• Title/Summary/Keyword: 와류 효과

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Treatment Technology of N2O by using Bunsen Premixed Flame (분젠 예혼합 화염을 활용한 아산화질소 처리기술에 관한 연구)

  • Jin, Si Young;Seo, Jaegeun;Kim, Heejae;Shin, Seung Hwan;Nam, Dong Hyun;Kim, Sung Min;Kim, Daehae;Yoon, Sung Hwan
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.1
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    • pp.153-160
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    • 2021
  • Nitrous oxide is a global warming substance and is known as the main cause of the destruction of the ozone layer because its global warming effect is 310 times stronger than carbon dioxide, and it takes 120 years to decompose. Therefore, in this study, we investigated the characteristics of NOx emission from N2O reduction by thermal decomposition of N2O. Bunsen premixed flames were adopted as a heat source to form a high-temperature flow field, and the experimental variables were nozzle exit velocity, co-axial velocity, and N2O dilution rate. NO production rates increased with increasing N2O dilution rates, regardless of nozzle exit velocities and co-axial flow rates. For N2O, large quantities were emitted from a stable premixed flame with suppressed combustion instability (Kelvin Helmholtz instability) because the thermal decomposition time is not sufficient with the relatively short residence time of N2O near the flame surface. Thus, to improve the reduction efficiency of N2O, it is considered effective to increase the residence time of N2O by selecting the nozzle exit velocities, where K-H instability is generated and formed a flow structure of toroidal vortex near the flame surface.

Analysis of Expression Types of Character Animation TV Advertisements (캐릭터애니메이션 TV광고의 표현유형 분석 연구)

  • Lee, Yong-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.85-94
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    • 2006
  • In the 2000s, character animation technique is used at domestic TV character animation ads of diverse items displaying new character patterns and expression techniques of a high level. This study intends to identify the characteristics of TV character animation ads based ell character aesthetic theory and advertising rhetoric theory, and based on these findings, analyze trend and stream of expression in TV character animation ads by examining and classifying advertisements released in the past four years by items, character patterns and expression techniques. The results showed that TV character animation ads have been concentrated on confectionery, beverages and foods in the past, but the items have been diversified through the years. With reference to character patterns, personal and animal characters had made the main pattern, but recently product, virtual and composite characters are on the increase. In expression techniques, cell animation technique was found to be the most frequently used technique, which was followed by full-3D, cell and live action, cell and 3D and the clay animation technique. A trend like this suggests that TV character animation advertising items will continue to increase in line with the participation level of targets. In the meantime, personal and animal characters will continue to make the leading character pattern, while virtual and composite character patterns emerge in new forms. In expression techniques, live action combined with 30 technique and techniques using new expression materials will appear with cell animation technique as a central figure. As a whole, Korean character animation advertisement is expected to keep on growing to a new dimension in the aspect of items, character patterns and expression technique.

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Developing a Dental Unit Waterline Model Using General Laboratory Equipments (실험실 일반 장비를 이용한 치과용 유니트 수관 모델 개발)

  • Yoon, Hye Young;Lee, Si Young
    • Journal of dental hygiene science
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    • v.16 no.4
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    • pp.284-292
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    • 2016
  • Water supplied through dental unit waterlines (DUWLs) has been shown to contain high number of bacteria. To reduce the contamination of DUWLs, it is essential to develop effective disinfectants. It is, however, difficulty to obtain proper DUWL samples for studies. The purpose of this study was to establish a simple laboratory model for reproducing DUWL biofilms. The bacteria obtained from DUWLs were cultured in R2A liquid medium for 10 days, and then stored at $-70^{\circ}C$. This stock was inoculated into R2A liquid medium and incubated in batch mode. After 5 days of culturing, it was inoculated into the biofilm formation model developed in this study. Our biofilm formation model comprised of a beaker containing R2A liquid medium and five glass rods attached to DUWL polyurethane tubing. Biofilm was allowed to form on the stir plate and the medium was replaced every 2 days. After 4 days of biofilm formation in the laboratory model, biofilm thickness, morphological characteristics and distribution of the composing bacteria were examined by confocal laser microscopy and scanning electron microscopy. The mean of biofilm accumulation was $4.68{\times}10^4$ colony forming unit/$cm^2$ and its thickness was $10{\sim}14{\mu}m$. In our laboratory model, thick bacterial lumps were observed in some parts of the tubing. To test the suitability of this biofilm model system, the effectiveness of disinfectants such as sodium hypochlorite, hydrogen peroxide, and chlorhexidine, was examined by their application to the biofilm formed in our model. Lower concentrations of disinfectants were less effective in reducing the count of bacteria constituting the biofilm. These results showed that our DUWL biofilm laboratory model was appropriate for comparison of disinfectant effects. Our laboratory model is expected to be useful for various other purposes in further studies.

Scheduling Algorithms and Queueing Response Time Analysis of the UNIX Operating System (UNIX 운영체제에서의 스케줄링 법칙과 큐잉응답 시간 분석)

  • Im, Jong-Seol
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.3
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    • pp.367-379
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    • 1994
  • This paper describes scheduling algorithms of the UNIX operating system and shows an analytical approach to approximate the average conditional response time for a process in the UNIX operating system. The average conditional response time is the average time between the submittal of a process requiring a certain amount of the CPU time and the completion of the process. The process scheduling algorithms in thr UNIX system are based on the priority service disciplines. That is, the behavior of a process is governed by the UNIX process schuduling algorithms that (ⅰ) the time-shared computer usage is obtained by allotting each request a quantum until it completes its required CPU time, (ⅱ) the nonpreemptive switching in system mode and the preemptive switching in user mode are applied to determine the quantum, (ⅲ) the first-come-first-serve discipline is applied within the same priority level, and (ⅳ) after completing an allotted quantum the process is placed at the end of either the runnable queue corresponding to its priority or the disk queue where it sleeps. These process scheduling algorithms create the round-robin effect in user mode. Using the round-robin effect and the preemptive switching, we approximate a process delay in user mode. Using the nonpreemptive switching, we approximate a process delay in system mode. We also consider a process delay due to the disk input and output operations. The average conditional response time is then obtained by approximating the total process delay. The results show an excellent response time for the processes requiring system time at the expense of the processes requiring user time.

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Can We Hear the Shape of a Noise Source\ulcorner (소음원의 모양을 들어서 상상할 수 있을까\ulcorner)

  • Kim, Yang-Hann
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.14 no.7
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    • pp.586-603
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    • 2004
  • One of the subtle problems that make noise control difficult for engineers is “the invisibility of noise or sound.” The visual image of noise often helps to determine an appropriate means for noise control. There have been many attempts to fulfill this rather challenging objective. Theoretical or numerical means to visualize the sound field have been attempted and as a result, a great deal of progress has been accomplished, for example in the field of visualization of turbulent noise. However, most of the numerical methods are not quite ready to be applied practically to noise control issues. In the meantime, fast progress has made it possible instrumentally by using multiple microphones and fast signal processing systems, although these systems are not perfect but are useful. The state of the art system is recently available but still has many problematic issues : for example, how we can implement the visualized noise field. The constructed noise or sound picture always consists of bias and random errors, and consequently it is often difficult to determine the origin of the noise and the spatial shape of noise, as highlighted in the title. The first part of this paper introduces a brief history, which is associated with “sound visualization,” from Leonardo da Vinci's famous drawing on vortex street (Fig. 1) to modern acoustic holography and what has been accomplished by a line or surface array. The second part introduces the difficulties and the recent studies. These include de-Dopplerization and do-reverberation methods. The former is essential for visualizing a moving noise source, such as cars or trains. The latter relates to what produces noise in a room or closed space. Another mar issue associated this sound/noise visualization is whether or not Ivecan distinguish mutual dependence of noise in space : for example, we are asked to answer the question, “Can we see two birds singing or one bird with two beaks?"

A Study on the Development of Aerobic Exercise Equipment Design for User-Centered -Focusing on Elliptical Cross Trainer- (사용자 중심의 유산소 운동기구 디자인 개발에 관한 연구 -Elliptical Cross Trainer를 중심으로-)

  • Chung, Kyung-Ryul;Song, Bok-Hee;Yoon, Se-Kyun;Park, Il-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.129-138
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    • 2006
  • It is expected that the typical lifestyle of the future will be transformed into an opulent and comfortable existence as the quality of life improves due to the increase in household income and reduction in working hours. In the meantime, as the standard of living becomes increasingly more comfortable and plentiful, the toll on physical health becomes magnified as a result of obesity and insufficient exercise caused by super nutrition and change in labor conditions (from physical labor to mental labor). This has instigated a deep awareness in fitness on the part of many people, forcing them to recognize the significance of daily exercise and physical activity. The high annual growth rate in the fitness and athletic apparatus market, which is more than 20%, is attributed to this phenomenon. The Elliptical Cross Trainer(ECT), which has drawn wide attention recently, is a non-impact athletic apparatus that not only promotes exercise of the upper body parts in such sports as skiing but also the exercise of lower parts of the body on a treadmill. It is a type of cross training athletic gear that has been developed for aerobic exercise throughout the entire body. It has already formed a market as big as that of the treadmill in Europe, America, etc. Recently, its demand is growing sharply in the Korean markets as well as those in Northeast Asian countries, Despite such demand increase and expansion, since most of the expensive ECTs are exclusively supplied by suppliers in only a few advanced countries, localization of the ECT is urgently required in order to enhance competitiveness of Korean manufacturers and to expand the market. This paper introduces the process and results of a design-engineering cooperative study that was peformed for the development of the ECT.

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Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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