• Title/Summary/Keyword: on-line media

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Expression and Activation of Transforming Growth Factor-Beta 2 in Cultured Bone Cells

  • Lee, Chang-Ho
    • Animal cells and systems
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    • v.4 no.3
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    • pp.273-278
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    • 2000
  • Transforming growth factor-$\beta$ (IGF-$\beta$)s are multifunctional small polypeptides synthesized in most cell types. TGF-$\beta$ exerts pivotal effects on both bone formation and resorption. In addition, increasing lines of evidence implicate TGF-$\beta$ as a potential coupling factor between these two processes during bone remodeling. In the present study, the expression form and the activation mechanism of latent-TGF-$\beta$ were investigated using specific antibodies for each isoform. TGF-$\beta$s were observed to be synthesized and accumulated in a large amount in cultured osteoblastic cells. The estimated molecular weights of intracellular TGF-$\beta$2 and -$\beta$3 were 49 and 55 kDa, respectively. Based on proteolytic digestion study and immunofluorescence observation, these precursor forms seemed to be accumulated in distinct intracellular compartments. To examine whether the internal pool of TGF-$\beta$ was possiblely regulated by external signals, their biological activites were examined in a conditioned media of this cell. Although the intact conditioned media did not contain detectable TGF-$\beta$ activity, heat-treatment or acid-activation of the conditioned media revealed significant TGF-$\beta$ activity. Furthermore, in the presence of estrogen, this activity was dramatically diminished. It is known that activation of latent TGF-$\beta$ can be achieved by different chemical and enzymatic treatments, or by incubation with certain cell types. This extracellular activation was suggested as a key step in the regulation of TGF-$\beta$ activity. In addition to these extracellular activation, this study suggests that the synthesis and intracellular processing are important regulation steps for TGF-$\beta$ action. In addition, this regulation Is specific for TGF-$\beta$ type 2, because the change was not observed in TGF-$\beta$3 in osteoblastic cell line.

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A Secure Social Networking Site based on OAuth Implementation

  • Brian, Otieno Mark;Rhee, Kyung-Hyune
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.308-315
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    • 2016
  • With the advancement in the area of cloud storage services as well as a tremendous growth of social networking sites, permission for one web service to act on the behalf of another has become increasingly vital as social Internet services such as blogs, photo sharing, and social networks. With this increased cross-site media sharing, there is a upscale of security implications and hence the need to formulate security protocols and considerations. Recently, OAuth, a new protocol for establishing identity management standards across services, is provided as an alternative way to share the user names and passwords, and expose personal information to attacks against on-line data and identities. Moreover, OwnCloud provides an enterprise file synchronizing and sharing that is hosted on user's data center, on user's servers, using user's storage. We propose a secure Social Networking Site (SSN) access based on OAuth implementation by combining two novel concepts of OAuth and OwnCloud. Security analysis and performance evaluation are given to validate the proposed scheme.

The Effect of Cross-Model's Product Demonstration and Product Involvement on Attitudes toward the Ad

  • Taemin Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.254-260
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    • 2023
  • Recently, the cross-model strategy of using male models in advertisements for women's cosmetics has been increasingly utilized. Academics have begun to discuss and study cross-model advertisements, but most of the studies have focused on the effects of the presence of a cross model. We investigated the effects of a crossmodel's product demonstration as an advertising creative strategy on consumer's attitudes toward the ad. We examined the effects of a male model demonstrating the advertised products for women's cosmetics on female consumers' attitudes toward the ad. As a result, we found that when a male model demonstrated a product in a women's product advertisement, consumers' attitudes toward the ad were more positive the higher their product involvement. Therefore, product involvement was found to be a moderating variable in the effect of cross-model product demonstration on attitudes toward the ad. This study contributes to the line of research on the effect of cross-model and product demonstration advertising, providing practical implications for advertising practitioners.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Hand Region Tracking and Fingertip Detection based on Depth Image (깊이 영상 기반 손 영역 추적 및 손 끝점 검출)

  • Joo, Sung-Il;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.65-75
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    • 2013
  • This paper proposes a method of tracking the hand region and detecting the fingertip using only depth images. In order to eliminate the influence of lighting conditions and obtain information quickly and stably, this paper proposes a tracking method that relies only on depth information, as well as a method of using region growing to identify errors that can occur during the tracking process and a method of detecting the fingertip that can be applied for the recognition of various gestures. First, the closest point of approach is identified through the process of transferring the center point in order to locate the tracking point, and the region is grown from that point to detect the hand region and boundary line. Next, the ratio of the invalid boundary, obtained by means of region growing, is used to calculate the validity of the tracking region and thereby judge whether the tracking is normal. If tracking is normal, the contour line is extracted from the detected hand region and the curvature and RANSAC and Convex-Hull are used to detect the fingertip. Lastly, quantitative and qualitative analyses are performed to verify the performance in various situations and prove the efficiency of the proposed algorithm for tracking and detecting the fingertip.

Using the Copy Right of Multimedia Data (멀티미디어자료와 저작권 사용에 관한 연구)

  • Joo, Young-Ju;Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.3 no.2
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    • pp.1-12
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    • 2000
  • Recently, multimedia in information society are renovating the methods of creating, communicating, and delivering information between people. Due to the rapid technological development of storing information through a digital network structure and a renewal on-line system, we cannot solve current various problems related to copy rights under our present law system. This study will find out a concept of copy right in digital media, introduce a relationship between the characteristics of multimedia and the copy right environment and analyze international trends in protecting copy right of digital media. Finally, the some problems and suggestions will be summarized to give new directions to using the copy right challenging in 21 century.

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Target Object Detection Based on Robust Feature Extraction (강인한 특징 추출에 기반한 대상물체 검출)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7302-7308
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    • 2014
  • Detecting target objects robustly in natural environments is a difficult problem in the computer vision and image processing areas. This paper suggests a method of robustly detecting target objects in the environments where reflection exists. The suggested algorithm first captures scenes with a stereo camera and extracts the line and corner features representing the target objects. This method then eliminates the reflected features among the extracted ones using a homographic transform. Subsequently, the method robustly detects the target objects by clustering only real features. The experimental results showed that the suggested algorithm effectively detects the target objects in reflection environments rather than existing algorithms.

FDTD Simulation on the Effect of Manufacturing Error of an Open-Ended Coaxial Probe for Measuring Complex Permittivity (복소유전율 측정용 개방단말 동축선 프로브 제작오차의 영향에 관한 FDTD 모의계산)

  • Shin, Hyun;Hyun, Seung-Yeup;Kim, Sang-Wook;Kim, Se-Yun
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.36D no.8
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    • pp.19-26
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    • 1999
  • umerical simulations are performed to estimate how strongly the manufacturing error of an open-ended coaxial probe affects its measured complex permittivity of a contacted medium. The reflection coefficients of several dielectric materials contacted with an open-ended coaxial probe are calculated by employing the FDTD method. And then those complex permittivities are reconstructed by applying the calculated reflection coefficients into a new imaginary transmission-line model, which reveals more physically meaningful than the conventional model. It is found that the reconstructed complex permittivities suffer from significant error in spite of a slight imperfection of open-ended coaxial probe.

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A Quality Evaluation and Analysis of the On-Line Edutainment Software (온라인 에듀테인먼트 품질 평가 및 분석)

  • Lho, Young-Uhg;Park, Sang-Won;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2192-2198
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    • 2007
  • An edutainment is a composite which are joining with the serveral matter and the multiplicity of techqniues An Eduainment software use serveral audio and video media. The human have different preference to audio and video media. It is difficult to evaluate quality of an edutainment software than a general software. So, we need an evaluation factors to compare quality of edutainment software. We developed the evaluation factors for edutainment software. And the middle school students used the evaluation factors to evaluate the favorite edutainment softwares among them. We evaluate and analyze the results.

Design and Implementation of Multimedia Teaching Aids for the Effective English Learning (효과적인 영어학습을 위한 멀티미디어 학습 도구의 설계 및 구현)

  • Kim, Jee-Won;Lee, Jung-Sun;Ahn, Sung-Eun;Choi, Hwang-Kyu
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.135-139
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    • 2001
  • There has been a study about the effective multimedia education using a computer following the appearance of a virtual space. Also, there has been an effort to connect the information & communication technology with education. The popular on-line lecture systems are mostly on English lecture sites. However, they just offer the VOD(Video On Demand) services ignoring students' convenience. To improve these week points, we design and implement the multimedia leaching system focusing on an efficient repeat-effect in order that students can control the Media Player by clicking a sentence on a web page. This paper presents the Editor and Player considering students' interest and the effective learning fruits. So users can easily make multimedia materials and use them to improve their English listening skill.

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