• 제목/요약/키워드: Popular culture

검색결과 950건 처리시간 0.035초

Effect of cultivars on hairy root induction and glucosinolate biosynthesis in a hairy root culture of Kimchi cabbage (Brassica rapa L. ssp. Pekinensis

  • Sang Un Park;Sook Young Lee
    • 농업과학연구
    • /
    • 제49권1호
    • /
    • pp.51-60
    • /
    • 2022
  • Cruciferous vegetables are rich in biologically active compounds such as glucosinolates and have various health benefits. Among these vegetables, Kimchi cabbage (Brassica rapa L. ssp. Pekinensis) is one of the most popular leafy vegetables due to the presence of the highest amounts of numerous vital phytonutrients, minerals, vitamins, and antioxidants. This study aims to investigate the effects of six cultivars (Chundong 102, Asia No Rang Mini, Hwimori Gold, Asia Seoul, Wol Dong Chun Chae, and Asia Bbu Ri) on hairy root induction and glucosinolate biosynthesis in the hairy root cultures of Kimchi cabbage. Seven different glucosinolates, in this case sinigrin, gluconapin, glucoerucin, glucobrassicin, 4-methoxyglucobrassicin, gluconasturtiin, and neoglucobrassicin, were detected in the hairy root cultures of Kimchi cabbage. Among the different cultivars, Asia No Rang Mini was the most promising candidate for hairy root stimulation, as it achieved the highest values for the growth rate, root number, root length, transformation efficiency, and total glucosinolate content. Overall, the Asia No Rang Mini cultivar of Kimchi cabbage performed best as a promising cultivar hairy root culture for glucosinolate production.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
    • /
    • 제22권12호
    • /
    • pp.13-18
    • /
    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

A Study on the Relationship between Ultraviolet Rays and Skin Color Using a Photoplethysmography Sensor

  • So-Yae Hur;Sun-Jib Kim
    • International Journal of Advanced Culture Technology
    • /
    • 제11권1호
    • /
    • pp.363-369
    • /
    • 2023
  • In this study, to check the function of managing the severity of ultraviolet rays with a smart watch, a popular health care IT device, It was tested whether measuring heart rate using a PPG(Photoplethysmography) sensor representatively used in a smart watch could tell skin changes caused by ultraviolet rays. Through this experiment, we examined the possibility that the skin color tanned by ultraviolet rays can be determined only by the heart rate measurement function of the PPG sensor. In addition, the possibility of expanding the heart rate measurement function of the PPG sensor to the use of skin condition management was considered. we used an Arduino-based reflective PPG sensor to measure changes in heart rate by selecting body sites with high and low UV rays exposure. A significant value was derived through tests considering factors such as gender, UV exposure, and age. As a result, the study identified the possibility of adding ultraviolet rays and skincare items to future smart watch healthcare items and the possibility of expanding skin measurement methods. It is also possible to suggest the direction of future research.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • 제11권2호
    • /
    • pp.415-420
    • /
    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

육류조림'의 조리모형 분석을 통한 조리법 변화 연구 - 근대이후 조리서를 중심으로 - (Evaluation of the Meat and Poultry 'Jorim' Model in Korean Modern Cookbooks)

  • 이규진;조미숙
    • 한국식생활문화학회지
    • /
    • 제24권5호
    • /
    • pp.478-485
    • /
    • 2009
  • The purpose of this study was to investigate the Jorim of meat and poultry in Korean modern cookbooks. Jorim is a traditional Korean method of braising meat and poultry with soy sauce or gochujang. This study evaluated jorim in 10 books published in Korea from the end of 1800 to 1987 and to develop cooking models of beef jorim, pork jorim, and chicken jorim. The main ingredients in the jorim were beef, pork, chicken and pheasant. Other ingredients in the jorim included pine nuts, beef, eggs, radishes, bean sprouts, onions, bamboo shoots and pepper. In Sieuijeanseo, which was published at the end of the nineteenth century, the method called for braising meat directly in soy sauce. However, other modern cookbooks suggested boiling the meat prior to braising. Despite jorim being a popular sub-dish in Korea, there has been a decrease in the varieties available.

국내 패션 디자이너의 공연의상 디자인 연구 (A Study on Korean Fashion Designers' Stage Costumes)

  • 유진영;김지연
    • 한국의상디자인학회지
    • /
    • 제25권1호
    • /
    • pp.115-132
    • /
    • 2023
  • The globalization of Korean culture has spurred a steady increase in the participation of domestic fashion designers in global performance art. This study analyzes the formal elements of stage costume designs by fashion designers, and further evaluates the impact of these designers' aesthetic philosophies on overall performance. This analysis seeks to provide a foundation for the development of new directionality in performance art, with an enhanced competitiveness derived from diversity and creativity. The scope of this research spans 15 performances and eight fashion designers' works in the post-2010s era. These performances are characterized by their break from traditional artistic norms, illustrating the modernization of the performing arts and reflecting the designers' aesthetic philosophies. This modernization incorporates inspirations drawn from a diverse selection of movements, such as fusion, culture clash, kitsch, and minimal avant-garde. As a result, in combination with a pure reflection of the designers' aesthetics, these designs heighten overall performance, suggest a new direction for traditional performance art, tap into a popular sensibility to expand communication to a wider audience, and push the boundaries of tradition through artistic innovation.

대중 피트니스의 유행 방향 전환에 관한 제언 (Suggestions for Changing the Trend of Public Fitness)

  • 우한
    • 문화기술의 융합
    • /
    • 제8권3호
    • /
    • pp.271-275
    • /
    • 2022
  • 본 연구는 현재 코로나19 상황에서 대중 피트니스의 방향 전환에 영향을 미치는 특징들을 분석하였다. 연구 결과로 생각적 측면에서는 대중적이고 능동적인 피트니스 관련 의식강화와 피트니스 장소의 경우는 야외 피트니스에서 홈트레이닝으로의 전환이 요구되면, 피트니스 활동 방식은 오프라인 피트니스 중심에서 오프라인+온라인 스포츠 피트니스로의 전환이 필요하고, 마지막으로 피트니스 기구의 경우 홈트레이닝 기구 수요의 증가 등이 있다. 이 연구는 이러한 특징들에 근거하여 대중적인 운동의 방향 전환에 대해 그 실행 경로를 제시함으로써, 온 국민의 운동 생활화와 건강한 사회를 이룩하는데 도움이 될 것으로 예상한다.

한식에 대한 UCLA dining 전문가들의 기호도 평가 (Sensory Evaluation of Dining Staffs at UCLA for Korean Foods)

  • 홍상필;김영호;양지나;채인숙;신동범
    • 한국식생활문화학회지
    • /
    • 제23권6호
    • /
    • pp.705-712
    • /
    • 2008
  • In this study, Jeonju bibimbap, Bulgogi, Japchae, Whangpomuk, Kimchijeyukbokkeum, and Sangseonjeon were selected as examples of take-out style Korean foods, and sensory evaluations on a 9-point hedonic scale were conducted with dining staff at UCLA. 54.5% of the respondents in this study were male and 62.7% were Hispanic/Latino, with the respondents fairly evenly split across age groups in a range of 25-54 years. In the sensory evaluation, the most acceptable items were judged as follows: Bulgogi (8.1)>Japchae (7.5)>Sangseonjeon (7.4)>Jeonjubibimbap=kimchijeyukbokkeum (7.3)>Whangpomuk (6.9). Among the 6 Korean foods (Jeonjubibimbap, Bulgogi, Japchae, Whangpomuk, Kimchijeyukbokkeum and Sangseonjeon), Bulgogi, and Saengseonjeon were the most acceptable items for the female and male respondents, respectively. All of the items were popular with the majority of the responding age groups, with the exception of the 18-24-year groups; in particular, Kimchijeyukbokkeum and Bulgogi scored relatively high on acceptability (7.0) for all respondents. Jeonjubibimbap, Japchae, Whangpomuk, and Saengseonjeon were also found to be acceptable to all respondents except for the African American respondents. We suggest that the Korean foods listed above are applicable items for quick service restaurants in the U.S. market.

The fashion consumer purchase patterns and influencing factors through big data - Based on sequential pattern analysis -

  • Ki Yong Kwon
    • 복식문화연구
    • /
    • 제31권5호
    • /
    • pp.607-626
    • /
    • 2023
  • This study analyzes consumer fashion purchase patterns from a big data perspective. Transaction data from 1 million transactions at two Korean fashion brands were collected. To analyze the data, R, Python, the SPADE algorithm, and network analysis were used. Various consumer purchase patterns, including overall purchase patterns, seasonal purchase patterns, and age-specific purchase patterns, were analyzed. Overall pattern analysis found that a continuous purchase pattern was formed around the brands' popular items such as t-shirts and blouses. Network analysis also showed that t-shirts and blouses were highly centralized items. This suggests that there are items that make consumers loyal to a brand rather than the cachet of the brand name itself. These results help us better understand the process of brand equity construction. Additionally, buying patterns varied by season, and more items were purchased in a single shopping trip during the spring season compared to other seasons. Consumer age also affected purchase patterns; findings showed an increase in purchasing the same item repeatedly as age increased. This likely reflects the difference in purchasing power according to age, and it suggests that the decision-making process for pur- chasing products simplifies as age increases. These findings offer insight for fashion companies' establishment of item-specific marketing strategies.

채식 선택 속성에 따른 채식 시장세분화 연구 (A Study on Vegetarian Market Segmentation by Vegetarian Selection Attributes)

  • 전도현;조명대;김선희
    • 한국식생활문화학회지
    • /
    • 제39권1호
    • /
    • pp.30-37
    • /
    • 2024
  • Consumption market research was conducted on gradually increasing vegetarians using various selection attributes. Factors were extracted to identify vegetarian selection attributes and to divide the study cohort into groups, continuous variables (health, animal welfare, eco-friendliness, religion, familiarity, convenience, stability, and cost) and categorical variables (age, marital status, vegetarian duration, and vegetarian frequency) were simultaneously subjected to two-step cluster analysis. Cluster 1 contained high proportions of 20-29 and 30-39 year-olds, which are MZ-generation age groups. A high proportion had a vegetarian duration of 1-3 years, and the popular reasons for vegetarian selection were animal welfare and eco-friendliness. Cluster 2 contained high proportions of 50-59 and 40-49 year-olds, and many in this cluster were married, and mean vegetarian duration was ≥15 years. In addition, significant differences were observed between Clusters 1 and 2 in terms of religion, health, familiarity, cost, stability, and convenience. This study should contribute significantly to predicting vegetarian consumers' selection decisions and consumption behaviors and provide reliable marketing data for foodservice companies that develop vegetarian foods.