미국신분류법(美國新分類法)에 의(依)한 답토양의 분류(分類)에 관한 연구 (Soil Classification of Paddy Soils by Soil Taxonomy)
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- 한국토양비료학회지
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- 제11권2호
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- pp.97-104
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- 1979
토양정밀조사결과 우리나라에서 밝혀진 235 개(個)의 토양통에 대하여 분류체계를 확립(確立)코저 미국(美國)의 신토양분류법에 준(準)하였는바 60개(個)의 아군으로 구분할 수 있었다. 그러나 수도재배기간중(水稻栽培期間中) 담수상태(湛水狀態)를 유지(維持)하게되는 답토양들은 신분류법(新分類法)에 분류기준(分類基準)이 확립(確立)되어 있지않아 토양형태적특성에 입각(立脚)하여 분류(分類)코저 할때 무리(無理)가 있음을 알 수 있었다. 답토양의 분류상(分類上) 문제시(問題視)된 것은 토양아군의 수준(水準)에서 18개(個)였으며 이들 새로운 아군에 대하여 분류기준(分類基準)을 설정(設定)(Setup)하였는 바 그 분류시안(分類試案)의 내용(內容)을 요약(要略)하면 다음과 같다. Anthro aquic, Aquic Udipsamments; 관개수(灌漑水)의 영향(影響)을 받아 표토(表土)로 부터 50cm이상(以上) 회색화작용(灰色化作用)을 받은 사질계충적토(砂窒系沖積土)이며 사두(沙頭)및 김천통등(金川統等)이 이에 속(屬)한다. Anthroaquic Udipsamments; 관개수(灌漑水)의 영향(影響)을 받아 표토(表土)로 부터 50cm 이내(以內)에서 회색화작용(灰色化作用)을 받은 사질계충적토(砂窒系沖積土)로 백수통(白岫統)이 이에 속(屬)한다. Halic Psammaquents; 개답년대(開畓年代)가 오래되지 않은 간척지의 염해답으로 낙천통이 이에 속(屬)한다. Anthroaquic, Aquic Udifluvents; 관개수(灌漑水)의 영향(影響)을 받아 표토(表土)에서 50cm이상(以上) 회색화작용(灰色化作用)을 받은 사양질 및 식양질계 충적토로 마영통(馬嶺統)이 이에 속(屬)한다. Anthroaquic Udifluvents: 관개수(灌漑水)의 영향(影響)을 받아 표토(表土)로부터 50cm이내(以內)에서 회색화작용(灰色化作用)을 받은 사양질 및 식양질계 충적토로 행곡통(杏谷統)이 이에 속(屬)한다. Fluventic Haplaquepts: 지하수위(地下水位)가 높아 토양은 전층이 회색화(灰色化)된 습답으로 유기물(有機物)의 함량(含量)은 토심(土深)이 깊어짐에 따라 불규칙적(不規則的)으로 감소(減少)되는 회색토(灰色土)로 백구 및 학성통등(鶴城統等)이 이에 속(屬)한다. Fuventic Thapto-Histic Haplaquepts: Fluventic Haplaquepts와 유사(類似)하나 토양단면내에 유기물층이 개재된 습답으로 공덕(孔德) 및 서탄통(西炭統)이 이에 속(屬)한다. Fluventlc Aeric Haplaquepts: Fluventic Haplaquepts보다 지하수위(地下水位)가 비교적(比較的) 낮으므로 토양배수가 약간 불량(不良)한 회색토(灰色土)로 만경(萬頃) 및 전북통등(全北統等)이 이에 속(屬)한다. Fluventic Thapto-Histic Aeric Hapldquepts: Fluventic Thapto-Histic Haplaquepts보다 지하수위(地下水位)가 비교적(比較的) 낮으므로 토양배수가 약간 불량(不良)한 회색토(灰色土)로 봉남통(鳳南統)이 이에 속(屬)한다. Fluventic Aeric Sulfic Haplaquepts: Fluventic Aeric Haplaquepts에 비(比)하여 토심(土深) 50~150cm 사이에 황색반문(黃色斑紋)(PH<4.0)인 유화물집적층이 있는 회색토(灰色土)로 등구통이 이에 속(屬)한다. Fluventic Sulfaquepts: 이들 토양은 주(主)로 강하류(江下流)에서 바다로 유입(流入)되는 지점(地点) 및 간석 소택지에 분포(分布)되며 표토(表土)에서 50cm이내(以內)에 유화물집적층이 있는 습답으로 봉림(鳳林) 및 해척통(海拓統)이 이에 속(屬)한다. Fluventic Aeric Sulfaquepts: Fluventic Sulfaquepts 보다 지하수위(地下水位)가 비교적(比較的) 깊으므로 토양 배수(排水)가 약간 불량(不良)한 회색토(灰色土)로 김해통(金海統)이 이에 속(屬)한다. Anthro aquic Fluvaquentic Eutrochrepts: 관개수(漑水)의 영향(影響)을 받아 표토(表土)로 부터 50cm이상(以上) 회색화(灰色化)되고 염기포화도가 높은(>60%) 토양이며 장유(長有) 및 칠곡통등(漆谷統等)이 이에 속(屬)한다. Anthro aquic Dystric Fluventic Eutrochrepts: Anthro aquic Fluvaquentic Eutrochrepts와 유사(類似)하나 회색화작용(灰色化作用)은 표토(表土)로부터 50cm이내(以內)에서만 나타나는 토양이며 월곡(月谷) 및 경산통등(慶山統等)이 이에 속(屬)한다. Anthro aquic Fluventic Dystrochrepts; Anthro aquic Dystric Fluventic Eutrochrepts에 비(比)하여 염기포화도가 낮은(<60%) 토양으로 고천(高川) 및 비곡통등(秘谷統等)이 이에 속(屬)한다. Anthre aquic Eutrandepts; 염기포화도가 높은 (>50%) 화산회토(火山灰土)로 대정통(大靜統)이 이에 속(屬)한다. Anthre aquic Hapludalfs; 관개수(灌漑水)의 영향(影響)을 받아 표토(表土)로부터 50cm 이내(以內)에서 회색화작용(灰色化作用)을 받은 적황색토(赤黃色土)로 화동(華東) 및 용수통등이 이에 속(屬)한다. Anthro aquic Aquic Hapludalfs; Anthro aquic Hapludalfs에 비(比)하여 회색화작용(灰色化作用)을 더 받은(표토(表土)에서 50cm이상(以上)) 적황색토(赤黃色土)로 덕평(德坪) 및 극락통등이 이에 속(屬)한다.
산률(山律) 선우영(鮮于英)(1946~2009) 필(筆) <금강산 묘길상도>(2000)는 국립중앙박물관이 소장하게 된 최초의 북한 화가 작품이다. 지금까지 알려진 <묘길상도> 가운데 가장 큰 종축(縱軸) 형식으로 크기가 세로 130.2cm, 가로 56.2cm에 이르는 지본수묵진채(紙本水墨眞彩) 그림이다. 선우영에 관하여는 최근 우리나라에도 수차례 개최된 전시회에서 비교적 잘 알려졌다. 그는 1989년 공훈예술가, 1992년 인민예술가 칭호를 받는 등 이른바 '진채세화(眞彩細畫)'의 대가로서 북한을 대표하는 화가가 되었고, 60여 점의 작품이 북한 국보로 지정되었다. 이 그림의 주제인 <묘길상> 마애불은 금강산 내금강 지역에 있는 만폭동 골짜기의 높이 40m 벼랑 아래에 15m 정도 크기로 새겨진 고려시대의 마애불이다. 이 마애불의 명칭은 마사연(摩詞衍) 동쪽에 있었던 묘길상암(妙吉祥庵)에서 유래한다. 마애불의 오른쪽 옆 바위에는 직암(直庵) 윤사국(尹師國)(1728~1709)이 쓴 '묘길상(妙吉祥)'이라는 큼직한 음각의 글씨가 새겨져 있다. 필자는 불상의 수인(手印)을 오른손과 왼손이 모두 엄지와 약지(藥指)가 만나는 하품하생인(下品下生印)과 비슷하지만 왼손이 아래를 향하고 있지 않고 오른손과 거의 직각을 이루며 복부에 놓여있으므로 설법인(說法印)으로 보았다. 즉 이 불상은 설법인을 결하고 있는 석가상(釋迦像)이라고 결론지었다. 선우영의 <금강산 묘길상도>는 조선시대 같은 주제의 그림들과 비교하면 불상의 자연 환경, 즉 벼랑 아래 감실에 새겨진 불상이라는 점과 불상이 인간의 모습이 아닌 암각상임을 수묵진채로 표현한 유일한 그림이다. 구도와 색감이 자아내는 초현실주의적 분위기 또한 이 <금강산 묘길상도>의 특징이라 하겠다. 이 그림을 포함한 선우영의 대부분 작품이 진채로 바위 질감을 사실적으로 표현한 그림이지만 그의 만년작 <파도>(2008)와 같이 전통적의 수묵화에 가까운 그림도 그렸던 폭넓은 작품 세계를 보여주는 화가이다.
We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70