• Title/Summary/Keyword: 어로요

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Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

Nervous necrosis virus (NNV) -free seed production of red drum, Sciaenops ocellatus (바이러스성 신경괴사증 미감염 홍민어, Sciaenops ocellatus 의 종묘생산)

  • Kim, Jin-Do;Jung, Sung-Ju;Oh, Bong-Se;Park, Sung-Woo;Oh, Myung-Joo;Kim, Young-Jin;Kitamura, Shin-Ichi;Byun, Soon-Gyu
    • Journal of fish pathology
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    • v.19 no.1
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    • pp.65-72
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    • 2006
  • Nervous necrosis virus (NNV) that causes severe mortality during seed production of red drum (Sciaenops ocellatus) is known to be vertically transmitted from infected spawners. This study was conducted to produce NNV free seeds by testing spawners for NNV infection and using virus free eggs for seed production. RT-PCR analysis of 40 spawners showed 18 positives and 22 negatives. NNV was not detected from eggs obtained from the negative spawners but was detected from those obtained from the positives. NNV was not detected from culturing seawater in tanks and Chlorella spp., Brachionus plicatilis., and Brine shrimp those were provided as live feed. The survival rates of fry from NNV positive and negative spawners were 80% and 85%, respectively by two weeks after hatching. The mortality increased from 25days after hatching and the final survival rate of seeds from NNV positive and negative spawners were 0% and 18.3%, respectively on 41 days after hatching. These results suggested that virus free red drum seeds can be obtained by using virus-free spawners.

키토산-셀룰로오스 마이크로스피어로부터 5-플루오르우라실의 방출 특성

  • Gu, Chang-Gyu;Ryu, Hwa-Won
    • 한국생물공학회:학술대회논문집
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    • 2000.11a
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    • pp.759-760
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    • 2000
  • 5-fluorouracil loaded chitosan-cellulose microspheres was prepared by W/O/W multiple emulsions solvent evaporation technique which is appropriate to oral drug delivery. The influences of process parameters on the physical characteristics of microspheres and on in vitro drug release were investigated.

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일본의 주식문화에 대하여 -밥을 중심으로-

  • 일본명
    • Proceedings of the EASDL Conference
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    • 2003.04a
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    • pp.49-54
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    • 2003
  • 일본인들은 죠몬시대(BC 1만년~BC 4세기경)에 각지에서 집단생활을 하였던 것으로 알려지고 있으며, 그들의 유적지 조사에서 마제석기나 토기류가 발굴되고 있습니다. 또 당시에는 산과 들의 풀이나 나무 열매의 채집, 수렵, 어로에 의하여 식량을 얻었다고 생각할 수 있으므로, 죠몬시대는 채집경제의 시기라고 할 수 있습니다.(중략)

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Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development (기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례)

  • Baek, Seungho;Park, Ji-Young;Jee, Hyungkeun;Han, JungHyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.89-98
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    • 2014
  • In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.

Extraction of Classes and Inheritance from Procedural Software (절차지향 소프트웨어로부터 클래스와 상속성 추출)

  • Choi, Jeong-Ran;Lee, Chol;Lee, Yun-Sik;Lee, Moon-Kun
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04a
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    • pp.592-594
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    • 2001
  • 본 논문은 절차지향 소프트웨어로부터 클래스와 상속성을 추출하기 위한 방법론을 제안한다. 본 논문에서 제안한 방법론은 모든 경우의 클래스 후보군과 그들의 상속성을 생성하여 클래스 후보군과 영역 모델 사이의 관계성과 유사 정도를 가지고 최고 또는 최적의 클래스 후보군을 선택하는데 초점을 둔다. 클래스와 상속성 추출 방법론은 다음과 같은 두드러진 특징을 가지고 있다: 정적(속성)과 동적(메소드)인 클러스터링 방법을 사용하고, 클래스 후보군의 경우는 추상화에 초점을 두며, m개의 클래스 후보와 n개의 클래스 후보 사이의 상속 관계의 유사도 측정 즉, 2차원적 유사도 측정은 m개의 클래스 후보와 n개의 클래스 후보 사이의 전체 그룹에 대한 유사도를 구하는 수평적 측정과 클래스 후보군들에서 상속성을 가진 클래스의 집합과 영역 모델에서 같은 클래스 상송성을 가진 클래스 집합사이의 유사도를 위한 수직적 측정방법이 있다. 이러한 방법론은 최고 또는 최적의 클래스 후보군을 선택하기 위해 제공학 전문가에게 광범위하고 통합적인 환경을 제시하고 있다.

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An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

The Simulation for the Organization of Fishing Vessel Control System in Fishing Ground (어장에 있어서의 어선관제시스템 구축을 위한 모의실험)

  • 배문기;신형일
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.36 no.3
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    • pp.175-185
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    • 2000
  • This paper described on a basic study to organize fishing vessel control system in order to control efficiently fishing vessel in Korean offshore. It was digitalized ARPA image on the fishing processing of a fleet of purse seiner in conducting fishing operation at Cheju offshore in Korea as a digital camera and then simulated by used VTMS. Futhermore, it was investigated on the application of FVTMS which can control efficiently fishing vessels in fishing ground. The results obtained were as follows ; (1) It was taken 16 minutes and 35 minutes to casting and hauling net in fishing processing respectively. The length of rope pulled by scout boat was 200m, tactical diameter in casting net was 340.8m, turning speed was 6kts as well. (2) The processing of casting and hauling net was moved to SW, NE as results of simulation when the current direction and speed set into NE, 2kts and SW, 2kts respectively. Such as these results suggest that can predict to control the fishing vessel previously with information of fishing ground, fishery and ship's maneuvering, etc. (3) The control range of VTMS radar used in simulation was about 16 miles. Although converting from a radar of the control vessel to another one, it was continuously acquired for the vector and the target data. The optimum control position could be determined by measuring and analyzing to distance and direction between the control vessel and the fleet of fishing vessel. (4) The FVTMS(fishing vessel traffic management services) model was suggested that fishing vessels received fishing conditions and safety navigation information can operate safely and efficiently.

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A Study on PWM Speed Controller for Long line Fishing Motor (어로 작업용 연승기 전동기의 PWM 속도제어기에 관한 연구)

  • Vuong, Duc-Phuc;Bae, Cherl-O;Ahn, Byong-Won
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.21 no.1
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    • pp.97-102
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    • 2015
  • The long line fishing machine is combined with motor and two disc rollers has used on the small size fishing-boat under 1 ton located in near Jeollanam-do seaside. The long line fishing motor is controlled only one direction because the fishing line is loaded heavily at pulling up. On this paper we made the long line fishing 400W power motor controller which it was usually applied under 1 ton fishing boat, and designed the controller using PWM chip, Half bridge driver and MOSFET for one direction motor control. Furthermore some user convenience devices were added like battery indicator and safety protection circuit for battery overdischarge and battery source wire mismatch connection. So we protected the battery from overdicharging when the battery voltage was below 11.5V and fishermen didn't need to worry about source lines misconnection anymore. We confirmed the test version of controller was the good working condition at land and sea.