37 research outputs found
Effect of strain, wood substrate and cold treatment on the yield and β-glucan content of Ganoderma lucidum fruiting bodies
Wood residues from forestry industries can be potential raw materials for specialty and
edible mushroom production. The aim of this study was to evaluate the suitability of wood
residues for the cultivation of Ganoderma lucidum originating from boreal forests. The substrates tested included sawdust and wood chips of Betula spp., Populus tremula, Picea abies, Pinus sylvestris and Larix sp. The suitability of the substrates and the ability of the strains to develop fruiting bodies and produce β-glucan were evaluated. Fruiting body formation was supported by applying two different cold shock treatments to substrate bags. The highest yields were observed with MUS192 strain and Betula spp. and P. tremula wood-based substrates. β-Glucan content in the fruiting bodies was highest with the MUS75 and P. tremula wood-based substrate. Based on these findings, the combination of P. tremula wood residues and the MUS192 strain is proposed to enhance the yieldand β-glucan content of the fruiting bodies. A cold treatment of 5 °C is suggested to induce
primordia formation and to increase fruiting probability. This is the first time that strains of G. lucidum originating from boreal forests have been compared and successfully cultivated simulating commercial indoor cultivation.202
Audience Reception of the Marketing of Japanese Role-playing Games: Comments on English Trailers of Shin Megami Tensei V
Games developed in Japan are a historically notable part of the game industry. The genre of Japanese role-playing games has been studied increasingly in recent years, but there are still gaps in the field of study, such as angles related to fandoms formed around the games. Similarly, video game marketing, which includes trailers, has not received much scholarly attention, despite its importance in the industry. This thesis examines the marketing of Shin Megami Tensei V, a Japanese role-playing game, to English-speaking audiences, and how those audiences react to trailers on YouTube in the comment section. The main research question is: How are the English trailers of Shin Megami Tensei V received by their YouTube audiences? The aim is to uncover issues related to culture, fandom, and communication on social media platforms.
A total of 150 comments across the comment sections of three trailers were analyzed using thematic analysis. The method was chosen due to its compatibility with this type of data, such as its usefulness in qualitatively finding and tracking trends among a large dataset. Comments were studied, assigned codes, and finally combined into themes by the author.
This thesis identifies three main themes in the comments: First-timers vs. Veterans, Characters, and Demons. First, connections and tensions in the Shin Megami Tensei media mix are brought up by newcomers to the main series and its older fans. Second, the human characters of the game are commented on, with interpretation and expectations focusing on their role in the story. Third, the recruitable creatures of the game called demons are discussed, as users were excited about their favorites appearing in the trailers, as well as how they looked visually. Commenters mostly included fans, either those of Shin Megami Tensei or other Japanese media, and the reception to the trailers was positive
Interactions between Inonotus obliquus and a successor fungus Hericium coralloides
Abstrakti201
Ganoderma lucidum as a promising source of anti-virals against nonenveloped enteroviruses
Abstrakti201
Cultivation of Polyporus squamosus on substrates from residues of wood processing industries in Finland
Abstrakti201
Effect of wood residues on the growth of Ganoderma lucidum
Sawmill industries generate considerable amounts of low value wood residues. Fungal decomposition of lignocellulosic biomass allows the conversion of wood residues into valuable products. The selection of the most suitable fungal strains and media are essential to optimise the bioconversion of wood residues and serves as a basis for mushroom cultivation industries. The aim of this study was to find the best combinations of Ganoderma lucidum strains and substrate media to optimise the cultivation of the fungus. Mycelial growth and culture characteristics of G. lucidum isolated from Betula pubescens and Picea abies in Finland were tested on agar media containing different wood residues. These included Betula sp., Populus tremula, Larix sp., Pinus sylvestris, Alnus incana and P. abies sawdust, which were added to malt extract agar, potato dextrose agar and water agar. The results showed significant differences in the mycelial growth between all interaction levels (agar media, wood species and fungal strain). The addition of malt extract significantly enhanced the growth of the fungus in comparison to potato dextrose or water agar. The wood sawdust most suitable for mycelial growth was Betula sp., followed by P. tremula. Strains originally isolated from P. abies also presented higher mycelial growth in media with hardwood sawdust. These findings demonstrate that Betula sp. and P. tremula sawdust stimulate the growth of G. lucidum. Thus, it is possible to cultivate the fungus on a variety of wood residues from sawmill industries.202
Virtual- and Augmented Reality in Tourism Marketing
Opinnäytetyön tavoitteena on esitellä lisätyn- ja virtuaalisen todellisuuden teoriaa ja käyttötarkoituksia. Teknologioiden kattavan teoreettisen esittelyn jälkeen opinnäytetyössä kuvataan lisätyn- ja virtuaalisen todellisuuden nykyisiä käyttötarkoituksia, sekä esitellään myös mahdollisia potentiaalisia käyttötarkoituksia tulevaisuudessa. Tämä opinnäytetyö keskittyy matkailualaan ja siksi näiden teknologioiden soveltamismenetelmät liittyvät kyseiseen alaan. Opinnäytetyön tavoitteena on tarjota esimerkkejä näiden tekniikoiden nykyisistä käyttötarkoituksista matkailualalla, sekä tarjota mahdollisia käyttötapauksia ja toteutustapoja heille, jotka eivät ole vielä ottaneet niitä käyttöön toiminnassaan ja palveluissaan.
Opinnäytetyön yhteistyöyritys on HAMK Smart. Tässä raportissa tehty tutkimus koskee kyseisen organisaation kehittämää matkailuun keskittyvää VIKKE-älypuhelinsovellusta. Tutkimuksen tavoitteena oli kerätä opinnäytetyön tekijän valitsemilta testilentäjiltä palautetta, jota sitten tarjotaan parannusdatana yhteistyöyritykselle. Tämän tutkimuksen hypoteesi todettiin myöhemmin opinnäytetyössä; VIKKE:llä on pätevä idea ja visio sovelluksesta, mutta sovelluksen nykyinen muoto ja tila vaativat hiomista.
Opinnäytetyön oletetut päätelmät esitellään myöhemmin johdannossa. Lisätty- ja virtuaalitodellisuus ovat nopeasti kasvavia teknologioita, jotka tarjoavat suuria potentiaalisia liiketoiminnan parannuksia matkailuyrityksille ja - järjestöille, sekä palveluissa että markkinoinnissa. Näiden teknologioiden käyttöönotto ja tarjoaminen hyödyttää sekä palveluntarjoajaa että asiakkaita.
Opinnäytetyön loppuehdotus on, että matkailualan yritysten ja organisaatioiden tulisi sisällyttää lisätty ja virtuaalitodellisuus toimintaansa ja palveluihinsa.The aim of this thesis is to introduce the theory and applications of augmented- and virtual reality. After a comprehensive theoretical understanding of the technologies, the thesis describes the current use- cases of augmented- and virtual reality and also introduces potential future use-cases for them. This thesis focuses on the travel- and tourism industry, and therefore the application methods of these technologies will revolve around this industry. The thesis aims to provide examples of current use- cases of these technologies within the industry, as well as to offer potential use-cases and implementation methods for those whom have not implemented them in their operations and services yet.
The commissioning company of the thesis is HAMK Smart. The conducted research in this report is on a tourism smartphone application called “VIKKE”, developed by the commissioning company. The aim of the research was to gather feedback from selected test pilots by the thesis author, which then will be offered as improvement data for the commissioning company. The outcome of this research was as hypothesized later in the thesis; VIKKE has a competent core idea and vision of the app, but the current form and state of the app is in need of some polishing.
The outcome of the thesis is as hypothesized later in the introduction. Augmented- and virtual reality are rapidly growing industries which offer great potential business operations improvements for tourism companies and organisations in both services and marketing. Implementing and offering these technologies will benefit both the provider and the customers.
The thesis concludes on the suggestion that companies and organisations within the travel- and tourism industry should incorporate augmented- and virtual reality in their operations and services
CAD-ohjelmiston hankinnan kannattavuus yritykselle
Tässä opinnäytetyössä tutkittiin CAD-ohjelmiston hankinnan kannattavuutta yritykselle. Työn toimeksiantajana toimi FSC-Service Oy. Tarkoituksena oli ottaa selvää, kuinka kauan kestää, että ohjelmiston hankinta tulee maksamaan itsensä takaisin. Hankintojen kannattavuuksien tutkiminen oli myös opinnäytetyöntekijän tavoitteena.
Verrattaessa vuosien 2012–2014 alihankintojen kustannuksia CAD-ohjelmiston ja tarvittavien hankintojen kustannuksiin saatiin selville, että noin neljässä vuodessa ohjelmistohankinta tulee maksamaan itsensä takaisin.
Opinnäytetyön tuloksien perusteella yrityksen on helppo yhdessä työntekijöiden kanssa päättää, hankitaanko CAD-ohjelmisto. Työstä saataisiin laajempi, mikäli vertailtaisiin useita eri CAD-ohjelmistoja hankintahintoineen eikä keskityttäisi ainoastaan yhteen.The objective of this thesis was to investigate the profitability of purchasing a CAD-software for an enterprise. The thesis was made for an enterprise called FSC-Service Oy. The purpose was to find out how long it takes for the acquisition of the necessary software will pay for itself. The aim was also the author of the thesis will learn to investigate the profitability of purchases.
In this thesis compared years 2012-2014 sub-contracting costs to CAD software and the necessary procurement costs. It was found that about four years from software acquisition it will pay itself back.
Based on the results of the thesis it is easy for the enterprise with employees to choose if they wish to purchase the software or not. To produce a wider work there could compare to the number of different CAD software rather than enter into just one
