• Title/Summary/Keyword: Technical contents

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Valorization of bottom ash with geopolymer synthesis: Optimization of pastes and mortar

  • Froener, Muriel S.;Longhi, Marlon A.;de Souza, Fabiana;Rodriguez, Erich D.;Kirchheim, Ana Paula
    • Advances in concrete construction
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    • v.14 no.1
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    • pp.1-13
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    • 2022
  • Due to the physical-chemical characteristics of some bottom ash (BA), there are technical, economic and environmental limitations to find a destination that will add value to it. In Brazil, this residue is eventually used for filling coal extraction pits or remains in sedimentation ponds, creating a susceptible panorama to environmental issues. The geopolymers binders are one of the alternatives to the proper use high amounts of these materials. In this work, geopolymeric binder pastes were produced with BA mixed to activators with different alkali contents (expressed as %Na2O), as well as the incorporation of soluble silicates (Ms content). The production of binary geopolymeric pastes based on the use of two industrial wastes: fluid catalytic cracking (FCC) and aluminum anodizing sludge (AAS), was also assessed. The content in mass of BA/FCC and BA/AAS ranged from 100/0, 90/10; 80/20 and 70/30. Systems with soluble silicates as activator in a molar ratio SiO2/Na2O of 1.0 (Ms = 1.0) and Na2O content of 15%, showed the best results of mechanical strength (42 MPa at day 28th). The improvement is up to 5X when compared to NaOH based systems. For systems with partial replacement of BA of 10% of AAS and 20% of FCC (80/20), the presence of soluble silicates was also effective to increase compressive strength.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

A Study on Labelling for GM foods under the WTO system: Focused on improvements for Korean GM food labelling (WTO체제에서 유전자변형식품의 표시제도에 관한 연구: 우리나라 GM식품 표기의 개선방안을 중심으로)

  • Yang, Jung-Mi
    • Korea Trade Review
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    • v.43 no.5
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    • pp.179-201
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    • 2018
  • Food labelling rules reflect the interaction of a number of factors such as industry needs for marketing flexibility and minimal regulations, consumer's rights to know what is in the product and public health concerns. However, food labelling rules could apply to international trade as non-tariff barriers so it is necessary to make multilateral harmonization of food labelling rules. For this, GATT XX, SPS, and TBT of the WTO can serve as jurisprudence in agreements. Lgnoring the safety problems of GM food, which is currently a worldwide issue, it is a situation that needs international harmonization of GM food labelling methods, harmonization of technical terms which are used in Korean law, and clear interpretation criteria for GM food labelling methods and contents are vital for sustainable trade in agricultural products. Therefore, this study proposes interpretation criteria through major trade countries' GM food labelling methods and an examination of Korean law. Furthermore, this study proposes international harmonization guidelines for GM food in the future.

Cooperative Plans for Information Resource Sharing of Cultural Heritage Institutions (정보자원 공유를 위한 문화유산기관 협력 방안)

  • Cho, Yoon-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.2
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    • pp.5-21
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    • 2008
  • Cultural heritage institutions need to construct a cooperative network beyond an organization and a region based on products that cultural experiences and _expressions of human beings. They should serve as primary social agencies which need to create various information services of cultural heritage through integrated system management that social members are accessible to cultural contents such as _document resources of holding libraries, rich inheritance of museums, and works of art museums. This study indicated acts and considerable facts that have clauses the cooperative background of cultural heritage institutions which are libraries, museums, art museums and archives, and also intro! duced the cases of cooperative networks as an integrated system of libraries, museums, and art museums in North America and EU. Based on the analysis, this study suggested cooperative plans of cultural heritage institutions for political and systemic aspects, technical aspects, and human resource aspects.

Suggestions for E-Learning Based on Four Years of Cyber University Experience

  • LEE, Okhwa
    • Educational Technology International
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    • v.6 no.1
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    • pp.41-63
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    • 2005
  • E-Learning is widely introduced with cyber universities in Korea from 2001 whencyber universities were first authorized by the Ministry of Education and Human Resource Development. E-learning amplified by cyber university gave a big impact in the campus based university which became the cause for the educational paradigm shift. The changes of status of cyber university shows important trend in college education which was analyzed by enrollment rate, types of cyber university, demography, and study areas. The enrollment rate of cyber universities is ever since 2001 and variety of study areas gives popularity to students. The demography of students is as expected older than traditional students. Female students at the cyber university outnumbered that at campus based university in Korea. For analyzing the trend of e-learning in Korea, there were studies twice in 2001 May-June from 213 faculty members and staff, 630 students and in 2004 May-June with 401 students. Most of e-learning students tent to spend less time yet, students feel more burden with e-learning. Professors tend to load more materials for the e-learning in 2001but in 2004 study, the difference no longer exists. Professors and students feel the academic achievement through e-learning is not as good as from the traditional classes. Difficulties for e-learning in 2001 were the lack of administrative information but in 2004, boring contents and lack of instructional strategies for e-learning. Technical problems still do exist but less serious. Suggestions for e-learning are blended learning, online students prefer video streaming with their own lecturer, new definition of instructor is needed, professional development for content development and online instruction is needed, success story of online learning should be encouraged, guidance for online students needed. The cyber university experiencegave a positive impact on the traditional universities such as rethinking the roles of universities, the quality control of classes, professional development, student oriented educational service of e-learning pedagogy.

Structural Relationship and Evaluation Factors in Financial Platform Business (금융권 플랫폼 비즈니스의 서비스 품질 요인간 구조적 관계에 대한 연구)

  • Hoon Huh
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.3
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    • pp.198-208
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    • 2023
  • In order to enhance competitiveness in the industry, financial companies are building a high level of customer satisfaction and repurchase intention by further strengthening not only the technical quality of the platform business but also the customer-oriented service quality. Theoretically, it is time for a theoretical review of whether the expansion of service quality using platform business in the financial industry is directly linked to the performance of financial companies, such as satisfaction and repurchase intention of existing customers. Based on the rapid growth of mobile and the main activities of financial platform companies above, This study attempted to test a significant impact on customer satisfaction and reuse intention on information services and system services, which are service quality of mobile financial platforms. Even if a number of financial companies compete with each other, they could survive by dividing the market, In the digital environment, customers have free access, so the winner can monopolize the market. It is an environment in which customers can move to platform companies that provide better services. The contents presented through the results in this study will be able to be used strategically in terms of the implementation and operation of the financial platform. In addition, it served as an opportunity to find independent variables that affect customer satisfaction and reuse intention, which are financial platform service quality, and suggested the possibility of continuous development of the platform in the future. In summary, the service quality of financial platforms can further expand users by emphasizing user visibility in terms of information services and utilizing user-centered financial platforms that increase customer satisfaction and reliability by strengthening the responsiveness and ease of system services. This study is of important value and is believed to have laid an important foundation for future research.

A Study on the Characteristics of Technology Subjects in the Media Field - Analysis of Types of Korean Patent Applicants - (미디어 분야의 기술 주체 특성 연구 -한국특허 출원인 유형 분석-)

  • Yeon-Ju Jeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.911-918
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    • 2023
  • This paper analyzed technologies related to video and sound device manufacturing closely related to media images, divided applicants into companies, research institutes, universities, individuals and the public, and conducted technical statistical analysis, collective intelligence analysis, and open innovation analysis. It is necessary to express innovative ideas through technology in research institutes or universities, and efforts are needed to expand technologies in the media field in universities. Looking at the contents of patents actually filed, patents filed by companies or individuals were mostly related to media technology, and patents filed by universities and research institutes were mostly related to media content. This means that hardware technology patents should be developed extensively and in-depth in an inseparable relationship between media technology and content, and should be a driving force for software content to play a more diverse and creative role.

Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System (가상치유농장시스템 설계를 위한 전문가 인식 조사)

  • Bae, Seung-Jong;Kim, Soo-Jin;Koo, Hee-Dong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.29 no.4
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.