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      • KCI등재
      • KCI등재

        Application of Motion Analysis to User Participation Behavior Model

        Jieun Kwon,Ken Nah 대한인간공학회 2014 大韓人間工學會誌 Vol.33 No.3

        Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user"s participation in interactive space. Background: The interactive space is "human"s place", which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn"t make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user"s context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user"s basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, ‘NK-I5 (I Five)" model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user"s participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the ‘NK-I5 (I Five)" model might help to realize successful interactive space based on user centered design.

      • SCISCIESCOPUS

        Cytotoxic Drimane Sesquiterpenoids Isolated from <i>Perenniporia maackiae</i>

        Kwon, Jaeyoung,Lee, Hyaemin,Seo, Young Hye,Yun, Jieun,Lee, Jun,Kwon, Hak Cheol,Guo, Yuanqiang,Kang, Jong Soon,Kim, Jae-Jin,Lee, Dongho American Chemical Society and American Society of 2018 Journal of natural products Vol.81 No.6

        <P>A chemical investigation of a basidiomycetes fungus, <I>Perenniporia maackiae</I>, led to the discovery of 12 drimane sesquiterpenoids, including seven new constituents (<B>1</B>-<B>7</B>). The elucidation of the structures was performed via interpreting extensive spectroscopic methods, including ECD calculations. Among all isolated compounds, <B>1</B>, <B>2</B>, and <B>6</B> exhibited cytotoxicity toward six carcinoma cells, including ACHN, HCT-15, MDA-MB-231, NCI-H23, NUGC-3, and PC-3 cells, with half-maximal inhibition of cell proliferation values of 1.2-6.0 μM.</P> [FIG OMISSION]</BR>

      • KCI등재

        Age-related Outcome of Arthroscopic Repair of Isolated Type II Superior Labral Anterior to Posterior Lesions

        Jieun Kwon,Yeun Ho Kim,Tae Sung Yeom,Joo Han Oh 대한견주관절의학회 2015 대한견주관절학회지 Vol.18 No.1

        Background: Repair of superior labral anterior to posterior (SLAP) lesion in patients older than 40 years is controversial. The purpose of this study was to evaluate clinical outcomes of arthroscopic repair of SLAP lesions between younger and older patient groups. Methods: We reviewed 50 patients with isolated type II SLAP lesions who underwent arthroscopic repair. Patients were divided into 2 groups: group 1 included 20 patients aged <40 years, and group 2 included 30 patients aged ≥40 years. Functional outcome at the final follow-up was assessed using a visual analog scale for pain and satisfaction, American Shoulder and Elbow Surgeons form, Constant score, University of California at Los Angeles score, and periodic change in range of motion (ROM). Anatomical outcome was evaluated using computed tomography (CT) arthrography at least 1 year after surgery. Results: No significant differences in functional scores or postoperative ROM were observed between the 2 groups. In group 2, later recovery of ROM (forward flexion, p=0.025; internal rotation, p=0.034) and lower satisfaction score (p=0.06) were observed for atraumatic patients (n=16) compared to patients with traumatic injury (n=14). Fifteen patients in group 1 (15/17, 88%) and 21 patients in group 2 (21/26, 81%) demonstrated a healed labrum on postoperative CT arthrography, and this difference was not significant. Conclusions: The results of this study suggest that arthroscopic repair of type II SLAP lesions can yield good functional and anatomical outcomes regardless of age, if patient selection is adequate. However, the delay in ROM recovery and lower satisfaction, particularly in older patients without traumatic injury, should be considered.

      • KCI등재

        Usability Evaluation Scale for Product of Intelligent Homecare based on Retail Consumer

        Jieun KWON,이진석 한국유통과학회 2019 유통과학연구 Vol.17 No.12

        Purpose: The number intelligent homecare products are focused on the development of technology, resulting in a lack of realistic environments or requirements for consumers. The purpose of this paper is to define the consumer and context for intelligent homecare products and to develop a usability evaluation scale. Research design, data and methodology: For this study, first, consumer and contexts related to intelligent homecare products were analyzed through literature review. Second, the primary usability evaluation factors were derived for intelligent homecare products by collecting the factors related to usability evaluation and conducting in-depth interviews with experts. Third, the second usability evaluation factors were derived through survey and statistical analysis based on the derived usability evaluation factors. Results: As a result, users of intelligent homecare products were classified as primary users and secondary consumers and six related contexts. The usability evaluation scale was established with four factors – Functionality, Error, Convenience, and Emotion – and 13 items. Conclusions: This study can be the basis for developing and distributing products that meet the consumer environment and requirements related to intelligent homecare products that will contribute to securing the competitiveness of companies and developing the technology and service value of related industries.

      • KCI등재

        Expressions of Emotion in Smart-doll Eyes using a Micro Display

        Jieun Kwon 대한전자공학회 2020 IEIE Transactions on Smart Processing & Computing Vol.9 No.3

        Recently, technologies for expressing or recognizing emotion from facial expressions in digital displays, such as those found on smart dolls and robots, have been advancing. Among such facial expressions, the eyes can express detailed emotions through fine movements and reactions. The purpose of this study is to extract the elements for expressions of emotion via digital media used for smart-dolls’ eyes, and to develop guidelines for creating such expressions of emotion. Extraction of factors for the expression of emotion along with a suitability verification process were conducted to develop suitable eye content for smart dolls through expert focus group interviews, surveys, and statistical analysis. As a result, four elements for the expression emotion with the eyes (eye shape, gaze, iris size, and effect) were derived, and 13 emotional expression guidelines were developed accordingly. The findings of this study are expected to play an important role as an effective technology tool for communication of emotions when developing facial expression systems using the digital displays that continuously appear.

      • Effects of Allogenic Dermal Fibroblasts on Rotator Cuff Healing in a Rabbit Model of Chronic Tear

        Kwon, Jieun,Kim, Yun Hee,Rhee, Sung-Min,Kim, Tae In,Lee, Jimin,Jeon, Saewha,Oh, Joo Han SAGE Publications 2018 AMERICAN JOURNAL OF SPORTS MEDICINE - Vol.46 No.8

        <P>Conclusion: This controlled laboratory study verified, on the basis of biomechanics and histology, the potential for the use of ADFs in rotator cuff healing. The current results suggest a new biological supplement to increase the rate of rotator cuff healing.</P>

      • KCI등재

        인터랙티브 스페이스에서의 사용자 참여 단계 모델 개발

        권지은(Kwon, Jieun),나건(Nah, Ken) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.4

        최근 공간(Space)은 최첨단 디지털 기술과 감성적 패러다임의 변화로 단순히 삶을 영위하기 위한 의미로서의 장소가 아닌, 인간과 교류하고 커뮤니케이션하는 대상으로 변모하고 있다. 특히, 인터랙티브 스페이스(Interactive Space)는 인간-컴퓨터 시스템의 상호작용을 기반으로 한 가상공간과 전통적인 아날로그 감성, 그리고 물리적 환경이 복합적으로 구성되어 있는 인간의 장이다. 이러한 공간에서의 사용자의 역할과 의미도 변모하고 있다. 인터랙티브 스페이스에서의 사용자 참여는 디자인의 성패를 좌우하고 공간 시스템의 목적을 달성하게 하는 핵심 요소이다. 따라서 본 논문은 인터랙티브 스페이스라는 새로운 형태의 공간에서의 사용자 참여단계 유형을 모델로 정립하여 사용자 참여 유도를 위한 방법을 제시하고 디자인 개발 시 적용할 수 있는 가이드를 제안하는데 그 목적이 있다. 본 연구를 위해 첫째, 인터랙티브 스페이스에 대한 개념을 정립하고 특징에 따른 사용자와의 관계를 살펴본다. 국내외 논문, 단행본, 사전, 리서치 자료 그리고 인터넷 자료를 활용한 문헌조사를 실시한다. 둘째, 사용자 참여의 개념과 전통적 방식과 디지털 방식 매체에 따른 참여 단계 유형을 이론적으로 고찰한다. 셋째, 인터랙티브 스페이스에서의 사용자 참여 단계 유형을 재구성하여 참여 단계 모델을 구축한다. 이러한 프로세스를 통한 연구 결과, 참여의 정도에 따른 단계별 사용자 모델인 NK-I?(I Five)을 구축하여 효과적인 인터랙티브 스페이스 디자인을 위한 개발 과정에 적용할 수 있는 가이드를 제안한다. Recently, space design, which was place to lead a life basically, has become a subject to communicate and interchange with human. Especially, interactive space is "human"s place", which is made up complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Users" role and meaning have changed in it at the same time. User participation is a significant subject to lead successful design and achieve an aim of space system. The goal of this paper is to develop user participation model in interactive space as new form and to suggest framework for design planning. For this research, the first of all, we would found definition of interactive space and studied relationship with users. The second part of this article presents main theory and concept of user"s participation through previous studies that are traditional and digital media of participation. The third, we make user participation model by stage for interactive space. Through this process, ‘NK-I?(I Five)’ model is developed for user participation types in interactive space. Furthermore, we would present the point of issue that there are considerations and design guide to successful interactive space by user participation model.

      • KCI등재

        앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구

        권지은(Kwon, Jieun),김보영(Kim, Boyoung) 한국만화애니메이션학회 2013 만화애니메이션연구 Vol.- No.30

        전통적인 인쇄매체의 종이책이 최근 디지털 기술의 발달로 인해 스마트기기에서도 전자책이라는 매체로도 확장 되고 있다. 특히 애플리케이션(Application) 형태의 콘텐츠로 제공되는 앱북(App Book)은 책이 가지고 있는 기본적인 정보제공과 교육, 감성전달 목적 이외에 멀티미디어 기술을 활용한 재미 요소를 부가하여 몰입도를 배가 시키고 체험적 효과를 증가시키고 있다. 기존에 이미 검증받은 고퀄리티콘텐츠를 애플리케이션 매체로 전환하는데 있어서 그 효과를 높이기 위해 다양한 시도들이 이루어지고 있다. 본 논문은 앱북으로의 매체 전환에 있어서 디지털 기술과 재미 요소가 융합된 퍼놀로지(Funology)가 어떻게 활용되고 사용자에게 어떠한 효과를 제공하는지에 대해 사례를 분석하여 앞으로의 앱북 콘텐츠 개발에 가이드를 제공하고 활용될 수 있도록 하고자 한다. 본 논문에서는 첫째, 문헌조사를 통해 퍼놀로지에 대한 개념과 요소들을 살펴보고 분석할 수 있는 기준의 토대를 마련한다. 둘째, 원작 "무, 바, 라라라!(Moo, Baa, La La La!)’ 그림책을 아이패드(iPad)용 애플리케이션으로 전환한 앱북을 선정하여 퍼놀로지 요소에 따라 분석하였다. 셋째, 분석한 요소들이 실제로 인쇄매체의 종이책과 비교하여 퍼놀로지의 활용과 효과를 확인하기 위해 심층인터뷰인 FGI(Focus Group Interview)를 실행하였다. 그 결과 사운드를 활용한 감각적 퍼놀로지에 대한 감성적 효과가 높았으며 즉각적이고 직관적인 모션과 변화에 따른 인터랙션에 의한 퍼놀로지 요소를 선호하고 있었다. 또한 기존의 오리지널 책에서 강조되던 유희 자체를 위한 퍼놀로지 요소는 다른 관점에서의 즐거운 감성으로 유도하고 있어 책의 콘텐츠 내용과 정보 보다는 게임적 성향의 인터랙션 자체에 더욱 치중되어 체험하고 있음을 알 수 있었다. 이러한 분석과 인터뷰 결과는 지속적으로 개발되고 있는 앱북 개발에 있어서 본래 책이라는 매체가 가지고 있는 콘텐츠의 장점을 살리면서 애플리케이션의 퍼놀로지 요소의 특징을 부각시킬 수 있는 매체전환 방법에 대한 활용 가능성을 기대해 본다. Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users" experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on "Moo, Baa, La La La!" which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

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