• Title/Summary/Keyword: industries and culture

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Purification and Characterization of an Alkaline Protease Produced by Alkalophilic Bacillus sp. DK1122 (호알칼리성 Bacillus sp. DK1122 균주가 생산하는 알칼리성 단백질 분해효소의 정제 및 특성)

  • Lee, Hyungjae;Yoo, Ji-Seung;Bai, Dong-Hoon
    • Microbiology and Biotechnology Letters
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    • v.44 no.3
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    • pp.333-340
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    • 2016
  • An alkaline protease was purified and characterized from an alkalophilic microorganism, Bacillus sp. DK1122, isolated from soil in central Korea. The optimum temperature and pH for the growth of the producer strain were 40℃ and pH 9.0, respectively. The protease was produced aerobically at 40℃ after 24 h incubation in modified Horikoshi I medium (pH 9.0) containing 0.5% (w/v) glucose, 0.8% (w/v) yeast extract, 0.5% (w/v) polypeptone, 0.1% (w/v) K2HPO4, 0.02% (w/v) MgSO4·7H2O, 1% (w/v) Na2CO3, and 3% (w/v) NaCl. The alkaline protease was purified by 70% ammonium sulfate precipitation of the culture supernatant of Bacillus sp. DK1122, followed by CM-Sepharose chromatography. The molecular weight of the enzyme was estimated to be 27 kDa on the basis of SDS-PAGE. The optimum temperature and pH for the protease activity were 60℃ and pH 9.0, respectively. Addition of CaCl2 increased the thermal stability of the purified protease, where 90% of protease activity was retained at 60℃ for up to 3 h. Consequently, it is expected that the alkaline protease from this study, exhibiting stability at pH 7–9 and 60℃, may be promising for application in the food and detergent industries.

The Viability of the Rural-Industrial Complex Neighbouring in the Metropolitan Area and the Implications for Public Policy: the Case of Koryung-Gun (대도시 주변 농공단지의 존립기반과 정책적 함의 : 고령군 농공단지를 사례로)

  • Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.14 no.3
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    • pp.239-253
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    • 2008
  • This paper aims to explore the viability of a rural-industrial complex neighbouring in the metropolitan area and suggest policy implications for the restructuring of the rural industrial complex. In particular, the paper focuses on the location and management practices of the firms operating in the industrial complex. Research shows that the key elements of the viability of the rural industrial complex in Koryung-Gun are the geographical and relational proximities to the metropolitan city of Daegu and the decentralization of urban industries towards rural areas neighbouring in the large city as a result of the deterioration of location conditions in the large city. It is revealed that the major pull factors of location are 'availability of cheap industrial sites', 'agglomeration in a specialized industry' and 'proximity to major customers and suppliers' rather than 'availability of labour pool'. However, it shows that 'weak university-industry linkages' and 'insufficiency of cooperation culture' are the major limitations to attracting firms. In the context of pub1ic policy, the author argues that the restructuring of the rural industrial complex should be sought to promote social infrastructures centered on networks and learning rather than firm centered financial and tax incentives.

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A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.

Analysis of the possibility of a MMORPG based on Taewonji - focused on the showing of outlook and new stage (<태원지>의 MMORPG 콘텐츠화 가능성 탐구 - 세계관과 공간의 제시를 중심으로 -)

  • Kim, Inhoi
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.509-538
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    • 2017
  • After 20thcentury, digital game has placed very important aspect in modern culture and industries. Thus, digital game industries have utilized ancient stories for themes and ideas. This trial is not only spotted in industrial sectors but also in liberal arts. This paper has a purpose to look at factors that can convert components from classic novels into digital games. Especially, it will focus on how researchers of classical literature can affect in different industrial sectors. Current analysis shows that stories, fantasies, items of classic novel can essentially help to create new games. However, a game consists of just more than the previous stated components; it requires rules, outcome, conflicts and voluntary to make the games much more interesting. It is often misunderstood that plot and fantasies in games may be the most significant aspects but they are actually not. Classic novel can help to make the rule of the four standards in creating a fun game. Here are rules that Taewonji suggests. First, gamers need to save the bleak world from a turbulent age. Second, The will of the absolute has the ultimate power, so those who have achieved god's will can raise a new country. Thirdly, the sinocentrism and the outskirts of the country are not imperative but they are adjustable notions. The first and second aspects are commonly found in Samkukjiyeonui. Hence, the pattern is very familiar. The most significant rule is the third determinant since the idea purely came from Taewonji. The main character Im Seong from the story was the center of his home country, but he later becomes the outskirt or the barbarian of the new country. Therefore, the players should maintain the three rules when they are following the plot and using different items in the digital game world. The researchers of classic literature should find rules that are suitable for the game from the classic novels. This way, there is no need to discover a separate field for digital games out of classical literature.

A Study of the City of Guangzhou in the Geographical Perspecives (광저우(廣州)에 대한 지리적 고찰(考察))

  • Sohn, Yong-Taek
    • Journal of the Economic Geographical Society of Korea
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    • v.14 no.3
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    • pp.407-418
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    • 2011
  • The southern region including Guangzhou(黃州), the capital of Guangdong Province, was called "South of the Mountain Range" (嶺南) because it is located south of the Five Mountain Ranges (五嶺) which made mobility difficult prior to unification of China by Qin dynasty (秦) in 221 BCE. The Guangdong region of the South of the Mountain Range (嶺南) was an administratively independent unit and, as such, called the Nanyue kingdom (南越國). This is the origin of the Chinese character "yue", and terms such as yueyu (Cantonese), yuecai (Cantonese cuisine), yueju (Cantonese opera) are still in use today. Guangzhou, called Panyu (番禹) during the Nanyue kingdom period, was settled early in the northern part of the Pearl River (珠江, Zhu Jiang) delta. It became the first port to open its doors to the great powers of the West during the Qing period. Although it has now fallen behind Shanghai which developed later, Guangzhou is still the third largest city after Beijing and Shanghai, and thus, it is an influential open coastal city. Today, not only is Guangzhou the world center of the light textile industry, it also spurs development in various manufacturing industries. Along with nearby Hong Kong, Macao, and Shenzhen, it plays the role of cradle of the Pearl River delta economic zone. Firmly established early on as the greatest central city in southern China, Guangzhou is simultaneously a hub in various aspects such as regional politics, economics, and culture; it was also the center of revolution and resistance which attempted to challenge the northern political powers. Guangzhou is known for the history of the rise and fall of its port, but with developmental efforts, it still maintains its influence. Guangzhou's dynamic development of today brings with it issues such as the environment and moral system which must be dealt with.

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A Study of the Funding Policy to Strengthen Cultural Content in the Arts and Media: Considering the Adoption a Group Writing System like that Used by US TV Shows Creators, such as a 'Storytelling Factory' (문화콘텐츠의 글로벌경쟁력 강화를 위한 선(先)지원정책연구: 미드 시스템을 기초로 한 '스토리텔링 제작소'의 가능성)

  • BYUN, Daniel H.
    • Trans-
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    • v.2
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    • pp.95-130
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    • 2017
  • In the 21st century, developing cultural industry is an important issue world-wide. Since the Kim Daejoong government, Korea has focused on cultural industry development and has thereby treated it as one of the basic, necessary industries. Therefore, the industry is being supported both financially and politically. This policy nurtured the development of quality and quantity within the cultural content industry. However, most of the reports and studies about Korean cultural content have shown it is still not strong enough to compete with leading countries in the field. Competitiveness of storytelling is especially weak. The goal of this study is to find the best direction for the funding policy to strengthen competitiveness in storytelling. Analysing the policies of the No Moo-hyun and Lee Myoung-park governments, we can see that they primarily focused on developing infrastructure in investment and the distribution environment. Support for producing content and distribution follows after confirmation of results. Moreover, policies for the support of developing ideas within culture content are vertical. Currently in the industry, a person or company decides how and where to use the moneys available for investment in the development of content. However, we need to invest more directly, initial funding is required. We analysed the market, studying its activity, achievement and limitations. As a result, we suggest a 'Storytelling Factory' like the group writing system adopted by US TV Shows.

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A Study on the Regional Mountain Tourism Development: Focused on Himalayan Region (산악관광을 통한 지역개발 방향에 관한 연구 - 히말라야지역을 중심으로 -)

  • Lee, Seung-Koo;Sharma, Renuka
    • Korean Business Review
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    • v.21 no.2
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    • pp.57-77
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    • 2008
  • Mountain destination plays a vital role in satisfying the demand of natural tourism products, provides exclusive leisure, adventure and unique cultural experience. The Himalayan region includes some of the most biologically diverse habitats on Earth as well as homes to a bewildering variety of culture. The purpose of this study is to figure out the mountain tourism as a tool of sustainable development and explore the tourism destination development strategies with case study of Himalayan area. In this study, we recognized the importance of tourism for the isolated developing communities, for which, tourism provide the way of developing its economic and society. It also generates new opportunities of employment and change the soclo-economic environment of region. The hilly terrain of the state lacks reliable transportation infrastructure, therefore tourism is the only industries to support the economy and to uplift the standard of living for the people of Himalayan region. The region has large potential in the natural and cultural based tourism. The tourism development of the state may have cultural and ecological impact in future. Therefore, the planning and successfully promoting long-term policy and developing more sustainable tourism is important.

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Isolation and Partial Characterization of Isoflavone Transforming Lactobacillus plantarum YS712 for Potential Probiotic Use (Isoflavone 비배당화 및 항산화 활성을 지닌 Lactobacillus plantarum YS712의 선발)

  • Cho, Yoon-Hee;Imm, Jee-Young;Kim, Hwa-Young;Hong, Seong-Gil;Hwang, Sung-Joo;Park, Dong-Jun;Oh, Se-Jong
    • Food Science of Animal Resources
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    • v.29 no.5
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    • pp.640-646
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    • 2009
  • Lactic acid bacteria (LAB) are typical probiotic microbes that are used in various industries including fermented foods, feed additives, and pharmaceuticals. The purpose of this study was to compare the ability of isoflavone biotransformation and antioxidative activity of 17 LAB. Six strains including the Lactobacillus species exhibited a 100% hydrolysis rate for daidzein during fermentation. The content of total genistein in soymilk fermented with these strains was $872-943\;{\mu}g/g$. The DPPH (1, 1-diphenyl-2-picrylhydrazyl) radical scavenging ability of the LAB was widely variable and ranged from 23-78%. A selected strain was isolated from kimchi and the strain was identified as Lactobacillus plantarum ssp. through the API carbohydrate fermentation pattern and 16S rDNA profile. The strain exhibited excellent acid tolerance in an artificial gastric solution. L. plantarum YS712 showed high $\beta$-glucosidase activity in fermentation. The concentration of genistein and daidzein in soymilk fermented with L. plantarum YS712 increased from 3.64 to $917.3\;{\mu}g/g$ and from 58.18 to $1062.17\;{\mu}g/g$, respectively. These results demonstrate the potential of L. plantarum YS712 as a probiotic culture that can be utilized in the manufacturing of fermentation foods and dietary supplements.

Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility (차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출)

  • Lee, Jung Min;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.3-16
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    • 2018
  • The emergence of the fourth industrial revolution is rapidly changing the conventional society and the industry, eroding the boundaries among the technology, culture, and finance. In the mobility industry, as the engineering-based industry converges with the information technology, the mobile space is changing from mobility or safety-centric space into space where the passengers can consume infotainment or contents services. The contents evaluation of the future mobility is conducted in terms of usability or technology acceptance aspect, but according to the trend analysis, the mobility industries, such as vehicle OEMs, it is necessary to evaluate the emotional or sensibility factors for the development of their future mobile space design. Herein, this research study evaluates which sensibility factor should be evaluated in priority to develop the contents interaction in the future mobile space. Thus, using Patrick Jordan's Four Pleasure Model, the priority evaluation has been conducted among 116 Korean drivers. As a result of the statistical analysis and AHP (Analytic Hierarchy Process), it has been found that first, it is necessary to evaluate psychological, ideological, social and physical sensibility in the respective order, and second, it is necessary to evaluate based on the contents user type.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.