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        검색결과 4

        1.
        2020.03 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        Cu/PET composite films are widely used in a variety of wearable electronics. Lifetime of the electronics is determined by adhesion between the Cu film and the PET substrate. The formation of an anisotropic nanostructure on the PET surface by surface modification can enhance Cu/PET interfacial adhesion. The shape and size of the anisotropic nanostructures of the PET surface can be controlled by varying the surface modification conditions. In this work, the effect of Cu/PET interface nanostructures on the failure mechanism of a Cu/PET flexible composite film is studied. From observation of the morphologies of the anisotropic nanostructures on plasma-treated PET surfaces, and cross-sections and surfaces of the fractured specimens, the Cu/PET interface area and nanostructure width are analyzed and the failure mechanism of the Cu/PET film is investigated. It is found that the failure mechanism of the Cu/PET flexible composite film depends on the shape and size of the plasmatreated PET surface nanostructures. Cu/PET interface nanostructures with maximal peel strength exhibit multiple craze-crack propagation behavior, while smaller or larger interface nanostructures exhibit single-path craze-crack propagation behavior.
        4,000원
        2.
        2014.07 구독 인증기관·개인회원 무료
        The online game market has rapidly increased worldwide, especially in China. In 2012, the world game market equaled 111.7 billion. Many game companies compete by launching new online games in various genres. In 2010, Activision Blizzard reported that the World of Warcraft (WOW) is the world’s most popular online game. Chinese gamers constitute more than half of WOW’s 10 million users. Korea is the second largest gaming market. Thus many foreign game companies target Korea and China, in competition with domestic game companies. The purposes are 1) to understand the role of country of origin and /or brand image in game consumer behavior, 2) to find out the difference of game evaluation between game users in China and Korea, and 3) to draw strategic implication game marketers. Consumers expect products from advanced countries to provide superior performance, so they often look to country of origin in evaluating products. Recently, consumers have looked to brand image as another key element in product evaluation. In this research, we study whether gamers evaluate games on the basis of country of origin and/or brand image. In this paper, we add to the gaming research and suggest that the online game market has three dimensions. First, online games are products. Second, online games are service. Last, online games are entertainment. Data collection resulted in 355 usable responses from online game (LOL) users in Korea(166) and China(189). We conduct factor analysis and reliability analysis to check reliability and validity. Country of Origin is the key element for product evaluation of utilitarian goods but it doesn’t have significant effect on product evaluation of hedonic products which mainly provide sensual pleasure, fantasy, and fun to customers such as luxury goods or online game (Dhar & Wertenbroch, 2000).
        4.
        1998.03 KCI 등재 서비스 종료(열람 제한)
        Direct-seeding has major advantages such as labor and cost saving by eliminating preparation of seed bed and transplanting. But, it required increased input of fertilizers and pesticides because of the extended paddy period. Direct seeding in wet paddy (DSWP) gives faster growth and more uniform seedling emergence than direct-seeding in dry paddy. This research had an objective to develop an efficient N management practices for DSWP with split application of N fertilizer. A paddy field experiment was conducted to evaluate effects of starter N and N-topdressing which was delayed N application until 5-leaf stage, with comparison to transplanting (TP). Total amount of N application were two levels; 110kg and 77kg/ha. The N applications were split four times during rice growth stages; starter, topdressing at 5-leaf stage, top dressing at tillering stage, and topdressing at panicle initiation stage. DSWP had more tillers/m2 than TP, but with the delayed heading. The DSWP plots which received N-topdressing at 5-leaf stage without starter N had higher leaf area index (LAI) and leaf greenness than the TP plot. Also, these DSWP plots had high leaf-N concentration at the heading stage, as calculated from leaf chlorophyll meter readings. Rice yield in DSWP with N-topdressing at 5-leaf stage was significantly higher than that in TP and in DSWP with starter N. Energy and N use efficiency were improved in DSWP with N-topdressing at 5-leaf stage. But, there were no significant differences in grain yield between the two levels of total amounts of N applications, 77kg and 110kg/ha. We concluded that starter N could not be used effectively by rice seedlings, but topdressing N at 5-leaf stage was an efficient N management for rice growth and yield in DSWP system.