• 제목/요약/키워드: virtual age

검색결과 170건 처리시간 0.028초

Pharmacophore Mapping and Virtual Screening for SIRT1 Activators

  • Sakkiah, Sugunadevi;Krishnamoorthy, Navaneethakrishnan;Gajendrarao, Poornima;Thangapandian, Sundarapandian;Lee, Yun-O;Kim, Song-Mi;Suh, Jung-Keun;Kim, Hyong-Ha;Lee, Keun-Woo
    • Bulletin of the Korean Chemical Society
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    • 제30권5호
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    • pp.1152-1156
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    • 2009
  • Silent information regulator 2 (Sir2) or sirtuins are NAD(+)-dependent deacetylases, which hydrolyze the acetyllysine residues. In mammals, sirtuins are classified into seven different classes (SIRT1-7). SIRT1 was reported to be involved in age related disorders like obesity, metabolic syndrome, type II diabetes mellitus and Parkinson’s disease. Activation of SIRT1 is one of the promising approaches to treat these age related diseases. In this study, we have used HipHop module of CATALYST to identify a series of pharmacophore models to screen SIRT1 enhancing molecules. Three molecules from Sirtris Pharmaceuticals were selected as training set and 607 sirtuin activator molecules were used as test set. Five different hypotheses were developed and then validated using the training set and the test set. The results showed that the best pharmacophore model has four features, ring aromatic, positive ionization and two hydrogen-bond acceptors. The best hypothesis from our study, Hypo2, screened high number of active molecules from the test set. Thus, we suggest that this four feature pharmacophore model could be helpful to screen novel SIRT1 activator molecules. Hypo2-virtual screening against Maybridge database reveals seven molecules, which contains all the critical features. Moreover, two new scaffolds were identified from this study. These scaffolds may be a potent lead for the SIRT1 activation.

뼈 검사 영상과 골반 X선 영상의 결합 유용성 평가 (Evaluation of the combination of Bone Scan Image and Pelvic X-ray Image)

  • 이충운;유연욱;김용근;원우재
    • 핵의학기술
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    • 제22권1호
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    • pp.23-27
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    • 2018
  • [목적] 뼈 검사는 골격계 질환에 대한 예민도와 높은 해상력의 핵의학 영상 검사이다. 본 연구는 추가적인 방사선피폭없이 뼈 검사 영상과 골반 X선 영상의 결합을 시행하고 영상의 해부학적 정보와 관용도를 증가시켜 환자 병변 진단에 도움이 되고자 한다. 2015년 11월에서 2016년 8월까지 본원에서 뼈 검사를 실시한 환자 중 골반 X선 촬영을 시행한 236명을 대상으로 진행하였다.(남자 64명, 여자 172명, 평균연령 $50.96{\pm}15.39$세) 검사장비는 감마카메라 Symbia Ecam(SIEMENS, Germany)을 사용하였고 디지털 엑스레이는 DRS-800(Listem, Korea)을 사용하였다. 영상의 결합 및 분석프로그램은 Osirix version 3.8.1(Osirix, USA), 통계프로그램은 Stata/SE 버전 14.0(StataCorp, USA)를 사용하였다. 환자에게 $^{99m}Tc-DPD$ 740 MBq을 정맥주사한 후 2~4시간이 지난 뒤에 검사를 진행하였다. 감마카메라 영상 획득 조건은 Matrix size $256{\times}1024$, Zoom 1.00, 검사 속도 17 cm/min로 하였다. 디지털 엑스레이는 Collimator size $14^{{\prime}{\prime}}{\times}17^{{\prime}{\prime}}$, 77 kVp(60~97kVp), 평균 30 mAs(20~48)로 전상장골극과 치골결합 사이 수직입사를 하였다. Osirix 상에서 골반 뼈의 윤곽 및 가상의점을 선택하여 결합하고 획득한 영상을 핵의학과 5년 이상 근무한 방사선사 3명에 의해 평가 되었으며, 모두 동일할 경우 일치, 하나라도 동일하지 않을 경우 불일치로 평가하였다. 전체 236명 중 일치하는 대상은 216명 (91.53%) 이다. 연령의 중위수 및 범위(최소값~최대값)는 일치하지 않는 그룹에서 67(46~81)세, 일치하는 그룹에서 52(22~87)세로, 일치하지 않는 그룹의 연령이 더 높은 것을 확인하였고, 두 군 간에 연령이 다른지 Wilcoxon rank-sum test를 수행해 본 결과, 통계적으로 유의하게 두 군 간에 나이가 차이나는 것을 확인할 수 있었다(p < 0.0001). 남자는 64명 중 60명(93.75%), 여자는 172명 중 156명(90.70%)가 일치하였고, 골반 병변이 없던 환자는 54명 중 54명(100.00%), 골반 병변이 있던 환자는 182명 중 162명(89.01%) 일치하였고, 골반 병변 여부에 따른 일치율은 통계적으로 유의한 차이를 보였다(p = 0.0094). 뼈 검사와 골반 X선 영상을 결합하는데 있어서 여러 가지 변수가 있을 수 있었고 환자의 연령과 골반병변이 영상의 결합에 일부 영향을 줄 수 있을 것으로 생각된다. 본 연구를 통하여 방사선 피폭 없이 소아의 골반 골육종 진단에 도움이 되리라 사료되고 이와 같은 영상의 결합 연구를 통해서 핵의학 영상발전에 도움이 될 것으로 기대된다.

자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰 (Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics)

  • 양일;이숙향;서민경
    • 한국콘텐츠학회논문지
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    • 제17권2호
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    • pp.623-636
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    • 2017
  • 자폐 범주성 장애(ASD) 학생을 위한 증거기반의 실제로서 가상현실 기술의 가능성, 유용성, 적합성이 여러 연구를 통해 입증되었다. 하지만 국내에서는 ASD 학생을 위한 가상현실 기반 중재 관련 연구가 아직 없는 상황이다. 따라서 본 연구는 ASD 학생을 위한 가상현실 기반 중재의 활성화를 위해 국외 가상현실 중재 관련 연구를 고찰하고자 1990년부터 2016년까지 ASD 학생(18세 이하)을 대상으로 가상현실 중재를 적용한 국외 실험연구 총 13편을 선정하였다. ASD 학생의 핵심 특징을 고려한 가상현실 기반 중재의 적합성을 논의함과 아울러 선정된 논문의 연구동향(발표연도, 연구 참여자, 실험설계, 독립변인, 종속변인, 연구 결과)과 중재 특성을 분석하였다. 분석결과, ASD 학생에 적합한 전략으로 가상현실 중재는 주로 학교에서 다양한 연령대의 학생을 대상으로, 다양한 방식으로 폭넓은 사회적 의사소통 능력(표정 이해, 공감, 공동관심, 사회 맥락 이해 등) 증진에 적용되었으며 아울러 인지적인 능력의 부족으로 인한 문제를 극복하는데도 효과적인 것으로 나타났다. 마지막으로 연구 결과를 바탕으로 추후 중재 및 연구의 활성화를 위한 방향과 후속 연구 과제를 위해 가상현실 중재의 간학문적 접근, ASD의 특성 및 지원요구를 고려한 지원, 습득된 기술의 일반화 및 유지 방안, 참여자의 문화적 배경을 고려한 접근 필요성에 대한 제언을 제시하였다.

청각을 이용한 시각 재현장치의 분석프로그램 개발 (Development of Processing Program for Audio-vision System Based on Auditory Input)

  • 허세진;방성식;서지혜;최현우;김태호;이나희;이유진;박지원;이희중;원철호;이종민
    • 한국멀티미디어학회논문지
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    • 제13권1호
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    • pp.58-65
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    • 2010
  • 본 연구의 궁극적 목적은 시각 장애인들의 안전보행을 위한 단순한 충돌 경보 장치가 아니라 전방의 3차원적 공간 정보를 청각 정보로 변환하여 시각을 재현할 수 있도록 하는 장치 (Audio-vision System)를 개발하기 위함이다. 이를 위하여 본 연구에서는 구동 소프트웨어를 개발하였고 그 유용성을 검증하였다. 30명의 정상지원자를 대상으로 하였으며 평균나이는 25.8세이었다. 다양한 가상의 공간을 분석프로그램에 입력하고 맹검상태에서 피험자가 공간 내 구조물을 그리게 하였다. 먼저 피험자에게 30분간 10개의 대상을 이용한 학습을 실시한 후 별도의 10개의 가상공간에 대한 시험을 채점하고 100점 만점으로 환산하였다. 실험결과 점수는 77점에서 97점이었으며 평균 88.7점이었다. 본 연구에서 자체 제작된 분석프로그램으로 청각정보를 시각정보로 변환하는 기반 기술을 확보하였으며 거리 센서를 확보한다면 제품화 가능성이 있음을 검증하였다.

가상현실볼링 수행에 따른 정서변화: 대뇌반구 비대칭 연구 (Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry)

  • 신경식;김진구;류광민
    • 감성과학
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    • 제20권1호
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    • pp.49-56
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    • 2017
  • 본 연구의 목적은 가상현실 볼링이 정서에 미치는 영향을 연구하기 위함이다. 본 실험에 참여한 16명의 피험자는 볼링 경력 3년, 나이는 26-35세, 평균나이 29.6세의 볼러들로 구성하였다. 피험자들이 볼링을 다섯 게임 하는 동안 전두엽의 뇌파를 측정하였으며, 게임이 끝난 후 곧바로 시각상사척도를 사용해 게임 후의 정서를 측정하였다. 뇌파측정부위는 전전두엽, 전두엽, 외측 전두엽이었다. 자료 분석은 전두엽의 알파파에 대해 일원분산분석을 실시하였다. 종속변수는 알파파워 값이다. 연구결과 스트라이크를 쳤을 때는 시각사상척도 값이 스페어나 스페어 처리를 처리했을 때보다 높게 나타났다. 또한 스페어를 처리했을 때는 스페어 미스보다 시각사상척도 값이 높게 나타났다. 대뇌 반구 비대칭 점수와 관련해선 다음과 같은 결과를 얻었다. 좌측 전두엽의 알파파는 스트라이크와 스페어를 처리했을 때 활성화되는 것으로 나타났다. 한편 스페어 미스를 했을 때는 우측 전두엽의 알파파가 활성화되었다. 결론적으로 이 연구는 경쟁에서 성취 또는 성공을 했을 때 긍정적인 정서가 나타나고, 반대로 실패했을 경우에는 부정적인 정서가 나타난다는 것을 보여주었다. 또한 이 연구는 경기 중에 발생하는 수행의 결과가 선수의 정서에 직접적으로 영향을 미친다는 것을 신경생리학적으로 입증해 주었다.

애니메이션의 Movement 동인(動因)에 대한 이론적 고찰 (A theoretical Study on the Motive of Movement in Animation)

  • 이상원
    • 조형예술학연구
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    • 제3권
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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서울지역 성인의 식품.영양.건강 태도와 식품영양표시 활용실태 (Food/Nutrition Attitudes, Views and Practices of Adults in Seoul Area)

  • 장남수
    • Journal of Nutrition and Health
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    • 제30권3호
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    • pp.360-369
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    • 1997
  • Food/nutrition related views, beliefs, attitudes, and behaviors were investigated for three hundred randomly selected men and women, aged 20-60 years, residing in Seoul metropolitan area. Food/nutrition views, attitudes, and beliefs were found to vary greatly between groups of different age, sex, education and income level. Adults of 20-35 years of age showed significantly less strong views about keeping traditional food habits, while exhibiting a significantly high level of acceptance towards the use of convenience foods as compared to the adults aged 36 years or older. Food safety was found to be a major concern to most of the subjects accounting 69.7% for pesticides residues in fresh produce items, 94.7% for food additives in processed food, and 56.3% for food poisoning in foods eaten outside of the home. Male adults aged 45 years or older showed a strong tendency to rely on a few promotional food products for the maintenance of their health and for them the development and implementation of a sensible feed nutritin/health education program including a way to avoid nutrition quackery might be beneficial. Eighty percent of the subjects were found to read food labels with higher rates shown among young adults and females. Due to the virtual absence of nutrition labeling however, the percentage of subjects who idicated that they are looking for the information on nutrient content was low (<10%) compared to the rates for other informations such as date of manufacture(80.2%), expiration data(55.8%), ingredients(40.9), and additives(40.9%). Ninety one percent of the subjects indicated that they would like to see the sources for nutrition label the nutritional value of the foods. The top five most frequently (68.3%), food packages(50.7%), and radio(43.3%). Health professionals such as physicians, nurses, and nutritionists/dietitians were utilized less frequently as sources of nutrition information than lay sources, with reported rate of only 38%, 22%, and 0.7%, respectively. These results collectively suggest that strategies are to be developed to provide accurate nutrition information to adults.

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E-Business and Simulation

  • Park, Sung-Joo
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.9-10
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    • 2001
  • Simulation has been evolved with the advance of computer and technique of modeling application systems. Early simulations were numerical analysis of engineering models known as continuous simulation, analysis of random events using various random number generators thus named as Monte Carlo simulation, iud analysis o(\\\\`queues which are prevalent in many real world systems including manufacturing, transportation, telecommunication. Discrete-event simulation has been used far modeling and analyzing the systems with waiting lines and inefficient delays. These simulations, either discrete-event, continuous, or hybrid, have played a key role in industrial age by helping to design and implement the efficient real world systems. In the information age which has been brought up by the advent of Internet, e-business has emerged. E-business, any business using Internet, can be characterized by the network of extended enterprises---extended supply and demand chains. The extension of value chains spans far reaching scope in business functions and space globally. It also extends to the individual customer, customer preferences and behaviors, to find the best service and product fit for each individual---mass customization. Simulation should also play a key role in analyzing and evaluating the various phenomena of e-business where the phenomena can be characterized by dynamics, uncertainty, and complexity. In this tutorial, applications of simulation to e-business phenomena will be explained and illustrated. Examples are the dynamics of new economy, analysis of e-business processes, virtual manufacturing system, digital divide phenomena, etc. Partly influenced by e-business, a new trend of simulation has emerged called agent-based simulation, Agent-based simulation is a technique of simulation using software agent that have autonomy and proactivity which are useful in analyzing and integrating numerous individual customer's behavior. One particular form of agent-based simulation is swarm. This tutorial concludes with the illustration of swarm or swarm Intelligence applied to various e-business applications, and future directions and implications of this new trend of simulation.

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3차원 가상착의 시뮬레이션을 이용한 20~50대 연령별 남성 작업복 점퍼 패턴 설계 및 외관평가 (Men's Work Clothes Jumper Pattern-making and Its Appearance Evaluation through 3-D Clothing Simulation)

  • 박진아;이우경
    • 패션비즈니스
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    • 제16권1호
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    • pp.103-120
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    • 2012
  • The study aimed to evaluate the appearance of the men's work clothes jumpers developed to suggest the prototype work clothes jumper patterns by using the 3-D clothing simulation technology. The 3-D simulated clothing images considered the upper body features of men in the age range between 20 and 59 in South Korea. A questionnaire survey conducted previously suggested a basic jumper style with shirt collar and snap opening cuffs for the heavy industry workers; and discomforting parts of the work clothes jumper of the subject workers have been referred to for the experimental jumper appearance test. Besides, defining the measurements of men's upper bodies enabled to generate the men's 3-D virtual models representing each age group's average body feature. The significant body measurement factors for men's 3-D body modeling and jumper pattern-making were stature for the height factor; chest, waist and hip circumferences for the circumference factor; waist back, hip and arm lengths and interscye front/back for the length factor; and back neck breadth for the breadth factor and armscye and scye depths for the depth factor. The men's body measurements of 30's were implemented to three experimental jumper pattern-making methods, i.e. the 1st method using the relations based on stature and chest circumference; the 2nd method using the direct body measurements; and the 3rd method adopting the maximum ease amount of given body measurements whether relations or direct measurements except the direct measurement of scye depth. A comparison among the three experimental jumpers' simulated images highlighted that the appropriate ease amount of the jumper gained higher scores in terms of the jumpers' front, side, back and sleeve parts and the total silhouettes. Therefore the 3rd experimental jumper was finally selected for the heavy industry workers.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.