• Title/Summary/Keyword: Media Introduction

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Insulin enhances neurite extension and myelination of diabetic neuropathy neurons

  • Pham, Vuong M.;Thakor, Nitish
    • The Korean Journal of Pain
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    • v.35 no.2
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    • pp.160-172
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    • 2022
  • Background: The authors established an in vitro model of diabetic neuropathy based on the culture system of primary neurons and Schwann cells (SCs) to mimic similar symptoms observed in in vivo models of this complication, such as impaired neurite extension and impaired myelination. The model was then utilized to investigate the effects of insulin on enhancing neurite extension and myelination of diabetic neurons. Methods: SCs and primary neurons were cultured under conditions mimicking hyperglycemia prepared by adding glucose to the basal culture medium. In a single culture, the proliferation and maturation of SCs and the neurite extension of neurons were evaluated. In a co-culture, the percentage of myelination of diabetic neurons was investigated. Insulin at different concentrations was supplemented to culture media to examine its effects on neurite extension and myelination. Results: The cells showed similar symptoms observed in in vivo models of this complication. In a single culture, hyperglycemia attenuated the proliferation and maturation of SCs, induced apoptosis, and impaired neurite extension of both sensory and motor neurons. In a co-culture of SCs and neurons, the percentage of myelinated neurites in the hyperglycemia-treated group was significantly lower than that in the control group. This impaired neurite extension and myelination was reversed by the introduction of insulin to the hyperglycemic culture media. Conclusions: Insulin may be a potential candidate for improving diabetic neuropathy. Insulin can function as a neurotrophic factor to support both neurons and SCs. Further research is needed to discover the potential of insulin in improving diabetic neuropathy.

360 VR-based Sokcho Introduction Video Production (360 VR기반 속초 소개 영상 제작)

  • Lee, Jun-yeong;Im, So-Yeon;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.493-495
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    • 2022
  • This video is based on the newly emerged next-generation Media 360 VR. With the development of technology, digital content has developed and the opening of the COVID-19 pandemic untact era, people have found content that they can enjoy without going directly. 360 VR is a next-generation media that allows users to enjoy content in a three-dimensional manner as if they went to the site without having to go to the site. Using this, we would like to study the effective creation of local promotional videos.

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Empowering Agriculture: Exploring User Sentiments and Suggestions for Plantix, a Smart Farming Application

  • Mee Qi Siow;Mu Moung Cho Han;Yu Na Lee;Seon Yeong Yu;Mi Jin Noh;Yang Sok Kim
    • Smart Media Journal
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    • v.12 no.10
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    • pp.38-46
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    • 2023
  • Farming activities are transforming from traditional skill-based agriculture into knowledge-based and technology-driven digital agriculture. The use of intelligent information and communication technology introduces the idea of smart farming that enables farmers to collect weather data, monitor crop growth remotely and detect crop diseases easily. The introduction of Plantix, a pest and disease management tool in the form of a mobile application has allowed farmers to identify pests and diseases of the crop using their mobile devices. Hence, this study collected the reviews of Plantix to explore the response of the users on the Google Play Store towards the application through Latent Dirichlet Allocation (LDA) topic modeling. Results indicate four latent topics in the reviews: two positive evaluations (compliments, appreciation) and two suggestions (plant options, recommendations). We found the users suggested the application to additional plant options and additional features that might help the farmers with their difficulties. In addition, the application is expected to benefit the farmer more by having an early alert of diseases to farmers and providing various substitutes and a list of components for the remedial measures.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Introduction of Maize Transposable Elements, Ac and Ds into the Genome of a Diploid Potato Species (옥수수 전위유전자 Ac 및 Ds의 2배체종 감자 Genome 내로의 도입)

  • 김화영;임용표
    • Korean Journal of Plant Tissue Culture
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    • v.27 no.1
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    • pp.39-45
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    • 2000
  • Two maize transposable elements, immobilized Ac (iAc) and Ds, have been introduced into the genome of a diploid potato clone (Solanum tuberosum Group Phureja clone 1.22). The iAc is a modified Ac that is supposed to be unable to transpose but is expected to trans-activate the transposition of a Ds that is unable to transpose by itself. When the leaf and stem explants of in vitro shoots of the clone 1.22 were inoculated with Agrobacterium tumefaciens strains harboring binary vectors containing the iAc and the Ds, calli were formed from the explants on media containing 50 mg/L of kanamycin, and shoots were regenerated from the calli. The regenerated shoots formed roots when cultured on media containing 100 mg/L of kanamycin, whereas untransformed shoots did not form roots on the same media. The PCR amplification of the DNA's from the transgenic plants confirmed that the iAc and the Ds elements were introduced into the potato genome of 1.22.

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Overexpression of the spr D Gene Encoding Strptomyces griseus Protease D Stimulates Actinorhodin Production in Streptomyces lividans

  • Choi, Si-Sun;Chi, Won-Jae;Lee, Jae-Hag;Kang, Sang-Soon;Jeong, Byeong-Chul;Hong, Soon-Kwang
    • Journal of Microbiology
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    • v.39 no.4
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    • pp.305-313
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    • 2001
  • The spr D gene encoding Strptomyces griseus protease D(SGPD); a chymotrypsin-like proteae, was cloned from Strptomyces griseus IFO13350 and sequence. Most of the amino-acid sequence deduced from the nucleotide sequence is idential to that Strptomyces griseus IMRU3499 except that one amino acid has been deleted and Trp 369 has been substituted into Cys369 in the SGPD from S. griseus IFO13350 without affecting the protease activity. The spr D gene was overexpressed in Streptomyce liv-idans TK24 as a heterologous host. Various media with different compositions were also used to max-imize the productivity of SGPD inthe heterologous host. The SGPD productivity was best when the transformant S. lividans TK24 was cultivated in R2YE medium. The relative chymotrypsin activity of the culture broth measured with an artificial chromogenic substrate, N-scuccinyl-ala-ala-pro-phe-p-nitroanilide, was 16 units/ml. A high level of SGPD was also produced in YEME and SAAM medial but it was relatively lower that in R2YE medium and negligible amounts of SGPD were produced in GYE, GAE and Benedict media. The growth of S. lividans reacted the maximum level of cell mass at days 3 and 4 of the culture, but SGPD production started in the stationary phase of cell growth and kept increase in till the 10$^{th}$ day of culture in R2YE and YEME medium, but in GYE media the productivity reached maximum level at 8days of cultivation. The introduction of the spr D gene into S. lividans TK24 triggered biosyntheis of the pigmented antibiotic , actinorhodin, which implies some protease may paly a very improtant role in secondary-metabolite formation in sStreptomyces.

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A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

A Study on Interior Design Expressional Tendency of Korean style Apartments introducing Traditional Hanok Factors - Focusing on the Cases applied to Korean Brand-name Apartments - (한옥의 전통적 요소를 도입한 한국형 아파트 실내디자인의 표현 경향에 관한 연구 - 한국 브랜드 아파트에 적용된 사례를 중심으로 -)

  • Lim, Bo-Ra;Choi, Sang-Hun
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.121-128
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    • 2016
  • Focusing on the cases applied to korean brand-name apartments In 1960s, economical growth and introduction of western-type cultures led to a boom of apartment construction. After internationalization'in 1980s through Olympic games in 1988, korean culture has attracted attention and individual life quality has been improved. Since 1990s, changes in personal life style has affected the housing culture and the construction companies started moving from quantitative supply to developing their own differential characteristics. Differentiation scheme triggered by construction companies since mid-1990s mainly focused on various ideas for space deployment. Space plans include such things as a private ground, a kitchen in the south, etc. while interior plans include to provide selection of the korean traditional style, natural or casual one. 'korean traditional style' apartment is one of such theme of the brand-named apartment. Interests on 'Tradition' can be broken down into a social trend and media trend. Firstly, the former includes the designation of Bukchon as a reserving area, one of the governmental 'Hanok Survival Program', and traditional building promotion scheme on the basis of construction policy plans. Secondly, the latter covers the interests which attract through the media showing oriental cosmetics, korean culture export via Hallyu, popularity of korean dramas, etc. Thus, it seems worth studying on the apartments with traditional factors. And also, this study aims to setup the concept and trends of korean traditional style apartments through the interior expression on the korean-factor space developed by brand-name apartments so that it could correct such false knowledge out of misunderstood concept of traditional space which results from simple decoration or structure type not accompanying Korean emotion or spirit rendered by some misleading media.

Machine Learning in Media Industry :Focusing on Content Value Evaluation and Production Development (기계학습의 미디어 산업 적용 :콘텐츠 평가 및 제작 자원을 중심으로)

  • Kwon, Shin-Hye;Park, Kyung-Woo;Chang, Byeng-Chul;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.526-537
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    • 2019
  • This study researched the effect of application systems for media industry by using machine learning method focusing on industrial organization theory. First, for applying the system successfully, formation of sympathy about needs is required. The introduction of machine learning can bring change in each stage of value chain especially, decision making process of investment and production process. In investment side, objective performance prediction data can enhance efficiency, and content diversity can decrease with concentrated investment phenomenon to secured content by the system. In production side, if the system support to make creators decrease simple repeat works, production efficiency will increase.

Change of the Age of TV Cooking Programs (TV 요리 프로그램의 시대적 변화에 대한 연구)

  • Chung, Tae-Sub
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.379-386
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    • 2019
  • It is a study of the changing times of cooking programs that were broadcast and aired on TV. The media has shown a lot of changes in appearance, and it's also showing a lot We want to look at various changes and changes in the times through programs on cuisine and food that many people now prefer. In the preceding study, we looked at changes in media formats and changes in social changes and programs until the 2000s. Based on this analysis, the changes of the cooking program were analyzed according to the changes of the times. For the purpose of this study, changes were divided into cooking and historical changes, which were divided and examined by the period. Through this study, we were able to see the change in the cooking program in an era where changes in diet are mixed with changes in culture. It was possible to see the change through programs that consumers could feel, not unilateral delivery of information, and to see the change from the era of experts to culture. Further, through the introduction and challenge of local culture through food, subsequent research aims to see changes and social phenomena caused by the division of programs.