• Title/Summary/Keyword: Compensation movement

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A Study on the Legislative Guidelines for Airline Consumer Protection (항공소비자 보호제도의 입법방향)

  • Lee, Chang-Jae
    • The Korean Journal of Air & Space Law and Policy
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    • v.32 no.1
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    • pp.3-51
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    • 2017
  • From a historical point of view, while the Warsaw Convention was passed in 1924 to regulate the unified judicial responsibility in the global air transportation industry, protection of airline consumers was somewhat lacking in protecting air carriers. In principle, the air carrier does not bear any obligation or liability when the aircraft is not operated normally due to natural disasters such as typhoon or heavy snowfall. However, in recent years, in developed countries such as the US and Europe, there has been a movement in which regulates the air carriers' obligation to protect their passengers even if there is no misconduct or negligence. Furthermore, the legislation of such advanced countries imposes an obligation on the airlines to compensate the loss separately from damages in case the abnormal operation of the aircraft is not caused by force majeure but caused by their negligence. Under this historical and international context, Korea is also modifying the system of aviation consumer protection by referring to other foreign legislation. However, when compared with foreign countries, our norm has a few drawbacks. First, the airline's protection or care obligations are mixed with the legal liability for damages in the provision, which seems to be due to the lack of understanding of the airline's passenger protection obligation. The liability for damages, which is governed by the International Convention or the Commercial Act, shall be determined by judging the cause of the airline's liability in respect of the damage of the individual passenger in the course of the air transportation. However, the duty to care and the burden for compensation shall be granted to all passengers who feel uncomfortable with the abnormal operation regardless of the cause of the accident. Also, our compensation system for denied boarding due to oversale is too low compared to the case of foreign countries, and setting the compensation amount range differently based on the time for the re-routing is somewhat unclear. Regarding checked-baggage claim, it will be necessary to refund the fee only from the fact that the baggage is delayed without asking whether there is any damage occurred from the delayed baggage. This is the content of the duty to care, which is different from the current Commercial Act or the international convention, in which responsibility is different depending on whether the airline takes all the necessary measures in order to prevent delaying of the baggage. The content of force majeure, which is a requirement for exemption from the obligation to care passengers on the airplane, shall be reconsidered. Maintenance for safe navigation is not considered to be included in force majeure, and connection to airplanes, airport conditions are disputable. According to the EC Regulation, if the cause of the abnormal operation of the airline is force majeure, the airline's compensation obligation is exempted but the duty to care of airline company is still meaningful. Furthermore, even if the main role of aviation consumer protection is on an airline, it is the responsibility of government agencies to supervise the fulfillment of such protection obligations. Therefore, it is necessary for the Korean government to actively take measures such as enforcing incentives for airlines that faithfully fulfill their obligation to care and imposed penalties on the contrary.

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Transport System of Specific Neutral Amino Acids in Suspension-Cultured Cells (현탁배양 세포내에서 특수 중성 아미노산의 수송)

  • Bong-Heuy CHO
    • Korean Journal of Plant Tissue Culture
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    • v.21 no.4
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    • pp.201-206
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    • 1994
  • The influx of glycine, valine, alanine, and histidine was inhibited by all tested neutral amino acids competitively and the reciprocal inhibitory studies showed the neutral amino acids possess the same transport system as neutral amino acids process to the same catalytic site of one carrier to each other, The molecules of histidine were transported actively as a neutral form through the neutral amino acid transport system but were not transported as a charged form. The Km values of the neutral amino acid transport system have been divided into three different category on basis of the affinity to the carrier, below 0.1mM, etween 0.1ImM-0.5mM and above 0.5mM. The $V_{max}$ was between $3.12{\mu}mole{\cdot}h^{-1}{\cdot}g$ fresh $weight^{-1}\;-\;15.1\;{\mu}mole{\cdot}h^{-1}{\cdot}g$ fresh $weight^{-1}$. Neutral amino acids cotransported with one $H^{+}per$ one molecule and one $K^{+}-efflux$ per one molecule for charge compensation. Histidine cotransported with proton per one molecule, however the movement of cotransported proton can't detectable because of the release of proton from the charged molecules of histidine in the medium.

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Influences of Viscous Losses and End Effects on Liquid Metal Flow in Electromagnetic Pumps

  • Kim, Hee-Reyoung;Seo, Joon-Ho;Hong, Sang-Hee;Suwon Cho;Nam, Ho-Yun;Man Cho
    • Proceedings of the Korean Nuclear Society Conference
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    • 1996.05b
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    • pp.233-240
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    • 1996
  • Analyses of the viscous and end effects on electromagnetic (EM) pumps of annular linear induction type for the sodium coolant circulation in Liquid Metal Fast Breeder Reactors have been carried out based on the MHD laminar flow analysis and the electromagnetic field theory. A one-dimensional MHD analysis for the liquid metal flowing through an annular channel has been performed on the basis of a simplified model of equivalent current sheets instead of three-phase currents in the discrete primary windings. The calculations show that the developed pressure difference resulted from electromagnetic and viscous forces in the liquid metal is expressed in terms of the slip, and that the viscous loss effects are negligible compared with electromagnetic driving forces except in the low-slip region where the pumps operate with very high flow velocities comparable with the synchronous velocity of the electromagnetic fields, which is not applicable to the practical EM pumps. A two-dimensional electromagnetic field analysis based on an equivalent current sheet model has found the vector potentials in closed form by means of the Fourier transform method. The resultant magnetic fields and driving forces exerted on the liquid metal reveal that the end effects due to finiteness of the pump length are formidable. In addition, a two-dimensional numerical analysis for vector potentials has been performed by the SOR iterative method on a realistic EM pump model with discretely-distributed currents in the primary windings. The numerical computations for the distributions of magnetic fields and developed pressure differences along the pump axial length also show considerable end effects at both inlet and outlet ends, especially at high flow velocities. Calculations of each magnetic force contribution indicate that the end effects are originated from the magnetic force caused by the induced current ( u x B ) generated by the liquid metal movement across the magnetic field rather than the one (E) produced by externally applied magnetic fields by three-phase winding currents. It is concluded that since the influences of the end effects in addition to viscous losses are extensive particularly in high-velocity operations of the EM pumps, it is necessary to find ways to suppress them, such as proper selection of the pump parameters and compensation of the end effects.

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Overhand Grip or Underhand Grip, which one is more Effective on Conventional Deadlift Movement? (오버핸드 그립과 언더핸드 그립, 무엇이 컨벤셔널 데드리프트에 효과적일까?)

  • Kim, Jaeho;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
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    • v.31 no.2
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    • pp.133-139
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    • 2021
  • Objective: This study aims to verify the conventional deadlift motions using by two different grips, thereby elucidating the grounds for effective training methods that can minimize the risk of injury. Method: Total of 18 healthy young adults were recruited for this study (age: 25.11±2.19 yrs., height: 175.67±5.22 cm, body mass: 78.5±8.09 kg, 1-RM: 125.75±19.48 kg). All participants were asked to perform conventional deadlift with two types of grips which are overhand grip (OG) and underhand grip (UG). In each grip, participant perform the deadlift with 50% and 80% of the pre-measured 1-RM. A 3-dimensional motion analysis with 8 infrared cameras and 3 channels of EMG was performed in this study. A two-way ANOVA (group × load) with repeated measure was used for statistical verification. The significant level was set at α=.05. Results: There were significant differences in grip type and weight on the right shoulder joint, and only significant difference in grip on the left shoulder joint (p<.05). The hip joint ROM was significantly increased as the weight increased in both types of grips on phase 1, while the ROM of hip joint was significantly decreased as the weight increased only in the case of OG on phase 2 (p<.05). In case of the OG, as the weight, increased significantly increased L1 ROM and L3 ROM were revealed on phase 1 and phase 2, respectively (p<.05). Moreover, as the weight increased, UG revealed significantly decreased L5 ROM on phase 1, while both grips showed significantly increased ROM on phase 2 (p<.05). In addition, the erector spinae and the biceps femoris, which are synergist for the motion, showed a significant difference in both types of grip according to the weight (p<.05). The muscle activity ratio of gluteus maximus/biceps femoris showed a significant difference only in the UG according to the weight (p<.05). Conclusion: In conclusion, beginners might be suggested to use the UG for maintaining the neutral state of the lumbar spine and focus on the gluteus maximus muscle, which is the main activation muscle. For the experts, it may recommend alternative use of the OG and UG according to the training purpose to minimize the compensation effect.

Evaluation of Dose and Position Compensation of Parotid Gland Using CT On-rail System in Head-and-Neck Cancer (두경부 암환자 치료 시 CT On-rail System을 이용한 이하선의 위치 보정 및 선량 평가)

  • Jang, Hyeong-Jun;Im, Chung-Geun;Chun, Geum-Sung;Jeong, Il-Seon;Kim, Hoi-Nam
    • The Journal of Korean Society for Radiation Therapy
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    • v.20 no.2
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    • pp.83-89
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    • 2008
  • Purpose: The checking method of target and normal structure are used by MVCBCT, KVCBCT, CT On-rail System, Ultrasound in H&N cancer patient. In case of MVCT, the utilization of bone structure is valuable to check around tissue. But the utilization of soft tissue is not enough. The point of this paper is dose variation in movable parotid and changeable volume of H&N cancer patient of CT On-rail System. Materials and Methods: The object of H&N cancer patient is 5 in this hospital. The selected patient are scanned ARTISTE CT Vision (CT On-ral System) a triweekly. After CT scanning, tranfered coordinates are obtained by movable of parotid gland comparison with planning image. Checking for the changeable volume of parotid gland. A Obtained CT image are tranfered to the RTP System. So dose variation are checked by following changed volume. Results: The changes of target coordinate by the parotid gland movement are X: -0.4~0.4 cm, Y: -0.4~0.3 cm, Z: -0.3~0.3 cm. the volume of GTV is decreased to about 7.11%/week and then both parotid gland volume are shrinked about 4.81%/week (Lt), 2.91%/week (Rt). At the same time, each parotid gland are diminished in radiation dose as 3.66%/week (Lt), 2.01%/week. Conclusion: Images from CT on the rail System which are able to aquire the better quality images of soft tissue in Target area than MVCBCT. After replanning and dose redistribution by required images, It could gain not only the correction of the patient set-tup errors but exact dose distribution. Accordingly, the delivery of compensated dose, It makes that we could do Adaptive Targeting Radiotherapy and need Real Time Adaptive Targeting Radiotherapy by reduce beam delivary time.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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