• Title/Summary/Keyword: Culture contents technology

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Production and Fermentation Characteristics of Mukeunji with a Mixed Starter (혼합 스타터를 이용한 묵은지의 제조 및 발효 특성)

  • Kim, Hyo Ju;Shin, Hyun-Kyung;Yang, Eun Ju
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.42 no.9
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    • pp.1467-1474
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    • 2013
  • To develop a starter culture system for the fermentation of mukeunji, we introduced lactic acid bacteria and yeast isolated from mukeunji into kimchi fermentation as a single or a mixed culture. On evaluating mukeunji flavor, we found that the mixed starter kimchi prepared with two strains, ML17 and MY7, gave the best sensory score. These strains were identified as Lactobacillus (Lb.) curvatus ML17 and Saccharomyces (S.) servazzii MY7 by molecular identification method. The fermentative characteristics of starter kimchi were investigated by measuring changes in the physicochemical and microfloral characteristics during the fermentation. The decrease in pH and increase in acidity in the starter kimchi were faster compared to respective values of control kimchi. There was a gradual decrease in hardness of starter kimchi, which was still slow compared to hardness decrease in control kimchi. Microbial analysis of starter kimchi revealed that Lb. curvatus ML17 and S. servazzii MY7 were the dominant organisms during the entire fermentation period. The lactic acid and citric acid contents of starter kimchi were higher than those of the control kimchi after 90 days of fermentation. By sensory evaluation, the starter kimchi scored higher in appearance, mukeunji flavor, sourness, carbonated flavor, savory taste, texture, and overall acceptability, but lower in off-flavor than the control kimchi.

A Study on the Expression of Sense of Space in 3D Architectural Visualization Animation (3D 건축 시각화 애니메이션의 공간감 표현에 관한 연구)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.369-376
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    • 2021
  • 3D architectural visualization animation has become more important in architectural presentations due to the rapid development of digital technology. Unlike games and movies, architectural visualization animation most focuses on delivering visual information, and aims to express the sense of space that viewers feel in an architectural space, rather than simply providing an image of viewing buildings. The sense of space is affected not only by physical elements of architecture, but also by immaterial elements such as light, time, and human actions, and it is more advantageous to express it in animations that can contain temporality compared to a fixed image. Therefore, the purpose of this study is to search for elements to effectively convey a sense of space in architectural visualization animation. To this end, the works of renowned architectural visualization artists that are open to the public were selected and observed to search for elements to effectively convey a sense of space to viewers. The elements that convey the sense of space that are common to the investigated architectural animations can be classified into the movement and manipulation of the camera, the movement of surrounding objects, the change of the light environment, the change of the weather, the control of time, and the insertion of a surreal scene. It will be followed by a discussion on the immersion of architectural contents.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

Development of Studio Lectures to Develop Systematic Model Making Skills in Industrial Design Engineering Major (디자인공학전공에서의 체계적 모형 제작 스킬 함양을 위한 스튜디오 강의 개발)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.153-160
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    • 2023
  • The process of verifying design concepts and ideas by producing real or equivalent model is essential in the product development process. Against this background, the purpose of this study is to consider the case of developing subjects that can systematically cultivate the ability to produce model from the basic stage to a certain level or higher, focusing on design engineering majors. As a theoretical consideration for this, prior studies related to making such as modeling or prototyping in related areas and majors such as industrial design are considered, followed by Bloom's revised taxonomy model and Hioshi Ishikawa's industrial design program as a methodological consideration for curriculum development. Finally, by applying this, we propose a new course that includes a lecture plan corresponding to the 16th week of learning, which is a general semester of university education. As a result of the study, it was confirmed that producing a physical model was still essential for the development of a new design, and accordingly, it was also necessary to establish a systematic curriculum suitable for the major area. Since the scope of this study extends to the development of subjects, in subsequent studies, it is necessary to consider the contents such as verification and reflection of the utility as competency education through actual application and suggestion of improved subject design.

A study on the analysis of characteristics of fashion images shown in an AI image generation program (AI 이미지 생성 프로그램에서 나타난 패션 이미지의 특징 분석 연구)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.199-207
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    • 2024
  • Today, AI image creation technology is being expanded and utilized across industries. Accordingly, various AI image creation programs optimized for the fashion industry are being developed and commercialized. In this study, we compared and analyzed the visual characteristics of fashion images created by AI image creation programs such as Playground, Midjourney, and The New Black to identify the characteristics of each program and point out areas where each program can be used and problems. The results are as follows: First, while Playground and Midjourney intuitively applied the contents of the command to create images that were different from actual fashion trends, Dannew Black created images that were relatively similar to fashion trends. Second, while Playground separates or combines images corresponding to the command content, Midjourny tends to create new images by adding and fusing various details. Third, in Playground, colors not included in the command appear randomly, and in The New Black, colors not included in the command appear coordinated, and Midjourney generates the color specified in the command relatively accurately. In conclusion, Midjourney can be used when seeking inspiration for developing unique and creative fashion designs, and The New Black can be helpful in referencing fashion trends or fashion styling. On the other hand, playgrounds can be somewhat confusing when it comes to color creation, so this is something to be careful about. It is expected that AI image creation tools can be used more efficiently in fashion design development.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Research about Lighting Fixtures Development to the 300W Class PLS (300W급 광원을 이용한 조명기기디자인개발에 관한 연구)

  • Hwang Min-Ku;Shin Hyeon-Jeong;Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.103-111
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    • 2005
  • By international lighting market's growth and domestic landscape lighting market's growth, the latest lighting market is activated. But, They are doing price competition that domestic lighting technology and development technology of lighting fixtures design do not possess international competitiveness than these change. Specially, as image of area and the country can be influenced greatly by cityscape at present visual point that many interests are converged country and identity establishment of local government, many cities are using force hereupon. Constructs which cityscape is various including natural ecology area of life environment gather and are done Image creation and this people's consciousness and culture living soon inside thing which do speaking by proxy be. Than city's night view nature lighting more than by spectacle lighting along with life lighting to basis materialize can. It is meaning more than thing that fine view of city becomes beautiful simply that night view of city becomes superior, that means that city efficiency and quality of life are exalted by a word. Wish to establish effective lighting technology and new product design process through PLS lighting technical development and 300 W lighting fixtures design development hereupon, and raise domestic spectacle lighting market's localization and domestic lighting market's competitive power furthermore.

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Effects of $Ca^{2+}\;:\;K^+$ Ratio in Nutrient Solution on the Growth and Quality of Marjoram(Origanum majorana) and Oregano(Origanum vulgare) Grown in Hydroponic Culture (수경재배시 Ca 및 K 이온의 조성비율 차이가 마죠람과 오레가노의 생육 및 품질에 미치는 영향)

  • Park, Kuen-Woo;Na, Cheol-Wook;Kang, Ho-Min
    • Journal of Bio-Environment Control
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    • v.12 no.4
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    • pp.240-244
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    • 2003
  • The purpose of this study was to investigate a proper $Ca^{2+}\;:\;K^+$ ratio in nutrient solution to produce marjoram and oregano by hydroponics. Two herbs were grown for 40 days with the $Ca^{2+}\;:\;K^+$ ratio of 3.5;13, 4.5:11(standard herb's nutrient solution), 5.5:9 and 6.5:7mM${\cdot}L^{-1}$ of herb's nutrient solution developed by European Vegetable R &D Center, Belgium. The ratio of 5.5:9, and 6.5:7 mM${\cdot}L^{-1}$ showed better results in growth of marjoram than other treatments. Vitamin C contents and amounts of esential oil were the highest in the ratio of 5.5:9 and 6.5:7, respectively. Inoregano, the growth and vitamin C contents were the highest in the ratio of 5.5:9 and 6.5:7 mM${\cdot}L^{-1}$, respectively. The content (%) and amount (mg/plant) of essential oil were the highest in the ratio of 6.5:7mM${\cdot}L^{-1}$. These results indicated that 5.5:9 and 6.5:7 mM${\cdot}L^{-1}$were proper $Ca^{2+}\;:\;K^+$ ratio of nutrient solution of marjoram and oregano, respectively, by hydropoinics.

A Study on the Concept of Digital Environmental Rights and Reinforcement of Information Subject (디지털 환경권 개념 정립과 정보교과 교육 강화에 대한 연구)

  • Yoo, Jiyeon
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.189-199
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    • 2020
  • This study aims to emphasize the necessity of strengthening the information subject through the introduction of a new concept of rights called 'digital environmental rights' and proposes an improvement in the educational composition model of the information culture section in the information subject. Through the introduction of the concept of digital environmental rights, we intend to provide a logical basis for making the information subject a required subject. In addition, we intend to enhance the competencies required for living in a digital environment by improving the structure of the information culture section in the information subject. As a study on this, the logic of the concept of rights required in the digital environment is analyzed and the concept of digital environmental rights applied to it is established. Furthermore, by analyzing relevant curricula in major countries, including the United States, Australia, and Japan, which provide the main basis for digital environmental rights, an improvement plan for the educational composition in the information and culture education sector is formulated. The results of the study are as follows: First, digital environment rights are 'rights to enjoy a pleasant and safe digital environment'. Second, the components of digital environmental rights include rights for the environment (cyberethics), rights of the environment (cybersafety), and rights about the environment (cybersecurity). Third, in the major countries studied various educational structures are being implemented with regard to information-related education contents on the digital citizenship, code ethics, and new technology security.

Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.