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      • 선인장(Opuntia elata) 에탄올 추출 성분의 약리작용

        조병헌,이상복,박철훈,Cho, Byung-Heon,Lee, Sang-Bok,Park, Chul-Hoon 대한약리학회 1974 대한약리학잡지 Vol.10 No.2

        The cactus family Cactaceae, numbering about 1,500 species, is a fleshy-stemmed perennial plant which is principally distributed in the south and north America. On the other hand, the cactus plant is presumed to be introduced into Korea in 1912-1945, thereafter it has been cultivated merely in favor of ornamentation with the exception of being occasionally used as medication among laymen. Opuntia elata which belongs to Opuntia genus, the Cactaceae family is one of the cacti being cultivated a great deal in Korea. Cho et. al. reported in 1974 that Opuntia dilenii manifested the cardiac inhibitory effect and oxytocic effect, and its mechanism might be partially due to the direct action. Besides this, there are few reports on the pharmacological research concerning Opuntia genus to be demonstrated in Korea. However, some other cacti have the remarkable pharmacological effects; the active ingredients, mescaline, anhalamine, anhalanine, etc. from Peyote cactus (Lophophora williamsii) belonging to Lophophora genus have the psychotomimetic and sympathomimetic effects, and the cardioactive glycosides from Cactus Grandifolius (Selenicereus grandiflorus) belonging to Cereus genus have the cardioactive and diuretic effects. The authors hereby inquired into this study to find out the propriety of the pharmacological properties of the ethanol extract of Opuntia elata (EX) on the heart, blood pressure, respiration, intestine and uterus in the experimental animals. The results of the experiment were as follows: 1. Administration of EX manifested the cardiac inhibitory effect caused by the negative inotropic action in the isolated heart of frog, and the pretreatment of atropine did not affect the inhibitory effect produced by EX. 2. Administration of EX manifested the transient hypotensive effect in the intact rabbit, and the pretreatment of atropine did not affect the hypotensive effect produced by EX. 3. Administration of the small dose of EX manifested no significant effect, but moderate dose or more the stimulating effect, and the large dose the asphyxia on the respiratory motility in the intact rabbit. 4. Administration of EX manifested the sustained augmentation of contractility in the excised duodenum of rabbit, and the pretreatment of atropine did not affect the stimulating effect produced by EX. 5. Administration of EX manifested the sustained augmentation of contractility in the excised pregnant uterus of rabbit, and the pretreatment of atropine and oxytocin did not affect the oxytocic effect produced by EX, but that of barium chloride more or less stimulated the oxytocic effect produced by EX.

      • 신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법

        조병헌,정성훈,성영락,오하령,Cho Byeong-heon,Jung Sung-hoon,Sung Yeong-rak,Oh Ha-ryoung 대한전자공학회 2005 電子工學會論文誌-CI (Computer and Information) Vol.42 No.3

        최근 컴퓨터 게임에서 지능 캐릭터는 게이머들의 흥미를 계속 유발시킬 수 있기 때문에 더욱 더 중요한 요소로 부각되고 있다. 지능 캐릭터를 구현하는 대표적인 방법으로 신경망을 사용하여 상대 캐릭터의 행동패턴과 게임 규칙을 학습하는 방법이 연구되었다. 그러나 게임의 규칙은 갑자기 변경될 수 있으며 온라인 게임과 같은 상황에서는 게이머에 따라서 행동 특성이 크게 다를 수 있다. 본 논문에서는 지능 캐릭터가 이러한 환경의 변화에 적응하는 방법으로서 개체 수준 적응 알고리즘과 개체군 수준 적응 알고리즘을 제안한다. 개체 수준 적응 알고리즘에서 각 지능 캐릭터는 자신의 게임 점수의 변화를 계속해서 관찰하면서, 최종적으로 획득한 점수들을 고려하여 환경의 변화를 판단하고, 만약 변화가 감지된 경우에는 다시 새로운 학습을 시작한다. 대용량 온라인 게임과 같이 다수의 사용자가 있는 게임에서는 지능 캐릭터들이 다양한 행동 패턴과 전략을 가지고 있는 여러 상대 캐릭터들과 대전한다. 개체군 수준 적응 알고리즘은 유전자 알고리즘을 이용하여 지능 캐릭터들의 출현을 조절하여 게임 월드내의 균형이 유지되도록 한다. 제안한 알고리즘의 성능을 평가하기 위하여 간단한 대전 액션 게임을 구현하고 그 환경 상에서 게임 규칙과 상대 캐릭터들의 행동 패턴을 변화시키면서 실험하였다. 실험 결과 지능 캐릭터는 제안한 기법을 이용하여 환경 변화에 적응할 수 있음을 보였다. Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

      • 한국산 생약제들의 혈압강하작용에 대한 연구 II. 한국산 후박수피의 혈압강하 작용

        조병헌,김인호,이상복,조규철,이종화,Cho B.H.,Kim I.H.,Lee S.B.,Cho K.C.,Lee J.H. 대한약리학회 1979 대한약리학잡지 Vol.15 No.1

        With a view to searching after a new antihypertensive or hypotensive agents in the botanical crude plants, authors intended to reevaluate several natural products caltivated in Korea. This experiment was undertaken to compare pharmacogical actions of Machilus thunbergii Siebold et Zuccarini with those of Magnolia obovata Thunberg in anesthetized rats and in normal mice. Machilus thunbergii Sieb. et Zucc., a tree belonging to the Lauraceae family, is caltivated at Ull-ung Do, and their cortecies have been used as folk medicine mingled with those of Magnolia obovata Thunberg. These two cortecies have teen also applied in chinese medicine, it was advocated that these cortecies exerted good therapeutic effects on gastritis, convulsive abdominal pain, nausea, vomiting and urinary tract disorders. Therefore, we intended to determine the pharmacological action of two palnt of different family each other, especially their effects on blood pressure and heart rate, and also their mechanism of action were observed. We studied their action with extracts of hexane(MTHE), ether(MTEE), methanol(MTME) and water(MTWE) from Machilus thunhergii Sieb. et Zucc., and also fractionations of methanol(MOME), chloroform(MOCE) and water(MOWE) from Mapolia obovata Thunberg. The results of this experiment were as follows; 1) MTME, when intravenously administered to rats, elicited the significant hypotensive responses dependent on the administered dosage. 2) MOWE was also exhibited the hypotensive effect dependent on the treated dose. 3) Depressor effect of MTME was blocked by pretreatment with hexamethonium. 4) The hypotensive response of MOWE was blocked by pretreatment with hexamethonium or hrdralazine. 5) HTME and MOWE were also observed the anticonvulsive effect and sedative effect. These results suggested that MTME may induce the hypotensive response via central sympathetic effect, but the site of action in brain are not clarified, and the hypotensive effect of MOWE may be due to dual mechanism of central sympathetic action and direct vasodilation of blood vessel.

      • KCI등재

        대전 액션 게임을 위한 신경망 지능 캐릭터의 구현

        조병헌(Byeong-Heon Cho),정성훈(Sung-Hoon Jung),성영락(Yeong-Rak Seong),오하령(Ha-Ryoung Oh) 한국지능시스템학회 2004 한국지능시스템학회논문지 Vol.14 No.4

        본 논문에서는 신경망을 이용하여 대전 액션 게임의 캐릭터들을 지능화하는 방법을 제안한다. 일반적인 대전 액션 게임에서 어떤 행동은 여러 개의 시간 단위에 걸쳐 이루어진다. 그러므로 캐릭터의 어떤 행동에 대한 결과는 곧바로 나타나지 않고 몇 개의 시간 단위가 지난 후에 나타난다. 이러한 캐릭터들에 적합한 신경망을 설계하기 위해서는 신경망을 학습시키는 시점을 결정하는 것과 더불어 학습시에 사용되는 입력과 출력 값을 선정하는 것이 매우 중요하다. 본 논문에서는 캐릭터의 행동의 적합도를 게임 점수의 변화로 평가한다. 그러므로 게임 점수의 변화가 생길 때마다 신경망은 학습된다. 학습을 위해서는 우선 그 변화를 야기한 이전의 결정을 파악하고, 그 당시의 입력값, 출력값, 그리고 현재의 점수의 변화를 이용하여 신경망을 학습시킨다. 제안된 알고리즘의 성능을 평가하기 위하여 여러 실험을 간단한 (하지만 실제 게임과 매우 유사한) 게임 환경에서 수행하였다. 실험 결과 학습 초기에는 무작위의 캐릭터에 대해 점수를 획득하지 못하던 지능 캐릭터가 제안된 알고리즘으로 학습하면 최대 3.6 배의 점수를 획득하는 성능을 보였다. 그러므로 제안된 지능 캐릭터가 게임의 규칙과 기술을 학습하는 능력이 있는 것으로 결론지을 수 있다. 제안된 알고리즘은 온라인 게임과 같이 캐릭터들이 서로 대결하는 게임들에 적용할 수 있다. This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

      • 상자 채우기 문제를 위한 새로운 유전자 알고리즘

        조병헌(Byeong Heon Cho),정성훈(Sung Hoon Jung),김기형(Ki Hyoung Kim),성영락(Yeong Rak Seong),오하령(Ha Ryoung Oh) 한국정보과학회 1999 한국정보과학회 학술발표논문집 Vol.26 No.1A

        지금까지 상자 채우기 문제(bin packing problem)를 풀기 위하여 다양한 방법들이 제안되었다. 일반적으로 많이 사용되는 방법으로는 FF, FFD, BF, BFD와 같은 간단한 휴리스틱(heuristic) 방법이 있다. 그러나, 많은 경우 위 방법으로는 최적인 해를 생성하지 않는다. 상자 채우기 문제를 해결하는 또 다른 방법으로는 유전자 알고리즘(genetic algorithm)을 이용한 방법이 있다. 과거에 연구된 유전자 알고리즘은 상자 채우기 문제의 제한을 만족하지 않는 개체를 생성하는 경우가 많아서 효율적이지 못했다. 본 논문에서는 무효한 개체를 생성하지 않고, 효과적으로 상자 채우기 문제를 해결하는 새로운 유전자 알고리즘을 제안한다. 여러 가지 기존의 문제를 적용해 본 결과 FF, FFD, BF, BFD와 유사한 또는 그보다 좋은 결과를 생성했다. 특히 본 논문에서 제안한 유전자 알고리즘은 최적해를 찾는 경우도 있었다.

      • 인삼이 실험적 고혈압에 미치는 영향 및 그 기전에 관한 연구

        조병헌(Cho, B.H.),이상복(Lee, S.B.),이덕희(Lee, D.H.),박철훈(Park, C.H.) 대한약리학회 1972 대한약리학잡지 Vol.8 No.1

        Ginseng, the Korean medicinal radix, has been widely used in the Chinese medicine as well as in the folk remedies for many centuries. It is claimed from experience that ginseng exerts multiple therapeutic effects in a large variety of disorders. Despite of its popularity, the chemical analysis and pharmacological study of ginseng are not firmly established. Although there are some scattered reports of ginseng effects on blood pressure, there are few reports on hypertension especially. Recently, Lee & Cho (1971) reported that the administration of ginseng significantly supresses the production of renal hypertension. This study was undertaken to reevaluate the effect of ginseng on renal hypertension and to determine whether ginseng also supresses on neurogenic hypertension, and to clarify the mechanism of this antihypertensive effect. Male rats, weighing around 180 gm on an average were used. Renal hypertension was induced by Grollman s method under general anesthesia with 35mg/kg of pentobarbital sodium. Ginseng effect on blood pressure was observed on normal, renal hypertensive and neurogenic hypertensive rats respectively. Ginseng alcohol extract (40mg/kg) was administered daily subcutaneously from 3 days prior to producing hypertension. And in renal hypertensive rats, the effects of histamine and Avil on blood pressure were also observed. Histamine (0.05mg/kg) and Avil (0.025mg/kg) were also administered daily I.M. from 3 days prior to kidney-8-ligature. The results of the experiments are as follows: 1) No significant difference was observed in blood pressure between the normotensive control and ginseng-treated normotensive rats. 2) In renal hypertensive control, the mean blood pressure already was significantly elevated on 15th day and gradually elevated. The administration of ginseng significantly supresses the production of renal hypertension from 30th day as compared with control rats. 3) The mean blood pressure in neurogenic hypertensive control was average 143.1 mmHg on 7th day. On the other hand, in ginseng treated-neurogenic hypertensive rats, the mean blood pressure was average 125.5mmHg. The administration of ginseng significantly supresses the production of neurogenic hypertension as compared with control rats. 4) In renal hypertensive rats, the administration of histamine and Avil did not differ with control rats. 5) In ginseng-treated renal hypertensive rats, cholesterol contents of plasma, adrenal, kidney and spleen were slightly decreased.

      • KCI등재
      • KCI등재

        유전자 알고리즘을 이용한 대전형 액션게임의 지능캐릭터

        이면섭,조병헌,성영락,정성훈,오하령,Lee Myun-sub,Cho Byeong-heon,Seong Yeong-rak,Jung Sung-hoon,Oh Ha-ryoung 한국정보처리학회 2005 정보처리학회논문지B Vol.12 No.3

        본 논문에서는 유전자 알고리즘을 이용하여 대전형 액션 게임의 캐릭터를 지능화 하는 방법을 제안한다. 초기에 게임 규칙을 전혀 모르는 캐릭터가 학습이 진행되면 세대를 거듭하면서 스스로 게임규칙을 학습하고 기술을 습득하며 진화할 수 있는 지능을 갖추게 된다. 제안한 캐릭터가 환경변화에 잘 적응하는지를 평가하기 위하여 게임 도중에 게임규칙을 바꾸어 규칙 변경 전후의 결과를 비교 검토하였다. 실험결과 게임규칙이 변경된 후에도 빠르게 새로운 규칙에 적응하였다. 본 논문에서 제안한 방법은 대전형 액션게임뿐만 아니라 PC게임이나 인터넷 온라인 게임 등의 캐릭터 구현에도 쉽게 적용가능한 장점이 있다. This paper proposes a method to provide intelligence for characters in fighting action games by using genetic algorithm. The proposed characters without any knowledge on the rules of the game learn the rules and techniques for generations, and have the capability of evolving. To evaluate adaptability for varying circumstances, we changed the rules and compared the results. The experimental results show that the intelligent characters can adapt to the new rules. An advantage of the proposed method is that it can be easily applied to characters for other category of games such as PC games and internet online games.

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