• Title/Summary/Keyword: hand immersion

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Antibacterial and Rinsing Activities Against Potentially Harmful Bacteria in Rice during Rice Flour Production (쌀가루 제분용 백미 내 잠재적 위해 세균에 대한 살균 및 세척 효과)

  • Han, Jae-Kwang;Cha, Min-Hee;Kim, Min-Ju;Kim, Keun-Sung
    • Journal of Food Hygiene and Safety
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    • v.29 no.2
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    • pp.117-122
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    • 2014
  • Rice can be the contaminating with soil-borne bacteria. Furthermore, the contaminated bacteria can be grown during immersion process for produce wet-milled rice flour. Therefore, disinfectants can be added during the immersion process. Antibacterial activities of the natural disinfectant, fermented rice spent water (FRSW), and the chemical disinfectants, chlorine dioxide (CD) and sodium benzoate (SB), were respectively determined when added in pure cultures of target bacteria such as Salmonella typhimurium, Escherichia coli, and Bacillus cereus or when added to immersion water in the immersion process. In addition, rinsing effects for removing bacteria were determined when rice was rinsed with water before and after the immersion process. Antibacterial activities were rapidly increased as increasing amounts of the disinfectants are added to the pure cultures of the target bacteria. Antibacterial activity of CD was the most effective among the three tested disinfectants when added to the pure cultures of the target bacteria, respectively. Those of the same disinfectants were increased when they were increasingly added to the immersion water. However those of the disinfectants were less effective when added to the immersion water. On the other hand, rinsing effects for removing bacteria were the most effective when rice was rinsed only with water without the immersion process. Collectively, rinsing rice with water only was more effective than using disinfectants in the immersion water during rice flour production.

A Study on Germination Characteristics through Seed Variable Immersion for Restoration of North Korea Forest (북한산림복구용 종자 변온침지 처리를 통한 발아특성 연구)

  • Choi, Jong-O;Park, Yong-Jin
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.1
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    • pp.1-10
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    • 2022
  • This study was conducted to investigate the germination characteristics through the temperature change treatment compared to the general room temperature immersion treatment of the native species, the Larix kaempferi, and the Berula platyphyllavar. japonica seeds, and to obtain basic data for the production of healthy seedlings with high productivity and efficiency. As a result, the germination rate of the larch seeds showed a significant difference according to room temperature and temperature immersion treatment, and the average germination days of the birch seeds showed a significant difference according to room temperature immersion and temperature immersion treatment. On the other hand, there was no significant difference in germinal uniformity. The results of the study are as follows. First, the results of the analysis of the fallen leaves were the highest germination rate in the treatment of 1.5 days of hot water and 1.5 days of cold water, the fastest germination rate, the lowest average germination day, and the highest germination uniformity. This is the best result in most items, and the change temperature immersion treatment of hot and cold baths was superior to the conventional room temperature immersion treatment. Second, the results of birch tree showed that the germination rate was the highest in 1.5 days of hot water and 1.5 days of cold water. The average germination day is 1.5 days of cold water 1.5 days of hot water 1.5 days, but the difference between 1.5 days of hot water and 1.5 days of cold water is 0.01 days. The highest germinated uniformity was found in 1.5 days of cold water and 1.5 days of hot water. As a result, in the case of larch and birch, the seed temperature immersion (1.5 days of hot water, 1.5 days of cold water) treatment is superior to the existing three-day immersion treatment in various analysis methods, and it is expected that productivity and efficiency can be improved at a low cost in a short period of time at the seedling production site through seeds.

Improvement Air Gap Control for SIL based Near-Field Recording System (SIL을 이용한 근접장 기록계에서의 서보 방식의 개발)

  • Kim, Joong-Gon;Kim, Tae-Hun;Jeong, Jun;Park, No-Cheol;Yang, Hyun-Seok;Park, Young-Pil
    • Transactions of the Society of Information Storage Systems
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    • v.3 no.1
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    • pp.1-4
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    • 2007
  • A high density optical data storage device has been required for many years. In the field of the optical data storage, a near-field recording (NFR) technology is considered as a next generation one for achieving the high data density. Due to an evanescent wave effect occurred under 100nm distance which is the excessively small distance between the SIL and the disc, the most significant and difficult problem in this technology is to maintain a gap between a solid immersion lens (SIL) and a disc. Also, maintaining the gap under at least 50nm is required in the NFR gap servo system to use the evanescent wave effect efficiently. There are some institutes that have shown the novel gap servo control. In general, they use a mode switching servo method which consists of approach, hand-over and gap control mode. However there is a critical problem such as an overshoot at the tuning point from the approach mode to the hand-over mode, which may cause a collision between the SIL and the disc. In this paper, we show our NFR system and an improved gap servo system using an exponential function as the approach mode which can reduce the overshoot.

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Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.17-23
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.25-30
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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Impact of Pre-briefing using Structured Video in the Pre-hospital Trauma Care Simulation-based Education (시뮬레이션 기반 병원 전 외상 교육 과정에서 구조화된 동영상을 적용한 사전브리핑이 몰입감, 자신감, 만족도에 미치는 영향)

  • Park, Si-Eun;Kwak, Yu-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.421-427
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    • 2020
  • The aim of this study was to examine the impacts of pre-briefing using structured video simulations in the pre-hospital trauma care simulation-based education on simulation immersion, simulation confidence, and simulation satisfaction. For both the experimental group and the control group, orientations were conducted on the simulation environment. Subsequently, the experimental group watched a video of about 8 minutes, similar to the scenario situation, in which the goal and result of the training were presented. The control group, on the other hand, conducted a classical way of orientation related to the scenario during the same time period. In addition, the experimental group and the control group underwent simulation practice in the same situation for 12 minutes, and debriefing was performed for 40 minutes by the same research assistant. Afterwards, we measured the simulation immersion, confidence, and satisfaction of the participants. Data were analyzed using χ2 and independent t-test using the SPSS 22.0 program. It was found that the experimental group that conducted the pre-briefing using video had higher immersion and confidence than the control group. On the other hand, satisfaction was not significantly different between the two groups. The results indicate that pre-briefing using structured video was an effective educational method to increase simulation immersion and simulation confidence.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Construction of Skin Color Map for Resolving Hand Occlusion in AR Environments (증강현실 환경에서 손 가림 해결을 위한 피부 색상 정보 획득)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.111-118
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    • 2014
  • In tangible augmented reality (AR) environments, the user interacts with virtual objects by manipulating their physical counterparts, but he or she often encounters awkward situations in which his or her hands are occluded by the augmented virtual objects, which causes great difficulty in figuring out hand positions, and reduces both immersion and ease of interaction. To solve the problem of such hand occlusion, skin color information has been usefully exploited. In this paper, we propose an approach to simple and effective construction of a skin color map which is suitable for hand segmentation and tangible AR interaction. The basic idea used herein is to obtain hand images used in a target AR environment by simple image subtraction and to represent their color information by a convex polygonal map in the YCbCr color space. We experimentally found that the convex polygonal map is more accurate in representing skin color than a conventional rectangular map. After implementing a solution for resolving hand occlusion using the proposed skin color map construction, we showed its usefulness by applying it to virtual design evaluation of digital handheld products in a tangible AR environment.

Hand Gesture Interface for Manipulating 3D Objects in Augmented Reality (증강현실에서 3D 객체 조작을 위한 손동작 인터페이스)

  • Park, Keon-Hee;Lee, Guee-Sang
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.20-28
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    • 2010
  • In this paper, we propose a hand gesture interface for the manipulation of augmented objects in 3D space using a camera. Generally a marker is used for the detection of 3D movement in 2D images. However marker based system has obvious defects since markers are always to be included in the image or we need additional equipments for controling objects, which results in reduced immersion. To overcome this problem, we replace marker by planar hand shape by estimating the hand pose. Kalman filter is for robust tracking of the hand shape. The experimental result indicates the feasibility of the proposed algorithm for hand based AR interfaces.