• Title/Summary/Keyword: content elements

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Comparison of Hair Iron , Zinc and Copper Concentrations of Breast Fed and Formula Fed Infants (모유영양아의 인공영양아의 두발내 철분, 아연 및 구리의 함량비교)

  • 안홍석
    • Journal of Nutrition and Health
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    • v.31 no.4
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    • pp.756-766
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    • 1998
  • The objectives of this study were to examine the growth pattern and hair trace element contents of healthy infants who were fed breast milk(BF infant) and formula (FF infant) during the first 6 months and its relationship to intake of trace elements. Bimonthyl anthropometric measurements were obtained on 32 infants through 6 months of age. Mean calculated energy, iron, zinc and copper intake from breast milk at 2 months of age were 432.4kcal/d, 0.19mg/d, 1.18mg/d and 0.22mg/d. The values obtained from formular were543.7kcal/d, 6.68mg/d , 2.82mg/d and 0.33mg/d , respectively. In spite of the significantly lower intake of energy and trace elements in BF infants than in FF infants, BF infants showed growth above the average Kroean infant standard growth rate and showed no significant growth rate difference or hair trace element content. Hair iron content in the BF infants at 6 mo. of age was positively related to birth weight and iron intake at 2 mo. of age. In contrast, hair zinc and copper content in the FF infants at 6 mo. of age as negatively related to height increment and weight increment during 6 months, respectively. These results support the suggesting that BF infant's higher iron, zinc and copper intake is attributed to the superior bioabailability of these trace elements from breast milk.

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The types and expressions of new media fashion film

  • Kim, Sejin
    • The Research Journal of the Costume Culture
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    • v.28 no.1
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    • pp.96-113
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    • 2020
  • A new form of media is changing the expression and content of fashion. In this paper, fashion films that have appeared since 2010 - when digital fashion communication was increasing - will be discussed and explored to consider how technological transitions in fashion media are changing the appearance and role of fashion. A literature review was conducted to derive characteristics, types, and expressive elements of new media fashion films, which were defined for this study as fashion films produced and distributed since 2010 using digital media. Films were categorized into three types: promotional, editorial, and independent fashion films. Furthermore, elements of the films were identified as fashion mise-en-scene, auditory structure, and content structure. Types and expressions of digital fashion images in 40 fashion films were analyzed according to these elements. The results showed that promotional fashion films maximize various narrative and sensory effects on fashion products, whilst editorial fashion films strengthen the role of entertainment. Independent fashion films expand the area of fashion and promote the diversification of fashion systems. Moreover, the results show that fashion films are not a secondary form of media that just expresses fashion; they provide a tool for the creation of new fashion content. New media fashion films promote the expansion of expressive spectra and boundaries, offering various multisensory experiences of fashion, and enhancing creativity and the aesthetic values of fashion.

Effect of Oxytocin Administration on Certain Minerals in the Milk of Buffaloes (Bubalus bubalis)

  • Singh, Mahendra;Aggarwal, Anjuli
    • Asian-Australasian Journal of Animal Sciences
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    • v.14 no.11
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    • pp.1523-1526
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    • 2001
  • To study the secretion of trace elements during early lactation, twelve lactating Murrah buffaloes were selected from the herd of the institute. The buffaloes were divided into two groups of six each. Buffaloes of group I were not injected and served as control. Buffaloes of group II received oxytocin injection (2.5 I.U.) intramuscularly for a period of five days for let down of milk. Milk samples were collected from both groups of buffaloes five days before, during and after the administration of oxytocin. Aliquots of milk samples from each buffalo were composited in proportion to their milk yield and used for analysis of trace elements in milk. In both the groups of buffaloes Cu, Mg, Fe, Zn and Mn contents did not vary significantly between animals. However, Ca levels varied significantly (p<0.01) between animals. Administration of oxytocin influenced (p<0.01) Cu, Mg, Zn, Fe and Mn secretion in milk. However, Ca secretion was not affected by oxytocin administration. Secretion of these elements also varied significantly during different days of the study. Zinc content of milk in the control group also varied significantly (p<0.01) during different days and periods of study indicating thereby no effect of oxytocin. The study indicated that administration of oxytocin increases Cu and Mn content and decreases Mg, Fe and Zn content without altering the Ca concentration of milk.

Analysis of wear properties in Zr alloys with variation of Nb and Sn content (Zr 합금에서 Nb과 Sn의 함량에 따른 마멸특성분석)

  • Lee Young-Ho;Kim Hyung-Kyu
    • Proceedings of the Korean Society of Tribologists and Lubrication Engineers Conference
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    • 2003.11a
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    • pp.64-71
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    • 2003
  • In order to evaluate the effect of alloying elements (Nb and Sn) on the wear resistance of advanced Zr fuel claddings, sliding wear tests have been performed in room temperature air and water and these results were compared with those of commercial alloys such as Zircaloy-4, A and B alloys. As a result, the advanced Zr fuel claddings have a similar wear resistance compared with the commercial alloys. The wear resistance of the advanced Zr fuel claddings is closely releted to the content of Nb and Sn even though the effects of transition elements are involved in deforming wear properties. In the tested specimens with similar Sn content, wear volume became down to a minimum at $0.4\;wt\;\%$ Nb, then rapidly increased at 1.0 wt Nb. This behavior results in the variation of grain size with alloying contents. But Sn did not have a significant effect on the wear volume of advanced Zr fuel claddings below $1.1\;wt\%$. The relationship between alloying elements and wear behaviour was evaluated and discussed using material compatibility factor.

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Analysis of Visual Elements in Transmedia of Novels and Games - Focus on the Worldview and Characters of the original "Zhu Xian" - (소설 및 게임의 트랜스미디어에서 시각적 요소 분석 - 원작 "주선"의 세계관과 캐릭터를 중심으로 -)

  • Xu, Weiling;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.353-362
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    • 2022
  • In the era of transmedia, it has become normalized to use different media for the same content. The paper of this research is, in such a transmedia era, in order to meet the needs of the public, what elements should be considered when adapting a novel into a game. The study takes the novel "Zhu Xian" and its game adaptation "Zhu Xian Hand Tour" as the research object, focusing on the worldview and characters, analyzing the elements needed for the adaptation, and uses a questionnaire to understand players' satisfaction with the elements of the adaptation. The results show that the audience satisfaction of the worldview and character visualization elements in the adaptation of "The Zhu Xian Hand Tour" is high, but the basic information and appearance elements in the ethnic composition of the worldview and the character visualization elements need to be modified. The study can provide a design suggestion for game planners and designers.

Distribution Pattern, Geochemical Composition, and Provenance of the Huksan Mud Belt Sediments in the Southeastern Yellow Sea (황해 남동부 흑산니질대 퇴적물의 분포, 지화학적 조성 및 퇴적물 기원지)

  • Ha, Hun Jun;Chun, Seung Soo;Chang, Tae Soo
    • Journal of the Korean earth science society
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    • v.34 no.4
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    • pp.289-302
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    • 2013
  • In order to determine the provenance of the Huksan Mud Belt sediments in the southeastern Yellow Sea, the major and rare earth elements of the same sediments were analyzed. The surface sediments were sampled from top of piston-cores and box-cores taken at 51 sites within the Huksan Mud Belt. With the mean grain size of $5-6{\phi}$, the sediments of the study area are mud-dominated. The spatial distribution patterns show that silt content is high in the northern Mud Belt, whereas clay content increases as it moves toward the southern Mud Belt. Interestingly, the geochemical compositions both of major and rare earth elements have resulted in differences of sediment provenance. Among the major elements, plots of Fe/Al vs. Mg/Al ratios, $Al_2O_3$ vs. MgO ratios, and $Al_2O_3$ vs. $K_2O$ reveal that the Huksan Mud Belt sediments are dominated by the Korean river-derived sediments. However, the characteristics of rare earth elements infer sediments originating from the Chinese rivers. This discrepancy between the above provenances is attributed to the different contributory factors in the content of chemical elements. Considering strong correlation between major elements with grain sizes, the contents of the major elements are thought to be influenced by the grain size. However, there is a weak correlation between rare earth elements and grain sizes. The behaviour of rare earth elements may be controlled by heavy minerals, rather than grain sizes. Further study requires to solve the discrepancy arose from the difference in applied chemical tracers.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

A Study on the game app production utilizing wearable smart device health care information (웨어러블 스마트 디바이스의 헬스 케어 정보를 활용한 게임 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.168-169
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    • 2015
  • Recent wearable smart device products, but with a variety of features and form that go out after a series of releases in has been outside for a lack of consumer content. The device advances, the type of equipment attached to the user's body was released, which was the background to be subjected to a health-care products of interest to the user and the machine-to-machine interaction. This study is to identify health care elements wearable smart device content around the market with features to interact with the game content and game content derived elements fit smart wearable devices. Survey research method was developed or released wearable devices and game content and take advantage of this any existing research literature related to game development. Based on this we derive the interactive elements for a wearable smart devices based.

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A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents (오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.711-721
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    • 2018
  • The development of artificial intelligence technology and the shift to a software-driven society are raising the need for digital literacy education on how to access, understand, use, create and share new open content in a variety of sustainable open content. At this point in time, this paper defines the digital literacy as the subliteracy concept for data, tools, and device elements. It is defined as a concept that includes cognitive and non-cognitive abilities and is stratified by computer literacy, ICT literacy, and information literacy. Open content is also defined as teaching-learning materials that can be used and shared freely by anyone, such as the Open Education Resource (OER) and the Open Access movement. Based on the two definitions, a three-step strategy for digital literacy education was developed to select open content in the digital environment, followed by a digital literacy education plan, and finally, an education frame to foster digital literacy capabilities.

Reviews of Picture Books : A Content Analysis (서평전문지에 나타난 그림책 서평 분석 연구)

  • Shim, Hyang Boon;Hyun, Eun Ja
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.203-216
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    • 2005
  • Many picture books are published every year. Book reviews can play an important role in building knowledge about newly published book. This study analyzed data the coverage and content of reviews in journals with a view to helping librarians and parents become more aware of content and coverage of reviews for picture books. Variations of bibliographic and ordering information appeared among all journals. Most reviews typically included a plot summary and a general statement about the illustrations. Overall, journals provided more comments on literary elements than artistic elements. However, reviews provided insufficient information about the background of reviewers. Physical description of the books appeared in 8.81 % of the sample.

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