• Title/Summary/Keyword: Wee1A

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Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

A Control Algorithm for Wafer Edge Exposure Process

  • Park, Hong-Lae;Joon Lyou
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.55.4-55
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    • 2002
  • In the semiconductor fabrication, particle contamination is wide-spread and one of major causes to yield loss. Extensive testing has revealed that even careful handling of wafers during processing may cause photo-resist materials to flake off wafer edges. So, to remove the photo-resist at the outer 5mm of wafers, UV(Ultraviolet) rays are exposed. WEE (Wafer Edge Exposure) process station is the system that exposes the wafer edge as prespecified by controlling the positioning mechanism and maintaining the light intensity level In this work, WEE process station has been designed so as to significantly lower the amount of particle contamination which occurs even during the most r...

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Galectin-1 Promotes Gastric Carcinoma Progression and Cisplatin Resistance Through the NRP-1/c-JUN/Wee1 Pathway

  • Zhengyang Pan;Guoxi Xu;Yan Zhang;Meiling Wu;Jiahui Yu;Xujun He;Wei Zhang;Junfeng Hu
    • Journal of Gastric Cancer
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    • v.24 no.3
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    • pp.300-315
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    • 2024
  • Purpose: Gastric cancer (GC) is among the deadliest malignancies and the third leading cause of cancer-related deaths worldwide. Galectin-1 (Gal-1) is a primary protein secreted by cancer-associated fibroblasts (CAFs); however, its role and mechanisms of action of Gal-1 in GC remain unclear. In this study, we stimulated GC cells with exogenous human recombinant galectin-1 protein (rhGal-1) to investigate its effects on the proliferation, migration, and resistance to cisplatin. Materials and Methods: We used simulated rhGal-1 protein as a paracrine factor produced by CAFs to induce GC cells and investigated its promotional effects and mechanisms in GC progression and cisplatin resistance. Immunohistochemical (IHC) assay confirmed that Gal-1 expression was associated with clinicopathological parameters and correlated with the expression of neuropilin-1 (NRP-1), c-JUN, and Wee1. Results: Our study reveals Gal-1 expression was significantly associated with poor outcomes. Gal-1 boosts the proliferation and metastasis of GC cells by activating the NRP-1/C-JUN/Wee1 pathway. Gal-1 notably increases GC cell resistance to cisplatin The NRP-1 inhibitor, EG00229, effectively counteracts these effects. Conclusions: These findings revealed a potential mechanism by which Gal-1 promotes GC growth and contributes to chemoresistance, offering new therapeutic targets for the treatment of GC.

Trend-Casting in the Interactive Digital Media Industry: Some Results and Guidelines

  • Sharma, Ravi S.;Yi, Yang
    • Asian Journal of Innovation and Policy
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    • v.2 no.1
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    • pp.20-36
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    • 2013
  • In this practice article, we present the results of a scenario planning approach that is a hybrid of the three main schools of thought. Our research objective was to study the future of Interactive Digital Media applications such as online music, on-demand television and massively multi-player online role-playing games. Our approach, while essentially qualitative in nature, nevertheless draws from the rigors of the quantitative school in identifying and then tracking the significant dimensions of analysis that emerge over time as strands of events leading to plausible scenarios. Our empirical analysis revealed mapping strands to three themes - ownership, distribution and innovation - which we used in an expert validation exercise to formulate scenarios. We present and discuss the major findings and implications of this empirical investigation. In a nutshell, we conjecture that an open, competitive IDM marketplace with performance safeguards may serve both and lead to a win-win scenario. While there are differences among IDM sectors, a unified approach to regulation and policy would be effective.

The Effect of Computer-Based Cognitive Rehabilitation Program on Visual Perception and ADL in Children with Intellectual Disaility (전산화 인지프로그램(코트라스)이 지적장애 아동의 시지각과 일상생활에 미치는 효과)

  • Kim, S.Y.;Rhee, K.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.2
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    • pp.105-113
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    • 2015
  • The purpose of the study was to verify the clinical effect of Computer-based cognitive rehabilitation program for Children for recovering the visual perception and ADL ability in intellectual disability. For this purpose, 3 intellectual disabilities with visual perception and ADL disorders participated in a clinical experiment to verify the effect of Computer-based cognitive rehabilitation program. They all have 5 common conditions in intellectual disability for objective experimental result. All participant were evaluated with Korean-Development Test of Visual Perception-2(K-DTVP-2), Wee Functional Independence Measure(Wee-FIM) before and after the planned intervention sessions. All intervensions were intensively carried out for 20weeks, 1 time a week. The result were as follows. K-DTVP and Wee-FIM scores were improved significantly compared to pre-intervention. Further studies are needed to verify the effect on various group and lots of participants.

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Effect of Self Care Training(based on International Classification of Functioning, Disability and Health) on Functional Independence in the Young Children with Spastic Cerebral Palsy (국제 기능 장애 건강분류의 구성요소에 기반을 둔 자기관리 훈련이 경직성 뇌성마비 아동의 기능적 독립성에 미치는 영향)

  • Kim, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.182-188
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    • 2009
  • The purpose of this study was to investigate the effect of self-care training based on ICF(International Classification of functioning, Disability and Health) on functional independence in the young children with spastic cerebral palsy. Total of 43 young children(male=25, female=18; age range from 36month to 72month) with spastic cerebral palsy, classified at GMFCS(Gross Motor Function Classification System) levels III-IV. Total of 32sessions of a self-care training (eating, grooming, bathing, toileting) were given 4 times a week for 30minutes from August 1th to September 30th of 2008. Changes in the functional independence after the training obtained by Wee-FIM(Functional Independence Measure for Children). Results were as follows: Functional independence was significantly increased after the training. As a result, a self-care training should be applied as an effective intervention to improve the functional independence in the young children with spastic cerebral palsy.

Trust in User-Generated Information on Social Media during Crises: An Elaboration Likelihood Perspective

  • Pee, L.G.;Lee, Jung
    • Asia pacific journal of information systems
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    • v.26 no.1
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    • pp.1-21
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    • 2016
  • Social media is increasingly being used as a source of information during crises, such as natural disasters and civil unrests. However, the quality and truthfulness of user-generated information on social media have been a cause of concern. Many users find distinguishing between true and false information on social media difficult. Basing on the elaboration likelihood model and the motivation, opportunity, and ability framework, this study proposes and empirically tests a model that identifies the information processing routes through which users develop trust, as well as the factors that influence the use of these routes. The findings from a survey of Twitter users seeking information about the Fukushima Daiichi nuclear crisis indicate that individuals evaluate information quality more when the crisis information has strong personal relevance or when individuals have low anxiety about the crisis. By contrast, they rely on majority influence more when the crisis information has less personal relevance or when these individuals have high anxiety about the crisis. Prior knowledge does not have significant moderating effects on the use of information quality and majority influence in forming trust. This study extends the theorization of trust in user-generated information by focusing on the process through which users form trust. The findings also highlight the need to alleviate anxiety and manage non-victims in controlling the spread of false information on social media during crises.