Choanal atresia may be membrane or bony, unilateral or bilateral. Approximately 90% of the choanal atresia are bony type. Unilateral choanal atresia often eludes the diagnosis because of the absence of subjective symptoms in the neonatal period. However, bilateral choanal atresia presents at birth with cyclic respiratory distress aggravated by feedings. So complete bilateral choanal atresia is considered as a neonatal emergency. Examinations for the diagnosis of chonal atresia include 1) attempt at passing a rubber catheter or probe through the patient s nose, 2) mirror examination of the nasopharynx, 3) digital examination of the nasopharynx, 4) X-ray examination after installation of radiopaque materal into the nasal cavity. But, computed tomography has become accepted method for evaluation of choanal atresia. Surgical repair of choanal atresia is accomplished via transnasal or transpalatal approach. Advantages of the transpalatal approach are improved exposure and the preservation of mucosal flap along the newly formed apertures. On the other hand, the transpalatal approach carries the risk of injury to the greater palatine neurovascular complex, and requires longer operative time. After careful physical and radiographic examinations, we accomplished the surgical repair of the complete bony bilateral choanal atresia via transpalatal approach without complications.
Because of the cognitive overload which is caused by the complicated information structure, Digital Convergence product interferes with the effective retrieval of the information from the menu. Two methods have been used to alleviate that cognitive overload by making an effective menu structure; physical menu structure method which is related with the width and depth of the menu, semantic menu structure method which is related with the menu title. In this research, we tried to demonstrate the effectiveness of the menu structure designing method by suggesting a new semantic methodology which uses the Fixation and Fixation duration which are accompanied by the visual search. Because the Fixation is automatically processed by the human cognitive model, we could easily recognize whether the information structure is correspond to the cognitive model or not. From this fact we established the hypothesis that the number of cognitively well established menu structures are fewer than that of the wrongly designed menu structures in terms of the Fixation number and Duration. To verify this hypothesis, we compared the Fixation number and Duration of the modified menu structures with those of the original menu structures by using the Eye-Tracking experiment. As a result, we could find the significant decrease of the Fixation number and Duration after modification. Therefore we could recognize that the modified menu structure was more effective than the original menu structure. In sum, the newly suggested menu structure designing methodology which uses the Fixation and Fixation Duration accompanied by the visual search was proved to be a very effective method.
This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.
Journal of the Korean Society for Library and Information Science
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제40권3호
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pp.99-120
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2006
This study is conformed to having library anxiety of our domestic university library users. and. to developing the Korean Library Anxiety Scales(K-LAS). The research methods is literature research. library use Postscript report analysis. and questionnaire survey. The research subjects were selected to be 4 universities in consideration of their student number and library scale. The research period was from September 3, 2005 to March 23. 2006. The questionnaire survey was administered in the liberal arts courses which all the students could take. The development method of the Library Anxiety Scale are the content validity test by expert group. reliability test and validity test of SPSS Program. Also. the correlation between library variables and library anxiety was tested by using K-LAS. The results of this study developed the K-LAS. which was composed of 6 factors and 40 items. 6 factors were set up as physical environmental factor, library use and knowledge factor, task and research factor. digital information factor, and the factor on library staff. and Psychological ? emotional factor. According to the Post-test results of the correlation between library anxiety and variables. 5 factors except the factor on library staff were correlated with more than 2 variables respectively.
Journal of the Korea Institute of Information Security & Cryptology
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제30권4호
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pp.745-756
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2020
An ICS(industrial control system) is a complex system that safely and efficiently monitors and controls industrial processes such as electric power, water treatment, transportation, automation plants and chemical plants. Because successful cyber attacks targeting ICS can lead to casualties or serious economic losses, it becomes a prime target of hacker groups sponsored by national state. Cyber campaigns such as Stuxnet, Industroyer and TRITON are real examples of successful ICS attacks, and were developed based on the deep knowledge of the target ICS. Therefore, for incident investigation of ICSs, inspectors also need knowledge of control processes and accident investigation techniques specialized for ICSs. Because there is no applicable technology, it is especially necessary to develop techniques and tools for embedded controllers located at cyber and physical boundaries. As the first step in this research, we reviewed logging capability of 4 PLC(Programmable Logic Controller)s widely used in an ICS area, and checked whether selected PLCs generate logs that can be used for digital investigation in the proposed cyber attack scenario.
Human beings experience the outside world through senses and have developed various ways of representation to preserve what they've experienced. The rapid progress of digital technology has opened a new era of representation technology, and furthermore, is functioning as a technology which offers new experiences. The sensory experiences through the sense of sight, which humans depend on more than 70% to perceive the outside world, have been becoming the center of representing the reality as the 3-D graphics technology has been growing, and developing by being grafted onto different areas of study. Various technologies to express the sense of reality, such as the technology to reinforce the virtual reality and to represent it in the reality, computer graphic, TUI technology, and five sensory technologies which apply humans' senses, are making advancement based on humans' visual features and sensory elements. In particular, the 3-D technology to display solidness provides not only representation but also new sensory experiences, and is emerging as the key technology to image contents. However, compared to the development of technology of 3-D graphics, there have been few basic studies on the principles of the sense of vision. Therefore, in this study, the principles and elements to sense videos will be examined. The sensory features of 3-D images to represent the sense of reality will be researched into, especially focusing on the experiential and physiological elements to sense 3-D structures, and the physical and psychological elements to sense shapes, which might be hopefully the basic study for producing 3-D contents.
This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.
Journal of the Korean Society of Marine Environment & Safety
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제24권1호
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pp.119-125
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2018
The particle based computational fluid dynamics (CFD) method, which follow Lagrangian approach for fluid dynamics, fluid particle behavior by tracking all particle calculation physical quantities of each particle. According to basic concept of particle based CFD method, it is difficult to satisfy continuum theory and measure influences from neighboring particle. Article number density and weight function were used to solve aforementioned issue. Difficulties continuum mean simulate non-continuum particles such as solid including granular and sand. In this regard, the particle based CFD method modified solid particle problems by replacing viscous and surface tension forces friction and drag forces. In this paper, particle interaction model for solid particle friction model implemented to simulate solid particle problems. The broken dam problem, which is common to verify particle based CFD method, used fluid or solid particles. The angle of repose was observed in the simulation results the solid particle not fluid particle.
Since the 20th century, it was often announced that a painting was dead, but it is still alive. Even in the epoch of recently increasing virtuality, painting is still appealing, consistently pursed by many with a thirst. Thus, it is said that the mission of a picture is to maintain its reality without being trapped in virtuality. In the history of Western painting spanning over several hundreds of years the myriad of techniques and styles have emerged, going though a huge variety of changes: namely, its not possible any longer to find the new ways of expression in painting. Hence, painters today feel that it becomes more gradually difficult for them to execute something. In the midst of swiftly changing, diversely evolving trends of contemporary art, the painters incessantly pose a question why they go on working on painting, and seek to find its answer. Why the painters still try to say something about painting? Is that because they consider it the quintessence of fine arts or think that it is in no way possible or meaningful to comment on fine arts without relying on painting? If then, is there any avenue of escape for the painting? The question of the 'crisis of painting' is still raised, when reviewing the rapidly changing conditions of inventing artworks. That is also why the recent works failed to offer a conceptually unified, universally shared perspective of painting. Moreover, painting is left to shrink comparatively with the pervasive existence of videos and installations briskly employing digital images and technologies in their creations. Whats more problematic is the fact that there is a growing sense of crisis not only in the sphere of painting hut also in the entire realm of art. As the organizers and curators of big-scale exhibitions and art projects tend to exploit their space spectacularly, focusing primarily on their abilities to control the space, there is a pervasive notion amongst them that painting is a medium that is not properly to suit such purposes and requests. Today, the death of painting is, in fact, the death of modernist painting, which assumed a central role in the history of art for a considerable amount of time, rather than the death of painting itself. Employing a new paradigm of invention, a picture is now entering a new domain which is perhaps unknown to us. Moving beyond the stereotypical concepts of painting, physical property and flatness, pictures today reveal the introduction of time and space and the penetration of new media such as installation, photography, video and the Internet. Despite such trends, the dexterity and tactile capability of painters is still to be considered significant in the future. The renewal of painting is made in an entirely unexpected manner and place.
The present study explores the problem of the placelessness and alienation through spaces of redevelopment in South Korean animation film since the 2000's. Actual space in South Korean society has been destroyed and changed unceasingly, and, in that space, humans have experienced existential conflict. While the swift development of digital technology has transcended physical restrictions to form one great network, humans are still limited as materially based beings. The recent steps in South Korean animation film are noteworthy because sociocultural changes since the 1990's and the relationship between the individual and the system are perceived in ways different from those of the past. and , the works analyzed in the present study, reveal the special sense of place in South Korean society, where the destructive reorganization of space leads to the instability of life. By intentionally bypassing a sense of place and the authority automatically bestowed on representational images, these works prompt the viewer to reexamine the relationship between reality and images. Space in these two works are presented representationally but immediately destroyed, and humans or the characters in the works accept this unfeelingly. The loss of place, which is committed by the massive system, and listless humans' weakness and alienation in response are depicted as signs of sociocultural abnormality. By showing the destructive loss of place and individuals who respond with self-anesthesia and self-estrangement, these works open viewers' eyes to South Korean society, where not only social alienation but also self-alienation is occurring. By perceiving South Korean animation film as a sociocultural phenomenon and analyzing it through the concepts of the placelessness and alienation, the present study seeks to expand further discussions on animation film.
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