scholarly journals A Wild Yeast Laboratory Activity: From Isolation to Brewing

2019 ◽  
Author(s):  
Amanda N. Scholes ◽  
Erik D. Pollock ◽  
Jeffrey A. Lewis

AbstractMicrobial fermentation is a common form of metabolism that has been exploited by humans to great benefit. Industrial fermentation currently produces a myriad of products ranging from biofuels to pharmaceuticals. About one third of the world’s food is fermented, and the brewing of fermented beverages in particular has an ancient and storied history. Because fermentation is so intertwined with our daily lives, the topic is easily relatable to students interested in real-world applications for microbiology. Here, we describe the curriculum for an inquiry-based laboratory course that combines yeast molecular ecology and brewing. The rationale for the course is to compare commercial Saccharomyces cerevisiae yeast strains, which have been domesticated through thousands of generations of selection, with wild yeast, where there is growing interest in their potentially unique brewing characteristics. Because wild yeast are so easy to isolate, identify, and characterize, this is a great opportunity to present key concepts in molecular ecology and genetics in a way that is relevant and accessible to students. We organized the course around three main modules: isolation and identification of wild yeast, phenotypic characterization of wild and commercial ale yeast strains, and scientific design of a brewing recipe and head-to-head comparison of the performance of a commercial and wild yeast strain in the brewing process. Pre and post assessment showed that students made significant gains in the learning objectives for the course, and students enjoyed connecting microbiology to a real-world application.

AKSEN ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 19-31
Author(s):  
Andrey Caesar Effendi ◽  
LMF Purwanto

The use of digital technology today can be said to be inseparable in our daily lives. Digital technology isslowly changing the way we communicate with others and the environment. Socialization that is usuallyface-to-face in the real world now can be done to not having to meet face-to-face in cyberspace. Thisliterature review aims to see a change in the way of obtaining data that is growing, with the use of digitaltechnology in ethnographic methods. The method used in this paper is to use descriptive qualitativeresearch methods by analyzing the existing literature. So it can be concluded that the use of digitalethnography in the architectural programming process can be a new way of searching for data at thearchitectural programming stage.


2018 ◽  
Author(s):  
Jennie J. Kuzdzal-Fick ◽  
Lin Chen ◽  
Gábor Balázsi

ABSTRACTMulticellular organisms appeared on Earth through several independent major evolutionary transitions. Are such transitions reversible? Addressing this fundamental question entails understanding the benefits and costs of multicellularity versus unicellularity. For example, some wild yeast strains form multicellular clumps, which might be beneficial in stressful conditions, but this has been untested. Here we show that unicellular yeast evolves from clump-forming ancestors by propagating samples from suspension after larger clumps have settled. Unicellular yeast strains differed from their clumping ancestors mainly by mutations in the AMN1 (Antagonist of Mitotic exit Network) gene. Ancestral yeast clumps were more resistant to freeze/thaw, hydrogen peroxide, and ethanol stressors than their unicellular counterparts, while unicellularity was advantageous without stress. These findings inform mathematical models, jointly suggesting a trade-off between the benefits and downsides of multicellularity, causing bet-hedging by regulated phenotype switching as a survival strategy in unexpected stress.


Author(s):  
Erkan Özdemir ◽  
Serkan Kılıç

Technological advances have had an impact on many industries as well as the tourism industry. Augmented reality applications, one of the emerging new technologies in recent years, have also started to be used in our daily lives. Augmented Reality (AR) is a technology that allows its users to see the real world together with an additional virtual world that is added in real time to the same field of view. The augmented reality applications contribute to the enrichment of tourists' tourism experiences, especially during their visit and result in augmented satisfaction levels. Furthermore, it is one of the effective tools that can be used against the wear and tear of cultural heritage sites caused by overcrowding. In this chapter, the application fields of the augmented reality in the field of tourism have been discussed under the subtitles. As a result of our study, recommendations for the development of AR applications both for the literature and real-life application have been presented.


2019 ◽  
Vol 14 (10) ◽  
pp. S606-S607
Author(s):  
I. Elkins ◽  
R. Bordoni ◽  
R. Shenolikar ◽  
A. Ryden ◽  
M. Martin ◽  
...  
Keyword(s):  

2019 ◽  
Vol 7 (5) ◽  
pp. 1094-1108 ◽  
Author(s):  
Robert Miranda ◽  
Stephanie E. Wemm ◽  
Hayley Treloar Padovano ◽  
Ryan W. Carpenter ◽  
Noah N. Emery ◽  
...  

Theories of addiction posit that stimuli associated with drug use, including both exteroceptive (e.g., paraphernalia) and interoceptive (e.g., feeling tense or stressed), evoke craving and contribute to the pathogenesis of substance misuse. Control over drug cue response and stress is essential for moderating use. Building from laboratory data supporting associations between cue exposure, stress, and craving, this study tested whether these associations generalize to real-world settings and examined whether a well-vetted neurocognitive control capacity (i.e., working memory, or WM) moderated associations. Youths ( N = 85; 15–24 years old) completed baseline and ecological momentary assessments. Cue exposure and participants’ average stress predicted higher craving. Youths with weaker WM experienced stronger craving at higher-stress moments but not when faced with cues. Interactions were present for both previous-moment and same-moment stress. Craving among adolescents with stronger WM was not swayed by momentary stress. Findings suggest that stronger WM protects against craving at more stressful moments.


2018 ◽  
Vol 101 (6) ◽  
pp. 1913-1919 ◽  
Author(s):  
Harish K Janagama ◽  
Tam Mai ◽  
Sukkhyun Han ◽  
Lourdes M Nadala ◽  
Cesar Nadala ◽  
...  

Abstract Background: Beer spoilage caused by wild yeast and bacteria is a major concern to both commercial and home brewers. Objective: To address this problem, Molecular Epidemiology Inc. (MEI, Seattle, WA) has developed a beer spoilage organism detection kit consisting of an enrichment media (BSE) and a multiplex PCR DNA dipstick that simultaneously detects these organisms within 2 h following enrichment. Methods: The kit was tested by using samples obtained from breweries located in the Greater Seattle area. Samples were spiked with the target microbes, when necessary, and used for assessing the performance characteristics of the DNA dipstick assay. Microbial enumerations were performed as per the standard microbiological plating methods. The suitability of the BSE medium to support the growth of beer spoilage microbes was compared with the industry-approved NBB-C medium (Dohler, Darmstadt, Germany). Results: Inclusivity (a panel of 50 isolates) and Exclusivity (a panel of 92 isolates) testing indicated that the dipstick assay can exclusively detect the indicated target beer spoilage microbes. When compared with the NBB-C medium (Dohler, Darmstadt, Germany) approved by the European Brewers Convention for beer spoilage organisms, the BSE medium supported faster growth of critical spoilage lactic acid bacteria such as Lactobacillus brevis, L. lindneri, and Pediococcus damnosus. Conclusions: The beer spoilage organism detection kit has a detection limit of 10 cells/mL. Highlights: The kit can be used at different stages of the brewing process, thus offering a convenient, cost effective, and faster test system for brewers interested in monitoring the quality of their product.


2015 ◽  
Vol 39 (4) ◽  
pp. 405-410 ◽  
Author(s):  
Caroline Altermann ◽  
Rithiele Gonçalves ◽  
Marcus Vinícius S. Lara ◽  
Ben-Hur S. Neves ◽  
Pâmela B. Mello-Carpes

The purpose of the present article is to describe three simple practical experiments that aim to observe and discuss the anatomic and physiological functions and differences between arteries and veins as well as the alterations observed in skin blood flow in different situations. For this activity, students were divided in small groups. In each group, a volunteer is recruited for each experiment. The experiments only require a sphygmomanometer, rubber bands, and a clock and allow students to develop a hypothesis to explain the different responses to the interruption of arterial and venous blood flow. At the end, students prepare a short report, and the results are discussed. This activity allows students to perceive the presence of physiology in their daily lives and helps them to understand the concepts related to the cardiovascular system and hemodynamics.


2019 ◽  
Author(s):  
Rolf Hut ◽  
Casper Albers ◽  
Sam Illingworth ◽  
Chris Skinner

Abstract. From the wilderness of Hyrule, the entire continent of Tamriel, to Middle Earth, players of videogames are exposed to wonderous, fantastic, but ultimately fake, landscapes. Given the time people may spend in these worlds, compared to the time they spend being trained in geoscience, we wondered if expert geoscientists would differ from non-geoscientists in whether they judge the landscapes in these games to be realistic. Since games have a great opportunity for tangential learning it would be a missed opportunity if it turns out that features obviously fake to geoscientists are perceived as plausible by non-geoscientists. To satisfy our curiosity and answer this question we conducted a survey where we asked people to judge both photos from real landscapes as well as screenshots from the recent The Legend of Zelda: Breath of the Wild videogame on how likely they thought the features in the picture were to exist in the real world. Since game-world screenshots are easily identified based on their rendered, pixaleted nature, we pre-processed all pictures with an artistic Van Gogh filter that removed the rendered nature, but retained the dominant landscape features. We found that there is a small but significant difference between geoscientists and non-geoscientists with geoscientists being slightly better at judging which pictures are from the real world versus from the game world. While significant the effect is small enough to conclude that fantastical worlds in games can be used for tangential learning on geoscientific subjects.


2014 ◽  
Vol 76 (2) ◽  
pp. 81-87 ◽  
Author(s):  
William C. Ratcliff ◽  
Allison Raney ◽  
Sam Westreich ◽  
Sehoya Cotner

The evolution of complexity remains one of the most challenging topics in biology to teach effectively. We present a novel laboratory activity, modeled on a recent experimental breakthrough, in which students experimentally evolve simple multicellularity using single-celled yeast (Saccharomyces cerevisiae). By simply selecting for faster settling through liquid media, yeast evolve to form snowflake-shaped multicelled clusters that continue to evolve as multicellular individuals. We present core experimental and curriculum tools, including discussion topics and assessment instruments, and provide suggestions for teacher customization. Prelab and postlab assessments demonstrate that this lab effectively teaches fundamental concepts about the transition to multicellularity. Yeast strains, the student lab manual, and an introductory presentation are available free of charge.


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