Aircrews and passengers are exposed to radiation from cosmic rays and secondary scattered rays generated by reactions with air or aircraft. For aircrews, radiation safety management is based on the exposure dose calculated using a space-weather environment simulation. However, the exposure dose varies depending on solar activity, altitude, flight path, etc., so measuring by route is more suggestive than the calculation. In this study, we developed an instrument to measure the cosmic radiation dose using a general-purpose Si sensor and a multichannel analyzer. The dose calculation applied the algorithm of CRaTER (Cosmic Ray Telescope for the Effects of Radiation), a space radiation measuring device of NASA. Energy and dose calibration was performed with Cs-137 662 keV gamma rays at a standard calibration facility, and good dose rate dependence was confirmed in the experimental range. Using the instrument, the dose was directly measured on the international line between Dubai and Incheon in May 2023, and it was similar to the result calculated by KREAM (Korean Radiation Exposure Assessment Model for Aviation Route Dose) within 12%. It was confirmed that the dose increased as the altitude and latitude increased, consistent with the calculation results by KREAM. Some limitations require more verification experiments. However, we confirmed it has sufficient utilization potential as a cost-effective measuring instrument for monitoring exposure dose inside or on personal aircraft.
This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program
Journal of the Korean Institute of Landscape Architecture
/
v.38
no.4
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pp.64-74
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2010
The study is based on an urban park design that is designed in consideration of the characteristics of Uijeongbu City, applied with adequate functions for the environment and showcasing the unique scenery in relation to the relocation of the US Air Force Camp Falling Water. The bases of the design are: the reasonable convergence of the square and park in consideration of the site characteristics; the application of an urban context as the park is located near a station; and the realization of an eco-friendly space. This study is based on foundation research regarding a review of urban square patterns, particular items in planning in relation to modern urban parks and the adaptability of the park in the future. Regarding space usage, the design is applied with notable ideas that allow the space to make its own characteristics through voluntary user activity in conjunction with the environment that will allow the park to cope with changes in the future, as opposed to a space that users experience through pre-determined programs. Below are the focal points of the design. First, the park is designed as an empty space which may accommodate the urban structural context of and usage patterns for being a field of the city ecology that changes and develops, beyond a passively-created square pattern. Such open spaces have a continuity which allows it to adapt to the development of the city. In addition, the design facilitates spontaneous processes through changes in usage pattern and time. Second, the design includes the message that the park and the city, natural things and artificial things, must communicate and network with each other. Hence the park shall not be an isolated green island within the city, but is an open space accommodating the demands for open area from nearby commercial, public and residential facilities; the park shall include a field that can accommodate a variety of programs. Third, the park is designed to encourage the effect of direct and indirect practical education by reflecting a physical plan as well as interesting experience design methods to lower carbon emissions and to create and maintain an eco-friendly space, the basis of a zero-emissions city.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.6
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pp.26-39
/
2016
This research paper explores the process of developing skateboarding spaces in urban parks. Skateboarding is one of the most popular sport activities representative of urban parks. This research paper will analyze the process of introducing skateboarding activities into park spaces and their acceptance by the general public as well as derive meaningful general implications for park space development planning. The research method is a discourse analysis of newspaper articles regarding skateboarding issued between the 1960s and 2010s. These articles are the main resources to show the creation of a skateboarding culture, generation of skate park spaces, and the extinction of these spaces during the research period. The result of this research is as follows. There are reasons that allowed for the creation of skate park spaces in urban parks. First of all, positive associations that people have regarding skateboarding have influenced the park's users and operators' decisions that a park is proper space for skateboarding activities, and the agreement to remodel the park space. Secondly, skate parks became a space for multiple-uses that can be shared with other emerging sports, which resulted in a building boom of skateboarding spaces in urban parks. Thirdly, urban parks and their new culture of active sports became a marketing tool used by local governments to attract new inhabitants to their new towns. On the contrary, there are three main reasons for the deterioration of skate parks. First of all, within parks in which skateboarding activities collided with other park usage, the skate parks disappeared. Secondly, skate parks built specifically for competitive skateboarding events and without consideration of casual skaters disappeared, as these facilities were not sustainable for use in the long term. Thirdly, the golden age of skate park skateboarding did not last long, as skateboarding trends shifted from trick performance to street skating, where skate parks are no longer needed. For this reasons, the exclusive use of park space for skateboarding activities has faded from public interest. The findings of this research suggest how sport activities should be introduced to urban parks. At first, each park's management needs to identify a sport suitable for long-term development, and not only plan for temporal events or follow fleeting trends. Secondly, the park's management systems should reflect a type of sport activity that would not only be popular at the beginning of the spaces development, but also take into consideration how these activities will change over time. Lastly, in cases where there are conflicts between sport activities and other activities in urban parks, attempts should be made to suggest feasible solutions other than the liquidation of sport spaces. This study explains the development process of sport spaces offered in urban parks, by thorough research of the process of acceptance of skateboarding activities in current urban park systems. This conclusion also indicates further areas for research with the purpose of understanding general best practices in urban parks sport space planning.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.3
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pp.41-52
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2010
The purpose of this paper is to evaluate visitor satisfaction(VS) in waterfront parks in terms of resources, facilities, embodiment of theme(ET), site composition(SC), relaxation activity space(RAS), and dynamic activity space(DAS), which are supply-side components in the planning process of waterfront parks, in order to answer the research question; 'How is visitor satisfaction of waterfront parks determined?' After reviewing the literature on parks and the building process of waterfront parks in Korea, we constructed a conceptual framework and have ascertained a research hypothesis. We had obtained data through a questionnaire survey from 327 visitors at waterfront parks, based on the quota sampling method. We have analyzed the data using the path analysis method. We found that: 1) The direct effects of resources and facilities on VS turned out to be 0.273 and 0.306, respectively while the indirect effects are 0.114, 0.170, respectively. 2) The direct effects of SC, as a component of the planning process on VS, turned out to be 0.243 while that of ET had no affect on VS. The indirect effect of ET and SC on VS turned out to be 0.059 and 0.018, respectively. 3) The direct effects of RAS on VS turned out to be 0.129 while the indirect effects of RAS and DAS on VS turned out to be 0.002 and 0.017, respectively. 4) The size of causal effect, in order, were facilities, resources, SC, RAS, ET, and DAS. 5) Resources and facilities, as a park foundation, compose 64.84 percent of total causal effect while ET and SC have 24.04 percent and RAS and DAS have 11.12 percent, respectively. These research results imply that: 1) Existing waterfront parks should be regenerated with the embodiment of water related theme and with improved facilities for RAS and visitor programs and/or facilities for DAS. 2) The relationship among ET, SC, RAS and DAS should be increased for a significant improvement of VS, and 3) A process-oriented approach turned out to be highly useful for the development of substantive theory and methodology. It is recommended that a structural equation model on waterfront parks be developed using more empirical data and this approach be widely applied for testing its validity.
Kim Hyun-Chul;Kim Hyun-Jin;Kim Byung-Woo;Kwon Hyun-Ju;Nam Soo-Wan
Microbiology and Biotechnology Letters
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v.33
no.4
/
pp.281-287
/
2005
The endoinulinase gene (inu, 2.733 kb, EC 3.2.1.7) from Paenibacillus polymyxa was subcloned into an Escherichia coli-yeast shuttle vector with GALl promoter for the expression in Saccharomyces cerevisiae. The constructed plasmid, pYGENIU27 (8.6 kb) was introduced into S. cerevisiae SEY2102 cell and then the yeast transformant was selected on the synthetic defined media lacking uracil and on the inulin-containing media. The recombinant endoinulinase was predominantly localized in the periplasmic space of the yeast cell. The total activity of the endoinulinase reached 1.81 unit/ml by cultivation of yeast transformant on YPDG medium. The optimized conditions determined for the inulooligosaccharides (IOSs) production from inulin were as follows; pH, 8.0; reaction temperature, $45^{\circ}C$; inulin source, Jerusalem artichoke. Enzyme activity was stably maintained up to the pH of 10.0. Under the optimized condition and with endoinulinase of 36 unit/g-inulin, IOSs started to be produced after 10 min of enzymatic reaction. By the reaction with inulin, IOSs consisting of inulobiose (F2), inulotriose (F3), and inulotetraose (F4) were produced and F3 was the major product. Consequently, these data would be used as a fundamental parameters for the production of functional sweetener IOSs from inulin by recombinant yeast endoinulinase.
The purpose of this study was to investigate the relationship between the head and neck postre and the cervical curvature, especially in forward head postrue(FHP). Sixty patients with craniomandibular disorders and thirty dental students without any signs and symptoms of craniomandibular disordres participated in this study as patient groups and sa control group, respectively. The author evaluated the head and neck posture of all subjects by plumb line and CROM( Cervical Ragne of Motion), and had taken cephaograph in natural head position. On the cephalograph the angle of cervical inclination formed by true horizntal plane and 4th cervical vertebra(C4) and the radius of cervical curvature from C1 to C5 were measured. A specially designed ruler was used for measuring cervical curvature. Occlusal contac number and force with T-scan system, electromygraphic activity of cervical muscles with Bio-EMG, and distance of freeway space with Bio-ECN were recorded, respectively. The collected data were processed by SAS/STAT progrm. The obtained results were as follows : 1. In subjects with longer radius which was less cervical curvature, head positioned more anteriorly than subjects with smaller radius, and they showed slightly straight cervical vertebra. 2. Between the patients and the control group, there were no differences in cervical curvature, in forward head position by plumb line and in CROM. But the patient group had a greater cervical inclination than the control group had. 3. There were positive correlation between cervical curvature and forward head position by plumbline,between forward head position y plumb line and that by CROM in patient group. The cervical inclination, however, had negative correlation with cervical curvature, and with forward head postion by plumb line, respectively. 4. In case of showing more cervical curvature and more forward head position by plumb line the head position was defined as forward head posture. In patient group, subjects without forward head posture showed greater posterior teeth contact force than subjects with forward head posture, but in control group, there were no difference between the two subjects. 5. There were higher electromyographic activity in almost all muscles and smaller freeway space in induced forward head posture than those in natural head position in subjects without forward head posture. In conclusion, head position of patients with craniomandibular disorders were not more anterior than that of normal control person, but they had tendency to head extension. From the result of this study, forward head posture could be defined as posterior rotation of upper cervical segment with a straight lower cercial segment due to loss of normal lordosis.
Streptavidin, a protein produced by Streptomyces avidinii, strongly binds up to four molecules of vitamin H, d-biotin exhibiting the dissociation constant of about 10−15 M. This strong binding affinity has been applied for detection and characterization of numerous biological molecules suggesting expression and purification of functional streptavidin should be very useful for the application of this streptavidin-biotin interaction. To express a soluble streptavidin in Escherichia coli, We synthesized streptavidin genes and cloned into pET-22b plasmid, which uses T7 RNA polymerase/T7 promoter expression systems containing pelB leader for secretion into periplasmic space and six polyhistidine tags at C-terminus for purification of expressed proteins. Although streptavidin is toxic to Escherichia coli due to strong biotin binding property, streptavidin was expressed very sufficiently in a range of 10-20 mg/ml. In SDS-PAGE, the size of purified protein was shown as 17 kDa in denatured condition (boiling) and 68 kDa in native condition (without boiling) suggesting tetramerization of monomeric subunit by non-covalent association. Further analysis by size-exclusion chromatography supported streptavidin’s tetrameric structure as well. In addition, soluble streptavidin detected biotinylated proteins in westernblot indicating its functional activity to biotin. Taken these results together, it concluded that our simple expression system was able to show high yield, homotetrameric formation and biotin binding activity analogous to natural streptavidin.
This paper was intended to empirically identify problems with recreational sea fishing park facilities installed to help reinvigorate local economy of fishing villages in order to mitigate shortage of fishing facilities amid an increase in sea fishers and spur evolution of sea fishing into a marine leisure activity, on which basis this researcher presented direction for facility planning which is deemed necessary to map out the plan for sea fishing parks, along with measures designed to improve sea fishing park facilities. To analyze the problems related to sea fishing park facilities, we conducted a survey on facility operations involving 9 sea fishing parks and 2 sea ranches and had an investigative interview with facility manager. Moreover, a survey was conducted of fishers in 25 sea fishing places, including sea fishing park, fishing experience village, etc., in order to investigate their demand for facilities. The results of survey suggested that there was a significant demand for expansion of amenities such as safety facilities, toilets, lounge facilities, etc., which can accommodate the increase in the number of people fishing with family. Furthermore, the results showed that there was a huge demand for introduction of facilities aiding leisure activities in addition to facilities for fishing activities including education facilities such as fishing site at the corner exclusive for beginners, experiential facilities, camping site, seaside park, promenade, etc. Thus, sea fishing park should be the complex leisure space with a focus on fishing activities and requires facility configuration and facility planning suited to activity requirements within fishing park.
The purpose of this study is to explore educational methods for elementary, middle and high schools using school forests via IT convergence. To this aim, we reviewed the previous literature on education using school forests to identify the problems with the existing education using school forests, and conducted interviews with experts to analyze the demands. we proposed an educational method that can utilize the school forests via IT convergence, and explored its validity through content reviews conducted by experts. The findings of this study are as follows. First, we proposed the IT convergence instruction focused on hands-on activities on top of the existing educational contents. Second, we proposed IT convergence instruction that incorporates diverse materials, physical computing tools, and programming tools. Third, we presented methods for utilizing such IT convergence instruction in connection with various elements of the 2015 Revised Curriculum as well as with various other activities such as middle school free semester activities and after-school activities. The school forest is a crucial learning space for the areas related to agriculture and biotechnology. Thus, we anticipate that the IT convergence instruction proposed in this study will lead to the re-discovery and re-evaluation of a value of school forests as an educational space that contributes to fulfilling the objective of the 2015 Revised Curriculum to nurture creative convergent talent.
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