• Title/Summary/Keyword: Core Contents

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Analysis of the main contents and structure of the visceral manifestation theoretical systems in "Hwangjenaegyeong(黃帝內經)" ($\ll$황제내경(黄帝内经)$\gg$ 장상학리론체계적주요내용여결구간석(藏象学理论体系的主要内容与结构简析))

  • Zhang, Yu-Peng
    • Journal of Korean Medical classics
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    • v.23 no.1
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    • pp.125-128
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    • 2010
  • The visceral manifestation theory in the "Hwangjenaegyeong(黃帝內經)" was constructed by the reference of the study of Confucian classics which main characteristics is the extensive application of the five phase theory. "Image" plays an important role in the thinking of the Chinese ancient people and it is the basis of the construction of the visceral manifestation theory. "Concept of holism" is the main directed thinking of the "Hwangjenaegyeong(黃帝內經)" "Four seasons, five viscera, Yin yang" theory is the core contents of the visceral manifestation theory in the "Hwangjenaegyeong(黃帝內經)".

Identification of core modules for diagnosis of the osteoporosis based on protein network (단백질 네트워크 기반 골다공증 진단을 위한 핵심 모듈 확정)

  • Jin, Hye Jeong;Lee, Jihoo;Kim, Hak Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.59-60
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    • 2014
  • 노령화 사회와 함께 대두된 골다공증을 가정에서 저렴하고도 손쉽게 조기 진단할 필요성이 대두되고 있다. 본 연구에서는 네트워크 기반 골다공증을 손쉽게 진단하기 위해 관련 단백질을 추출하고 네트워크로부터 핵심 모듈을 찾아 조기 진단키트의 타깃을 제공하고자 하였다. 먼저 골다공증 관련 유전자를 OMIM database로부터 추출하고 HPRD로부터 단백질 상호작용 정보를 추가하여 골다공증 관련 단백질 네트워크(1,594 노드 및 2,160 링크)를 구축하였다. 네트워크상 Degree가 높은 단백질을 선별하고, 복잡한 네트워크를 단순화하는 알고리즘인 MCODE를 사용하여 핵심 모듈을 추출하여 핵심 단백질을 확보하였다. 또한 네트워크 자체를 KEGG PATHWAY에 적용시켜 골다공증 관련 단백질의 경로 중심의 핵심단백질을 추출하였다. 이러한 연구 결과를 비교하여 공통적으로 나타나는 핵심 단백질을 타깃으로 골다공증을 손쉽고 간편하게 조기 진단할 수 있는 실마리를 제공하고자 한다.

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The Development of Problem Solving Oriented Java Programming Online Course Contents (문제해결 중심의 자바프로그래밍 온라인 강의 교안 개발)

  • Lee Sang-Gon
    • Journal of Engineering Education Research
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    • v.5 no.2
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    • pp.10-21
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    • 2002
  • In the knowledge based society, the development of creative human resources is one of the core factors for securing a national competition power. Especially in the software industries, the development of human resources who can solve a problem creatively by applying object oriented programming technique which is a update Programming technology is required. In this paper, we designed a lecture plan and produced it into a course contents which could be run on a online learning system. The teaching focuses of the developed course are the development of problem solving ability and object oriented design and programming ability through Java.

The Influence of Nursing Students' Learning Experience, Recognition of Importance, and Learning Self-Efficacy for Core clinical Nursing Skills on their Self-Confidence (간호대학생의 핵심기본간호술에 대한 학습경험과 중요성인식, 학습 자기효능감이 수행자신감에 미치는 영향)

  • Kim, Soon Ok;Kang, Bok Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.451-452
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    • 2016
  • 본 연구는 핵심기본간호술 학습경험과 중요도인식, 학습 자기효능감이 수행자신감에 미치는 영향을 파악하여 핵심기본간호술 수행능력 향상을 위한 학습전략 마련의 기초자료로 활용하고자 D지역 소재 일개대학 간호학과에 재학중인 학생 231명을 대상으로 실시하였다. 본 연구결과 학습경험은 학년에 따라, 학습 자기효능감과 수행자신감은 전공만족도와 실습만족도에 따라 유의한 차이가 있었다. 핵심기본간호술 학습경험과 수행자신감, 학습 자기효능감과 수행자신감에서 긍정적 상관관계, 수행자신감에 영향을 미치는 요인은 학습 자기효능감과 학습경험순으로 나타났다. 따라서 핵심기본간호술 수행자신감을 향상시키기 위한 교육전략 수립 시 학습 자기효능감을 강화시키고, 학습경험을 증가시키는 방안이 필요하다.

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A Study of Context-Awareness Monitoring System for the Disabled Students in u-Campus (u-Campus에서 장애학생을 위한 상황인지 모니터링 시스템 연구)

  • Oh, Young-Hwan
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.519-527
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    • 2010
  • The Ubiquitous Sensor Network, a new computing paradigm, is a core technology of ubiquitous computing for context-awareness monitoring system using sensor networks. Recently, ubiquitous campus has been developed to build ubiquitous computing environments in many universities. In this paper, I propose the development of context-awareness monitoring system, to acquire the context information through various sensors and provide the campus information and safety services for students with disabilities using mobile devices. Ubiquitous sensor system based on u-campus technology for students with disabilities can especially be used to provide customized information.

Design and Implementation of an On-line RPG Game Content (온라인 RPG게임 컨텐츠의 설계 및 개발사례)

  • Lee Hun-Joo;Kim Hyun-Bin
    • Journal of Digital Contents Society
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    • v.4 no.2
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    • pp.223-231
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    • 2003
  • Game industry has been growing rapidly due to the development of computer and IT technologies. Especially, computer game is known as the core of multimedia and hi-tech entertainment. Recently, computer game has been evolving into 3D RPG and simulation types which give players more realism from the existing 2D RPG ones. In this paper, we design and implement a full 3D on-line RPG game content. The game supports simultaneous connections of multi-users on each game server.

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Development of Scent Display Device using Micro-pore Piezo Actuator (마이크로 다공성 압전 진동자를 이용한 발향장치 설계)

  • Lee, Young-Joon;Lim, Seung-Ju;Kim, Min-Ku;Lee, Hae-Lyong;Kim, Jeong-Do
    • Journal of Sensor Science and Technology
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    • v.25 no.6
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    • pp.399-405
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    • 2016
  • Scent diffuser using micro-pore piezo actuator achieved a commercial success because of its cheap production cost, but it is easy to be use for IT-based contents due to difficulty of scent intensity control. To solve this problem, we control the emission amount of scent diffuser by changing amplitude and frequency of input voltage applied to micro-pore piezo actuator. And, we analyzed the effect of density of cotton core on emission amount and a relationship between hole-size of mesh in piezo actuator and viscosity of scents to design a mechanically optimal scent device.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Themes and Culture Concepts in Disney's "Mulan": The Evolution from Chinese "Imagery" to Postmodernism

  • Yang, Hua;Choi, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1457-1467
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    • 2022
  • The relationship between film and culture is established through a shared focus on people's lives. Culture changes at different times, which makes a dynamic and complex relationship between film and culture. Understanding this relationship helps to provide better support for current filmmaking. The purpose of this study is to provide insights into the macro issue of film and culture by exploring the relationship between film theme and culture concept. To this end, we used a case study to explore the connection between themes and culture concepts in Disney's Mulan (1998, 2020) through literature and analyses of culture concepts (Chinese "imagery" and Postmodernism). The study concludes that, "Culture assemblage" and "Vision is king" have become cultural trends that influence the creation of film theme and style to a certain extent; how to balance the relationship between the core idea of film theme and the external forms is an important issue in current filmmaking. The article contributes to promote thinking about culture in film creation, and its research perspective on different cultures and histories is innovative.

A Study on the Core Fun Factors and Activation of ARG Game (ARG 게임의 핵심 재미 요소와 활성화에 관한 연구)

  • Chang, Hae-Jung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.61-64
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    • 2021
  • 최근에 들어서 VR, AR 등 '현실'을 기반으로 하는 장르가 주목을 받고 있다. 그 중에서도 ARG 장르가 존재하는데, 우리가 살고 있는 현실 세계에서 가상의 이야기들을 마치 실존하는 것처럼 꾸며 놓고 관객 혹은 플레이어들이 스스로 단서를 찾아 스토리의 끝을 매듭짓는 것이 목표인 장르이다. ARG 장르는 그 자체가 게임이 될 수 있고, 메인 게임 장르의 세부적인 요인으로 작용할 수도 있는 매력적인 장르이다. 본 논문에서는 ARG 게임에 대한 세부적인 분석과 인식 조사를 진행하여, 그 결과를 바탕으로 해당 장르를 보편화 시킬 수 있는 방법을 제시한다.

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