• 제목/요약/키워드: Virtual Interaction

검색결과 817건 처리시간 0.027초

Theoretical Study of Thiazole Adsorption on the (6,0) zigzag Single-Walled Boron Nitride Nanotube

  • Moradi, Ali Varasteh;Peyghan, Ali Ahmadi;Hashemian, Saeede;Baei, Mohammad T.
    • Bulletin of the Korean Chemical Society
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    • 제33권10호
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    • pp.3285-3292
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    • 2012
  • The interaction of thiazole drug with (6,0) zigzag single-walled boron nitride nanotube of finite length in gas and solvent phases was studied by means of density functional theory (DFT) calculations. In both phases, the binding energy is negative and presenting characterizes an exothermic process. Also, the binding energy in solvent phase is more than that the gas phase. Binding energy corresponding to adsorption of thiazole on the BNNT model in the gas and solvent phases was calculated to be -0.34 and -0.56 eV, and about 0.04 and 0.06 electrons is transferred from the thiazole to the nanotube in the phases. The significantly changes in binding energies and energy gap values by the thiazole adsorption, shows the high sensitivity of the electronic properties of BNNT towards the adsorption of the thiazole molecule. Frontier molecular orbital theory (FMO) and structural analyses show that the low energy level of LUMO, electron density, and length of the surrounding bonds of adsorbing atoms help to the thiazole adsorption on the nanotube. Decrease in global hardness, energy gap and ionization potential is due to the adsorption of the thiazole, and consequently, in the both phases, stability of the thiazole-attached (6,0) BNNT model is decreased and its reactivity increased. Presence of polar solvent increases the electron donor of the thiazole and the electrophilicity of the complex. This study may provide new insight to the development of functionalized boron nitride nanotubes as drug delivery systems for virtual applications.

High Affinity Pharmacological Profiling of Dual Inhibitors Targeting RET and VEGFR2 in Inhibition of Kinase and Angiogeneis Events in Medullary Thyroid Carcinoma

  • Dunna, Nageswara Rao;Kandula, Venkatesh;Girdhar, Amandeep;Pudutha, Amareshwari;Hussain, Tajamul;Bandaru, Srinivas;Nayarisseri, Anuraj
    • Asian Pacific Journal of Cancer Prevention
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    • 제16권16호
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    • pp.7089-7095
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    • 2015
  • Clinical evidence shows that dual inhibition of kinases as well angiogenesis provides ideal therapeutic option in the treatment of medullary thyroid carcinoma (MTC) than inhibiting either of these with the events separately. Although treatment with dual inhibitors has shown good clinical responses in patients with MTC, it has been associated with serious side effects. Some inhibitors are active agents for both angiogenesis or kinase activity. Owing to narrow therapeutic window of established inhibitors, the present study aims to identify high affinity dual inhibitors targeting RET and VEGFR2 respectively for kinase and angiogenesis activity. Established inhibitors like Vandetanib, Cabozantinib, Motesanib, PP121, RAF265 and Sunitinib served as query parent compounds for identification of structurally similar compounds by Tanimoto-based similarity searching with a threshold of 95% against the PubChem database. All the parent inhibitors and respective similar compounds were docked against RET and VEGFR2 in order to retrieve high affinity compounds with these two proteins. AGN-PC-0CUK9P PubCID: 59320403 a compound related to PPI21 showed almost equal affinity for RET and VEGFR2 and unlike other screened compounds with no apparent bias for either of the receptors. Further, AGNPC- 0CUK9P demonstrated appreciable interaction with both RET and VEGFR2 and superior kinase activity in addition to showed optimal ADMET properties and pharmacophore features. From our in silico investigation we suggest AGN-PC-0CUK9P as a superior dual inhibitor targeting RET and VEGFR2 with high efficacy which should be proposed for pharmacodynamic and pharmacokinetic studies for improved treatment of MTC.

이머시브 공간에서 나타나는 경계성 연구 (A Study on the Boundary Identified in the Immersive Space)

  • 손서연;안성모
    • 한국실내디자인학회논문집
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    • 제27권2호
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    • pp.45-54
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    • 2018
  • Immersive space is a new type of space, which is converged with other domains and expressed in various ways and here, a mutual exchange between space and participants is realized with active intervention of participants. The purpose of this study is to examine boundary changes and characteristics in virtual space and reality or inside and outside, focusing on immersive space. For this study, a case analysis was conducted, based on the key words regarding flow experience and boundary characteristics in immersive space. The boundary characteristics extracted are as follow. First, while immersive space is overlapped in many different ways, the boundary in space gradually changes and one unique and convergent space is formed. Also, a combination of overlap is made with internal and external physical force and a convergent boundary is created. Second, forms are mixed in diverse ways and an unrealistic boundary space is revealed. For new experience, it has familiar, but new experiential characteristics and also shows an expanded boundary by the medium of different domains. Third, a simultaneous space, based on variability of time and space, has an ambiguous boundary due to a meaningless physical boundary of space and changing into a space region constantly, it becomes an unlimited variable space. Fourth, a linear expansion-based emergent space has nonlinearity, which creates a meaningless boundary, recognized as an irregular, dynamic and transformative space and expands to a creative space. In conclusion, it is anticipated that based on diverse characteristics found in immersive space, this study would give unlimited inspiration to many design fields and art creation activities and contribute to a further development through continued research on immersive space.

온라인 패션점포의 품절에 대한 소비자 반응: 심리적 반발심과 감정의 매개효과를 중심으로 (Consumer Responses to Stockouts in Online Fashion Stores: Indicating Effects of Psychological Reactance and Emotion)

  • 신혜선;허희진;추호정
    • 한국의류산업학회지
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    • 제17권5호
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    • pp.770-780
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    • 2015
  • This study intended to explore fundamental causes affecting consumers' response actions from psychological factors in the situation of sellout occurring during shopping in online fashion stores. In addition, this study devised a virtual online shop in order to measure consumers' cognitive and emotional psychological responses they experienced when goods were sold out. The subjects involved women in 20s~30s, major customers of online shopping, and the subjects were randomly allocated to one of eight questionnaire forms (2(stockout size: high vs low)${\times}2$(product assortment similarity: similar vs. dissimilar)${\times}2$(restocking cue: included vs excluded)). The number of final data used for the analysis was 336 and through SPSS 21.0 program, two-way ANOVA and bootstrap were utilized. The analysis result was that consumers' psychological responses (emotions, psychological reactance) of online shops differed by means of varying stockout situations. The stockout size had positive effect on psychological reactance and negative emotions. On the other hand, there was no difference in positive emotions (arousal) according to stockout size. In stockout situation of online fashion store, the moderating effect of product assortment similarity and restocking cues were verified. According to the analysis result, interaction effects between stockout size and restocking cues, product stockout size and product assortment for psychological reactance were significant. Lastly, the mediation effect of psychological reactance and emotion between stockout size and behavioral response was tested. As a result, the moderated mediation effects of psychological reactance for substitute were significant when product assortment was dissimilar and restocking cue was exclude.

상황인지(Situated Cognition)원리를 적용한 효과적인 외국어 학습 방안 연구: MOO 학습환경을 중심으로 (Effective Foreign Language Learning with Situated Cognition in the MOO based Environments)

  • 이승희;서윤경
    • 정보교육학회논문지
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    • 제6권1호
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    • pp.64-74
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    • 2002
  • 본 연구에서는 외국어 학습에서 상황인지(Situated Cognition)의 중요성을 탐색해 보고 상황인지 원리가 반영된 학습환경 중의 하나로 MOO(Multi-user Object Oriented)의 특성을 살펴보고자 하였다. 다른 분야에서도 그러하겠지만, 외국어 학습은 특히 학습해야 할 어휘 또는 표현법의 개념 이해를 넘어 이를 실제 활용할 수 있는 고차원적 수준으로 전개되어야 한다. 어린이가 실제 생활 속에서 주변 사람들과 상호작용하는 가운데 자연스럽게 모국어를 습득하듯이, 상황적 맥락이 충분히 제시되는 환경 속에서 외국어를 학습해야 이를 실제상황에서 십분 적용할 수 있는 가능성이 높아지는 것이다. 바로 이런 점에서 상황인지의 교육적 의의가 있다고 할 수 있다. 최근 교육 분야에서 관심을 모으고 있는 MOO는 텍스트 기반의 공간적 메타포(Spatial Metaphor)를 적용한 가상현실로서, 학습과정에 상황적 맥락을 제공하고 학습자의 상호작용을 촉진할 수 있다는 점에서 시사점이 매우 크다. 이에 본 연구에서는 MOO의 특성들을 활동중심, 맥락중심, 상호작용 측면에서 접근하여 외국어 학습환경으로서의 적용가능성을 제안하였다.

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3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구 (Research About Character Illustration Which the 3D Game Character Manufacture)

  • 이동열
    • 한국콘텐츠학회논문지
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    • 제5권6호
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    • pp.178-183
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    • 2005
  • 현재를 산업사회에서 지식, 정보화 사회로 전환되어지는 종합코드시대라고 할 수 있다. 이러한 종합코드 시대에서 가장 복합적인 매체산물이 게임 산업이다. 그 게임 산업 속에서도 게임 제작의 요소 중 하나인 게임캐릭터는 유저와 상호작용을 통한 시각적인 요소를 내포하므로 가장 중요 요소이다. 게임 산업에서 캐릭터 제작의 초기시작은 그 무엇보다도 부가가치를 확산시킬 수 있는 요소를 내포하고 있다. 게임제작의 캐릭터라 함은 제작 요소 중 기본 원화로부터 시작을 뜻하는 확산성처럼, 2D 게임 캐릭터 일러스트에서 3D 게임 캐릭터제작으로 이어는 복잡성. 그리고 개체성, 가상성과 같은 게임의 발전 요소가 기존의 코드와 다른 차별적 마인드코드에서 세워질 때 그 초석은 만들어 질것이다. 따라서 게임제작에 있어서의 캐릭터 일러스트와 원화의 중요성을 파악함은 보다 완성된 3D 게임캐릭터를 제작하는 원인제공을 할 수 있다고 사료되어진다.

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Binding Mode Prediction of 5-Hydroxytryptamine 2C Receptor Ligands by Homology Modeling and Molecular Docking Analysis

  • Ahmed, Asif;Nagarajan, Shanthi;Doddareddy, Munikumar Reddy;Cho, Yong-Seo;Pae, Ae-Nim
    • Bulletin of the Korean Chemical Society
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    • 제32권6호
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    • pp.2008-2014
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    • 2011
  • Serotonin or 5-hydroxytryptamine subtype 2C ($5-HT_{2C}$) receptor belongs to class A amine subfamily of G-protein-coupled receptor (GPCR) super family and its ligands has therapeutic promise as anti-depressant and -obesity agents. So far, bovine rhodopsin from class A opsin subfamily was the mostly used X-ray crystal template to model this receptor. Here, we explained homology model using beta 2 adrenergic receptor (${\beta}$2AR), the model was energetically minimized and validated by flexible ligand docking with known agonists and antagonists. In the active site Asp134, Ser138 of transmembrane 3 (TM3), Arg195 of extracellular loop 2 (ECL2) and Tyr358 of TM7 were found as important residues to interact with agonists. In addition to these, V208 of ECL2 and N351 of TM7 was found to interact with antagonists. Several conserved residues including Trp324, Phe327 and Phe328 were also found to contribute hydrophobic interaction. The predicted ligand binding mode is in good agreement with published mutagenesis and homology model data. This new template derived homology model can be useful for further virtual screening based lead identification.

문화공유지(Cultural Commons) 개념에 의한 대학도서관의 공간프로그램과 디자인방법의 특성 - 타마미술대학 도서관을 중심으로 - (Analysis of the University Library's Space Program and Design Characteristics with the Concept of 'Cultural Commons' - Focused on the Tama Art University Library -)

  • 편영희;박찬일
    • 한국실내디자인학회논문집
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    • 제24권3호
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    • pp.48-58
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    • 2015
  • This study is to conclude a direction for Information Commons, which supports the university library in a new role. The study explains perspectives on the changing role of the university library by examining the approaches, histories, and theories practiced by various researchers on Information Commons. The study aims to discover ways of improving the library space that are dedicated to technology using Information Commons, it also examines ways of creating a unified "library space" that will support learning and access to knowledge and information. The features of Cultural Commons include making improvements to technology-centered space, and providing support to research, freedom of speech, creative approach, public freedom and collaboration, and interaction. The functions of Cultural Commons within the university library are listed: First, it supports programs that will transform the library into a social hub within the university. The space specifically blurs the boundary between the library building and its surroundings, and unifies these spaces to enhance its catalytic role in aiding social interactions and human-centered approach. Second, it supports active participation through cultural programs and provides a fluid and interactive space with virtual resources. Third, it enhances user experience to supports behaviors and activities that involve fixtures and equipment in the space to promote learning. The study notes that, with the emergence of these characteristics, the university library is changing by implementing Cultural Commons for on-campus social space and new learning. Accordingly, this implementation is expected to enhance active acceptance of the library space in the future.

국내·외 유통업체의 옴니채널 전략 활용현황 분석 (An Analysis on the Omni-Channel Strategy of Distribution Enterprise in Domestic and International)

  • 오정아
    • 한국실내디자인학회논문집
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    • 제25권5호
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    • pp.111-120
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    • 2016
  • Unlike the past, brick-and-mortar is no longer on the priority list for the shopping activity. Instead, it is replaced by various non-store shopping alternatives, such as Internet, TV, catalog, mobile, etc. As consumers engage digitally, they made fewer trips to stores. Especially, as mobile shopping made the price comparison possible while shopping in the store, new shopping trend of 'showrooming' came to the fore as the serious issue. In order to cope with the this crisis, many brick-and-mortar retailers utilize omni-channel strategy for their countermeasure. This research paper is to suggest the omni-channel strategy that is applicable for the brick-and-mortar retailers. The results are as follows. First, in order to set up the connected-channel shopping environment, consumers have to be exposed to the environment that can deliver the continuous brand experience under the same price policy, brand and store management, etc, as integrating the various purchasing channels into one. Especially, in-store environment needs to change for the place where consumer experience is stressed for the most as using virtual reality devices with augmented reality technology. Also, the online digital kiosk, and tablet that consumer can order the products through the online channel while shopping in-store Second, the barrier-free in-store environment should be offered in order to increase the consumer convenience. This change will allow consumer communicate with the store environment more effectively. Lastly, brick-and-mortar should extend the physical territory as utilizing the offline's advantage and disadvantage through setting up the digital interactive wall or pop-up store for increasing the opportunity of customer interaction with the store. Moreover, visiting service for the elderly, housewife with the baby, or disabled person will be one of the effective substitute.

모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구 (A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games)

  • 한광현;김태웅
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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