For the comparing of mortality of the resistance and susceptible population of Myzus persicae, etofenprox was treated in the recommended concentration of 200ppm. Mortalities of resistance population were 16.7 and 36.7%, and susceptible population were 86.7 and 86.7% after 24 and 48 hours treatment, respectively. For the detect of cross resistance to other pyrethroids, 6 pyrethroids were examined. Mortalities of susceptible and resistance populations were 90 and 31% to deltamethrin, 92 and 23% to lambda cyhalothrin, 81 and 14% to cypermethrin, 70 and 20% to α-cypermethrin, 29 and 28% to fenpropathrin, 84 and 29% to fenvalerate, respectively. It was showed that resistance populations were generally resistive to other pyrethroids. On the other hands, for recognized ecological characteristic of M. persicae susceptible and resistance populations life table was tested on the pepper leaves in the petri dish and on the plant in the pot. This results were showed that intrinsic rate of increase (r<SUB>m</SUB>), net reproduction number (R₀) and generation time in day (T<SUB>c</SUB>) were significantly different between two population in both tested. However, life span and reproduction period were slightly different between them. Otherwise, feeding behaviors were tested using EPG technique with non- and treated etofenprox. First potential drop time of susceptible and resistance population was 73.5 and 257.9 sec with non-treated and 93.3 and 1076.2 sec after treated, respectively. Electrical probing signals were 8.2 and 48.8 times with susceptible and resistance individuals after treated etofenprox, respectively. It was supposed that the resistance is more probings than susceptible population. After treated, total feeding time have more 6,728.9 sec on resistance than 965.5 sec on susceptible population. So, total non penetration time of susceptible population was 3,000 sec longer than resistance population.
게임에 현실과 비슷한 공간을 표현하게 되면서, 좀 더 사실적인 게임 공간을 만들어 내는 것이 매우 중요한 요소가 되었다. 그러나 정해진 틀 안에서 제한된 반응만을 보이는 NPC는 사용자가 지루함을 느끼고 게임에 대한 흥미를 잃게 만든다. 이는 NPC의 행동 생성과 제어 방법이 미흡하기 때문이다. 본 논문은 RPG류 등의 공간을 탐색하는 게임 환경에서 NPC가 자신의 상태에 따라 다른 행동을 취하고, 뷰포인트와 관계없이 ‘생활하는’ NPC에 대해 기술한다. 이 연구를 토대로 NPC의 행동을 스크립트 언어로 출력하는 행동 생성기를 제작하고 실제 생성된 NPC의 행동 패턴을 분석하여 봄으로써 본 연구가 NPC의 효과적인 행동 생성에 도움이 됨을 보인다.
This study was conducted to investigate purchasing behavior of jeans consumers and to find differences in jeans evaluative criteria according to consumers' characteristics. Male and female university students participated in the study. Quota sampling method was used to collect the data. Data from 492 questionnaires were used for the statistical analysis. Descriptive analysis, factor analysis, Cronbach's alpha coefficient, ANOVA, Duncan test, and t-test were conducted. Three factors of jeans evaluative criteria classified (i.e., external criteria, internal/aesthetic criteria, internal/quality criteria). Results indicated that most of respondents put on jeans wear more than three times per a week and 38.1% of respondents reported that they owned three to four jeans products on average. Department store was the most used place to buy jeans product with 44.2%. 27.5% of respondents spent from 50,000 won to 100,000 won on purchasing jeans. Style was the highest important jeans evaluative criterion with 36.2%, followed by fitness, price, color, condition of washing treatment. Women respondents considered aesthetic criteria and quality criteria more importantly than men did. Respondents who were on a high income and spent more than 200,000 won per a month on apparel more concerned aesthetic criteria and external criteria than the other respondents did. Results of this study provide a basis for understanding jeans consumers' purchase behavior and evaluative criteria.
To study the behavioral reaction of common squid Todarodes pacificus, to different colors of LED light, individual distribution in the dark condition without LED light stimuli, individual distribution when four colors of light stimuli were at the sections of end and middle of water tank and the changes of gathering rates as the elapse of illuminating time were examined. When it was dark, the distribution of the fish in each section of the tank was U-shape regardless of the investigating time intervals, which means that Todarodes pacificus gathered at the both ends of the tank. The individual distribution when light stimuli were at the one end of the tank showed the tendency of gathering at the illuminated section and decreasing at the opposite section. There were 448 of them at the end of the tank when the light was blue, 352 when white, 302 when green and 132 when red. Thus the fish liked blue light the most, followed by white light. The variations of gathering rate at the both ends of tank as illuminating time elapsed showed the tendency of increasing at the light section (A section), however, it showed the tendency of decreasing at the darkest section (F section). The individual distribution showed the tendency of letter Λ of gathering at the center and decreasing at the both ends mostly when the light stimuli were at the middle section of tank. The gathering rates at the lighting section were 80.4% when red, 76.4% when white, 69.6% when green and 56.7% when blue. The fishes showed the affinity for the red light mostly, followed by the white light source. The red light and blue light showed the opposite when the light stimuli were at the one end of water tank. The variations of gathering rates as the elapse of time at the lighted section showed the tendency of gradual increasing in the four light sources. The color of light source showing the highest gathering rate within 25-30 minutes of light stimuli was the white, followed by the red.
The purpose of the study is to examine the effect of VMD image appropriateness in apparel shopping contexts. Two competing models are utilized. The first model is developed from the emotion-cognition theory which explains that environmental cues(i.e., VMD image appropriateness) generate consumers' emotion, and in turn, consumers' behaviors. The second model is developed based on the cognitive theory of emotions and posits that environmental cues stimulates consumers' cognitive perceptions of retail environments, subsequently influencing consumers' emotional and behavioral response. A 2(VMD image appropriateness: high vs. low) between-subjects factorial design experiment was conducted. Female college students(n=592) participated in the experiment. Using structural equation modeling the study found that the emotion-cognition model better explains the effect of VMD image appropriateness on consumers' emotional, cognitive, and behavioral responses.
This paper reviewed the relationship between boundary spanning behaviors and service quality, and the moderating effect of gender. Based on the responses from 204 employees in outdoor-food franchising system, hierarchical regression analysis showed that service delivery has positive relationships with all service quality factors, and external representation and internal influence have partly positive relationship with them. Gender appeared to have partly moderating effect on the relationship between only internal influence and service quality.
Nymphal development of the B and Q biotypes of Bemisia tabaci was normal on all seven tomato varieties tested. However, their nymphal development was different on red pepper varieties. B biotype was not normally developed on nine red pepper varieties tested. On the contrary, Q biotype was normally developed, but its adult emergence rate was very low in Nokkwang variety than in other eight varieties. The EPG analysis of the feeding behavior of Bemisia tabaci showed that B and Q biotypes had different duration of phloem phases on red pepper. Q biotype showed longer phloem phases than B biotype. On Nokkwang variety, Q biotype had short phloem phases and did not prefer to feed on Nokkwang variety. Interestingly, Q biotype was found to have long duration of phloem phases on eight red pepper varieties, but B biotype did not prefer to feed on red pepper varieties. However, both biotypes did not show any difference in feeding time on tomato varieties.
The changes of feeding pattern and the amount of insecticide penetrated into the leaf were monitored for 420 min after treatment of three concentrations of dinotefuran. At about 30 min after treatment of insecticide, the overall feeding pattern in EPG (Electrical Penetration Graph) monitoring was started to change, and there was significant difference in proportions of NP (non-penetration), PA (pathway activity), and phloem-feeding patterns among the different concentrations of dinotefuran treatment. Especially, as the amount of insecticide penetrated into a leaf increased, the reactive behaviors against this insecticide such as withdrawal of proboscis and movements of stylet of aphid were more quickly exhibited. And also, total time at which the proboscis of the aphids did not penetrate the plant was getting longer. The amount of dinotefuran penetrated into a leaf was monitored with HPLC. When the recommended concentration (100 ㎎/L) of the insecticide was treated, 5.24~7.24 ㎎/L of the insecticide was detected from the leaf, and the proboscis of the aphids was apparently withdrawn from the leaf at approximately 60 minutes after treatment of this insecticide.
멸종위기종 황새의 야생 방사를 위한 먹이 서식지 조성 시 필요한 정보를 제공하고 야생 황새의 먹이 서식지 보호와 보존을 위한 기초 자료를 제공하고자 연구를 시작하였다. 이를 위하여 충북 청원군 미원면 화원리에 있는 산지형 습지 일부에 울타리를 치고 황새 암수의 한 쪽 날개의 첫째날개깃 일부를 잘라 방사하여, 6월 20일부터 8월 16일까지 서식지 먹이 밀도와 수심 변화에 따른 서식지 이용률 및 섭식행동 특성을 파악하였다. 황새는 밀도가 높은 서식지에서
게임에서의 지능형 NPC는 게임 사용자와 상호작용을 수행하는 대표적인 객체로 게임의 재미를 극대화하기 위해 다양한 역할을 수행하도록 모델링 된다. 사용자와 NPC의 상호작용에는 감성적 상호작용을 포함하여, 이러한 감성적 상호작용은 감성 표출을 의미하는 행동 제어를 통해 다양성을 갖도록 표현된다. 본 연구에서는 게임 환경에서 발생할 수 있는 객체 간 감성적 상황정보에 따라 NPC의 행동을 제어할 수 있도록 하기 위해 NPC의 성격 모델을 설계한다. 특히 AHP를 이용한 NPC의 성격 모델링을 통해 모델링 시점에서 유추 가능한 NPC의 성격 모델링 방법과 얻어진 성격 모델을 이용해 NPC 행동 제어 방안을 제안한다.
컴퓨터와 카메라, 마이크로 구성된 관찰시스템을 통해 메뚜기목 곤충의 행 동과 소리를 분석하였다. 메뚜기목(Orthoptera)의 귀뚜라미과와 여치과, 메뚜기 과, 긴꼬리과의 4과 35종의 녹음된 소리를 고속 푸리에 변환(Fast Fourier Transformation, FFT)을 통해 주파수 별로 분해하고 소리 패턴을 비교 분석하 였다. 고속 푸리에 변환 결과 메뚜기목 곤충의 울음소리 패턴은 2가지 유형으 로 파악이 되었다. 또한 고속 푸리에 변환을 통해 더듬이알락방울벌레 (Pteronemobius flavoantennalis(Shiraki))와 긴꼬리(Oecanthus indicus Saussure)에서 맥놀이(beat) 현상을 발견할 수 있었다. 나아가 방울벌레(Homoegyllus japonicus)의 행동을 비디오 촬영과 소리 녹음을 통해 분석하였다. 녹음된 소리는 분석을 통해 5가 지의 패턴으로 나누어졌다.
The purpose of this study was to investigate the consumer characteristics in foodservice according to university students' lifestyles. The data were collected by the questionnaire survey of 520 university students from Daegu Gyeongbuk Province. The SPSS/Win 12.0 program was used to analyse the samples. The results are as follows: 1) Lifestyle was divided into 10 factors and 3 clusters, namely "Convenience Intention" (cluster I), "Health Information Intention" (cluster II), and "Gender Equality Intention" (cluster III). 2) The differences in general characteristics between the three clusters were founded on gender, frequency of visits, companion, information type, and the type of restaurant. 3) The characteristics of cluster I (Convenience Intention) are explained by it consisting of the group with low averages in consumer dissatisfaction, complaints, compensation, and repurchase intention, where as cluster II was the high average group and cluster III the middle average group. Based on these results, consumer characteristics in foodservice are discussed.
This study was conducted to investigate the vegetable eating behaviors and preferences of elementary school students by stage of change for vegetable intake. The subjects consisted of 191 fourth and fifth grade elementary school students from Gyeonggi province. The stage of change for vegetable intake was categorized into three groups: precontemplation (PC, 18.4%), preparation (P, 43.5%), and action/maintenance (A&M, 48.2%). The trend to eat a variety of foods was more distinctive as the students went from the PC to the A&M stage. The stage of change for vegetable intake was closely related with the kimchi-eating pattern of the students. The A&M group ate more vegetables than the PC group because they liked vegetables and/or wanted to prevent disease. The PC group had a lower tendency to follow recommendations for vegetable eating than the P and A&M groups. The PC group also had an incorrect notion that low vegetable consumption over an extended time would not have a big impact on their health. The vegetables of high preference for the elementary school students were potato, sweet potato, lettuce, radish, perilla leaf, cucumber, and cabbage. The vegetables of low preference were spinach, onion, balloon flower, and green pepper. The PC group had lower preferences for most vegetables than the P and A&M groups. Therefore, careful nutrition education is necessary especially for students in the PC group in order to explain the positive effects of vegetable intake and negative effects of an unbalanced diet. It is also necessary to survey students' tastes consistently and to develop recipes that encourage them to consume more vegetables agreeably.