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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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NEW EVALUATION METHODS FOR RADIAL UNIFORMITY IN NEUTRON TRANSMUTATION DOPING

  • Kim, Hak-Sung;Lim, Jae-Yong;Pyeon, Cheol-Ho;Misawa, Tsuyoshi;Shiroya, Seiji;Park, Sang-Jun;Kim, Myong-Seop;Oh, Soo-Youl;Jun, Byung-Jin
    • Nuclear Engineering and Technology
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    • v.42 no.4
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    • pp.442-449
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    • 2010
  • Recently, the neutron irradiation for large diameter silicon (Si)-ingots of more than 8" diameter is requested to satisfy the demand for the neutron transmutation doping silicon (NTD-Si). By increasing the Si-ingot diameter, the radial non-uniformity becomes larger due to the neutron attenuation effect, which results in a limit of the feasible diameter of the Si-ingot. The current evaluation method has a certain limit to precisely evaluate the radial uniformity of Si-ingot because the current evaluation method does not consider the effect of the Si-ingot diameter on the radial uniformity. The objective of this study is to propose a new evaluation method of radial uniformity by improving the conventional evaluation approach. To precisely predict the radial uniformity of a Si-ingot with large diameter, numerical verification is conducted through comparison with the measured data and introducing the new evaluation method. A new concept of a gradient is introduced as an alternative approach of radial uniformity evaluation instead of the radial resistivity gradient (RRG) interpretation. Using the new concept of gradient, the normalized reaction rate gradient (NRG) and the surface normalized reaction rate gradient (SNRG) are described. By introducing NRG, the radial uniformity can be evaluated with one certain standard regardless of the ingot diameter and irradiation condition. Furthermore, by introducing SNRG, the uniformity on the Si-ingot surface, which is ignored by RRG and NRG, can be evaluated successfully. Finally, the radial uniformity flattening methods are installed by the stainless steel thermal neutron filter and additional Si-pipe to reduce SNRG.

Analysis of a Hydrogen Generation Membrane Reactor (수소 생산용 막반응기의 해석)

  • Kim Hyung Gyu;Suh Jung Chul;Baek Young Soon
    • Journal of the Korean Institute of Gas
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    • v.8 no.3 s.24
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    • pp.16-23
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    • 2004
  • A membrane reactor concept, which combines the typical characteristics of chemical reaction with separation process, has been analyzed and simulated in this study. The advantages of the use of a membrane reactor include chemical equilibrium shift towards higher reactant conversion and purer product than the traditional reactors. A membrane reactor model which incorporates a catalytic reaction zone and a separation membrane is proposed. The water-gas shift reaction to produce hydrogen was chosen as a model reaction to be investigated. The membrane reactor is divided into smaller parts by number of n and each part (named cell), which contains both reaction and product separation function is modeled. One of the membrane outlet streams is connected to the next cell, which is repeated up to the last cell. The simulation results can be used for various purposes including decision of optimum operating condition and membrane reactor design.

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An experimental Study on the Strength Control of High Fluidity Concrete by Maturity (적산온도방식에 의한 고유동콘크리트의 강도관리에 관한 실험적 연구)

  • 김무한;남재현;김규용;길배수;한장현
    • Journal of the Korea Concrete Institute
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    • v.12 no.2
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    • pp.79-87
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    • 2000
  • The strength development of concrete is influenced by temperature and cement type which greatly affect hydration degree of cement. There is not pertinent concrete strength management methods for estimating the in-place strength of concrete. One such method is the maturity concept. The maturity concept is based on the fact that concrete gains strength with time as a result of the cement hydration and, thus the rate of hydration, as in any chemical reaction, depends primarily on the concrete temperature during hydration. Thus, the strength of concrete is function of its time-temperature history. This goals of the present study are to investigate a relationship between strength of high-fluidity concrete and maturity that is expressed as a function of an integral of the curing period and temperature, predict strength of concrete.

Relative Comparison of Cathode Polarizations in Solid Oxide Fuel Cells Using the Spreading Concept in AC 2 Point Impedance Spectroscopy

  • Lee, Byung-Kook;Kim, Eui-Hyun;Hwang, Jin-Ha
    • Journal of the Korean Ceramic Society
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    • v.50 no.2
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    • pp.163-167
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    • 2013
  • A modified two-point impedance spectroscopy technique exploits the geometric constriction between an electrolyte and a cathode with an emphasis on semispherical-shaped electrolytes. The spatial limitation in the electrolyte/electrode interface leads to local amplification of the electrochemical reaction occurring in the corresponding electrolyte/electrode region. The modified impedance spectroscopy was applied to electrical monitoring of a YSZ ($Y_2O_3$-stabilized $ZrO_2$)/SSC ($Sm_{0.5}Sr_{0.5}CoO_3$) system. The resolved bulk and interfacial component was numerically analyzed in combination with an equivalent circuit model. The effectiveness of the "spreading resistance" concept is validated by analysis of the electrode polarization in the cathode materials of solid oxide fuel cells.

A New LMR SG with a Double Tube Bundle Free from SWR

  • Sim Yoon-Sub;Kim Seong-O;Kim Eui Kwang;Hahn Do Hee
    • Nuclear Engineering and Technology
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    • v.35 no.6
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    • pp.566-580
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    • 2003
  • To resolve the concern of the SWR possibility in LMR and improve the economic feature of LMR, relative performance of various SG designs using a double tube bundle configuration is evaluated and a new SG design concept is proposed. The new steam generator design houses two tube bundles that are functionally different and its tube bundle region is radially divided into two. It prevents the occurrence of sodium water reaction while sodium is still used as the coolant for the primary heat transport system. The feasibility of the SG with a double tube bundle for actual use in an LMR plant is evaluated by setting up the skeleton of the NSSS for various possible configurations of the SG tube bundles. The evaluation revealed the relative advantages and disadvantages of the configurations and the new SG design concept performs good and can be actually used in an LMR plant.

A Study on the Argon Laser Assisted Thermochemical Micro Etching (레이저를 이용한 미세에칭에 관한 연구)

  • 박준민;정해도
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.844-847
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    • 2001
  • The application of laser direct etching has been discussed, and believed that the process is a very powerful method for micro machining. This study is focused on the micro patterning technology using laser direct etching process with no chemical damage of the material surface. A new introduced concept of energy synergy effect for surface micro machining is the combination of chemically ion reaction and laser thermal process. The etchant can't etch the material in room temperature, and used Ar laser has not power enough to machine. But, the machining is occurred in local area of the material by the combined energy. Using this process, the material is especially prevented from chemical damage for electric property. We have tested this new concept, and achieved a line with $1{mu}m$ width. The Ar laser with 488nm wavelength was used. The material was Si(100) wafer, and etchant is KOH solution. The application and flexibility of this process is in great hopes for MEMS structures and fabrication of the micro electric device parts.

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Resolving the Inconsistency of Rigid Body Frictional Mechanics $-L\ddot{o}tstedt$'s Sliding Rod (마찰력이 개재된 강체역학에서 불일치의 해소 $-L\ddot{o}tstedt$의 미끄러지는 막대)

  • 한인환
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.18 no.4
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    • pp.866-875
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    • 1994
  • The problem of a rigid rod sliding on a rough horizontal surface in the plane is analyzed, which is commonly cited as an example of the inconsistency of rigid body frictional mechanics. The inconsistency is demonstrated by analyzing the normal reaction force at the contact point with the surface, and the concept of tangential collision is derived to resolve the inconsistency. Using the Poisson's hypothesis for the coefficient of restitution and Coulomb's law for the friction, the general methodology for solving the tangential collision is presented. The problem of the inconsistency generated in the sliding rod is completely resolved, building the concept of the tangential collision and adopting the theory of frictional impact. The result presented in this paper will obviate a generic obstacle to the development of simulation packages for planar rigid body mechanical systems with temporary contacts, and planning efficient motion strategies for robot manipulators.

A Study on the Pre-service Elementary Teachers' Reaction for the Additive Property (가법성에 대한 예비 초등교사의 반응 연구)

  • Chung, Young Woo;Kim, Boo Yoon
    • East Asian mathematical journal
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    • v.29 no.2
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    • pp.189-205
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    • 2013
  • Addition problems can be divided into the 'problem of quantity' which does not have the concept of object or unit, and the 'problem of number' which have the concept of object or unit. 'Additive property' is the factor which has to be considered in the former case. On the other hand, 'additive property' is not considered and meaningless in the latter case. However, this additive property is not emphasized in the elementary curriculum that mostly deals with quantitative problems, so related errors are occurred in actual life. In this study, we will investigate to the pre-service elementary teachers through the problems of deciding the additive property. The result shows that the pre-service elementary teachers' cognition of additive problems is insufficient. This study will provide focal points in the teacher education and the elementary education, and the clues for the operating programs through the information about the tendency of errors.

Slope Detecting and Walking Algorithm of a Quadruped Robot Using Contact Forces (접촉 반력을 이용한 4 족 보행로봇의 경사면 감지 및 보행 알고리즘)

  • Lee, Soon-Geul
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.4 s.97
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    • pp.138-147
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    • 1999
  • For autonomous navigation, a legged robot should be able to walk over irregular terrain and adapt itself to variation of supporting surface. Walking through slope is one of the typical tasks for such case. Robot needs not only to change foot trajectory but also to adjust its configuration to the slope angle for maintaining stability against gravity. This paper suggests such adaptation algorithm for stable walking which uses feedback of reaction forces at feet. Adjusting algorithm of foot trajectory was studied with the estimated angel of slope without visual feedback. A concept of virtual slope angle was introduced to adjust body configuration against slope change of the supporting terrain. Regeneration of foot trajectory also used this concept for maintaining its stable walking against unexpected landing point.

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