997 resultados para LIGHT-ELEMENTS


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The true spinach (Spinacia oleracea) does not grow well in warm climates and for that reason is not commercialized in Brazil. Instead, a spinach substitute (Tetragonia expansa), originally from New Zealand, is widely used in the country. There is scant information on the mineral profile and none on the soluble mineral fraction of this vegetable. The solubility of a mineral is one of the important factors for its absorption. For this reason, the calcium, magnesium, iron, manganese, copper, zinc, potassium, and sodium soluble fractions in the raw spinach substitute were determined and the effect of blanching times on the solubility of these minerals was investigated. Blanching times of 1, 5, and 15 minutes were employed. The magnesium, manganese, potassium, and sodium soluble fractions increased sizably with shorter blanching time. Longer blanching time (15 minutes) caused large losses of minerals. The soluble mineral fractions can contribute poorly to diet in terms of potassium, magnesium, manganese, and zinc. The spinach substitute cannot be considered a dietary source of calcium, iron and copper due to the insolubility of these minerals in the vegetable, possibly caused by the large oxalate content.

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O trabalho objetivou elaborar geléias com reduzido teor calórico, utilizando como agentes de corpo diferentes combinações dos hidrocolóides xantana, carragena e locusta. Como comparativo utilizou-se uma formulação padrão de geléia de abacaxi (controle), elaborada com sacarose e xarope de glicose na proporção de 4:1 (p/p), e com teor final de sólidos solúveis de 65ºBrix. As quatro formulações light foram preparadas pela substituição de 50% da quantidade de açúcar da formulação controle, sendo que para equiparar a doçura, adicionou-se o edulcorante sucralose. Foram avaliadas as características químicas, físicas, microbiológicas e sensoriais, além do valor calórico total das geléias. Os resultados mostraram que as geléias apresentaram características químicas e físicas semelhantes às descritas na literatura e enquadraram-se na categoria de produtos light, segundo a legislação vigente. Quanto às características microbiológicas, todas as formulações enquadraram-se nos padrões microbiológicos estabelecidos pela legislação brasileira. Em termos sensoriais a formulação com a combinação das gomas carragena:xantana:locusta (1:1:1, p/p/p) foi a que apresentou melhores características de geléia.

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A proteólise, as propriedades viscoelásticas e a aceitação sensorial de queijo prato light fabricado com e sem adição de cultura adjunta (CAD) foram avaliadas. Os queijos foram fabricados a partir de leite microfiltrado. Dois tratamentos foram testados em duplicata: o queijo controle foi fabricado apenas com cultura mesófila tradicional (acidificante e aromatizante), e o outro foi fabricado com adição de CAD (Lactobacillus helveticus), além da cultura tradicional. A composição dos queijos foi determinada no quinto dia após a fabricação. A proteólise e as propriedades reológicas foram avaliadas nos dias 5, 25 e 45 após a fabricação. Os parâmetros viscoelásticos foram obtidos a partir de testes de relaxação. As amostras foram avaliadas sensorialmente por meio de testes de aceitação. Não houve diferença significativa (p>0,05) na composição dos queijos. Os índices de profundidade de proteólise foram significativamente (p<0,05) maiores ao final do tempo de maturação para o queijo fabricado com adição de CAD. As propriedades viscoelásticas dos queijos não foram influenciadas pelo uso de CAD (p>0,05). Nos testes de aceitação sensorial, o queijo produzido com CAD obteve notas significativamente (p<0,05) mais altas para os atributos aroma, textura e impressão global. Em relação ao atributo intenção de compra, 70% dos consumidores, certamente ou provavelmente, comprariam o queijo com CAD, enquanto apenas 43,4% teriam a mesma atitude em relação ao queijo controle.

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The aim of this paper is to study the role of verbal, visual and brand elements while meas-uring effectiveness of marketing message. The thesis is written in the context of mobile gaming industry. The object of the study is marketing message. To achieve the aim, the main research question was formulated: How do the elements of marketing message, such as verbal, visual and brand, affect the consumer’s attitude toward the ad, emotional response and attention capture? The theory development chapter lays on three corner stones – analysis of previous litera-ture on marketing message and its elements, namely verbal, visual and brand; overview of literature on attitude formation and particularly attitude toward the ad. In addition, investiga-tion of key points of emotional response and attention capture literature finalizes the chap-ter. The empirical part consists of experiment, conducted with 27 participants. Experiment includes the self-report semantically anchored scale, measuring the attitude toward the ad, as well as autonomic measures – eye tracking (attention capture) and facial expressions (emotional response). The results of the experiment showed that the size of the brand element – the logo – has an effect on the attention capture and the overall attitude toward the ad. The bigger the logo, the more time people spend viewing it, and they realise the message is more educa-tional and factual. The measure related to the visual element – the visual complexity – in-creases the intensity of participant’s facial expression. While the measure of verbal ele-ment – the contrast between text and background colours – leads to a better attitude to-ward the ad. The higher the contrast between text and background, the more known the message appears to the viewer.

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Foi determinado o perfil sensorial descritivo de três amostras de iogurte light, sabor pêssego, pela metodologia fundamentada na Análise Descritiva Quantitativa (ADQ). A equipe sensorial definiu os termos descritores, os materiais de referência para o treinamento das qualidades e quantificações de cada um dos termos e a ficha de avaliação das amostras, de forma consensual. Dez provadores foram selecionados e rigorosamente treinados para compor a equipe definitiva, utilizando-se como critérios o poder discriminativo, reprodutibilidade e consenso dos provadores entre si. Foram gerados doze termos descritores pelo método de rede. A intensidade de cada descritor foi avaliada em cada amostra por escala não estruturada de nove centímetros, com termos de intensidade ancorados em seus extremos, sendo o mínimo à esquerda e o máximo à direita. Os dados foram analisados por ANOVA, Teste de Tukey e Análise de Componentes Principais (ACP). Os resultados indicaram que as amostras comerciais apresentaram grande variação em seus perfis sensoriais. Na ACP, ficou evidenciado que a amostra A foi caracterizada principalmente pelos atributos gosto doce, sabor pêssego e firmeza dos pedaços de fruta. A amostra B foi caracterizada pelos atributos brilho, cor pêssego e cremosidade, e a amostra C foi caracterizada pela maior intensidade dos atributos gosto ácido, adstringência, textura farinácea e aroma artificial de pêssego. De acordo com o teste de aceitação, todas as amostras apresentaram boa aceitação em todos os atributos avaliados. Desta maneira, a análise do perfil sensorial da amostra C, que contém proteína de soja na sua formulação, revelou que este ingrediente não foi percebido pelos provadores, e não interferiu na sua aceitação.

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A light snack was developed using a fat replacer as a flavor fixative agent. The product presented a calorie reduction of up to 47.5% in comparison with products available on the market. The impact of this fat replacer on the sensory properties was determined by comparing this light snack to the traditional ones. No significant difference in texture was observed; however, there was a difference in color (deltaE = 8.67), due mainly to luminosity (deltaL = 7.79). The light snack presented high sensory acceptability (7.27 ± 1.3; 82.5% of grades were > 7 on 9-point hedonic scale); no significant difference in snack acceptability was observed. However, the traditional snack was significantly preferred in sensory terms (p < 0.05). In an opinion survey when the consumers were informed about snack composition, 75% of them said that they would buy the light snack instead of the traditional one. The caloric and fat reductions allow the use of the claims "light snack" and "fat free", in accordance with the legislation of various countries. We conclude that it is technologically possible to use a fat replacer in snack production, resulting in a sensory acceptable light snack with great potential to replace traditional ones.

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Foram estudados diferentes agentes de corpo na substituição total da sacarose na formulação de chocolate, buscando-se obter um produto diet em sacarose e light em calorias (25% de redução calórica teórica em relação à formulação padrão, com sacarose) e com boa aceitação sensorial. Os agentes de corpo utilizados neste estudo foram: polidextrose, inulina, frutooligossacarídeos - FOS, lactitol e maltitol; como edulcorante de alta intensidade empregou-se a sucralose. Os chocolates light obtidos foram submetidos às análises de umidade (Karl Fisher), tamanho de partículas (micrômetro digital) e propriedades reológicas (viscosidade plástica - etaca e limite de escoamento de Casson - tauca). O teor de umidade dos chocolates light variou de 1,23 a 2,12%; o tamanho de partículas de 19 a 24 µm; o etaca de 6,60 a 11,00 Pa.s; e o tauca de 0,05 a 1,31 Pa. As formulações com polidextrose, polidextrose e lactitol e polidextrose e maltitol foram selecionadas para análise sensorial por apresentarem boa performance tecnológica e adequada maquinabilidade da massa de chocolate durante as diferentes etapas do processo. A análise sensorial indicou que as três formulações avaliadas não diferiram entre si ao nível de significância de 5% em relação à intensidade do aroma, dureza, derretimento na boca e sabor e, quanto à intenção de compra, as amostras diferiram entre si ao nível de significância de 5%, sendo que a formulação que continha 32,60% de Polidextrose e 15,57% de Maltitol foi a preferida.

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Samples of ketchup available on the Brazilian market, one traditional (sweetened with sucrose) and three light versions (sweetened with aspartame, acesulfame-K and a blend of cyclamate, saccharin and stevia) were evaluated for their physicochemical characteristics and sensory profile (Quantitative Descriptive Analysis). Four main groups of attributes were generated: appearance, oral texture, aroma and flavor. The samples presented significant differences in all attributes, except for syneresis and overripe tomato flavor. The highest means for sweetener and bitter tastes and aftertastes were observed for the samples sweetened with acesulfame-K and the blend of sweeteners. Although different characteristics were observed among the products evaluated and, despite the differences in the formulations, the light ketchup sweetened with aspartame was the one that presented properties most similar to those of the traditional ketchup.

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No presente estudo foi determinado o perfil sensorial e a aceitação de três marcas comerciais de chá light sabor pêssego, denominadas A, B e C, acondicionadas em embalagem PET e adquiridas no comércio local. O perfil sensorial foi determinado por Análise Descritiva Quantitativa (ADQ) utilizando-se uma equipe de 11 provadores rigorosamente selecionados e treinados. A aceitação dos produtos foi avaliada por 33 consumidores representativos do público alvo. Os resultados da ADQ foram submetidos à Análise de Variância (ANOVA), Teste de Média de Tukey e Análise de Componentes Principais. As amostras comerciais apresentaram perfis semelhantes em alguns termos descritores e diferenças significativas em outros. A amostra A caracterizou-se principalmente pelos atributos aroma e sabor de banana passa; a amostra B por aroma artificial de pêssego e refrescância; e a amostra C por aroma natural de pêssego e doçura. O Teste Afetivo, analisado por ANOVA e Teste de Média de Tukey, indicou maior aceitação para a amostra C. A cor das amostras foi avaliada pelo método Cielab L*a*b*, sendo que a amostra C se destacou das demais pela cor vermelha.

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In Brazil, several little economically explored fruits have good potential as raw material for the agro-industry. This study aimed to produce and determine the physical-chemical and sensory characteristics of light jambolan jelly. This fruit has intense purple color, which gave the jellies - both standard and light - a quite attractive visual aspect. The light jellies exhibited similar physical-chemical characteristics to the ones developed through the conventional method and; with the proportion of sweeteners used, the caloric values of the formulations were reduced to the range of 41 to 53%, attending the requirements of the Brazilian legislation for this type of product. The sensory profile obtained for the 4 light formulations developed, clearly showed the tasters' preference for the jelly elaborated with the association of cyclamate and saccharin. Thus, the results revealed good perspectives for the application of this fruit in the food industry.

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The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (‘the rules of the game’) affecting the emergence of the medical game ecosystem. The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation. Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically valdated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.