• Title/Summary/Keyword: GoF

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Characterization of Graphene Oxide Suspension for Fluorescence Quenching in DNA-Diagnostics

  • Kapitonov, A.N.;Alexandrov, G.N.;Vasileva, F.D.;Smagulova, S.A.;Timofeev, V.B.;Maksimova, N.R.;Kuznetsov, A.A.
    • Korean Journal of Materials Research
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    • v.26 no.1
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    • pp.1-7
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    • 2016
  • The graphene oxides (GOs) were tested as a fluorescent quencher in the field of DNA-diagnostics. The various suspensions of GO nanoplates were prepared by changing the synthesis conditions. The suspensions were stable for at least 6 weeks by differing degrees of functionalization of various oxygen-containing groups of atoms. Depending on the properties of GO nanoplates, their fluorescent quenching abilities, which were determined by the amount of the tagged immobilized oligonucleotide, were also changed. GO suspension synthesized at $75^{\circ}C$ of reaction mixture showed the fluorescent quenching of 16.39 nmol/mg, which would be a potential substitution of molecular fluorescent quencher in test-systems for DNA-diagnostics.

An Exploratory Study on the fNIRS-based Analysis of Business Problem Solving Creativity (기능적 근적외 분광법(fNIRS) 기반의 비즈니스 문제해결 창의성에 관한 탐색연구)

  • Ryu, Jae Kwan;Lee, Kun Chang
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.167-168
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    • 2018
  • The importance of business problem-solving creativity (BPSC) becomes crucial much more as competitive situations go on in the market. However, how to assess the BPSC remains an unsolved research issue yet in the literature. In this sense, this study proposes an exploratory analysis of the BPSC from the view of neuro-science experiments called fNIRS. The fNIRS represents a functional near-infrared spectroscopy, a new type of neuro-science research paradigm. This study proposes an exploratory level of how to conduct the fNIRS-based experiments to analyze the BPSC.

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Acoustic Characteristics of Some Vowels Produced by the CI Children of Various Age Groups (인공와우 이식 시기에 따른 모음의 음향음성학적 특성)

  • Kim, Go-Eun;Ko, Do-Heung
    • Speech Sciences
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    • v.14 no.4
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    • pp.203-212
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    • 2007
  • This study was to compare some acoustic characteristics of vowels produced by children with cochlear implant (CI) and the children with normal hearing. 20 subjects under ten years old were further classified into two groups (one group of CI children under four years old and the other group of CI children over four years old). For the normal hearing group, 20 subjects are participated in the experiment. Some acoustic parameters including fundamental frequency (F0) and formant frequencies (F1, F2) were measured in the two groups according to the age of cochlear implant operation. For the CI group, three comer vowels (/a/, /i/, /u/) were recorded five times in isolation and analyzed with Multi-Speech (Kay Elemetrics, model 3700), and two independent t-tests on their formant data were conducted using SPSS 11.5. The result showed that the implanted group over four years had a significant difference in F0 and F1 comparing with the implanted group under four years of age as well as the normal hearing group. Those values of the children with the implanted group under four years old were closer to those of the children with the normal hearing. As to the F2, there was no significant difference among implanted groups. However, it was shown that the vowel space for the implanted groups regardless the operation age indicated much smaller than that for the normal hearing children. This acoustic results suggest that CI surgery would be much more effective if it is done under the age of four years old.

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Surface properties and interception behaviors of GO-TiO2 modified PVDF hollow fiber membrane

  • Li, Dongmei;Liang, Jinling;Huang, Mingzhu;Huang, Jun;Feng, Li;Li, Shaoxiu;Zhan, Yongshi
    • Membrane and Water Treatment
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    • v.10 no.2
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    • pp.113-120
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    • 2019
  • To investigate surface properties and interception performances of the new modified PVDF membrane coated with Graphene Oxide (GO) and nano-$TiO_2$ (for short the modified membrane) via the interface polymerization method combined with the pumping suction filtration way, filtration experiments of the modified membrane on Humic Acid (HA) were conducted. Results showed that the contact angle (characterizing the hydrophilicity) of the modified membrane decreased from $80.6{\pm}1.8^{\circ}$ to $38.6{\pm}1.2^{\circ}$. The F element of PVDF membrane surface decreased from 60.91% to 17.79% after covered with GO and $TiO_2$. O/C element mass ratio has a fivefold increase, the percentage of O element on the modified membrane surface increased from 3.83 wt% to 20.87%. The modified membrane surface was packed with hydrophilic polar groups (like -COOH, -OH, C-O, C=O, N-H) and a functional hydrophilic GO-polyamide-$TiO_2$ composite configuration. This configuration provided a rigid network structure for the firm attachment of GO and $TiO_2$ on the surface of the membrane and for a higher flux as well. The total flux attenuation rate of the modified membrane decreased to 35.6% while 51.2% for the original one. The irreversible attenuation rate has dropped 71%. The static interception amount of HA on the modified membrane was $158.6mg/m^2$, a half of that of the original one ($295.0mg/m^2$). The flux recovery rate was increased by 50%. The interception rate of the modified membrane on HA increased by 12% approximately and its filtration cycle was 2-3 times of that of the original membrane.

The Creational Patterns Application to the Game Design Using the DirectX (DirectX를 이용한 게임 설계에서의 생성 패턴 적용 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.536-543
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    • 2005
  • 3D online game, with its striking realistic value, is leading the entire Korean game market which has various game genres. Technology sharing is very hard within the Korean game industry. That is because 1)there are few professionals, 2)most of the companies are small-scaled, and 3)there are security reasons. Therefore, it should be significant if we have software design techniques which make it possible to reuse the existing code when developing a network game so that we could save a lot of efforts. In this paper, the author analyzes the demand through the case in the client's design of the network game based on DirectX and proposes the effective software design methods for reusable code based on the creative patterns application in the GoF in the class design.

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