http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
반 실린더형 홈을 가진 벤틸레이티드 디스크 브레이크에서의 국소열전달 측정 및 수치 해석
박성봉(Sung Bong Park),임창율(Chang Yul Lim),이대희(Dae Hee Lee),김흥섭(Heung Seob Kim),이관수(Kwan Soo Lee) 대한기계학회 2005 대한기계학회 춘추학술대회 Vol.2005 No.11
A ventilated disc brake having semi-cylindrical grooves has been proposed to improve the thermal judder by way of heat transfer enhancement. The local heat transfer coefficients were measured in the flow passage of disc brake. These measured local heat transfer data were utilized to do the finite element numerical analysis which predicts the maximum temperatures on the disc brake. The results show that the maximum temperatures on the disc surface with semi-cylindrical grooves are approximately 35.2% lower than those without them.
박성봉 ( Park Sung-bong ),윤정배 ( Yoon Jeong-bae ) 한국구조물진단유지관리공학회 2017 한국구조물진단유지관리공학회 학술발표대회 논문집 Vol.21 No.1
The purpose of this study is to estimate the permeability coefficient of concrete using mass hydrophobation agent. Experiments were carried out by making concrete specimens with different amounts of mass hydrophobation agent. It is considered that the pores are filled in the internal structure of the concrete by the expansion of the mass hydrophobation agent.
朴性鳳(Park, Sung-Bong) 백산학회 2004 白山學報 Vol.- No.70
This is some parts of the results for which I’ve tried to get from analysis of materials related to Koguryo which are mentioned in TongiJeon(Eastern Barbarian Section, 東夷傳) on Chinese History Books, Chronicles of Japan, and so on. To tell the truth, I had already made an analysis those materials mentioned in Eastern Barbarian Section in the beginning of the 1990’s, and I’ve tried to complete the same work with Chronicles of Japan until now. It can be said that historical sources related to Koguryo are very scarce even if including History Books and Epigraph, and the result of researches in it is also insignificant. As is well known, Nihon Shoki(Chronicles of Japan, 日本書紀) is a kind of Old Transmittance of a Letter(古傳書) which have many doubtful points. With a view to overcome these shortcomings, it is necessary for us to study it in many fields. This paper is just an attempt to figure out its possibility. Now I’m delighted to entrust some leading scholars (Choi Keun-Young, Kim Hyun-Ku, etc.) with more attempts, who are obtaining good results in this field of study recently.
박성봉(Sung-Bong Park) 한국콘텐츠학회 2008 한국콘텐츠학회논문지 Vol.8 No.3
이 연구의 출발점은 현재 전자오락게임이 유, 청소년들에게 행사하는 매력이다. 이 점을 전제로 이 연구는 유, 청소년들에게 효과적으로 다가갈 만한, 그러면서도 교육적으로 의미 있는 물음들을 내포한 질문지의 구성을 목표로 한다. 물음들에 대한 유, 청소년들의 대답만큼이나 물음을 묻는 과정 자체가 중요하다. 왜냐하면 연구자는 전자오락게임과 더불어 성장한 세대에 배우려는 자세로 조심스럽게 다가갈 필요가 있기 때문이다. 단적으로 말해 이 논문은 설문에 대한 통계적 분석이거나 유, 청소년들의 전자오락게임 수용실태 연구가 아니다. 연구의 무게중심이 전자오락게임에 대해 학생들에게 말을 건네는 방식에 놓여져 있기 때문에 우선적으로 대화가 용이한 대학생들을 출발점으로 초, 중, 고등학교로 그 연구범위를 넓혀갈 수 있다. 결론적으로, 이 연구는 초, 중, 고등학교와 대학교의 교육현장에서 학생들을 가르치는 교사들에게 직접적으로 사용할 수 있는 교육방법의 아이디어를 제공하면서, 교육 콘텐츠로서 문화의 가능성에 대한 새로운 관심을 환기시킨다. 이 연구에서 제안하는 질문지는 앞으로 게임적 상상력을 포함한 본격적인 게임미학을 향한 첫 걸음이기도 하다. The point of departure is the popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.