Park, Kyung-Ran;Lee, Hyun-Jin;Lee, Hong-Keum;Kim, Yeong-Kwan;Oh, Young-Sook;Choi, Sung-Chan
Journal of Microbiology and Biotechnology
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v.13
no.6
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pp.937-941
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2003
Microbiologically influenced corrosion (MIC) is an electrochemical process where the participation of microorganisms initiates, facilitates, or accelerates the corrosion reaction. Sulfate-reducing bacteria (SRB) reduce sulfate to sulfide and are known to be the most destructive microorganisms in anaerobic MIC. Accordingly, the current study attempted to elucidate the mechanisms involved and the relative importance of the corrosive products in SRB-induced corrosion. The measured rate of anaerobic corrosion of iron coupons by Desulfovibrio desulfuricans was $89.9{\;}\mu\textrm{g}{\;}\textrm{m}^{-2}{\;}d^{-1}$. Direct contact between the cells and the iron coupon did not seem to be necessary for corrosion to occur, since the corrosion rate was similar ($100.8{\;}\mu\textrm{g}{\;}\textrm{m}^{-2}{\;}d^{-1}$) when the coupon was enclosed in a dialysis bag. The participation of sulfide in the corrosion process was only marginal, as the specific corrosion rate was 2.5 times higher in a sulfate-free pyruvate medium than in an $H_2S-producing$ lactate medium. Acetate (18.8-22.1 mM), the end-product of pyruvate and lactate metabolism, was identified in the culture medium and thus presumed to play a major role in the corrosion process involving Desulfovibrio desulfuricans.
Smart photonic clothing integrates light emitting technology inside and outside of the garment and integrates it as a fashion product. It expresses digital color that radiates light outside the body that expands the functionality of the clothing as well as makes new and various attempts visually. It is also is gradually expanding into a new area of fashion. LED, one of the digital color output devices, is a light emitting device that is suitable for presenting consumer customized designs in that the patterns and colors of clothes can be modified as desired by utilizing computer technology such as program coding. LED technology that can realize various digital colors is actively applied in various industrial design fields, but there are few previous studies on smart clothes using LED color in Korean fashion fields. Therefore, this study develops a prototype of a customized LED smart photonic garment that allows the user to directly participate in the color implementation of clothing and select a digital color suitable for the desired function. The LED module was designed to be detachable from clothing and made using a 256-pixel LED matrix. Various coding patterns of the LED were designed using the coding change of Arduino program.
Journal of Agricultural Extension & Community Development
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v.3
no.2
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pp.273-284
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1996
This study aimed at measuring the rural people's level of value and morality, identifying its related variables, and drawing some implications for rural adult education. To measure their value and moral levels, 141 Yoncheon county adults were interviewed or asked to answer the questionnaires based on the Braithwaite and Law's(value) and Rest's(morality) instruments. The data were analyzed mainly by ANOVA, Chi square test and Pearson product-moment correlation. The major findings were: (1) The rural people mainly remained in vital feeling value(fourth) level out of five levels(religious holiness, spiritual, mind, vital feeling and sensible feeling value in order), (2) They remained in harmonious interpersonal expectations stage(fourth mortality level) out of six stage(universal ethical principles, social contract, social conscience maintenance, harmonious interpersonal expectation, instrumental purpose, and punishment/obedience in order), (3) Religion, the number of participation in adult education, and the length of such participation were three variables related to the level of value, and age, schooling years, and the number of family wane three variable related to their morality level, and (4) The relationship between value and morality levels was not significantly identified. Rural adult education needs to be more strengthened for improving their spiritual quality of life.
The effective development of event product for a successful event is first started with figuring out the participation motive of event. Second, what level of expectation before participating event for participant will have. Third, what level of satisfaction and safety satisfaction based on figured out motive and expectation will participant have. Fourth, what level of revisit based on satisfaction will have. The study is needed for these low items. Therefore, this investigation started as an exploratory study for a successful event to analysis the relationship among expectation satisfaction, safety satisfaction and revisit. The results indicated that participated motive is positively influenced on expectation. The expectation is positively influenced on safety satisfaction. The satisfaction is positively influenced on revisit. Finally, the safety satisfaction is positively influenced on revisit. The unique characteristics of this study is considered a safety satisfaction as m event safety and as an important factor when terror becomes often these days.
Purpose Even if many startups firms have developed innovative items and a potential for success, they often have a limited financial resources, which makes them difficult to do business. To overcome this financial difficulty, startups have used one of fintech services, called crowdfunding that can be a good alternative to solving the difficulty of financing. The purpose of this study is to empirically validate the proposed research model that investigates the reasons of trusting crowdfunding platform, which positively leads to two outcomes - intention to participate and word-of-mouth for reward-based crowdfunding project. Design/methodology/approach We proposed several factors categorized as trust, information quality, and platform traits that have a positive impact on trust of crowdfunding platform, which positively leads to intention to participate and word-of-mouth of crowdfunding. The collected(n=285) from individuals who have participated in crowdfunding project was analyzed with SmartPLS 3.0 to test proposed hypotheses. Findings The results showed that all proposed variables (website reputation, crowdfunding familiarity, digital storytelling, information quality, and interaction) had a significant impact on crowfunding platform trust with exception of product differentiation. In addition, crowfunding platform trust was positively associated with participating intention and word-of-mouth. Based on findings, we discussed the research results and implication alone with a direction for future studies.
This study starts from the awareness of the problem that consumers are isolated from the standing spray product planning, and thus suggests effective designs and methods to the new standing spray design process. The ultimate purpose of this study is to suggest practicable new standing spray design outputs. Service design is based on customer experience, and thus it is intangible, process-centered and based on various relations. Applying the service design to the development of new standing spray designs has the following significance. (1) Service design is an effective method for maximizing customer-centered experience. The customer-centered method of service design promotes practicability of new standing spray design. (2) Service design solves various problems by mediating opinions among various stakeholders. Effective and practicable solutions could not be found for new standing spray design despite various efforts that had been made for a long time. Since each step of the process is approached separately, it is necessary to take an overview of the whole process like service design. (3) Service design lays stress on process in which stakeholders participate. Participation and collaboration among stakeholders in the new standing spray design process will improve their satisfaction and enthusiasm to implement the new system.
The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.
Purpose - This study aims to build a systematic frame for effective marketing performances by prioritizing product type and pertinent channel that are appropriate for digital channel characteristics. FCB grid model was used to define a product type, and Internet communication satisfaction index was considered as a marketing performance measuring tool for digital channel. Research design, data, and methodology - As systematic understanding for Digital marketing is still unfamiliar to even professional marketer, the hypothesis was established based on preliminary research by conducting a qualitative survey of marketing experts who already experienced digital marketing in the fields as well as existing related study literature. Through a preliminary research, the degree for understanding for digital marketing, current digital marketing (including product/channel mix) execution status, and difficulties for marketers who had experienced digital marketing were figured out. Based on preliminary research, the main part of survey was designed to examine which type of product would be effective for digital marketing and which digital channel would be effective to achieve marketing performance in line with marketing objectives. To collect data, the questionnaire survey was conducted for professional marketers who had experienced digital marketing in 10 different fields including FMCG, cosmetics, distribution industry for one month (July, 10, 2014~Aug, 10, 2014). A total of 90 questionnaire were distributed and 66 questionnaires were used for the analysis, excluding the unanswered and insincere questionnaires. The data were analysed using SPSS ver.18.0. Results - The analysis for product type which is pertinent to digital marketing and prioritization for digital channel per digital marketing performance type could be summarized as followings. First, high involvement buying decision type of product and rational purchasing decision type of product in FCB grid are more effective for digital marketing in terms of marketing performance. Therefore, marketers in field would prioritize considering product type before executing digital marketing. Second, factor for sales increase, potential consumer creation and brand awareness was represented respectively 31.25%, 21.9%, and 20.8% as a result of factor analysis in terms of digital marketing channel performance. Third, effective major digital channel per digital marketing performance factor was differently identified as each digital channel has its own peculiarity. For instance, search engine is more effective for increasing sales while social media such as facebook and Kakaotalk is more effective for encouraging consumer participation. Conclusions - As a result of this study, product type and peculiarity which were pertinently fit to digital marketing were identified by using FCB grid model, and also suggested framework for decision making of digital channel selection in line with marketing objectives for effective marketing performance. It also provided insight to professional marketer which type of product could be effective for digital marketing execution as well as which factors should be measured for digital marketing performance.
Journal of the Korean Institute of Landscape Architecture
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v.34
no.4
s.117
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pp.1-17
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2006
This study emphasizes users' participation, a living-transforming visuality, as users have appeared to be a central element of landscape design but ignored before. Also this study tries to propose meaning of extended visuality in contemporary landscape design on the basis of visual criticism on simple perception-and contemplations convention-based landscape design. For these purposes, this study reviews characteristics of visual changes appeared in modern reductionist paintings. In other words, arts can be interpreted in polysemous ways through bodies' experience. Deconstructive concepts derived from the theoretical reviews can be categorized into three including the participation of the users' bodies from a contemplative point of view, textuality and intertextuality, and experiences from works. Those concepts were used to criticize the previous discourse on landscape designs and to analyze various issues in the theories, themes and techniques in contemporary landscape design. The significance of the expanded visuality in contemporary landscape design is that it brings the users' voluntary participation. This structure can serve as a tool to obtain the users' perceptive effects. At the same time, it can be regarded as a process of establishing the relationships between the users and the works. Thus emphasis is placed not only on the influences of the effects structure of the works themselves, but also on the many different dimensions related to the users' bodies. It implies that the meaning of design is not determined by the designer but a product resulted from the voluntary relationships between users and works. These findings lead to ambiguous distinctions between arts everyday life, and eventually to the end of the concepts of formative dichotomous aesthetics and their effectiveness. Finding of this study call for not only redefining the space where landscape design is created and communicated, but also reconsidering the concepts of landscape design and its ontological meanings.
This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.
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