• Title/Summary/Keyword: 콜라이지

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A Study on Floral Art Exhibition Applying Storytelling (스토리텔링을 적용한 화예전시에 관한 연구)

  • Ahn, Hyun Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.19-37
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    • 2020
  • The purpose of this paper is to seek for a new exhibition form of floral art design that deviates from formalism by suggesting a planning exhibition with storytelling away from the unilinear exhibition composition method of floral art design currently being held in Korea. Storytelling in flower art exhibition is to construct an easy-to-understand exhibition through the use of the four-step construction method of introduction-development-turn-conclusion, or the three-step construction method of intro-body-conclusion. It is intended to efficiently propose interaction between creators and viewers. In order to seek for diversification of floral art design, it is necessary to secure a convergent view that has been blowing since the Millennial, collaborate with other fields, or attempt exhibition planning that reflects storytelling. The main function of the exhibition is to meet and communicate directly with the public. This study intends to propose the exhibition structure and implementation direction of floral art exhibition through the case of 'Hwawanggye' held at the Sungkyunkwan University Museum in 2017, focusing on the exhibition where storytelling is applied. Through this study, it is expected that the discourse in the field of floral art will be expanded, and various networks of aesthetic suggestions and floral art design with storytelling will be boosted.

A Study on the Sales Status for Flower Shop in Domestic : Emphasis on Peak Season and Flower Products with High Rate Sales by Items (국내 플라워샵 판매현황에 관한 연구 -품목별 판매율이 높은 화훼상품과 성수기를 중심으로-)

  • Seol, Ga Ae;Yun, Suk Young;Choi, Byung Jin;Jang, Hyun Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.145-156
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    • 2020
  • The purpose of this study was to investigate status survey on flower products with high sales by item and peak season. The survey was implemented for 103 people who are running flower shop and are members of association for Engineer Floral Design who are acquired Craftsman Floral Design and Engineer Floral Design. The result of this study, the peak season for the sale of flower product is showed May (52.0%) and February (24.3%). The reason for the selection was in May, month of family, teacher's day, etc. in February, personnel transfer and graduation ceremony. As a result of researching flower products with high sales volume by category, Cut flowers were ranked the first place of bouquet (51.5%%, 40.3%) and the second place of basket (28.8%, 37.5%) on annual and peak season. And also, Corsage, which was 6th (1.8%) in the annual sales volume survey, increased to 3rd (8.0%) during peak season. Pot plants were ranked 1st of foliage plant (50.6%, 51.3%) and 2nd tropical orchid·oriental orchids (27.4%, 28.3%) on annual and peak season. And also, Charcoal and bonsai, which were unresponsive in the annual sales survey, increased sales volume to 0.7% and 2.6%, respectively, during peak season. Processed flowers were highest ranked dry flower (45.3%, 39.5%), preserved flower (27.7%, 37.2%) on both non peak season and peak season. And then followed by artificial flower, pressed flower and collage.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Fabrication of a Dual-structured Biomaterial Combining Collagen and Fibrinogen (콜라겐과 피브리노겐을 합성한 이중구조 생체재료의 제작)

  • Hong-Moon Jung
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.993-999
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    • 2023
  • Bio materials of fibrinogen and collagen are widely used in tissue regeneration engineering. In this study, I aim to create a new dual-structure support using these two materials. Strategically, tissue regeneration takes priority over blood vessel regeneration, so by forming a fibrinogen support that helps blood vessel formation on the outside of the double support and placing collagen, which is more effective in tissue regeneration, in the center, a synergistic effect in new tissue regeneration is expected. Although these two materials have been used interchangeably in previous studies, there has been no report yet on making a support through the formation of a support structure for the core system. Therefore, the core of this study, the double scaffold, is to propose a method for manufacturing a core structure with a collagen scaffold on the inside and fibrinogen on the outside. The experimental results showed that the fibrinogen located on the outside of the scaffold resulted in rapid biodegradation and drug release due to strategic biodegradation of the dual structure scaffold. On the other hand, collagen scaffolds were found to be able to maintain drug release time relatively longer than fibrinogen scaffolds. In conclusion, it is believed that applying the method of creating a double scaffold will have a synergistic effect on defective tissue regeneration.

Study on the Physiological Activity of Chrysanthemum indicum Flower Extracts Using the Hydrothermal Water Extraction Method (감국꽃 열수 추출물의 생리활성에 관한 연구)

  • Jisung Ha;Yuri Kang;Woonjung Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.77-85
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    • 2024
  • In this study, the hydrothermal extract of Chrysanthemum indicum Flowers are analyzed for the identification of its functional material value. Various aromatic compounds were detected as a result of GC-MS analysis, and antioxidant analysis confirmed the high antioxidant activity of the extract. High antibacterial activity was confirmed in the TIME KILL TEST using the 70% ethanol extract, which showed the highest activity, and the inhibition of intracellular melanogenesis was confirmed to be 115.77 ± 6.67%, 112.42 ± 1.64%, and 67.12 ± 3.89% compared to the α-MSH treatment group at concentrations of 1%, 1.2%, and 1.5%, respectively, when the extract was treated with 1%, 1.2%, and 1.5%. Collagenage activity inhibition assay showed collagenase inhibition of 56.57 ± 2.28%, 58.64 ± 2.99 and 29.53 ± 1.03% when treated at concentrations of 1.5%, 3% and 5%. The cytotoxicity test of the extract showed no cytotoxicity at concentrations of 1.5%, 3% and 5%. Therefore, this study predicts that the hydrothermal extract of Chrysanthemum indicum Flowers will be useful as a functional cosmetic material.

The Quality Characteristics and Microbiological of Simple Preprocessed Foods Vege-ball with Guava Leaf Powder for Soup during Storage (단순 가공 식품 재료 활용을 위한 국, 탕용 구아바 채소 완자의 저장 기간에 따른 품질 특성)

  • Park, Ji Hyun;Baek, Ok-Hee
    • Journal of the East Asian Society of Dietary Life
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    • v.22 no.5
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    • pp.585-592
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    • 2012
  • This study was to investigate the quality characteristics and microbiological of simple preprocessed foods vege-ball with guava leaf powder (VB) for soup during storage at $4^{\circ}C$ and preparation of standard recipe. Lightness was increased during storage, but yellowness and redness were no significantly differences during storage, except for control. Hardness of VB increased with increasing guava leaves powder springness, cohesiveness significantly as a powder addition guava leaves was lower. DPPH, ABTS compared to the control showed higher levels in VB with increasing amounts significantly increased antioxidant activity (p<0.05). According to the sensory evaluation, VB 0.1% showed higher score in term of taste, flavor, overall preference. All the VB samples showed significantly lower values for acid, peroxide and than the control. Low level of total aerobic bacteria was detected during storage (<5.00 log CFU/g). Coliforms and yeast & mold were not detected during storage in VB samples. In conclusion, the addition of 0.1% with guava leaves powder would be useful way to enhance the anitoxidant quality and sensory characteristics of preprocessed food. The estimated storage was 8 days at $4^{\circ}C$.

The Food and Nutrient Intakes on weekdays and weekends Among High School Girls in Seoul (서울 지역 여자고등학생의 주중과 주말의 식품 및 영양소 섭취에 관한 연구)

  • Pak, So-Hyun;Lee, Jung-Sug;Hong, Hee-Ok
    • Journal of Nutrition and Health
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    • v.43 no.5
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    • pp.513-523
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    • 2010
  • The food and nutrient intakes on weekdays and weekends was examined with 196 high school girls residing in Seoul using the 3-day food record. Frequency for skipping breakfast was higher than that for lunch and dinner. Frequencies for skipping breakfast and lunch were significantly higher on weekends than on weekdays (p < 0.05). The daily average food, vegetable food, and animal food intakes were 1,074.8 g, 680.0 g, and 317.3 g, respectively. The total food and vegetable food intakes on weekdays were significantly higher than on weekends (p < 0.05). The daily average dietary variety score (DVS) was 20.5, and was significantly higher on weekdays (23.3) than on weekends (15.1)(p < 0.05). The daily averages of energy, protein, fat and carbohydrate intake were 1,732.9 kcal, 68 g, 56.2 g, and 240.9 g, respectively. Energy, protein, carbohydrate, phosphate, iron, sodium, potassium, thiamin, niacin, folate and vitamin C intakes were significantly higher on weekdays than on weekends (p < 0.05). Fat intake was significantly lower on weekdays than on weekends (p < 0.05). The daily average percentages of energy intake from carbohydrate, protein, and fat were 55.4%, 15.6%, and 29.0%: 56.1%, 15.8%, and 28.2% on weekdays and 54.7%, 15.3%, and 30.1% on weekends, respectively. The percentages of energy intake from carbohydrate on weekdays and weekends were below 60%, and that from fat was above 28% on weekdays and weekends. The daily averages of energy, vitamin A, riboflavin, niacin and phosphate intake were above 80% as compared with the estimated energy requirement (EER) or the recommended intake (RI). The intakes of calcium, potassium and folate were below 50% as compared with the adequate intake (AI) or (RI). The daily average mean adequacy ratio (MAR), an index of overall dietary quality, was 0.77, and significantly high school girls was worse on weekends than on weekdays.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Effects of Minor Stressful Events on Sleep in College Students (대학생에서 스트레스가 수면에 미치는 영향)

  • Kang, Seung-Gul;Yoon, Ho-Kyoung;Ham, Byung-Joo;Choi, Yun-Kyeung;Kim, Seung-Hyun;Joe, Sook-Haeng;Suh, Kwang-Yoon;Kim, Leen
    • Sleep Medicine and Psychophysiology
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    • v.9 no.1
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    • pp.48-55
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    • 2002
  • Objective: Stress is known to be a common cause of short-term insomnia and insomniacs often complain that stress induces sleep problems. However, previous studies on the correlation between stress and sleep do not show consistent results. We aimed to investigate the effects of minor stressful events on sleep among college students. Method: Physically and mentally healthy college student volunteers filled out a self-assessment questionnaire to evaluate their stress and sleep. To find out the status of average stress and sleep, the volunteers filled out K-DSI and daily sleep assessments on three consecutive days. In addition, we surveyed the amount of caffeine beverage intake and assessed the degree of depression and anxiety. Results: The total number of students participating in this study was 202, 101 men and 101 women. Minor stress turned out to significantly affect non-restorative sleep and secondary symptoms of insomnia (awakening difficulty, displeasure, feeling of dissatisfaction with sleep, physical uneasiness or pain at awakening, daytime sleepiness, depressive moods, tiredness and concentration difficulty). However, global PSQI score, self-reported sleeping hours, sleep latency, awakening frequency, frequency and duration of napping, were not explained by stress scores. Conclusion: In this study, minor stresses seemed to affect sleep, especially secondary symptoms caused by non-restorative sleep. We can thus infer that minor stresses impair the restorative effects of sleep by inducing arousal, and the direct relationship the two can be confirmed by polysomnogram.

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Color stability of three dimensional-printed denture teeth exposed to various colorants (다양한 색소에 대한 3D 프린팅 인공치의 색 안정성)

  • Koh, Eun-Sol;Cha, Hyun-Suk;Kim, Tae-Hyung;Ahn, Jin-Soo;Lee, Joo-Hee
    • The Journal of Korean Academy of Prosthodontics
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    • v.58 no.1
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    • pp.1-6
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    • 2020
  • Purpose: This study evaluated color stability of Dentca 3D-printed denture teeth, in comparison to color stabilities of four conventional types of denture teeth, upon being immersed in various colorants. Materials and methods: Four types of conventional prefabricated denture teeth (Surpass, GC, Artic 6, Heraeus Kulzer, Premium 6, Heraeus Kulzer, Preference, Candulor), 3D-printed denture teeth (Dentca); and Z250 (Filtek Z250, 3M ESPE) were prepared for testing. The samples were immersed in erythrosine 3%, coffee, cola, and distilled water (DW) at 37℃. Color change (ΔE) was measured by spectrophotometer before immersion and at 7, 14, and 21 days after immersion. One-way analysis of variance was performed along with Tukey's honestly significant difference multiple comparisons test (P<.05). Results: No great difference was observed between the color change of Dentca denture teeth and that of conventional denture teeth in most cases (P>.05). The color change of Dentca denture teeth immersed in erythrosine 3% was greater than that of Surpass (ΔE = 0.67 ± 0.25) after 1 week; Artic 6 (ΔE = 1.44 ± 0.38) and Premium 6 (ΔE = 1.69 ± 0.35) after 2 weeks; and Surpass (ΔE = 1.79 ± 0.49), Artic 6 (ΔE = 2.07 ± 0.21), Premium 6 (ΔE = 2.03 ± 0.75), and Preference (ΔE = 2.01 ± 0.75) after 3 weeks (P<.05). Conclusion: A color change was observed in Dentca denture teeth when immersed in some colorants; however, the maximum value of ΔE for Dentca denture teeth was within the clinically acceptable range.