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Aspergillus niger could utilize orcinol (5-methyl-resorcinol or 3,5-dihydroxytoluene) as the sole source of carbon and energy. In the first step of catabolism A. niger hydroxylates orcinol to form 2,3,5-trihydroxytoluene. Its oxidized form, 2-hydroxy-6-methyl-1,4-benzoquinone, was also formed in the culture medium during growth of this organism.(More)
The nuclear receptor SF1 is an essential mediator in ventromedial hypothalamus-pituitary-gonadal development. As with other nuclear receptors, SF1 possesses a DNA-binding domain composed of two zinc fingers and a ligand-binding domain containing a ligand-dependent activation sequence termed AF2. To dissect the domain function of SF1, we examined various SF1(More)
In this paper we present VISIE, a software used to create immersive environments which utilize social and cultural interaction. We use the concept of a spatially immersive display to project information about the virtual world to the user in all directions. The user is able to interact in this world using spatial cognition as they do in the real world. So(More)
Cultural behavior is an area of research that can allow us to further cross-cultural understanding, and is now starting to integrate itself within the field of information technology. One domain that expresses these behaviors is inside a crowd, however the analysis of micro-level crowd behavior is impractical in a real-world setting as passive observation(More)
Difficulties in living in a different culture are caused by different patterns of thinking, feeling and potential actions. A good way to experience cultural immersion is to walk in a crowd. This paper proposes a simulated crowd as a novel tool for allowing people to practice culture-specific nonverbal communication behaviors. We present a conceptual(More)
In order to produce agents which are effective social actors, behavior must be modeled in an appropriate way. Models exist for a wide range of agent components, but this paper focuses on communication through body expression. Additionally, rather than formulating communication models from scratch, this paper discusses modeling of agents based on existing(More)
Difficulties in living in a different culture are caused by different patterns of thinking, feeling and potential actions. People who enter into a new culture or unfamiliar social situation don't know how to behave toward other people. Queuing is a good example behavior of intercultural interaction in a human crowd. This research aims to develop a system(More)
Believability is necessary for agents to establish intimate, real-time collaborations with humans in an interactive game environment. In this paper, the authors model sophisticated interaction patterns to improve believ-ability by adapting Herbert Clark's joint activity theory. The authors use virtual basketball as an environment, where many communicative(More)
We demonstrate dialogues with an autonomous android ERICA, who has an appearance like a human being. Currently, ERICA plays two social roles: a laboratory guide and a counselor. It is designed to follow the protocols of human dialogue to make the user comfortable: (1) having a chat before the main talk, (2) proac-tively asking questions, and (3) conveying(More)