• Title/Summary/Keyword: life-time use

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Effect of Nitrate on Iron Reduction and Phosphorus Release in Flooded Paddy Soil (논토양에서 질산 이온이 철의 환원과 인의 용출에 미치는 영향)

  • Chung, Jong-Bae
    • Korean Journal of Environmental Agriculture
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    • v.28 no.2
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    • pp.165-170
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    • 2009
  • The increase in P availability to rice under flooded soil conditions involves the reductive dissolution of iron phosphate and iron (hydr)oxide phosphate. However, since $NO_3^-$ is a more favourable electron acceptor in anaerobic soils than Fe, high$NO_3^-$ loads function as a redox buffer limiting the reduction of Fe. The effect of adding $NO_3^-$ on Fe reduction and P release in paddy soil was investigated. Pot experiment was conducted where $NO_3^-$ was added to flooded soil and changes of redox potential and $Fe_2^+$, $NO_3^-$ and $PO_4^{3-}$ concentrations in soil solution at 10 cm depth were monitored as a function of time. Redox potential decreased with time to -96 mV, but it was temporarily poised at about 330${\sim}$360 mV when $NO_3^-$ was present. Nitrate addition to soil led to reduced release of $Fe_2^+$ and prevented the solubilization of P. Phosphate in pore water began to rise soon after incubation and reached final concentrations about 0.82 mg P/L in the soil without $NO_3^-$ addition. But, in the soil with $NO_3^-$ addition, $PO_4^{3-}$ in pore water was maintained in the range of 0.2${\sim}$0.3 mg P/L. The duration of inhibition in $Fe_2^+$ release was closely related to the presence of $NO_3^-$, and the timing of $PO_4^{3-}$ release was inversely related to the $NO_3^-$ concentration in soil solution. The results suggest that preferential use of $NO_3^-$ as an electron acceptor in anaerobic soil condition can strongly limit Fe reduction and P solubilization.

Restoration of Earthenware & Porcelain Cultural Assets using 3D Printing (3D 프린팅을 이용한 토기·자기 문화재 복원 연구)

  • Lee, Hae Soon;Wi, Koang Chul
    • Journal of Conservation Science
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    • v.31 no.2
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    • pp.131-145
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    • 2015
  • Cultural assets restoration is being considered highly as a practical way to extend the lifespan of damaged cultural assets and re-highlight their value. However, restoration process has been mostly dependent on the manual work involving the experience and skill of a person performing restoration, thereby requiring much time and effort. In recent, it became possible to apply a method allowing restoration to be performed more accurately and easily according to the material characteristics and shape of cultural assets. Namely, it is to use a method of printing out the 3D shape data computed in computer as real object by using 3D printer for the restoration that has been performed manually. The missing part of a cultural asset is computed into computer data first and is printed out by using 3D printer to undergo a simple shaping process. The result of 3D printer application showed that repetitive output and shape and figure revision of digital data were possible, and it was possible to improve the degree of completedness of restoration through test output using various types of restoration materials using various materials. For the purpose of verifying the possibility of applying 3D printer to restore missing part of earthenware, two pieces of modern reproductions, namely, the Seven Treasure Incense Burner and Earthenware with Wagon Wheel Decoration, were artificially damaged. The restoration result showed that compared to manual work, it showed better effectiveness in curtailing work time and reproducing accurate shape. On the other hand, secondary manual work was slightly needed for detailed binding and to vividly express surface texture.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

An ELISA-on-a-Chip Biosensor System for Early Screening of Listeria monocytogenes in Contaminated Food Products

  • Seo, Sung-Min;Cho, Il-Hoon;Kim, Joo-Ho;Jeon, Jin-Woo;Oh, Eun-Gyoung;Yu, Hong-Sik;Shin, Soon-Bum;Lee, Hee-Jung;Paek, Se-Hwan
    • Bulletin of the Korean Chemical Society
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    • v.30 no.12
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    • pp.2993-2998
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    • 2009
  • An enzyme-linked immunosorbent assay (ELISA)-on-a-chip (EOC) biosensor combined with cell concentration technology based on immuno-magnetic separation (IMS) was investigated for use as a potential tool for early screening of Listeria monocytogenes (L. monocytogenes) in food products. The target analyte is a well-known pathogenic foodborne microorganism and outbreaks of the food poisoning typically occur due to contamination of normal food products. Thus, the aim of this study was to develop a rapid and reliable sensor that could be utilized on a daily basis to test food products for the presence of this pathogenic microorganism. The sensor was optimized to provide a high detection capability (e.g., 5.9 ${\times}\;10^3$ cells/mL) and, to eventually minimize cultivation time. The cell density was condensed using IMS prior to analysis. Since the concentration rate of IMS was greater than 100-fold, this combination resulted in a detection limit of 54 cells/mL. The EOC-IMS coupled analytical system was then applied to a real sample test of fish intestines. The system was able to detect L. monocytogenes at a concentration of 2.4 CFU/g after pre-enrichment for 6 h from the onset of cell cultivation. This may allow us to monitor the target analyte at a concentration less than 1 CFU/g within a 9 h-cultivation provided a doubling time of 40 min is typically maintained. Based on this estimation, the EOC-IMS system can screen and detect the presence of this microorganism in food products almost within working hours.

Comparison of Sampling Techniques for Passive Internet Measurement: An Inspection using An Empirical Study (수동적 인터넷 측정을 위한 샘플링 기법 비교: 사례 연구를 통한 검증)

  • Kim, Jung-Hyun;Won, You-Jip;Ahn, Soo-Han
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.6
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    • pp.34-51
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    • 2008
  • Today, the Internet is a part of our life. For that reason, we regard revealing characteristics of Internet traffic as an important research theme. However, Internet traffic cannot be easily manipulated because it usually occupy huge capacity. This problem is a serious obstacle to analyze Internet traffic. Many researchers use various sampling techniques to reduce capacity of Internet traffic. In this paper, we compare several famous sampling techniques, and propose efficient sampling scheme. We chose some sampling techniques such as Systematic Sampling, Simple Random Sampling and Stratified Sampling with some sampling intensities such as 1/10, 1/100 and 1/1000. Our observation focused on Traffic Volume, Entropy Analysis and Packet Size Analysis. Both the simple random sampling and the count-based systematic sampling is proper to general case. On the other hand, time-based systematic sampling exhibits relatively bad results. The stratified sampling on Transport Layer Protocols, e.g.. TCP, UDP and so on, shows superior results. Our analysis results suggest that efficient sampling techniques satisfactorily maintain variation of traffic stream according to time change. The entropy analysis endures various sampling techniques well and fits detecting anomalous traffic. We found that a traffic volume diminishment caused by bottleneck could induce wrong results on the entropy analysis. We discovered that Packet Size Distribution perfectly tolerate any packet sampling techniques and intensities.

Internet health information of kindergarten teachers Conditions for recognition and utilization (유치원 교사의 인터넷 건강지식에 대한 정보 인식 및 실태)

  • Yoo, Ji-Eun;Son, Eun-Kyoung;Kim, Sook-Hee;Son, Hae-Kyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.5931-5941
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    • 2015
  • It should be given the opportunity to acquire information about the health of infants for a new type of way of life with the passage of time, of which the internet is a lot of people are required to use the media in the modern world. So, we want to find out the status of kindergarten teachers' internet utilizing and how to utilize the internet health information on field. The purpose of this study is to explore the direction of improvement. We produce this research based on a precedent study about perception and actual condition of health information utilizing. The objects of this study are 180 kindergarten teachers working in Dae-jeon and most of them have experience of searching health information through internet. The collected data calculated frequency and percentage with SPSS 18.0 program. As a result, first, kindergarten teachers think the information of infants' health is relatively important, still they obtain it from the Internet. But they feel a difficulty in finding the proper information because it takes so much time. Second, they utilize the Internet whenever necessary to find health information and they could find it. However, health information obtained from the Internet, have not been unexpectedly useful. Therefore, training about the content of infant's health and utilizing method of internet health information is needed.

Broadcasting and Caching Schemes for Location-dependent Queries in Urban Areas (도심환경에서 위치의존 질의를 위한 방송과 캐싱 기법)

  • Jung Il-dong;Yu Young-ho;Lee Jong-hwan;Kim Kyongsok
    • Journal of KIISE:Databases
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    • v.32 no.1
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    • pp.56-70
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    • 2005
  • The results of location-dependent queries(LDQ) generally depend on the current locations of query issuers. Many mechanisms, e.g. broadcast scheme, hoarding, or racking policy, have been developed to improve the system peformance and provide better services, which are specialized for LDQs. Considering geographical adjacency of data and characteristics oi target area, caching policy and broadcast scheme affect the overall performance in LDQ. For this reason, we propose both the caching policy and broadcast scheme, which these features are reflected in. Based on the adjacency of data in LDQ, our broadcast scheme use Hilbert curve to cluster data. Moreover, in order to develop the caching policy suitable for LDQ on urban area, we apply the moving distance of a MH(Mobile Host) to our caching policy We evaluate the performance of the caching policy measuring the workload of MHs and the correctness of LDQ results and the performance of the broadcast scheme measuring the average setup-time of MHs in our experiments. Finally, we expect that our caching policy Provides more correct answers when executing LDQ in focal cache and leads significant improvement of the performance of MHs. It also seems quite probable that our broadcast scheme leads improvement of battery life of the MH.

The Effect of Adolescents' Health Behavior on Obesity (청소년들의 건강행태가 비만에 미치는 영향)

  • Hong, Min-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.295-302
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    • 2019
  • This study was conducted to investigate the effects of adolescent health behavior on obesity using an online health behavior survey. The subjects of this study were 12,090 middle school students and 14,248 high school students among 26,338 Korean youths that responded to an online survey of youth health behaviors in 2018 (14th). There were significant differences in lifestyle, mental factors, exercise habits, and sitting habits as health behavior factors. The risk of obesity was higher in smokers (p<0.001), drinkers (p<0.001), those who ate breakfast less than four times a week (p<0.001), those who consumed fruit less than four times a week (p<0.001) and those who ate fast food less than two times a week (p<0.001). The obesity rate was higher in people with high-stress (p<0.05). Exercise habit as a factor was higher in the obesity rate than in physical activity by three times as much (p<0.001), whereas students categorized as muscular (p<0.01) had one to two times more physical activity (p<0.001). Students who had less than six hours of learning purpose were found to have higher obesity rates than those with more than six hours of learning purpose (p<0.001). In conclusion, the obesity rate did not increase with prolonged sitting habits, but did increase with longer sitting time except for those who studied purpose folly. Therefore, it is necessary to have a set time for internet use, as well as to educate schools about proper lifestyle, and to promote healthy exercise habits.

Spatial Analysis of Wind Trajectory Prediction According to the Input Settings of HYSPLIT Model (HYSPLIT 모형 입력설정에 따른 바람 이동경로 예측 결과 공간 분석)

  • Kim, Kwang Soo;Lee, Seung-Jae;Park, Jin Yu
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.23 no.4
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    • pp.222-234
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    • 2021
  • Airborne-pests can be introduced into Korea from overseas areas by wind, which can cause considerable damage to major crops. Meteorological models have been used to estimate the wind trajectories of airborne insects. The objective of this study is to analyze the effect of input settings on the prediction of areas where airborne pests arrive by wind. The wind trajectories were predicted using the HYbrid Single-Particle Lagrangian Integrated Trajectory (HYSPLIT) model. The HYSPLIT model was used to track the wind dispersal path of particles under the assumption that brown plant hopper (Nilaparvata lugens) was introduced into Korea from sites where the pest was reported in China. Meteorological input data including instantaneous and average wind speed were generated using meso-scale numerical weather model outputs for the domain where China, Korea, and Japan were included. In addition, the calculation time intervals were set to 1, 30, and 60 minutes for the wind trajectory calculation during early June in 2019 and 2020. It was found that the use of instantaneous and average wind speed data resulted in a considerably large difference between the arrival areas of airborne pests. In contrast, the spatial distribution of arrival areas had a relatively high degree of similarity when the time intervals were set to be 1 minute. Furthermore, these dispersal patterns predicted using the instantaneous wind speed were similar to the regions where the given pest was observed in Korea. These results suggest that the impact assessment of input settings on wind trajectory prediction would be needed to improve the reliability of an approach to predict regions where airborne-pest could be introduced.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.