The tongue diagnosis is a diagnostic method in the oriental medicine that uses shape, substance, coating, and movement of the tongue to determine the condition of health and disease characteristics in human. Since this information, however, could be affected by subjective sense and visual information, it is difficult to obtain the objective and reproducible results. This research aims at building a reproducible tongue diagnosis system using color chart that is attached close to the face contact region. The picture of color chart is taken simultaneously with a tongue and applied to color revision. The system, in addition, is focused on providing a clear tongue image through securing a sufficient photographing distance with a surface coating mirror. The lightning part which can suppress the reflection by sputum in maximum is implemented for the objectification and quantification of the tongue diagnosis system. The face contact region is designed for consideration of a testee's convenience. To evaluate the reproducibility of the system, the CVs (coefficient of variance, %) of $L{\ast}$, $a{\ast}$ and $b{\ast}$ of red, green and blue regions in color chart are calculated, respectively. The results of all CVs shows that the tongue diagnosis system is re liable and those consequences contribute to the objectification and quantification of the tongue diagnosis system.
Proceeding of Spring/Autumn Annual Conference of KHA
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2009.11a
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pp.17-22
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2009
This research was conducted to investigate methods to strengthen the apartment community from the territoriality point of view. In order to achieve this goal, first of all the concept and the structure of territoriality are studied through articles and literature reviews to ensure a full understanding of the community strengthening-related plan elements suggested in the previous research. The study is then divided into the categories of semi-private territory and semi-public territory to pursue analysis based on the issues related to strengthening community such as possession, proximity, defense, boundary-regulation, and personalization in case by case studies. The results of case studies are as follows: in the case of possession with psychological concept of possession, the extension of private space and exclusive space are suggested. And for the concept of proximity, that is, the physical and psychological distance for sense of the same nature, increased opportunity of meeting the residents in the same building or same area are suggested And for the psychological proximity, familiar design and facilities for meeting and exchange-related methods are shown. For the case of indirect defense in defense concept, the methods related to monitoring and supervising facilities for protection are found. For the boundary-regulations, it is based on the concepts of physical and psychological borderlines; walls either vertical or horizontal, or such obstacle-related methods are suggested for the physical borderline, and space structure and symbols-related methods are found for psychological borderline. Finally, for the case of personalization which is related to the expression of identity, design-related methods are suggested.
The Journal of Korea Assosiation for Disability and Oral Health
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v.7
no.1
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pp.1-10
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2011
The purpose of this study was to examine the general attitude of dental hygiene students toward the disabled and their oral care in an effort to improve their awareness of the disabled and their accessibility to them and suggest some of the right directions for dental hygiene education related to dental treatment for the disabled. The subjects in this study were dental hygiene students at three different colleges located in South Jeolla Province. The general attitude of the selected students toward the disabled and their oral care were investigated from November 1 to December 20, 2007. The findings of the study were as follows: When their general attitude toward disabled people was checked, they agreed the most that there was nothing that the disabled lagged behind nondisabled people. Those who felt the need for that took a more positive attitude in eight items, and the differences between them and the others were significant. Whether they were cognizant of the necessity of dental treatment education for the disabled made the most significant differences to each variable of their attitude toward the oral care of disabled people, and those who were aware of the necessity showed a more positive attitude in five items. The differences between them and the others were significant. The findings of the study illustrated that the dental hygiene students took a relatively favorable attitude toward disabled people's oral health care, and that they hardly felt a sense of distance to them. So it can be predicted that they will get to take the right attitude to them in the future. Yet the dental hygiene curriculum should give more weight to dental treatment education for the disabled and offer more relevant information, since they didn't get high scores on positive attitude.
The design disaster prevention of first consideration is security for the people in the buildings. However, it is difficult to make a project for considering variable cases, declined visibility of smoke, distance from another person, mentality, knowledge of clearway etc. This study purpose is, analysis variable cases and modularization of pattern movement to practice basic information for evacuation of simulation which is used RTLS (Real Time Location System) system. It is useful to sense the electric waves from the Tag and grasp the real-time position. The pattern movement of evacuation were analyzed prescription eyeglasses which is used RTLS system to consider following 3 actions; analysis of relations that declined visibility effect the decline of movement velocity, analysis rate of flow with the size of door to estimate the optimum size of door in building and analysis the pattern movement that a bottleneck situation with abundant of people passed together to these exit. The confirmed of propriety of the interpretation about the actual people to evacuate is expected applying the numerical formula in various situation.
Journal of The Korean Association of Information Education
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v.24
no.6
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pp.519-528
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2020
Due to COVID-19, most schools are conducting online learning. In this study, a total of 12 block-type educational programming tool classes were conducted in the form of online learning for 6th grade elementary school students, and then quantitatively and qualitatively analyzed students' perceptions of their learning experience on entry learning. As a result of the analysis, it was found that the learner easily recognized the use of the entry program and the difficulty of learning contents, and the learning satisfaction was high. When students face difficulties, it was found that they received the most help from the hint function provided by the site itself, and they were found to be less aware of the necessity of teachers when learning entry. As a result of the qualitative analysis, it was found that the learner felt a lot of novelty and fun through easy and simple operation. On the other hand, it was found that the learning contents and hints were not understood, which made them difficult and felt that the hint contents were insufficient. It was found that students felt a sense of accomplishment by creating and manipulating programs as they wish.
Film is a visual art. A process of film totally depends on our sense of sight. It indicates that a way of delivering narrative in the film is "showing", not "telling". There has already been established theories about "who sees" and "who tells" in narratology. It explains who the narrator is and how the narrator delivers in literary works which is represented in terms of "Point-of View". Therefore the study contents construct internal formal elements of the narrator and point of view into 2 individual researches, and the result can be summed up as below. From a narratological perspective, the narrator has roles and deeds as a narrative mediator who mediates the story and leads the story as presenting the origin with images and voices in the text extra and intra world through the process of producing the narrative inferred. To eliminate ambiguousness the term 'point-of view', this article applies 'focalization' theory to analyze narrative structure of film. The result of analysis shows that there are three focalizers in film; director, protagonist-character and camera. And aspects of film can be varied by distance of each focalizer. These distances between focalizers limit amount of visual information.
Journal of the Korean Institute of Telematics and Electronics
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v.26
no.7
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pp.166-175
/
1989
In this paper, we present a method which is based on the concept of the rotation of subspaces. This method is highly related to the angle (or distance) between subspaces arising in many applications. An effective procedures is first derived for finding the optimal transformation matrix which rotates one subspace into another as closely as possible in the least squares sense , and then this algorithm is applied to the solution to general direction-of-arrival estimation problem of multiple broadband plane waves which may be a mixture of incoherent, partially coherent or coherent. In this typical application, the rotation of signal subspaces (ROSS) algorithm is effectively developed to achieve the high performance in the active systems for the case in which the noise field remains invariant with the measurement of the array spectral density matrix (or data matrix). It is not uncommon to observe this situation in sonar systems. The advantage of this techniques is not to require the preliminary processing and spatial prefiltering which is used in Wang-Kaveh's CSS focusing method. Furthermore, the array's geometry is not restricted. Simulation results are presented to illustrate the high performance achieved with this new approach relative to that obtained with Wang-Kaveh's CSS focusing method for incoherent sources and forward-backward spatial smoothed MUSIC for coherent sources including the signal eigenvector method (SEM).
The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.
This paper is a study on context-sensitive spelling error correction and uses the Korean WordNet (KorLex)[1] that defines the relationship between words as a graph to improve the performance of the correction[2] based on the vector information of the word embedded in the correction technique. The Korean WordNet replaced WordNet[3] developed at Princeton University in the United States and was additionally constructed for Korean. In order to learn a semantic network in graph form or to use it for learned vector information, it is necessary to transform it into a vector form by embedding learning. For transformation, we list the nodes (limited number) in a line format like a sentence in a graph in the form of a network before the training input. One of the learning techniques that use this strategy is Deepwalk[4]. DeepWalk is used to learn graphs between words in the Korean WordNet. The graph embedding information is used in concatenation with the word vector information of the learned language model for correction, and the final correction word is determined by the cosine distance value between the vectors. In this paper, In order to test whether the information of graph embedding affects the improvement of the performance of context- sensitive spelling error correction, a confused word pair was constructed and tested from the perspective of Word Sense Disambiguation(WSD). In the experimental results, the average correction performance of all confused word pairs was improved by 2.24% compared to the baseline correction performance.
Journal of the Korea Fashion and Costume Design Association
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v.22
no.2
/
pp.117-136
/
2020
The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.
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