• 제목/요약/키워드: On-off Control

검색결과 2,547건 처리시간 0.031초

양자우물구조에 의한 태양전지 단락전류 증가 효과와 이차이온 질량분석법에 의한 원소 정량 분석 (Effect of Short Circuit Current Enhancement in Solar Cell by Quantum Well Structure and Quantitative Analysis of Elements Using Secondary Ion Mass Spectrometry)

  • 김정환
    • 공업화학
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    • 제30권4호
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    • pp.499-503
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    • 2019
  • GaInP/GaAs 양자우물(quantum well)구조를 N-AlGaInP/p-GaInP 이종 접합구조 태양전지에 도입하여 그 특성을 조사하고 양자우물구조가 없는 태양전지와 비교하였다. 에피층은 (100)평면이 (111)A 방향으로 $6^{\circ}$ 기울어진 p-GaAs 기판 위에 성장하였다. 태양전지 박막구조는 두께 400 nm의 N-AlGaInP 층에 590 nm의 p-GaInP와 210 nm의 GaInP/GaAs 양자 우물 구조(10 nm GaInP/5 nm GaAs의 14겹 구조)가 도입된 양자우물 태양전지 구조와 800 nm의 p-GaInP의 단일이종접합 구조로 이루어진다. 측정결과 $1{\times}1mm^2$의 태양전지에서 단락전류밀도($J_{sc}$)는 양자우물구조가 도입된 태양전지에서는 $9.61mA/cm^2$, 양자우물 구조가 없는 태양전지에서는 $7.06mA/cm^2$가 각각 측정되었다. 이차이온질량 분석법(SIMS)과 외부양자효율(external quantum efficiency) 측정을 통하여 단락전류 증가에 의한 효율증가가 흡수 스펙트럼의 확대가 아닌 양자우물에 의한 carrier 재결합의 억제에 의한 효과임을 확인하였다.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.

기업간 거래에서 정보기술을 활용한 전자적 협력의 범위와 선행요인에 관한 연구 (A Study on the Scope and Determinants of Electronic Collaboration based on IT in Interorganizational Relationships)

  • 최수정
    • Journal of Information Technology Applications and Management
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    • 제15권4호
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    • pp.159-188
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    • 2008
  • This study suggests strategies which can enable to creation of new opportunities of competitive advantages while operating a long lasting and consistent business with major trading partners, based on interorganizational information systems (IOISs) specially established and installed for interorganizational transactions. Nowadays, IOISs based mechanism having been widely expanded as a conventional business infrastructure for the interorganizational transactions and/or exchanges, it is customary difficult to obtain any strongly sound advantage over the competitors who have adopted even the simplest deployment of the IOIS mechanisms. In this connection, this study intends to investigate the interorganizational collaborative activities conducted by under the auspicious of IOISs, focused on the prospect of the exploitation of IOISs rather than the implementation of the IOISs. In this study, we, firstly, suggest the concept of Electronic Collaboration which can be defined by the collaborative activities conducted by IOISs, compared to the ones conducted on off-line. In addition, we suggest the Electronic Collaboration as a multi-dimensional concept, constituted by three sub-constructs, the Electronic Information Sharing (EIS), the Electronic Joint Activity (EJA), and the construction of the Electronic Relational Knowledge Store (ERKS). Secondly, we empirically verify the effects of relational and environmental determinants on the Electronic Collaboration. In this study, the relational determinants relate to the variables created in interorganizational relationship like Trust, Influence, Relational Specific Asset-asset invested for the transaction-, and Continuity of the relationship. On the other hand, the environmental determinants relate to the variables surrounding the relationship which are difficult to control. We consider Product Complexity, Technological Uncertainty, and Market Variability as the domain of the environmental determinants. To test our hypotheses, we conducted both paper-based survey and online-based survey. After refining the data with missing responses, a total of 150 data was used for analysis. The results were as follows : Firstly, it is statistically significant that the Electronic Collaboration is composed of EIS, EJA, and ERKS. In particular, the results imply that the firms are able to accumulate relational knowledge base as well as to exchange information or knowledge, and to conduct joint activities through effort to further expand the Electronic Collaboration. Secondly, we have verified the individual effects of the relational and the environmental determinants on the Electronic Collaboration. Product Complexity has been revealed as the most influential variable affecting the Electronic Collaboration. Next, Interorganizational Trust and Technological Uncertainty, in that order, have been seen to have significant effects on the Electronic Collaboration. In other words, when products or services seem to be difficult to standardize, and the core technologies seem to rapidly change, the need for the Electronic Collaboration increase. In addition, the observation dictates that the interorganizational trust turns out to be a critical variable in building a relationship and in seeking further collaboration. The results, further, illustrate that the environmental determinants are relatively more effective than the relational determinants, which is not consistent with a few prior researches relational determinants emphasized. It is because this study doesn't consider the size of the firm. A few researchers have given an emphasis on the relational determinants like trust and influence, especially from the perspective of small firms in interorganizational relationship. However, in our study, where all the sizes of the firms are contained, electronic collaboration is considerably affected by the environmental determinants.

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Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 1997년도 7월 학술대회지
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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가습화한 고유량의 이산화탄소가스 통기가 관상동맥 내피세포층에 미치는 영향 (Effect of Humidified High Flow CO2 Gas Insufflation on the Coronary Endothelium)

  • 최재성;김준성;서정욱;김기봉
    • Journal of Chest Surgery
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    • 제37권2호
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    • pp.131-138
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    • 2004
  • 이공심폐기를 사용하지 않는 관상동맥 우회술에서 출혈로부터 수술시야를 확보하기 위해 사용하는 고유량의 가스 통기는 관상동맥 내피세포에 나쁜 영향을 미칠 수 있다. 본 연구에서는 이산화탄소 가스 통기가 유량에 따라서 관상동맥 내피세포에 다른 영향을 미치는가를 규명하고, 가습의 추가가 관상동맥 내피세포에 보호효과를 나타내는지를 평가하고자 하였다. 대상 및 방법: 돼지(n=9)를 이용하여 정중흉골 절개 후 좌전하 관상동맥을 노출한 후 4개의 분절로 나누어, 심박동 상태에서 각각의 관상동맥 분절에 절개를 가한 후, 가장 원위부 분절은 가스통기 없이 10분간 노출하였고(대조군), 다음 원위부 분절은 가습 없이 5 L/min의 유량으로(I군), 중앙 분절은 가습하면서 5 L/min의 유량으로 (II군), 근위부 분절은 가습하면서 10 L/min의 유량으로(III군) 각각 10분간 절개부위에 이산화탄소를 통기하였다. 관상동맥 분절들을 적출 후 내피세포층의 손상 정도를 평가하기 위해 hematoxyline-eosin 염색, 특수염색인 탄력섬유 염색, CD34 monoclonal antibody를 이용한 면역염색 등을 시행하고 전자현미경을 통하여 관상동맥 내막의 미세구조를 관찰하였다. 결과: I, II, III군 모두에서 내탄력판은 손상없이 온전하였으나 관상동맥 내피세포층은 모두에서 유의한 손상이 관찰되었다. 내피세포의 평균 잔존비율은 각각 I군이 20.9$\pm$16.7%, II군이 39.3$\pm$19.6%, III군이 6.8$\pm$5.3%로, II군이 다른 군들에 비해서 통계적으로 유의하게 높았으며(p=0.008), I군은 III군보다 유의하게 높았다. 결론: 이상의 결과로 이산화탄소 가스 통기로 인한 관상동맥 손상의 정도는 주로 통기 가스의 유량에 달려있으며, 10 L/min 이상의 고유량의 이산화탄소 가스 통기 시에는 가습을 하더라도 관상동맥 내피세포층의 보호효과를 기대하기 힘들다고 할 수 있다.

자외선 LED 포장용기 시스템에 의한 포장절단당근의 품질보존 (Quality Preservation of Shredded Carrots Stored in UV LED Packaging System)

  • 김남용;이동선;안덕순
    • 한국식품영양과학회지
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    • 제43권1호
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    • pp.135-140
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    • 2014
  • 신선농산물의 저장성을 향상시키기 위해 저장용기에 장착된 자외선영역의 LED는 저온 냉장시스템에서 지속적 조사처리 또는 간헐적 조사 처리 방식으로 활용되며 비교적 저렴한 가격으로 이용 가능하다. 저장용기에 자외선영역의 280 nm, 365 nm, 405 nm LED를 각각 장착하고 대표적 신선편이식품의 하나로서 절단당근을 선택하여 $10^{\circ}C$ 온도에 저장하면서 LED 조사 처리 조건에 따른 품질변화를 살펴보았다. 저장용기의 뚜껑 안쪽 부분에 장착된 자외선 LED는 절단당근의 표면으로부터 2 cm 높이에서 조사되도록 하였으며, 하루에 30분 간격으로 on/off를 2회 반복하여 조사하였다. 공기조건에서 절단당근에 Escherichia coli 균주를 접종한 경우와 자연적 미생물 오염도를 측정해 본 결과, 280 nm 자외선 LED 조사 처리를 한 경우 다른 파장(365 nm, 405 nm)의 조사 처리구보다 더 큰 미생물 성장 억제능력을 보여 가장 효과적이었다. 공기 조건에서 절단당근의 카로티노이드 함량은 365 nm와 405 nm에서 대조구에 비해 높은 함량을 보였다. MA 조건에서는 대조구를 포함한 모든 처리구에서 산소농도 1.2~4.3%, 이산화탄소 농도 8.4~10.6%의 가스농도로 유지하여 LED 처리에 따른 내부기체조성의 차이는 나타나지 않았지만, 280 nm 자외선 LED 조사 처리가 가장 큰 미생물 성장 억제를 보였다. 카로티노이드 함량은 LED 조사 효과보다 MA 포장 효과에 의해 카로티노이드 보존이 지배적으로 작용한 것으로 보여 처리구 간의 유의적인 차이는 없었다. MA 조건에서 DPPH 라디칼에 대한 소거활성은 365 nm와 405 nm에서 약간 높게 나타났다. 이를 바탕으로 자외선 LED를 이용하여 신선농산물 포장의 적용가능성을 확인하였으며, 저장용기에 자외선 LED를 장착함으로써 수확 후 수송, 판매, 저장 단계에서 신선농산물을 더욱 신선하게 유지시킬 것으로 기대된다.

현행(現行) 수의(壽衣) 착의법(着衣法) 관(關) 연구(硏究) (A Study about Current Putting on a Shroud)

  • 남민기;백영자
    • 패션비즈니스
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    • 제3권2호
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    • pp.85-90
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    • 1999
  • A shroud is clothes for giving a dead person a bath and being finely dressed:though our routine clothes have been western, putting on a shroud has been kept comparatively well as a tradition of a conventional ceremony garments. This study is about the current using of dressing a shroud, and for presenting foundations of a way about dressing a shroud in order to make the most of this by everyone, therefore this research will be worthwhile to preserve the traditional custom of giving a dead person a bath and being finely dressed. 1. We must confirm the death of a person before we do Su-Si for controlling rightly a corse. Su-Si is ways of changing a clean clothes after bathing the dead person, tieing up hands, feet and ankles with a string, filling up a mouth, a nose and ears with a wad of cotton, laying down the dead person with his head toward east, and setting up a screen after covering the dead person with a bed sheet. 2. Here are processes of putting on a shroud. After the day of death, first of all, you must untie the string to control rightly a corpse, take off the clothes, and give a dead man a bath. You trim the dead person's fingernails and toenails, put them in O-nang, then put his hands and feet in five pouches, finally put feet in korean socks and wrap with Ak-su. You put a underwear in a overwear in order to put on the clothes easily, and then put on an upper garments after putting on trousers. And put on Sb-sin After you wash the dead person's face and his hair, you put gems and raw rice in his mouth, wrap head with cotton fabrics, and put hairs into five pouches, then put on a headgear which is filled with five pouches. 3. You tie up with hem cloth the dead person dressed a shroud after wrapping with Dae-ryum-km and So-ryumkm. 4. After you encoffin the dead person, you weave coffin strings with cotton fabrics in order to lift up the coffin easily, and lay down a red fabrics having white letters about the dead person's name or social position onto the coffin, then cover the coffin with a coffin cover : finally you leave the coffin at the former place and set up screen.

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BIM을 활용한 LCA기반 환경부하평가에 관한 연구 - NATM 터널 사례 중심으로 - (A Study on the Evaluation of Environmental Load Based on LCA Using BIM - Focused on the Case of NATM Tunnel -)

  • 이양규;한중근;권석현
    • 대한토목학회논문집
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    • 제38권3호
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    • pp.477-485
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    • 2018
  • 건설공사시 발생하는 환경부하 관리를 위해서는 시공시 실제 투입되는 물량을 면밀히 파악할 필요가 있다. 현재 건설공사에서는 2D도면을 활용한 설계의 경우에는 실제 설계 도서간 물량산출 값의 오차, 설계항목의 누락이 발생하고 있으며 건설 공사의 경우 불확실한 요소들로 인하여 시공 중에도 빈번히 설계변경 및 오류가 발생하고 있다. 또한 2D 설계를 바탕으로 하는 LCA평가의 경우 도면, 내역서 등을 이용하여 작업자가 수기로 작업공종에 투입되는 자재를 산출해야하는 어려움이 있다. 본 연구에서는 2D 설계를 바탕으로한 물량산출과 BIM기반의 물량산출을 바탕으로 LCA 분석을 비교하여 시공과정에서 활용 할 수 있는 신뢰도 높은 환경부하평가 방법을 검증하고자 한다. 또한 설계도서를 활용한 내역기반의 2D설계의 물량산출 및 LCA 평가 방법을 제시하고, 3D 기반의 평가 프로세스를 비교 분석하여 BIM 설계기법 도입에 따른 LCA 평가 활용 가능성을 제시하고자 한다.

Norinyle 복용이 체내대사에 미치는 영향에 대한 연구 (A Study on Metabolic Effects of Norinyle Administration on Female Guinea Pig)

  • 김창연;주진순
    • Journal of Nutrition and Health
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    • 제12권4호
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    • pp.29-42
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    • 1979
  • In order to observe metabolic effects of an oral conceptive, Norinyle, on female Guinea pig, the changes of ascorbic acid amount and alkaline phosphatase activity in the liver and serum were determined, and histochemical changes of the uterus were observed by microscopic and electronmicroscopic methods by administration of Norinyle with or without ascorbic acid. The results obtained are summerized as follows: 1) The metabolic changes were clearly influenced by the administration of Norinyle alone, but the changes were diminshed by administration of Norinyle with ascorbic acid. 2) The adimnistration of Norinyle influenced to increases the requirment of ascorbic acid in the liver. 3) The uterus weight of the Norinyle administered group was much increased, while the weight was less increased in the group of administered Norinyle with ascorbic acid than the control. 4) The Norinyle administration was brought about an atrophy of endometrium, of uterus especially, functional layer, that the formation of glands were inadequately and the fromation of basal layer and stroma were diminished. 5) An acute infarction on the all layers of the uterus was developed at 9th and 25th days of Norinyle administration and 20th day of Norinyle with ascorbic acid administration. 6) A hypertrophy of stromal and endovascular cells were observed on the groups administered of Norinyle alone(group II ) or Norinyle with ascorbic acid(group IV). 7) It was observed that amount of collagen fiber in the basal and muscular layeres of uterus were diminished under a microscopical observation by the special stained specimen on the Norinyle administered group, but the amount and distribution of reticulin fiber were not changed significantly. 8) The fille structure of outer functional layer of the uterus were significantly changed by administration of Norinyle which were shown irregurarity of nuclear membrane, poor development ana significant expansion of enaoplasmic reticulum, decreases of the amount of ribosome due to slip off, increases of the number of dense bodies, obvious formation of vaccule, an4 decreases the amount of collagen in inner and outer layer of the stroma. 9) The amount of ascorbic acid in the serum did not much changed but the amount in the liver was much decreased by the administration of Norinyle, And the administration of Norinyle with ascorbic acid induced for a significant diminishing on the changes of uterus which might be able to developed by the administration of Norinyle alone.

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청년층의 인구이동과 주택정책의 관련성에 관한 연구: 수도권을 중심으로 (The Relationship between the Migration of the Young Generation and Housing Policy: Focused on the Seoul Metropolitan Area)

  • 박부명;김성아
    • 토지주택연구
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    • 제11권1호
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    • pp.21-38
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    • 2020
  • This study examined the population movement of the young generation in accordance with the characteristics of housing market focusing on the housing problem of youth issues. Targeting 64 local governments in the seoul metropolitan area, the temporal range was decided as 2015. Setting up the rising population in 19-34 as a dependent variable, supposing that each age group shows different characteristics, it was divided into age groups in 19~34, 19~29, and 25~34. The population movement of the young generation in accordance with the characteristics of housing market was considered through the multiple regression analysis. In the results, the population movement of the young generation was influenced by the change in detached multi-family housing and the rate of housing supply. The increase of detached multi-family housing promoted the population inflow of the young generation while the population movement of the young generation was disturbed by the rising rate of housing supply. Also, when the local characteristics are not controlled, the young generation hesitates to enter the region where relatively high rent should be paid while the new housing supply focusing on apartment is hard to be selected by the young generation for residence because of the size and price. The population movement of the young generation looked quite different in each age group. The population inflow of the young generation in 19~29 was influenced when there were many officetels and non-apartments on top of detached multi-family housing. On the contrary, the population movement of the young generation in 25~34 was significantly influenced by the increase of the whole size of completed apartment area. Even though it was not the research subject of this study, among control variables, the financial independence and daily average number of get-on/off had effects on the movement of the young generation. It means that the housing type preferred by college students and social novices is different from the housing type preferred by the group with experiences in marriage and childbirth within the same young generation. Thus, it would be necessary to divide the purposes of policies for each subject when executing the youth housing policies.