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Life Cycle Assessment (LCA) for Calculation of the Carbon Emission Amount of Organic Farming Material -With Emphasis on Hardwood Charcoal, Grass Liquid and Microbial Agents- (유기농자재의 탄소배출량 산정을 위한 전과정평가(LCA) -참숯, 목초액, 미생물제재를 중심으로-)

  • Yoon, Sung-Yee;Son, Bo-Hong
    • Korean Journal of Organic Agriculture
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    • v.20 no.3
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    • pp.297-311
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    • 2012
  • Since 1997, Korean Ministry of Knowledge Economy and Ministry of Environment have established data on some 400 basic raw and subsidiary materials and process like energy, petro-chemical, steel, cement, glass, paper, construction materials, transportation, recycling and disposal etc by initiating establishment of LCI database. Regarding agriculture, Rural Development Administration has conducted establishment of LCI database for major farm products like rice, barley, beans, cabbage and radish etc from 2009, and released that they would establish LCI database for 50 items until 2020 later on. The domestic LCI database for seeds, seedling, agrochemical, inorganic fertilizer and organic fertilizer etc is only at initial stage of establishment, so overseas LCI databases are brought and being used. However, since the domestic and overseas natural environments differ, they fall behind in reliability. Therefore, this study has the purpose to select organic farming materials, survey the production process for various types of organic farming materials and establish LCI database for the effects of greenhouse gas emitted during the process in order to select carbon basic units for agricultural production system compliant in domestic situation instead of relying on overseas data and apply life cycle assessment of greenhouse gas emitted by each crop during the process. As for selecting methods, in this study organic farming materials were selected in the method of direct observation of material and bottom-up method a survey method with focus on the organic farming materials admitted into rice production. For the basic unit of carbon emission amount by the production of 1kg of organic farming material, the software PASS 4.1.1 developed by Korea Accreditation Board under Ministry of Knowledge Economy was used. The study had the goal to ultimately provide basic unit to calculate carbon emission amount in executing many institutions like goal management system and carbon performance display system etc in agricultural sector to be conducted later on. As a result, emission basic units per 1kg of production were calculated to be 0.0088kg-$CO_2$ for charcoal, 0.1319kg-$CO_2$ for grass liquid, and 0.2804kg-$CO_2$ for microbial agent.

A study on the self-evaluation of job performance and creativity of dental hygienists (치과위생사 직무와 개인의 창의성에 의한 자기평가 연구)

  • Hong, Sun-Hwa;Goo, Kyong-Mi
    • Journal of Korean society of Dental Hygiene
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    • v.10 no.6
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    • pp.1037-1048
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    • 2010
  • Objectives : The awareness of health care need increasing attention from the public along with changing professional human-resources activity. As there are increasing social demand for the roles and professionalism of dental hygienists, the purpose of this study was to examine the job performance, creativity and organizational climate of dental hygienists by their own self-diagnostic evaluation in an attempt to help enhance their work ability. Methods : According to the data released as August 2008 by the Dental Association and public health centers in Gwangju, 735 dental hygienists worked at 425 dental clinics. The subjects in this study were 156 dental hygienists at 85 dental clinics who were selected by proportionate sampling method from among the dental hygienists. After an interview survey was conducted in person, the answer sheets from 132 respondents were analyzed except 24 incomplete ones. The questionnaire used in this study consisted of 49 items. A five-point Likert scale was used and SPSS 12.0 program was analyzed the data. Results : 1. As a result of checking the types of works, treatment cooperation(54%), and oral health education often(45%), They weren't responsible for preventive treatment(42%). 2. When they made a self-diagnostic evaluation of creativity and organizational climate, they put the highest value on their autonomy(2.21), followed by positive attitude(2.10). Out of seven organizational climate, challenging spirits(2.81) ranked highest, followed by reliability(2.66). 3. Major management eopmubyeol individual creativity compared with three business relationships and a positive attitude in the case of the high group received oral health education and care management services in a group doing the most was General office work and office assistance work in the medical assistance group that was doing business primarily. 4. In the relationship between self-assesment score and three performance duties, Positive difference was noted in the group with positive attitude and elevated autonomy in terms of performing oral health education. Conclusions : As a result, individual creativity and organization of the atmosphere, each detail, through analysis of the self-assessment model, developed guide on the investigation by doing a dental hygienist, a unique business promotion and Enlargement of the study suggested the need to be considered is.

Water Quality Improvement Using a Contact Oxidation Canal with Sedimentation Basin (침전접촉산화수로를 이용한 수질 개선)

  • Kim, Won-Jang;Park, Sang-Hyun;Kim, Hyung-Joong;Kim, Tae-Kyun
    • Korean Journal of Environmental Agriculture
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    • v.20 no.3
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    • pp.143-149
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    • 2001
  • A contact oxidation canal system with sedimentation basin was installed to study the efficiency of water quality purification. The primary sedimentation basin with 60 min of HRT (Hydraulic Retention Time) included in the system was aimed to sediment pollutants in the water and the deposit being released by the drainage culvert located at the bottom of the system. The oxidation canal aerated by nozzle was to contact the pollutants and oxygen in the surface of plastic filter to purify the water. Discharge, HRT, length of the oxidation canal were $200\;m^3/day$, 90 min, 20 m, respectively. The treatment efficiency of total nitrogen was lower compared with other water quality items such as SS, BOD, TP because the anoxic condition for denitrification was not ensured after the oxidation canal. However, $25%{\sim}89.6%$ of SS, $75.0%{\sim}91.5%$ of BOD, $44.3%{\sim}95.3%$ of TP were removed in this system. Overall, the results indicates that this system appears to have a potential capability for water quality improvement of the reservoirs or the canals in the agricultural watershed.

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Survey of Emission Characteristics and Weather Factors for Application in Prediction Modeling for Phytoncide Weather Services (피톤치드 기상서비스 예측 모델링 적용을 위한 발생특성 및 기상인자 조사)

  • Kim, Byoung-Ug;Hyun, Geun-Woo;Choi, Jong-Han;Hong, Young-Kyun;Yi, Geon-Ho;Huh, In-Ryang;Choi, Seung-Bong
    • Journal of Environmental Health Sciences
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    • v.46 no.6
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    • pp.636-645
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    • 2020
  • Objectives: This study was performed to find phytoncide (monoterpene) emission characteristics and weather factors for application in prediction modeling for phytoncide weather services. Methods: From 2017 to 2019, one coniferous forest and one deciduous forest were selected to investigate the monthly emission characteristics and identify the correlation with weather factors. Research items were analyzed for 11 species known to be emitting the most monoterpenes. Results: Phytoncide (monoterpene) began to increase in April when trees were activated and continued to be released until November. The concentration range of monoterpene in deciduous forests was 0.0 to 427.4 ng/S㎥ and coniferous forests was 0.0 to 1,776.8 ng/S㎥. Phytoncide emission concentrations in deciduous forests were 20 to 90 percent of those in coniferous forests, and averaged 39 percent overall. The correlation between monoterpene and temperature was very close, with 0.835 for the broadleaf forest and 0.875 for the coniferous forest. Monoterpene and humidity were found to be 0.731 for the broadleaf forest and 0.681 for the coniferous forest, while wind speed showed a negative correlation of -0.482 and -0.424, respectively. Regression of temperature with phytoncide showed that the coefficient of determination (r2) was highly correlated with 0.75 for the broadleaf forest and 0.80 for the coniferous forest. Not only is phytoncide concentration affected by temperature, humidity, and wind speed, but also rainfall over the preceeding one to three days. Nearby rainfall on the day of sampling was found to have a direct effect on the physiological activities of the trees. Conclusions: Overall, if the values of monoterpene and temperature, humidity, and wind speed are used as basic factors, and rainfall from one to three days previous is replaced with complementary values, it is believed that the numerical analysis and modeling of daily and monthly phytoncide will be possible.

An Article Analysis of Animation-specialized Magazine: Focusing on Animatoon magazine (애니메이션 전문 정보지의 기사 분석: 『애니메이툰』의 기사 항목과 특성에 대한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.43
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    • pp.151-184
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    • 2016
  • In order to develop the animation industry, it is essential to encourage other related areas because all related industries can create synergy effects through exchanging their business. The magazine industry dealing with animation is one of them since the animation magazine plays an critical role in providing information and knowledge as well as analyzing market and industry from the practical viewpoint. But, there is only one magazine working in Korea, and it has never been researched so far even though over 20 years has passed since its first publication in 1995. It is Animatoon that is published by the company of Akom Production Co. who produced animation from the mid-1980s and Nelson Shin, the CEO of Akom, has worked as the Chief Editor. This research deals with Animatoon from the first issue till vol. 115 which was published in 2015, and tries to explore the characteristics. The result is as follows. First, Animatoon provides items to understand every article easily. Second, it provides original English articles written by foreign correspondents. Third, it provides different type of articles such as terminology explanation, production pipeline related knowledge, information about newly-released animation DVDs and so on. In addition, it is found out that Animatoon has small amount of advertisements. These characteristics shows that Animatoon helps subscribers to judge the contents of articles easier, tries to focus on the global trend, and provides basic and critical information. Therefore it can be said that Animatoon has enough features to be judged as the specialized magazine. First, Animatoon has its own specialized area, which is animation. Second, considering the type of articles, Animatoon tries to have all the parties concerned as its subscribers. Although, the amount of ads in Animatoon is small, only animation related ads are run through the whole issues.

A Study on the Component-based GIS Development Methodology using UML (UML을 활용한 컴포넌트 기반의 GIS 개발방법론에 관한 연구)

  • Park, Tae-Og;Kim, Kye-Hyun
    • Journal of Korea Spatial Information System Society
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    • v.3 no.2 s.6
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    • pp.21-43
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    • 2001
  • The environment to development information system including a GIS has been drastically changed in recent years in the perspectives of the complexity and diversity of the software, and the distributed processing and network computing, etc. This leads the paradigm of the software development to the CBD(Component Based Development) based object-oriented technology. As an effort to support these movements, OGC has released the abstract and implementation standards to enable approaching to the service for heterogeneous geographic information processing. It is also common trend in domestic field to develop the GIS application based on the component technology for municipal governments. Therefore, it is imperative to adopt the component technology considering current movements, yet related research works have not been made. This research is to propose a component-based GIS development methodology-ATOM(Advanced Technology Of Methodology)-and to verify its adoptability through the case study. ATOM can be used as a methodology to develop component itself and enterprise GIS supporting the whole procedure for the software development life cycle based on conventional reusable component. ATOM defines stepwise development process comprising activities and work units of each process. Also, it provides input and output, standardized items and specs for the documentation, detailed instructions for the easy understanding of the development methodology. The major characteristics of ATOM would be the component-based development methodology considering numerous features of the GIS domain to generate a component with a simple function, the smallest size, and the maximum reusability. The case study to validate the adoptability of the ATOM showed that it proves to be a efficient tool for generating a component providing relatively systematic and detailed guidelines for the component development. Therefore, ATOM would lead to the promotion of the quality and the productivity for developing application GIS software and eventually contribute to the automatic production of the GIS software, the our final goal.

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The Cyber world of the Matrix as a typical type of 'Simulacre' (시뮬라크르의 전형(典型)으로서 매트릭스(Matrix)의 가상 세계)

  • 이종한
    • Archives of design research
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    • v.17 no.1
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    • pp.339-346
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    • 2004
  • Matrix, produced by Larry & Andy Wachowski, was relatively precisely dealt with the cyber world. After the movie was released, it had a mania for the movie and was adopted into a various forms of cultural products. It was remade not only into the parodies of the other movies and TV programs, but also the clothes and miscellaneous items of the movie were reincarnated as an unique cultural trend. The cause of the popularity is the fresh storyline as well as the sophisticated visual effects and good-looking actors. The agony of the protagonist was connected with the people outside the movie who are yearning for the ideal world. He was confused at the fact that his circumstances which were believed as the real world were not tortally true, complicated between the sensually phisical truth and the spiritual truth and had an will for the freedom that would ransack the truth and save the other people from the fictitious world. Consequently, the movie has got sympathies with many audiences suggesting the situation that has no a firm belief of the reality, the difference between the real and the cyber world is meaningless and the faked images of the high-technology are overturned This thesis tries to study the present that the real images are excessly duplicated and consumed, related to the Jean Baudrillard's theory, 'Hyperreel'. Replaced the real objects by a technical programming in the Matrix world, there happens the image-violence that the true nature is slaughterred by images. In the world where the reproducts are more actual than the reality and pretends to be real, only semiotics are consumed and produced. That is to say, the tortally programmed images has no references and aims, therefore should be produced in an 'impediment-strategy' like a faked crisis. That is the step of 'Simulation' that artificially reincarnates the real. Based upon the Baudrillard's theory, 'Simulacre', this study tries to research today's post-modern situation that the boundary of the real world and the faked copy is vague and vanishing, through the analysis of the cyber world of the movie 'Matrix'.

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The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Analysis of the Shijujils(施主秩), the records on the creation of Buddha statues, of wooden seated Vairocana Buddha Triad of Hwaeomsa Temple (화엄사 목조비로자나삼신불좌상의 조성기 「시주질(施主秩)」 분석)

  • Yoo, Geun-Ja
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.100
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    • pp.112-138
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    • 2021
  • This paper mainly analyzes the records titled 'Shijujil(施主秩)' from the Bokjangs of each of the Rocana and Shakyamuni statues enshrined as wooden seated Vairocana Buddha Triadcomposed of Vairocana(center), Rocana(right), and Shakyamuni(left) at the Daeungjeon Hall of Hwaeomsa Temple in Gurye. The Shijujil from the Shakyamuni statue was recovered through Bokjang investigation in September 2015 and has been kept in the museum of Hwaeomsa as an undisclosed relic. After the discovery of the Shijujil from the Rocana statue through an Bokjang investigation in July 2020, both of the Shijujils were only officially released through the special exhibition 'Grand Hwaeomsa Temple in Jirisan Mountain' in September 2021. Existing documents recording on the creation of Buddha statues in the 17th century are in the form of sheets or rolls. However, the Shijujils take the form of simple stitched booklets. The Shijujil from Rocana consists of 19 chapters and 38 pages in one book, and the Shijujil from Shakyamuni consists of 11 chapters and 22 pages in one book. The contents of the Shijujils consist of the purpose of the Buddha statue creation, the creation date, the year and place of enshrining, the names of the statues, the people in charge and their roles, the sculptors, the list of items donated, and the list of the contributors. In addition, the list of monks who were staying at Hwaeomsa Temple at that time are also recorded, so the Shijujil is like a time capsule that tells the situation of Hwaeomsa Temple about 400 years ago. According to the records of the Shijujils and the Writing on the wooden pedestal of Rocana, the Vairocana Triad began to be in March 1634(12th year of King Injo) and was completed in August of that year, and was enshrined in the Daeungjeon Hall in the fall of the following year. It is very important to confirm that the Vairocana Buddha Triad of Hwaeomsa was created in 1634. Since studies on the reconstruction of Hwaeomsa Temple in the 17th century and the roles of Byeokam Gakseong have been mainly based on 『湖南道求禮縣智異山大華嚴寺事蹟』 written by monk Haean in 1636, it has been estimated that the wooden seated Vairocana Buddha Triad was created in 1636. However, it is now known that the Virocana Buddha Triad was created in 1634. The Shijujils are also a good source of information about Byeokam Gakseong who played a pivotal roles in the reconstruction projects of Hwaeomsa Temple in the 17th century. He played leading roles in rebuilding the East Five-story Stone Pagoda(1630), in creating the wooden seated Vairocana Buddha Triad(1634), and in producing the Yeongsanhoe Gwaebul(1653, Hanging Scroll Painting depicting the Shakyamuni preaching). It is also very important that the Shijujils are records that can reveal the relationship between Byeokam Gakseong and royal family of Joseon Dynasty in the 17th century. The Shijujils from Rocana and Shakyamuni are the first documents ever discovered in which the names of royal family members, such as Uichanggun(Gwang Lee, son of King Seonjo), Ikseong Shin(son-in-law of King Seonjo), and Crown Prince Sohyeon(son of King Injo) are recorded in detail in relation to the production of Buddha statues. The Shijujils from Rocana and Shakyamuni contain specific information about the production of the wooden seated Vairocana Buddha Triad in the 17th century, such as the year of production of the Buddha statues, the role of Byeokam Gakseong, and the relationship between Byeokam Gakseong and the royal family, so it is of great value not only for art history but also for historical studies of Hwaeomsa Temple.