• Title/Summary/Keyword: Fusion Content

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An Exploratory Study on Developing the AI Essay Test Tool based on ChatGPT: Focusing on the Interaction with the Engineer (ChatGPT를 활용한 AI 글쓰기 의사소통 역량 평가도구 개발 과정에 대한 연구: 기술 전문가와의 상호소통을 중심으로)

  • So-Young Park;ByungYoon Lee;Yujung Hong
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.21-31
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    • 2024
  • This study focused on the development of an AI essay tool for assessing writing-communication competence using ChatGPT. During the development process, the interaction between content expert and technical expert was emphasized to explore the fusion of IT and humanities and social sciences. Through close communication and interaction between the content and technical experts, they incorporated scoring criteria for writing-communication competence and developed an AI essay test tool that provides scores and feedback in the appropriateness of content, effectiveness of organization, and accuracy of grammar. This process revealed how content and technology combine and presented considerations for future fusion researchers, including technical experts in generative AI assessment tools.

Regeneration of Intervertebral Disc Using Poly(lactic-co-glycolic acid) Scaffolds Included Demineralized Bone Particle In Vivo (In vivo 상에서 탈미네랄화된 골분이 함유된 PLGA 지지체를 이용한 추간판 디스크 재생)

  • Jang, Ji Eun;Kim, Hye Yoon;Song, Jeong Eun;Lee, Dongwon;Kwon, Soon Yong;Chung, Jin Wha;Khang, Gilson
    • Polymer(Korea)
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    • v.37 no.6
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    • pp.669-676
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    • 2013
  • Demineralized bone particle (DBP) is a biomaterial used widely in the field of tissue engineering. In this study, in order to study the effect of DBP/poly(lactic-co-glycolic acid) (PLGA) scaffold on disc regeneration in vivo environment, we prepared the porous DBP/PLGA hybrid scaffold. Disc defect was induced by removing the nucleus pulposus tissue after incision the annulus fibrosus tissue in half and scaffolds were transplanted. After 1, 2 and 3 months later, the extracted discs were confirmed by collagen synthesis and glycosaminoglycan (sGAG). We conducted histology (H&E, Safranin-O, Alcian blue, Type I Collagen, Type II Collagen). From the results, it was confirmed that collagen and sGAG content were high in DBP/PLGA scaffold, and the regeneration of intervertebral disc was possible.

A Study on Hot Cracking in Ni-Base Superalloy Welds (I) - Effect of Fe Contents on Solidification Cracking Susceptibility in Weld Metal - (Ni기 초내열합금 용접부의 고온균열에 관한 연구(I) - 용접금속의 응고균열 감수성에 미치는 Fe의 영향 -)

  • ;;Kazutoshi Nishimoto
    • Journal of Welding and Joining
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    • v.19 no.6
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    • pp.614-621
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    • 2001
  • A study was carried out to determine the solidification cracking susceptibility of Ni-base superalloy as a function of Fe content in base metal. Three kinds of Ni-base superalloys with three different levels of Fe content were used. The solidification cracking susceptibility was evaluated by the Trans-Varestraint test at four different strain levels. Quantitative analysis of crack revealed that the solidification crack length and the temperature range in which hot cracking occurred in fusion zone (Brittle Temperature Range, BTR) decreased with a decrease in Fe content. Further, the thermo-calc data indicated that the solidification temperature range also decreased with decreasing Fe content. From these results, it was deduced that the improvement of the solidification cracking susceptibility with decreasing Fe content was attributed to the decrease of the solidification temperature range.

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A Research on AI Generated 2D Image to 3D Modeling Technology

  • Ke Ma;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.81-86
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    • 2024
  • Advancements in generative AI are reshaping graphic and 3D content design landscapes, where AI not only enriches graphic design but extends its reach to 3D content creation. Though 3D texture mapping through AI is advancing, AI-generated 3D modeling technology in this realm remains nascent. This paper presents AI 2D image-driven 3D modeling techniques, assessing their viability in 3D content design by scrutinizing various algorithms. Initially, four OBJ model-exporting AI algorithms are screened, and two are further evaluated. Results indicate that while AI-generated 3D models may not be directly usable, they effectively capture reference object structures, offering substantial time savings and enhanced design efficiency through manual refinements. This endeavor pioneers new avenues for 3D content creators, anticipating a dynamic fusion of AI and 3D design.

Creative Talent for Fusion-Positive Collective Intelligence-based Collaborative Learning Content Research ; Focusing on the tvN Connective Lecture Show 'Creation Club 199' (창의 융합인재 양성을 위한 집단지성기반 협력학습 콘텐츠 연구: tvN의 커넥티브(connective) 강연쇼 '창조클럽 199'를 중심으로)

  • Iem, Yun-Seo
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.529-541
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    • 2015
  • Collaborative learning of collective intelligence-based model is also ideal in higher education did not yet consensus still in the theoretical level. To become collective intelligence-based collaborative learning is to mobilize the competence of the various members should be promoted as much as possible with their own services designed to actively participate in and contribute to the goals of the joint. Is still based collaborative learning model of collective intelligence, which does the actual model is not developed in education is a key program in creative fusion judge called talent. The evolution of the main features of the house just in shaping the content of a modern lecture geureohagi need to check from time to time to see and pay attention. As part of this study, attempts were associated with the tvN planning and attention to trying connector Executive Lecture show "Creative Club 199" content. Well oriented intention to converge the needs of the times, but it is even more compelling naeeotda implement the collective intelligence based on 'how' the reality is that together with the participants.

Construction of Starch-Fermenting Yeast Using Protoplast Fusion Technique (원형질체 융합 방법을 이용한 전분 발효성 효모의 개발)

  • Chun, Soon-Bai;Bai, Suk;Lee, Kee-Young;Kim, Soo-Hyun;Lee, Jin-Jong;Kim, Sang-Moon
    • Korean Journal of Microbiology
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    • v.28 no.2
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    • pp.120-127
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    • 1990
  • Intraspecific fusion frequency between Filobasidium capsuligenum CBS6122-2 ade and met trp or met strains was $2.9\times 10^{-3}$ and $8.5\times 10^{-3}$, respectively. And intergeneric fusion frequency between Folobadidium capsuligenum CBS 4318 (cys his) and Saccharomyces cerevisiae 262-12-1 (hom3 thr1) or X2180-1A (ade thr) was $8.8\times 10^{-6}$ and $9.5\times 10^{-4}$, respectively. Nuclear fusion appears to occru in fusants between intraspecies and intergenera as strongly suggested by DNA content, nuclear staining, comparison of survival rate to UV light and mitotic segregation analysis. It was also found that $\alpha$-amylase and glucoamylase activity from intraspecific hybrids was 1.6-2.1 fold increased when compared with that from thier parents.

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A study on strain improvement by protoplast fusion between amylase secreting yeast and alcohol fermenting yeast - III. Isolation and characterization of fusant between S. diastaticus and C. tropicalis (Amylase분비효모와 alcohol발효효모의 세포융합에 의한 균주의 개발 - 제3보. S. diastaticus와 C. tropicalis 간의 세포융합 및 융합체의 성질-)

  • 서정훈;권택규;홍순덕
    • Microbiology and Biotechnology Letters
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    • v.14 no.5
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    • pp.359-363
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    • 1986
  • S. diastaticus hydrolysised $\alpha$-1.4 linkage of the starch and was known fermenting yeast strain, but poorly hydrolized $\alpha$-1.6 linkage of the starch. To improve the starch fermentation ability of yeast, we tried that protoplast fusion between S. diastaticus and C. tropicalis and finally two starins of fusant (FPDC42, FPDC43) were obtained. C. tropicalis well hydrolysis both $\alpha$-1.4 and $\alpha$-1.6 linkanges in the starch. The protoplast of parental auxotrophic cells were fused in the presence of 10mM CaCl$_2$ and 35% of polyethylene glycol (M. W. 4,000). The fusion frequency was 10$^{-5}$ to 10$^{-6}$. Properties of the fusants(genetic stability, assimilation of carbon sources, random spore formation, copper resistance, NaCl tolerance, DNA content, cell size and growth rate) were investigated.

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On the Possible Fusion-Promoting Factor Secreted from Cultured Myoblasts (培養 鷄胚 筋原細胞로부터 분비된 細胞融合 촉진 물질에 관한 연구)

  • Park, Hye-Gyeong;Park, Young-Chul;Lee, Chung-Choo;Ha, Doo-Bong
    • The Korean Journal of Zoology
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    • v.29 no.4
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    • pp.294-306
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    • 1986
  • In order to find out whether myoblast cells release into the culture medium any substances that induce or promote the fusion of myoblasts, chick embryonic myoblasts were cultured and the cultured medium (muscle-conditioned medium, MCM) was collected. The MCM was then added to the newly cultured myoblasts to examine if it has fusion-promoting activity. The MCM was also analyzed for its protein content before and after its addition to the second culture. The MCM apparently showed fusion-promoting activity when applied to unfused young myoblasts, suggesting that it contained substances that promote the fusion and that had been released from cells fo the previous culture. Analysis of proteins in the myoblasts and in the MCM suggested that the released protein was absorbed by or tightly bound to myoblasts of the second culture. One of the released proteins of about 175 kilodalton was degraded to a polypeptide of approximately 145 kilodalton, which appeared to act upon the membrane proteins of unfused myoblasts so as to stimulate their membrane to fuse with neighboring cells.

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From Information to Knowledge: The Information Literacy Conundrum

  • Todd, Ross J.
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.131-153
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    • 2010
  • The fusion of learning, information, and technology presents dynamic challenges for all librarians, educators and students in 21st century libraries and schools. At the heart of this fusion is the growth of a pervasive, integrated information environment characterized by vast quantities of digital content, open choice, collaborative and participatory digital spaces, and the transition of the web environments from consumption of information to creation of information. This environment heralds important opportunities for librarians and teachers to rethink, re-imagine and recreate a dynamic approaches to information literacy instruction. Drawing on an extensive body of research undertaken through the Center for International Scholarship in School Libraries (CISSL), and published research on both information literacy and constructivist learning, this paper provides a critical examination of the current status of information literacy: its multiple conceptualizations, competing models, viewpoints, and its operationalizations in educational and library environments. The paper will challenge information literacy practices which center on simplistic, reductionist approaches to information literacy development, and the separation of information process and knowledge content. In particular it will address apparent contradictions in espoused conceptions of information literacy which revolve around "knowledge": knowledge construction, critical thinking, problem solving and the development of knowledgeable people; and information literacy practices which revolve around "information": a predominant focus on skills of access and evaluation of resources and with less attention given to engaging with found information to develop deep knowledge and understanding. The paper will present a series of challenges for moving forward with information literacy agendas in libraries and schools.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.