• 제목/요약/키워드: immerse

검색결과 100건 처리시간 0.026초

하남 이성산성 출토 목제품의 보존 처리 (Conservation for Wooden Objects excavated from Isong Sansung Fortress in Hanam, Korea)

  • 김수철;손준혁
    • 박물관보존과학
    • /
    • 제12권
    • /
    • pp.47-52
    • /
    • 2011
  • 한양대박물관에서 의뢰받은 이성산성 출토 목제품의 보존처리를 실시하였다. 보존처리에 앞서 수종조사를 실시한 결과 소나무류 1점(목제품)과 상수리나무류 11점(목제품 10점, 목기편 1편)이었다. 목기편 1점에 대한 칠도막 분석결과 바깥쪽은 4번, 안쪽은 3번의 칠을 한 것으로 관찰되며, 총 칠의 두께는 100 ㎛정도로 확인되었다. 보존처리는 고분자량의 PEG#3,350 수용액(10~45%까지)에 함침처리하여 물리적 강도를 부여한 후 진공동결건조를 실시하였다.

지역농업기상지원을 위한 정보화기술 전망 및 활용 (Prospect of Information Technology and Its Application to Regional Agricultural Meteorology)

  • Lee, Byong-Lyol
    • 한국농림기상학회:학술대회논문집
    • /
    • 한국농림기상학회 2003년도 춘계 학술발표논문집
    • /
    • pp.189-201
    • /
    • 2003
  • Grid is a new Information Technology (IT) concept of "super Internet" for high-performance computing: worldwide collections of high-end resources - such as supercomputers, storage, advanced instruments and immerse environments. The Grid is expected to bring together geographically and organizationally dispersed computational resources, such as CPUs, storage systems, communication systems, real-time data sources and instruments, and human collaborators. The term "the Grid" was coined in the mid l990s to denote a proposed distributed computing infrastructure for advanced science and engineering. The term computational Grids refers to infrastructures aimed at allowing users to access and/or aggregate potentially large numbers of powerful and sophisticated resources. More formally, Grids are defined as infrastructure allowing flexible, secure, and coordinated resource sharing among dynamic collections of individuals, institutions and resources referred to as virtual Organizations. GRID is an emerging IT as a kind of next generation Internet technology which will fit very well with Agrometeorological services in the future. I believe that it would contribute to the resource sharing in AgroMeteorology by providing super computing power, virtual storage, and efficient data exchanges, especially for developing countries that are suffering from the lack of resources for their agmet services at national level. Thus, the establishment of CAgM-GRID based on existing RAMINSII is proposed as a part of FWIS of WMO.part of FWIS of WMO.

  • PDF

치과기공사의 전문성 인식이 자기개발 및 전문성 향상 활동에 미치는 영향 (Effect of dental technicians' perception of professionalism on self-development and professionalism improvement activities)

  • 이혜은
    • 대한치과기공학회지
    • /
    • 제43권3호
    • /
    • pp.117-123
    • /
    • 2021
  • Purpose: In this study, an attempt was made to identify the extent of dental technicians' perception of professionalism and examine to what extent the perception of professionalism impacts self-development and professionalism improvement activities. Methods: An online survey was conducted for 391 dental technicians for 20 days (i.e., from October 20 to November 10, 2020). Pearson's correlation analysis was performed to examine the correlation between the independent variable and the dependent variable, and multiple regression analysis was performed to analyze the degree of influence of independent variables on self-development and professionalism improvement activities. Results: As a result of examining the impact of dental technicians' perception of professionalism on self-development and professionalism improvement activities, it was revealed that all four subareas of the perception of professionalism, i.e., professional qualification, professional autonomy, social perception, and the sense of calling, were positively impacted. Conclusion: (1) It is necessary to compare and analyze the differences in the perception of professionalism among various dental technologist groups, prepare programs to improve them, and endeavor to ensure the growth of organizational operating system. (2) Self-development and professionalism improvement activities need to be supported so that dental technologists can immerse themselves in their duties with affections for the organization and contemplate and provide educational programs to workers.

영화의 공중전 장면에서 스펙타클 리얼리즘의 형상화 방식 연구 (A Study on the Methods to Embody Spectacle Realism in the Aerial Battle Scenes of Movie)

  • 이종훈
    • 한국멀티미디어학회논문지
    • /
    • 제22권6호
    • /
    • pp.716-728
    • /
    • 2019
  • This study explores the concept of spectacular realism. and finds out how spectacular realism is made in movies. The Movies's spectacle is a realistic spectacle that does not miss the reality. so audiences can immerse themselves in it. Nowadays the spectrum of visual realism is becoming very diverse. "Perceptual realism" means to feel more like real than to reproduce reality as it is. "Synthetic realism" is a realism that CGI makes. And "Spectacular realism" makes the spectators concentrate to images than narrative or character. It means the dominance of the visual. The films and showed "Spectacular realism" especially in the aerial battle scenes. The films use 'Presentation of a new spatial sensation using unusual angles', 'Editing that constitutes transcendental time' and 'Intense contrast' as methods to embody spectacular realism. And the harmonious arrangement of transcendental images and very realistic screens effectively embodies Spectacular Realism. This discussion, which began in the air battle scene, could contribute to a broader and more diverse exploration of the implementation of spectacular realism images in the future.

게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로 (A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on )

  • 김혜빈;안상원
    • 한국게임학회 논문지
    • /
    • 제19권3호
    • /
    • pp.101-112
    • /
    • 2019
  • 본 연구는 <블랙미러: 밴더스내치>의 서사를 게이미피케이션 개념을 통해 읽음으로써, 현재의 인터랙티브 영화의 가능성과 한계 및 발전 방안을 살펴보고자 한다. <밴더스내치>의 '도전과제'는 예측 불가능한 세계에서 이야기를 진행하는 것이며, '보상'은 엔딩의 위계화이다. 이 영화의 재미 요소의 한계 극복을 위해서는 선택지와 엔딩 사이의 불확실성을 줄이고, 유희성을 강화해야 하며 다양하고 차별적인 결말을 마련해야 한다. 이러한 분석은 게이미피케이션 요소의 강화가 인터랙티브 영화의 몰입에 긍정적 영향을 줄 수 있음을 함의한다.

불화물도포 후 양치 시점에 따른 치면변화 (Rinsing time and enamel surface changes after fluoride application)

  • 조민정;김다은
    • 한국치위생학회지
    • /
    • 제19권1호
    • /
    • pp.151-159
    • /
    • 2019
  • Objective: This study aimed to investigate the relation between rinsing time and the change in enamel surface after fluoride application on the enamel surface. Methods: We recruited two sample groups with different mouth rinsing times. While one group rinsed the teeth immediately after applying acidulated phosphate fluoride (APF) gel, the other group rinsed the teeth 30 minutes after APF gel application. In each group, we performed the following four-step experiment: (i) apply APF gel on the teeth, (ii) rinse the teeth, (iii) immerse the teeth in orange juice, and (iv) measure enamel surface microhardness and scan enamel surfaces. Results: The group that rinsed 30 minutes after treatment exhibited greater microhardness than the group that rinsed immediately after fluoride treatment. The former also showed smooth and regular crystallization, whereas the latter showed rough and damaged crystallization and irregular surfaces. Conclusions: Based on these observations, we conclude that delaying the rinsing time improves the dental caries preventive effect of fluoride.

중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구 (Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives)

  • 김형지;오로지;허은
    • 한국게임학회 논문지
    • /
    • 제19권2호
    • /
    • pp.5-22
    • /
    • 2019
  • 본 연구는 청소년기 게임 과몰입의 원인을 개인적 속성과 환경, 게임 이용동기로 파악하고, 구체적으로는 고독감, 자기통제 결여, 부모와의 개방적 의사소통, 또래 집단의 정서적 지지와 게임 이용동기(몰두, 사회관계, 성취감)의 영향력으로 살펴보았다. 분석을 위해 중학교 1학년을 대상으로 2014년부터 2017년까지 3년 동안 패널조사 한 결과를 2차 데이터로 활용하였다. 그 결과, 초기 청소년기 고독감과 자기통제 결여는 게임 과몰입에 직접적인 영향을 미쳤으며, 이들의 영향 관계에서 게임의 성취감 동기가 매개효과를 보였다. 하지만, 부모와의 개방적 의사소통과 또래 집단의 정서적 지지는 게임 과몰입과 관련이 없었다. 시간이 지나도 과몰입의 원인과 결과의 영향 관계 구조는 대부분 일관된 결과를 보였다.

영화를 활용한 내용 중심 수업이 실용적 영어표현 습득에 미치는 영향 (An effect of Content-centered Class Using Movies in Learning Practical Expressions)

  • 김혜정
    • 비교문화연구
    • /
    • 제39권
    • /
    • pp.407-432
    • /
    • 2015
  • This study focuses on the flow of story and content or related context when using movies as learning materials in a class. A great advantage of using movies is that they have a consistent story and detailed content development. Most teachers, however, tend to concentrate on practical expressions totally unrelated to the story or context of the movie they are using. This way might be efficient in the short run but it is certain that the expressions are unlikely to be retained in long-term memory. This study examines how a story-centered class influences learning of practical expressions and how efficient this approach to learning is. Learning and teaching with focus only on the expressions in a movie shades the meaning of the use of the movie a little. In this study the movie, Cars 2, was used in a course of general education with 150 students enrolled. Various group activities were suggested to immerse students into the story and contents of Cars 2. It was found that a story-centered class is helpful for students to acquire practical expressions and that students' satisfaction level with the class was high.

게이미피케이션을 이용한 장애인 안전교육의 필요성 연구 (A Study on the Necessity of Safety Education for the Disabled Using Gamification)

  • 김수동;정형원
    • 통합자연과학논문집
    • /
    • 제14권2호
    • /
    • pp.57-64
    • /
    • 2021
  • The effect of improving awareness by educational programs for improving the quality of daily life of the disabled and safety depends on the type of disability and individual differences, as well as the difficulty in evaluating education achievement and satisfaction. However, more effective programs can be developed and provided if the factors affecting the effectiveness of education can be identified. Training as one of the factors affecting effectiveness involves motivation. This is thought to be an important factor for any object regardless of the type of disability. It is recognized that "By providing programs for the disabled to immerse themselves, they can be motivated to participate in education and expect greater effects on educational effects." Gamification is convincing enough for general learning. Furthermore, a feature of gamification is the use of the game's structure to achieve its goal, which acts on participants' motivation. Some use game packages such as analog games and digital games, but some include gamification of activities themselves. The use of gamification in education has different characteristics from the development of businesses. Therefore, in this paper, we reviewed the current status and challenges with the aim of promoting the use of gamification in life safety education for the disabled.

Expression Types of Modern Fashion Show Space from the Perspective of Pepper's Contextualism

  • Liu, Shuai;Kwon, Mi Jeong
    • 패션비즈니스
    • /
    • 제24권6호
    • /
    • pp.46-62
    • /
    • 2020
  • This study analyzed contextual expression types in modern fashion show space derived from the architecture based on Pepper's Contextualism. Pepper's Contextualism theory was applied to fashion showcases of the world's four largest collections from 2010 to 2020 by analyzing contextual expression in architecture, resulting in six contextual expression types. The first type was natural environmental contextual expression in which a modern fashion was fused with the natural environment using the natural environment's context. The second type was a temporal contextual expression expressed by blending the theme of a fashion show and an artificial environment that could express past, present, and future issues. The third type was a spatial contextual expression that extended in a flat or three-dimensional direction. This expression could connect with customers in the field. The fourth type was an associative contextual expression that could formally present the theme of a fashion show or a designer's inspiration by borrowing a specific place. The fifth type was an ideological contextual expression that could express a designer's concept or value through a fashion show's design. The sixth type was a contextual communication expression that could allow viewers to immerse themselves in the space of a fashion show venue mentally through a morphological or virtual technique and experience a fashion show.