• 제목/요약/키워드: gazing

검색결과 64건 처리시간 0.024초

Dimethylsulfide and Dimethylsulfoniopropionate Production in the Antarctic Pelagic Food Web

  • Kasamatsu, Nobue;Odate, Tsuneo;Fukuchi, Mitsuo
    • Ocean and Polar Research
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    • 제27권2호
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    • pp.197-203
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    • 2005
  • Dimethylsulfide (DMS) is the most abundant form of volatile sulfurs in the ocean. Many biogeochemical studies have been conducted in the past several decades to unveil the processes driving the production, transformation and removal of DMS. They have shown that the Southern Ocean is an area with one of the highest levels of DMS concentrations during the austral summer in the global oceans. It has recently been observed that Antarctic krill, Euphausia superba, produces DMS and dissolved dimethyl-sulfoniopropionate (DMSP) in its gazing process. Copepods also produce DMS, and the potential production rates of DMS in the Southern Ocean by krill and copepods are estimated to be as much as $21{\mu}mol\;m^{-2}d^{-1}$ and $0.6{\mu}mol\;m^{-2}d^{-1}$, respectively. These production rates of zooplankton and the presence of phytoplanktot which have high DMSP contents in their cells, might facilitate in situ DMS production in the Southern Ocean.

Changes in Eyebrow Position and Movement with Aging

  • Park, Jeongseob;Yun, Sangho;Son, Daegu
    • Archives of Plastic Surgery
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    • 제44권1호
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    • pp.65-71
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    • 2017
  • Background This study evaluated dynamic changes in eyebrow position related to aging. Methods Female participants were recruited and separated into two groups aged 20-30 years (the younger group, n=20; mean age, 24.8 years) and 50-70 years (the older group, n=20; mean age, 55.8 years). Photogrammetry was used to determine the eyebrow position at the medial canthus (MC), lateral limbus, lateral canthus, and lateral end point (EP) for 6 actions: smooth opening (the reference action) and closing of the eye, forward gaze, maximum opening and closing of the eye, and maximum frown. Videos were also recorded. Results No differences in eyebrow position were detected at the MC when opening or closing the eyes smoothly, gazing straight ahead, or closing the eyes maximally. For all 6 actions, the position of the lateral EP in the older group was significantly lower than in the younger group (P=0.003), and the smallest degree of vertical movement at this point was found in both age groups (P<0.001). Vertical movement at the 4 landmarks of the eyebrows decreased with aging. Conclusions Eyebrow position was unchanged at the MC with aging, except at maximal eye opening and maximal frown. No differences in eyebrow position were observed between the younger and older groups when eyes were maximally closed, except at the EP. It is important to focus on correction of the lateral EP for periorbital rejuvenation.

스마트폰 증강현실 내비게이션의 인지능력과 호응도에 관한 연구 (Research on Cognitive Effects and Responsiveness of Smartphone-based Augmented Reality Navigation)

  • 손민국;이승태;이재열
    • 한국CDE학회논문집
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    • 제19권3호
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    • pp.272-280
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    • 2014
  • Most of the car navigation systems pzrovide 2D or 3D virtual map-based driving guidance. One of the important issues is how to reduce cognitive burden to the driver who should interpret the abstracted information to real world driving information. Recently, an augmented reality (AR)-based navigation is considered as a new way to reduce cognitive workload by superimposing guidance information into the real world scene captured by the camera. In particular, head-up display (HUD) is popular to implement AR navigation. However, HUD is too expensive to be set up in most cars so that the HUD-based AR navigation is currently unrealistic for navigational assistance. Meanwhile, smartphones with advanced computing capability and various sensors are popularized and also provide navigational assistance. This paper presents a research on cognitive effect and responsiveness of an AR navigation by a comparative study with a conventional virtual map-based navigation on the same smartphone. This paper experimented both quantitative and qualitative studies to compare cognitive workload and responsiveness, respectively. The number of eye gazing at the navigation system is used to measure the cognitive effect. In addition, questionnaires are used for qualitative analysis of the responsiveness.

웨어러블 기술 알고리즘에 숨겨진 입는 욕망에서부터 시선의 권력까지(시스템 설계 관점에서) (From wearing desires to the power of gazing hidden wearable technology algorithm (Based on system design))

  • 강장묵
    • 한국인터넷방송통신학회논문지
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    • 제18권4호
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    • pp.205-210
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    • 2018
  • 이글은 웨어러블 기술을 두 가지 측면에서 고찰하였다. 첫째, 스마트 기술이 접목된 옷에 스며든 욕망이다. 둘째, 옷을 입은 이용자를 바라보는 시선에 대한 고찰이다. 이 글은 웨어러블 기술로 새롭게 등장할 옷에 대한 연구이다. 그러나 이 옷은 단순히 기술적인 문제가 아니다. 오히려, 옷에 대한 인간 본능을 고려한 시스템 설계이다. 따라서 이 연구는 사회과학적 경계를 아우른다. 이 글은 웨어러블에서 수집된 데이터가 단순한 센싱 기반의 데이터라 보지 않는다. 오히려, 웨어러블 기술은 인간 고유의 생명활동과 감정을 드러낸다. 이글은 인문학과 기술을 융합 또는 복합한 시도이다.

이중 기계학습 구조를 이용한 안구이동추적 기술개발 (Development of Eye-Tracking System Using Dual Machine Learning Structure)

  • 강경우;민철홍;김태선
    • 전기학회논문지
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    • 제66권7호
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    • pp.1111-1116
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    • 2017
  • In this paper, we developed bio-signal based eye tracking system using electrooculogram (EOG) and electromyogram (EMG) which measured simultaneously from same electrodes. In this system, eye gazing position can be estimated using EOG signal and we can use EMG signal at the same time for additional command control interface. For EOG signal processing, PLA algorithms are applied to reduce processing complexity but still it can guarantee less than 0.2 seconds of reaction delay time. Also, we developed dual machine learning structure and it showed robust and enhanced tracking performances. Compare to conventional EOG based eye tracking system, developed system requires relatively light hardware system specification with only two skin contact electrodes on both sides of temples and it has advantages on application to mobile equipments or wearable devices. Developed system can provide a different UX for consumers and especially it would be helpful to disabled persons with application to orthotics for those of quadriplegia or communication tools for those of intellectual disabilities.

혼파초지의 이용방법 비교시험 II. 방목 및 예취이용이 목초의 품질과 토양경도에 미치는 영향 (Trials of the Utilization Method in Mixtures Swards II. Effects of grasing and cutting management on foragequality and soil hardness)

  • 신재순;이필상;박근제;윤익석
    • 한국초지조사료학회지
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    • 제10권2호
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    • pp.96-101
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    • 1990
  • This field experiment was undertaken to find out the effect of grazing and cutting management on the forage quality and soil hardness at different legumes sown swards of the experimental field of Livestock Experiment Station in Suweon, from August 1985 to October 1988. The results obtained are as follows: 1. Crude protein, crude fat and ash contents under grazing were higher than these under cutting, but showed the reverse results in crude fiber and nitrogen free extracts contents. Average in vitro dry matter digestibility (IVDMD) under grazing (72 %) was a little higher than that under cutting (71 %). On the other hand, there was little difference among the mixtures swards in mineral contents and IVDMD. 2. The contents of Ca, P and Mg were a little high in the cutting, but K and Na contents were in gazing. Ca: P ratio in grazing (2.97) was slightly higher than that of cutting (2.94). 3. Production of energies(TDN, StE and NEL) with cutting were appeard to increase by 19.4 %, 13.5 %and 19.0 % than those of grazing, respectively. Mixtures swards including alfalfa showed more production both grazing and cutting. 4. Soil hardness in the top lOcm of soil by cattle grazing was changed from 15.5mm at startihg year to 22.6 mm after 3 years, but in cutting slightly increase from 15.5mm to 16.2mm. Generally it was low in early spring and high in autumn.

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VR-Tangible Interaction을 이용한 발달장애 아동의 치료 시스템 디자인 개발 연구 (A Study on Design and Development of a VR-Tangible Interaction Therapy System for Autism Children)

  • 이현진;서동수;최민영
    • 디자인학연구
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    • 제20권3호
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    • pp.215-224
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    • 2007
  • 본 연구에서는 발달장애 아동을 위한 VR-Tangible Interaction 치료 시스템을 디자인하고 개발하였다. 본 치료시스템의 목적은 감각통합치료, 사회성 훈련, 협응능력 측정의 세 분야에 있어 발달장애 아동이 VR과 Tangible Interaction을 즐겁게 체험하는 과정에서 아동의 능력을 진단하고 자연스럽게 치료효과를 얻을 수 있도록 하는 것이다. 디자이너와 의사, 심리학자, 공학자가 학제적인 연구를 통하여 총 14종의 인터랙션 시나리오를 작성하고 콘텐츠를 디자인했다. 표정을 보고 사람의 마음 짐작하기, 상대방이 바라보고 있는 대상이 어느 것인지 맞추기, 지시봉으로 가상의 풍선 터뜨리기 등의 인터랙션이 디자인되었다. 프로토타입 시스템을 제작하고 임상테스트를 실시한 결과 발달장애 아동들이 VR-Tangible Interaction이라는 새로운 환경에 자연스럽게 적응하는 것을 확인할 수 있었으며 긍정적인 치료효과들을 예견하게 하는 정성적, 정량적인 결과들을 얻을 수 있었다.

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시선입력 인터페이스 시스템의 효율적 문자입력 방법 (Efficient way to input text through eye gazing method.)

  • 권오재
    • 디자인학연구
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    • 제20권3호
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    • pp.289-298
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    • 2007
  • 지체가 부자유한 사용자가 컴퓨터를 이용하여 정보를 쉽게 입력하거나, 쉽게 인지할 수 있도록 지원하는 커뮤니케이션 수단으로서 주목받고 있는 것이 EGI(Eye Gaze Interface)시스템이다. 그러나 EGI는 "주시점 탈(脫) 현상(목표 주시점으로부터 실제의 주시점이 벗어나는 현상)" 의 발생으로 인하여 목표정보를 입력하거나 인지하는데 많은 심리적, 생리적 부담을 가중시키는 것이 현실이다. 본 연구는 EGI의 문제점으로서 지적되고 있는 "주시점 탈(脫) 현상" 의 해결방안에 초점을 두고, 누구든지 간단히 조작할 수 있는 인터페이스를 제안, 고찰하였다. "주시점 탈(脫) 현상" 의 원인규명 및 제안하는 인터페이스의 유효성 검증을 위하여, 실험 툴(흡착효과를 부여한 한국어 입력인터페이스)을 제작, 평가하였으며, 심리적 평가(주관평가)와 생리적 평가(뇌파측정)를 실시하여, 흡착효과를 적용했던 경우가 흡착효과를 적용하지 않았던 경우 보다 문자입력이 쉽고 생리적 부담이 적을 수 있다는 가능성을 발견할 수 있었다. 본 연구는 이러한 결과를 통하여, 선천적이든 후천적이든 물리적 핸디캡으로 인하여 커뮤니케이션에 장애를 가지고 있는 사용자들에게도 원활한 커뮤니케이션을 할 수 있는 시스템 개발 지원 가능성에 길을 열었다고 생각하며, 그 효용성에 대해서도 시사하는 바가 있음을 발견할 수 있었다.

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남녀 고교생이 이성교제 단계에서 경험하는 심리적, 성적 폭력 (Psychological and Sexual Violence in Dating among Male and Female Adolescents)

  • 김용미;김현옥
    • 가정과삶의질연구
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    • 제19권4호
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    • pp.185-199
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    • 2001
  • The purpose of this study was to examine the dynamics of psychological and sexual violence in dating among high school students. Subjects consisted of 1,205 male and female adolescents from all parts of the country. 1,092 respondents were included in the final analysis(90.6%). For psychological violence, 13.3%(n=145) reported to have such experiences with a dating partner at least once or more. The most frequently used forms of violence were shouting, insulting language and behaviors, and blaming for a physical appearance. There were no sex differences in frequency of psychological violence between males and females, as an aggressor or a victim. Responses of victims were mostly negotiation and communication, and trying to forget it. For sexual violence, 27.8%(n=303) was found to have such experiences in a dating scence at least once or more. Hugging and kissing, close contact of parts of body, and gazing at parts of body were most frequently used forms. Responses of victims were pretending not to notice it and responding in the same way. There were significantly more male aggressors of sexual violence than females, but no sex difference in the number of victims. Those who reported to have experiences of violence were compared to the counterparts who had no experience in attitudes toward violence between dating partners and married couples, experiences of violence in childhood, school violence, and observations of violence between parents. Those with experience of dating violence reported to have significantly more experiences of violence in childhood and school, and parental violence. Based on the findings of this study, suggestion were made in regard to the need for development of dating violence prevention program for adolescents, and for welfare programs for adolescents in community.

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멀티미디어 콘텐츠 응시와 이해도 기반 분석 서비스 플랫폼 기술 (Development of Multimedia Content Usage Analysis Service Platform Utilizing Attention and Understanding Flows)

  • 고기남;문남미
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제4권8호
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    • pp.315-320
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    • 2015
  • 본 연구의 목적은 시선 관심 객체 기반 양방향 서비스를 효율적으로 하기 위해, 멀티미디어 콘텐츠를 시청하는 소비자의 응시 행위를 개별 객체 중심으로 실시간 모니터링하고, 콘텐츠 소비 시점의 맥락적 소비자 이해도를 인지하여 콘텐츠 제공의도에 맞는 소비행태 분석을 제공하는 플랫폼 기술을 제공하는 데 있다. 이를 위해 미디어 콘텐츠 내 개별 객체 표현 구조를 연구하고, 미디어 제공자의 의도와 비교하여 제공자가 의도한 계획에 맞춰 소비되고 있는지를 파악할 수 있도록 한다. 소비자의 소비행태 분석은 응시 분석(Gaze Profile Analysis)과 콘텐츠 제공자에 의해 제공된 의도 흐름(Intention Flow)과 가중치(Intention Weight)를 분석한 정보를 사용하여 이루어진다. 이와 같은 기술은 교육, 광고 등에 효과적으로 사용될 수 있을 것으로 기대된다.