• 제목/요약/키워드: culture industries

검색결과 655건 처리시간 0.033초

Optimization of SOD Biosynthesis by Controlling Sucrose Concentration in the Culture of Carrot Hairy Root

  • Kim, Ji-Hyeon;Yoo, Young-Je
    • Journal of Microbiology and Biotechnology
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    • 제12권4호
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    • pp.617-621
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    • 2002
  • In order to optimize the carrot hairy root culture for SOD production, a fed-batch culture of hairy roots was performed in a bioreactor. Maximum SOD activity was obtained when the hairy roots were transferred to the MS medium containing 110 g/1 concentration of sucrose. By controlling the sucrose concentration (70 g/1 sucrose for growth and 110 g/1 sucrose far production, respectively) In a two-stage fed-batch culture, 29 g/1 of the hairy roots was obtained based on the final dry mass. The volumetrically determined SOD activity and productivity in the fed-batch culture were about 6 times higher than those from the flask culture containing sucrose at 30 g/1 concentration.

애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로 (Promoting the regional cultural industries through the animation festival : WAF case study)

  • 임학순
    • 만화애니메이션 연구
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    • 통권14호
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    • pp.129-150
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    • 2008
  • 이 연구는 도시에서 개최되는 문화산업 페스티벌 공모전과 지역문화산업의 연계성 증진을 위한 모델을 개발하는데 초점을 두었다. 이 연구에서는 특히 애니메이션 페스티벌 공모전을 중심으로 모델을 탐색하였다. 이를 위하여 2004년부터 광주에서 개최되고 있는 웹애니메이션 페스티벌 공모전(WAF)에 대한 사례를 분석하였다. 사업화 사례는 창작집단 중심형, 기업제작 중심형, 지역문화산업정책사업과의 연계성을 중심으로 분석되었다. 분석결과, 공모전을 활용한 우수 프로젝트 발굴사업과 선정 작품에 대한 사업화 지원사업의 연계 가능성을 확인하였으며, 이 과정에서 공모전사업 주관기관과 담당자의 사업화 의지와 산업계의 공모전 참여구조가 중요한 요인으로 작용한 것으로 나타났다. 그러나 이러한 사업모델은 공공부문의 지원만으로는 한계가 있으며, 민간부문의 자발적인 투자와 협업이 이루어질 수 있는 기반이 구축될 필요가 있다. 이와 관련하여 이 논문에서는 WAF를 우수프로젝트 발굴을 위한 Showcase로 특성화하는 방법을 제시하였다.

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직물소재의 지역특화를 위한 섬유산지의 섬유전문교육체제에 관한 연구 -한국과 이태리의 비교 분석- (A Study on the Regional Textile Education System for Promoting Regional Specialization of Textile Industry -Comparison between Korean and Italian Textile Industries-)

  • 이은옥
    • 복식문화연구
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    • 제11권5호
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    • pp.619-646
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    • 2003
  • The purpose of this study is to explore and compare the regional characteristics of textile industries and corresponding education systems in Korea and Italy. The Italian textile industry is well known for its continuous development of high quality textile fabrics and aesthetic fashion design. One of contributing factors for the success of Italian textile industry is its regional specialization of the industry and corresponding education systems. In particular, the regional education systems in Italy are designed to educate and supply labors necessary to the development of the regional textile industries. According to the study, this characteristic is well shown in their curriculum which emphasizes the practicality and corporation with the industry. In contrast, the Korean education system for the textile industry ignores the regional specialization and its curriculum is designed, in large part, to produce textile designers. This causes difficulties in meeting the various demands from the industry such as the textile planning, textile production, and textile marketing and sales. To solve the problems, we must encourage the industrial-educational corporation to promote the practicality of the textile education system and make diversification and specialization of the curriculum of textile education to cultivate men of talent, such as merchandisers, fashion coordinators, converters, stylists, and displayer, necessary to the development of the Korean textile industry.

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패션 산업 인턴십에 대한 의식 연구 -패션 기업 관계자를 중심으로 - (A Study on the Consciousness of Fashion Industry Internship - Focused on Directors of fashion Industries -)

  • 정상길;유지헌
    • 복식문화연구
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    • 제13권4호
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    • pp.604-621
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    • 2005
  • The purpose of this study were to analyse the consciousness of persons in charge of fashion industries and to provide some basis data for development of the fashion internship program which could reduce differentiation between fashion colleges and fashion companies. Fifty national fashion brands had been randomly selected and question researches had done from August twenty-seventh to October thirtieth by the visit, mail, fax and e-mail etc. Date analyses were conducted with SPSS program on the frequency, t-test and ANOVA. The results were as follows. The companies selected interns by documents and interview, however, in the future they will prefer to accept interns by appraising some task. They preferred to apprentice for two months with some simple job and tasks. The companies wanted some prerequisite study such as major curriculum, human nature education, computer education. And each division wanted different curriculum. They wanted to be joined with industrial disaster insurance for intern and to be given allowance and credit. They also preferred reputation ratio of industry : college as $70\%$ : $30\%$ for intern reputation. There were some vitalizing method of fashion internship such as discriminated fashion internship program, government support for industries, universities and students, organization opening to connect industry and . university, mentor-system and credit system introducing, curriculum reforming in the university.

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창조융합시장을 위한 유럽 연합 (EU)의 시장과문화적 지역특화방안 (Creative Cultural Localization Ways and IT Market of the EU to Converge the Creative Industries)

  • 서대성
    • 유통과학연구
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    • 제13권1호
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    • pp.27-33
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    • 2015
  • Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.

Comparative Advantage of the United States and South Korean Manmade Textile Industries

  • Shin, Eonyou;Keenan, Caitlyn;Karpova, Elena
    • Fashion, Industry and Education
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    • 제14권1호
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    • pp.1-9
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    • 2016
  • This study examined the comparative advantage of manmade textile (MMT) industries in the United States (US) and South Korea (SK). The Revealed Comparative Advantage (RCA) framework was used to assess the MMT industries' performance in both countries from 2004 to 2013. With the recent ratification of the United States-South Korea Free Trade Agreement (KORUS FTA), it is important to understand the current state of these industries. Using UN Comtrade export data, the RCA index values were calculated and analyzed for 27 MMT commodities, three aggregate groups, and the whole industry. It was found that SK had a consistent comparative advantage for the whole industry. Furthermore, SK had a larger number of products with a comparative advantage. The research findings indicate that the MMT industry in SK is likely to outperform the US following the complete ratification of the KORUS FTA.

Inventions and Other Developments Associated with the Heritage Textile Industries of the British Isles

  • Hann, M.A.;Nicholson, E.
    • 복식문화연구
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    • 제20권4호
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    • pp.616-620
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    • 2012
  • The objectives of this paper are to examine some of the factors which may account for the rise in predominance of British textile manufacture in the eighteenth and nineteenth centuries. This paper identifies a range of important eighteenth century British inventions and associated developments, such as the 'factory' system, which stimulated expansion in textile manufacture in the British Isles and led to the rise in international importance of various 'heritage textile industries', including the Lancashire cotton industry, the Yorkshire woollen and worsted industry, the Dundee jute industry and the Irish linen industry.

문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 - (Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry -)

  • 원민관;이호건
    • 통상정보연구
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    • 제6권3호
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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모바일 환경에서 캐주얼 게임의 난이도에 따른 게임 이용 지속성에 관한 연구 (A Study on the Game Usage Persistence according to the Difficulty of Casual Game in Mobile Environment)

  • 구태원;김효남
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제57차 동계학술대회논문집 26권1호
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    • pp.233-236
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    • 2018
  • 최근 급속도로 성장하는 모바일 시장은 게임 산업에서 가장 대표적인 게임 플랫폼으로 국내외에서 상당히 많은 수익과 성장을 이루고 있다. 매년 새로운 게임이 출시되서 유저들이 많이 플레이하지만 정작 몇 주 만에 유저들이 많이 빠져나오면서 실패한 게임들이 매년 나온다는 것이다. 본 논문에서는 실패하는 게임 개발을 줄이고 모바일게임 장르중에 대표적인 캐주얼 게임을 대상으로 남이도 조절을 통해서 유저들이 몰입하는 게임을 개발할 수 있는 내용을 제안하고자 한다.

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메타버스를 활용한 e-스포츠 영역 확장과 발전에 관한 연구 (A Study on the Expanding and Developing of the e-Sports Area Using Metaverse)

  • 강희진;김효남
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.205-208
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    • 2022
  • 본 논문에서는 메타버스를 활용한 e-스포츠 산업의 영역 확장 및 발전 가능성에 대해 제안한다. 본 논문에서는 코로나-19 사태 발생 후 상승세를 보인 e-스포츠 산업 발달 과정에 새롭게 대두된 메타버스 기술을 활용했을 시에 생기는 새로운 방향의 발전 가능성에 대해 연구하였다. 현재 e-스포츠 산업의 발전을 따라가지 못하는 게임들 혹은 소규모 행사들의 발전 가능성에 대해 집중적으로 연구하였으며, 실제로 적용 했을 시 현재 주목받고 있는 대규모 e-스포츠 행사가 아닌 e-스포츠 행사에 참가하지 못하거나 적극적인 참여를 하지 못하는 상황에서 보다 긍정적인 영향을 보이는 방법을 제시하고자 한다.

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