• 제목/요약/키워드: Creation Activity

검색결과 291건 처리시간 0.031초

효소활성 증가 돌연변이를 함유한 DUSP19의 결정구조 (Crystal Structure of an Activity-enhancing Mutant of DUSP19)

  • 주다경;전태진;류성언
    • 생명과학회지
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    • 제28권10호
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    • pp.1140-1146
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    • 2018
  • 이중탈인산화효소(DUSP)는 성장인자활성 단백질키나제(MAPK)를 조절해서 세포성장과 분화에 관여하며 암, 당뇨병, 면역질환, 신경질환의 신약개발표적이다. DUSP 단백질군에 속하는 DUSP19는c-Jun N-말단 키나제(JNK)를 조절하며 골관절염의 질환화과정에 관여한다. 우리는 야생형 DUSP19 에 비하여 상당히 활성이 증가된 cavity 형성 돌연변이인 DUSP19-L75A의 결정구조를 규명하였다. 결정구조는 Leu75의 곁가지가 없어진 결과로 cavity가 잘 형성되어 있는 것을 보여주며, 활성부위에 결합한 황이온이 회전된 형태로 존재하는 것을 보여준다. Cavity 형성에도 불구하고 cavity를 둘러싸고 있는 잔기들은 그다지 재조정되지 않은 것으로 나타나며 그 대신에 멀리 떨어진 트립토판 잔기가 소수성결합을 강화하고 있는 것으로 나타나서 L75A 돌연변이의 접힘은 cavity 부위의 재조정이 아니라 글로벌 접힘 에너지 최소화 기작에 의해 안정화 되었음을 발견할 수 있었다. 회전된 활성화부위 황이온의 구조는 인산화티로신 잔기와 유사함이 발견되어 L75A 돌연변이가 최적의 활성화형태를 유도했다는 것을 알 수 있었다. 내부 cavity에 의한 활성증가현상과 이에 대한 구조적 정보는 DUSP19의 알로스테릭 조절과 치료제 개발에 정보를 제공한다.

Creation of Multi-Functional Foods

  • Yamada, Koji
    • 식품산업과 영양
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    • 제9권1호
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    • pp.15-22
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    • 2004
  • Foods contain various biologically functional components which contribute to our health. As shown in Table 1, bioregulatory function of food components are classified into five categories. In the enhancement of biodefense system, dietary fibers (DF), unsaturated fatty acids (UFA), antioxidants are effective. These components are also, effective in other categories. This means that food components are multifunctional. To maintain our health, effective use of multi-functional activity of food components is essential. (omitted)

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디자인씽킹 프로젝트와 팀활동만족도를 매개로 한 지식공유활동이 컴퓨팅사고력에 미치는 영향 (The Effect of Knowledge Sharing Activity on Computational Thinking through Design Thinking Project and Team Activity Satisfaction)

  • 박정선;박상혁
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.1-11
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    • 2017
  • Our society has changed from an industrial society to a knowledge - based society, and the need for new knowledge creation activities through the convergence of various knowledge is emphasized. In accordance with these changes, universities aiming at nurturing human resources for society have sought new approaches and changes. The discussion of various curriculum for the future talent training in the university is aimed at the goal of developing problem solving ability irrespective of the subject of education or major. In this study, we tried to show that computational thinking ability can be improved by strengthening creative team activities by combining design thinking method in computer curriculum of general education course of university. To do this, we conducted a design thinking team project for students of computer general education course at G university in Gyeongnam province and conducted a survey. The results of the questionnaire were verified by statistical methods. The variables of this study satisfied both the validity and the reliability. Multiple regression analysis showed that knowledge sharing, team activity satisfaction, and design thinking project satisfaction factors all affect computing thinking ability.

정보기술이 지식경영활동에 미치는 영향: 만도와 포스코 사례를 중심으로 (The Effect of Information Technology on the Knowledge Management Activity from MANDO and POSCO)

  • 최은수
    • 지식경영연구
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    • 제9권2호
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    • pp.169-191
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    • 2008
  • Information technology instruments arc being rampantly used for knowledge management in companies. IT is used as an interplay tool to enhance the flow of knowledge and information between people. KMS, especially, supports the knowledge management process including sharing, creating, and using of knowledge within a company, and maximizes the value of knowledge resources within an organization. The purpose of this paper is to understand how IT is changing the knowledge management activity. through various examples based on exploratory research from MANDO, the Korean automotive parts manufacturer, and POSCO, the global leading steelmaker. The result shows that IT boosts communication skills, thus creates a mutual relationship outcome. In the same context, the process of knowledge conversion by Nonaka's SECI model simplifies to an Externalization-Internalization process. This process accelerates the birth of explicit knowledge and Socialization, supplements the Limitations of the creation of knowledge in the E-I cycle. The E of knowledge simultaneously promotes the I, and eventually brings an advanced learning skill. IT aids the E of knowledge and furthermore, I and E activity, through the knowledge sharing, brings vitality into an organization. The interplay stage for knowledge activity is to be reorganized to a cyber ba. Furthermore, IT will galvanize the formation of core knowledge through systemized acquisition, management of core knowledge and standardization of work.

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Activity Creating Method for Multi-Unit Projects

  • Yi, Kyoo Jin;Lee, Hyun Soo
    • Architectural research
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    • 제4권1호
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    • pp.53-61
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    • 2002
  • The typical Critical Path Method (CPM) leaves it to the construction managers to overcome two problems in developing networks. First, the construction manager needs to prepare information on the type of activities and their precedence relations in order to develop a network schedule. Second, he or she can include space information into the network schedule such as the locations where the activities take place, only with difficulty. These two problems make it difficult for an inexperienced person to create a network. The purpose of this paper is to provide construction managers with set equations of creating a network schedule for multiunit projects. A space-resource combined network creation are presented in this paper, which includes equations for generating a list of required activities, their precedence relations, and information on their location. Information on the space (location) and the resource is the required data for this method. Based on this information, this method divides a project into a number of activities so that each activity contains the information on the location where the activity takes place and the principal resource required for that activity. Precedence relations are then obtained from the sequence of space and resource. This method has the potential to reduce human efforts in scheduling activities.

동작과 언어를 통합한 리듬교육활동에 대한 효과 분석 (An Analysis on the Effect of Rhythm Education Activity Through Movement and Language Integration)

  • 임은애
    • 수산해양교육연구
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    • 제19권2호
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    • pp.239-255
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    • 2007
  • This paper is to develop an integrate curriculum of rhythm education activity program and to find the possibility of applying the program into actual music education field for kindergarten children. The outlook of this study is to develope a program integrating the elements of movement, language and rhythm to apply the program to 5 year old children for 6 weeks through 12 sessions, and to observe and analyze their level of rhythm creativity and rhythm reading ability.The analysis of the field observation data and recording data showed that the children achieved natural and better understanding of rhythm. Seen from the perspective of rhythm creation activity, while the integration of the elements of movement and rhythm influenced directly to enhance the level of understanding rhythm and the integration of the elements of language, rhythm helped indirectly to have better understanding rhythm through connecting the notions of rhythm and movements. However, when only rhythm and movements were combined, children tended to misunderstand the relative durations of ♩ and ♪ just as different tempos not as 2:1 duration relativity. And ♫ was too misunderstand as ♬ due to different durations of korean words when only rhythm and language were combined. To overcome the limit of understanding, all of the three elements; rhythm and movements and language should be integrated and constant auditory experiences are recommended.

A Study on Artificial Intelligence Based Business Models of Media Firms

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.56-67
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    • 2019
  • The aim of this study is to develop Artificial Intelligence (AI) based business models of media firms. We define AI and discuss 'AI activity model'. The practices of the efficiency model are home equipment-based personalization and media content recommendation. The practices of the expert model are media content commissioning, content rights negotiation, copyright infringement, and promotion. The practices of the effectiveness model are photo & video auto-tagging and auto subtitling & simultaneous translation. The practices of the innovation model are content script creation and metadata management. The related use cases from 2012 to 2017 are introduced along the four activity models of AI. In conclusion, we propose for media companies to fully utilize the AI for transforming from traditional to successful digital media firms.

정신장애인 동료지원활동의 고용 활성화 방안에 관한 연구 (A Study on the Promotion of Employment for Peer Support Activities of People with Mentally Disabled)

  • 최희철;박동진
    • 산업융합연구
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    • 제21권1호
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    • pp.77-86
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    • 2023
  • 본 연구는 정신장애인 동료지원활동의 보다 발전적인 고용 활성화 방안을 모색하고자 하는데 그 목적이 있다. 그리하여 정신장애인 동료지원활동 리더양성 일자리 지원사업을 담당하고 있는 직업재활실무자들을 대상으로 초점집단인터뷰(FGI)를 실시하였다. 연구결과, 연구참여자들은 본 사업을 통해 역량강화에 대한 기대를 갖고 있었고, 동료지원활동가의 역할에 대해 동료들에 대한 정서적 지원, 프로그램 계획 및 진행, 자조모임 운영, 사업 및 시설홍보, 직원 보조지원의 역할 등으로 인식하고 있었다. 또한 금전적인 보상과 의미있는 역할 수행이 된다면 보다 동기부여 될 수 있다고 보았으며, 사업참여를 통해 힘들지만 보람을 느끼며, 전문성 향상을 위해 스스로 노력하는 모습을 보였다. 본 연구결과를 토대로 정신장애인 동료지원 활동 고용 활성화를 위한 논의 및 실제적인 제언을 하였다.

다관절 로봇 제어를 위한 교육용 소프트웨어 연구 (A Study on Education Software for Controling of Multi-Joint Robot)

  • 김재수;손현승;김우열;김영철
    • 정보교육학회논문지
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    • 제12권4호
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    • pp.469-476
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    • 2008
  • 다관절 로봇 교육 효과의 향상을 위해서는 제어 소프트웨어를 통해 로봇의 동작을 쉽게 개발할 수 있어야 한다. 기존의 다관절 로봇 개발기법은 매우 복잡한 구현을 교육해야하지만, 우리의 도구는 로봇의 동작을 쉽게 하여 제어나 움직임에 대한 창의적인 활동을 가능하게 한다. 본 논문에서 교육용 다관절 로봇의 동작 제어를 쉽고 빠르게 프로그램화하기 위해서, 모션 생성 도구를 개발하였다. 우리는 도구를 통해 정확하고 쉽게 프로그램을 교육하고자 한다. 본 논문에서 제안한 모션 생성 도구는 기존의 복잡한 언어 제어 프로그램 방식을 탈피하였을 뿐만 아니라 사용자 편의성 중심이라는 GUI(Graphic User Interface) 방식보다도 쉽게 로봇 제어를 할 수 있었다. 또한 편리한 로봇 동작 구현은 물론 교육적으로 활용되는 마이크로프로세서 실험 장치에서도 적용이 가능하다.

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DonorsChoose의 기부형 크라우드펀딩에 기반한 가치공동창출 모델링 (Value Co-creation Modeling of DonorsChoose's Donation-based Crowdfunding)

  • 유한나;이수진;민동권
    • 한국IT서비스학회지
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    • 제20권2호
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    • pp.127-146
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    • 2021
  • Donation-based crowdfunding(DBC) is conducted from voluntary participation by project operators. It requires a different operational strategy than general crowdfunding. However, there is a limited amount of research on the operational strategy of DBC. This study explores the value co-creation(VCC) strategy of DBC and analyzes the operation of DonorsChoose.org. The research questions encompass the following: First, we identify the VCC activities of DBC. Second, we uncover activities of the platform operators that facilitate the participation of project operators in VCC activities. Third, we explore how VCC activities affect project operational performance and platform performance in DBC. By adopting a single case study method on DonorsChoose.org, this study provides meaningful insight and detailed understanding into the VCC in DBC. First, VCC processes of DBC are identified(Co-ideation, Co-design, Co-funding, Co-operation, and Co-evaluation). Also, interactions between platform operators and project operators were defined at each stage. Second, this study confirmed that standardization and simplification of platform operators, support for pre- and post-activity, and high-quality information delivery activities were critical. Third, we confirm that these VCC activities improve VCC operational performance and platform performance. The theoretical significance of this study is that the concept of VCC, previously concentrated on participants with economic drivers(consumers and investors), has been applied to the context of DBC, a form of participation by participants with non-economic drivers(supporters and donors). In addition, this study practically contributes to the practice of VCC strategy among various platform operating strategies in DBC.