• Title/Summary/Keyword: technology development

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A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.53-64
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    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

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

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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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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Development of Simple and Rapid Radioactivity Analysis for Thorium Series in the Products Containing Naturally Occurring Radioactive Materials (NORM) (천연방사성물질(NORM)을 함유한 가공제품 내 토륨계열 방사능 평가를 위한 간단/신속 분석법 개발)

  • Yoo, Jaeryong;Park, Seyoung;Yoon, Seokwon;Ha, Wi-Ho;Lee, Jaekook;Kim, Kwang Pyo
    • Journal of Radiation Protection and Research
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    • v.41 no.1
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    • pp.71-79
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    • 2016
  • Background: It is necessary to analyze radioactivity of naturally occurring radioactive materials (NORM) in products to ensure radiological safety required by Natural Radiation Safety Management Act. The pretreatments for the existing analysis methods require high technology and time. Such destructive pretreatments including grinding and dissolution of samples make impossible to reuse products. We developed a rapid and simple procedure of radioactivity analysis for thorium series in the products containing NORM. Materials and Methods: The developed method requires non-destructive or minimized pretreatment. Radioactivity of the product without pretreatment is initially measured using gamma spectroscopy and then the measured radioactivity is adjusted by considering material composition, mass density, and geometrical shape of the product. The radioactivity adjustment can be made using scaling factors, which is derived by radiation transport Monte Carlo simulation. Necklace, bracelet, male health care product, and tile for health mat were selected as representative products for this study. The products are commonly used by the public and directly contacted with human body and thus resulting in high radiation exposure to the user. Results and Discussion: The scaling factors were derived using MCNPX code and the values ranged from 0.31 to 0.47. If radioactivity of the products is measured without pretreatment, the thorium series may be overestimated by up to 2.8 times. If scaling factors are applied, the difference in radioactivity estimates are reduced to 3-24%. Conclusion : The developed procedure in this study can be used for other products with various materials and shapes and thus ensuring radiological safety.

Effects of the Different Anesthetic Doses of MS-222 and Lidocaine-HCl on the Blood Physiological Responses in Black Rockfish, Sebastes schlegeli (MS-222와 lidocaine-HCl의 농도별 마취에 대한 조피볼락(Sebastes schlegeli)의 혈액생리학적 반응)

  • Kim Jae Ho;Hur Jun Wook;Park In-Seok;Kho Kang Hee;Chang Young Jin
    • Journal of Aquaculture
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    • v.18 no.4
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    • pp.236-244
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    • 2005
  • Experiments were performed to investigate the effects of the different anesthetic MS-222 and lidocaine-HCl doses on the blood physiological responses, on the time required for anesthesia and recovery, and on the survival rates of black rockfish (Sebastes schlegeli). Plasma cortisol was its highest levels (96.1$\pm$12.1 ng/ml) at 6 hours after the administration of 300 ppm of MS-222, and in all groups, plasma cortisol levels were higher than the initial levels during the anesthetic experiment. Fish receiving lidocaine-HCl also exhibited higher than initial plasma cortisol levels at almost experimental intervals. The middle size fish exhibited the highest glucose level (143.3$\pm$14.5 mg/dl) at 50 ppm of anesthesia after 1 hour, and every level was significantly higher than the initial level for at least 12 hours. Glucose levels in fish to which lidocaine-HCl was administered were comparable to the levels seen in conjunction with MS-222 treatment. In fish anesthetized with MS-222, K+ levels in the small size fish were significantly elevated after 1 hour, while Na+ levels did not change in any of the groups throughout the experiment. Anesthetic time was significantly attenuated with increases in the concentrations of MS-222 and lidocaine-HCl. We also noted a correlation between anesthetic time and fish size, in that larger fish took a longer time, followed by the middle size and then the small size fish. The all fish size groups showed above $95\%$ survival rates at every experimental concentration in MS-222 and 300-400 ppm in lidocaine-HCl. The results may indicate that 100-200 ppm MS-222 and 400 ppm lidocaine-HCl are the most effective doses as sedatives for the black rockfish and these doses could be used as the suitable anesthetics doses.

Simulation of Pension Finance and Its Economic Effects (연금재정(年金財政) 시뮬레이션과 경제적(經濟的) 파급효과(波及效果))

  • Min, Jae-sung;Kim, Yong-ha
    • KDI Journal of Economic Policy
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    • v.13 no.1
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    • pp.115-134
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    • 1991
  • The role of pension plans in the macroeconomy has been a subject of much interest for some years. It has come to be recognized that pension plans may alter basic macroeconomic behavior patterns. The net effects on both savings and labor supply are thus matters for speculation. The aim of the present paper is to provide quantitative results which may be helpful in attaching orders of magnitude to some of the possible effects. We are not concerned with the providing empirical evidence relating to actual behavior, but rather with deriving the macroeconomic implications for a alternative possibilities. The pension plan interacts with the economy and the population in a number of ways. Demographic variables may thus affect both the economic burden of a national pension plan and the ability of the economy to sustain the burden. The tax transfer process associated with the pension plan may have implications for national patterns of saving and consumption. The existence of a pension plan may have implications also for the size of the labor force, inasmuch as labor force participation rates may be affected. Changes in technology and the associated changes in average productivity levels bear directly on the size of the national income, and hence on the pension contribution base. The vehicle for the analysis is a hypothetical but broadly realistic simulation model of an economic- demographic system into which is inserted a national pension plan. All income, expenditure, and related aggregates are in real terms. The economy is basically neoclassical; full employment is assumed, output is generated by a Cobb-Douglas production process, and factors receive their marginal products. The model was designed for use in computer simulation experiments. The simulation results suggest a number of general conclusions. These may be summarized as follows; - The introduction of a national pension plan (funded system) tends to increase the rate of economic growth until cost exceeds revenue. - A scheme with full wage indexing is more expensive than one in which pensions are merely price indexed. - The rate of technical progress is not a critical element in determining the economic burden of the pension scheme. - Raising the rate of benefits affects its economic burden, and raising the age of eligibility may decrease the burden substantially. - The level of fertility is an element in determining the long-run burden. A sustained low fertility rate increases the proportion of the aged in total population and increases the burden of the pension plan. High fertility has inverse effects.

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Analysis of the Critical Thinking Level of Activity Tasks in Home Economics Textbooks for $7^{th}$ Graders (중학교 1학년 가정교과서 활동과제의 비판적 사고 수준 분석)

  • Lee, Mee-Young;Park, Mi-Jeong;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.22 no.3
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    • pp.19-36
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    • 2010
  • The objective of this study was to measure the critical thinking level of activity tasks included in home economics textbooks published under the 2007 Revised National Curriculum. For this purpose, we sampled 3 kinds of Technology-Home Economics textbooks for 7th graders, selected activity tasks contained in the textbooks, and classified them by type. A total of 93 activity tasks were extracted, and they were analyzed using 9 questions on critical thinking prepared based on Kim Young-jung's '9 Elements and 9 Standards of Critical Thinking.' The results of this study were as follows. First, the total score of the critical thinking level of activity tasks in the home economics textbooks was 66.8, which was not high enough to induce learners' critical thinking. Among the sub-categories of critical thinking, the score was high in order of argumentative thinking(83.9), analytical thinking(78.1), and dialectic thinking(38.3). As in the results, the activity tasks were particularly inadequate for inducing dialectic thinking. Second. in the results of analyzing difference in the critical thinking level according to unit, significant difference was observed among the units. Activity tasks in Units 'Adolescents' Self-management'(77.8), 'Adolescents' Consumption life'(75.2), and 'Adolescents' Sex and Peer Relationship'(71.1) induced critical thinking more effectively than those in other units, but activity tasks in Units 'Clothing and Self-expression' (61. 4), 'Adolescents' Development'(60.0), and 'Adolescents' Nutrition and Meals'(59.6) were inadequate for inducing critical thinking. Third, in the results of analyzing difference in the critical thinking level according to activity task type, the level was high in order of 'Inquiry Activities' (75.7), 'Discussions' (74.6), 'Practical Activities'(65.4), and 'Trials' (50.7), and the differences were significant. That is, among activity task types, 'Inquiry Activities' were most effective in inducing learners' critical thinking and 'Trials' were least effective.

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Effects of NaCl Concentration on Mycelial Growth and Fruiting Body Yields of Oyster Mushrooms, Pleurotus spp. (NaCl의 농도가 병재배 느타리버섯 균사생장 및 자실체수량에 미치는 영향)

  • Jhune, Chang-Sung;Sul, Hwa-Jin;Kong, Won-Sik;You, Young-Bok;Kim, Jin-Ho;Cheong, Jong-Chun;Lee, Chan-Jung
    • Journal of Mushroom
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    • v.7 no.4
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    • pp.173-181
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    • 2009
  • These studies were investigated for effect of concentration of sodium chloride on occurrence and growth of fruitbody in oyster mushroom, Pleurotus ostreatus. When the mycelia were inoculated and cultured on the PDA plate added with the different concentrations of sodium chloride, the growth of them were not affected at the concentration of 0.5%, started to decrease at 1.0% as compared with the PDA plate without sodium chloride, and they did not grow at 5.0%. When tested at the column filled with sawdust, the tendency was similar, but the decreasing rate of mycelial growth was gentle. In sawdust bottle cultivation sprinkled with the different concentration of sodium chloride solution at the different stage, the productivity and quality of fruitbody started to decrease at 3.0% of the solution and the yield at the treatment of 10.0% solution was only 47% of that in non-treated bottles. Treated at the different stages of mushroom development, treatment just after mushroom sprout did not show any different from that just after scraping spawn from the complete grown bottles. The sprinkle treatment at this stage looked better than that of the soaking with the solution before mushroom sprout. The yield at this treatment with 10% solution showed little damage with that of 90% of non-treated bottle. Sprinkle treatment during mushroom growth stage did not affect and showed almost same to non-treated bottle except the treatment with 10.0% solution. The treatment of this stage showed better results of growing characters than the treatment after and before mushroom sprouting even 10% solution. Morphological characteristics of oyster mushroom do not distinguish to treatment of different stage and concentration of sodium chloride solution. The analyzing data of quality on underwater usually used for oyster mushroom in Inchon, Yeongjong and Kanghwa area showed over-concentration to the standard for edible water and agricultural water. But it was not confirmed whether this water quality could affect to mushroom cultivation.

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The Food Safety of Superfine Powder (Phellinus linteus) Processed by Nanomill in C57BL/6 Mice (C57BL/6 마우스에서 나노밀 가공된 초미세분말(상황버섯)의 식이 안전성 연구)

  • Kim, Dong-Heui;Teng, Yung-Chien;Yoon, Yang-Sook;Qi, Xu-Feng;Jeong, Hyun-Seok;Joo, Kyung-Bok;Lee, Kyu-Jae
    • Applied Microscopy
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    • v.39 no.2
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    • pp.133-139
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    • 2009
  • A officinal mushroom, Phellinus linteus (PL) has been known to exhibit potent biological activities including antioxidative and anticancer effect. PL is consumed as a type of powder or extract for the purpose of health promotion and disease treatment. Recently superfine PL products was commercialized according to the development of pulverizing technology such as nanomill, so the evaluation of food safety is suggested. This study was conducted to evaluate the food safety of superfine PL (SPL) through hematological, biochemical and histological examination in mice as compared with fine PL (FPL). In the particle size distribution in volume after nanomill processing, the mean diameter of SPL and FPL particles was 11.78 ${\mu}m$ and 216.1 ${\mu}m$, and d (0.5), the particle diameter measured at 50% of distribution was 5.5 ${\mu}m$ and 147.9 ${\mu}m$, respectively. As the result of body weight, food intake and the weight of organs, SPL group didn't show any statistical difference compared with FPL group and normal group (N). Hematological and biochemical values were also involved in the normal range, although ALT (N vs. FPL, P<0.001) and BUN (N vs. FPL, P<0.01; N vs. SPL, P<0.01) showed significance compared with N group but there are no significance between FPL and SPL group. In the result of histological examination with liver, kidney, spleen, and small and large intestine, abnormal findings such as inflammatory reaction and histological changes were not observed. Our results suggest that the oral intake of SPL diet is not harmful to the animal in the hematological, biochemical and histological aspects although particle size was reduced to the level of superfine. However, further study will be necessary to confirm the histological safety in relation to the gastrointestinal contact of superfine particles in the case of large amount and long-term intake.

Spatial Variability Analysis of Rice Yield and Grain Moisture Contents (벼 수확량 및 곡물 수분함량의 공간변이 해석)

  • Chung, Ji-Hoon;Lee, Ho-Jin;Lee, Seung-Hun;Yi, Chang-Hwan
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.54 no.2
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    • pp.203-209
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    • 2009
  • Yield monitoring is one of a precision agriculture technology that is used most widely. It is spatial variability analysis of yield information that should be attained with yield monitoring system development. This experiment was conducted to evaluate spatial variability of yield and grain moisture content in rice paddy field, and their relationships to rice productivity. It is necessary to minimize sampling interval for accurate yield map making or to control cutting width of rice combine. Considering small rice plots such as $0.2{\sim}0.4$ ha, optimum size of sampling plot was below 15 m more than 5 m in with and length. In variable rate treatment field, average yield was similar, but yield variation was reduced than conventional field. Gap of yield by another plot in same field was bigger than half of average yield than yield variation was significantly big. Therefore yield measuring flow sensor must be able to measure at least 300 kg/10a more than 1000 kg/10a. Variation of moisture content in same field was not big and spatial dependance did not appear greatly. But, variation between different field is appeared difference according to weather circumstance before harvesting. Change of spatial dependence of yield was not big, because of field variation of moisture content is not big.

Genetic Differences and Variations in Freshwater Crab(Eriocheir sinensis) and Swimming Crab(Portunus trituberculatus) (참게(Eriocheir sinensis)와 꽃게(Portunus trituberculatus)의 유전적 차이와 변이)

  • Yoon, Jong-Man
    • Development and Reproduction
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    • v.10 no.1
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    • pp.19-32
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    • 2006
  • Genomic DNA isolated from two species of Korean freshwater crab(Eriocheir sinensis) and swimming crab(Portunus trituberculatus) was amplified several times by PCR reactions. The seven arbitrarily selected primers OPA-05, OPA-13, OPA-16, OPB-06, OPB-15, OPB-17 and OPD-10 were used to generate the identical, polymorphic, and specific fragments. 505 fragments were identified in the freshwater crab species, and 513 in the swimming crab from Buan: 81 specific fragments(16.0%) in the freshwater crab species and 100(19.5%) in the swimming crab. 165 identical fragments, with an average of 23.6 per primer, were observed in the freshwater crab species. 66 fragments, with an average of 9.4 per primer, were identified in the swimming crab species. The numbers of polymorphic fragments in the freshwater crab and swimming crab were 50 and 14, respectively. The oligonucleotides decamer primer OPB-17 generated identical DNA fragments, approximately 300 bp, in both the freshwater crab and swimming crab species. Compared separately, the average genetic difference was higher in the swimming crab than in the freshwater crab species. The average genetic difference was $0.726{\pm}0.004$ between the freshwater crab and swimming crab species. The dendrogram obtained by the seven primers indicates four genetic clusters: cluster 1(FRESHWATER 01), cluster 2(FRESHWATER 02, 03, 04, 05 and 06), cluster 3(FRESHWATER 07, 08, 09, 10 and 11), and cluster 4(SWIMMING 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 and 22). The shortest genetic distance displaying significant molecular difference was between individuals SWIMMING no. 18 and SWIMMING no. 17 from swimming crab(0.096). Ultimately, individual no. 02 of the freshwater crab was most distantly related to freshwater crab no. 03(genetic distance = 0.770). As stated above, the potential of RAPD-PCR to identify diagnostic markers for the identification of two crab species has been demonstrated.

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