러-우전쟁은 장기전으로 전환하여 지리한 소모전을 수행하고 있다. 전 쟁을 예방하기 위해서는 전쟁의 원인을 연구하여 전쟁의 발생을 억제하 고 전쟁 발발의 가능성을 최소화하여야 한다. 따라서 본 연구의 목적은 러-우전쟁을 전쟁원인이론의 3가지 수준별 분석을 중심으로 연구하여 전쟁 의 원인과 한반도에 미치는 영향을 분석하는 데 있다. 분석 결과 러-우전쟁 은 인간적, 국가적, 국제체제적 수준에서 발발할 수 밖에 없었다는 결론 을 도출할 수 있었다. 또한 전쟁의 3가지 수준별 분석의 상호관계를 분 석하여 국제체제적 수준이 인간적, 국가적 수준의 발발원인에 영향을 미 치고 있음을 확인할 수 있었다. 러-우전쟁의 영향은 동북아의 및 한반도 에 미치는 영향도 지대하다. 첫째, 우크라이나의 장기전 전환은 미국의 대선 국면에 영향을 미칠 가능성이 높다. 또한 최근의 한미일 안보협력 에 대응해 북중러의 안보협력을 강화할 수 있다. 둘째, 북러의 실질적인 군사협력으로 북한은 러시아로부터 취약한 첨단 군사기술을 전수받을 수 있다. 셋째, 북한의 위상 강화로 미국의 대선국면과 맞물려 핵실험 등 도 발을 해올 수 있다. 이에 대한 대비가 요구되는 상황이다.
홍조류 참풀가사리(Gloiopeltis tenax)는 중국과 일본에서 경제적으로 유용한 종으로 알려져 있 으며 이것은 예로부터 접착제나 식용 등으로 이용되었다. 실험에 사용된 재료는 전북 부안군 변산면 격포리에서 채집한 성숙한 사분포자체로부터 사분포자를 방출 받은 후 배양하여 형성 된 반상근을 대량으로 확보하였다. 이를 해부현미경 하에서 4등분하여 재생과 생장 과정을 추 적하였다. 절단된 반상근을 각 조건별로 배양하였고 광주기는 16:8 h L:D이며 온도조건은 10, 15, 20, 25℃이고 광도조건은 30, 85 μmol photons m-2s-1이다. 4등분된 반상근은 타원형으로 생장하다가 원주상의 직립 축을 형성하였다. 반상근의 크기는 배양 12주 후, 광도 85 μmol photons m-2s-1의 15℃ 온도에서 9.61±3.59 mm2로 최대였다. 평균 상대생장률은 광도 85 μmol photons m-2s-1의 15℃ 온도에서 5.15±0.80 %day-1으로 최대 생장률을 나타내었고 10℃ 온도에 서 3.15±0.94 %day-1으로 최저 생장률을 나타냈으며 통계적으로 유의한 차이를 보였다(p < 0.05). 결론적으로 참풀가사리의 반상근을 이용한 방법이 효과적인 양식 방법임이 확인되었다.
본 연구는 난방온실의 온도분포 균일화를 위한 기초자료 제공을 목적으로 온수난방 방식의 토마토 재배 온실 에서 난방실험을 통하여 난방배관의 표면온도와 실내기온 사이의 상관관계를 분석하고, 난방배관의 열전달특성 분석과 난방배관 배치의 개선을 통하여 난방배관 표면온도의 편차를 줄이고 균일도를 향상시키기 위한 방안을 도출하였다. 서로 다른 두 온실의 온도분포를 분석하여 최대편차와 균일도를 검토한 결과, 온수의 유량이 많고 난방배관의 길이가 짧게 배치된 온실의 온도편차가 작고, 균일도는 높은 것으로 나타났다. 또한 순환팬을 가동한 경우에 온도편차는 작아지고 균일도가 개선되는 것을 확 인할 수 있었다. 난방배관의 표면온도와 실내기온 사이의 상관관계를 분석한 결과, 두 온실 모두에서 유의적인 (p<0.01) 정적 상관관계가 있는 것으로 나타났다. 온수난방 온실에서 실내기온의 분포는 난방배관 표면온도의 분포에 영향을 받는다는 것을 확인할 수 있었고, 온도편차 가 최소화 되도록 난방배관을 배치함으로써 실내기온 분포의 균일도를 개선할 수 있는 것으로 판단되었다. 난방 배관의 열전달 특성을 분석한 결과 배관의 길이가 길어 지면 온도편차는 커지고, 관내의 유속이 빨라지면 온도 편차는 작아지는 것으로 나타났다. 따라서 지선배관의 길이가 짧아지도록 난방배관을 배치하고, 관내의 유속을 제어함으로써 온실의 온도분포와 환경의 균일성을 개선 할 수 있을 것으로 판단되었다. 국내 온실에서 가장 많 이 사용하고 있는 튜브레일(40A) 방식의 온수난방시스 템에서 하나의 지선배관에서의 온도편차를 3oC 이내로 조절하기 위해서는 관내의 유속이 0.2, 0.4, 0.6, 0.8, 1.0m·s-1일 때 난방배관의 길이는 각각 40, 80, 120, 160, 200m 이내로 제한해야 하는 것으로 분석되었다.
Tomato leaves were inoculated with 1x104 spores · mL-1 and placed in an acryl box at 10, 15, 20, 25, and 30oC for 24 h. Ten days after inoculation, the incidence of late blight appeared as a typical symptom in 6 hrs treatment of leaf wet duration when the temperature is between 15 and 20oC at that time. The incidence of disease was 26% and 41% at 10oC and 25oC treatment although the disease did not occur even after treatment at 30oC for 16 h, respectively. The most important factors in the incidence of Late blight were leaf wet duration and temperature. Optimum growth temperature of tomato is from 15 to 25oC, thus the management of leaf wet duration is better than control by temperature to prevent the incidence of Late blight. After inoculation, the symptoms of Late blight occurred in 5 days, therefore the latency period was estimated to be 5 days. The incidence rate of Late blight was the highest at 15 and 20oC. At the time of chemicals application, when Fluopicolide 5%+Propamocarb hydrochloride 25% was applied at 12 h of leaf wet duration, the control effect was the highest as 95% at 36 h but decreased by 70% when treated after 48 h. On the other hand Cymoxanil 12% + Famoxadone 9% was applied at 18 h of leaf wet duration, the control effect was the highest as 95% at 36 h but decreased by 70% after 48 h as similar as Fluopicolide 5% +Propamocarb hydrochloride 50% treatments. In the application of Dimethomorph 15% +Dithianon 30%, the control effect was more or less low as 80% at 20 h of leaf wet duration and was decreased to 60% at 48 h.
In this paper, the relationship between the frequency split and the mode-coupling in the disc doublet mode, which is expressed according to the pattern of the surface of the disc, is utilized by using of 3 types(Chaos, Vent-hole, Normal). As the frequency split between the doublet mode disc that is expressed in the model through the interpretation is larger, and analogy through interpretation mode-coupling instability also lower. Vent-hole, which has a relatively large frequency split of disc doublet mode in 3 types(Chaos, Vent-hole, Normal) model, showed a large value of critical coefficient of friction in which mode-coupling instability is expressed. In addition, it was confirmed by analysis that the Vent-hole had a relatively large frequency split than the other models by analyzing the change in contact stiffness. It can be concluded that the larger the frequency split of the disc doublet mode, the lower the instability due to the mode-coupling.
In this paper, the performance of 3D game rendering with and without application of frustum culling and PVS (Potentially Visible Set) culling is evaluated in FPS(frame per second). Both frustum culling and PVS culling are two representative methods to efficiently remove invisible contents before a rendering stage in a large 3D game scene. As a result of the performance evaluation, frustum culling and PVS culling have a large effect on rendering performance. In case of not applying any culling, the average performance is decreased by 15.8% compared to the case where all culling is applied. Also, in this paper, the number of portals for indoor static contents in the 3D game contents used in the experiment is larger, so that the application of PVS culling has more influence on the performance than frustum culling.
This study was carried out to elucidate suppressive effect of loess-sulfur complex and neem oil on the development of leaf mold and fungus gnat in no-pesticide tomato farming system. Since tomato leaf mold occurred 15%, neem oil, loess-sulfur mixture and boscalid(47%, water soluble chemicals) 2,000 times, 1,000 times and 2000 times diluted was treated three times, respectively. When disease incidence of tomato leaf mold was investigated 20 days after final treatment, it was recorded 17% in neem oil treatment(control efficacy 40%) and 12.3% in loess-sulfur mixture treatment(control efficacy 59%). Among three control agents used, Boscalid(47%, water soluble chemicals) showed the best control effect against tomato leaf mold. When neem oil was diluted 250 times, 330 times and 500 times and treated in coir bag infected with fungus gnat, its control values was 69, 59, and 55%, respectively. There was no significant difference among three treatments. As a result, 500-fold diluted neem oil treatment is considered a good measure to control fungus gnat in the field condition.
In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
The brake systems are composed of brake disc, brake pad and caliper and, these three parts play an important role for braking. In this study, heat fluid analysis is conducted for five different ventilated disc models, and two piece brake disc model separated in rotor and housing is used. In this case, each model has a different number of holes and vent shape. The basic heat flux and braking power equations are applied for the heat fluid analysis. The cooling performance with/without the braking operation is also analyzed for given five models where the material properties and boundary conditions are set to be identical. From our analysis results, it is found that the number of disc holes and ventilated pins strongly influences on the cooling performance.
For the 3D game visual effects, the deferred rendering can only consider only the scene image resolution regardless of the scene complexity. Therefore, it is effective in processing realistic visual effects using many geometric buffers as multiple render targets. This paper uses the deferred rendering for the 3D game visual effects such as dynamic lights, specular, shadow, motion blur, and water shading. The 3D game supporting deferred rendering is developed to evaluate various 3D rendering effects with variation of the screen resolution in terms of the rendering speed and PSNR image quality. The performance results show that the rendering speed of the 3D visual effect techniques with 1280x960 resolution is average 56.0% better than that with 640x480 resolution. Also, the average PSNR is getting better as the screen resolution gets higher. The PSNR of the 3D visual effect techniques with 1152x864 resolution is average 30.9% better than that with 640x480 resolution.
This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The performance profiling with the criteria such as reducing the computation time and the computing resources, the complexities of the collision shapes, and the number of rigid bodies takes an important role in the design of the multi-rigid-body game characters.
본 연구는 의료살균기술의 하나인 전극을 이용한 전기 충격 살균법을 순환식 수경재배의 배양액 재순환을 위한 배액 살균기술로 활용하고, 배액의 전기살균소독시스템을 구축하고자 할 때, 살균소독 효과가 높으며, 친환경적이고 경제적인 배양액 살균소독기술의 개발 및 전기살균소독시스템에서 사용될 전극의 최적 조건을 구명하고 전기소독의 가능성을 확인하기 위해 수행되었다. 전기살 균소독시스템 구축 시 적정 전극소재 구명을 위해 금속 전도체의 특성 조사 및 전기실험을 실시하여 배액의 pH 와 EC변화유무와 침전물 발생여부 및 배액의 원소변화 유무를 분석하였다. 새로이 개발된 전기살균소독시스템 구축 시 가장 적합한 금속 전도체 전극소재로는 전기전도도가 높고, 저항이 적으며, 소재의 수급이 용이하고, 가격이 저렴한 스테인리스 스틸임을 확인하였으며. 또한 스테인리스 스틸을 전극으로 사용하였을 때, 전기를 공급하기 전과 24V 이내의 전기를 공급한 후의 배양액내 원소변화는 거의 없는 것으로 분석되었다. 전극의 두께 보다는 넓이가 증가함에 따라 전류의 양이 증가하였으며 전극의 거리가 멀수록 목표 전류량에 도달하는 시간이 증가하였다. 적합한 전류량에 따른 주요 병원균의 살균 력을 조사한 결과 대표적 세균병인 풋마름병의 원인균인 Ralstonia solanacearum가 전류 15V-3A 170초에서 97% 가 사멸되는 것을 확인하였으며 곰팡이병인 Fusarium oxysporum은 24V-10A에서 98%의 살균력을 보였다.
In 3D games, the deferred rendering is an effective way in processing realistic visual effects using multiple render targets regardless of the scene complexity. In this paper, based on deferred rendering using multiple render targets, the 3D game visual effect techniques such as dynamic lights, specular, shadow, motion blur, and water shading are compared and analysed. The 3D game supporting deferred rendering is developed to evaluate various 3D rendering effects with variation of the size of the render target memory in terms of the rendering speed. The performance results show that the rendering speed of the 3D visual effect techniques with 4bytes render target memory is average 1.4 and 1.9 times better than those of 8bytes and 16bytes memories, respectively. Also, the shadow mapping with 2-pass plays the biggest role on the performance. Other techniques with 1-pass cause a negligible speed degradation.
To overcome the weakness of spread foundation in large space structure, the research of precast pile for replace spread foundation have been conducted. The new type of joint between PHC pile and steel column is named HAT Joint(Hollow hAlf-sphere cast-sTeel Joint). It connected PHC Pile by bolt that verification of bolt connection should be accomplished. In this paper, pull-out test and flexural performance for HAT Joint to verifying the bolt connection is explained. As a result, the pull-out and flexural capacities of bolt were checked to use in real structure. Furthermore, the equation of pull-out strength was proposed.
본 연구는 중국 다롄(大连) 도시가구의 주택금융 이용실태에 관한 연구로 다롄 도시가구의 주택금융 이용실태에 관한 분석과 함께 베이징(北京) 지역 도시가구의 모기지 대출 행위와의 차이점에 대해서도 비교 분석하였다. 조사결과 다롄의 표본조사 대상 가구 중에서 대출을 받은 가구의 비율이 총 75%로 나타나 베이징 지역의 모기지론 대출이용가구 비율보다 훨씬 더 높은 것으로 나타났다. 다롄 도시가구의 모기지 대출 진행 결정에 영향을 미치는 변수 중 통계적 유의성이 있는 변수로 ‘구매 주택 유형’, ‘주택 가격’, ‘주택공적금 가입여부’로 추정되었고, 베이징 지역과 공통적으로 추정되는 변수로는 ‘주택 가격’, ‘주택공적금 가입여부’로 나타났다. 다롄 지역의 모기지 대출 가구의 모기지대출금 비중에 영향을 미치는 설명변수 중 통계적 유의성이 있는 변수로는 ‘구매 주택 유형’과 ‘주택공적금 가입여부’로 추정되었다.
The high resolution mesh tessellation method using PN-triangle (Point Normal – triangle) derived from the low resolution mesh triangle is widely used because it does not require the adjacent triangle information. With this PN-triangle tessellation method, the method to further subdivide triangles close to the silhouette was also presented. However, the previous method produces the extreme case where the tessellation factor will be zero when a triangle is far away from the silhouette. In this paper, unlike the previous method, ① the modified method to smoothly increase the tessellation factor as close to the silhouette is proposed. ② Also the method to increase the tessellation factor as close the view and away to the silhouette is proposed. ③ The modified method to increase the tessellation factor as the size of primitive is also proposed. The proposed method is verified by the experimental simulation.