• Title/Summary/Keyword: 온라인 활동

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생물공정의 측정 및 새로운 공정변수의 개발

  • Heo, Won
    • 한국생물공학회:학술대회논문집
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    • 2000.04a
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    • pp.51-52
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    • 2000
  • 생물공정의 운전에 있어서 적절한 공정변수가 부족한 경우가 많다. 이것은 멸균과정을 견딜 수 있는 신뢰성 높은 센서가 부족하기 때문이다[1]. 생물공정에 주로 사용되는 센서로서는 온도, pH, D.O., rpm, viscosoty 등이 있으나 이 센서들은 배양액의 물리적 혹은 화학적 상태를 측정할 수 있는 경우가 대부분이다[2]. 미생물의 대사활동과 관련이 있는 공정 변수로는 배출가스의 성분을 측정하여 얻을 수 있는 Oxygen uptake rate, Carbon dioxide evolution rate 및 Respiratory quotient가 있으며 현재 생물공정의 운전에 사용되고 있다[3]. 그러나 반복적인 센서의 보정과 연결관의 잦은 청소 및 보수를 필요로 하여 제한적으로 사용되고있는 실정이다. 자동화된 습식분석장치, Gas chromatograph, High Performace Liquid Chromatograph 혹은 Mass spectrophtometry 등을 온라인 샘플 처리장치와 연결하여 발효조의 배양액의 성분을 온라인으로 분석하고 공정의 운전에 응용하는 사례가 많이 발표되었다[4-6]. 고가의 장비 및 운전의 번거러움이나 추가적인 인력이 필요하므로 역시 특별한 경우에만 사용되고 있다. 이외에도 여러 종류의 온라인 센서 및 바이오 센서등이 개발되어 사용되고 있으나 역시 그 사용범위는 특수한 영역에 한정되어있다. 이와 같이 새로운 센서를 개발하여 공정변수를 측정하려는 시도중의 하나가 소프트웨어 센서의 개발이다. 이 것은 공정상에서 발생하는 1차 공정변수를 이용하여 배양액의 상태 혹은 2차적인 공정 변수를 추측해내는 것이다. 대부분의 경우 기존의 공정 변수를 사용하므로 추가적인 비용이 들지 않고 소프트웨어의 형태로 구현되므로 센서의 보정과 설치 및 유지관리의 노력이 매우 적은 장점이 있다. 본 연구에서는 생물공정에서 자동제어 과정에서 발생하는 여러 가지 공정상의 제어 신호로부터 새로운 공정 변수를 얻어내고자 시도하였다. 대부분의 생물공정에서는 pH의 자동제어가 필수적인데 자동제어 과정에서 발생하는 pH 제어 신호 및 pH의 변화 응답신호를 이용하여 배지의 완충용량의 변화와 알칼리의 소비속도를 온라인으로 측정할 수 있었다. 여기에 인공지능망을 설계하여 균체의 량을 온라인으로 추정하는 방법을 개발하였다 [7].산업용 발효조의 운전 온도는 주로 냉각수의 단속적인 공급에 의하여 항상 일정하게 조절된다. 따라서 냉각수의 냉각량을 측정하면 미생물의 배양시 발생하는 대사열량을 측정할 수 있게 된다. 본 연구에서는 실험실의 발효조를 냉각수의 단속적인 공급에 의하여 자동온도 조절이 되도록 개조하고 여기에 냉각수의 유출입 지점에 온도센서를 부착하여 냉각수의 온도를 측정하고 냉각수의 공급량과 대기의 온도 등을 측정하여 대사열의 발생을 추정할 수 있었다. 동시에 이를 이용하여 유가배양시 기질을 공급하는 공정변수로 사용하였다 [8]. 생물학적인 폐수처리장치인 활성 슬러지법에서 미생물의 활성을 측정하는 방법은 아직 그다지 개발되어있지 않다. 본 연구에서는 슬러지의 주 구성원이 미생물인 점에 착안하여 침전시 슬러지층과 상등액의 온도차를 측정하여 대사열량의 발생량을 측정하고 슬러지의 활성을 측정할 수 있는 방법을 개발하였다.

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A Study of Relationship of Gourmet Blog's Reliability with the Perceived benefits, Perceived Risk and Online Word of Mouth of Eating out Consumer (맛집 블로그의 신뢰성이 외식소비자의 지각혜택, 지각위험, 그리고 온라인구전에 미치는 영향)

  • Song, Heung-Gyu
    • Culinary science and hospitality research
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    • v.20 no.6
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    • pp.275-291
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    • 2014
  • The focus of this study was to investigate the relationships of blog's reliability, perceived benefit, perceived risk and words of mouth by online readers. Data were collected by a total of 228 persons reading actively gourmet blogs. The survey was carried out from August 1 to 15, 2014. Total 228 questionnaires were used for final analysis. Frequency analysis, descriptive statistics, exploratory factor analysis, and reliability analysis were conducted through SPSS 18.0 for final analysis, and regression analysis was conducted through AMOS 18.0 for verification of hypothesis. The hypothesized relationships among the models were tested simultaneously by using a structure equation model(SEM). The study results are like below. First, The reliability of the Gourmet blog could be confirmed again very important variable in the fields of food industry like the previous studies. Second, The reliability of the Gourmet blogs affected on the positive (+)relationship to the perceived benefits, and the negative (-)relationship to the perceived risk. Third, Reliability and perceived benefits in relation to the impact on the online word-of-mouth was positive(+). However, perceived risk was found not to affect on it. Finally, perceived benefits for the reliability of the blog have been identified as the key parameters on the online word-of-mouth. The theoretical contributions of this study and the practical implications are discussed and future research directions are detailed.

The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.23-45
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    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

An Analysis of College Students' Life Satisfaction and Internet Information Activities based on their Personality Types (대학생들의 성격유형에 따른 인터넷 정보활동과 삶의 만족도 분석)

  • Kim, Heesop;Seo, Jiwoong;Lee, Misook
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.299-317
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    • 2014
  • The objective of this study is to analyse the college students' Internet information activities and life satisfaction with their personality types. For this study, data were collected using self-designed questionnaire which included the items of college students' demographic information, MBTI personality types, and their information activities of the Internet. Total of 480 data were collected and 102 valid data were analysed with the multiple regression using SPSS version 18.0. It was found that extraversion, sensing, thinking, and feeling types of college students were tend to show the higher of their life satisfaction through the online game; introversion, sensing, intuition, thinking, and feeling types of college students were tend to show the lower of their life satisfaction through the internet retrieval; and extraversion, intuition, and feeling types of college students were tend to show the lower of their life satisfaction through the smart-phone messenger use.

Development of the Flipped Classroom Teaching and Learning Model for the Smart Classroom (스마트 교실을 활용한 '뒤집힌 교수학습모형' 개발)

  • Jeong, Youngsik;Seo, Jinhwa
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.175-186
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    • 2015
  • In this study, we developed the PATROL teaching and learning model by using digital textbooks in Smart Classrooms to correct the disadvantages of Flipped Classrooms. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. In the Planning phase, teachers should make a lesson plan. Next, students take Action by watching online contents and completing assignments in their digital textbook. After that, Tracking is needed to analyze the students' activities and the results. Then, Recommending is used to provide suggested instructional activities to teachers based on that analysis. Next, Ordering requires that students request new materials for class activities. Finally, Leading allows teachers to provide materials at the appropriate level to their students based on the students' learning activities. Applying the PATROL model at two elementary schools resulted in an increase in student-directed speech as well as an increase in the number of group and individual activities. Teachers also had more time to walk around the classroom.

Countermeasure strategy for the international crime and terrorism by use of SNA and Big data analysis (소셜네트워크분석(SNA)과 빅데이터 분석을 통한 국제범죄와 테러리즘 대응전략)

  • Chung, Tae Jin
    • Convergence Security Journal
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    • v.16 no.2
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    • pp.25-34
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    • 2016
  • This study aims to prevent the serious threat from dangerous person or group by responding or blocking or separating illegal activities by use of SNA: Social Network Analysis. SNA enables to identify the complex social relation of suspect and individuals in order to enhance the effectiveness and efficiency of investigation. SNS has rapidly developed and expanded without restriction of physical distance and geo-location for making new relation among people and sharing large amount of information. As rise of SNS(facebook and twitter) related crimes, terrorist group 'ISIS' has used their website for promotion of their activity and recruitment. The use of SNS costs relatively lower than other methods to achieve their goals so it has been widely used by terrorist groups. Since it has a significant ripple effect, it is imperative to stop their activity. Therefore, this study precisely describes criminal and terrorist activities on SNS and demonstrates how effectively detect, block and respond against their activities. Further study is also suggested.

Collectivism's Effect on Volunteerism, A Case Study of Japanese employees (일본의 집단문화의 봉사정신의 관계: 글로벌 IT기업 직원 중심으로)

  • Kang, Yoonhee
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.121-133
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    • 2021
  • In this research, Collectivism's influence on Japanese employee's volunteerism in IT Multinational Enterpise (MNE) was investigated with empathy mediating. Previous research on Hofstede's cultural dimensions were mostly conducted at national levels. However, in this study, Yoo's Cultural value Scale (CVSCALE) was used to analyze colletivistic tenedencies at individual levels and its influence on volunteerism. A total of 220 self-administering online surveys were distributed to IT MNE employees in Tokyo, Japan for three weeks period. 160 usable surveys were collected and analyzed with SPSS 21.0. Findings indicate collectivism positively influenced volunteerism in individuals with empathy as possible antecent of volunteerism. In conclusion and application, the significance of this research lies in indicating collectivism's positive influence on volunteerism and empathy as possible antecedents of volunteerism in Japanese employees even though Japan has displayed stronger individualism than the rest of East Asian neighbors.

Analyzing the Privacy Leakage Prevention Behavior of Internet Users Based on Risk Perception and Efficacy Beliefs : Using Risk Perception Attitude Framework (위험지각과 효능감에 따른 인터넷 사용자의 개인정보 유출 예방행위 분석 : 위험지각태도 프레임웍을 기반으로)

  • Jang, Ickjin;Choi, Byounggu
    • The Journal of Society for e-Business Studies
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    • v.19 no.3
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    • pp.65-89
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    • 2014
  • Although many studies have focused on the influences and outcomes of personal information leakage, few studies have investigated how the personal information leakage prevention behavior differs depending on internet user. This study attempts to supplement the existing studies' limitations with the use of risk perception attitude (RPA) framework. More specifically, this study tries to show internet user can be classified into four groups based on perceived risk of personal information leakage and efficacy beliefs of personal information protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for privacy leakage prevention. Analysis on survey data from 276 internet users reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for personal information leakage prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of personal information protection strategies and policy.

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

Case Study on Application of Social Learning in Workforce Education (소셜러닝을 적용한 직업교육 성과분석 사례연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.523-534
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    • 2015
  • Social learning is a form to support learners' active engagement and participation in learning with other learners and instructors by using social media. The concept of social learning should be considered beyond the simple use of social media for learning or education. This study aims to apply the understanding of social learning based on the theoretical background of social theories of learning in designing and developing a program for workforce education. As a pilot test, the newly developed social learning program was implemented to 302 employees with the title of 'Innovative Display Strategy for POP". 138 employees successfully completed the social learning course that focuses on delivering contents in time-line based platform, supporting interactions among students, and working effectively through small smart devices in their workplace. The results were derived from three kinds of data-source: learner's log data, their final evaluation score, and the survey to measure the satisfaction about social learning. Finally the implications for social learning were discussed in terms of the program revision and directions for future application.