• 제목/요약/키워드: point H

검색결과 3,918건 처리시간 0.033초

Dynamic of heat production partitioning in rooster by indirect calorimetry

  • Rony Lizana, Riveros;Rosiane, de Sousa Camargos;Marcos, Macari;Matheus, de Paula Reis;Bruno Balbino, Leme;Nilva Kazue, Sakomura
    • Animal Bioscience
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    • 제36권1호
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    • pp.75-83
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    • 2023
  • Objective: The objective of this study was to describe a methodological procedure to quantify the heat production (HP) partitioning in basal metabolism or fasting heat production (FHP), heat production due to physical activity (HPA), and the thermic effect of feeding (TEF) in roosters. Methods: Eighteen 54-wk-old Hy Line Brown roosters (2.916±0.15 kg) were allocated in an open-circuit chamber of respirometry for O2 consumption (VO2), CO2 production (VCO2), and physical activity (PA) measurements, under environmental comfort conditions, following the protocol: adaptation (3 d), ad libitum feeding (1 d), and fasting conditions (1 d). The Brouwer equation was used to calculate the HP from VO2 and VCO2. The plateau-FHP (parameter L) was estimated through the broken line model: HP = U×(R-t)×I+L; I = 1 if t<R or I = 0 if t>R; Where the broken-point (R) was assigned as the time (t) that defined the difference between a short and long fasting period, I is conditional, and U is the decreasing rate after the feed was withdrawn. The HP components description was characterized by three events: ad libitum feeding and short and long fasting periods. Linear regression was adjusted between physical activity (PA) and HP to determine the HPA and to estimate the standardized FHP (st-FHP) as the intercept of PA = 0. Results: The time when plateau-FHP was reached at 11.7 h after withdrawal feed, with a mean value of 386 kJ/kg0.75/d, differing in 32 kJ from st-FHP (354 kJ/kg0.75/d). The slope of HP per unit of PA was 4.52 kJ/mV. The total HP in roosters partitioned into the st-FHP, termal effect of feeding (TEF), and HPA was 56.6%, 25.7%, and 17.7%, respectively. Conclusion: The FHP represents the largest fraction of energy expenditure in roosters, followed by the TEF. Furthermore, the PA increased the variation of HP measurements.

비점오염원관리지역의 머신러닝 기법을 통한 수질 예측 가능성 연구 (Study on Water Quality Predictability through Machine Learning Techniques in Non-point Pollutant Management Area)

  • 유나영;신민환;금동혁;임경재;김종건
    • 한국수자원학회:학술대회논문집
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    • 한국수자원학회 2023년도 학술발표회
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    • pp.467-467
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    • 2023
  • 강우에 의해 발생하는 비점오염물질의 수질 데이터가 충분하지 않아 비점오염원이 문제가 되고 있는 유역의 수질개선을 위한 대책마련이 어려운 실정이다. 기존에 환경부에서 운영하고 있는 자동측정망은 1시간 간격으로 데이터를 축적하고 있으나, 비점오염원이 문제가 되는 유역에 설치되어 있지 않거나 수온, DO, pH 등 현장항목만을 측정하고 있어 하천의 수질오염을 대표할 수 있는 T-P나 SS 등의 수질분석 항목의 부재하다. 이로인해 유역의 수질개선 대책을 수립하기 위한 오염원의 현황을 파악하기 어려운 실정이다. 따라서, 본 연구에서는 비점오염원관리지역 중 골지천 유역을 대상으로 수질항목별 상관성을 분석하고, 실측자료를 기반으로 DT, MLP, SVM, RF, GB, XGB 등의 머신러닝 기법을 통해 수질 예측 가능성을 연구하였다. 상관관계 분석결과 입력변수인 탁도 항목이 예측 수질과 뚜렷한 상관관계를 보이는 것으로 나타났으나, 그 외 항목에서는 약한 상관관계를 보이거나 상관관계가 없는 것으로 나타났다. 머신러닝 기법을 활용한 수질 예측 분석 결과, 검무교와 태봉2교, 제1여량교는 RF 기법에서 결정계수(R2) 0.57~0.86, RMSE 16.49~175.60으로 예측성이 우수한 것으로 나타났다. 관말교는 SVM 기법에서 R2 0.65, RMSE 57.69로, 송계교는 XGB 기법에서 R2 0.74, RMSE 282.86으로 가장 예측성이 우수한 것으로 나타났다. 분석결과와 같이 머신러닝 기법을 활용한 수질 예측은 가능하나, 예측성이 우수한 머신러닝 기법의 R2 비교 결과, 유역면적이 큰 제1여량교와 작은 관말교에서 0.57과 0.65로 다른 지점에 비해 낮은 것으로 나타났다. RMSE 비교 결과, 상류 산간지역에 발생한 국지성 호우의 영향으로 흙탕물이 가장 자주 발생하는 태봉2교 지점과 우선관리지역이 합류되는 송계교 지점에서 175.60과 282.86으로 예측값과 실측값의 오차가 큰 것으로 나타났다. 연구결과와 같이 하천 수질을 예측하기 위해서는 유역면적 혹은 유역특성과 관련한 기초자료를 추가로 적용하여 머신러닝 기법을 적용 해야할 것으로 판단된다. 또한, 본 연구에서 예측한 수질 항목 이외에 입력변수를 추가로 확보하여 수질의 예측 가능성을 검토해야 할 것으로 보여진다.

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광학식 모션캡처를 위한 다중 카메라 보정 방법 (Multi-camera Calibration Method for Optical Motion Capture System)

  • 신기영;문정환
    • 한국컴퓨터정보학회논문지
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    • 제14권6호
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    • pp.41-49
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    • 2009
  • 본 논문에서는 광학식 모션캡처 장비를 위한 다중 카메라 보정 방법을 제안한다. 이 방법은 DLT(Direct linear transformation) 알고리즘을 이용하여 7개의 마커가 있는 3축 보정틀의 영상을 획득하여 1차 카메라 보정을 한다. 그리고 2개의 마커가 있는 보정봉을 측정하고자 하는 영역에서 움직여서 2차 카메라 보정을 실시한다. 1차 카메라 보정에서는 카메라 보정뿐만 아니라 렌즈 왜곡 계수를 계산하여 2차 카메라 보정에서의 최적화를 위한 초기해로 사용한다. 2차 카메라 보정에서는 보정봉에 있는 마커사이의 거리가 일정하기 때문에 계산된 마커 거리와 실제 마커 거리의 차가 최소화 되도록 최적화를 수행한다. 제안한 방법에 의한 다중 카메라 보정 방법을 검증하기 위하여 재투영에러를 계산하였고 3축 보정틀에 있는 마커사이의 거리와 보정봉에 있는 마커사이의 거리를 계산하여 다른 상용장비의 값과 비교하였다. 3축 보정틀에 있는 마커를 복원하여 에러를 비교한 결과 평균오차가 상용장비의 1.7042mm에 비해 0.8765mm로 51.4% 수준으로 나타났고, 보정봉에 있는 마커를 복원하여 에러를 비교한 결과 상용장비의 평균에러 1.8897mm에 비해 2.0183mm로 0.1286mm 크게 나타났다.

요드분위기에서 지르칼로이 피복재의 저변형율속도 의존성(I) (The Slow Strain Rate Dependence of Zircaloy-4 Cladding Tube in Iodine Atmosphere (I))

  • 최용;강영환;류우석;임창생
    • Nuclear Engineering and Technology
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    • 제17권3호
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    • pp.211-215
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    • 1985
  • 온도 및 연신율 변촤가 Zircaloy-4의 요드 응력부식 거동에 미치는 영향을 30$0^{\circ}C$에서 일정 하중법과 300, 350, 40$0^{\circ}C$에서 일정 연신율법으로 ($10^{-5}$sec~$10^{-6}$ sec) 3.34mg $I_2$/㎤의 요드분위기에서 연구하였다. 요드 응력부식균열에 대한 저항성은 온도가 상승하거나 변형속도가 감소하면 감소했고 파손 시간과 응력과의 관계는1/tf∝exp (0.3$\sigma$/$\sigma$uTs-31.5)로 표시할 수 있었다. 30$0^{\circ}C$에서 요드 응력 부식 균열에 대한 저항성을 불활성 분위기에서의 파손에너지에 대한 요드분위기에서의 파손 에너지의 비율로 표시할 때 변형속도가 7.6$\times$$10^{-6}$ sec 부근에서 저항성이 가장 낮았고 온도가 35$0^{\circ}C$, 40$0^{\circ}C$ 로 증가함에 따라 보다 높은 변형속도에서 최저 저항성을 나타내는 경향을 보였다. 요드 응력부식 균열의 파단면에서 준-벽계 파면(quasi-cleavage fracture)을 관찰했다. 전술한 결과에 의하면 Zircaloy-4의 요드 응력부식균열의 기구에 있어서 보호 피막파손단계 (film rupture step)가 중요한 과정으로 추정된다.

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Developing a comprehensive model of the optimal exploitation of dam reservoir by combining a fuzzy-logic based decision-making approach and the young's bilateral bargaining model

  • M.J. Shirangi;H. Babazadeh;E. Shirangi;A. Saremi
    • Membrane and Water Treatment
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    • 제14권2호
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    • pp.65-76
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    • 2023
  • Given the limited water resources and the presence of multiple decision makers with different and usually conflicting objectives in the exploitation of water resources systems, especially dam's reservoirs; therefore, the decision to determine the optimal allocation of reservoir water among decision-makers and stakeholders is a difficult task. In this study, by combining a fuzzy VIKOR technique or fuzzy multi-criteria decision making (FMCDM) and the Young's bilateral bargaining model, a new method was developed to determine the optimal quantitative and qualitative water allocation of dam's reservoir water with the aim of increasing the utility of decision makers and stakeholders and reducing the conflicts among them. In this study, by identifying the stakeholders involved in the exploitation of the dam reservoir and determining their utility, the optimal points on trade-off curve with quantitative and qualitative objectives presented by Mojarabi et al. (2019) were ranked based on the quantitative and qualitative criteria, and economic, social and environmental factors using the fuzzy VIKOR technique. In the proposed method, the weights of the criteria were determined by each decision maker using the entropy method. The results of a fuzzy decision-making method demonstrated that the Young's bilateral bargaining model was developed to determine the point agreed between the decisions makers on the trade-off curve. In the proposed method, (a) the opinions of decision makers and stakeholders were considered according to different criteria in the exploitation of the dam reservoir, (b) because the decision makers considered the different factors in addition to quantitative and qualitative criteria, they were willing to participate in bargaining and reconsider their ideals, (c) due to the use of a fuzzy-logic based decision-making approach and considering different criteria, the utility of all decision makers was close to each other and the scope of bargaining became smaller, leading to an increase in the possibility of reaching an agreement in a shorter time period using game theory and (d) all qualitative judgments without considering explicitness of the decision makers were applied to the model using the fuzzy logic. The results of using the proposed method for the optimal exploitation of Iran's 15-Khordad dam reservoir over a 30-year period (1968-1997) showed the possibility of the agreement on the water allocation of the monthly total dissolved solids (TDS)=1,490 mg/L considering the different factors based on the opinions of decision makers and reducing conflicts among them.

Opening New Horizons with the L4 Mission: Vision and Plan

  • Kyung-Suk Cho;Junga Hwang;Jeong-Yeol Han;Seong-Hwan Choi;Sung-Hong Park;Eun-Kyung Lim;Rok-Soon Kim;Jungjoon Seough;Jong-Dae Sohn;Donguk Song;Jae-Young Kwak;Yukinaga Miyashita;Ji-Hye Baek;Jaejin Lee;Jinsung Lee;Kwangsun Ryu;Jongho Seon;Ho Jin;Sung-Jun Ye;Yong-Jae, Moon;Dae-Young Lee;Peter H. Yoon;Thiem Hoang;Veerle Sterken;Bhuwan Joshi;Chang-Han Lee;Jongjin Jang;Jae-Hwee Doh;Hwayeong Kim;Hyeon-Jeong Park;Natchimuthuk Gopalswamy;Talaat Elsayed;John Lee
    • 천문학회지
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    • 제56권2호
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    • pp.263-275
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    • 2023
  • The Sun-Earth Lagrange point L4 is considered as one of the unique places where the solar activity and heliospheric environment can be observed in a continuous and comprehensive manner. The L4 mission affords a clear and wide-angle view of the Sun-Earth line for the study of the Sun-Earth and Sun-Moon connections from he perspective of remote-sensing observations. In-situ measurements of the solar radiation, solar wind, and heliospheric magnetic field are critical components necessary for monitoring and forecasting the radiation environment as it relates to the issue of safe human exploration of the Moon and Mars. A dust detector on the ram side of the spacecraft allows for an unprecedented detection of local dust and its interactions with the heliosphere. The purpose of the present paper is to emphasize the importance of L4 observations as well as to outline a strategy for the planned L4 mission with remote and in-situ payloads onboard a Korean spacecraft. It is expected that the Korean L4 mission can significantly contribute to improving the space weather forecasting capability by enhancing the understanding of heliosphere through comprehensive and coordinated observations of the heliosphere at multi-points with other existing or planned L1 and L5 missions.

Impact of Photon-Counting Detector Computed Tomography on Image Quality and Radiation Dose in Patients With Multiple Myeloma

  • Alexander Rau;Jakob Neubauer;Laetitia Taleb;Thomas Stein;Till Schuermann;Stephan Rau;Sebastian Faby;Sina Wenger;Monika Engelhardt;Fabian Bamberg;Jakob Weiss
    • Korean Journal of Radiology
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    • 제24권10호
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    • pp.1006-1016
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    • 2023
  • Objective: Computed tomography (CT) is an established method for the diagnosis, staging, and treatment of multiple myeloma. Here, we investigated the potential of photon-counting detector computed tomography (PCD-CT) in terms of image quality, diagnostic confidence, and radiation dose compared with energy-integrating detector CT (EID-CT). Materials and Methods: In this prospective study, patients with known multiple myeloma underwent clinically indicated whole-body PCD-CT. The image quality of PCD-CT was assessed qualitatively by three independent radiologists for overall image quality, edge sharpness, image noise, lesion conspicuity, and diagnostic confidence using a 5-point Likert scale (5 = excellent), and quantitatively for signal homogeneity using the coefficient of variation (CV) of Hounsfield Units (HU) values and modulation transfer function (MTF) via the full width at half maximum (FWHM) in the frequency space. The results were compared with those of the current clinical standard EID-CT protocols as controls. Additionally, the radiation dose (CTDIvol) was determined. Results: We enrolled 35 patients with multiple myeloma (mean age 69.8 ± 9.1 years; 18 [51%] males). Qualitative image analysis revealed superior scores (median [interquartile range]) for PCD-CT regarding overall image quality (4.0 [4.0-5.0] vs. 4.0 [3.0-4.0]), edge sharpness (4.0 [4.0-5.0] vs. 4.0 [3.0-4.0]), image noise (4.0 [4.0-4.0] vs. 3.0 [3.0-4.0]), lesion conspicuity (4.0 [4.0-5.0] vs. 4.0 [3.0-4.0]), and diagnostic confidence (4.0 [4.0-5.0] vs. 4.0 [3.0-4.0]) compared with EID-CT (P ≤ 0.004). In quantitative image analyses, PCD-CT compared with EID-CT revealed a substantially lower FWHM (2.89 vs. 25.68 cy/pixel) and a significantly more homogeneous signal (mean CV ± standard deviation [SD], 0.99 ± 0.65 vs. 1.66 ± 0.5; P < 0.001) at a significantly lower radiation dose (mean CTDIvol ± SD, 3.33 ± 0.82 vs. 7.19 ± 3.57 mGy; P < 0.001). Conclusion: Whole-body PCD-CT provides significantly higher subjective and objective image quality at significantly reduced radiation doses than the current clinical standard EID-CT protocols, along with readily available multi-spectral data, facilitating the potential for further advanced post-processing.

Comparison of Urologist Satisfaction for Different Types of Prostate MRI Reports: A Large Sample Investigation

  • Jinman Zhong;Weijun Qin;Yu Li;Yang Wang;Yi Huan;Jing Ren
    • Korean Journal of Radiology
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    • 제21권12호
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    • pp.1326-1333
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    • 2020
  • Objective: To evaluate urologist satisfaction on structured prostate MRI reports, including report with tumor-node-metastasis (TNM) staging (report B) and with Prostate Imaging Reporting and Data System (PI-RADS) score with/without TNM staging (report C, report with PI-RADS score only [report C-a] and report with PI-RADS score and TNM staging [C-b]) compared with conventional free-text report (report A). Materials and Methods: This was a prospective comparative study. Altogether, 3015 prostate MRI reports including reports A, B, C-a, and C-b were rated by 13 urologists using a 5-point Likert Scale. A questionnaire was used to assess urologist satisfaction based on the following parameters: correctness, practicality, and urologist subjectivity. Kruskal-Wallis H-test followed by Nemenyi test was used to compare urologists' satisfaction parameters for each report type. The rate of urologist-radiologist recalls for each report type was calculated. Results: Reports B and C including its subtypes had higher ratings of satisfaction than report A for overall satisfaction degree, and parameters of correctness, practicality, and subjectivity (p < 0.05). There was a significant difference between report B and C (p < 0.05) in practicality score, but no statistical difference was found in overall satisfaction degree, and correctness and subjectivity scores (p > 0.05). Compared with report C-b (p > 0.05), report B and C-a (p < 0.05) showed a significant difference in overall satisfaction degree and parameters of practicality and subjectivity. In terms of correctness score, neither report C-a nor C-b had a significant difference with report B (p > 0.05). No statistical difference was found between report C-a and C-b in overall satisfaction degree and all three parameters (p > 0.05). The rate of urologist-radiologist recalls for reports A, B, C-a and C-b were 29.1%, 10.8%, 18.1% and 11.2%, respectively. Conclusion: Structured reports, either using TNM or PI-RADS are highly preferred over conventional free-text reports and lead to fewer report-related post-hoc inquiries from urologists.

곽암의 십우도(十牛圖) : 분석심리학적 고찰 (The Ten Ox Herding Pictures of Seon (Zen) Buddhism : A Jungian Consideration)

  • 李符永
    • 심성연구
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    • 제25권1호
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    • pp.1-26
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    • 2010
  • 곽암(廓庵)의 십우도(十牛圖)를 자원(慈遠)의 총서(總序), 곽암의 송(頌), 자원의 소서(小序), 석고희이(石鼓希夷)와 만송괴납대련(万松壞衲大璉)등의 화송(和頌)등과 함께 그 상징적 의미를 분석심리학적 정신치료와의 관련에서 극히 개괄적으로 살펴보았다. 십우도(十牛圖)에서 소를 찾는다 함은 자기(自己)(Selbst)를 찾아가는 분석심리학의 자기실현과 그 목표를 같이 하는 것 같다. 십우도의 소는 자기실현의 목표이기도 하면서 수단이며 인도자의 역할을 한다. 곽암의 십우도(十牛圖)에서는 그림자의 수용을 통한 동화(同化)보다 의지에 의한 그림자의 통제를 강조하고 있는 듯하고 남성성, 여성성의 문제를 통찰의 대상으로 삼지 않고 개성에 따르는 자기실현작업의 다양성에 관한 표명이 따로 다루어지고 있지 않다. 또한 곽암의 십우도에는 자아팽창이 해탈의 마지막 단계가 아님을 분명히 하고 있고 대중을 위한 봉사가 강조되고 있다. 십우도(十牛圖)의 그림들은 그림에 붙친 여러 시(詩)와 송(頌), 서(序)의 내용으로 미루어 볼때 다양한 해석을 내릴 수 있는 동기를 마련해 주고 있다. 또한 깨달음의 과정을 나타내는 그림의 상징적 의미가 그림의 순서대로 직선적으로 진행되는 것이 아니고 순환적인 진행을 보인다는 선행연구자들의 의견은 매우 타당한 것으로 보인다. 각각의 그림과 이에 붙친 글들을 더욱 깊이 고찰할 여지가 남아 있다.

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.