• Title/Summary/Keyword: on-line media

검색결과 596건 처리시간 0.025초

세라믹 섬유필터를 이용한 디젤 입자상물질 배출저감에 관한 기초연구 (A Study on the Exhaust Reduction of Diesel Particulates Using Ceramic Fiber Filters)

  • 주용남;홍민선;문수호;이동섭;임우택
    • 한국대기환경학회지
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    • 제19권3호
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    • pp.297-306
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    • 2003
  • Works were focused on back pressure characteristics of ceramic fiber filter on DPF (Diesel Particulate Filter) system and experiments were performed to select appropriate filter which can filter particulates. Filters were installed on metal -support tube which has openings for exhaust gas flow. Ceramic fiber filters with high specific surface area and adequate high temperature strength are commercially available for filtration of diesel particulates and in -situ hot regeneration. Thus, ceramic blanket and ceramic board which are used as insulating media were applied to filter and filtration apparatus was installed on exhaust gas line connected to 2.0 L diesel engine. Alternating filter structure to adapt DPF system, collection efficiency test of diesel particulates was measured. In case of ceramic blanket, pressure drop was low, caused by the destruction of soft structures. Also, particulate collection efficiency was decreased depending on loading time. In case of ceramic board, structure design was altered to reduce back pressure on DPF system. Structure design was altered to induce Z-flow by making 10 mm and 5 mm holes on the surface of media. Alteration of 5 mm hole showed that media have low back pressure but particulate collection efficiency was 77%, while 10 mm hole showed that of 90%.

소셜 네트워크 서비스와 공연예술: 활용가치와 가능성 (Social Network Services and Performing Arts: Value and potential of its application)

  • 최현주;안병주
    • 지식경영연구
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    • 제12권5호
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    • pp.59-69
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    • 2011
  • The popularity of the social media has enabled growth of the social network, which has a big impact on culture and arts sector. The impact is based on the fact that news and evaluation of performances are communicated actively through the use of on-line community, and that the advent of social commerce makes more people see better performance at a lower price. Besides, collaboration programs called Social Sourcing are springing up in the arts sector, and there is Crowd Funding for culture & arts which is a desirable form of social funding. In this way social media and social network service (SNS) have huge social influence not only on the performing arts sector but also on the whole culture and arts sector, and are expected to have growing dominance. With SNS - which opened new marketing, publicity and donation system not only for the whole society but also for the culture and arts sector - in mind, this paper handles the topics on understanding of close relationship between SNS and performing arts, and on its current usage, value and endless possibilities. By presenting the practical value and the possibilities, this paper will help in making smooth the communication between stakeholders and audience of performing arts, in making effective the means of performance delivery, and in making enlarged the mutual understanding between performers and audience. This paper will also be the basis of an alternative means, which presents the performing arts sector with possibilities to get out of the chronic deficit.

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A Semi-Markov Decision Process (SMDP) for Active State Control of A Heterogeneous Network

  • Yang, Janghoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권7호
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    • pp.3171-3191
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    • 2016
  • Due to growing demand on wireless data traffic, a large number of different types of base stations (BSs) have been installed. However, space-time dependent wireless data traffic densities can result in a significant number of idle BSs, which implies the waste of power resources. To deal with this problem, we propose an active state control algorithm based on semi-Markov decision process (SMDP) for a heterogeneous network. A MDP in discrete time domain is formulated from continuous domain with some approximation. Suboptimal on-line learning algorithm with a random policy is proposed to solve the problem. We explicitly include coverage constraint so that active cells can provide the same signal to noise ratio (SNR) coverage with a targeted outage rate. Simulation results verify that the proposed algorithm properly controls the active state depending on traffic densities without increasing the number of handovers excessively while providing average user perceived rate (UPR) in a more power efficient way than a conventional algorithm.

Bypass 일체형 선박용 탈질설비의 입구형태에 대한 연구 (Study on the Inlet Shape of a Selective Catalyst Reduction System with an Integrated Bypass Unit for Ships)

  • 하수현;이재철;이상범;강동훈
    • 해양환경안전학회지
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    • 제27권5호
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    • pp.666-674
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    • 2021
  • Bypass line과 Catalyst를 공간적으로 결합한 Bypass 일체형 탈질설비를 제안하였다. 탈질설비 내부에 설치되는 Bypass의 개폐장치의 형태에 따른 Catalyst로의 유동 변화를 확인하기 위하여 상용프로그램인 Ansys Fluent를 사용하여 탈질설비를 모델링하고 시뮬레이션을 구성하였다. 탈질설비 내의 Catalyst로 인한 계산시간과 Mesh의 수를 줄이기 위해 Porous media방식으로 Catalyst를 모델링하였다. Catalyst로의 입구각도와 Bypass 개폐장치의 크기를 변화시키면서 시뮬레이션을 수행하고 시뮬레이션의 결과로 Catalyst로의 유동 평균속도와 균일도의 변화를 확인하였다.

칡혼합 발효배지로 생산된 신령버섯의 면역기능성 비교 분석에 관한 연구 (Studies on the Comparative Analysis of Immunofunction of Agaricus blazei Murill Cultivated with Fermented Media Containing Pueraria thunbergiana)

  • 김주남;서정식;박동철
    • 한국식품저장유통학회지
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    • 제9권1호
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    • pp.114-119
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    • 2002
  • 본 연구에서는 건강기능성 버섯으로 알려진 A. blazei 에 대하여 재배시 농가에서 사용하는 배지의 종류에 따라 생산된 자실체의 면역 기능성 차이를 규명 할 목적으로 in viro 상태에서 추출다당체의 세포에 대한 영향을 살펴보았다. 기능성 약용 버섯인 A. balzei 에 대하여 재배시 농가에서 사용하는 배지에 따른 in viro 상태에서 세포에 대한 다당체의 영향을 검토하였다. 추출용매에 따른 항종양 물질의 저해효과는 약 25∼30% 수율범위의 methanol 추출물이 비교적 높은 효과를 나타내었다. 이 추출물을 이용하여 human colon carcinoma cell line인 HT29와 human heptoma cell line HepG2에 대한 항종양실험 결과 결장암 세포에 대한 효과는 고농도로 처리시 사용된 생산배지에 따라 1.5∼3.5배 까지의 차이를 나타내었다. 간암세포에 대해서도 고농도로 처리시 사용된 생산배지에 따라 1.3∼2.4배 까지의 저해효과를 볼 수 있었으며 이는 배지상의 조성과 발효에 따른 차이로 추측된다. 국내산 신령버섯간 지역별로 다르게 사용되는 생산배지 사이에 나타나는 항종양효과에서 일반적으로 많이 사용되는 볏짚과 사탕수수 혼합배지보다는 볏짚대신에 칡을 사탕수수에 일부 혼합하여 발효시킨 배지에서 생산된 버섯에서 상당히 높은 종양 저해효과를 나타내었다. 즉 결장암에 대한 처리시 저 농도에서는 약 1.5배, 고농도에서 약 1.6배의 저해효과를 나타내었으며, 간암세포에서는 저 농도에서 약 2.1배, 고농도에서 약 2.8배의 더욱 높은 저해효과를 나타내었다. 건조 분말시료에서 지용성 성분을 제거한 후 열수 및 냉·온 알칼리성 조건으로 다당체를 분리하여 Ab-l, Ab-2, Ab-3 분획을 얻었으며, 이들 시료로 Salmonella typhymurium TA100을 이용한 항돌연변이 실험을 수행한 결과 재배지역과 사용배지에 따른 큰 차이는 나타나지 않았지만 대체로 높은 항돌연변이 효과를 나타내었다. 면역세포의 활성정도를 측정하기 위하여 macrophage Raw cell에 상기의 fraction을 적용해본 결과 칡 사용 생산버섯의 알칼리성 추출 Ab-3 fraction이 사용한 다른 배지에 비하여 약 45∼58% NO 생성증가를 나타내었으며, 기타 열수추출 fraction에서는 유의적인 큰 증가는 없었으나 알칼리 추출조건에서는 대체로 증가하는 경향이 뚜렷하게 나타났다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구 (Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade)

  • 안경환
    • 디지털콘텐츠학회 논문지
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    • 제9권1호
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    • pp.41-51
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    • 2008
  • 웹2.0시대 온라인에서의 소비자 욕구를 통한 이동매체의 발달은 1인 모바일 미디어매체 확장을 가져오고 있는 상황으로 본 연구는 웹2.0 시대의 확장된 컨텐츠 가운데서도, 모바일 매체를 통한 이 러닝 컨텐츠 활용에 따른 소비자의 성향을 조사하였다. 모바일 프로슈머의 소비양상과 모바일 교육컨텐츠 활용의 특징요소를 국내 이러닝(e-leaning) 전문 포털업체 커뮤니티를 중심으로 모바일 1인 미디어에 대한 사용자 요구사항을 분석하였다. 모바일 이 러닝 기술적 발전의 방향은 이동통신사업자의 망 개방과 디지털 컨버젼스에 따른 플랫폼의 공유를 필요로 하고 있다. 이 러닝 컨텐츠제작은 1인 미디어에 맞춤식 제작서비스가 되어야 한다. 이-러닝 컨텐츠 활성화에 필요한 소비자 요구 조사를 함축한, 이 러닝 컨텐츠 소비자의 사용편의성을 증대하는 데에 기여함을 본 연구의 목적으로 한다.

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콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구 (Research Consisting of Comparison of Character Contents through Collaboration)

  • 임리나;김승인
    • 디지털융복합연구
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    • 제14권10호
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    • pp.449-454
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    • 2016
  • 본 연구는 효과적인 캐릭터와 브랜드 이미지 활성화와 홍보를 위하여 경쟁력 있는 시장에서 효과를 창출할 수 있는 방안을 제시하는데 목적이 있다. 콜라보레이션으로 가장 많은 관심을 끌고 있는 카카오와 라인을 연구대상으로 선정하여, 정의 및 서비스 특징에 대한 문헌적인 조사를 통해 서비스의 개념과 유형을 분석하였고, 캐릭터의 개념을 통해 캐릭터 사업에 관한 진행사항을 살펴보았다. 피터 모빌(Peter morville)의 허니콤(honeycomb)의 원칙을 재구성하여 사용자 경험을 위한 척도의 기준을 설정하고 현재 캐릭터 콜라보레이션 상품을 이용하고 있는 사용자를 중심으로 심층면접인터뷰를 시행하였다. 연구결과, 카카오와 라인의 특화한 캐릭터를 중심으로 분석하여 선호도 조사함으로써 효과적인 마케팅 기법과 효과를 창출 할 수 있는 가이드라인을 제시한 것에 의의가 있다.

수신 안테나 이격거리에 대한 2 X 2 MIMO 전파 채널 특성에 관한 연구 (A Study on 2 X 2 MIMO Propagation Channel Characteristics for Receiving Antenna Spacings)

  • 박세현;윤병태
    • 한국산학기술학회논문지
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    • 제10권4호
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    • pp.747-752
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    • 2009
  • 본 논문은 LOS(Line of Sight) 및 NLOS(Non Line of Sight)등 실제 MIMO(Multi Input Multi Output) 환경에 서의 수신 안테나의 간격에 따른 전파 채널 특성에 관하여 기술 하였다. $2\times2$ MIMO 채널 측정 시스템을 구축하여 2.3GHz Wibro 대역에서 측정을 하였다. 수신안테나의 간격에 따른 특성을 분석하기 위해 반파장 표준 다이폴 안테나의 간격을 0.25, 0.5, 0.75 1.0 파장 간격 이격시켜 MIMO 안테나 수신 성능을 측정 하였으며, 측정 위치는 LOS 2곳 NLOS 4곳에 대하여 행하였다. 측정 곁과 직접파를 수신 하는 LOS 환경에서는 공간 상관계수가 NLOS 환경에 비해 높은 값을 나타내었다. MIMO 시스템에서는 0.9 이상의 높은 공간 상관계수는 성능의 열화를 가져 올 수 있으므로 이를 극복하기 위한 안테나 및 시스템의 설계가 이루어져야 한다.

The Influence of Sociocultural Attitude toward Appearance and Narcissism on Body Stress

  • Park, Eunhee;Lee, Sangjoo
    • 패션비즈니스
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    • 제18권6호
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    • pp.1-18
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    • 2014
  • The purpose of this study is to examine the influence of sociocultural attitudes toward appearance and narcissism on body stress. Questionnaires are being administered to 206 women in their 20's-50's living in Deagu and Kyunbook province. The Frequency, factor analysis, reliability analysis, correlation analysis, regression analysis, ANOVA, and Duncan-test are used for data analysis. Sociocultural attitudes toward appearance are categorized into media appearance internalization and social recognition of appearance. Narcissism factors are found to be leadership/privilege, ostentation, and superiority. Body stress is categorized into 4 factors: weight stress, skin aging stress, body dissatisfaction, and hair stress. Sociocultural attitudes toward appearance was related to the sub-variables of narcissism, and body stress. Media appearance internalization is the sun-variable of sociocultural attitudes toward appearance and has significant effects on weight stress, skin aging stress, and body dissatisfaction sub-variables for body stress. Ostentation, and superiority being the sub-variables of narcissism, have significant effects on weight stress, skin aging stress, body dissatisfaction, and hair stress, the sub-variables for body stress. Ages of women display distinctions between the sub-variables in sociocultural attitudes toward appearance such media appearance internalization, and in narcissism such leadership/privilege, ostentation, superiority, and body stress such weight stress, skin aging stress, body dissatisfaction, and hair stress. This result can be a necessary base line data for adult women's appearance management by examining the influence of the attitude toward the appearance developed from the relationship with people around body stress.