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Jong-Kook Jung,Sun Kyung Lee,Byung In Son,Seung Tae Kim,Sue Yeon Lee,Jae Seong Im,Hyo Seok Lee,Joon-Ho Lee 한국응용곤충학회 2014 한국응용곤충학회 학술대회논문집 Vol.2014 No.04
This study was conducted to investigate the community structure and species distribution of ground beetle assemblages in western part of Yeongwol-gun, Korea. Ground beetles were collected by pitfall traps from 9 study sites during July to October in 2013. A total of 30 species were identified from 4,439 collected ground beetles. Two dominant species, Synuchus nitidus (1,916 individuals) and Synuchus cycloderus (1,900 individuals) were occupied 85.8% of total. Interestingly, Pterostichus orientalis orientalis and Synuchus melantho were only collected in relative high altitude above 350 m, such as Beopheung-ri, Unhak-ri, and Yongseok-ri. Large-sized beetles, such as Damaster, Leptocarabus, and Carabus species, were generally more collected from Suju-myeon (Beopheung-ri and Unhak-ri) and Jucheon-myeon (Docheon-ri and Yongseok-ri) as well-conserved area, but not occurred in Yeongwol-eup and Hanbando-myeon, which forests may have lower habitat quality for these species. These differences also lead to increasing of dissimilarity among study sites, which were diverged into 3 groups at 53.0% of similarity. In particular, species composition of Samok-ri was significantly different at 8.2% of similarity because of difference in habitat characteristics as river side. This study has an important value to provide the fundamental information of inventory and monitoring in Yeongwol-gun. For detail mapping of species distribution in Yeongwol-gun, however, further studies are necessary, especially eastern parts of Yeongwol-gun.
인간자궁내막의 탈락막화가 유리화동결된 생쥐 포배아와 신선 포배아의 부화율에 미치는 영향
손성대 ( Sheng Ta Sun ),고경래 ( Gyoung Rae Ko ),정지혜 ( Ji Hye Jung ),최종렬 ( Jong Ryeol Choi ),주종길 ( Jong Kil Joo ),이규섭 ( Kyu Sup Lee ) 대한산부인과학회 2009 Obstetrics & Gynecology Science Vol.52 No.3
Objective: To compare the hatching rates of the vitrified and the fresh mouse blastocysts co-cultured with decidualized or non decdualized human endometrial cells and to confirm the necessity of assisted hatching in the vitrified mouse blastocyst. Methods: Stromal and epitherial cells isolated from human endometrial tissue were co-cultured and decidualized with TGF-β1 and progesterone. The vitrified and the fresh mouse blastocysts were co-cultured with human decidualized or non-decidualized endometrial cells, respectively and the hatching rates were investigated. Results: Epithelial and stromal cells isolated from endometrial tissue were cultured seperately for 24 hours and stained by immunohistochemical staining for cytokeratin (epithelial cells) or vimentin (stromal cells). The immunohistochemical study was positive for cytokeratin or vimentin and confirmed that epithelial and stromal cells were isolated from endometrial tissue successfully. The co-cultured human stromal and epitherial cells were decidualized by administration of TGF-β1 and progesterone. The hatching rates of the fresh and the vitrified mouse blastocysts co-cultured with decidualized human endometrial cells were 89% and 31%, respectively. The hatching rates of the fresh and the vitrified mouse blastocysts co-cultured with non-decidualized human endometrial cells were 82% and 27%, respectively. The hatching rates were significantly higher in fresh mouse blastocysts than in vitrified mouse blastocysts regardless of decidualization of human endometrial cells (P<0.05). Conclusion: The hatching rate was significantly higher in fresh mouse blastocysts than in vitrified mouse blastocysts. This results showed that the cryopreservation procedure caused the zona hardening of mouse blastocyst and the decidualization of endometrial cells did not affect to hatching rate of the vitrified mouse blastocysts. We confirmed that assisted hatching was necessary for improving the hatching rate of cryopreserved mouse blastocysts.
Enhancing elderly long-term care service using Kinect exergame
Tien-Lung Sun,Ta-Min Hung,Chia-Hsuan Lee,Chien-Hua Huang,Chun Pei 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5
Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the difficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experience). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified. Specifically, analysis of the hand movement speed shows that the Kinect exergame considered in this work does not present enough physiological difficulty (intensity) to elderly with level-4 muscle power but does present difficulty to elderly with level-3 muscle power. Subjects with level-3 muscle power who are engaged in the game can be identified from their game scores. As the optimum difficulty level as well as other game settings varies from individual to individual, an important task in exergame design is to dynamically adjust its challenge and intensity so that elderly players can be engaged in and adhered to the game. The results of this paper show that player experiences derived from Kinect sensor and gameplay performance can help game developers better understand, and hence adjust, the game difficulty levels.
Enhancing Elderly Long-Term Care Service Uing Kinect Exergame
( Tien Lung Sun ),( Ta Min Hung ),( Chien Hua Huang ),( Chia Hsuan Lee ),( Chun Pei ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-
Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the dif-ficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experi-ence). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified.