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      • KCI등재

        가상현실 기반의 코어운동용 헬스케어 시스템 개발에 대한 복합적 연구

        신재우(Shin, Jae Woo),김창현(Kim, Chang Hyun) 한국전시산업융합연구원 2018 한국과학예술융합학회 Vol.35 No.-

        정보통신기술(Information Communication Technology, ICT) 분야에서 차세대 성장 동력으로 대두되고 있는 가상현실(Virtual Reality, VR)은 게임, 엔터테인먼트, 엔지니어링 등 다양한 주요 산업에서 채택되고 있다. 그중에서도 고령화 사회의 급속한 진행과 더불어 전문 인력 부족 등의 문제로 효율적인 의료서비스 제공을 위한 헬스케어 산업과의 접목이 주목을 받기 시작하면서 국내의 대기업뿐만 아니라 세계의 주요 기업들이 IT와 헬스케어의 융합 시장에 뛰어들고 있다. 그러나 기기 중심의 발전에 비해 VR 콘텐츠의 개발이 미흡하고, 의료목적이 아닌 운동 및 레저를 통한 건강관리, 즉 웰니스(wellness) 분야에의 시스템이 부족하다는 평가가 이어지고 있는 만큼, 다양한 시스템 개발과 콘텐츠의 육성을 통해 산업 성장을 견인할 필요가 있다. 따라서 본 연구에서는 사용자로 하여금 운동에 대한 거부감을 최소화하고 재미와 목표의식을 제공하여 꾸준한 운동을 통해 건강관리가 가능한 가상현실 기반의 헬스케어 시스템 개발을 제안한다. 특히 최근 들어 인체의 모든 힘과 운동성, 안정성을 발휘하게 하는 핵심 근육인 코어 근육에 대한 관심이 높아지고 있음을 체감하며 이를 수상보드라는 해양 레포츠와 접목하였다. 본 연구는 가상현실과 아직은 국내에서 그 시장성에 비해 관심이 미미한 해양레포츠 분야를 융합하여 향후 가상현실 기반의 헬스케어용 시스템 개발에 대한 새로운 방향을 제시한다는데 의의가 있다. Virtual Reality (VR), which is emerging as a next generation growth engine in the field of Information Communication Technology (ICT), has been adopted in various major industries including games, entertainment, and engineering. In particular, the healthcare industry has begun to receive attention due to the rapid progress of the aging society and the shortage of professional manpower, major corporations in the world as well as domestic corporations are getting into the convergence market of healthcare. However, research organizations remark that development of VR contents is insufficient compared with the development centered on devices, and lack of system for wellness (healthcare) through exercise and leisure, not medical purpose. Therefore, there is a need to drive industrial growth through fostering for various systems and contents. Therefore, this study suggests the development of a virtual reality - based healthcare system that enables users to minimize healthcare discomfort, provide fun and goal, and maintain health through continuous exercise. Especially, as interest in Core Muscle, which is the core muscle to exercise all the strength, mobility and stability of the human body, is increasing recently, the system is integrated with marine leisure sports, water board. this study is significant that the virtual reality is merged with marine leisure field which is still less interested in domestic market. Based on the results of this study, vitalizations of the study on virtual reality based healthcare system is expected.

      • KCI등재

        A study of design education strategy for promoting multidisciplinary product designer at higher education in South Korea

        Shin, Jae Woo(신재우),Kim, Chang Hyun(김창현) 한국전시산업융합연구원 2018 한국과학예술융합학회 Vol.34 No.-

        The trend in society, economy, and culture throughout the current industry toward cross-functional integrated system, and in parallel there is an increasing understanding by business of the role that design can contribute to improving competitiveness and innovation. Hence, designers are inevitably called to deal with a wider variety of today, and develop their insight, knowledge, and information processing with this stream. As it is becoming more critical that designers are trained to think strategies and collaborate, and required to solve problems with a holistic perspective, multidisciplinary approach to design education has taken on greater importance than ever. With the changing context of design, design education is in the midst of change to multidisciplinary education embracing different disciplines, especially integrating design, engineering and business. With this trend, over the years various attempts have been made to promote and improve design education through an integrated curriculum domestically, however a shortage of professional technicians with well-rounded background to the character and difference of curriculums has caused design education of South Korea to a standstill. Therefore, this study aims to explore benchmark cases with multidisciplinary design education in a powerful country of design industry and a better guideline of educational curriculum for Domestic circumstances in South Korea. As a result, leading universities shift their focus to design education that enhance practical knowledge for business as well as insight in problem solving in order to fuse other disciplines. Based on the results, this paper proposes the following key strategies as the direction for efficient application of the upgraded design education. First, development of curriculums to enhancing creative and practical problem-solving skills. Secondly, improvement of business customized programs reflecting demands of the industry.

      • KCI등재

        가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구

        신재우(Jae Woo Shin),임춘성(Choon Seong Leem) 한국IT서비스학회 2019 한국IT서비스학회지 Vol.18 No.5

        With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR s industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

      • KCI등재

        증 례 : 다량의 심낭삼출로 나타난 쇼그렌증후군 1예

        신재우 ( Jae Woo Shin ),최인호 ( In Ho Choi ),김현숙 ( Hyun Sook Kim ),어수택 ( Soo Taek Uh ) 대한내과학회 2016 대한내과학회지 Vol.90 No.1

        호흡곤란 및 흉통을 주소로 내원한 환자에서 심낭삼출이 첫 증상으로 발현된 일차성 쇼그렌증후군을 건조증상, 침샘조직검사, 그리고 심낭삼출액 분석을 포함하여 진단하고 성공적으로 치료하였기에 문헌고찰과 함께 증례보고하는 바이다. Primary Sjogren’s syndrome (pSS) is characterized by lymphocytic infiltration to the lacrimal and salivary glands. However, it also includes a wide spectrum of clinical manifestations, including musculoskeletal, lung, kidney, neurological, and cardiac manifestations. Cardiac involvement in pSS leads to various conditions including pericardial effusion (PE), left heart failure, pulmonary hypertension, and left atrial hypertrophy. A large PE without pulmonary arterial hypertension is extremely rare and there has been no case in Korea, to date. We report a case of a 45-year-old woman with newly-diagnosed pSS who presented with a large PE and pleural effusion. The patient experienced a significant improvement of the PE following treatment with steroids. (Korean J Med 2016;90:88-92)

      • KCI등재
      • KCI등재

        레이저 기반의 광 무선충전 및 광 무선통신의 동시전송

        신재우(Jae-Woo Shin),윤태욱(Tae-Uk Yun),김성만(Sung-Man Kim) 한국전자통신학회 2021 한국전자통신학회 논문지 Vol.16 No.4

        현재까지 알려진 무선충전 방식 중에서 장거리에서 가장 효율이 좋은 방식은 레이저를 이용한 방식이다. 여기에 레이저를 이용한 무선통신 기술을 결합한다면 다양한 분야에 활용이 가능할 것이다. 이에 본 논문에서는 레이저를 이용한 무선충전 및 무선통신의 동시전송 기술에 관하여 연구하고 이에 대한 실험 결과를 보인다. 이 기술은 광 무선충전을 위해서 송신부에 전/광 변환을 위한 레이저 광원을 사용하고 수신부에는 광/전 변환을 위한 태양전지를 사용한다. 또한, 광 무선통신을 위해 해당 레이저 광신호에 반송파를 이용하여 신호를 송신하는 방식이다. 본 논문에서는 실험을 통해 100 mW 레이저 송신부와 태양전지 수신부를 이용하여 광 무선충전은 1.9 %의 DC-to-DC 효율을 보였으며, 무선 광통신은 전송거리가 15 m일때 최대 90 kbps의 전송속도를 보였다. Wireless charging method using a laser is considered as the most efficient method at a long distance of the wireless charging method. Combining long-range laser wireless charging technology with wireless communication technology will make it possible to use it for a variety of applications. Accordingly, this paper shows the results of research and experiments on wireless charging and wireless communication simultaneously based on a laser. This technique uses a laser as a light source for E/O(: Electric-to-Optical) conversion at the transmitter for optical wireless power transmission. In the experimental results, the optical power transmission using a 100 mW laser transmitter and a solar cells receiver showed a DC-to-DC efficiency of 1.9 %, wireless optical communication showed a transmission speed of up to 90 kbps when the transmission distance is 15 m.

      • KCI등재

        PC방(게임방)에서 헤드셋을 착용한 중,고등학생의 소음 노출수준

        신재우 ( Jae Woo Shin ),김현욱 ( Hyun Wook Kim ) 한국산업위생학회 2005 한국산업보건학회지 Vol.15 No.2

        This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters. and the statistical relationships between the utilization pattern, user`s views on the PC rooms and it`s environment were arialyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3%) while females selected for listening music (75.0%) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0%), PC game (66.7%) and chatting (33.3%). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders(p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.0l) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.0l). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).

      • KCI등재
      • KCI등재

        레이저 다이오드를 이용한 수중 광 정보 및 전력 동시전송

        김성만,신재우,Kim, Sung-Man,Shin, Jae-Woo 한국전자통신학회 2022 한국전자통신학회 논문지 Vol.17 No.5

        In this paper, we show a simultaneous transmission of underwater optical wireless power transfer and underwater optical wireless communication. A laser diode is used for electric-to-optic conversion at the transmitter and a solar cell is used for optic-to-electric conversion at the receiver. We optimized the transmitter and receiver for the best performance. The laser diode is a 100-mW laser diode and showed a conversion efficiency of 18.5%. The experimental results showed a 0.33-% DC-to-DC underwater power transfer efficiency at 5 m and a data rate of 100 kbps at 1 m.

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