• Title/Summary/Keyword: Intended use purpose

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Effects of Windbreak Planting on Crop Productivity for Agroforestry Practices in a Semi-Arid Region

  • Jo, Hyun-Kil;Park, Hye-Mi
    • Journal of Forest and Environmental Science
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    • v.33 no.4
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    • pp.348-354
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    • 2017
  • Agroforestry has been practiced in arid and semi-arid regions for the purposes of preventing desertification and to increase income for locals. However, the intended effects of such practices have been limited due to strong winds and aridity. This study undertook multi-year monitoring of the productivity of income crops associated with windbreak planting in a semi-arid region of Mongolia, and explored strategies of windbreak planning to enhance the multi-purpose effects of agroforestry practices. The tree crown density of windbreak planting was on average 40% in one year after planting and 65% 2-3 years after, and thereby windspeeds were reduced by about 30% and 54%, respectively. Average windspeed reductions at leeward distances from the windbreak planting were approximately 60% within 3H (H=tree height), 50% at 5H, and 42% at 7-9H, presenting a pattern in which the farther the distance the less the reduction in windspeeds. The windbreak planting increased crop productivity by up to 6.8 times, compared to the productivity absent of windbreaks. Increases in the crown density as stated above resulted in increases of crop productivity by up to 3.6 times. Based on such results, this study proposed a model of windbreak planning as a typical land-use system of border windbreak planting or alternate windbreak planting of combining trees and income crops. The model also included tree planting with a crown density of 60% and allocation of income crops within a leeward distance of 5 times the height of the trees to reduce windspeeds by about 50%. The results from this study are applicable to practicing agroforestry not only at the study site but also in other regions worldwide where strong winds and aridity are problematic.

A Study on the Analysis of the Mechanical Beauty of the Art Style Represented on the Second Half of the 20th Century Fashion(II) (20세기 후반 패션에 표현된 예술 양식의 기계미 분석 연구(II))

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.6 no.3
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    • pp.126-156
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    • 1998
  • The purpose of this study was intended to analyze mechanical beauty of the art style represented on the second half of the 20th century fashion. From the early 20th century, when the mechanical civilization began to develop in full scale, various distinctive styles of art began to emerge by the denial of the traditional artistic style, which is said to be an inevitable consequence fo the 20th century's spirit. That is, the diversified styles of modern art, which has developed in line with the rapid growth of civilizations, experienced environmental pollution, non-humanization and un-individualization. Those phenomena became mental anguish for artists and designers, they have come to meet with changes, by their efforts to find new way. SO, the mechanical beauty is becoming a very important factor arts. Especially, the collage of the Cubism have used as art techniques of positive mechanical beauty. And in the transition from Dada to Surrealism, the objects provided an important harmony, suggesting that all things, even those achieved by chance or presented in new associations or radical dissociations, could be said to have meaning. Pop Art that expressed daily living of spending culture in the post industrial society, scaled up the induction of mass media which was much more realistic than Dada or Surrealism. According to the results of this study, the second half of the 20th century fashion has generated mechanical beauty was examined and plundered by modern art styles. The mechanical beauty of modern art was represented in the modern fashion as the positive and negative formativeness. Above all, the best way that the fashion design should take in the future, is in the search of ways how to restore humanity that was lost due to use of machine, how t develop its merits and how to harmonized with mechanical civilization.

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The Impact of Mobile Commerce Quality on Customer Satisfaction and Repurchase Intention (모바일 커머스 만족과 불만족, 지속사용의도에 미치는 영향요인에 관한 연구)

  • Jang, Mi-Ri;Lim, Dong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.2
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    • pp.195-203
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    • 2018
  • With the explosion of SNS(social network services) users, the social commerce market has emerged as a new consumer market, and will continue to grow in recent years. Despite the market environment, however, studies are lacking as to the causes of frustration that are hurting social commerce activation. This study is based on the 'Hezbollah' 2 Factor Theory and is a study of social commerce users' satisfaction and frustration factors. For this purpose, social commerce site characteristics and user characteristics were first derived from interviews and literature reviews to confirm their relationship to satisfaction and dissatisfied products. The results showed that the price discount rate, diversity, regional infrastructure, and e-commerce familiarity resulted in the impact on the definition of satisfaction, while the price discount rate, interoperability and innovation resulted in the definition of unsatisfactory goods. It also showed that satisfaction affects the definition of intended use. In particular, the price discount rate was found to be the only factor affecting the definition of unsatisfactory as well as affecting the definition of satisfaction.

Interpretation of Wood Processing Method by Tool Trace Analysis for Wooden Artifacts Excavated from Imdang-dong Site, Gyeongsan, Korea (경산 임당 유적 출토 목제유물의 도구흔적 분석을 통한 목재 가공 방법의 해석)

  • Lee, Kwang-Hee;Han, Gyu-Seong
    • Journal of the Korean Wood Science and Technology
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    • v.46 no.3
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    • pp.260-269
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    • 2018
  • The purpose of this study is to interpretate the tools and the method of making wooden artifacts by analyzing the trace of tools on the surface of wooden artifacts estimated to be from the 2nd to the 4th century. As a result of analyzing the trace of tools on the surface of 97 items of wood artifacts, it was confirmed that various tools such as rhizome, chisel, claw, hand knife and ax were used to make these artifacts. Particularly, the marks of the turning knife and the turning lathe were confirmed, and it was found that the method of turning operation was used at this time. In addition, it was confirmed that both the Nunjil (tangential process) and the Seonjil (longitudinal process) were used to produce the wooden container artifacts by turning operation. It observes that proper processing method operation was applied to manufacture wooden container artifact depending on its form and intended use.

The Convergence Effect of Internet Usage Levels on Oral Symptoms of Adolescents (청소년의 인터넷 사용 수준이 구강증상에 미치는 융합 영향)

  • Kang, Hyun-Joo
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.77-85
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    • 2019
  • The purpose of this study was to analyze the effects of adolescents' Internet Usage Levels on their oral symptoms using the data from 60,040 students in the 14th Korea Youth Risk Behavior Web-Based Survey in 2018. The logistic regression for the effects of Internet Usage Level on the oral symptoms were analyzed using a logistic regression method. Symptoms of toothache when eating and throbbing symptoms, and gum pain symptoms showed high levels of stress, and high awareness of pain when lower daily frequency of tooth-brushing. In addition, the less time spent on the Internet, the more subjective health awareness, the higher sleep satisfaction, the less smoking and drinking experience, Results were significantly lower. In conclusion, health education that mitigates adolescents' excessive use of the Internet is believed to enable proper health practices and is intended to help develop health education programs that can prevent such oral symptoms.

A Study on Relationship between Media Environment and Adolescent Cyber-Delinquency : Focused on X-rated Media Commitment (매체환경과 청소년 사이버비행과의 관계에 대한 연구 : 성인매체몰입을 중심으로)

  • Lee, Chang-Moon;Moon, Jin-Young;Park, Ju-Won
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.365-379
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    • 2019
  • The purpose of this study is to investigate what factors affect cyber-delinquency after examining the previous research focusing on the general strain theory and the delinquency opportunity theory in the existing studies. And as adolescents move from middle school to high school, this study is intended to analyze what factors affect cyber-delinquency from a longitudinal perspective using KCYPS(Korea Child and Youth Panel Survey) elementary 4th grade fourth and seventh data. The adolescence cyber-delinquency probability of occurrence were analyzed through the panel logit fixed-effect model using STATA. And then the cyber-delinquency frequency of adolescents were analyzed through the panel tobit random-effect model. As a result of analyzing the factors affecting cyber-delinquency frequency, Adult media commitment, computer use time, and cell phone dependency increased cyber-delinquency frequency. On the other hand, among the parenting attitudes, the attitude of supervising attentively and adolescents' age-increasing decreased cyber-delinquency frequency.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

The Analysis of North Korea's Economic Policy Trends through Topic Modeling (토픽모델링을 통한 북한의 경제정책 동향 분석)

  • Kang, Kyung Hwa
    • Smart Media Journal
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    • v.9 no.4
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    • pp.44-51
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    • 2020
  • Since the mid-to-late 1990s, there have obviously been many changes in the North Korean economy. Since the change has been more pronounced since Kim Jong Un took power in 2012, the purpose of the paper is to track the trend of economic policy by timing. In this paper, I use LDA Topic Modeling, a text-mining analyzer method, to analyze the economics journal "Economic Research," which is a representative literature in the economic field published in North Korea. An in-depth analysis of the "economic research," which has an unrivaled position as an economic journal produced in North Korea, can be said to be an essential task in tracking the reality, limitations facing the economy and alternatives that North Korean authorities are aware of. Through the "Economic Research," where various topics of debate on the North Korean economy are hidden, the North Korean leader's economic policy flow is examined and the contents of the "change" intended by the current Kim Jong-un regime are analyzed.

Analysis of the Meaning of Mask in Fashion (패션에서의 마스크에 관한 의미 분석)

  • Jung, Junghee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.2
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    • pp.147-165
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    • 2022
  • The purpose of this study is to examine various types and characteristics of masks and to consider what meanings they have in the recent fashion world. To this end, this study attempts to reflect on the internal meaning of masks exhibited in fashion designers' collections rather than functional meanings. It has an implication; in that it tries to help understand the expressive needs for variety and freshness pursued by modern fashion and use the unique design development to understand the internal meanings of masks. It, therefore, examines the existing domestic and foreign literature and data about masks from a theoretical perspective, and also attempts to draw findings from the data of fashion collections which have been held since the 2000s, as well as from literature research based on books about fashion and various other media. The meanings of masks in the field of fashion are as follows: First, they express identity, by criticizing the couture fashion, through the fashion. Second, they present a new concept of body, showing an illogical and ambiguous identity in which both feminine and masculine images coexist. Third, they are media externally communicating insights about human beings' inner world, through which various messages are transferred to modern people who are attached to external appearances, and the identities possessed by designers are revealed by the masks. Fourth, they ask about a boundary between gender and sexuality, as a means to make us concentrate on the important social issue, while expressing various and new identities, like the hybrid identity. In other words, they can be found to be used as effective media in communicating fashion massages intended by fashion experimental and creative designers.

A survey of learners' satisfaction with non-face-to-face online class execution and evaluation (비대면 온라인 수업실행 및 평가에 대한 학습자 만족도 조사)

  • Go, Eun-Jeong
    • Journal of Korean Clinical Health Science
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    • v.10 no.1
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    • pp.1543-1552
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    • 2022
  • Purpose: It is intended to investigate the satisfaction of dental hygiene students with non-face-to-face online classes and use them as basic data for successful lecture design and operation. Methods: The data collected in this study were analyzed using the lBM SPSS Statistics 21 program. The general characteristics of the study subjects were frequency analysis, non-face-to-face online class satisfaction, and test satisfaction were frequency analysis and technical statistics. Through the independent sample T test, a t-test was conducted to find out whether there was an average difference in online class and test satisfaction according to grade. Results: The advantages of non-face-to-face online classes were that repetitive learning was possible (57.7%), the disadvantage was that there was a lack of real-time communication (74.9%), and the most efficient teaching method was a mixed form of online and face-to-face classes (64.9%). The satisfaction level of online classes was 2.69 points for 'self-directed learning habits,' which was the highest compared to the overall average of 2.55 points, and 2.09 points for 'difficulty in interaction between instructors and learners in online classes.'Non-face-to-face test satisfaction was 2.68 points for 'short test time gives fairness to test results,' higher than the overall average of 2.45 points, and 2.07 points for 'no difficulty accessing the test.'In terms of satisfaction with the non-face-to-face test according to the grade, it was found that the third grade showed a more negative attitude than the second grade in terms of sexual fairness (p<0.05). Conclusions: Through the above results, non-face-to-face online classes require various content development and some mixed classes considering the level of students, and instructors' efforts to improve the quality of classes for interaction between instructors and learners are needed.