• 제목/요약/키워드: Physical Culture

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Forecast of Man-Made Physical Environment in Digital Culture (디지털 문화로 인한 물리적 환경의 변화가능성 예측 연구)

  • 이기정;이연숙
    • Korean Institute of Interior Design Journal
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    • 제27호
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    • pp.168-175
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    • 2001
  • This study focuses to enhance the general understanding on the new approach and to provide a clue for a new paradigm in man-made physical and residential environment of the 21st Century. Through case analysis, this study aims to examine the characteristics of digital culture itself and of its physical and residential environment and to ultimately forecast the changeability of physical and residential environment prompted by the new digital wave. Without having precedent study about digital culture related to environmental issues, this study aimed to analyze the effect of digital culture in the field of physical environment and residential environment, and to forecast the changability in those fields. On the other hand, this study also atoned to be applicable in construction of a new paradigm in designing physical & residential environment in the near future, so as to contribute to the development of a new environment which will eventually improve the quality of human life.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Thinking multiculturality in the age of hybrid threats: Converging cyber and physical security in Akkuyu nuclear power plant

  • Bicakci, A. Salih;Evren, Ayhan Gucuyener
    • Nuclear Engineering and Technology
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    • 제54권7호
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    • pp.2467-2474
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    • 2022
  • Nuclear Power Plants (NPPs) are the most protected facilities among all critical infrastructures (CIs). In addition to physical security, cyber security becomes a significant concern for NPPs since swift digitalization and overreliance on computer-based systems in the facility operations transformed NPPs into targets for cyber/physical attacks. Despite technical competencies, humans are still the central component of a resilient NPP to develop an effective nuclear security culture. Turkey is one of the newcomers in the nuclear energy industry, and Turkish Akkuyu NPP has a unique model owned by an international consortium. Since Turkey has limited experience in nuclear energy industry, specific multinational and multicultural characteristics of Turkish Akkuyu NPP also requires further research in terms of the Facility's prospective nuclear security. Yet, the link between "national cultures" and "nuclear security" is underestimated in nuclear security studies. By relying on Hofstede's national culture framework, our research aims to address this gap and explore possible implications of cross-national cultural differences on nuclear security. To cope with security challenges in the age of hybrid threats, we propose a security management model which addresses the need for cyber-physical security integration to cultivate a robust nuclear security culture in a multicultural working environment.

Comparisons of Physical Properties of Bacterial Celluloses Produced in Different Culture Conditions Using Saccharified Food Wastes

  • Moon Seung-Hyeon;Park Ji-Min;Chun Hwa-Youn;Kim Seong-Jun
    • Biotechnology and Bioprocess Engineering:BBE
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    • 제11권1호
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    • pp.26-31
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    • 2006
  • The saccharogenic liquid (SFW) obtained by the enzymatic saccharification of food wastes was used as a medium for production of bacterial cellulose (BC). The enzymatic saccharification of food wastes was carried out by the cultivation supernatant of Trichoderma harziaum FJ1 culture. Acetobacter xylinum KJ1 was employed for the BC production culture. The physical properties, such as polymerization, crystallinity, Young's modulus, and tensile strength, of BCs produced by three culture methods: the static cultures using HS (Hestrin-Schramm) as a reference medium (A) or the SFW medium (B), the shaking culture (C) or the air circulation culture (D) using the SFW medium, were investigated. The degrees of polymerization of BCs produced under the different culture conditions (A-D) showed 11000, 9500, 8500, and 9200, respectively. Young's modulus was 4.15, 5.0, 4.0, and 4.6 GPa, respectively. Tensile strength was 124, 200, 80, and 184 MPa, respectively. All of the BC had a form of cellulose I representing pure cellulose. In the case of the shaking culture, the degree of crystallinity was 51.2%, the lowest degree. Under the other culturing conditions, the trend should remain in the range of 89.7-84%. Overall, the physical properties of BC produced from SFW were similar to those of BC from HS medium, a commercial complex medium, and BC production by the air circulation culture mode brought more favorable results in terms of the physical properties and its ease of scale-up. Therefore, it is expected that a new BC production method, like air circulation culture using SFW, would contribute greatly to BC-related manufacturing.

Design, Fabrication, and Application of a Microfluidic Device for Investigating Physical Stress-Induced Behavior in Yeast and Microalgae

  • Oh, Soojung;Kim, Jangho;Ryu, Hyun Ryul;Lim, Ki-Taek;Chung, Jong Hoon;Jeon, Noo Li
    • Journal of Biosystems Engineering
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    • 제39권3호
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    • pp.244-252
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    • 2014
  • Purpose: The development of an efficient in vitro cell culture device to process various cells would represent a major milestone in biological science and engineering. However, the current conventional macro-scale in vitro cell culture platforms are limited in their capacity for detailed analysis and determination of cellular behavior in complex environments. This paper describes a microfluidic-based culture device that allows accurate control of parameters of physical cues such as pressure. Methods: A microfluidic device, as a model microbioreactor, was designed and fabricated to culture Saccharomyces cerevisiae and Chlamydomonas reinhardtii under various conditions of physical pressure stimulus. This device was compatible with live-cell imaging and allowed quantitative analysis of physical cue-induced behavior in yeast and microalgae. Results: A simple microfluidic-based in vitro cell culture device containing a cell culture channel and an air channel was developed to investigate physical pressure stress-induced behavior in yeasts and microalgae. The shapes of Saccharomyces cerevisiae and Chlamydomonas reinhardtii could be controlled under compressive stress. The lipid production by Chlamydomonas reinhardtii was significantly enhanced by compressive stress in the microfluidic device when compared to cells cultured without compressive stress. Conclusions: This microfluidic-based in vitro cell culture device can be used as a tool for quantitative analysis of cellular behavior under complex physical and chemical conditions.

A Novel Therapeutic Measure for Metabolic Acidosis with Amino Acids

  • Kim, Jun;Goo, Yong-Sook;Kim, Sang-Jeong;Park, Sang-Chul;Koh, Chang-Soon
    • The Korean Journal of Physiology
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    • 제26권1호
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    • pp.89-97
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    • 1992
  • In hypoxic tissue conditions, pyruvate can not enter the Krebs cycle and lactic acid, produced from pyruvate, accumulates to induce lactic acidosis. Pyruvate, However, can also be converted to alanine by glutamate pyruvate transaminase, that could be enhanced by glutamate. Therefore, it would be a fundamental measure to treat the lactic acidosis in tissue hypoxic conditions when one can convert the accumulated lactic acid, through pyruvate, to alanine. To test the above hypothesis, we induced a lactic acidosis in cats and the effect of glutamate on recovery of acid base state and removal of the lactic acid from blood were assessed and the results were compared with those of bicarbonate administration, which is one of the most frequently used conventional measure for correction of the acid base state during lactic acidosis. The results were that glutamate and combined glutamate bicarbonate solutions not only restored the acid base status completely from the lactic acidosis in an hour or two, but also restored the blood level of lactate partially. We concluded that administration of glutamate solution to convert pyruvate into alanine is effective in preventing lactic acid accumulation and treating lactic acidosis.

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Physiological Analysis of Freestyle and Breast Stroke Swimming in High School Boys (산소 섭취량을 통하여 관찰한 수영의 생리학적 분석)

  • Nam, Kee-Yong;Kwon, Seung-Rak;Cho, Yoon-Sik;Kim, Yoon-Sun;Kim, Dai-Sung;Kim, Young-Tai
    • The Korean Journal of Physiology
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    • 제3권2호
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    • pp.1-7
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    • 1969
  • Physiological analysis of swimming in 13 (age:16.3 years, freestyle swimming) and 15 (age:17.2 years, breast stroke swimming) high school boys through oxygen uptake and oxygen debt measurements were performed. The following results were obtained. 1. In freestyle swimming oxygen debt was greater and mechanical efficiency was lower in subjects with less speed. In beginner efficiency was only 1.35%, whereas, in a more skilled subject it ranged to 4.28%. The mean efficiency was 2.59%. 2. In freestyle swimming the speed-oxygen debt curve was convex to the speed axis and the curve shifted to the right the more the speed was greater. 3. Maximal oxygen uptake in breast stroke swimming was 2.51 l/min or 41.8 ml/kin/kg and was 79.3% of treadmill running. Maximal pulmonary ventilation in breast stroke swimming was 73.1 l/min and was 87% of treadmill running. Maximal ventilation equivalent was 2.89 liters. 4. In subjects with greater speed of breast stroke swimming maximal oxygen uptake and mechanical efficiency of swimming were greater. The mechanical efficiency of breast stroke swimming averaged 1.08% $(range:0.51{\sim}1.70%)$. The coefficient of correlation between speed and efficiency was r=.87.

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Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • 제21권3호
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

Development of Loading Machine of Culture Medium for Oyster Mushroom Production - Investigation of Physical Properties and Element Design of System - (느타리버섯 재배용 배지 입상 장치 개발(1) - 배지 물성 조사 및 장치요소 설계 -)

  • Lee, Kyung-Jin;Lim, Hak-Kyu;Kim, Tae-Han
    • Journal of Biosystems Engineering
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    • 제34권4호
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    • pp.211-219
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    • 2009
  • In the process of oyster mushroom production, loading work of culture medium needs the most intensive labor power and cost. Therefore, the development of culture medium loading machine causes to reduce the manpower and cost. The main objectives of this study are identify cultivating environment, physical properties of culture medium and to make an element design of culture medium loading machine. The results are summarized as follows: 1. The moisture content and density of popularly used culture medium were 70%(w.b), $26\;kg/m^3$, respectively. 2. Pressure of the blower increased as the impeller speed increased, and the opening ratio of pressure controller decreased. 3. Recommendable c1earance(${\delta}$) between an impeller plate and a blower case was 25 mm at an impeller speed of 3183 rpm 4. Discharge device of type B with a hopper and suit was better than type A with a hopper.

Research on Physical Characteristics of Chinese College Students of Different Physical Activity Levels

  • Li, Chuang;Long, Qianwen;Song, Jeho
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.334-341
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    • 2020
  • Through a investigation of the physical activity status of 1794 undergraduates who were non-sports majors from freshman to senior in Jiangxi Normal University, to analyze physical fitness status of college students with different physical activity levels. The results showed that in physical activity, high-intensity physical activity of male was higher than female, while medium-intensity and low-intensity (insufficient) physical activity of female was higher than male. College students' high-intensity physical activity group's physical test scores were better than the medium-intensity physical activity group, and the medium-intensity physical activity group was superior to the low physical activity group. In terms of physical fitness, among the test indicators of body shape and physiological function, the vital capacity and body mass index of male and female were ranked at a pass level. In the physical fitness test indicators, the performance of college students' endurance qualities was better while the overall performance of strength qualities was lower. The overall fitness of college students was ranked at a pass level, and the physical test scores of female were better than male.