• Title/Summary/Keyword: 리얼

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Minerals (Calcium, Iron, Zinc) Analysis and Interaction of Emphasized Nutrition Indication on Products (영양강조표시제품의 무기질 (칼슘, 철, 아연) 함량 분석과 상호작용에 대한 연구)

  • Jeong, Da-Un;Lee, Heon-Ok;Kim, Young-Kyoung;Seo, Kun-Ho;Om, Ae-Son
    • Journal of Food Hygiene and Safety
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    • v.31 no.6
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    • pp.420-425
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    • 2016
  • The present study aimed to calcium (Ca), iron (Fe) and zinc (Zn) contents were compared with reference values indicated on the nutrition label of nutrition emphasized food. Also, this paper will briefly review and evaluate what is currently known about Fe-Zn and Ca-Fe interaction. Ca, Fe or Zn-emphasized product, including cereal, snack, soy milk, chocolate product, other cocoa product, sugars product, beverage and tea were analyzed. The contents of Ca, Fe, and Zn in samples after dry-ashing were examined by ICP. The measured Ca (n = 42), Fe (n = 13), Zn (n = 6) values were ranged 87~176%, 98~167%, 98~275% of reference value indicated product, respectively. All samples were ranged more than 80% of the reference value, which were complied with food regulation. High intake of Ca has been shown to adversely affect Fe absorption and the negative effect of Fe on Zn absorption is well known. Therefore, it is important to consider Ca-Fe and Fe-Zn absorption interaction, when Ca, Fe or Zn-emphasized product produce and nutrition labeling policy should be managed regularly with continuous monitoring.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Ready-to-eat Cereal Consumption Enhances Milk and Calcium Intake in Korean Population from 2001 Korean National Health and Nutrition Survey (한국인의 시리얼 섭취실태와 우유 및 칼슘섭취와의 관련성 연구 - 2001년도 국민건강영양조사 자료를 이용하여 -)

  • Chung, Chin-Eun
    • Journal of Nutrition and Health
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    • v.39 no.8
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    • pp.786-794
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    • 2006
  • The purpose of this study was to establish an association between the consumption of ready-to-eat cereal (RTEC), milk, and calcium within the context of the most current population dietary practice in Korea. Inadequate calcium intake among Korean children and adults is one of the important public health concern. Milk is one of the best calcium sources because or its bioavailability, and RTEC is one or the foods commonly consumed with milk. The most recent Korean National Health and Nutrition Survey, 2001 dataset was used as the source of data for this research. Subjects excluding pregnant women, were categorized according to gender and age ($1{\sim}5,\;6{\sim}11,\;12{\sim}19,\;20{\sim}49,\;50+$ years) and then by consumption of RTEC and milk. SAS and SUDAAN were used for statistical analyses. Sample weighted means, standard errors, and population percentages were calculated, and multiple regression model with adjustment for covariates were used to determine the predictability of total daily calcium intake from inclusion of RTEC and milk compared to the meal without RTEC and milk. RTEC was consumed by 2.4% or Korean people. Average calcium intake was 17 times greater when RTEC was consumed with milk than when RTEC was consumed without milk. Respondents who consumed RTEC with milk had significantly higher mean daily calcium and other nutrient intakes than respondents who consumed neither. in the multiple regression analysis, milk consumption with or without RTEC predicted total daily calcium intake after adjusting for age, income, and alcohol consumption (p<0.0001). The percentage of respondents below the estimated average requirement (EAR) level for calcium was lower for RTEC consumers than for RTEC non-consumers in all age-gender groups, especially significant differences were in children aged $1{\sim}5$, boys and girls aged $12{\sim}19$, men aged $20{\sim}49$, and women older than 50 years of age. RTEC consumption was not associated with intake in excess of the tolerable upper intake level (UL) for calcium. In conclusion, RTEC consumption was positively associated with both milk and calcium intakes in all age and gender groups in Korean population.

A study of comparison about dream sequence in film based on Freud's Psychoanalysis (Focusing on the film "Mulholland Drive(2001)"and "Inception(2012)") (프로이드의 정신분석학에 의한 영화 속 꿈 표현의 비교 연구 (영화 "멀홀랜드 드라이브(2001)"와 "인셉션 (2012)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.437-444
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    • 2017
  • Christopher Nolan's film "Inception (2012)", which depicts the world of dreams as a unique space-time and opens a new chapter in the expression of dreams, portrays the dreamy world of unconsciousness. However, I can find limitations and contradictions in the expression of the actual dreams and essence of unrealistic structures and forms. I can find David Lynch's movies "Mulholland drive (2001)", which are closer to Freud's psychoanalysis in expressing the actual presentation process of dreams Through comparative analysis, I try to analyze the interpretation and context of the dream mentioned by Freud. The film "Inception" can be appreciated in terms of space time and rich imagination created from the point of view of science fiction movies, but it shows that logical reasonability is weak in view of applying the essence of dream. On the other hand, the film "Mulholland Drive" describes the illogical, confusing and unhappy feeling of unconsciousness by giving logic and order based on the interpretation of Freud's psychoanalytic dreams, is. In this way, it is possible to portray more realistic scenes of dreams only through the portrayal of dreams and unconsciousness based on Freud's psychoanalytic viewpoint.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

The Aesthetic Experience in the Landscape of Memory (기억의 경관에서 미적 경험)

  • Son, Eun-Shin;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.129-140
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    • 2017
  • This study aims to interpret the current landscape design of the place and landscape of memory, such as post-industrial parks and memorials that have an old, aging appearance from an aesthetic perspective. The objects of the study are large parks and open spaces that have collective memories for visitors. Visitors' aesthetic experience from these places and landscapes of memory could be explained by aesthetic concepts such as the sublime, nostalgia, and melancholy. Because these aesthetic concepts are associated with past traumas, visitors may be affected morbidly. However, due to the capability of the media to form an aesthetic experience when visitors visit a given place and landscape, visitors can autonomously adjust the distance to the place of memory and gain an aesthetic experience. The aesthetic experiences through the sublime, nostalgia, and melancholy are based on temporality and irreversibility. Temporality here refers to a characteristic of memory, and time in the place and landscape of memory and is based on the irreversibility of time, as time cannot go back. Both the place memory and the memory that is recalled from the combination with visitor's past memories and knowledge are two major factors involved in the construction of the aesthetic experience in the place and landscape of memory. The results of the present study are meaningful in that this study presents a framework for a better understanding and use of both the place memory and appreciators' memory in the design process of a place and landscape of memory and also criticizes a materialistic approach that fails to take into account the visitors' memories.

'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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Factors to Influence Consumption Pattern of Snacks of Middle School Students in Ilsan Area (일산 지역 중학생의 간식 섭취에 영향을 미치는 요인)

  • Doo, Mi-ae;Seo, Ji-Yeong;Kim, Yang-ha
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.38 no.12
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    • pp.1732-1739
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    • 2009
  • The purpose of this study was to analyze factors that influence consumption pattern of snacks of middle school students. The subjects of study were 607 middle school students (male: 316, female: 291) in Ilsan area. The subjects were surveyed by a self-administered questionnaire about anthropometrics, mother's employed status, parents' education level, and snack consumption pattern. Male students showed higher consumption in 'milk and milk products' (p<0.05), 'instant noodles' (p<0.01), and 'cereal' (p<0.05). In the other hand, female students showed higher consumption in 'biscuits, cookies' (p<0.01) and 'candy and chocolates' (p<0.01). Subjects in underweight group showed higher frequency in the consumption of 'biscuits, cookies' (p<0.05) and 'candy and chocolates' (p<0.001) compared with normal weight or overweight subjects. The subjects with mother not having a job showed higher consumption of snacks under controlling parents (p<0.001), and higher consumption in 'fruit and fruit juice' (p<0.05) and 'milk and milk products' (p<0.01) compared to the subjects with mother having a job. The subjects with parents having higher education level showed higher of consumption in 'fast food'. These results suggest that general characteristics of the subjects and characteristics of family environment may affect consumption pattern of snacks in middle school students.

The effects of learning method, learning schedule, and task difficulty on the learning of computer software (학습방법, 학습계획, 과제 난이도가 소프트웨어 학습에 미치는 영향)

  • Kim, Kyung-Su;Li, Hyung-Chul;Kim, Shinwoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.3-12
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    • 2014
  • Quick and accurate learning of diverse electronic products has become an important daily task. In particular, software occupies core status in the control and operation of the products. This research tested the effects of learning method, schedule, and task difficulty in the learning of software. Using 2 (learning method: experiential vs. verbal) ${\times}$ 2 (learning schedule: spaced vs. massed) ${\times}$ 2 (difficulty: easy vs. difficult) between-subjects design, Experiment 1 tested participants' learning of file control using Windows Movie Maker. There was no effect of learning schedule on task completion time, but participants in experiential learning were faster in the completion of evaluation task compared with those in verbal learning condition. Importantly, as task difficulty increases participants in verbal condition showed markedly lower performance than those in experiential condition, which suggests that experiential learning is more effective with more difficult learning task. That is, in case of learning simple operation of software verbal learning using linguistic manual or instruction could be sufficient; on the other hand in case of learning complex operation learning from experience or tutorial mode would be more effective. Additional studies which manipulated task difficulty (Expt. 2) and inter-trial learning interval (Expt. 3) did not produce meaningful results.

Development of Embedded RFID R/W System Using PXA255 ARM Chip (PXA255 ARM칩을 활용한 임베디드 RFID R/W 시스템 개발)

  • Hwang, G.H.;Jang, W.T.;Sim, H.J.
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.6 s.312
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    • pp.61-67
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    • 2006
  • In this paper it was introduced that embedded RFID Reader /Writer system including PXA255 ARM chip which enables the Tag signal to be used by data and video processing via IEEE 802.11 communication protocol. Embedded RFID R/W middle ware was developed which transmit the searched result in the data base using the received Tag signal via IEEE 802.11 communication protocol. Developed embedded RFID R/W system was composed of three parts - PXA255 ARM chid (Core Part) 13.56 MHz RFID Reader /Writer, wireless LAN for data communication with server and TFT-LCD terminal. Once this system receives the Tag signal through the serial port, it transmits the data through the wireless LAN to the server and it displays the received image data which was processed by the server onto the TFT-LCD screen. Embedded RFID R/W Middle ware transmits the received Tag signal from RFID R/W to the embedded system, which activates the socket program to connect to the window server via IEEE 802.11 communication protocol and transmits the Tag signal. Window server program searches the Database using this Tag information and displays the result on to the TFT-LCD window in the embedded system via IEEE 802.11 protocol.