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Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

Self-Tour Service Technology based on a Smartphone (스마트 폰 기반 Self-Tour 서비스 기술 연구)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.147-157
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    • 2010
  • With the immergence of the iPhone, the interest in Smartphones is getting higher as services can be provided directly between service providers and consumers without the network operators. As the number of international tourists increase, individual tourists are also increasing. According to the WTO's (World Tourism Organization) prediction, the number of international tourists will be 1.56 billion in 2020,and the average growth rate will be 4.1% a year. Chinese tourists, in particular, are increasing rapidly and about 100 million will travel the world in 2020. In 2009, about 7.8 million foreign tourists visited Korea and the Ministry of Culture, Sports and Tourism is trying to attract 12 million foreign tourists in 2014. A research institute carried out a survey targeting foreign tourists and the survey results showed that they felt uncomfortable with communication (about 55.8%) and directional signs (about 21.4%) when they traveled in Korea. To solve this inconvenience for foreign tourists, multilingual servicesfor traffic signs, tour information, shopping information and so forth should be enhanced. The appearance of the Smartphone comes just in time to provide a new service to address these inconveniences. Smartphones are especially useful because every Smartphone has GPS (Global Positioning System) that can provide users' location to the system, making it possible to provide location-based services. For improvement of tourists' convenience, Seoul Metropolitan Government hasinitiated the u-tour service using Kiosks and Smartphones, and several Province Governments have started the u-tourpia project using RFID (Radio Frequency IDentification) and an exclusive device. Even though the u-tour or u-tourpia service used the Smartphone and RFID, the tourist should know the location of the Kiosks and have previous information. So, this service did not give the solution yet. In this paper, I developed a new convenient service which can provide location based information for the individual tourists using GPS, WiFi, and 3G. The service was tested at Insa-dong in Seoul, and the service can provide tour information around the tourist using a push service without user selection. This self-tour service is designed for providing a travel guide service for foreign travelers from the airport to their destination and information about tourist attractions. The system reduced information traffic by constraining receipt of information to tourist themes and locations within a 20m or 40m radius of the device. In this case, service providers can provide targeted, just-in-time services to special customers by sending desired information. For evaluating the implemented system, the contents of 40 gift shops and traditional restaurants in Insa-dong are stored in the CMS (Content Management System). The service program shows a map displaying the current location of the tourist and displays a circle which shows the range to get the tourist information. If there is information for the tourist within range, the information viewer is activated. If there is only a single resultto display, the information viewer pops up directly, and if there are several results, the viewer shows a list of the contents and the user can choose content manually. As aresult, the proposed system can provide location-based tourist information to tourists without previous knowledge of the area. Currently, the GPS has a margin of error (about 10~20m) and this leads the location and information errors. However, because our Government is planning to provide DGPS (Differential GPS) information by DMB (Digital Multimedia Broadcasting) this error will be reduced to within 1m.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

Non-Destructive Material Analysis of Whetstones Discovered in Grain Transport Ship of the Early Joseon Period (조선 초기 조운선(마도4호선)에서 출수된 숫돌의 비파괴 재질 분석 연구)

  • Dal-Yong Kong;Jae Hwan Kim;Eun Young Park;Yong Cheol Cho;Ki Hong Yang
    • Economic and Environmental Geology
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    • v.56 no.6
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    • pp.661-674
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    • 2023
  • From the seafloor of Taean, Chungcheongnamdo Province, a ship of the Joseon Dynasty was discovered for the first time in the history of underwater excavations in Korea in 2014 and was named Mado Shipwreck No. 4. A total of 27 unused whetstones loaded as tribute were discovered on the hull of Mado No. 4, which revealed that Mado Shipwreck No. 4 was a Grain transport ship that sank while carrying tribute from Naju to Hanyang between 1417 and 1425 (King Taejong to King Sejong). All of the 27 whetstones are in the shape of narrow and long sticks. The average values of length, width, thickness, and weight are 161.5 mm, 36.1 mm, 22.7 mm, and 253.2 g, respectively. The result of X-ray diffraction analysis shows that the constituent minerals are quartz, alkali feldspar, and plagioclase, which is similar to that of the high-resolution digital stereomicroscope analysis. The average porosity of Mado-2672 and 2673 is 2.69% and 1.78%, respectively, and the average surface hardness is 807.2HLD and 834.5HLD, respectively. It is interpreted that if the porosity increases beyond a certain level, it affects the decrease in surface hardness. All of these are made of feldspathic sandstones with an average SiO2 content of 74.51% and were confirmed to be suitable as grindstones. They are all medium whetstones when classified based on the SiO2 content. These whetstones are small in size and weight and are convenient to carry, so they are presumed to be a type of non-stationary whetstone, and are estimated to have been mainly used in the fields such as weapon polishing and craft production during the Joseon Dynasty.

Image Watermarking for Copyright Protection of Images on Shopping Mall (쇼핑몰 이미지 저작권보호를 위한 영상 워터마킹)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.147-157
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    • 2013
  • With the advent of the digital environment that can be accessed anytime, anywhere with the introduction of high-speed network, the free distribution and use of digital content were made possible. Ironically this environment is raising a variety of copyright infringement, and product images used in the online shopping mall are pirated frequently. There are many controversial issues whether shopping mall images are creative works or not. According to Supreme Court's decision in 2001, to ad pictures taken with ham products is simply a clone of the appearance of objects to deliver nothing but the decision was not only creative expression. But for the photographer's losses recognized in the advertising photo shoot takes the typical cost was estimated damages. According to Seoul District Court precedents in 2003, if there are the photographer's personality and creativity in the selection of the subject, the composition of the set, the direction and amount of light control, set the angle of the camera, shutter speed, shutter chance, other shooting methods for capturing, developing and printing process, the works should be protected by copyright law by the Court's sentence. In order to receive copyright protection of the shopping mall images by the law, it is simply not to convey the status of the product, the photographer's personality and creativity can be recognized that it requires effort. Accordingly, the cost of making the mall image increases, and the necessity for copyright protection becomes higher. The product images of the online shopping mall have a very unique configuration unlike the general pictures such as portraits and landscape photos and, therefore, the general image watermarking technique can not satisfy the requirements of the image watermarking. Because background of product images commonly used in shopping malls is white or black, or gray scale (gradient) color, it is difficult to utilize the space to embed a watermark and the area is very sensitive even a slight change. In this paper, the characteristics of images used in shopping malls are analyzed and a watermarking technology which is suitable to the shopping mall images is proposed. The proposed image watermarking technology divide a product image into smaller blocks, and the corresponding blocks are transformed by DCT (Discrete Cosine Transform), and then the watermark information was inserted into images using quantization of DCT coefficients. Because uniform treatment of the DCT coefficients for quantization cause visual blocking artifacts, the proposed algorithm used weighted mask which quantizes finely the coefficients located block boundaries and coarsely the coefficients located center area of the block. This mask improves subjective visual quality as well as the objective quality of the images. In addition, in order to improve the safety of the algorithm, the blocks which is embedded the watermark are randomly selected and the turbo code is used to reduce the BER when extracting the watermark. The PSNR(Peak Signal to Noise Ratio) of the shopping mall image watermarked by the proposed algorithm is 40.7~48.5[dB] and BER(Bit Error Rate) after JPEG with QF = 70 is 0. This means the watermarked image is high quality and the algorithm is robust to JPEG compression that is used generally at the online shopping malls. Also, for 40% change in size and 40 degrees of rotation, the BER is 0. In general, the shopping malls are used compressed images with QF which is higher than 90. Because the pirated image is used to replicate from original image, the proposed algorithm can identify the copyright infringement in the most cases. As shown the experimental results, the proposed algorithm is suitable to the shopping mall images with simple background. However, the future study should be carried out to enhance the robustness of the proposed algorithm because the robustness loss is occurred after mask process.

The Effects of Entrepreneurship Mentoring on Entrepreneurial Will and Mentoring Satisfaction: Focusing on Opus Entrepreneurship Education (창업 멘토링 기능이 창업의지와 멘토링 만족도에 미치는 영향: 오퍼스 창업교육을 중심으로)

  • Kim, Ki-Hong;Lee, Chang-Young;Joe, Jee-Hyung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.211-226
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    • 2023
  • As we transition into the post-COVID era, economic activities that were stagnant are regaining momentum. In particular, there is a growing trend of technology entrepreneurship driven by the opportunities of digital transformation in the Fourth Industrial Revolution. However, entrepreneurship education content is struggling to keep up with the rapid pace of technological change. This study aims to emphasize the importance of entrepreneurship mentoring as a crucial component of entrepreneurship education content that requires adaptation and advancement due to the increasing demand for technology entrepreneurship. This study redefines startup mentoring, which is differentiated from general mentoring, at the present time when the demand for startups, which increases with the declining employment rate, increases, and the development of quality startup education contents and securing professional startup mentors are required. According to the start-up stage, it is divided into preliminary entrepreneurs and early entrepreneurs, and the effect of entrepreneurship knowledge and self-efficacy among start-up mentoring functions on entrepreneurial will and mentoring satisfaction is improved by empirically researching the effects of start-up mentoring functions in the case of initial entrepreneurs as a moderating effect. To confirm the importance of entrepreneurship mentoring effect for. To this end, among the mentoring functions, entrepreneurship knowledge and self-efficacy were set as independent variables, and entrepreneurial will and mentoring satisfaction were set as dependent variables. The research model was designed and hypotheses were established. In addition, empirical analysis was conducted by conducting a questionnaire survey on trainees who received entrepreneurship mentoring education at ICCE Startup School and Opus Startup School. To summarize the results of the empirical analysis, first, among the entrepreneurship mentoring functions, entrepreneurship knowledge and self-efficacy were analyzed to have a significant positive (+) effect on entrepreneurial will. Second, among the entrepreneurship mentoring functions, entrepreneurship knowledge and self-efficacy were analyzed to have a significant positive (+) effect on mentoring satisfaction. Third, it was analyzed that entrepreneurship had no significant moderating effect on entrepreneurial knowledge and entrepreneurial will. Fourth, it was analyzed that entrepreneurship had no significant moderating effect on mentoring satisfaction. Fifth, it was found that entrepreneurship had a significant moderating effect between self-efficacy and will to start a business. As a result of the research analysis, the first implication is that the mentoring function in start-up education is analyzed to produce meaningful results for both the initial entrepreneurs and the prospective entrepreneurs in the will to start a business and satisfaction. . Second, it was analyzed that there was no significant relationship between whether a business was started and the mentoring function and effect. However, it was analyzed that the will to start a business through improvement of self-efficacy through mentoring was significantly related to whether or not to start a business. turned out to be helpful. Many start-up education programs currently conducted in Korea educate both early-stage entrepreneurs and prospective entrepreneurs at the same time for reasons such as convenience. However, through the results of this study, even in small-scale entrepreneurship mentoring, it is suggested that customized mentoring through detailed classification such as whether the mentee has started a business can be a method for successful entrepreneurship and high satisfaction of the mentee.

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A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

A Literature Review and Classification of Recommender Systems on Academic Journals (추천시스템관련 학술논문 분석 및 분류)

  • Park, Deuk-Hee;Kim, Hyea-Kyeong;Choi, Il-Young;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.139-152
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    • 2011
  • Recommender systems have become an important research field since the emergence of the first paper on collaborative filtering in the mid-1990s. In general, recommender systems are defined as the supporting systems which help users to find information, products, or services (such as books, movies, music, digital products, web sites, and TV programs) by aggregating and analyzing suggestions from other users, which mean reviews from various authorities, and user attributes. However, as academic researches on recommender systems have increased significantly over the last ten years, more researches are required to be applicable in the real world situation. Because research field on recommender systems is still wide and less mature than other research fields. Accordingly, the existing articles on recommender systems need to be reviewed toward the next generation of recommender systems. However, it would be not easy to confine the recommender system researches to specific disciplines, considering the nature of the recommender system researches. So, we reviewed all articles on recommender systems from 37 journals which were published from 2001 to 2010. The 37 journals are selected from top 125 journals of the MIS Journal Rankings. Also, the literature search was based on the descriptors "Recommender system", "Recommendation system", "Personalization system", "Collaborative filtering" and "Contents filtering". The full text of each article was reviewed to eliminate the article that was not actually related to recommender systems. Many of articles were excluded because the articles such as Conference papers, master's and doctoral dissertations, textbook, unpublished working papers, non-English publication papers and news were unfit for our research. We classified articles by year of publication, journals, recommendation fields, and data mining techniques. The recommendation fields and data mining techniques of 187 articles are reviewed and classified into eight recommendation fields (book, document, image, movie, music, shopping, TV program, and others) and eight data mining techniques (association rule, clustering, decision tree, k-nearest neighbor, link analysis, neural network, regression, and other heuristic methods). The results represented in this paper have several significant implications. First, based on previous publication rates, the interest in the recommender system related research will grow significantly in the future. Second, 49 articles are related to movie recommendation whereas image and TV program recommendation are identified in only 6 articles. This result has been caused by the easy use of MovieLens data set. So, it is necessary to prepare data set of other fields. Third, recently social network analysis has been used in the various applications. However studies on recommender systems using social network analysis are deficient. Henceforth, we expect that new recommendation approaches using social network analysis will be developed in the recommender systems. So, it will be an interesting and further research area to evaluate the recommendation system researches using social method analysis. This result provides trend of recommender system researches by examining the published literature, and provides practitioners and researchers with insight and future direction on recommender systems. We hope that this research helps anyone who is interested in recommender systems research to gain insight for future research.

Development of test for Korean functional health literacy in dentistry (국내거주 외국인을 위한 한국형 치과정보 이해능력 평가도구의 개발)

  • Kim, Hyun-Kyung;Noh, Hie-Jin;Jung, Im-Hee;Chung, Won-Gyun;Lee, Yun;Mun, So-Jung;Jeon, Hyun-Sun;Han, Sun-Young;Choi, Eun-Hee;Ki, Jun-Sung;Koo, Min-Ji;Jeong, Ju-Hui
    • Journal of Korean society of Dental Hygiene
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    • v.16 no.3
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    • pp.355-362
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    • 2016
  • Objectives: This study aimed to develop a tool for assessing foreigners' understanding of oral health information in Korea called the Test of Korean Functional Health Literacy in Dentistry(TOKFHLiD) and examined validity and reliability of the tool. The TOKFHLiD consists of two literacy assessment parts: Dental Information Sentence(DIS) aims to assess one's literacy of sentences containing oral health information. Dental Information Document(DID) aims to assess one's numeracy and literacy of documents containing oral health information. Methods: Twenty eight preliminary questions were developed based on various medical care literature such as the agreement to diagnosis and treatment and the treatment precautions. DID using 14 preliminary questions was developed based on the appointment card, the treatment schedule, and labels on oral care products. The 42 preliminary questions in the DIS and the DID were subsequently put through four separate expert reviews, in which questions with content validity score of less than 0.8(13/15 points) were corrected and modified by five dental experts and then were corrected for language errors by two Korean language experts. The preliminary assessment tool was tested on 153 Koreans, and ${\chi}^2$ test was performed on the ratio of respondents who comprehended each question, the ratio of respondents who chose the correct answer for each question with a significance level of 0.05. Results: Of the 42 preliminary questions, 1 question in DIS and 1 question in DID, for which the ratio of Korean respondents who chose the correct answers did not exceed the acceptable level of 80%, were excluded and a final assessment tool was completed with 40 questions. Conclusions: Following the development and application of the tool, examination of the TOKHLiD for validity and reliability revealed that this assessment tool is adequate for assessing oral health information literacy of foreigners who are using oral hygiene medical services in Korea.

Antioxidant and Sensory Properties of Hot Water Extract of Liriope Tubers treated at Various Preprocess (전처리방법에 따른 맥문동 열수 추출물의 항산화성과 관능 특성)

  • Yang, Mi-Ok
    • Journal of the East Asian Society of Dietary Life
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    • v.23 no.5
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    • pp.645-653
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    • 2013
  • The results of examining total soluble solid, reducing sugar, antioxidant and sensory properties regarding LTD (Liriope Tuber Dried), LTSD (Liriope Tuber Steamed and Dried), LTASD (Liriope Tuber Alcohol-Steamed and Dried), LTDR (LTD Roasted), LTSDR (LTSD Roasted) and LTASDR (LTASD Roasted) are as follows : Total soluble solid content of the roasted samples (LTDR, LTSDR and LTASDR) was more than those of all dried samples (LTD, LTSD and LTASD). According to roasting conditions, total sugar and reducing sugar are significantly greater than the raw and dried sample (LTD) in all heat-treated samples. The browning index was significantly higher in all roasted samples. In particular, LTASDR had a high browning index. Further, the antioxidative activity of the roasted LT samples were higher than that of all dried LT samples. In particular, the LTASDR sample showed significantly high figures in DPPH scavenging activity, ABTS scavenging activity, Nitrite scavenging activity and xanthine oxidase inhibitory activity. Sensory properties showed an increased acceptance in all evaluation items among roasted samples. In this study, hot water extracts of steamed or alcohol-steamed roasted LT samples had a higher antioxidative effect than that of LTD or LTDR and attained positive results by getting high scores in the overall sensory evaluation. Therefore, when using Liriope tuber in making beverages or herbal recipes, it is appropriate to dry and roast before steaming or spreading with alcohol when treating LT.