• Title/Summary/Keyword: conventional analysis

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A Study for the development of the Korean orthodontic bracket (한국형 교정치료용 Bracket의 개발에 관한 연구)

  • Chang, Young-Il;Yang, Won-Sik;Nahm, Dong-Seok;Moon, Seong-cheol
    • The korean journal of orthodontics
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    • v.30 no.5 s.82
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    • pp.565-578
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    • 2000
  • The aim of this study was development of the Straight-Wire Appliance(SWA) suitable lot the treatment or Korean. To accomplish the object of this study, Korean adult with normal occlusion were selected with following criteria : 1) no functional abnormality in the craniofacial area, 2) good dental arch form and posterior occlusal relationship, 3) Angle Class I occlusal relationship, 4) no experience of orthodontic, nor prosthodontic treatment, especially, no dental treatment on labial and buccal surfaces of teeth, 5) good racial profile. Impression were taken for upper and lower dental arches or the selected normal occlusion samples and the orthodontic dental stone models were fabricated. 5 well-trained orthodontists had examined the acquired dental stone models to select study samples which satisfy the Six keys to optimal occlusion of Andrews. 155 pairs of dental stone models (92 pairs of Male, 63 of Female) were finally selected. 3 dimensional digitization were performed with the Coordinate Measuring Machine(CMM, MPC802, WEGU-Messtechnik, Germany) and measuring of Angulation, Inclination, In-and-Out, Molar offset angle and Arch form were accomplished with a measuring software to achieve data for the development of SWA. Before the measurement, error study was performed on the 3 dimensional digitization with CMM, and the analysis of reliability of computerized measuring method adapted in this study and conventional manual method Presented by Andrews was performed. Results of this study were as to)lows : 1. Equi-distance digitization with mesh size 0.25 mm, 0.5 mm and 1.0 mm were acceptable in 3 dimensional digitization of dental stone model with the CMM, and the digitization with 1.0 mm mesh size was recommendable in terms of efficiency. 2. Computerized measuring method with 3 dimensional digitization was more reliable than manual measuring method of Andrews. 3. Data were collected for the development of SWA suitable for the morphological characteristics of Korean with the computerized measuring method with 3 dimensional digitization.

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Luminescence properties of $(Y,\;Zn)_2O_3$:$Eu^{3+}$ red phosphor as the effect of Zn ion (Zn ion의 영향에 따른 $(Y,\;Zn)_2O_3$:$Eu^{3+}$ 적색 형광체의 발광특성)

  • Song, Y.H.;Moon, J.W.;Park, W.J.;Yoon, D.H.
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.18 no.6
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    • pp.253-257
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    • 2008
  • To enhance the luminescence properties, the red phosphor composed of $(Y,\;Zn)_2O_3$:$Eu^{3+}$ as doping concentration of Zn ion is synthesized at $1200^{\circ}C$ for 6 hrs in air atmosphere by conventional solid reaction method. As a result of the red phosphor $(Y,\;Zn)_2O_3$:$Eu^{3+}$ is measured X-ray diffraction (XRD), The main peak is nearly corresponded to the same as JCPDS card (No. 41-1105). When the doping concentration of Zn ion is more than 5 mol%, However, the ZnO peak is showed by XRD analysis. Therefore, when the doping concentration of Zn ion is less than 5 mol%, the Zn ion is well mixed in $Y_2O_3$ structure without the impurity phases. The photoluminescence (PL) properties is shown as this phosphor is excited in 254 nm region and the highest emission spectra of $(Y,\;Zn)_2O_3$:$Eu^{3+}$ has shown in 612 nm region because of a typical energy transition ($^5D_0{\rightarrow}^7F_2$) of $Eu^{3+}$ ion. As the doping concentration of Zn ion is more than 10 mol%, the emission peak is suddenly decreased. when the highest emission peak as doping concentration of Zn ion is shown, the composition of this phosphor is $(Y_{0.95},\;Zn_{0.05})_2O_3$:$Eu^{3+}_{0.075}$ and the particle size analyzed by FE-SEM is confirmed from 0.4 to $3{\mu}m$.

Optimization of fractionation efficiency (FE) and throughput (TP) in a large scale splitter less full-feed depletion SPLITT fractionation (Large scale FFD-SF) (대용량 splitter less full-feed depletion SPLITT 분획법 (Large scale FFD-SF)에서의 분획효율(FE)및 시료처리량(TP)의 최적화)

  • Eum, Chul Hun;Noh, Ahrahm;Choi, Jaeyeong;Yoo, Yeongsuk;Kim, Woon Jung;Lee, Seungho
    • Analytical Science and Technology
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    • v.28 no.6
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    • pp.453-459
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    • 2015
  • Split-flow thin cell fractionation (SPLITT fractionation, SF) is a particle separation technique that allows continuous (and thus a preparative scale) separation into two subpopulations based on the particle size or the density. In SF, there are two basic performance parameters. One is the throughput (TP), which was defined as the amount of sample that can be processed in a unit time period. Another is the fractionation efficiency (FE), which was defined as the number % of particles that have the size predicted by theory. Full-feed depletion mode (FFD-SF) have only one inlet for the sample feed, and the channel is equipped with a flow stream splitter only at the outlet in SF mode. In conventional FFD-mode, it was difficult to extend channel due to splitter in channel. So, we use large scale splitter-less FFD-SF to increase TP from increase channel scale. In this study, a FFD-SF channel was developed for a large-scale fractionation, which has no flow stream splitters (‘splitter less’), and then was tested for optimum TP and FE by varying the sample concentration and the flow rates at the inlet and outlet of the channel. Polyurethane (PU) latex beads having two different size distribution (about 3~7 µm, and about 2~30 µm) were used for the test. The sample concentration was varied from 0.2 to 0.8% (wt/vol). The channel flow rate was varied from 70, 100, 120 and 160 mL/min. The fractionated particles were monitored by optical microscopy (OM). The sample recovery was determined by collecting the particles on a 0.1 µm membrane filter. Accumulation of relatively large micron sized particles in channel could be prevented by feeding carrier liquid. It was found that, in order to achieve effective TP, the concentration of sample should be at higher than 0.4%.

Effects of Ventilation Systems on Interior Environment of the Growing-finishing Pig House in Korea (육성$\cdot$비육돈사 내에서 환기형태별 환경조사 연구)

  • Song J. I.;Yoo Y. H.;Jeong J. W.;Kim T. I.;Choi H. C.;Kang H. S.;Yang C. B.;Lee Y. Y.
    • Journal of Animal Environmental Science
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    • v.10 no.2
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    • pp.93-100
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    • 2004
  • An experiment was conducted to establish comparison of ventilation efficiency in an enclosed and conventional growing-finishing pig house. The experimental pigs were in winter and summer. The main results of the experiment are as follows : Then the air from planar slot inlet the pig house flow out through the sidewall outlet operated by exhaust fan(Gl). The second structure has an air input through the circular duct inlet are plated side the juncture of the entering wall and the air into the pig house flow out through the chimney and pit outlet are operated by exhaust fan(G2). Through the air into relay fan the pig house flow out through the curtains in sidewall(G3). Similarly, air comes in through the circular duct inlet are placed the air into the pig house flow out through the curtains in sidewall (G4). Air flow rate on the floor level which is the low part of pen and the living area of pigs in the G2 and G4 system during winter was measured at 0.2 to 0.3 m/s at the 0.5 to 0.6 m/s at the maximum ventilation efficiency. As for the results of detrimental gas(ammonia) concentration ratio analysis, while G2 and G4 system sustained of summer 13.3 $\~$ 16.6 ppm, winter 14.0 $\~$ 14.6 ppm level, Gl and G3 system sustained of summer 14.6 $\~$ 20.3 ppm, winter 20.3 $\~$ 25.0 ppm, and the latter one is lower than that of the G1 and G3 system.

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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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    • v.6 no.1
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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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Decrease of the Activation and Carbamylation of Rubisco by High CO2 in Kidney Bean (KidneyBean에서의 고 CO2 농도에 의한 Rubisco의 Activation과 Carbamylation의 감소)

  • 노광수;김재기
    • KSBB Journal
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    • v.11 no.3
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    • pp.295-302
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    • 1996
  • The measurements of rubisco parameters are important in photosynthetic studies. In this experiment, we used photometric assay method to detect these major parameters, such as activity, carbamylation and amount of rubisco. The main advantages of this method are very simple and as sensitive as conventional methods which usually produce radioactive waste. In this study, with kidney bean (Phaseolus vulgatis L.) leaves grown at normal $CO_2$ (350ppm) and high $CO_2$ (650 ppm), we investigated the effect of $CO_2$ concentration on activation and carbamylation of rubisco by measuring the rubisco activity, carbamylation rate and amount of rubisco using a dual beam (334nm and 405nm) spectrophotometer, and analyzed the polypeptide profiles of rubisco by SDS-PAGE. When $CO_2$ concentration was raised from 350ppm to 650ppm, all parameters of rubisco were decreased : $41.2{\mu}M/m^2/s and 52.2{\mu}M/m^2/s$ to $27.4{\mu}M/m^2/s and 46.1{\mu}M/m^2/s$ for initial and total rubisco activity, respectively ; from 79% to 58.9% for carbamylation rate ; from $1.94 {\mu}M/m^2$ to 1.58{\mu}M/m^2$ for amount of rubisco. These results suggests that the decrease in rubisco activity at high $CO_2$ was caused by carbamylation. The analysis of the preparation by SDS-PAGE showed two major polypeptides at 50 and 14.5 kD which were identified as the large and the small subunits of rubisco. There were no differences in the intensity compared high $CO_2$ to normal $CO_2$ in both 50 kD and 14.5 kD bands. We also found that these inhibitory effects of $CO_2$ were reversible. When high $CO_2$ was switched to normal $CO_2$, the parameters of rubisco changed were almost the same as normal rubisco parameters. These data provide an evidence that activity of rubisco was recovered by $CO_2$ concentration of 350 ppm.

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Nutritional and Organoleptic Evaluations of the By-products from Chlorella vulgaris after Lipid Extraction (Chlorella vulgaris의 지질 추출 후 부산물의 영양학적 및 관능적 평가)

  • Oh, Sung-Ho;Choi, Woon-Yong;Seo, Yong-Chang;Kim, Ga-Bin;Lee, Shin-Young;Jeong, Kyung-Hwan;Kang, Do-Hyung;Lee, Hyeon-Yong
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.39 no.6
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    • pp.920-926
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    • 2010
  • Marine alga, Chlorella vulgaris, was extracted by chloroform-methanol (2:1, v/v) solvents for lipid extraction at $35^{\circ}C$ for five hours (HCM-35) and its process was compared with conventional lipid extraction condition such as chloroform-methanol (2:1, v/v) at $65^{\circ}C$ for one hour (CM-65). This low temperature extraction process showed that 80% of total lipid was extracted and its residues contained relatively unchanged amounts of intact proteins and other minerals as well as amino acid profiles. Interestingly enough, the weight fraction of carbohydrate in the residues slightly increased due to less denaturation at low process temperature. The biological activities of the residues such as cytotoxicity and immune cell growth activation were not much changed after being extracted. The sensory evaluation were found to be very favorable for being used as a food additive and/or food supplement. This result could also help to maintain the economic feasibility of utilizing marine resources in food and other relevant industries.

Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

Intergrated Ecological Health Assessments in Cho River (초강의 통합적 생태건강성 평가)

  • Choi, Ji-Woong;An, Kwang-Guk
    • Korean Journal of Ecology and Environment
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    • v.39 no.3 s.117
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    • pp.320-330
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    • 2006
  • An integrated health of a lotic ecosystem, Cho River, was evaluated by various approaches such as conventional water quality analysis, physical assessments of Qualitative Habitat Evaluation Index (QHEI), and the bioassay of Index of Biological Integrity (IBI) durin August${\sim}$September 2005. The IBI model used in the study was based on original multivariate metric model and then modified the metric attributes of the model for the regional application. Physical habitat health, based on the QHEI, was estimated using eleven metrics. During the study, values of IBI model averaged 36, which was judged as 'fair' to 'good' conditions. Spatial variations in the model values were evident: the headwater site (S1) was estimated as 48, indicating an 'excellent' condition, and the other sites were estimated 32${\sim}$38, 'good' condition. Values of the QHEI in the all sites averaged 148, which is judged as a good condition. The QHEI values varied from 120 (fair condition) to 199 (excellent condition) depending on the location of the stream. Site 5 (S5) was estimated as 'fair${\sim}$good' condition, while Site 7 (S7) was estimated as 'excellent' condition. The biological health, based on the IBI, reflected the habitat health. However, chemical conditions in terms of pH, turbidity, electric conductivity, dissolved oxygen (DO) did not make a difference in the biological health because of minor chemical differences among the locations.

A Survey on the Foodservice Management Practices at Child Care Centers in Gyeonggi Area (경기 지역 영유아 보육시설의 급식운영관리 실태 조사)

  • Sohn, Chun-Young;Pak, Hee-Ok
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.4
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    • pp.577-586
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    • 2011
  • This study was carried out to investigate food service management practices in various operation types of child care center in Gyeonggi area of Korea, and to provide basic information for improving food service management policies at child care centers. Self-administrated questionnaires were collected from 102 child care center directors. The statistical analysis was completed using SPSS ver. 18.0 program. Approximately 97.1% of the directors were women. The number of total children were difference in public, private and home care centers respectively (p<0.001), and time of operation was significantly (p<0.01). Only 8.9% of the centers employed a dietitian, whereas 92.5% of the centers employed cook or assistant cook, thus food service was not managed by professionals in most centers. All of the centers had been self-operated and meals were prepared in a conventional manner. In approximately 89.2% of the centers servings snacks twice a day. Menu planner of the centers which have no dietitian was the child care information center (47.5%) or the director (34.7%). In most centers, the directors was also purchasing manager and 36.0% of the center purchased food every day. These results indicated that food service management guidelines need to be established by the child care center type with the government control and financial support. We recommended that they furnish the efficient food service program for food service management.