• Title/Summary/Keyword: Research Culture

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An Effective Detection of Potato Virus Y Using RT-PCR Technique (RT-PCR 기법을 이용한 효과적인 감자바이러스 Y의 검정)

  • Joung, Young-Hee;Jeon, Jae-Heung;Choi, Kyung-Hwa;Kim, Hyun-Soon;Yi, Yong-Sub;Joung, Hyouk
    • Korean Journal Plant Pathology
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    • v.13 no.4
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    • pp.219-224
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    • 1997
  • A PT-PCR (reverse transcription-polymerase chain reaction) diagnostic method for potato virus Y (PVY) was developed using primer pair derived from conserved region of coat protein genes of several PVY strains, A 764 bp PCR product was detected from several lines of potato cv. Atlantic. We could prove that the 764 bp DNA fragment was indeed the PVY gene by sequencing analysis. PVY detection method using RT-PCR technique was about tuber tissue.

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A Study on the Organization Culture and the Directions of Development of the Railway Research Institutes (철도연구기관의 조직문화 특성과 개발방향에 관한 연구)

  • Chun Sun-Ki;Shin Tek-Hyun;Bhang Yeon-Keun
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.1502-1507
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    • 2004
  • In the 21st century, the traffic culture is changing suddenly with the advent of high-speed train era so called the traffic revolution age. The policy management for inducing the creativity becomes important for research institutes since the research institutes play an important role for the lead and distribution of new technologies. Therefore, the approach strategy of this investigation is based on the viewpoint of the organizational culture for better performance of research and development through stimulating inducements of creativity and active action of members. A questionnaire survey was performed on five research institutes including a professional railway research institute (PRRI) and four industrial research institutes for the current research, and a development plan for organizational culture of a PRRI has been presented based on the comparison study between two different types of research institutes.

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Results-oriented Culture, Performance Information Use and the Performance of Public Organizations: Evidence from Vietnam

  • CHAU, Thao Hong Phuong;LE, Truc Dinh;PHAM, Quynh Xuan
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.541-552
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    • 2021
  • The purpose of this research is to investigate the mediating role of performance information use in the relationship between result-oriented culture and organizational performance. The data were collected from chief accountants and managers working in public-sector organizations in Vietnam. The analysis was based on the 197 completed questionnaires by using Partial Least Squares Structural Equation Modeling (PLS-SEM). For the test research model and hypotheses, the supporting tool is SmartPLS 3 software. Research findings show that result-oriented culture is positively associated with organizational performance, and that performance information use is a mediating mechanism that explains how a result-oriented culture leads to higher performance in public organizations. The findings of this study suggest that the results-oriented culture, not only directly improves organizational performance, but also indirectly does so by the use of performance information. This study provides evidence for theoretical understanding of the impact of result-oriented culture on the performance of public-sector organizations through performance information use, and suggests practical implications for public organizations in applying result-oriented culture to foster using performance measurement and improve organizational performance. In order to achieve good performance, public-sector organizations need to create and spread result-oriented culture and enhance the use of performance information for decision-making.

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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Improvement of Plants by Biotechnology (세포공학을 이용한 식물개량)

  • 윤의수
    • Korean Journal of Plant Resources
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    • v.3 no.1
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    • pp.1-30
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    • 1990
  • The traditional plant imprownent methods consisted of pure line selection, cross breeding, heterosis breeding, polyploid breeding, mutati-onbreeding, ect.Biotechmoiogy is divided into gene spliclng , monocle-nal antibodies , protein engineering , agricultural research, and microbiological engineering. Of these , high plants deal with agricultural research, and the importent part of which is tissue culture and celLculture , Tissue .culture and cell culture are again divided into embryoculture, test tube fertilization, anther and pollen culture, somatichybridization , transformation, recombination, recombinant DNA moleculehybrid plasmid, ect For these haploid production, protoplast culture,protoplast fusion, selection and propagation, ect. , the technical sett-lement is needed.

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The Study on Foreigners' Perception of Business Korean Culture: Concentrated on Foreign Workers after Studying in Korea (비즈니스 한국어 문화에 대한 외국인의 인식 연구 -유학 후 국내 기업에 종사하는 외국인 근로자를 대상으로-)

  • Seo, Jeong Min
    • Journal of Korean language education
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    • v.29 no.1
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    • pp.53-84
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    • 2018
  • The main purpose of this study is to investigate foreigners' perception regarding Korean business culture and Korean business culture education. People who participated in this study are six foreign workers after studying at the university or graduate school in Korea. A phenomenological qualitative research method was used in this study in order to elicit life experiences from foreign workers who were working in Korea business companies. Therefore, their experience regarding Korean business culture and business culture education were measured by in-depth interviews. This study shows that nun-chi, vertical relationships, and impatience of Koreans are the most difficult culture to foreign workers. They also feel difficulties regarding Koreans' lack of understanding about other cultures. Moreover, these were not difficult components within school life; rather, the most difficult aspects were that they have never learned about the Korean business culture before getting a job. The results show that international students who want to work in Korea companies need to study about the culture of Korean business and revealed the desirability to learn. These results can be used as a foundation for understanding some contents and criterion of Korean business culture and education.

A Study on Homogeneity of Costume Culture in the Coastal Areas of the Gulf of Aden -Focusing on the Burga of Horn and Arabia - (아든만 연안지역의 복식문화 동질성 연구 -혼 지역과 아라비아 지역의 부르가를 중심으로 -)

  • 김문숙
    • The Research Journal of the Costume Culture
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    • v.9 no.4
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    • pp.664-676
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    • 2001
  • This study highlights the homogeneity in the heritage of the costume cultures between the Gulf of Aden, a part of the Horn region of Africa and the Arab region of West. Asia. Specifically, a cross-cultural perspective is used to examine the similarities between the two regions based on their (1) geographic living cultures and (2) the use of a costume accessory called Burga-a face veil. The current trend in research on the traditional costume culture of Africa mostly ties art with the traditional costume culture and examines its from an aesthetic or animalism perspective rather than from a cross cultural Perspective. Compared to Previous research in this area this study used literature reviews and Pictorial analysis to analyze costume cultures from a cross-cultural perspective. The Burga, which is worn in the low lands of the Horn region, which is located between the West Asia and African continents, as well as the Arab region, shows a reciprocal cultural exchange between the two regions. Similarities can be found in the shape, design, decorative elements, and the way the Bursa was worn in two regions. Although the Burga as a face veil is only a small part of a costume, it reaffirms the similar living cultures and geographic characteristics of the two regions. As the living culture environment becomes similar around the world, this study should help with cross culture negotiations as well as forther the development of traditional costume research.

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A Comparative Study of Coffee Culture between Italy and South Korea: An Exploratory Study

  • Moretti, Raul
    • Asia-Pacific Journal of Business
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    • v.8 no.2
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    • pp.41-55
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    • 2017
  • This exploratory research compares two particular features of coffee culture, namely the reason why a particular coffee shop is frequented and the reason for going to the chosen coffee shop in Italy and South Korea. A survey was carried out targeted at current undergraduate university students in both countries with data being collected in the late spring and early summer of 2017. The main impetus for this research was to investigate the aforementioned areas given the fact that Italy has such a long standing coffee culture that dates back centuries and is still an industry dominated by independent coffee houses while the Korean coffee industry started developing in the early 1980s and taking off after the 1988 Olympic Games. The Korean coffee industry, in contrast, is driven by the franchise coffee shops such as Starbucks, $Caf{\acute{e}}$ Benne, and The Coffee Bean among others. While both countries have well developed coffee cultures, they developed along very different lines. Data collected from respondents are tabulated and presented followed by an analysis and interpretation of the data. Finally, some suggestions on how to conduct further research in order to better understanding the underpinnings and contributing factors in understanding consumer choice and coffee culture in both Italian and Korea are suggested.

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The Competitiveness of Soc Trang Ecotourism Associated with Khmer Culture

  • LONG, Nguyen Thanh
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.1107-1117
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    • 2020
  • Tourism is considered one of the key economic sectors in Vietnam as it helps to promote the economic development, increase foreign exchange earnings, create jobs, and improve the living standards of local people. So, this study aims to identify factors affecting the competitiveness of Soc Trang ecotourism associated with Khmer culture based on a combination of qualitative and quantitative research methods. Qualitative research was conducted through focus group discussions with experts, and quantitative research was conducted through direct interviews with visitors at ecotourism sites in Soc Trang province. The study involves questionnaire surveys and multivariate data analysis methods (Cronbach's Alpha test, EFA, CFA, SEM). Research results from 350 respondents demonstrate that all factors have a positive impact on the competitiveness of ecotourism associated with Khmer culture in Soc Trang province. It shows that the competitiveness of ecotourism associated with Khmer culture is influenced by five factors, including: (1) religious ritual customs of the Khmer people; (2) ecotourism infrastructure; (3) traditional festival activities of Khmer people; (4) culinary culture of Khmer people; and (5) folk ritual customs of the Khmer people. From these findings, the study offers some managerial implications to improve the competitiveness of Soc Trang ecotourism associated with Khmer culture.

The Impact of Sharing Culture on Opportunistic Behavior and Effectiveness of Employee Management: A Case Study in Vietnam

  • HO, Thi Dieu Anh;TRAN, Quang Bach;HOANG, Thi Thuy Van
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.1
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    • pp.423-435
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    • 2022
  • Sharing culture brings many benefits to enterprises, creating initiative and efficiency in the work performance of managers and employees. The study aims to test the correlation between Sharing culture, opportunistic behavior, and effectiveness of employee management in enterprises in Vietnam. There is the implementation of a quantitative research method, through analysis of linear structural model SEM, with survey data including 601 samples of employees at enterprises. Research results show that sharing culture has a direct and negative impact on opportunistic behavior, positively on the effectiveness of employee management in enterprises. In these correlations, the employee's Trust and Organization commitment act as mediators. At the same time, opportunistic behavior has also been shown to play a mediating role in the relationship between the impact of Sharing culture on the effectiveness of employee management. Based on those results, the study suggested several recommendations to improve the effectiveness of employee management. The findings of this study have shown the importance of sharing culture and its direct and indirect correlation with opportunistic behavior and the effectiveness of employee management. These are meaningful contributions in both theory and practice of the research, and they will be the important basis for further research.