• Title/Summary/Keyword: evolution research experience

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Statistical Analysis of Fly-by interactions between Galaxies via Cosmological Simulations

  • An, Sung-Ho;Kim, Jeonghwan;Yun, Kiyun;Kim, Juhan;Yoon, Suk-Jin
    • The Bulletin of The Korean Astronomical Society
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    • v.38 no.2
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    • pp.51.2-51.2
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    • 2013
  • Galactic fly-by interactions are believed to be far more frequent than direct mergers, acting as hidden drivers of galaxy evolution. We perform a tree-particle-mesh code GOTPM, and investigate the statistical properties of the fly-by interactions as functions of halo masses and ambient environments. Based on the total energy of the two halos of interest, impulsive fly-by pairs are identified from eventual merger candidates. We find three obvious results as follows: (1) Halos in the high-dense environment experience more frequent mergers and fly-by encounters than those in the low-dense region; (2) In the massive halos, both merger and fly-by fractions evolve more dramatically with time than those in dwarfs; and (3) The fly-by fraction decreases as approaching the present epoch, in contrast to the increase of the merger fraction.

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Case Study of Teaching Practices of Biology Teachers with and without Research Experience in Evolution Education (진화 교육 연구 경험 유무에 따른 생명과학 교사의 교수 실행 사례 연구)

  • Ko, Yuseon;Cha, Heeyoung;Lim, Mili
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.747-761
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    • 2017
  • The purpose of this study is to analyze differences in the teaching practices of biology teachers according to their awareness of the importance of evolution. For this purpose, two teachers who experienced study of evolution and recognized its importance, along with two teachers with no experience in evolution education in the comparison group, were included in the sample. To observe teaching practices, two classes each on biological evolution and non-evolution were selected, recorded and transcribed. The content analyzed included the teachers' view on evolution education and teachers' evolution concepts reflected in teaching practice. As a result, the level of understanding of the teachers' evolution concept was unrelated to teachers' awareness of the importance of evolution. Instead, each teacher would not feel the need for religious beliefs or awareness of the importance of evolution to have a negative impact on the awareness of the importance of evolution. Inexperienced teachers tend to reject the retraining opportunities to recognize the importance of evolution. In addition, inexperienced teachers were only superficially aware of the evaluation and improvement of evolution presented in textbooks and curricula. In actual teaching practice analysis, inexperienced teachers' utilizing ratio of the evolution key concept was higher than that of experienced teachers. Only experienced teachers were aware of the misconceptions presented in their execution and described the causes that appear in these misconceptions. Teachers who recognized the importance of evolution were widely using the key concepts of evolution, as well as more practical in preventing the misconceptions related to evolution forms. It indicates that biology teachers who do not realize the importance of evolution in biology education need to experience explicit and practical education programs as well as instructional materials on evolution.

Knowledge Evolution in Korean Companies and Implications of the Hypertext Organization to the Korean Companies: Through the Case of the Hyundai Motors (한국 기업의 지식진화와 노나카의 하이퍼텍스트 조직이 한국 기업에게 주는 시사점: 현대자동차의 지식진화 사례를 통하여)

  • Lee, Hong
    • Knowledge Management Research
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    • v.2 no.1
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    • pp.95-108
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    • 2001
  • The purpose of the current study is to see what implications Nonaka's hypertext organization concept has to Korean companies. For this, first characteristics and stages of the knowledge evolution in Korean companies were reviewed compared with those in companies in advanced countries. Hyundai Motors was analyzed for an evidence case from which characteristics and stages of knowledge evolution in Korean companies could be figured. From these analyses it was found that the context where Nonaka's hypertext organization cocpet is based on could be different from contexts some Korean companies could experience, suggesting that the applicability of the Nonaka's concept might have some limitation.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China (차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로)

  • Ping, Li;Jang, Wansok;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.65-74
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    • 2021
  • Since 2020, the GuangXi government of China has focused on the deep integration of tea industry with leisure and cultural tourism, popular science education, health care and elderly care industries. Among the output value targets of the tertiary industry, the GuangXi government plans to achieve 25 billion yuan, and the tea industry is developing rapidly. Through questionnaire survey, field research and interview, this paper studies the differences of demand behavior and selection attributes of tea products among consumers in different years, and finally studies the evolution pattern of service mode of tea industry in GuangXi. The results show that there are obvious differences in life and work style, shopping habits, service design, user experience, social needs and personality needs of each generation consumers in different years. Based on the analysis of demand and behavior habits of tea products, the evolution pattern of service mode of tea industry in GuangXi is studied. Based on the above results, according to the differences of consumers' choice of tea products in different years, the service mode of tea industry in GuangXi is improved The development of tea industry in service design, user experience level is worthy of in-depth attention.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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Diffusion of ICT from the view of ICT generation: The experience in the UK during the 1980s

  • Hwang, Gyu-hee
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2001.05a
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    • pp.205-242
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    • 2001
  • This paper aims to provide a better understanding about how Information and Communication technology (ICT) has diffused. The investigation is conducted with the consideration of ICT evolution in terms of technological change and usage pattern. The definition used is presented as 'the ICT is a process of convergence of technologies between information-processing and information-transforming technologies, mainly due to the advent of microelectronlcs'. After examining technological changes of ICT, the diffusion path of ICT is traced through the usage ratio in total input and/or investment based on Input-Output tables (I-O). It shows that the evolution of ICT from the change of usage pattern is an up-and-down usage pattern rather than a uni-modal usage time path. With this recognition, the diffusion index is prepared. JEL classification : C43, L63, O33.

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Quality Assurance Experience in Korea

  • Lee, Jone-Chan
    • Journal of the Korean Society for Nondestructive Testing
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    • v.4 no.1
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    • pp.23-29
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    • 1984
  • This paper describes the evolution of quality assurance in Korea from it's total reliance on foreign contractors to the present status of conducting all QA functions independently. A brief status of the Republic of Korea Regulatory Bodies, licensing precess, codes and standards, and the quality organization of the Korea Electric Power Corporation are also included.

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Study on the Characteristics of the User Space Perception through the Use Dewey's Theory of Experience (존 듀이의 경험이론을 통한 이용자 공간 지각 특성 연구)

  • Koh, Gwi-Han;Kim, Jung-Gon;Kang, Min-Gi
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.100-107
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    • 2013
  • In smart era, concept of User experience has been an important issue both in academic and practical areas in recent years. Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user?centered design methodology which uses the influential factors on the interactivity. As, well developed information technology made a lot of changes to various fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system. So, a user's movement in the space in more than just a movement itself-user's movement now forms a important spatial structure that leads the narrative of the space. in this research, I will come up with the problems that the interactive space has right now, and analyze what the public space must have, and combine them with interactive space by HCI theory. architecture space is not the old space adapting digital technology. In order to take the role as new space paradigm. environment and technology, it has to develop technology continuously and experimental space at the same time. It must have co-evolution of architecture space field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user centric human friendly.

EFFICIENT SCREWING : last developments and Korean experience

  • Ines MEYUS;Maurice Bottiau;Myung-Whan Lee;Jong-Bae Park;Yong-Boo Park
    • Proceedings of the Korean Geotechical Society Conference
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    • 1999.10a
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    • pp.405-414
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    • 1999
  • The auger and screw piles have known an important evolution during the last decade. Besides the large success of augercast (CFA) piling systems, new systems have been developed combining, to a variable extent, the classical extraction auger with especially designed displacement tools in order to develop screw piles with partial or total lateral soil displacement. These last developments cover the whole range of lateral soil displacement and are more difficult than ever to compare. The authors present the latest evolutions in auger piling systems and compare them with respect to penetration performances, bearing capacities and amount of spoil generated. A special focus is given to a new efficient system: the OMEGA(H) pile in use in Korea since 1997. The results of the Hongcheon site are presented where this R system was applied for a new investment of the Korean National Housing Corporation (KNHC). This first important experience, with the execution of some 1,500 Omega piles with diameter 410 mm, is presented. The piles were installed through loose silty sands down to very dense sands and layers of gravel. The results of full-scale load tests are analysed and show the conformity with requirements of the clients.

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