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        검색결과 2

        1.
        2006.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The damaged area by and the distribution of Japanese gall forming thrips, Ponticulothrips diospyrosi Haga et Okajima (Thysanoptera: Phlaeothripidae) in Korea were surveyed based on the answers of persimmon growers to questionnaire. Seasonal occurrence of each developmental stage was estimated by monitoring the individuals in damaged leaves, and effect of trap site and side of sticky board were studied by yellow sticky traps at three sweet persimmon orchards in Gimhae and Jinju (orchards A and B), Gyeongnam province, Korea in 2005. P. diospyrosi gave damage to astringent per-simmon as well as sweet one. The damaged area of persimmon orchard has sharply increased since 2000, reaching 446 ㏊ nationwide, Gyeongnam province was most severely damaged, followed by Gyeongbuk and Jeonnam provinces. Most of the farmers answered that they sprayed insecticides and removed the damaged leaves to control P. diospyrosi. The overwintered adults were observed in the damaged-rolled leaves from mid May and the 1st generation adults from early-mid June. No thrips were observed in the damaged leaves after mid July. Yellow sticky trap data showed that peak adults catch of the overwintered generation was mid May, and that of the 1st generation was mid-late June in Gimhae and late June in Jinju. Sticky traps set at orchard-pine forest border caught significantly more number of the 1st generation adults than those at the orchard center, even though timing of peak catches was not different between the two sites. There was a tendency of more catches on the side of sticky trap facing pine forest than the other side facing orchard center, even though the catches on both sides showed no statistical difference.
        4,000원
        2.
        2018.04 KCI 등재 서비스 종료(열람 제한)
        MMORPG는 80년대 초 텍스트 기반의 MUD에서 출발하여 현재에 이르러 많은 기술의 발전을 이루어냈다. 이러한 기술이 발전함에 따라 지금까지 남성 매니아층 중심의 게임에서 변화하여 다양한 성향의 플레이어의 이용이 증가하고 있다. 이를 바탕으로 MMORPG 가상공간에서의 새로운 현상이 생겨나게 되었다. 본 논문에서는 MMORPG 유저들을 Q방법론을 이용한 플레이어의 5가지 요인으로 나누어 팬덤 현상에 대해 연구하였다. 이를 통해 플레이어는 레벨에 따른 자기표현 현상이 두드러지게 나타났고, 게임 플레이 자체를 즐기는 것에서 더 발전해서 팬덤 현상으로 발전하는 특징을 알 수 있었다.