• Title/Summary/Keyword: immersion time

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Hooking rate and bait loss rate of traditional hairtail hand line according to immersion time in the coastal waters of Jeju (제주 연안 재래식 갈치 채낚기의 침지시간에 의한 조획률 및 미끼 탈락률)

  • Kim, Byung-Yeob;Park, Young-Seok;Lee, Chang-Heon
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.45 no.2
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    • pp.77-84
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    • 2009
  • This paper is to investigate the effect of the immersion time in the traditional hairtail hand line for developing the fishing methods and the fishing gear in the coast of jeju. The operating of 32 times was made with each different immersion time of hairtail hand line, and the relations between the catch and the immersion time were examined. As the result, targeted species rate was over 98% of total catch. From about 800 seconds after casting, the hooking rate was decreased and the bite loss rate was increased, it seems to be made by the decreasing factors of predators including the cutting of branch lines etc. In addition, it was supposed that the hooking rate and the bait loss rate had a deep connection with feeding time zone. The level of the correlation coefficient of the bait loss rate according to the immersion time was 0.54 at $p{\leq}0.01$, in the case of the hooking rate, 0.59 was chosen after about 800 seconds. The hooking rate and the bait loss rate according to the hook number were not irrelevant to the fish school layer. Additionally, it was assumed that the bait loss rate was related to the depth of water.

Somatic Embryo Germination and the Related Biochemical Changes of Liriodendron tulipifera by Bioreactor Immersion Time (생물반응기 내 침지시간에 따른 백합나무 체세포배 발아 및 생화학적 변화)

  • An, Chan-Hoon;Yi, Jae-Seon;Kim, Yong-Wook;Moon, Heung-Kyu
    • Journal of Korean Society of Forest Science
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    • v.99 no.3
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    • pp.423-431
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    • 2010
  • To determine physical and physiological factors for Liriodendron tulipifera L. somatic embryo germination, temporary immersion bioreactor (TIB) system was investigated. It was designed to immerse liquid media with plantlets so that it was able to adjust the immersion time. Immersion of 120 minutes every 4 hours and 60 minutes every 4 hours was found to be effective in germination (91.64%, 85.67%, respectively). However, hyperhydricity of the plantlets was higher in short immersion time (15 minutes every 6 hours) and long immersion time (120 minutes every 4 hours) (51.61%, 34.28%, respectively). Immersion of 60 minutes every 4 hours showed the lowest hyperhydric plantlets, and also it showed the lowest activities of abscisic acid (ABA), superoxide dismutase (SOD), and catalase. The overall results implied that immersion time of media affected germination and growth of somatic embryo, and it was able to make use of germination and growth of L. tulipifera somatic embryos.

An Empirical Study on Factors Affecting Immersion and Learning Outcomes in Real-time Non-face-to-face Classes using Zoom (Zoom을 이용한 실시간 비대면 수업에서 몰입과 학습성과에 미치는 요인에 관한 실증연구)

  • Kim, Na Rang
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.129-141
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    • 2022
  • The purpose of this study is to reveal the variables that affect learning immersion, in real-time non-face-to-face classes. To this end, a survey was conducted from November 22, 2021 to December 5, 2021 for students with experience in zoom classes. Excluding incorrect questionnaire, 117 copies were analyzed using a structural equation model. The results show that 'interest' and 'interaction level' influenced 'learning immersion', and 'learning immersion' had a positive effect on 'learning outcome'. The contribution of this study is that it empirically analyzed variables affecting learning immersion in real-time non-face-to-face classes. In the follow-up study, it is necessary to verify variables that affect learning immersion in various platforms, including zoom.

Survival on Water Temperature, Salinity and Air Exposed Time and Sand Immersion Ability of the Surf Clam, Spisula sachalinensis Spat (북방대합 치패의 수온, 염분 및 공기노출에 따른 생존율과 잠사능력)

  • 이정용;김완기;이채성;박영제
    • Journal of Aquaculture
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    • v.16 no.4
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    • pp.229-232
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    • 2003
  • Survival with various conditions (water temperature, salinity and air exposure) and sand immersion ability for release of surf clam, Spisula sachalinensis spats, which were artificially seed produced, were investigated. Survival with water temperature conditions of spats showed no difference within the range of 4∼28 $^{\circ}C$ for 10 days. In salinity conditions, survival (%) of spats showed more than 50% in over 22 psu. In air exposure conditions, survival (%) of spats air exposed for 12 hours was no difference within below 2$0^{\circ}C$, however, that of spats air exposed for 16 hours showed below 50% at $25^{\circ}C$. In sand immersion ability, the immersion time was increased with the increase of shell length, and the immersion rate was decreased. Spats of below 15 mm in shell length were emersed more than 90% within 10 min. There was no difference in the immersion time and the immersion rate with the grain sizes of the sand bottom.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

Study on the Durability of GFRP Composites in Alkaline Environment(1) (알칼리 환경에 대한 GFRP 복합재료의 내구성에 관한 연구(1))

  • Moon, Yong-Jae;Park, Chang-Ho;Moon, Chang-Kwon
    • Journal of Ocean Engineering and Technology
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    • v.22 no.1
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    • pp.58-63
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    • 2008
  • The effect of alkaline environmental condition on durability of GFRP composites according to additives was investigated. Additives used were polyvinyl alcohol(PVA), kaolin and alumina powder. Weight gains increased with immersion time in all GFRP composites at $80^{\circ}C$. But weight gain of specimen added PVA did not differ through the wlwle immersion time in both tap water and alkaline solution at 20 and $80^{\circ}C$. Tensile strength decreased with immersion time in all environment conditions. Tensile strength of GFRP composites regardless of additives decreased rapidly up to 5 days of immersion and then decreased slowly up to 30 days in alkaline solution environment at $80^{\circ}C$. Weight gains had not. much difference in both tap water and alkaline solution at $20^{\circ}C$. And weight gain of GFRP composites added polyvinyl alcohol had smaller than the others through the whole immersion time in both tap water and alkaline solution at $20^{\circ}C$ and $80^{\circ}C$. Tensile strength of GFRP composites added polyvinyl alcohol had higher than the others through the whole immersion time in both tap water and alkaline solution at $20^{\circ}C$ and $80^{\circ}C$.

Current Status of Augmented Reality Picture Books and Preschooler's Immersion (증강현실 그림책 현황과 유아의 몰입도)

  • Han, You Me;Won, Soon Ok
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

Effect of Zincate Treatment Time on Dissolution Behavior and Deposition of Copper on AZ31 Mg alloy in Pyrophosphate Bath

  • Van Phuong, Nguyen;Moon, Sungmo
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2016.11a
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    • pp.194.1-194.1
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    • 2016
  • The present study investigated the effect of zincate treatment time on the dissolution behavior and the deposition of copper by immersion process and electroplating process on AZ31 Mg alloy substrate in a copper pyrophosphate bath. Without zincate pretreatment, the AZ31 Mg substrate quickly dissolved in the copper pyrophosphate solution although an external cathodic current was applied. The copper layers deposited on non-zincate treated AZ31 Mg alloy substrate by both immersion and electroplating processes showed very porous structure and very poor adhesion. With increasing zincate treatment time up to 2 min, the dissolution of AZ31 substrate in pyrophosphate solution rapidly decreased and the deposited copper layer was less porous and exhibited stronger adhesion. The immersion of AZ31 Mg sample in zincate solution for 5 min was found as a critical time for producing a non-porous and adherent electrodeposited copper layer on AZ31 Mg alloy. The optimum zincating time can be determined by observing the open circuit potential (OCP) of AZ31 Mg alloy samples in a copper pyrophosphate electroplating bath. The OCP reached a stable value of about -0.10 V (vs. SCE) after 5 min of immersion in the copper pyrophosphate electroplating solution.

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Effect of low-calcium fly ash on sulfate resistance of cement paste under different exposure conditions

  • Zhang, Wuman;Zhang, Yingchen;Gao, Longxin
    • Advances in concrete construction
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    • v.7 no.3
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    • pp.175-181
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    • 2019
  • Low-calcium fly ash (LCFA) were used to prepare cement/LCFA specimens in this study. The basic physical properties including water demand, fluidity, setting time, soundness and drying shrinkage of cement/LCFA paste were investigated. The effects of curing time, immersion time and wet-dry cycles in 3% $Na_2SO_4$ solution on the compressive strength and the microstructures of specimens were also discussed. The results show that LCFA increases the water demand, setting time, soundness of cement paste samples. 50% and 60% LCFA replacement ratio decrease the drying shrinkage of hardened cement paste. The compressive strength of plain cement specimens decreases at the later immersion stage in 3% $Na_2SO_4$ solution. The addition of LCFA can decrease this strength reduction of cement specimens. For all specimens with LCFA, the compressive strength increases with increasing immersion time. During the wet-dry cycles, the compressive strength of plain cement specimens decreases with increasing wet-dry cycles. However, the pores in the specimens with 30% and 40% LCFA at early ages could be large enough for the crystal of sodium sulfate, which leads to the compressive strength increase with the increase of wet-dry cycles in 3% $Na_2SO_4$ solution. The microstructures of cement/LCFA specimens are in good agreement with the compressive strength.

Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.353-358
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    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.