• Title/Summary/Keyword: FUN12

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Construction and Characterization of Vector Expressing Low Level of Translation Factor eIF5B (단백질합성인자 eIF5B의 저 발현 효모벡터의 제조 및 특성)

  • 최상기;송진희;이준행;이병욱;성치남
    • Korean Journal of Microbiology
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    • v.40 no.1
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    • pp.7-11
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    • 2004
  • eIF5B is a translation initiation factor that delivers Met-$tRNA^{Met}$ to AUG start codon and subsequently joins the small and large ribosomes. In order to study the function of eIF5B encoded by FUN12, we constructed FUN12 which lacked 5' end of its sequence. We found that this construct lacking almost all of its promoter in pRS plasmid partially complemented slow growth phenotype of fun12 deletion strain. Interestingly, this construct expressed N-terminally truncated eIF5B and its expression level was about 5% of that of wild type eIF5B. Low amount of the eIF5B expressed additionally in fun12 deletion strain played a direct role as a limiting factor for its growth. This limiting factor eIF5B in those strains also modulates activities of overall translation in vitro.

Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.

Making Fun Strategy of Gag Concert (<개그콘서트>의 웃음생성 전략)

  • Hong, Kyung-Soo;Cho, Eui-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.138-145
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    • 2012
  • , Korea's popular television comedy program cast the strategy of making fun by word game interweaving meaning and nonmeaning and started to making fun by narrative game. So called Digital Narrative strategy seems to reflect the changes of social trends. Getting verisimilitude by detail description, parody realism, hierarchy of word body naked, anxiety for influence or star cameo seems to be principal strategy. With a minute realism strategy, new method of making meaning appropriate to digital era seems to appear.

The Impact of Workplace Culture on Employee Retention: An Empirical Study from Lebanon

  • USHAKOV, Denis;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.12
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    • pp.541-551
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    • 2021
  • One of the most important aspects of any firm is to motivate its employees to go the extra mile. In order to do work properly, people must be motivated. The total effectiveness and efficiency of workers, as well as a company's performance, is directly related to the degree of motivation of those who work there. On the other hand, demotivated personnel do not put much effort and, when they get a better opportunity, leave their places of employment. For Survey, this study used online Google forms to collect data from September 2021 to October 2021. The target demographic for the research was those who worked for Lebanon's private businesses. The poll was conducted in English, the second language of Lebanon. Furthermore, 179 workers (N = 179) were utilized for this research. The research suggests that fun events and support for fun managers enable workers to connect informally and help people know each other better, creating an environment that promotes friendship building. Based on these connected reasons, fun activities and the support of managers for fun are considerably linked to turnover.

The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.

Functional Equivalence of Translation Factor elF5B from Candida albicans and Saccharomyces cerevisiae

  • Jun, Kyung Ok;Yang, Eun Ji;Lee, Byeong Jeong;Park, Jeong Ro;Lee, Joon H.;Choi, Sang Ki
    • Molecules and Cells
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    • v.25 no.2
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    • pp.172-177
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    • 2008
  • Eukaryotic translation initiation factor 5B (eIF5B) plays a role in recognition of the AUG codon in conjunction with translation factor eIF2, and promotes joining of the 60S ribosomal subunit. To see whether the eIF5B proteins of other organisms function in Saccharomyces cerevisiae, we cloned the corresponding genes from Oryza sativa, Arabidopsis thaliana, Aspergillus nidulans and Candida albican and expressed them under the control of the galactose-inducible GAL promoter in the $fun12{\Delta}$ strain of Saccharomyces cerevisiae. Expression of Candida albicans eIF5B complemented the slow-growth phenotype of the $fun12{\Delta}$ strain, but that of Aspergillus nidulance did not, despite the fact that its protein was expressed better than that of Candida albicans. The Arabidopsis thaliana protein was also not functional in Saccharomyces. These results reveal that the eIF5B in Candida albicans has a close functional relationship with that of Sacharomyces cerevisiae, as also shown by a phylogenetic analysis based on the amino acid sequences of the eIF5Bs.

The Characteristics of Relational Quality and Buying Behavior Depending on Consumer's Internet Shopping Value - Focused on Clothing Purchase - (소비자들의 인터넷 쇼핑가치에 따른 관계품질 및 구매행동특성 - 의류제품 구매를 중심으로 -)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.1
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    • pp.63-75
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    • 2009
  • This study aims to find out the dimension of consumers' shopping values in internet clothing purchase, and the relation of their relational quality with shopping malls and their shopping behavior depending on the type of their shopping values. For this purpose, this study surveyed 343 male and female consumers in their 20s or 30s for empirical analysis who have ever purchased clothing through internet shopping malls. Respondents are selected using the convenience sampling through internet survey in July 2008. For statistical analysis, descriptive statistics, factor analysis, ANOVA analysis, Duncan test, and $X^2$-test are carried out using SPSS for Windows 12.0. The results are as follows. First, consumers' shopping value dimensions in internet shopping for clothes are found 4 factors of fun, economic utility, information, and shopping convenience. Second, based on shopping value dimensions, consumers are categorized into an practicality-seeking, an economic utility/fun-seeking, a fun-seeking, and an information/fun-seeking group. Third, there are significant differences in relational quality, customer loyalty, favorable word of mouth, and repurchase intention depending on shopping value-based consumer types. In particular, the economic utility/fun-seeking and information/fun-seeking group have higher values on relational quality and shopping behavior variables than other groups. Thus internet shopping mall businesses need to recognize these group of consumers as their core customers and develop programs to maintain a long-term relationship with them.

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The Relationship among Fun Seeking, Self-Efficacy, Interest in Physical Activity and Actual Physical Activity of Male College Students (남자 대학생들의 재미추구 성향, 자기효능감 및 운동에 대한 흥미와 운동량 간의 관계)

  • Suh, Kyung-Hyun
    • Korean Journal of Health Education and Promotion
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    • v.25 no.1
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    • pp.1-12
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    • 2008
  • Objectives: The researchers investigated the relationship among fun seeking, self-efficacy, interest in physical activity and actual physical activities of male college students, in orders to provide valuable information to professionals in health promotion. Methods: The participants were 316 male college students whose ages ranged from 18 to 30(M=22.53, SD=2.09). The questionnaires and psychological tests used in this research included the following: sub-scale of Korean Version of BAS/BIS Scale, The General Self-Efficacy Scale, International Physical Activity Questionnaires, & sub-scale of The Intrinsic Motivation Inventory for physical activity. Results: Results indicated that male students who had moderate level of fun seeking were more likely to engage in physical activities than those who showed low or high level of fun seeking. And students with the strong self-efficacy were more likely to do physical activity than with the weak self-efficacy, especially high level of physical activity. Male students who had greater interest in physical activity were more likely to engage in physical activities than those who were not interested in physical activity. A regression analysis revealed that interest in physical activity accounted for the most variance; it accounted for around 14.5% variance of actual physical activity with self-efficacy. The interaction effect of self-efficacy and interest in physical activity was significant for actual physical activity. Conclusion: This study reiterates the roles of self-efficacy and the interest in physical activity on physical activity, and found that non-linear relation of fun seeking to physical activity. These results may provide useful information for health practitioners.