• Title/Summary/Keyword: Pokemon

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Expression of the Proto-oncogene Pokemon in Colorectal Cancer - Inhibitory Effects of an siRNA

  • Zhao, Gan-Ting;Yang, Li-Juan;Li, Xi-Xia;Cui, Hui-Lin;Guo, Rui
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.9
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    • pp.4999-5005
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    • 2013
  • Objective: This study aimed to investigate expression of the proto-oncogene POK erythroid myeloid ontogenic factor (Pokemon) in colorectal cancer (CRC), and assess inhibitory effects of a small interference RNA (siRNA) expression vector in SW480 and SW620 cells. Methods: Semi-quantitative reverse transcription-polymerase chain reaction (PCR) and immunohistochemistry were performed to determine mRNA and protein expression levels of Pokemon in CRC tissues. Indirect immunofluorescence staining was applied to investigate the location of Pokemon in SW480 and SW620 cells. The siRNA expression vectors that were constructed to express a short hairpin RNA against Pokemon were transfected to the SW480 and SW620 cells with a liposome. Expression levels of Pokemon mRNA and protein were examined by real-time quantitative-fluorescent PCR and western blot analysis. The effects of Pokemon silencing on proliferation of SW480 and SW620 cells were evaluated with reference to growth curves with MTT assays. Results: The mRNA expression level of Pokemon in tumor tissues ($0.845{\pm}0.344$) was significantly higher than that in adjacent tumor specimens ($0.321{\pm}0.197$). The positive expression ratio of Pokemon protein in CRC (87.0%) was significantly higher than that in the adjacent tissues (19.6%). Strong fluorescence staining of Pokemon protein was observed in the cytoplasm of the SW480 and SW620 cells. The inhibition ratios of Pokemon mRNA and protein in the SW480 cells were 83.1% and 73.5% at 48 and 72 h, respectively, compared with those of the negative control cells with the siRNA. In the SW620 cells, the inhibition ratios of Pokemon mRNA and protein were 76.3% and 68.7% at 48 and 72 h, respectively. MTT showed that Pokemon gene silencing inhibited the proliferation of SW480 and SW620 cells. Conclusion: Overexpression of Pokemon in CRC may have a function in carcinogenesis and progression. siRNA expression vectors could effectively inhibit mRNA and protein expression of Pokemon in SW480 and SW620 cells, thereby reducing malignant cell proliferation.

A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.473-480
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    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

Expression of the Pokemon Proto-oncogene in Nasopharyngeal Carcinoma Cell Lines and Tissues

  • Jiao, Wei;Liu, Fei;Tang, Feng-Zhu;Lan, Jiao;Xiao, Rui-Ping;Chen, Xing-Zhou;Ye, Hui-Lan;Cai, Yong-Lin
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.11
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    • pp.6315-6319
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    • 2013
  • To study the differentiated expression of the proto-oncogene Pokemon in nasopharyngeal carcinoma (NPC) cell lines and tissues, mRNA and protein expression levels of CNE1, CNE2, CNE3 and C666-1 were detected separately by reverse transcription polymerase chain reaction (RT-PCR), real-time PCR and Western-blotting. The immortalized nasopharyngeal epithelial cell line NP69 was used as a control. The Pokemon protein expression level in biopsy specimens from chronic rhinitis patients and undifferentiated non keratinizing NPC patients was determined by Western-blotting and arranged from high to low: C666-1>CNE1>CNE2> CNE3>NP69. The Pokemon mRNA expression level was also arranged from high to low: CNE1>CNE2>NP69>C666-1>CNE3. Pokemon expression of NP69 and C666-1 obviously varied from mRNA to protein. The Pokemon protein level of NPC biopsy specimens was obviously higher than in chronic rhinitis. The data suggest that high Pokemon protein expression is closely associated with undifferentiated non-keratinizing NPC and may provide useful information for NPC molecular target therapy.

The study for Korean VR/AR content policy through PokemonGo syndrome ('포켓몬GO 신드롬'으로 본 국내 VR/AR 지원정책 고찰)

  • Choi, JoongBin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.169-178
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    • 2016
  • Awareness of Korean VR/AR industry has been spread via the success of PokemonGo syndrome. In accordance with the increase in interest VR/AR ecosystem in the domestic VR/AR industry is to equip the global competitiveness of C-P-N-D aspect is essential. This paper analyzes the state VR/AR industrial ecosystem status in the C-P-N-D perspective and examines the government and the local governments of VR / AR content policy in supporting ecological point of view. Especially, the importance of the platform and IP has been noted based on VR/AR industry.

A Study of Age Rating Criteria for Outdoor Augmented Reality Game (실외형 증강현실 게임의 등급분류기준에 관한 연구)

  • Kang, Ju-young;Lee, Hwan-soo
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.439-447
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    • 2016
  • Interest in Augmented Reality (AR) game $Pok{\acute{e}}mon$ GO is getting heightened. However, based on its characteristic, various direct and indirect problems are highlighted, thus increasing concerns. Although the game is not formally released domestically, there are limits in national game classification to apply on such outdoor Augmented Reality game. This paper will examine the problematic cases regarding Pokemon GO and analyze internal and external game classification system to discuss safe gaming measures for domestic users. In result of examining cases, need for adding 'physical danger' in current game classification system for user's safety was shown. As the government's game regulation is being eased, appearance of a variety of games using Augmented Reality technology in near future is predicable. Therefore it is important to prepare improvement of game classification system as a pre-safety measure, and it is expected to bring positive effect on game usage and industrial growth through safe game usage.

A Study on the AR Game Analysis and Business Model (AR게임 분석과 비즈니스 모델에 관한 연구)

  • Kang, Ye-seul;Kang, Ji-yeong;Yoon, Hee-young;Hwang, Jin-ju;Chang, Young-hyun;Ko, Chang-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.49-54
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    • 2016
  • Development of AR/VR has expanded computer games from indoor static contents to outdoor dynamic contents. The syndrome of 'Pokemon Go' which is a representative AR game was born, and Nintendo's stock price shot up a massive 120%. Although some people gained profits, new damages are emerging including illegal intrusion or road accidents because it is a type of game to visit real locations. There are reported about 114 thousand road accidents related to the game. This study aims to examine the trends of AR game in 2016 and analyze damages and positive cases to suggest a method for preventing accidents due to the AR game, and a business model.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

A Planning study on the VR/AR Common Platform in Electric Power Industry (전력산업에서 VR/AR 기술동향 및 공통 플랫폼 구성방안 연구)

  • Chae, Changhun;Choi, Minhee;Yoo, Eungeun;Lim, Chanuk;Park, Jinwoo;Jung, Namjoon
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.3
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    • pp.397-402
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    • 2016
  • Recently, many ICT companies are trying to expand the ecosystem of VR (Virtual Reality) and AR (Augmented Reality). They are developing a variety of industries such as entertainment, education, e-commerce and so on. There is also contains the power, energy field. And application related with VR/AR will increase in power industry. Thus, Platform is necessary because there are problems such as re-use, interface with legacy system and security. We can expect the convenience and efficiency by developing VR/AR power platform. In this paper, we will discuss the trends of VR/AR technologies, possibilities of VR/AR in energy field, essential elements of VR/AR power platform. In the future, we expect to lead standards of VR/AR in energy and to develop a killer application such as Pokemon GO.

Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.