• Title/Summary/Keyword: 미디어 컨텐츠

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Effect of Soil Heating on Lateral Shooting in White Spined Cucumber. (지중가온이 백침계 오이의 측지 발생에 미치는 영향)

  • 이상규;성기철;김광용;고관달
    • Proceedings of the Korean Society for Bio-Environment Control Conference
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    • 2001.04b
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    • pp.71-72
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    • 2001
  • 최근 수출오이의 재배 면적이 계속증가 추세에 있어 '99년 현재 143ha에 달하고 있다. 그러나 수출오이는 국내 오이와 재배방법이 상당히 달라 국내 오이는 주지착과형이지만 수출오이는 측지착과형으로 측지의 발생여부에 따라 수확량의 차이가 심하다. 따라서 수출오이의 성공여부는 측지발생을 어느정도 시키느냐에 달려 있다고 해도 과언이 아니다. 그런데 수출오이의 재배시기는 우리나라에서 재배환경이 가장 불량한 겨울철(10-2월)로, 저온 및 투광량 부족 등으로 인하여 측지발생율이 매우 저조하다. 따라서 본 시험은 수출오이의 측지 발생율을 높이고자 지중가온기 설치 여부에 따른 효과를 구명하고자 실시하였다. 그 결과, 생육(Table 1)은 접수의 줄기 직경이 지중가온 처리시 10.22mm로, 무가온의 8.64mm보다 굵었고, 엽장과 엽폭에 있어서도 지중가온 처리가 무가온 처리보다 좋았다. 곡과 발생수에 있어서도 지중가온 처리는 주당 0.73개가 발생하였으나, 무가온은 1.26개가 발생되어 지중가온 처리시 무가온에 비해서 생육이 좋아지고, 곡과 발생이 적었다. 주당 측지발생수(Table 2)는 지중가온구가 13.7개였고, 무가온구는 11.7개로 지중가온을 하면 측지발생수가 증가함을 알수 있었다. 또한 상품수확과수에 있어서도 지중가온구는 주당 45개인데 반해 지중무가온구는 38개였으며 따라서 전체적인 수량이 10a당 8,100kg으로, 무가온구의 6,840kg보다 18%의 증수효과가 있었다. 따라서 수출오이재배시 지중가온을 하면, 측지발생수가 증가하고 특히 장측지(Fig. 1)가 다수 발생하여 측지 수확과수가 증가하며, 곡과 등 기형과 발생이 감소하여 상품수량이 증가되므로써 기존 지중 무가온 재배에 비해 14% 소득향상 효과를 기대할 수 있다.시 생장이 둔화되었다. 밀폐시킨 삼각플라스크에서 자라는 Cell은 상태도 좋지 않고 전반적인 증식량도 적었다. Cell은 환기정도에 민감한 것으로 판단되며 삼각플라스크에서 약 35일 정도의 생장 주기를 가지는 것으로 사료된다. 배양 3주까지는 플라스틱 뚜껑으로 밀폐시킨 bottle에서 가장 많은 체세포배를 얻었다. Air filter를 달아 2일 마다 신선한 공기를 넣어 주었을 때는 배의 발달이 많이 늦어져 배양 3주째에 다른 처리보다 배의 수가 훨씬 적었다. 체세포배가 발달하는 동안에는 산소를 많이 요구하지 않으나 성숙하는 동안에는 산소를 많이 요구하는 것으로 생각된다.적인 것으로 나타났다. 다만, 곡선형은 물론 직선형에서도 열교환 튜브의 배치밀도, 튜브 길이 및 두께 등의 변화에 따른 최적화 연구가 수반되어야 할 것으로 판단된다.에서 제공된 API는 객체기반 제작/편집 도구에 응용되어 다양한 멀티미디어 컨텐츠 제작에 사용되었다.x factorization (NMF), generative topographic mapping (GTM)의 구조와 학습 및 추론알고리즘을소개하고 이를 DNA칩 데이터 분석 평가 대회인 CAMDA-2000과 CAMDA-2001에서 사용된cancer diagnosis 문제와 gene-drug dependency analysis 문제에 적용한 결과를 살펴본다.0$\mu$M이 적당하며, 초기배발달을 유기할 때의 효과적인 cysteamine의 농도는 25~50$\mu$M인 것으로 판단된다.N)A(N)/N을 제시하였다(A(N)=N에 대한 A값). 위의 실험식을 사용하여 헝가리산 Zempleni 시료(15%$S_{XRD}$)의 기본입자분포로부터 %$S_{XRD}

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Design of Multi-agent System for Course Scheduling of Learner-oriented using Weakness Analysis Algorithm (취약성 분석 알고리즘을 이용한 학습자 중심의 코스 스케쥴링 멀티 에이전트 시스템의 설계)

  • Kim, Tae-Seog;Lee, Jong-Hee;Lee, Keun-Wang;Oh, Hae-Seok
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.517-522
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    • 2001
  • The appearance of web technology has accelerated a role of the development of the multimedia technology, the computer communication technology and the multimedia application contents. And serveral researches of WBI (Web-based Instruction) system have combined the technology of the digital library and LOD. Recently WBI (Web-based Instruction) model which is based on web has been proposed in the part of the new activity model of teaching-learning. And the demand of the customized coursewares which is required from the learners is increased, the needs of the efficient and automated education agents in the web-based instruction are recognized. But many education systems that had been studied recently did not service fluently the courses which learners had been wanting and could not provide the way for the learners to study the learning weakness which is observed in the continuous feedback of the course. In this paper we propose "Design of Multi-agent System for Course Scheduling of Learner-oriented using Weakness Analysis Algorithm". First proposed system monitors learner's behaviors constantly, evaluates them, and calculates his accomplishment. From this accomplishment the multi-agent schedules the suitable course for the learner. And the learner achieves a active and complete learning from the repeated and suitable course.le course.

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A Study on Ways to Increase the Effectiveness of Virtual Models as Influencers for the MZ Generation: Focusing on Medical Institutions (MZ세대에게 가상모델 인플루언서의 효과를 높일 수 있는 방안 연구:의료기관을 중심으로)

  • Heejung Lee;Myounga An
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.26-47
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    • 2023
  • In the age of digital media transformation, the rapid rise of social media has changed the paradigm of traditional marketing techniques by leveraging the influence of influencers. However, the influence of influencers cannot be freed from ethical issues that arise as individuals, so virtual influencers are emerging as a countermeasure. This study is a study on how to increase the influencer effect of virtual models with a focus on the MZ generation in medical service. This study investigated whether respondents in their 40s or younger were aware of 'Rosy', a virtual influencer, and then conducted a survey on those who recognized 'Rosy'. As a result of this study, first, both cognitive and emotional motivation had a positive influence on fanship and attractiveness for virtual influencer. In addition, it was found that there was a difference in follow motive according to gender. Second, in order to lead to the intention of visiting hospitals, which is the medical service industry, only the cognitive motives with useful and reliable information and useful information for the virtual influencer were found to be significant in intention to visit.

Establishing Design Directions for Nutrition Education Materials for Early Elementary Students in South Korea (초등학교 저학년 영양교육 학습 자료의 디자인 방향 설정에 관한 연구)

  • Park, YuBin;Paik, JinKyung
    • Design Convergence Study
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    • v.14 no.2
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    • pp.1-16
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    • 2015
  • As childhood obesity and nutrition imbalance emerge as social issues in South Korea today, the development of education materials on diets and nutrition has become important and has been attempted in diverse ways. The present study was conducted on early elementary school students with the objective of establishing directions for the design of personalized nutrition education materials that can promote a proper, balanced diet for children through application in daily life of knowledge acquired from self-learning linked to nutrition education that is taking place in their schools. For this purpose, a review of previous theoretical literature on nutrition education for early elementary students was performed. Survey questions were formulated based on the advice of field experts in medicine, education, and design and the survey was conducted among 110 children from 1st and 2nd grade in two elementary schools, one in Seoul and the other in Changwon. The results obtained from the user evaluation suggested that the early elementary school students showed positive reaction to nutrition education, had preference for the type of learning using multimedia-based contents and quiz activities, were willing to learn about calorie-adjusted meals, preferred the Gothic typeface and orange and green colors. Furthermore, they showed positive opinion on the use of numerical surveying method and pictorial style similar to actual appearance in connection with nutrition-related information representation. and preferences regarding learning styles and design elements

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Target Advertisement Service using a Viewer's Profile Reasoning (시청자 프로파일 추론 기법을 이용한 표적 광고 서비스)

  • Kim Munjo;Im Jeongyeon;Kang Sanggil;Kim Munchrul;Kang Kyungok
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.43-56
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    • 2005
  • In the existing broadcasting environment, it is not easy to serve the bi-directional service between a broadcasting server and a TV audience. In the uni-directional broadcasting environments, almost TV programs are scheduled depending on the viewers' popular watching time, and the advertisement contents in these TV programs are mainly arranged by the popularity and the ages of the audience. The audiences make an effort to sort and select their favorite programs. However, the advertisement programs which support the TV program the audience want are not served to the appropriate audiences efficiently. This randomly provided advertisement contents can occur to the audiences' indifference and avoidance. In this paper, we propose the target advertisement service for the appropriate distribution of the advertisement contents. The proposed target advertisement service estimates the audience's profile without any issuing the private information and provides the target-advertised contents by using his/her estimated profile. For the experimental results, we used the real audiences' TV usage history such as the ages, fonder and time of the programs from AC Neilson Korea. And we show the accuracy of the proposed target advertisement service algorithm. NDS (Normalized Distance Sum) and the Vector correlation method, and implementation of our target advertisement service system.