• Title/Summary/Keyword: 게임 수명

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Effects of Chemicals and Physical Treatment on the Split of Flower Stalk and the Vase Life of Lycoris squamigera and Lycoris radiata (화학약품 및 물리적 처리가 상사화와 석산의 화경갈라짐과 절화수명에 미치는 영향)

  • Lee Jong-Suk;Heo Buk-Gu;Lee Poong-Ok;Park Yun-Jum
    • Korean Journal of Plant Resources
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    • v.18 no.3
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    • pp.490-496
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    • 2005
  • This study was conducted to clarify the effects of chemicals and physical treatment on the split of flower stalk and the vase life of Lycoris squamigera and Lycoris radiata. There was no split of flower stalk for the Lycoris squamigera and the Lycoris radiata after the harvest of flowers and the immersion in 4 mM STA solution for 30 minutes. It was effective for the vase life of Lycoris squamigera that cut flower was pre-treated in 4 mM STS solution for 30 minutes and immersed in $5\~10\%$ sucrose + 150 ppm 8-HQS +4 ppm Rox preservative solution. The optimum periods of hot water treatments for the prevention of flower stalk split and the elongation of vase life for the cut flowers were 15 to 25 seconds for the Lycoris squamigera and 5 to 10 seconds for Lycoris radiata. Burning the cut parts of flower stalk for 10 to 30 seconds was effective for the prevention of flower stalk split and the elongation of vase life for the Lycoris squamigera, and 10 to 15 seconds for the Lycoris radiata. The vase lifes of Lycoris squamigera and Lycoris radiata were elongated when flower stalk was cut by an incline of 45 degrees compared with the horizontal cut. And Banding the flower stalks of cut flowers was effective for the prevention of flower stalk split and the elongation of vase life for the Lycoris squamigera and the Lycoris radiata.

Kinetic Modelling for the Prediction of Shelf-life of Kimchi Based on Total Acidity as a Quility Index (총산도를 기준한 김치의 품질수명 예측모델 연구)

  • Lee, Kwang-Hyuck;Cho, Hyung-Yong;Pyun, Yu-Ryang
    • Korean Journal of Food Science and Technology
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    • v.23 no.3
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    • pp.306-310
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    • 1991
  • A simplified mathematical model to estimate changes in total acidity of Chinese cabbage kimchi during fermentation was developed as a function of temperature and salt concentration. Assuming that tolerable acceptability reached at 0.75% total acidity, the shelf-life of kimchi was predicted by the model. The predicted value was in good agreement with the actual shelf-life measured by organoleptic tests.

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Development of a Fish-trait Editor for Constructing Cyber Aquarium (사이버 아쿠아리움 구축을 위한 어류속성 편집기 개발)

  • Kang, Gyeong-Heon;Geong, Seung-Moon;Lee, Hyeon-Cheol;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.528-532
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    • 2006
  • In a cyber aquarium, the behavior of fish objects is the most important factor in respect of visual effects. In this paper, we analyze the principal habits of fish objects such as the vitality, the range of movement, the maximum depth of water they can live, and the cycle of eating. Then, we suggest a method for simulating the stable marine ecosystem with controlling the behaviors, the interaction with other species, the average span of life, and all that sort of thing based on the result of analysis. Because we can freely modify the behavior of fish object by altering the values of attributes, it can be utilized in the dynamic cyber aquarium, the 3D aquarium screen saver, and the cyber fish game, and so on.

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Development of Library and Generator for Real-time Special Effects (실시간 특수효과를 위한 라이브러리 및 생성기 개발)

  • Song, Seung-Heon;Park, Kyoung-Wook;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.499-502
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    • 2006
  • Simulation of dynamic particle systems has been used in computer animation for several years and has more recently been used in real-time simulation and games to enrich the visual appearance of the virtual worlds. A particle system is composed of one or more individual particles. The goal of this paper is to develop particle system graphics library and generator for real time processing.

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Fatigue Evaluation of a Steel Bridge in Service through Stress History Measurement and Consideration of Stress Category (공용중인 교량의 응력이력 계측 및 응력범주를 고려한 피로평가)

  • Na, Sung-Ok;Kwon, Min-Ho;Cha, Cheol-Jun;Kim, In-Ho
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.18 no.2
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    • pp.108-116
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    • 2014
  • The proper stress history measurement should be conducted in order to examine the accurate cause of fatigue cracks or the fatigue safety in the steel bridge. Only one strain gauge is generally installed in the field for the stress history examination because of the field circumstances, economic feasibility, workability, and so on. However, this method may not consider the actual size of the specific structure, the gauge length, and the affect of stress concentration in the welded joint. In addition, it is difficult to apply for the stress analysis. Therefore, this study suggests improvements that are a great number of gauge installations, the gauge location adjustment, and the use of the minimum length gauge. It is drived the correlative equation of strain for the distance between the welding toe and the strain gauge installation, and compare correlative equation with equation of IIW. Also, this study could estimate the remaining life and fatigue damage of bridge in service by selecting the suitable stress category. In conclusion, it is possible to understand the member which is high in the fatigue cracks, and the quantitative relations between the welding toe and the strain gauge installation distances. The proposed approach in this study can make an more accurate fatigue damage and a remaining life prediction so that the improved method should be applied in measuring the strain of bridges from now on.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Park, Sung-Jun;Lee, Ji-Won;Chang, Hee-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.94-102
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface increased.

A Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Lee, Ji-Won;An, Duk-Yong;Jang, Yu-Na;Jang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.208-214
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface invreased.

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A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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Performance evaluation according to the forming method during production of bellows for LNG carriers II - Comparison of low cycle fatigue characteristics - (LNG 선박용 벨로우즈의 제작시 성형방법에 따른 성능 평가 II - 저주기 피로 특성 비교 -)

  • Kim, Pyung-Su;Kim, Jong-Do
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.7
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    • pp.593-598
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    • 2016
  • Static tests and low-cycle fatigue tests were conducted to analyze the characteristics of the bellows for LNG vessels according to the forming methods. The cycle life of bellows was tested based on the specified cyclic life, 80000 cycles, to analyze the difference in characteristics between pre-and post-test data by measuring the strain and stress of each convolution of formed bellows. The low-cycle fatigue test was conducted using a strain gauge that was attached to the convolution of bellows. Formed bellows were placed on the structural test device which was equipped with a hydraulic system and was capable of moving in the x-y direction. Data was measured and processed by a multi recorder. Through the static test and low-cycle fatigue tests results, the difference between the cycle life of bellows formed by mechanical methods and of those formed by hydraulic methods was investigated. Moreover, the cause of difference in cyclic life according to forming methods was performed.