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The analysis of demand and supply in contents for platform differentiation (플랫폼 차별화를 위한 콘텐츠 수요와 공급량 분석)

  • Park, Sang-Eun;Choi, Seong-Jhin;Lee, Young-Ju
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.783-795
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    • 2009
  • We analyze the demand and supply in contents for platform differentiation in this paper. The contents provided by new platforms such DMB, IPTV which are introduced by the digital techniques and broadband network are almost same, so it is definitely necessary to differentiate the broadcasting contents for the development of telecommunication industry. To forecast the contents demand needed for each media, we assume 3 scenarios such as maximum, medium and minimum demand for contents considering deregulation of media policy. Also, we include the expected number of channels according to the changeover of policies as a variable for scenario. To predict the supply of contents of each media, we analyze 3 scenarios according to operating rates of production facilities as 100%, 70%, 50% and first-run ratio/rerun ratio of both terrestrial broadcastings and major program providers. The result shows that in case of scenario A, new contents for 453,484 hours are required every year and maximum contents that can be produced in present production facilities are just for 72,852 hours even in condition of 100% operating rate. This means that the unbalance of demand and supply of contents is extremely big and implies that the policies of focusing only on the development of platform and network industry are inadequate. It is time to foster contents business for differentiation of multiplatforms.

An Analysis of 2009 Revised Elementary First Grade Mathematics Textbooks Based on STEAM-related Subject Contents (2009 개정 초등수학 1학년 교과서상의 STEAM 관련교과 내용 분석)

  • Kim, Hae Gyu
    • Education of Primary School Mathematics
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    • v.17 no.3
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    • pp.277-297
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    • 2014
  • In this study, we analyzed what STEAM-related subject contents, except mathematical knowledge, are contained in 2009 revised elementary first grade mathematics textbooks. STEAM-related subject contents in the textbooks were examined by unit and by strand of the content in the elementary school mathematics curriculum. According to the results, the number and the type of STEAM-related subject contents are different depending on the unit and the strand of the mathematics content. Generally speaking, in each unit and in each strand of mathematics, storytelling liberal arts-related contents are seen the most, followed by non-storytelling liberal arts-related contents and physical education contents in order, while the number of musical contents was very small. So we need to develop different STEAM materials in order to activate STEAM education in our elementary math classrooms.

Design and Implement of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서 편집 시스템의 설계 및 구현)

  • 임산송;홍진우;정회경
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1106-1112
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    • 2002
  • Lively circulation of digital contents through internet digital contents copyright information for contents at the same time protectingness express and had many interests managing. XrML(eXtensible rights Markup Language) that is application of XML(eXtensible Markup Language) to permit efficient present and storage of copyright information for digital contents, share hereupon established by each venders laying stress on W3C. Need system that could express copyright information for digital contents in structural language by creation of this XrML document and user who use structural information of XrML to make out XrML document effectively can edit efficiently. So that user can edit XrML document that can describe about copyright or working conditions for digital contents in treatise that see hereupon efficiently, XrML text editing system for digital contents copyright administration design and embody.

Multi-Level Study for Adaptation Service of 3D Graphics Contents in Ubiquitous Environment (유비쿼터스 환경에서 다중레벨 3D 그래픽 콘텐츠의 적응 서비스를 위한 미들웨어 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.245-253
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    • 2007
  • Recently, the use and application of computer graphics in the mobile and ubiquitous environment are growing. Real-time rendering and modeling for computer graphics are due to system performance, there're lots of limitation in lower system such as PDA and cell phone etc. Therefore, we suggested the intelligent Serving Rendering Middleware which is to provide adaptation service of computer graphics contents fit to user's environment real-time whatever environment the users are in. The Service Rendering Middleware needs multi-level configurations and applications, so, in this paper we propose multi-level algorithm to decide adaptation levels are deal with separately according to device performance.

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Development of Dietary Life Education Textbook and Teaching Manual for Creative Activities in Elementary School (초등학교 중학년의 창의적 체험활동을 위한 활동중심의 식생활 교재 및 지침서 개발)

  • Her, Eun Sil
    • Korean Journal of Community Nutrition
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    • v.18 no.3
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    • pp.203-212
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    • 2013
  • This study was conducted to develop a dietary life education textbook and teaching manual for creative activities of elementary school students in middle grade. First, we extracted dietary life related contents from textbooks for third and fourth grade and created systematization of contents involving educational objectives, goals, contents and activities. The development of textbook and teaching manual were based on systematization of contents. The textbook was composed of five major chapters, which were 'nutrition', 'cooking', 'environment and hygiene', 'food' and 'dietary culture'. Each major chapter having six to seven smaller chapters, adding up to a total of 34 smaller chapters. The textbook was in activity format so that can be readily and directly used in actual classes. The textbook had fun characters and various activities (particularly a lot of cooking activities) to deliver the main theme of each chapter. The teaching manual was composed of background, goal, teaching plan and teaching point. The smaller chapters had learning goal, teaching-learning resources, important points, teaching-learning process and reference material. In evaluation after operating the model school, the developed textbooks were suited for students' needs and cognitive level. This textbook can be utilized at creative activities consisting of ten to fifteen students.

Strategy for Contents Composition of Food Storytelling (음식 스토리텔링의 콘텐츠 구성 전략)

  • Song, Young-Ai
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.120-130
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    • 2013
  • This study attempts to deal with the form of new storytelling by contemplating the study on food-related storytelling which has been studied in earnest since 2008 and analyzing the story. In case of the study on storytelling so far, the studies on the emphasis of necessity of discovering materials and the suggest of the way of development of the menu and tourism commercialization through the story and the attitudes of customers by storytelling have been conducted. Also, this study is explained by being divided into version 1.0, 2.0, 3.0 depending on the composition of the story, and attempts to suggest new version 4.0 strategy of food storytelling which we should aim for in the future as well. This will provide the new paradigm of the field of food storytelling.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

Effects of Dietary Lipid Sources on the Growth and Body Composition of the far Eastern Catfish, Silurus asotus (사료 지질원이 메기 Silurus asotus의 성장 및 체조성에 미치는 영향)

  • Kim, Kyoung-Duck;Kim, Jin-Do;Lim, Sang-Gu;Kang, Yong-Jin;Son, Maeng-Hyun
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.43 no.5
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    • pp.445-450
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    • 2010
  • This study investigated the effects of dietary lipid sources on growth performance and body composition of juvenile far eastern catfish, Silurus asotus. Three replicate groups of fish (average weight 3.6 g) were fed with one of the following experimental diets containing 10% beef tallow (BT), 5% BT plus 5% corn oil (CO), 5% BT plus 5% linseed oil (LO), or 5% BT plus 5% squid liver oil (SO) as the lipid source for 5 weeks. No significant difference was observed in the survival among groups. The weight gain of fish fed the LO (high in 18:3n-3) and SO (high in n-3 highly unsaturated fatty acid) diets was significantly higher than that of the fish fed the CO (high in 18:2n-6) and BT diets (P<0.05). The feed efficiency of fish fed LO and SO diets was significantly higher than that of the fish fed the BT diet (P<0.05), but not significantly different from that of the fish fed the CO diet. The protein efficiency ratio of fish fed the SO diet was significantly higher than that of fish fed the CO and BT diets (P<0.05), but not significantly different from that of fish fed the LO diet. The 18:1n-9 of whole-body polar lipid fraction in fish fed the BT diet increased compared to that of fish fed the other diets. Fish fed the CO and LO diets had significantly higher contents of 18:2n-6 and 20:4n-6, and 18:3n-3, than the fish fed the other diets in polar and non-polar lipid fractions, respectively (P<0.05). Significantly higher contents of 20:5n-3 and 22:6n-3 were observed in the whole-body polar lipid fraction of fish fed the SO diet compared with fish fed the other diets (P<0.05). The study results indicate that linseed oil and squid liver oil containing n-3 fatty acids are good dietary lipid sources for the growth of far eastern catfish.

Biofunctional Activities of Sanguisorbae officinalis L. Leaves Ethanol Extract (오이풀잎 에탄올 추출물에 대한 기능성 연구)

  • Park, Sung Jin;Rha, Young Ah
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.171-179
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    • 2015
  • This study was conducted to investigate the antioxidant activity and the bioactive compounds found in 70% ethanol extracts taken from Sanguisorbae officinalis L. leaves(SO) cultivated in Korea. The extracts were tested for their total phenolic contents (TPC), total flavonoid contents (TFC), phenolic compounds, and antioxidative activities using various in vitro assay such as DPPH, ABTS radical scavenging activity, FRAP activity, and reducing power. The TPC and TFC were found to be $119.3{\pm}1.54mg$ gallic acid and $59.6{\pm}1.43mg$ rutin at mg of 70% ethanol extracts, respectively. Catechin was the major material among the phenolic compounds in SO extracts. The DPPH radical scavenging activity, ABTS radical scavenging activity, FRAP activity, and reducing power of SO extracts were increased in a dose-dependent manner. These results suggest that SO extracts could be considered as a good source of natural antioxidants and functional food ingredient.

Kinematic Access For Generation of Realistic Behavior of Artificial Fish in Virtual Merine World (가상해저공간에서 Artificial Fish의 사실적인 행동 생성을 위한 운동학적 접근)

  • Kim, Chong-Han;Jung, Seung-Moon;Shin, Min-Woo;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.308-317
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    • 2008
  • The objects real time rendered in the 3D cyber space can interact with each others according to the events which are happened when satisfying some conditions. But to representing the behaviors with these interactions, too many event conditions are considered because each behavior pattern and event must be corresponded in a one-to-one ratio. It leads to problems which increase the system complexity. So, in this paper, we try to physical method based on elasticity force for representing more realistic behaviors of AI fish and apply to the deformable multi-detection sensor, so we suggest the new method which can create the various behavior patterns responding to one evasion event.