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The Validity and Reliability of 'Computerized Neurocognitive Function Test' in the Elementary School Child (학령기 정상아동에서 '전산화 신경인지기능검사'의 타당도 및 신뢰도 분석)

  • Lee, Jong-Bum;Kim, Jin-Sung;Seo, Wan-Seok;Shin, Hyoun-Jin;Bai, Dai-Seg;Lee, Hye-Lin
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.2
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    • pp.97-117
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    • 2003
  • Objective: This study is to examine the validity and reliability of Computerized Neurocognitive Function Test among normal children in elementary school. Methods: K-ABC, K-PIC, and Computerized Neurocognitive Function Test were performed to the 120 body of normal children(10 of each male and female) from June, 2002 to January, 2003. Those children had over the average of intelligence and passed the rule out criteria. To verify test-retest reliability for those 30 children who were randomly selected, Computerized Neurocognitive Function Test was carried out again 4 weeks later. Results: As a results of correlation analysis for validity test, four of continues performance tests matched with those on adults. In the memory tests, results presented the same as previous research with a difference between forward test and backward test in short-term memory. In higher cognitive function tests, tests were consist of those with different purpose respectively. After performing factor analysis on 43 variables out of 12 tests, 10 factors were raised and the total percent of variance was 75.5%. The reasons were such as: 'sustained attention, information processing speed, vigilance, verbal learning, allocation of attention and concept formation, flexibility, concept formation, visual learning, short-term memory, and selective attention' in order. In correlation with K-ABC to prepare explanatory criteria, selectively significant correlation(p<.0.5-001) was found in subscale of K-ABC. In the test-retest reliability test, the results reflecting practice effect were found and prominent especially in higher cognitive function tests. However, split-half reliability(r=0.548-0.7726, p<.05) and internal consistency(0.628-0.878, p<.05) of each examined group were significantly high. Conclusion: The performance of Computerized Neurocognitive Function Test in normal children represented differ developmental character than that in adult. And basal information for preparing the explanatory criteria could be acquired by searching for the relation with standardized intelligence test which contains neuropsycological background.

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The Neuropsychological Characteristics of the Elementary School Aged Child by 'Computerized Neurocognitive Function Test' ('전산화 신경인지기능검사'를 통한 학령기 정상아동의 신경심리학적 특성)

  • Lee, Jong-Bum;Kim, Jin-Sung;Seo, Wan-Seok;Shin, Hyoun-Jin;Bai, Dai-Seg;Lee, Jun-Heob
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.2
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    • pp.118-136
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    • 2003
  • Objective: This study is to examine the neuropsychological and developmental characteristics of the Computerized Neurocognitive Function Test among normal children in elementary school. Methods: K-ABC, K-PIC, and Computerized Neurocognitive Function Test were performed to the 120 body of normal children(10 of each male and female) from June, 2002 to January, 2003. Those children had over the average of intelligence and passed the rule out criteria. One-way ANOVA and Bonferroni were used for statistical analysis. Results: In sampling of normal children in elementary school, the control of intelligence level and strict rule out criteria were applied. As a result, although 21.1% were excluded from of total participants, the children that passed the rule out criteria had over the average of intelligence and not differ in the intelligence level among the graders. Comparing Computerized Neurocognitive Function Test results among the graders, almost of variables had significant difference among the graders and especially between the 1st to 2nd and the 5th to 6th graders. In the attention tests, as rising the graders, the performance of tests were improved. In the short-term memory tests, the difference between forward and backward tests were same as the previous research result. The verbal auditory learning test composed of recall task and visual figure memory test composed of recognition task were same as the previous research result using the individual power or achievement test and also as rising the graders, the performance of those tests were improved. The higher cognitive function tests had the same results with other tests. Conclusion: The Computerized Neurocognitive Function Test devised for adult can be used of assessing child neuropsychological characteristics. For this objective, more strict sampling criteria, control of the intelligence and psychopathology were needed.

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Association between Cognitive function, Behavioral and Psychological Symptoms of Dementia and Temporal Lobe Atrophy in Patients with Alzheimer's Disease and Mild Cognitive Impairment (알츠하이머형 치매 및 경도인지장애 환자에서 인지기능 및 행동심리증상과 내측두엽 위축의 연관성)

  • Jeong, Jae Yoon;Lee, Kang Joon;Kim, Hyun
    • Korean Journal of Psychosomatic Medicine
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    • v.27 no.2
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    • pp.155-163
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    • 2019
  • Objectives : The aim of this study was to compare severity, neurocognitive functions, and behavioral and psychological symptoms of dementia (BPSD) according to the degree of temporal lobe atrophy (MTA) in Korean patients with dementia due to Alzheimer's disease and mild cognitive impairment due to Alzheimer's disease. Methods : Participants were 114 elderly subjects diagnosed with Alzheimer's disease or mild cognitive impairment in this cross-sectional study. MTA in brain MRI was rated with standardized visual rating scales (Scheltens scale) and the subjects were divided into two groups according to Scheltens scale. Severity was evaluated with Clinical Dementia Rating (CDR) and Global Deterioration Scale (GDS). Neurocognitive functions was evaluated with the Korean version of Short Blessed Test (SBT-K) and the Korean version of the Consortium to Establish a Registry for Alzheimer's Disease assessment packet (CERAD-K). BPSD was evaluated with the Korean version of the Neuropsychiatric Inventory (K-NPI). Independent t-test was performed to compare severity, neurocognitive functions, and BPSD between two groups. Results : The group with high severity of MTA showed significantly lower scores in CDR, SBT-K, MMSE-KC, modified Boston naming test, word list recognition, and word list memory (p<0.05). There were no differences in K-NPI scores between two groups. Conclusions : Severity and neurocognitive functions of dementia had significant positive association with MTA, but BPSD had no association with MTA. Evaluating MTA seems to have potential benefit in diagnosing and treating neurocognitive impairments in the elderly. Further evaluation is needed to confirm the association between certain brain structures and BPSD.

The application of photographs resources for constructive social studies (구성주의적 사회과 교육을 위한 사진자료 활용방안)

  • Lee, Ki-Bok;Hwang, Hong-Seop
    • Journal of the Korean association of regional geographers
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    • v.6 no.3
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    • pp.117-138
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    • 2000
  • This study is, from the view point of constructive social studies which is the foundation of the 7th curriculum, to explore whether there is any viable program and to investigate it by which students, using photo resources in social studies, can organize their knowledge in the way of self-directed thinking. The main results are as follows: If it is a principle of knowledge construction process of constructive social studies that individual construction (cognitive construction) develops into communal construction(social construction) and yet communal construction develops itself, interacting with individual construction, it will be meet the objectives of social studies. In social studies, photos are a powerful communication tool. communicating with photos enables to invoke not only the visual aspects but also invisible aspects of social phenomena from photos. It, therefore, can help develop thinking power through inquiry learning, which is one of the emphasis of the 7th curriculum. Having analyzed photo resources appeared on the regional textbooks in elementary social studies, they have been appeared that even though the importance and amount of space photo resources occupy per page is big with regard to total resources, most of the photos failed to lad to self-directed thinking but just assistant material in stead. Besides, there appeared some problems with the title, variety, size, position, tone of color, visibility of the photos, and further with the combination of the photos. Developing of photo resources for constructive social studies is to overcome some problems inherent in current text books and to reflect the theoretical background of the 7th curriculum. To develop the sort of photo that can realize the point just mentioned, it would be highly preferable to provide photo database to facilitate study with homepage through web-based interaction. To take advantage of constructive photo resources, the instruction is strategized in four stages, intuition, conflict, accommodation, and equilibration stage. With the advancement of the era of image culture, curriculum developers are required to develop dynamic, multidimensional digital photos rather than static photos when develop text books.

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Diel Horizontal Migration of Planktonic Copepods in the Surf Zone of Yongil Bay, Korea (영일만 쇄파대에 나타나는 부유성 요각류의 주야 수평이동)

  • Suh Hae-Lip;Yu Ok-Hwan
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.29 no.4
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    • pp.527-536
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    • 1996
  • The patterns of diel horizontal migration (DHM) of 7 copepod species are compared as part of a general investigation of the zooplankton adaptations to the surf zone habitats. In a sandy shore surf zone of Yongil Bay, 3 sites such as the bottom and surface of 1 m water depth and water's edge are sampled with a sledge net(n=108). The surf zone copepod assemblage is dominated by 7 species; Acartia hudsonica, Fseudodiaptomus marinus, Paracalanus indicus, Calanus sinicus, Oithona similis, Sinocalanus tenellus and Labidocera bipinnata. Threefold variations in copepod abundance are observed within a diel cycle. Abundances of 7 dominant species and total copepods captured in the surface exhibit significant diel differences, but those taken in the bottom are not significantly affected by diel period. It is shown that about $90\%$ of the surf zone copepods performed DHM. The nocturnal high densities of copepods occurred for a neap tide when the offshore winds prevailed, suggesting the animals' ability for horizontal orientation and an active locomotion without invoking passive transportation by currents. Photoreactive behavior of copepods triggered by relative changes in light intensity may be a primary factor inducing DHM by aggregating in the surf zone during the night and spreading out at day; then copepods may reduce encounters with visual predators. In A. hudsonica, ontogenetic variations in timings of DHM are evident. Such variations are likely to minimize intraspecific competition for diets. Data on shoreward migration of copepods indicate that A. hudsonica, P. indicus, O. similis and S. tenellus can maintain swimming velocities of about $20m\;h^{-1}$ for durations of more than an hour. Our observations of strong diel difference in abundances point out the need for both day and night samplings in surf zone habitats, if the importance of these habitats to planktonic copepods are to be fully understood.

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A QUALITATIVE AND QUANTITATIVE STUDY ON OCCLUSAL CONDITIONS IN HEALTH VOLUNTEERS AND ATHLETES WITH NORMAL OCCLUSION (정상인과 체육인의 교합상태에 대한 정상적.정량적 비교 연구)

  • Jang, Jung-Mi;Lee, Sung-Bok
    • The Journal of Korean Academy of Prosthodontics
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    • v.36 no.2
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    • pp.302-322
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    • 1998
  • This study was accompolished to analyze and compare the number and area of the occlusal contact points in healthy volunteers and athletes with normal occlusion. For this study, 15 athletes(13 amles and 2 females with average age 20) and 21 healthy volunteers(14 mles and 7 females with average age 20.09) were selected. The visual display acquired by scanning of occlusal record in maximal intercuspation was converted into 16 gray value image. Then, using computer program(J & Lee Occlusal Analyser), the pixel which was in definite range of the gray value was recognized, and the numbers of recognized pixel were calculated to area. The results were as follows ; 1. The average numbers of total occlusal contact feints were 31.05 in control group, and 34.67 in athlete group. The average area of total occlusal contacts was $100.25mm^2$ in control group, and $127.78mm^2$ in athlete group. 2. In control group, the average numbers of occlusal contact points were revealed in order as follows ; the first molar(8.48), the second molar(8.24), the second premolar(4.71), the lateral incisor(2.90), the first premor(2.43), the central incisor(2.19), and the canine(2.1). The least average in canine(2.1) was similar to the average(2.19) in central incisor and (2.09) in lateral incisor. In athlete group, the average numbers of occlusal contact points were revealed in order as follows ; the first molar(8.97), the second molar(8.47), the second premolar(5.60), the canine(3.80), the lateral incisor(3.33), the first premolar(2.67), and the central incisor(1.93). 3. In control group, the average areas of occlusal contact surface were revealed in order as follows ; the first molar($39.47mm^3$), the second molar($37.54mm^3$), the second premolar($9.54mm^3$) the first premolar($6.18mm^3$), canine($3.49mm^3$), the central incisor($2.76mm^3$), and the lateral incisor($1.28mm^3$). In athlete group, the average areas of occlusal contact surface were revealed in order as follows ; the first molar($44.11mm^3$), the second molar($40.69mm^3$), the second premolar($16.50mm^3$), the first premolar($9.39mm^3$), the canine($5.08mm^3$), the lateral incisor($3.7mm^3$), and the central incisor($2.25mm^3$). 4. With aging in both control and athlete group, there was a decreasing tendancy in average number of occlusal contact point, and was an increasing tendancy in average area of occlusal contact surface. In comparison at each age, both the numbers and area of occlusal contact were greater in athlete group than in control group. It was not significant in the numbers of occlusal contact points beween athlete and control group(p>0.1), but significant in the area of occlusal contact surface(p<0.03). 5. In comparision as to the kind of sports(Gymnastics : 2, Rugby : 3, Soccor : 5, Ice hocky : 5), the numbers of occlusal contact points were the most in ice hocky, and the area of occlusal contact surface was the greatest in gymnastics. With increasing a career in athlete group, there was a decreasing tendancy in average numbers of occlusal contact points and was an increasing tendancy in average area of occlusal contact surface. 6. By T-scan analyzing, the contact numbers on the anterior teeth were greater in control group than in athlete group, and on the posterior teeth were greater in athlete group than in control group. And the results acquired by T-scan were lesser than that caquired by the silicone bite records. It was not significant in the posterior teeth, but significant in the anterior teeth. In T-scan records, the numbers of occlusal contact points on second molar were the greatest, but in the silicone records, the numbers on first molar were the greatest.

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Differential Sensitivity of Rice Cultivars to HPPD-Inhibiting Herbicides and their Influences on Rice Yield (HPPD 억제 제초제에 대한 벼 생태형간 약해 차이 및 수량 영향)

  • Kim, Sang-Yeol;Oh, Seong-Hwan;Lee, Ji-Yoon;Yeo, Un-Sang;Lee, Jong-Hee;Cho, Jun-Hyeon;Song, You-Chun;Oh, Myung-Kyu;Han, Sang-Ik;Seo, Woo-Duck;Jang, Ki-Chang;Na, Ji-Eun;Park, Sung-Tae;Nam, Min-Hee
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.57 no.2
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    • pp.160-165
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    • 2012
  • A field study was conducted at Miryang in 2011 to evaluate differential sensitivity of six rice cultivars, three Indica${\times}$Japonica rice (long grain, cv. Hanareumbyeo, Hanareum2, Dasanbyeo) and three Japonica rice (short grain, Nampyung, Ilpumbyeo and Junamjosaeng) cultivars, to benzobicyclon, mesotrione+pretilachlor (MP) and butachlor (control) in transplanting rice and their treatment influences on rice yield. All Indica${\times}$Japonica rice cultivars exhibited susceptible to both benzobicyclon and MP as reflected by higher visual injury and carotenoid biosynthesis inhibition when compared with Japonica rice cutlivars. The percentage of foliar chlorosis of Indica${\times}$Japonica rice was only 0.9~4.7% for benzobicyclon at 13 days after treatment (DAT) and 30.3~64.4% for MP at 5DAT but it increased rapidly to 88.4~91.2% at 12~20DAT. However, most of the Japonica cultivars are tolerant to bezobicyclon and MP. There was no visible leaf chlorosis but carotenoid biosynthesis was slightly inhibited. Based on relative carotenoid content reduction of benzobicyclon and MP to butachlor, the Indica${\times}$Japonica rice showed 4.6~15.6 fold higher compared with the Japonica rice. The heading date of the injured rice plant was delayed by 3 days and panicle number per square meter and ripened grain ratio were reduced as compared with the control treatment of butachlor. Rice yield of the Indica${\times}$Japonica rice cultivars treated with benzobicyclon and MP was reduced by 7~10%, 3~5%. respectively. The result indicates that rice cultivars vary in tolerance to HPPD-Inhibiting herbicides and Indica${\times}$Japonica rices were more susceptible than the Japonica rices to MP and benzobicyclon. Rice yield of the Indica${\times}$Japonica rices was also significantly reduced by the those herbicide treatments.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.