• Title/Summary/Keyword: expected dimensions

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Self-archiving Motivations across Academic Disciplines on an Academic Social Networking Service (학술 소셜 네트워킹 서비스에서의 학문 분야별 연구자의 셀프 아카이빙 동기 분석)

  • Lee, Jongwook;Oh, Sanghee;Dong, Hang
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.313-332
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    • 2020
  • The purpose of this study is to compare motivations for self-archiving across disciplines on an academic social networking site. We carried out an online survey with ResearchGate(RG) users, testing 18 motivational factors that we developed from a previous study (enjoyment, personal/professional gain, reputation, learning, self-efficacy, altruism, reciprocity, trust, community interest, social engagement, publicity, accessibility, self-archiving culture, influence of external actors, credibility, system stability, copyright concerns, additional time, and effort). We adapted Biglan's classification system of academic disciplines and compared motivations across different categories of discipline. First, we compared motivations across the four combined categories by the two dimensions - hard-pure, hard-applied, soft-pure, and soft-applied. We also performed a motivation comparison across each dimension between soft and hard disciplines and between pure and applied disciplines. We examined investigated statistical differences in motivations by demographic characteristics and RG usage of participants across categories as well. Findings showed that there were differences of motivations, such as enjoyment, accessibility, influence of external actors and additional time and effort, and personal/professional gains, for self-archiving across disciplines. For example, RG users in the hard-applied were more highly motivated by enjoyment than others; RG users in the soft-pure were more highly motivated by personal/professional gains than others. It is expected that findings could be used to develop strategies encouraging researchers in various disciplines contributing to share their data and publications in ASNSs.

A preliminary study for numerical and analytical evaluation of surface settlement due to EPB shield TBM excavation (토압식 쉴드 TBM 굴착에 따른 지반침하 거동 평가에 관한 해석적 기초연구)

  • An, Jun-Beom;Kang, Seok-Jun;Kim, Jung Joo;Kim, Kyoung Yul;Cho, Gye-Chun
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.23 no.3
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    • pp.183-198
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    • 2021
  • The EPB (Earth Pressure Balanced) shield TBM method restrains the ground deformation through continuous excavation and support. Still, the significant surface settlement occurs due to the ground conditions, tunnel dimensions, and construction conditions. Therefore, it is necessary to clarify the settlement behavior with its influence factors and evaluate the possible settlement during construction. In this study, the analytical model of surface settlement based on the influence factors and their mechanisms were proposed. Then, the parametric study for controllable factors during excavation was conducted by numerical method. Through the numerical analysis, the settlement behavior according to the construction conditions was quantitatively derived. Then, the qualitative trend according to the ground conditions was visualized by coupling the numerical results with the analytical model of settlement. Based on the results of this study, it is expected to contribute to the derivation of the settlement prediction algorithm for EPB shield TBM excavation.

The Type and Dimension of a Faculty-Student Interaction: Narrative study focused (대학생활에서 이루어지는 교수-학생 상호작용에 관한 유형 분석 연구: 내러티브 분석 중심)

  • Yih, BongsooK
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.300-309
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    • 2020
  • This study identified the types and dimensions of faculty-student interaction (FSI). A narrative methodology was applied within the qualitative research paradigm. Data was collected using individual in-depth interviews involving 10 students who had experiences of faculty-student interaction more than 6 times over the prior 6 semesters. Data was analyzed according to actors' perspectives, the motivation of actions, and actions toward goal achievement. Three major types of faculty-student interactions emerged from our analysis. First, the initiative interaction type reflects active characteristics of the narrator within FSI and is goal achievement-oriented. Second, the stereotyped interaction was characterized as a unified reaction to the FSI and not significantly related to self-development. Lastly, the reciprocal interaction reflected characteristics of narrators who had potential and flexibility for self-development in the circumstances involving support from professors. The results of this study indicate that faculty-student interaction does not represent the best way to support students for their successful school lives. Faculty needs professionality and sensitivity for student teaching, and students must exhibit curiosity and activeness in developing their knowledge. Positive outcomes from the FSI will be expected in supportive school environments.

The Analysis of Forest Fire Fuel Structure Through the Development of Crown Fuel Vertical Distribution Model: A Case Study on Managed and Unmanaged Stands of Pinus densiflora in the Gyeongbuk Province (수관연료 수직분포모델 개발을 통한 산불연료구조 분석: 경북지역의 소나무림 산림시업지와 비시업지를 대상으로)

  • Lee, Sun Joo;Kwon, Chun Geun;Kim, Sung Yong
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.23 no.1
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    • pp.46-54
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    • 2021
  • This study compared and analyzed the effects of forest tending works on the vertical distribution of wildfire fuel loads on Pinus densiflora stands in Gyeongbuk province. The study sites were located in Youngju and Bonghwa in Pinus densiflora stands. A total of 10 sample trees were collected for the development of the crown fuel vertical distribution model. The 6th NFI (National Forest Inventory) selected a sample point that only extracted from managed and unmanaged stands of Pinus densiflora in the Gyeongbuk province. The fitness index (F.I.) of the two models developed was 0.984 to 0.989, with the estimated parameter showing statistical significance (P<0.05). A s a results, the vertical distribution of wildfire fuel loads range of unmanaged stands was from 1m to 11m with the largest distribution at point 5m at the tree height. On the other hand, the vertical distribution of wildfire fuel loads range of the managed stands was from 1m to 15m with the largest distribution at the point of 8m at the tree height. The canopy bulk density was 0.16kg/㎥ for the managed stands and 0.25kg/㎥ for the unmanaged stands, unmanaged stands were about 1.6 times more than managed stands. This result is expected to be available for simulation through the implementation of the 3D model as crown fuel was analyzed in three dimensions.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

A Study on the use Case Analysis of Broadcasting CG and the role of Graphic Designer (방송CG 활용 사례 분석과 그래픽디자이너의 역할에 관한 연구)

  • Cho, Poong-Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.728-737
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    • 2021
  • In the meantime, broadcasting CG has gone through the process of dismantling, changing, and distorting, while broadcasting CG in broadcasting programs utilizes the expanded background of 'temporality' and 'formality'. This is to create an audiovisual language that appeals to human synesthesia by expressing the meaning to be conveyed in three dimensions. Broadcast CG goes beyond simple instructional and informational broadcast graphic operation, and increases the pure aesthetic value and sensibility of the video considering readability and formativeness, and through this, the audiovisual information perfection of the broadcast program is derived and acts as a very important factor. Therefore, this paper examines the results of broadcast CG production and utilization methods at existing local broadcasters, and identifies the limitations of local broadcasters' CG production and utilization through case analysis for each broadcast program type. We want to derive a model that is a compromise line. In addition, I would like to suggest a plan that can be applied more actively and practically to local broadcasting programs. In order to solve this problem, this study first examines "Analysis of cases of use of broadcasting CG production in broadcasting programs" and then "more efficient broadcasting CG production techniques by identifying problems in broadcasting CG production methods and utilization of local broadcasters" and how to actively use it". In addition, the results of this study are expected to contribute to the establishment of a new role and practical broadcast CG production model for broadcast graphic designers in charge of broadcast CG production and the technical perspective of broadcast program production by local broadcasters.

A study on the ludonarrative dissonance of AAA-level games, examined through (<라스트 오브 어스 파트2>(The Last of Us Part II)를 통해 살펴본 AAA급 게임의 루도내러티브 부조화(Ludonarrative dissonance) 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.227-264
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    • 2021
  • This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance. The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.

The Causes of Guilt in Ready-meal Users: A Focus on Cooking Instructions and Consumers' Health Locus of Control

  • Shin, Hyunsook;Lee, Dongmin;Lim, Jeeyoung;Moon, Junghoon
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.25-43
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    • 2020
  • Although ready meals have recently increased their market share in the Korean food industry, a literature review found that the use of ready meals triggers feelings of guilt in homemakers. Such guilt arises as a result of several factors apparently related to consumers' health. Consequently, levels of guilt might be expected to vary depending on consumers' perceived health locus. The present study aims to examine (a) how health locus affects guilty feelings about ready-meal consumption, (b) how the effect varies in relation to the consumption of different types of ready meal, and (c) the relationship between consumers' guilty feelings and willingness to buy ready meals. Three dimensions of health locus of control (HLC) -internal HLC (IHLC), powerful-others HLC (PHLC), and chance HLC (CHLC)- were presumed to influence consumers' feelings of guilt in association with ready meals. Data were collected via an online survey, and participants were randomly assigned to either of two groups: one group was instructed to heat meals in a microwave (ready-to-heat [RTH] group, n=104) and the other cooked using a pan with additional ingredients (ready-to-cook [RTC] group, n=101). The study found that guilty feelings about consuming RTH meals increased in line with increased external HLCs, namely, PHLC and CHLC. For the RTC group, guilt increased in line with increased PHLC. IHLC had no significant effect on guilty feelings in either group. Willingness to buy ready meals decreased for both groups as consumers' feelings of guilt increased. Even RTC meals, which require more time and energy in food preparation, did not reduce guilty feelings among consumers with higher PHLC. RTC meals are preferable for consumers with higher CHLC, since their sense of greater involvement in the cooking process alleviates their feelings of guilt. Cooking with already prepared and uncooked ingredients brought fun and joy, both for the participants and their significant others. This interpretation may be developed into a strategic plan by ready-meal producers to strengthen their marketing strategy.

Strength Analysis of 3D Concrete Printed Mortar Prism Samples (3D 콘크리트 프린팅된 모르타르 프리즘 시편의 강도 분석)

  • Kim, Sung-Jo;Bang, Gun-Woong;Han, Tong-Seok
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.35 no.4
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    • pp.227-233
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    • 2022
  • The 3D-printing technique is used for manufacturing objects by adding multiple layers, and it is relatively easy to manufacture objects with complex shapes. The 3D concrete printing technique, which incorporates 3D printing into the construction industry, does not use a formwork when placing concrete, and it requires less workload and labor, so economical construction is possible. However, 3D-printed concrete is expected to have a lower strength than that of molded concrete. In this study, the properties of 3D-printed concrete were analyzed. To fabricate the 3D-printed concrete samples, the extrusion path and shape of the samples were designed with Ultimaker Cura. Based on this, G-codes were generated to control the 3D printer. The optimal concrete mixing proportion was selected considering such factors as extrudability and buildability. Molded samples with the same dimensions were also fabricated for comparative analysis. The properties of each sample were measured through a three-point bending test and uniaxial compression test, and a comparative analysis was performed.

A Study on Real-Time SOC Structure Behavior Evaluation System using Big Data (Big data를 이용한 실시간 SOC 구조물 거동분석 시스템 연구)

  • Jung-Youl Choi;Jae-Min Han;Dae-Hui Ahn;Jee-Seung Chung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.691-695
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    • 2023
  • Currently, the utilization of measurement results of the automated measurement system is very low and is at the level of providing only fragmentary measurement results. In this study, we are going to study a structure behavior analysis 3D display system with high precision and reliability for automated measurement data obtained by constructing big data by transmitting massive data values measured in real time to the cloud and using a Python-based algorithm. As a result of the study, as a system that can evaluate the behavior of a structure to a manager in real time, it provides analysis data in real time without significant restrictions regardless of the type of measurement data and sensor, and derived it as a 3D display. In addition, it was analyzed that the manager could grasp the behavior graph of the structure in real time and more easily judge the derivation of the weak part of the structure through data analysis. In the future, by analyzing the behavior of structures in three dimensions using past and present data, it is expected that more effective measurement results can be obtained in terms of repair, reinforcement, and maintenance of realistic structures.