• Title/Summary/Keyword: 환경 확장

Search Result 4,454, Processing Time 0.042 seconds

An analytic Study on long-term increasing and decreasing Type of Elementary School Students in urban Area in Korea (우리나라 시지역 초등학교 학생수 증감 추세 유형 연구)

  • Yoon, Yong-Gi
    • The Journal of Sustainable Design and Educational Environment Research
    • /
    • v.16 no.2
    • /
    • pp.34-43
    • /
    • 2017
  • The purpose of this study is to provide a basis for determining when a school established long term school plans accepted by analyzing the trend of increase or decrease elementary school students 30 years to target of following nine cities, 552 elementary schools in Korea - 4 metropolitan cities(Ilsan, Bundang, Jungdong, Pyungchon, Sanbon, Dongtan and Kwangkyo), 4 central regional cities (Chunan, Asan, Seosan and Nonsan), 3 south-eastern regional cities(Pohang, Woolsan, Jinju, Changwon and Kyungsan) and 4south-western regional cities(Kwangju, Jeonju, Suncheon and Kunsan) for this purpose. Results of this study are as follows: First, the most common type was type 5, accounting for 56.8% (658) of the total, followed by type 11 (12.8%), type 13 (7.9%), type 15 (5.6%). Of the total 15 types, type 1, type 3, type 7 and type 14 accounted for less than 1% of the total. Second, the results of the Conflict Model I and Conflict Model II showed that Type1 and Type7 were not needed to be adopted.

Analysis of Forest Vegetation in Chungcheongnam-do Provincial Park of Korea (충청남도 도립공원 산림 식생 분석)

  • Kim, Hyoun-Sook;Park, Gwan-Soo;Lee, Sang-Myong;Lee, Joongku;Kim, Junghyun
    • Korean Journal of Environment and Ecology
    • /
    • v.32 no.5
    • /
    • pp.513-531
    • /
    • 2018
  • This study compared forest vegetation in Chungcheongnam-do Provincial Park (Deogsan, Chilgabsan, and Daedunsan) from 2006 to 2016. The results of the analysis on the vegetation of the research sites by the phytosociological method showed that the Deogsan Provincial Park had Quercus mongolica community, Pinus densiflora community, Q. variabilis community, and Zelkova serrata community. Chilgabsan Provincial Park had Q. variabilis community, Q. mongolica community, P. densiflora community, and Carpinus laxiflora community. Daedunsan Provincial Park had Q. mongolica community, Q. variabilis community, Q. serrata community, C. tschonoskii community, C. laxiflora community, P. densiflora community, and Q. acutissima community. The importance value in each Provincial Parks was analyzed as follows. The importance value of Q. mongolica(72.35) was the highest in Deogsan Provincial Park, and followed by P. densiflora(70.25), Q. variabilis(53.11), Styrax japonicus(11.44), Prunus sargentii(11.17), and Fraxinus rhynchophylla(10.41). Q. variabilis(73.34) was the highest in Chilgabsan Provincial Park and followed by, P. densiflora(58.71), Q. mongolica(57.02), C. laxiflora(18.84), Q. serrata(13.48), and Prunus sargentii(13.31). The importance value of Q. mongolica(57.03) was the highest in Daedunsan Provincial Park and followed by Q. variabilis(31.98), Q. serrata(31.53), P. densiflora(16.80), C. tschonoskii(16.50), C. laxiflora(16.07), S. obassia(15.76), and Acer pseudosieboldianum(10.09). The results of DBH analysis of the major species having the high importance value showed the normal density distirbution of Q. mongolica, and Q. variabilis in Deogsan Provincial Park, so the dominance status of these species is likely to continue. Q. variabilis, Q. mongolica, and P. densiflora in Chilgabsan Provincial Park showed the normal density distribution showed the density of normal distribution, so the dominance status of these species is likely to continue. However, the dominance status of C. laxiflora, and Q. serrata is likely to be expanded in the future due to the high density of young individuals. Q. mongolica, and Q. variabilis in Daedunsan Provincial Park showed the density of reverse J-shaped curve, so the dominance status of these species is likely to continue, and C. tschonoskii, and P. densiflora had a formality distribution, suggesting continuous domination of these species over the other species for the time being. Additionally the dominance status of C. laxiflora, and Q. serrata is considered to be expanded in the future due to the high density level of young individuals.

A Study on Shaker's Free Design from Fashion (유행(流行)으로부터 자유로운 세이커(Shaker) 디자인에 대한 고찰)

  • Choi, Sung-Woon;Huh, Jin
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.279-288
    • /
    • 2007
  • Today, design is not free from fashion, which emerges and vanishes temporarily, and aims at equalization. As a result, products quickly become obsolete because of fashion. This means that the span of products is determined by a social concept, which is not clarified, regardless of their functions. Usable products will gradually disappear from us and it will cause serious environmental problems, unless we can find out measures against fashion. As such, it is important to study the characteristics of the shaker's design in this circumstance. The Shaker's community has a distinguishable difference from other general societies. Temporary fashion and misled information cannot interfere with their consciousness. Religion, the life and the principle of design have developed on the same level in their community. Especially, any decoration or the difference of materials is not allowed in shaker's design. It reflects their thinking that all people are equal in the sight of God. Therefore, any decoration for social and economical superiority can not be used. Through this consciousness, they can be free from fashion or decoration. They, also, believe that they can reach perfection through practicality and simplicity. The reason why shaker's design is not disturbed by fashion is that their belief is involved in their design. Consequently, if religious or conscious contents are primarily set up, design can be free from fashion and products can be used for a long time.

  • PDF

Development of a Real-Time Mobile GIS using the HBR-Tree (HBR-Tree를 이용한 실시간 모바일 GIS의 개발)

  • Lee, Ki-Yamg;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
    • /
    • v.6 no.1 s.11
    • /
    • pp.73-85
    • /
    • 2004
  • Recently, as the growth of the wireless Internet, PDA and HPC, the focus of research and development related with GIS(Geographic Information System) has been changed to the Real-Time Mobile GIS to service LBS. To offer LBS efficiently, there must be the Real-Time GIS platform that can deal with dynamic status of moving objects and a location index which can deal with the characteristics of location data. Location data can use the same data type(e.g., point) of GIS, but the management of location data is very different. Therefore, in this paper, we studied the Real-Time Mobile GIS using the HBR-tree to manage mass of location data efficiently. The Real-Time Mobile GIS which is developed in this paper consists of the HBR-tree and the Real-Time GIS Platform HBR-tree. we proposed in this paper, is a combined index type of the R-tree and the spatial hash Although location data are updated frequently, update operations are done within the same hash table in the HBR-tree, so it costs less than other tree-based indexes Since the HBR-tree uses the same search mechanism of the R-tree, it is possible to search location data quickly. The Real-Time GIS platform consists of a Real-Time GIS engine that is extended from a main memory database system. a middleware which can transfer spatial, aspatial data to clients and receive location data from clients, and a mobile client which operates on the mobile devices. Especially, this paper described the performance evaluation conducted with practical tests if the HBR-tree and the Real-Time GIS engine respectively.

  • PDF

A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.53-64
    • /
    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

  • PDF

Marine Geophysical Constraints on the Origin and Evolution of Ulleung Basin and the Seamounts in the East Sea (울릉분지와 동해 해산의 기원과 발달과정에 대한 해양지구물리학적 연구)

  • Kim Jinho;Park Soo-chul;Kang Moo-hee;Kim Kyong-O;Han Hyun-chul
    • Economic and Environmental Geology
    • /
    • v.38 no.6 s.175
    • /
    • pp.643-656
    • /
    • 2005
  • The East Sea, a marginal sea or back-arc basin, consists of Japan Basin, Yamato Basin, and Ulleung Basin and is surrounded by the Pacific Plate and Philippine Sea Plate. Ulleung Basin locates in the southwestern part of the East Sea and shows the depth of 1,500 m in average and 2,500 m in maximum, connecting to the Japan Basin along 2,000 m contour. The slope of the seafloor is greater in the western side of the basin than in the southern and the eastern side. The crustal thickness of the Ulleung Basin from the OBS tends to get thicker toward the north and the west side and the sediment thickness of the Ulleung Basin is getting thicker toward the southeast side and reaches up to 12 km. The crustal type of the Ulleung Basin was variously suggested as like as a rifted continental crust, an extended continental crust, and an incipient oceanic trust. The origin of the crustal formation and the Ulleung Basin, however, is still controversial. Based on the bathymetry and gravtiy anomaly data for this study, the axis of the Ulleung Basin shows that the basin develops along the axis trending NW-SE direction and reveals a general symmetry of the bathymetry. And also the free-air gravity anomalies show a very similar pattern to the bathymetry of the basin. The sediment thickness is relatively thicker in the southeastern side of the basin than in the northwestern side. Although the crustal age of the Ulleung Basin is supposed to be younger than them of the Japan Basin and the Yamato Basin, the free-air gravity anomalies of the Ulleung Basin ranging -40 to 50 mGals are lower than the other basins, which suggests that the densities of crust and sediment of the Ulleng Basin are lower than the Japan Basin and the Yamato Basin.

Ultrastructural analysis and quantification of autophagic vacuoles in wild-type and atg5 knockout mouse embryonic fibroblast cells (정상 및 atg5 유전자 제거 섬유아세포에서 자가포식체의 미세구조 및 이들의 정량적 분석)

  • Choi, Suin;Jeon, Pureum;Huh, Yang Hoon;Lee, Jin-A
    • Analytical Science and Technology
    • /
    • v.31 no.5
    • /
    • pp.208-218
    • /
    • 2018
  • Autophagy is a cellular process whereby cytosolic materials or organelles are taken up in a double-membrane vesicle structure known as an autophagosome and transported into a lysosome for degradation. Although autophagy has been studied at the genetic, cellular, or biochemical level, systematic ultrastructural quantitative analysis of autophagosomes during the autophagy process by using transmission electron microscopy (TEM) has not yet been reported. In this study, we performed ultrastructural analysis of autophagosomes in wild-type (WT) mouse embryonic fibroblasts (MEFs) and autophagy essential gene (atg5) knockout (KO) MEFs. First, we performed ultrastructural analysis of autophagosomes in WT MEFs compared to atg5 KO MEFs in basal autophagy or starvation-induced autophagy. Although we observed phagopore, early, late autophagosomes, or autolysosomes in WT MEFs, atg5 KO MEFs had immature autophagosomes that showed incomplete closure. Upon starvation, late autophagosomes accumulated in WT MEFs while the number of immature autophagosomes significantly increased in atg5 KO MEF indicating that atg5 plays an important role in the maturation of autophagosomes. Next, we examined autophagosomes in the cell model expressing polyQ-expanded N-terminal fragment of huntingtin. Our TEM analysis indicates that the number of late autophagosomes was significantly increased in the cells expressing the mutant huntingtin, indicating that improving the fusion of autophagosome with lysosome may be effective to enhance autophagy for the treatment of Huntington's disease. Taken together, the results of our study indicate that ultrastructural and quantitative analysis of autophagosomes using TEM can be applied to various human cellular disease models, and that they will provide an important insight for cellular pathogenesis of human diseases associated with autophagy.

The Effect of Variations in the Tsushima Warm Currents on the Egg and Larval Transport of Anchovy in the Southern Sea of Korea (한국 남해의 대마난류 변동이 멸치 난$\cdot$자어의 연안역 수송에 미치는 영향)

  • CHOO Hyo-Sang;KIM Dong-Soo
    • Korean Journal of Fisheries and Aquatic Sciences
    • /
    • v.31 no.2
    • /
    • pp.226-244
    • /
    • 1998
  • The relationship between the transport of eggs and larvae of Anchovy (Engraulis japonica) and the oceanic condition in the southern sea of Korea was examined on August and November 1996. In summer (August), when the Tsushima Warm Current is strong near to the coast, the warm waters such as warm streamers from the Tsushima Warm Current intrude into the coastal area, and cyclonic circulations are formed. The warm water intrusions also generate wakes around Komun Island, Sori Island and Koje Island. In the coastal area where the warm water intrusions occur, the nutrients, dissolved oxygen, suspended solid and chlorophyll are concentrated in probably relation to the upwelling concerned with this warm streamer and/or the wakes. Anchovy eggs and larvae are transported to the coastal area by the cyclonic circulations. The hatching and growth of anchovy larvae are increased because of high primary production in the cyclonic circulations. However, as the amount of Copepods which are a main food for anchovy larvae decrease in the coastal area, anchovy larvae seem to move to the Isushima Warm Water area for seeking a prey. In autumn (November), the Tsushima Warm Current is far away from the coast. In this season the warm water intrusions almost disappear, and the small scaled frontal eddies are formed between the coastal water and the Tsushima Warm Water. As the surface water moves towards offshore, few anchovy eggs and larvae were sampled in the survey area. Chemical and biological substances are concentrated in the leftdown sides of the small scaled frontal eddies because of eddy formation.

  • PDF

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.3
    • /
    • pp.203-219
    • /
    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.151-175
    • /
    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.