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Advanced Bioremediation Strategies for Organophosphorus Compounds

  • Anish Kumar Sharma;Jyotsana Pandit
    • Microbiology and Biotechnology Letters
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    • v.51 no.4
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    • pp.374-389
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    • 2023
  • Organophosphorus (OP) pesticides, particularly malathion, parathion, diazinon, and chlorpyrifos, are widely used in both agricultural and residential contexts. This refractory quality is shared by certain organ phosphorus insecticides, and it may have unintended consequences for certain non-target soil species. Bioremediation cleans organic and inorganic contaminants using microbes and plants. Organophosphate-hydrolyzing enzymes can transform pesticide residues into non-hazardous byproducts and are increasingly being considered viable solutions to the problem of decontamination. When coupled with system analysis, the multi-omics technique produces important data for functional validation and genetic manipulation, both of which may be used to boost the efficiency of bioremediation systems. RNA-guided nucleases and RNA-guided base editors include zinc-finger nucleases (ZFNs), transcription activator-like effector nucleases (TALENs), and clustered regularly interspaced short palindromic repeats (CRISPR), which are used to alter genes and edit genomes. The review sheds light on key knowledge gaps and suggests approaches to pesticide cleanup using a variety of microbe-assisted methods. Researches, ecologists, and decision-makers can all benefit from having a better understanding of the usefulness and application of systems biology and gene editing in bioremediation evaluations.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Digital Camera Identification Based on Interpolation Pattern Used Lens Distortion Correction (디지털 카메라의 렌즈 왜곡 보정에 사용된 보간 패턴 추출을 통한 카메라 식별 방법)

  • Hwang, Min-Gu;Kim, Dong-Min;Har, Dong-Hwan
    • Journal of Internet Computing and Services
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    • v.13 no.3
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    • pp.49-59
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    • 2012
  • Throughout developing digital technology, reproduction of image is growing better day by day. And at the same time, diverse image editing softwares are developed to manage images easily. In the process of editing images, those programs could delete or modify EXIF files which have the original image information; therefore images without the origin source are widely spread on the web site after editing. This matter could affect analysis of images due to the distortion of originality. Especially in the court of law, the source of evidence should be expressed clearly; therefore digital image EXIF file without deletion or distortion could not be the objective evidence. In this research, we try to trace the identification of a digital camera in order to solve digital images originality, and also we focus on lens distortion correction algorism which is used in digital image processing. Lens distortion correction uses mapping algorism, and at this moment it also uses interpolation algorism to prevent aliasing artifact and reconstruction artifact. At this point interpolation shows the similar mapping pattern; therefore we want to find out the interpolation evidence. We propose a minimum filter algorism in order to detect interpolation pattern and adjust the same minimum filter coefficient in two areas; one has interpolation and the second has no interpolation. Throughout DFT, we confirm frequency character between each area. Based on this result, we make the final detection map by using differences between two areas. In other words, thereby the area which has the interpolation caused by mapping is adjusted using minimum filter for detection algorism; the second area which has no interpolation tends to different frequency character.

Strengthening the competitiveness of agricultural biotechnology through practical application of gene editing technology (유전자편집 작물의 개발 현황 및 농업생명공학기술의 국가 경쟁력 강화)

  • Lee, Shin-Woo
    • Journal of Plant Biotechnology
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    • v.45 no.3
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    • pp.155-170
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    • 2018
  • In this paper, mechanisms of gene editing technologies including ZFN, TALENS and CRISPR were briefly discussed with mutual advantages and disadvantages. Classification criteria of gene edited, site-directed mutagenesis (SDN) crops for regulatory purpose were also discussed. The number of studies using CRISPR technology was high and studies conducted on Arabidopsis thaliana and rice were highest, followed by tobacco, tomato, wheat, and corn. It has been applied to a variety of plants such as other grain crops, flower crops, vegetable crops, and fruit trees. The number of studies focused on practical application or commercialization in the future were also increasing yearly, and the scope of studies also expanded to include research on metabolic engineering for mass production of useful proteins or substances, development of disease resistant crops against viruses, bacteria, and fungi, abiotic environmental stressresistant crops, and increased yields. In addition to this, it was revealed that application range is becoming more diversified, including the development of parthenocarpic tomatoes, hybrid rice lines using male sterility and increased shattering resistance Brassica napus. It was also revealed that the number of CRISPR gene edited crops permitted by the USDA(APHIS) increases yearly, to be released in the international seed market soon.

Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.

A Sweep Surface Based on Bivariate B-spline Motion

  • Yoon, Seung-Hyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.3
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    • pp.1026-1039
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    • 2014
  • We present a new method for generating sweep surfaces using bivariate B-spline motion. The sweep surface is defined as the trace of a single point under bivariate B-spline motion. Direct manipulation of the sweep surface is achieved by controlling its motion components while producing various editing effects. We demonstrate the effectiveness of our technique by modeling and deforming various three-dimensional shapes.

Multimedia documents for user interfaces of cooperative work (공동 작업을 위한 사용자 인터페이스로서의 멀티미디어 문서)

  • 성미영
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.46-55
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    • 1995
  • The multimedia documents becomes the most natural user interface for CSCW(Conputer Supported Cooperative Work) in distributed environment. The objective of this study is to propose a multimedia document architecture and to develop a system that can manage it well. The new architecture is for revisable documents and is the basic layer for hypermedia documents. A good document architecture for CSCW must support pointing, marking, and editing over a part of documents. The user views, version control, and full- content search are also desirable features. In this paper, we discuss the basic concept of a new document architecture for CSCW. We also present the user interfaces for spatio-temporal compositions of multimedia documents.

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소규모 한글 선형계획법 소프트웨어 K-LP의 개발

  • 김세헌;김성륜;여재현
    • Korean Management Science Review
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    • v.11 no.3
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    • pp.27-34
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    • 1994
  • 본 연구에서는 우리나라의 경영과학 입문자들이 선형계획 모형 개발 및 해석을 용이하게 할 수 있도록, 사용하기 편리하고 안정된 선형계획법 소프트웨어를 만들었다. 이 소프트웨어는 풀 수 있는 문제의 크기는 50 * 50으로 제한한 반면 한글로 모두 처리되도록 하였으며, 풀다운 메뉴방식으로 user friendly하며, 입문자들이 쉽게 이해할 수 있는 LINDO식 입력방식을 취하였으며, 패키지 내부에 완벽한 Editing 기능을 갖고 있어서 모형의 수정 보완이 매우 편리하게 되어 있다. 본 논문에서는 이 소프트웨어의 특성과 구조를 살펴본다.

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Design of E-Book Viewer for PDA supporting Annotation Editing (주석 편집 기능을 지원하는 PDA용 E-Book Viewer의 설계)

  • 이주표;박준표;황대훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.780-785
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    • 2002
  • 오늘날 디지털 컨텐츠 시장의 급성장, 그리고 전자책이 갖는 장점들로 인하여 전세계적으로 전자책에 많은 관심을 집중시키고 있으며, 이에 전세계적으로 각국에서는 전자책 문서의 표준화를 위한 컨소시엄이 활동 중에 있다. 또한 전자책을 보기 위한 도구인 E-Book Viewer에 대한 여러 연구 및 서비스가 제공되고 있다. 이 중에서 주석 기능은 정보 공유 및 검색과 같은 다양한 활용을 위하여 반드시 필요한 기능이라 하겠다. 이에 본 연구에서는 주석을 지원하는 PDA용 E-Book Viewer의 설계를 위하여 Windows 환경에서 QT Labrary를 이용하였으며, 폰트의 크기와 스킨의 색상, 주석의 표현 여부 등을 설정할 수 있고, 특정 단어를 검색하는 기능을 지원한다.

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