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        검색결과 7

        1.
        2023.11 구독 인증기관·개인회원 무료
        Regulatory agencies require burn-up verification to ensure that dry storage casks using burn-up credit are not loaded with fuel with a reactivity greater than the allowable standard. Accordingly, in preparation for dry storage of SF, the reliability of the burnup was verified and action plans for fuel with confirmed errors were reviewed. Reliability verification was performed by comparing the actual burnup calculated with combustion calculation code (TOTE, ISOTIN) used in NPP and the design burnup calculated with the nuclear design code (ANC). As a result of comparing the differences between actual burnup and design burnup for 7,414 assemblies of SF generated from CE-type NPPs, the average deviation was confirmed to be 0.79% and 220 MWD/MTU. In the CE-type NPPs, no fuel showing large deviations was identified, and it was confirmed that reliability was secured. As a result of comparing the differences in 11,082 assemblies of SF generated from WH-type NPPs, the differences were not large, averaging 1.16% or 422 MWD/MTU. However, fuels showing significant differences were identified, and cause analysis was performed for those fuels. The cause analysis used a method of comparing the burnup of symmetrically loaded fuels in the reactor. For fuels that were not symmetrically loaded, a method was used to compare them with fuels with similar combustion histories. As a result of the review, it was confirmed that the fuel was under- or over-burned compared to symmetrically loaded fuel. For fuels for which clear errors have been identified, we are considering replacing them with the design burnup, and for fuels whose causes cannot be confirmed, we are considering ways to maintain the actual burnup.
        2.
        2023.07 구독 인증기관·개인회원 무료
        The FIFA world cup is one of the most popular and widely viewed sporting event, where millions of viewers across the globe tune in to support their country every four years for the chance to win the ultimate football tournament. According to FIFA, the FIFA World Cup Qatar 2022 recorded over 5 billion cumulative views, with the final match estimated to have been watched by more than 1.5 billion viewers live on television. In South Korea, a total of 11.14 million viewers watched the opening match against Uruguay, which was estimated to be a 97% increase in Korean viewership compared to the previous World Cup.
        3.
        2022.10 구독 인증기관·개인회원 무료
        For the transport of spent nuclear fuel, it is necessary to evaluate the amount of radioactivity for each assembly and the total amount of radioactivity for each cask. Currently, KHNP is evaluating the radioactivity using the Express mode of the OrigenArp program in the SCALE6.1 code. Express mode is a method to evaluate the radioactivity assuming that it has been burned with the same power per cycle, and Detail mode is a method to evaluate the actual combustion history such as power and cooling time for each cycle. For a total of 3,795 assemblies, including 1,391 assembliess for Kori Unit 1, 1,427 assemblies for Hanbit Unit 2, and 977 assemblies for Hanul Unit 3, the radioactivity was evaluated in Express mode and Detail mode, respectively, and the results were compared. As a result of the evaluation, it was confirmed that the results of the Express mode were evaluated more conservatively by 2.5~12.9% than that of the Detail mode. Accordingly, KHNP established a plan to change the evaluation method from Express mode to Detail mode in order to improve the accuracy of the radioactivity assessment results and eliminate conservatism.
        4.
        2018.07 구독 인증기관·개인회원 무료
        The purpose of the current study was to deduct the factors for e-sports and to develop measurement scale of each images of those factors so as to establish the concept of esports. In order to achieve the aforementioned purpose, the study was conducted through three steps: (1) deduction of the elementary/principal factors which were based on the literature investigation and in-depth interview of experts and general public, (2) conducting first survey and exploratory factor analysis, and (3) conducting secondary survey followed by confirmatory factor analysis. In the first step, in order to develop and identify measurement scales, images concerning e-sports, game and sports perceived by consumers and related items used in the extant literature were investigated. Additionally, in order to verify the face and content validity of deducted items, in-depth interview of experts, professional gamers, professors of Sports Science, doctoral students, people in charge, general public and etc was conducted. And in the second step, the survey with those confirmed items scales were conducted and with the results derived from the survey, the exploratory factor analysis for measuring images consisting e-sports were also conducted. Finally, in the third step, secondary survey based on the results derived from the exploratory factor analysis were conducted and in order to test uni-dimensionality of the measurement tool with the results emanated from the secondary survey, confirmatory factor analysis were conducted. Through aforementioned three steps, the current study confirmed the image factors consisting e-sports which are comprised of six positive factors (i.e., sociality, entertainingness, aestheticness, leisureness, education, and stress relief) and five negative factors (i.e., addictiveness, violence, commercial viability/marketability, and closedness).
        7.
        2016.07 구독 인증기관·개인회원 무료
        The combination of sports and the IT industry has reached a variety of fields, especially in the area of broadcasting technology. Due to diverse preference of viewer and the rising number of channels, broadcasting companies provide differentiated contents to reach a dominant position. Therefore, each broadcasting company has their own strategy to produce contents through special technology skills to hold a top position amongst other companies. According to Eric Rothenbuhler's ‘media niche theory’, when there exists numerous media device with identical resources, the competition to survive between the devices become intense and soon draws a line between the superior and inferior devices which results in eliminating the less viewed media devices out of the race. To secure the uniqueness of the media broadcasting market like the ecosystem, the object is to verify the effectiveness of the convergence of sport broadcasting technology skills and IT technology. Therefore, the media devices and the newly developed technology for video production method were the independent variables. Additionally, the dependent variable was the media effect. Concretely, the media device technology variable set as 3DTV, video production method was set as the variable for FreePointView(FPV) and media effect was separated into arousal and presence level. Recent technology is developed three-dimensionally so that the viewers can feel as close to reality as possible and the most current