• 제목/요약/키워드: virtual fit

검색결과 171건 처리시간 0.029초

3-아미노-2-페닐이미노-1,3-티아졸린 유도체에 대한 Lipinski 법칙의 적용 및 그들의 합성 (Application of Lipinski Rule for 3-amino-2-phenylimino-1,3-thiazolines and Their Syntheses)

  • 박익규;한호규
    • 농약과학회지
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    • 제10권2호
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    • pp.69-75
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    • 2006
  • 신농약 살균제 개발을 목표로 벼도열병균에 대한 살균활성이 있는 3-메틸-2-페닐이미노-1,3-티아졸린 유도체 1의 분자수정을 통하여 3-아미노-2-페닐이미노-1,3-티아졸린 유도체 2를 isostere의 개념을 근거 하에서 디자인하였다. 화합물 2는 모두 Lipinski 법칙에 따랐으며 가상계산에 의하면 물에 대한 용해도가 화합물 1보다 높았다. 티오우레아 4를 $\gamma$-클로로아세토아세트아닐라이드 유도체 5와 반응시켜 중간체 6H-[1,3,4] 티아디아진 8을 통하여 3-아미노-2-페닐이미노-1,3-티아졸린 유도체 2(195종)의 집중 라이브러리를 구축하였다.

Identification of Anti-Cancer Targets of Eco-Friendly Waste Punica granatum Peel by Dual Reverse Virtual Screening and Binding Analysis

  • Usha, Talambedu;Goyal, Arvind Kumar;Lubna, Syed;Prashanth, H.P.;Mohan, T. Madhan;Pande, Veena;Middha, Sushil Kumar
    • Asian Pacific Journal of Cancer Prevention
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    • 제15권23호
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    • pp.10345-10350
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    • 2015
  • Background: Punica granatum (family: Lythraceae) is mainly found in Iran, which is considered to be its primary centre of origin. Studies on pomegranate peel have revealed antioxidant, anti-inflammatory, anti-angiogenesis activities, with prevention of premature aging and reducing inflammation. In addition to this it is also useful in treating various diseases like diabetes, maintaining blood pressure and treatment of neoplasms such as prostate and breast cancer. Objectives: In this study we identified anti-cancer targets of active compounds like corilagin (tannins), quercetin (flavonoids) and pseudopelletierine (alkaloids) present in pomegranate peel by employing dual reverse screening and binding analysis. Materials and Methods: The potent targets of the pomegranate peel were annotated by the PharmMapper and ReverseScreen 3D, then compared with targets identified from different Bioassay databases (NPACT and HIT's). Docking was then further employed using AutoDock pyrx and validated through discovery studio for studying molecular interactions. Results: A number of potent anti-cancerous targets were attained from the PharmMapper server according to their fit score and from ReverseScreen 3D server according to decreasing 3D scores. Conclusion: The identified targets now need to be further validated through in vitro and in vivo studies.

분리 VP 그룹을 이용한 ATM 망 생존도 향상 방안 (ATM Network Survivability Enhancement Scheme using Disjoint VP Groups)

  • 이길흥;최용훈;박원서;이재용;이상배
    • 한국정보과학회논문지:시스템및이론
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    • 제26권8호
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    • pp.949-956
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    • 1999
  • 이 논문에서는 ATM (Asynchronous Transfer Mode) 방식의 초고속망의 장애 발생 시 이용자 연결의 QoS (Quality of Service)를 고려하여 복구할 수 있게 하는 보호 망 설계 방안을 제시한다. 제시한 설계 방안에 기초한 비용과 복구 특성을 분석과 모의 실험을 통해 알아본다. 제안하는 망에서의 복구는 분리 VP 그룹 (Disjoint Virtual Path Group, DVPG) 을 사용하는 상태 독립적 (State- independent) 방식으로 복구된다. ATM 망의 운용 및 보호 VP 할당과 용량 배정 문제를 정의하고 이를 바탕으로 최소의 비용을 갖는 VP 망을 설계한다. 망의 고장 시 기존 노드간의 VP 연결은 미리 할당된 링크 또는 노드 분리 보호 VP 경로를 따라 간단한 복구 알고리즘에 의해 빠르게 복구된다. QoS의 고려는 추가 비용을 필요로 하지만 정확한 이용자 연결의 복구를 실현하며, 분리 VP 그룹의 적용은 비용을 상승시키지만, 빠른 복구와 복수의 고장에 대처할 수 있는 방안이 된다.Abstract A cost evaluation of protection scheme for VP-based ATM network is presented here and its related characteristics are evaluated. The proposed and evaluated scheme is a state-independent restoration scheme using a disjoint path group. For fast and simple restoration of failed connections, link disjoint or node disjoint VP groups (DVPG) were utilized in this paper. A VP assignment and capacity planning problem is formulated. When failure occurs, the failed working VPs are switched to the protection VPs of disjoint path groups with a simple restoration scheme. And, cost evaluation and restoration characteristics are presented. The consideration of multiple QoS (Quality of Service) levels and disjoint path group protection scheme require additional network cost but acquire fit and fast restoration.

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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추정된 시공간 배경 정보를 이용한 홀채움 방식 (Hole-Filling Method Using Extrapolated Spatio-temporal Background Information)

  • 김범수;응웬띠 엔닷;홍민철
    • 전자공학회논문지
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    • 제54권8호
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    • pp.67-80
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    • 2017
  • 본 논문에서는 추정된 시공간 배경 정보를 이용하여 자유 시점에서 합성영상을 생성하기 위한 홀채움 방식을 제안한다. 시간적 배경 정보를 추정하기 위해 비겹침 패치 기반의 배경 코드북을 이용한 새로운 시간적 배경 모델을 소개한다. 더불어, 공간적 배경 후보의 하한 및 상한 값의 제약 조건을 설정하는 깊이영상 기반 공간적 국부 배경 예측 방식에 대해 제안한다. 추정된 시간적 배경 정보와 공간적 배경 정보의 유사도를 비교하여 가려짐 배경 영역의 홀채움 과정을 수행한다. 또한 3-D 워핑 후 발생하는 컬러영상과 깊이영상간의 불일치 문제를 해결하기 위해 깊이영상 기반의 고스트 제거 필터를 기술한다. 마지막으로 잔여 홀을 채우기 위해 새로운 깊이 항을 포함한 우선순위 함수를 이용하여 인페인팅 방식이 적용된다. 실험 결과를 통해 기존의 홀채움 방식들과 비교하여 제안하는 방식의 객관적, 주관적 성능의 우수성을 확인할 수 있었다.

CPS(Cyber Physical System)와 MIS의 연구기회 탐색 (CPS(Cyber Physical System) & Research Opportunities for MIS)

  • 최무진;박종필
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.63-85
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    • 2017
  • Purpose Recently, much attention in building smart factory has dramatically increased with an emergence of the Industry 4.0. As we noted a connectivity gap between main concerns of MIS and the automated manufacturing systems such as POP and MES, it is recommended that CPS (Cyber-Physical System) can be an important building block for the smart factory and enrich the depth of MIS knowledge. Therefore, first, this study attempted to identify the connectivity gap between the traditional field of MIS (ERP, SCM, CRM, etc.) and the automated manufacturing systems, and then recommended CPS as a technical bridge to fill the gap. Secondly, we studied concepts and research trend of CPS that is believed to be a virtual mechanism to manage manufacturing systems in an integrated manner. Finally, we suggested research and educational opportunities in MIS based on the CPS perspectives. Design/methodology/approach Since this paper introduced relatively new idea of CPS originally discussed in the field of engineering, traditional MIS research method such as survey and experiment may not fit well. Therefore this research collected technical cases through literature survey in engineering fields, video clips from Youtube, and field references from various ICT Exhibitions and Conventions. Then we analyzed and reorganized them to highlight the necessity of CPS and draw some insight to share with MIS academia. Findings This paper introduced CPS to bridge the connectivity gap between the traditional MIS and automated manufacturing system (smart factory), a concern far away from the MIS academia. Further, this paper suggested future research subjects of MIS such as developing software to share big production data and systems to support manufacturing decisions, and innovating MIS curricula including smart and intelligent manufacturing technology within the context of traditional enterprise systems.

스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구 (Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning)

  • 윤준수;황현서;박진태;서경택;문일영;권오영;김병준
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2015년도 춘계학술대회
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    • pp.903-906
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    • 2015
  • 최근 산업 전반에 걸쳐 가상세계와 현실세계, 방송과 통신, IT 기술과 전통산업 등 다양한 분야에서 융합연구가 진행되고 있다. 그리고 교육 분야에서는 주입식 교육을 탈피하는 창의력 중심으로의 교육 패러다임이 변하고 있다. 또한, 자기주도형 미래 인재를 육성하기 위한 고품질의 인터랙티브한 교육콘텐츠 기술이 요구되고 있는 실정이다. 이미 스마트 폰의 시장규모가 PC를 추월하고 있으며, 스마트 디바이스와 이러닝 신기술이 융합된 새로운 형태의 교육시스템으로 '스마트 러닝'이라는 새로운 서비스가 나타나고 있다. 본 논문에서는 직접 개발한 콘텐츠 저작 애플리케이션과 웹 사이트, 클라우드 환경을 기반으로 학습자 패턴 수집 및 분석을 하고자 한다. 이러한 정보를 활용하여 학습자의 취향에 맞는 적절한 콘텐츠를 추천해주는 큐레이션 서비스 제공 방안에 대해 연구하였다.

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체험적 패션 매장에서 체험 요인이 점포만족도와 점포충성도에 미치는 영향 연구 - 시각적 자극물을 통한 가상 체험을 중심으로 - (The Effects of Experience Factors have on Store Satisfaction and Store Loyalty for Experimental Fashion Stores - Focusing on Virtual Experience by Visual Stimuli -)

  • 채희주;김민영;고은주
    • 복식
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    • 제66권4호
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    • pp.1-17
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    • 2016
  • Fashion stores have to change to fit such the taste of individual customers taste and try to give unique experiences to the customers. They need to develop a special space that entertains customers, and entices them to visit and revitalize the off-line stores. This paper aims to analyze the experimental factors of stores, and how each of the factors impact customer experience in order to find out its effect on store satisfaction and store loyalty. Data was analyzed by using SPSS 18.0 and AMOS 18.0. Results of this study are as follows. First, Visual, Tactile, and Gustatory are the main senses that influence the emotional experience of the customers on a store visit. Second, three factors that influenced customer experience in experimental fashion stores are 'Causing Interest', 'Causing Concern', and 'Causing Relationship.' Third, the 'Causing Interest' factor and the 'Causing Concern' factor showed positive correlation with store satisfaction, while the 'Causing Relationship' factor did not impact store satisfaction, which affected store loyalty. Fourth, each experimental fashion stores can have different effect to consumer satisfaction and loyalty. Also, fashion store brands without an experimental store can cause various effects to consumers when a flagship store with an array of product information is formed. The conclusion drawn from this study will provide a guideline for fashion stores attract faithful customers by improving their store environment.

인형 놀이에 나타난 패션 디자인의 특성 (The Characteristics of Fashion Design as a Playing through a Doll)

  • 이지현;김영인
    • 복식
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    • 제57권2호
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    • pp.86-99
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    • 2007
  • In this study, the concept of play as an entertainment is redefined and applicable method of fashion design as a play are suggested by analyzing the feature of doll's costume design based on the play pattern. In literary study, the role of playing doll Is described and has been examined by the analysis of scholars' opinions. In positive study, the pattern and costume design of sample costume dolls are analyzed using 624 samples of the representative images collected from the literatures and real figures, and they are classified as collection dolls or fashion dolls in order to analyze the feature of fashion design in playing dolls. As a result of the analysis of doll's costumes based on its use, the costumers are divided into a real world costume which is similar to what human wear in daily life and a virtual costume which is used in the movie or play and the costumes only worn by the dolls. The examination of the type of costume worn by dolls, dress is principally dominant costume in collection doll, whereas in fashion doll, dress is still mainly worn but shirt blouse & pants, shirt blouse k skirt, jacket, coat, bathing suit. etc. are shown dispersedly as well. In the costume silhouette of dolls, collection doll uses mostly A line silhouette meanwhile fit and flare is mostly used in the fashion doll but other silhouettes are also relatively shown a lot. In the means of the color of the costume worn by dolls, collection doll is more similar to those in actual fashion design. On the contrary, the color of the costume that fashion doll is put on is more free and more various because the trendy rotors such as green, yellow, purple, etc are used.

3D 가상착의 프로그램을 활용한 청소년 남학생의 보디스 원형 비교 (Comparison of bodice prototypes of adolescent male students using 3D virtual simulation program)

  • 차수정
    • 복식문화연구
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    • 제26권5호
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    • pp.727-743
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    • 2018
  • In this study, we used the 3D simulation program to create bodice patterns for adolescents boy students and analyze the fitting and air gap through 3D simulation. The purpose of this study was to select the bodice pattern method that best suited the body shapes of the adolescents male students. The subjects of this study were the French E pattern, Japanese N pattern, and Korean industrial L and J patterns. The applied size was the sixth Korean human body size survey data of 2010 Korea. The age range of the subjects was 13-18 years. DC Suite Program Ver. 5.1 was used, and SPSS 23.0 program was used for data analysis. As a result of comparing the shapes of the bodice patterns in the 3D simulation program, the E pattern had two waist darts on the front and one shoulder dart and one waist dart on the back, and the J and L patterns only had one dart on the back. The N pattern had no darts on either the front or back. As a result of examining the appearance evaluation of the pattern, air gap, color distribution, and clothing cross-section, the E pattern was evaluated as the closest to the body, and the N pattern was evaluated as the pattern with the largest allowance. The J pattern was evaluated as the best fit for body shape of the male adolescents. However, it is necessary to develop a pattern system by adding extra ease in setting the center front length.