• Title/Summary/Keyword: culture industry

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Strain Selection and Optimization of Mixed Culture Conditions for Lactobacillus pentosus K1-23 with Antibacterial Activity and Aureobasidium pullulans NRRL 58012 Producing Immune-Enhancing β-Glucan

  • Sekar, Ashokkumar;Kim, Myoungjin;Jeong, Hyeong Chul;Kim, Keun
    • Journal of Microbiology and Biotechnology
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    • v.28 no.5
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    • pp.697-706
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    • 2018
  • Lactobacillus pentosus K1-23 was selected from among 25 lactic acid bacterial strains owing to its high inhibitory activity against several pathogenic bacteria, including Escherichia coli, Salmonella typhimurium, S. gallinarum, Staphylococcus aureus, Pseudomonas aeruginosa, Clostridium perfringens, and Listeria monocytogenes. Additionally, among 13 strains of Aureobasidium spp., A. pullulans NRRL 58012 was shown to produce the highest amount of ${\beta}$-glucan ($15.45{\pm}0.07%$) and was selected. Next, the optimal conditions for a solid-phase mixed culture with these two different microorganisms (one bacterium and one yeast) were determined. The optimal inoculum sizes for L. pentosus and A. pullulans were 1% and 5%, respectively. The appropriate inoculation time for L. pentosus K1-23 was 3 days after the inoculation of A. pullulans to initiate fermentation. The addition of 0.5% corn steep powder and 0.1% $FeSO_4$ to the basal medium resulted in the increased production of lactic acid bacterial cells and ${\beta}$-glucan. The following optimal conditions for solid-phase mixed culture were also statistically determined by using the response surface method: $37.84^{\circ}C$, pH 5.25, moisture content of 60.82%, and culture time of 6.08 days for L. pentosus; and $24.11^{\circ}C$, pH 5.65, moisture content of 60.08%, and culture time of 5.71 days for A. pullulans. Using the predicted optimal conditions, the experimental production values of L. pentosus cells and ${\beta}$-glucan were $3.15{\pm}0.10{\times}10^8CFU/g$ and $13.41{\pm}0.04%$, respectively. This mixed culture may function as a highly efficient antibiotic substitute based on the combined action of its anti-pathogenic bacterial and immune-enhancing activities.

An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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A Study on the Digitalization of the Fashion Industry

  • Lee, Mi-Ryang;Kim, Moon-Sook
    • The International Journal of Costume Culture
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    • v.4 no.2
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    • pp.124-137
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    • 2001
  • The digitalization of the fashion industry refers to 'the reception of the digital environment by the industry.'Re paper presented 3 conceptual categories of 'technological environment','information environment'and 'business environment'concerning the scope of digitalization, including from the introduction and use of new technical media to new ways of thinking following the paradigm changes. And it demonstratively analyzed digitalization factors and digitalization level of fashion businesses related to the factors by 7 fashion categories. The analytic result and its suggestions are as follows. First, the five digitalization factor of the fashion industry are defined : manufacturing Process automation, computer systemization, information networking, e-business, and small batch production. Second the digitalization degree of fashion firms decreases in the order of information networking, small batch Production, manufacturing Process automation, computer systemization, and e-business, with information networking on the top and e-business, recent focal point of interest, at the bottom. Third, as for the digitalization of each clothing category, men's formal dress and unisex display the highest level of the general digitalization.

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

  • Hann, M.A.;Nicholson, E.
    • The Research Journal of the Costume Culture
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    • v.20 no.4
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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.

A Study on the IT Infrastructure of Korean Apparel Industry (국내 의류업계의 IT 인프라 구조에 관한 연구)

  • Choi, In-Ryu
    • The Research Journal of the Costume Culture
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    • v.17 no.3
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    • pp.512-522
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    • 2009
  • The purpose of this study is to analyze IT infrastructure of Korean apparel industry in order to enhance business effectiveness and customer's satisfaction in information society with global networks. For this study, the questionnaires were distributed to 57 apparel industries in Korea. The data were analyzed by factor analysis, descriptive statistics, Cronbach's alpha coefficient, multi regression analysis. The results of this study are as follow: First, Considering the apparel industry, construction of information system is essential for assistance of information policy and utilization of information. Understanding of e-business policy affects profits of suppliers. Second, Apparel industry with higher information policy has higher productivity with flexibility. Third, Apparel industry which has close relationship with suppliers has better customer support. Flexible scheduling and production line are important factors for quick response of customer's order and need.

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New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure (뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향)

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.293-305
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    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

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Internet Usage for the Implementation of Quick Response as Supply Chain Management across Business-to-Business Electronic Commerce in Textile and Apparel Industry (섬유.의류산업의 B-to-B EC에서 SCM으로 QR 수행을 위한 인터넷 활용)

  • 오현남
    • The Research Journal of the Costume Culture
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    • v.9 no.1
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    • pp.100-110
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    • 2001
  • The purpose of this study is to identify Internet usage for the implementation of Quick Response Supply Chain Management across Business-to-Business Electronic Commerce in textile and apparel industry. This paper involves theoretical studies, which developed 3 steps to analyze the relationship of B-to-B EC, SCM, and QR, and provides broader awareness of new trend in the textile and apparel industry. SCM as one of B-to-B EC solutions introduced QR into the textile and apparel industry in 1985, and B-to-B EC is regarded as a means for achievement of QR with the widespread adoption of Internet technologies by businesses over the last four years. Finally, the Internet enables textile and apparel firms to access international networks of suppliers, distributors, and customers, so Internet-based B-to-B EC, SCM, and QR with Internet/EDI and XML/EDI are expected to become a central part in propelling fashion business into new directions.

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A Study on Fashion Show Project Management with the Aud of the Network Technique (네트웍 기법에 의한 패션쇼 프로젝트의 관리 모형에 관한 연구)

  • 양리나
    • The Research Journal of the Costume Culture
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    • v.6 no.3
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    • pp.21-33
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    • 1998
  • A project manager is required to have systematic knowledge in the project management in fashion and apparel industry. The Network Technique is a modern project management technique and applies to almost all industry sectors, including fashion and apparel industry. Through the Network Technique, we can save project time and cost. The purpose of present study are - to introduce the Network Technique into fashion and apparel industry management area, and - to make an practical application of he Network Technique to fashion and apparel industry. For these purpose, fist we define the Network Technique, and then we apply it to fashion show as an example. Only time component is considered in this study. Cost component can be dealt with later on in the project planning area.

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A study on Innovation Methods for the Content Industry in the post-COVID-19 Era

  • Lee, Gun-Woong;Bang, Mee-Young
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.142-151
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    • 2021
  • The content industry was greatly affected by the pandemic that hit the world in 2020. The release and production of major Hollywood films were postponed. Performances, festivals, and mega-events such as tourism and the Olympic Games were also canceled or postponed. The innovation of the content industry became inevitable in line with these rapid environmental changes, and the industry had to undergo internal changes according to these external environmental changes. Representative examples are talent fostering and job creation for young people. This study conducts both SWOT analysis and PEST analysis on the South Korean content industry, thereby analyzing cases of talent fostering and job creation suitable for the new environment.

Determinants of Consumer Satisfaction in Fast Food Industry of Lahore Pakistan

  • Ali, Asma;Lee, Jong-In
    • Journal of the Korean Society of Food Culture
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    • v.34 no.4
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    • pp.424-431
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    • 2019
  • The purpose of this study is to analyze and evaluate the key success factors for the fast food industry in the region of Lahore Pakistan. Fast food concept developed very speedily in the last few years in Lahore region. The success or failure of a fast food industry based on some factors like Physical environment, Brand-name, Food quality, Price, Taste, Promotional activity, Habitual consumption, Health threats, Consumer expectation, and Family meal. To identify which of these factors has a greater influence on consumer satisfaction, four fast food restaurants such as McDonald's, PIZZA HUT, KFC, and subway were targeted randomly. The proposed research is quantitative in nature and for data collection; a random sampling technique was used. A questionnaire survey answered by 273 people was considered in this research. Data have been analyzed through statistical techniques. It is observed that Brand name, Food quality, Physical environment, Health threats, Price, Family meals, Habitual consumption, and Consumer expectation showed significant impacts on Fast food industry compared to other factors evaluated herein.