The relationship between bioluminescence of immobilized Photobacterium phosphoreum and toxic substances was investigated to monitor toxic substances in aqueous solution. The sodium alginate was used as an immobilization matrix. A bioluminescence intensity was maximum when OD660 for cell concentration were between 1.0 and 1.2 and the biolumescence was stable at the pH range of between 6.0 and 8.0. The optimum concentration of alginate for immobilization was found to be 5.0%(w/v) in which dilution was carried out with 2.5%(w/v) NaCl solution that is an optimum environmental condition for the growth of P. phosphoreum. The bioluminescence intensity responded against the toxic substances was proportional to the concentration and a regression curve were established with linearity by using specific bioluminescence reduction rate and Gamma values. It was also found that the response was very rapid and sensitive. The response with such rapidity and sensitivity is a very important factor for the real time monitoring. The immobilized cells showed higher sensitive response to the toxic substances than free cells.
If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.
Park, Kyung-Mi;Lee, Bo-Ra;Jung, Jin-Hong;Yoo, Dong-Youl;Lee, Jung-Eun
The Journal of Korean Obstetrics and Gynecology
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v.15
no.4
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pp.149-162
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2002
The fetus is greatly influenced by mother's health condition and her environment. So in our traditional society, the prenatal care is regarded as important for generations to birth of sound baby in mind and boy. Purpose : We aimed to reserch what kind of mother's conditions can be more influential to infant allergic disease among traditional prenatal care. Method : We investigated 91 patients who answered by a questionnaire at Dept. of Pediatrics, Oriental Hospital of Dae-jeon University. We divided patients into two groups, A(normal group;43) and B(allergic disease group;48) and analyzed those. Results : The pregnant women in the group B, generally have worse health conditions and are under the stress mentally and cannot get enough nutrition because of morning sickness and digestive trouble, but take more pungent and powdered food than the group A. Specially, the result is significant in anger and worry among other mental stresses and in digestive trouble and threatened abortion among other health conditions(according to order: p<0.001, p<0.05, p<0.01, p<0.001). We can see that pregnant woman's peaceful mentality and enough nutrition intake are most important to birth of sound baby in mind and also we can see that pregnant woman's regimen has influence on not only infant disease but also character and the infant allergic diseases are related to inheritable factor.
Purpose: This study intends to clarify the relative importance and character of the college student's attachment to their parents. We examined the effect that the father and mother attachments have en their self-efficacy and adjustment to their college life. Method: The subjects were 271 students who attendee a university. For this study, we used the inventory of the Parent Attachment-Revised version by Armsden and Greenberg, a self-efficacy test by Sherer et al. and the investigation far adjustment to college life by Barker & Siryk. The data were analyzed by t-test, ANOVA, Duncan test and simple multiple regression analysis on an SPSS WIN 10.0 program. Results: There was a significant differences in the attachment to the father according to their grades and in the attachment to the mother according to their type of residence. There was a significant difference in the adjustment to their college life according to their grades. Regression analysis on attachment and self-efficacy suggested that attachment has an influence on self-efficacy. Regression analysis on attachment and adjustment to college life suggested that attachment has influence on the adjustment to college life. Attachment also has an influence on academic adjustment, social adjustment, personal-emotional adjustment and institutional adjustment on the subscale of adjustment to college life. Regression analysis on self-efficacy and adjustment to college life suggested that self-efficacy has an influence on adjustment to college life. Further, self-efficacy has an influence on academic adjustment, social adjustment, personal-emotional adjustment and institutional adjustment on the subscale of adjustment to college life. Conclusion: This study shows that there are relationships among attachment, self-efficacy and adjustment to college life. Especially, self-efficacy is a very important factor influencing the adjustment to college life. So, a plan designed to increase students' self-efficacy should be created based on the results of this study.
NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.
The aim of this research is to propose the final shirt design modified for new senior women that fulfills their emotional and physical needs. The modifications were based on the results of in-depth interviews and literature search, and the study was conducted in order to understand the desires and preferences of senior women, as consumption of outdoor-wear by the group continues to increase. To develop the design of outdoor-wear that satisfies the physical and emotional qualities and preference of the new senior women, six different designs with lines, combined materials, as well as materials that were layered, pleated and draped were proposed using virtual-dressing simulation software. Then, the modified designs were derived from the six original designs by reflecting the opinions collected in the in-depth interviews with eleven women in their 50s. The responses in the interviewed showed a preference for lines, pleats and layers, as these features made the clothes look trendy, gave it a slender-look, and improved the body shape of the women. As the color is the critical factor for outdoor-wear, there was an overwhelming preference for primary colors by the women, which was in contrast to their color preference in general clothes. A sleeve design modification was proposed to convert the half-sleeves to 3/4-long sleeves in order to account for changes in body temperature at menopause, and to satisfy the aesthetic needs for covering wrinkles. Research of new senior outdoor-wear designs will help segment and differentiate strategies for the increasingly fierce competing outdoor market, as well as l provide directions in the design creation process using the simulation of 3D virtual model.
Current data on reproductive characters of endemic and native species are essential to provide a strategy for the conservation of these species. Red pine (Pinus densiflora Sieb. & Zucc.) is one of the dominant, native tree species in Korea, but its reproductive ecology is not well-known. In 1997, the pattern of variation in cone and seed yields contributing to the conservation of declining populations of red pines was examined. Plant height and dbh were measured, and several new cones were collected from each tagged tree after counting the number of cones on each tree. For a subset of cones sampled, the number of fertile scales, the number of seeds at three development stages (early/late aborted, and filled seed), seed wing size, wing color, and individual filled seed mass were measured. The three sites which differed significantly in mean plant size also differed in mean cone and seed production per plant. However further analyses showed that most variation in characters examined occurred among plants within sites, but not among sites. An average of 90% of the potential seeds on the cones aborted at an early developmental stage, demonstrating that early abortion is a major factor affecting the number of filled seeds per cone. Individual seed mass was the only character which exhibited significant variations among sites as well as among trees within sites. Individual seed mass was overall negatively correlated with both the percentage of late abortion and the number of old cones per plant, suggesting that both the past and current years' reproductive activities have caused variations in seed mass. The potential dispersal distance of red pine seeds is quite large. However, wing loading was correlated with seed mass and number in a complex pattern across the sites. Distribution of seeds with varied colored wings differed among sites and among trees within sites. These results suggest that red pines at different sites might possess different strategies to cope with selection pressures acting during the final phase of reproduction, from seed dispersal to establishment. Then the ‘fitted’ red pine trees at each site should be identified and managed to conserve or restore populations.
The meaning of 'Metamorphosis' is transformation or disguise. It also means the process of modification from 'Image A' to 'Image B'. 'Metamorphosis' which has derived from many race's myth shows the various field of 'Literature', 'Music' and 'Art'. Through the development of cinematography, the still image in 'Film' and 'Animation' could be combined with time and the process of 'Metamorphosis' has been observed. Specially individual and fantastic forms in animation have created by many animators, because every factor of individual image in animation could be transformed and modified. And 'Metamorphosis' shows the sector of metaphor which is based on narration and the functional scene conversion in animation. 'Metamorphosis' which includes magical and fantastic character also provides the hilarious effect and the special film language to us.
Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.
Park, Ki-Soo;Lee, Sang-Hyo;Lee, Yoon-Sun;Kim, Jae-Jun
Proceedings of the Korean Institute Of Construction Engineering and Management
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2007.11a
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pp.1035-1038
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2007
Just as social welfare facilities and system are the barometers of a nation's quality & standard of living, the facilities of student's union building symbolizes level of welfare facilities and systems of a university. A university is a group of individuals searching for and studying the truth, so it is the highest of all education centers. At the same time, a university builds one's character. this infers that leisure activity in a university is a condition that facilitates the ability to create a healthy body and healthy soul. Additionally, active experiences for a human social life take people away from daily stresses and release the tensions of university studies. Therefore, a university campus should be built not only for students researching and studying, but also to aid in the growth of a students body, soul and mind. When creating a university master plan, increasing the number of students, promotion of a good educational environment and preparation of students for future development should be of primary consideration. There are several factors to aid this. The factors are; the academic plan, leisure activity, the belief system of university student and physical and environmental factors. The research presented here tells us the most important factor for developing the master plan of a student's union building
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