• Title/Summary/Keyword: 매개화

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Study on the Properties of Lagerstroemia indica Extract as an Anti-acne Cosmetic Material (배롱나무 꽃 추출물의 항여드름 화장품 소재로서의 특성 연구)

  • Jiyoung You;Se-young Oh;Yeji Im;Suwon Jeon;Kyung-Baeg Roh;Song-ah Choi;Eunae Cho;Deokhoon Park;Eunsun Jung
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.50 no.1
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    • pp.19-27
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    • 2024
  • This study is to propose Lagerstroemia indica flower as an anti-acne cosmetic material, and confirmed the sebum control, anti-inflammatory, and antioxidant effects using Lagerstroemia indica flower extract (LIFE) . As a result of evaluating the sebum control effectiveness, it was confirmed that LIFE inhibited the production of sebum excessively induced with palmitic acid up to 65%. Subsequently, it was confirmed that LIFE has an antibacterial effect and the ability to inhibit lipase activity against Cutibacterium acnes (C. acnes), which mainly appears in acne lesions, and can also reduce the inflammatory response caused by virulence factors secreted by C. acnes. It was also confirmed that LIFE inhibited the secretion of nitrogen monoxide (NO) and prostaglandin E2 (PGE2), which are inflammatory mediators induced by LPS in macrophages, by 75% and 54%, respectively, and that it also had a high DPPH radical scavenging ability similar to that of ascorbic acid. These results suggest that LIFE, a natural extract, can be used as an anti-acne material to relieve and treat acne, a complex disease, by controlling sebum production and having antibacterial and lipase activity inhibiting against C. acnes, and anti-inflammatory, antioxidant properties.

Inhibitory effect of ethanol extract of Gryllus bimaculatus on platelet aggregation and glycoprotein IIb/IIIa activation (쌍별귀뚜라미 에탄올 추출물의 혈소판응집반응과 당단백질 IIb/IIIa 활성화 억제 효과)

  • Hyuk-Woo Kwon;Man Hee Rhee;Jung-Hae Shin
    • Journal of Applied Biological Chemistry
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    • v.66
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    • pp.236-243
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    • 2023
  • Platelets act a fundamental role in primary- and secondary-hemostasis, however, platelet activation may cause thrombosis simultaneously. Therefore, control of platelet aggregation is crucial in preventing thrombosis-mediated diseases. Recently, the development of insect materials is attracting attention. Among the highly nutritious functional food sources, insects such as two-spotted cricket (Gryllus bimaculatus). Gryllus bimaculatus (G. bimaculatus) contains high protein and unsaturated fatty acids and has been registered as a food material September 2015 by the Ministry of Food and Drug Safety of Korea. In this study, we examined whether G. bimaculatus extract (GBE) inhibits platelet aggregation, intracellular calcium mobilization, thromboxane A2 production and glycoprotein IIb/IIIa (integrin αIIb/β3) activation. We investigated whether GBE can regulate signaling molecules, such as 1, 4, 5-triphosphate receptor type I, extracellular signal-regulated kinase, cytosolic phospholipase A2, mitogen-activated protein kinases p38, vasodilator-stimulated phosphoprotein, phosphatidylinositol-3 kinase, Akt, glycogen synthase kinase-3α/β, and SYK. Taken together, GBE is a potential therapeutic drug candidate to prevent platelet-related thrombosis and cardiovascular disease.

A Study on the Social Perception of Jiu-Jitsu Using Big data Analysis (빅데이터 분석을 활용한 주짓수의 사회적 인식 연구)

  • Kun-hee Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.209-217
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    • 2024
  • The purpose of this study is to explore development plans by analyzing social interests and perceptions of jiu-jitsu using big data analysis. Network analysis, centrality analysis, and CONCOR analysis were conducted by collecting data for the last 10 years of major domestic portal sites. First, 'judo' was found to be the most important related word in network analysis, and 'judo' was also an important word in the analysis of dgree centrality. In the closeness centrality analysis, "defender" was the most important word, and "sports" was the most important word in betweenness centrality. Finally, as a result of CONCOR analysis, four clusters (related sports and marketing, jiu-jitsu competitions, belt test, supplies and expenses) were formed. As a conclusion of the study, first, words such as 'judo', 'exercise', 'competition', 'dobok', 'gym', and 'graduation' should be actively used to promote jiu-jitsu.As a conclusion of the study, first, words such as 'judo', 'exercise', 'contest', 'dobok', 'gym', and 'graduation' should be actively used to promote jiu-jitsu. Second, it is necessary to share information on training costs through various routes, to make awareness of the graduation process or method common, and to develop safety products and create a safe training culture. Third, it is necessary to find ways to continuously increase the influx of new trainees by attracting steady competitions.

Development and Application of a Project-based Sustainability Education Program (프로젝트 기반 지속가능성 교육 프로그램의 개발과 적용)

  • Kang, Sukjin;Kim, Jinhyeon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.108-121
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    • 2024
  • In this study, we developed a sustainability education program employing a project-based learning strategy for prospective teachers and investigated its effectiveness. A total of 23 senior students from a university of education participated in the study. The investigation involved a pretest on their pro-environmental behavior and attitudes, followed by a five-week implementation of the program, during which students individually engaged in energy-saving projects. Following the program, a post-test, which used the same questionnaire as the pretest, was administered. In addition, we conducted individual interviews with nine students who actively engaged in the projects. We analyzed the interview contents, portfolios, and reports; identified sub-concepts related to the program's effectiveness and its causes; and then organized them into subcategories. Then, we extracted recurring relationships among the subcategories to formulate a tentative explanatory model. The results indicate that the program positively impacted students' pro-environmental behavior and values/attitudes. Notably, the students' "sense of achievement gained through success" emerged as a significant factor influencing their pro-environmental behavior. Furthermore, some causes were found to indirectly affect pro-environmental behavior through pro-environmental values and attitudes.

A Study on Acceptance of Blockchain-Based Genetic Information Platform (블록체인 기반 유전자분석 정보플랫폼의 수용에 대한 연구)

  • In Seon Choi;Dong Chan Park;Doo Hee Chung
    • Information Systems Review
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    • v.23 no.3
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    • pp.97-125
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    • 2021
  • Blockchain is a core technology to solve personal information leakage and data management issues, which are limitations of existing Genomic Sequencing services. Due to continuous cost reduction and deregulation, the market size of Genomic Sequencing has been increasing, also the potential of services is expected to increase when Blockchain's security and connectivity are combined. We created our research model by combining the Technology Acceptance Model (TAM) and the Innovation Resistance Theory also analyzed the factors affecting the acceptance intention and innovation resistance of the Blockchain Based Genomic Sequencing Information Platform. A survey was conducted on 150 potential users of Blockchain and Genomic Sequencing services. The analysis was conducted by setting the four Blockchain variables: Security, transparency, availability, and diversity). Also, we set the Perceived Usefulness, Perceived risk, and Perceived Complexity for Technology Acceptance and Innovation Resistance variables and analyzed the effect of the characteristics of the Blockchain on acceptance intention and innovation resistance through these variables. Through this analysis, key variables that need to be considered important to reduce resistance and increase acceptance intention could be identified. This study presents innovation factors that should be considered in companies preparing a new Blockchain Based Genomic Sequencing Information Platform.

Influence of Temperature on the Photosynthetic Responses of Benthic Diatoms: Fluorescence Based Estimates (온도가 저서규조류 광합성 반응에 미치는 영향: 형광을 이용한 추정)

  • Yun, Mi-Sun;Lee, Choon-Hwan;Chung, Ik-Kyo
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.14 no.2
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    • pp.118-126
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    • 2009
  • Benthic diatoms are very important primary producers in understanding estuary ecosystems and their productions are largely varied by their photo-physiological characteristics. The short-term effects of increased temperature on the photosynthetic and photo-physiological characteristics of cultured different species of benthic diatoms (Navicula sp., Nitzschia sp., Cylindrotheca closterium, and Pleurosigma elongatum) were investigated by measuring their PSII-fluorescence kinetics using a Diving-PAM. Photosynthesis versus irradiance curves were measured every two hours at six different temperatures (10, 15, 20, 25, 30, and $35^{\circ}C$) for twenty-four hour. The effective quantum yield of PSII ($\Phi_{PSII}$) for most of the species showed a decreasing trend with increased temperature. The relative maximum electron transport rate (rETRmax) was significantly increased up to the optimum temperature level and then sharply decreased. Relative to the values of other parameters, the maximum light use coefficient ($\alpha$) was not substantially changed at lower temperature levels (<$30^{\circ}C$) but significantly decreased only at higher temperatures (30 and $35^{\circ}C$). The light saturation coefficient ($E_K$) mirrored the rETRmax temperature response. In regards to the temperature acclimation abilities of the four species with time, Navicula sp. and C. closterium acclimated to short-term changes in temperature through their photo-physiological adjustments.

The Effects of Social Media on Traveler's Autobiographical Memory and Intention to Revisit Travel Destination (소셜 미디어가 관광객의 자서전적 기억과 관광지 재방문 의도에 미치는 영향)

  • Hyunae Lee;Namho Chung;Chulmo Koo
    • Information Systems Review
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    • v.18 no.3
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    • pp.51-71
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    • 2016
  • Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.

The Effect of Technostress on User Resistance and End-User Performance (테크노스트레스가 사용자 저항과 성과에 미치는 영향)

  • Kyoung-June Kim;Ki-Dong Lee
    • Information Systems Review
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    • v.19 no.4
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    • pp.63-85
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    • 2017
  • Recent information technology achieves remarkable progress in almost all areas where it can be applied. However, this technology also causes technostress, such as fear and pressure to individuals, due to events, such as the threat of job loss. This technostress is becoming an important factor that can affect user performance and productivity in future society where information technology will be the focus. This kind of stress should be studied considerably in academic and practical applications. The effects of technostress on individual performance remain ambiguous. Therefore, academic research is needed to prove these effects. This study aimed to clarify the direct and indirect effects of technostress on information technology end-users. We developed a research model that integrates innovation resistance and technostress theory through previous studies and analyzed the questionnaire of 317 people. The PLS structural equation model and the study results of Baron and Kenny (1986) indicated that rapid change, connectivity, reliability, and complexity are crucial factors affecting the technostress of information technology. Technostress was analyzed indirectly only through innovation resistance, which affected the performance of end-users. This study will provide new implications for the relationship between technostress and performance or productivity in the IS field.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • s.33
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.