Journal of Fisheries and Marine Sciences Education
/
v.3
no.1
/
pp.35-43
/
1991
The fishing vessels operation is a kind of maritime profit-making activities, which are complicatedly integrated by the basic and supplemental fishing activities with navigation. The Fishing Vessels Act of Korea defines the character of fishing vessels and gives a legal status to them, and this Act itself is linked with the allied public laws including the Ships Act of Korea. For this reason, the legal status of fishing vessels as Korean flagged ships by the public law is analogous to the general commercial vessels. And the specific character of ownership of the fishing vessels by the Korean Maritime-Commercial Act as a privated law is analogous to the general commercial vessels, nevertheless the Chapter 4(Carriage of goods) and the Chapter 5(General average) of this Act do not apply to the fishing vessels except the fish carriers. A fishing vessel possesses the legal status as a Korean flagged ship by having it registered and putting it on record under the provision of national law, however the principle of genuine link is an important factor for acquisition of nationality. Especially, the basic rules by the Law of the Sea those are attended with the distant-water fishing vessels operation at the overseas fishing ground are summarized as follows ; Firstly, the rights of navigation and fishing activities on the high seas are fundamentally recognized to all states, but the freedom is restricted according to the international legal order aiming at protection of reasonable interests of other states and conservation of the living resources and marine environment. Secondly, in the EEZ or EFZ the freedom of navigation is recognized, but fishing activities are exclusively ruled by the national law of the coastal state. Thirdly, foreign fishing activities are prohibited but the right of innocent passage is recognized in the territorial sea, while both activities are prohibited in the internal waters of the coastal state.
To injection mould polymers, designing mould is a key task involving several critical decisions with direct implications to yield quality, productivity and frugality. One prominent decision among them is specifying sprue-bush conduit expansion as it significantly influences overall injection moulding; abstruseness anguish in its design criteria deceives direct determination. Intuitively designers decide it wisely and then exasperate by optimising or manipulating processing parameters. To overwhelm that anomaly this research aims at proposing an ideal design criteria holistically for all polymeric materials also tend as a functional assessment metric towards perfection i.e., criteria to specify sprue conduit size before mould development. Accordingly, a priori analytical criterion was deduced quantitatively as expansion ratio from ubiquitous empirical relationships specifically a.k.a an exclusive expansion angle imperatively configured for injectant properties. Its computational intelligence advantage was leveraged to augment functionality of perfectly injecting into an impression gap, while synchronising both injector capacity and desired moulding features. For comprehensiveness, it was continuously sensitised over infinite scale as an explicit factor dependent on in-situ spatio-temporal injectant state perplexity with discrete slope and altitude for each polymeric character. In which congregant ranges of apparent viscosity and shear thinning index were conceived to characteristically assort most thermoplastics. Thereon results accorded aggressive conduit expansion widening for viscous incrust, while a very aggressive narrowing for shear thinning encrust; among them apparent viscosity had relative dominance. This important rationale would certainly form a priori design basis as well diagnose filling issues causing several defects. Like this the proposed generic design criteria, being simple would immensely benefit mould designers besides serve as an inexpensive preventive cliché to moulders. Its adaption ease to practice manifests a hope of injection moulding extremely alluring polymers. Therefore, we concluded that appreciating injectant's polymeric character to design exclusive sprue bush offers a definite a priori advantage.
The purpose of this study was to understand the character of career attitude according to the group type which was identified and measured by Q methodology. The subjects were 38 junior students attending hotel & food service culinary management at Kyungnam College of Information & Technology. For the study, 88 variances of Lee's career attitude were used. In the career attitude items, 26 variances of career attitude were selected by factor analysis. The 26 variances explained 70.44% of all variances. Twenty-six variances were used on Q sorting from which 9 group types were identified by SPSS window program, and these 9 occupied 75.627%n of all variance. The groups were classified into two parts extroversion and introversion. Four groups(1, 3, 6, and 9) were identified as extroversion, and 5 groups(2, 4, 5, 7, and 8) as introversion. Group 1 was explained 10.270% of all groups, group 2(14.352%), group 3(10.270%), group 4(7.527%), group 5(6.314%), group 6(5.726%), group 7(5.469%), group 8(5.006%), and group 9(4.145%). Group 1 was named as "active challenge type", group 2 as "passive consideration type", group 3 as "realistic leader type", group 4 as "conservative challenge oriented type", group 5 as "conservative harmony type", group 6 as "arbitrary plan oriented type", group 7 as "realistic stability type", group 8 as "conservative creation type" and group 9 as "conservative reality type".
The purpose of this study is to examine the regional differences of 0-12 aged children's environment based on their parents' socioeconomic class and on the character of the settlement. One thousand and two hundred households were investigated and the results are as follows. It is revealed that families in low socio-economic class are more likely to be exposed to noise and home crowdedness. Families living in spontaneous settlement are deprived of natural light and the roads to their homes are steep and narrow. Low income families face a housing affordability crisis. Most of them pay housing rent on monthly basis. The basic infrastructure of low income neighborhood is lacking convenient facilities like shopping centers, public transportation systems, banks, public parks, and libraries. This lack of facilities is more severe in spontaneous settlement. Instead, bars and taverns are located in their neighborhood. Accessibility to parks and resource centers is an important factor that makes both middle and low income families consider their neighborhood to be positive and this condition is counted better in social housing area than in spontaneous settlement. On the contrary, social networks like friends and relatives are strong in spontaneous settlement and families in poverty value these relationships. Such networks are weak in social housing area and this difference is not related to their residential period. Low income families living in social housing area are more pessimistic about their future and this view might result from their counterpart middle class neighbors and the weak social networks.
In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.
This study gives information for the enterprise to map out a positive marketing strategy and facilitate a new product development by researching and analyzing the specific character of the high income woman-brackets. In order to do that, based upon the materials of the National Statistical office, I made a selection of the high income brackets, subdividing their scholastic ability into four serfs. The subject of the study was the women from twenties to sixties among customers of a high class dress shop in Taejeon. I made up 600 questionnaires for them. using 441 of these for the statistical analysis and making available the correlation analysis, the primary factor analysis, and $X^2$-test. This study is classified into the type of women customers purchasing clothes who are the high-income brackets. Intended to study a special quality of purchasing according to income. 1. The purchasing manner of the high-income brackets customers is exposed the luxurious vain purchasing manner, the rational reasonable manner, and idiosyncrasy individual manner in order 1) The consumer of the high-income brackets in general prefer to a high class clothes. In the contrast, low-income brackets prefer to rational reasonable consumption in spending money on clothes. 2) The favorite consumption manner of the high income brackets is the luxurious vain purchasing manner. This consumption values the more symbolic means the things show than owing the goods. 2. The higher standard of education and younger tends to be high in the luxurious, vain purchasing. 3. The unreasonable purchasing show an high irrelation at the impulse buying arid self-satisfaction. 4. Self-satisfaction shows the highest interrelation than any other variations in the concern of clothes. 5. The symbolic images which exerts an influence upon purchasing manner are the notable elements of constituting as growing older. 6. The high standard of education prefers to the rational resonable purchasing, but on the other hand shows a high rate at the unreasonable individual purchasing manner.
The modern people do express their personalities by appearance and actively use the appearance as the social tools, and the attractive appearance largely does influence the human relationship. As the appearance's importance is being magnified, the attractive appearance and favourable impression is an important standard for job performance and social position, and used as the way to reach the social goal. This study does investigate the design's kind and character of the beard which belongs to the male exclusive property and compare the differences of the impression's formation according to the beard design. The empirical results confirmed that the male beard design formated the various impressions according to the designs and their mutual relationship existed. Therefore, the beard is a symbol of maleness and an expression for the social position and personal character, whereas it possesses the very important meaning as the influencing factor on the impression's change. First, the pre stimuli were finished through the pre survey for composition of questionnaire in order to evaluate the impression after selection of experimental models and beard types for measuring instruments. Second, sixty three university students were surveyed by pre stimuli and questionnaire as pre experiment, and afterwards the measuring instruments and experimental design were revised. Third, the stimuli completed (nine beard designs) were intentionally well distributed as questionnaire by sex and ages in Seoul metropolitan and her environment. and the factorial analysis and the coefficient of Cronbach's ${\alpha}$ for reliability test were completed for questionnaire's validity using SPSS/PC+ Window Ver. 12.0.
Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player's point designation and use of the modified waypoints for NPC's pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.
YoungChu NonYong(靈樞 論勇)seems to be named as such by its explanation in detail about the brave man who can and the coward who cannot stand pain respectively. In the first chapter, it is considered that the factors of diseases are dependent upon the state of skin and flash. In the second chapter, it is put about the problem of standing pain and not. In the third chapter, about the causes of resulting in brave or unbrave man. And in the fourth chapter, about drunken frenzy(酒悖). More concretely speaking, in the first chapter, it is explained that the factors of pathogenesis are related closely with the state of skin and flash, so to speak, though the outer factors which can arouse diseases should exist, the sensitivity of skin and flash which are the first defense tissue in human body, is more important factor. Undoubtedly, the environmental factors existing in physical nature which surrounds human life, have influenced upon human health, especially in ancient times. But, this chapter exhibits some reflections that ultimately the inner conditions of human body decide the attack of diseases. However, this chapter may have some corruptions for it reveals the contents which are not fit with the headline. In the second chapter, it is written that the sensitivity to pain is not only dependent upon the character of bravery but also upon the thickness of skin, the strength of flesh and the speed of response. In this we evidence that the ancient people had the idea that human pain-feeling is more dependent upon the degree of development of sensory neuron of physical body than one's character of bravery. In the third chapter, ti is described that the differences of physical development mainly influence the differences of the degree of mental bravery. In the fourth chapter, the drunken frenzy is explained. The implication is that as civilization has been growing, the drinking culture has made both in dividual and social health affair. The alcohol has the function of pleasing mind improving the quality of human life but it can also destroy both human body and mind when abused. About the harms like this, this part wams by the examples of drunken man's abnormal behaviors.
This study was to investigate the effects of peer mentoring on students' mathematical characters and mathematics achievements in mathematics class. The participants were twenty four 6th grade elementary students at the S school in Sungbuk-Gu, Seoul, Korea. They were divided into 4 groups according to the combination of groups. The researchers analyzed the experimental group and the control group with covariances on the sub-factors of the mathematical characters such as respect, caring, sharing, and openness. However, there were no statistically significant changes. However, with the help of the two analyses on the mathematical logs and the worksheets which had been carried out in advance by the quantitative and qualitative research methods, the researchers investigated how the peer mentoring-applied instructions would change the mathematical characters for each sub-factor in detail. In conclusion, the peer mentoring-applied instructions makes a positive contribution to the students' mathematical character and mathematical academic achievements. We suggest that peer mentoring in mathematics lessons should be adopted in various mathematical ability levels of students.
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