http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
주조 스테인리스강 CF8M의 43$0^{\circ}C$ 열화거동에 관한 연구 (III) - 탄소성 파괴인성 평가 -
권재도,인재현,박중철,최성종,박윤원,Gwon, Jae-Do,In, Jae-Hyeon,Park, Jung-Cheol,Choe, Seong-Jong,Park, Yun-Won 대한기계학회 2000 大韓機械學會論文集A Vol.24 No.10
A cast stainless steel may experience an embrittlement when it is exposed to approximately 30$0^{\circ}C$ for long period. In the present investigation, The three classes of the thermally aged CF8M specimie n are prepared using an artificially accelerated aging method. Namely, after the specimen are held for 300, 1800 and 3600hrs. at 43$0^{\circ}C$ respectively, the specimens are quenched in water to room temperature. Load versus load line displacement curves and J-R curves are obtained using the unloading compliance method. $J_{IC}$ values are obtained following ASTM E 813-87 and ASTM E 813-81 methods. In addition to these methods, JIC values are obtained using SZW(stretch zone width) method described in JSME S 001-1981. The results of the unloading compliance method are $J_Q$=485.7 kJ/m$^2$ for virgin material, $J_{IC}$ of the degraded materials associated with 300, 1800 and 3600hrs are obtained 369.25 kJ/m$^2$, 311.02 kJ/m$^2$, 276.7 kJ/m$^2$, respectively. The results of SZW method are similar to those of the unloading compliance method. Through the elastic-plastic fracture toughness test, it is found that the value of $J_{IC}$ is decreased with increasing of the aging time. The results obtained through the investigation can provide reference data for a leak before break(LBB) of reactor coolant system of nuclear power plants.
기업가정신 교육을 위한 온라인 게이미피케이션 콘텐츠 개발 및 검증
박성진(Sungjin Park),이유정(Yujung Lee),인재현(Jaehyun In) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.2
Gamification is studied as an effective online learning method in COVID-19. The purpose of this study is to develop online gamified learning contents and to verify educational effectiveness. For the study, this study develop online gamified learning contents for entrepreneurship. 85 of high school student recruite to verify the developed contents. The results show that the developed gamified learning contents have a positive effect on interst, self-efficacy, motivation, cooperartion and communication. Based on the results, this study suggest that the possibility of online learning contents and necessity of online gamified learning contents development methodology.
청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발
박성진(Sung JIn Park),허은혜(Eun Hye Heo),인재현(Jaehyun In),홍미지(Miji Hong) 한국게임학회 2021 한국게임학회 논문지 Vol.21 No.1
본 연구는 청소년의 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 콘텐츠를 개발하고, 효과성을 검증하는 것이 목적이다. 연구 진행을 위해 청소년 사회문제 해결 교육 프로그램인 아그작 교실을 구글스프레드시트로 개발했다. 개발된 콘텐츠의 효과성을 분석하기 위해 A지역 중학생 1378명의 설문 결과를 분석했다. 연구결과에 따르면, 온라인 콘텐츠가 오프라인 콘텐츠보다 사회문제와 미래인재 이해에 더 효과적인 것으로 나타났다. 본 연구결과를 바탕으로 게이미피케이션을 적용한 온라인 교육 콘텐츠를 사용한 교육활동의 지속가능성을 제언한다. The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.
정규홍(G. H. Jung),박동훈(D. H. Park),나두현(D. H. Na),인재현(J. H. In) 유공압건설기계학회 2017 유공압건설기계학회 학술대회논문집 Vol.2017 No.5
Wet clutches in automatic transmission enable the transmission of engine power by the frictional torque between disk and plates. Clutch frictional torque considerably affect the shift quality as well as the durability, its friction characteristic must be carefully examined to meet the design requirements. The SAE No. 2 friction test machine is a well-known standard to evaluate the friction characteristic of plate clutches with automatic transmission fluids. This paper explains the development of clutch test controller which is capable of controlling the clutch test procedure in accordance with test standard and processing of data automatically. As the clutch tester is designed for the accommodation of dual clutches which is applied to the real transmission, it can evaluate not only the clutch friction characteristic, but also actuation performance of clutch piston. The programmed function and clutch testing performance is proved with sampled cycle data from endurance test. The control system will be improved continuously base on the test results and customer"s need.
게이미피케이션을 적용한 보드 게임이 직무 스트레스 교육에 미치는 영향
박성진(Sungjin Park),장진태(Jintae Jang),허은혜(Eunhye Heo),인재현(Jaehyen In),김상균(Sangkyun Kim) 한국디지털콘텐츠학회 2020 한국디지털콘텐츠학회논문지 Vol.21 No.6
This study used gamification to help the understanding of job stress in the job stress education process. The Purpose of this study is to analyze the relationship among fun experience, learning effect, transmission effect and learning flow when job stress is taught using a gamified board game. For this study, a gamified board game based on gamification development methodology and karasek’s job strain model is developed. 62 people voluntarily participated in the experiment. Questionnaire were developed by borrowing the questionnaire items of previous studies related to job stress. According to the experiment results, this study showed that the gamification had a positive effect on learning effect, transmission effect and learning flow. Based on the experiment results, this study recommends to apply gamification to educational content for soft skills.