• Title/Summary/Keyword: Visual analysis

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A Study on the Facilities Layout of Lower Floor and Space Characteristics Through Analysis of Newly Established Schools in Chungbuk since 2010 (충북의 2010년 이후 신설된 학교 분석을 통한 저층부 배치 시설 및 공간 특성 연구)

  • Kang, Hye-Jin;Jung, Jin-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.22 no.2
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    • pp.3-13
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    • 2015
  • The policy of the Ministry of education through the social awareness and issues are being changed. Accordingly, in response to the school building which also has to be changed. This study is Low-floor(1~2 floor) for high accessibility, important management and a lot of locomotion. This study is analysis by floor of newly established schools in Chungbuk. Facility and space on the possible low-floor situated are classified administrative zone, health zone, student support + local exchange zone, STEAM(creativity, personality) supporting zone. The administrative area includes administration office, principal's office and board rooms. The administrative zone is located against schoolyard. Because it is possible visual control of schoolyard. also it controls visitor access so it is placed near main entrance. Health zone is located near a special class, counseling center and wee class for emergency situation. and is located near schoolyard for visual control. Student support + local exchange area includes library and computer lab, audio-visual room, auditorium or gymnasium. It put more emphasis resident welfare, culture and education. So it opens for local residents. It is located center of few stories or near entrance. STEAM(creativity, personality) supports science lab, art room, family room. It is possible such a theory class, experience class and indoor and outdoor class. It is located few floors. This study is used as a reference for school building projects planing.

The Clinical Effects of Sciatica with Cox flexion distraction (굴곡신연법(屈曲伸延法)으로 시술한 요각통 환자 60례에 대한 임상적 고찰)

  • Kim, Eun-Geol;Lee, Dong-Gun;Yoon, Eun-Hye;Jeong, Won-Je;Kim, Kyung-Ho;Cho, Hyun-Seok;Hwang, Min-Seop
    • The Journal of Churna Manual Medicine for Spine and Nerves
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    • v.4 no.1
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    • pp.43-52
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    • 2009
  • Objectives : The purpose of this report is to estimate Cox flexion distraction treatment by comparing the Improvement of Sciatica treated by Cox flexion distraction treatment with Common treatment. Methods : This study was carried out on 60 patients with Sciatica who were hospitalized in Dongguk University Gyeongju Oriental Hospital from February, 2008 to December, 2008. Group A of 30 patients were taken both common treatment and Cox flexion distraction treatment. And Group B of 30 patients were only taken common treatment. And at treatment conclusion day, we checked and compared VAS(Visual Analogue Scale)and ODI(Oswestry disability index) out of these two group. SPSS(Statistical Program for Social Science) for Windows was used for a statistical analysis and the independent T-test was performed to gauge the improvement of VAS(Visual Analogue Scale)and ODI(Oswestry disability index) out of these two group, in which case, value of P below 0.05 is considered as useful. Results and Conclusions : The results of the VAS(Visual Analogue Scale)and ODI(Oswestry disability index) of comparison analysis between two group at treatment conclusion day, show that the improvement of Sciatica in common treatment with Cox flexion distraction treatment Group is more effective than that in common treatment.

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A Case Study on the Application of Visual merchandising (PBL) for Shop Manager (샵매니저를 위한 비주얼 머천다이징 수업에의 문제중심학습 (PBL) 적용 사례 연구)

  • Lee, Jisoo;Lee, Yoonjung;Noh, Hyekyun
    • Human Ecology Research
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    • v.56 no.1
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    • pp.71-84
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    • 2018
  • This study presents a case of a visual merchandising course adopting a problem-based learning (PBL) model, as a part of shop manager training program for high school students. Various vocational training classes are actively developed for vocational high schools, yet programs in the home economics area are relatively lacking. In particular, education programs for shop manager training are urgently required due to the high demand of this job in the fashion industry. The PBL model, which reflects constructionist learning theory, is considered for this visual merchandising course in order to help develop the ability of students to creatively apply their knowledge on real-world problems through self-driven learning. For the purpose of job analysis, two problem areas were identified through interviews conducted with shop managers who work for apparel shops in department stores. Based on the results of the interviews, professors and high school teachers developed two PBL instructional modules. The developed module courses were implemented with 2 classes of vocational high school students. The learning outcome was examined through the analysis of a student survey and reflection journals. It was apparent that the PBL courses effectively attracted the interests of learners in vocational training and improved their understanding of the contents as well as cooperation skills. The results of this study indicate that implementing the PBL model for the training of store managers can contribute to the vocational training programs for high school students.

Analysis of Intertextuality Cases in Games and Animations through "Pix" (를 통한 게임과 애니메이션의 상호텍스트 사례분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

The Study of Differences between Traffic Accident and Non-traffic Accident Patients in the Early Stage - by Analysis of Heart Rate Variability(HRV) and Visual Analogue Scale(VAS) - (교통사고 환자와 비교통사고 환자의 심박수 변이도와 통증 지수 차이 연구)

  • Lee, Jung-Min;Hong, Seo-Young
    • Journal of Korean Medicine Rehabilitation
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    • v.20 no.2
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    • pp.101-111
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    • 2010
  • Objectives : The purpose of this study was to investigate differences between traffic accident and non-traffic accident patients in the early stage, by analysis of the heart rate variability(HRV) and visual analogue scale(VAS). Methods : This study carried out on 38 patients who complained of nuchal or lower back pain. They have received hospital treatment in Dae-Jeon Univ. Cheonan Oriental Hospital. In the TA(Traffic accident) group, the pain caused by TA and in non-TA group, the pain caused by other reasons. We measured HRV and VAS twice(pre-treatment(Tx.) and post-Tx.). Then we analyzed the data. Results : As time goes by, patients who complained of pain showed the inclination to improve ability to balance autonomic nerve system. And fatigue and pain were improved. But they showed the inclination to increase stress index. At pre-Tx., TA group had more stress and worse ability to balance autonomic nerve system, but showed lower fatigue index than non-TA group. But, as time goes by, in TA group the fatigue and autonomic balance got worse. At pre-Tx., non-TA group complained of more severe pain than TA group, but at post-Tx., TA group complained of more severe pain than non-TA group. In other words, in TA group, the decreasing rate of pain was lower than non-TA group. Conclusions : Results from this investigation showed that TA have a negative effect on stress index, ability to balance autonomic nerve system, fatigue index and decreasing rate of pain. These results are expected to consider characteristics of patients who complained of pain caused by TA.

Effects of Tomato Extracts on Detergent-Induced Dry Skin in Rats (토마토추출물의 흰쥐 건성피부에 미치는 효과)

  • Na, Hyun-Sook;Kim, Jong-Bong
    • Journal of Life Science
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    • v.18 no.4
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    • pp.441-446
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    • 2008
  • Dry skin, called xerosis as medical term, is one of the most common skin problems. Many epidemiological studies show that the consumption of foods containing lycopene plays an important role in protecting the epithelial tissue. In this study, water extracts of tomato (WET) containing lycopene were fed and applied to evaluate the effects on dry skin induced by kitchen detergent in rats. These effects were identified by protein analysis and histological changes such as inflammatory erythematic skin as well as acanthosis. The visual scoring for skin observation showed the value such as 4 indicating fiery red with edema after detergent application to skin for 3 wk. However, WET feeding and application to skin showed the decreased values, from 0.7 to 1.0. In addition, it was noteworthy that the epidermis of dry skin show apparent acanthosis with abnormally accentuated keratinization and parakeratosis. However, acanthosis was reversed by feeding and application of WET to dry skin. In order to analyze the effects of WET on dry skin induced by detergent, protein analysis was carried out. The increased amount of protein in dry skin after WET feeding and application would be suggested as one of biochemical mechanisms for recovering the damaged skin. Thus, it would be recommended that water-extracted tomato is a new ingredient in skin regeneration from dry skin induced by detergent.

Relationship between Progressive Changes in Lamina Cribrosa Depth and Deterioration of Visual Field Loss in Glaucomatous Eyes

  • Kim, You Na;Shin, Joong Won;Sung, Kyung Rim
    • Korean Journal of Ophthalmology
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    • v.32 no.6
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    • pp.470-477
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    • 2018
  • Purpose: To investigate the relationship between the progression of visual field (VF) loss and changes in lamina cribrosa depth (LCD) as determined by spectral-domain optical coherence tomography (SD-OCT) enhanced depth imaging in patients with primary open angle glaucoma (POAG). Methods: Data from 60 POAG patients (mean follow-up, $3.5{\pm}0.7$ years) were included in this retrospective study. The LCD was measured in the optic disc image using SD-OCT enhanced depth imaging scanning at each visit. Change in the LCD was considered to either 'increase' or 'decrease' when the differences between baseline and the latest two consecutive follow-up visits were greater than the corresponding reproducibility coefficient value ($23.08{\mu}m$, as determined in a preliminary reproducibility study). All participants were divided into three groups: increased LCD (ILCD), decreased LCD (DLCD), and no LCD change (NLCD). The Early Manifest Glaucoma Trial criteria were used to define VF deterioration. Kaplan-Meier survival analysis and Cox's proportional hazard models were performed to explore the relationship between VF progression and LCD change. Results: Of the 60 eyes examined, 35.0% (21 eyes), 28.3% (17 eyes), and 36.7% (22 eyes) were classified as the ILCD, DLCD, and NLCD groups, respectively. Kaplan-Meier survival analysis showed a greater cumulative probability of VF progression in the ILCD group than in the NLCD (p < 0.001) or DLCD groups (p = 0.018). Increased LCD was identified as the only risk factor for VF progression in the Cox proportional hazard models (hazard ratio, 1.008; 95% confidence interval, 1.000 to 1.015; p = 0.047). Conclusions: Increased LCD was associated with a greater possibility of VF progression. The quantitative measurement of LCD changes, determined by SD-OCT, is a potential biomarker for the prediction of VF deterioration in patients with POAG.

Effects of Smartphone Usage on Walking Speed using Machine Learning Method (기계학습을 이용한 스마트폰 이용이 보행속도에 미치는 영향 분석)

  • Jin, Hye ryun;Do, Myung sik
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.2
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    • pp.93-103
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    • 2019
  • This study analyzed the impact of smartphone usage on walking speed during walking on two pedestrian walkways in Daejeon Metropolitan City. For the analysis, the video data about the actual use of smartphone was acquired and the walking speed was calculated based on the walking density of the pedestrian Level Of Service(LOS) presented in the Road Capacity Manual. Multiple regression analysis and decision tree using machine learning were used to analyze the impact of smartphone usage on walking speed, and as the explanatory variables, gender, disable smartphone, use of smartphone using auditory function, use of smartphone using visual function, LOS A, LOS B, LOS C were adopted. The result showed that LOS C had the highest impact on walking speed change and the women's group using their visual function was founded to have the slowest walking speed in LOS C. In particular, the author found that walking speed significantly decreased in the case of use of visual function rather than listening to music or the hearing on the phone.

A new approach to classify barred galaxies based on the potential map

  • Lee, Yun Hee;Park, Myeong-Gu;Ann, Hong Bae;Kim, Taehyun;Seo, Woo-Young
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.1
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    • pp.33.3-33.3
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    • 2019
  • Automatic, yet reliable methods to find and classify barred galaxies are going to be more important in the era of large galaxy surveys. Here, we introduce a new approach to classify barred galaxies by analyzing the butterfly pattern that Buta & Block (2001) reported as a bar signature on the potential map. We make it easy to find the pattern by moving the ratio map from a Cartesian coordinate to a polar coordinate. Our volume-limited sample consists of 1698 spiral galaxies brighter than Mr = -15.2 with z < 0.01 from the Sloan Digital Sky Survey/DR7 visually classified by Ann et al. (2015). We compared the results of the classification obtained by four different methods: visual inspection, ellipse fitting, Fourier analysis, and our new method. We obtain, for the same sample, different bar fractions of 63%, 48%, 36%, and 56% by visual inspection, ellipse fitting, Fourier analysis, and our new approach, respectively. Although automatic classifications detect visually determined, strongly barred galaxies with the concordance of 74% to 86%, automatically selected barred galaxies contain different amount of weak bars. We find a different dependence of bar fraction on the Hubble type for strong and weak bars: SBs are preponderant in early-type spirals, whereas SABs are in late-type spirals. Moreover, the ellipse fitting method often misses strongly barred galaxies in the bulge-dominated galaxies. These explain why previous works showed the contradictory dependence of the bar fraction on the host galaxy properties. Our new method has the highest agreement with visual inspection in terms of the individual classification and the overall bar fraction. In addition, we find another signature on the ratio map to classify barred galaxies into new two classes that are probably related to the age of the bar.

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Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.