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철기류의 부식도 비교시험

  • Hong, Jong-Uk;Im, Seon-Gi
    • 보존과학연구
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    • s.7
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    • pp.292-303
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    • 1986
  • The purpose of this paper is to select the suitable resin as changed in environmental and ingredients, in the conservation of metallic objects. Disposal way of metallic objects were used to various resin and grease which will must be well selected in the nature of relics. The contents of this report are summed up as follows ; The resins of Incralac, Ruscoat, wash primer, Amerlock-400 wrer coated on the slice of ironware (5% saltspray test on the view of nature & Adherence). After the coating, add increasing speed to a corrosion rate, and then the adherence of resins were tested. In this study corrosion test, 0.10-0.25% Amerlock-400 jis proved to be a rare one of corrosion rate and 1.0-2.5% Wash primer is found to be a plenty one of corrosion area.

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Relation of Game User and Game Character (게임이용자와 게임캐릭터의 관계)

  • Shin, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.51-52
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    • 2013
  • 본 연구는 게임이용자의 게임선택에 있어서 게임이용자와 게임캐릭터의 관계를 분석하는데 그 목적이 있다. 국내 게임시장이 게임업체간의 치열한 경쟁구도로 레드오션으로 바꿔진 현 시점에서 게임업체들은 게임이용자의 게임선택요인을 조사 분석하는 것이 매우 중요하다. 2010 대한민국 게임백서에 의하면, 게임이용자의 게임 선택 요인으로 캐릭터 선호도는 좋아하는 장르(57.3%), 지인추천(15.1%) 그리고 좋아하는 내용(13.7%)에 이어 4위를 차지하고 있을 정도로 매우 중요한 게임 선택 요인이라 할 수 있으며, 애니메이션, 게임 등 문화콘텐츠 산업에서 캐릭터와 관련된 선행연구에 의해서도 캐릭터의 중요성을 언급하고 있음을 알 수 있다. 따라서 게임 캐릭터는 게임이용자가 게임을 선택하는데 있어서 매우 중요한 변수라 할 수 있다.

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Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.221-222
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    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

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An Implementation of Interactive Table Contents using the Projection Mapping (프로젝션 매핑 기법을 활용한 테이블 기반 상호작용 콘텐츠의 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.317-318
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    • 2016
  • 본 논문에서는 증강현실이나 혼합현실을 구현하기 위한 가장 현실적인 대안으로 주목받고 있는 프로젝션 매핑 기법을 활용하여 상호작용이 가능한 콘텐츠를 제작하기 위한 방법론을 제시하고 구체적인 구현의 방향성을 제시한다. 프로젝션 매핑은 구현의 측면에서 기술 문턱이 높지 않고 하드웨어의 수급이 용이하다는 점과 콘텐츠의 만족도가 매우 높다는 장점을 가지고 있어서 홀로그램과 같은 궁극의 증강현실 기술이 완성되기 이전까지 매우 현실적인 대안 기술로 인식되어 지고 있다. 본 논문에서는 이러한 프로젝션 매핑 기반의 증강현실 프레임워크를 완성하고 기본적인 상호작용이 가능한 콘텐츠를 제작하여 프로젝션 매핑 기반의 콘텐츠의 우수성과 가능성을 실증해 보이고자 한다. 향후 본 논문에서 실증한 상호작용 프로젝션 매핑 분야의 기술들은 전산업계에서 매우 파격적인 변화를 이끌어 낼 것이라고 판단된다.

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Analysis of Roles of Lighting and Background Musik for Storytelling - a Case Study of Disney's Short Animated Film (스토리텔링에서의 조명과 배경음악의 역할 분석 -디즈니 단편 애니메이션 <페이퍼맨>을 중심으로)

  • Park, Eun-Hea
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.988-995
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    • 2015
  • In 2013, Academy Award for Best Animated Short Film was granted to Walt Disney's short animation, (2012). With various aspects of its excellence, I focus on the very effective use of digital lightings and underscores for storytelling as its success factors. In this respect, this paper aims at analyzing the roles of the visual factors, especially tone, contrast, etc. created by lightings, and audio factors, especially underscores, in the film's story development. I find that can be characterized by the well-built story structure with distinct three acts. The main stream of the story is expressed with the overall mood that is created by the fine adjustments of brightness of the main light, and contrast. And the direction and the intensity of the lighting successfully describe the emotions of the characters in each scene. In addition, I find that properly chosen and positioned underscores make the development of the story more dynamic and more harmonized.

A Study on the Development of Teaching - learning Module in home Economics Facilitation CAI and Group Discussion (CAI와 토론 학습을 연계한 가정과 교수-학습 모형개발)

  • 김미정
    • Journal of the Korean Home Economics Association
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    • v.35 no.1
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    • pp.221-236
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    • 1997
  • Koreans who put a high value on confucian ethics traditionally have considered sex problems as taboo. Being faced with western liberal and hedonic culture that comes with waves of industrialization our younger generation who has grown in cultural backgrounds of confucianism has had mental confusion. Due to higher standards of living physical growth has quickened but mental growth has not reached there instead. Because of lureand trouble which come from this problem related with sex this is considered as a social problem. In this research through judgement which the most effective way that can solve adolescence sex problems is systematic sex education teaching method for desirable sex education is presented asfollowing First some supplement and desirable direction of sex education were proposed through the analysis of eight currently using home economics texbooks. A lesson plan was proposed using CAI program which was developed by authors with assistance of professional computer programmers. The CAI program includes following curriculum contents: 1concepts of sex This study ultimately aimed to let students develop desirable attitude and perspective on value regarding adolescence and sex, For this goal of research another lesson plan was proposed fostering classroom group discussion.

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Purification of Isoflavone from Soybean Hypocotyl Using Different Solvents

  • Park, Yeon-Bae;Kim, Min-Jung;Lee, Yoon-Bak;Sohn, Heon-Soo;Lee, Ok-Hee;Kim, Kang-Sung
    • Korean Journal of Environmental Biology
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    • v.21 no.3
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    • pp.245-250
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    • 2003
  • Composition of isoflavone in cotyledon and hypocotyl of soybean were detected using HPLC. Optimum conditions for extracting isoflavone from hypocotyl were studied as well. Contents of isoflavone in soybean cotyledon and hypocotyl were 482.5 mg 100 $g^{-1}$ and 3453.3 mg 100 100 $g^{-1}$, respectively. Hypocotyl contained 7~8 times move isoflavone than corresponding cotyledon of the soybean. Malonyl glycoside accounted for move than 70% of the total isoflavone, followed by glycoside, acetyl glycoside, and aglycone. Aqueous ethanol of 60~80% was the most suitable solvent for extracting isoflavone from the hypocotyl. Optimum temperature and time was $90^{\circ}C$, 1hr. Acetic acid, NaCl, and NaOH added to 80% ethanol suppressed extraction yield of the phytochemieal.

A Study on the Contents Management using Internet Value Chain Model (인터넷 가치사슬 모형을 이용한 콘텐츠 관리 방안 연구)

  • Hong, Myung-Hon
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.973-976
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    • 2009
  • 본 논문은 인터넷에서 이뤄지는 콘텐츠의 생성과 유통 활동을 마이클 포터의 가치사슬 모델을 이용하여 2계층 8개 기능으로 설명한다. 2개의 계층은 콘텐츠 생산과 유통 계층, 관리 계층이다. 8개의 기능은 (1) 인터넷관리, (2)콘텐츠 생성, (3)콘텐츠 수집, (4)웹 호스트, (5)인터넷 서비스 제공, (6)검색과 네비게이션, (7)사용자 장치, (8) 인터넷 사용으로 구분한다. 인터넷 가치 사슬 모형의 8개 기능에 대해 (i) 인터넷에서 콘텐츠를 생성 유지 관리하는 활동의 범위와 역할 (ii) 인터넷 가치 사슬의 각 단계에 있는 활동들이 인터넷 상의 소비자 보호에 공헌할 수 있는 가능성의 관점에서 연구를 수행하였다.

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The Effects of Anticipation in WALL·E (2008) (영화 WALL·E의 선행 움직임(Anticipation) 효과 연구)

  • Lee, Dong Min
    • Journal of Korea Multimedia Society
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    • v.20 no.10
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    • pp.1697-1709
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    • 2017
  • This paper aims to investigate the effect of anticipatory motion in Wall E (2008). For the purpose of the study, first of all, an overall discussion on the definition and role of anticipation presented through the related literature review. Based on this, the present study analyzed the functions of anticipatory movements of the main characters, Wall E and EVE in 29 scenes. As a result, this paper found that anticipation is involved in expressions of humanity, thought process, utterance and intonation, the degree of emotion and energy, reinforcement of the character's intention, and biological response within the film. Overall, these findings show that anticipation takes an important part in giving the illusion of life to the characters throughout the movie, which may imply that anticipation can be beneficial for characters with abstract form or limited modality. The ultimate goal of this study is to propose that the animation principles can be used as a tool to analyze character animation and can be applied academically or industrially to other fields such as artificial intelligence.

Hotel Preference Attributes and Ubiquitous Tourism Information Systems (호텔선택속성이 유비쿼터스 관광정보서비스만족도에 미치는 영향: 호텔 종사자를 대상으로)

  • Seo, Chang-Gab;Park, Hyun-Jee
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.37-55
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    • 2011
  • Ubiquitous tourism information systems are more and more required to provide cultural contents comprising material heritage, performing art, folk tradition, handicraft or customs of everyday life, along with traditional tourist information about hotel facilities and infrastructure. This study attempts to investigate the effect of tourists' hotel preference attributes in terms of their satisfaction with ubiquitous tourism service. In so doing, 145 questionnaires were used to analyze the satisfaction of u-tourism service and the hotel preference attributes through the field survey. The questionnaires were collected from hotel employees who had experienced the ubiquitous tourism service. It is found that some of hotel-preference attributes positively influence u-tourism satisfaction but not all of them did. Service and differentiation attributes had an impact to u-tour and u-hotel function. And beverage attributes, to u-tour function, and convenience attributes, to u-hotel function. These findings mean that the hotel built u-tourism infrastructure gain a competitive advantage than the otherwise hotel.