In horse management, the alarm system with sensors in the foaling period enables the breeder can appropriately prepare the time of the parturition. It is important to prevent losses by unpredictable parturition because there are several high risks such as dystocia and the death of foals and mares during foaling. However, unlike analysis in the alarm system that detects specific motions has been widely performed, analysis of classification following specific behavior patterns or number needs to be more organized. Thus, the objective of this study is to classify signs of the specific behaviors of the mares for the prediction of pre-foaling behaviors. Five Thoroughbred mares (9-20 yrs) were randomly selected for observation of the prefoaling behaviors. The behaviors were monitored for 90 min that was divided into three different periods as 1) from -90 to -60 min, 2) from -60 to -30 min, 3) from -30 min to the time for the discharge of the amniotic fluid, respectively. The behaviors were divided into two different categories as state and frequent behaviors and each specific behavioral pattern for classification was individually described. In the state behaviors, the number of mares in the standing of the foaling group (3.17 ± 0.18b) at period 3 was significantly higher than the control group (1.67 ± 0.46a). In contrast, the number of the mares in the eating of the foaling group (1.17 ± 0.34b) at period 3 was significantly lower than the control group (3.33 ± 0.46a). In the frequent behaviors, the weaving of the foaling group was significantly higher than the control group, and looking at the belly of the foaling group was significantly lower than the control group. In period 2, defecation, weaving, and lowering the head of the foaling group were significantly higher than the control group, respectively. In period 3, sitting down and standing up, pawing, weaving, and lowering the head in the foaling group were also significantly higher than the control group. In conclusion, the behavior is significantly different in foaling periods, and the prediction of foaling may be feasible by the detection of the pre-foaling behaviors in the mares.
Companies widely use survey to identify customer requirements, but the survey has some problems. First of all, the response is passive due to pre-designed questionnaire by companies which are the surveyor. Second, the surveyor needs to have good preliminary knowledge to improve the quality of the survey. On the other hand, text mining is an excellent way to compensate for the limitations of surveys. Recently, the importance of online review is steadily grown, and the enormous amount of text data has increased as Internet usage higher. Also, a technique to extract high-quality information from text data called Text Mining is improving. However, previous studies tend to focus on improving the accuracy of individual analytics techniques. This study proposes the methodology by combining several text mining techniques and has mainly three contributions. Firstly, able to extract information from text data without a preliminary design of the surveyor. Secondly, no need for prior knowledge to extract information. Lastly, this method provides quantitative sentiment score that can be used in decision-making.
이 연구는 스마트 온실의 온습도 데이터를 수집하고, 그 환 경 요인들 간의 상관관계를 분석하여 스마트 온실 환경관리의 기초자료를 제공하고자 수행되었다. 스마트팜 시스템이 도입된 토경 방식의 OS 온실과 암면 배지경 방식의 KB 온실을 대 상으로 기온, 근권온도, 상대습도의 항목에서 매일 24시간의 데이터를 수집하였고, 이중 최고와 최저, 일평균, 주간 평균, 야간 평균, 일교차의 여섯 가지로 세분하여 정리한 후 두 온실 간의 차이와 기온과 근권온도의 상관관계를 분석하였다. 장미의 생육적온은 주간, 야간, 일교차는 이며, 근권온도는, 습도 는 95% 미만을 유지하는 것이 좋다. 두 온실의 실제 환경과 장미의 적정 환경 조건을 비교했을 때, 주간 기온은 OS 온실 에서 5개월 간, KB 온실에서 7개월 간 적정 수준(24~27˚C)을 유지하였다. 야간 기온은 두 온실 모두 2개월간 적정 수준 (15~18˚C)을 유지하였고, 일교차는 OS 온실에서 6개월간, B 온실은 9개월 간 적정 수준(약 10˚C)에 근접하였다. 근권온도 는 OS 온실에서 10개월, KB 온실에서 5개월간 적정 수준 (20~25˚C)을 유지한 반면, 상대습도는 두 온실 모두 연중 적정 범위 내에 들었다. 기온과 근권온도의 상관관계를 분석한 결 과, OS 온실은 최고 온도, 평균 온도, 주간 온도, 야간온도에 서는 뚜렷한 상관관계를, 최저온도와 일교차에서는 약한 상관 관계를 보였으며, KB 온실에서는 전 영역에서 매우 강한 직선 적 비례 관계를 보였다. 결론적으로 토경재배를 실시하는 OS 온실이 고설식 암면배지경을 실시하는 KB 온실에 비해 근권 온도가 기온의 영향을 덜 받았으며, 완충능력이 높은 토경재 배에서는 기온의 영향을 덜 받는다고 볼 수 있다.
Globally, colon cancer is increased gradually and known as one of the major causes of cancer death. Stevia, a substitute of sugar, is known to have many components including alpha-tocopherol and anthocyanin etc, as antioxidants. This study's purpose is to investigate whether stevia plant extract can have a protective effect against colon carcinogenesis induced by azoxymethane (AOM) and dextran sodium sulfate (DSS) in mice. Total 30 male ICR mice were divided into 2 groups; AOM/DSS treatment (control group), AOM/DSS + stevia extract (0.5%, in drinking water). After acclimation for 1 week, five weeks old mice received three intraperitoneal AOM (10 mg/kg b.w.) injections weekly for 3 weeks (0–2nd weeks of the experiment) and 2% DSS as drinking water for the next one week. AIN-76A purified rodent diet and 0.5% stevia extract water were supplied to the animals for 6 weeks. The colons of mice were collected and the number of aberrant crypt foci (ACF) and aberrant crypts (ACs) in colonic mucosa were counted after staining with methylene blue. Malondialdehyde (MDA) concentration in feces were determined. The numbers of ACF and ACs were significantly (p<0.01) decreased in stevia-treated group compared with the control group. The MDA concentration in feces was also significantly (p<0.01) decreased in stevia-treated group compared with the control group. In histopathology of colonic epithelium, hyperplasia of colonic epithelium was less observed in steviatreated group. These results indicate that stevia has a protective effect against colon carcinogenesis induced by AOM/DSS in mice and further study needs to illustrate the protective mechanisms.
본 논문에서는 영화에서 인물의 극적인 등장, 등장 인물 간의 관계를 효과적으로 표현하 고자 할 때 주로 사용하는 영화 촬영 기법 ‘아크 트래킹 샷’을 비주얼 노블 게임에 카메라 연출을 설계 및 구현하여 적용하였다. 비주얼 노블은 소설을 읽듯 이야기 진행에 중 점을 둔 게임의 한 장르로 이미지, 사운드 등 시청각적 요소를 첨가하여 이야기의 몰입을 돕는다. 그러나 기존 비주얼 노블의 카메라는 정적이며 움직임이 극히 제한되어 있어 플레이어의 이야기 몰입도를 높이기에는 어려움이 있다. 이를 극복하고자 이야기의 전달이 중요하다는 공통점을 가진 영화의 촬영 기법 아크 트래킹 샷을 3D 게임 엔진에 가상의 카메라 트래킹 레일을 만들고 카메라에 적용하는 과정을 통해 비주얼 노블의 카메라 연출에 적용하였다. 영화 연출 기법을 비주얼 노블 게임콘텐츠에 적용하면서 기존 비주 얼 노블 연출의 단점을 극복하고 역동적인 카메라 움직임은 플레이어에게 몰입을 유지 시키는 작용을 하며 제작자가 전달하고자 하는 감정과 의미를 더욱 효과적으로 전달할 수 있도록 구현하였다.