Reinforcing bar splices are inevitable in reinforced concrete structure. In these days, there are three main types of splices used in reinforced concrete construction site - lapped splice, mechanical splice and welded splice. Low cost, practicality in construction site, less time consuming and high performance make gas pressure welding become a favorable splice method. However, reinforcing bar splice experiences thermal loading history during the welding procedure. This may lead to the presence of residual stress in the vicinity of the splice which affects the fatigue life of the reinforcing bar. Therefore, residual stress analysis and tensile test of the gas pressure welded splice are carried out in order to verify the load bearing capacity of the gas pressure welded splice. The reinforcing bar used in this work is SD400, which is manufactured in accordance with KS D 3504. The results show that the residual stresses in welded splice is relatively small, thus not affecting the performance of the reinforcing bar. Moreover, the strength of the gas pressure welded splice is high enough for the development of yielding in the bar. As such, the reinforcing bar with gas pressure welded splice has enough capacity to behave as continuous bar.
Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.
Analysis of combat effectiveness is required to consider the concept of tactical cooperative engagement between manned-unmanned weapon systems, in order to predict the required operational capabilities of future weapon systems that meets the concept of 'effect-based synchronized operations.' However, analytical methods such as mathematical and statistical models make it difficult to analyze the effects of complex systems under nonlinear warfare. In this paper, we propose a combat simulation model that can simulate the concept of cooperative engagement between manned-unmanned combat entities based on wireless communications. First, we model unmanned combat entities, e.g., unmanned ground vehicles and drones, and manned combat entities, e.g., combatants and artillery, considering the capabilities required by the future ground system. We also simulate tactical behavior in which all entities perform their mission while sharing battlefield situation information through wireless communications. Finally we explore the feasibility of the proposed model by analyzing combat effectiveness such as target acquisition rate, remote control success rate, reconnaissance lead time, survival rate, and enemy's loss rate under a small-unit armor reconnaissance scenario. The proposed model is expected to be used in war-game combat experiments as well as analysis of the effects of manned-unmanned ground weapons.
Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.
Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.
As the paradigm shifts from treatment and provider-centered healthcare to prevention and consumer-centered healthcare, the integration of ICT convergence technology is calling for an era of digital healthcare industry revival in the Fourth Industrial Revolution. It is possible to provide individual customized medical services utilizing various medical data, and it is possible to provide various medical services that transcend time and space through integration with other industries. Such digital healthcare includes health, nutrition, exercise, and patient care, while the digital healthcare industry includes healthcare and IT related to medical devices, medical information systems, and healthcare platforms that can provide personal health and medical information. Due to the social demands of the aging and the increase of chronic diseases, digital healthcare is considered as an important policy in the fourth industrial revolution in Korea. In order for the digital healthcare industry to contribute to the prolongation of human life and the improvement of quality of life, it is urgent to develop related infrastructures, legal institutions, and prepare policies. In addition, it is important to activate convergent education to foster talents who will lead the digital healthcare industry. The purpose of this study was to examine the trends of the digital healthcare industry in the era of the fourth industrial revolution and the direction of government R & D policies, and to derive directions and suggestions for future development.
There is a large waste of time, money, and production through the infelicitous product design process in small and medium enterprises. They don't possess enough career-manpower with respect to design. Especially, the objective and scientific approach process isn't presented very well on the 'establishment concept' of the embodiment phase or 'Sketch and Rendering' of the development phase which are the most important design processes. So, this research is applied to the conception of the AHP method. It uses the basic concept of relativity to decrease risk from the calculational quantity data, and supplement the decision making phase. Generally, human beings can conclude by relative judgement which is more influenceable than absolute judgement. So we must use the relative comparison concept rather than the comparison of two items with variable sketches based on characteristics of human beings. Thus, efficiency judgement is dependent on design sketch comparisons which help the consistency progress of variable alternative plans. We can decrease risk when we chose the final design and increase efficiency of the design decision making. That is now a perfect selection of each alternative's ranking and sensitive design result but this research will provide consistency criterion on filtering and lead to variable design alternatives. The significance of this research is the efficiency method that overcomes differences of character and sensitivity on many phases of the process. Finally, this research proposes a new ideal process that where applied improves quality and evidence of propriety through comparison to existing methods result in method application research for improvement quality.
Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.2
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pp.883-890
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2014
The purpose of thesis was to examine an effect of physical activities with peer competence for children. In this study, 44 children in the age of 5 in 2nd Kindergarten located in K city, Chungnam. The subjects were 22 children(11 boys and 10 girls) in A Kindergarten are selected in order to conduct physical activities based on cooperation and 22 children(10 boys and 11 girls) in B Kindergarten as a comparison group to implement individual-oriented physical activities. We applied the program in the total of 20 times at 30 minutes each time, and 2 times in each session for a total of 10 weeks. For peer competence tests, a measure for peer competence is used, which is developed for children. The results are as followed. firstly, the physical activity programs developed in the study on peer competence of five-year old children. secondly, Secondly, the activities improved every sub-factors of the peer competence such as sociability, pro-sociability, proactive. In addition, the study suggests a theoretical basis that can be used as practical measures of physical activity in the children. In addition, the physical activities in peer competence could build good inter-personal relationship through active interaction among the infants and lead positive impact on the development of their sociality.
Park, Jun-Tae;Kim, Jeong-Hyun;Kang, Young-Kyun;Kim, Jang-Wook
Journal of Korean Society of Transportation
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v.30
no.2
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pp.67-78
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2012
The current traffic regulations in Korea stipulate that traffic should keep to the right according to the Road Traffic Act; thus, customarily, the 'seat-on-the-left' system has been maintained. However, an increased number of 'seat-on-the-right' vehicles are being imported via a variety of routes from foreign countries, especially from Japan. According to the data from July 2004, 1,343 cargo vehicles and 593 passenger vehicles (for diplomats, etc.) were currently being driven on domestic road. As these 'seat-on-the-right' vehicles are not compatible with the domestic transportation system of driving on the right side of the road, there is a high risk of accidents. Experiments show that such system-driver mismatch causes longer operation time for directional signals, higher error frequency in yielding due to additional mental adjustments for 'seat-on-the-right' vehicle drivers. These are, therefore, influential factors which can lead to possible accidents. Furthermore, when the experiments test the visual range during overtaking maneuvers, the visual range of the drivers in the 'seat-on-the-left' vehicle was 2.95 meters as opposed to 1.7 meters for the drivers in the 'seat-on-the-right' vehicle. (In the experiment, the drivers were instructed to look at the paper cup 10 meters away from the back of drivers' seat.) The results demonstrate that it is necessary to have additional safety measures be implemented for the 'seat-on-the-right' vehicles.
Kim, Mi Seon;Lee, Yunmi;Sung, Gi-Ho;Kim, Ji Hye;Park, Jae Gwang;Kim, Han Gyung;Baek, Kwang Soo;Cho, Jae Han;Han, Jaegu;Lee, Kang-Hyo;Hong, Sungyoul;Kim, Jong-Hoon;Cho, Jae Youl
Biomolecules & Therapeutics
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v.23
no.4
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pp.367-373
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2015
Cordyceps species including Cordyceps bassiana are a notable anti-cancer dietary supplement. Previously, we identified several compounds with anti-cancer activity from the butanol fraction (Cb-BF) of Cordyceps bassiana. To expand the structural value of Cb-BF-derived anti-cancer drugs, we employed various chemical moieties to produce a novel Cb-BF-derived chemical derivative, KTH-13-amine-monophenyl [4-isopropyl-2-(1-phenylethyl) aniline (KTH-13-AMP)], which we tested for anti-cancer activity. KTH-13-AMP suppressed the proliferation of MDA-MB-231, HeLa, and C6 glioma cells. KTH-13-AMP also dose-dependently induced morphological changes in C6 glioma cells and time-dependently increased the level of early apoptotic cells stained with annexin V-FITC. Furthermore, the levels of the active full-length forms of caspase-3 and caspase-9 were increased. In contrast, the levels of total forms of caspases-3, caspase-8, caspase-9, and Bcl-2 were decreased in KTH-13-AMP treated-cells. We also confirmed that the phosphorylation of STAT3, Src, and PI3K/p85, which is linked to cell survival, was diminished by treatment with KTH-13-AMP. Therefore, these results strongly suggest that this compound can be used to guide the development of an anti-cancer drug or serve as a lead compound in forming another strong anti-proliferative agent.
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