Journal of the Korea Academia-Industrial cooperation Society
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v.13
no.11
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pp.5350-5355
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2012
Human tyrosinase (hTyr) catalyzes the first and rate limiting step in the biosynthesis of a skin color determinant, melanin. Although a number of cosmetic companies have tried to develop hTyr inhibitors for several decades, absence of 3D structure of hTyr make it impossible to design or screen inhibitors by structure-based approach. Therefore, we built a 3D structure by comparative modeling technique based on the crystal structure of tyrosinase from Bacillus megaterium to provide structural information and to search new hit compounds from database. Our model revealed that two copper atoms of active site located deep inside and were coordinated with six strictly conserved histidine residues coming from four-helix-bundle. Substrate binding site had narrow funnel like shape and its entrance was wide and exposed to solvent. In addition, hTyr-tyrosine and hTyr-kojic acid, a well-known inhibitor, complexes were modeled with the guide of solvent accessible surface generated by in-house software. Our model demonstrated that only phenol group or its analogs could fill the binding site near the nuclear copper center, because inside of binding site had narrow shape relatively. In conclusion, the results of this study may provide helpful information for designing and screening new anti-melanogenic agents.
In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.
The main purpose of the study is to identify critical risk factors for development of a family assessment tool to screen high risk family. This study used a conceptual framework of family diagnosis developed by Eui-sook Kim's (1993) and analyzed risk factors to identify the high risk family. As employing a explorative and methodological study design, this study has four stages. 1. In the first stage, 34 family risk factors were identified by doing intensive literature review on conceptual framework of family diagnoses. 2. In the second stage, above risk factors were tested for content validity by consultation with 29 persons in community health nursing, nursing education, family theory, and social work. 3. In the third stage, existing survey data was used for actual application of the identified risk factors. The survey data used for this purpose was previously collected for the community diagnosis in a region of Seoul. At the final stage, through the comparison between high risk and low risk families, initially identified 34 risk factors decreased to 25 risk factors. Among 34 risk factors, six factors did not agree with content of questionnaries sand two factors were not significant in differentiating the high risk family Also, two risk factors showed high correlation between themselves, so only one of those two factors was chosen. As a result, twenty-five risk factors chosen to identify the high risk family are following ; 1. A single parent family due to divorce or death of a partner, or unweded single mother 2. A family with an unrelated household members 3. A family with a working mother with a young child 4. A family with no regular income 5. A family with no rule in family or too strict rules 6. A family with little or no support from other lam-ily members 7. A family with little or no support from friends or relatives 8. A family with little or no time to share with each other 9. A family with family history of hypertension, diabetus, cancer 10. A family with a sick person 11. A family with a mentally ill person 12. A family with a disabled person 13. A family with an alcoholic person 14. A family with a excessive smoker who smokes more than 1 pack / day 15. A family with too much salt intake in their diet. 16. A family with inappropriate management skills for family health 17. A family with high utilization of drug store than hospital to solve the health problems of the family 18. A family with disharmony between husband and wife 19. A family with conflicts among the family members 20. A family with unequal division of labor among family members 21. An authoritative family structure 22. A socially isolated family 23. The location of house is not residential area 24. A family with high risk of accidents 25. The drinking water and sewage systems are not hygienic. The main implication of the results of this study is clinical use. The high risk factors can be used to identify the high risk family effectively and efficiently. The use of high risk factors woule contribute to develop a conceptual framework of family diagnosis in Korea and the list of risk factors need to be revised continuously. Further researches are needed to develop an index of weight of each risk factor and to validate the risk factors.
The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.
Journal of The Korean Association For Science Education
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v.37
no.1
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pp.181-192
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2017
This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.
The Journal of the Convergence on Culture Technology
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v.4
no.3
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pp.113-125
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2018
In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.
TV news anchor woman's appearance, voice, expression, and clothing, etc., have an influence on the reliability of the article to be reported. Among these, clothing is the most crucial factor in forming an anchor woman's image, especially the clothing color factor. This study is aimed at providing the basic foundation for anchor woman when they select the clothing color by analyzing the clothing color image on the screen. For this purpose, the KBS and MBC 9 o'clock news desk and SBS 8 o'clock news of the local major news programs were selected. With the collection of 300 pieces of news clips related to anchor woman's clothing from January to December 2008, they were classified into F/W seasons and analyzed by the clothing color. The surveying method of clothing color was to capture the anchor woman's clothing among the news clips, then pick the representing color by applying Adobe Photoshop, and researching the formed $L^*a^*b^*$ value of color chips. The surveyed color was transformed into value of distant cell, H V/C, and the results were analyzed. As a result, it showed that the White system for anchor woman's clothing during the S/S seasons is most frequently picked, followed by the Red system. In F/W seasons, Gray system is the most favored, then White and Red, respectively. It was revealed that the most frequently selected colors for upper-wear by anchor women in the three broadcasting stations was an achromatic color, such as White or Gray, and then the chromatic color, Red. It shows that there is no big difference in season. The Inner-wear color matched the jackets which were also achromatic in color, white and black being the most favored in the S/S seasons, and in the case of chromatic colors, Red was the most favored. In addition to this, identical coloration with jacket, coloration with similar color, or single color as clothing color were no less frequently adopted. During the F/W seasons, identical coloration accounts for 26%, the most popular colored being White and Red. It was found that the coloration with achromatic colors are highly favored in the three major broadcasting stations alike.
Journal of Korea Spatial Information System Society
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v.1
no.2
s.2
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pp.137-149
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1999
Spatial database systems in client-server environment have network overload due to the large amount of spatial data transmission. Users use the window query that loads partial region of a whole map for quick response time in the environment. A series of window query such as screen movement, enlargement or shrinkage requires data in similar region and this increases network overload by re-transmitting the same data in intersected region with the earlier transmitted region. Removing the transmitted data from query results can solve this problem. In this paper, we design and implement a spatial object manager in order to remove the intersected region occurred by a series of window query. The spatial object manager manages the object identifiers of transmitted objects and removes transmitted objects from spatial objects of the query result by using the removal technique of the intersected region for the transmission and comparison. We utilize GEOMania Millennium server, an open client-server spatial database system, as spatial object manager in this paper. The result of the performance evaluation shows that the spatial object manager removes the transmission of the data redundancy, reduces network overload and improves the overall system performance.
Climatological informations have not been fully utilized by agricultural research and extension workers in Korea due mainly to inaccessbilty to the archived climate data. This study was initiated to improve access to historical climate data gathered from 72 weather stations of Korea Meteorological Administration for agricultural applications by using a microcomputer-based methodology. The climatological elements include daily values of average, maximum and minimum temperature, relative humidity, average and maximum wind speed, wind direction, evaporation, precipitation, sunshine duration and cloud amount. The menu-driven, user-friendly data retrieval system(CLIDAS) provides quick summaries of the data values on a daily, weekly and monthly basis and selective retrieval of weather records meeting certain user specified critical conditions. Growing degree days and potential evapotranspiration data are derived from the daily climatic data, too. Data reports can be output to the computer screen, a printer or ASCII data files. CLIDAS can be run on any IBM compatible machines with Video Graphics Array card. To run the system with the whole database, more than 50 Mb hard disk space should be available. The system can be easily upgraded for further expansion of functions due to the module-structured design.
Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.
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