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네트워크 약리학을 활용한 알레르기 비염에서의 몰약의치료 효능 및 기전 예측
임예빈,권빛나,김동욱,배기상 대한한의학회 2024 대한한의학회지 Vol.45 No.1
Objectives: Network pharmacology is an analysis method that explores drug-centered efficacy and mechanism by constructing a compound-target-disease network based on system biology, and is attracting attention as a methodology for studying herbal medicine that has the characteristics for multi-compound therapeutics. Thus, we investigated the potential functions and pathways of Myrrha on Allergic Rhinitis (AR) via network pharmacology analysis and molecular docking. Methods: Using public databases and PubChem database, compounds of Myrrha and their target genes were collected. The putative target genes of Myrrha and known target genes of AR were compared and found the correlation. Then, the network was constructed using STRING database, and functional enrichment analysis was conducted based on the Gene Ontology (GO) Biological process and Kyoto Encyclopedia of Genes and Genomes (KEGG) Pathways. Binding-Docking stimulation was performed using CB-Dock. Results: The result showed that total 3 compounds and 55 related genes were gathered from Myrrha. 33 genes were interacted with AR gene set, suggesting that the effects of Myrrha are closely related to AR. Target genes of Myrrha are considerably associated with various pathways including ‘Fc epsilon RI signaling pathway’ and ‘JAK-STAT signaling pathway’. As a result of blinding docking, AKT1, which is involved in both mechanisms, had high binding energies for abietic acid and dehydroabietic acid, which are components of Myrrha. Conclusion: Through a network pharmacological method, Myrrha was predicted to have high relevance with AR by regulating AKT1. This study could be used as a basis for studying therapeutic effects of Myrrha on AR.
임예빈(Ye-Bin Lim),김효남(Hyo-Nam Kim) 한국컴퓨터정보학회 2024 한국컴퓨터정보학회 학술발표논문집 Vol.32 No.1
최근에 국내외 실감형 콘텐츠 산업의 가파른 성장에 따른 실감콘텐츠산업에 대한 관심이 높아지고 있은 상황에서 VR, AR, XR 시장은 혁신적인 변화를 주도하고 있다. 실감형 기잔의 기기의 게임들은 기존의 게임과는 다른 방식의 품질보증(QA) 접근 방식을 요구한다. 전통적인 2D 게임과 달리 물리적 상호작용과 환경 인식 기능같은 부분이 다르기 때문이다. 본 논문에서는 가상현실, 증강현실, 확장현실 기반의 게임에 대해서 테스트 시 각 기기마다 고려해야 할 사항들에 대한 내용들을 제시하고 해당 사항들에 대해서 효과적인 방안을 제시해본다.