http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
E. coli에서 탄수화물원에 따른 Lactococcal /beta-galactosidase의 발현
류현주,장지윤,이형주,김정환,정대균,이종훈,장해춘 한국미생물 · 생명공학회 1999 한국미생물·생명공학회지 Vol.27 No.3
The structural $\beta$-galactosidase gene (lacZ) from Lactococcus lactis ssp. lactis 7962 was cloned into plamid vector pKF18, which was designated as pKF-gal. Expression of the lacZ from L. lactis 7962 was found to be higher when cells were grown at 3$0^{\circ}C$ than 37$^{\circ}C$. Maximum $\beta$-galactosidase activity was obtained when E. coli/pKF-gal was cultivated for 6hr at 3$0^{\circ}C$ and for 3hr at 37$^{\circ}C$, and L. lactis 7962 was grown for 8hr at 3$0^{\circ}C$. Enzyme induction was achieved by the addition of lactose, galactose, or lactose+IPTG to growing culture. The addition of glucose had no effect on enzyme induction.
류현주 현대문학이론학회 2005 現代文學理論硏究 Vol.0 No.24
Information and communication technology(ICT) development has an influence on each corner of our lives beyond economic, social and cultural perspectives. Cyberspace used to be only hallucination as described in William Gibson 's novel but now has become a kind of reality, namely, virtual reality where a wide variety of stories are told and enjoyed among different people and with different media. I interpret the 'Internet' as '人(people) 터(place or space) Net,' the term I coined, meaning the place where people gather'. Digital narrative has been mainly discussed surrounding its distinctive features from those of traditional printed narrative so far. My research explored two problems inherent in this discourse of computer mediated narrative: narrative polarization in association with digital divide and misunderstanding about digital storytelling. The recent surveys on Internet uses and Internet penetration in Korea, issued by Korean Ministry of Information and Communication, showed that 70% of Korean households have Internet connection and teens and twenties are the major net users. These dominant users also comprise a big portion of computer game players and fantasy and martial arts) novel fans. Games and fantasy fiction are the narratives most of fifties something have the lowest opinion on. This group prefers traditional style writings including T-speculative novels. This coincides with digital use gap between the first demographic group and those aged 50+. Storytelling seems to be at the center of recent digital narrative, giving a wrong message it is made possible with computer tools. Storytelling has a far longer tradition than computer and it is one of the most popular pastime started with oral storytelling way before computer generated interactive stories, or storytelling online. Printed narrative and digital narrative appear to be disconnected, creating chasm in human narrative history. However, it is not disconnection but evolution.
류현주 신영어영문학회 2014 신영어영문학 Vol.58 No.-
This paper explores a wolf motif in Angela Carter’s The Bloody Chamber with focus on wolf trilogy - The Werewolf, The Company of Wolves, Wolf-Alice. A wolf is a symbol of animal desire. He lingers not only in a forest but also in a girl’s mind. Therefore, a girl/woman is always destined to face a wolf in a forest called a society full of rape and violence. The Bloody Chamber is a gem of Carter’s innovative interpretation of fairy tales. In the trilogy, Carter twisted Little Red Riding Hood to show the latent meaning of the story. In the three rewrites of the tale, a girl is not a typical helpless victim sacrificed to a wolf. She is wise and strong-minded enough to fight against a wolf with her knife in a forest. She grows even empowered to tame a wolf and enjoy being together with him in her adolescent age with a help of a red hood, literally and figuratively.
<롤라 런>(Lola Rennt)에 나타난 다선형적 서사 기법
류현주 문학과영상학회 2006 문학과영상 Vol.7 No.2
This paper addresses multi-linearity in narrative structure of Lola Rennt(LR), a German film directed by Tom Tykwer in 1998. This movie is reminiscent of Groundhog Day(1993) and Sliding Doors(1998) in that it has repetitions or variations of one same core event. All these three movies have forking paths: five episodes in Groundhog Day, two in Sliding Doors, and three in LR. Comparing with the other two, however, LR starts with different beginning scenes even though the three different stories unfold on the basis of the core event. One day, Lola suddenly got a call from Manni, her boyfriend that he needs 100,000 DM in 20 minutes. Immediately when Lola hung up the phone, she kept running actually for 20 minutes in each episode to seek the money. The film trailer shows that each decision of every day life can change our whole life. In reality we are not given option of trial, error and retrial. However, artistic narrati ves including films, literature and even computer games create alternate/alternative reality where we can try over and over again if we don’t get what we want. In LR, Lora tries three times to achieve her mission. In the first episode, she dies and in the second, Manni dies, and in the final episode both of the couple survive. This is a computer game motif yet the message Tykwer wants to give is beyond that of a spontaneous game. In these three ‘acts’ of the film, he deals with typical theme of movies, love, in an untypical way of multi-linear narrative structure of three forking story