The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.
This study examined the effects of a tablet PC-based music-making program on the executive function of adolescents with intellectual disabilities. Four adolescents with intellectual disabilities participated in this program. Each participant received 45-minute individual sessions twice a week for a total of 16 sessions. The music-making program was designed in the sequence of planning; learning table PC operations; exploring musical elements; making rhythm, melody, and lyrics; composing loop sections; and presentation of the completed music. The Stroop test, Children's Color Trails Test, and Digit Span and Letter-Number sequencing tests were measured at pretest, midtest, and posttest in order to examine changes in executive function. The participants showed increased scores on all three tests. The participants' attention span also increased and their attempts to correct errors during tasks occurred more frequently at posttest. This study supports the effects of the technology-based program on the executive function of adolescents with intellectual disabilities and presents its expanded applicability for adolescents who show low cognitive function and limited motivation for cognitive engagement.
Automation of agricultural machinery is a high technology needed to increase work capacity and accuracy, to save agricultural resources and energy, to solve labor shortage, and to improve operator's comfort and safety. With the rapid development of electronic industry, automation of agricultural machinery will be progressed fast, and eventually will lead to no-operator machines or agricultural robots. Automation should be promoted step by step without increasing the cost of farming, excluding rural labor forces, decreasing labor volition, and losing human nature. In order to achieve rational automation of agricultural machinery, it is necessary to investigate the characteristics of soils and crops, to develop sensors, controllers and robots with artificial intelligence. It is recommended that the present trends to directly automatize the individual machinery be changed to the development of a harmonious automation system for overall farming.
Yang, Jeong Sun;Lee, Mi Young;Park, In Jeong;Kang, Seong-Kyu
Analytical Science and Technology
/
v.13
no.2
/
pp.258-267
/
2000
The result of five year's experience on Inter-laboratory Comparison for Analyses of Heavy Metals and Organic Solvent Metabolites in Biological Samples was described. Since 1995, around a hundred laboratories in the Occupational Health have participated this program twice per year by the Industrial Safety and Health Law. Four metals in blood and five organic solvent metabolites in urine were examined. Reference samples were made by spiking standard materials to human blood or urine pools treated previously to give homogeneity and stability for a specific time periods. Some reference samples for organic solvent metabolites were made from workers' urine who were exposed to the organic solvents. Some items such as Lead in blood and Hippuric acid in urine showed good accordance between participants while the other items such as Mercury and N-methylformamide in urine showed poor proficient rate. The results were published in the internet or newspaper to help the consumer of the laboratory's service to get the information on them and to make competition between them. The inter-laboratory's comparison program have done greate role to improve the ability of analysis and reliability of analytical data produced from each laboratory.
The human exposure of lead has usually detected the amount of lead in the whole blood, however, this method has a shortcoming to give the information on the short-term exposure to lead. In that sense, it is desirable to estimates the level of lead in plasma to draw the chronic bio-marker of lead exposure even though it is difficult to measure lead of several ng/L. An inductively coupled plasma-mass spectrometry (ICP-MS) method was developed for determining lead in plasma as the chronic bio-marker of lead of workers. To minimize the contamination of lead from the environment, we constructed class 1,000 clean room and compared the amount of floating dust before and after the operation of the clean room. The limit of detection (LOD) and the limit of quantification (LOQ) of lead in fetal bovine serum were 4.3 ng/L and 12.2 ng/L by NIOSH method (statistical calculation method) and 7.0 ng/L and 22.1 ng/L by signal/noise ratio, respectively. The accuracy was in a range of 92.3-101.3%, and the precision of the assay was less than 4% in the samples spiked in the concentration of 20 ng/L and 2,000 ng/L. The method was simple, reproducible and sensitive enough to permit reliable analysis of lead to the ng/L level in plasma and/or serum. The method was also useful for the biological monitoring of chronic exposure to lead.
Because neurochemicals are related to homeostasis and cognitive and behavioral functions in human body and because they enable the diagnosis of numerous neurodegenerative disorders, there has been increasing interest in the development of analytical platforms for neurochemical profiling in biological samples. In particular, mass spectrometry (MS)-based analytical methods combined with chromatographic separation have been widely used to profile neurochemicals in metabolic pathways. However, development of delicate sample preparation procedures and highly sensitive instrumental detection is necessary considering the trace levels and chemical instabilities of neurochemicals in biological samples. Therefore, in this review, analytical trends in MS-based metabolomics approaches to neurochemicals in multiple biological samples, such as urine, blood, CSF, and biological tissues, are discussed. This paper is expected to contribute to the development of an analytical platform to discover biomarkers that will aid diagnosis, prognosis, and treatment of neurodegenerative disorders.
The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.
In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.
Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.
3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.
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