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이영수(Yi, Young-Soo),송경애(Sohng, Kyeong-Yae) 한국보건간호학회 2016 韓國保健看護學會誌 Vol.30 No.1
Purpose: This correlational study was conducted to determine the relationship between health status and ego integrity of permanent elderly returnees from Sakhalin. Methods: We surveyed 94 permanent elderly returnees from Sakhalin, living in Gimpo, Korea. Data were analyzed using the SPSS/WIN 18.0 program for descriptive statistics, t-test, Scheffé test, ANOVA, and Pearson correlation coefficient. Results: The mean score of total health status was 3.7 on a 5 point Likert scale. The mean score of ego integrity was 3.6 on a 5 point Likert scale. The health status showed significant correlation with the ego integrity of the permanent elderly returnees from Sakhalin. Conclusion: In the present study, although the health status of the permanent elderly returnees from Sakhalin appeared to be good, the lack of awareness about health care and the need for ego integrity, is in itself the actual suffering. Thus by providing health education along with medical information can enhance the health management. And, this practice can be self regulating for the society and can provide institutional support for the permanent elderly returnees from Sakhalin, which they require.
SSFNet 기반의 침입평가데이터 생성기 설계 및 구현
이영수 ( Young-soo Yi ),문길종 ( Gil-jong Mun ),김용민 ( Yong-min Kim ),노봉남 ( Bong-nam Noh ) 한국정보처리학회 2006 한국정보처리학회 학술대회논문집 Vol.13 No.1
정보보호 분야에서 네트워크 시뮬레이터에 대한 관심이 커지고 있으나 여러가지 제약 때문에 연구 및 개발이 미흡하다. 특히 침입탐지 시뮬레이터의 평가를 위한 적절한 데이터가 존재하지 않아 침입탐지 시뮬레이터가 적절한지 판단할 근거 자료가 충분하지 않다. 본 논문에서는 네트워크 시뮬레이터에서 DARPA 99 데이터셋을 활용하는 방법으로 트래픽 생성기를 설계 및 구현 하였으며, 그 결과가 정상적으로 동작함을 확인하였다.
Gamification 개념을 기반으로 한 건축적 적용방안에 대한 연구
이주호(Yi, Ju-Ho),이영수(Lee, Young-Soo) 대한건축학회 2012 대한건축학회 학술발표대회 논문집 Vol.32 No.2
The purpose of this study is to how a social paradigm, such as Gamification can be applied in modern architecture. The definition of Gamification is applying the elements or the mechanism of games into non related game activities and services. It has been used for a very long time but it is being noticed today due to the developments of smart phones and location tracing service as well as the appearance of the Y-generation. This social paradigm has affected many fields in marketing, advertising and more. By applying the concept of Gamification into architecture, spaces will provide more pleasure, give motivation and make the users participate voluntarily.