• Title/Summary/Keyword: Natural objects

Search Result 521, Processing Time 0.029 seconds

Analysis of the relationship between the end weight trait and the gene ADGRL2 in purebred landrace pigs using a Genome-wide association study

  • Kang, Ho-Chan;Kim, Hee-Sung;Lee, Jae-Bong;Yoo, Chae-Kung;Choi, Tae-Jeong;Lim, Hyun-Tae
    • Korean Journal of Agricultural Science
    • /
    • v.45 no.2
    • /
    • pp.238-247
    • /
    • 2018
  • The overall consumption of meat is increasing as the level of national income increases. The end weight is a trait closely associated with dressed meat. Genome-wide association study (GWAS) is an effective method of analyzing genetic variation and gene identification associated with a number of natural alternative traits because it can detect variations. So this paper did a GWAS analysis to identity the location on the genome related to the end weight in purebred landrace pigs and to explore the relevant candidate gene. This study identified a significant single nucleotide poly morphism (SNP) marker in chromosome 6 (ASGA0029422, $p=1.22{\times}10^{-6}$). Adhesion G protein-coupled receptor L2 (ADGRL2) was found to be the candidate gene at the identified SNP marker location. ADGRL2 genes have been found to be associated with cell development in relation to the external and internal environment of a cell. In addition, genotype and statistical analyses were done on nine variations on the exon of ADGRL2. The results show that the SNP marker (ASGA0029422, $p=1.32{\times}10^{-6}$) was significant, but the significance of the nine variations on the ADGRL2 exon was not verified. However, by performing further experiments and functional studies on other SNPs showing possible genetic ADGRL-Exon mutations, objects with high associations of high-end weights can be selected.

Knit Design Inspired by Yann Arthus-Bertrand's Works - Based on the Concept of Naturalism - (얀 아르튀스 베르트랑의 작품을 응용한 니트 디자인 - 자연주의 개념을 바탕으로 -)

  • Lee, Seung-A;Hong, Eun-Hee;Yoon, Ji-Won;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
    • /
    • v.18 no.2
    • /
    • pp.277-289
    • /
    • 2010
  • The objective of this study is to develop naturalistic knit designs inspired by Yann Arthus-Bertrand's works. For this purpose, we examined the present style of naturalism and history of naturalism though literature research, and then developed designs. The results are as follows: First, as scientific realism originated from a philosophical concept was adopted in literature and other genres, its meanings have been altered and comprehensively expanded according to the genres of which the term is being used. Naturalism of the modern times carries strong message of ecology and environmental protection. Second, the modern naturalism in fashion is manifested in expressing the image of nature and plasticity, instead of a mere use of the natural materials. As the aspects of ecology become more significant, elements of retro, recycle, or grunge are additionally integrated in fashion. Third, Naturalism expressed in knitwear is similar with that of other clothing in terms of color and textile, however, silhouette in knitwear is unique in its general naturalness and flowing effects. Embroidery, knitting of Jacquard and Intarsia, or crochet is used to express forms of objects from nature. Visual effects regardless of the contents of yarn, and pattern effects after knitting by using yarn, have influences on the material. Forth, the eight knit designs in expressing naturalism presented in this study took a motif from the works of Yann Arthus-Bertrand. They were created by rendering rhythm of the landscape with emphasis on brown color. Contour and surface touch were expressed through yarn and the structure of knit.

Type of Expression and Characteristics of Primitivism in $21^{st}$ Century Fashion (21세기 패션에 나타난 원시주의의 표현방법과 특성)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
    • /
    • v.18 no.2
    • /
    • pp.229-244
    • /
    • 2010
  • This study aims to discuss the type and characteristics of primitivism in the modern fashion of the $21^{st}$ century and, as a research method, the concept of primitivism as well as the transition of the patterns of primitivism expressed in modern art have been considered and reviewed through a variety of references. In particular, an empirical analysis of the works that have been created from 2000 to 2009 has been performed using domestic and overseas fashion and collection magazines. The characteristics of primitivism in modern fashion possess the following types of expression: First, Sensuality can be cited as one of the characteristics, either by using direct or indirect exposure of the human body, a silhouette which fits tightly to the body, or creating the effect of sensual beauty using animal fur or bird feathers. Second, Incantation: Masks symbolizing primitive incantation are used to cover the human face or primitive incantation is incorporated as a theme of hair accessories or fashion trinkets, etc. In addition, such decorations as tattoos and the body colorations of ancient tribes are reproduced in modern fashion by means of body painting, printing or other accessories, emphasizing the image of occult primitiveness. Third, Naturalness can be cited as one of the characteristics. Naturalness is emphasized in modern fashion not through artificial decorations and processing, but rather through different patterns of exposure by which natural purity can be felt or through the use of non-artificial materials which recalls primitive civilization. Forth, Playfulness is expressed in the form of graffiti or abstract letters and paintings, and the character of the play is often expressed by the use of grotesque images based on various distortions and exaggerations of the human body, the utilization of symbols of primitive incantation and body and/or facial painting. Fifth, Lastly 'folkishness is emphasized. Folk-like objects, facial decorations, exposure of the body and intense color contrasts typically represent the folkish characteristics.

A Study on the Effect of Image Resampling in Land Cover Classification (토지피복분류에 있어서 이미지재배열의 영향에 관한 연구)

  • Yang, In-Tae;Kim, Yeon-Jun
    • Journal of Korean Society for Geospatial Information Science
    • /
    • v.1 no.1 s.1
    • /
    • pp.181-192
    • /
    • 1993
  • Image is composed of the digital numbers including information on natural phenomena, their condition and the kind of objects. Digital numbers change in geometric correction(that is preprocessing). This change of digital numbers gave an effect on results of land-cover classification. We intend to know the influence of resampling as classifying land-cover using the image reconstructed by geometric correction in this paper. Chun-cheon basin was selected the study area having most variable land-cover pattern in North-Han river valley and made on use of RESTEC data resampled in preprocessing. Land-cover is classified as six classes of LEVEL I using maximum likelyhood classification method. We classified land-cover using the image resampled by two methods in this study. Bilinear interpolation method was most accurate in five classes except bear-land in the result of comparing each class with topographic map. We should choose the method of resampling according to the class in which we put the importance in the image resampling of geometric correction. And if we use four-season's image, we may classify more accurately in case of the confusion in case of the confusion in borders of rice field and farm.

  • PDF

Precise DGPS Positioning Using Two GPS Receivers (두대의 GPS 수신기를 이용한 DGPS 정밀측위)

  • Kang, Yong-Q.;Lee, Moon-Jin
    • Journal of Korean Society for Geospatial Information Science
    • /
    • v.3 no.2 s.6
    • /
    • pp.15-28
    • /
    • 1995
  • The GPS positioning involves not only 'natural' errors associated with the satellites position errors, refraction of EM wave in the ionosphere, etc., but also 'artificial' errors associated with the operation of S/A (Selective Availability). In this paper, we present the principles, accuracies and applicabilities of our personal DGPS method, which employs the position-correction method on the GPS positionings data collected at the reference and the remote sites. The essential requirement of our DGPS method is that two GPS receivers should utilize the identical Navstar satellites at the same time. The positioning error (1 drms) of the stand-alone GPS is of an order of a few tens meters, while that of horizontal position by our DGPS method is about 1m and that of vertical position is about 2m We applied out DGPS technique in positioning moving objects, and obtained satisfactory results in tracking the trajectories of a car on the road and the those of drifters in the sea.

  • PDF

A Study on the Roo-Jung Architecture from Dong-Mun-Seon in the middle and latter Era of Koryo Dynasty (동문선(東文選)의 루정기(樓亭記)에서 본 고려(高麗) 중(中).후기(後期)의 루정건축고(樓亭建築考))

  • Lee, Yong-Bum;Cheon, Deuk-Youm;Lim, Young-Bai
    • Journal of architectural history
    • /
    • v.2 no.2 s.4
    • /
    • pp.37-49
    • /
    • 1993
  • The Purpose of this study is to look for the total conspectus of Roo-Jong(RJ) Architecture in the middle and latter era of Koryo Dynasty. The method of this study is the review of old literature, the Roo-Jung description of Dong-Mun-Sun, which had compiled in the Ninth year of Seung-Jong (AD 1478) by confucian scholar. The conclusions of this study can be summarized as follows : 1) The main currents of thought having a great influence on the RJ are thought of Mountain God (or Sin Sun, which is dwelling in mountain) or Taoist, thought of Lao-tzu and Chuang-tzu. They had required the RJ Architecture to pursuit the life of God. In this existence value meaning, the RJ Architecturethe is the semi-sacred & profane space. In the being aspect, RJ is the transcendental architecture. 2) The way of life of in the RJ had strongly turned from the personal space, mainly mind control place, into the friendship-society space, pastime place. 3) The RJ had located after the images that is what should be. The images were formed on the ground of natural landscape elements, communication elements. And these elements were indicated on one's visual, auditorial sensation with oneself. 4) In planning aspect, the scope of visual, Pungsu and history were aided with the factors of climate, topography and geography. Specially in location and fabric planning, they had regarded more important the objects and scope of visual than the climate factor.

  • PDF

Non-rigid 3D Shape Recovery from Stereo 2D Video Sequence (스테레오 2D 비디오 영상을 이용한 비정형 3D 형상 복원)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.2
    • /
    • pp.281-288
    • /
    • 2016
  • The natural moving objects are the most non-rigid shapes with randomly time-varying deformation, and its types also very diverse. Methods of non-rigid shape reconstruction have widely applied in field of movie or game industry in recent years. However, a realistic approach requires moving object to stick many beacon sets. To resolve this drawback, non-rigid shape reconstruction researches from input video without beacon sets are investigated in multimedia application fields. In this regard, our paper propose novel CPSRF(Chained Partial Stereo Rigid Factorization) algorithm that can reconstruct a non-rigid 3D shape. Our method is focused on the real-time reconstruction of non-rigid 3D shape and motion from stereo 2D video sequences per frame. And we do not constrain that the deformation of the time-varying non-rigid shape is limited by a Gaussian distribution. The experimental results show that the 3D reconstruction performance of the proposed CPSRF method is superior to that of the previous method which does not consider the random deformation of shape.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.4
    • /
    • pp.125-130
    • /
    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

Comparison of Compression Schemes for Real-Time 3D Texture Mapping (실시간 3차원 텍스춰 매핑을 위한 압축기법의 성능 비교)

  • Park, Gi-Ju;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.6 no.4
    • /
    • pp.35-42
    • /
    • 2000
  • 3D texture mapping generates highly natural visual effects in which objects appear carved from lumps of materials rather than laminated with thin sheets as in 2D texture mapping. Storing 3D texture images in a table for fast mapping computations, instead of evaluating procedures on the fly, however, has been considered impractical due to the extremely high memory requirement. Recently, a practical real-time 3D texture mapping technique was proposed in [11], where they attempt to resolve the potential texture memory problem by compressing 3D textures using a wavelet-based encoding method. In this paper, we consider two other encoding schemes that could also be applied to the compression-based 3D texture mapping. In particular, we extend the vector quantization and FXT1 for 3D texture compression, and compare their performance with the wavelet-based encoding scheme.

  • PDF

Observable Behavior for Implicit User Modeling -A Framework and User Studies-

  • Kim, Jin-Mook;Oard, Douglas W.
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.35 no.3
    • /
    • pp.173-189
    • /
    • 2001
  • This paper presents a framework for observable behavior that can be used as a basis for user modeling, and it reports the results of a pair of user studies that examine the joint utility of two specific behaviors. User models can be constructed by hand, or they can be teamed automatically based on feedback provided by the user about the relevance of documents that they have examined. By observing user behavior, it is possible to obtain implicit feedback without requiring explicit relevance judgments. Four broad categories of potentially observable behavior are identified : examine, retain, reference, and annotate, and examples of specific behaviors within a category are further subdivided based on the natural scope of information objects being manipulated . segment object, or class. Previous studies using Internet discussion groups (USENET news) have shown reading time to be a useful source of implicit feedback for predicting a user's preferences. The experiments reported in this paper extend that work to academic and professional journal articles and abstracts, and explore the relationship between printing behavior and reading time. Two user studies were conducted in which undergraduate students examined articles or abstracts from the telecommunications or pharmaceutical literature. The results showed that reading time can be used to predict the user's assessment of relevance, that the mean reading time for journal articles and technical abstracts is longer than has been reported for USENET news documents, and that printing events provide additional useful evidence about relevance beyond that which can be inferred from reading time. The paper concludes with a brief discussion of the implications of the reported results.

  • PDF