• Title/Summary/Keyword: Time To Live

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Ethidium monoazide-PCR for the detection of viable Escherichia coli in aquatic environments (수환경에서 살아 있는 대장균의 검출을 위한 ethidium monoazide-중합효소연쇄반응법)

  • Lee, Gyucheol;Kim, Hyunjeong;Lee, Byunggi;Kwon, Soonbok;Kim, Gidon;Lee, Sangtae;Lee, Chanhee
    • Journal of Korean Society of Water and Wastewater
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    • v.23 no.2
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    • pp.199-205
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    • 2009
  • It is very important to differentiate of DNA derived from live or dead bacteria within mixed microbial communities in aquatic environments. Ethidium monoazide (EMA) is a DNA intercalating agent and the treatment of EMA with strong visible light cleaves the genomic DNA of bacteria. In dead bacterial cells, EMA intercalates into the genomic DNA, induces the cleavage of DNA, and inhibits the PCR amplification. In this study, we developed the EMA-PCR and EMA real-time PCR to detect the DNA derived from viable Escherichia coli (E.coli) in mixed cultures of live and dead E.coli. The treatment of EMA, $50{\mu}g/mL$, and 650 W visible halogen light exposure for 2 minutes cleaved the genomic DNA derived from heat killed E.coli but did not those of live E.coli. EMA-PCR could detect the DNA from live E.coli in mixed culture samples of live and dead E.coli at various ratio and there was no DNA amplification in only dead E.coli cultures. Similar results were observed in EMA real-time PCR. Further studies are needed to develop various EMA-PCR methods to detect viable waterborne pathogens such as Helicobacter pylori, Giardia lamblia, and so on.

Effects of Wanghong marketing in live commerce on chinese consumers' purchase intention toward fashion products - Focusing on the mediating effect of Wanghong's characteristics and consumers' co-experience - (라이브 커머스의 왕홍 마케팅이 중국 소비자의 패션상품 구매의도에 미치는 영향 - 왕홍의 특성과 소비자 공동경험의 매개효과를 중심으로 -)

  • La, Kyung Won;Oh, Kyung Wha
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.1
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    • pp.19-36
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    • 2021
  • Real-time two-way communication has become an important factor in the relationship between consumers and broadcasters in the Live Commerce environment. To clarify, the relationship of the factors, and the effect of Live Commerce's on consumer purchase intention were examined. In addition, the role of Wanghong, who broadcasts Live Commerce and Co-experience that occurs between consumer and broadcasters influences consumer purchase intention. An online survey method was conducted for 403 subjects in their 20s that were Live Commerce users in Shanghai, Beijing, and Guangzhou, China. The number of final the data used for the analysis was 274 and anlaysis was conducted using SPSS 26.0 program and a Sobel test was employed. Based on the analysis of the data, it was found that Live Commerce's characteristics consisted of interactivity, security, and Wanghong's characteristics consisted of honesty, originality, and expertise. Also, it revealed that Co-experience was consisted of responsiveness and vividness. Second, for Live Commerce's characteristics, the Wanghong's characteristics, and Co-experience had a positive effect on the consumers' purchase intention. Third, the Wanghong's characteristics and vividness, a factor of Co-experience, had significant mediating effects on the relationship between Live Commerce's characteristics and the consumers' purchase intention. Finally, responsiveness of Co-experience had a noteworthy mediating effect on the relationship between the interactivity of Live Commerce's characteristics and the consumers' purchase intention. This study confirmed the important role of Live Commerce's characteristics, the Wanghong's characteristics and Co-experience in relation to the consumers' purchase intention. In addition, the Wanghong's characteristics and Co-experience were proposed as a significant mediating factors.

Football match intelligent editing system based on deep learning

  • Wang, Bin;Shen, Wei;Chen, FanSheng;Zeng, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.5130-5143
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    • 2019
  • Football (soccer) is one of the most popular sports in the world. A huge number of people watch live football matches by TV or Internet. A football match takes 90 minutes, but viewers may only want to watch a few highlights to save their time. As far as we know, there is no such a product that can be put into use to achieve intelligent highlight extraction from live football matches. In this paper, we propose an intelligent editing system for live football matches. Our system can automatically extract a series of highlights, such as goal, shoot, corner kick, red yellow card and the appearance of star players, from the live stream of a football match. Our system has been integrated into live streaming platforms during the 2018 FIFA World Cup and performed fairly well.

Studies on Intramuscular Fat Percentage in Live Swine Using Real-time Ultrasound to Determine Pork Quality

  • Jung, Jong-Hyun;Shim, Kwan-Seob;Na, Chong-Sam;Choe, Ho-Sung
    • Asian-Australasian Journal of Animal Sciences
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    • v.28 no.3
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    • pp.318-322
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    • 2015
  • In the modern pork industry, selection of high intramuscular fat (IMF) in pigs is necessary to improve pork quality. Ultrasound has been used previously to predict subcutaneous fat thickness and IMF in the longissimus muscles of line pigs and Real-time ultrasound has also been reported as a reliable method for estimating IMF in live pigs. So we estimate the correlation between meat quality traits and IMF percentage to investigate the possibility of utilizing real-time ultrasound technology for predicting IMF percentage in line pigs to improve pork quality. The genetic and phenotypic correlations for chemical intramuscular fat (CIMF) and ultrasound intramuscular fat (UIMF) were estimated to be 0.75 and 0.76, respectively. These results suggest that genetic factors strongly influence meat quality. The genetic and phenotypic correlation between UIMF and CIMF were 0.75, 0.76, respectively. The heritability of UIMF and CIMF were 0.48 and 0.50, respectively. So we concluded that CIMF can be replaced with UIMF and Ultrasound machines can be used to test IMF in live swine. In future, UIMF can be utilized to improve pork quality as an alternative to CIMF.

The Effect of Classic Live Streaming Performance's Service Quality on Viewer Satisfaction and Purchase Intention of On-site Performance (클래식 라이브 스트리밍 공연의 서비스 품질이 시청만족과 현장공연 구매의도에 미치는 영향)

  • Kim, Sung-Kyung;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.60-72
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    • 2020
  • The recent surge in live streaming has also changed the market for classical performing arts. Now more than just recording live performances, content specific to live streaming platforms is being produced, and live streaming is emerging as a new alternative to promoting and enjoying classical performances. Therefore, this study empirically analyzed the effect of service quality factors of the classical live streaming performance on the viewer satisfaction and the purchase intention of the on-site performance over the data collected from 198 viewers. Results suggest that, among the service quality factors of the classic live streaming performance, video content, convenience, and price, except for real-time interaction, affected the viewer satisfaction, and viewer satisfaction in turn affected the purchase intention of the on-site performance. Thus the publicity effect of live streaming for classical performing arts seemed to be proved.

The Rational Regulation of Illegal & Harmful Information in Cyberspace (모바일 라이브 스트리밍 서비스의 불법·유해방송 근절에 관한 연구)

  • Song, You-Jin;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.231-236
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    • 2017
  • This study analyzes the characteristics of mobile live streaming service, the illegal and harmful information characteristics of mobile live streaming service for the purpose of eradicating illegal and harmful broadcasting, and shows illegal and harmful broadcast on the mobile live streaming service and eradication plan. First, we reviewed the mobile live streaming service, illegal and harmful broadcasts through literature review, and secondly surveyed illegal and harmful broadcasts of mobile live streaming services and their awareness and countermeasures. As a result, it is confirmed that the mobile live streaming service is illegal, harmful broadcasting exposure frequency is high, illegal, and harmful broadcasting exposure is caused by characteristics of real time broadcasting rather than user's. In order to eradicate the illegal and mobile information about the mobile live streaming service, it is necessary to fix the illegal service and harmful broadcasting reporting system, but the government has confirmed the requirements for regulatory measures. From a microscopic point of view, it will be necessary to investigate the illegal use of mobile live streaming services and the eradication of harmful information.

Development of a Waterless Container Utilizing Thermoelectric Modules for Live Fish Transportation (열전소자를 이용한 활어 수송용 무수 컨테이너의 개발)

  • 윤태복;김남진;이재용;김종보
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.12 no.5
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    • pp.519-524
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    • 2000
  • The purpose of this study is to develop a low temperature waterless container for live fish transportation which is economical and efficient The principle of the waterless transportation is that a live fish becomes asphyxial at about $5^{\circ}C$can survive without water for a long time. A low temperature waterless container is developed for this purpose, which utilizes thermoelectric modules for rather smaller and lighter cooling system with precise temperature control devise compared to the existing mechanical system. At first, we succeeded in making flounders alive in the waterless container for 24 hours. Also when flounders were transported in a round trip from Inchon to Pusan in the waterless container, carried in a car, they survived in the waterless container for over 21 hours.

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Live Load Distribution in Prestressed Concrete I-Girder Bridges (I형 프리스트레스트 콘크리트 거더교의 활하중 분배)

  • Kim, Kwang-Yang;Kang, Dae-Hui;Lee, Hwan-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.288-293
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    • 2008
  • The standard prestressed concrete I-girder bridge (PSC I-girder bridge) is one of the most prevalent types for small and medium bridges in Korea. When determining the member forces in a section to assess the safety of girder in this type of bridge, the general practice is to use the simplified practical equations or the live load distribution factors proposed in design standards rather than the precise analysis through the finite element method or so. Meanwhile, the live load distribution factors currently used in Korean design practice are just a reflection of overseas research results or design standards without alterations. Therefore, it is necessary to develop an equation of the live load distribution factors fit for the design conditions of Korea, considering the standardized section of standard PSC I-girder bridges and the design strength of concrete. In this study, to develop an equation of the live load distribution factors, a parametric analysis and sensitivity analysis were carried out on the parameters such as width of bridge, span length, girder spacing, width of traffic lane, etc. Then, an equation of live load distribution factors was developed through the multiple linear regression analysis on the results of parametric analysis. When the actual practice engineers design a bridge with the equation of live load distribution factors developed here, they will determine the design of member forces ensuring the appropriate safety rate more easily. Moreover, in the preliminary design, this model is expected to save much time for the repetitive design to improve the structural efficiency of PSC I-girder bridges.

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The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.