• 제목/요약/키워드: Pilot point

검색결과 254건 처리시간 0.019초

활성 슬러지조 폭기를 위한 에너지 절감형 판형 멤브레인 산기장치의 개발 (Development of Energy Saving Aeration Panel for Aerating in Activated Sludge System)

  • 김지태;탁현기;김종국
    • 대한환경공학회지
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    • 제34권6호
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    • pp.414-420
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    • 2012
  • 에너지 절감형 산기장치의 상용화를 목적으로 국내 J사의 인장강도 $400kg_f/cm^2$ 이상, 두께가 0.5 mm의 폴리 우레탄 시트를 확보하고 고무 시트의 천공에 가장 널리 이용되는 방식인 needle을 이용한 천공방법을 택하여 기공의 크기가 $100{\mu}m$ 정도의 판형 멤브레인 산기장치를 제작하였다. 판형 산기 모듈 제작 후 실험실 및 파일롯 규모의 테스트 결과, 수조 450 L, 수온 $20^{\circ}C$, 공기량 40 L/min인 실험실 테스트에서 3분 내에 DO가 5 mg/L을 넘었고, 8분 내에 DO가 포화치에 가까운 8 mg/L 이상이 됨을 알 수 있었다. 이때의 $K_{La(15)}$$16.34hr^{-1}$, 표준산소전달효율은 54.7%, 표준폭기효율는 7.88 kg/kwh로 상당히 높은 효율의 실험결과를 보였다. 수조 2 $m^3$, 수온 $19^{\circ}C$, 공기량 30 L/min인 파이롯 규모의 테스트에서는 8분 내에 DO 농도가 5 mg/L를 넘었고, 이때의 $K_{La(15)}$$5.8hr^{-1}$, 표준산소전달효율은 42.1%, 표준폭기효율는 6.41 kg/kwh로 기존 산기관의 2~2.5배 높은 효율의 실험결과를 보였다. 특히 단위 동력당 산소전달률이 높아 경제성이 높음을 나타내었다. 기존 산기관의 적용에서 청수에서의 산소전달효율이 실제 폐수에서의 산소전달률의 차이로 인한 문제가 빈발하여 실제 $40^{\circ}C$ 축산폐수에서 테스트한 결과 $OTE_f$는 22.1% $OTE_{pw40}$이 39.6%로 매우 높은 효율을 보였다.

중국 관광객의 온라인 구전에 대한 자아일치성과 기능일치성의 효과: 자기해석의 조절효과를 중심으로 (The Effects of Self-Congruity and Functional Congruity on e-WOM: The Moderating Role of Self-Construal in Tourism)

  • 양금;이영찬
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권1호
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    • pp.1-23
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    • 2016
  • 목적 자아일치성(self-congruity)은 "비실용 대상 포지셔닝(Non-utilitarian destination positioning)" 이론에 근거한 것으로,소비자들이 의사결정을 하거나 행동을 할 때 대상(제품, 서비스 등)과 자신의 가치를 일치시키려는 성향을 의미한다. 반면, 기능일치성(functional congruity)은 대상(장소, 제품, 서비스)의 실용적 가치에 자신의 의사결정이나 행동을 일치시키려는 성향을 의미한다. 최근 모바일 기반의 소셜네트워크서비스를 통해 소비자들이 제품이나 서비스에 대한 개인적 경험을 언제 어디서나 공유하게 되면서 온라인 구전을 통한 커뮤니케이션 기회가 많아지고 활발해지고 있다. 한편, 자기해석(self-construal)은 마케팅 및 현대 심리학에서 그동안 많이 다루어져 온 주제이다. 본 연구는 자아일치성 및 기능일치성과 중국 관광객의 긍정적인 온라인 구전 간의 관계와 자기해석의 조절효과를 검증하는 것을 연구 목적으로 한다. 설계/방법론/접근 연구가설을 검증하기 위해 본 연구에서는 32개 문항으로 구성된 설문지를 개발하였고, 모든 항목은 리커트 5점 척도를 사용하였다. 중국 설문조사 전문 웹사이트인 sojump.com에서 한국을 방문한적이 있는 사용자들을 대상으로 설문조사를 실시하였고, 자료분석을 위해 SPSS 20.0과 AMOS 18.0을 사용하였고, 구조방정식과 회귀분석을 이용하여 연구가설을 검증하였다. 전반적인 모형의 적합도, 신뢰도, 타당성 등을 검증하기 위해 확인요인분석을 실시하였고, 동일방법편의(common method bias) 여부도 함께 진단하였다. 결과 연구결과 자아일치성과 기능일치성은 온라인 구전에 긍정적인 효과를 미치는 것으로 나타났다. 그리고 자아일치성이 온라인 구전에 미치는 효과는 독립적인 자기해석 성향이 있는 중국 관광객이 의존적인 자기해석 성향이 있는 중국 관광객보다 더 강하다는 것을 알 수 있었다. 반면, 기능일치성이 온라인 구전에 미치는 효과는 의존적인 자기해석 성향이 있는 중국 관광객이 독립적인 자기해석 성향이 있는 중국 관광객보다 더 강하다는 것을 알 수 있었다.

초등학생 문제행동선별척도: 교사용(CPBS-E)의 개발과 타당화 (Development and Validation of Classroom Problem Behavior Scale - Elementary School Version(CPBS-E))

  • 송원영;장은진;최가영;최재광;조광순;원성두;한미령
    • 한국심리학회지:학교
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    • 제16권3호
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    • pp.433-451
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    • 2019
  • 이 연구는 한국의 초등학교 내에서 발생하는 문제행동을 측정할 수 있는 신뢰롭고 타당한 척도를 개발하여 평가 및 개입을 위한 기초자료를 제공하기 위해 실시하였다. 문헌 개관과 초등교사 면담, 미국에서의 훈육실 의뢰 조건, 국내 학교들의 벌점체계, 그린마일리지, 정서행동특성검사 등을 참고하여 초등학생 문제행동선별척도: 교사용(Classroom Problem Behavior Scale-Elementary School) 문항 군집을 구성하였다. 국내 초등학교 교사 및 교과교사 총 6명에게 내용타당도 검증 후 수업 내 문제행동, 수업 외 문제행동에 대해 각각 4개, 3개의 요인을 상정하고, 이를 측정하는 63개의 예비문항을 제작하였다. 1차 검증에서 예비문항에 대하여 154명의 아동 자료를 수집하여 가장 적합하다고 판단되는 최종 23문항을 선정하였다. 2차 검증에서 교사가 평정한 초등학생 209명의 자료를 활용하여 신뢰도와 타당도를 검증하였다. 분석 결과, 이 척도는 수업 내 문제행동으로 수업 준비 행동, 수업 방해 행동, 공격 행동, 위축 행동의 4요인에 14문항, 수업 외 문제행동으로 규칙 위반 행동, 공격 행동, 위축 행동의 3요인에 9문항, 총 23문항으로 구성하는 것이 가장 타당한 것으로 나타났다. 검사-재검사 신뢰도는 대부분의 소척도에서 .80이상의 상관계수를 보이고 있어 시간적 안정성도 가지고 있는 것으로 나타났고, 각 하위요인별 내적 합치도 역시 .76~.94로 전반적으로 양호하였다. 수렴타당도를 확인하기 위해 '아동·청소년 행동평가척도 교사용'(Teacher's Report Form, TRF)과 교사용 교실 적응 관찰 점검표(Teacher Observation of Classroom Adaptation-Checklist, TOCA-C)와의 상관분석에서 중간수준 이상의 상관이 나타났고 외현화와 공격행동, 내재화와 위축 등 유사한 개념에서 더 높은 상관을 보였다. 확인적 요인분석을 위해 실시한 구조방정식모형 검증에서도 양호한 적합도를 확인하였다. 마지막으로 문항의 구성과 검증 과정에서의 시사점 및 제한점을 논의하였다.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.