• Title/Summary/Keyword: VR1

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Effects of Light on the Expression of 1-Aminocyclopropane-1-Carboxylic Acid Synthase and Oxidase Genes in Mung Bean Hypocotyls

  • Song, Ju-Dong;Lee, Dong-Hee;Rhew, Tae-Hyong;Lee, Choon-Hwan
    • Journal of Photoscience
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    • v.10 no.2
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    • pp.189-193
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    • 2003
  • The effects of light on the regulation of ethylene biosynthesis during development of mung bean seedlings were investigated by monitoring the differential expression of seven 1-aminocyclopropane-l-carboxylate (ACC) synthase and two ACC oxidase genes. Among them, only the expression of VR-ACS1, VR-ACS6, VR-ACS7, VR-ACO1 and VR-AC02 was observable in etiolated mung bean hypocotyls. When the seedlings were de-etiolated for 1 d under a light/dark cycle of 16 h/8 h, the expression of VR-ACS6, VR-ACS7 and VR-ACO2 was controlled negatively by light. The expression of VR-ACS1 showed a tendency to increase until 6 h after a dark-to-light transition and then decreased at 12 h. On the other hand, the expression of VR-ACO1 was mostly constitutive up to 12 h after the dark-to-light transition. The opening of hypocotyl hooks during de-etiolation in the light was stimulated by the inhibition of the action of endogenous ethylene in the presence of 1-MCP. These results suggest that the negative regulation of light on the expression of ACC synthase and ACC oxidase genes eventually results in the inhibition of ethylene production with an acceleration of the opening of apical hooks.

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Improve Compression Efficiency of 360degree VR Video by Correcting Perspective in Cubemap Projection (Cubemap Projection 360도 VR 비디오에서 시점 보정을 통한 압축 효율 향상 방법)

  • Yoon, Sung Jea;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.136-139
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    • 2017
  • Recently, many companies and consumers has shown a lot of interest toward VR(Virtual Reality), so many VR devices such as HMD(Head mounted Display) and 360 degree VR camera are released on the market. Current encoded 360 degree VR video uses the codec which originally made for the conventional 2D video. Therefore, the compression efficiency isn't optimized because the en/decoder does not consider the characteristics of the 360 degree VR video. In this paper, we propose a method to improve the compression efficiency by using the reference frame which compensates for the distortions caused by characteristics the 360 degree VR video. Applying the proposed method we were able to increase the compression efficiency by providing better prediction.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Analysis of VR Game Trends using Text Mining and Word Cloud -Focusing on STEAM review data- (텍스트마이닝과 워드 클라우드를 활용한 VR 게임 트렌드 분석 -스팀(steam) 리뷰 데이터를 중심으로-)

  • Na, Ji Young
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.87-98
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    • 2022
  • With the development of fourth industrial revolution-related technology and increased demands for non-face-to-face services, VR games attract attention. This study collected VR game review data from an online game platform STEAM and analyzed chronical trends using text mining and word cloud analysis. According to the results, experience and perceived cost were major trends from 2016 to 2017, increased demands for FPS and rhythm games were from 2018 to 2019, and story and immersion were from 2020 to 2021. It aims to contribute to expanding the base of VR games by identifying the keywords VR users take interest in by period.

Structural Study of the Cytosolic C-terminus of Vanilloid Receptor 1

  • Seo, Min-Duk;Won, Hyung-Sik;Oh, Uh-Taek;Lee, Bong-Jin
    • Journal of the Korean Magnetic Resonance Society
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    • v.11 no.2
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    • pp.85-94
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    • 2007
  • Vanilloid receptor I [transient receptor potential vanilloid subfamily member 1 (TRPV1), also known as VR1] is a non-selective cationic channel activated by noxious heat, vanilloids, and acid, thereby causing pain. VR1 possesses six transmembrane domain and N-and C-terminus cytosolic domains, and appears to be a homotetramer. We studied the structural properties of Cterminus of VR1 (VR1C) using CD and NMR spectroscopy. DPC micelles, with a zwitterionic surface, and SDS micelles, with a negatively charged surface, were used as a membrane mimetic model system. Both SDS and DPC micelles could increase the stability of helical structures and/or reduce the aggregation form of the VR1C. However, the structural changing mode of the VR1C induced by the SDS and DPC micelles was different. The changes according to the various pHs were also different in two micelles conditions. Because the net charges of the SDS and DPC micelles are negative and neutral, respectively, we anticipate that this difference might affect the structure of the VR1C by electrostatic interaction between the surface of the VR1C and phospholipids of the detergent micelles. Based on these similarity and dissimilarity of changing aspects of the VR1C, it is supposed that the VR1C probably has the real pI value near the pH 7. Generally, mild extracellular acidic pH ($6.5{\sim}6.8$) potentiates VRI channel activation by noxious heat and vanilloids, whereas acidic conditions directly activate the channel. The channel activation of the VRI might be related to the structural change of VR1C caused by pH (electrostatic interactions), especially near the pH 7. By measuring the $^1-^{15}N$ TROSY spectra of the VR1C, we could get more resolved and dispersed spectra at the low pH and/or detergent micelles conditions. We will try to do further NMR experiments in low pH with micelles conditions in order to get more information about the structure of VR1C.

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Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Sensitization of Vanilloid Receptor Involves an Increase in the Phosphorylated Form of the Channel

  • Lee Soon-Youl;Lee Jae-Hag;Kang Kwon Kyoo;Hwang Sue-Yun;Choi Kang Duk;Oh Uhtaek
    • Archives of Pharmacal Research
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    • v.28 no.4
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    • pp.405-412
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    • 2005
  • A vanilloid receptor (VR1, now known as TRPV1) is an ion channel activated by vanilloids, including capsaicin (CAP) and resiniferatoxin (RTX), which are pungent ingredients of plants. Putative endogenous activators (anandamide and metabolites of arachidonic acid) are weak activators of VR1 compared to capsaicin and RTX, and the concentrations of the physiological condition of those activators are not sufficient to induce significant activation of VR1. One way to overcome the weak activation of endogenous activators would be the sensitization of VR1, with the phosphorylation of the channel being one possibility. The phosphorylation of VR1 by several kinases has been reported, mostly by indirect evidence. Here, using an in vivo phosphorylation method, the VR1 channel was shown to be sensitized by phosphorylation of the channel itself by multiple pathways involving PKA, PKC and acid. Also, in sensitizing VR1, BK appeared to show activation of PKC for the sensitization of VR1 by phosphorylation of the channel.

A Study on the Types and Features of VR Contents Used in Domestic and Foreign Libraries (국내외 도서관에서 이용되는 VR 콘텐츠 유형과 특징에 관한 연구)

  • Kim, Ji Soo;Cheon, Hee Su;Moon, Seo hyun;Kwon, Sun-Young
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.219-256
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    • 2022
  • In an intelligent information society, VR technology is attracting attention as next-generation technology, and its importance as been emphasized. Against this background, there is a need to incorporate VR technology in libraries. The purpose of this study is to investigate and classify VR contents used in domestic and foreign libraries, and to analyze their characteristics and status. Therefore, in this study, cases of VR content were collected and analyzed for domestic and foreign libraries to which VR technology is applied and based on the implications of the analysis results, matters to be noted when applying VR content to the library in the future were suggested. This study is meaningful in that it conducted a study based on actual cases targeting VR content that was not discussed intensively in previous studies.