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A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Expression of Peroxiredoxin I and II in Neonatal and Adult Rat Lung Exposed to Hyperoxia (고산소에 노출된 신생 백서와 성숙 백서에 있어서Peroxiredoxin I과 II의 발현)

  • Lee, Chang-Youl;Kim, Hyung-Jung;Ahn, Chul-Min;Kim, Sung-Kyu
    • Tuberculosis and Respiratory Diseases
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    • v.53 no.1
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    • pp.36-45
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    • 2002
  • Background : In mammals, the activity of antioxidant enzymes is increased in adult lung to adapt to hyperoxia. The increase of these activities is augmented in neonates and is known as an important mechanism of tolerance to high oxygen levels. Peroxiredoxin(Prx) is an abundant and ubiquitous intracellular antioxidant enzyme. Prx I and II are major cytosolic subtypes. The aim of this study was to examine th Prx I and II mRNA and protein expression levels in adult rat lungs and to compare then with those of neonatal rat lungs exposed to hyperoxia. Materials and Methods : Adult Sprague-Dawley rats and neonates that were delivered from timed pregnant Sprague-Dawley rat were randomly exposed to normoxia or hyperoxia. After exposure to high oxygen level for a set time, the bronchoalveolar lavage fluid and lung tissue were obtained. The Prx I and II protein expression levels were measured by western blot analysis using polyclonal rabbit anti-Prx I or anti-Prx II antibodies and the relative expression of the Prx I and Prx II per Actin protein were obtained as an internal standard. The Prx I and II mRNA expression levels were measured by northernblot analysis using Prx I and Prx II-specific cDNA prepared from pCRPrx I and pCRPrx II, and the relative Prx I and Prx II expression levels per Actin mRNA were obtained as an internal standard. Results : Hyperoxia induced some peak increase in the Prx I mRNA levels after 24 hour in adult rats. Interestingly, hyperoxia induced a marked increase of Prx I mRNA 24 hour in neonatal rats. However, hyperoxia did not induce an alteration in the expression of Prx II mRNA in both the adult and neonatal rat lungs. Hyperoxia did not induce an alteration in the expression of the Prx I and Prx II protein in both the adult and neonatal rat lungs. Hyperoxia did not induce an alteration in the amount of Prx I and Prx II protein all the times in the bronchoalveolar fluid of adult rats. Conclusion : Prx I and II is differently regulated by hyperoxia in adult and neonatal rat lung at the transcriptional level. The prominent upregulation of Prx I mRNA in neonates compared to those in adults by hyperoxia may be another mechanism of resistance to high oxygen levels in neonate.

Identification of Equine Heat Shock Proteins Gene and Their mRNA Expression Analysis after Exercise (말의 열충격 단백질(heat shock proteins)의 특성 구명과 운동 후 유전자의 발현 분석)

  • Cho, Hyun-Woo;Park, Jeong-Woong;Choi, Jae-Young;Sivakumar, S.;Kim, Nam-Young;Shin, Teak-Soon;Cho, Seong-Keun;Kim, Byeong-Woo;Cho, Byung-Wook
    • Journal of Life Science
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    • v.24 no.2
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    • pp.105-111
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    • 2014
  • The purpose of this study was to characterize equine heat-shock protein (Hsp) genes and analyze their expression pattern in various horse tissues and blood leukocytes after exercise. In a previous study, RNA sequencing of blood and skeletal muscles of thoroughbreds before and after exercise was performed using differently expressed gene (DEG) analysis. Three Hsp genes (HspH1, Hsp90${\alpha}$ and Hsp70) were selected by DEG analysis and were found to be differentially expressed in either blood or muscle. To validate and extend previous observations on these genes, we performed RT-PCR analyses of horse tissue as well as real-time qPCR analyses of blood leukocytes after exercise. mRNA expression of these Hsp genes was found to be ubiquitous in the analyzed tissues (including thyroid, colon, skeletal muscle, cecum, kidney, spinal cord, heart, and lung). In addition, Hsp mRNA expression of these genes in extracted whole blood increased after 120 minutes of exercise compared to the baseline condition. These results are in agreement with the results of human and other experimental animals, suggesting that regulatory mechanisms that are responsible for upregulation of Hsp gene transcription may be conserved among species. Further investigations to correlate Hsp gene expression patterns with athletic performance or recovery processes after exercise are warranted.

Short-term Variability of Carbon Dioxide within and across the Korean Peninsula: Case Study during 1995-1997 (이산화탄소의 단주기적 농도변화 특성)

  • Song, Ki-Bum;Youn, Yong-Hoon;Kim, Ki-Hyun
    • Journal of the Korean earth science society
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    • v.21 no.5
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    • pp.623-634
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    • 2000
  • This study was conducted to analyze the patterns associated with the short-term variability of CO$_2$ concentrations over 24-h scale within and across the Korean Peninsula. In the course of our study, we compared the data sets obtained from Moo-Ahn (MAN) station located in the far western coastal area of Korea with those determined from major background observatory stations around the world from the periods of Aug. 1995 to Dec. 1997. The mean CO$_2$ concentration of the MAN area for the whole study periods, when computed using the daily mean values, was found out to be 374.5${\pm}$6.6 ppm (N=884); seasonal mean values were found out to be 378${\pm}$5.2 (spring: N=181), 372${\pm}$10.2 (summer: N =210), 372${\pm}$7.2 (fall: N=243), and 376${\pm}$5.4 ppm (winter: N=206). When the data from MAN was compared with those of major background stations, the effects of both daily and seasonal components appear to vary distinctively across different stations. Those effects are expected to reflect the mixed effects of various factors which include: seasonal pollution patterns, weather conditions, vegetation, and so forth. Based upon this comparative analysis, we suspect that the MAN area is under the strong influence of anthropogenic source processes relative to all the other stations under consideration. If that is not the case, the existence of enhanced CO$_2$ level may be rather ubiquitous phenomena in Korea. More detailed inspection of CO$_2$ behavior from various respects is strongly desired in the future.

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A Study on Purchasing Decision Making and Adoption : Focused on the RFID Purchasing Customer (구매의사 결정과 수용에 대한 연구 : RFID 구매고객 중심으로)

  • Seo, Pil-Su;Jang, Jang-Yi;Shim, Kyeng-Su
    • 한국벤처창업학회:학술대회논문집
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    • 2008.11a
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    • pp.257-282
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    • 2008
  • RFID (Radio Frequency Identification) is regarded as a core technology of ubiquitous computing. Although it has some technical limitations such as technological standardization of RFID tags as well as economical limitations, many companies around the world have already accepted RFID to improve their management efficiency. In this regard, this study is to meet with results that the adoption of RFID technology willbring opportunities that companies' operational process are improved and customer satisfaction is highly strengthened. This research focuses on providing more understanding for building RFID marketing strategy to suppliers who want to sell their RFID products to customers through analyzing purchasing process. The findings are as follows; First, the study shows that buying center members usually take product reliability and precision of technical specification in the case of new-task buying situation while they put their first purchasing priority on prices in the straight rebuy. Second, the finding presents that in new-task buying situation and the straight rebuy purchasing personnel get information about new products through product performance test, organizational engineers, opinions from other companies' purchasing personnel, and checking out samples. Third, this research demonstrates when it comes to purchasing risk in their first purchasing, the persons who are in charge of material purchasing are inclined to be aware of the risk most in technical problems, followed by financial problems and time delay problems in order. And in addition to those risks are mentioned above, once-again-purchasers take the risk like an opportunity loss for better products into consideration. Fourth, the study shows that the role of concerning departments makes no difference in each purchasing stage. Accordingly marketers need to beef up the differentiated strategy to persuade their customers. Fifth, the findings of this study demonstrate that purchasing decision making is much influenced by the final users. So suppliers are supposed to perform the most active marketing strategy at the first stage of purchasing through various resources. Finally, the study presents that the suppliers who will have had close relationships with their customers need to give consistent information to them so that their customers can have lower motive in purchasing products from competitors.

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The Change of Glutathione Metabolism in Liver and Kidney of Cisplatin treated Rats (Cisplatin 투여 후 백서의 간 및 신장에서 Glutathione 대사의 변화)

  • Kim, Seong-Yong;Chung, Jae-Yong;Kim, Jae-Ryong;Kim, Jung-Hye
    • Journal of Yeungnam Medical Science
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    • v.11 no.2
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    • pp.262-269
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    • 1994
  • Glutathione (GSH) is a well-known antioxidative cellular component which is ubiquitous in nature. Several enzymes involved in GSH metabolism and recycling have been found to play important roles in detoxification of xenobiotics and free radicals. In this study, total GSH content, activity of GSH peroxidase and GSH reductase were measured in liver and kidney of cisplatin treated rats. Total GSH content (mM/g protein) of liver was higher in cisplatin treated rats ($1.51{\pm}0.28$) than of nontreated control ($0.95{\pm}0.28$), and in kidney, it was also higher in cisplatin treated rats ($0.87{\pm}0.20$) than that of control ($0.68{\pm}0.14$). The activity of GSH peroxidase (${\mu}M/mg$ protein/min) was lower in liver of cisplatin treated rats ($348.0{\pm}18.54$) than that of control ($415.5{\pm}53.15$), in kidney it was increase din cisplatin treated rats ($380.5{\pm}51.86$) compared to control ($327.3{\pm}20.36$). The activity of GSH reductase (${\mu}M/mg$ protein/min) was higher in liver of cisplatin treated rats ($3.09{\pm}0.88$) than that of control ($2.28{\pm}0.61$), in kidney it was also higher in cisplatin treated rats ($8.50{\pm}2.62$) than that of control ($3.30{\pm}1.10$). In summary, detoxification of ciplatin was revealed lesser effect in kidney as show increasion of GSH peroxidase and reductase and detoxification of cisplatin was expressed effectively in liver by increasing of GSH content and decreasing GSH peroxidase.

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Separation of Nanomaterials Using Flow Field-Flow Fractionation (흐름 장-흐름 분획기를 이용한 나노물질의 분리)

  • Kim, Sung-Hee;Lee, Woo-Chun;Kim, Soon-Oh;Na, So-Young;Kim, Hyun-A;Lee, Byung-Tae;Lee, Byoung-Cheun;Eom, Ig-Chun
    • Journal of Korean Society of Environmental Engineers
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    • v.35 no.11
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    • pp.835-860
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    • 2013
  • Recently, the consumption of nanomaterials has been significantly increased in both industrial and commercial sectors, as a result of steady advancement in the nano-technologies. This ubiquitous use of nanomaterials has brought up the concern that their exposure to environments may cause detrimental effects on human health as well as natural ecosystems, and it is required to characterize their behavior in various environmental media and to evaluate their ecotoxicity. For the sake of accomplishing those assessments, the development of methods to effectively separate them from diverse media and to quantify their properties should be requisitely accompanied. Among a number of separation techniques developed so far, this study focuses on Field-Flow Fractionation (FFF) because of its strengths, such as relatively less disturbance of samples and simple pretreatment, and we review overseas and domestic literatures on the separation of nanomaterials using the FFF technique. In particular, researches with Flow Field-Flow Fractionation (FlFFF) are highlighted due to its most frequent application among FFF techniques. The basic principle of the FlFFF is briefly introduced and the studies conducted so far are classified and scrutinized based on the sort of target nanomaterials for the purpose of furnishing practical data and information for the researchers struggling in this field. The literature review suggests that the operational conditions, such as pretreatment, selection of membrane and carrier solution, and rate (velocity) of each flow, should be optimized in order to effectively separate them from various matrices using the FFF technique. Moreover, it seems to be a prerequisite to couple or hyphenate with several detectors and analyzers for quantification of their properties after their separation using the FFF. However, its application has been restricted regarding the types of target nanomaterials and environmental media. Furthermore, domestic literature data on both separation and characterization of nanomaterials are extremely limited. Taking into account the overwhelmingly increasing consumption of nanomaterials, the efforts for the area seem to be greatly urgent.

Dynamic Decision Making using Social Context based on Ontology (상황 온톨로지를 이용한 동적 의사결정시스템)

  • Kim, Hyun-Woo;Sohn, M.-Ye;Lee, Hyun-Jung
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.43-61
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    • 2011
  • In this research, we propose a dynamic decision making using social context based on ontology. Dynamic adaptation is adopted for the high qualified decision making, which is defined as creation of proper information using contexts depending on decision maker's state of affairs in ubiquitous computing environment. Thereby, the context for the dynamic adaptation is classified as a static, dynamic and social context. Static context contains personal explicit information like demographic data. Dynamic context like weather or traffic information is provided by external information service provider. Finally, social context implies much more implicit knowledge such as social relationship than the other two-type context, but it is not easy to extract any implied tacit knowledge as well as generalized rules from the information. So, it was not easy for the social context to apply into dynamic adaptation. In this light, we tried the social context into the dynamic adaptation to generate context-appropriate personalized information. It is necessary to build modeling methodology to adopt dynamic adaptation using the context. The proposed context modeling used ontology and cases which are best to represent tacit and unstructured knowledge such as social context. Case-based reasoning and constraint satisfaction problem is applied into the dynamic decision making system for the dynamic adaption. Case-based reasoning is used case to represent the context including social, dynamic and static and to extract personalized knowledge from the personalized case-base. Constraint satisfaction problem is used when the selected case through the case-based reasoning needs dynamic adaptation, since it is usual to adapt the selected case because context can be changed timely according to environment status. The case-base reasoning adopts problem context for effective representation of static, dynamic and social context, which use a case structure with index and solution and problem ontology of decision maker. The case is stored in case-base as a repository of a decision maker's personal experience and knowledge. The constraint satisfaction problem use solution ontology which is extracted from collective intelligence which is generalized from solutions of decision makers. The solution ontology is retrieved to find proper solution depending on the decision maker's context when it is necessary. At the same time, dynamic adaptation is applied to adapt the selected case using solution ontology. The decision making process is comprised of following steps. First, whenever the system aware new context, the system converses the context into problem context ontology with case structure. Any context is defined by a case with a formal knowledge representation structure. Thereby, social context as implicit knowledge is also represented a formal form like a case. In addition, for the context modeling, ontology is also adopted. Second, we select a proper case as a decision making solution from decision maker's personal case-base. We convince that the selected case should be the best case depending on context related to decision maker's current status as well as decision maker's requirements. However, it is possible to change the environment and context around the decision maker and it is necessary to adapt the selected case. Third, if the selected case is not available or the decision maker doesn't satisfy according to the newly arrived context, then constraint satisfaction problem and solution ontology is applied to derive new solution for the decision maker. The constraint satisfaction problem uses to the previously selected case to adopt and solution ontology. The verification of the proposed methodology is processed by searching a meeting place according to the decision maker's requirements and context, the extracted solution shows the satisfaction depending on meeting purpose.

A Real-Time Stock Market Prediction Using Knowledge Accumulation (지식 누적을 이용한 실시간 주식시장 예측)

  • Kim, Jin-Hwa;Hong, Kwang-Hun;Min, Jin-Young
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.109-130
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    • 2011
  • One of the major problems in the area of data mining is the size of the data, as most data set has huge volume these days. Streams of data are normally accumulated into data storages or databases. Transactions in internet, mobile devices and ubiquitous environment produce streams of data continuously. Some data set are just buried un-used inside huge data storage due to its huge size. Some data set is quickly lost as soon as it is created as it is not saved due to many reasons. How to use this large size data and to use data on stream efficiently are challenging questions in the study of data mining. Stream data is a data set that is accumulated to the data storage from a data source continuously. The size of this data set, in many cases, becomes increasingly large over time. To mine information from this massive data, it takes too many resources such as storage, money and time. These unique characteristics of the stream data make it difficult and expensive to store all the stream data sets accumulated over time. Otherwise, if one uses only recent or partial of data to mine information or pattern, there can be losses of valuable information, which can be useful. To avoid these problems, this study suggests a method efficiently accumulates information or patterns in the form of rule set over time. A rule set is mined from a data set in stream and this rule set is accumulated into a master rule set storage, which is also a model for real-time decision making. One of the main advantages of this method is that it takes much smaller storage space compared to the traditional method, which saves the whole data set. Another advantage of using this method is that the accumulated rule set is used as a prediction model. Prompt response to the request from users is possible anytime as the rule set is ready anytime to be used to make decisions. This makes real-time decision making possible, which is the greatest advantage of this method. Based on theories of ensemble approaches, combination of many different models can produce better prediction model in performance. The consolidated rule set actually covers all the data set while the traditional sampling approach only covers part of the whole data set. This study uses a stock market data that has a heterogeneous data set as the characteristic of data varies over time. The indexes in stock market data can fluctuate in different situations whenever there is an event influencing the stock market index. Therefore the variance of the values in each variable is large compared to that of the homogeneous data set. Prediction with heterogeneous data set is naturally much more difficult, compared to that of homogeneous data set as it is more difficult to predict in unpredictable situation. This study tests two general mining approaches and compare prediction performances of these two suggested methods with the method we suggest in this study. The first approach is inducing a rule set from the recent data set to predict new data set. The seocnd one is inducing a rule set from all the data which have been accumulated from the beginning every time one has to predict new data set. We found neither of these two is as good as the method of accumulated rule set in its performance. Furthermore, the study shows experiments with different prediction models. The first approach is building a prediction model only with more important rule sets and the second approach is the method using all the rule sets by assigning weights on the rules based on their performance. The second approach shows better performance compared to the first one. The experiments also show that the suggested method in this study can be an efficient approach for mining information and pattern with stream data. This method has a limitation of bounding its application to stock market data. More dynamic real-time steam data set is desirable for the application of this method. There is also another problem in this study. When the number of rules is increasing over time, it has to manage special rules such as redundant rules or conflicting rules efficiently.