• Title/Summary/Keyword: understanding levels

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Proteome analysis of storage roots of two sweet potato cultivars with contrasting low temperature tolerance during storage (저온 저장 감수성 및 저항성 고구마 품종에서 저온 반응성 단백질체 연구)

  • Kim, Yun-Hee;Ji, Chang Yoon;Kim, Ho Soo;Chung, Jung-Sung;Choi, Sung Hwan;Kwak, Sang-Soo;Lee, Jeung Joo
    • Journal of Plant Biotechnology
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    • v.49 no.2
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    • pp.118-123
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    • 2022
  • To obtain information on the molecular mechanism underlying the low temperature tolerance of sweet potato [Ipomoea batatas (L.) Lam], the proteome expressed in the sweet potato cultivar Xushu 15-1 with high cold storage tolerance and in the cultivar Xushu 15-4 with low cold storage tolerance was analyzed using 2-D and MALDI-TOF/TOF analyses. Compared with the control (without cold treatment), four protein spots were newly expressed in Xushu 15-1. The expression level of one protein spot was higher in Xushu 15-4 than in Xushu 15-1. Spot 2, which was newly expressed in Xushu 15-1, was identified as sporamin. Assessment of the change in protein expression levels over 8 weeks in the storage roots of the two cultivars treated at 4℃ revealed no significant difference in the expression levels in Xushu 15-1 over time. However, in Xushu 15-4, the expression level of one protein spot increased, while those of four spots decreased. Of the proteins with reduced expression levels, spots 7 and 8 were identified as actin and spots 9 and 10 were identified as fructokinase-like proteins. The present results are expected to enhance the understanding of the complex mechanism underlying the low temperature tolerance of sweet potatoes during storage and can be used to identify candidate genes for the development of new varieties of sweet potatoes with improved low temperature tolerance during cold storage in the future.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Environmental Auditing-Analysis of Enterprises (환경감사 - 기업분석)

  • Wotte, Joris
    • Journal of Environmental Impact Assessment
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    • v.4 no.3
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    • pp.9-13
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    • 1995
  • In July 1993 a new prescription of the EC was finished, concerning the voluntary participation of enterprises in a common auditing system. By this in the EC-member countries there must be founded centers of environmental auditing where experienced experts of environmental auditing should be accredited. These accredited experts are controllers for evaluating and certification of carried out environmental-auditings. An environmental-auditing practically represents an environmental assessment for an already existing enterprise with establishing corresponding programmes and strategies for the internal management to improve the environmental relations. Much experiences, which could be collected in the field of EIA during the last years may be transfered to this new task immediately. Only an essential difference there should not be overseen because of national legislation EIA in the defined cases must be carried out. By the EC-prescription carrying out an environmental-auditing for an enterprise is optional, it is recommended only. It was not introduced as a must. In spite of this fact because of the hard competition on the market there will be developed a pressure for the enterprises, to carry out such environmental-auditings. At present already a number of first projects in this direction can be seen, in the first line above all enterprises with the necessary economic power want to use this possibility, to gain better positions on the market. We have already gathered the first experiences in this field. We arranged corresponding contacts to several enterprises within the surroundings of Dresden. Within an opening discussion, where the project is explained and discussed with the management of the enterprise very detailed, the understanding, the readiness and the cooperation for the project are generated necessary prerequesits for the success of the whole work. By means of careful detail-work in collaboration with all departments and on all levels of the enterprise the total mass and energy-balances of the factory established and analysed. There are included also such ranges like material delivery, personal policy, public relations and sale as well as waste management. It is important that all people working in the factory have the feeling to be our partners, and not to have the impression to be checked or controled by an outside organization. This one of the most important factors of environmental auditing, in order to wake up and to develop a common interest on all sides. At the end of the environmental auditing there will be according to the prescription of the EC a catalogue of measures to do immediately, short time, mean time and long time for improvement of the environmental situation of the enterprise. All proposals are made in connection with a corresponding economic evaluation. These measures and programmes are declared as the environmental manual and are the basis for the work of the environmental management of the enterprise for the next three years. According to the EC-prescription, the enterprise with this environmental manual can get a corresponding certificate, which may be used for public relation purposes.

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A Survey on the Attitude of Grade-schoolers Without Disabilities Toward Children With Disabilities (초등학교 고학년 학생의 장애아동에 대한 인식 조사)

  • Kim, Bo-Ram;Kim, Ho-Young;Son, You-Ra;Oh, Jin-Ju;Yoon, Seul-Ki;Lee, Hyo-Jeong;Chang, Moon-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.1
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    • pp.1-9
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    • 2011
  • Objective : The purpose of this study was to investigate attitude of grade-schoolers toward children with disabilities. Methods : The subjects of this study were grade-schoolers who have not received an inclusive education in Gim-hae. The study was surveyed from October second to 17th in 2008. The survey was categorized into three parts; comradeship, activity, and study. Each part of the survey consists of 10 questions. Data were analyzed by SPSS (version 12.0). Results : The results were as follows; First, the attitude of girls toward disabled students was non-significant compared to boys. Second, the order of attitude degree in grade of students was 4, 6, and 5. The attitude toward children with disabilities showed statistically significant difference according to grade(F=3.546, p<0.05). Third, the attitude of students who have experience of contact with people with disabilities was non-significant compared to non-experienced students. Conclusion : In conclusion, therefore peer groups in lower class levels showed more positive attitude toward the children with disabilities. The result will be useful information for understanding disabled children and making positive attitude. Also it is expected that occupational therapists help disabled children to participate in school life successfully using these information.

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The Effect of Brand Storytelling in Brand Reputation (브랜드명성수준에 따른 브랜드 스토리텔링의 효과)

  • Choi, Soow-A;Jung, Hyo-Sun;Hwang, Yoon-Yong
    • Journal of Distribution Science
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    • v.12 no.4
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    • pp.55-63
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    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

Cytochrome P450 1A1, 2E1 and GSTM1 Gene Polymorphisms and Susceptibility to Colorectal Cancer in the Saudi Population

  • Saeed, Hesham Mahmoud;Alanazi, Mohammad Saud;Nounou, Howaida Attia;Shalaby, Manal Ali;Semlali, Abdelhabib;Azzam, Nahla;Aljebreen, Abdeulrahan;Alharby, Othman;Parine, Narasimha Reddy;Shaik, Jilani;Maha, Maha
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.6
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    • pp.3761-3768
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    • 2013
  • Background: The Saudi population has experienced a sharp increase in colorectal and gastric cancer incidences within the last few years. The relationship between gene polymorphisms of xenobiotic metabolizing enzymes and colorectal cancer (CRC) incidence has not previously investigated among the Saudi population. The aim of the present study was to investigate contributions of CYP1A1, CYP2E1, and GSTM1 gene polymorphisms. Materials and Methods: Blood samples were collected from CRC patients and healthy controls and genotypes were determined by polymerase chain reaction restriction fragment length polymorphism and sequencing. Results and Conclusions: $CYP2E1^*6$ was not significantly associated with CRC development (odd ratio=1.29; confidence interval 0.68-2.45). A remarkable and statistically significant association was observed among patients with $CYP1Awt/^*2A$ (odd ratio=3.65; 95% confidence interval 1.39-9.57). The $GSTM1^*0/^*0$ genotype was found in 2% of CRC patients under investigation. The levels of CYP1A1, CYP2E1 and GSTM1 mRNA gene expression were found to be 4, 4.2 and 4.8 fold, respectively, by quantitative real time PCR. The results of the present case-control study show that the studied Saudi population resembles Caucasians with respect to the considered polymorphisms. Investigation of genetic risk factors and susceptibility gene polymorphisms in our Saudi population should be helpful for better understanding of CRC etiology.

The safety, immunological benefits, and efficacy of ginseng in organ transplantation

  • Lim, Sun Woo;Luo, Kang;Quan, Yi;Cui, Sheng;Shin, Yoo Jin;Ko, Eun Jeong;Chung, Byung Ha;Yang, Chul Woo
    • Journal of Ginseng Research
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    • v.44 no.3
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    • pp.399-404
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    • 2020
  • Korean ginseng (Panax ginseng) is associated with a variety of therapeutic effects, including antioxidative, anti-inflammatory, vasorelaxative, antiallergic, antidiabetic, and anticancer effects. Accordingly, the use of ginseng has reached an all-time high among members of the general public. However, the safety and efficacy of ginseng in transplant recipients receiving immunosuppressant drugs have still not been elucidated. Transplantation is the most challenging and complex of surgical procedures and may require causation for the use of ginseng. In this regard, we have previously examined the safety, immunological benefits, and protective mechanisms of ginseng with respect to calcineurin inhibitor-based immunosuppression, which is the most widely used regimen in organ transplantation. Using an experimental model of calcineurin inhibitor-induced organ injury, we found that ginseng does not affect drug levels in the peripheral blood and tissue, favorably regulates immune response, and protects against calcineurin inhibitor-induced nephrotoxicity and pancreatic islet injury. On the basis of our experimental studies and a review of the related literature, we propose that ginseng may provide benefits in organ transplant recipients administered calcineurin inhibitors. Through the present review, we aimed to briefly discuss our current understanding of the therapeutic benefits of ginseng related to transplant patient survival.

Impact of Indoor Pan-frying Cooking Activity on Change of Indoor PMPM2.5 Concentration Level in Asthmatics' Homes (천식 환자 가정 내 굽기조리 활동에 의한 실내 미세먼지(PM2.5) 농도 수준의 변화)

  • Park, Su Jung;Park, Choon sik;Lim, Dae hyun;Lee, Sang woon;Jang, So young;Yu, Sol;Kim, Sung Roul
    • Journal of Environmental Science International
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    • v.29 no.1
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    • pp.109-117
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    • 2020
  • Asthmatics are more susceptible to fine particulate matters (PM2.5), compared to the general population. It has been reported that indoor PM2.5 is mainly generated by combustion of fossil fuels, meat or fish In particular, asthmatics are known to be more susceptible to indoor PM2.5 because 65~95% of child or adult asthmatics stay inside the house. Thus, understanding the association between indoor activity patterns and variations in indoor PM2.5 levels is important. The purpose of this study is to determine the distribution of hourly indoor PM2.5 concentrations in asthmatics' homes, and to evaluate its association with pan-frying cooking activity patterns, the most common PM2.5 emission related activity. From November 2017 to February 2018, real-time PM2.5 concentrations were measured in the living room of each asthmatic's house (n = 35) for three weeks at 1 minute intervals. At the same time, self-reported daily activity patterns, hourly proportion (%) of cooking activities, were also recorded every hour over three weeks for each patient. In this study, we provided quantitative evidence that the distribution patterns of indoor hourly PM2.5 concentrations were associated with indoor cooking activities, especially in the homes of adult asthmatics. In addition, we observed that PM2.5 emitted by pan-frying could maintain even over up to 2 hour lagtime.

The Impacts of Work Environment on the Job Satisfaction among the Landscape Architecture Workers in South Korea (조경분야 종사자들의 직무환경이 직무만족에 미치는 영향)

  • Kim, Do-Gyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.106-114
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    • 2018
  • The aim of this study was to empirical understanding on the impact of work environment on the job satisfaction among the landscape architecture workers through conduct survey. The results was found that the affecting factors of environment in landscape architecture workers were work environment, personal relationship, and job compensation on jab satisfaction, but were not affected between workload and job satisfaction (p<0.05). And this implied that personal relationship in job environment factors was critical factor to decide the levels of job satisfaction (${\beta}$ value 0.233) across the landscape architecture workers. The results guessed the factor that workload among the job satisfaction is or is not statistical significant in many research were because it depends on whether the task is passively recognized or positive recognized according to the job recognition situation. The results was guessed the fact that the affecting factors of the workload among the job satisfaction of landscape architecture workers is not statistical significant were because they have their works cut out for them, makes worthwhile if they thinks that were meaningful and feel have been growing capabilities and recognized that there is a social contribution, and feel the great sense of accomplishment of self-development and self-realization nevertheless they have much their's works.