• Title/Summary/Keyword: CHAI

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Overexpression of Escherichia coli Thiol Peroxidase in the Periplasmic Space

  • Kim, Sung-Jin;Cha, Mee-Kyung;Kim, Il-Han;Kim, Ha-Kun
    • Journal of Microbiology and Biotechnology
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    • v.8 no.1
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    • pp.92-95
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    • 1998
  • Overproduction of Escherichia coli thiol peroxidase in the periplasmic space was achieved by locating the appropriate gene on a downstream region of the strong T7 promoter. E. coli strain BL21 carrying the recombinant plasmid pSK-TPX was induced by IPTG, lysed, and analyzed by SDS-polyacrylamide gel electrophoresis. A large amount of the overexpressed thiol peroxidase was located in the periplasmic space. A homogeneous thiol peroxidase was obtained from E. coli osmotic shock fluid by simple one-step gel permeation chromatography.

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Food of China Yunnan Baizu (증국 운남성 백족의 음식문화)

  • Shin, Kye-Sook
    • Journal of the Korean Society of Food Culture
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    • v.15 no.3
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    • pp.225-232
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    • 2000
  • The Purpose of this study was to understand the China Yunnan Baizu food. This study was performed a visit market based on in- depth interview with food experts those who lived in Baizu province. The results were summarized as follows. The main food of Baizu were Bab, Dduk(BaBa), Nuddle(Mi xian) made from rice. They ate all kind of food from vegetables, fish, and pork, but the remarkable thing was that there were practical limit to select the ingredient. They would use some fermented products such as Pao-chai, Yan-chai, Zha. Pao-chai was fermented vegetables like Kimchi, Yan-chai was similar with Changachi in Korea, and Zha was prepared from meat and fish. Menus for Banquets were included 8 kinds of cold appetizer, 8 kinds of hot dishes, and 2 kinds of sweet desserts. The ingredients were local products and they considered hot, sour, cold taste importantly. The method of cooking was simple and Rusan, Sengpi was the most traditional Baizu food. Ru san is one of dishes prepared from the milk, and milk pedimented product. Sengpi was uncooked pork.

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An On Demand Routing Algorithm for Mobile Wireless Networks

  • Yan, Huai-Zhi;Ajith, P.K.;Park, Dong-Won;Joo, Gi-Ho
    • The Journal of Engineering Research
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    • v.7 no.1
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    • pp.37-51
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    • 2005
  • An and hoc network is a collection of wireless mobile nodes forming a temporary network without the centralized administration. Due to the limited transmission range of wireless work interface, multiple networks "hops" maybe needed for one node to exchange data with adjacent node. In recent years, a variety of new routing protocol about ad hoc network was developed. This paper presents a new routing protocol based on the Dynamic Source Routing which is not suitable for the high mobility ad hoc network. The Enhanced DR adapts quickly to routing changes when node movement is frequent. When a trunk route is broken, this protocol will utilize the alternative route saved in the route to discovery quickly the new route. It improves the performance of the existing DSR algorithm, so that the negative impacts from weakness of DSR are reduced.

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A Study of East Scene Change Detection Using Optimized Temporally Sampling from Compressed MPEG Videos. (압축된 MPEG 비디오에서 최적화된 검색간격을 이용한 빠른 장면전환 검출에 관한 연구)

  • Kim, Joong-Heon;Kim, Shin-Hyoung;Park, Doo-Yeong;Jang, Jong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.237-240
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    • 2001
  • 비디오 데이터의 효율적인 저장, 관리를 위해서는 장면전환 검출을 통한 비디오 분할 기술에 대한 연구가 필요하다. 기존의 장면전환 검출 알고리즘은 복호화에 의한 연산량 및 프레임들간의 비교에 의한 연산량이 많고 잡음에 의한 오검출 및 미검출이 발생하게 된다. 본 논문에서는 MPEG 압축 비디오에서 압축 영역에서의 타른 장면전환 검출을 위한 최적의 검색 간격을 유도하였고, 검색간격 내의 B 프레임의 방향성을 직접 추출하여 장면전환검출에 이용하므로 빠르고 정확한 장면전환 검출 알고리즘을 제안한다.

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Hit game need to quickly and accuracy - Our cat wife - (순발력훈련에 도움이되는 연타게임 개발 -우리집 고양각시-)

  • Park, Jae Hun;Jung, A Rum;An, Syung-Og;Kim, Soo Kyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.461-463
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    • 2011
  • 본 논문에서는 유아부터 노인까지 간단한 조작법으로 쉽게 즐길 수 있는 게임을 만들고자 한다. Space Bar를 주로 이용하는 One-Button방식의 게임으로 연타를 하는 미니게임들이지만 '순발력'과 '정확도'를 필요로 하는 게임이다. 다른 게임들은 화려한 이펙트와 다양한 조작법으로 흥미를 이끌어 내기는 하지만 저연령층과 고연령층이 다가서기엔 힘든 부분이 있다. 그래서 간단한 조작으로 게임을 즐길 수 있는 게임을 만들어 보고자 했다. 친근감 있는 시나리오와 캐릭터를 통해 남녀노소 누구나 쉽게 접할 수 있고, 오락적인 요소만 있는 것이 아니라 게임을 통한 성취감과 경쟁심을 유도함으로서 게임에 더욱 몰입 할 수 있다.