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Lipid and Citric Acid Production by Wild Yeasts Grown in Glycerol

  • Souza, Karla Silva Teixeira;Schwan, Rosane Freitas;Dias, Disney Ribeiro
    • Journal of Microbiology and Biotechnology
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    • v.24 no.4
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    • pp.497-506
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    • 2014
  • In this study, crude glycerol was used as a carbon source in the cultivation of wild yeasts, aiming at the production of microbial lipids and citric acid. Forty yeasts of different sources were tested concerning their growth in crude and commercial glycerol. Four yeasts (Lindnera saturnus UFLA CES-Y677, Yarrowia lipolytica UFLA CM-Y9.4, Rhodotorula glutinis NCYC 2439, and Cryptococcus curvatus NCYC 476) were then selected owing to their ability to grow in pure ($OD_{600}$ 2.133, 1.633, 2.055, and 2.049, respectively) and crude ($OD_{600}$ 2.354, 1.753, 2.316, and 2.281, respectively) glycerol (10%, 20%, and 30%). Y. lipolytica UFLA CM-Y9.4 was selected for its ability to maintain cell viability in concentrations of 30% of crude glycerol, and high glycerol intake (18.907 g/l). This yeast was submitted to lipid production in 30 g/l of crude glycerol, and therefore obtained 63.4% of microbial lipids. In the fatty acid profile, there was a predominance of stearic (C18:0) and palmitic (C16:0) acids in the concentrations of 87.64% and 74.67%, respectively. We also performed optimization of the parameters for the production of citric acid, which yielded a production of 0.19 g/l of citric acid in optimum conditions (38.4 g/l of crude glycerol, agitation of 184 rpm, and temperature of $30^{\circ}C$). Yarrowia lipolytica UFLA CM-Y9.4 presented good lipid production when in the concentration of 30 g/l of glycerol. These data may be used for production in large quantities for the application of industrial biodiesel.

Comparative Study on Color Style between and (<뮬란>과 <라이온 킹>에 나타난 색채스타일 비교연구)

  • Kim, Kwang-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.161-171
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    • 2006
  • As the very important artistic elements expressing a visual image, the color has been increasing the power of expression. But the relationship between the remarkable peculiarity of colors in accordance with other artistic elements inside the picture plane makes difficult to express an effective expression of color. In the adaptation of color as well as artistic style between & by W. Disney co. is very different each other in the manner of expression. By revealing the difference of the practical use of color and it's principle of those two works, I want to formulate a suitable use of color. In this paper, focus on how to active application of color in relationship between other artistic element and expressive peculiar of color. A right is not only the dominant component in color, but contrast also. A contrast is the most considerable element for modeling order. To emphasize expressive peculiar of color, an artist control artistic element properly and can make expressive energy of brightness & shape.

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Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

Analysis of the use status of animation contents in Over The Top service (Over The Top 서비스의 애니메이션 콘텐츠 이용 현황 분석)

  • Sukyung Park;Teagu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.445-450
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    • 2023
  • This study analyzed the factors that viewers consider when watching anime on Over The Top(OTT) service platforms and the characteristics of each type of preference, which are the components of anime preference. To this end, the survey data of 240 animation major students were used for analysis, and the conclusions drawn through frequency analysis and cross-tabulation of IBM SPSS Statistics 27 are as follows. Netflix is the OTT service platform that viewers use the most, and TV series are the most preferred for animation works. In addition, it was found that Netflix OTT original animation works were preferred over other platforms, and long-form animation preferred Disney+. Among the characteristics of each type of animation preference, it was found that the factors considered when watching animation in terms of narrative value, aesthetic value, and entertainment value respectively value the structure, screen production, and immersion of the storyline. It is hoped that this study will be used as useful data for producing animation contents with the OTT service platform.

Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.

A Study on the characteristics of realities and fantasy, portrayed in the Russian animation works from 1960's to the beginning of 1980's (1960-1980년대 초반 사회, 문화적 상황과 관련해 본 러시아 애니메이션의 변화 연구)

  • Lee, Hye-Seung
    • Cartoon and Animation Studies
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    • s.15
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    • pp.29-47
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    • 2009
  • The changes in the field of high tech media promote the development of animation films, which was considered once as a decaying industry. A large success of Disney animation films in 1980's and the possibilities of animation as an economically profitable mass products allowed this art form to play a leading role in mass culture. But, the cultural and philosophical aspects of animation works are not studied enough up to this time, despite its importance. This article is focused on the study of animation as a serious cultural and philosophical text. The object of research is the Russian animation in the period of 1960-1980 years. In this time, new trends are noticed in the history of Russian animation : aesthetical experiments in style and subjects became possible since the society freed from totalitarian atmosphere after the political destalinization by Khrushchev. In addition to, it was the time when the system of state subsidies still functioned, that animation was not the object of cultural industry yet, as it happened in the period of Perestroika. In this condition, lots of short animation films, which were remarkable not only in the context of Soviet art culture, but also in the history of world animation films, were produced. This article proposes to analyze the characteristics of realities and fantasy, portrayed in the films of this period, and examine the role and status of animation films in the social-cultural context.

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Annual Occurrence Patterns and Three Dimensional Distribution of Mushroom Flies in Pleurotus ostreatus Cultivation Farms (느타리버섯 재배에서 버섯파리의 연중발생패턴과 입체적 분포)

  • Kang, Min-Gu;Kim, Seung-Han;Choi, Chee-Wan;Disney, Henry L;Kwon, Oh-Seok
    • Korean journal of applied entomology
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    • v.56 no.2
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    • pp.213-222
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    • 2017
  • Among flies inside mushroom growing rooms in three farms, Lycoriella ingenua and Megaselia tamilnaduensis were the most common and dominant species during Pleurotus ostreatus cultivation in Korea. In the past, generally, during the incubation period, a low density of mushroom flies was observed in all farms. After the first harvest, mushroom flies density tended to increase sharply. However, many mushroom flies were observed in the summer, despite that season corresponds to the incubation period. This is because annual cultivation systems provide a safe overwintering place compared to seasonal selective ones. The ecology of mushroom flies varies greatly according to the cultivation system. We confirmed that a fallow period reduced the density of mushroom flies. From a survey of the three dimensional distribution of mushroom flies in a growing room, we observed that M. tamilnaduensis showed more positive phototaxis and a higher variation per point of capture than that by L. ingenua. Through this study, two mushroom fly species were identified in the survey farms, with markedly different three dimensional distribution patterns.

Study on the Theme Contents at Public Theme Park - Creation & Management of Public Theme Contents - (공공테마파크 특수영상에 관한 연구 - 공공테마파크 테마영상의 창작과 운영을 중심으로 -)

  • Sul, Gee-Hwan;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.399-408
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    • 2015
  • Walt Disney World focused on Theme opened in 1955. Many Theme Parks such as Everland had opened in Korea. And also Public Theme Parks were established on purpose of finding cultural identity by province government. Most of the Public Theme Parks made special Theme Images to revive the image characteristics and be stronger public theme. But these creativities of the theme images are struggling by the lack technical ability as well. This study derived several problems from the existing research and current issues and found out the future direction sought. Thus, the public theme images are to lead marketing and operating of public theme park by using storytelling and high tech, and look forward to getting position of the window to the future. In future, we must pay attention to study for creation methods and marketing, and plugging in new technology on public theme images. Continuing studies will support to enlarge the identity and educate traditional history through public theme images and park.

Analysis of Success Factors For Creating A Korean Theme Park - With a Focus on Culture Contents-Based Theme Park Strategy - (한국형 테마파크 조성을 위한 성공 요인 분석 - 문화콘텐츠 기반형 테마파크 전략을 중심으로-)

  • Lee, Kee-ho;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.321-359
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    • 2018
  • A theme park, in general, can be defined as a space that has both 'theme factor' and 'hands-on factor'. But theme parks in Korea are not recognized as having unity even though they provide diverse services, because they lack in a theme factor, which is the essence of a theme park. On the other side of the issue, themes and concepts that a theme park claims to stand for are not consistent, and they fail to provide representative themes as well. For this reason, although a business plan to invite overseas theme parks is pushed ahead, it causes a vicious circle to weaken the competitive edge of domestic theme park industry as well as capital outflow. Consequently, from a theoretical viewpoint, a theme park with no specific theme is in critical situation to be out of the limelight by failing to provide visitors with purposefulness and attract their attention. To overcome the limitations in domestic theme park industry, and to gain profitability and expanded customers lie in heightening their receptiveness through creating unique image of each theme park. With the awareness of the issue, this study aims to propose a theme-centered park which has culture contents in it and to suggest a viable alternative that helps to create hands-on theme parks that reflect customers' receptiveness.