• 제목/요약/키워드: Active Interaction

검색결과 967건 처리시간 0.027초

HFC-134a 가수분해를 위한 Red mud 촉매 기계적 안정성 향상에 관한 연구 (Study on the Mechanical Stability of Red Mud Catalysts for HFC-134a Hydrolysis Reaction)

  • 곽인헌;이은한;남성찬;김중배;이신근
    • 청정기술
    • /
    • 제30권2호
    • /
    • pp.134-144
    • /
    • 2024
  • 본 연구는 7대 온실가스 중 하나인 HFC-134a를 효과적으로 분해하기 위한 촉매로써 산업 부산물인 red mud를 상업적으로 사용하기 위한 기계적 안정성 향상에 관한 것이다. 알루미늄 공정에서 배출한 산업용 폐기물인 red mud는 분쇄-분취-압축-성형-소성 공정으로 HFC-134a 분해가 가능한 촉매 제조가 가능하였는데, 소성을 통해 촉매 성능 향상 및 기계적 안정성을 확보할 수 있었다. 최적의 열처리 조건을 확인하기 위하여, 펠렛형태로 압축성형한 red mud는 머플퍼니스를 이용하여 300, 600, 800 ℃에서 5시간 소성하여 촉매성능 및 기계적 안정성을 확인하였는데, 기계적 안정성은 증류수에 촉매를 담근 후 초음파 처리 전후 무게 손실률로 확인하였다. 열처리에 따른 촉매성능 및 기계적 안정성을 확인한 결과 800 ℃에서 소성한 촉매(RM 800)가 기계적 안정성은 물론 촉매활성 또한 가장 우수하였다. RM 800 촉매를 사용한 촉매 성능 및 100시간 동안 수행한 내구성 측정 결과 650 ℃에서 1 mol% HFC-134a를 99% 이상 분해하였고, 내구성 측정 기간동안 촉매성능 저하는 관찰할 수 없었다. XRD 분석 결과 800도 소성 후 Ca, Si, 및 Al의 상호작용으로 인해 기계적 강도와 활성 향상에 영향을 미치는 트라이 칼슘알루미네이트와 게레나이트 결정상이 나타났다. 내구성을 측정한 촉매 SEM/EDS 분석 결과 RM 800 촉매는 HFC-134a 분해로 인한 활성물질 저감 및 형상변화가 나타나지 않았다. 본 연구를 통해 산업폐기물인 red mud는 경제성이 매우 높고 분해효율 및 기계적 안정성 또한 매우 높아 폐냉매 처리를 위한 촉매로써 상용화가 가능할 것으로 기대한다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
    • /
    • 제19권3호
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

B2C허의사구중적전자구비(B2C虚拟社区中的电子口碑): 관우휴정려유망적실증연구(关于携程旅游网的实证研究) (Electronic Word-of-Mouth in B2C Virtual Communities: An Empirical Study from CTrip.com)

  • Li, Guoxin;Elliot, Statia;Choi, Chris
    • 마케팅과학연구
    • /
    • 제20권3호
    • /
    • pp.262-268
    • /
    • 2010
  • 虚拟社区(virtual community, VC)今年来发展迅速, 越来越多的人参与到虚拟社区中交换信息和分享观点. 虚拟社区是通过计算机布告板和网络进行非面对面的知识和语言交流的一种大众集合体. B2C电子商务网站虚拟社区则是商业性的虚拟社区, 通过培养信任环境来促进消费者在该网站的购买行为. B2CVC通过信息交流, 如推荐, 评论, 买者与卖者评级等, 来建立社会性的氛围. 目前, 虽然学术界已经认识到B2CVC的重要性, 但是关于社区成员的口碑传播行为的研究还不充分. 本研究提出了一个理论模型, 探讨在B2C网站社区中参与度, 满意度, 信任度, 粘度和口碑传播之间的关系. 本研究的目的有三个: 1, 通过整合信念, 态度和行为的测量来实证检验B2C网站社区模型; 2, 更好地理解各因素对口碑传播的影响关系; 3, 更好地理解B2C网站社区黏度在CRM营销中的作用. 研究模型包含以下要素: 1, 社区成员的信念变量, 通过参与度来测量; 2, 社区成员的态度变量, 通过满意度和信任度来测量; 以及3, 社区成员的行为变量, 通过网站黏度和口播传播意愿来测量. 参与度是消费者在虚拟社区的参与动机. 对于社区成员来说, 信息的查找和发布是他们参与到社区的主要目的. 满意度是成员对社区整体评价的重要指标, 反映了成员与社区的交互程度. 虚拟社区的形成与发展依靠成员分享信息和服务的自愿程度. 研究者已经发现信任是促进匿名交互的关键, 因此构建信任被看作是虚拟社区的重要研究课题. 此外, 虚拟社区的成功依靠成员的粘度来提高购买潜力. 社区成员间的观点交流和信息交换代表一种 "写作式" 的口碑传播. 因此口碑传播是推动B2C虚拟社区在互联网上扩散的主要因素之一. 研究模型及假设如图一所示. 本研究通过实证调查中国携程旅游网虚拟社区成员来验证模型. 数据收集过程中共发放243份问卷, 其中有效问卷204份. 通过实证数据验证了参与度, 满意度和信任度影响粘度和口碑传播之间的假设关系. 结构方程模型(SEM)方法用来进行数据分析. 模型的拟合指数结果为χ2/df 是2.76, NFI是 .904, IFI是 .931, CFI是 .930, 以及RMSEA是 .017. 结果表明, 参与度对满意度具有显著的影响(p<0.001, ${\beta}$=0.809). 参与度可以解释满意度的方差比例超过50%, 调整R2为0.654. 参与度对信任度具有显著影响(p<0.001, ${\beta}$=0.751), 解释率为57%, 调整R2为0.563. 此外, 满意度对黏度的影响显著(${\beta}$=0.514), 但是信任度对黏度的影响并不显著(p=0.231, t=1.197). 黏度对口碑传播的影响显著, 且解释率超过80%, 调整R2为 0.846. 总之, 研究结果支持了大部分的研究假设, 但是信任度显著影响粘度的假设没有得到支持. 本研究丰富了电子商务网站虚拟社区的学术研究成果, 深入探讨了在B2C电子商务环境下的用户信念, 态度和行为等因素. 研究成果有助于实践者进行更有针对性的资源开发和市场开拓. 网络营销人员可以针对B2C网站社区来有针对性地制定营销策略, 如对于国际旅游业务, 营销人员可以针对中国的B2C网站社区用户开展营销活动, 如为活跃的用户提供特殊折扣以及为早期参与者提高社区黏度定制营销计划等. 未来的研究应该拓展社区成员行为的研究, 并在不同的行业, 社区和文化背景下开展研究.

인공지능이 의사결정에 미치는 영향에 관한 연구 : 인간과 인공지능의 협업 및 의사결정자의 성격 특성을 중심으로 (A Study on the Impact of Artificial Intelligence on Decision Making : Focusing on Human-AI Collaboration and Decision-Maker's Personality Trait)

  • 이정선;서보밀;권영옥
    • 지능정보연구
    • /
    • 제27권3호
    • /
    • pp.231-252
    • /
    • 2021
  • 인공지능(Artificial Intelligence)은 미래를 가장 크게 변화시킬 핵심 동력으로 산업 전반과 개인의 일상생활에 다양한 형태로 영향을 미치고 있다. 무엇보다 활용 가능한 데이터가 증가함에 따라 더욱더 많은 기업과 개인들이 인공지능 기술을 이용하여 데이터로부터 유용한 정보를 추출하고 이를 의사결정에 활용하고 있다. 인공지능에 관한 기존 연구는 모방 가능한 업무의 자동화에 초점을 두고 있으나, 인간을 배제한 자동화는 장점 못지않게 알고리즘 편향(Algorithms bias)으로 발생되는 오류나 자율성(Autonomy)의 한계점, 그리고 일자리 대체 등 사회적 부작용을 보여주고 있다. 최근 들어, 인간지능의 강화를 위한 증강 지능 (Augmented intelligence)으로서 인간과 인공지능의 협업에 관한 연구가 주목을 받고 있으며 기업도 관심을 가지기 시작하였다. 본 연구는 의사결정을 위해 조언(Advice)을 제공하는 조언자의 유형을 인간, 인공지능, 그리고 인간과 인공지능 협업의 세 가지로 나누고, 조언자의 유형과 의사결정자의 성격 특성이 의사결정에 미치는 영향을 살펴보았다. 311명의 실험자를 대상으로 사진 속 얼굴을 보고 나이를 예측하는 업무를 진행하였으며, 연구 결과 의사결정자가 조언활용을 하려면 먼저 조언의 유용성을 높게 인지하여하는 것으로 나타났다. 또한 의사결정자의 성격 특성이 조언자 유형별로 조언의 유용성을 인지하고 조언을 활용하는 데에 미치는 영향을 살펴본 결과, 인간과 인공지능의 협업 형태인 경우 의사결정자의 성격 특성에 무관하게 조언의 유용성을 더 높게 인지하고 적극적으로 조언을 활용하는 것으로 나타났다. 인공지능 단독으로 활용될 경우에는 성격 특성 중 성실성과 외향성이 강하고 신경증이 낮은 의사결정자가 조언의 유용성을 더 높게 인지하고 조언을 활용하는 것으로 나타났다. 본 연구는 인공지능의 역할을 의사결정과 판단(Decision Making and Judgment) 연구 분야의 조언자의 역할로 보고 관련 연구를 확장하였다는데 학문적 의의가 있으며, 기업이 인공지능 활용 역량을 제고하기 위해 고려해야 할 점들을 제시하였다는데 실무적 의의가 있다.

석탄광산배수처리슬러지에 Na와 S를 첨가하여 개량한 흡착제의 세슘 흡착 특성 규명 (Identification of Sorption Characteristics of Cesium for the Improved Coal Mine Drainage Treated Sludge (CMDS) by the Addition of Na and S)

  • 전소영;김단우;변정현;신대현;양민준;이민희
    • 자원환경지질
    • /
    • 제56권2호
    • /
    • pp.125-138
    • /
    • 2023
  • 수계 내 세슘(cesium: Cs)을 제거하기 위하여 개발된 대부분의 기존 Cs 흡착제들은 원재료 값이 고가라는 단점과, 해수와 같이 높은 이온 강도와 낮은 Cs 농도를 가지는 대규모의 오염수를 실질적으로 정화하는데 한계를 가지고 있었다. 본 연구에서는 석탄광산배수를 처리하는 과정에서 생성되는 슬러지(CMDS)에 Na와 S를 첨가하여 친환경적이고 높은 Cs 제거 효율을 가지는 Cs 흡착제를 개발하였다. Fe 및 Ca 함량이 풍부한 CMDS를 1차 소재로 사용하였고, 열처리 과정으로 Na와 S를 첨가하여 새로운 Cs 흡착제를 제조하였다(이하 본 연구에서 개발한 흡착제는 Na-S-CMDS라 명명함). Na-S-CMDS의 Cs 흡착능 및 흡착 기작을 평가하기 위해 실험실 규모의 실험과 흡착 동역학 및 등온 모델링 연구를 수행하였으며, XRF, XRD, SEM/EDS, XPS 등의 분석을 통해 Na-S-CMDS의 물리화학적, 광물학적 특성을 조사함으로써 Cs 흡착 기작을 규명하였다. 흡착 배치 실험 결과, Cs은 빠르게 Na-S-CMDS에 흡착되어 1시간 내 평형에 도달하였으며, 낮은 Cs 농도(0.5 mg/L) 조건에서도 높은 Cs 제거 효율(> 90.0%)을 보였다. 흡착 등온 모델링 결과, 단일 흡착을 가정하는 Langmuir 흡착 등온 모델에 대응되는 경향을 보였으며, 흡착 동역학 모델링 결과 흡착 경향이 유사 2차 속도(pseudo second order kinetic) 모델과 일치하는 경향을 보였고, 이러한 결과는 단순한 물리적 흡착보다 이온 교환과 같은 화학적 흡착이 우세함을 의미한다. 고농도의 Cs 용액으로 반응시킨 Na-S-CMDS의 XRF/XRD 분석 결과, Na-S-CMDS 내 Na 함량은 감소하고 흡착 전 존재하던 erdite (NaFeS2·2(H2O))가 관찰되지 않는 것을 통해, Na+과 Cs+ 사이에서 활발한 이온 교환 반응이 진행되었음을 알 수 있었다. XPS 분석 결과, Na-S-CMDS에서 Cs와 S 사이의 강한 결합 작용이 관찰되었으며, 이러한 Cs와 S(또는 S-복합체)내 결합에너지 감소도 Na-S-CMDS의 Cs 흡착능을 증가시키는 요인으로 판단되었다. 본 연구를 통해 기존에 폐기물로 처리되었던 석탄광산배수슬러지를 개량하여 제조한 Na-S-CMDS는 기존의 Cs 흡착제보다 제조 비용이 저렴하고, 해수 및 지하수와 같이 이온 강도는 높지만 Cs 농도가 낮은 대규모 오염 수계에서도 Cs 흡착능이 높게 유지되어, 현장에서 효과적인 Cs 흡착제로 사용할 수 있을 것으로 기대한다.

UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향 (The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage)

  • 문윤지;강소라;김우곤
    • Asia pacific journal of information systems
    • /
    • 제20권3호
    • /
    • pp.167-190
    • /
    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

Proinflammatory Cytokines과 TGF-beta가 섬유모세포의 증식에 미치는 영향 (The Effects of Proinflammatory Cytokines and TGF-beta, on The Fibroblast Proliferation)

  • 김철;박춘식;김미호;장헌수;정일엽;기신영;어수택;문승혁;김용훈;이희발
    • Tuberculosis and Respiratory Diseases
    • /
    • 제45권4호
    • /
    • pp.861-869
    • /
    • 1998
  • 연구배경: 조식의 손상에의한 염증반응후 회복과정에서 정상조직으로 환원되지 않고 일부는 결체조직으로 대체되어 섬유화가 일어난다. 이 비정상적 섬유화에 의해 섬유화증이 일어나 조직의 원래 기능을 상설하기도 한다. 이때 염증에 관계되는 세포로부터 분비된 여러종류의 cytokine들이 섬유모세포의 증식과 교원질 합성을 조절한다. 이에 관계된 cytokine들의 상호 관련성과 섬유모세포증식에의 영향을 알아내어 조절함으로써 섬유화증을 예방하고 치료하는데 도움을 줄 수 있다. 본 연구에서는 proinflammatory cytokine인 TNF-$\alpha$, IL-1$\beta$, IL-6와 섬유모세포의 증식에 큰 영향을 미치는 TGF-$\beta$의 상호 관련성을 알아보고자 하였다. 방 법: 섬유모세포는 사람 태아의 섬유모세포주인 MRC-5를 사용하였으며, 0, 0.5, 1, 5, 10, 20%의 우태아 혈청을 첨가하여 1, 2, 3, 4, 5일째의 MRC-5 증식을 측정하여, 최소한으로 MRC-5의 증식을 억제하면서 생존을 유지시킬 수 있는 배양액중 혈청농도를 먼저 확정한 후, TGF-$\beta$, TNF-$\alpha$, IL-1$\beta$, IL-6를 각각 RPMI 배지에 첨가하여 $37^{\circ}C$, 5% $CO_2$ 보온기에서 96 시간동안 배양하여 0.5 % naphthol blue black으로 염색한 뒤, 50mM의 NaOH로 naphthol blue black을 유리시켜 630nm에서의 분광흡수를 잼으로써 MRC-5의 수를 측정하였다. 또한 TGF-$\beta$와 다른 cytokine의 관련성을 알아보기위해 TGF-$\beta$와 함께 IL-1$\beta$, IL-6, TNF-$\alpha$를 각각 배지에 첨가하여 96 시간 배양 후, 위와 동일한 방법으로 MRC-5의 수를 측정하였으며, TNF-$\alpha$와 IL-1$\beta$, IL-6의 상호 관련성을 알아보기 위해 TNF-$\alpha$와 함께 IL-1$\beta$, IL-6를 각각 배지에 첨가하여 96 시간 배양한 뒤 위와 동일한 방법으로 MRC-5의 수를 측정하였고, 마지막으로 TGF-$\beta$와 TNF-$\alpha$의 섬유모세포 증식에 미치는 상호 관련성을 알아보기 위하여 TGF-$\beta$와 TNF-$\alpha$를 함께 배지에 첨가하여 96 시간 배양 후, MRC-5의 수를 역시 통일한 방법으로 측정하였다. 결 과: 1. 최소한으로 MRC-5의 증식을 억제하면서 생존을 유지할 수 있는 배양액중 혈청 농도를 측정한 결과, 0.5% 혈청 농도에서 MRC-5의 증식이 50% 증가된 상태로 배양 6일째 까지 유지되었다. 따라서 이후의 실험에서 사용된 배양액에는 0.5%의 우태아혈청을 포함시켰다. 2. 각 cytokine이 MRC-5 증식에 미치는 영향 0.5%의 우태아혈청만이 있는 상태에서의 MRC-5 증식 정도를 100%로 기준하였을 때, IL-1$\beta$는 50 ng/ml의 농도에서만 45%의 증식 촉진효과를 보였고, IL-6는 영향이 없었으며, TGF-$\beta$와 TNF-$\alpha$는 농도에 의존성을 보이며 MRC-5의 증식을 최고 160% 까지 증가시켰다. 3. TGF-$\beta$에 의한 MRC-5 증식능증가에 IL-1$\beta$, IL-6, TNF-$\alpha$가 미치는 영향 50 ng/ml의 TGF-$\beta$ 단독 자극에 비하여, IL-1$\beta$ 혼합배양시 농도에 의존성으로 보이며 최고 64% 까지, TNF-$\alpha$ 혼합배양시 농도에 의존성을 보이며 최고 159% 까지 MRC-5의 증식을 증가시켰다. IL-6는 약한 억제효과를 보였으나 TGF-$\beta$에 의한 MRC-5 증식능 증가에 영향을 미치지 못하였다. 4. TNF-$\alpha$에 의한 MRC-5 증식능 증가에 IL-1$\beta$, IL-6가 미치는영향 50 ng/ml의 TNF-$\alpha$ 단독자극에 비하여, IL-1$\beta$을 혼합 배양하였을때 농도에 의존성을 보이며 최고 50%까지 MRC-5의 증식을 억제하였고, IL-6는 영향을 미치지 못하였다. 5. TNF-$\alpha$와 TGF-$\beta$의 MRC-5 증식능 증가에서의 상호관련성 50 ng/ml의 TGF-$\beta$와 TNF-$\alpha$는 MRC-5의 증식을 각각 89%, 135% 증가시켰으며, TGF-$\beta$와 TNF-$\alpha$ 공존시에는 MRC-5의 증식을 222% 증가시켰다. 결 론: TNF-$\alpha$ TGF-$\beta$, IL-1$\beta$의 순서로 MRC-5에 대한 증식 자극효과가 있으며 IL-6는 증식을 억제하는 효과가 있었다. TGF-$\beta$의 MRC-5에 대한 증식 자극효과는 IL-1과 TNF-$\alpha$에 의해 첨가효과를 관찰할 수 있었고, TNF-$\alpha$의 MRC-5 증식 자극효과는 IL-1$\beta$에 의하여 억제되었다.

  • PDF