• Title/Summary/Keyword: set-up effect

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The Effects of Resistance Exercise on Body Composition Physical Strength, Blood Lipids and Insulin in Elderly Women (저항성 운동이 여성 노인의 신체조성, 체력, 혈중지질 및 인슐린에 미치는 영향)

  • Kim, Won-Gyeong;Kim, Hyun-Jun
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.3
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    • pp.85-94
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    • 2022
  • Purpose : This study aimed to investigate the effects of 12 weeks of resistance exercise on body composition, physical strength, blood lipids, and insulin. Methods : The study was conducted on 24 elderly women divided into two groups: 12 subjects in an exercise group and 12 subjects in a control group. Resistance exercise was performed for 50 minutes a day, three times a week, for the duration of 12 weeks, and body composition, physical strength, blood lipids, and insulin were measured before and after the subjects completed the program. For the statistical analysis, the mean and standard deviation (M±SD) of each variable were calculated using SPSS version 20, and a paired t-test and two-way repeated ANOVA were conducted to test for the differences before and after the resistance exercise. All significant levels were set to α=.05 as a result of the experiment. Results : Changes in body composition after the 12-week resistance exercise program did not show any significant difference based on the comparison between the groups, but when noting the values for body fat percentage and body in the control group before and after, a significant difference was shown in fat mass (p<.05). As for changes in physical fitness, significant differences appeared in flexibility, muscle strength, and stenotic force (p<.01) when the groups were compared. Regarding pre- and post-values within each group concerning flexibility within the exercise group, significant differences were shown in gender (p<.001), muscle strength (p<.05), (p<.01), muscle earth strength, equilibrium (p<.01), stenosis force, and cardiopulmonary earth force (p<.001). Also, comparisons between populations in changes in blood lipids the values before and after in each group, significant differences in glucose (p<.05) and insulin (p<.05) were shown in the exercise group. When comparing the values before and after in each population, a significant difference was shown in the control group (p<.05). Conclusion : When all the results were integrated, the 12-week resistance exercise program was found to enhance physical strength (flexibility, muscle strength, and coordination) and improve the blood sugar levels of elderly women. In particular, resistance exercise is believed to lower the prevalence of obesity, type 2 diabetes mellitus, and metabolic diseases by having a positive effect on insulin. Further studies are suggested to verify the effect on body composition and blood lipids by setting up a variety of exercise treatment methods (including subjects, exercise periods, exercise plans, and exercise intensity focuses).

The Effect on Drooling of Applying Kinesiology Tape to the Orbicularis Oris Muscle in Children with Cerebral Palsy: A Case Study (입 둘레근에 키네시올로지 테이프 적용이 뇌성마비 아동의 침흘림에 미치는 영향: 단일대상연구)

  • Jeon, Joo young;Seo, Sang Min
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.11-22
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    • 2023
  • Objective : The purpose of this study was to examine the effects of using Kinesiology Tape (KT) for drooling in children with cerebral palsy. Methods : A single-case experimental design with an ABA design was conducted. A total of 46 sessions were conducted, consisting of three baseline sessions (A), 40 intervention sessions (B), and three baseline sessions (A'). The Drooling Impact Scale (DIS) and the Interlabial Gap (IG) were measured before and after the KT intervention, and a Goal Attainment Scale (GAS) was assessed to determine whether there was any change in the target activity for each session. The KT intervention was attached to the orbicularis oris muscle. The KT intervention time was set as the time taken for dysphagia intervention and the actual meal time, for up to one hour a day, for a total of eight weeks. Results : The results of the study showed that the KT intervention had an effect on both the DIS and the IG, and that the GAS scale indicated that target activity increased with each session. Conclusion : These results indicate that the KT intervention can easily be applied to children with cerebral palsy who suffer from drooling, whether in clinical practice, by therapists, or caregivers, and that it can be used for various purposes.

Effect of Strength Exercise Program on Health-Related Factors of the Aged for Healthy Life (건강한 삶을 위한 여성 고령자들의 근력운동이 건강관련 요인에 미치는 영향)

  • Kwon, Su-Jeong;Park, Jeong-Bae
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.435-446
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    • 2019
  • The purpose of this study was to investigate the effect of strength exercise program(60 minutes/day, 3 times/week) on health-related fitness and the factor of metabolic syndrome in the older at senior care facilities during 12 weeks. Twenty-seven volunteers were recruited for the study and divided into two groups: 15 persons(82.6yrs) undertook a continuous 12 weeks strength exercise program(EG), and 12 persons(78.9yrs) served as a control group(CG). The data process of this study calculated as mean(M) and standard Deviation(SD) of all measured value, used repeated measure ANOVA, and paired t-test. The significant level of hypothesis verification is set-up as α=.05. After 12 weeks in EG, health-related fitness increased by an average of 15.2% for right grip strength(p<.05), 26.9% for left grip strength(p<.05), 32.7% for chair stand(p<.05), 92.5% for one leg stand(p<.05), 29.6% for sit and reach(p<.05), and 34.5% for TUG(p<.05); CG showed no difference between pre and post. In the factor of metabolic syndrome, Systolic BP(3.1mmHg) and fasting blood glucose(7.4mg/dl) decreased in the EG group(p<.05). In summary, the strength exercise program leads to a genuine increase in health-related fitness and decrease in the factor of metabolic syndrome in the older adults. The well planned strength exercise seems to be an important intervention to improve function fitness in this population.

The Effect of the Cicadas' Songs on the Psychological Responses in Adolescents (매미과(科) 노랫소리가 청소년의 심리적 반응에 미치는 영향)

  • Yoon, Ki-Sang;Suh, Sang-Joon;Suh, Jae-Gap
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.4
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    • pp.136-143
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    • 2007
  • This experiment was performed to find out the effects of the cicadas' songs on the psychological responses in adolescents. As a basic coulee, the experiment to set up 'Acceptable & Unacceptable' was performed. As a further coulee, five kinds of the cicadas' songs heard frequently were analyzed and adjectives expressing the feeling to cicadas' songs were factor-analyzed, and psychological responses to auditory sensations were analyzed through regression equations. As a result, the effect of the Cryptotympana atrata's song, the Meimuna opalifera's song and the traffic noise are similar in the degree of disturbing the meditation but they are less disturbing than the white noise. The experiment for adjectives expressing was performed, because it is possible that cicadas' songs affect adolescents as a noise. Cicadas' songs can be expressed with three kinds of factors. First factor is [Annoyance], second factor is [Strength] and third factor is [Rhythm]. The first factor dominates in the songs of the Cryptotympana atrata and the Platypleura kaempferi who generate steady sound, and the third factor dominates in the songs of the Meimuna opalifera, the Leptosemia takanonis and the Oncotympana fuscata who generate fluctuating sounds. The loudness of sound didn't affect on the third factor but the emotional values of the fist and the second factors are linearly proportional to the loudness. The analysis results of the first factor associated with noise showed that the annoyance of adolescents is increased in the order of white noise - the Platypleura kaempferi - the Cryptotympana atrata, if the loudness of sounds are generated equally.

An Empirical Investigation into the Effect of the Factors on the Innovation Performance of FinTech Firms (핀테크 기업의 혁신성과에 영향을 미치는 요인에 관한 실증연구)

  • Bo Seong Yun;Yong Jin Kim
    • Information Systems Review
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    • v.22 no.3
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    • pp.59-80
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    • 2020
  • Excellent FinTech firms create value by finding customer needs or addressing customer problems to provide customers with differentiated solutions through information technologies and organizational innovation capability. Accordingly, the survival and growth of FinTech firms rely on the innovation performance for solving customer problems. This study assumes that IT relatedness and entrepreneurial culture play a mediating role in the relationship between service orientation and innovation performance. To examine it, designed and demonstrated is a structural model from the perspective of dynamic organizational capability. The results show that IT relatedness and entrepreneurial culture play a mediating role between service orientation and innovation performance. Although IT relatedness and entrepreneurial culture were partial mediators in each divided model, the integration model showed there was no direct effect of service orientation on innovation performance. The practical implication is that FinTech companies need to understand customer problems accurately, set up appropriate service goals and align all strategies to achieve them. With these strategic alignments, higher innovation performance can be achieved by enabling IT resources and capabilities to be actively utilized in all functions of the organization and institutionalizing the entrepreneurial culture.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.

A Study on the Effect of Entrepreneurial Mentoring on Entrepreneurial Intention: Mediating Effects of Social Support and Entrepreneurial Self-Efficacy (창업멘토링이 창업의도에 미치는 영향 연구: 사회적지지, 창업자기효능감의 매개효과)

  • Cho, Han Jun;Choi, Dea Soo;Sung, Chang Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.81-96
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    • 2020
  • The purpose of this study is to investigate the impact of entrepreneurial mentoring as an effective support method to increase the awareness and entrepreneurial intention of university students. Therefore, the mediating effect of social support and entrepreneurial self-efficacy was demonstrated in the relationship between entrepreneurial mentoring and entrepreneurial intention. As a result of the analysis, the positive role of entrepreneurial mentoring was confirmed as an influencing factor to increase the intention of young prospective entrepreneurs to set up and increase their expectations for social support. Specifically, entrepreneurial mentoring had a significant positive effect on entrepreneurial intention, social support, and entrepreneurial self-efficacy. Social support had a significant positive effect on entrepreneurial self-efficacy and entrepreneurial intention, respectively, and partially mediated the relationship between entrepreneurial mentoring and entrepreneurial intention. Entrepreneurial self-efficacy had a positive effect on entrepreneurial intention, and entrepreneurial self-efficacy fully mediated between entrepreneurial mentoring and entrepreneurial intention. Through this study, it was proved that entrepreneurial mentoring is an important factor that positively influences entrepreneurial intention, social support, and entrepreneurial self-efficacy. In addition, by identifying the effect of social support on entrepreneurial self-efficacy, it was confirmed that the individual's self-confidence and efficacy increased when they recognized the belief or utilization of social support. Finally, by confirming that entrepreneurial mentoring has a positive effect on social support and that social support mediates between entrepreneurial mentoring and entrepreneurial intention, the entrepreneurial mentoring program raises the entrepreneurial intention to start a business and helps founders to social support. It has been confirmed that it can be used as a way to raise the awareness and effect of startup supporting policy in practice as well.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Brief Introduction of Research Progresses in Control and Biocontrol of Clubroot Disease in China

  • He, Yueqiu;Wu, Yixin;He, Pengfei;Li, Xinyu
    • 한국균학회소식:학술대회논문집
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    • 2015.05a
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    • pp.45-46
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    • 2015
  • Clubroot disease of crucifers has occurred since 1957. It has spread to the whole China, especially in the southwest and nourtheast where it causes 30-80% loss in some fields. The disease has being expanded in the recent years as seeds are imported and the floating seedling system practices. For its effective control, the Ministry of Agriculture of China set up a program in 2010 and a research team led by Dr. Yueqiu HE, Yunnan Agricultural University. The team includes 20 main reseachers of 11 universities and 5 institutions. After 5 years, the team has made a lot of progresses in disease occurrence regulation, resources collection, resistance identification and breeding, biological agent exploration, formulation, chemicals evaluation, and control strategy. About 1200 collections of local and commercial crucifers were identified in the field and by artificiall inoculation in the laboratories, 10 resistant cultivars were breeded including 7 Chinese cabbages and 3 cabbages. More than 800 antagostic strains were isolated including bacteria, stretomyces and fungi. Around 100 chemicals were evaluated in the field and greenhouse based on its control effect, among them, 6 showed high control effect, especially fluazinam and cyazofamid could control about 80% the disease. However, fluzinam has negative effect on soil microbes. Clubroot disease could not be controlled by bioagents and chemicals once when the pathogen Plasmodiophora brassicae infected its hosts and set up the parasitic relationship. We found the earlier the pathogent infected its host, the severer the disease was. Therefore, early control was the most effective. For Chinese cabbage, all controlling measures should be taken in the early 30 days because the new infection could not cause severe symptom after 30 days of seeding. For example, a biocontrol agent, Bacillus subtilis Strain XF-1 could control the disease 70%-85% averagely when it mixed with seedling substrate and was drenching 3 times after transplanting, i.e. immediately, 7 days, 14 days. XF-1 has been deeply researched in control mechanisms, its genome, and development and application of biocontrol formulate. It could produce antagonistic protein, enzyme, antibiotics and IAA, which promoted rhizogenesis and growth. Its The genome was sequenced by Illumina/Solexa Genome Analyzer to assembled into 20 scaffolds then the gaps between scaffolds were filled by long fragment PCR amplification to obtain complet genmone with 4,061,186 bp in size. The whole genome was found to have 43.8% GC, 108 tandem repeats with an average of 2.65 copies and 84 transposons. The CDSs were predicted as 3,853 in which 112 CDSs were predicted to secondary metabolite biosynthesis, transport and catabolism. Among those, five NRPS/PKS giant gene clusters being responsible for the biosynthesis of polyketide (pksABCDEFHJLMNRS in size 72.9 kb), surfactin(srfABCD, 26.148 kb, bacilysin(bacABCDE 5.903 kb), bacillibactin(dhbABCEF, 11.774 kb) and fengycin(ppsABCDE, 37.799 kb) have high homolgous to fuction confirmed biosynthesis gene in other strain. Moreover, there are many of key regulatory genes for secondary metabolites from XF-1, such as comABPQKX Z, degQ, sfp, yczE, degU, ycxABCD and ywfG. were also predicted. Therefore, XF-1 has potential of biosynthesis for secondary metabolites surfactin, fengycin, bacillibactin, bacilysin and Bacillaene. Thirty two compounds were detected from cell extracts of XF-1 by MALDI-TOF-MS, including one Macrolactin (m/z 441.06), two fusaricidin (m/z 850.493 and 968.515), one circulocin (m/z 852.509), nine surfactin (m/z 1044.656~1102.652), five iturin (m/z 1096.631~1150.57) and forty fengycin (m/z 1449.79~1543.805). The top three compositions types (contening 56.67% of total extract) are surfactin, iturin and fengycin, in which the most abundant is the surfactin type composition 30.37% of total extract and in second place is the fengycin with 23.28% content with rich diversity of chemical structure, and the smallest one is the iturin with 3.02% content. Moreover, the same main compositions were detected in Bacillus sp.355 which is also a good effects biocontol bacterial for controlling the clubroot of crucifer. Wherefore those compounds surfactin, iturin and fengycin maybe the main active compositions of XF-1 against P. brassicae. Twenty one fengycin type compounds were evaluate by LC-ESI-MS/MS with antifungal activities, including fengycin A $C_{16{\sim}C19}$, fengycin B $C_{14{\sim}C17}$, fengycin C $C_{15{\sim}C18}$, fengycin D $C_{15{\sim}C18}$ and fengycin S $C_{15{\sim}C18}$. Furthermore, one novel compound was identified as Dehydroxyfengycin $C_{17}$ according its MS, 1D and 2D NMR spectral data, which molecular weight is 1488.8480 Da and formula $C_{75}H_{116}N_{12}O_{19}$. The fengycin type compounds (FTCPs $250{\mu}g/mL$) were used to treat the resting spores of P. brassicae ($10^7/mL$) by detecting leakage of the cytoplasm components and cell destruction. After 12 h treatment, the absorbencies at 260 nm (A260) and at 280 nm (A280) increased gradually to approaching the maximum of absorbance, accompanying the collapse of P. brassicae resting spores, and nearly no complete cells were observed at 24 h treatment. The results suggested that the cells could be lyzed by the FTCPs of XF-1, and the diversity of FTCPs was mainly attributed to a mechanism of clubroot disease biocontrol. In the five selected medium MOLP, PSA, LB, Landy and LD, the most suitable for growth of strain medium is MOLP, and the least for strains longevity is the Landy sucrose medium. However, the lipopeptide highest yield is in Landy sucrose medium. The lipopeptides in five medium were analyzed with HPLC, and the results showed that lipopeptides component were same, while their contents from B. subtilis XF-1 fermented in five medium were different. We found that it is the lipopeptides content but ingredients of XF-1 could be impacted by medium and lacking of nutrition seems promoting lipopeptides secretion from XF-1. The volatile components with inhibition fungal Cylindrocarpon spp. activity which were collect in sealed vesel were detected with metheds of HS-SPME-GC-MS in eight biocontrol Bacillus species and four positive mutant strains of XF-1 mutagenized with chemical mutagens, respectively. They have same main volatile components including pyrazine, aldehydes, oxazolidinone and sulfide which are composed of 91.62% in XF-1, in which, the most abundant is the pyrazine type composition with 47.03%, and in second place is the aldehydes with 23.84%, and the third place is oxazolidinone with 15.68%, and the smallest ones is the sulfide with 5.07%.

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Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.