• Title/Summary/Keyword: world of difference

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Effect of Hydraulic Pressure on Organic Fouling in Pressure Retarded Osmosis (PRO) Process (압력지연삼투 (PRO) 공정에서 유도용액에서의 압력이 유기물 파울링에 미치는 영향)

  • Suh, Dongwoo;Yoon, Hongsik;Yoon, Jeyong
    • Journal of Korean Society of Water and Wastewater
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    • v.29 no.1
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    • pp.133-138
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    • 2015
  • Pressure retarded osmosis (PRO) process is one of membrane processes for harvesting renewable energy by using salinity difference between feed and draw solutions. Power is generated by permeation flux multiplied by hydraulic pressure in draw side. Membrane fouling phenomena in PRO process is presumed to be less sever, but it is inevitable. Membrane fouling in PRO process decreases water permeation through membrane, resulting in significant power production decline. This study intended to investigate the effect of hydraulic pressure in PRO process on alginate induced organic fouling as high and low hydraulic pressures (6.5 bar and 12 bar) were applied for 24 h under the same initial water flux. In addition, organic fouling in draw side from the presence of foulant (sodium alginate) in draw solution was examined. As major results, hydraulic pressure was found to be not a significant factor affecting in PRO organic fouling as long as the same initial water flux is maintained, inidicating that operating PRO process with high hydraulic pressure for efficient energy harvesting will not cause severe organic fouling. In addition, flux decline was negligible from the presence of organic foulant in draw side.

Analysis on the Type and Characteristics of Penalty in World Judo (세계유도 반칙 유형 및 특성 분석)

  • Lee, Seung Hun;Lee, Man Gi
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.607-614
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    • 2020
  • The purpose of this study is to analyze the penalty types and characteristics of world judo players. Using a total of 19,889 penalties in 9,737 matches at the World Judo Grand Prix, the team draws a difference in the types and time of fouls according to gender, weight class and time. Results Both foul play and warning showed gender differences, and both men and women affected warning rates in weight class and time classification. In addition, fouls caused by non-combat behavior and camouflage attacks have a forward direction of time, and a low time of fouling by heavyweight athletes. Judo athletes and leaders expect to be used as basic data based on scientific data, such as training, skills, tactics and motivation, taking into account the characteristics of the foul type. Requires follow-up studies of scoring relationships and winning factors.

A Study on Consumer's Word-of-Mouth Intention of Off-line Mobile Payment Service: Focused on the Comparison between Korean and Chinese Consumer (오프라인 모바일 결제 서비스에 대한 소비자의 구전의도에 관한 연구: 한·중 소 비자의 비교를 중심으로)

  • Jung, Mi-Ra;Lim, Sung-Jin;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1109-1118
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    • 2017
  • With mobile payment always at the center of the fintech craze all over the world, many countries led by China, India, England and Brazil are dedicated to activating and supplying online and offline mobile payment services, securing competitive advantage in the global mobile payment market. However, Korea that had proudly considered itself as an IT power was crowded out of the top 10 ranking, falling behind even Australia, Mexico and Germany. Therefore, this study conducted an empirical research to measure the word-of-mouth intention of general consumers using offline mobile payment service in Korea. Furthermore, it comparatively analyzed the world's most powerful country, China, in mobile payment services, and analyzed the difference in consumer perception between Korea and China.

The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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Development and Application of Middle School STEAM Program Using Big Data of World Wide Telescope (WWT 빅데이터를 활용한 중학교 STEAM 프로그램 개발 및 적용)

  • You, Samgmi;Kim, Hyoungbum;Kim, Yonggi;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.1
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    • pp.33-47
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    • 2021
  • This study developed a big data-based STEAM (Science, Technology, Engineering, Art & Mathematics) program using WWT (World Wide Telescope), focusing on content elements of 'solar system', 'star and universe' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to one middle school 176 students simple random sampled. The results of this study are as follows. First, we developed a program to encourage students to actively and voluntarily participating, utilizing the astronomical data platform WWT. Second, in the paired t-test based on the difference between the pre- and post-scores of the creative problem solving measurement test, significant statistical test results were shown in 'idea adaptation', 'imaging', 'analogy', 'idea production' and 'elaboration' sub-factors except 'attention task' sub-factor (p < .05). Third, in the paired t-test based on the difference between the pre- and post-scores of the STEAM attitude test, significant statistical test results were shown in 'interest', 'communication', 'self-concept', 'self-efficacy' and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p < .05). Fourth, in the STEAM satisfaction test conducted after class application, the average values of sub-factors were 3.16~3.90. The results indicated that students' understanding and interest in the science subject improved significantly through the big data-based STEAM program using the WWT.

The Proposal and Simulation of Path Unit's Network Data Update Method Using Wireless Network (무선 통신을 활용한 경로 단위 네트워크 데이터 업데이트 기법 제안 및 시뮬레이션)

  • Ga, Chill-O;You, Ki-Yun;Sim, Jin-Bum;Kim, Hyung-Tae
    • Journal of Korean Society for Geospatial Information Science
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    • v.16 no.3
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    • pp.29-34
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    • 2008
  • Demand for car navigation systems has been an explosive increase because of prevalence of owner-drivers, spare time spread, and so on. In addition, car navigation systems are achieving a rapid growth to be the important part of telematics industry with services such as real-time traffic information and DMB(Digital Multimedia Broadcasting). The network data, one of the composition components in car navigation systems, is most important component because that is abstract of real world road network and base data in pathfinding. However most of the car navigation systems have been stand-alone system. Thus user's network data becomes outdated according to the time passing and does not reflect the change of road information in real world. To overcome this problem, users have to update network data in car navigation systems periodically. This method is quite cumbersome process. For this reason, this study proposed a new update method to serve the difference network data on user's device and the real world in real time, and simulated to verify.

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A Study on the World Geodetic System Transformation of Cadastral Record Using by Three parameters (3변수를 이용한 지적공부의 세계측지계 변환 연구)

  • Jung, Wan-Suk;Kang, Sang-Gu
    • Journal of Cadastre & Land InformatiX
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    • v.44 no.2
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    • pp.139-153
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    • 2014
  • The world geodetic system transformation of cadastral record have to minimize differences of boundary and area being in cadastral record according to transformation for that is direct connected with the land owner and property protection. However it is very difficult to accurately maintain the before and after transformation because coordinate transformation is generally using a mathematical conversion formula. At present, Helmert model by using 4-parameter is official coordinate transformation model for Cadastral Resurvey Project but scale factor is most sensitive to changes of area and relative position in the same parcel. In this study, it was proposed 3-parameter method using by scale factor fixing through the application of a Helmert in order to avoid changing the area difference and keeping the error within the tolerance range of the boundary which is related to the boundary point coordinate region.

A Study on Adaptive Model Updating and a Priori Threshold Decision for Speaker Verification System (화자 확인 시스템을 위한 적응적 모델 갱신과 사전 문턱치 결정에 관한 연구)

  • 진세훈;이재희;강철호
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.5
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    • pp.20-26
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    • 2000
  • In speaker verification system the HMM(hidden Markov model) parameter updating using small amount of data and the priori threshold decision are crucial factor for dealing with long-term variability in people voices. In the paper we present the speaker model updating technique which can be adaptable to the session-to-intra speaker variability and the priori threshold determining technique. The proposed technique decreases verification error rates which the session-to-session intra-speaker variability can bring by adapting new speech data to speaker model parameter through Baum Welch re-estimation. And in this study the proposed priori threshold determining technique is decided by a hybrid score measurement which combines the world model based technique and the cohen model based technique together. The results show that the proposed technique can lead a better performance and the difference of performance is small between the posteriori threshold decision based approach and the proposed priori threshold decision based approach.

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An analysis of the human difficulties and the relationship of things in Zhuangzi thought (시석장자사상중인지고경여물지관계(試析莊子思想中人之苦境與物之關係))

  • Han, Kyung-Duk
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.333-354
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    • 2009
  • Zhuangzi contends that one of the reasons to cause life difficulties is mistaking the truth of cosmos and the existence meaning of human. There is no difference of value between the existence of human and universal creatures. However, "human mind" can not being peaceful because of " ChengXin(成心)" causes the difference of right and wrong. Zhuangzi contends the ideal world is "ZhiDe zhi World(至德之世)" of unmoved mind. Because of the value of "RenYiDaoDe(仁義道德)" in politics, the status of ideal existence of human and creatures is destroyed, i.e., disturbing the status of peaceful mind. This is also a reason of life difficulties. Zhuangzi contends the reasonable relationship of human and creatures is to recognize creatures as creatures, and therefore, there is no difference of value between creatures. Additionally, one shall understand the concept of "universal creatures are the same(萬物?一)" is based on the fact of continuous change of universal creatures. The socalled concept of "universal creatures are the same(萬物?一)" in Zhuangzi's thought is based on three dimensions: one is the materials of forming universal creatures; one is the same meaning of "Hisn" between human and creatures, and universal creatures are continuously changing. Therefore, one shall get a clear understanding of the nature of things, and one may treat the universal creatures in the concept of "universal creatures are the same(萬物?一)".