• Title/Summary/Keyword: human-interactive

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Killing Effects of Different Physical Factors on Extracorporeal HepG2 Human Hepatoma Cells

  • Zhang, Kun-Song;Zhou, Qi;Wang, Ya-Feng;Liang, Li-Jian
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.3
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    • pp.1025-1029
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    • 2012
  • Objective: To determine the killing effects on extracorporeal HepG2 cells under different temperatures, pressures of permeability and lengths of treatment time. Method: According to different temperatures, pressures of permeability and lengths of treating time, extracorporeal HepG2 cells of human hepatoma cell-line were grouped to 80 groups. Cell index (CI) as the measurement of killing effect were calculated by monotetrazolium (MTT) methods, i.e., CI =1- (the OD value in treated group - the OD value in blank control group) / (mean of untreated control group - mean of blank control group). According to the factorial design, data were fed into SPSS 10.0 and analyzed by three-way ANOVA (analysis of variance). Result: Temperature, pressure of permeability and length of treating time all had effects on the CI (cell index) level. Length of treating time was the most influential factor of the three. Additionally, any two of them all had statistically significant interactive effects on the CI level. When treated for 5-30 min, destilled water at $46^{\circ}C$ stably generated the highest CI. Conclusion: The "$46^{\circ}C$-destilled water-60 min" was considered as the optimal combination of conditions which lead to highest CI. We suggest exerting celiac lavage for 15 min with stilled water at $40^{\circ}C-43^{\circ}C$ in surgical practice as a hyperthermia treatment to achieve ideal killing effects on free cancer cells, which is feasible, practical, and clinically effective.

The Effects of Personality Variables and Values on Pro-environmental Product Purchase and Recycling Behaviors

  • Koo, Dong-Mo
    • Journal of Global Scholars of Marketing Science
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    • v.5
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    • pp.171-204
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    • 2000
  • This paper intends to investigate the hierarchical effects of personality variables and values on pro-environmental product purchase and recycling behaviors mediated by 3 factor environmental attitudes. Previous literature review on pro-environmental behaviors has three categories of research trends. The first category generally done during 70's and early 80's is mainly focused on identifying pro-environmental consumer groups. Second stream of studies has focused on the mediating and moderating effects of variables, such as PCE, environmental knowledge, the perceived importance of behavioral consequences etc., on various pro-environmental behaviors. The last and latest trends of literature is focused on hierarchical and interactive effects of variables on behaviors. Following the trends of literature is review of such specific variables as social responsibility, community mindedness, locus of control, values, and environmental attitudes. The result shows that both locus of control and social responsibility have positive effects on two of environmental attitudes, harmony with nature and limits to growth, but community mindedness did not have effects on environmental attitudes. And social belonging value has positive effects on two of environmental attitudes, limits to growth and nature over human, and environmental value has positive effects on the formation of harmony with nature and limits to growth. But self-actualization has negative effects. And it's also suggested the positive effects of environmental attitudes on purchase and recycling behaviors. Specifically, all environmental attitude variables have positive effects on the formation of pro-environmental product purchase and recycling behaviors except in case of the effects of nature over human to recycling. And it's also revealed that pro-environmental product purchase is a preceeding behavior to recycling behavior, which suggest that consumers have to purchase environment friendly and recyclable products in order to engage in effective recycling behavior. Various applications of the results are discussed in the conclusion.

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A Study on the Development of a Quantified Module for the Evaluation of industrial Design Proposals (산업디자인 제품화 개발을 위한 정략적모듈의 개발)

  • 우흥룡;신학수;고을한;한석우;홍석기;김창현
    • Archives of design research
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    • v.9
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    • pp.801-810
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    • 1994
  • Design Problems are often both multidimensional and highly interactive. Very rarely does any part of a designed thing serve only one purpose. The activity of designing is thus a goal-directed activity and normally a goal-directed problem-solving activity. This means, problem solving is finding a way to get from some initial situation to a desired goal. Designers are transforming agents within a society whose goals are to improve the human condition through physical metamorphosis. Many theorist have agreed that designing involves problem solving or decision making. Accordingly evaluation plays an essential role in design activity. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives Alternatives in multi-objective decision prOblems generally possess numerous attributes by which they can be described and compared. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives. However since qualitative factors are difficult to quantify as numeral estimates, these factors have tended to be ignored without regard for their importance to human content. We adapted the Accumulative Evaluation Model as an evaluation algorithm for IDES. Industrial Design Evaluation System (IDES) consists of 3 major modules ( 1 Design Element, 2.Matrix, 3.Evaluation). It is intended to be an aid for design evaluation. The luther thinks IDES is a new design evaluation approach which could provide effective rating of design values to make value judgements. It is an attempt to provide industrial designers with access to design evaluation. The author's aim is to produce an Object-Oriented Evaluation System which can guide the designers and decision makers under complex design projects. It uses\ulcorner an Object-Oriented Programming for this prototype, Because of managing complexity (Flexibility and Reusability) and improving productivity(Extensibility & Maintainability and Programming by User) in software development process. The author has chose the C++ because it is a hybrid, rather than pure Object-Oriented Language.

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Formative characteristics of 3D printing fashion from the perspective of mechanic aesthetic (기계 미학적 관점에서 살펴본 3D Printing 패션의 조형적 특성)

  • Kim, Young-Sam;Lee, Jin-Ah;Kim, Jang-Hyeon;Jun, Yuh-Sun
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.294-309
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    • 2015
  • This study aims to clarify the aesthetic values between emotion of human and expression of technology in contemporary fashion as it analyzes formative characteristics of related cases in fashion based on principles of 3D Printing technology and the viewpoint of mechanic aesthetics. The conclusions of this study are as follows. First, 3D Printing fashion is not only expressed diverse variations by its principles of formative methods, materials and properties, but also changes of silhouette by applying system of designers. Second, general characteristics of 3D Printing fashion is represented by various applications in SLS system, and it can be specifically explained application to a portion of clothing, decorative roles of clothing, complicated pattern making through crossing fabrics using 3D scanner and displaying a certain object changing fashion styles, and so forth. Third, the formative characteristics of 3D Printing fashion from the perspective of mechanic aesthetics is as follows. It can be analyzed as the integration of metaphysical values through compared symbolization of natural feature and technical evolution, partial dynamics and interactive velocity-based, formative combinations for abstract expression using architectural components, cosmos images and substantialized structures through images of organic space interacted human shapes. As the mention above, 3D Printing technology can creative a diverse area of fashion, and express images of new technological fashion through various works with continuous development of techniques.

Geovisualization Environment for Spatio-temporal Trajectory of Personal Activity (시공간 개인통행자료의 지리적 시각화)

  • Ahn Jae-Seong;Lee Yang-Won;Park Key-Ho
    • Journal of the Korean Geographical Society
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    • v.40 no.3 s.108
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    • pp.310-320
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    • 2005
  • This study attempts at prototyping and evaluating a geovisualization tool that summarizes and explores human activity patterns using spatio-temporal trajectory data collected from GPS receiver. A set of core conceptualization developed in 'time geography' is successfully represented by our prototype based on the notion of 'space-time cube.' The notions of 'temporal dispersion cylinder' and 'parallel plane plot' are also implemented to allow funker analyses of human activity pattern on the space-time trajectory. The capabilities of the geovisualization environment we proposed include the interactive and dynamic functions that support a variety of explorations on the three components of spatio-temporal data : space(where), time(when), and object(what).

A Research on the Classification of Intelligence Level of Unmanned Grain Harvester (무인 곡물 수확기 지능수준 등급구분에 관한 연구)

  • Na, Zhao;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.165-173
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    • 2020
  • The emergence of unmanned agricultural machinery has brought new research content to the development of precision agriculture. In order to speed up the research on key technologies of unmanned agricultural machinery, classification of intelligence level of unmanned agricultural machinery has become a primary task. In this study, the researchers take the complex interactive system consisting of unmanned grain harvester, task and driving environment as the research object, and carry out a research on the grading and classification of intelligent level of unmanned grain harvester. The researchers of this study also establish an evaluation model of unmanned grain harvester vehicle, which consists of human intervention degree, environmental complexity, and task complexity. Besides, the grading and classification of intelligence level of the unmanned grain harvester is carried out according to the human intervention degree, environmental complexity and the task complexity of the unmanned grain harvester. It provides a direction for the future development of unmanned agricultural machinery.

A Case Study on the Game Industry Optimized Human Resource Development Program (게임업계 맞춤형 인력양성 사례연구(계약학과를 중심으로))

  • Kwon, Yongman
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.71-80
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    • 2013
  • The purpose of this paper is to analyze the results & performance of the optimized human resource development program, which was progressed by Gachon University in the past three years. Gachon University since 2009, with the support of the government, has launched a "Game Project Track" and also has carried out curriculum development and student education with cooperative companies in the field of game industry. Furthermore, Game Project Track, with companies, has pursued special lecture & intern training during vacation in order to strengthen students' ability to adapt on-site. As a results of co-education, 25 students have received the award in the external competitions, and also 39 students(97.5%) of 40 graduated from this course have been employed by cooperative companies.

The Influence of Consumer Perception of Customization Type on Relationship Quality in the Apparel E-business Context (의류전자상거래 환경에서 고객화 유형이 관계품질에 미치는 영향)

  • Lee, Ji-Hyun;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.2
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    • pp.259-270
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    • 2008
  • The convenience and flexibility due to the spread of Internet allowed consumers to easily participate in marketing activity. Consumers want to participate in designing, manufacturing, delivering of products and service by expressing their opinions to the companies because they want to buy customized goods where their requirements are incorporated. We can expect that, through this interactive process of customization between consumers and companies, strong relationship quality may be built as a result of the interaction. The main purpose of this study is to examine the influence of consumer perception of customization on relationship quality in the e-business context. To accomplish this purpose, I reviewed the concept of customization, identified the perceptive factors of customization in e-business context (i.e., perception of participation level, assessment of flexibility), and examined the type of customization. Whether customization type generates varying degrees of perception of customization and relationship quality is revealed. As a result, collaborative product/service customization generated the highest relationship quality. Assembled product customization that was built based only on predicted consumer needs without any interaction between consumer and company showed a low level of relationship quality. And this type had no significant difference from standardized products. In short, there is a strong need for e-business companies to interact with consumers to improve relationship quality.

A Study on Simulation-Based Collaborative E-Learning System for Security Education in Medical Convergence Industry (의료융합산업 보안교육을 위한 시뮬레이션 기반 협동형 이러닝 시스템 연구)

  • Kim, Yanghoon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.339-344
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    • 2020
  • During COVID-19, education industry is organizing the concept of 'Edutech', which has evolved one step further from the existing e-Learning, by introducing various intelligent information technologues based on the core technology of the 4th industrial revolution and spreading it through diverse contents. Meanwhile, each industries are creating new industries by applying new technology to existing businesses and ask for needs of cultivating human resources who understand the existing traditional ICT technology and industrial business which can solve a newly rising problems. However, it is difficult to build contents for cultivating such human resources with the existing e-learning of transferring knowledge by one-way or some two-way commnication system which has established some interactive conversational system. Accordingly, this study conducted a research on a cooperative e-learning system that enables educators to communicate with learners in real time and allows problem-solving education based on the existing two-way communication system. As a result, frame for contents and prototype was developedp and artially applied to the actual class and conducted an efficiency analysis, which resulted in the validation of being applied to the actual class as a simulation-based cooperative content.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.