• 제목/요약/키워드: four-stage phenomena

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이삭 밸 때 벼의 리올러지 특성(特性)에 관한 연구(硏究) (Studies on Rheological Properties of Rice Plants at the Booting Stage)

  • 허윤근;이상우
    • Journal of Biosystems Engineering
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    • 제16권1호
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    • pp.37-48
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    • 1991
  • Rice plants are subjected to various forces such as natural force of wind and mechanical force of cultivating machines. Rheological behavior of the rice stem can be expressed in terms of three variables : stress, relaxation and time. The objectives of this study are to examine stress relaxation, creep and recovery characteristics on the rice stem in case of axial and radial loading. Stress relaxation with time was studied on three levels of loading rate and on four levels of applied stress. The results were summarized as follows : 1. The hysterisis losses of the rice stem distinctly observed at the radial compression in comparison with axial compression. The hysterisis loss implied that the stem to absorbed energy without being deformed beyond the yield point. 2. Ageneralized Maxwell model consisting of three elements gave a good description of the relaxation behavior of the rice stem. Rate of loading was more significant on the observed relaxation behavior within the short relaxation time, but there were little influences of rate of loading on the relaxation time. 3. The stress relaxation intensity and the residual stress increased in magnitude as the applied stress increased, but the relaxation time was little affected by the applied stress. 4. The coefficients of the stress relaxation model showed much differences in the radial compression and the axial compression, especially the higher relaxation stress of the third element was observed in the radial compression. 5. The behaviors of rice stem in creep and recovery test also might be represented by a four element Burger's model. But the coefficients of the creep model were different from those of the recovery model. 6. The steady-state phenomena of creep appeared at the stress larger than 20 MPa in Samkang and 1.8 MPa in Whajin. 7. The elastic modulus of the stem showed the range from 40 to 60 MPa. It could be considered, as a result, the rice stems had viscoelastic properties.

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현대 무용의상에 나타난 인체의 추상화에 관한 연구 - 오스카 슐레머의 의상이론을 중심으로 - (A Study on the Abstraction of the Human Body in Contemporary Dance Costumes - Focusing on Oscar Schlemer's Costume Theory -)

  • 한경하;금기숙
    • 복식
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    • 제60권10호
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    • pp.133-145
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    • 2010
  • The study used four basic formats classified based on the four principles on costumes discussed in the paper 'Human Beings and Arts Phenomena' by Oskar Schlemmer who studied the relationships between stage space and the human body as an analysis tool with regard to analyses on the abstraction of human body in contemporary dance costume. Abstraction of human body expressed in costume for contemporary dance is as follows: Expansions caused by unclear boundary between spaces and costumes, and the principles of three-dimensional abstract spaces based on a geometric cube change heads, trunks, arms and legs to achieve expansions. Similar mechanical shape is a type of shape made in a succession of functional principles of human body in relationships with spaces. As mechanical mechanism is added to the geometric transformation of a specific part of human body, mechanicalness is contained in it. Motion organisms are geometric simplification of moving traces in a space based on conversion into mechanical organisms based on principles of motion, and as mechanical rotation, consecutive speed caused by refraction and directionality are suggested, mobility is achieved. Immaterial shape is based on change into a metaphysical form, and it is converted into animals, plants or a third life that symbolize body parts. It has metaphysical significance in each body part and extends sensibility. As a result of the study, development into abstract succession and a techno art mode has been confirmed. Combination of geometric cubic figures with the organic human body and configuration of the human body pursued by Oskar Schlemmer's geometric abstraction through the proactive accommodation of mechanical aesthetics has been succeeded and expressed in the contemporary dance costumes.

상한병(傷寒病)의 개념(槪念)과 논치근거(論治根據) 확립을 위한 구조주의적 분석 (Structuralistic Analysis for Establishment of Concept and Variables of Shanghan Diseases)

  • 지규용
    • 동의생리병리학회지
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    • 제29권2호
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    • pp.127-132
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    • 2015
  • In order to grasp the clear concepts and variables to treat Shanghan diseases which has complex meaning by each medical literature, several concepts and analytic method of structuralism from early to late stage encompassing Saussure and Derrida were used. Main concepts are langue and parole, signifiant and signifie, syntagme and paradigme, denotation and connotation, synchronie and diachronie, identity of structure and differance etc. and methods are substituting these concepts to historical Shanghan theories from Zhongjing to Ming-Qing dynasty and comparisons of synchronie about their era. Essential qualities of Shanghan diseases are pathologic phenomena under the order of unification of nature and man formed through concrescence between individual human body and geo-climatico-socio-cultural environmental conditions, neither injuries by cold pathogen nor five types of exopathogenic febrile diseases. The former environmental elements can be inferred from general traits of desires and public pathological aspects of social members, and the latter personal factors from corresponding features to those pathogenic variables. In addition, the concepts of Shanghan disease are added successively up to now via Jin-Yuan's four great masters and Wenbing masters, and thus the new concepts of denotation became another connotation obtaining new signifiant. In this way, for the treatment of Shanghan diseases, new theories should be made for ranging prescription over the wenbing field; reflecting not only climatical variables but also each patient's physio-pathological features and sociocultural variables. Thereby an appropriate and reasonable therapeutical systems can be designed and can guide research direction hereafter.

Swirl Groove Piston에 의한 바이오 디젤연료의 연소과정에 관한 연구 (A Study on Combustion Process of Biodiesel Fuel using Swirl Groove Piston)

  • 방중철;김성훈
    • 한국자동차공학회논문집
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    • 제17권1호
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    • pp.105-113
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    • 2009
  • The performance of a direct-injection type diesel engine often depends on the strength of swirl or squish, shape of combustion chamber, the number of nozzle holes, etc. This is of course because the combustion in the cylinder was affected by the mixture formation process. In this paper, combustion process of biodiesel fuel was studied by employing the piston which has several grooves with inclined plane on the piston crown to generate swirl during the compression stroke in the cylinder in order to improve the atomization of high viscosity fuel such as biodiesel fuel and toroidal type piston generally used in high speed diesel engine. To take a photograph of flame, single cylinder, four stroke diesel engine was remodeled into two stroke visible engine and high speed video camera was used. The results obtained are summarized as follows; (1) In the case of toroidal piston, when biodiesel fuel was supplied to plunger type injection system which has very low injection pressure as compared with common-rail injection system, the flame propagation speed was slowed and the maximum combustion pressure became lower. These phenomena became further aggravated as the fuel viscosity gets higher. (2) In the case of swirl groove piston, early stage of combustion such as rapid ignition timing and flame propagation was activated by intensifying the air flow in the cylinder. (3) Combustion process of biodiesel fuel was improved by the reason mentioned in paragraph (2) above. Consequently, the swirl grooves would also function to improve the combustion of high viscosity fuel.

Dynamic analysis of nanotube-based nanodevices for drug delivery in sports-induced varied conditions applying the modified theories

  • Shaopeng Song;Tao Zhang;Zhiewn Zhui
    • Steel and Composite Structures
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    • 제49권5호
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    • pp.487-502
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    • 2023
  • In the realm of nanotechnology, the nonlocal strain gradient theory takes center stage as it scrutinizes the behavior of spinning cantilever nanobeams and nanotubes, pivotal components supporting various mechanical movements in sport structures. The dynamics of these structures have sparked debates within the scientific community, with some contending that nonlocal cantilever models fail to predict dynamic softening, while others propose that they can indeed exhibit stiffness softening characteristics. To address these disparities, this paper investigates the dynamic response of a nonlocal cantilever cylindrical beam under the influence of external discontinuous dynamic loads. The study employs four distinct models: the Euler-Bernoulli beam model, Timoshenko beam model, higher-order beam model, and a novel higher-order tube model. These models account for the effects of functionally graded materials (FGMs) in the radial tube direction, giving rise to nanotubes with varying properties. The Hamilton principle is employed to formulate the governing differential equations and precise boundary conditions. These equations are subsequently solved using the generalized differential quadrature element technique (GDQEM). This research not only advances our understanding of the dynamic behavior of nanotubes but also reveals the intriguing phenomena of both hardening and softening in the nonlocal parameter within cantilever nanostructures. Moreover, the findings hold promise for practical applications, including drug delivery, where the controlled vibrations of nanotubes can enhance the precision and efficiency of medication transport within the human body. By exploring the multifaceted characteristics of nanotubes, this study not only contributes to the design and manufacturing of rotating nanostructures but also offers insights into their potential role in revolutionizing drug delivery systems.

병원에 입원한 노인의 무력감 현상 연구 (A Phenomenological Study for Hospitalized Elderly무s Powerlessness)

  • 최영희;김경은
    • 대한간호학회지
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    • 제26권1호
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    • pp.223-247
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    • 1996
  • This study was done to provide information which would lead to nursing care of the elderly being more holistically through an understanding of the phenomena of powerlessness based on the lived experience of powerlessness by the elderly, the meaning the elderly give to such phenomena, and what essence of powerlessness is. The methodology used in this study was Max Van Manen's phenomenological method based on the philosophy of Merleu-Ponty and a concerted approach was realized through the 11 steps suggested in the Van Manen's method. Data collection was done from March 2, 1995 to December 30, 1995. The subjects for this study were four elderly persons who lived with their families and who were over 60 years of age. Data were collected about the lived experience of the elderly, this researcher's experience of powerlessness, the linguistic meaning of powerlessness, idioms of the word or a feeling of powerlessness, and descriptions of powerlessness in the elderly as they appeared in the literature, are works, and phenomenological literature. All data were used to provide insights into the phenomena of powerlessness. Data about the experience of powerlessness by the elderly were collected through open interviews, participation, and observation. In the analysis of the theme of this study, the aspects of the theme, powerlessness in the elderly were clarified, thereby abstracting and finding meaningful statements by the elderly about their feeling of powerlessness, and then those significant statements were expressed as linguistic transformations. The summarized findings from the study are as follows : 1. Five meanings of powerlessness in the elderly were defined. 〈weakness〉, 〈dependence〉, 〈frustration〉, 〈worthlessness〉 and 〈giving up〉. 2. 〈Weakness〉 means that the elderly experience, not only their aging but also, their becoming weak and the loss of physical function frequently caused by diseases. 〈Dependence〉 means that the elderly experience dependence without any influence from the surroundings and that elderly patients who are hospitalized lose their autonomy, follow entirely their doctor's prescriptions, use aid equipment and directions, and depend only on those things. 〈Frustration〉 means that the elderly experience the loss of their roles from the past, there by feeling that there is no work for them to do anymore and therefore feel unable to do anything. 〈Worthlessness〉 means that the elderly experience the feeling of losing their social roles from the past, having no financial ability, thereby being a burden to their children or the people around them, and therefore regarding themselves useless. 〈Giving up〉 means that the elderly experience the feeling of closeness to death in the final stage of their lifetime, lose hope to be healed from their disease, and recognize the incontrollability of their own body. 3. From a general view of the meaning of the theme the powerlessness in the elderly-the most essential meaning of the theme is the 〈sense of loss〉. For the elderly are experiencing a sense of loss in the situation of being elderly and therefore being often hospitalized. Brief definitions of the five phenomena could be 〈weakness〉 meaning the loss of physical strength, 〈dependence〉 the loss of mentality caused by disease and hospitalization, 〈frustration〉 and 〈worthlessness〉 the loss of social performance caused by the loss of social functions from the past, and lastly 〈giving up〉 the loss of the controllability of such situations of aging and suffering disease. In light of the discussion above, it is understandable that the hospitalized elderly experience powerlessness not only as it related to their diseases but also to their normal aging, and this related to other characteristics of being elderly means that the 〈sense of loss〉 is the very essence of their powerlessness. 4. While most cases are of the normal elderly experiencing powerlessness in relation to their social network, cases of elderly who are hospitalized are of those experiencing powerlessness in relation to the loss of their physical desire. 5. The findings discussed above can serve as guidelines for nurses who take care of the ill elderly who are hospitalized and that can provide cues to appropriate nursing service, recognizing that the subjective experience of the objective age of the elderly is so important. Nurses can provide highly qualitative nursing service, based on their deep understanding of the suffering of the elderly due to feelings of powerlessness.

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과학기술정책학의 패러다임 논의 : 학문적 정의와 연구범위를 중심으로 (Discussion of the Paradigm of Studies on Science and Technology Policy : Suggesting the Definition of Discipline and Research Scope)

  • 이찬구;오현정;김은미
    • 기술혁신학회지
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    • 제21권1호
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    • pp.1-32
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    • 2018
  • 이 논문은 2017년 현재, 우리나라에서 과학기술정책학 또는 과학기술정책 연구가 독자적인 학문 정체성을 가지고 있는가 하는 문제의식에서 수행되었다. 이를 위하여 국내에서 출판된 과학기술정책 관련 단행본 19권을 대상으로, 학문 패러다임 형성의 핵심요소인 학문적 정의와 핵심 연구범위의 논의 여부를 분석하였다. 연구결과는 현 시점에서의 우리나라 과학기술정책학은 패러다임 형성 이전의 단계에 머물러 있다는 잠정 결론을 내렸다. 이러한 결론에 근거하여 연구자들은 향후 과학기술정책학의 패러다임 완성에 필요한 학문적 정의와 연구범위를 새롭게 제안하였다. 과학기술정책학은 '과학기술 활동 및 과학기술과 관련된 정치 경제 사회 문화의 제반 현상을 연구 분석함으로써, (1) 과학기술 자체의 발전을 도모하면서 (2) 과학기술을 활용하여 국가와 공공 부문의 문제해결 능력을 높이고자 하는 정책지향적인 학문'으로 정의하였다. 과학기술 정책학의 '연구범위'는 (1) 과학기술 정책과정, (2) 과학기술 공공관리, (3) 연구관리, (4) 기술혁신의 4대 부문으로 제안하였다. 이 중에서 '과학기술 정책과정'과 '과학기술 공공관리'는 이 논문에서 제안하는 과학기술 정책학의 정의를 반영하는 새로운 내용이며, '기술혁신'과 '연구관리'는 기존 연구들도 대부분 포함하고 있는 과학기술정책학의 연구범위라고 할 수 있다.

탐구적 과학 글쓰기를 적용한 과학 수업의 효과에 대한 중학교 과학 영재들의 인식 (Middle School Science Gifted Students' Perceptions of the Effectiveness of Science Classes Using Science Writing Heuristic)

  • 신은지;최원호
    • 대한화학회지
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    • 제64권5호
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    • pp.277-290
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    • 2020
  • 이 연구에서는 전라남도 소재의 국립대학교 과학영재교육원 소속 중학교 2학년 4명의 영재 학생을 대상으로 탐구적 과학 글쓰기 수업을 적용한 과학 수업의 효과에 대한 학생들의 인식을 메타인지와 2015개정 과학과 교육과정의 목표의 관점에서 조사하였다. 과학 영재 학생들 대상의 설문과 면담을 통해, 과학 영재 학생들은 탐구적 과학 글쓰기를 적용한 과학 수업을 통해 메타인지의 계획, 모니터, 조절, 평가 네 가지 하위 영역에서 긍정적인 영향을 주었다고 인식하고 있었다. 그 이유로 과학 영재학생들은 자기주도적으로 실험을 설계하는 경험, 수집한 실험 자료를 지속적으로 점검하는 활동, 피드백 과정, 결론을 작성하는 과정에서 반성 경험 등을 제시하였다. 과학 영재 학생들은 탐구적 과학 글쓰기를 적용한 과학 수업을 통해 2015 개정 과학과 교육과정의 목표에 해당하는 태도, 탐구, 지식, 과학·기술·사회(STS), 과학학습의 즐거움과 유용성 영역에서 긍정적 인식을 가지고 있었다. 그 이유로 과학 영재 학생들은 자기주도적으로 탐구를 진행하는 경험, 동일한 주제의 연속적 실험 경험, 각 탐구의 단계에서 사고하는 과정, 탐구과정에서 학습하는 경험, 탐구의 전 과정 경험, 실생활과 밀접한 현상에 대한 탐구 등을 제시하였다. 따라서 효과적인 과학 수업을 위하여 과학 영재 학생들이 응답한 탐구적 과학 글쓰기를 적용한 과학 수업의 특징을 추후 과학 영재 수업뿐만 아니라 일반 학교 과학 수업에도 적용할 필요가 있다.

국내 아동간호학 분야의 연구개념 고찰- 최근 10년 간 연구논문을 중심으로 - (An Analysis of the Concepts in Child Health Nursing Studies in Korea(1): from 1990 to 2000)

  • 한경자;김현아;김숙영;김정수
    • Child Health Nursing Research
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    • 제8권4호
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    • pp.449-457
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    • 2002
  • The main purpose of this study is to examine the concepts appeared on researches and provide the future research directions in field of child health nursing. A descriptive study was conducted. 205 studies were included in an analysis the concepts in terms of the domain of client for a total 321 researches. All were originally published between 1990 and 2000 in Korea. An analysis of concepts for this study was used the metaparadigm framework for nursing proposed by H.S. Kim(2000). The concepts for this study were categorized by essentialistic concepts, problematic concepts, health-care experiential concepts with the following results. 1. Based on the four domains suggested Kim (2000), 205 studies(63.9%) belong to the domain of client ; 109 studies(34%) belong to the practice domain of nursing; 3 studies(0.9%) belong to the client-nurse domain; and 4 studies belong to the domain of environment, respectively. 2. In the domain of client, 117(57.1%) studies used concept of parent. Among them, mother was the prevailing research population(103 studies). 64 studies(31.2%) used child population and the developmental stage of children varied from preterm to puberty but school aged children was the most target population(28 studies). Family as a concept of client was used in 20 studies(9.8%) but most primary care provider was the mother. 3. In terms of research design, non-experimental design(83.5%) is the most and among them survey was 159 studies(77.6%). Qualitative research(23 studies) and experimental research(10 studies) methods were used relatively few. 4. In terms of the categories of concepts, 196 (61.4%) studies included the essentialistic concepts like stress and coping(20.4%), mothering role and child care(7.8%), health (5.6%), breast feeding(4.7%). 31 studies included problematic concepts like power-lessness, safety, obesity, pain, anxiety. And 65 studies included health-care experiential concepts like compliance, growth, hope, environment but relatively few. The findings of this study provide the evidence that research related problematic concept and health-care experiential concept should be conducted actively to improve the practice of child health nursing. Also to deeply understand the phenomena of client in field of child health nursing, interpretive research methods should be conducted actively, too.

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

  • 우탁
    • 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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