• Title/Summary/Keyword: value of play

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Relationship between Concentration and Performance of Supporting Electrolyte of Redox Flow Battery Using Polyoxometalate (Polyoxometalate를 이용한 레독스 흐름전지의 지지 전해질 농도와 성능의 관계)

  • Yong Jin Cho;Byeong Wan Kwon
    • Applied Chemistry for Engineering
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    • v.34 no.2
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    • pp.175-179
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    • 2023
  • Herein we present a tested aqueous based redox flow battery (RFB) that employs phosphomolybdic acid and ferrocyanide as the negative and positive active species in an aqueous sodium hydroxide solution. The different concentrations of NaOH solution, such as 1.0, 1.2, 1.4, 1.5, and 1.6 M, were prepared for checking the electrochemical properties and stability. The NaOH concentration as a supporting electrolyte in the negative species appears to play an important role in the electrochemical properties of phosphomolybdic acid. Moreover, the optimum value of the concentration is necessary for the best performance. The resistance of the electrolyte decreased with increasing the concentration up to 1.5 M and then increased to 1.6 M. Hence, the decrease in electrolyte resistance appears to greatly influence the energy efficiency, which is improved by increasing the concentration of NaOH. In addition, the 1.5 M NaOH solution appears to be the concentration required for optimum performance.

A Study on the Transformational Christian Education for Young Adults: With a Focus on the Employment of Jung's Unconscious Confrontation and Loder's Transformational Theory (청년기의 기독교 변형화교육에 관한 연구: 융의 무의식 대면과 로더의 변형이론을 중심으로)

  • Lee, Kyoomin;Kim, Eunjoo
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.121-150
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    • 2020
  • The important developmental tasks of young adults are based on encounter and identity. These problems of encounter and identity are also connected to the instinct of longing for the "face" of primary caregivers, who acknowledge and affirm themselves as their cherished children. James Loder emphasizes that human "face pursuit instinct" later reaches "formal-operational stage" and leads to religious yearning for God as "the Eternal Face." This pursuit of "face" and "the Eternal Face" is an existential and ontological move to find out "Who am I?" through meaningful encounters. Religious psychologist Carl Jung also points out that scientific thinking has contributed to the liberation of humans from superstitious beliefs. But this has also led to the loss of the precious value of human spirit and the sense of unity with nature. Jung emphasizes that "symbolic play" should help learners and counseler face-to-face with their unconscious mind. By doing so, learners can overcome the wounds and scars of unconsciousness and mature toward the true self. James Loder is a scholar who critically introduced Jung's "unconscientious confrontation" therapy to his educational theory. Beyond Jung's unconsciousness and "symbolic play," Loder proposed transformational education for the learners to participate in meaningful changes through interaction between human spirit and the Holy Spirit. With many young adults wandering around in their existential voids, it is clear that functional and socializational education cannot overcome their problems and developmental crisis. This developmental crisis requires a foundation of identity and intimacy in the encounter with God, the "Eternal Face." Therefore, this study suggests that when Jung's "unconscious confrontation" and Loder's "transformation logic" are employed, transformational Christian education for the healthy self-identity and intimacy of young adults can be accomplished. This inquiry presents not only theoretical reflection, but also the reactions of young adults and actual feedback obtained through implementing transformational Christian education for young adults. Through all of these endeavors, this inquiry was completed by proving that "Transformational Christian Education for Young Adults" is an educational theory that can yield actual results and abound fruits. (This enquiry was undertaken by the support of the research fund of PUTS 2020.)

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Measuring Industry Greening Indices for Korean high priority green technologies by technology-industry concordance analysis (27대 중점녹색기술의 기술산업연계구조분석을 통한 산업녹색도 지수 연구)

  • Coh, Byoung-Youl
    • Journal of Technology Innovation
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    • v.18 no.2
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    • pp.121-145
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    • 2010
  • This study relates to measure impact of green technology on industry sector by uses of industry greening indices. For this study, we performed patent trend analysis, technology-industry concordance analysis, and designed some industry greening indices. Through the results of this research, we found out the impact of Korean high priority green technologies on respective industries, and consequently identified which industries play an important role in the era of green innovation. IT related industries would catch somewhat weak attention in green technology policy, though they manufacture and use plenty of patents at present. Meanwhile, Energy related industry, such as battery industry would catch strong attention in green innovation, showed very high value of industry greening indices. In order to design proper R&D strategy for green technologies, understanding industry and market structure that can adapt and promote green technology innovation is important. In this context, this study could be an effective and systematic tool for assisting green innovation policy. Also, these indices developed are not limited to the case of green technology, other technologies can be used universally as a input for analysis.

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AHP-Based Recommendation System of Mobile Games Reflecting User Preferences (사용자 선호도를 반영한 AHP 기반 모바일 게임 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.427-433
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    • 2017
  • Mobile game users tend to value the opinions from their friends or SNS when making a decision on which game to play. This is because they are not satisfied with the information on suggestions provided by the conventional mobile game recommendation systems. In this research, we made a system that can reflect user preference directly by using Analytic Hierarchy Process(AHP). In the system, the hierarchy of AHP is composed of final goal(Level 1), evaluation basis(Level 2) and alternative(Level 3). And the system is made up of an input module, an AHP processing module, a recommendation module and database. Through comparison analysis with two conventional systems to test the performance of the system, we could find that the system got more higher satisfaction than the other systems.

Cell-Free miR-27a, a Potential Diagnostic and Prognostic Biomarker for Gastric Cancer

  • Park, Jong-Lyul;Kim, Mirang;Song, Kyu-Sang;Kim, Seon-Young;Kim, Yong Sung
    • Genomics & Informatics
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    • v.13 no.3
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    • pp.70-75
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    • 2015
  • MicroRNAs (miRNAs) have been demonstrated to play an important role in carcinogenesis. Previous studies revealed that miRNAs are present in human plasma in a remarkably stable form that is protected from endogenous RNase activity. In this study, we measured the plasma expression levels of three miRNAs (miR-21, miR-27a, and miR-155) to investigate the usefulness of miRNAs for gastric cancer detection. We initially examined plasma miRNA expression levels in a screening cohort consisting of 15 patients with gastric cancer and 15 healthy controls from Korean population, using TaqMan quantitative real-time polymerase chain reaction. We observed that the expression level of miR-27a was significantly higher in patients with gastric cancer than in healthy controls, whereas the miR-21 and miR-155a expression levels were not significantly higher in the patients with gastric cancer. Therefore, we further validated the miR-27a expression level in 73 paired gastric cancer tissues and in a validation plasma cohort from 35 patients with gastric cancer and 35 healthy controls. In both the gastric cancer tissues and the validation plasma cohort, the miR-27a expression levels were significantly higher in patients with gastric cancer. Receiver-operator characteristic (ROC) analysis of the validation cohort, revealed an area under the ROC curve value of 0.70 with 75% sensitivity and 56% specificity in discriminating gastric cancer. Thus, the miR-27a expression level in plasma could be a useful biomarker for the diagnosis and/or prognosis of gastric cancer.

A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

A Study on the Effects of Corporate Social Responsibility Assessment on Corporate Brand Image and Favorability : Focusing on the moderating effect of ordinary interest in CSR (기업의 사회적 책임 평가가 기업브랜드 이미지와 호감도에 미치는 영향에 관한 연구 : CSR에 대한 평소 관심의 조절효과를 중심으로)

  • Kang, So Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.206-221
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    • 2021
  • The demand of social responsibility for corporate is increasing gradually. The corporate can't secure the royal customers only with the effort of securing the competitiveness through the product, service quality. The corporate should act actively in order to satisfy the social expectation required by customers. With this background, this study conducted the survey that can verify the effect of how usual interest in corporate social responsibility interacts in order to investigate the difference depending on the characters of customers and how the corporate social responsibility has led the brand performance. As a result, the legal and economic responsibilities were found to have significant influence in forming the corporate brand image and the favorability. The ethic responsibility was found to play a key role in forming the reliable image but have the negative impact in forming the achievement image, innovative image. In terms of the effect of social responsibility on the corporate brand performance, the usual interest on the social responsibility was found to have no impact as a regulatory effect.

Proposal of Research Issues related to the Technology, Service, Policy and Business Model in Commercializing and Promoting 5G Network (5G 실용화 및 활성화에 필요한 관련 기술, 서비스, 정책 및 비즈니스 모델에 관련된 연구 이슈 제안)

  • Song, In-Kuk
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.129-135
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    • 2019
  • Recently, it is anticipated that 5G network would play the significant role of the neural network for 4th generation industry revolution and create huge value for the new market. However, in spite of proliferating prospect of 5G network industry and leading position in the launch of 5G, network operators have hesitated to give their full support to establishing proper network. Due to the lack of business models promoting 5G industry, network operators feel that they will not realize the return from the exorbitant investment in 5G network establishment. Moreover, the rigorous research efforts to investigate and analyze the various business environments regarding 5G rarely exists. Therefore, the purpose of the research is to holistically propose the research issues related to the technology, service providing method, governmental policy, and business models in commercializing and promoting 5G network.