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      • KCI등재

        Deoxygenative hydroboration of primary, secondary, and tertiary amides: Catalyst-free synthesis of various substituted amines

        Yi Jaeeun,Kim Hyun Tae,Jaladi Ashok Kumar,An Duk Keun 대한화학회 2022 Bulletin of the Korean Chemical Society Vol.43 No.1

        Transformation of relatively less reactive functional groups under catalyst-free conditions is an interesting aspect and requires a typical protocol. Herein, we report the synthesis of various primary, secondary, and tertiary amines through hydroboration of amides using pinacolborane under catalyst-free and solventfree conditions. The deoxygenative hydroboration of primary and secondary amides proceeded with excellent conversions. The comparatively less reactive tertiary amides were also converted to the corresponding N,N-diamines in moderate yields under catalyst-free conditions, although alcohols were obtained as a minor product.

      • KCI등재

        Changes in the quadriceps-to-hamstring muscle ratio during wall squatting according to the straight leg raise test angle

        Kim, Jaeeun,Kim, HyeonA,Lee, JuYeong,Lee, HoYoung,Jung, Hyoseung,Cho, YunKi,Choi, HyeMin,Yi, Donghyun,Kang, Daewon,Yim, Jongeun korean Academy of Physical Therapy Rehabilitation 2019 Physical therapy rehabilitation science Vol.8 No.1

        Objective: The purpose of this study was to investigate the muscle activity ratio of the lower limb according to changes in straight leg raise (SLR) test angles on hamstring muscle shortening during squat exercises. Design: Randomized controlled trial. Methods: The subjects were 14 healthy adults who were informed of and agreed to the method and purpose of the study. The participants were classified into SLR groups according to two angles (over $80^{\circ}$ or under $80^{\circ}$) assessed using the SLR tests. After training and practicing the wall squat posture to be applied to the experiment, electromyography (EMG) was used to measure changes in muscle activity during the performance of a wall squat. After stretching, a sequence of pre-stretch tests were performed again, and the active and passive SLR tests were also reconducted; thereafter, a wall squat was performed again by attaching EMG electrodes. The EMG results before and after stretching were compared. Results: The muscle activity of the vastus lateralis oblique muscle increased in both groups. The muscle activity of the vastus medialis oblique muscle decreased in over both group. Rectus femorus activity increased in the under 80-degree groups but decreased in the over 80-degree group. The muscle activity of the biceps femoris muscle decreased after stretching in the over 80-degree group and increased in the under 80-degree group, and the semitendinosus muscle activity after stretching was decreased. The quadriceps-to-hamstring muscle (Q:H) ratio before and after stretching between groups showed that the hamstring muscle ratio decreased after stretching in both groups. Conclusions: The results of this study showed that the Q:H ratio before and after stretching between groups was not significantly different.

      • KCI등재

        위치기반서비스를 응용한 게임의 사용자 경험유형 및 물리인터페이스에 대한 연구

        이명주 (Yi Myoungjoo ),신재은 (Shin Jaeeun ),박승호 (Park Seungho ) 한국디지털디자인학회 2009 디지털디자인학연구 Vol.9 No.2

        한국의 PC게임 시장은 1995년부터 MMOGs를 중심으로 급속도로 발전해오고 있고 매년 수많은 게임들이 출시되고 있다. 한편 대규모의 소비자들은 신작이 나올 때마다 블록버스터 게임을 기대한다. 그러나 게임의 특성상 개발기간이 길기 때문에 소비자들의 이러한 욕구를 충족시키는 데에는 한계가 있다. 이러한 실정에서 일부 사용자들은 게임의 컨텐츠를 변형하여 자신의 욕구에 맞게 플레이 하는 움직임이 일어나고 있는데 이는 현재 포화된 온라인 게임의 실태를 보여주는 대표적인 예라고 할 수 있다. 본 연구는 이러한 소비자의 욕구를 만족시키기 위한 노력의 일환으로 PC의 유선 네트워크를 통해 온라인 게임의 형태에서 벗어나 이동하고 행동하며 대화하는 방식의 무선 네트워크 게임을 생각하게 되었다. 이러한 종류의 게임은 사용자의 위치를 기반으로 이루어지는 위치 기반게임(Location-Based Game) 혼재게임(Pervasive Game) 그리고 대체현실게임(Alternate Reality Game) 과 같은 가상현실게임으로 구현될 수 있다. 이에 본 연구는 첫째 위치기반서비스에 대한 문헌 연구를 통해 게임에 적용할 수 있는 위치기반서비스 응용 기술에 대해 살펴보았다. 둘째 가상현실게임의 해외 연구 동향을 조사하고 이에 따른 웨어러블 컴퓨팅(Wearable Computing)의 형태를 알아보았다. 셋째 웨어러블 컴퓨팅에 적용할 수 있는 게임 물리 인터페이스의 유형을 살펴보고 본 연구에 적용할 수 있는 가상현실 제반 기술과 지식에 대해 고찰하였다. 이러한 고찰을 통해 가상현실 기반게임의 요소들을 추출하고 본 연구에서 제안하고자 하는 게임 플랫폼을 디자인하였다. 제안된 게임은 초기 형태의 프로토타입으로 구현하였고 게임으로서의 가능성 과 연구의 의의를 알아보기 위해 전문가들을 통해 평가 하는 과정을 거쳤다. Since 1995 personal computer game market have grown around Massively multiplayer online games(MMOGs) and a large number of games are developed every year in Korea. Within game industry current successful games are typically developed within a two to three years timeframe by huge interdisciplinary development teams. On the other side huge consumer base are eagerly awaiting the next blockbuster game. So it is needed to develop new game platforms to make users be satisfied. Starting a few years ago some hardcore gamers began to modify their games called do-it-yourself movement. This phenomenon shows the point at issue in current game market. The authors of this paper considered in a new game genre by emerging location-based service and virtual reality game. This kind of game may be regarded as alternate reality games(ARGs) or pervasive games. These are interactive narrative using the real world as a game platform involving multiple media and game elements. This paper has the following process. First studied location-based service from former research papers and analyzed what kind of technology make this possible. Second researched global trends of the alternate reality games and the pervasive games with wearable computing. Third probed physical game interface through game controller history and considered virtual reality theory. Forth suggested a virtual reality-based game model. Finally made a low-fidelity prototype model and game heuristics to evaluate its possibility as a new game platform.

      • KCI등재

        자아인식, 왜 꼭 몸이어야 하는가?: 『육체에 새겨지다』에 나타난 몸 이야기

        이재은 ( Yi¸ Jae Eun ) 한국현대영어영문학회 2020 현대영어영문학 Vol.64 No.4

        This article discusses the subjectivity of the body in Jeanette Winterson's novel Written on the Body(1992). Also, this study shows how the relationship between human beings, the exchange of emotions, and communication are practiced as a “body.” Through the act of eating, the characters in the work shows the process of recognizing the existence of oneself and others. And excretion is present as an effective means of facing the real world, and the senses are not reprocessed by language or thought but portrayed as a frank body experience. According to this work, the body precedes consciousness in human terms and helps consciousness survive in practical terms. Why Should the body be the tool to recognize others? Winterson seems to be questioning about this question as ‘How can I feel that my self is alive without my body?’ Winterson emphasis that it is only possible to recognize the self when the body is in any activity such as eating, excretion and experiencing the sense. Winterson shows that how the human body sees and interprets the world through this work which treats the body as the protagonist. (Daejeon Institute of Science & Technology)

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