1,722,055 research outputs found
Molecular mechanism of Dang-Shen-Yu-Xing decoction against Mycoplasma bovis pneumonia based on network pharmacology, molecular docking, molecular dynamics simulations and experimental verification
Mycoplasma bovis pneumonia is a highly contagious respiratory infection caused by Mycoplasma bovis. It is particularly prevalent in calves, posing a significant threat to animal health and leading to substantial economic losses. Dang-Shen-Yu-Xing decoction is often used to treat this condition in veterinary clinics. It exhibits robust anti-inflammatory effects and can alleviate pulmonary fibrosis. However, its mechanism of action remains unclear. Therefore, this study aimed to preliminarily explore the molecular mechanism of Dang-Shen-Yu-Xing decoction for treating mycoplasma pneumonia in calves through a combination of network pharmacology, molecular docking, molecular dynamics simulation methods, and experimental validation. The active components and related targets of Dang-Shen-Yu-Xing decoction were extracted from several public databases. Additionally, complex interactions between drugs and targets were explored through network topology, Gene Ontology, and Kyoto Encyclopedia of Genes and Genomes enrichment analyses. Subsequently, the binding affinity of drug to disease-related targets was verified through molecular docking and molecular dynamics simulation. Finally, the pharmacodynamics were verified via animal experiments. The primary network topology analysis revealed two core targets and 10 key active components of Dang-Shen-Yu-Xing decoction against Mycoplasma bovis pneumonia. Kyoto Encyclopedia of Genes and Genomes enrichment analysis showed that the mechanism of Dang-Shen-Yu-Xing decoction for treating mycoplasma bovis pneumonia involved multiple signaling pathways, with the main pathways including PI3K-Akt and IL17 signaling pathways. Moreover, molecular docking predicted the binding affinity and conformation of the core targets of Dang-Shen-Yu-Xing decoction, IL6, and IL10, with the associated main active ingredients. The results showed a strong binding of the active ingredients to the hub target. Further, molecular docking dynamics simulation revealed three key active components of IL10 induced by Dang-Shen-Yu-Xing decoction against Mycoplasma bovis pneumonia. Finally, animal experiments confirmed Dang-Shen-Yu-Xing decoction pharmacodynamics, suggesting that it holds potential as an alternative therapy for treating mycoplasma bovis pneumonia
[[alternative]]The effect of different intensities of active recovery on muscle function and running economy after exercise-induced muscle damage
[[abstract]]The effect of the different intensities of active recovery on muscle function and running economy after exercise-induced muscle damage
June 2005 Student:Chia-Ching Wu
Advisor:Sandy Shen-Yu Hsieh
ABSTRACT
Background:Should athlete continue to exercise when muscles are sored after strenuous exercise? Current literatures do not provide clear answers to this question. Post studies discussed the effect of exercise on muscle function after exercise-induced muscle damage. However, muscle function is not the only concern for endurance runners. Running economy should also be considered. Purpose:To determine the effect of a 6-day different intensities active recovery (50%、60%、70% VO2max) on muscle function and running economy after exercise-induced muscle damage. Methods:Forty Physical Education students (32 males & 8 females) took the VO2max and running economy test first. Then they were randomly assigned into 4 groups: E50(50% VO2max;n=10;♂=8、♀=2), E60(60% VO2max;n=10;♂=8、♀=2), E70(70% VO2max;n=10;♂=8、♀=2) and CON(control;n=10;♂=8、♀=2). A 30-min downhill running (-15%) at 70% VO2max was used to cause muscle damage. A 30-min active recovery running exercise was performed everyday for the following 6 days. Maximal isometric voluntary contraction strength (MVC) and muscle soreness were measured before, immediately after and 1, 2, 3, 4, 5, 6, 7 days after downhill running. Creatine kinase (CK) and lactate dehydrogenase (LDH) activities were also tested before, immediately after and 1, 3, 5, 7 days after downhill running. Running economy was determined 2, 5, 7 days after downhill running. Results:On the days 4 –7, both the CON’s and E50’s MVC were significantly higher than the E70 (p<.05). On the seventh day of the running economy test after downhill running, E50 was significantly different as compared to CON and E70(p<.05). No significant differences among groups in CK activity, LDH activity and muscle soreness (p>.05) were observed. Conclusions:1. Rest or moderate intensity active recovery (about 50% VO2max) is better for MVC recovery. Higher intensity of active recovery, will delay the normal course of MVC recovery. 2. Higher intensity of active recovery or rest was harmful to running economy. 3. When consider running economy and MVC together, moderate intensity of active recovery (about 50% VO2max) was better than rest or high intensity active recovery.
Key words:active recovery, muscle damage, running economy.
Using Composite Mouse Gestures to author behaviors for artificial characters
近年來,為了呈現更為生動、擬真的電腦動畫角色,研究者已發展出多樣且複雜的模擬技術,包括低階的形態建構、運動力學模擬,乃至於動機–行為之關係以及記憶、學習等高階的行為描述。這些技術使電腦動畫及遊戲設計者得以更為簡便、迅速的方式製作出三維虛擬場景中人物或動物的各種行為,同時其中的高階行為描述除少部分以機器學習的方式達成自動建構的目的之外,大部分為程式語言。這些語言雖提供了程式設計師對於環境感知、動機衍生、動作決定與執行等行為的描述語法及數學函式,其他的使用者卻由於這些工具高度的學習門檻,無法親身感受此對於虛擬生物之行為加以描述修改的特殊經驗。若能為這些潛在的使用者(如影片導演、故事/情節設計者、教具設計者、遊戲架構設計者甚或軟體使用者如遊戲玩家、兒童等)提供更為直覺、簡單且不需長學習時間的編輯工具,則不論動畫電影或電腦遊戲皆能以更有效率的方式製作,同時各種不同的教育、訓練軟體,也將可能呈現於一般大眾眼前,以達到電腦輔助學習的目的。
本論文為了達成這樣的目標,針對世界上不同研究者做法之優缺點加以討論,並以過去於此主題之實作經驗為基礎,提出一套圖形介面行為編輯系統。此系統基於新的滑鼠應用理論 - 複合式滑鼠手勢(動作),讓使用者得以極符合直覺的方式指定虛擬實境中生物的各種行為。本系統的特色包括:一、圖形化編輯介面;二、即時反應使用者的編輯動作;三、單一行為當中所包含的一連串動作可依照編輯者對行為的概念、由一連串的滑鼠手勢描述;三者皆為其他工具所欠缺之重要功能,並將展現於系統介紹及編輯範例等章節。此外,由於所牽涉之研究領域甚廣(包括電腦圖學、人工智慧、人機介面設計等),在本文結束前亦將就此系統與各領域中其他研究加以比較與討論,並期藉此拋磚引玉,使更多專家學者能加入相關研究,挖掘人與虛擬生物間不同互動關係當中更具深層意義的學理與思維。Scientists in the computer graphics society have proposed a great variety of simulating approaches to create even more lifelike animated characters, including, from low to high level, geometric (modeling the shapes), biomechanical (generating the physically plausible motion), and AI (defining how a character behave) techniques. These technologies enable animation and game designers to easily, quickly create characters’ behavioral animation, in which most of the tools proposed for modeling behaviors (such as action-selection processes) provide script languages. These languages have facilitated programmers to define the perceptions, action selection and execution, and intention generating processes with high-level functions or syntaxes, but, unfortunately, still kept unskilled users from the interesting experiences of editing the behaviors, as a consequence of the high learning barrier. We believe that, if more intuitive, convenient tools which require little learning time existed, novice users such as film directors, script designers, storytellers, game designers, and even game players or children would be greatly benefited that not only films and games can be produced more efficiently, but also various educational and training programs would be presented to help learners in all areas.
To this end, we discuss the pros and cons of the to-date techniques, and determine the details required to specify while constructing a behavior and the necessary features for a tool. An authoring tool adapting these features is then introduced. Based on our previous investigation into this topic and a newly proposed theory on the utilization of mouse gestures, we incorporated a graphical user interface into this system, and successfully generate various types of behaviors for different artificial creatures with this system. The contributions of our system include a) GUI for behavior authoring systems, b) interactive editing manner, and c) sequential descriptions on series of actions. Based on our results, further discussions on the design of human-computer interface, artificial intelligence, and computer animation are made, with which we hope to invite more interests into this research area to explore more of the unseen questions, issues, and theories.I Introduction………………………………………9
1.1 Behavior Authoring………………………………………………..9
1.2 Motivation……………………………………………………...11
1.3 Thesis Outline…………………………………………………...12
II The Problem………………………………………13
2.1 Background – Previous Works on Behavior Authoring……………..13
2.2 The Pilot Scheme – Conceptual Farm…………………………..15
2.2.1 Overview of the System……………………..……………15
2.2.2 Behavioral Model……………………………...…………16
2.2.3 Decision Maker & Plans………………………..…………17
2.2.4 Pilot & Performer……………………………...…………19
2.2.5 Experimental Results…………………...……………….20
2.3 Discussions on Conceptual Farm & Other GUI Systems……...20
2.4 Goal………………………………………………………………...21
2.4.1 Problem Statement……………………………..…………21
2.4.2 Requirements……………..…………………...…………22
III Theory – Composite Mouse Gestures………….25
3.1 Background – Mouse Gesture & UI Metaphor……………………25
3.2 Definition………………………………………………………….27
3.3 Vocabulary………………………………………………………...27
3.4 Grammar…………………………………………………………...29
3.5 Implicated Computational Model………………………………….29
3.6 Applying CMG…………………………………………………….31
3.7 Summary………...………………………………………………….33
IV Design……………………………………………..35
4.1 Overview…………………………………………………………..35
4.2 The Behavior………………………………………………………36
4.2.1 Behavioral Routine……………………………………………...36
4.2.2 Action……………………………………………………………37
4.2.3 Percept…………………………………………………………...37
4.2.4 To Complete the Behavioral Routine…………………………...38
4.3 Building the Virtual World………………………………………...39
4.4 The Authoring Tool………………………………………………..40
4.4.1 Editing Events…………………………………………………...40
4.4.2 Intention Processor………………………………………………44
4.5 Summary…………………………………………………………...45
V Authoring Examples……………………………..47
5.1 Building a Sitting Behavior….………………………………………47
5.2 Building a Wandering Behavior.…...………………………………51
5.3 Building a Forage Behavior……………..…………………………58
5.4 Building a Chasing-Fleeing Interaction……………………………60
5.5 Result………………………………………………………………63
VII Behind the Design – Ideas & Philosophy……….71
6.1 How Was It Aroused? – The Very First Idea……………………...71
6.2 Learning? ………………………………………………………….72
6.3 With Respect to Behavior-Oriented Design (BOD) ………………73
6.3.1 Layered Structure of Reactive Plans…………………………….73
6.3.2 Sequential Input…………………………………………………74
6.3.3 Interactive Editing……………………………………………….74
6.3.4 Prioritization…………………………………………………….75
6.3.5 Rapid Prototyping Strategy……………………………………...75
6.3.6 Summary………………………………………………………...76
6.4 Human Gestures & Sign Languages……………………………….76
6.5 Why CMG? – Comparisons with Other Input Methods…………...78
6.5.1 Natural Languages………………………………………………79
6.5.2 Programming Languages………………………………………..79
6.5.3 General Metaphors & GUI with Mouse Trajectories………..…….80
6.5.4 Summary………………………………………………………...81
VII Concluding Remarks…………………………….83
7.1 Contributions…………………………………………………….83
7.1.1 Composite Mouse Gestures…………………………………….83
7.1.2 The Behavior Authoring System………………………………84
7.2 Limitations & Future Works……………………………………….84
7.3 Conclusions………………………………………………………….86
Bibliography…….………………………………………8
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
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