Although the previous studies have shown that an emotional context may alter touch processing, it is not clear how visual contextual information modulates the sensory signals, and at what levels does this modulation take place. Therefore, we investigated how a toucher’s emotional expressions (anger, happiness, fear, and sadness) modulate touchee’s somatosensory-evoked potentials (SEPs) in different temporal ranges. Participants were presented with tactile stimulation appearing to originate from expressive characters in virtual reality. Touch processing was indexed using SEPs, and self-reports of touch experience were collected. Early potentials were found to be amplified after angry, happy and sad facial expressions, while late potentials were amplified after anger but attenuated after happiness. These effects were related to two stages of emotional modulation of tactile perception: anticipation and interpretation. The findings show that not only does touch affect emotion, but also emotional expressions affect touch perception. The affective modulation of touch was initially obtained as early as 25 ms after the touch onset suggesting that emotional context is integrated to the tactile sensation at a very early stage.
Ganoderma lucidum (Fr.) Karst (Polyporaceae), belonging to basidiomycota, is one of the most famous medicinal mushrooms. This study was carried out to investigate favorable mycelial growth conditions, such as pH, temperature, growth media, carbon sources and nitrogen sources of Korean strains in G. lucidum. The most suitable temperature for the mycelial growth was obtained at 30℃. In general, optimal temperature range for the mycelial growth was found at 25~30℃. This Mushroom has a broad pH range (5~9) for its mycelial growth and mostly favorable growth was found at pH 5. Generally, Hamada, Glucose peptone, YM, Mushroom complete and Lilly media were the most suitable for the mycelial growth of G. lucidum. Among 10 different carbon sources, dextrin, galactose and fructose were best but the rest of other carbon sources also facilitated the growth of mycelia. The most suitable nitrogen sources were ammonium acetate, glycine, arginine and calcium nitrate, but to a certain extent, all of the supplemented nitrogen sources also stimulated the mycelial growth.
Antibacterial and antifungal activities of liquid culture filtrate, water and ethanol extract (solid culture) of Stereum ostrea were evaluated against 5 bacteria and 3 plant pathogenic fungi. To determine the minimal inhibitory concentration (MIC), we studied 5~300 mg/ml concentrations against bacteria and fungi separately. The MIC was 10 mg/ml for Bacillus subtilis and 40 mg/ml for Colletotrichum gloeosporioides and Colletotrichum miyabeanus. Liquid culture filtrate was more effective against Gram positive than Gram negative bacteria, and Staphylococcus aureus was the most inhibited (20.3 mm) bacterium. Water and ethanol extracts were effective against both Gram positive and Gram negative bacteria, and water extract was better than ethanol extract. In water and ethanol extract, inhibition zones were 23.6 and 21.0 mm (S. aureus) and 26.3 and 22.3 mm (Pseudomonas aeruginosa), respectively. For plant pathogenic fungi, the highest and lowest percent inhibition of mycelial growth (PIMG) was found 82.8 and 14.4 against C. miyabeanus and Botrytis cinerea in liquid culture filtrate, respectively. In water extract, the PIMG was found to be the highest 85.2 and lowest 41.7 for C. miyabeanus and C. gloeosporioides, respectively. The inhibitory effect of ethanol extract was better against C. miyabeanus than C. gloeosporioides and B. cinerea. Among 3 samples, water extract was the best against tested pathogenic fungi. This study offers that the extracts isolated from S. ostrea contain potential compounds which inhibit the growth of both bacteria and fungi.
Virtual reality presents an extraordinary platform for multimodal communication. Haptic technologies have been shown to provide an important contribution to this by facilitating co-presence and allowing affective communication. However, the findings of the affective influences rely on studies that have used myriad different types of haptic technology, making it likely that some forms of tactile feedback are more efficient in communicating emotions than others. To find out whether this is true and which haptic technologies are most effective, we measured user experience during a communication scenario featuring an affective agent and interpersonal touch in virtual reality. Interpersonal touch was simulated using two types of vibrotactile actuators and two types of force feedback mechanisms. Self-reports of subjective experience of the agent’s touch and emotions were obtained. The results revealed that, regardless of the agent’s expression, force feedback actuators were rated as more natural and resulted in greater emotional interdependence and a stronger sense of co-presence than vibrotactile touch
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