Proceedings of the Korean Society for Applied Microbiology Conference
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2005.06a
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pp.66-70
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2005
Microbiology research must be conducted in a fashion that assures the health and well being of the researcher and the safety of the community. This lecture raises awareness of biosafety issues and discusses how the interaction of the pathogen being studied, the person conducting the research, and the practices being used can be manipulated to assure safety. The characterization of pathogens into Risk Groups, how these relate to Biosafety Levels, and the personal practices and laboratory design criteria associated with each Biosafety Level are explained. The importance of preventing or containing aerosols, limiting opportunities for cross-contamination, and taking a flexible multi-component approach to biosafety are emphasized.
Journal of the Korea Society of Computer and Information
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v.24
no.12
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pp.75-84
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2019
The Naval Combat System has several equipment needed to operate the system, such as radar equipment, underwater sensor equipment, guns and missile control and armed control equipment, and a multi function console is configured to control it. The multi function console is equipped with HCI(Human Computer Interaction)-based software for displaying the status information of equipment and controlling equipment, and the operator uses the installed software to operate the Naval Combat System. However, when operating a Naval Combat System for a long time, there are problems such as physical discomfort caused by the structure of the multi function console display and increase in fatigue of the person who operates various and complicated user interface configuration. These issues are important factors in reducing Naval Combat System operability. In order to solve these issues, in this paper, based on a questionnaire survey conducted for Naval Combat System development personnel, multi function console screen design to reduce physical discomfort and HCI design to reduce fatigue and increase intuition are proposed. The proposed design is expected to provide convenience to future Naval Combat System operators and improve operation over existing Naval Combat System.
This study examined the nature of multi-cultural families' housing problems living in South Korea. A qualitative research was conducted through in-depth interviews with immigrant women from three Southeast Asian countries. The subjects of this study were 15 married immigrants from the Philippine, Cambodia, and Vietnam living in Seoul. The major findings were as follows: firstly, reciprocity for the in-between person and environment: the preferred to blend into Korean society instead of making a community based on national origin. Secondly, intention to housing: all participants were passive about moving and the Vietnamese and Cambodians placed more importance on the family community than the Filipinas. Thirdly, meaning of housing and interaction: for the most important area in the house, the Vietnamese and Cambodians stated that rooms were for a couple and treated family space more importantly than Filipinas who pursuit personal comfort. Fourthly, housing adaptation process: adapting to climate difference between home countries and Korea was the biggest difficulty. Fifthly, residential satisfaction/dissatisfaction: mostly satisfied with housing facilities; however, they were dissatisfied with the number of rooms and house size due to a necessity for personal space. In conclusion, ideas implied from native country of married immigrants in multicultural families did not change significantly in preference of the current environment. The needs for an ethnic community was not great, because they seemed able to assimilate positively by living with a Korean husband and relatives. Gradual assimilation through a cultural acculturation process can be considered desirable.
With growth in intelligence of mobile robots, interaction with humans is emerging as a very important issue for mobile robots and the pedestrian tracking technique following the designated person is adopted in many cases in a way that interacts with humans. Among the existing multi-object tracking techniques for pedestrian tracking, Simple Online and Realtime Tracking (SORT) is suitable for small mobile robots that require real-time processing while having limited computational performance. However, SORT fails to reflect changes in object detection values caused by the movement of the mobile robot, resulting in poor tracking performance. In order to solve this performance degradation, this paper proposes a more stable pedestrian tracking algorithm by correcting object tracking errors caused by robot movement in real time using wheel odometry information of a mobile robot and dynamically managing the survival period of the tracker that tracks the object. In addition, the experimental results show that the proposed methodology using data collected from actual mobile robots maintains real-time and has improved tracking accuracy with resistance to the movement of the mobile robot.
Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
The Journal of the Korea Contents Association
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v.17
no.4
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pp.200-208
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2017
Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.
Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.
1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in
, research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation.
indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.
The purpose of this study is to critically examine conventional spatial measures of individual accessibility, which are based on the notion of spatial proximity, the single reference location, and the unlinked travel model. Using space-time accessibility measures with the travel-activity diary data set of Portland Metro, US, three expectations from spatial measures on spatial patterns of individual accessibility were empirically examined: (1) does individual accessibility decrease with an increase of distance from the CBD?; (2) does the spatial pattern of accessibility resemble that of urban opportunity density pattern?; and (3) are spatial patterns of individual accessibility of different socio- demographic population groups basically similar as people in the same area share the same geographic characteristics regardless of gender, race, age, and so on? First of all, the results showed that spatial variations in individual accessibility were not directly determined by spatial proximity and opportunity density as suggested by previous accessibility measures. The spatial pattern of individual accessibility was dramatically different from that of urban opportunity density High peaks of accessibility level were found far away from the CBD and regional centers. This finding might be associated with the importance of multi-reference locations and linked travels in shaping accessibility in reality. Furthermore, this study found that spatial patterns of accessibility clearly differ between men and women. These findings suggest that access requires more than proximity, and that the interaction between person-specific space-time constraints and the consequential availability of urban opportunities in space-time renders different accessibility experiences to people even in the same region, which would be one of the key ingredients missing from conventional spatial measures of accessibility.
The present study sought to capture day-to-day fluctuation of the daily happiness among Korean urban older adults and to examine whether the within person fluctuation of daily happiness is explained by the social and physical activities the older adults experience each day. We also examined whether the within person association between daily social, physical activities and the daily happiness varies by individual characteristics(i.e. gender, age, educational level and health). In addition, we explored the relationships between the level and fluctuation of daily happiness and the level of global happiness. The data was collected by multi-method approach, which includes general survey, daily diary method and collection of physical activity data through the activity monitors. In total, 175 urban older adults participated for seven days of daily diary survey. The data about the number of steps and the time spent on sedentary activities, light intensity physical activities and moderate to vigorous intensity physical activities were also collected during the same period from 16 sub-samples using activity monitors. Hierarchical linear modeling was applied for the analysis. The results were as below. First, the level of happiness of older adults fluctuated during a week, and the patterns of fluctuation varied by the gender and the health. Second, socializing with their children and friends elevated their levels of happiness. Also the impact of contacts with siblings on the level of daily happiness was greater for the unhealthy group compare to the healthy group. Third, older adults were happier on the days when they walked more, but the level of daily happiness decreased on the days when they spent longer time for low intensity physical activities. Lastly, the higher level of daily happiness were related to the higher level of global happiness, but the degree of fluctuation of daily happiness was not related to the level of global happiness. The implications of these results and suggestions for future research are discussed.
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