• Title/Summary/Keyword: 전환점

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Effect of Awareness on the Change of Polluting Emission - Analysis of the Environmental Kuznets Curve Hypothesis- (인식수준이 환경오염물질 배출량 변화에 미치는 영향 -환경쿠즈네츠 곡선 가설 연구-)

  • Kang, Heechan
    • Environmental and Resource Economics Review
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    • v.22 no.3
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    • pp.437-457
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    • 2013
  • The purpose of this study is to explain the causes of the phenomenon that the Environmental Kuznets Curve hypothesis suggests that the increasing the emissions level of environmental pollutants starting to decrease as a certain income level is reached, associating microeconomic variables such as awareness level. Effects of the level of awareness differs depending on the characteristics of the impacts of pollutants- either regional or global. Furthermore, the study identifies that the impacts on the change in emissions inventory differ. The study empirically examines and concludes that the turning point where the emission level of environmental pollutants starts to decrease is over- or under-estimated if the differing responses between the level of awareness and its effect on pollutants are ignored. In addition, the level of emissions starts to decrease at a lower level of income in case of regional effect from pollutant than the global effect from it. Finally, the study implies that investing more efforts and resources to improve the level of people's awareness on environmental quality is effective if the government is to alter the increasing path of emission level.

A Change of the Body Shape due to the Change of the Concept of the interior Space on a Vehicle (실내공간 개념 변화에 따른 자동차 차체형상의 변화)

  • Koo, Sang
    • Archives of design research
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    • v.15 no.4
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    • pp.409-416
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    • 2002
  • The overall concept of the interior space on a vehicle, which is related to the exterior design presents a new turning point at the body design concept on a vehicle and it means the interior space on a vehicle has the largest portion. The concept of the roominess at the interior space is consisted on many physical dimensions for the comfort of passengers, but these elements should be considered also as the result of the dynamic reflections of the characteristics of market demand, and it is not only to designate the physical dimensions and positions of the interior design elements, but also to influence to the total body shape of the vehicle. These days the concept of the interior space is now on the way of changing which is not limited only to the passenger car. The change is more evident especially at the total body shape which is not only the details of the exterior style and it would expend to other type of vehicles.

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Study on the Immersion by the American Audience's Biotic Response to Narrative of and (<블라인드 사이드>와 <행오버>의 서사에 대한 미국 관객의 생체반응에 의한 몰입도 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.652-660
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    • 2018
  • The common point between and is that the immersion was high at the point where all the place movements occurred in the narrative before the full-blown incident occurred. The immersion level showed the maximum at the turning point that passed to the place. Seven key events occur, and the audience's immersion is peaking at the time of each incident. The core event and the immersion are highly correlated. It is at a point where the background, such as movement from the third act, where the most central event is solved, or return to the original place, is changing. The immersion degree of the audience is closely related to the narrative from the first film to the third film of the narrative.

Characteristic of Dynamic Social Interaction with a Graphing Calculator (계산기 사용 환경에서 사회적 상호작용의 역동성)

  • 고호경
    • Journal of Educational Research in Mathematics
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    • v.14 no.3
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    • pp.327-345
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    • 2004
  • This study attempts to discuss holistic information in order to identify the characteristics of interactions using a graphing calculator. The use of a graphing calculator was divided into three stages: Visual, Analytical, and Self-regulated. The last stage can be called the Self-regulated instrument stage, because this last stage, the use of the calculator, is generally characterized as students actively controlling their ongoing efforts through self-regulating. The accomplishments of the operation can be divided into three levels: Immature, Maturing, and finally, Mature level. First, the characteristics of the Leading Statements were investigated to figure out who has the main role in cooperative learning. This study can support the previous study, which showed that computers could help improve the self-esteem of low-level students. Second, the point of transformation is referred to as the Turning Point. Several functions were observed in the Turning Point: student, instrument, and teacher. Third, when the students convert-sations reach a lull in class and then resume due to certain primary factors without the teachers intervention, this is a case of what is referred to as Structuralization. And last, in this study, the graphing calculator can be used as an auxiliary stimulus to help students control their stress and their attitudes, which in turn can also improve students social interaction.

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Research for the Project of KOFIC 3D Production -centering on 'Let's go to the amusement park again, Mom'- (KOFIC 3D 제작 프로젝트 연구 -'놀이동산에 또 놀러 와요, 엄마'를 중심으로-)

  • Kim, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.17-24
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    • 2012
  • Andre Bazin called the movie frame as "the window open to the world." This expression is close to realization through 3D films. The 'Avatar' released in 2009 was a new turning point for 3D films. Nowadays the theory and information about 3D films is overflowed. It is necessary to find practices and to accumulate data useful in production of 3D films. There are several ways of working to achieve high quality 3D films. In any way that's chosen, there are priorities to be considered to create well-balanced 3D films. The aim of this article is to review primary considerations in film-making and share the technical issues experienced during the production of "Let's go to the amusement park again, Mom." Because the current practical knowledge in making 3D film is shallow, this article will offer a possible reference for further research.

Method of Using Disease in Television Drama (인기 TV 드라마에서 질병을 활용하는 방법)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.351-365
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    • 2017
  • Illness has long been an important plot device in Korean dramas. In earlier years, the device typically was supposed to be in the form of a terminal bodily disease occurring for the female main character toward the end of the story. On the other hand, the latest trend is to situate a mental illness for the male lead character at the earlier part, and use it as a tool to build characters, construct causal relations and set the intense tone for the overall story. The mental illness as a plot device helps to provide a series of reversals, revelations and turnarounds, giving viewers a stronger sense of intensity, empathy and identification. While the illness used to play the role of a deus ex machina to make a big emotional finish, the latest adoption of the mental illness as a main plot device has enhanced the flexibility of the plot and the effect of versimilitude in dramas. These noticeable changes make one suspect that the focus of Korea's drama contents might have already begun to grow out of the conventional soap operas into different genres.

A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

An Analysis for the Structural Variation in the Unemployment Rate and the Test for the Turning Point (실업률 변동구조의 분석과 전환점 진단)

  • Kim, Tae-Ho;Hwang, Sung-Hye;Lee, Young-Hoon
    • The Korean Journal of Applied Statistics
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    • v.18 no.2
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    • pp.253-269
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    • 2005
  • One of the basic assumptions of the regression models is that the parameter vector does not vary across sample observations. If the parameter vector is not constant for all observations in the sample, the statistical model is changed and the usual least squares estimators do not yield unbiased, consistent and efficient estimates. This study investigates the regression model with some or all parameters vary across partitions of the whole sample data when the model permits different response coefficients during unusual time periods. Since the usual test for overall homogeneity of regressions across partitions of the sample data does not explicitly identify the break points between the partitions, the testing the equality between subsets of coefficients in two or more linear regressions is generalized and combined with the test procedure to search the break point. The method is applied to find the possibility and the turning point of the structural change in the long-run unemployment rate in the usual static framework by using the regression model. The relationships between the variables included in the model are reexamined in the dynamic framework by using Vector Autoregression.

Understanding the Foreign Tech-Trend of Artificial Skin by the Analysis of Patents (특허정보분석을 통한 해외 인공피부 기술동향)

  • 이상필;강종석;이영무
    • Membrane Journal
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    • v.14 no.2
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    • pp.85-98
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    • 2004
  • The situation of technology Predominance and the distribution of core technology were visually mapped thorough the investigation of technical trend during 20 years, which was provided with the analysis of patent information for the artificial skin. Therefore, it was expected that technology mapping by means of multilateral analysis method allowed a good grasp of current technology trend of the artificial skin and the subdivision into nation and a field of research presents the direction of R&D. In the early R&D stage of artificial skin, the preparation technology of filters implantable into the living body including nursing devices, bandages, and dressings or absorbent pads (A6IF-002/10) was on the rise in research field of artificial skin until 1980's. And then the materials technology for coating prostheses (A6l L-027/00)was leading the core technology of artificial skin. Also, Nowadays the fusion technology connected the material technology with the cultivation technology of undifferentiated human or animal cells/tissues including culture media (C l2N-005/00, C 12N-005/06) was highlighted all over the world.