• Title/Summary/Keyword: Information interaction

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Computational approaches for prediction of protein-protein interaction between Foot-and-mouth disease virus and Sus scrofa based on RNA-Seq

  • Park, Tamina;Kang, Myung-gyun;Nah, Jinju;Ryoo, Soyoon;Wee, Sunghwan;Baek, Seung-hwa;Ku, Bokkyung;Oh, Yeonsu;Cho, Ho-seong;Park, Daeui
    • Korean Journal of Veterinary Service
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    • v.42 no.2
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    • pp.73-83
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    • 2019
  • Foot-and-Mouth Disease (FMD) is a highly contagious trans-boundary viral disease caused by FMD virus, which causes huge economic losses. FMDV infects cloven hoofed (two-toed) mammals such as cattle, sheep, goats, pigs and various wildlife species. To control the FMDV, it is necessary to understand the life cycle and the pathogenesis of FMDV in host. Especially, the protein-protein interaction between FMDV and host will help to understand the survival cycle of viruses in host cell and establish new therapeutic strategies. However, the computational approach for protein-protein interaction between FMDV and pig hosts have not been applied to studies of the onset mechanism of FMDV. In the present work, we have performed the prediction of the pig's proteins which interact with FMDV based on RNA-Seq data, protein sequence, and structure information. After identifying the virus-host interaction, we looked for meaningful pathways and anticipated changes in the host caused by infection with FMDV. A total of 78 proteins of pig were predicted as interacting with FMDV. The 156 interactions include 94 interactions predicted by sequence-based method and the 62 interactions predicted by structure-based method using domain information. The protein interaction network contained integrin as well as STYK1, VTCN1, IDO1, CDH3, SLA-DQB1, FER, and FGFR2 which were related to the up-regulation of inflammation and the down-regulation of cell adhesion and host defense systems such as macrophage and leukocytes. These results provide clues to the knowledge and mechanism of how FMDV affects the host cell.

A Domain Combination Based Probabilistic Framework for Protein-Protein Interaction Prediction (도메인 조합 기반 단백질-단백질 상호작용 확률 예측기법)

  • Han, Dong-Soo;Seo, Jung-Min;Kim, Hong-Soog;Jang, Woo-Hyuk
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2003.10a
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    • pp.7-16
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    • 2003
  • In this paper, we propose a probabilistic framework to predict the interaction probability of proteins. The notion of domain combination and domain combination pair is newly introduced and the prediction model in the framework takes domain combination pair as a basic unit of protein interactions to overcome the limitations of the conventional domain pair based prediction systems. The framework largely consists of prediction preparation and service stages. In the prediction preparation stage, two appearance pro-bability matrices, which hold information on appearance frequencies of domain combination pairs in the interacting and non-interacting sets of protein pairs, are constructed. Based on the appearance probability matrix, a probability equation is devised. The equation maps a protein pair to a real number in the range of 0 to 1. Two distributions of interacting and non-interacting set of protein pairs are obtained using the equation. In the prediction service stage, the interaction probability of a protein pair is predicted using the distributions and the equation. The validity of the prediction model is evaluated fur the interacting set of protein pairs in Yeast organism and artificially generated non-interacting set of protein pairs. When 80% of the set of interacting protein pairs in DIP database are used as foaming set of interacting protein pairs, very high sensitivity(86%) and specificity(56%) are achieved within our framework.

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Wheel/Rail Interaction and Organizational Design (차륜/레일 상호작용과 조직설계)

  • Bhang Youn-keun;Lee Heon-seok
    • Proceedings of the KSR Conference
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    • 2005.11a
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    • pp.1281-1286
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    • 2005
  • This study shows organizational designs to increase the coordination between infrastructure and rolling stock operation organizations after rail reform based on wheel/rail interface and train/track interaction. Information sharing, face-to-face meeting, liaison role, task force, manager responsible for coordination, and team organization could help to coordinate infrastructure construction plan and train operation plan. It is necessary for the organizations to begin to study the interaction between track and train in Korean environments to make the coordination more efficient.

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Structural Relationships of Factors Affecting Learning Outcomes in China-MOOC (중국 MOOC 학습성과에 영향을 미치는 요인 간의 구조적 관계 규명)

  • Lee, Jeongmin;Chung, Hyunmin
    • Journal of Information Technology Services
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    • v.19 no.1
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    • pp.159-172
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    • 2020
  • The purpose of this study is to examine the structural relationship among factors affecting learning engagement, satisfaction, continuance intention in China-MOOC. For this study, data were collected from 334 students who were taking MOOC classes. and structural equation model ling analyses were employed to examine the causal relationships among variables. From the results of this study, First, self-regulated learning and interaction significantly affected learning engagement. Second, interaction had direct effects on satisfaction. Third, satisfaction significantly affect continuance intention. Furthermore, satisfaction mediated relationships between interaction and continuance intention. These results imply that self-regulated learning, interaction, learning engagement should be considered for designing and implementing China-MOOC learning. Further implication are discussed in the study.

Collocated Wearable Interaction for Audio Book Application on Smartwatch and Hearables

  • Yoon, Hyoseok;Son, Jangmi
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.107-114
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    • 2020
  • This paper proposes a wearable audio book application using two wearable devices, a smartwatch and a hearables. We review requirements of what could be a killer wearable application and design our application based on these elicited requirements. To distinguish our application, we present 7 scenarios and introduce several wearable interaction modalities. To show feasibility of our approach, we design and implement our proof-of-concept prototype on Android emulator as well as on a commercial smartwatch. We thoroughly address how different interaction modalities are designed and implemented in the Android platform. Lastly, we show latency of the multi-modal and alternative interaction modalities that can be gracefully handled in wearable audio application use cases.

Interaction force analysis by peak value tracking in optical soliton transmission system (광 솔리톤 전송 시스템에 있어서 최대치 추적에 의한 상호 작용력 분석)

  • 변승우;송재원
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.33A no.7
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    • pp.15-22
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    • 1996
  • In the soliton transmission system for a long-length and high bit rate data transmission systme using the nonlinear/dispersive optical fibers, the improtant problem is the loss characteristics and is the limited transmission rate by interaction forces. In this paper, It is explained the reasons of moved time position for the soliton peak value due to interaction force sof adjacent solitons. And for the analysis of interaction force affection level in the losslessmedia, we define the percent parameter of error rate due to the interaction forces and propose the optimum time distance of adjacent solitons by peak value tracking methods. With the results, initial percent of error is approximately 50% when itme difference between adjacent solitons is 5 times of funddametnal soliton pulse width. And it is confirmed that maximum transmission length of th esolitons is approximately 38 times of fundamental soliton period, which the maximum allowable percoent of error is 50%.

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A Study on the Factors Facilitating the Effectiveness of Web-based Collaborative Learning - Focused on Situation, Interaction, System- (e-Learning에서 협력학습과 학습효과에 영향을 주는 요인에 관한 연구 -상황요인, 상호작용요인, 제도요인을 중심으로 -)

  • Ko, Il-Sang;Ko, Yun-Jung
    • Journal of Information Technology Applications and Management
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    • v.13 no.4
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    • pp.197-214
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    • 2006
  • This study explores factors to facilitate web-based collaborative learning and the effect of learning, based on the PBL(Problem Based Learning) from the constructivist approach in e-learning. A research model, using the key variables such as situations, interactions, and systems, was developed. In order to test this proposed model, experimental design and post-survey was conducted to the learners who took on-line and off-line course with team project. In the research model, situation category was divided into instructor's support, unstructured problem, and self-directed learning. Interaction category was divided into three factors; 'interaction between learners', 'interaction between learner and instructor', and 'interaction between learner and technology'. System category was divided into.monitoring and incentives. As a result, it was found that collaborative learning can be improved by situations, interactions, and systems, and the effectiveness of learning can be improved by situations and interactions in PBL.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.