• Title/Summary/Keyword: Media Flow

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A Fully Coupled Hydrogeomechanical Numerical Analysis of Rainfall Impacts on Groundwater Flow in Slopes and Slope Stability (사면 내의 지하수 유동과 사면의 안정성에 대한 강수 영향의 완전 연동된 수리지질역학적 수치 해석)

  • 김준모
    • Journal of the Korean Geotechnical Society
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    • v.18 no.6
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    • pp.5-16
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    • 2002
  • A hydrogeomechanical numerical model is presented to evaluate rainfall impacts on groundwater flow in slopes and slope stability. This numerical model is developed based on the fully coupled poroelastic governing equations for groundwater flow in deforming variably saturated geologic media and the Galerkin finite element method. A series of numerical experiments using the model developed are then applied to an unsaturated slope under various rainfall rates. The numerical simulation results show that the overall hydromechanical slope stability deteriorates, and the potential failure nay initiate from the slope toe and propagate toward the slope crest as the rainfall rate increases. From the viewpoint of hydrogeology, the pressure head and hence the total hydraulic head increase as the rainfall rate increases. As a result, the groundwater table rises, the unsaturated zone reduces, the seepage face expands from the slope toe toward the slope crest, and the groundwater flow velocity increases along the seepage face. From the viewpoint of geomechanics, the horizontal displacement increases, and the vertical displacement decreases toward the slope toe as the rainfall rate increases. This may result from the buoyancy effect associated with the groundwater table rise as the rainfall rate increases. As a result, the overall deformation intensifies toward the slope toe, and the unstable zone, in which the factor of safety against shear failure is less than 1, becomes thicker near the slope toe and propagates from the slope toe toward the slope crest. The numerical simulation results also suggest that the potential tension failure is likely to occur within the slope between the potential shear failure surface and the ground surface.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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Characterization of Toluene Vapor Removal Efficiency Using Alnus Firma Fruit in a Biological Treatment Process (오리나무 열매를 이용한 생물처리장치에서의 톨루엔 가스 처리효율 특성)

  • 공남식;차수길;서정윤
    • Journal of Korean Society for Atmospheric Environment
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    • v.19 no.6
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    • pp.689-699
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    • 2003
  • This study was to examine characteristics of treating toluene vapor, which gets to be problematic due to its harmful carcinogenicity and mass generation from various sources, through a biological treatment facility which is environment-friendly and adopts a high-efficient and low-cost clean technology. In order to identify whether Alnus Firma Fruit (AFF) can be used as a media for a bioreactor, its utility and basic operating factors, a study was conducted on pressure drop, supply of nutrient substances and retention time which are operating factors of a biofilter, and eliminating characteristics were compared between AFF and the conventional biological activatedcarbon (BAC) widely used as filter media. In the case of AFF, the initial microbial deposits was 2.3${\times}$10$^{7}$ CFU/g dry AFF, which represents the initial microbial density higher than the case of BAC showing 5.5${\times}$10$^{6}$ CFU/g dry BAC And it took about 2 weeks to acclimate until its eliminating rate got to be increased over 90%. As a result of comparing pressure loss taking place with the lapse of time between BAC and AFF, after 130 days passed at SV 25h$^{-1}$ , BAC showed that its eliminating efficiency had a tendency to drop greatly due to a great pressure loss (0.53\longrightarrow54.7 mm$H_2O$/m) caused by an excess of biomass as accumulated. On the other hand. AFF showed that the pressure drop was 0.53 mm$H_2O$/m, about 2 times as much as the initial pressure loss of 0.4 mm$H_2O$/m, which represents no great change in the pressure loss, and its eliminating efficiency was also shown to be continuously high. Therefore, when AFF was used as a filler for a biological treatment facility, a biological filter enabling improvement of the purifying efficiency to be promoted could be provided, and moreover, the pressure loss was so small that the filler replacement cycle or the back flushing cycle could be extended. So, even in terms of the operating cost, it was identified to be an economical filler When an inorganic material was used as a filler, the biofilters performance acted sensitively on whether nutrient substances were supplied or not. In the case of AFF with low adsorptivity, addition of ethyl-alcohol increased the solubility of toluene, and consequently, biodegradation got to be actively made by microbes, and thus, its eliminating rate could be increased. As the flow velocity and the inflow concentration got to be more increased, its eliminating rate got to be lower, and particularly, an increase in the flow velocity made its eliminating rate drop more greatly than an increase in the concentration.

High Resolution Video Synthesis with a Hybrid Camera (하이브리드 카메라를 이용한 고해상도 비디오 합성)

  • Kim, Jong-Won;Kyung, Min-Ho
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.7-12
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    • 2007
  • With the advent of digital cinema, more and more movies are digitally produced, distributed via digital medium such as hard drives and network, and finally projected using a digital projector. However, digital cameras capable of shotting at 2K or higher resolution for digital cinema are still very expensive and bulky, which impedes rapid transition to digital production. As a low-cost solution for acquiring high resolution digital videos, we propose a hybrid camera consisting of a low-resolution CCD for capturing videos and a high-resolution CCD for capturing still images at regular intervals. From the output of the hybrid camera, we can synthesize high-resolution videos by software as follows: for each frame, 1. find pixel correspondences from the current frame to the previous and subsequent keyframes associated with high resolution still images, 2. synthesize a high-resolution image for the current frame by copying the image blocks associated with the corresponding pixels from the high-resolution keyframe images, and 3. complete the synthesis by filling holes in the synthesized image. This framework can be extended to making NPR video effects and capturing HDR videos.

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A Nuclide Transfer Model for Barriers of the Seabed Repository Using Response Function (응답함수를 이용한 해저처분장의 방벽에 대한 핵종전달 모델)

  • Lee, Youn-Myoung;Kang, Chul-Hyung;Hahn, Pil-Soo
    • Nuclear Engineering and Technology
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    • v.28 no.2
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    • pp.175-184
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    • 1996
  • A nuclide transfer by utilizing mass transfer coefficient and barrier response function defined for each barrier is proposed, by which the final nuclide transfer rate into the sea water can be evaluated. When simple and immediate quantification of the nuclide release is necessary in the conservative aspect, using this kind of approach may be advantageous since each layered barrier can be treated separately from other media in series in the repository system, making it possible to apply separate solutions in succession to other various media. Although one disadvantage is that while flux continuity can be maintained at the interface by using the exit nuclide flux from the first medium as the source flux for the next one, there may be no guarantee for concentration continuity, this problem could be eliminated assuming that there is no boundary resistance to mass transfer across the interface. Mass transfer coefficient can be determined by the assumption that the nuclide concentration gradient at the interface between adjacent barriers remains constant and barrier response function is obtained from an analytical expression for nuclide flow rate out of each barrier in response to a unit impulse into the barrier multiplied by mass transfer coefficient. Total time-dependent nuclide transfer rate from the barrier can then be obtained by convoluting the response function for the barrier with a previously calculated set of time-varying input of nuclide flow rate for the previous barrier.

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Production of Realistic Explosion Effects through Four Types of Solutions (4가지 솔루션을 통한 사실적인 폭발효과 제작)

  • Kim, Dong Sik;Hwang, Min Sik;Lee, Hyun Seok;Kim, Yong Hee;Yun, Tae Soo
    • Smart Media Journal
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    • v.4 no.4
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    • pp.120-129
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    • 2015
  • Explosion effect on CG (Computer Graphic) a visual effect on which a higher degree of technological difficulty is required with a variety of effect elements such as Fire, Smoke, Flame, Dust, Debris, etc. integrated on it. As skills for CG software have been advanced, solutions loaded with functions of various fluid simulation have been developed. So more realistic special effects came to be available. However, in Korea, it depends just on CG program functions. Besides, enough R&D's concerned have not been followed up. Accordingly, this study is aimed at offering a production method that may effectively implement more realistic explosion effects under experimentations. To begin with, the study derives problems through a precedent study of the implementation of existing explosion effects. Then to solve them, experimental studies are performed depending on four solutions. There are accesses to the four solutions: first, Numerous Turbulent Flow, a method to allow an attribute of turbulent air in the stage of fluid simulation; second, Cache Retiming Solution produced in script; third, Multiple Volume Container based on cached data; and fourth, RGB Lighting Pipeline, a method to enhance the completion of the result from the stage of composition. Characteristics of effects applied in each stage and consecutive connections of them proved the effective implementation of more realistic explosion effects. This study may not only suppose the production method for efficient explosion effects differentiated from the previous ones but also be utilized as basic data for relevant researches.

Study on Three-Dimensional Analysis of Agricultural Plants and Drone-Spray Pesticide (농작물을 위한 드론 분무 농약 살포의 3차원 분석에 관한 연구)

  • Moon, In Sik;Kown, Hyun Jin;Kim, Mi Hyeon;Chang, Se Myong;Ra, In Ho;Kim, Heung Tae
    • Smart Media Journal
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    • v.9 no.4
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    • pp.176-186
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    • 2020
  • The size and shape of crops are diverse, and the growing environment is also different. Therefore, when one uses a drone to spray pesticides, the characteristics of each crop must be considered, and flight conditions such as the flight height and forwarding velocity of the drone should be changed. The droplet flow of pesticides is affected by various flight conditions, and a large change occurs in the sprayed area. As a result, an uneven distribution of liquid may be formed at the wake, and the transport efficiency will be decreased as well as there would be a risk of toxic scatter. Therefore, this paper analyzes the degree of distribution of pesticides to the crops through numerical analysis when pesticide is sprayed onto the selected three crops with different characteristics by using agricultural drones with different flight conditions. On the purpose of establishing a guideline for spraying pesticides using a drone in accordance with the characteristics of crops, this paper compares the amount of pesticides distributed in the crops at the wake of nozzle flow using the figure of merit, and the sum of transported liquid rate divided by the root mean square of the probability density function.

Analysis of Factor's Priority for 4K-UHD content workflow (4K-UHD 콘텐츠 제작 워크플로우 중요도 분석)

  • Chang, Hyung-Jun;Kim, Kwang-Ho
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.271-282
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    • 2014
  • The recent flow of broadcasting technology, HDTV and 3DTV are being followed to develop UHDTV. UHDTV has established itself as the new paradigm. In Korea, the 4K-UHDTV experimental terrestrial broadcasting and cable and satellite TV services are being carried out in the present. 4K-UHD content creation workflow to enable a systematic formulation is needed. In this study, Through expert opinion 4K-UHD production workflow to derive the important topics and Hierarchical analysis methods (AHP, Analytic Hierarchy Process) is applied to 4K-UHD content creation is important to consider the items were compared to each other. The upper layer has a content creation workflow planning side, the media file management side and operational aspects of the selection and production equipment were classified. In the lower layer, UHD STAFF roles between production and training, media management, selection and operation of the storage device was evaluated in a relatively important. In addition, real-time 4K-UHD suggested workflow for production.

Permeability Evaluation of OPC and GGBFS Concrete with Cold Joint (콜드조인트를 가진 OPC 및 GGBFS 콘크리트의 투수성 평가)

  • Choi, Se-Jin;Kim, Seong-Jun;Moon, Jin-Man;Kwon, Seung-Jun
    • Journal of the Korea Concrete Institute
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    • v.27 no.4
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    • pp.435-441
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    • 2015
  • Concrete, as a porous media, has permeability and it is considered as a major parameter for durability evaluation. Cold joint caused by delayed placing of concrete accelerates water permeation and intrusion of harmful ions. In the paper, concrete specimens containing GGBFS (Ground Granulated Blast Furnace Slag) and OPC (Ordinary Portland Cement) are prepared with cold joint section, and water permeability and water flow at the age of 91 days are measured for 2 weeks. Sound concrete with GGBFS shows decreased permeability to 89% for sound concrete with OPC and 0.86 of decreasing ratio is evaluated in GGBFS concrete with cold joint. Through WPT (Water Penetration Test), the effects of mineral admixture and cold joint on water permeability are evaluated, and variation in water behavior via cold joint is analyzed through probabilistic method as well.