• Title/Summary/Keyword: Screen space

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Establishment of High Throughput Screening System Using Human Umbilical Cord-derived Mesenchymal Stem Cells

  • Park, Eu-Gene;Cho, Tae-Jun;Oh, Keun-Hee;Kwon, Soon-Keun;Lee, Dong-Sup;Park, Seung-Bum;Cho, Jae-Jin
    • International Journal of Oral Biology
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    • v.37 no.2
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    • pp.43-50
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    • 2012
  • The use of high throughput screening (HTS) in drug development is principally for the selection new drug candidates or screening of chemical toxicants. This system minimizes the experimental environment and allows for the screening of candidates at the same time. Umbilical cord-derived stem cells have some of the characteristics of fetal stem cell and have several advantages such as the ease with which they can be obtained and lack of ethical issues. To establish a HTS system, optimized conditions that mimic typical cell culture conditions in a minimal space such as 96 well plates are needed for stem cell growth. We have thus established a novel HTS system using human umbilical cord derived-mesenchymal stem cells (hUC-MSCs). To determine the optimal cell number, hUC-MSCs were serially diluted and seeded at 750, 500, 200 and 100 cells per well on 96 well plates. The maintenance efficiencies of these dilutions were compared for 3, 7, 9, and 14 days. The fetal bovine serum (FBS) concentration (20, 10, 5 and 1%) and the cell numbers (750, 500 and 200 cells/well) were compared for 3, 5 and 7 days. In addition, we evaluated the optimal conditions for cell cycle block. These four independent optimization experiments were conducted using an MTT assay. In the results, the optimal conditions for a HTS system using hUC-MSCs were determined to be 300 cell/well cultured for 8 days with 1 or 5% FBS. In addition, we demonstrated that the optimal conditions for a cell cycle block in this culture system are 48 hours in the absence of FBS. In addition, we selected four types of novel small molecule candidates using our HTS system which demonstrates the feasibility if using hUC-MSCs for this type of screen. Moreover, the four candidate compounds can be tested for stem cell research application.

Multimedia Network Teaching System based on SMIL (SMIL을 기반으로 한 멀티미디어 네트워크 교육시스템)

  • Yu, Lei;Cao, Ke-Rang;Bang, Jin-Suk;Cho, Tae-Beom;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.524-527
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    • 2008
  • Recently, digital and the Internet are widespread out of the world, and multimedia processing technology and the development of information and communication technology in education using the Internet as the demand is rapidly increasing. Also, we tan easily use informations with less restrictions of time and space. however, several kinds of audio, media to integrate multimedia data, such as the proliferation of demands for representation. Therefore, in 1998, W3C presented an international standard, SMIL in order to solve multimedia object representation and synchronization problems. By using SMIL, various multimedia elements can be integrated as a multimedia document with proper view in a spate and time. Using this SMIL document, we can create new internet radio broadcasting service that delivers not noly audio data but also various text, image and video. In this paper, with the system, teachers can easily create multimedia courseware and living broadcast their torture on network, students can receive audio-video information of the teacher, screen displays of the teachers computer. Moreover students can communicate with teacher simultaneously by text editor windows. Students can also order courseware after class.

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A Study on Transformation of iOS GUI Design in the view of Affordance (iOS GUI 디자인의 변화에 대한 어포던스 관점의 고찰)

  • Yang, Yun;Kim, Hyung Woo
    • Smart Media Journal
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    • v.5 no.4
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    • pp.96-102
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    • 2016
  • The purpose of this study is to investigate the transformation of affordance in iOS GUI design and the relationship of affordances. We figured out variety kinds of Affordance concepts and choosed six Affordances(Visceral, Behavioral, Reflective, Explicit, Metaphorical, Pattern Affordance) Based on the previous studies. The result of investigating the transformation of iOS GUI design which based on the viewpoint of these 6 Affordance we have chosen is as follows. Firstly, the Visceral Affordance of iOS GUI design has already sufficiently become to the Reflective Affordance. So we can ignore or ellipsis the Visceral Affordance and the addition of specific Explicit Affordance can be possible. Secondly, due to the use experience of iOS, Behavioral Affordance and Pattern Affordance have already become to a kind of Reflective Affordance. Through this evolution, new kind of Pattern Affordance is formed. At the mean time, it also applied the basic field of Metaphorical Affordance. Thirdly, investigating the Flat Design of iOS based on the viewpoint of Affordance, we have figured out that Visceral Affordance has been reduced. So that the constrains of visual performance has also been reduced. This is the reason that there are more space remained in screen layout design, the color has become more natural and more Explicit Affordance has been provided, ect. Futhermore, in this thesis we have also figured out that there are some interactions and relationships between each Affordance. With the development of iOS, some Affordances have transformed to other Affordances. With the accumulation of use experience, Visceral Affordance has transformed to Reflective Affordance based on the field of Metaphorical Affordance. With the disappearance or reduction of Visceral Affordance, iOS provide Explicit Affordance instead. As a result of this kind of process, a new Pattern Affordance has been formed.

Review of Soil Vulnerability Assessment Tools in Korea and other developed countries (국내외 토양 취약성 평가 연구 동향)

  • Ki, Seo Jin;Kim, Kyoung-Ho;Lee, Hyeon Gyu;Shin, Kyung Hee
    • Journal of Korean Society of Environmental Engineers
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    • v.39 no.12
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    • pp.741-749
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    • 2017
  • This study aims to provide the technical considerations and implications for the development of soil vulnerability assesment tool based on the review of existing tools and case studies applied both domestically and internationally. For this study, we specifically investigated the basic theories and major features implemented in the screening models abroad. In contrast, one case study of prioritizing the vulnerable districts was presented to identify the research trends in Korea. Our literature review suggested that the characteristic of target areas and contaminants needed to be properly incorporated into soil vulnerability assessment because the current tools in Korea neglected these properties which prevented this tool from being used as a correct measure of soil management and prevention. We also reached the conclusion that in terms of technical aspect, the soil vulnerability assessment tool should be developed based on the physical theory and environmental data that were varied over space and time so that the end-users were able to readily and effectively screen soil vulnerability over large areas. In parallel with technical improvement, great effort needed to be devoted to develop an integrated environmental information system that increased the availability of data and shared various types of environmental data through enhanced multi-agency collaboration.

The Development Study on the Integrated Management System for Water Information based on ICT (ICT기반의 물정보 통합관리시스템 개발 연구)

  • Hong, Sok-min;Jang, Am
    • Journal of Korean Society of Environmental Engineers
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    • v.39 no.12
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    • pp.723-732
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    • 2017
  • As the development of ICT technology, in order to solve the problem of scattered water information's availability, WINS(Water management Information Networking System) by the Ministry of Land, Infrastructure and Transport was established and has been operated since 2004. However, there has been a disadvantage of providing specialized and limited information to the water resources sector mainly and a lack of active sharing of information because of no compulsory provision of information sharing between participants. In order to solve these problems, this paper carried out system development study, to do this, the status of domestic water information was surveyed and domestic and overseas related systems were compared and analyzed. The latest ICT technology was used to realize the contents as screen, and the user interface definition was created to present a role model of integrated water management through maximizing visualization by combining GIS and realtime data and providing space-time integrated information. These prior studies reached to actual construction of the ICT-based integrated management system for water information by K-water. This system is in service to the public installed in the water information portal, "MyWater".

A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.41
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    • pp.133-152
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    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.

Mobile Augmented Reality based CFD Simuation Post-Processor (모바일 증강현실 기술을 활용한 유체시뮬레이션 후처리기 연구)

  • Park, Sang-Jin;Kim, Myungil;Kim, Ho-yoon;Seo, Dong-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.523-533
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    • 2019
  • The convergence of engineering and IT technology has brought many changes to the industry as well as academic research. In particular, computer simulation technology has evolved to a level that can accurately simulate actual physical phenomena and analyze them in real time. In this paper, we describe the CFD technology, which is mainly used in industry, and the post processor that uses the augmented reality which is emerging as the post-processing. Research on the visualization of fluid simulation results using AR technology is actively being carried out. However, due to the large size of the result data, it is limited to researches that are published in a desktop environment. Therefore, it is limitation that needs to be reviewed in actual space. In this paper, we discuss how to solve these problems. We analyze the fluid analysis results in the post-processing, and then perform optimizing data (more than 70%)to support operation in the mobile environment. In the visualization, lightweight data is used to perform real-time tracking using cloud computing, The analysis result is matched to the screen and visualized. This allows the user to review and analyze the fluid analysis results in an efficient and immersive manner in the various spaces where the simulation is performed.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Text Mining-Based Analysis of Hyundai Automobile Consumer Satisfaction and Dissatisfaction Factors in the Chinese Market: A Comparison with Other Brands (텍스트 마이닝을 이용한 현대 자동차 중국시장 소비자의 만족 및 불만족 요인 분석 연구: 다른 브랜드와의 비교)

  • Cui Ran;Inyong Nam
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.539-549
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    • 2024
  • This study employed text mining techniques like frequency analysis, word clouds, and LDA topic modeling to assess consumer satisfaction and dissatisfaction with Hyundai Motor Company in the Chinese market, compared to brands such as Toyota, Volkswagen, Buick, and Geely. Focusing on compact vehicles from these brands between 2021 and 2023, this study analyzed customer reviews. The results indicated Hyundai Avante's positive factors, including a long wheelbase. However, it also highlighted dissatisfaction aspects like Manipulate, engine performance, trunk space, chassis and suspension, safety features, quantity and brand of audio speakers, music membership service, separation band, screen reflection, CarLife, and map services. Addressing these issues could significantly enhance Hyundai's competitiveness in the Chinese market. Previous studies mainly focused on literature research and surveys, which only revealed consumer perceptions limited to the variables set by the researchers. This study, through text mining and comparing various car brands, aims to gain a deeper understanding of market trends and consumer preferences, providing useful information for marketing strategies of Hyundai and other brands in the Chinese market.