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Hamacher, Michael,Grö,ttrup, Bernd,Eisenacher, Martin,Marcus, Katrin,Park, Young Mok,Meyer, Helmut E,Kwon, Kyung-Hoon,Stephan, Christian Humana Press 2011 Methods in molecular biology Vol.696 No.-
<P>Several projects were initiated by the Human Proteome Organisation (HUPO) focusing on the proteome analysis of distinct human organs. The initiative dedicated to the brain, its development and correlated diseases is the HUPO Brain Proteome Project (HUPO BPP). An objective data submission, storage, and reprocessing strategy have been established with the help of the results gained in a pilot study phase and within subsequent studies. The bioinformatic relevance of the data is drawn from the inter-laboratory comparisons as well as from the recalculation of all data sets submitted by the different groups. In the following, results of the single groups as well as the centralised reprocessing effort are summarised, demonstrating the added-value of this concerted work.</P>
Hamacher, Michael,Stephan, Christian,Hardt, Tanja,Eisenacher, Martin,Henkel, Andreas,Wiltfang, Jens,Jimenez, Connie R.,Park, Young Mok,Marcus, Katrin,Meyer, Helmut E. WILEY-VCH Verlag 2008 Proteomics Vol.8 No.9
<P>What are the current approaches in brain proteomics? Can we combine different, but complementary study designs to obtain better results concerning brain diseases? What are the neuro-hotspots, especially in Korea? These were some of the questions the participants of the 8<SUP>th</SUP> HUPO Brain Proteome Project Workshop tried to answer prior to the 6<SUP>th</SUP> HUPO World Congress in Seoul, Korea. Around 100 scientists came together during the afternoon of 7 October, 2007, to discuss and to catch up on the latest results and strategies concerning Huntington's disease, glioblastoma and standardization.</P>
Hamacher, Michael,Apweiler, Rolf,Arnold, Georg,Becker, Albert,Blü,ggel, Martin,Carrette, Odile,Colvis, Christine,Dunn, Michael J.,Frö,hlich, Thomas,Fountoulakis, Michael,van Hall, André WILEY-VCH Verlag 2006 Proteomics Vol.6 No.18
<P>The Human Proteome Organisation (HUPO) initiated several projects focusing on the proteome analysis of distinct human organs. The Brain Proteome Project (BPP) is the initiative dedicated to the brain, its development and correlated diseases. Two pilot studies have been performed aiming at the comparison of techniques, laboratories and approaches. With the help of the results gained, objective data submission, storage and reprocessing workflow have been established. The biological relevance of the data will be drawn from the inter-laboratory comparisons as well as from the re-calculation of all data sets submitted by the different groups. In the following, results of the single groups as well as the centralised reprocessing effort will be summarised and compared, showing the added value of this concerted work.</P>
Hamacher, Michael,Stephan, Christian,Eisenacher, Martin,Lewczuk, Piotr,Wiltfang, Jens,Martens, Lennart,Vizcaí,no, Juan Antonio,Kwon, Kyung-Hoon,Yoo, Jong Shin,Park, Young Mok,Beckers, Johannes,H WILEY-VCH Verlag 2007 Proteomics Vol.7 No.15
<P>The Wellcome Trust Conference Centre at Hinxton, UK, was the meeting place of the 7<SUP>th</SUP> HUPO Brain Proteome Project Workshop entitled “High Performance Proteomics”. It started on Wednesday, March 7, 2007 with a steering committee meeting followed by a two days series of talks dealing with the standardization and handling of tissues, body fluids as well as of proteomics data. The presentation and accompanying vivid discussions created a picture of actual strategies and standards in recent proteomics.</P>
Alaric Hamacher 한국컴퓨터게임학회 2014 한국컴퓨터게임학회논문지 Vol.27 No.1
Developing computer games is a highly specialized process. Adding stereoscopic 3D features to a game can be time consuming an may lead to a whole new production pipeline. While there products like TRIDEF enable stereoscopic 3D gaming on the user side, many leading game manufacturer consider engines with integrated stereoscopic 3D support like the CRYENGINE or the use of a "ready to use" library for adding stereo 3D support to their game. The french company TRIOVIZ has put a new a stereo 3D software development kit on the market, witch works on multiple platforms and can easily be integrated on top of existing game structures. This article addresses what impact the stereo 3D engine has on the game building process. Since stereoscopic 3D computer games will be played on different devices of different sizes with various viewing distances, this article also shows which parameters need to be adapted to provide a comfortable stereoscopic viewing experience for the player.
Application of Virtual, Augmented, and Mixed Reality to Urology
Alaric Hamacher,김수진,조성태,Sunil Pardeshi,이승현,은성종,황보택근 대한배뇨장애요실금학회 2016 International Neurourology Journal Vol.20 No.3
Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected.
Virtual Reality and Simulation for Progressive Treatments in Urology
Alaric Hamacher,황보택근,김수진,정경진 대한배뇨장애요실금학회 2018 International Neurourology Journal Vol.22 No.3
In urology technologies and surgical practices are constantly evolving and virtual reality (VR) simulation has become a significant supplement to existing urology methods in the training curricula of urologists. However, new developments in urology also require training and simulation for a wider application. In order to achieve this VR and simulation could play a central role. The purpose of this article is a review of the principal applications for VR and simulation in the field of urology education and to demonstrate the potential for the propagation of new progressive treatments. Two different cases are presented as examples: exposure therapy for paruresis and virtual cystoscopy for diagnosis and surgery of bladder cancer. The article uses research and publications listed in openly accessible directories and is organized into 3 sections: The first section covers features of VR and simulation technologies. The second one presents confirmed applications of current technologies in urology education and showcases example future applications in the domain of bladder treatment and surgery. The final section discusses the potential of the technology to improve health care quality.
알라릭하마커 ( Alaric Hamacher ),이승진 ( Sung Jin Lee ),김용정 ( Yong Jung Kim ),이승현 ( Seung Hyun Lee ) 한국컴퓨터게임학회 2013 한국컴퓨터게임학회논문지 Vol.26 No.2
Requirements for contents service providing a sense of realism based on high quality and high resolution have increased since HD (High definition) and 3D technologies have emerged. Recently, high frame rate (HFR) and multi-channel audio-based contents with 4K resolution have been produced since UHDTV which can display 4 times as many pixels as Full HD on a screen has been released. Also high performance graphic rendering technology using high resolution large display, high-speed transmission technology etc have been continuously researched to improve gamers` level of satisfaction providing greater immersion in game field. The necessity to implement UHDTV game based on high resolution large display has been raised to provide greater immersion and presence. Therefore, the research examines changes in display environment to implement high quality games using UHDTV.
알라릭 하마처(Alaric Hamacher ) 동의대학교 영화·트랜스미디어연구소 2019 디스포지티프 Vol.6 No.-
When planning stereoscopic 3D movie productions, the choice of camera technologies ranges among the most frequent questions. Operators, directors and producers often request a complete and universal system to solve all technical challenges in stereoscopic 3D shooting situations. The present article aims to explain the principal challenges in the perception and representation of stereoscopic 3D movies. The purpose of this article is to increase the understanding for different technical solutions and to help in the choice of the right technical equipment for a given artistic and creative application.