PSM(6 Pieces Story Making) analysis. First of all the most noticeable change was a rapid decrease in over-eating and vomiting. Before the dramatherapy she had overeaten 30 times per week. At the closure it has fallen off to 1 time per week. Another behavioral changes were shift of outward appearance, not going church, working for living, and having a date with only one. She made 3 stories on 1th session, 13th session, and 23th session. And I comparatively analysed those stories with both qualitative and quantitative method. For qualitative analysis, I classified 5 structures according to the substantial similrarity. On protagonist structure, there's no difference. Three protagonists are dead things. The type of task structure is changed from an escape, a traveling, to metamorphosis. The type of obstruction structure is changed from the protagonist to an outside object. The type of closure structure is changed from an exaggerated happy ending, sad ending to probable happy ending. To quantitify the aspects of transformation, I developed an assesment tool using likert scale. It is composed of 4 sub-categories-reality testing, imagination, ego-strength, optimism problem-solving. In reality testing category, a shift of score was 9-11-15, imagination 2-5-5, ego strength 3-2-2, optimism 6-3-7, and total score 20-21-29. This change of score reflects the growth of problem solving capacity. Viewed in this light, dramatherapy with this girl was successful on the whole. The thing had significant effect on it was psycho-dynamic approach focused on separation from her mother and defence mechanism to avoid negative emotion. And assessment method used in this case will be full of suggestions to researches to come.

Design and Implemention of Real-time web Crawling distributed monitoring system (실시간 웹 크롤링 분산 모니터링 시스템 설계 및 구현)

  • Kim, Yeong-A;Kim, Gea-Hee;Kim, Hyun-Ju;Kim, Chang-Geun
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.1
    • /
    • pp.45-53
    • /
    • 2019
  • We face problems from excessive information served with websites in this rapidly changing information era. We find little information useful and much useless and spend a lot of time to select information needed. Many websites including search engines use web crawling in order to make data updated. Web crawling is usually used to generate copies of all the pages of visited sites. Search engines index the pages for faster searching. With regard to data collection for wholesale and order information changing in realtime, the keyword-oriented web data collection is not adequate. The alternative for selective collection of web information in realtime has not been suggested. In this paper, we propose a method of collecting information of restricted web sites by using Web crawling distributed monitoring system (R-WCMS) and estimating collection time through detailed analysis of data and storing them in parallel system. Experimental results show that web site information retrieval is applied to the proposed model, reducing the time of 15-17%.

Advertising in the AR Ecosystem and Revitalization Strategies for the Advertising and PR Industry: Centered on Qualitative Research (AR 생태계(C-P-N-D)에서의 광고, PR 산업 분야의 활성화 방안: 질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.67-80
    • /
    • 2019
  • Augmented Reality (AR) is a crucial technology in the Fourth Industrial Revolution that can revolutionize the existing Information and Communication Technology (ICT) market and powerfully create a new market However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing AR market. Thus this research explores the big picture of the AR industry as it pertains to Politics, Economy, Social, and Technology through in-depth interview with seven AR experts who are leading the domestic AR market. The research also analyzes the AR market's Strengths, Weaknesses, Opportunities, and Threats. Furthermore, it looks for strategies to vitalize the advertising and PR industry by analyzing the Contents, Platform, Network, and Devices of the AR ecosystem. The results of the research indicate a need for the government's strengthened policy of supporting the AR market, fostering of pace-setting killer contents, connecting services of several industries through AR platforms, strengthening the network of communication systems such as through 5G, and the commercialization and industrialization of domestic devices in order to vitalize the AR industry in its marketing and PR spheres. Therefore, this research suggests measures to revitalize the marketing and PR industries of the AR ecosystem, which has only recently gotten to its developing stage and provides an academic as well as practical foundation for future research in the field of AR.

Prediction Model of User Physical Activity using Data Characteristics-based Long Short-term Memory Recurrent Neural Networks

  • Kim, Joo-Chang;Chung, Kyungyong
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.4
    • /
    • pp.2060-2077
    • /
    • 2019
  • Recently, mobile healthcare services have attracted significant attention because of the emerging development and supply of diverse wearable devices. Smartwatches and health bands are the most common type of mobile-based wearable devices and their market size is increasing considerably. However, simple value comparisons based on accumulated data have revealed certain problems, such as the standardized nature of health management and the lack of personalized health management service models. The convergence of information technology (IT) and biotechnology (BT) has shifted the medical paradigm from continuous health management and disease prevention to the development of a system that can be used to provide ground-based medical services regardless of the user's location. Moreover, the IT-BT convergence has necessitated the development of lifestyle improvement models and services that utilize big data analysis and machine learning to provide mobile healthcare-based personal health management and disease prevention information. Users' health data, which are specific as they change over time, are collected by different means according to the users' lifestyle and surrounding circumstances. In this paper, we propose a prediction model of user physical activity that uses data characteristics-based long short-term memory (DC-LSTM) recurrent neural networks (RNNs). To provide personalized services, the characteristics and surrounding circumstances of data collectable from mobile host devices were considered in the selection of variables for the model. The data characteristics considered were ease of collection, which represents whether or not variables are collectable, and frequency of occurrence, which represents whether or not changes made to input values constitute significant variables in terms of activity. The variables selected for providing personalized services were activity, weather, temperature, mean daily temperature, humidity, UV, fine dust, asthma and lung disease probability index, skin disease probability index, cadence, travel distance, mean heart rate, and sleep hours. The selected variables were classified according to the data characteristics. To predict activity, an LSTM RNN was built that uses the classified variables as input data and learns the dynamic characteristics of time series data. LSTM RNNs resolve the vanishing gradient problem that occurs in existing RNNs. They are classified into three different types according to data characteristics and constructed through connections among the LSTMs. The constructed neural network learns training data and predicts user activity. To evaluate the proposed model, the root mean square error (RMSE) was used in the performance evaluation of the user physical activity prediction method for which an autoregressive integrated moving average (ARIMA) model, a convolutional neural network (CNN), and an RNN were used. The results show that the proposed DC-LSTM RNN method yields an excellent mean RMSE value of 0.616. The proposed method is used for predicting significant activity considering the surrounding circumstances and user status utilizing the existing standardized activity prediction services. It can also be used to predict user physical activity and provide personalized healthcare based on the data collectable from mobile host devices.