• Title/Summary/Keyword: Visualization Elements

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A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Polscope-Assisted Enucleation for Nuclear Transfer in Mice

  • Won Ji Young;Kang Jee Hyun;Shim Hosup
    • Reproductive and Developmental Biology
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    • v.28 no.4
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    • pp.257-260
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    • 2004
  • Efficiency of somatic cell nuclear transfer was investigated in mice. First, oocyte activation was induced by SrCl₂, and the rate of development was compared with embryos from normal fertilization. Although more than one half of SrCl₂-treated oocytes developed to blastocysts (146/262, 55.7%), the rate of blastocyst formation was significantly lower than normal fertilization controls (59/79, 74.6%). Second, enucleation of oocytes was performed using Polscope that enables non-invasive visualization of metaphase spindles. Such approach could not only avoid damage of oocytes during an exposure to UV light often employed in conventional enucleation procedures, but could also assure the removal of nuclei from all oocytes operated because of monitoring the location of spindles during an entire process of enucleation. Morphologically normal blastocysts were obtained from the transfer of cumulus cell nuclei into enucleated oocytes. However, the rate of development into the blastocyst stage was still low (4/93, 4.3%). This reflects that the nuclear transfer procedure used in this study was not sufficiently optimized, and other factors may also impact greatly the efficiency of nuclear transfer. Including an induction of oocyte activation and method of enucleation tested in this study, a lot more elements are remained to be optimized to improve the efficiency of somatic cell nuclear transfer in mice.

The New Directions of Secondary Geometry Curriculum on Historical Perspectives (기하와 기하교육과정 변천과 21세기 기하교육의 방향)

  • Chang, Kyung-Yoon
    • Journal for History of Mathematics
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    • v.21 no.4
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    • pp.105-126
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    • 2008
  • This article summarizes the historical changes of the secondary school geometry to give insights into the new direction of geometry education for the 21th century. Geometry has been considered as an essential subject in high school since mid-nineteen century in accordance with the social changes. Since the development of computer softwares such as CAD effects on the role of geometry in work and professional societies, the knowledge and skills the contemporary world require to school geometry have being changed. More focus on applications and modeling aspects, expansion of reasoning and problem solving, emphasis on design-related elements are features of the school geometry for the new century.

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An Analysis of Indications of Meridians in DongUiBoGam Using Data Mining (데이터마이닝을 이용한 동의보감에서 경락의 주치특성 분석)

  • Chae, Younbyoung;Ryu, Yeonhee;Jung, Won-Mo
    • Korean Journal of Acupuncture
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    • v.36 no.4
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    • pp.292-299
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    • 2019
  • Objectives : DongUiBoGam is one of the representative medical literatures in Korea. We used text mining methods and analyzed the characteristics of the indications of each meridian in the second chapter of DongUiBoGam, WaeHyeong, which addresses external body elements. We also visualized the relationships between the meridians and the disease sites. Methods : Using the term frequency-inverse document frequency (TF-IDF) method, we quantified values regarding the indications of each meridian according to the frequency of the occurrences of 14 meridians and 14 disease sites. The spatial patterns of the indications of each meridian were visualized on a human body template according to the TF-IDF values. Using hierarchical clustering methods, twelve meridians were clustered into four groups based on the TF-IDF distributions of each meridian. Results : TF-IDF values of each meridian showed different constellation patterns at different disease sites. The spatial patterns of the indications of each meridian were similar to the route of the corresponding meridian. Conclusions : The present study identified spatial patterns between meridians and disease sites. These findings suggest that the constellations of the indications of meridians are primarily associated with the lines of the meridian system. We strongly believe that these findings will further the current understanding of indications of acupoints and meridians.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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Web Program for Laboratory Animal Group Separation Based on Biological Characteristics (생체지표를 활용한 웹기반의 실험동물 군(郡) 분리 프로그램)

  • Kim, Chang-Hwan;Lee, Dae-Sang
    • KSBB Journal
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    • v.27 no.1
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    • pp.40-44
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    • 2012
  • The laboratory animal group separation is dividing animal population into subgroups, which have similar average and standard deviation values among the subgroups, based on the biological characteristics such as body weight, glucose level in blood, etc. Although group separation is very important and initial step in experimental design, it needs a labor intensive process for researchers because of making similar average and standard deviation values among the subgroups using the raw biological characteristics. To reduce the labor cost and increase the efficiency of animal grouping, we developed a web program named as laboratory animal group separation (LAGS) program. This LAGS uses biological characteristics of population, number of group, and the number of elements per each subgroup as input data. The LAGS automatically separates the population into each subgroup that has similar statistical data such as average and standard deviation values among subgroups. It also provides researchers with the extraordinary data generated in the process of grouping and the final grouping results by graphical display. Through our LAGS, researchers can validate and confirm results of laboratory animal group separation by just a few mouse clicks.

Design and Implementation of Realtime 3D Sight Simulation System on Internet (인터넷상에서 실시간 3차원 경관시뮬레이션 시스템의 설계 및 구현)

  • Kim, Byeong-Su;Lee, Ji-Hyeong;Im, Chang-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.7
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    • pp.1738-1748
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    • 1999
  • Recent simulation tools combine the 3-dimensional graphic technique to implement the 3D visualization of the objects in the 2-Dimensional computer display. In this paper, a sight simulation tool is implemented using the recent 3D techniques. The proposed sight simulator can be applied to improve the human environment with the harmony of the nature. The system is consisted of modules for topography, object, and navigation. A sight database for the sight elements(objects) is implemented using Java. Combined with Java, VRML, which is considered as the standard for 3D virtual reality in the Internet is used to implement EAI(External Authoring Interface). EAI allows the users to communicate with a VRML scene.

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Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Analysis of Descriptive Lecture Evaluation on Liberal Arts ICT utilization using Topic Modeling (토픽 모델링을 활용한 교양 ICT 활용과정 서술형 강의평가 분석)

  • Kim, HyoSook
    • Journal of Platform Technology
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    • v.8 no.1
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    • pp.33-40
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    • 2020
  • The purpose of this study is to identify factors in selecting the elective ICT utilization lecture and to find positive and negative elements of the lecture through conducting topic modeling analysis of text mining of the narrative lecture evaluation. In order to do so, from pre-processing of data, keyword frequency analysis to wordcloud visualization and topic modeling analysis have been conducted from 'reasons of selecting the lecture,' 'improvements to be made on the lecture,' and 'what I liked about the lecture' categories regarding the ICT utilization lecture which was opened in the second semester of 2019 at M University. The analysis results show that students mostly registered for the ICT utilization lecture at M University to obtain a certificate and the fact being certified and taking the lecture can be done simultaneously is a positive element of taking the lecture. On the other hand, negative element included inconvenience of the classroom setting environment.

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A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • The Journal of Economics, Marketing and Management
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    • v.9 no.2
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.