• Title/Summary/Keyword: virtual food

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Analyzing the Contribution of Regional Water Resource through the Regional Blue Water Flows of Rice Products (쌀 생산 및 소비에 따른 지역 간 청색 가상수 흐름 추정을 통한 지역 수자원의 기여도 분석)

  • Lee, Sang-Hyun;Choi, Jin-Yong;Yoo, Seung-Hwan;Kim, Yoon Hyung
    • Journal of The Korean Society of Agricultural Engineers
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    • v.58 no.1
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    • pp.73-80
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    • 2016
  • The aim of this study is to analyze the contribution of regional water resources through the gap between water used for rice production and water used for consumption. The blue water use for rice production and for consumption was quantified and the regional blue water flows were estimated using the virtual water concept from 1995 to 2010. About $1134.4Mm^3/yr$ of blue water flowed among the provinces and metropolises of Korea, and about 28.5 % of total blue water flows came from Jeonnam province. In addition, blue water usage for rice was classified into three categories: water for production, internal consumption, and overproduction in each region. In Jeonnam, $633.8Mm^3/yr$ of blue water totally used for rice production, and 50.9 % and 15.5 % were used for external and internal rice consumption, respectively. The other 33.6 % was used for over production of rice for food security. This study assumed the blue water flows depended on the gap between virtual water use for rice production and consumption. However, the analysis of regional blue water usage and flows might show the importance of other region's water resources, and make policy decision-makers aware of the integrated water management among the regions.

Exposure to Ethyl Carbamate by Consumption of Alcoholic Beverages Imported in Korea

  • Hong, Kwon-Pyo;Kang, Yoon-Seok;Jung, Dong-Chae;Park, Sae-Rom;Yoon, Ji-Ho;Lee, Sung-Yong;Ko, Yong-Seok;Kim, So-Hee;Ha, Sang-Do;Park, Sang-Kyu;Bae, Dong-Ho
    • Food Science and Biotechnology
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    • v.16 no.6
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    • pp.975-980
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    • 2007
  • Determination of ethyl carbamate content in imported alcoholic beverages in Korea and an exposure assessment were conducted. In gas chromatography/mass spectrometry/selected ion monitoring (GC/MS/SIM) analysis, 2.5-39, 8-263, 6.3-112, 11.3-23.5, 53-94, 8.5-38.5, 7-9.5, 21.3-31.5, 5-832.5, and $10.5-364.8\;{\mu}g/L$ of ethyl carbamate were detected in imported beers, sakes, whiskies, vodkas, Chinese liquors, cognacs, tequilas, rums, liqueurs, and wines, respectively. The exposure assessment indicated that the exposure of Korean adults to ethyl carbamate were lower than 20 ng/kg BW per day, (the virtual safe dose) indicating that the amount of ethyl carbamate exposed through fermented food and alcoholic beverages including imported products are currently in the 'no significant risk level'. However, the present low exposure to ethyl carbamate through the imported alcoholic products was not due to the low contents of ethyl carbamate in imported products, but low consumption of the imported products. Therefore, given increasing importation of alcoholic beverages in Korea, reductions of ethyl carbamate content in imported alcoholic beverages, especially non-distilled products, should be required by regulating limits on the ethyl carbamate content in the imported alcoholic beverages.

The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement (증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로)

  • Kong, Hae-In;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.65-76
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    • 2019
  • Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

Fishing Mortality and Abundance of the Silver croaker, Otolithes argenteus in the Kuwait's Waters

  • LEE J. U.
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.23 no.6
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    • pp.443-450
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    • 1990
  • The virtual population analysis technique was applied to the silver croaker, Otolithes argenteus, stock based on length frequency composition, age-length key and nominal catches taken by the trawl fleet and fixed-stake nets in the Kuwait's waters during $1981\~1988$. One-year-old fish was dominant, whereas three-year-old and older fish were at a very low level. Fishing mortality was much higher in the age groups of 2 and 3 than in the others. A strong year-class occurred in 1980 and 1981. Population size of fishable stock markedly decreased from 1982 to 1985 and remained at a low level during $1986\~1987$. The effects of changes in fishing effort showed that an increase in fishing effort would not lead to benefits in yield and would comprise more young and fewer old fish, whereas a reduction in fishing effort to a certain level (by $20\~40\%$ ) from the fishing effort level on the average during $1981\~1988$ could bring some small advantage to the fishery consisting of fewer young and older fish.

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Tracking Control for Biped Robot (이족 보행 로봇을 위한 추적 제어)

  • 이용권;박종현
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.315-318
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    • 1995
  • In this paper, an optimal trunk trajectory for stable walking of biped robots is expressed as a simple differential equation, which is then solved by numerical methods. We used ZMP (Zero Moment Point), the virtual total ground reaction point within the region of the supporting food, as the criterion of stability of biped robot walking. If the ZMP is located outside of the stable region in dynamic walking, biped robots fall down. The biped robot considered in this paper consists of two legs and a trunk. The trajectories of the two legs and the ZMP of the biped robot are determined such that they are similar ti those of a human. Based upon those trajectories, the trunk trajectory is solved by numerically integrating differential dynamic equations. Leg motions are controlled by the computed torque control method. The effectiveness of control algorithm as well as the trajectories is confirmed by computer simulations.

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Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

Study on Consumers' Restaurant Selection Criteria by Using Conjoint Analysis (외식 소비자의 레스토랑 선택속성 및 속성가치에 대한 선호도 조사 연구 -컨조인트 분석을 이용하여-)

  • Hong, Jong-Sook;Jeon, Ji-Young;Kim, Young-Sook
    • Journal of the East Asian Society of Dietary Life
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    • v.22 no.2
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    • pp.315-321
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    • 2012
  • In this study, the product attributes that give customers the estimated benefits and products that can predict the customer's choice conjoint analysis techniques to identify the restaurant affinity markets a new dining concept was to develop. Questionnaire for this study of 400 non-response is negative and insincere characters, except for the final analysis, the questionnaire Part 309 was the target. Conjoint model used in this study Pearson's R is 0.928 ($p$<0.000), Kendall's tau is 0.750 ($p$<0.000) with an orthogonal plan was well suited for profiling attributes are extracted 16. Part of the relative importance of the value of the property to determine the result of analyzing the properties that are most important at the level of the respondents of the induct (38.46%), and followed by price (30.52%), Atmosphere (18.28%), and Exclusive space (12.73%) was followed. Portion of the property value for each analysis among industry preference for the Italian food was highest, a nature-friendly interior atmosphere had the highest affinity Average per price at 10,000 won~30,000 won or less than the amount of affinity was higher location of the restaurant alone, showed that space preferred. Through simulation in a virtual seafood restaurant nature-friendly image, average price per person ranging from 10,000 to 30,000won at an exclusive restaurant was most preferred.

Changes in the marketing direction and form of exhibitions using social media

  • Im-yeoreum Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.268-272
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    • 2023
  • With the development of SNS, companies and individuals are actively marketing through social media to develop their own products. It is also important to post posts promoting on simple SNS or to show a lot of exposure using algorithms, but customers upload reviews or proof shots of the product on their own, naturally increasing the exposure of the product and increasing the purchasing power of potential customers. As the number of products that users want to purchase through SNS is increasing, they want to access and purchase not only tangible products such as goods and food, but also intangible services through SNS. In this paper, we would like to study exhibitions that have both tangible and intangible characteristics. SNS accounts that mainly introduce these products by searching for reviews have been created while spending leisure time such as exhibitions and fairs, reducing the hassle of searching for personal interests on search engines, and providing prices and reviews from the exhibition's schedule, lowering entry barriers and increasing purchasing power. Using this point, many exhibitions not only display works, but also open various experience centers, and create a photo zone or a unique exhibition hall atmosphere to attract many customers. In this study, we study the impact of SNS on the leisure culture of exhibition. The marketing direction in the situation where SNS marketing is becoming the mainstream is presented, and the change in the form of exhibition is described and presented as an academic approach.

Cue-Exposure Therapy using Virtual Reality for alcohol Addicts (가상현실을 이용한 알코올중독자의 단서노출 치료)

  • Kwon, Hyo-Seok;Roh, Sung-Won;Choi, Joon-Ho;Yang, Byung-Hwan;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.639-645
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    • 2006
  • During abstinence from alcohol, craving is elicited by the cues and contexts previously associated with alcohol, and contributes to relapse. To prevent the craving and relapse experienced by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between alcohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) system, to eight members of an Alcoholics Anonymous group, in eight sessions. Cues and contexts most likely to elicit an urge to drink were selected through a preliminary survey in order to compose VR-CET scenarios: a glass, bottle, food, and a bar were judged to be the most tempting for people in alcohol dependence and abstinence. By these cues and contexts, a Japanese style pub and a western bar were composed. Each session was administered for 30 minutes by a psychiatrist and included an introduction, immersion, VR navigation, interviews about feelings, and self-report questionnaires about cravings. The eight sessions consisted of initial and closing sessions, and six cue- and context-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first session decreased to 11.57 (SD = 6.88) in the final session.

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