• Title/Summary/Keyword: sense of presence

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Cellular-uptake Behavior of Polymer Nanoparticles into Consideration of Biosafety

  • Do, Jeong-Hoe;An, Jeong-Ho;Joun, Yong-Seung;Chung, Dong-June;Kim, Ji-Heung
    • Macromolecular Research
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    • v.16 no.8
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    • pp.695-703
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    • 2008
  • Nanoparticles have tremendous potential in cancer prevention, detection and augmenting existing treatments. They can target tumors, carry imaging capability to document the presence of tumors, sense pathophysiological defects in tumor cells, deliver therapeutic genes or drugs based on the tumor characteristics, respond to external triggers to release an appropriate agent, document the tumor response, and identify the residual tumor cells. Nanoparticles < 30 nanometers in diameter show unexpected and unique properties. Furthermore, particles < 5 nanometers in size can easily penetrate cells as well as living tissues and organs. This study evaluated the safety of nano materials in a living body and the relationship between the living tissue and synthetic nano materials by examining the in-vitro cytotoxicity of poly(lactic-co-glycolic) acid (PLGA) nano-spheres and fluorescein isothiocynate(FITC)-labeled dendrimers as polymer nanoparticles. PLGA was chosen because it has been used extensively for biodegradable nanoparticles on account of its outstanding bio-compatibility and its acceptance as an FDA approved material. The dendrimer was chosen because it can carry a molecule that recognizes cancer cells, a therapeutic agent that can kill those cells, and a molecule that recognizes the signals of cell death. Cytotoxicity in L929 mouse fibroblasts was monitored using MTT assay. Microscopic observations were also carried out to observe cell growth. All assays yielded meaningful results and the PLGA nanoparticles showed less cytotoxicity than the dendrimer. These nano-particles ranged in size from 10 to 100 nm according to microscopy and spectroscopic methods.

u-Care system of urine and feces sensing intelligent type of USN basis (USN 기반의 대소변 감지 지능형 u-Care시스템)

  • Min, Byoung-won;Oh, Yong-sun;Lee, Hyeun-tae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.598-601
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    • 2008
  • The people, who can't deal with urine and feces by themselves because they can't recognize it, deal with urine and feces with help of protector (Or nurse). For the case of urine and feces, disease of ulcerated flesh of hip like unpleasant feeling, pressure sore, humid tetter due to wetness of diaper can be prevented by changing diaper instantly. However, those people can't be possible to express their opinion, so they can't express their opinion on urine and feces or endure sense of shame. So there is a problem which can't check presence of urine and feces instantly. Accordingly, in order to solve this problem, qualitative improvement of nursing service can be generated by developing u-Care product which instantly let know urine and feces to protector (Or nurse) by perceiving automatically, and benefit of welfare on social dependent class like low income old people and solitude old people can be increased by reducing social welfare expense with increment of nursing expense.

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The Analysis of Learners' Perception of Mobile Learning Materials (모바일 학습 자료에 대한 학습자 인식 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.452-461
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    • 2020
  • The purpose of this study is to identify how learners perceive mobile technology-based learning materials. For this purpose, two methods were utilized. Using multi-dimensional scale(MDS), it was identified that how learners perceive each type of learning materials using mobile technology. Through semantic differential scale(SDS), learners' perception of the difference between mobile learning materials and existing traditional learning materials was analyzed. As a result, learning materials using mobile technology were classified into as follows : the dimension of interaction with the content; the sense of presence. Learners perceived that mobile learning materials had characteristics of 'active', 'learner-centric', 'multi-sensory', and 'stimulating interest'. The significance of this study was to empirically and comprehensively investigate learners' perception for the characteristics of various mobile learning materials.

Lateral Stiffness of Steel Moment Frames Having Dogbone Seismic Connection (독본(dogbone) 내진접합부를 갖는 철골 모멘트골조의 횡강성 평가)

  • 이철호
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.15 no.4
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    • pp.639-647
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    • 2002
  • A simplified analytical procedure is presented to estimate the reduction of elastic lateral stiffness of steel moment frames arising from the radius-cut dogbone weakening. With the original radius-cut dogbone shape, it is almost impossible or too complicated to integrate analytically the mathematical expressions encountered when applying the conjugate beam method to compute the beam deflection component. In this study, the problem is circumvented by replacing the original radius-cut dogbone with an equivalent dogbone of constant width. The equivalence between the two is established by imposing an equal dogbone elongation criterion. This approach is justified by using a calibrated finite clement analysis. Then, the elastic lateral deflection components from the column, panel zone, and beam are derived for a typical beam-column subassembly. The derived results can be used to evaluate the reduction of the frame lateral stiffness. Case studies conducted within some practical ranges of frame configurations show that the reduction in frame lateral stiffness due to the presence of dogbone cut is on the order of 1 to 2 percent and is reasonably negligible in practical sense.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

An Analysis on the Human Cognition of Weight in the Virtual Environment Including the Force Input (근력을 포함한 가상환경하에서 사용자가 느끼는 무게감에 관한 분석)

  • Kim, Pil-Joo;Nam, Ki-Seon;Sim, Song-Yong;Moon, Gyu;Song, Chang-Geun
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.1-7
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    • 2002
  • This paper studies on the human cognition of object's weight in virtual environment. We design the force input device which consists of a 3D mouse and a simple spring. It provides users with force feedback. The user can measure the weight of an object by the grasping force to move or lift it up in the virtual environment. Three kinds of experiments are performed. The first one is performed to analyze the relationships between the object's weight and its volume. The second one is to find the relationships between the object's weight and the its texture and finally the third one is to find the relationships between the object's weight and the force used to move an object. We conclude from the analysis of the experiment that object's volume or texture are not the critical factor for user to realize its weight. But the grasping force is critical and meaningful in realizing its weight so that the virtual environment with force cue provides users with more immersive environments. And, also the force input device is effective enough for user to feel the weight of the object.

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Visual Culture Art Education Utilizing Neon Color (네온컬러를 활용한 )

  • Lee, Na-Rye;Jeong, Kyung-Chul
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.303-311
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    • 2011
  • For us who live in the 21 century, a variety of media and videos such as TV, movies, magazines, internet, etc. have now become indispensable entities. Because of changing age, unlimited sharing of information, and development of machines, fashion and ideas are rapidly conveyed and theres is also a tendency to seek after more sense based and stimulating things. Around us, there are innumerable colors which do not seem to have any special presence like the air and go beyond human ability to identify them. Such colors exert direct influence upon the visual culture and most rapidly reflect that age's trend. It is precisely from this perspective that the importance of neon colors, which have recently received the spotlight, have emerged in a magnified way. Yet, although much research has been conducted on colors by earlier studies, there has been no research on neon colors and as such, I felt the need for a study of neon colors. The purpose of this study is to recognize the importance and psychology of colors within the visual culture, discover whether there is a correlation between the characteristics of neon colors and the visual culture, and seek ways to demonstrate it by applying it to art education.

Genetic Variation of Larval Stripe Patterns of Spodoptera exigua(Hubner) (파밤나방(Spodoptera exigua (H bner)) 유충 줄무늬 형질의 유전변이)

  • 김용균
    • Korean journal of applied entomology
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    • v.37 no.2
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    • pp.163-170
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    • 1998
  • Larval morphological characters such as body color and stripe pattern were analyzed to get morphological genetic markers of beet armyworm, Spodoptera exigua (Hiibner). Body color was varied from light green to dark brown with diets. Stripe characters were classified by the presence of dorsal and lateral lines: three stripes with both lines, one stripe with dorsal line only, and zero stripe. Proportions of each stripe character increased with successive selections for its own character. Three stripe was dominant to one stripe when they were crossed. The estimated heritability in narrow sense (h2) of the stripe pattern was 0.50k0.42. About two fold more females than males were produced in zero stripe line. Stripe pattern was not significantly changed by different diets except in welsh onion which had lower proportion of three stripe individuals than that of the expected. Larval stripe pattern was also correlated with larval and pupal developmental rates and cold hardiness but not with insecticide susceptibility.

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Phylogenetic Characteristics of Yellow Head Virus (YHV) Genotype 8 Isolated from Fenneropenaeus chinensis in Korea (자연산 대하(Fenneropenaeus chinensis)에서 검출된 노랑머리 바이러스 Genotype 8의 계통분류학적 특성)

  • Jang, Gwang Il;Kim, Bo Sung;Oh, Yun Kyeong;Hwang, Jee Youn;Kwon, Mun Gyeong;Kim, Sumi
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.54 no.5
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    • pp.698-702
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    • 2021
  • Yellow head virus (YHV) is a rod-shaped positive-sense single-stranded RNA virus, classified into the genus Okavirus, family Roniviridae, and order Nidovirales. In this study, 200 fleshy prawns (Fenneropenaeus chinensis) collected from the vicinity of Narodo in Goheung-gun, Korea, were screened for the presence of yellow head complex viruses and related genotype such as YHV genotype 8. The detection rate of YHV genotype 8 among the 200 fleshy prawns, determined using nested RT-PCR (reverse transcription polymerase chain reation), was 39.0%. Phylogenetic analysis of the ORF1b gene of YHV showed that eight distinct genetic lineages were detected. The four strains of YHV genotype 8 obtained in this study formed a robust clade with the YHV genotype 8 group that was first isolated from fleshy prawns in China suspected to have acute hepatopancreatic necrosis disease (AHPND).

QoE Framework for Haptic-based 3D Network Virtual Environment (촉감지원 3D 네트워크 가상환경을 위한 QoE 프레임워크)

  • Kim, Jong-Won;Lee, Seok-Hee;Son, Seok-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.646-656
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    • 2008
  • In this paper, the prototype of haptic-based NVE (networked virtual environment) QoE (quality of experience) is proposed. The proposed framework plays a role of providing users with realistic feeling by managing the system and network resources efficiently under time-varying networks and heterogeneous systems. Therefore, first IoPH (importance of presence for haptic interaction) is defined to quantitate the sense of real that the users feel now. Then we define the haptic-based NVE components required to satisfy the haptic interaction QoE requirements. Finally, QoE adaptation scheme is suggested, which adapts the haptic-based NVE components to current network and system constraints for better haptic interaction quality.