• Title/Summary/Keyword: culture content

Search Result 3,482, Processing Time 0.03 seconds

Quality Characteristics of Julpyun with Added Beet Powder (비트분말을 첨가한 절편의 품질특성)

  • Ko, Seng-Hye;Jeong, Hyun-Chul
    • Journal of the Korean Society of Food Culture
    • /
    • v.32 no.6
    • /
    • pp.576-582
    • /
    • 2017
  • This study investigated the substitution of beet powder for rice flour in julpyun recipes with amounts of 0, 1, 3, and 5%. The beet powder had a moisture content, crude protein content, crude fat content, crude ash content, crude dietary fiber content, DPPH radical scavenging activity and total phenol content of 18.90, 1.37, 0.17, 0.91, 3.65, 12.03%, and 87.63 mg, respectively. The moisture content decreased with increasing beet powder content. The pH, DPPH and total phenol content increased with increasing beet powder content. The chromaticity measurement result showed that the 'L' and 'b' of julpyun decreased with increasing beet powder content, but 'a' increased. The texture measurement result showed that the hardness, cohesiveness and chewiness of julpyun increased with increasing beet powder content, but the springiness decreased. The adhesiveness was similar regardless of the beet powder content. The overall preference scores showed a high overall acceptability for julpyun made with 3% beet powder.

A Validity Study on Brand Identity-based Strategy Model for Culture Content's One Source Multi Use : A Case Study on (브랜드 아이덴티티 기반 OSMU 전략 모델의 타당성 연구 : <해리포터 (Harry Potter)>를 중심으로)

  • Kim, Young Jae
    • Cartoon and Animation Studies
    • /
    • s.32
    • /
    • pp.289-313
    • /
    • 2013
  • According to many researches on brand management, the decision makings on brand marketing should center on the brand identity. Based on the brand management theory, Brand Identity-based OSMU Strategy has been suggested, in which the decision makings for culture content's OSMU should be focused on the brand identity of content to maximize the brand equity. In this study, the effectiveness of suggested brand identity-based OSMU strategy model is empirically studied, together with the effect on the brand equity. The study on the consumer's attitude toward the Harry Potter T-shirt with the associations of 'magic, courage and confrontation against evil' proved that consumers respond more favorably in terms of their recognition of the fit-to-content, preference and perceived quality. With this result, the positive effect of brand identity-based OSMU on consumer attitude is verified. On the other hand, the study on the effect of brand identity bearing T-shirt on brand equity did not support the hypothesis that the brand identity-based OSMU has the positive feedback effect on the brand equity of culture content. Still, while the brand equity is established through the long period of time with consumer's consistent experience on the certain culture content, the effect of brand identity-based OSMU on brand equity has a room for further discussion and research. While the ultimate goal of marketing is to create the power brand with high brand value, the further discussion on the effective culture content OSMU strategy to create a power brand is needed.

Satisfaction Analysis about Courses and Management of a Culture Content Interdisciplinary Program in a University (대학에서 문화콘텐츠 연계전공 강의와 관리에 대한 만족도 분석)

  • Lee, Hyun-Ju;Kim, Han-Il;Park, Chan-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.11
    • /
    • pp.426-437
    • /
    • 2008
  • As culture content industry is regarded as a high value-added creation industry, many universities have run various kinds of programs such as interdisciplinary programs to develop human resources recently. J University has also offered a culture content interdisciplinary program since 2006. 6 departments are engaged in the interdisciplinary program. However, the research related to the assessment of courses and management about interdisciplinary programs rarely exists. In this paper, we firstly analyze the satisfaction levels of the classes and the management of the culture content interdisciplinary program runs in our University. In addition, in order to propose a desirable method to run the interdisciplinary program, we analyze the comprehension levels of students and the effectiveness of the education. Finally, we propose a future direction for a successful program based on our analysis results.

A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.53-66
    • /
    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.

Comparative analysis Gundam contents(Animation and Figure) and elements of a culture theory (건담 컨텐츠(애니메이션 및 건담 피규어)의 문화 성립 요소분석)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
    • /
    • v.10 no.2
    • /
    • pp.299-304
    • /
    • 2012
  • First broadcasted in 1979's and until today very popular in the Original title video content Mobil Suit GUNDAM, it has difference to existing other two-way race other robot animation. According to director Tomino Yoshiyuki animation Gundam has an elements of drama. It's explain imply all untruth reality contents. The content of Japanese animation, GUNDAM beyond its wide range of industries around the world, further developed and expanded, and further is referred to as GUNDAM culture. Academic culture in terms of the five elements that make up culture (technology, values, social relations, language, and material) around the content analysis of GUNDAM. As a result, the five cultures of each of the elements that conflict with sufficient information and are believed to be worth.

The Study Establishes Development Strategies on Chasabonpuri (<차사본풀이> 스토리텔링 개발 전략 연구)

  • Lee, Chang Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.560-573
    • /
    • 2016
  • Endeavors have been made for the last decades to make resources of local myths and legendary tales among local culture contents. Jeju as well has made efforts to develop diverse legendary tales as content products. However, there has yet to yield any visible outcome in any region, and they still remain as mascots only for festivals and/or local events. This is because there is a lack of culture content development infrastructure, and that there is absence of strategic approach to regional culture content development plans. Based on these problems, this study establishes development strategies for legendary tale resources focusing on Chasabonpuri, one of Jeju legendary tales, and explores as what types of popular culture contents it can be developed.

Effects of 2,4-D, BA, and Sucrose on Growth, Production of Anthocyanin, pH, and Sugar Content in 'Sheridan' Grape Cell Suspension Cultures

  • Kim, Seung-Heui;Kim, Seon-Kyu
    • Journal of Plant Biotechnology
    • /
    • v.4 no.2
    • /
    • pp.77-82
    • /
    • 2002
  • To elucidate the effect of sucrose on cell growth and anthocyanin production, 1, 3, 5, and 7% sucrose were applied to liquid MS basal medium supplemented with 0.5 mg/L BA + 0.1 and 1 mg/L 2,4-D. Higher sucrose concentration decreased the cell growth regardless of the hormonal composition. Cain in fresh weight was gradual, showing the peak at day 12 in culture, and then decreased. Anthocyanin content increased with sucrose concentration in the medium, and practically there was no difference in anthocyanin content between the two media differing in 2,4-D content. Sucrose concentration for appropriate anthocyanin production was 7%, while 5% was more suitable for increase in total anthocyanin content. At higher sucrose levels, anthocyanin content was high due to the cessation of the cell growth. Medium pH decreased at the early stage and gradually increased thereafter.

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

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.34-41
    • /
    • 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.

Inter-ministerial Policy Coordination for Digital Content Technology Development: Korean and Japanese Cases

  • Rhee, Wonkyung
    • STI Policy Review
    • /
    • v.5 no.2
    • /
    • pp.96-121
    • /
    • 2014
  • This study identifies and evaluates inter-ministerial coordination for developing digital content technology in Korea and Japan. It is conducted through a comparative analysis between Korean and Japanese governmental organizations and their decision making process. Media content had been regulated or promoted by ministries involving culture in both countries. The digitalization of traditional media, however, blurred boundaries between the cultural, technological, and industrial spheres, so ministries involving science and technology, economy and trade, or foreign affairs started to promote digital content technology in the late 1990s. This has been the cause of conflicts among ministries and sometimes led to policy duplication, which in turn weakens policy effectiveness. The competition and coordination of ministries and agencies can be seen through establishing or amending related laws, organizations, and programs. Structural holes are founded in the networks drawn among governmental agencies in charge of digital content, particularly in the field of intellectual property in Korea and online distribution technology in Japan.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.194-203
    • /
    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.