• Title/Summary/Keyword: CHRIS

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The Effect of Cultural Factors on Anther Culture in Spring Wheat (Triticum aestivum)

  • Kang, Tae-Jin;Yang, Deok-Chun
    • Plant Resources
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    • v.6 no.2
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    • pp.153-158
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    • 2003
  • Effects of shaking, medium consistency and anther density on polyhaploid production in two wheat cultivars, Pavon and Chris, were studied using a modified 85D12 medium. Pavon produced more calli in shaking and more albino plants tban Chris. However, Chris produced threefold more green plants than Pavon in non-shaking treatment. More calli and green plants were derived from non-shaking treatment than those from shaking treatment. Anthers were cultured on both liquid and semi-solid 85D12 media, using two anther densities, 48 and 96 anthers per plate. Although Pavon generally produced more calli and albino plants than Chris, Chris produced more green plants than Pavon. More green plants were derived from semi-solid medium than those from liquid medium. A factor that may affect plant regeneration from anthers is the length of time on initiation medium. Most of the calli for both genotypes were transferred during the first two time periods. Fertility, as measured by seed set, was determined for all surviving regenerated plants. About 24% of Chris and Pavon anther-derived green plants in the experiment of medium consistency and anther density produced seed.

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Expression of Surrealism in Chris Landreth's 3D Short, the end (크리스 랜드레스의 3D 단편 애니메이션 the end에 나타난 초현실주의 표현)

  • Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.105-114
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    • 2007
  • The purpose of this study is to investigate how to express Surrealism techniques in Chris Landreth who is very famous for 3D short such as Ryan. The case works are focused on 'the end', Chris Landreth's early work. He set up situation of the absurd and describes human being's alienation in animation. A phase of social life is not only revealed with vivid colors and his own surrealism techniques but communication capacity of 3D animation is also shown. Digital Technology, reproducing impossible images is not all about 3D animation. As well as this, it is not far away the way of creating arts. 3D animation will be shown the new possibilities with extension and harmony of all kinds of arts expression.

Aerosol Optical Thickness Retrieval Using a Small Satellite

  • Wong, Man Sing;Lee, Kwon-Ho;Nichol, Janet;Kim, Young J.
    • Korean Journal of Remote Sensing
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    • v.26 no.6
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    • pp.605-615
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    • 2010
  • This study demonstrates the feasibility of small satellite, namely PROBA platform with the compact high resolution imaging spectrometer (CHRIS), for aerosol retrieval in Hong Kong. The rationale of our technique is to estimate the aerosol reflectances by decomposing the Top of Atmosphere (TOA) reflectances from surface reflectance and Rayleigh path reflectances. For the determination of surface reflectances, the modified Minimum Reflectance Technique (MRT) is used on three winter ortho-rectified CHRIS images: Dec-18-2005, Feb-07-2006, Nov-09-2006. For validation purpose, MRT image was compared with ground based multispectral radiometer measurements and atmospherically corrected Landsat image. Results show good agreements between CHRIS-derived surface reflectance and both by ground measurement data as well as by Landsat image (r>0.84). The Root-Mean-Square Errors (RMSE) at 485, 551 and 660nm are 0.99%, 1.19%, and 1.53%, respectively. For aerosol retrieval, Look Up Tables (LUT) which are aerosol reflectances as a function of various AOT values were calculated by SBDART code with AERONET inversion products. The CHRIS derived Aerosol Optical Thickness (AOT) images were then validated with AERONET sunphotometer measurements and the differences are 0.05~0.11 (error=10~18%) at 440nm wavelength. The errors are relatively small compared to those from the operational moderate resolution imaging spectroradiometer (MODIS) Deep Blue algorithm (within 30%) and MODIS ocean algorithm (within 20%).

Computational predictions of improved of wall mechanics and function of the infarcted left ventricle at early and late remodelling stages: comparison of layered and bulk hydrogel injectates

  • Kortsmit, Jeroen;Davies, Neil H.;Miller, Renee;Zilla, Peter;Franz, Thomas
    • Advances in biomechanics and applications
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    • v.1 no.1
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    • pp.41-55
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    • 2014
  • Acellular intra-myocardial biomaterial injections have been shown to be therapeutically beneficial in inhibiting ventricular remodelling of myocardial infarction (MI). Based on a biventricular canine cardiac geometry, various finite element models were developed that comprised an ischemic (II) or scarred infarct (SDI) in left ventricular (LV) antero-apical region, without and with intra-myocardial biomaterial injectate in layered (L) and bulk (B) distribution. Changes in myocardial properties and LV geometry were implemented corresponding to infarct stage (tissue softening vs. stiffening, infarct thinning, and cavity dilation) and injectate (infarct thickening). The layered and bulk injectate increased ejection fraction of the infarcted LV by 77% (II+L) and 25% (II+B) at the ischemic stage and by 61% (SDI+L) and 63% (SDI+B) at the remodelling stage. The injectates decreased the mean end-systolic myofibre stress in the infarct by 99% (II+L), 97% (II+B), 70% (SDI+L) and 36% (SDI+B). The bulk injectate was slightly more effective in improving LV function at the remodelling stage whereas the layered injectate was superior in functional improvement at ischemic stage and in reduction of wall stress at ischemic and remodelling stage. These findings may stimulate and guide further research towards tailoring acellular biomaterial injectate therapies for MI.

Expression of Grotesque Body in Chris Cunningham' Work (크리스 커닝햄의 작품에서 표현된 그로테스크 신체)

  • Kim, Ho;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.173-180
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    • 2009
  • In the recent past, the impression expressed by a human body expanded from that of aesthetic beauty to deformed organic medium influenced by environment. And the advancement in digital technology had made it possible to represent the deformed and distorted images of human body more realistically. Consequentially, these exaggerated physical images leave audiences with a feeling of grotesqueness. Chris Cunningham is a British director who mainly focuses on grotesque body as his subject matter using digital media. This paper will explore Chris Cunningham's work and his final goal through analyzing his carnivorous, uncanny grotesque body images, making use of the figital media, at each of his different levels.

A Study on Music Video based on Logic of Sensation of Gilles Deleuze - Analysis of the work of Chris Cunningham - (질 들뢰즈의 감각론을 기반으로 한 뮤직비디오의 영상디자인 연구 - 크리스 커닝햄 작품을 중심으로 -)

  • Koh Eun-Young
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.121-132
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    • 2006
  • In the Western Philosophy that was centered on reason, sense has been belittled as a low level of conception under reason. However, the 21st century modern visual environment pushes away the epistemology centered on reason and puts 'sensuality' and 'sense' on its place. Especially, public films are one of the fields that rapidly reflect such changes and lead the changes. However, unfortunately, it is difficult to find such efforts that reflect the artistic and aesthetic significance of sense from the public films. It is because that sense is considered superficial and somewhat not real, while recognizing sense as the low level of conception under reason over the long history. Given the fact, this study reviews the by Gilles Deleuze, a modern philosopher who gives a new value on sense, and it would be meaningful to analyze the works of Chris Cunningham who makes films with the concept of Gilles Deleuze. After we analyzed three music videos of Aphex Twin directed by Chris Cunningham, we can ascertain that the films are based on body without Oranges, hysteric, and diagram that are suggested from by Gilles Deleuze. Analyzing recently released films centered on 'sense' in a superficial manner that includes production method or picture composition, including the films of Chris Cunningham, falls into the error of overlooking the director's aesthetics. Understanding the modern logic of sense that is newly developing, studying its substance, and analyzing the films will make a sacrifice of suggesting a new alternative.

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Analysis on the Expression of Theatre of the Absurd in Chris Landreth's 3D Short, Bingo (크리스 랜드레스의 3D 단편 애니메이션 빙고(Bingo)에 나타난 부조리극 표현 분석)

  • Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.215-222
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    • 2009
  • The distinguishing feature of 3D animation is a reproduction of a reality. It is able to make the images that would be impossible with the conventional creative methods, and create the great fantasy. The development of creative image put great emphasis on importance of subject matter. Chris Landreth produces the unique 3D animation that has creative subject matter with great techniques. His work, Bingo(1998) describes social problem of mass-media and human being's agony in expression of theatre of the absurd. It is possible to have common interests in a matter with today's artists. The purpose of this study is to investigate how to express the theatre of the absurd in Chris Landreth's animation. A phase of social life is not only revealed with 3D features and his own techniques but communication capacity of 3D animation is also shown.

A Study on the Analysis of Gameness Transition in Media Contents :Focused on Chris Crawford's model (미디어 콘텐츠에 나타난 게임성 전이 분석 연구 :크리스 크로포드의 모델을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.37-48
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    • 2019
  • This paper aims to clarify the game performance and its principle and operation method at the depth of successful content through gameness transition, which is one of the transmedia phenomena of games. This paper investigated the current state of gameness transition and analyzed the game structure and working principle by using Chris Crawford's creative expression taxonomy model. As a result, the types of gameness transition could be extracted into space exploration type, stage type, reasoning competition type, and mutual competition type.