• 제목/요약/키워드: immersion time

검색결과 649건 처리시간 0.025초

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

  • 김병엽;박용석;이창헌
    • 수산해양기술연구
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    • 제45권2호
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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.

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

  • 안찬훈;이재선;김용욱;문흥규
    • 한국산림과학회지
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    • 제99권3호
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    • pp.423-431
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    • 2010
  • 본 연구는 백합나무의 효율적인 기내번식법 개발을 위하여 temporary immersion 방식의 생물반응기(TIB)를 이용한 체세포배 발아에 미치는 몇 가지 요인을 구명하고자 실시하였다. 사용된 생물반응기는 간헐적으로 배지가 식물체에 접촉되도록 설계되어 배지의 침지시간을 임의로 조절하였다. 본 방식을 통한 백합나무 체세포배 발아율은 배지의 침지시간이 상대적으로 길었던 매 4시간 마다 120분씩 침지시킨 처리구와 매 4시간 마다 60분씩 침지시킨 처리구에서 높게 나타났다(각각 91.64%, 85.67%). 하지만 식물체의 과수화 비율은 침지시간이 상대적으로 짧았던 매 6시간 마다 15분씩 침지시킨 처리구와 상대적으로 길었던 매 4시간 마다 120분씩 침지시킨 처리구에서 높게 나타났다(각각 51.61%, 34.28%). 매 4시간 마다 60분씩 배지를 침지시킨 처리구에서 과수화된 식물체가 가장 적게 나타났으며, abscisic acid (ABA), superoxide dismutase (SOD) 및 catalase의 함량이 가장 적은 것으로 나타났다. 본 실험에서 생물반응기내 배지 침지 시간은 체세포배 발아시 스트레스 요소로서 작용하여 발아 및 식물체 생장의 차이를 보여주었다. 이상의 결과는 TIB방식의 생물반응기를 통해 백합나무의 효율적인 발아가 가능함을 보여주었다.

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

  • 김나랑
    • 한국산업정보학회논문지
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    • 제27권2호
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    • pp.129-141
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    • 2022
  • 본 연구의 목적은 실시간 비대면 수업에서 학습몰입에 영향을 미치는 변수를 찾아내는데 있다. 이를 위해 Zoom 수업 경험이 있는 학생을 대상으로 2021년 11월 22일에서 2021년 12월 05일까지 설문조사를 실시하였다. 불성실한 응답을 한 설문지를 제외하고 117부를 구조방정식 모형으로 분석하였다. 분석결과 '흥미성'과 '상호작용 수준'이 '학습몰입'에 영향을 미치고 '학습몰입'은 '학습성과'에 긍정적인 영향을 미치는 것으로 나타났다. 본 연구의 의의는 실시간 비대면 수업에서 학습몰입에 영향을 미치는 변수를 실증적으로 분석하였다는 점에 있다. 후속 연구에서는 Zoom을 비롯한 다양한 플랫폼을 대상으로 학습몰입에 영향을 미치는 변수들에 대한 검증이 필요하다.

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

  • 이정용;김완기;이채성;박영제
    • 한국양식학회지
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    • 제16권4호
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    • pp.229-232
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    • 2003
  • 이 연구에서는 인공종묘 생산된 북방대합 치패를 대상으로 수온, 염분 및 공기 중 노출에 따른 생존율과 방류를 위한 잠사 능력을 조사하였다. 수온 4∼28$^{\circ}C$ 범위에서 10일간 치패의 수온에 따른 생존율은 차이가 없었으며 ,염분 22 psu 이상에서는 50% 이상의 생존율을 보였다. 또한 기온 2$0^{\circ}C$이하의 공기 중 노출에서 12시간 이내에는 생존율에 차이가 없었으나 $25^{\circ}C$에서는 16시간 이상에서 50% 이하의 생존율을 보였다 각 장에 따른 잠사능력은 각 장이 증가할수록 잠입시간은 길어지고 잠입률은 감소하였으며, 각장 15mm 이하의 치패는 10분 이내에 90% 이상 잠입하였다. 저질모래 크기에 따른 잠입시간과 잠입률에는 차이가 나타나지 않았다.

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
    • 한국컴퓨터정보학회논문지
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    • 제20권10호
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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.

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

  • 문용재;박창호;문창권
    • 한국해양공학회지
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    • 제22권1호
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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 $80^{\circ}C$.

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

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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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
    • 한국표면공학회:학술대회논문집
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    • 한국표면공학회 2016년도 추계학술대회 논문집
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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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    • 제7권3호
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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.

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

  • 이면재;김경남
    • 디지털융복합연구
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    • 제12권9호
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    • pp.353-358
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    • 2014
  • 인터렉티브 아트는 관람객들과 상호 작용을 전제로 예술 작품을 구현하는 것으로 가상성, 몰입성, 상호작용성을 특징으로 한다. 그에 따라 관람객이 작품으로 몰입하게 하는 연구는 매우 중요하다. 현재까지 인터렉티브 아트분야에서, 몰입을 측정하기 위해서는 주로 설문지나 인터뷰, 정신 생리학적인 방법을 이용하였다. 그러나 이 방법들은 작품 관람 이후에 진행되어져서 정확한 몰입 측정이 어려우며 작품 관람에 방해를 줄 수 있다. 본 연구에서는 이를 개선하기 위해서 모바일 기기와 카메라를 이용하여 관람객들의 동선을 파악하고 관람시간을 중심으로 한 몰입 측정 방법을 제안한다. 본 논문은 작품의 몰입 정도를 파악하는데 도움을 제공한다.