• Title/Summary/Keyword: AchE

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Effects of lactobacillus fermented brewer's yeast by-products on growth performance, innate immunity and antibacterial activity in Carp, Cyprinus carpio

  • Eun Chong Yang;Jae Hyeok Choi;Sang Mok Jung;Tae Won Jang;Jae Hoon Kim;Yu Jin Hwang;Hae In Jung;Chan Heun Lee;Sanghoon Choi
    • Journal of fish pathology
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    • v.36 no.2
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    • pp.323-336
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    • 2023
  • This study was conducted to find out the effect of yeast by-products discarded after beer production as feed additives for carp (Cyprinus carpio). After producing feed by adding high-temperature dried beer yeast by-products (HD), freeze-dried beer yeast by-products (FD), and freeze-dried fermented beer yeast by-products (FF) after lactobacilli fermentation, innate immunity indicators, survival rates, and challenge experiments were evaluated. Both ACH50 and lysozyme activity were significantly increased (p<0.05) in the experimental group of FF 0.2% and 0.5% compared to the control group from day 7 to day 21. In addition, phagocyte activity was significantly increased (p<0.05) in the group of FF 0.5% compared to the control group at all time points. Both IL-1β and TNF-α expression levels increased significantly in the FD and FF groups on day 21 compared to the control group (p<0.05). In addition, the FF 0.5% group showed significantly higher expression levels (p<0.05) at all time points. Similarly, IL-10 expression increased significantly (p<0.05) in FF 0.2% and 0.5% groups at all time points. SOD gene expression was significantly increased in FD 0.5% and all FF groups on day 14 and 21 (p<0.05). The results of a 10-day challenge experiment using Edwardsiella piscicida (E. piscicida) showed a higher relative survival rate than the control group at all concentrations that fed FD and FF. In summary, it is estimated that 0.5% FF can effectively improve the innate immunity, growth rate, and antibacterial properties of carp rather than using discarded beer yeast supernatant alone as a functional feed additive.

Changes in Quality of Citron Juice by Storage and Extraction Conditions (유자과즙의 저장 및 착즙조건에 따른 품질변화)

  • Park, Kee-Jai;Jung, Sung-Won;Kim, Jong-Hoon;Jeong, Jin-Woong
    • Applied Biological Chemistry
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    • v.38 no.2
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    • pp.141-146
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    • 1995
  • Changes of physicochemical properties of citron juice prepared by two different extraction methods, rotary-crushing and belt-pressing method, were investigated during the storage at $5^{\circ}C$ and $-20^{\circ}C$. Temperature drop of citron juice extracted by belt-pressing method was faster than that of citron juice prepared by rotary-crushing method and its freezing point was $0.8{\sim}0.9^{\circ}C$. During the storage, pH of stored citron juice with rotary-crushing method was increased up to 3.5 after 6 months storage while that of citron juice extracted by belt-pressing method was not changed significantly during the same storage time. Acidity of rotary-crushed citron juice was reduced a little more than that of belt-pressed citron juice during the storage. However, changes of soluble solid content were influenced largely by the storage temperature than by the extraction method. Contents of formol nitrogen and vitamin C were reduced remarkably in all of stored citron juice and $92{\sim}82%$ of farmol nitrogen and $72{\sim}43%$ of vitamin C were remained after 6 months of storage. Among the changes of color value, L values were reduced in the whole stored citron juice and a and b value had a different change pattern respectively according to the extraction and storage temperature. Changes in the content of both amino acid and fatty acid compositions was also observed after same storage period. Especially, in the case of change of fatty acid composition, content of linoleic acid and linolenic acid were reduced after 6 months storage, while those of palmitic acid, stearic acid and oleic acid were increased.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Nutritional composition, antioxidant capacity, and brain neuronal cell protective effect of cultivars of dried persimmon (Diospyros kaki) (품종별 곶감(Diospyros kaki)의 영양성분 분석, 산화방지 효과 및 뇌 신경세포 보호효과)

  • Kim, Jong Min;Park, Seon Kyeong;Kang, Jin Yong;Park, Sang Hyun;Park, Su Bin;Yoo, Seul Ki;Han, Hye Ju;Lee, Su-Gwang;Lee, Uk;Heo, Ho Jin
    • Korean Journal of Food Science and Technology
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    • v.50 no.2
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    • pp.225-237
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    • 2018
  • This study was conducted to compare nutritional analysis and neuroprotective effect of 5 cultivars of Diospyros kaki (Dungsi, Godongsi, Gojongsi, Gabjubaekmok, and Bansi). In nutritional analysis, three free sugars: sucrose, glucose, and fructose, and six fatty acids: tartaric acid, hexadecanoic acid, palmitic acid, oleic acid, octadecenamide, and octadecane, were detected. Potassium and phosphorus levels were the highest in inorganic component analysis, and glutamic acid and aspartic acid were the highest contents in amino acid analysis. Vitamin C was detected in all cultivars. Total phenolic content was the highest in Dungsi. Antioxidant activities such as ABTS (3-ethylbenzothiazoline-6-sulfonic acid), DPPH (1,1-diphenyl-2-picrylhydrazyl) radical scavenging activities, FRAP (ferric reducing/antioxidant power), and MDA (malondialdehyde) inhibitory effect were the highest in Gabjubaekmok. Acetylcholinesterase inhibitory activity, cell viability, intracellular reactive oxygen species (ROS) accumulation, and lactate dehydrogenase (LDH) release were measured to confirm the neuroprotective effect in MC-IXC cells. Gabjubaekmok showed significant acetylcholinesterase (AChE) inhibition and neuroprotection.

Quality Characteristics and Physiological Functionality of Traditional Rice Wines in Chungnam Province of Korea (충남지역 주요 전통주의 품질특성 및 생리기능성)

  • Lee, Mi-Young;Sung, Si-Youl;Kang, Heun-Kag;Byun, Hong-Seob;Jung, Sang-Mi;Song, Jung-Hwa;Lee, Jong-Soo
    • Microbiology and Biotechnology Letters
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    • v.38 no.2
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    • pp.177-182
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    • 2010
  • The goal of this study was to characterize the quality and physiological functionality of some traditional rice wines in Chungnam province, Korea. Non-sterilized and commercial sterilized traditional rice wines from five traditional rice wine factories of Chungnam province were collected and investigated for nutritional components, noxious compounds and physiological functionality. Ethanol content ranged from 16.1~18.3% and pH ranged from 3.27~4.76, and they also contained 0.15% to 0.55% of total acid. All traditional rice wines contained 10.15~139.9 mg% of amino nitrogen and 2.5~25.7% of total sugar. Among organic acids, lactic acid was contained 7.4~29.6 mg%, and succinic acid and propionic acid was also contained 0.2~2.7 mg% and 0.7~8.3 mg%, respectively. Antihypertensive angiotensin I-converting enzyme inhibitory activity were showed 37.0~86.0% in all rice wines, however, fibrinolytic activity, antioxidant activity, SOD-like activity and acetylcholinesterase inhibitory activity were low or not detected.