• 제목/요약/키워드: Media Introduction

검색결과 302건 처리시간 0.027초

Insulin enhances neurite extension and myelination of diabetic neuropathy neurons

  • Pham, Vuong M.;Thakor, Nitish
    • The Korean Journal of Pain
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    • 제35권2호
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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 VR기반 속초 소개 영상 제작 (360 VR-based Sokcho Introduction Video Production)

  • 이준영;임소연;박철우;이영우
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.493-495
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    • 2022
  • 본 영상은 새롭게 등장한 차세대 미디어 360 VR을 기반으로 한다. 기술의 발전으로 디지털 콘텐츠가 발달하고, 코로나 펜데믹 비대면 시대가 열리면서 사람들은 직접 가지 않고 즐길 수 있는 콘텐츠를 찾게 되었다. 360 VR은 현장에 직접 가지 않아도 현장에 간 것처럼 입체감 있게 콘텐츠를 즐길 수 있는 차세대 미디어다. 이를 활용하여 효과적으로 지역 홍보 영상을 만드는 것에 대한 연구를 하고자한다.

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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
    • 스마트미디어저널
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    • 제12권10호
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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.

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

  • 박지숙
    • 조형예술학연구
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    • 제7권
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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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옥수수 전위유전자 Ac 및 Ds의 2배체종 감자 Genome 내로의 도입 (Introduction of Maize Transposable Elements, Ac and Ds into the Genome of a Diploid Potato Species)

  • 김화영;임용표
    • 식물조직배양학회지
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    • 제27권1호
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    • pp.39-45
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    • 2000
  • 전위유전자 표지를 이용한 2배체 야생근연종 감자의 유용 유전자 cloning 체계를 개발하기 위하여 옥수수의 진위유전자 Ac를 조작하여 전위효소는 생산하나 이동은 불가능하도록 제작된 immobilized Ac (iAc)와 자체 이동은 불가능하나 iAc의 작용에 의해 이동이 가능한 Ds를 Agrobacterium tumefaciens를 이용한 형질전환에 의해 2배체 근연종 감자 (Solanum tuberosum Group Phureja) 계통 1.22에 도입하였다. iAc및 Ds 삽입 binary vector들을 보유하는Agrobacterium 계통들로 형질전환 처리된 1.22 기내배양신초의 잎과 줄기 절편의 경우 50mg/L 의 kanamycin이 첨가된 배지에서도 캘러스를 형성하였으며, 잎 절편으로부터 재분화신초가 획득되었다. 형질전환 처리되지 않은 1.22 신초는 100mg/L의 kanamycin이 첨가된 배지에서 전혀 발근이 되지 않았으나, 형질전환 처리에 의해 획득된 재분화 신초는 동일 배지에서 발근이 되었다. iAc와 Ds의 염기배열에 대해 특이적인 oligonucleotide primer들을 이용하여 형질전환 처리 획득 식물들로부터 추출된 DNA에 대한 PCR분석을 실시한 결과, 사용된 primer들의 iAc 와 Ds의 염기배열에 있어서의 위치에 의해 예상되는 크기의 DNA들이 형성되어 iAc 와 Ds의 1.22 genome내 도입이 확인되었다.

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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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    • 제39권4호
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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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사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례 (A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States)

  • 주미경;김명희
    • 디지털융복합연구
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    • 제14권11호
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    • pp.549-555
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    • 2016
  • 이 논문의 목적은 미술관 방문 및 참여 증가 요인이 사물인터넷을 통한 서비스 마케팅 강화에 있다고 보고 이론적 관점에서 사물인터넷 도입 후 제공된 클리블랜드 미술관 서비스의 내용과 그로 인한 결과는 무엇인지를 분석하여 한국의 예술기관에 적용할 수 있는 시사점을 찾는데 있다. 분석을 위하여 저널논문, 통계, 기관 및 정부의 보도자료, 뉴스기사, 웹문서, 웹페이지 기사를 수집하여 참조한다. 분석결과는 첫째, 디지털 및 소셜미디어의 적용은 미술관 방문 및 재원 창출에 긍정적이다. 둘째, 사물인터넷의 도입은 미술관의 '교육', '접근성', '의사소통' 서비스의 강화는 물론 체험을 활성화시켜 온 오프라인 참여를 증가시킨다. 셋째, 시스템 구축을 위해 지방정부의 자금지원과 관련업체의 기술지원이 필수적으로 뒷받침되어야 한다. 결론으로 사물인터넷 불모지나 다름 없는 국내 미술관에 관람객의 참여 활성화를 위하여 이와 같은 디지털기술의 적극적인 도입을 제안한다.

한옥의 전통적 요소를 도입한 한국형 아파트 실내디자인의 표현 경향에 관한 연구 - 한국 브랜드 아파트에 적용된 사례를 중심으로 - (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 -)

  • 임보라;최상헌
    • 한국실내디자인학회논문집
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    • 제25권3호
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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.

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

  • 권신혜;박경우;장병철;장병희
    • 한국콘텐츠학회논문지
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    • 제19권7호
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    • pp.526-537
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    • 2019
  • 이 연구는 기계학습의 도입이 미디어 산업구조에 어떠한 영향을 미칠 것인가에 대해 산업조직론적 관점에서 살펴보았다. 먼저 기계학습 기법이 미디어 산업에 성공적으로 도입되기 위해서는 각 산업 단계의 조직구성원 사이에서 기계학습 기반 시스템의 필요성에 대한 공감대 형성이 선행되어야 할 것으로 분석된다. 기계학습의 도입은 기존 방송 및 영화산업의 투자 의사결정과정과 제작 과정에 유의미한 변화를 가져올 것이며, 투자 측면에서는 객관적 데이터의 제공으로 인해 효율성이 증대될 것으로 보인다. 또한, 성과가 담보된 장르 및 형식의 콘텐츠에 투자가 집중됨에 따라 다양성이 감소할 가능성이 있다. 제작 측면에서는 창작자의 반복적 행위를 기계학습 시스템이 담당하는 역할을 한다면 생산효율성이 증대될 수 있다.

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

  • 정태섭
    • 한국콘텐츠학회논문지
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    • 제19권6호
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    • pp.379-386
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    • 2019
  • 본 연구는 TV에 방영되고, 방영되었던 요리 프로그램의 시대적 변화에 관한 연구이다. 미디어는 외형적으로 많은 변화가 보인만큼 내적으로도 많은 변화를 보이고 있다. 현재 많은 사람들이 선호하고 있는 요리 및 음식에 관한 프로그램을 통해 다양한 변화와 시대적인 변화에 대하여 고찰하고자 함이다. 선행연구에서는 미디어 포맷 변화와 2000년대까지 사회적 변화와 프로그램의 변화에 대하여 알아보았다. 이를 기반으로 요리프로그램의 시대적 변화에 대하여 시대적 변화에 따라 분석하였다. 본 연구를 위하여 요리에서 조리로 변화와 역사적 변화로 구분하였으며, 이를 통해 시대별 구분을 하고 고찰하였다. 본 연구를 통해 문화변화에 따른 식단의 변화와 혼합되는 시대에 요리프로그램의 변화를 알 수 있었다. 정보의 일방적인 전달이 아닌 소비자가 느낄 수 있는 프로그램으로 변화를 알 수 있었으며, 전문가의 시대에서 문화로의 변화를 볼 수 있었다. 또한 음식을 통한 지역 문화소개 및 도전을 이를 통해 후속연구에서는 프로그램의 구분에 따른 변화와 사회현상을 보고자 한다.