• Title/Summary/Keyword: 상호작용 기능

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Biochemical and Molecular Biological Studies on the DNA Replication of Bacteriophage T7 (Bacteriophage T7의 유전자 복제기작에 관한 생화학적, 분자생물학적 특성 연구)

  • KIM Young Tae
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.28 no.2
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    • pp.209-218
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    • 1995
  • Bacteriophage T7 gene 2.5 protein, a single-stranded DNA binding protein, has been implicated in T7 DNA replication, recombination, and repair. Purified gene 2.5 protein has been shown to interact with the phage encoded gene 5 protein (DNA polymerase) and gene 4 proteins (helicase and primase) and stimulates their activities. Genetic analysis of T7 phage defective in gene 2.5 shows that the gene 2.5 protein is essential for T7 DNA replication and growth. T7 phage that contain null mutants of gene 2.5 were constructed by homologous recombination. These mutant phage $(T7\Delta2.5)$ cannot grow in Escherichia coli. After infection of E. coli with $T7\Delta2.5$, host DNA synthesis is shut off, and $T7\Delta2.5$ DNA synthesis is reduced to less than $1\%$ of wild-type phage DNA synthesis (Kim and Richardson, 1993, Proc. Natl. Aca. Sci. USA, 90, 10173-10177). A truncated gene 2.5 protein $(GP2.5-\Delta21C)$ deleted the 21 carboxyl terminal amino acids was constructed by in vitro mutagenesis. $GP2.5-\Delta21C$ cannot substitute for wild-type gene 2.5 protein in vivo; the phage are not viable and exhibit less than $1\%$ of the DNA synthesis observed in wild-type phage-infected cells. $GP2.5-\Delta21C$ has been purified to apparent homogeneity from cells overexpressing its cloned gene. Purified $GP2.5-\Delta21C$ does not physically into「act with T1 gene 4 protein as measured by affinity chromatography and immunoblot analysis. The mutant protein cannot stimulate T7 gene 4 protein activity on RNA-primed DNA synthesis and primer synthesis. These results suggest that C-terminal domain of gene 2.5 protein is essential for protein-protein interactions.

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A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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Pattern-based Design and Safety Analysis for Networked Supervisory Medical Systems (네트워크 통합형 의료기기를 위한 안전한 상호작용 패턴과 구조적 안전성 검사)

  • Kang, Woochul
    • KIISE Transactions on Computing Practices
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    • v.20 no.10
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    • pp.561-566
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    • 2014
  • There are growing demands for improving the patient safety and the effectiveness of medical services through device connectivity and interoperability. However, integration through networking might greatly increase the complexity of the system if it is not properly designed, jeopardizing patient safety. In this paper, we codify safe medical device interaction patterns, and exploit them for the low complexity design and safety analysis of networked supervisory medical systems. We implement the proposed approach as a plug-in of Architecture Analysis and Description Language (AADL). Our implementation enables the modeling and safety analysis of medical devices and their interactions before actual development.

Development of a Kansei Analysis System on the Physical User Interface (사용자 만족도개선을 위한 PUI(Physical User Interface)의 조작감성 평가체계 수립방안)

  • Oh, Jin-Wook;Park, Jong-Hyun;Jo, Jang-Hyeon;Lee, Cheol;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1194-1200
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    • 2006
  • 사용자-제품 상호작용(User-product interaction)의 관점에서 사용자의 만족도는 제품의 사용편의성(Usability)과 감성품질에 의해서 결정된다. 특히, 물리적으로 사용자와 제품의 기능을 연결하는 PUI(Physical User Interface)의 감성품질은 시각뿐 아니라 촉감, 동작감, 청감 등의 사용자의 다양한 감성의 조합으로 이루어져 있다. 문헌조사에 의하면, 사용자의 감성 만족도를 향상시키기 위한 제품의 시각적 감성품질에 관련된 연구는 활발하게 진행되고 있으나, 촉감, 동작감, 청감 등의 감성품질에 관련된 연구는 상대적으로 미흡한 실정이다. 이러한 관점에서 제품의 전체적인 감성품질을 평가하기 위해서는 제품과 사용자가 상호작용하는 PUI의 전반에 대한 사용자 만족도(User Satisfaction)의 정량적인 평가가 필수적이며, PUI의 감성품질을 구성하는 시각에 대한 고려뿐만 아니라, 예를 들어 조작장치를 잡는 느낌, 조작장치가 움직일 때의 동작감, 조작장치 작동 시의 청감 등 사용자와 조작장치 간에 일어나는 상호작용 전반에 관한 연구가 이루어져야 한다. 본 연구에서는 PUI의 구성요소 중 동적인 조작장치의 촉감, 동작감, 청감에 대하여 문헌 조사를 통해 조작 장치의 감성을 구성하는 요소들을 체계적으로 파악하였고, 감성의 요소를 중복 설명하지 않는 상호독립적인 의미를 가진 감성 형용사를 수집하고 분류한 후, 추출한 형용사를 기초로 설문지를 작성하였으며, 사용자들의 설문을 통하여 자료를 수집하였다. 구조방정식 기법을 사용하여, 조작장치의 전체적인 사용자 만족도와 촉감, 동작감, 청감 간의 상관관계 모형을 수립하였다. 또한 구조방정식의 결과를 바탕으로 인간공학 전문가와 제품설계 전문가로 이루어진 FGI(Focus Group Interview)를 실시하여 잡는 느낌, 동작감, 청감과 관련된 조작장치의 적절한 설계 변수를 결정한 후 설계값을 측정하였으며 감성 만족도와 측정치 간의 상관관계를 분석하여 감성품질 요소의 정량화를 수행하였다. 본 연구결과는 실제 산업현장에서 제품개발자들이 사용자 만족도에 영향을 미치는 제품 설계요소들의 상대적인 중요도를 평가하고, 감성품질을 결정하는 설계특성값을 구체적으로 파악하는데 실질적인 도움을 줄 것으로 기대된다.

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Users' Attachment Styles and ChatGPT Interaction: Revealing Insights into User Experiences

  • I-Tsen Hsieh;Chang-Hoon Oh
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.21-41
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    • 2024
  • This study explores the relationship between users' attachment styles and their interactions with ChatGPT (Chat Generative Pre-trained Transformer), an advanced language model developed by OpenAI. As artificial intelligence (AI) becomes increasingly integrated into everyday life, it is essential to understand how individuals with different attachment styles engage with AI chatbots in order to build a better user experience that meets specific user needs and interacts with users in the most ideal way. Grounded in attachment theory from psychology, we are exploring the influence of attachment style on users' interaction with ChatGPT, bridging a significant gap in understanding human-AI interaction. Contrary to expectations, attachment styles did not have a significant impact on ChatGPT usage or reasons for engagement. Regardless of their attachment styles, hesitated to fully trust ChatGPT with critical information, emphasizing the need to address trust issues in AI systems. Additionally, this study uncovers complex patterns of attachment styles, demonstrating their influence on interaction patterns between users and ChatGPT. By focusing on the distinctive dynamics between users and ChatGPT, our aim is to uncover how attachment styles influence these interactions, guiding the development of AI chatbots for personalized user experiences. The introduction of the Perceived Partner Responsiveness Scale serves as a valuable tool to evaluate users' perceptions of ChatGPT's role, shedding light on the anthropomorphism of AI. This study contributes to the wider discussion on human-AI relationships, emphasizing the significance of incorporating emotional intelligence into AI systems for a user-centered future.

Enzymes of White-rot Fungi Cooperate in Biodeterioration of Lignin Barrier (목질리그닌의 생물학적 분해시 백색 부후균류 효소들의 상호작용)

  • Leonowicz, Andrzej;Cho, Nam-Seok;Wasilewska, Maria W.;Rogalski, Jerzy;Luterek, Jolanta
    • Journal of the Korean Wood Science and Technology
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    • v.25 no.2
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    • pp.1-20
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    • 1997
  • 목재를 분해시키는 담자균류들은 목재 및 목질복합체에 쉽사리 침투하여 복잡한 리그노셀룰로오스 복합체를 분해시킨다. 이러한 분해에는 많은 효소시스템들이 복합적으로 작용하면서 상호 협동하는 것으로 보고되고 있다. 지금까지 일려진 효소들은 통상 3개의 그룹으로 나눌 수 있는데 그 하나는 목재성분을 직접적으로 공격하는 효소균들, 예를 들면 cellulase complex, laccase(LAC), lignin peroxidase(LIP), horse-radish peroxidase(HRP), manganese-independent peroxidase(MIP) 및 protocatechuate 3,4-dioxygenase(PCD) 등이 있고, 두번째 그룹으로서 manganese-dependent peroxidase(MnP), aryl alcohol oxidase(AAO) 및 glyoxal oxidase(GLO) 등인데, 이들 효소들은 목질을 직접적으로 공격하지 않고 제1그룹의 효소들과 협동하여 작용하는 것으로 알려지고 있다. 제3그룹의 효소들은 glucose oxidase(GOD) 및 cellobiose : quinone oxidoreductase(CBQ)로서 feedback type의 효소들로서 목재고분자의 분해시 대사의 고리를 결합시켜 주는 매우 중요한 기능을 하는 효소군들이다. 그러나 이 이외에도 다른 분해기구가 밝혀지고 있으며 기타 효소들에 의한 리그노셀룰로오스의 분해반응기구의 해명에는 상당한 시간이 걸릴 것으로 사료된다.

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A Study on the Active BIFS Generation System on User Interaction (사용자 요구에 따른 능동적인 BIFS 시스템에 관한 연구)

  • Lee, Sang-Rae;Lee, Yung-Lyul;Park, Hyun-Wook
    • Annual Conference of KIPS
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    • 2002.04a
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    • pp.183-186
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    • 2002
  • MPEG-4는 기존의 MPEG-1, MPEG-2와 달리 멀티미디어를 위한 객체 기반의 부호화에 관한 표준이다. MPEG-4의 장면은 여러 개의 객체로 이루어져 있기 때문에 각 객체들을 시간, 공간적으로 표현하기 위한 장면 기술의 방법으로 BIFS(Binary Format for Scene description)를 규정하고 있다. MPEG-4 단말기에서는 부호화된 BIFS 정보를 복호화하여 각 객체들을 화면에 구성하게 되며, 객체의 특성, 행동들을 정의하거나 변경할 수 있고 새로운 객체들을 포함하는 등의 사용자 상호 작용에 따른 기능을 수행하게 된다. 그러나, 사용자 상호 작용에 따른 장면 재구성은 초기 장면을 구성할 때 기술된 장면 정보를 벗어날 수 없는 제약을 받게 된다. 따라서 본 논문에서는 BIFS 수정 정보 발생기 (BIFS modifier)를 가진 시스템 구조를 제안한다. 제안된 시스템 구조에서 BIFS 수정 발생기는 사용자의 상호 작용이 발생한 노드를 전달 받아 이에 상응하는 BIFS 정보를 기존의 BIFS 정보에서 찾은 후 이를 수정하여 BIFS 변경(BIFS update) 명령을 만들어내고 이에 따라 장면을 재구성하여 동적인 장면 구성을 가능하게 한다. 또한, 제안된 시스템 구조를 주요 응용 분야인 peer-to-peer(P2P)를 가정한 네트웍 기반의 게임에 직접 적용하여 보았다.

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Relationship between Preschool Child-Mother Interaction, Child's Health Status, Health-Related Quality of Life, and Social Development (학령전기 아동과 어머니의 상호작용, 아동 건강 상태, 건강 관련 삶의 질 및 사회적 발달 간의 관계)

  • Park, Sunghee
    • Child Health Nursing Research
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    • v.20 no.4
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    • pp.255-263
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    • 2014
  • Purpose: The purpose of this study was to examine relationship of preschool child and mother interaction, child's health status, health-related quality of life and social development. Also, it was intended to provide a basis for development of mother-child interaction programs. Methods: The present study was a descriptive research. Participants in this study were a convenience sample of 230 preschool children and their mothers. For the final analysis 209 questionnaires were used after eliminating questionnaires with incomplete responses. Data were analyzed using the SPSS 18.0 program. Results: The mean score for interaction between preschool child and mother was $3.96{\pm}0.55$ out of 5 points, for child health status, $3.75{\pm}0.62$ out of 5 points, for child's health-related quality of life, $83.89{\pm}10.20$ out of 100 points and for child's social development, $19.66{\pm}3.57$ out of 24 points. Positive correlations were found between interaction of preschool child and mother, child's health status, health-related quality of life, and social development. Conclusion: The results demonstrate the importance of the quality of the relationship between mother, the child's primary caregiver, and her child for the healthy growth and development of preschool children. It is suggested that intervention programs for preschool child-mother interaction should be developed using evidence based data.

Analysis on the Current status of e-Learning among Pre-Service Teachers (예비교사의 이러닝 인식 및 사용 교수·학습 전략 실태 분석)

  • Lee, Okhwa;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.95-105
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    • 2004
  • It is important to understand how pre-service teachers perceive e-learning because their prior-experience with e-learning will have a great impact on their teaching after the graduation. Pre-service teachers (401 students) with cyber learning experience, which is a form of e-learning, were selected in 2004 in May and June. Survey was conducted regarding the instructional experience (working hours, tasks and evaluation, satisfaction about cyber learning and its academic achievement, difficulties and suggestions) and instructional methods (instructional activities, frequencies of interaction, strategies of interaction, collaborative activities, behaviors in the group instructional activities for knowledge development). The results are pre-service teachers tent to spend similar v slightly less working hours for cyber learning, similar or slightly less satisfaction level for the instruction and the academic achievement. It was interesting that female students were more negative than males students, considering female students have been more active in online discussion traditionally. Logical presentation of contents and instructional strategies for the cyber learning were the most wanting suggestions. E-mails and BBS for reference materials were the two most used functions in the online learning. The amount and types of tasks were satisfactory. Students did not interact freely during the group activities, they reported they did not learn much through the group activity. During the group work, they consider they do their roles with responsibility while they have slightly negative responses toward other members' contribution in the group activity. Off line meeting is strongly suggested.

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Design and Implementation of Web Based Map Learning System (웹 기반 지도 학습 시스템의 설계 및 구현)

  • Kim, Jeong-A;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.231-241
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    • 2005
  • There are two main purposes in learning map in the subject of social studies in understanding the map itself and growing the ability of construing connection and situation and reasoning by applying the map. However, the map learning leans to understanding the map itself in existing materials. Although there is an interaction between learners and the context, there is hardly any interaction between learners or between teachers. Therefore, this paper designs and implements the web-based map learning system using the constructivism to make the cooperative study possible through the interaction and to be able to teach the map learning based on learners. The characteristics of the system suggested in this paper are as below. First, learners study the basic factors of the map by themselves and enable them to give feedbacks after the evaluation. Also, it embodies to evaluate the context of study as a multiple question after studying the whole thing. Second, the participation is induced by bringing the interests of learners based on the web and the interaction between teacher and learner as well as between learners is strengthened by the bulletin board and chatting function. Third, the study of utilizing map is embodied by means of applying the study model of solving problems and suggesting useful tasks.

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