• Title/Summary/Keyword: equation-of-state effects

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Nonhydrostatic Effects on Convectively Forced Mesoscale Flows (대류가 유도하는 중규모 흐름에 미치는 비정역학 효과)

  • Woo, Sora;Baik, Jong-Jin;Lee, Hyunho;Han, Ji-Young;Seo, Jaemyeong Mango
    • Atmosphere
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    • v.23 no.3
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    • pp.293-305
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    • 2013
  • Nonhydrostatic effects on convectively forced mesoscale flows in two dimensions are numerically investigated using a nondimensional model. An elevated heating that represents convective heating due to deep cumulus convection is specified in a uniform basic flow with constant stability, and numerical experiments are performed with different values of the nonlinearity factor and nonhydrostaticity factor. The simulation result in a linear system is first compared to the analytic solution. The simulated vertical velocity field is very similar to the analytic one, confirming the high accuracy of nondimensional model's solutions. When the nonhydrostaticity factor is small, alternating regions of upward and downward motion above the heating top appear. On the other hand, when the nonhydrostaticity factor is relatively large, alternating updraft and downdraft cells appear downwind of the main updraft region. These features according to the nonhydrostaticity factor appear in both linear and nonlinear flow systems. The location of the maximum vertical velocity in the main updraft region differs depending on the degrees of nonlinearity and nonhydrostaticity. Using the Taylor-Goldstein equation in a linear, steady-state, invscid system, it is analyzed that evanescent waves exist for a given nonhydrostaticity factor. The critical wavelength of an evanescent wave is given by ${\lambda}_c=2{\pi}{\beta}$, where ${\beta}$ is the nonhydrostaticity factor. Waves whose wavelengths are smaller than the critical wavelength become evanescent. The alternating updraft and downdraft cells are formed by the superposition of evanescent waves and horizontally propagating parts of propagating waves. Simulation results show that the horizontal length of the updraft and downdraft cells is the half of the critical wavelength (${\pi}{\beta}$) in a linear flow system and larger than ${\pi}{\beta}$ in a weakly nonlinear flow system.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Experimental and clinical studies with impedance audiometry; the increase in air volume in the middle ear air system and the pneumatization of human temporal bones (측두골의 함기도와 중이강의 용적이 고막 임피던스에 미치는 영향에 관한 연구)

  • 민양기
    • Proceedings of the KOR-BRONCHOESO Conference
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    • 1977.06a
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    • pp.4.4-5
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    • 1977
  • The vibratory energy introduced into the external ear canal is changed by the mechanical factors of eardrum itself, the motility of ossicles, and the air cushion of tympanic cavity and the like. This study was designed to investigate the volume of middle ear cavity and mastoid air cell system as a factor of determining the accoustic impedance of middle ear system. The author studied how the increase in air volume of middle ear cavity effects on the acoustic impedance of middle ear system with dogs' ears and researched the correlation between the degree of pneumatization of temporal bones and the acoustic impedance of middle ear system by comparing the radiological findings of pneumatization (Law's and Towne's projection) with the acoustic impedance measurements with Madsen ZO 70. The result is as follows: 1 The tympanometric findings in control state revealed the curves of type A, and did not change in its configuration by the increase in the air volume of dogs middle ear system. 2. The static compliance of middle ear revealed a distinct and linear increase in proportion to the increase in air volume of middle ear system; the rate of increase was $0.05{\pm}0.02$ cc of static compliance per cc of air volume. 3. Authenticated in the above result and the tendency to increase in static compliance in proportion to the increase in the degree of pneumatization of temporal bones, there was significant regression equation between the degree of pneumatization of temporal bones (x variable) and the static compliance of middle ear system; $y=0.19x{\pm}0.16{\pm}0.05$ It is suggested that the difference in volume of middle ear system plays an important role in the change of the static compliance of middle ear, and the author concludes that the measurement of static compliance of middle ear has clinical value as diagnostic means of evaluating the degree of pneumatization of temporal bones along with some radiological examination.

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Dehydration of Solid Food Material Immersed in Fluidized-Bed (유동층(流動層)에 의한 고체식품(固體食品)의 건조(乾燥))

  • Yu, Ju-Hyun;Lee, Shin-Young;Pyun, Yu-Ryang;Yang, Ryung
    • Korean Journal of Food Science and Technology
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    • v.10 no.4
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    • pp.398-403
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    • 1978
  • Squid was dried on the fluidized-bed in the drying chamber filled with solid particles which were also fluidized with hot-air, and effects of the fluidized particles, the squid's height from the grid and the drying temperature on the drying rate and quality of the squid were observed The mechanism of moisture transfer during the falling rate period was also derived. 1. Sodium chloride was found to be the most suitable fluidized particles and at an air velocity of 3.8 m/sec, optimal fluidization state of this particle was obtained. 2. Uniform profiles of temperature were obtained at a point 4 cm above the grid and the location of squid on the fluidized-bed observed to be suitable when it was 4 cm above the grid. 3. At an air velocity of 3.8 m/sec and when the location height of the squid on the fluidized-bed was 4 cm, the optimal temperature for the drying time which is required to reduce the moisture from 80.8% to 18-22% was 8.5 hours. 4. Drying data followed the empirical equation of unsteady state diffusion $log\;(\frac{W-We}{Wc-We})=-m{\theta}$ in the region of the moisture contents measured and the drying constant (m) was calculated as $0.32hr^{-1}$. These results suggested that the migration of moisture during the falling rate period is due to a diffusion type mechanism. 5. The short constant rate period was observed in the early stage and thereafter, drying was controlled by the falling rate period, and the time ratio of the fluidized bed drying to the through circulation drying for reducing the squid's moisture contents to the same level at the same drying temperature was 1 : 1.4 6. Comparisons of fluidized-bed dried squid and sun dried squid in sale showed that there was no significant change in qualities such as external appearance and hydrogen ion concentration of dry product.

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Moderating Effect of Lifestyle on Consumer Behavior of Loungewear with Korean Traditional Fashion Design Elements (소비자대함유한국전통시상설계원소적편복적소비행위지우생활방식적조절작용(消费者对含有韩国传统时尚设计元素的便服的消费行为之于生活方式的调节作用))

  • Ko, Eun-Ju;Lee, Jee-Hyun;Kim, Angella Ji-Young;Burns, Leslie Davis
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.1
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    • pp.15-26
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    • 2010
  • Due to the globalization across various industries and cultural trade among many countries, oriental concepts have been attracting world’s attentions. In fashion industry, one's traditional culture is often developed as fashion theme for designers' creation and became strong strategies to stand out among competitors. Because of the increase of preferences for oriental images, opportunities abound to introduce traditional fashion goods and expand culture based business to global fashion markets. However, global fashion brands that include Korean traditional culture are yet to be developed. In order to develop a global fashion brand with Korean taste, it is very important for native citizen to accept their own culture in domestic apparel market prior to expansion into foreign market. Loungewear is evaluated to be appropriate for adopting Korean traditional details into clothing since this wardrobe category embraces various purposes which will easily lead to natural adaptation and wide spread use. Also, this market is seeing an increased demand for multipurpose wardrobes and fashionable underwear (Park et al. 2009). Despite rapid growth in the loungewear market, specific studies of loungewear is rare; and among research on developing modernized-traditional clothing, fashion items and brands do not always include the loungewear category. Therefore, this study investigated the Korean loungewear market and studied consumer evaluation toward loungewear with Korean traditional fashion design elements. Relationship among antecedents of purchase intention for Korean traditional fashion design elements were analyzed and compared between lifestyle groups for consumer targeting purposes. Product quality, retail service quality, perceived value, and preference on loungewear with Korean traditional design elements were chosen as antecedents of purchase intention and a structural equation model was designed to examine their relationship as well as their influence on purchase intention. Product quality and retail service quality among marketing mixes were employed as factors affecting preference and perceived value of loungewear with Korean traditional fashion design elements. Also effects of preference and perceived value on purchase intention were examined through the same model. A total of 357 self-administered questionnaires were completed by female consumers via web survey system. A questionnaire was developed to measure samples' lifestyle, product and retail service quality as purchasing criteria, perceived value, preference and purchase intention of loungewear with Korean traditional fashion design elements. Also, loungewear purchasing and usage behavior were asked as well in order to examine Korean loungewear market status. Data was analyzed through descriptive analysis, factor analysis, cluster analysis, ANOVA and structural equation model was tested via AMOS 7.0. As for the result of Korean loungewear market status investigation, loungewear was purchased by most of the consumers in our sample. Loungewear is currently recognized as clothes that are worn at home and consumers are showing comparably low involvement toward loungewear. Most of consumers in this study purchase loungewear only two to three times a year and they spend less than US$10. A total of 12 items and four factors of loungewear consumer lifestyle were found: traditional value oriented lifestyle, brand-affected lifestyle, pursuit of leisure lifestyle, and health oriented lifestyle. Drawing on lifestyle factors, loungewear consumers were classified into two groups; Well-being and Conservative. Relationships among constructs of purchasing behavior related to loungewear with Korean traditional fashion design elements were estimated. Preference and perceived value of loungewear were affected by both product quality and retail service quality. This study proved that high qualities in product and retail service develop positive preference toward loungewear. Perceived value and preference of loungewear positively influenced purchase intention. The results indicated that high preference and perceived value of loungewear with Korean traditional fashion design elements strengthen purchase intention and proved importance of developing preference and elevate perceived value in order to make sales. In a model comparison between two lifestyle groups: Well-being and Conservative lifestyle groups, results showed that product quality and retail service quality had positive influences on both preference and perceived value in case of Well-being group. However, for Conservative group, only retail service quality had a positive effect on preference and its influence to purchase intention. Since Well-being group showed more significant influence on purchase intention, loungewear brands with Korean traditional fashion design elements may want to focus on characteristics of Well-being group. However, Conservative group's relationship between preference and purchase intention of loungewear with Korean traditional fashion design elements was stronger, so that loungewear brands with Korean traditional fashion design elements should focus on creating conservative consumers' positive preference toward loungewear. The results offered information on Korean loungewear consumers' lifestyle and provided useful information for fashion brands that are planning to enter Korean loungewear market, particularly targeting female consumers similar to the sample of the present study. This study offers strategic and marketing insight for loungewear brands and also for fashion brands that are planning to create highly value-added fashion brands with Korean traditional fashion design elements. Considering different types of lifestyle groups that are associated with loungewear or traditional fashion goods, brand managers and marketers can use the results of this paper as a reference to positioning, targeting and marketing strategy buildings.