• 제목/요약/키워드: 사이중심도

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Variations in Leg Characters Among Three Biotypes of the Brown Planthopper, Nilaparvata lugens (Stal), in Korea (한국산 벼멸구 생태형의 계량형태적 분류)

  • ;R. C. Saxena;A. A. Barrion
    • Korean journal of applied entomology
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    • v.32 no.1
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    • pp.68-75
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    • 1993
  • Morphometric investigations of the leg characters of both sexes of brachypterous Korean N. lugens biotypes were made. Simple and multivariate statistical analyses revealed that the three N. lugens biotypes differed from one another. The amount of variation and segregation between and among the three biotype populations were approximated by the scatter plot diagrams based on the computed discriminant scores. The variables of leg characters provided the most significant segregations of three biotype populations, thus, categorizing the three biotypes as distinct intraspecific populations of N. lugens.

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Anti-brain centrism and the dilemma of functionalism (반두뇌중심주의와 기능주의의 딜레마)

  • Shin, Sang-Kyu
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.79-101
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    • 2011
  • This paper analyzes the central tenet of 'embodied cognition' approaches to the mind which emphasize the essential roles that the body and the environment play in cognitive processes. Those approaches can be best understood through the comparison with the neo-Cartesian conception of the mind, which views the mental and cognitive processes as the same with, or as being realized by the brain processes. However, we can also observe potential tensions among the 'embodied cognition' approaches. This paper highlights a tension between Shapiro's view of embodied cognition and Clark's view of extended cognition by reconsidering them against Block's dilemma of functionalism. Shapiro's view may be regarded as a chauvinistic form of functionalism, whereas Clark's view is a very liberal form of functionalism.

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A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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The State and Trend of Digital Signage Research in Korea (한국 디지털 사이니지 연구의 어제와 오늘: 연구 추세와 미래 연구 제안)

  • Yoo, Seung-Chul;Min, Jeewon;Hwang, Hye-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.745-757
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    • 2016
  • The objective of this study is to understand and give an overview regarding research trends in digital signage in Korea, which has recently received significant attention from the media market. For the past 10 years, from 2006 to 2016, 69 studies related to digital signage were found. Following the coding guidelines, the present study conducted a content analysis on the published peer-reviewed journals in Korea including their published year, each journal's number of compilations, journal ratings, number of researchers and their major, field of research, research medium, research method, research samples, and the applied statistical analysis. Through the analyzed results, we found out that there are numerous studies on digital signage in various fields of study, including media content. A number of case studies and experimental studies were made. However, theoretical research on digital signage was still found to be insufficient. Lastly, a wider variety of theories are suggested to be applied in future study along with conducting joint research with cooperation between industry partners and academics in order to further advance the research on digital signage.

A Study on the Operation Concept of Cyber Warfare Execution Procedures (사이버전 수행절차 운영개념에 관한 연구)

  • Kim, Sung-Joong;Yoo, JiHoon;Oh, HaengRok;Shin, Dongil;Shin, DongKyoo
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.73-80
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    • 2020
  • Due to the expansion of cyber space, war patterns are also changing from traditional warfare to cyber warfare. Cyber warfare is the use of computer technology to disrupt the activities of nations and organizations, especially in the defense sector. However, the defense against effective cyber threat environment is inadequate. To complement this, a new cyber warfare operation concept is needed. In this paper, we study the concepts of cyber intelligence surveillance reconnaissance, active defense and response, combat damage assessment, and command control in order to carry out cyber operations effectively. In addition, this paper proposes the concept of cyber warfare operation that can achieve a continuous strategic advantage in cyber battlefield.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

Electron Microscopic Study on the Rabbit Inferior Lacrimal Glands (토끼 아래눈물샘의 미세구조에 관한 전자현미경적 연구)

  • Park, Young-Hee;Ahn, E-Tay;Ko, Jeong-Sik;Park, Dae-Kyoon;Kim, Myeong-Soo;Park, Kyung-Ho
    • Applied Microscopy
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    • v.37 no.1
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    • pp.23-33
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    • 2007
  • The lacrimal gland are compound tubule-acinar glands. The main lacrimal function is the production of the aqueous layer, the thickest and major constituent of the precorneal tear film. The lacrimal gland also has an important function in the defense system of the ocular surface, forming a part of the conjunctival-associated hymphoid tissue. The ultrastructural characteristics of the lacrimal gland of the rabbit were described. The lacrimal tissues of rabbits were processed through the conventional techniques for transmission electron microscopy. The secretory portions consisted of three cell types: 1. Serous cells with electron dense secretory granules. 2. Seromucous cells containing variable moderately electron dense secretory granules with flocculent material. 3. Mucous rolls containing mucous secretory granules. The serous cells were situated at the basal portion of acini, and they contained electron dense granules of variable densities and sizes. The seromucous cells contained a few protein secretory granules and more mucous secretory granules. The mucous cells contained even fewer protein secretory granules and exclusively mucous secretory granules. The epithelium of the intralobular ducts showed secretory granules, junctional complexes, and large basolateral intercellular spaces with lateral folds. These study might be helpful in determining inter-relationships, similarities and differences among the orbital glands of various physiological or pathological conditions.

Transactional Analysis and integrated application of Psychodrama: Focusing on drama triangle (교류분석과 사이코드라마의 통합적인 적용 - 드라마 삼각모형을 중심으로 -)

  • Chin, Hye Jeon
    • The Korean Journal of Psychodrama
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    • v.21 no.2
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    • pp.73-95
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    • 2018
  • The purpose of this study is to show an example of the integrated application of The Transactional Analysis and Psychodrama in order to help various experimental attempts and Empowering of psychodramatists. The Drama Triangle, a game model developed by Kaufman, can be well explained through the Psychodrama. Linda Condon introduced role reversal, mirroring, and auxiliary ego, double ego technique that helps act in psychodrama through a model for restoring dysfunction. The Acting out of Psychodrama provides emotional experiences and experiences that can not be presented in Transactional analysis. Through the couching technique Psychodrama, it is possible to accurately inform the situation of the victim, the persecutor, and the rescuer who plays the psychological game. Also, couching technique can perform role training for solution. The concept of the ego state of The Transactional analysis can be useful for the director to understand the Protagonist's language and attitude and to set the scene. This paper shows an example of the application of the Transactional Analysis approach and the Psychodrama integration through the act of the drama triangle game, which is the concept of Transactional Analysis, and it is meaningful to propose a circular relationship framework of the role developed by the author .

Study on Restaurant Images through Korea-Japan Video Text - and (식당을 매개로 한 한일 영상텍스트 연구 - <윤식당>과 <카모메 식당>을 중심으로)

  • Chin, Eun-kyung;Ahn, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.567-576
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    • 2017
  • Foods are cultural texts. Recipes, cultural peculiarities, and relationships between people. Foods can expand into narratives. This study will compare and analyze the characteristics of the Korean - Japanese visual texts, and . The aim of this study is to examine the between-space and gender, and to examine the universality and specificity of the text of Korean - Japanese image culture. If the movie reproduces the world of reality fictionally from the viewpoint of the between-space, it can be seen that the artistic has differentiation by realistically reproducing the fictional world, but universally creates the hyper reality. Second, in the dimension of gender, both images suggest universality in which the dissolution of sex role becomes paradoxical product. However, has differentiation from the fact that it presents the aspect of gender equality more specifically.

A Comparison of Mathematically Talented Students and Non-Talented Students' Level of Statistical Thinking: Statistical Modeling and Sampling Distribution Understanding (수학영재학급 학생들과 일반학급 학생들의 통계적 사고 수준 비교 연구: 변이성 모델링과 표집분포 이해 능력 중심으로)

  • Ko, Eun-Sung
    • Journal of Gifted/Talented Education
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    • v.22 no.3
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    • pp.503-525
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    • 2012
  • This study compared levels of mathematically talented students' statistical thinking with those of non-talented students in statistical modeling and sampling distribution understanding. t tests were conducted to test for statistically significant differences between mathematically gifted students and non-gifted students. In case of statistical modeling, for both of elementary and middle school graders, the t tests show that there is a statistically significant difference between mathematically gifted students and non-gifted students. Table of frequencies of each level, however, shows that levels of mathematically gifted students' thinking were not distributed at the high levels but were overlapped with those of non-gifted students. A similar tendency is also present in sampling distribution understanding. These results are thought-provoking results in statistics instruction for mathematically talented students.