• 제목/요약/키워드: Self-Designed Major

검색결과 159건 처리시간 0.025초

대용량 비례 유량제어밸브 동특성 분석 (Dynamic Characteristics of Proportional Flow Control Valve with Large Capacity)

  • 정규홍
    • 유공압시스템학회논문집
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    • 제7권1호
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    • pp.20-27
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    • 2010
  • Electromagnetic control valves have been used for almost 20 years. As the solenoid modulating technology advances, its applications are extending to various industrial fields such as nuclear and fossil fuel power plants, chemical plants and refineries. Proportional solenoid valve for large flow control is designed with two-stage configuration to meet the required actuating force on the main disc and its position is stabilized by the self-controlled system. In this research, main disc dynamics is analyzed with linearized system model which is derived from the mathematical equations describing its nonlinear behavior. Major design parameters of the valve control system that affect the response and stability are also studied with root locus method. The linear dynamic analysis results are verified with simulations in time-domain.

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대구지역 거주 대학생의 주거가치관에 관한 연구 (A study on the housing value of the university student in Taegu)

  • 윤재웅;신혜정
    • 한국주거학회논문집
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    • 제8권3호
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    • pp.131-139
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    • 1997
  • The purpose of this study is to analyse the housing values of the university student. The data is collected through the self-entry questionnaire that designed for this study. The 512 data obtained were analysed by Frequencies. Mean, Factor analysis, t-test, oneway ANOVA, $\chi$$^2$-test. Duncan's Multiple Range Test. The major findings are as follows: 1) The Housing Value was classified of 5 factors which Location-Environment. Social - Psychology, Physical factor of Housing, Life-Conciousness and Investmental of Value. 2) Their relevance variables of Housing value were sex, the educational course and occupation of their father and income. 3) Their preference trend of Housing appeared to the apartment and One-room system, and green tract of the space etc.

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물류 시스템 적용 유도전동기의 전압강하와 역률 보상 관계 (Voltage Drop and Power Factor Compensation Relation of Induction Motor applied to Logistics System)

  • 김종겸
    • 전기학회논문지P
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    • 제67권3호
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    • pp.155-159
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    • 2018
  • Recently, the expansion or establishment of facilities for the logistics system is increasing. Conveyor facilities play a major role in sorting and transporting logistics. Induction motors are widely used for the operation of these conveyor systems. In the logistics system, a large number of induction motors are used. These motors have a considerable distance from the power source side and have a low power factor. The installation position for the power factor compensation of the induction motor is very important. Since the voltage drop depends on the length of the line, it is an important parameter in capacitor capacity determination for power factor compensation. The capacity of the capacitors installed to compensate the power factor of the inductive load should be designed to the extent that self-excitation does not occur. In this study, we analyze the method of compensating the proper power factor considering the voltage drop and the installation position of the induction motor in the logistics system.

Very Late Stent Thrombosis after Sole Stent-Assisted Coiling at the Paraclinoid Giant Aneurysm : Could Prophylactic Antiplatelet Therapy Be Ceased at the Only 1 Year after Procedure?

  • Shin, Jung-Hoon;Park, Seong-Ho;Kim, Chang-Hyun;Lee, Chang-Young
    • Journal of Korean Neurosurgical Society
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    • 제56권4호
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    • pp.344-347
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    • 2014
  • Stent thrombosis is a major limitation of stent-assisted coiling, which is an effective method for treating wide-necked aneurysms. Although early in-stent thrombosis has been reported, very late stent thrombosis (VLST) (>1 year) has not been reported following implantation of a single self-expandable stent designed for coiling. Herein, the authors present a case of VLST that occurred 14 months after single stent implantation in a large paraclinoid aneurysm with an ultra-wide neck involving the parent artery circumferentially. This case indicates the need for establishing guidelines regarding the optimal duration of prophylactic antiplatelet therapy following stent-assisted coiling, which remains undefined in the neuroendovascular field.

Recent Advances in Cold-Start and Drive Capability of Fuel Cell Electric Vehicle

  • 성우석;서경원;권순길;박종진
    • 한국신재생에너지학회:학술대회논문집
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    • 한국신재생에너지학회 2008년도 추계학술대회 논문집
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    • pp.47-50
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    • 2008
  • The sub-zero cold is a major environmental consideration for the operational readiness of FCEVs because fuel cells produce water and utilize wet air with varying water content to generate electricity. Typical fuel cells thus have a fatal flaw in freezing conditions at startup. This drawback becomes more serious with the outsourced fuel cell that is entirely water-based for its internal humidification. In this background, the HMC's self-designed fuel cell was developed as an alternative and was employed in the Tucson-based FCEV in 2006 demonstrating its good cold-startup characteristics. The cold-startup capacity of the vehicle was validated through tests in the cold chamber and on the road, resulting in 50% stack power achieved in 250 seconds at $-15^{\circ}C$.

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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.

문제중심학습이 간호대학생의 메타인지, 문제해결능력, 전문직 자아개념 및 자기주도학습능력에 미치는 효과 (Effects of Problem-based Learning on the Metacognition, Problem Solving, Professional Self-concept and Self-Directed Learning of Nursing Students)

  • 오은영;유정희
    • 산업융합연구
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    • 제21권9호
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    • pp.89-102
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    • 2023
  • 본 연구는 성인간호학 교과목에 적용한 사례기반 문제중심학습(PBL) 수업 후 간호대학생의 메타인지, 문제해결능력, 전문직 자아개념 및 자기주도학습능력에 미치는 효과를 확인하기 위한 단일군 사전사후설계(One group pre-post test design) 실험연구이다. 연구대상은 D광역시 D간호대학의 성인간호학 교과목을 수강 신청한 4학년 60명이었으며, 2022년 9월부터 12월까지 자료를 수집하였다. 성인간호학 수업 모형은 PBL에 적합한 ADDIE모형을 기반으로 설계하였다. 교수학습 과정은 총 15주이었으며, 8주는 강의, 2주는 지필고사, 5주는 Barrow와 Myers의 5단계 PBL학습으로 진행하였다. 수집된 자료는 SPSS/WIN 20.0 Program을 사용하여 분석하였고 중재 전 후 변수 간의 차이 검정은 Paired t-test를 이용하였다. PBL수업 전·후 간호대학생의 메타인지(t=-8.04, p<.001), 문제해결능력(t=-4.08, p<.001), 전문직 자아개념(t=-4.67, p<.001) 및 자기주도학습(t=-4.65, p<.001)는 유의미한 차이를 나타냈다. 그러므로 간호학생들의 메타인지, 문제해결, 전문 직 자아개념 및 자기주도학습능력을 강화시키기 위해 간호학의 여러 전공교과목에서 PBL을 적용할 것을 제안한다.

초등학생의 흡연 실태와 흡연 태도에 영향을 미치는 요인 (Cigarette Smoking and Its Attitudinal Factors Among the 6 Grade Students in Korea)

  • 박우연;박영수
    • 한국학교ㆍ지역보건교육학회지
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    • 제7권
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    • pp.33-49
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    • 2006
  • Background & Objectives: This study was designed to examine relationships between smoking behavior and smoking attitudes among 6th-grade students in Korea in order to provide knowledge on school-based programs for preventing adolescent smoking behaviors. Methods: Questionnaires were administered to 464 students attending three public elementary schools in O city from June 13 to June 16, 2006. The total sample size is 458 (response rate = 98.7%). Data were statistically analyzed by frequency analysis, cross tabulation, and multiple regression. Results: First, smoking behavior was significantly influenced by the factors of gender, self-concept, family structure, sibling smoking, school achievement, relationship with teachers, satisfaction with school life, and smoking friends. Theprevalence of ever-smoking was 12.7% among 6th grade students in this study. Students were most likely to initiate smoking in the 5thgrade with curiosity and smoke at their own home. Second, students showed negative attitude toward smoking overall. From the detailed section, students respondednegatively about smoking in public places while they thought that adult smoking with moderate level was okay. Student who showed positive attitudes toward smoking in the present study were significantly related to the factors of self-concept, family environment, parental and sibling smoking status, school achievement, satisfaction with school life, and smoking friends. Third, Students who had tried cigarette smoking were likely to report less negative attitudes toward tobacco than non-smoking students. Fourth, this study found that smoking friends were the most significant predictor of positives smoking attitudes. Other factors significantlyassociated with smoking attitudes were gender, relationship with friends, self-concept, relationship with teachers, paternal smoking status. Conclusions: The study results suggest that smoking prevention programs focus on resisting peer influence and need to be community-incorporated and/or comprehensive from elementary to high school.

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비만 초등학생의 토요 영양 교실의 운영 효과 평가 (Evaluation of Saturday Nutrition Classes for Obese Elementary Students in Chungnam Province)

  • 박진희;이용숙;김완수;배윤정;이지은;최윤희;전예숙;최미경
    • 동아시아식생활학회지
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    • 제17권1호
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    • pp.11-19
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    • 2007
  • This study was designed to evaluate Saturday nutrition classes for obese elementary students in Chungnam Province. Obesity index, nutrient intake, nutrition knowledge, nutrition attitude, and self-satisfaction of 36 obese elementary students were compared before and after attending nutrition classes every other Saturday for 3 months. The average age, height, weight, body fat, % body fat, and obesity index were 11.9 years, 145.5 cm, 53.3 kg, 24.5 kg, 45.7%, and 32.4%, respectively. Most of the subjects(94.5%) viewed themselves as fat. Sixty-three percent of children were discontent with their body-image. All answered that they have experience with weight control. The major methods of weight control were exercise and reduction of snacks. The mean serum cholesterol, blood glucose, GOT/GPT, and hemoglobin were 177.4 mg/dL, 90.4 mg/dL, 25.8/25.5 IU/L, 14.5 g/dL, respectively. After attending nutrition classes, the daily intakes of energy, plant protein, plant fat, carbohydrate, crude fiber, and cholesterol increased significantly. The scores for nutrition knowledge, nutrition attitude, and self-satisfaction also increased after nutrition classes, but there were no significant differences. Percent body fat decreased significantly after nutrition classes. In conclusion, nutrition education for elementary students is effective for the prevention and control of obesity. Further research is needed to develop a systematic program of nutrition education for obese children.

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가족상담사의 전문직 정체성 및 발달 연구: 근거이론접근을 중심으로 (A study on professional identity and development in family counselors - Focusing on grounded theory approach -)

  • 노미화;최연실
    • 한국가족관계학회지
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    • 제22권4호
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    • pp.3-29
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    • 2018
  • Objectives: This study is designed to explore and understand what professional identity and professional development are like in family counselors. Method: This study to achieve its purpose, collected data through in-depth interview with fifteen(15) family counselors through grounded theory approach. Results: Major research findings can be summarized as follows. 176 concepts were drawn through open coding, again classified into 47 categories and finally into 18 subcategories. Through selective coding, 'growing as an expert in family counseling through continuous exertions for growth' appeared as core category. Through this process, the types of professional development in family counselors were classified into job pursuing type, self achieving type, self understanding type, and volunteering type. Through process analysis, family counselors' professional development could be divided into three steps with the course of time: step of immersion, self-understanding and acceptance, and integration. Based on this, the hypothetical relations in four areas: personal area, family area, interpersonal area, and vocational area were summarized in statements. Conclusion: This study is significant in that it attempted to establish a theory to explain the professional identity, development and influence factors shown in family counselors. It also provides those who hope to grow as expert in family counseling with long-term visions and implications for family counselor training and supervision. In this study, the suggestions on the tasks to check and solve the factors for improving and supporting the foundations of family counselors' professional identities by highlighting the family counselors own identify that is different from other counselors are expected to be used as primary data for preparing laws and regulations related to family counseling in the future.