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        Decolorization of Aqueous Caprolactam Solution by Anion-exchange Resins

        Yuan Zhen,Yu Ping,Luo Yunbai The Korean Fiber Society 2006 Fibers and polymers Vol.7 No.2

        Caprolactam is the most important raw material for making Nylon 6 fibers and its quality directly determines the quality of Nylon. So it is necessary to study the techniques and methods to remove the colorful impurities from caprolactam. In this paper, the decolorization of caprolactam aqueous solution by anion exchange resins was studied and the decoloring abilities of five commercial resins were investigated. The regeneration of the resins was also studied, too. This study shows that the resin AMTX202 have excellent decoloring ability in the column experiment and that the decoloring efficiency is correlated with the volume of resins packed and is slightly affected by the flow rate and regenerating times. The fact that the resins can be regenerated and reused without affecting the efficiency of decolorization will decrease the cost of the treatment and operation in the industry. The adsorption of colored compounds with anion exchange resins in the packed columns seems to be technically feasible.

      • KCI등재

        Experimental Research and Numerical Simulation of a Large-span Isolated Structure Considering Multi-dimensional Input Effects

        Zhen-yuan Gu,Shu-guang Wang,Weiqing Liu,Dong-sheng Du,Wei-zhi Xu 한국강구조학회 2017 International Journal of Steel Structures Vol.17 No.4

        Based on the shaking table test of 1:20 scale structural models of the large-span isolated and non-isolated flat grid structures under the action of horizontal-bidirectional (2D) and three-dimensional (3D) rare earthquake, the dynamic characteristics, including natural vibration frequency, damping ratio, the acceleration and displacement responses are investigated. The results show that the base isolation could significantly prolong the structural vibration periods and increase the damping ratio. The capacity of energy dissipation for the base-isolated structure can also be improved. The horizontal acceleration amplification factors (AAFs) of the structure can be reduced greatly due to the base isolation, which effectively reduces the vertical vibration of the large-span grid. Under the 3D seismic input, the horizontal AAF of each layer is greater than that under the 2D one, which illustrates that the vertical seismic input increases the horizontal dynamic response of the structure. Furthermore, the finite element models of the isolated and non-isolated structures were simulated. The experimental results are in good agreement with the numerical results. The parameter optimization of isolation bearings was conducted by using finite element software. The seismic response of each layer under different shear to weight ratios (μ) was analyzed. It can be found that the parameters of the isolation layer have an optimal range which makes the dynamic response of the structure reach a minimum value under the rare earthquake.

      • [논문 or 기술논문 택일] Study of a Sloping-wall-type Wave Absorber placed in Various Sinusoidal Propagate Waves

        ZHEN-Zhong Yuan(원진중),Eui-Chul Jung(정의철),Hee-Chang LIM(임희창) 대한기계학회 2013 대한기계학회 춘추학술대회 Vol.2013 No.5

        ?;?;Since there has been a rapid progress to understand the dynamics of an offshore floating body under an ocean environment, we undertake to generate the ocean waves in a lab-scale wind-wave flume. The study is aiming to observe and optimize the similar ocean environmental condition as input wave and to reduce the wall reflective wave. Several absorption methods are suggested to optimize the propagate wave by measuring the maximum and minimum of the standing wave envelope. There has been no optimized absorption method, as they highly depend on the wave period and the wave length. One of the methods-two fixed wave gauges measuring two wave heights and one wave phase ? is applied in this study. In the present paper various approaches were used to analyze the results using the flume, by position of probes, with absorber and without absorber, different position, condition and angle of the wave absorber, This paper also focuses on the analysis of fundamental equations which describe the separating method of the incident and reflective wave, and finally we confirm that the wave absorber is highly efficient considering all the permutation and combination. From the study it is clear that there is a change in the wave amplitude at the receiving end then the generated end; wave absorber is a strong source to control the energy of the coming wave. With the changing the period of the wave, the reflectance is increasing when the period becomes larger.

      • KCI등재

        Real-Time Contour-Error Estimation Methods for Three-Dimensional Free-Form Parametric Curves in Contour-Following Tasks

        Zhen-yuan Jia,De-Ning Song,Jian-Wei Ma,Xiao-Xuan Zhao,Ning Zhang 한국정밀공학회 2018 International Journal of Precision Engineering and Vol.19 No.2

        It is crucial to control the contour error in curved contour-following tasks caused by reasons such as servo delay and external disturbance. Contour-error estimation plays as a precondition for its further control. Existing methods can hardly keep well estimation accuracy for high-speed following of free-form curves with sharp corners, especially for three-dimensional curves. Consequently, this paper presents three high-precision real-time contour-error estimation methods for spatial free-form parametric curved contour following. By generating and updating the backstepping point according to the tangential tracking error, a multiple tangential approximation method is presented first. Then, a spatial circular approximation method is given by means of approximating the actual-position nearby region of the desired contour with a spatial circle. Finally, via modification of the Newton method so as to improve its stability without sacrificing of its fast convergence property, an initial value regeneration-based Newton algorithm is proposed for contour-error estimation. All of the presented methods take both estimation precision and calculation burden into consideration, and possess their own advantages. Using these algorithms, the contour error can be rapidly estimated in vector form with a high accuracy. Simulation and experimental results demonstrate the feasibility and the superiority of the presented algorithms.

      • Optimum design of Wave Absorber in Various Sinusoidal Propagating Wave

        Zhen-Zhong Yuan(원진중),Hee-Chang LIM(임희창) 대한기계학회 2013 대한기계학회 춘추학술대회 Vol.2013 No.12

        Since there has been a rapid progress to understand the dynamics of the coastal wave under a sloping-wall-type breakwater, we undertake to simulate the coastal waves and wave absorbers in a lab-scale wave flume. The study is aiming to observe and optimize a similar ocean environment and to reduce the wall reflection in the wave flume. In order to generate the ocean waves in the wave flume, the combination of the flat-type wave generator and wave absorbers is installed at the channel. Two probes for measuring the wave heights (i.e., level gauges) are used to observe the temporal variation of wave surface as well as the phase difference and the maximum (crest)/minimum (trough) points between the propagating waves. In order to optimize the shape and size of propagating waves, several absorption methods are proposed ?vertical-porous-plates absorber, horizontal punching plates absorber, sloping-wall-type wave absorber and active wave absorption, but for the better option of the propagating waves, the sloping-wall-type wave absorbers are chosen and tested in terms of the constitutive filling materials and the location and shape of the frame. This paper also focuses on the theoretical prediction of the wave surface separating them into incident and reflective components. In the result, it clearly shows that the wave absorber with hard filling material has better performance than that of soft material; i.e., wave absorber can be a strong sink to control the energy of the coming wave. In addition, the larger wave absorber becomes, the lower the reflectance be since the larger volume can remove the on-coming wave energy better. Therefore, given that the same condition of absorber is provided, the reflectance becomes bigger as the wave period is longer. Finally, the reflectance of wave would be controlled under 0.1 in this study so that the wave flume would be applied for simulating the offshore environment.

      • KCI등재

        Preparation and activity evaluation of chrysin-b-Dgalactopyranoside

        Zhen-Yuan Zhu,Ling Chen,Fei Liu,Li-Jing Chen,Meng Meng,Hui-Qing Sun,Yong-Min Zhang 대한약학회 2016 Archives of Pharmacal Research Vol.39 No.10

        Chrysin-b-D-galactopyranoside was efficiently synthesized, evaluated for its inhibitory activities against H22 cell lines compared with chrysin, the scavenging of hydroxyl radical, DPPH radical and superoxide anion, inhibitory effect against bacteria and fungi. The structures of all compounds were fully characterized by spectroscopic data (NMR, MS). The anti-tumor, antioxidant and antimicrobial activities of chrysin-b-D-galactopyranoside were proved to be enhanced significantly compared with chrysin.

      • KCI등재

        VR 영화 관객의 가상 체험 디자인 연구 -체화된 인지이론을 중심으로-

        위안전닝(Yuan Zhenning),박성호(Park Seong-ho) 한국만화애니메이션학회 2021 만화애니메이션연구 Vol.- No.64

        VR 영화는 파노라마 인터렉션(Panoramic Interactive) 장면과 인터렉션 관람방식의 구축을 통해 관객에게 가상 현실에 몰입(Immersion)하게 만들어 전통 영화와 완전히 다른 체험을 제공한다. 또한 VR 영화의 서사는 전통 영화와 달리 저자, 스토리, 관객이 공동으로 완성하는 큰 변화가 발생하였다. 따라서 기타 예술 유형에 비래 VR 영화의 수용자는 더욱 복잡하고 중요한 서사 신분(Narrative Identity)을 지니게 되었으며, 관객의 관람 체험은 VR 서사의 완전성에 직접적인 영향을 끼치게 되었다. 일반적으로 VR 작품의 관객 관람 체험에 대한 가장 기본적인 평가 기준은 관객의 몰입 여부이며, 가장 큰 VR 몰입감은 바로 관객이 체화된(Embodiment) 느낌을 받는 것이다. 따라서 본 연구는 VR 관객의 체화된 인지(Embodied Cognition)를 바탕으로 대표적인 VR 영상의 캐릭터 설정, 표현과 인터렉션에 대한 분석을 통해 VR 관객의 체화된 신분 구축과 표현을 고찰한다. 그리고 이를 통해 관객과 콘텐츠가 더욱 적절하게 교류하고, 관객의 체화된 관람 체험을 강화하여 양호한 VR 영화의 창작과 실천을 이끌고자 한다. 우선 제2장 첫 소절에서 VR 관객의 특징을 분석한다. 캐서린 헤일즈(Katherine Hayles)의 포스트 휴먼(Posthuman) VR 환경에 따른 관객의 특징을 설명하였다. 즉, 관객이 가상 환경에 존재하여 영향을 받는 것이 아니라 수용자의 심리, 감정, 인지가 변화되어 체화된 인지를 생성하는 것이다. 다음은 VR 관객의 체화된 인지 특징을 분석한다. 체화된 인지 이론에 따르면 관객의 VR 체험은 물리적 세계에 근접하거나 동등한 “진실”을 경험할 수 있기 때문에 감각, 지각, 정서, 기억, 자아 인지 등의 심리를 구축할 수 있으며, 또한 이러한 체화된 체험(Embodied Experience)의 추구는 VR 영화 창작의 새로운 방법이 되었다. 그 다음으로 VR 영화 관객의 가상 체험 디자인 부족을 다음과 같이 구체적으로 분석한다. 첫째, 관객 신분의 설정이 흐릿하다. 많은 VR 영화 관객은 이동하거나 고정된 또는 어떤 때 있고, 어떤 때는 없는 카메라와 같이 인칭 시점에 혼란이 존재하며, 이는 일정 정도에서 서사의 논리를 파괴한다. 둘째, VR 관객의 이미지 표현 측면에서 일부 제1인칭 관객 시점의 경우 관객은 자신의 몸을 볼 수 있지만 VR 환경에서 자유롭게 걸을 수 없기 때문에 “자신의 몸”을 볼 수 있는 디자인은 시각 측면의 순간적 체화 느낌만을 제공하고, 시간의 진실성과 연속성이 부족하여 몰입감을 떨어뜨린다. 셋째, 관객의 상호작용설정이 지나치게 도전성이 높을 경우 좌절감을 느낄 수 있고, 반대로 도전성이 지나치게 낮을 경우 흥미를 떨어뜨리는 문제를 초래하여 인터렉션과 몰입의 균형을 깨뜨릴 수 있다. 제3장은 기존 VR 영화의 체화된 가상 캐릭터 구축 분석을 통해 세 가지 어려운 점을 어떻게 보완하는지 설명한다. 우선 관객이 VR 영상의 새로운 캐릭터가 “무엇인가”, “누구인가”, “자의식이 어디 있는가”를 명확히 알게 해야하며, 이를 통해 관객은 VR에서 서사 논리의 어색함이 발생하지 않고 빠르게 가상 공간에 몰입할 수 있다. 다음으로 VR의 아바타(Avatar)와 관객 시점을 일치시키기 위해 “거울”과 “응시”를 통해 수용자는 제1인칭 시각으로 “자신”을 볼 수 있으며, 이는 관객의 자의식 형성을 가속할 수 있다. 마지막으로 적절한 제시와 효과적인 상호작용을 통해 관객은 가상 현실의 현장감을 플롯과 관객의 사고에 이식하게 되며, VR 환경에 대한 복합적인 감지를 통해 새로운 의식과 자아를 구축하고, 체화된 인지를 실현할 수 있다. 미래 VR 서사는 시각과 아바타의 일치, 환경과 서사의 균형을 추구해야 하며, 몰입감과 현장감을 초월한 심미 체험으로 발생하는 체화된 인지는 VR 영화의 미래 발전을 위한 필연적 방향이다. 또한 관객의 체화된 가상 체험에 입각한 VR 영화의 장면 서사는 VR 영화 창작의 새로운 방법이다. VR (Virtual Reality) film creates a virtual space of multi-dimension. The creation of panoramic interactive scenes and interactive ways to view can not only provide the audience realistic artistic experience physically and mentally, but also give them an aesthetic space completely different from traditional films. The narrative style of VR films has changed substantially compared with traditional films. In VR films, the narration is done from the aspects of author, story and audience. Compared with any type of art, the audience of VR film plays a more complicated, clear and significant narrative identity, as their viewing experience will have a direct influence on the integrity of VR narration. In VR works, the most basic measurement for the viewing experience of the audience is to enable them immerse with rapt attention, while the highest level of VR immersion is to make the audience feel embodied. Therefore, this study is designed to create the embodied cognition of VR audience. Through the analysis of the setting, presentation and interaction of the characters in classical VR films, the construction and presentation of the embodied identity of VR audience is analyzed in this paper, so as to allow them to better interact with the content, strengthen their embodied viewing experience, and better guide the creation and practice of VR films. The characteristics of VR audience are analyzed in Section 1 of Chapter II herein. The thoughts of “Posthuman” proposed by Heller have reflected the characteristics of human beings in VR environments, namely, the influence of the virtual environment on the audience is not only reflected by the moment when they step out of the virtual environment. As a result of the role of information and material, the psychology, emotion and cognition of the audience will make a difference, stepping into the stage of “Posthuman”. However, during this period, embodied cognition plays a critical role. In Section 2, the characteristics of VR audiences’ embodied cognition are analyzed. According to the theory of embodiment, physical experience of users in VR can shape a kind of “real” experience, which is close to or equivalent to the physical world, and then form psychological meanings of sense, consciousness, emotion, memory and self-cognition. The pursuit of embodied experience is a new approach to the creation of VR film. In Section 3, The deficiency of audience virtual experience design is analyzed .1. The audience identity is not set clear. They often face a moving or stationary and intermittent camera. Confused personal perspectives, and contradictory and unclear audience identity also disrupt the narrative logic to some extent. 2. Image presentation of VR audience. Some audience can see their own bodies from the first perspective, but they cannot walk freely in VR environment. Such design can only provide instantaneous embodiment of visual level, rather than the authenticity and consistency of time, destroying the sense of immersion. 3. Audience interaction performance level. The setting of audience interaction points will cause frustration as a result of higher challenges, or decrease the interests because of lower challenges, destroying the balance between interaction and immersion. In Chapter III, an in-depth analysis of the construction methods of audience identity in classic VR films is made, thus providing us with methods to avoid the above three problems. First, it is necessary to make audience to know their new identity in VR films. Only by doing so can the audience be immersed in the virtual space as soon as possible without any confusion of narrative logic in VR environment. Second, in order to make the Avatar in VR consistent with the point view of the audience, “mirror image” and “gazing” can be adopted to allow the audience to see “themselves” from the first person perspective, thus speeding up the formation of their self-consciousness. Last, effective interaction is required for

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