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      • 바퀴 일체형 전동 스쿠터용 슬롯레스 전동기에 관한 연구

        김형길(Hyounggil Kim),이상훈(Sanghun Lee) 한국자동차공학회 2012 한국자동차공학회 지부 학술대회 논문집 Vol.2012 No.4

        With the rapid industrialization and economic growth of the inside and outside of the country in recent years, there is an increasing demand for electric vehicles (EVs). EVs also help to ease the serious air pollution problem caused by industry and internal-combusion vehicles. This paper deals with the design and application of a slotless Permanent Magnet Motor. BLDC permanent magnet machines prove to be the best candidate for application in EVs as direct-drive wheel motors, as in comparison with conventional motors they allow design with higher compactness, lightness and efficiency. As Slotless BLDC motor with outer rotor is designed and manufactured, which used for low speed and high torque application such as an electric scooter.

      • KCI등재

        모바일 소셜 네트워크 게임에서의 지인추천행동의 선행요인에 관한 연구

        강태훈(TaeHoon Kang),김형길(HyoungGil Kim),조부연(BooYun Cho) 한국인터넷전자상거래학회 2013 인터넷전자상거래연구 Vol.13 No.2

        With the exponential spread of Mobile phones, Mobile social network game (hereafter “MSNG”) market is rapidly growing. Service provider of MSNG could enjoy enormous success of fast spreading market growth of MSNG, while they have to endure the short product life of its service. Considering the MSNG business model has been anchored on the item sales and online advertising, the goal of MSNG operators focuses on the exposure of customers which could be obtained by enlargement of network size. In MSNG business, a phenomenon that requires the customer to act as a salesperson has been identified, while the word-of-mouth and the customer loyalty have been emphasized in conventional marketing discipline. Customers who propose acquaintances to use MSNG would receive rewards for their role as a part time salesperson. While WOM and recommendation share the non-commercial characteristics, acquaintances recommendation in MSNG business can be considered as a method to covert customer into its in-house salesperson. In this paper, we assume the goal of MSNG service provider as the enlargement of customers’ act of proposing its MSNG to their acquaintance (i.e., NPS: net promoting customer). With the improvement of NPS, MSNG service provider can harvest the opportunities to the extension of network size and its internal transactions. We anchored TAM model to elaborate acquaintance recommending action of MSNG users. By mediating variable of “Ease of use” and “Reputation”, “Emotional value” and "Functional value" have been considered to elevate NPS.

      • KCI등재

        브랜드경험과 즐거움, 구전의도의 관계

        공란란(Lanlan Kong),김형길(Hyounggil Kim),다니엘 김(Daniel J. Kim) 한국인터넷전자상거래학회 2015 인터넷전자상거래연구 Vol.15 No.3

        The present study is aimed to demonstrate the causal relationships of muli-dimensional brand experience(sensory, affective, behavioral, intellectual) to pleasure and WOM intention, to investigate mediating effects of pleasure in the links between multi-dimensional brand experiences and WOM intention, and to explain the differences between South Korean and Chinese. The results are indicated as follows. First, brand experiences(sensory, affective, behavioral, intellectual) had positive effects on consumer’s pleasure in both sample. Second, it was demonstrated that brand experiences was significant causes on inducing consumers’ WOM intention for South Korean and Chinese consumers. Finally, it was demonstrated that pleasure had fully mediated in the relationship between brand experiences and WOM intention in all sample. The findings will help global marketers establish more efficient brand strategies according to the differences and similarities between South Korean and Chinese smartphone consumers.

      • BLDCM을 이용한 전자식 흡기제어모듈개발에 관한 연구

        이상훈(Sanghun Lee),김형길(Hyounggil Kim),김강출(Gangchul Kim),길범수(Bumsoo Kil) 한국자동차공학회 2012 한국자동차공학회 지부 학술대회 논문집 Vol.2012 No.4

        This paper describes the high response and high precision position control method of 50W motor driving module for automotive intake valve control. The proposed control system, which is mainly consisted of a BLDC motor, a throttle plate, a return spring and reduction gear, has a position sensor with an analogue voltage output on the throttle valve position. In order to improve and obtain the high resolution for the position control, it is generally needed to consider a settling time, the steady-state error etc. in a view of engineering practice. In this paper, instead of the 2-phase switching that is conventionally used, the 3-phase switching between successive commutations is adapted to improve precision position control. In addition, the position control algorithm with a variable PI gain is applied to improve a dynamic response during a transient period and reduce vibration at a stop in case of matching position reference. The mentioned method can be used to operate the high-precision position control for the ETC module and the high response characteristics. The validity of the proposed method is examined through the experimental results.

      • KCI등재

        모바일 게임 싫증의 선행요인과 결과요인에 관한 연구

        강태훈(Taehoon Kang),김형길(Hyounggil Kim) 한국인터넷전자상거래학회 2016 인터넷전자상거래연구 Vol.16 No.1

        Given a consideration that the profit structure of mobile game is strong depended on advertising and game item sales, the providers have common goal of maximizing the usage hours and expanding the user network within the short product life cycle. However, the trend that users are following is the pursuit of something new. This trend brings out an important variable, boredom, which hinders users from reaching the operating goal of mobile game provider. Boredom has been studied mostly in psychology and consumer science field and it is considered as a very important factor in corporate marketing activities. Boredom has a direct relation with failure of corporate marketing activities and it should be considered in every marketing strategy. Despite the importance, studies about boredom and mobile game has not been conducted as much as it should have been. This study aims to find out what causes the boredom in mobile game and the relations between boredom and negative results. A survey and delphi technique were conducted for systematical and comprehensive approach to boredom and mobile game. In addition, moderating effects of gender, age, time of smart phone usage, time of game usage and duration of most enjoyable time were analyzed in order to contribute in establishing the portfolio strategy of service provider. Through general study of mobile game boredom, better understanding of future mobile game users will be contributed. As with all research, limitations of this study suggest future research directions.

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