• 제목/요약/키워드: Development of Content

검색결과 9,523건 처리시간 0.043초

Assessment of Phenolic Content, Saponin Content, and Antioxidant Activities in Gray, Red, and White Adzuki Bean Germplasm: A Multivariate Analysis

  • Kebede Taye Desta;Hyemyeong Yoon;Myoung-Jae Shin;Sukyeung Lee;Xiaohan Wang;Yu-Mi Choi;Young-ah Jeon;YoungKwang Ju;JungYoon Yi
    • 한국작물학회지
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    • 제68권3호
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    • pp.147-166
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    • 2023
  • Seed color is controlled by several genes and is a key trait in determining the metabolite content and biological activities of legume genotypes. In this study, 296 adzuki bean accessions, including 159 grey, 99 red, and 38 white adzuki beans, were grown in Korea. Variations in total phenolic content (TPC), total saponin content (TSC), DPPH scavenging activity, ABTS•+ scavenging activity, and ferric reducing antioxidant power (FRAP) were assessed and were reported to be in the ranges of 1.52-8.24 mg GAE/g, 14.36-114.22 mg DE/g, 0.23-12.84 mg AAE/g, 1.05-17.66 mg TE/g, and 0.59-13.14 mg AAE/g, respectively, with a wide variation across adzuki beans. Except for DPPH scavenging activity, the average values declined in the order gray > red > white adzuki beans, each demonstrating a significant variation (p < 0.05). White adzuki beans, which showed low metabolite content and antioxidant activity, were clearly separated from the gray and red genotypes using principal component and hierarchical cluster analyses. Moreover, TPC, TSC, and antioxidant activities were strongly correlated, regardless of seed color. Overall, the diversity of the TPC, TSC, and antioxidant activity in a broad population of adzuki bean genotypes was determined. Furthermore, this study found that seed color variation in adzuki beans had a significant effect on the metabolite content and antioxidant activity. Superior accessions with high levels of TPC, TSC, and antioxidant activity were also discovered and could be used for functional plant breeding and human consumption. The findings of this study may be useful for understanding the relationship between seed coat color and metabolite concentration in adzuki beans, paving the way for molecular-level analyses.

밥과 죽 조리에 따른 일부 곡류의 기능성 성분 및 항산화 활성 변화 (Changes in Content of Functional Components and Antioxidant Activity in Cooked Rice and Porridge of Selected Grains)

  • 김다경;이상훈;최용민;김영화
    • 한국식생활문화학회지
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    • 제36권2호
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    • pp.226-234
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    • 2021
  • The purpose of this study was to investigate the changes in the content of functional components and the antioxidant activity of cooked rice and porridge composed of selected grains. The results of the study showed that brown rice and oat contained considerable amounts of γ-oryzanol (78.099~238.566 mg/100 g). However, cooked rice showed a decreased content of the same. The highest content of γ-aminobutyric acid (GABA) was observed in brown rice from Samgwang. The contents of biotin in all samples also decreased in cooked rice compared to raw cereal grains. The highest content of total polyphenols and flavonoids were observed in Heukjinmi rice, and the highest radical scavenging activity was also found in this variety. The cooking process led to a decrease in the content of functional components including γ-oryzanol, GABA, biotin, polyphenols, and flavonoids versus the corresponding raw cereal grains. These results may be useful in the development and application of home meal replacements using cereal grains.

웹기반의 건강사정 멀티미디어 컨텐츠 개발 (Development of Web-based Multimedia Content for a Physical Examination and Health Assessment Course)

  • 오복자;김일옥;신성례;정회경
    • 대한간호학회지
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    • 제34권6호
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    • pp.994-1003
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    • 2004
  • Purpose: This study was to develop Web-based multimedia content for Physical Examination and Health Assesment. Method: The multimedia content was developed based on Jung's teaching and learning structure plan model, using the following 5 processes: 1) Analysis Stage, 2) Planning Stage, 3) Storyboard Framing and Production Stage, 4) Program Operation Stage, and 5) Final Evaluation Stage. Results: The web based multimedia content consisted of an intro movie, main page and sub pages. On the main page, there were 6 menu bars that consisted of Announcement center, Information of professors, Lecture guide, Cyber lecture, Q&A, and Data centers, and a site map which introduced 15 week lectures. In the operation of web based multimedia content, HTML, JavaScript, Flash, and multimedia technology(Audio and Video) were utilized and the content consisted of text content, interactive content, animation, and audio & video. Consultation with the experts in context, computer engineering, and educational technology was utilized in the development of these processes. Conclusions: Web-based multimedia content is expected to offer individualized and tailored learning opportunities to maximize and facilitate the effectiveness of the teaching and learning process. Therefore, multimedia content should be utilized concurrently with the lecture in the Physical Examination and Health Assesment classes as a vital teaching aid to make up for the weakness of the face-to- face teaching-learning method.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

유무선 연동유형별 모바일게임 콘텐츠 개발 (Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types -)

  • 김기일;김미진
    • 한국콘텐츠학회논문지
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    • 제7권8호
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    • pp.76-85
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    • 2007
  • 게임시장에서는 유선 온라인 게임의 수익을 극대화 할 수 있는 방안의 하나로 유선 온라인 게임의 소재를 연동 요소로 채택한 모바일 콘텐츠가 서비스 중에 있다. 본 논문에서는 유무선 연동 게임 콘텐츠의 연동방법을 크게 자체전송형, 인증코드형, 혼합형의 3가지로 분류하고 다수의 유선 온라인 게임에서 선택한 연동 요소들과 연동유형의 연관성에 대해 분석해 보고 특정 온라인게임에 적합한 유무선 연동 콘텐츠를 개발하여 연동서버, 모바일의 입출력 및 처리를 담당하는 모바일 서버 그리고 사용자들이 게임 내에서의 모든 정보를 기록하는 게임서버를 실제로 구현하고 연동해 봄으로써 유무선 연동 게임 콘텐츠의 구현 방법을 제안하고자 한다.

고아미(아밀로스 쌀) 복합분을 이용한 제면 특성 (Noodle making characteristics of goami rice composite flours)

  • 김진숙;김상범;김태영
    • 한국지역사회생활과학회지
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    • 제17권2호
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    • pp.61-68
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    • 2006
  • This Study was conducted to investigate the processing quality of high-amylose content rice(goami) flour for noodle. The potassium and magnesium contents of rice flour were negatively associated with gross score of noodle making mixed with wheat flour. The high-amylose content of rice flour was closed associated with gel consistency negatively and with hardness of rice noodle positively, Setback viscosity of rice flour measured in a rapid visco-analyser(RVA) was significantly affected by amylose content as well as gel consistency. Also the amylose content decreased, the amylogram pasting temperature and the breakdown ratio increased. The low-amylose content rice(Chucheong) flour showed higher values in solubility. Cooking quality and texture were measured, and sensory evaluation was performed with the noodles prepared. Texture measurement showed that the noodles of composite flour containing 40% goami rice flour were superior to those wheat flour alone. Water binding capacity of the composite flour containing 40% goami rice flour was lower than that of 40% chucheong rice flour. In sensory evaluation, chewiness, overall acceptability of noodle with 40% goami ricer was evaluated as the best.

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가상현실 스포츠실의 콘텐츠 제작 접근성 연구 (A Study on the Accessibility of Contents Production in the VR Sports Class)

  • 은광하
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.75-86
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    • 2021
  • 본 연구는 초등학교 이용자에 적합한 실감 콘텐츠 개발 접근지표에 관한 연구이다. 다양한 센서기술을 연동한 스포츠, 체육, 융합학습 실감 콘텐츠 기준으로 이용자에게 교육 및 신체 운동의 효과성 있는 콘텐츠 체험이 되도록 하며 가상현실 스포츠실 콘텐츠 제작 참여기업의 올바른 개발 가이드로서 활용될 수 있다. 연구방법은 지원기관의 표준화 가이드를 기준으로 개발된 콘텐츠를 선정하여 전문가 자문 및 체육담당자 인터뷰, 콘텐츠 체험 설문을 통한 연구를 통해서 가상현실 스포츠실의 콘텐츠 접근 기준지표를 도출하였으며 제작 기준지표를 적용한 콘텐츠 고도화 개발을 통해서 확인해 보았다.

MZ세대 특성을 고려한 보안 교육용 컨텐츠 제작 방안 (The Method of Production of Security Educational Content Considering the Characteristics of MZ Generation)

  • 조해민;류중렬;심충식;홍석우
    • 융합보안논문지
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    • 제23권5호
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    • pp.157-164
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    • 2023
  • 최근 화두가 되고있는 MZ세대가 사회적으로 다양한 역할을 수행하는 주요 세대로 접어듦에 따라, MZ세대의 눈높이에 맞춘 효율적인 교육 방법과 컨텐츠 제작에 대한 연구 필요성이 지속 제기되고 있다. 본 논문은 이러한 현실 속에서 보안 교육용 컨텐츠에 대한 수준 제고와 발전 방향에 대한 논의를 위해 서술되었다. 이를 위해 현재 사회적으로 활용되고 있는 보안 교육 컨텐츠에 대한 효용성을 분석하고, 발전방안으로서 웹툰에 게이미피케이션 개념을 접목한 게임툰이라는 컨텐츠를 설명, 교육효과에 대해 리커트 척도를 통해 검증하였다. 나아가 보안 교육 컨텐츠에 적용 가능한 발전 방향도 함께 제시하여 효과적으로 활용할 수 있도록 제안하였다.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • 대한한의학회지
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    • 제43권4호
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.