• Title/Summary/Keyword: Abstraction Development Method

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Comparative Evaluation on Qualitative PCR using Different Extraction Methods for Nucleic Acids on Soybean and Corn Processed Foods (대두 및 옥수수 가공식품에서 유전자재조합체(GMO)의 정성 PCR분석을 위한 핵산 추출방법별 비교)

  • 김영찬;이철수;황순욱;김성조;이영옥;윤성원;서정화;남용석
    • Journal of Food Hygiene and Safety
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    • v.18 no.1
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    • pp.6-13
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    • 2003
  • Various kinds of genetically modified organisms (GMO) and processed foods have been developed during recent years. Genetically modified organisms can be classified into several groups as their development methods. Generally, GMO has three foreign DNA regions such as gene expression adjustment region(Promoter), termination region (terminator) and structure gene. Detection of these regions can be done particularly by polymerase chain reaction (PCR). PCR-based detection can virtually be performed for any GMO within short of time. The most important prerequisite for the application of PCR-based detection is to decide abstraction method of efficient nucleic acids. Specially, in the case of processed food, because nucleic acids of foodstuffs are damaged by heat treatment (sterilization), pressure and fermentation, DNA must be extracted ken the samples prior to PCR analysis. Although many DNA extraction protocols are available, they have rarely been compared in a comprehensive method. In this study low widely used commercial and non-commercial DNA extraction methods-DNeasy$^{TM}$, Wizard$^{TM}$, CTAB, phenol/chloroform system-were compared with respect to the quality and yield of nucleic acids and insertion genes.nes.

Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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A study on constructing a instructional sequence and content structure based on informal context of mathematical syllabus (비형식적 상황을 이용한 내용구조의 표현과 지도계열의 구성)

  • Shin, Hyun-Sung
    • Journal of the Korean School Mathematics Society
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    • v.8 no.3
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    • pp.357-366
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    • 2005
  • This Study suggests some ideas how we develop a network of content structure based on informal context and method how we decide a sequence of mathematical syllabus from those Structures. 10th grade students in the process conceptual development was observed and interviewed in 2 hour teaching and learning experiment. Three related characteristics of student's thought in structuring math. Content and sequencing it were investigated as follows : (a) the reasoning that they do reflective abstraction well(or do not well) in acquisition of conceptual knowledge. (b) the method that teacher can use resuits in (a) to organize the content structure. (c) the ways that teacher find the process knowledge in informal content structure. That is, this study investigated the way we, curriculum designer, can create well defined content structure and instructional sequence strongly based on the learners' understanding.

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Combat Entity Based Modeling Methodology to Enable Joint Analysis of Performance/Engagement Effectiveness - Part 1 : Conceptual Model Design (성능/교전 효과도의 상호 분석이 가능한 전투 개체 기반의 모델링 방법론 - 제1부 : 개념 모델 설계)

  • Seo, Kyung-Min;Kim, Tag Gon;Song, Hae-Sang;Kim, Jung Hoon;Chung, Suk Moon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.17 no.2
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    • pp.223-234
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    • 2014
  • This paper proposes a flexible and highly reusable modeling methodology for a next-generation combat entity which enables joint analysis of performance/engagement effectiveness. According to the scope of the proposed work, the paper is divided into two parts; Part 1 focuses on a conceptual model design, whereas Part 2 proposes detailed model specification and implementation. In Part 1, we, first, classify the combat entity model as combat logic and battlefield function sub-models for joint analysis. Based on the sub-models, we propose two dimensional model partition method, which creates six groups of a single combat entity model by two dimensions: three-activity and two-abstraction. This grouping enables us to reconfigure the combat entity model by sharing the same interface within the group, and the same interface becomes the fundamental basis of the flexible model composition. Furthermore, the proposed method provides a model structure that effectively reflects the real world and maximizes the multi-level reusability of a combat entity model. As a case study, we construct a model design for anti-surface ship warfare. The case study proves enhancement of model reusability in the process of scenario expansion from pattern running to wire guided torpedo operations.

Development of Hydrologic Simulation Model to Predict Flood Runoff in a Small Mountaineous Watershed (산지 소유역의 홍수유출 예측을 위한 모의발생 수문모형의 개발)

  • 권순국;고덕구
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.30 no.3
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    • pp.58-68
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    • 1988
  • Most of the Korean watersheds are mountaineous and consist of various soil types and land uses And seldom watersheds are found to have long term hydrologic records. The SNUA, a hydrologic watershed model was developed to meet the unique characteristics of Korean watershed and simulate the storm hydrographs from a small mountaineous watershed. Also the applicability of the model was tested by comparing the simulated storm hydrographs and the observed from Dochuk watershed, Gwangjugun, Kyunggido The conclusions obtained in this study could be summarized as follows ; 1. The model includes the simulation of interception, evaporation and infiltration for land surface hydrologic cycle on the single storm basis and the flow routing features for both overland and channel systems. 2. Net rainfall is estimated from the continuous computation of water balance at the surface of interception storage accounting for the rainfall intensities and the evaporation losses at each time step. 3. Excess rainfall is calculated by the abstraction of infiltration loss estimated by the Green and Ainpt Model from the net rainfall. 4. A momentum equation in the form of kinematic wave representation is solved by the finite differential method to obtain the runoff rate at the exit of the watershed. 5. The developed SNUA Model is a type of distributed and event model that considers the spatial distribution of the watershed parameters and simulates the hydrograph on a single storm basis. 6. The results of verification test show that the simulated peak flows agree with the observed in the occurence time but have relative enors in the range of 5.4-40.6% in various flow rates and also show that the simulated total runoff have 6.9-32% of relative errors against the observed. 7. To improve the applicability of the model, it was thought that more studies like the application test to the other watersheds of various types or the addition of the other hydrologk components describing subsurface storages are needed.

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3D Human Motion Control System using Visual Script (시각 스크립트 기반 3차원 인체 동작 제어 시스템)

  • Cha, Gyeong-Ae;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.536-542
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    • 2000
  • This paper proposes Visual Script Language which can direct a type of motion to 3D human model and create by dragging gesture like as we can express a certain meaning with hand gestures. Traditional motion control technique of articulated figures such as human needs a complex task that draws on highly developed human skills. So it will reduce the amount of motion specification to provide the motion control method that allow users to describe characters' motion at the higher level abstraction. Visual script is the visual gestures to direct various human motions, so users can express the spatial attributes of a motion such as the path of moving with high-level concepts if they use visual script. And we can show that it is possible to control the motion of human model directly and intuitively by development of 3D human motion control system based on visual script.

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A Study on expression of interior design contemporary by application of depaysement (데페이즈망을 활용한 현대 실내디자인 표현에 관한 연구)

  • Lee, Jeong-Yeol
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.79-86
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    • 2007
  • The recent works of architecture and interior design take on too various aspects to be classified as a trend or tendency. Many subjects, seeking the superiority between form and function in space which was the issue of Modernism, got to face the works which transcend the limitation of architecture due to the development of a variety of media and technology these days. In result, we could see the works which are to be Included into the category of art rather than architecture. This study starts from the thought that the common aspects of these works are based on the strangeness to pursue uniqueness, peculiarities or novelty. 'The subject of this study, $'D\acute{e}paysement'$, creates a new relation, disconnected from customs, to an architecture which became familiar through defragment, fixation and abstraction by the habitual relation and makes it reborn as an architecture which gives us a fantasy and a pleasure, by converting into the shape and image which are different from its original shape when a stimulus is given to an architecture. This study starts from the artistic aspect which has a close correlation with the architecture. The subject, $'D\acute{e}paysement'$ could be historically considered in two aspects - $D\acute{e}paysement$ of Surrealism which developed in paintings and Defamiliarization of Russian Formalism in the area of literature. This study is carried in a category of $D\acute{e}paysement$, focusing on the visual aspect of the architecture. This study is composed as follows: In chapter 2, a theoretical research is performed according to the definition and meaning of the $D\acute{e}paysement$ expression techniques, its origination and evolution, and type classification by the features of expression techniques in the era of Surrealism when $D\acute{e}paysement$ developed most vigorously in the area of art. In chapter 3, the system which formalizes the expression method of the techniques is presented, focusing on the case analysis of the artistic works according to the types of $D\acute{e}paysement$. In chapter 4, the application of the expression techniques of $D\acute{e}paysement$ is discussed by conducting cases analysis of the modern interior design.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

GoF design patterns based object-oriented Total Maximum Daily Load software design (GoF 디자인 패턴기반 객체지향 오염총량제 소프트웨어 설계)

  • Kim Hyung-Moo;Kwak Hoon-Seong
    • The KIPS Transactions:PartD
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    • v.12D no.1 s.97
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    • pp.73-80
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    • 2005
  • The purpose of using CBD in the object-oriented modeling is to improve the software capability by reducing iterative time and space complexity. Despites many achievements of CBD, it is needed to study about design patterns and it's standardization for the increment of CBD design reusability. However, it is rather possible that impetuous constructing meta-pattern languages and pattern repositories make adapting patterns to software development more complicate and difficult. By applying GoF design patterns to the design of the TMDL(Total Maximum Daily Load) environmental software discipline, this study suggests a method which specifies Pattern names at class names for retrieving, exploring the adapted patterns on the stage of software design without meta-pattern language which is a redundant abstraction, nor additional pattern repositories. Thus, this study can contribute on the reducing iterations and repetitions that are frequently occurred in the process of the environmental software developments.