• Title/Summary/Keyword: Immersion Method

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Reviews on an Improvement and Measurement of the Hydrophobicity for Carbon Materials (탄소재료의 소수성 향상 방법 및 측정 방법에 대한 고찰)

  • Kang, Yu-Jin;Kim, Yu-Jin;Jang, Min-Hyeok;Jo, Hyung-Kun;Yoon, Seong-Jin;Han, Gyoung-Jae;Cho, Hye-Ryeong;Seo, Dong-Jin;Park, Joo-Il
    • Journal of the Korea Organic Resources Recycling Association
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    • v.30 no.4
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    • pp.41-50
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    • 2022
  • Recently, research on carbon adsorbents has been active as an interest in improving the environment such as indoor and outdoor air quality. Considering that causative substances deteriorate the air quality are basically volatile organic compounds, it is important to improve the hydrophobicity of the carbon materials for better removal efficiency. This study presents a method for improving hydrophobicity of carbon and a measurement of the hydrophobicity. Generally, methods of improving the hydrophobicity of carbon materials are heat treatment, acid/alkali treatment, coating and immersion with hydrophobic materials. However, it collapses the pore structure and reduces the adsorption capacity. Therefore, this study briefly introduce not only the general method for improving carbon materials' hydrophobicity but also the method for converting the precursor of the material is briefly introduced. Futhermore, this study introduces a analytical technique used to determine hydrophobic modification or not, and aims to enhance the understanding of carbon materials.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Changes in Physicochemical and Sensory Properties of Fruits as Affected by Chlorine Sterilization (과일류의 염소 소독 방법에 따른 이화학적 및 관능적 품질 특성 변화)

  • Park, Jong-Sook;Nam, Eun-Sook;Park, Shin-In
    • The Korean Journal of Food And Nutrition
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    • v.21 no.4
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    • pp.499-509
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    • 2008
  • The purpose of this study was to investigate the changes in physicochemical and sensory properties of raw fruits during washing and chlorine treatments. Strawberry and banana were pre-prepared at different concentration of chlorinated water(0 ppm, 50 ppm and 100 ppm), immersion time(3 min and 5 min), and number of post-rinsing(1 time, 2 times and 3 times). The physicochemical properties such as pH, sugar contents, residual chlorine contents, color values and hardness of the fruits were analyzed, and the sensory quality were evaluated throughout the sterilization treatment process. After washing strawberry with 100 ppm chlorinated water and 3 times of post-rinsing, pH and residual chlorine contents were showed a little difference, while sugar contents, hardness, and color values(L, a and b) were reduced. In case of banana, pH, sugar contents and residual chlorine contents were not affected, and hardness and L color value were reduced. However, a and b color values of banana were gradually increased as the development of brown discoloration. Sensory properties of the samples were affected by the chlorine sterilization treatment. In overall acceptance, strawberry and banana treated with 100 ppm chlorinated water showed the lowest scores among treatments. Therefore it could be suggested that the application of 50 ppm chlorinated water for $3{\sim}5$ minutes with over 3 times of post-rinsing was the effective pre-preparation method without affecting the quality of the fruits.

Fabrication of Artificial Sea Urchin Structure for Light Harvesting Device Applications

  • Yeo, Chan-Il;Kwon, Ji-Hye;Kim, Joon-Beom;Lee, Yong-Tak
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.380-381
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    • 2012
  • Bioinspired sea urchin-like structures were fabricated on silicon by inductively coupled plasma (ICP) etching using lens-like shape hexagonally patterned photoresist (PR) patterns and subsequent metal-assisted chemical etching (MaCE) [1]. The lens-like shape PR patterns with a diameter of 2 ${\mu}m$ were formed by conventional lithography method followed by thermal reflow process of PR patterns on a hotplate at $170^{\circ}C$ for 40 s. ICP etching process was carried out in an SF6 plasma ambient using an optimum etching conditions such as radio-frequency power of 50 W, ICP power of 25 W, SF6 flow rate of 30 sccm, process pressure of 10 mTorr, and etching time of 150 s in order to produce micron structure with tapered etch profile. 15 nm thick Ag film was evaporated on the samples using e-beam evaporator with a deposition rate of 0.05 nm/s. To form Ag nanoparticles (NPs), the samples were thermally treated (thermally dewetted) in a rapid thermal annealing system at $500^{\circ}C$ for 1 min in a nitrogen environment. The Ag thickness and thermal dewetting conditions were carefully chosen to obtain isolated Ag NPs. To fabricate needle-like nanostructures on both the micron structure (i.e., sea urchin-like structures) and flat surface of silicon, MaCE process, which is based on the strong catalytic activity of metal, was performed in a chemical etchant (HNO3: HF: H2O = 4: 1: 20) using Ag NPs at room temperature for 1 min. Finally, the residual Ag NPs were removed by immersion in a HNO3 solution. The fabricated structures after each process steps are shown in figure 1. It is well-known that the hierarchical micro- and nanostructures have efficient light harvesting properties [2-3]. Therefore, this fabrication technique for production of sea urchin-like structures is applicable to improve the performance of light harvesting devices.

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EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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Cryopreservation of in vitro Grown Shoot Tips of Strawberry (Fragaria × ananassa Duch.) Genetic Resources by Droplet-vitrification

  • Lee, Young-Yi;Balaraju, Kotnala;Song, Jae-Young;Yi, Jung-Yoon;Lee, Sun-Yi;Lee, Jung-Ro;Yoon, Munsup;Kim, Haeng-Hoon
    • Korean Journal of Plant Resources
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    • v.32 no.6
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    • pp.689-697
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    • 2019
  • This study describes an efficient and widely applicable droplet-vitrification following cryopreservation for shoot tips of strawberry (Fragaria × ananassa Duch.) cvs. 'Wonkyo3114' and 'Gurumi40'. The shoot tips were precultured in Murashige and Skoog (MS) liquid medium supplemented with sucrose (0.3-0.5M). Precultured explants were osmoprotected with loading solution (LS, C4) containing 20% glycerol and 20% sucrose for 40 min and exposed to dehydration solution (B5) containing 40% glycerol and 40% sucrose for 40 min at 25℃, Subsequently, the explants were transferred onto droplets containing 2.5 μL PVS3 on sterilized aluminum foils (4 cm × 0.5 cm) prior to direct immersion in liquid nitrogen (LN) for 1 h. The highest regrowth rate (%) in both the cultivars was obtained when the shoot tips were precultured with MS + 0.3M sucrose for 40 h at 25℃. The cryopreserved shoots tips exhibited 55% regrowth rate by culturing in NH4NO3-free MS medium supplemented with 3% sucrose, 1.0 g/L casein, 1.0 mg/L GA3, and 0.5 mg/L BA for 5 weeks and in MS medium supplemented with 0.5 mg/L GA3 for 8 weeks. This result shows that droplet-vitrification could be employed as a promising method for cryostorage of strawberry germplasm.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

Electrochemical Properties of Air-Formed Oxide Film-Covered AZ31 Mg Alloy in Aqueous Solutions Containing Various Anions

  • Fazal, Basit Raza;Moon, Sungmo
    • Journal of the Korean institute of surface engineering
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    • v.50 no.3
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    • pp.147-154
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    • 2017
  • This research was conducted to investigate the electrochemical properties of the thin air-formed oxide film-covered AZ31 Mg alloy. Native air-formed oxide films on AZ31 Mg alloy samples were prepared by knife-abrading method and the changes in the electrochemical properties of the air-formed oxide film were investigated in seven different electrolytes containing the following anions $Cl^-$, $F^-$, $SO{_4}^{2-}$, $NO_3{^-}$, $CH_3COO^-$, $CO{_3}^{2-}$, and $PO{_4}^{3-}$. It was observed from open circuit potential (OCP) transients that the potential initially decreased before gradually increasing again in the solutions containing only $CO{_3}^{2-}$ or $PO{_4}^{3-}$ ions, indicating the dissolution or transformation of the native air-formed oxide film into new more protective surface films. The Nyquist plots obtained from electrochemical impedance spectroscopy (EIS) showed that there was growth of new surface films with immersion time on the air-formed oxide film-covered specimens in all the electrolyte. The least resistive surface films were formed in fluoride and sulphate baths whereas the most protective film was formed in phosphate bath. The potentiodynamic polarization curves illustrated that passive behaviour of AZ31 Mg alloy under anodic polarization appears only in $CO{_3}^{2-}$, or $PO{_4}^{3-}$ ions containing solutions and at more than $-0.4V_{Ag/AgCl}$ in $F^-$ ion containing solution.

Quality Characteristics of Beef by Different Cooking Methods for Frozen Home Meal Replacements

  • Kim, Kwang-Il;Lee, Sang-Yoon;Hwang, In-Guk;Yoo, Seon-Mi;Min, Sang-Gi;Choi, Mi-Jung
    • Food Science of Animal Resources
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    • v.35 no.4
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    • pp.441-448
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    • 2015
  • Blanching beef for use in home meal replacements (HMR) is an important process that determines the final quality of the beef after the cooking process. Thermal pretreatment also minimizes the change in quality during the main cooking process or storage. In this study, beef samples were washed and sliced, then treated by immersion in boiling water (1-10 min), steaming (1-10 min), or pan-frying in oil (30-240 s). The color after each thermal treatment showed higher L* and b* values and lower a* values compared with the raw beef, except for the pan-frying thermal treatment. The total color difference (∆E) and pH value were significantly increased by panfrying (p<0.05). There was no significant difference in the shear force of the beef samples, except for the sample pan-fried for 210 s. The nutritional content of beef was measured as the moisture, protein, fat, and ash contents, which were 69.96, 16.64, 3.49, and 1.13%, respectively, in raw beef. After thermal treatment, the crude protein and fat contents were increased, whereas the moisture and ash contents decreased. The mineral content, including Na, Mg, Fe, and Ca was highest after pan-frying. The heat treatment decreased microorganisms in all the samples. The total bacteria count in raw beef was 4.5-4.7 Log CFU/g, whereas the bacteria count decreased to 2.2-2.8 Log CFU/g after blanching. Thermophilic bacteria, coliform, mold, and yeast not detected in any thermally treated sample.

A Research for Possibility of Interactive Cartoon as Edutainment Contents (에듀테인먼트 콘텐츠로서 인터랙티브 만화의 가능성 탐색)

  • Song, Su-Mi;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.190-194
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    • 2006
  • Recently, the education is trying to increase educational effect in self-directed teaming to attract learners' interest and concentration. For that reason, as interaction which makes learners step into lessons spontaneously than a simple convey of knowledge is getting more important, edutainment contents that introduce entertainment for education is being in the limelight. Especially, it needs how to design interaction in which the factors of pleasure and entertainment are emphasized for learners' immersion regarding with edutainment contents based on digital mediums. So, I'm going to present a method of curriculum design on educational factors and how to design interaction on enjoyment factors of interactive cartoon in order to increase educational effect. Through this research, I wish to provide the groundwork which makes interactive cartoon that carries infinite possibility become a new part of edutainment contents.

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