• Title/Summary/Keyword: information display

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Identification of Differentially Expressed Genes Related to Intramuscular Fat Development in the Early and Late Fattening Stages of Hanwoo Steers

  • Lee, Seung-Hwan;Park, Eung-Woo;Cho, Yong-Min;Kim, Sung-Kon;Lee, Jun-Heon;Jeon, Jin-Tae;Lee, Chang-Soo;Im, Seok-Ki;Oh, Sung-Jong;Thompson, J.M.;Yoon, Du-Hak
    • BMB Reports
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    • v.40 no.5
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    • pp.757-764
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    • 2007
  • Marbling of cattle meat is dependent on the coordinated expression of multiple genes. Cattle dramatically increase their intramuscular fat content in the longissimus dorsi muscle between 12 and 27 months of age. We used the annealing control primer (ACP)-differential display RT-PCR method to identify differentially expressed genes (DEGs) that may participate in the development of intramuscular fat between early (12 months old) and late fattening stages (27 months old). Using 20 arbitrary ACP primers, we identified and sequenced 14 DEGs. BLAST searches revealed that expression of the MDH, PI4-K, ferritin, ICER, NID-2, WDNMI, telethonin, filamin, and desmin (DES) genes increased while that of GAPD, COP VII, ACTA1, CamK II, and nebulin decreased during the late fattening stage. The results of functional categorization using the Gene Ontology database for 14 known genes indicated that MDH, GAPD, and COP VII are involved in metabolic pathways such as glycolysis and the TCA cycle, whereas telethonin, filamin, nebulin, desmin, and ACTA1 contribute to the muscle contractile apparatus, and PI4-K, CamK II, and ICER have roles in signal transduction pathways regulated by growth factor or hormones. The final three genes, NID-2, WDNMI, and ferritin, are involved in iron transport and extracellular protein inhibition. The expression patterns were confirmed for seven genes (MDH, PI4-K, ferritin, ICER, nebulin, WDNMI, and telethonin) using real-time PCR. We found that the novel transcription repressor ICER gene was highly expressed in the late fattening stage and during bovine preadipocyte differentiation. This information may be helpful in selecting candidate genes that participate in intramuscular fat development in cattle.

Generation of Progressively Sampled DTM using Model Key Points Extracted from Contours in Digital Vector Maps (수치지도 등고선의 Model Key Point 추출과 Progressive Sampling에 의한 수치지형모델 생성)

  • Lee, Sun-Geun;Yom, Jae-Hong;Lim, Sae-Bom;Kim, Kye-Lim;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.6_2
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    • pp.645-651
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    • 2007
  • In general, contours in digital vector maps, which represent terrain characteristics and shape, are created by 3D digitizing the same height points using aerial photographs on the analytical or digital plotters with stereoscopic viewing. Hence, it requires lots of task, and subjective decision and experience of the operators. DTMs are generated indirectly by using contours since the national digital maps do not include digital terrain model (DTM) data. In this study, model key points which depict the important information about terrain characteristics were extracted from the contours. Further, determination of the efficient and flexible grid sizes were proposed to generate optimal DTM in terms of both quantitative and qualitative aspects. For this purpose, a progressive sampling technique was implemented, i.e., the smaller grid sizes are assigned for the mountainous areas where have large relief while the larger grid sizes are assigned for the relatively flat areas. In consequence, DTMs with multi-grid for difference areas could be generated instead of DTMs with a fixed grid size. The multi-grid DTMs reduce computations for data processing and provide fast display.

An 8b 240 MS/s 1.36 ㎟ 104 mW 0.18 um CMOS ADC for High-Performance Display Applications (고성능 디스플레이 응용을 위한 8b 240 MS/s 1.36 ㎟ 104 mW 0.18 um CMOS ADC)

  • In Kyung-Hoon;Kim Se-Won;Cho Young-Jae;Moon Kyoung-Jun;Jee Yong;Lee Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.1
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    • pp.47-55
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    • 2005
  • This work describes an 8b 240 MS/s CMOS ADC as one of embedded core cells for high-performance displays requiring low power and small size at high speed. The proposed ADC uses externally connected pins only for analog inputs, digital outputs, and supplies. The ADC employs (1) a two-step pipelined architecture to optimize power and chip size at the target sampling frequency of 240 MHz, (2) advanced bootstrapping techniques to achieve high signal bandwidth in the input SHA, and (3) RC filter-based on-chip I/V references to improve noise performance with a power-off function added for portable applications. The prototype ADC is implemented in a 0.18 um CMOS and simultaneously integrated in a DVD system with dual-mode inputs. The measured DNL and INL are within 0.49 LSB and 0.69 LSB, respectively. The prototype ADC shows the SFDR of 53 dB for a 10 MHz input sinewave at 240 MS/s while maintaining the SNDR exceeding 38 dB and the SFDR exceeding 50 dB for input frequencies up to the Nyquist frequency at 240 MS/s. The ADC consumes, 104 mW at 240 MS/s and the active die area is 1.36 ㎟.

Color Reproduction in Television Receiver Based on Chromatic Adaptation of Human Visual System (시각계 색 순응을 고려한 텔레비전 수상기에서의 색 재현)

  • Choi, Duk-Kyu;Han, Chan-Ho;Lee, Kuhn-Il;Sohng, Kyu-Ik
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.11
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    • pp.133-143
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    • 1998
  • The viewers primarily watch a television under the surround light source of an incandescent or a fluorescent light. When human visual system has been adapted chromtically under the different surround light, the same chromaticities elicit quite different color appearnaces. Therefore, the corresponding color reproduction is the most suitable objective of a color television system. In this paper, an efficient corresponding color reproduction method based on the chromatic adaptation of human visual system is proposed in which colors in the display have the same appearance as the colors in the original would have had if they had been illuminated by standard illuminant ($D_{65}$). The chromaticities that appeared neutral in human visual system were determined by the Hunt's experimental results of the color adaptation in picture viewing situations and the corresponding chromaticity coordinates of stimuli in chromatic adaptation were obtained by the Bartleson's theory. Also, the corresponding color reproduction is realized by changing the phase and the gain of the demodulation axes in television receiver. Experimental results show that the proposed corresponding color displayed on the television is better than that of the conventional colorimetric color reproduction under the surround light sources.

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A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.354-362
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    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

A Scheme that Transcodes from Dynamic Object of PC Web Page to Mobile Web Contents with DOM (DOM을 이용하여 PC 웹 페이지의 다이나믹 오브젝트를 모바일 웹 컨텐츠로 변환하는 기법)

  • Kim, Jong-Keun;Ko, Hee-Ae;Sim, Kun-Ho;Kang, Eui-Sun;Lim, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.648-653
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    • 2008
  • With development of mobile communications terminal and expansion of mobile Internet, a large number of users can use mobile web contents at anytime and anywhere and will demand service of greater contents. Due to such demand, many studies are being carried out on transcoding contents so that wired web contents can be used in mobile web. However, transcoding and creation of mobile web contents involve difficulties because specifications available from telecommunications companies and mobile terminals have not been standardized. Especially, in order for serving dynamic object of wired web page contents to dynamically change according to time or user, it is required not only to program scripts to suit each terminal, but also to transcode the resources used in advance. For solution to this problem, this study uses the hierarchy structure of DOM (document object model) to display structural characteristics of wired web page. In other words, this study proposes the following technique Wired web pages are analyzed and the results are established as data structure. Then, dynamic object is extracted and the domain is indexed so that, when serving mobile web page, information can be extracted at the indexed position to create mobile web contents for service on real-time basis.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Ergonomic Evaluation of a Forearm Supporter for a Mouse (마우스 사용시 전완지지대의 인간공학적 평가)

  • Bae Dong Cheol;Chang Seong Rok;Jung Jae Hoon;Jin Sang Eun
    • Journal of the Korean Society of Safety
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    • v.20 no.2 s.70
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    • pp.169-174
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    • 2005
  • Traditionally, keyboards have been one of the most frequently used input devices for information processing using computers. As most computers adopt the Microsoft Windows for their operating system however, the usage of mouse has recently increased to a great extent. Moreover, the mouse has been used as the leading input device in such areas as industrial design and computer aided design. Excessive uses of mouse may cause a severe pain and fatigue on neck and upper limb due to the intensive and repetitive use of corresponding muscles, which renders a decline in efficiency and leads to musculoskeletal disorders. The main purpose of this study is to find the best working conditions to prevent musculoskeletal disorders when using mouse in a neutral posture. Utilizing electromyogram amplitude and Borg's scale, the role change and strength imposed on the muscles were measured and analyzed with and without the forearm support concerned. Also investigated were the effects of changes in elbow forearm supporter.

Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result (주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Rhee, Seon-Min;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.15A no.3
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    • pp.141-149
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    • 2008
  • In this research we present a novel method which combines and visualizes the design model and the FDM-based simulation result of solidification. Moreover we employ VR displays and visualize stereoscopic images to provide an effective analysis environment. First we reconstruct the solidification simulation result to a rectangular mesh model using a conventional simulation software. Then each point color of the reconstructed model represents a temperature value of its position. Next we map the two models by finding the nearest point of the reconstructed model for each point of the design model and then assign the point color of the design model as that of the reconstructed model. Before this mapping we apply mesh subdivision because the design model is composed of minimum number of points and that makes the point distribution of the design model not uniform compared with the reconstructed model. In this process the original shape is preserved in the manner that points are added to the mesh edge which length is longer than a predefined threshold value. The implemented system visualizes the solidification simulation data on the design model, which allows the user to understand the object geometry precisely. The immersive and realistic working environment constructed with use of VR display can support the user to discover the defect occurrence faster and more effectively.