• 제목/요약/키워드: Common Random Number

검색결과 75건 처리시간 0.025초

Assessment of Genetic Variability in Two North Indian Buffalo Breeds Using Random Amplified Polymorphic DNA (RAPD) Markers

  • Sodhi, M.;Mukesh, M.;Anand, A.;Bhatia, S.;Mishra, B.P.
    • Asian-Australasian Journal of Animal Sciences
    • /
    • 제19권9호
    • /
    • pp.1234-1239
    • /
    • 2006
  • Murrah and NiliRavi are the important North Indian buffalo breeds occupying the prominent position of being the highest milk producers. These breeds are more or less similar at morphological as well as physiological levels. The technique of RAPD-PCR was applied in the present study to identify a battery of suitable random primers to detect genetic polymorphism, elucidation of the genetic structure and rapid assessment of the differences in the genetic composition of these two breeds. A total of 50 random primers were screened in 24 animals each of Murrah and NiliRavi buffaloes to generate RAPD patterns. Of these, 26 (52%) primers amplified the buffalo genome generating 263 reproducible bands. The number of polymorphic bands for the 26 chosen RAPD primers varied from 3 (OPG 06 and B4) to 26 (OPJ 04) with an average of 10.1 bands per primer and size range of 0.2 to 3.2 kb. DNA was also pooled and analyzed to search for population specific markers. Two breed specific RAPD alleles were observed in each of Murrah (OPA02 and OPG16) and NiliRavi (OPG09) DNA pools. RAPD profiles revealed that 11 (4.2%) bands were common to all the 48 individuals of Murrah and NiliRavi buffaloes. Pair-wise band sharing calculated among the individual animals indicated considerable homogeneity of individuals within the breeds. Within breed, band sharing values were relatively greater than those of interbreed values. The low genetic distance (Nei's) value (0.109) estimated in this study is in accordance with the origin and geographical distribution of these breeds. The RAPD analysis indicated high level of genetic similarity between these two important North Indian buffalo breeds.

RAPD Marker를 이용한 피 수집종의 유연관계 분석 (Analysis of Genetic Diversity in Echinochloa Species Using Random Amplified Polymorphic DNAs(RAPDs) Markers)

  • 김길웅;손재근;신동현;김경민;김학윤;이인중
    • 한국잡초학회지
    • /
    • 제18권1호
    • /
    • pp.76-83
    • /
    • 1998
  • 피속 잡초 수집종 33종을 대상으로 RAPD marker를 이용하여 피 수집종 간의 유전적변이를 알아보고, 수집종들을 판별할 수 있는 DNA marker를 선발하기 위하여 본 실험을 수행한 결과를 요약하면 다음과 같다. Operon사에서 제작된 74개의 10-mer RAPD primer 가운데에서 명확한 다형성을 보이는 6개 primer를 선발하였다. 이들 primer로 PCR에서 증폭된 밴드는 31개이었으며 이 가운데 다형성을 나타내는 band는 26개(83.9%)로 나타났다. 피 수집종 간의 유연 관계를 분석한 결과 공시된 피 수집종은 크게 3그룹으로 분류할 수 있었다.

  • PDF

A Shaking Optimization Algorithm for Solving Job Shop Scheduling Problem

  • Abdelhafiez, Ehab A.;Alturki, Fahd A.
    • Industrial Engineering and Management Systems
    • /
    • 제10권1호
    • /
    • pp.7-14
    • /
    • 2011
  • In solving the Job Shop Scheduling Problem, the best solution rarely is completely random; it follows one or more rules (heuristics). The Genetic Algorithm (GA), Particle Swarm Optimization (PSO), Simulated Annealing, and Tabu search, which belong to the Evolutionary Computations Algorithms (ECs), are not efficient enough in solving this problem as they neglect all conventional heuristics and hence they need to be hybridized with different heuristics. In this paper a new algorithm titled "Shaking Optimization Algorithm" is proposed that follows the common methodology of the Evolutionary Computations while utilizing different heuristics during the evolution process of the solution. The results show that the proposed algorithm outperforms the GA, PSO, SA, and TS algorithms, while being a good competitor to some other hybridized techniques in solving a selected number of benchmark Job Shop Scheduling problems.

치매 예방을 위한 3D 게임 개발 (3D Game Development For Dementia Prevention)

  • 하관봉;강선경;최욱호;정성태
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2011년도 제43차 동계학술발표논문집 19권1호
    • /
    • pp.233-236
    • /
    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

  • PDF

작업 스케쥴링 문제 해결을 위한 Branch & Bound 해법의 비교분석 (Heuristic Aspects of the Branch and Bound Procedure for a Job Scheduling Problem)

  • 고석주;이채영
    • 대한산업공학회지
    • /
    • 제18권2호
    • /
    • pp.141-147
    • /
    • 1992
  • This article evaluates the efficiency of three branch-and-bound heuristics for a job scheduling problem that minimizes the sum of absolute deviations of completion times from a common due date. To improve the performance of the branch-and-bound procedure, Algorithm SA is presented for the initial feasible schedule and three heuristics : breadth-first, depth-first and best-first search are investigated depending on the candidate selection procedure. For the three heuristics the CPU time, memory space, and the number of nodes generated are computed and tested with nine small examples (6 ${\leq}$ n ${\leq}$ 4). Medium sized random problems (10 ${\leq}$ n ${\leq}$ 30) are also generated and examined. The computational results are compared and discussed for the three heuristics.

  • PDF

Q-Learning based Collision Avoidance for 802.11 Stations with Maximum Requirements

  • Chang Kyu Lee;Dong Hyun Lee;Junseok Kim;Xiaoying Lei;Seung Hyong Rhee
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제17권3호
    • /
    • pp.1035-1048
    • /
    • 2023
  • The IEEE 802.11 WLAN adopts a random backoff algorithm for its collision avoidance mechanism, and it is well known that the contention-based algorithm may suffer from performance degradation especially in congested networks. In this paper, we design an efficient backoff algorithm that utilizes a reinforcement learning method to determine optimal values of backoffs. The mobile nodes share a common contention window (CW) in our scheme, and using a Q-learning algorithm, they can avoid collisions by finding and implicitly reserving their optimal time slot(s). In addition, we introduce Frame Size Control (FSC) algorithm to minimize the possible degradation of aggregate throughput when the number of nodes exceeds the CW size. Our simulation shows that the proposed backoff algorithm with FSC method outperforms the 802.11 protocol regardless of the traffic conditions, and an analytical modeling proves that our mechanism has a unique operating point that is fair and stable.

Stochastic finite element based seismic analysis of framed structures with open-storey

  • Manjuprasad, M.;Gopalakrishnan, S.;Rao, K. Balaji
    • Structural Engineering and Mechanics
    • /
    • 제15권4호
    • /
    • pp.381-394
    • /
    • 2003
  • While constructing multistorey buildings with reinforced concrete framed structures it is a common practice to provide parking space for vehicles at the ground floor level. This floor will generally consist of open frames without any infilled walls and is called an open-storey. From a post disaster damage survey carried out, it was noticed that during the January 26, 2001 Bhuj (Gujarat, India) earthquake, a large number of reinforced concrete framed buildings with open-storey at ground floor level, suffered extensive damage and in some cases catastrophic collapse. This has brought into sharp focus the need to carry out systematic studies on the seismic vulnerability of such buildings. Determination of vulnerability requires realistic structural response estimations taking into account the stochasticity in the loading and the system parameters. The stochastic finite element method can be effectively used to model the random fields while carrying out such studies. This paper presents the details of stochastic finite element analysis of a five-storey three-bay reinforced concrete framed structure with open-storey subjected to standard seismic excitation. In the present study, only the stochasticity in the system parameters is considered. The stochastic finite element method used for carrying out the analysis is based on perturbation technique. Each random field representing the stochastic geometry/material property is discretised into correlated random variables using spatial averaging technique. The uncertainties in geometry and material properties are modelled using the first two moments of the corresponding parameters. In evaluating the stochastic response, the cross-sectional area and Young' modulus are considered as independent random fields. To study the influence of correlation length of random fields, different correlation lengths are considered for random field discretisation. The spatial expectations and covariances for displacement response at any time instant are obtained as the output. The effect of open-storey is modelled by suitably considering the stiffness of infilled walls in the upper storey using cross bracing. In order to account for changes in soil conditions during strong motion earthquakes, both fixed and hinged supports are considered. The results of the stochastic finite element based seismic analysis of reinforced concrete framed structures reported in this paper demonstrate the importance of considering the effect of open-storey with appropriate support conditions to estimate the realistic response of buildings subjected to earthquakes.

A Design and Implementation Mobile Game Based on Kinect Sensor

  • Lee, Won Joo
    • 한국컴퓨터정보학회논문지
    • /
    • 제22권9호
    • /
    • pp.73-80
    • /
    • 2017
  • In this paper, we design and implement a mobile game based on Kinect sensor. This game is a motion recognition maze game based on Kinect sensor using XNA Game Studio. The game consists of three stages. Each maze has different size and clear time limit. A player can move to the next stage only if the player finds the exit within a limited time. However, if the exit is not found within the time limit, the game ends. In addition, two kinds of mini games are included in the game. The first game is a fruit catch game using motion recognition tracking of the Kinect sensor, and player have to pick up a certain number of randomly falling fruits. If a player acquire a certain number of fruits at this time, the movement speed of the player is increased. However, if a player takes a skeleton that appears randomly, the movement speed will decrease. The second game is a Quiz game using the speech recognition function of the Kinect sensor, and a question from random genres of common sense, nonsense, ancient creature, capital, constellation, etc. are issued. If a player correctly answers more than 7 of 10 questions, the player gets useful items to use in finding the maze. This item is a navigator fairy that helps the player to escape the forest.

균주간 유전체 지문 비교분석에서 유전형질 일치성의 확률적 한계 분석 (Analysis of Probabilistic Limits of Trait Identity in Inter-Strain Comparison of Genomic Fingerprints of Bacteria)

  • 조영근
    • 미생물학회지
    • /
    • 제47권3호
    • /
    • pp.263-267
    • /
    • 2011
  • 유전체 지문 분석법은 세균 균주간의 친연성을 판정하는데 유용하다. 그러나 친연성이 낮은 두 균주의 지문 사이에서 우연히 발생하는 DNA 단편 크기의 일치성은 유전형질의 일치성의 해석에 오차를 유발한다. 본 연구는 임의의 두 유전체 지문에서 우연히 DNA 단편의 크기가 일치할 확률을 정량하여, 유전체 지문에 근거한 친연성 해석의 유의성을 고찰하였다. 유전형질 일치성 없이 단편 크기가 일치할 확률은 관찰되는 단편의 수, 관찰 가능한 전체 단편의 수와 크기가 일치하는 단편의 수로부터 계산될 수 있는 함수로 분석되었다. 유의성에 가장 큰 영향을 미치는 독립 매개변수는 전체 단편의 수였으며, 우연한 공통 단편의 수를 10개 미만으로 유지하기 위해서는 약 200개 이상의 단편이 지문에서 관찰될 수 있어야 하는 것으로 계산되었다.

Genetic Polymorphism of Marsh Clam (Corbicula leana) Identified by RAPD- PCR

  • Yoon Jong-Man;Park Kwan-Ha;Choe Sun-Nam
    • Fisheries and Aquatic Sciences
    • /
    • 제6권1호
    • /
    • pp.13-19
    • /
    • 2003
  • Genomic DNA from the muscle of marsh clam (Corbicula leana) from Gochang, Muan and a Chinese site was extracted to identify genetic differences and similarity by randomly amplified polymorphic DNAs-polymerase chain reaction (RAPD- PCR). Out of 20 primers, seven primers produced amplified fragments which were consistently polymorphic. A total of 1,246 amplified products were produced of which 530 were polymorphic $(42.5\%)$. The number of polymorphic bands produced per primer varied from 40 to 122 with an average of 75.7 in marsh clam from Gochang. 3.28 of the 23.0 polymorphic bands per lane were found to be polymorphic. Also, about $4.34\%$ of total polymorphic bands were specific to marsh clam from Gochang. The major common bands of 0.28 kb generated by primer OPB-15 (GGAGGGTGTT) were present in every individuals, which were polymorphic. This common bands in every individuals should be diagnostic of specific strains, species and/or their relatedness. Primer OPB-19 (ACCCCCGAAG) produced the highest number of 12 specific bands. The intra-population variation was revealed in the band patterns identified by this primer. The random primer OPB-12 (CCTTGACGCA) yielded the amplified fragments which were consistently polymorphic between the marsh clams from Gochang and from Muan. This primer produced a total of 77 polymorphic bands: 31 bands from Gochang, 14 from Muan and 32 from the Chinese populations. An average of polymorphic bands were 1.8 from Gochang and 2.5 from the Chinese populations. This value obtained from the Chinese population was higher than those from the two domestic populations. Generally, the RAPD polymorphism generated by these primers may be useful as a genetic marker for strain or population identification of marsh clam.