• Title/Summary/Keyword: Depth effect

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Effects of Urea and K2SO4 treatment on the mineral nutrient concentration and fruit skin color of 'Mibaekdo' peach fruits at harvest (Urea와 K2SO4 처리에 의한 복숭아 '미백도'에서 수확 시 과실의 무기성분 농도 및 과피색 변화)

  • Moon, B.W.;Yoon, I.K.;Moon, Y.J.;Nam, K.W.;Lee, Y.C.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.15 no.1
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    • pp.95-105
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    • 2013
  • This study has been conducted to investigate the effect of Urea and K2SO4 treatment at stone hardening stage and 20 days before harvest on soil chemical properties, mineral nutrient concentration and quality of 'Mibaekdo' fruit peach. K concentration after Urea and K2SO4 treatment in soil was increased significantly by Urea 162g+K2SO4 188g/tree(standard amount) treatment at stone hardening stage, K2SO4 1.0% tree-spray, Urea 81g+K2SO4 94g/tree(half amount), Urea 162g+K2SO4 188g/tree and Urea 324g+K2SO4 376g/tree(double amount) soil treatment before harvest 20 days compared to control. T-N, K and Ca concentration in leaf was increased significantly by all treatment. but Na concentration in leaf was increased by Urea 0.5% and K2SO4 1.0% tree-spray treatment before harvest 20 days. T-N concentration in fruit skin was increased significantly by standard amount soil treatment, which decreased by K2SO4 1.0% tree-spray and half amount soil treatment. T-N, K and Ca concentration in fruit flesh(1~10mm depth flesh from peel) were increased markedly by all treatment excepted Urea 0.5% tree-spray. The leaf weight at harvest was increased markedly by Urea 0.5% tree-spray, standard amount and double amount treatment before harvest 20 days. Fruit weight was increased significantly by standard amount compared to all treatment. Red fruit skin(Hunter a value) progress was effective by K2SO4 tree-spray, half amount and double amount treatment before harvest 20 days. Fruit SSC was increased significantly by Urea 0.5% and K2SO4 tree-spray before harvest 20 days, standard amount treatment at stone hardening stage compared to control.

Early Effect of Environment-friendly Harvesting on the Dynamics of Organic Matter in a Japanese Larch (Larix leptolepis) Forest in Central Korea (중부지역 일본잎갈나무림의 친환경벌채가 산림 내 유기물 변화에 미치는 초기 영향)

  • Wang, Rui Jia;Kim, Dong Yeob
    • Journal of Korean Society of Forest Science
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    • v.111 no.4
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    • pp.473-481
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    • 2022
  • Environment-friendly harvesting is practiced to maintain ecosystem, landscape, and forest protection functions. The present study was conducted at Simgok-ri, Sinbuk-myeon, Pocheon, Gyeonngi-do, where a 41-50-year-old Japanese larch forest was harvested in an environment-friendly manner from 2017 to 2019. The dynamics of organic matter in this forest were investigated at three years after the harvest. Specifically, organic matter content was measured on the forest floor and in overstory biomass, litterfall, and soil up to 30 cm in depth from June 2020 to January 2021. Owing to the harvest, the amount of overstory biomass of the Japanese larch stands decreased from 142.22 to 44.20 t ha-1. On the forest floor, the amount of organic matter was 32.87 t ha-1 in the control plots and 23.34 t ha-1 in the harvest plots. Annual litterfall was 4.43 t ha-1 yr-1 in the control plots and 1.16 t ha-1 yr-1 in the harvest plots. Soil bulk density in the B horizon was 0.97 g cm-3 in the control plots and 1.06 g cm-3 i n the harvest plots. Soil organic matter content was 11.5% in the control plots and 12.8% in the harvest plots. The total amount of soil organic matter did not differ significantly between the control plots (245.21 t ha-1) and harvest plots (263.92 t ha-1), although the amount of soil organic matter tended to be higher in the harvest plots. The total amount of organic matter in the forest was estimated to be 406.48 t ha-1 in the control plots and 338.21 t ha-1 in the harvest plots. In the harvest plots, the ratio of aboveground organic matter decreased to 13.1% and soil organic matter increased to 78.0%, indicating that the distribution of organic matter changed significantly in these plots. Overall, the carbon accumulated in aboveground biomass was substantially reduced by environment-friendly harvesting, whereas the soil carbon level increased, which played a role in mitigating the reduction of system carbon in the forest. These results highlight one possible resolution for forest management in terms of coping with climate change. However, given that only three years of environment-friendly harvesting data were analyzed, further research on the dynamics of organic matter and tree growth is needed.

A Study on the Digital Restoration Policy Implementation Process of Donuimun Gate (돈의문의 디지털 복원 정책집행 과정에 관한 연구)

  • CHOE Yoosun
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.246-262
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    • 2023
  • This study analyzed policy implementation factors focusing on how Donuimun, a demolished cultural heritage, was digitally restored and the policy implementation process of Donuimun Gate restoration. Through this, the characteristics of the implementation process of the digital Donuimun Gate restoration policy promoted by public-private multilateral collaboration were examined and implications were sought for how institutions with different interests solved problems and collaborated in the implementation process. The research method was focused on policy implementation factors including policy executive factors, policy content factors, policy resource factors, and policy environment factors, and the process was analyzed for each detailed component. Along with literature analysis, in-depth interviews were conducted with participants in policy implementation. As a result of the study, first, it was found in the policy executive factor that the quick decision-making leadership of the policy manager and the flexible attitude of the person in charge of the government agency had a positive effect on preventing conflicts between different interest groups. Second, in terms of policy content, establishing a common goal that everyone can accept and moving forward consistently gave trust and created synergy. Third, in the policy implementation resource factor, the importance of the budget was emphasized. Finally, as an environmental factor for policy implementation, the opening of 5G mobile communication for the first time along with the emergence of the Fourth Industrial Revolution at the time of policy implementation acted as a timely factor. The digital Donuimun Gate was the first case of restoring a lost cultural heritage with AR and VR, and received attention and support from the mass media and the public. This also shows that digital restoration can be a model case that can be a solution without conflicts with local residents where cultural heritages are located or conflicts between stakeholders in the preservation and restoration of real objects.

Analysis of the Effect of the Etching Process and Ion Injection Process in the Unit Process for the Development of High Voltage Power Semiconductor Devices (고전압 전력반도체 소자 개발을 위한 단위공정에서 식각공정과 이온주입공정의 영향 분석)

  • Gyu Cheol Choi;KyungBeom Kim;Bonghwan Kim;Jong Min Kim;SangMok Chang
    • Clean Technology
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    • v.29 no.4
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    • pp.255-261
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    • 2023
  • Power semiconductors are semiconductors used for power conversion, transformation, distribution, and control. Recently, the global demand for high-voltage power semiconductors is increasing across various industrial fields, and optimization research on high-voltage IGBT components is urgently needed in these industries. For high-voltage IGBT development, setting the resistance value of the wafer and optimizing key unit processes are major variables in the electrical characteristics of the finished chip. Furthermore, the securing process and optimization of the technology to support high breakdown voltage is also important. Etching is a process of transferring the pattern of the mask circuit in the photolithography process to the wafer and removing unnecessary parts at the bottom of the photoresist film. Ion implantation is a process of injecting impurities along with thermal diffusion technology into the wafer substrate during the semiconductor manufacturing process. This process helps achieve a certain conductivity. In this study, dry etching and wet etching were controlled during field ring etching, which is an important process for forming a ring structure that supports the 3.3 kV breakdown voltage of IGBT, in order to analyze four conditions and form a stable body junction depth to secure the breakdown voltage. The field ring ion implantation process was optimized based on the TEG design by dividing it into four conditions. The wet etching 1-step method was advantageous in terms of process and work efficiency, and the ring pattern ion implantation conditions showed a doping concentration of 9.0E13 and an energy of 120 keV. The p-ion implantation conditions were optimized at a doping concentration of 6.5E13 and an energy of 80 keV, and the p+ ion implantation conditions were optimized at a doping concentration of 3.0E15 and an energy of 160 keV.

The Effects of Managers on Organizational Performance in NBA and KBL Teams: The Moderating Role of Player Capabilities (프로스포츠 산업 조직 구성원의 역량에 따른 관리자의 역할: 미국프로농구(NBA)와 한국프로농구(KBL)의 감독과 선수단 전력 수준에 관한 실증연구 분석)

  • TAE SUNG, LEE;PHILSOO, KIM;SANG HYUN, LEE;SANG BUM, LEE
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.6
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    • pp.195-208
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    • 2022
  • The role of venture CEO and their intrinsic capabilities on organizational performance can be determined by the level of resource synchronization initiated by the focal managers. Despite the important role of venture CEOs, a systematic lack of in-depth theoretical and empirical studies on ruminating the relationship between the effects of a CEO's capabilities and organizational performance depending on the level of resource synchronization exist for the rationale of investigation. To supplement the limitations of previous studies, this research empirically analyzes the role of managers specifically synchronizing organizational resources that affect organizational performance in the professional sports industry. Based on the entrepreneurship theory and resource-based view (RBV), this research conceptualizes the roles of venture CEO and basketball head coach in the professional sports industry as very similar in terms of organizational structure and performance mechanism embedding entrepreneurial characteristics necessary for managing organizational resources. In this research, we hypothesized (1) organizational resource synchronization will mediate the positive relationship between the ability of professional basketball head coach and organizational performance and (2) the indirect effect of the professional basketball head coach's capabilities on organizational performance mediated by resource synchronization will be moderated by the capabilities of players. To test these hypotheses, we utilized the PROCESS macro model 58 with the empirical data of 9 seasons (2013~2014-2021~2022) of 30 National Basketball Association (NBA) and 10 Korean Basketball League (KBL) teams. The statistical results showed that (1) resource synchronization mediates the positive relationship between professional basketball head coach capabilities and organizational performance and (2) the capabilities of players moderated the indirect effects of the abilities of head coaches on team performance via resource synchronization. This paper contributes to both academic and practical domains of entrepreneurship by empirically testing the research model through objective professional sports data.

The effect of tunnel ovality on the dynamic behavior of segment lining (Ovality가 세그먼트 라이닝의 동적 거동 특성에 미치는 영향)

  • Gyeong-Ju Yi;Ki-Il Song
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.25 no.6
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    • pp.423-446
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    • 2023
  • Shield TBM tunnel linings are segmented into segments and rings. This study investigates the response characteristics of the stress and displacement of the segment lining under seismic waves through modeling that considers the interface behavior between segments by applying a shell interface element to the contact surface between segments and rings. And there is no management criteria for ovaling deformation of segment linings in Korea. So, this study the ovality criteria and meaning of segment lining. The results of study showed that the distribution patterns of stress and displacement under seismic waves were similar between continuous linings and segment linings. However, the maximum values of stress and displacement showed differences from segment linings. The stress distribution of the continuous lining modeled as a shell type has a stress distribution that has continuity in the 3D cylindrical shape, but the segment lining is concentrated outside the segment, and the largest stress occurs at the location where the contact surface between the segment and the ring is concentrated. This intermittent and localized stress distribution shows an increasing as the ovality of the lining increases at seismic waves. The ovality at which the increase in stress distribution begins to show irregularity and localization is about 150‰. Ovality of 150‰ is an unrealistic value that cannot represent actual lining deformation. Therefore, the ovality of the segment lining increase with depth, but it does not have a significant impact on the stability caused by seismic load.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • 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.

Studies on the Meat Production and Woolskin Processing of Sheep and Korean Native Goats for Increasing Farm Income as a Family Subsidiary Work (농가부업(農家副業)의 소득향상(所得向上)을 위한 양육생산(羊肉生産) 및 모피가공(毛皮加工)에 관(關)한 연구(硏究))

  • Kwon, Soon-Ki;Kim, Jong-Woo;Han, Sung-Wook;Lee, Kyu Seung
    • Korean Journal of Agricultural Science
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    • v.5 no.2
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    • pp.93-114
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    • 1978
  • The purpose of the study was to find out possible ways for increasing farm income through the sheep and Korean native goats farming, and to investigate meat productivity, wool productivity; woolskin utility, physiological characteristics and correlation between economical college animal farm of the Chungnam National University and sample farms in the suburbs of Dae jeon City were selected for feeding 20 heads of Corriedale wethers and another 20 heads Korean native kids as research materials for the periods of 5th May-26th November, 1977. The data such as growth rate, carcass, viscera weight, blood picture and plamsa components, hebage intake and economic traits were obtained and analysed. The result of the study are summarized as follows: 1. Meat production and quality 1) After 196days of feeding, the body weight of sheep and Korean native goats was increased by two times of those at the beginning of the trial, i.e. 20kg and 8kg respectively. 2) There was no significance of growth rates of sheep in housing and grazing. 3) The growth rate of Korean native goats were excellent at the mountainous areas of Gong ju-Gun where infectious diseases were not found 4) Accroding to the body measurements of 18-month-old sheep, percentages of hip height, body length, rump length, chest depth, chest width, hip width, chest girth and forearm circumference to the withers height were 103,%, 104%, 33%, 44%, 31%, 23%, 135% and 15% respectively, and those of hip height, body length, chest depth and chest girth of 8-month-old native goats to the withers height were 106%, 109%, 46% and 122,% respecitively. As a result, it was found that the percentage of hip height, body length and chest depth of Korean native goats were higher than those of sheep while that of the chest girth of goats was lower. 5) In the carcass data, 47, $52{\pm}2.27%$ of carcass percentage, $34.61{\pm}1.62%$ of lean meat, $26.07{\pm}2.51%$ of viscera, $9.75{\pm}1.4%$ of bone, and $20.95%{\pm}2.14%$ of woolskin for sheep, and $45.58{\pm}5.63%$ of carcass percentage, $27.62{\p}3.81%$ of meat, $34.86{\pm}4.16%$ of viscera, $11.66{\pm}1.83%$ of bone, $3.63{\pm}1.61%$ of skull and $9.26{\pm}2.41%$ of woolskin for native goats were obtained. 6) The contents of moisture, crude protein, crude fat and crude ash in native goat meat were much similar in both plots of housing and grazing. It was, however, known that the contents of moisture and protein were higher in grazinrg than in housing, while fat content was lower in grazing plots. 7) The weights of visceral organs shown similar tendency for both of sheep and native goats. For the weights of liver, heart, kidney and spleen, significance was not reconized among the treatments. Those of rumen, reticulum, small and large intestine were heavier in grazing than in housing, while the amount of visceral fat was heavier in housing. 2. Wool productivity and woolskin 1) The wool production of sheep for 7 months was $3.88{\pm}1.02kg$, and wool percentage, staple length, straighten length, wool growth per day and number of crimps were $9.27{\pm}1.48%$, 8. $47{\pm}1.00cm$, $10.63{\pm}0.99cm$, $0.40{\pm}0.04cm$ and $2.78{\pm}0.40$ respecitively. 2) The tensile strength and tear strength of woolskin treated by alum tanning were highest on the skin obtained from rump, i.e. $1,351kg/mm^2$ and $2,252kg/mm^2$ respectively, and they are in order of loin and shoulder. 3. Utilization and improvement of pasture. 1) The difference of herbage intake of native goats was not recognized between grazing and tethering, but the intake in the afternoon was s lightly higher than that in the morning. However the hervage intake of sheep was superior in grazing and in the afternoon. 2) The cultivation effect was lower in the native goat plots due to their cultivation abilities, in other words, the establishment rates of pasture by hoof cultivation were 60.25% in the goat plots and 77.35% in the sheep plots. 4. Correlation among economical traits. 1) The correlation between live weight of sheep and daily gain was higher. On the other hand, the correlation between other traits was not significant except that live weight, daily gain and lean meat percentage to the length of thoracic vertebrae. The live weight of native goats and meat production were highly correlated, and high correlation was also found between weights of carcass and meat. However, negative correlation was shown between viscera weight and live weight as well as daily gain. 2) The correlatoin between fleece weight of sheep and other traits such as live weight, daily gain and fleece percentage is very high at the 1% siginficant level, and this means that rapid-growth individuals can produce much fleece. 3) The correlation between the factors such as weights of live body, lean meat and viscera of sheep and body measurements, i. e. chest girth and body length was highest, and weights, of carcass and lean meat was highly correlated to chest width and depth. It will be therefore reasonable that the meat productivity estimates will have to be made on the basis of chest girth and body length. The meat production traits of native goats were highly correlated to the most of body measurement data, and the correlation coefficient between chest girth and weights of live body, carcass, lean meat and bone percentage was very high, i. e. 0.992-0.974 in particular. The correlations of meat production traits to chest depth, forearm circumference, body length were 0.759-0.911, 0.759-0.909 and 0.708-0.872 respectively. Therefore, the meat production of native goats will have to be estimated on the basis of chest data. 5. Blood picture and plasma components. 1) The number of erythrocyte and MCHC of native goats were $12.93{\times}10^6/mm^3$ and 36.14%, and those of sheep were $10.68{\times}10^6/mm^3$ and 36.26 respectively. The values of native goats were significantly higher than those of sheep. 2) The hemoglobin concentration, PVC, MCV and MCR of native goats were 10.92 g/100ml, $23.40{\mu}^3$ and 10.94 pg, and those of sheep were 11.73 g/100ml, 36.25 ml/100ml, $33.97{\mu}^3$ and 30.2 ml/100ml 8.43 pg respectively. The values of native goats were significantly lower those of sheep. 3) The number of leukocytes of native goats was significantly higher than that of sheep, that is, $11.64{\times}10^3/mm^3$ in native goats and $9.32{\times}10^3/mm^3$ in sheep. 4) In differential count of leukocyte, neutrophil was significantly high in native goats while lympocyte in sheep. On the other hand, the basophil, eosinophil and monocyte were not significant between native goats and sheep. 5) The amounts of total protein and glucose in the plasma of native goats were 6.2g/100ml and 53.6mg/100ml, and those of sheep were 5.6g/100ml and 45.7mg/100ml, which means that the values of native goats were significantly higher that those of sheep. The amount of total-lipid of native goats(127.6mg/100ml) was significantly than that of sheep(149.6mg/100ml). 6) The amount of non-protein nitrogen, cholesterol, Ca, P, K, Na and Cl were not different between native goats and sheep. 6. Economic analysis. 1) The gross revenue of a farm which fed native goats and sheep was 4,000won per head and the optimum size for feeding them in a farm as a subsidiary work is 5-10 heads. 2) Since there was no difference between housing and grazing, they can be fed in group for farm's subsidiary work. 3) They can be also fed by youths and house wives in the suburbs of cities, because labour requirement is estimated as only two hours per days for feeding 5 heads of native goats and sheep.

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Utilization of Phosphorus and Nitrogen Fertilizers by Paddy Rice -A six years internationally coordinated study using isotopes- (수도(水稻)에 대(對)한 인산(燐酸) 및 질소질비료(窒素質肥料)의 효용에 관(關)한 연구(硏究) -동위원소(同位元素)를 이용(利用)한 6 개년간(個年間)의 국제적(國際的) 공동시험결과(共同試驗結果)-)

  • Kim, H.S.;Cho, B.H.;Lee, C.Y.;Lee, E.W.;Shim, S.C.;Yoo, S.H.;Kwon, Y.W.;Jo, J.S.
    • Korean Journal of Soil Science and Fertilizer
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    • v.1 no.1
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    • pp.13-26
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    • 1968
  • To establish the most efficient method of nitrogen and phosphorus fertilization in paddy rice a series of internationally coordinated research using $N^{15}\;P^{32}$ isotopes were carried out from the year 1962 through 1967, supervised by the Joint FAO/IAEA Division of Atomic Energy in Agriculture under the auspicies of FAO, UN. In Korea College of Agriculture, Seoul National University had been participated in the Coordinated Research Programme from the year 1963 through the last year, arid the results obtained through the six years' researches are summarized as follows: 1. In the application of superphosphate broadcasting or placement at the surface of paddy as basal dressing was most efficient. 2. Split or late application of superphosphate did not affect the grain yield of the rice, but its efficiency in the rice plant uptake was less than in the case of basal dressing of whole amounts. 3. The contents of available soil phoshorus of the experimental sites in Korea were above 60 ppm, and the efficiency of phosphorus utilization of the rice from the fertilizer was approximately 10 per cent. The grain yield response of the rice to phosphorus application in Korea was rather small comparing to those of other countries. 4. The nitrogen uptake of the rice plants from the fertilizer was most efficient when the fertilizer was applied at the time of ear prime growth. However, the most efficient utilization of nitrogen did not necessarily accompany the maximum yield of the rice and basic application of adequate amount of nitrogen was required to secure proper number of panicles. 5. In the application of nitrogenous fertilizer shallow placement at 5 cm depth was most efficient. The effect of split application of nitrogen was not so noticeable. It seemed due to the fact that total application amount of nitrogen, 60 kg N/ha, was smaller than that of usual dosage in Korea. 6. The efficiency of nitrogen utilization of the rice from the fertilizer was about 40 percent in Korea, and the yield reponse of the rice plant to nitrogen application was remarkable comparing to those of other countries, showing the marked differences in the fertilizer efficiency and grain yield according to the application method. 7. The nitrogen uptake of the rice plant was not likely affected by the time and the rate of phosphorus application whereas the efficiency of phosphorus utilization was affected to some degree by the method of nitrogen application.

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