The protein-bound innerpolysaccharides (IPS) produced by suspended mycelial cultures of Inonotus obliquus have promising potentials as an effective antidiabetic as well as an immunostimulating agents. To enhance IPS production, intensive strain improvement process should be carried out using large amount of UV-mutated protoplasts. During the whole strain-screening process, the stage of solid growth-culture was found to be the most time-requiring step, thus preventing rapid screening of high-yielding producers. In order to reduce the cell growth period in the solid growth-stage, therefore, solid growth-medium was optimized using the statistical methods such as (i) Plackett-Burman and fractional factorial designs (FFD) for selecting positive medium components, and (ii) steepest ascent (SAM) and response surface (RSM) methods for determining optimum concentrations of the selected components. By adopting the medium composition recommended by the SAM experiment, significantly higher growth rate was obtained in the solid growth-cultures, as represented by about 41% larger diameter of the cell growth circle and higher mycelial density. Sequential optimization process performed using the RSM experiments finally recommended the medium composition as follows: glucose 25.61g/L, brown rice 12.53 g/L, soytone peptone 12.53 g/L, $MgSO_4$ 5.53 g/L, and agar 20 g/L. It should be noted that this composition was almost similar to the medium combinations determined by the SAM experiment, demonstrating that the SAM was very helpful in finding out the final optimum concentrations. Through the use of this optimized medium, the period for the solid growth-culture could be successfully reduced to about 8 days from the previous 15~20 days, thus enabling large and mass screening of high producers in a relatively short period.
For large and rapid screening of high-yielding mutants of lovastatin produced by filamentous fungal cells of Aspergillus terreus, one of the most important stage is to test as large amounts of mutated strains as possible. For this purpose, we intended to develop a miniaturized cultivation method using $7m{\ell}$ culture tube instead of traditional $250m{\ell}$ flask (working volume $50m{\ell}$). For obtaining large amounts of conidiospores to be used as inoculums for miniaturized cultures, 4 components i.e., glucose, sucrose, yeast extract and $KH_2PO_4$ were intensively investigated, which had been observed to show positive effect on enhancement of spore production through Plackett-Burman design experimet. When optimum concentrations of these components that were determined through application of response surface method (RSM) based on central composite design (CCD) were used, maximum spore numbers amounting to $1.9\times10^{10}$ spores/plate were obtained, resulting in approximately 190 fold increase as compared to the commonly used PDA sporulation medium. Using the miniaturized cultures, intensive strain development programs were carried out for screening of lovastatin high-yielding as well as highly reproducible mutants. It was observed that, for maximum production of lovastatin, the producers should be activated through 'PaB' adaptation process during the early solid culture stage. In addition, they should be proliferated in condensed filamentous forms in miniaturized growth cultures, so that optimum amounts of highly active cells could be transferred to the production culture-tube as reproducible inoculums. Under these highly controlled fermentation conditions, compact-pelleted morphology of optimum size (less than 1 mm in diameter) was successfully induced in the miniaturized production cultures, which proved essential for maximal utilization of the producers' physiology leading to significantly enhanced production of lovastatin. As a result of continuous screening in the miniaturized cultures, lovastatin production levels of the 81% of the daughter cells derived from the high-yielding producers turned out to be in the range of 80%$\sim$120% of the lovastatin production level of the parallel flask cultures. These results demonstrate that the miniaturized cultivation method developed in this study is efficient high throughput system for large and rapid screening of highly stable and productive strains.
Park, Je-Mo;Hwang, Do-Yeon;Kim, Hee-Dong;Chung, Hyun-Ae;Jung, Hwa-Shik
Korean Journal of Occupational Therapy
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v.26
no.4
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pp.73-84
/
2018
Objective : The purpose of this study was to promote R&D of toilet design for the disabled by evaluating the Front-entry sitting toilet applied it to actual wheelchair users to examine the possibility of their application as a toilet that is low physical demanding and high satisfaction. Methods : Forty wheelchair users were asked to demonstrate using Front-entry sitting toilet after collecting the general characteristics and their current wheelchair usage information. Musculoskeletal disease risk assessment and user satisfaction were evaluated throughout Rapid Entire Body Assessment(REBA), Quebec Evaluation of Satisfaction with assistive Technology 2.0(QUEST) and subjective opinion questionnaire. Results : Statistical result showed that REBA scores($3.18{\pm}.38$) of Front-Entry Sitting Toilet were significantly lower(z=-5.930, p<.05) than the conventional toilet($6.53{\pm}1.15$). Overall, user satisfaction ratings were high with detailed scores were high in order of durability($4.48{\pm}.62$), safety($4.38{\pm}.63$), necessity($4.33{\pm}.73$) and universal ($4.6{\pm}.61$). Subjective opinion survey showed most were 'it was convenient to not have to rotate(30.8%).' Conclusion : This study found that Front-entry sitting toilet was highly likely to reduce the risk of musculoskeletal disorders and users' satisfactions were high. Through this study, we hope to expand the scope of occupational therapists and contribute to the physical, mental and social health in the daily activities of the people by applying various approaches.
Journal of the Korean Institute of Landscape Architecture
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v.43
no.3
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pp.13-26
/
2015
Many urban areas in Korea suffer from repeated flood damage during intensive rainfall due to an increase in impervious areas caused by rapid urbanization and deteriorating sewage systems. A centralized stormwater management system has caused severe flood damage in an area that has proven unable to accommodate recent climate change and a rise in precipitation. Most flooding prevention projects that have been recently implemented focus on increasing drainage system capacity by expanding the size of sewer pipes and adding pumping stations in downstream areas. However, such measures fail to provide sustainable solutions since they cannot solve fundamental problems to reduce surface runoff caused by urbanization across the watershed. A decentralized stormwater management system is needed that can minimize surface runoff and maximize localized retention capacity, while maintaining the existing drainage systems. This study proposes a stormwater management corridor for the flood-prone watershed in the city of Dongducheon. The corridor would connect the upstream, midstream, and downstream zones using various methods for reducing stormwater runoff. The research analyzed surface runoff patterns generated across the watershed using the Modified Rational Method considering the natural topography, land cover, and soil characteristics of each sub-watershed, as well as the urban fabric and land use. The expected effects of the design were verified by the retainable volume of stormwater runoff as based on the design application. The results suggest that an open space network serve as an urban green infrastructure, potentially expanding the functional and scenic values of the landscape. This method is more sustainable and effective than an engineering-based one, and can be applied to sustainable planning and management in flood-prone urban areas.
Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.
KSCE Journal of Civil and Environmental Engineering Research
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v.40
no.1
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pp.59-67
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2020
In this study, a suitable algorithm for each BRT stop type is presented through the network construction and algorithm design effect analysis through the LISA, a traffic signal program, for the BRT stop type in the BRT Design Guidelines, Ministry of Land, Transport and Maritime Affairs, 2010.6. It was. The phase insert technique is the most effective method for the stop before passing the intersection, the early green technique for the stop after the intersection, and the extend green technique for the mid-block type stop. The extension green technique is used only because it consists of BRT vehicles, general vehicles and pedestrians. Analyzed. After passing through the intersection, the stop was analyzed as 56.4 seconds for the total crossing time and 29.8 seconds for the delay time. In the mid-block type stop, the total travel time of the intersection was 40.5 seconds, the delay time was 9.6 seconds, the average travel time of up and down BRT was 70.2 seconds, the delay time was 14.0 seconds, and the number of passages was 29.
Korean Journal of Construction Engineering and Management
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v.10
no.4
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pp.87-100
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2009
The quality of early cost estimates is critical to the feasibility analysis and budget allocation decisions for public capital projects. Various researches have been attempted to develop cost prediction models in the early stage of a construction project. However, existing studies are limited on its applicability to actual projects because they focus primarily on a specific phase as well as utilize restricted information while the amount of information collectable differs from one another along with the project stages. This research aims to develop two-staged cost estimation model for the schematic planning and preliminary design process of a construction projects, considering the available information of each phase. In the schematic planning stage where outlined information of a project is only available, the Case-Based Reasoning model is used for easy and rapid elicitation of a project cost based on the extensive database of more than 90 actual highway construction projects. Then, the representing quantity-based model is proposed for the preliminary design stage where more information on the quantities and unit costs are collectable based on the alternative routes and cross-sections of a highway project. Real case studies are used to demonstrate and validate the benefits of the proposed approach. Through the two-stage cost estimation system, users are able to hold a timely prospect to presume the final cost within the budge such that feasibility study as well as budget allocation decisions are made on effectively and competitively.
Animation has been developed with trying a transformation of a reality continuously. The animation's trio is needed to study how the reality is expressed, transform, and developed through postmodernism, which the culture characteristic is one of culture phenomenons. First of all, to study, it s need to define what is animation and postmodernism. And then, the characteristic of postmodernism is studied to figure out how to relate with the reality in animation by the definition, and the reality is classified and expressed properly by a animation film. According to the study, the theory of simulation in animation based on Jean Baudrillard is to express the reality of post modern animation. 11 also shows what master narration is collapsed by the disorganization an outlook on consideration of an idealism and an absolutism and by the reality based on the implication aesthetic through the stream of the times. Finally, according to the combination of the genre such as the mixing 3-Dimensional and 2-Dimensional images, the appearance of the new genre is a result of the autogenous efforts in the animation which makes up the lack of the narrative due to the magical character of the hyper-realism image and the external image caused by the rapid development of technology. In this paper, the post modern reality is analyzed by a animation film such 'Animatrix', and the paper discusses how to express and re-analyze post modern reality in the animation.
Journal of the Korean Society of Environmental Restoration Technology
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v.9
no.2
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pp.59-71
/
2006
Due to the rapid process of industrialization the cities of Korea confront changes of climate, destructions of the habitate and decrease of the green. Recently Seoul and other local governments have implemented policies and projects to improve the environmental surroundings. In reality, however, those policies and projects face difficulties in the course of implementation. The fact that there are no concrete regulations and specific legal procedures turns out to be one of the main difficulties. The aim of this study is to present specific plans and methods of wall-planting and to provide basic guidelines for the future direction of wall-planting and offer ideas of facilitating wall-planting. This study is based on questionnaires from specialists of landscape architecture through individual interviews and/or e-mails. The questionnaire is consisted of following 4 sections. 1. Show the experts current regulations and/or legal procedures and ask them improvements and suggestions. 2. Ask them choose matters of the highest priority by using Ricardo's diagram method. 3. Ask them to make a graded list in terms of the location and method of wall-planting. 4. Study the maketability of the wall-planting products currently in circulation. The city of Seoul and the Ministry of Environment recommend that trellis and/or planting inducement structures be installed on the building wall by regulation. The specialists responded to the questionnaire advocate that green wall without trellis should be allowed as green zone. Therefore regulations concerning the wall-planting should be determined specifically according to the characteristics of individual plants and walls. It has been urged that legal aid and social support must be reinforced to establish rules dealing with wall-planting. The respondents also point out that significant cutting down of the tax is far more effective in accelerating the wall-green instead of administrative support. The highest priority in terms of planting has been given to sound-proof wall, retaining wall and building wall. Concerning the maketability of the wall-planting products, panel products are recommended for early-planting and building planting. It has been suggested that the research and study of new materials and species be done in advance.
On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.
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