• 제목/요약/키워드: Masterpiece

검색결과 57건 처리시간 0.027초

강낭콩 (Phaseolus vulgaris L.) 종자성숙에 따른 지베렐린 수산화효소 활성의 변화 I. $GA_{20}을\;GA_1$으로 변환시키는 $3{\beta}-Hydroxylase$ (Changes in Gibberellin Hydroxylase Activity during Seed Maturation of Phaseolus vulgaris L. I. $3{\beta}-Hydroxylase$ Converting $GA_{20}\;to\;GA_1$)

  • 정상수
    • Journal of Plant Biology
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    • 제35권3호
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    • pp.185-190
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    • 1992
  • 강낭콩의 두 품종(정상종인 Kentucky Wonder와 왜성종인 Masterpiece)의 미성숙 종자로부터 부분 정제한 GA $3{\beta}-수산화효소를$ 사용하여 $[^3H]GA_{20}$으로부터 $GA_1$로의 효소활성의 변화를 조사하였다. 두 품종의 종자성숙에 따른 $3{\beta}$ 수산화효소 활성의 변화와 강약에는 차이가 없었다. 극히 미성숙한 종자에서 단위 단백질당 GA $3{\beta}-수산화효소$ 활성이 가장 높았다. 단위 종자당 효소의 비활성은 개화 후 21일 전후에서 최대치를 나타내었으며, 종자가 더욱 성숙함에 따라 활성은 감소되었다. 동일량의 $3{\beta}-수산화효소$ 활성을 사용하여 $[17-^{13}C,\;^3H_2]\;GA_{20}$의 대사를 조사한 결과, GA_1,\;GA_5,\;GA_6$으로의 변환율은 종자생장단계에 관계 없이 거의 일정하였다. $GA_5로부터\;GA_6$의 epoxidation은 정제한 $3{\beta}-수산화효소분획에$ 이루어졌으며(Kobayashi et al., 1991), 이 반응은 $3{\beta}-수산화효소의$ 기질들만에 의해 특이적으로 억제되었다. 이러한 결과는 강낭콩 미성숙종자에서 $GA_{20}의\;3{\beta}-수산화반응과\;GA_5$의 epoxidation은 동일 효소에 의해 촉매됨을 시사한다.

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건설구조물(建設構造物)의 장수명화(長壽命化)와 건설폐기물(建設廢棄物)의 유효이용기술(有效利用技術) (Long- Term Durability of Construction Structure and Effective Use of Technology for Construction Waste)

  • 김규용;최형길;남정수;송하영;이도헌
    • 자원리싸이클링
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    • 제18권3호
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    • pp.11-19
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    • 2009
  • 최근 지구환경의 문제가 사회적 이슈로 부각됨에 따라 자원절약 및 자원의 유효이용이라는 측면에서 일상생활에서부터 각종 산업분야에 이르기까지 재활용과 자원절약에 관한 관심이 날로 심화되고 있는 가운데 지구 온난화 방지, 자연환경파괴의 방지, 폐기물에 의한 환경오염 방지 등 지구환경보전 측면에서 콘크리트용 골재 자원의 고갈, 시멘트 소성에너지, $CO_2$ 저감 등은 해결이 불가피한 문제로서의 당면한 과제이다. 이에 따라 건설 산업의 분야에 있어서도 건축물의 내부에 축적되어 있는 막대한 양의 자원을 유효하게 활용하고 내구수명이 길게 설계된 장수명화 건축물을 안전하고 쾌적하게 유지 관리함으로써 불필요한 건설행위를 억제하여 지구자원 및 에너지를 절감하는 창조적인 사고가 필요하다고 할 수 있다. 본고에서는 건설폐기물 발생 억제 및 유한한 지구자원의 유효이용과 재활용을 활성화시킴으로서 지구환경부하 저감을 위한 건축생산 및 건축물의 성능설계 측면에서 건축적 요구와 지구환경을 고려한 건축물의 장수명화를 위한 방법 및 건설폐기물의 유효이용기술에 대해 소개하였다.

멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구 (A study about multi platform environment game character development)

  • 최태준;유석호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.647-651
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    • 2007
  • 어느 순간부터 게임은 한 기종의 타이틀로 발매되기 보다는 멀티 플랫폼으로 발매되기 시작하였다. PS(Play Station)나 XBOX와 같은 경쟁기종의 경우에 '파이널 판타지' 나 '기어 오브 워' 등의 대표작이 있다. 하지만 게임의 타이틀이 멀티 플랫폼으로 제작되기 시작하였고 이는 게임의 제작비 상승에 따른 위험을 최소화하기 위한 게임 개발자들의 선택으로 많은 게임이 멀티 플랫폼으로 제작되고 있는 단계이다. 본 연구는 이러한 멀티 플랫폼 환경에서 게임 캐릭터 개발 방법에 관하여 멀티 플랫폼의 개요와 멀티 플랫폼 환경에서의 게임캐릭터를 분석 및 사례제안을 통하여 멀티 플랫폼에 대한 방향을 제시를 위한 기초 자료로 활용하고자 한다.

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한국 안동시 하회마을과 필리핀 일로코스써 비간시의 건축 문화유산 (Architectural Heritage of Hahoe Village in Andong City, South Korea and Vigan City in Ilocos Sur, Philippines)

  • 유영찬;김곤
    • KIEAE Journal
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    • 제8권2호
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    • pp.47-52
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    • 2008
  • A nations' cultural heritage embodies its intellectual and spiritual contributions to its civilization of mankind. Cultural properties, whether tangible or intangible, represent both the essence and the basis of national cultures. Both the Philippines and South Korea's cultural heritages have survived various unfortunate chapters of their long histories. This study's purpose is to explore and evaluate the phenomenon of the architecture of Hahoe village in Andong city, Korea and Vigan city of Ilocos Sur, Philippines and to understand and cherish the cultural heritage of both countries. The historic city of Vigan has a unique architecture that blend Ilocano, Filipino, Chinese and Spanish styles in a tropical Asian setting, with a typical Spanish colonial urban layout as specified by the Ley Delas Indias. Hahoe village also represents a masterpiece of human creation and exhibit an important interchange of human values in architecture, monumental arts, town planning and landscape design. Though diverse in milieu, Hahoe village and Vigan city share a common phenomenon which is architecture that is called cultural heritage.

국내 내셔널 남성복 브랜드명의 언어적 특성 (Linguistic Characteristics of Domestic National Men's Wear Brand Names)

  • 나수임
    • 한국의상디자인학회지
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    • 제16권1호
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    • pp.91-103
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    • 2014
  • In this study, 70 national brands among men's wear brands were selected to examine linguistic characteristics of domestic national men's wear brand names. Linguistic factors which were used in national men's wear brand names were analyzed to understand their characteristics. Formative and semantic characteristics of each brand name were analyzed on the basis of the results from previous studies. It was found that long words with over four syllables are preferred than short words and single words in the form of noun are frequently used for domestic national men's wear brand names in terms of linguistic formality. English is most widely used in brand names, and European languages such as French, Spanish, and Italian are also used frequently under the influence of the country of origin. Next, the analysis result on the semantic characteristics of domestic national men's wear brand names showed that descriptive brand names are used to convey brand information directly and easily, or freestanding brand names which are absolutely irrelevant and newly coined words are chosen to create a characteristic image. In other words, brand names represent detailed business and product category of men's wear by forming a brand image of men's wear (ex. Man, Homme, Zio), and provide the information about properties and benefits related to the product such as dignity, masterpiece, and luxurious lifestyle to consumers by presenting the concept of the brand.

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MMORPG 기반 게임의 몰입에 대한 정량적 분석 방법 (Quantitative Analysis of Flow in MMORPG Games)

  • 남병철;배기태
    • 한국게임학회 논문지
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    • 제11권3호
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    • pp.73-84
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    • 2011
  • 한국의 온라인 게임 시장은 전체 게임 시장의 56.4%를 차지한다. 그 중 MMORPG류의 게임은 온라인 게임시장의 45.27%의 큰 비중을 차지하고 있다. 그런데 대부분의 MMORPG 게임들은 기획과 개발과정에서 일반화된 기준이나 원칙이 아닌 특정 기획자의 주관적 판단에 거의 절대적으로 의존하고 있다. 이런 이유로 신작게임들 중 다수는 시장에서 인정받는 대작 게임과의 차별성이나 창의성을 찾아보기 어렵고 모방작이라는 오해를 받기 쉽다. 본 논문에서는 이런 문제점을 해결하기 위해 특히 게임 몰입 부분에 대한 공통적인 정보 제공 및 정량적 분석 방법을 제안한다. 또한 성공적인 MMORPG 게임들의 몰입에 대한 분석을 통해 제안한 방법이 게임 개발 시 효과적인 가이드가 될 수 있음을 입증해 보인다.

유럽에서의 자수의 변천 (Transition of Embroidery in Europe)

  • 이경희
    • 한국의류산업학회지
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    • 제11권2호
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    • pp.231-241
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    • 2009
  • Embroidery is one of the oldest methods of textiles surface decoration. The masterpiece "Tapisserie de Bayeux," is one of the earliest Medieval embroideries. Embroidery was popular on a broad scale with introduction of what was called Opus Anglicanum("English work") in the 13th century. France had been producing sophisticated embroideries since the 16th century. England was the country producing the greatest quantity of embroideries of the best quality in the 17th century. Until the 17th century, the Church was the most important patron of needlework. Then a shift in emphasis occurred towards the domestic embroidery. English 17th century domestic embroidery reached a high point of technical brilliance and charm. In France, embroidery was produced on hangings as well as costume. 18th century interest in embellishing the domestic environment, embroideries became much more finely detailed than those of the 17th century with the use of finer wool and silk threads. French silk were the finest in the world, and their embroidery was arguably equally fine both in furnishing textiles and on costumes. "Art Needlework" was the major movement in embroidery in the late 19th century. The Royal School of Needlework was founded in 1872, followed by similar institutions around Britan. Splendid fashion embroidery of French haut-couture that was represented to Lesage atelier in 20th century.

<백-아베 비디오 신디사이저>의 오디오 비주얼아트적 고찰 (A Study on in the Context of Audiovisual Art)

  • 윤지원
    • 한국멀티미디어학회논문지
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    • 제23권4호
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    • pp.615-624
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    • 2020
  • By enabling musicians to freely control the elements involved in sound production and tone generation with a variety of timbre, synthesizers have revolutionized and permanently changed music since the 1960s. Paik-Abe Video Synthesizer, a masterpiece of video art maestro Nam June Paik, is a prominent example of re-interpretation of this new musical instrument in the realm of video and audio. This article examines Paik-Abe Video Synthesizer as an innovative instrument to play videos from the perspective of audiovisual art, and establishes its aesthetic value and significance through both artistic and technical analysis. The instrument, which embodied the concept of image sampling and real-time interactive video as an image-based multi-channel music production tool, contributed to establishing a new relationship between sound and image within the realm of audiovisual art. The fact that his video synthesizer not only adds image to sound, but also presents a complete fusion of image and sound as an image instrument with musical characteristics, becomes highly meaningful in this age of synesthesia.

솔크 생물학 연구소에 적용된 건물시스템 통합기법 분석에 관한 연구 (Analysis on the Building System Integration Methods of the Salk Institute for Biological Studies)

  • 최준성
    • 대한건축학회논문집:계획계
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    • 제34권7호
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    • pp.59-68
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    • 2018
  • Salk Institute for Biological studies is widely considered as architectural masterpiece of Louis Kahn's. Its iconic plaza with symmetrical concrete structures, overlooking the Pacific ocean in La Jolla, has been acclaimed as a facade to the sky. Little has been written on Kahn's achievements in the building system integration in order to bridge the gap between technology and design. This paper explores the technical issues, the design intents, and the major building systems to identify the Kahn's integration methods between building systems. The project is analysed into four major systems; structure, mechanical, envelope, and interior system. The integration methods of building systems are investigated in physical, visual, and functional aspects. The most distinguished cases of building system integration are the introduction of the interstitial floors between the laboratories and the creation of the smooth and warm materiality of exposed concrete walls. Kahn proposed open floor plans for the laboratories which are capable of easily adapting to changing needs. He also introduced the interstitial floors which are framed of the vierendeel truss systems and deliberately overlapped the structure systems with the mechanical systems such as ducts, water pipes, and electric conduits. The exposed concrete walls mixed with pozzolan ashes look very much like granite or limestone as the result of the physical and visual integration between structure, envelope, and interior systems.

"진실의 창안": 포드 매독스 포드의 삶과 문학적 인상주의 ("To Invent the Truth": Ford Madox Ford's Life and His Literary Impression)

  • 김희선
    • 영미문화
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    • 제14권2호
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    • pp.127-157
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    • 2014
  • Among many literary isms, impressionism is often regarded as the most frank expression of personality. As a masterpiece of modernism, Ford Madox Ford's The Good Soldier is a celebration of the subjectivity which reflects the writer's experiential reality. For Madox Ford, art is not to achieve the true objectivity of human society, but to seize the momentary perception in personal life. As the beginning of modernism, Madox Ford's impressionaism was mostly devoted to give fictive life to subjective impressions. And his heroes are usually the egoless person who can absorb the intense rapidity of consciousness without any prejudice. However, the innocent mind's receptions of myriad impressions, like those of the protagonist John Dowell or his idealized version of Major Ashburnham in The Good Solidier, were described as the enjoyable yet deceptive ones in Madox Ford's works. To engrave more sold perceptive impressions into life, Madox Ford often contrasts or mixes truth with deception, life with death as he did in his real life. Speicially as the result of thick application of real-life subject matters to his writings, Madox Ford's literary works get more vivid colors and penetrating forms. Thus, his literary impressionism based upon his harsh and passionate realities overcomes the limitations of shifting moments of senses, demolishing the boundaries between what is objective and what is subjective, like post-impressionism or expressionism. Namely, as Walter Lowenfels said, Madox Ford did not follow the impossible objectivity passively, yet instead "knew how to invent the truth."