• 제목/요약/키워드: Main culture

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식품영양 분야 연구동향: 지난 21년간 한국식생활문화학회지에 발표된 논문을 중심으로 (A Study on the Trend of Research in Food Science and Nutrition: Published in Journal of the Korean Society of Food Culture for last 21 years)

  • 이윤경;이경원;김유리
    • 한국식생활문화학회지
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    • 제37권5호
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    • pp.385-409
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    • 2022
  • This study investigated the trend of research on 'Food science and Nutrition' in previously published papers in the Journal of Korean Society of Food Culture (JKSFC) from 2000 to 2021. Total number of published papers in this category in the JKSFC was 693 which we classified into 7 main categories and 40 subcategories. Of these, 256 articles were on 'experimental cooking' which was the most studied field among 7 main categories. There was a total of 19 published papers under the category of 'microbiology and fermentation'. A total of 133 articles were published on 'functional foods' and provided essential data for discovering new materials under the theme of various physiological active functions of food materials. Furthermore, 107 articles were included in 'food processing and storage', which provided integrated knowledge of economy, stability and practicality based on various technologies. A total of 144 articles was included in the category of 'nutrition'. Under the category of 'nutrition', the most actively studied topic was 'eating behaviors and dietary habits,' and the trending topic was 'use of healthcare big data.' In conclusion, this review would provide trends of various categories of food science and nutrition area for recent 21 years and suggest directions for future research.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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도시문화와 공동체 의식의 영향 관계 (An Influential Relationship between Urban Culture and Community Spirit)

  • 김동윤
    • 한국디지털건축인테리어학회논문집
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    • 제13권4호
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    • pp.51-60
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    • 2013
  • With regard to urban culture this study aims to essential understanding and systematic approach to the culture. The "2012 Seoul Survey" report has been used to find out causality among the related variables. In the first place 'satisfaction of cultural condition' was operationally selected as a dependent variable for regression. For the purpose of controlling the third factors for ceteris paribus effect correlation analysis was previously done between the dependent variable and all other variables respectively, which resulted in two groups of variables: group (1) - 2 variables of very significant correlations(p-value<0.01) and (2) - the other 6 variables of significant correlations(p-value<0.05). Then hierarchical regression was adopted to these 2 groups to analyse statistical significance of independent variables, and multicollinearity(VIF; variance inflation factor). Additionally to OLS robust and bootstrapping regressions were done to confirm the validity of this model specification. At last a regression model specified by group (1) as independent variables(they are 'community spirit caring for women, the disabled, the poor and the old,' 'satisfaction of bicycle riding condition' shows that the variables have statistically significant and substantially strong effect on 'satisfaction of cultural condition.' This finding implies the following understanding; (1) urban festivals are regarded as the main of the urban culture as of now and this results from the low level of today's culture, (2) culture is telling and hearing stories but the influential relationship between urban culture and community spirit on the weak is negative, which says that the cultural perception among citizen is somewhat selfish and far from the essential understanding of the urban culture. In spite of restrictive external validity this finding can be used as a direction for promoting culture and a basis for related policy choice in cities.

결혼이주여성을 위한 한국 식문화 교육용 교재 개발 (Development of a Korean Food Culture Education Textbook for Married Female Immigrants)

  • 이정숙
    • 대한지역사회영양학회지
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    • 제21권5호
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    • pp.415-425
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    • 2016
  • Objectives: The purpose of the study was to develop a textbook of the integrated education of Korean food culture and language for married female immigrants. Methods: An analysis was conducted with the textbooks and researches for married female immigrants, and dietary life related contents were extracted. The contents were organized by activity oriented approach which is acquired the culture. The evaluation was conducted through depth interview with 6 married female immigrants through an analysis of the qualitative materials. Results: The text book comprised of 30 Korean food recipes with the target expressions and vocabularies. It also included Korean basic table setting, Korean table manner, main dishes and side dishes, basic cutting, seasoning and garnish, measure of the ingredients, symbolic food, regional food culture, choice of food ingredients, shopping, bargaining, taste expression, color expression, all sorts of spices, Korean traditional festival food, and seasonal customs and food. For intensifying communication, activity which is close to real life was added. Through cooking, married female immigrants expose words and sentence patterns and that allows to evaluate their level of understanding. We observed that the developed textbook is suited for married female immigrants' needs and cognitive level. The text book included a comparative study between Korean culture and their country's culture, which could provide the motive for accepting each other's cultures. The study showed how to develop a textbook that integrates Korean language education and Korean food culture and how to apply the textbook in real life. Conclusions: The correct understanding about Korean food culture could lead to improvements communication ability. Useful information which relates to Korean food, recipes, and food culture could increase daily life satisfaction. Conducting both cultural education and language education could increase the participation of married female immigrants in learning activities. Therefore this study could help these females to adapt Korean society and manage family dietary life effectively.

문화, 제국, 민족 -비판적 전유를 위한 에드워드 사이드의 『문화와 제국주의』 읽기 (Culture, Empire, and Nation: A Critical Appropriation of Edward Said's Culture and Imperialism)

  • 고부응
    • 영어영문학
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    • 제58권5호
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    • pp.903-941
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    • 2012
  • This essay examines Edward Said's Culture and Imperialism focusing on the concepts of 'culture,' 'empire,' and 'nation'. The approach is critical, theoretical, and historical rather than explicatory. Consequently, the range of the essay is not limited to Said's own explanation and argument about Western imperialism and its culture presented in the book. In doing this, this essay finally purposes to be a discursive resistance to the current global empire, the United States, via a critical reading of Said's work. Said's notion of culture is set upon to disclose the function of culture as an apparatus of ideological consent of the dominated to the dominant. When applied to imperial practice, Western culture functions to subject the colonized to the colonizer. Said's geographical approach to imperialism complements the historical understanding of imperialism. Imperialism is not only the practice of Western-centered historicism but also the spatially mutual interaction between the West and the rest of the world. Along with European imperialism, Said poses the current global empire of the United States as his main target of criticism. Said's problem is that he takes the United States as a nation-state. When examined, the United States is not a nation-state, but today's empire. The empire in the appearance of the nation-state United States does not work for the interest of the American nation, that is, the American people. The empire is the transnational and postnational political and economic institution that works for the interest of global capital. In order to resist the current global empire, this essay suggests that the building or restoration of nation-states with its basic principle of people's sovereignty is in need.

유진경 가옥(현 북촌문화센터)의 원형과 궁궐요소 차용 (A Study on the Original Form and Architectural Elements in the Palace of Yu, Jin gyeong's Hanok)

  • 박상욱
    • 건축역사연구
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    • 제23권5호
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    • pp.7-22
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    • 2014
  • It is identified that an initial person who built of 'Seoul Gyedong Modernized Hanok(former Min Hyeong-gi house)' used as 'Bukchon Culture Center' in present, was not Min Hyeong-gi, but his wife, Yu Jin-gyeong, and she built it when 8 years went on after his death(1879~1973), and the construction year was at the gate of Chuseok in 1921. Yu Jin-gyeong was Head Family's Eldest Daughter-in-law in family of Yeo Heung-min who was an influential person at the late Joseon Dynasty and was widow who had only son for 3 generations. And she built this house and moved to gain daughter and live futher grandchilds together in law in new nest. It is arranged that an annex surrounds with main building as the central figure. And this house emulates Yeonkeong-dang in backyard of the Changdeok Palace for 'preservation of main building' and Chim-bang-ga-toe applied on a bedroom in a palace is applied around nobleman family's the main room. It is rare case and expresses that a palace factor is borrowed. Yu Jin-gyeong's house is that a tradition Hanok is adjusted closely in city and central and basing mode as 'protective bedding' and building concept as 'a noble and protective architecture' is realized. So it has a character that development of Hangrang architecture is appeared and Head Family's Eldest Daughter-in-law widow of modern upper class had a special benefit. As well as, a meaning that it is experimental house based on tradition and is build of Hanok with housekeeping as the central figure for appear a form which has minimal Hangrang for housekeeping in yangban family of modern city, can be found.

「임원십육지」의 조리법에 기초하여 재현한 건락의 대사체 분석과 관능평가 (Analysis of Metabolite and Sensory Evaluation on Kunrak, for Reproduced Manufacturing from Old Literature of 「Imwonsibyukji」)

  • 정진경;박선현;한영숙;임상동;이명기
    • 한국식생활문화학회지
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    • 제31권5호
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    • pp.489-497
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    • 2016
  • Kunrak, a type of Korea traditional cheese, is made using Tarak, a yogurt produced with makgeolli as the fermentation source. Kunrak is produced by removing whey from Tarak, followed by drying process for safe storage and consumption over a longer period. In this study, we produced kunrak based on the method described in "Imwonsibyukji". Prepared Kunrak was ripening for 96 hours at 20, 30, and $40^{\circ}C$. In order to study characteristics of Kunrak, physiochemical properties (pH, acidity, water contents) and contents of metabolites (organic acids, sugars, amino acids, and fatty acids) were analyzed. During ripening, water contents decreased. The main organic acids in Kunrak were citric acid and lactic acid, and the main free sugar was lactose. Main amino acids were glutamate and phenylalanine, and main fatty acid was saturated capric acid. At later ripening, all metabolites increased immediately after preparation. The sensory evaluation score of overall preference was highest for Kunrak, which was ripening at $40^{\circ}C$ for 96 hours. This study was aimed to assay metabolites of Kunrak under various ripening conditions. The results provide basic data to produce conditions for standardized manufacturing of Kunrak.

주 양육자의 유튜브 음식 콘텐츠 시청이 자녀의 건강 상태에 미치는 영향 연구 (A Study on the Effects of Caregivers' YouTube Food Content Viewing on their Children's Health Status)

  • 임서정;조미숙;오지은
    • 한국식생활문화학회지
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    • 제38권4호
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    • pp.217-223
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    • 2023
  • There has been an increase in the viewing of YouTube content among children and adolescents. This, coupled with the popularity of live-streamed video content such as mukbang, where viewers watch the host eat, has raised concerns about media addiction and the indiscriminate imitation of eating behavior. Therefore, there is a need for guidance on the appropriate behavior for viewing YouTube food content to promote healthy eating habits among children. In this study, we aimed to compare the patterns of the main caregivers and their children while viewing media and investigate the impact of viewing YouTube food content on the physical and mental health of the children. The findings suggest that active YouTube food content viewing by the main caregivers may reduce imitative behaviors due to passive media consumption by their children. This study provides valuable insights by comparing and analyzing the YouTube content viewing of the main caregivers and their children. The results can be used as a basis for the development of lifestyle-centered guidelines for children. However, it is important to note that this study was conducted during the coronavirus disease (COVID-19) pandemic when there was a significant increase in the use of media, which is limitation of the study.

교통행동 연구의 경향성 분석을 위한 문헌고찰 - 2004년 이후 한국교통심리학의 연구경향분석 (Psychological Literature on Driving Behavior to Review the Studies of Traffic Psychology since 2004 in Korea)

  • 이순철;박선진
    • 한국심리학회지 : 문화 및 사회문제
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    • 제22권2호
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    • pp.285-311
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    • 2016
  • 본 논문은 2004년부터 2013년까지 10년 동안 한국 교통행동 연구의 내용과 경향성을 살펴보기 위하여 학술지에 발표된 157편의 논문을 대상으로 분석하였다. 교통행동 연구의 연도별 발표논문 수는 2004년과 2005년에는 각각 6편, 7편이었으나 2006년 이후에는 꾸준히 10편 이상으로 증가하여 교통행동 연구가 활발하게 이루어지고 있었다. 논문주제별로 살펴보면 운전자 관련 연구가 73.2%, 보행자와 교통환경 연구가 각각 12.1%, 12.7%를 차지하였다. 운전자 관련 연구의 하부주제별로 보면, 음주운전, 피로와 스트레스, 인지 및 지각에 대한 연구가 많이 발표되었다. 그리고 고령자 연구가 단독으로 10.4%를 차지하는 것으로 나타나 고령화 현상과 더불어 교통환경에서의 고령운전자에 대한 관심 및 이에 대한 연구가 활발하게 진행되고 있음을 알 수 있었다. 한편, 교통안전연구논집, 한국심리학회지, 자료분석학회지, 대한교통학회지를 통해 2004년 이후 10년 동안 60% 이상의 논문이 발표되었다. 이를 통해 도로교통공단과 한국심리학회 및 자료분석학회 학술지를 통해 교통행동 연구가 주로 발표되고 있음을 알 수 있었다.

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교통행동 연구의 경향성 분석을 위한 문헌고찰: 1990년 이후 한국 교통심리학의 연구경향분석 (Psychological literature on driving behavior to review the studies of traffic psychology since 1990 in Korea)

  • 이순철
    • 한국심리학회지 : 문화 및 사회문제
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    • 제10권3호
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    • pp.1-18
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    • 2004
  • 본 논문은 1990년 이후 한국 교통행동 연구의 내용과 경향성을 살펴보기 위하여, 학술지에 발표된 125편의 논문을 분석대상으로 하였다. 교통행동 연구의 연도별 발표논문 수는 1996년까지는 10편 이하였다가, 1997년 이후는 10편 이상으로 증가하고 있으며, 이것은 교통행동 연구의 저변이 확대되고 있음을 의미한다. 논문주제별로는 운전자 관련 연구가 60.8%, 교통환경관련 연구가 26.4%를 차지하고 있다. 운전자 관련 연구의 하부주제별로 보면, 성격 및 태도, 인지 및 지각, 그리고 음주운전에 관한 연구가 많이 발표되고 있다. 교통사고의 원인 중 약 90%가 인간적 오류에서 발생한다는 사실을 감안하면 운전자 관련 연구가 많다는 것은 당연한 현상이다. 그리고 교통안전연구논집, 대한교통학회와 한국심리학회지:사회문제와 같은 학술지를 통하여 60% 이상의 논문이 발표되고 있으며 이것은 교통관련 연구소인 도로교통안전관리공단, 교통공학자 중심의 대한 교통학회와 교통개발연구원, 그리고 한국심리학회 학술지를 통해 교통행동 연구가 주로 발표되고 있다.

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