In order to analyze the response of the offshore structure numerically, the linear potential theory is generally applied for simplicity, and only the radiation damping is considered among various damping forces. Therefore, the results of a numerical simulation can be different from the motion of the structure in a real environment. To reduce the differences between the simulation results and experimental results, the viscous damping, which affects the motion of the structure, is also taken into account. The appropriate damping model is essential for the numerical simulation in order to obtain precise responses of the offshore structure. In this study, various damping models such as linear or quadratic damping and the nonlinear drag force from numerous slender bodies were used to simulate the free decay motion of the platform, and its characteristics were confirmed. The optimized damping model was found by comparing the simulation results to the experimental results. The hydrodynamic forces and wave exciting forces of the structure were obtained using WAMIT, and the free decay test was simulated using OrcaFlex. A free decay test of the scale model was performed by KRISO.
In addition to the well-established use of positron emission tomography (PET) in clinical oncology, novel roles for PET are rapidly emerging in the field of gene therapy. Methods for controlled gene delivery to living bodies, made available through advances in molecular biology, are currently being employed in animals for research purposes and in humans to treat diseases such as cancer. Although gene therapy is still in its early developmental stage, it is perceived that many serious illnesses could be treated successfully by the use of therapeutic gene delivery. A major challenge for the widespread use of human gene therapy is to achieve a controlled and effective delivery of foreign genes to target cells and subsequently, adequate levels of expression. As such, the availability of noninvasive imaging methods to accurately assess the location, duration, and level of transgene expression is critical for optimizing gene therapy strategies. Current endeavors to achieve this goal include methods that utilize magnetic resonance imaging, optical imaging, and nuclear imaging techniques. As for PET, reporter systems that utilize genes encoding enzymes that accumulate positron labeled substrates and those transcribing surface receptors that bind specific positron labeled ligands have been successfully developed. More recent advances in this area include improved reporter gene constructs and radiotracers, introduction of potential strategies to monitor endogenous gene expression, and human pilot studies evaluating the distribution and safety of reporter PET tracers. The remarkably rapid progress occurring in gene imaging technology indicates its importance and wide range of application. As such, gene imaging is likely to become a major and exciting new area for future application of PET technology.
Histone deacetylases (HDACs) are enzymes involved in the remodelling of chromatin, and have a key role in the epigenetic regulation of gene expression. Histone deacetylase (HDAC) inhibitors are emerging as an exciting new class of potential anti-cancer agents. In recent years, a number of structurally diverse HDAC inhibitors have been identifi ed and these HDAC inhibitors induce growth arrest, differentiation and/or apoptosis of cancer cells in vitro and in vivo. However, the underlying molecular mechanisms remain unclear. This study aimed at investigating the anti-tumor activity of various HDAC inhibitors, IN-2001, using T47D human breast cancer cells. Moreover, the possible mechanism by which HDAC inhibitors exhibit anti-tumor activity was also explored. In estrogen receptor positive T47D cells, IN-2001, HDAC inhibitor showed anti-proliferative effects in dose-and time-dependent manner. In T47D human breast cancer cells showed anti-tumor activity of IN-2001 and the growth inhibitory effects of IN-2001 were related to the cell cycle arrest and induction of apoptosis. Flow cytometry studies revealed that IN-2001 showed accumulation of cells at $G_2$/M phase. At the same time, IN-2001 treatment time-dependently increased sub-$G_1$ population, representing apoptotic cells. IN-2001-mediated cell cycle arrest was associated with induction of cdk inhibitor expression. In T47D cells, IN-2001 as well as other HDAC inhibitors treatment significantly increased $p21^{WAF1}$ and $p27^{KIP1}$ expression. In addition, thymidylate synthase, an essential enzyme for DNA replication and repair, was down-regulated by IN-2001 and other HDAC inhibitors in the T47D human breast cancer cells. In summary, IN-2001 with a higher potency than other HDAC inhibitors induced growth inhibition, cell cycle arrest, and eventual apoptosis in human breast cancer possibly through modulation of cell cycle and apoptosis regulatory proteins, such as cdk inhibitors, cyclins, and thymidylate synthase.
Recently in the Mongolian wireless marketplace, many E-commerce companies have been making considerable investments in the technological development of M-commerce, taking competitive advantage of new business possibilities offered by Internet-based wireless technologies. In the Mongolian wireless marketplace, this new mobile environment opens the door for new and exciting market opportunities in mobile services and applications. In the near future, these companies will be looking toward M-commerce services as a supplemental source of revenue in the mobile marketplace. This paper examines the roles of M-commerce in the consumers' in order to promote the consumers' loyalty in the booming M-commerce. This paper contains theory that focuses on the basic concepts of the M-commerce environment, its wireless network technologies, and its applications infrastructure. Upon searching for references to assist us in establishing a market hypothesis, we discovered that few comprehensive studies on consumer perspective and behavior related to M-commerce services actually exist in the literature. In the area of M-commerce, many companies neglect the consumer perspective, concentrating only on technological factors only when formulating their market strategies. And, due to technological blindness, many companies were not able to succeed in end-user E-commerce services. Given that fact, this paper formulates a consumer-centric research model. In order to prove the research model, we chose the survey method which allows for the collection of large amounts of data from a sizeable population in a highly economical way. Through the survey, this paper defines consumer's attitudes towards M-commerce services by identifying potential Business-to-Commerce(B2C) applications and its primary target groups in terms of gender and age, and by investigating whether consumers recognize the value proposition of M-commerce applications and services. As shown in the data analysis and results, this research concludes that M-commerce development in Mongolia is still at its infancy, and that the implementation of M-commerce depends not only on technological progress, but also on consumer attitudes and their willingness to adopt M-commerce services. As well, other complex cross-cultural factors-socially, economically, culturally, et cetera-enter strongly into the equation.
The Journal of Korean Association of Computer Education
/
v.8
no.2
/
pp.61-73
/
2005
Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.
The Journal of the Convergence on Culture Technology
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v.10
no.3
/
pp.181-188
/
2024
Fueled by the digital transformation era, the 150th anniversary of Marcel Proust's birth (2021) and 100th anniversary of his death (2022) witnessed a surge in digital humanities research. This goes beyond supplementing traditional methods; it fosters new approaches like Nicolas Lagonneau's 'Proustonomics' website (archiving online/offline Proust discourse) and 'Proustographe' (quantifying and visualizing data related to Proust). The Buffalo Proust Project (2021) provided online access to materials on his life and works, while the Corr-Proust project digitized his correspondence. While Korea lacks established digital Proust research, recent analysis of academic paper vocabulary (through word frequencies and word clouds) reveals significant thematic and quantitative development around 2000, paving the way for future Korean ventures in this exciting field. Digital humanities research offers the potential to unearth new research topics, enhance efficiency, and promote international collaboration, ultimately leading to a deeper understanding of Proust and groundbreaking advancements in the field.
Cyberspace permits us to more beyond traditional face-to-face, mail and telephone surveys, yet still to examine basic issues regarding the quality of data collection: sampling, questionnaire design, survey distribution, means of response, and database creation. This article address each of these issues by contrasting and comparing traditional survey methods(Paper-and-Pencil) with Internet or Personal Computer networks-mediated (Screen-and-Keyboard) survey methods also introduces researchers to this revolutionary and innovative tool and outlines a variety of practical methods for using the Internet or Personal Computer Networks. The revolution in telecommunications technology has fostered the rapid growth of the Internet all over the world. The Internet is a massive global network and comprising many national and international networks of interconnected computers. The Internet or Personal Computer Networks could be the comprehensive interactive tool that will facilitate the development of the skills. The Internet or Personal Computer Networks provides a virtual frontier to expand our access to information and to increase our knowledge and understanding of public opinion, political behavior, social trends and lifestyles through survey research. Comparable to other technological advancements, the Internet or Personal Computer Networks presents opportunities that will impact significantly on the process and quality of survey research now and in the twenty-first century. There are trade-offs between traditional and the Internet or Personal Computer Networks survey. The Internet or Personal Computer Networks is an important channel for obtaining information for target participants. The cost savings in time, efforts, and material were substantial. The use of the Internet or Personal Computer Networks survey tool will increase the quality of research environment. There are several limitations to the Internet or Personal Computer Network survey approach. It requires the researcher to be familiar with Internet navigation and E-mail, it is essential for this process. The use of Listserv and Newsgroup result in a biased sample of the population of corporate trainers. However, it is this group that participates in technology and is in the fore front of shaping the new organizations of interest, and therefore it consists of appropriate participants. If this survey method becomes popular and is too frequently used, potential respondents may become as annoyed with E-mail as the sometimes are with mail survey and junk mail. Being a member of the Listserv of Newsgroup may moderate that reaction. There is a need to determine efficient, effective ways for the researcher to strip identifiers from E-mail, so that respondents remain anonymous, while simultaneously blocking a respondent from responding to a particular survey instrument more than once. The optimum process would be on that is initiated by the researcher : simple, fast and inexpensive to administer and has credibility with respondents. This would protect the legitimacy of the sample and anonymity. Creating attractive Internet or Personal Computer Networks survey formats that build on the strengths of standardized structures but also capitalize on the dynamic and interactive capability of the medium. Without such innovations in survey design, it is difficult to imagine why potential survey respondents would use their time to answer questions. More must be done to create diverse and exciting ways of building an credibility between respondents and researchers on the Internet or Personal Computer Networks. We believe that the future of much exciting research is based in the Electronic survey research. The ability to communicate across distance, time, and national boundaries offers great possibilities for studying the ways in which technology and technological discourse are shaped. used, and disseminated ; the many recent doctoral dissertations that treat some aspect of electronic survey research testify to the increase focus on the Internet or Personal Computer Networks. Thus, scholars should begin a serious conversation about the methodological issues of conducting research In cyberspace. Of all the disciplines, Internet or Personal Computer Networks, emphasis on the relationship between technology and human communication, should take the lead in considering research in the cyberspace.
Journal of the Korean Society for Marine Environment & Energy
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v.7
no.4
/
pp.192-198
/
2004
A numerical method is developed to solve a two-dimensional diffraction problem for a body located in a sediment pocket where a heavier muddy water is trapped. In the present study, the wave exciting forces acting on a submerged body in the water-sediment interface by an incident wave is investigate. It is assumed that the heavier mud is trapped locally in a sediment pocket. A mathematical formulation is made in the scope of the potential theory. The fluid is assumed to be inviscid, incompressible and its motion irrotational. The boundary conditions on the unknown free surface and interface are linearized. As a method of solution, the localized finite-element method is adopted. In the method, the computation domain is reduced by utilizing the complete set of analytic solutions known in the infinite subdomain to be truncated by introduction of an appropriate juncture conditions. The main advantage of this method is that any complex geometry of the boundaries can be easily accommodated. Computations are carried out for mono-chromatic plane progressive surface waves normally incident on the domain. Numerical results are compared with those obtained by Lassiter based on Schwingers variational method. Good Agreements are obtained in general. Another numerical computations are made for the cases with and without a body in the sediment pocket.
Portable low-cost magnetic resonance imaging (MRI) systems have the potential to enable "point-of-care" and timely MRI diagnosis, and to make this imaging modality available to routine scans and to people in underdeveloped countries and areas. With simplicity, no maintenance, no power consumption, and low cost, permanent magnets/magnet arrays/magnet assemblies are attractive to be used as a source of static magnetic field to realize the portability and to lower the cost for an MRI scanner. However, when taking the canonical Fourier imaging approach and using linear gradient fields, homogeneous fields are required in a scanner, resulting in the facts that either a bulky magnet/magnet array is needed, or the imaging volume is too small to image an organ if the magnet/magnet array is scaled down to a portable size. Recently, with the progress on image reconstruction based on non-linear gradient field, static field patterns without spatial linearity can be used as spatial encoding magnetic fields (SEMs) to encode MRI signals for imaging. As a result, the requirements for the homogeneity of the static field can be relaxed, which allows permanent magnets/magnet arrays with reduced sizes, reduced weight to image a bigger volume covering organs such as a head. It offers opportunities of constructing a truly portable low-cost MRI scanner. For this exciting potential application, permanent magnets/magnet arrays have attracted increased attention recently. A magnet/magnet array is strongly associated with the imaging volume of an MRI scanner, image reconstruction methods, and RF excitation and RF coils, etc. through field patterns and field homogeneity. This paper offers a review of permanent magnets and magnet arrays of different kinds, especially those that can be used for spatial encoding towards the development of a portable and low-cost MRI system. It is aimed to familiarize the readers with relevant knowledge, literature, and the latest updates of the development on permanent magnets and magnet arrays for MRI. Perspectives on and challenges of using a permanent magnet/magnet array to supply a patterned static magnetic field, which does not have spatial linearity nor high field homogeneity, for image reconstruction in a portable setup are discussed.
Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.
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