• 제목/요약/키워드: scale model test

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가압식 압축형 지반앵커의 인발저항력 증대효과 및 군효과 특성 (The Effect of Pressurized Grouting on Pullout Resistance and the Group Effect of Compression Ground Anchor)

  • 김태섭;심보경;이규상;이인모
    • 한국지반공학회논문집
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    • 제26권6호
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    • pp.5-19
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    • 2010
  • 본 연구는 가압식 압축형 지반앵커의 실내모형 챔버시험, 현장시험을 통해 가압그라우팅이 지반앵커의 인발저항력에 미치는 영향을 고찰하고 현장 군앵커 인발시험을 통해 압축형 지반앵커의 군효과 특성을 규명하는데 그 목적이 있다. 3가지 시료에 대한 실내시험 결과, 가압그라우팅으로 인한 앵커체의 직경 증가량은 시험값과 공동팽창 이론에 의한 값이 대체적으로 일치하였다. 또한 지반의 투수계수에 따른 가압 그라우팅 최소 주입시간을 제안하였다. 현장시험 결과 가압그라우팅으로 인한 앵커체의 직경 증가, 구근 표면 거칠기 증가, 인발저항력 증가의 효과는 SPT-N치가 작은 상대적으로 연약한 지반에서 가압 그라우팅의 효과가 큰 것을 확인할 수 있었다. 또한 SPT-N치가 50이상인 지반에서는 가압그라우팅의 효과를 기대할 수 없는 것을 확인하였다. 현장시험결과를 바탕으로 단위극한주면마찰력 산정식을 지반의 SPT-N치에 대한 함수로 제안하였다. 또한 현장 군앵커 인발시험 결과를 바탕으로 앵커간격과 영향원추반경의 비 및 앵커간격과 천공직경의 비의 2가지 형태로 압축형 지반앵커에 적합한 군효과 저감률 산정식을 제안하였다.

형상계수를 이용한 사질토 지반에 타설된 테이퍼말뚝의 지지력 산정 (Calculation of Bearing Capacity of Tapered Drilled Shafts in Cohesionless Soils Using Shape Factor)

  • 백규호;이준환
    • 한국지반공학회논문집
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    • 제24권12호
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    • pp.13-22
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    • 2008
  • 지반조건과 말뚝의 테이퍼각도가 태야퍼말뚝의 지지력에 미치는 영향을 조사하기 위해서 원통형말뚝과 테이퍼각도가 다른 두 개의 메이퍼딸뚝을 이용해서 모형말뚝재하시험을 수행하였다. 시험결과에 띠르면 지반의 평균응력과 상대밀도가 커지면 테이퍼말뚝의 단위 선단지지력은 증가하였고, 말뚝의 테이퍼각도가 커집에 따라 느슨한 지반에서는 단위 선단지지력은 증가하였으나 조밀한 지반에서는 단위 선단지지력이 반대로 감소하였다. 그리고 테이퍼말뚝의 단위 주면마찰력은 지반의 수평 및 연직응력과 상대밀도, 말뚝의 테이퍼각도가 커짐에 따라 증가하는 것으로 나타났다. 한편, 모형말뚝재하시험의 결과에 근거해서 형상계수를 표함한 테이퍼말뚝의 지지력 산정식을 제안하였고, 이 제안식에서는 지반조건과 테이퍼각도가 말뚝의 지지력에 미치는 영향이 고려되였다. 제안한 지지력 산정식에 대한 정확도를 검증하기 위해서 점토질 모래지반에 설치된 중간규모의 원통형말뚝과 테이퍼말뚝에 대한 현장재하시험이 실시되었고, 이때 측정된 지지력이 제안식에서 얻은 예측치와 비교되었다. 그 결과 제안된 지지력 산정식은 테이퍼말뚝의 지지력을 비교적 정확하게 예측하는 것으로 나타났다.

롤 모델의 창업자 특성차이에 대한 영향에 관한 연구 (A Study on the Effects of Role Models on Differences in Entrepreneurs' Characteristics)

  • 이주헌
    • 벤처창업연구
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    • 제18권2호
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    • pp.53-66
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    • 2023
  • 롤 모델은 개인의 직업 혹은 경력선택에 영향을 주기도 한다고 알려져 있다. 창업을 선택함에 있어서 롤 모델의 긍정적 영향은 많은 연구를 통해 이미 밝혀진 바가 있다. 롤 모델로는 혈연으로 연결된 가족 구성원인 부모형제 및 친척뿐만 아니라 사회적 관계로 만난 지인을 롤 모델로 선정한다고 한다. 본 연구에서는 자기이외에 롤 모델이 없는 창업자들과 롤 모델이 있는 창업자들로 구분하였다. 그리고 롤 모델이 있는 창업자들과 롤 모델이 없는 창업자들 간에 개인속성, 기업가정신 요인들, 학습지향성의 차이를 검증하고자 하였다. 또, 부모형제 및 친척 롤 모델을 강한 유대의 롤 모델로 지인 롤 모델을 약한 유대의 롤 모델로 구분하였다. 강한 유대 롤 모델을 가진 창업자들과 약한 유대 롤 모델을 가진 창업자들 간에 개인속성, 혁신성, 진취성, 위험감수성, 학습지향성의 차이를 검증하고자 하였다. 이를 위해 요인분석, t-검증 및 로지스틱 회귀분석을 실시하였다. 본 연구를 통해 밝혀진 실증분석 결과는 다음과 같다. 첫째, 롤 모델이 없는 창업자들 중 여성의 비율이 높은 것으로 나타났다. 둘째, 약한 유대의 롤 모델을 가진 창업자들이 강한 유대의 롤 모델을 가진 창업자들에 비해 큰 규모의 창업기업을 운영한다는 것이 밝혀졌다. 셋째, 약한 유대의 롤 모델을 가진 창업자들이 강한 유대의 롤 모델을 가진 창업자들에 비해 학습지향성이 더 높은 것으로 나타났다. 넷째, 로지스틱 회귀분석을 통해 살펴본 결과 롤 모델의 유무에 대한 영향은 성별, 학습지향성, 위험감수성, 창업규모 순인 것으로 나타났다. 다섯째, 로지스틱 회귀분석 결과에서 롤 모델의 유형에 대한 영향은 학습지향성, 창업규모의 순인 것으로 나타났다.

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조기퇴원 제왕절개 산욕부를 위한 가정간호 표준서 개발 (Development of validated Nursing Interventions for Home Health Care to Women who have had a Caesarian Delivery)

  • 황보수자
    • 간호행정학회지
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    • 제6권1호
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    • pp.135-146
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    • 2000
  • The purpose of this study was to develope, based on the Nursing Intervention Classification (NIC) system. a set of standardized nursing interventions which had been validated. and their associated activities. for use with nursing diagnoses related to home health care for women who have had a caesarian delivery and for their newborn babies. This descriptive study for instrument development had three phases: first. selection of nursing diagnoses. second, validation of the preliminary home health care interventions. and third, application of the home care interventions. In the first phases, diagnoses from 30 nursing records of clients of the home health care agency at P. medical center who were seen between April 21 and July 30. 1998. and from 5 textbooks were examined. Ten nursing diagnoses were selected through a comparison with the NANDA (North American Nursing Diagnosis Association) classification In the second phase. using the selected diagnoses. the nursing interventions were defined from the diagnoses-intervention linkage lists along with associated activities for each intervention list in NIC. To develope the preliminary interventions five-rounds of expertise tests were done. During the first four rounds. 5 experts in clinical nursing participated. and for the final content validity test of the preliminary interventions. 13 experts participated using the Fehring's Delphi technique. The expert group evaluated and defined the set of preliminary nursing interventions. In the third phases, clinical tests were held at in a home health care setting with two home health care nurses using the preliminary intervention list as a questionnaire. Thirty clients referred to the home health care agency at P. medical center between October 1998 and March 1999 were the subjects for this phase. Each of the activities were tested using dichotomous question method. The results of the study are as follows: 1. For the ten nursing diagnoses. 63 appropriate interventions were selected from 369 diagnoses interventions links in NlC., and from 1.465 associated nursing activities. From the 63 interventions. the nurses expert group developed 18 interventions and 258 activities as the preliminary intervention list through a five-round validity test 2. For the fifth content validity test using Fehring's model for determining lCV (Intervention Content Validity), a five point Likert scale was used with values converted to weights as follows: 1=0.0. 2=0.25. 3=0.50. 4=0.75. 5=1.0. Activities of less than O.50 were to be deleted. The range of ICV scores for the nursing diagnoses was 0.95-0.66. for the nursing interventions. 0.98-0.77 and for the nursing activities, 0.95-0.85. By Fehring's method. all of these were included in the preliminary intervention list. 3. Using a questionnaire format for the preliminary intervention list. clinical application tests were done. To define nursing diagnoses. home health care nurses applied each nursing diagnoses to every client. and it was found that 13 were most frequently used of 400 times diagnoses were used. Therefore. 13 nursing diagnoses were defined as validated nursing diagnoses. Ten were the same as from the nursing records and textbooks and three were new from the clinical application. The final list included 'Anxiety', 'Aspiration. risk for'. 'Infant behavior, potential for enhanced, organized'. 'Infant feeding pattern. ineffective'. 'Infection'. 'Knowledge deficit'. 'Nutrition, less than body requirements. altered', 'Pain'. 'Parenting'. 'Skin integrity. risk for. impared' and 'Risk for activity intolerance'. 'Self-esteem disturbance', 'Sleep pattern disturbance' 4. In all. there were 19 interventions. 18 preliminary nursing interventions and one more intervention added from the clinical setting. 'Body image enhancement'. For 265 associated nursing activities. clinical application tests were also done. The intervention rate of 19 interventions was from 81.6% to 100%, so all 19 interventions were in c1uded in the validated intervention set. From the 265 nursing activities. 261(98.5%) were accepted and four activities were deleted. those with an implimentation rate of less than 50%. 5. In conclusion. 13 diagnoses. 19 interventions and 261 activities were validated for the final validated nursing intervention set.

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배.급수관망의 잔류염소 확보를 위한 적정 재염소 주입량 산정 및 효과분석 (Computing the Dosage and Analysing the Effect of Optimal Rechlorination for Adequate Residual Chlorine in Water Distribution System)

  • 김도환;이두진;김경필;배철호;주혜은
    • 대한환경공학회지
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    • 제32권10호
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    • pp.916-927
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    • 2010
  • 일반적으로 정수처리 공정에서 염소에 의한 소독공정은 수인성 질병을 억제하고 상수도관망에서 미생물의 재성장을 억제하는 목적으로 사용되고 있다. 그러나 염소소독은 수중의 유기물과 반응하여 소독부산물(Disinfection By-products; DBPs) 과 같은 발암성 물질을 생성함으로 적절한 염소 주입이 필요하고 최근에는 관말지역에서의 잔류염소 확보를 위해 상수관로 나 배수지 등에서 재염소를 실시하는 경향이 증가하고 있는 추세이다. 따라서 본 연구에서는 정수장에서 최적의 염소주입과 재염소 주입량을 산정하기 위하여 미국 EPA에서 개발한 EPANET 2.0을 사용하여 최적 염소 주입량을 산정하고 그 효과를 모의하였다. 대상지역 상수관로에 대한 수질을 모의하기 위하여 bottle test를 통해 수체감소계수($k_{bulk}$)를 도출하였으며, syster-matic analysis method를 이용하여 관벽감소계수($k_{wall}$)를 도출하였다. 배ㆍ급수계통에서의 수질을 정확히 예측하고자 유량과 체류시간 등을 고려한 수리해석 모델을 기초로 하여 상수도관망에서의 잔류염소 농도를 예측하고 염소주입 농도에 따른 소독부산물(DBPs)인 트리할로메탄(Trihalomethanes; THMs)의 생성변화를 실험을 통해 확인하였다. 수체감소계수($k_{bulk}$)를 도출한 결과 온도가 높을수록 초기에 빠른 감소를 보였으며, $25^{\circ}C$의 경우 25시간이 지난 이후에는 절반이상이 감소하였다. 대상지역에 재염소 주입시설을 도입할 경우 최적 재염소 주입량을 산정하였으며, 관망도상에서 경제적으로 유리한 지점을 선정할 수 있었다.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

고객의 자기조절성향이 서비스 실패에 따른 부정적 감정과 고객반응에 미치는 영향 - 귀인과정에 따른 조정적 역할을 중심으로 - (Self-Regulatory Mode Effects on Emotion and Customer's Response in Failed Services - Focusing on the moderate effect of attribution processing -)

  • 성형석;한상린
    • Asia Marketing Journal
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    • 제12권2호
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    • pp.83-110
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    • 2010
  • 기업의 서비스 실패로 인해 부정적 경험을 겪은 고객은 무의식적으로 그 원인의 추론을 통해 실망이나 후회의 부정적 감정을 얻게 되는데 이때 고객의 자기조절성향에 따른 감정의 발생은 각기 달리 나타나며, 이때 형성된 부정적 감정들은 서로 다른 고객반응을 일으키게 된다. 이러한 부정적 반응은 기업의 이미지 및 브랜드 가치에도 적지 않은 영향을 미칠 뿐만 아니라 장기적으로는 기업 매출에도 부정적 영향을 미치며 서비스 회복 노력에 따른 추가적 비용도 발생하게 된다. 본 연구는 서비스 영역에서 서비스 실패에 따른 고객의 부정적 감정의 선행요인 및 그 결과변수인 고객반응에 초점을 두고 있다. 즉 서비스 실패 시 자기조절성향(평가지향성과 목표지향성)이 부정적 감정에 미치는 영향과 이때 귀인과정(내적귀인 vs 외적귀인)에 따른 고객의 부정적 감정(후회감과 실망감)의 차이를 살펴보았다. 그리고 이러한 부정적 감정들이 체념과 구전활동이라고 하는 고객 행동반응에 미치는 영향을 실증분석하였다. 분석결과, 자기조절성향에 따른 후회감의 차이는 목표 지향적 성향이 강한 고객보다는 평가지향적 성향이 강한 고객일수록 후회감이 더 크고 반대로 목표지향적 성향이 강한 고객은 실망감이 더 큰 것으로 나타났다. 고객의 부정적 감정들은 귀인과정의 조절적 역할(내적귀인-후회감, 외적귀인-실망감)에 따라 서로 다른 감정이 형성되는 것으로 나타났다. 그리고 후회감과 실망감은 소비자의 서비스 실패 후 행동반응에 상이한 영향을 미치는 것으로 나타났는데 본인의 의사결정에 따른 선택에 대해 후회감을 느낀 고객은 체념적 반응이 높게 나타났으며 반면에 실망감을 느낀 고객은 서비스 제공자나 제3자에 대한 구전행동이 높은 것으로 나타났다.

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딥러닝 프레임워크의 비교: 티아노, 텐서플로, CNTK를 중심으로 (Comparison of Deep Learning Frameworks: About Theano, Tensorflow, and Cognitive Toolkit)

  • 정여진;안성만;양지헌;이재준
    • 지능정보연구
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    • 제23권2호
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    • pp.1-17
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    • 2017
  • 딥러닝 프레임워크의 대표적인 기능으로는 '자동미분'과 'GPU의 활용' 등을 들 수 있다. 본 논문은 파이썬의 라이브러리 형태로 사용 가능한 프레임워크 중에서 구글의 텐서플로와 마이크로소프트의 CNTK, 그리고 텐서플로의 원조라고 할 수 있는 티아노를 비교하였다. 본문에서는 자동미분의 개념과 GPU의 활용형태를 간단히 설명하고, 그 다음에 logistic regression을 실행하는 예를 통하여 각 프레임워크의 문법을 알아본 뒤에, 마지막으로 대표적인 딥러닝 응용인 CNN의 예제를 실행시켜보고 코딩의 편의성과 실행속도 등을 확인해 보았다. 그 결과, 편의성의 관점에서 보면 티아노가 가장 코딩 하기가 어렵고, CNTK와 텐서플로는 많은 부분이 비슷하게 추상화 되어 있어서 코딩이 비슷하지만 가중치와 편향을 직접 정의하느냐의 여부에서 차이를 보였다. 그리고 각 프레임워크의 실행속도에 대한 평가는 '큰 차이는 없다'는 것이다. 텐서플로는 티아노에 비하여 속도가 느리다는 평가가 있어왔는데, 본 연구의 실험에 의하면, 비록 CNN 모형에 국한되었지만, 텐서플로가 아주 조금이지만 빠른 것으로 나타났다. CNTK의 경우에도, 비록 실험환경이 달랐지만, 실험환경의 차이에 의한 속도의 차이의 편차범위 이내에 있는 것으로 판단이 되었다. 본 연구에서는 세 종류의 딥러닝 프레임워크만을 살펴보았는데, 위키피디아에 따르면 딥러닝 프레임워크의 종류는 12가지가 있으며, 각 프레임워크의 특징을 15가지 속성으로 구분하여 차이를 특정하고 있다. 그 많은 속성 중에서 사용자의 입장에서 볼 때 중요한 속성은 어떤 언어(파이썬, C++, Java, 등)로 사용가능한지, 어떤 딥러닝 모형에 대한 라이브러리가 잘 구현되어 있는지 등일 것이다. 그리고 사용자가 대규모의 딥러닝 모형을 구축한다면, 다중 GPU 혹은 다중 서버를 지원하는지의 여부도 중요할 것이다. 또한 딥러닝 모형을 처음 학습하는 경우에는 사용설명서가 많은지 예제 프로그램이 많은지 여부도 중요한 기준이 될 것이다.

무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석 (The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience)

  • 유철우;김용진;문정훈;최영찬
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

백서 설신경 압박손상모델에서 신경성장인자 유전자 주입이 신경재생에 미치는 영향 (EFFECT OF NERVE GROWTH FACTOR GENE INJECTION ON THE NERVE REGENERATION IN RAT LINGUAL NERVE CRUSH-INJURY MODEL)

  • 고은봉;정헌종;안강민;김성민;김윤희;장정원;이종호
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제28권5호
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    • pp.375-395
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    • 2006
  • Purpose: Lingual nerve (LN) damage may be caused by either tumor resection or injury such as wisdom tooth extraction, Although autologous nerve graft is sometimes used to repair the damaged nerve, it has the disadvantage of necessity of another operation for nerve harvesting. Moreover, the results of nerve grafting is not satisfactory. The nerve growth factor (NGF) is well-known to play a critical role in peripheral nerve regeneration and its local delivery to the injured nerve has been continuously tried to enhance nerve regeneration. However, its application has limitations like repeated administration due to short half life of 30 minutes and an in vivo delivery model must allow for direct and local delivery. The aim of this study was to construct a well-functioning $rhNGF-{\beta}$ adenovirus for the ultimate development of improved method to promote peripheral nerve regeneration with enhanced and extended secretion of hNGF from the injured nerve by injecting $rhNGF-{\beta}$ gene directly into crush-injured LN in rat model. Materials and Methods: $hNGF-{\beta}$ gene was prepared from fetal brain cDNA library and cloned into E1/E3 deleted adenoviral vector which contains green fluorescence protein (GFP) gene as a reporter. After large scale production and purification of $rhNGF-{\beta}$ adenovirus, transfection efficiency and its expression at various cells (primary cultured Schwann cells, HEK293 cells, Schwann cell lines, NIH3T3 and CRH cells) were evaluated by fluorescent microscopy, RT-PCR, ELISA, immunocytochemistry. Furthermore, the function of rhNGF-beta, which was secreted from various cells infected with $rhNGF-{\beta}$ adenovirus, was evaluated using neuritogenesis of PC-12 cells. For in vivo evaluation of efficacy of $rhNGF-{\beta}$ adenovirus, the LNs of 8-week old rats were exposed and crush-injured with a small hemostat for 10 seconds. After the injury, $rhNGF-{\beta}$ adenovirus($2{\mu}l,\;1.5{\times}10^{11}pfu$) or saline was administered into the crushed site in the experimental (n=24) and the control group (n=24), respectively. Sham operation of another group of rats (n=9) was performed without administration of either saline or adenovirus. The taste recovery and the change of fungiform papilla were studied at 1, 2, 3 and 4 weeks. Each of the 6 animals was tested with different solutions (0.1M NaCl, 0.1M sucrose, 0.01M QHCl, or 0.01M HCl) by two-bottle test paradigm and the number of papilla was counted using SEM picture of tongue dorsum. LN was explored at the same interval as taste study and evaluated electro-physiologically (peak voltage and nerve conduction velocity) and histomorphometrically (axon count, myelin thickness). Results: The recombinant adenovirus vector carrying $rhNGF-{\beta}$ was constructed and confirmed by restriction endonuclease analysis and DNA sequence analysis. GFP expression was observed in 90% of $rhNGF-{\beta}$ adenovirus infected cells compared with uninfected cells. Total mRNA isolated from $rhNGF-{\beta}$ adenovirus infected cells showed strong RT-PCR band, however uninfected or LacZ recombinant adenovirus infected cells did not. NGF quantification by ELISA showed a maximal release of $18865.4{\pm}310.9pg/ml$ NGF at the 4th day and stably continued till 14 days by $rhNGF-{\beta}$ adenovirus infected Schwann cells. PC-12 cells exposed to media with $rhNGF-{\beta}$ adenovirus infected Schwann cell revealed at the same level of neurite-extension as the commercial NGF did. $rhNGF-{\beta}$ adenovirus injected experimental groups in comparison to the control group exhibited different taste preference ratio. Salty, sweet and sour taste preference ratio were significantly different after 2 weeks from the beginning of the experiment, which were similar to the sham group, but not to the control group.