Journal of the Korean Institute of Landscape Architecture
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v.36
no.2
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pp.80-98
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2008
In the past, the purpose of urban landscape planning was to beautify cities. Now, that is changing as cities with their own characteristic identities and images are focusing on the making of livable cities. The subject of international competition is turning from a country objective to that of individual cities. To increase the attraction of the urban image will, therefore, be the most important and urgent policy in all cities. A city without global competitiveness will be demoted to a sub-city. This study intends to suggest strategic ways to improve the urban image suitable for Korean cities by the analysis and classification of the advanced cases in other countries. This study can be summarized as follows: 1. The image of cities is promoted by diverse strategies such as establishing landmarks, making meaningful places, hosting festivals and sports events, and making cultural policies. These strategies can be classified by three factors: the landscape and ecological factor, the historical and cultural factor, and the administrative and economic factor. 2. Korean cities are making efforts to promote their images through a variety of ways. Mega cities in Korea are steadily carrying out projects to use the administrative and economic factor such as expanding the infrastructure, supporting enterprises, advertising and marketing with accumulated capital. However, local small cities mainly depend on festivals and simple events or programs that are of interest but which lack characteristic identity. 3. Cities of advanced western countries are upgrading their images by finding and applying strategic methods to reflect characteristic identity and to keep in step with the changes of the times. On the other hand, cities in Japan try to promote urban image with traditional native festivals and with the making of livable places based on resident participation. The central government in Korea needs to establish a master plan considering the regional balance to improve the image of each city. Local governments should carry out these diverse strategic methods. The task after benchmarking advanced cities with beautiful landscapes will be to find an 'All-Korean Style' and apply it to cities with characteristic image.
Journal of the Korean Society of Food Science and Nutrition
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v.43
no.4
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pp.550-556
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2014
Rice bran contains both excellent nutritional value and functional advantages. Its utilization is limited due to reducing texture and low storage. To satisfy various tastes, Bacillus spp. having high amylase and protease activities were selected. Using the strains, we made whole grain soybean Meju with a reduced manufacturing period by increasing the concentration of total nitrogen. We made soy sauces with mashing ratios of soy bean and rice bran at 10:0, 9:1, 7:3, and 5:5, and then compared their physiochemical properties. After 2 weeks of fermentation, the sugar content increased from 21~22% to 30~32%. However, pH and salinity showed no differences. At a ratio of 9:1, total nitrogen, amino nitrogen content, and total free amino acid contents were the highest at 1.62%, 652.52 mg%, and 8,804.03 mg/kg, respectively, compared to other mashing ratios of soy bean and rice bran. Especially, the contents of aspartic and glutamic acid, which increase delicate flavoring, were higher in our soy sauce compared to those of general traditional soy sauce and brewed soy sauce, which were 504.25 and 1,262.25 mg/kg, respectively. Serine and alanine, which are related to sweet taste, were present at 49.50 and 518.75 mg/kg, respectively, which were the highest among all mixing ratios, at a ratio of 9:1. Compared to general traditional soy sauce and brewed soy sauce, the contents of histamine and tyramine among biogenic amines decreased to 35.85 and 41.04 mg/kg, respectively. Finally, a soy bean and rice bran mixing ratio of 9:1 was determined to be the optimal mixing ratio in the sensory evaluation.
This study was carried out to compare the physicochemical characteristics of Korean traditional wine fermented from foxtail millet and nuruk at different mixing rates. The alcohol contents of fermented wine ranged from 12.70 to 13.38%. Two kinds of commercial nuruks, SH and BS nuruk, were used. The brix degrees of foxtail millet wine fermented by SH and BS nuruks were 21.6 and $22.4^{\circ}Bx$, respectively. The pH, total acidity, and turbidity of the wines fermented by SH and BS nuruks were 3.74 and 3.40, 1.40 and 1.51%, and 0.441 and 0.149, respectively. With an increase in the amount of foxtail millet, brix degree, pH, turbidity, b-value and L-value decreased, and total acidity and a-value increased. Total color difference (${\Delta}Eab$) parameter of the wine fermented by SH nuruk were 8.58, 22.59 and 22.55, while those by BS nuruk were 0.35, 4.08 and 7.16 in 30, 70 and 100% addition rates of foxtail millet, respectively. With an increase in the amount added of foxtail millet, glucose content decreased. The organic acids such as lactic acid and acetic acid were predominantly detected in the fermented wine. Finally, based on sensory evaluations, the wine fermented by BS nuruk showed the best overall quality at the 30% addition rate of foxtail millet.
Journal of the Korean Society of Food Science and Nutrition
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v.39
no.4
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pp.548-553
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2010
This study was carried out to compare the physicochemical characteristics of Korean traditional wines fermented by addition of sorghum (Sorghum bicolor) using different nuruks (SH and BS nuruk). The alcohol contents of the fermented wines ranged from 12.36 to 13.21%. The brix degrees of sorghum wines fermented using SH and BS nuruks were $8.6\sim17.9^{\circ}Bx$ and $7.6\sim20.0^{\circ}Bx$ on addition ratio, respectively. Wine no addedsorghum using SH and BS nuruks showed pH 3.74 and 3.40, total acidity of 1.40 and 1.51%, and 0.441 and 0.149 of turbidity. With increase of sorghum addition, brix degree, pH, turbidity and L-value decreased whereas total acidity and a-value increased. Total color difference (${\Delta}Eab$) parameters of wines fermented in 30, 70 and 100% sorghum addition using SH and BS nuruk were 4.33, 6.63 and 26.13, and 4.08, 5.29 and 10.59. Glucose content decreased with increasing amounts of sorghum. Organic acids such as lactic acid and acetic acid were predominantly detected in the fermented wine. Finally, based on sensory evaluations, the wine fermented by BS nuruk showed the best overall quality at 30% sorghum addition.
This study was carried out to compare the physicochemical characteristics of Korean traditional wine fermented from proso millet and nuruk at different mixing rate. The alcohol contents of the fermented wine ranged from 12.36 to 13.21%. Two kinds of nuruk, SH and BS nuruks were used. The brix degrees of proso millet wine fermented by SH and BS nuruks were 21.6 and 22.4 $^{\circ}Bx$, respectively. The pH, total acidity, and turbidity the wines fermented by SH and BS nuruks were 3.74 and 3.40, 1.40 and 1.51%, and 0.441 and 0.149, respectively. With increasing the addition amount of proso millet, brix degree, pH, turbidity L-value decreased, and total acidity and avalue increased. Total color difference (${\Delta}Eab$) parameter of the wine fermented by SH nuruk were 4.33, 6.63 and 26.13, and by BS nuruk were 4.08, 5.29 and 10.59 in 30, 70 and 100% addition rates of proso millet. With increasing the addition amount of proso millet, glucose content decreased. The organic acids such as lactic acid and acetic acid were predominantly detected in the fermented wine. Finally, based on sensory evaluations, the wine fermented by SH nuruk showed the best overall quality at 30% addition rate of proso millet.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.39
no.1
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pp.1-9
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2021
The purpose of this study is to analyze Zhangjingxiu(張敬修 1823~1864), who made Keyuan(可園) in Lingnan, China, to find out how traditional gardens were created. This study focused on the analysis of the relationship between garden designer and space creation. To this purpose, the analysis was divided into garden designer life analysis, garden making background analysis, garden analysis as a space for interaction with local artists, garden analysis as art activity space for garden designer, and garden designer's unique garden creation. the results are as follow. Zhangjingxiu was born in Dongwan City in 1823, participated in the civil war at the age of 22(1845), returned home at the age of 26(1849) and made Keyuan. However, he again went through the Opium War(1856), and at the age of 38(1861) he returned home with a war-illness. A garden designer Zhangjingxiu died at the age of 41(1864). Since Zhangjingxiu was a soldier, he healed the wounds caused by the war and created a garden in order to realize the ideal world that Zhangjingxiu normally had. The garden making background can be found in the garden's name Keyuan(可園). Zhangjingxiu tried to express in the garden the meaning of 'there is nothing possible and nothing impossible in the world' learned through the war. Therefore, Zhangjingxiu named the garden housing and the lake as Gadang(可堂), Gaheon(可軒), Gajeong(可亭), Galu(可樓), and Gaho(可湖). In addition, he returned from the war and making a garden with love and filial piety for his mother. Zhangjingxiu left many poetry and oriental paintings in Keyuan with local artists. The places created as a base as a space to interact with local artists in the garden are 'Gaheon(可軒) and Galu(可樓)', and 'Chuwoljigwan(雛月池館) and Gajeong(可亭)'. In particular, Jasudae(滋樹臺), which can produce various miniascapes of orchids, is considered to be the core space of Zhangjingxiu's artistic space. Zhangjingxiu is considered to have become a famous garden by creating a very characteristic garden using Jasudae, Sokgasan(石假山) and Baewoldae(拜月臺) on the court in front of Gadang.
Purpose: Recently, The new Injury Severity Score (NISS) has become a more accurate predictor of mortality than the traditional Injury Severity Score (ISS) in the trauma population. Trauma Score Injury Severity Score (TRISS) method, regarded as the gold standard for mortality prediction in trauma patients, still contains the ISS as an essential factor within its formula. The purpose of this study was to determine whether a simple modification of the TRISS by replacing the ISS with the NISS would improve the prediction of in-hospital mortality in a trauma population with blunt head and neck trauma. Objects and Methods: The study population consisted of 641 patients from a regional emergency medical center in Kyoungsangnam-do. Demographic data, clinical information, the final diagnosis, and the outcome for each patient were collected in a retrospective manner. the ISS, NISS, TRISS, and modified TRISS were calculated for each patients. The discrimination and the calibration of the ISS, NISS, modified TRISS and conventional TRISS models were compared using receiver operator characteristic (ROC) curves, areas under the ROC curve (AUC) and Hosmer-Lemeshow statistics. Results: The AUC of the ISS, NISS, modified TRISS, and conventional TRISS were 0.885, 0.941, 0.971, and 0.918 respectively. Statistical differences were found between the ISS and the NISS (p=0.008) and between the modified TRISS and the conventional TRISS (p=0.009). Hosmer-Lemeshow chi square values were 13.2, 2.3, 50.1, and 13.8, respectively; only the conventional TRISS failed to achieve the level of and an excellent calibration model (p<0.001). Conclusion: The modified TRISS is a more accurate predictor of in-hospital mortality than the conventional TRISS in a trauma population of blunt head and neck trauma.
The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.
Journal of the Korean Society of Clothing and Textiles
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v.31
no.2
s.161
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pp.280-291
/
2007
The purpose of this study is to research characteristics of costume which is expressed in Gustav Klimt's Paintings. In the end of 19th century and the beginning of 20century Vienna, considered to be the fashion Mecca after Paris, the creativity of such artists allowed the 'Anti-Fashion Movement' to set itself up against the frippery of the costume of the time. The Secession Movement received the effect of Art Nouveau and Symbolism and Klimt led of this movement as a forerunner in Vienna. Many women appealed in Klimt's Painting with unique costume which contrast to traditional fashion that period time. The characteristics of costume in his paintings are as follows. Firstly, Klimt drew in the women's costume which made by designers of Vienna Workshops, at one of motive of his work of art. Costume got a opportunity became a new art field, because there was no conceptual thinking of a fashion designer at that time. Secondly, the costume of Klimt' paintings had both anti-fashion design and elements of fashion, so he gained considerable support from leaders of high fashion who was the upper classes. Thirdly, both anti-fashion and fashion appeared in his painting at first period. Costume which made at the Vienne Workshop appealed portraits of Klimt paints at the second period. Klimt interested in Naturalism, Japonism, Orientalism and Greece style and expressed his characteristic techniques at the last period. Lastly, Klimt liberated the woman from a physical and spirit restriction through his various artistic presentations.
In contemporary art, soft materials are used in various forms and ways as a medium expressing contingency beyond a simple nature of materials. In the late 1960's, the appearance of soft sculpture as a refusal of the stereotyped 'Erection' characteristic of traditional sculpture served as an opportunity for more attention to soft materials. Fashion is the reflection of age, and the mirror of society, culture and arts. In other words, soft sculpture and fashion are artistic behaviors in the same context, which have neither been fixed nor erected. This study finds its significance in analyzing correlation between soft sculpture and fashion, and the importance of contingency as artistic expression means in this age when boundaries between genres are obscure, and artistic values are given to fashion. By doing so, it aims to present the direction toward which fashion should face in the future, establishing a new aesthetic consciousness with which more creative and various expressions are available in fashion as well. This study presented as its theoretical background the concept of soft sculpture affected by Marcel Duchamp among representative examples of the contingency that started to appear in art starting in the early 20th century. It also analyzed the soft sculpture appeared in 1960s and the expression methods and features of contingency appeared in fashion after late 1990s through a new approach of piling up, hanging up, and tying, three categories classified by Maurice $Fr{\acute{e}}churet$. Common features of the contingency expressed in soft sculpture and fashion were derived in the analysis, which are intensive effects of energy, values given to physical properties themselves, and esthetics of anti-form.
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