한우에게 급여하는 사료 내 에너지원의 종류에 따라 반추위 미생물의 아미노산 조성에 차이가 있는지를 조사하고자 본 연구를 수행하였다. 국내 한우 비육우 사육에 주로 이용되는 에너지원 사료인 옥수수(T1), 생미강(T2), 소맥(T3) 그리고 소맥피(T4)로 반추위 환경과 유사한 연속식 배양기를 이용하여 72시간까지 배양을 진행하였다. 배양이 진행되는 동안 6시간 간격으로 배양액의 발효 성상을 확인하였으며 pH, NH3-N이 일정하게 유지되는 것을 확인하였으며, 배양 종료 시점인 72시간대에 미생물체 단백질 합성량(MPS), 미생물의 아미노산 조성 및 미생물 균총 변화를 분석하였다. 배양액의 pH는 모든 처리구에서 배양 기간동안 5.5~7.0을 유지하였다. Total VFA 농도는 T1이 23.13 mM으로 가장 낮았고, T4가 29.93 mM으로 가장 높았다(p<0.05). A (acetate) :P (propionate) 비율은 T1이 1.48로 가장 낮았으며, T4가 2.81로 가장 높게 나타났다 (p<0.05). Butyrate는 T1이 2.37 mM으로 가장 낮았으며, T2, T3 그리고 T4는 4.37~4.58 mM으로 차이가 없었다(p<0.05). MPS는 T2 (332.5 mg/L)와 T3 (320.2 mg/L)가 높았고 T1 (137.5 mg/L)와 T4 (154.2 mg/L)로 낮게 나타났다(p<0.05). DGGE band 분석결과 모든 처리구는 57.5 % 이하의 유사도가 나타났다. 미생물의 총 아미노산 함량은 T1 (31.59 %)과 T3 (31.33 %)가 가장 높았으며, T2 (20.09 %)가 가장 낮았다 (p<0.05). 이는 급여된 사료 내 총 아미노산 함량과 반대되는 결과로 나타났다. 따라서, 본 연구에서 한우 급여 에너지원 사료에 따른 반추위 내 미생물 발효 특성과 미생물체 단백질 합성량이 미생물 군집에 영향을 미치며 이에 따라 미생물의 총 아미노산 함량에 영향을 미친다는 것을 확인하였다.
The online game market has rapidly increased worldwide, especially in China. In 2012, the world game market equaled 111.7 billion. Many game companies compete by launching new online games in various genres. In 2010, Activision Blizzard reported that the World of Warcraft (WOW) is the world’s most popular online game. Chinese gamers constitute more than half of WOW’s 10 million users. Korea is the second largest gaming market. Thus many foreign game companies target Korea and China, in competition with domestic game companies. The purposes are 1) to understand the role of country of origin and /or brand image in game consumer behavior, 2) to find out the difference of game evaluation between game users in China and Korea, and 3) to draw strategic implication game marketers. Consumers expect products from advanced countries to provide superior performance, so they often look to country of origin in evaluating products. Recently, consumers have looked to brand image as another key element in product evaluation. In this research, we study whether gamers evaluate games on the basis of country of origin and/or brand image. In this paper, we add to the gaming research and suggest that the online game market has three dimensions. First, online games are products. Second, online games are service. Last, online games are entertainment. Data collection resulted in 355 usable responses from online game (LOL) users in Korea(166) and China(189). We conduct factor analysis and reliability analysis to check reliability and validity. Country of Origin is the key element for product evaluation of utilitarian goods but it doesn’t have significant effect on product evaluation of hedonic products which mainly provide sensual pleasure, fantasy, and fun to customers such as luxury goods or online game (Dhar & Wertenbroch, 2000).
Enhancing yield has been a major challenge of agriculture. In rice, tiller number is one of the important biomass and yield components. A maize mutant grassy tillers1 (gt1) increases lateral branches in maize. The GT1 gene encodes a class I homeodomain leucine zipper (HD-Zip) protein. In maize, the gt1 expression is induced by shading and is dependent on the activity of teosinte branched1 (tb1), a major domestication locus controlling tillering and lateral branching. To estimate the biological role and agricultural utility of gt1 in rice, rice homologue (OsGT1) has been isolated and its overexpressors and RNAi lines were generated. Field data showed that OsGT1 overexpressors reduced tillers and panicles while RNAi lines increased them, compared to wild type. Shade signal is an important factor in determining lateral branching. To understand the relationship between OsGT1 and shade avoidance, plants have been grown under 50% shading in the field. Also, double genetic combinations with phytochrome mutants (phyA, B, and C) are being examining for tillering phenotype. These ongoing researches will provide insights in determining the action of OsGT1 on branching and shade avoidance in rice.