• Title/Summary/Keyword: 3D CG

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PHOSPHODIESTERASE 억제제 (PDE-1), SODIUM NITROPRUSSIDE, AMITRIPTYLINE, 및 CHLORPROMAZINE의 항-혈소판작용

  • 전보권;안상건;최상현;신경호;이민수;천연숙
    • Proceedings of the Korean Society of Applied Pharmacology
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    • 1994.04a
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    • pp.286-286
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    • 1994
  • Thrombin (0.25 U/ml : TB), 소-피부 collagen (200 $\mu\textrm{g}$/ml : CG), adenosine 5'-diphesphate (4,0 $\times$ $10^{-5}$M : ADP), 및 epinephrine (4,0 $\times$ 10 $^{-5}$M : EPI)의 가토-혈소판 응집과 단백인산화작용에 미치는 PDE-I (3-isobutyl-1-methylxanthine : IBMX, 및 KR 30075), amitriptyline (AP), chlorpromazine (CP), 및 sodium nitrogrosside (SNP)의 염향을 비교-검토하였다. 그 결과, KR은 2,2 $\times$ $10^{-7}$M 이하의 $IC_{50}$/에서 EPI > ADP > CG > TB 순으로 각각을 억제하였으며, SNP 보다도 강하였고; KR-30075보다 약하나 IBMX, AP, 및 CP도 각 응집재의 작용을 억제하였으며 특히 EPI에 대하여 $10^{-8}$M 이하의 $IC_{50}$/에서 유의한 억제력을 보였다. 각 응집제들은 41 kD 인산화는 유의하게 증가시키며 47 kD와 20 kD 단백인산화는 감소시켰는데; 모든 항응집성 약물이 41 kD 인산화-증가는 유의하게 억제하였다, 아울러, AP와 CP는 47 kD 단백인산화-감소에 영향을 미치지 않았으나 20 kD 단백인산화-감소는 억제하였다. PDE-I (IBMX와 KR)와 SNP는 47 kD와 20 kD 단백인산화-감소를 다소 약화시켰으며, 43 kD와 22 kD 단백인산화를 KR > IBMX > SNP순으로 유의하게 증가시켰고, KR의 22 kD 단백인산화작용은 현저하였다.

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The Status and possibility of a Goyang Aqua Studio (고양아쿠아스튜디오의 현황과 가능성)

  • Kim, In-Hwan
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.250-253
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    • 2012
  • 최근 3D콘텐츠에 대한 주목, N-Screen 환경조성, 종편사업자등장 등의 환경 변화를 배경으로 방송영상콘텐츠산업이 급성장 하고 있다. 그리고 그 중심에 스마트 콘텐츠가 있고, 스마트 콘텐츠를 제작하는 과정에 중요한 역할을 하는 CG, VFX 로 대표되는 특수 영상분야가 주목받고 있다. 고양시는 이러한 시대변화를 앞서 읽고 CG/3D 기업육성, 아쿠아스튜디오 조성 등 타지자체와 차별화된 정책을 추진하여 관련 분야에 경쟁력을 확보하여 지역경제 활성화를 위한 블루오션을 개척하였다. 이에 본 논문은 고양아쿠아스튜디오의 현황 및 향후 가능성을 보고자한다. 고양아쿠아스튜디오가 단순한 개별시설로서 활용되는 것이 아니라 고양시의 방송영상 로케이션, 후반작업 등 문화산업의 가치사슬인 기획-제작-후반작업-배급 등과 연계되어 상승작용 하므로 지역경제 활성화 기여할 수 있는 가능성에 대해 고민하였다. 고양아쿠아스튜디오의 가능성으로 문화산업기반 조성 확대, 폐정수장을 문화산업을 테마로 재활용하는 도시재생의 시범사례 그리고 기업의 방송영상제작환경 제고와 고양아쿠아스튜디오의 테마(Theme)공원화 등을 제시한다.

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Production of Realistic Explosion Effects through Four Types of Solutions (4가지 솔루션을 통한 사실적인 폭발효과 제작)

  • Kim, Dong Sik;Hwang, Min Sik;Lee, Hyun Seok;Kim, Yong Hee;Yun, Tae Soo
    • Smart Media Journal
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    • v.4 no.4
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    • pp.120-129
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    • 2015
  • Explosion effect on CG (Computer Graphic) a visual effect on which a higher degree of technological difficulty is required with a variety of effect elements such as Fire, Smoke, Flame, Dust, Debris, etc. integrated on it. As skills for CG software have been advanced, solutions loaded with functions of various fluid simulation have been developed. So more realistic special effects came to be available. However, in Korea, it depends just on CG program functions. Besides, enough R&D's concerned have not been followed up. Accordingly, this study is aimed at offering a production method that may effectively implement more realistic explosion effects under experimentations. To begin with, the study derives problems through a precedent study of the implementation of existing explosion effects. Then to solve them, experimental studies are performed depending on four solutions. There are accesses to the four solutions: first, Numerous Turbulent Flow, a method to allow an attribute of turbulent air in the stage of fluid simulation; second, Cache Retiming Solution produced in script; third, Multiple Volume Container based on cached data; and fourth, RGB Lighting Pipeline, a method to enhance the completion of the result from the stage of composition. Characteristics of effects applied in each stage and consecutive connections of them proved the effective implementation of more realistic explosion effects. This study may not only suppose the production method for efficient explosion effects differentiated from the previous ones but also be utilized as basic data for relevant researches.

Deformation of Objects in Real Scenes using Image-Based Method (실사 오브젝트의 이미지 기반 변형기법)

  • Chung Han-Vit;Lee In-Kwon
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.679-681
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    • 2005
  • 배경은 정적인 실사 이미지이며 주요 등장 인물은 CG캐릭터인 경우, 배경 이미지 내의 객체와 CG 캐릭터 간에 상호 작용을 다루기 위하여 일반적으로 배경 내의 객체를 CG 캐릭터로 대체하는 방법을 사용한다. 그러나 본 연구에서는 배경의 객체를 직접 변형시키는 새로운 기법을 제안한다. 우리는 배경 내의 객체를 간단히 표현한 3D 모델로부터 정보를 얻어와 이미지 변형 기법을 이용하여 직접 배경의 객체를 변형시키고, ERI(Expression Ratio Image) 기법을 이용하여 변형된 배경의 객체에 달라진 조명 효과를 반영하는 방법을 사용하였다. 이 기법은 원본 이미지를 그대로 사용하므로, 실사와 같은 높은 품질의 결과물을 얻을 수 있다.

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The Effect of Balance Exercise on Various Support Surfaces on the Gross Motor Function and Balance Ability of Children with Cerebral Palsy (다양한 지지면에서 균형운동이 경직성 뇌성마비 양하지마비 아동의 대동작기능 및 균형능력에 미치는 효과)

  • Lee, Eun-Jung;Song, Ju-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.3
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    • pp.357-365
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    • 2012
  • Purpose : The present study has been performed to find the effects on gross motor function and balance ability of applying a balance exercise program consisting of motions able to stimulate balance-related sensory systems on various support surfaces along with goal-oriented upper extremity tasks to enhance the balance ability. Methods : 10children diagnosed as having spastic diplegia were selected as the subject for this study, of whom 5children were randomly assigned to a control group (CG) and the remainder to a balance exercise group (BEG) to perform the upper extremity task on various support surfaces. Each intervention was executed 30minutes per session with 2sessions a week for 12weeks. To make comparisons before and after intervention, gross motor function measure; standing; demention D(GMFM;D), walking/running/jumping ;demention E (GMFM;E) and pediatric balance scale (PBS) were evaluated. Results : The CG showed a significant difference (p<.05) in GMFM;E. BEG showed a significant difference (p<.05) in GMFM;D as well as GMFM;E and in PBS before and after intervention. BEG showed a significant improvement (p<.05) in GMFM;D and the PBS compared with the CG whereas it did not indicate any statistically significant difference in GMFM;E. Conclusion : According to the results of this study, it has been shown that a balance exercise accompanied by upper extremity task on various support surfaces had an effect on improvement in the gross motor function and the balance ability of children with spastic diplegic cerebral palsy.

A Study on Simulation Effect Technique of C.G : Focusing on the Fire Simulation Effect (CG산업에서 Simulation 표현의 기술적 활용에 대한 연구 - 불의 표현 활용사례를 중심으로 -)

  • Kim, Yong-Kwan
    • Cartoon and Animation Studies
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    • s.17
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    • pp.188-204
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    • 2009
  • This study purpose development cg technique our nation because present Technique limit of Computer graphic R&D that the best competition of 3D Computer graphic part and present a answer of how to overcome Technique limit of Computer graphic R&D with success example of Computer graphic R&D an advanced country. if we make full of mutuality supplementation of C.T and I.T then hold a dominant position and the over the limit solution We researches on multi or group simulation of cyber character and water, fire, wind, fog Simulation System of Computer graphic and purpose development of direction Computer graphic R&D to people in Computer graphic the result of this study and introduction of project of a research institution and inflection method this time is a point of R&D time of determined and resolution instead creative part.

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Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

'Master Character Set-up' for Effective Management of 3D Animation Pipe Line (애니메이션 효율적 공정관리를 위한 캐릭터 셋업)

  • Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.133-140
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    • 2007
  • The current 3D CG animation pipe line, which is the production system, does not have an effective solution that all animation departments are able to start their jobs independently against other animation departments. It is generally acknowledged that we could not do animating task before the modeling and set-up task. This kind of process has caused loss of labour. We could expect lasting problems which is stopping marking animating process before the previous process done again in case of requiring editing the jobs which are modeling and set-up. We could solve these "bottleneck" situation with "master character" defined as standard, so that animate and retake the job independently against other departments. These new process could accelerate the animation pipe line system.

Fatty acid composition of goose meat depending on genotype and sex

  • Uhlirova, Linda;Tumova, Eva;Chodova, Darina;Volek, Zdenek;Machander, Vlastislav
    • Asian-Australasian Journal of Animal Sciences
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    • v.32 no.1
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    • pp.137-143
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    • 2019
  • Objective: The aim of this study was to compare male and female geese of two contrasting genotypes in terms of fatty acid composition, indexes related to human health, lipid metabolism and oxidative stability of the meat. Methods: The experiment was carried out on total of 120 geese of two different genotypes; the native breed Czech goose (CG) and commercial hybrid Novohradska goose (NG). One-d-old goslings were divided into 4 groups according to genotype and sex, and 8 birds from each group were slaughtered at 8 weeks of age. Results: The effects of the interactions between genotype and sex were observed on growth performance and carcass traits. Final body weight (p<0.001), daily weight gain (p<0.001), daily feed intake (p<0.001), slaughter weight (p<0.001), and cold carcass weight (p<0.001) were highest in NG males and lowest in CG females. The meat fatty acid composition results showed effects of both genotype and sex on the total n-6 and the total polyunsaturated fatty acid (PUFA) content, as well as the PUFA n-6/PUFA n-3 ratio. Regarding genotype, the total n-6, the total PUFA content and the PUFA n-6/PUFA n-3 ratio were higher in CG, and higher values were found in females. In terms of the lipid metabolism, ${\Delta}^5-{\Delta}^6$ desaturase (p = 0.006) was higher in males. The meat oxidative stability results revealed an interaction between genotype, sex and storage time (p<0.001). The highest (13.85 mg/kg) malondialdehyde content was measured in the meat of CG females after 5 days of storage and was presumably related to a higher PUFA content. Conclusion: NG had a relatively higher growth rate and meat oxidative stability, whereas the advantage of CG meat is its favourable fatty acid profile characterized by a higher PUFA content.

A Study of Spectral Domain Electromagnetic Scattering Analysis Applying Wavelet Transform (웨이블릿을 이용한 파수영역 전자파 산란 해석법 연구)

  • 빈영부;주세훈;이정흠;김형동
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.11 no.3
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    • pp.337-344
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    • 2000
  • The wavelet analysis technique is applied in the spectral domain to efficiently represent the multi-scale features of the impedance matrices. In this scheme, the 2-D quadtree decomposition (applying the wavelet transform to only the part of the matrix) method often used in image processing area is applied for a sparse moment matrix. CG(Conjugate-Gradient) method is also applied for saving memory and computation time of wavelet transformed moment matrix. Numerical examples show that for rectangular cylinder case the non-zero elements of the transformed moment matrix grows only as O($N^{1.6}$).

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