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사이버캐릭터(Cybercharacter)활용 방안에 관한 고찰
양성조,김종기 동서대학교부설연구센터 2001 연구센터논문집 Vol.4 No.1
정보화 시대의 도래는 새로운 양식의 문화를 양산하고 있다 이러한 정보화 문화의 중요한 특징중 하나는 컴퓨터 그래픽스 기술에 의한 영상 표현 기술과 프로그래밍 기술, 정보 전달방법에 의하여 지능형 가상 공간의 표현이 일반적으로 가능해지고 있다는 것이다. 또한 새로운 문화에 관한 상징은 필연적이다. 사이버캐릭터는 이 시대의 상징이며, 많은 문화적 사회적 이슈를 가지고 사회 변화와 문화 성향을 변화시키고 있다. 그 결과 새로운 소비층의 생산과 가치의 변화까지도 초래한다. 특히 사이버 공간(cyber space)에서 지금의 시작 단계인 사이버 캐릭터(cyber character)에 관하여 논하고자 한다. 지금까지 탄생된 사이버캐릭터를 국내외로 파악하고 그 유형을 나누어 본다. 첫째 엔터테인먼트적 유형을 가지는 사이버캐릭터와 커뮤니케이션 매개자 유형을 지닌 사이버캐릭터를 조사하여 향후 첨단 디지털 테크놀러지 시대에 맞게 변화될 사이버캐릭터의 개념과 특성을 근거로 발전방향에 관한 연구를 하였다. Information Age brings us New culture. The most feature of Information Culture is that Computer Graphics makes us to produce Intelligence Virtual Reality by the technology of the image and program and networking. Cybercharater becomes the symbol of the Information Age and changes the tendency of the society. As the result, The user's though and value has been changed. The paper shows the birth of Cybercharacter and defines Cyber and Cybercharcter. We also classfies into two types, one is that Cybercharacter uses in the entertainment and the other is that it uses in the communication. In addition, we will discuss about the meaning and feature of caber character in the future.
양성조 영산대학교 2003 영산논총 Vol.11 No.-
21st century information superhighway and advanced internet technology cause quick transformation of the industry. Significant amount of information in the modern society is produced and disseminated using computers and their network while there left those who are still isolated from information. Employing Cyber characters could increase one's cognitive level, thus improve information readability on the internet for those who are unfamiliar with computer. This paper addresses the role of a Cyber character as an information agent in the cognitive process of internet users. This study suggests be effective for novice users while obsolete for advanced users.
조수근,김윤전,채주병,양성재,이주영,김준근,윤영희 대한안과학회 2013 Korean Journal of Ophthalmology Vol.27 No.3
Purpose: To investigate correlations between preoperative and postoperative foveal microstructures in patients with macula-off rhegmatogenous retinal detachment (RRD). Methods: We reviewed the records of 31 eyes from 31 patients with macula-off RRD who had undergone successful re-attachment surgery. We analyzed data obtained from complete ophthalmologic examinations and optical coherence tomography (OCT) before and 9 to 12 months after surgery. All postoperative OCT measurements were taken with spectral-domain OCT, but a subset of preoperative OCT measurements were taken with time-domain OCT. Results: The mean duration of macular detachment was 15.5 ± 15.2 days, and mean preoperative best-corrected visual acuity (BCVA, logarithm of the minimum angle of resolution) was 1.03 ± 0.68. Preoperative visual acuity was correlated with retinal detachment height (p < 0.001) and the existence of intraretinal separation (IRS) along with outer layer undulation (OLU) (p = 0.022), but not with macula-off duration. The final BCVA was significantly correlated with integrity of the junction between the photoreceptor inner and outer segments (IS/OS) combined with the continuity of external limiting membrane (ELM) (p = 0.025). The presence of IRS and OLU on a detached macula were highly correlated with the final postoperative integrity of the IS/OS junction and the ELM (p = 0.017). Conclusions: Eyes preoperatively exhibiting IRS and OLU showed a higher incidence of disruption to the photoreceptor IS/OS junction and the ELM at final follow-up. Such a close correlation between preoperative and postoperative structural changes may explain why ultimate visual recovery in such eyes is poor.
게임 개인방송에서 시청자의 만족도 및 선물후원의도에 영향을 미치는 요인: DouYu TV 플랫폼을 중심으로
조성휘,양성병 한국인터넷전자상거래학회 2020 인터넷전자상거래연구 Vol.20 No.3
With the recent development of smart/mobile devices, we have entered the ‘mobile only’ era, in which the personal broadcasting market has rapidly developed. However, there is still a lack of research focusing on both content qualities and creators’ features in a personal broadcasting setting. Therefore, based on the elaboration likelihood model (ELM) and prior studies related to personal broadcasting, this study identified the three key factors of content quality (i.e., value-added, relevance, and completeness) as well as the three important factors of creator features (i.e., reliability, professionalism, and interactivity) in the context of personal game broadcasting. It also verified the effect of these factors on viewers’ satisfaction and gift-giving intention. Furthermore, the moderating roles of viewers’ motivation (i.e., information gathering vs. entertaining purposes) and impulsive purchase propensity in the relationships between influencing factors and satisfaction and also between satisfaction and the two different types of gift-giving intention (i.e., free- and paid-gift-givings), respectively. The results of structural equation model (SEM) analysis with a total of 226 respondents of an online survey revealed that value-added, professionalism, and interactivity have a significant impact on viewers’ satisfaction, which in turn leads to increased gift-giving intention. This study is one of the first attempts to verify influencing factors of viewers’ satisfaction and gift-giving intention in the context of personal game broadcasting by drawing on the ELM. The results of the study may provide useful guidelines to various stakeholders regarding personal game broadcasting such as managers, creators, and viewers.