• Title/Summary/Keyword: Manipulation

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Development of Goldberg device-based Software Convergence Education Tool (골드버그 장치 기반 소프트웨어 융합교육 도구 개발)

  • Lee, Sihoon;Kim, Sunghoon;Son, Jungmyung;Kim, Eungyeong;Cho, Wansub
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.547-555
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    • 2021
  • The purpose of this study is to develop a Goldberg device-based software(SW) convergence Education tool. The 2015 revised curriculum emphasizes convergence with various subjects for effective SW education. In particular, physics is often used as a material for SW convergence education because it is closely related to computational thinking such as sequential movement, quantification of energy and simulation. In this study, we developed an educational program based on the Goldberg device that utilizes physical knowledge, concepts and manipulation. In order to verify the effectiveness of the program, the survey questions were developed through Delphi verification and a basic satisfaction survey was conducted based on this. As a result, the developed program can be effectively used as a program for SW convergence education.

A novel amnion-chorion allograft membrane combined with a coronally advanced flap: a minimally invasive surgical therapy to regenerate interdental papillary soft tissue recession - a six-month postoperative image analysis-based clinical trial

  • Pitale, Unnati;Pal, Pritish Chandra;Boyapati, Ramanarayana;Bali, Ashish;Varma, Manish;Khetarpal, Shaleen
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.47 no.6
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    • pp.438-444
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    • 2021
  • Objectives: Loss of the interdental papilla is multi-factorial and creates a multitude of problems. Autogenous connective tissue/biomaterial-based regeneration has been attempted for decades to reconstitute the black space created due to the loss of papilla. The aim of this present study was to regenerate papillary recession defects using an amnion-chorion membrane (ACM) allograft and to evaluate the clinical outcome up to six months postoperatively. Materials and Methods: Twenty patients with 25 Nordland and Tarnow's Class I/II interdental papillary recession defects were treated with ACM and coronal advancement of the gingivo-papillary unit via a semilunar incision on the labial aspect followed by a sulcular incision in the area of interest. A photographic image analysis was carried out using the GNU Image Manipulation software program from the baseline to three and six months postoperatively. The black triangle height (BTH) and the black triangle width (BTW) were calculated using the pixel size and were then converted into millimeters. The mean and standard deviation values were determined at baseline and then again at three and six months postoperatively. The probability values (P<0.05 and P≤0.01) were considered statistically significant and highly significant, respectively. An analysis of variance and post hoc Bonferroni test were carried out to compare the mean values. Results: Our evaluation of the BTH and BTW showed a statistically and highly significant difference from the baseline until both three and six months postoperatively (P=0.01). A post hoc Bonferroni test disclosed a statistically significant variance from the baseline until three and six months postoperatively (P<0.05) and a non-significant difference from three to six months after the procedure (P≥0.05). Conclusion: An ACM allograft in conjunction with a coronally advanced flap could be a suitable minimally invasive alternative for papillary regeneration.

Cellulitis and Ankle Joint Synovitis after Acupuncture at BL60: A Case Report (곤륜(BL60) 자침 후 발생한 족부의 봉와직염 및 족관절 윤활막염: 증례 보고)

  • Do, Hyun Jeong;Lee, Eun Ju;Park, Gyung Hun;Park, Yun Leong;Seo, Jong Cheol;Kim, Cheol Hong;Yoon, Hyun Min
    • Korean Journal of Acupuncture
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    • v.38 no.4
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    • pp.317-323
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    • 2021
  • The purpose of this study is to report a case diagnosed with cellulitis and ankle joint synovitis after acupuncture treatment. An 85-years old female suffering from low back pain was managed by acupuncture including BL60. After treatment, unintended ankle pain occurred. The pain was diagnosed with cellulitis and synovitis by MRI. The patient was transferred to the Western medical hospital, and ankle joint arthroscopic synovectomy was performed. It was difficult to find a clear relationship between acupuncture and ankle joint synovitis. But it would be reasonable to assume that cellulitis was associated with acupuncture needling and synovitis was followed. Serious adverse effects, such as septic arthritis, are rare, but need significant attention. For acupuncture treatment on the ankle, especially using BL60, the depth and manipulation should be carefully performed along with sterilization.

Exploring the Content Direction of Children's Emotional Intelligence Education Using Augmented Reality Technology (증강현실 기술을 활용한 어린이 감성지능교육의 콘텐츠 방향성 탐색)

  • Huang, Bai-Min;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.78-91
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    • 2022
  • The importance of emotional intelligence education in the development of children's augmented reality education content is overlooked. Therefore, in-depth research is needed to develop children's emotional intelligence. This study was conducted through theoretical consideration and case analysis. The proposal of this paper is that the augmented reality type for children aged 2 to 7 is suitable for indoor activities with marking recognition technology. To promote an understanding of emotions, a large screen is selected, and emoticon dolls or emoticon books are recommended for learning content. Children aged 7 to 11 are suitable for indoor activities of non-marker recognition technology, and can induce emotional control and emotional recognition through active manipulation. For the learning content, "3D art teaching content" and "Online Classic Musical" are recommended. Children after the age of 11 are suitable for non-marker recognition technology outdoor activities and improve each element of emotional intelligence through interaction with nature and society. For the learning content, 'Forest Play Activity through Art' and 'EQ Theater Play' are recommended. Through this paper, we intend to promote the development of children's augmented reality emotional intelligence education.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

Factors which Hinder Attention in Online Classes and Solutions (온라인 수업에서 주의 집중을 저해하는 요인과 해결방안)

  • Shin, Soo-Bum
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.159-168
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    • 2020
  • Unlike in-person classes, such as classroom classes, various variables affect learning effectiveness in online classes. In online classes, the teacher must recognize various variables of learners in advance, and if there are variables that hinder learning, students can increase the concentration of learning attention by removing them. Therefore, it is necessary to study which variables distract attention. In this study, factors that inhibit attentional attention that may occur in online classes were selected, and factors analysis was conducted through questionnaires. As a result of the study, the factors of class progression, environment and device manipulation were indicated as the factors that hinder the attention in online classes. According to the results of this study, plans to increase attention in on-line classes were suggested.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Thermal Stress and Muscle Development in Early Posthatch Broilers (부화 초기 육계의 열 스트레스와 근육발달)

  • Moon, Yang Soo
    • Korean Journal of Poultry Science
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    • v.48 no.4
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    • pp.255-265
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    • 2021
  • Global warming and scorching summer seasons affect the growth ability of broilers and animal welfare. In modern broilers, vital organs, such as the heart and lungs, grow disproportionally under intensive selection, making it difficult to adapt to warmer climates. Changes in environmental temperature can affect muscle formation during embryonic development and the early posthatching period. Satellite cells are highly sensitive to heat stress. Heat stress affects the proliferation and differentiation activity of satellite cells and muscle growth and structure. Therefore, thermal manipulation during broiler chick embryogenesis and environmental temperature management at the beginning of hatching are critical for the development and growth of broiler muscles. This review focuses on the thermoregulation mechanism of birds, the muscle development process of broilers, and the function of satellite cells, the relationship between heat stress and muscle development of chicks shortly after hatching, and studies on heat resistance and muscle growth of broilers.

An Analysis of Clinical Research Trends on Interventions of Oriental Medicine for Postpartum Disease and Postpartum Care (산후병 및 산후관리에 대한 국내 한의학 임상 연구 동향 분석)

  • Kim, Nu-Ree;Lee, Eun-Hee
    • The Journal of Korean Obstetrics and Gynecology
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    • v.35 no.1
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    • pp.34-58
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    • 2022
  • Objectives: This study was performed to analyze the interventions of Oriental Medicine which had been commonly used for postpartum disease and postpartum care. Methods: We searched research on the interventions for postpartum disease and postpartum care in 4 domestic search engines. After that, we conducted eligibility screening based on inclusion and exclusion criteria. Results: 1. We selected total 50 studies. There were 2 randomized controlled trial (RCT), 5 non-RCT, 35 case reports, 8 case series within the 6~8 weeks after childbirth. 2. Of the 35 case reports, several interventions were used : acupuncture (22), moxibustion (11), cupping therapy (7), pharmacopuncture (5), chuna manipulation (4), herbal medicine (34). The most common symptoms were musculoskeletal symptoms (8), followed by postpartum depression (7). Various prescriptions and acupoints of oriental medicine were used depending on the diseases or symptoms. 3. Of the 8 case series, 382 subjects in 5 case series had taken Saenghwa-tang-gagam. And Acupuncture, moxibustion, cupping therapy (5), pharmacopuncture (1) were used as an intervention. 4. The most commonly used acupoint is 腎兪 (BL23) in the pain including postpartum back pain and 三陰交 (SP6), 關元 (CV4) in the postpartum care. 關元 (CV4) is the most commomly used moxibustion point not only the postpartum disease but also the postpartum care. Conclusions: In clinical studies of oriental medicine related to postpartum disease and postpartum care, pain-related clinical studies that belong to or progress to Sanhupung were the most common (30%), and among them, postpartum low back pain studies were the most common (20%). Based on this, we believe that large-scale clinical studies with high quality using oriental interventions including chuna and pharmacopuncture are needed to establish guidelines for the management of pain treatment including postpartum back pain.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.157-163
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    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.