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      • KCI우수등재

        건강태도와 혁신성을 적용한 인공지능 헬스케어 플랫폼 기술수용의도 검증

        이제욱 ( Lee Jea-woog ),김현정 ( Kim Hyun-jung ) 한국체육학회 2020 한국체육학회지 Vol.59 No.6

        본 연구는 인공지능 헬스케어 플랫폼 서비스 잠재이용자의 기술수용모델 검증을 위해 건강태도와 혁신성의 역할을 검증하는데 목적이 있다. 연구목적 달성을 위해 연구모형 수립과 가설을 설정하였으며, 온라인 설문으로 379부의 데이터를 수집하였다. 수집한 데이터는 SPSS 22.0과 AMOS 22.0을 통해 통계분석을 실시하였으며, 결과는 다음과 같다 첫째, 본 연구에서 수립한 외부변수인 건강태도는 인공지능 헬스케어 플랫폼 잠재이용자의 용이성과 유용성 지각에 긍정적 영향을 미치는 것으로 나타났다. 둘째, 인공지능 헬스케어 플랫폼 잠재이용자의 혁신성은 용이성과 유용성을 긍정적으로 지각하는데 긍정적 영향을 미치는 것으로 나타났다. 셋째, 인공지능 헬스케어 플랫폼 잠재이용자의 지각된 용이성은 지각된 유용성에 정적 영향을 미치는 것으로 나타났다. 넷째, 인공지능 헬스케어 플랫폼 잠재이용자의 지각된 용이성·유용성은 수용의도에 긍정적 영향을 미치는 것으로 나타났다. 본 연구결과를 통해 잠재이용자의 건강태도와 혁신성은 인공지능 헬스케어 플랫폼을 보다 적극적으로 수용할 수 있는 요인임을 확인할 수 있다. The purpose of this study is to examine the role of healthy attitude and innovation in order to verify the technology acceptance model of potential users of artificial intelligence healthcare platform services. We established research models and hypotheses to achieve the purpose of the research, and collected 379 copies of data in an online questionnaire. The collected data was statistically analyzed via SPSS 22.0 and AMOS 22.0, and the results are as follows: First, the healthy attitude of external variables established in this study is based on the potential users of the artificial intelligence healthcare platform. It was found to have a positive effect on ease of use and ease of use perception. Second, the innovation of potential users of artificial intelligence healthcare platforms has been found to have a positive impact on ease of use and a positive perception of ease of use. Third, the perceived ease of use of potential users of artificial intelligence healthcare platforms has been found to have a static impact on their perceived usefulness. Fourth, it was found that the perceived ease of use and ease of use of potential users of the artificial intelligence healthcare platform has a positive effect on each containment. Using the results of this study, we can confirm that the health attitudes and innovations of potential users are factors that can make the artificial intelligence healthcare platform more proactive.

      • KCI우수등재

        스포츠 VR게임의 프레즌스 경험이 몰입, 태도 및 스포츠 참여의도에 미치는 영향

        이제욱 ( Lee Jea-woog ),김현정 ( Kim Hyun-jung ) 한국체육학회 2021 한국체육학회지 Vol.60 No.1

        본 연구는 스포츠 VR게임을 통한 직접 스포츠 참여에 영향을 미치는 요인으로써 프레즌스 경험을 근간으로 유기적 모형을 형성할 수 있는 몰입, 태도요인을 적용하여 가설을 검증하는데 목적이 있다. 이를 위해 온라인 설문을 이용하여 데이터를 수집하였으며, 각 요인 간 관계검증을 위해 연구모형을 설정하고 경로분석을 실시한 결과는 다음과 같다. 첫째, 스포츠 VR게임 이용자의 프레즌스는 몰입에 긍정적인 영향을 미치는 것으로 나타났다. 이는 스포츠 VR게임이 높은 현실감은 강한 집중상태에 이르게 될 수 있다는 의미로 볼 수 있다. 둘째, 스포츠 VR게임 이용자의 프레즌스는 태도에 긍정적인 영향을 미치는 것으로 나타났다. 가상 환경에서 즐기는 스포츠와 유사한 행위가 제공하는 현실감이 높을수록 실제 스포츠에 대한 긍정적 신념으로 이어질 수 있다는 것을 확인할 수 있다. 셋째, 스포츠 VR게임 이용자의 몰입은 태도에 긍정적인 영향을 미치는 것으로 나타났다. 즉, 스포츠 VR게임을 강하게 집중하여 플레이할수록 실제 스포츠에 대한 신념을 긍정적으로 내제할 수 있다는 것을 알 수 있다. 넷째, 태도는 스포츠 참여에 긍정적 영향을 미치는 것으로 나타났다. 스포츠 VR콘텐츠를 통해 형성된 스포츠에 대한 신념은 실제 스포츠 활동으로 이어지는데 일조하는 것을 확인할 수 있다. 제시된 결과와 같이 스포츠 VR게임 이용과정에서의 프레즌스, 몰입이라는 온라인 경험과 반응은 직접적인 오프라인 행동으로 전이되는 태도, 스포츠 참여에 효과적인 요인임을 알 수 있었다. The purpose of this study is to test the hypothesis by applying the flow and attitude factors that can form an systematic model based on the presence as a factor influencing the direct sports participation through the sports VR game. Data was collected using an online survey, and the results of setting up a research model and conducting path analysis to verify the relationship between each factor are as follows. First, the presence of sports VR game users was found to have a positive effect on flow. The high sense of reality in sports VR games can lead to a strong concentration state. Second, the presence of sports VR game users was found to have a positive effect on attitudes. The higher the sense of reality provided by actions similar to sports enjoyed in a virtual environment, the more positive beliefs about actual sports can be. Third, it was found that the flow of sports VR game users had a positive effect on attitude. The more intensely the sports VR game is played, the more positively the belief in actual sports can be assumed. Fourth, it was found that attitude had a positive effect on sports participation. The belief in sports formed through sports VR contents contributes to actual sports activities. In a conclusion, It was found that the online experience and reaction of presence and flow in the process of using a sports VR game are effective factors for the attitude that is transferred to the direct offline action and participation in sports.

      • KCI등재

        스포츠 가상현실 콘텐츠에 대한 혁신저항과 수용

        이제욱(Lee, Jea-Woog),박성제(Park, Sung-Je) 한국체육과학회 2016 한국체육과학회지 Vol.25 No.6

        Purpose on this study is to recognize factors that influence the process how users embrace or resist virtual reality sports content, innovative technique and products. We conducted survey on 314 people from relevant online communities and analyzed the result. Study model verification was path analyzed with AMOS 22.0 statistical program and the result is as follow; First of all, the factor that affects content users to show innovation resistance manner is cognition on danger, and cognized advantage is the factor that reduce innovation resistance manner. Second of all, the factor that shows positive effect on acceptance is cognized advantage, and cognition on danger was drawn as the factor that hinder acceptance. Third of all, innovation resistance influence acceptance of virtual reality sports in a negative way, but this would be considered as general early stage of the process to embrace new technology and product at the market. Finally, cognition on complexity does not affect innovation resistance and acceptance. This study refutes the early stage phenomenon that only emphasizes the positive factors of innovative products and seeks for balanced perspective to consider acceptance as well as resistance.

      • KCI등재

        신문기사 키워드 분석(2016-2020년)을 통한 의사 및 의료에 대한 사회적 요구 분석

        정한나,이제욱,이건호,Jung, Hanna,Lee, Jea Woog,Lee, Geon Ho 연세대학교 의과대학 2022 의학교육논단 Vol.24 No.2

        The purpose of this study was to explore, using topic modeling, the social value of doctors and medicine demanded by society as reflected in published newspaper articles in Korea. Ultimately, this study aimed to reflect social needs in the process of developing the Patient-Centered Doctor's Competency Framework in Korea. For this purpose, a total of 2,068 newspaper articles published from 2016 to 2020 were analyzed. Through topic modeling of these newspaper articles over the past 5 years, 18 topics were derived and divided into four categories. Focusing on the derived topics and keywords, the topics derived in specific years and the proportion of topics by year were analyzed. The results of this study make it possible to grasp the needs of society projected through the press for doctors and medicine. Due to the nature of the press, topics that frequently appeared in newspaper articles were mainly social phenomena related to requirements for doctors, particularly dealing with economic and legal aspects. In particular, it was confirmed that doctors are now required to have a wider range of competencies that go beyond their required medical knowledge and clinical skills. This study helped to establish doctor's competencies by analyzing social needs for doctors through the latest research methods, and the findings could help to establish and improve doctor's competencies through ongoing research in the future.

      • KCI등재

        텍스트네트워크 분석을 활용한 국내 의사 직무역량 연구동향 분석

        김영전,이제욱,윤소정,Kim, Young Jon,Lee, Jea Woog,Yune, So Jung 연세대학교 의과대학 2022 의학교육논단 Vol.24 No.2

        We use the concept of the "doctor's role" as a guideline for developing medical education programs for medical students, residents, and doctors. Therefore, we should regularly reflect on the times and social needs to develop a clear sense of that role. The objective of the present study was to understand the knowledge structure related to doctor's job competencies in Korea. We analyzed research trends related to doctor's job competencies in Korea Citation Index journals using text network analysis through an integrative approach focusing on identifying social issues. We finally selected 1,354 research papers related to doctor's job competencies from 2011 to 2020, and we analyzed 2,627 words through data pre-processing with the NetMiner ver. 4.2 program (Cyram Inc., Seongnam, Korea). We conducted keyword centrality analysis, topic modeling, frequency analysis, and linear regression analysis using NetMiner ver. 4.2 (Cyram Inc.) and IBM SPSS ver. 23.0 (IBM Corp., Armonk, NY, USA). As a result of the study, words such as "family," "revision," and "rejection" appeared frequently. In topic modeling, we extracted five potential topics: "topic 1: Life and death in medical situations," "topic 2: Medical practice under the Medical Act," "topic 3: Medical malpractice and litigation," "topic 4: Medical professionalism," and "topic 5: Competency development education for medical students." Although there were no statistically significant changes in the research trends for each topic over time, it is nonetheless known that social changes could affect the demand for doctor's job competencies.

      • KCI등재

        텍스트마이닝과 네트워크 분석을 통한 한국체육사 연구의 시대별 지적구조 분석

        박성제 ( Park Sung-je ),이제욱 ( Lee Jea-woog ) 한국체육사학회 2017 체육사학회지 Vol.22 No.2

        본 연구는 텍스트마이닝과 네트워크 분석을 활용하여 국내 체육사 연구의 지식구조를 도출하고 연구동향을 분석하는데 목적이 있다. 연구범위는 한국체육사학회지의 창간호부터 20년간(1996∼2015) 발표된 논문으로 설정하였다. 연구절차는 논문의 주제키워드를 추출 후 텍스트마이닝과 네트워크 분석을 통해 지식구조를 도출하였다. 분석결과 현대체육사의 지식 구조는 대부분의 주제키워드가 연구영역 구분 없이 긴밀한 관계를 맺고 있는 `좁은 세상 네트워크`형태를 띠고 있는 반면, 과거 시대의 지식구조는 연구영역과 주제키워드 활용이 한정적임을 알 수 있었다. 또한, 지식구조를 통해 연결 관계가 없는 키워드 간 주제접근의 시도와 이를 촉진하는 높은 매개중심성, 근접중심성의 주제키워드를 탐색하는 것은 체육사학 주제영역의 확대를 모색하는 방법 중 하나로 나타났다. 본 연구결과는 정량적 역사연구에서 기대할 수 있는 새로운 시각의 역사적 통찰가능성을 제시하고 있다. 이는 `빅데이터 인문학`적 관점에서 볼 때 분석결과의 의미를 더욱 윤택하게 부여할 수 있는 역사가의 능력과 역할이 더욱 중요해지고 있음을 시사하고 있다. The purpose of this study is to derive the knowledge structure of physical education history and to analyze the research trend by using text mining and network analysis. The range was set up as a paper published for 20years from the first issue of Korean Journal of Physical Education history. The data was extracted from the theses of the thesis and used in the network analysis for deriving knowledge structure through text mining process. As a result of analysis, modern physical education history has a `Small World Network` form in which most keywords are closely related to each other. In addition, it is one of the ways to explore the theme of the theme of the physical education history by searching for the theme of high mediation, proximity. Through this study, it is expected that the possibility of historical insight of new perspectives that can be expected from quantitative history research as well as the expansion of domestic history research can be expected to increase the capacity and role of historian from the perspective of `big data` humanities.

      • KCI등재

        Web2.0기반 스포츠 웹사이트의 집단지성 및 지속사용의도에 관한 구조모형 검증

        박성제(Park Sung-Je),이제욱(Lee Jea-Woog),박용범(Park Yong-Bum) 한국체육과학회 2011 한국체육과학회지 Vol.20 No.1

        The current web paradigm is being desired and executed, too, a flow of web available for users' participation and information sharing, not what is offered unilaterally web service or contents in the past. This changed platform is called Web2.0 Platform. The passive internet users in the past are extending sphere now as 'information producer. The purpose of this study is to verify correlation and causality in each factor such as the Collective Intelligence formation among users, and the recognized usability, satisfaction and continuance intention felt by an individual on the current Web2.0 sports web site, which is changing in this way. The data collection was carried out Web survey targeting internet users of the sports web site based on Web2.0 characteristics, which were suggested in this study. Correlation and causality among factors in each were indicated to be mostly significant due to Collective Intelligence. In conclusion, the Collective Intelligence is the phenomenon based on information society, which fundamentally gives effect to usefulness and desire satisfaction with contents that users feel on site, and to activation of site. This can be said to be effect of coheision in site users that a concept of Collective Intelligence gives.

      • KCI등재

        텍스트마이닝과 소셜네트워크 분석을 통한 스포츠 분야 학술 Knowledge Map 구축과 활용

        박성제(Park, Sung-Je),이제욱(Lee, Jea-Woog) 한국체육과학회 2017 한국체육과학회지 Vol.26 No.4

        Knowledge Map utilizes the mathematical characteristics of the data internally produced in the phenomenon of simultaneous occurrence (Co-occurrence) such as the subject keyword, the citation relation. Through mathematical analysis, we construct each simultaneous occurrence relation, and its form is a method showing visually mapping the structure of knowledge. We cried out internal reasonable problems that may occur at the stage of text mining necessary in the course of developing research methods and applied various functions of social network analysis to Knowledge Map construction to investigate trends in academic research It is necessary to further diversify the point of view. It can also be used as an indicator for effective execution of research on Knowledge Map in the natural sciences field which has not been tried yet. In this research, as a methodology of research that can accelerate the research approach of patent analysis of sports technology as a quantitative index that can further strengthen objectivity about the trend of academic research, text mining and social network To build a Knowledge Map and to utilize it.

      • KCI등재

        멀티뷰 e스포츠 중계 서비스의 어포던스 특성이 혁신성지각 및 지속사용의도에 미치는 영향

        김현정(Kim, Hyun-Jung),이제욱(Lee, Jea-Woog) 한국스포츠산업경영학회 2021 한국스포츠산업경영학회지 Vol.26 No.1

        본 연구는 멀티뷰 e스포츠 중계 서비스의 어포던스 특성을 인지적, 감각적, 기능적 요인으로 구성하여, 혁신성지각 및 지속사용의도에 미치는 영향을 검증하는데 목적을 두고 진행하였다. 연구목적 달성을 위해 연구모형과 가설을 설정하고 온라인 설문을 통해 282부의 설문지를 수집하여 AMOS 25.0 프로그램을 통해 경로분석(path analysis)를 실시하였다. 분석결과는 다음과 같다. 첫째, 멀티뷰 e스포츠 중계 서비스의 어포던스 특성(인지적, 감각적, 기능적)은 혁신성지각에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 멀티뷰 e스포츠 중계 서비스의 어포던스 특성(인지적, 감각적, 기능적) 또한 지속사용의도에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 멀티뷰 e스포츠 중계 서비스에 대한 혁신성지각은 지속사용의도에 긍정적인 영향을 미치는 것으로 나타났다. 즉, 프로게이머의 시점을 포함한 다중 시점 기반의 멀티뷰 e스포츠 중계서비스를 경험하는 과정에서 이용자들은 편리한 서비스 환경, 심미적으로 꾸며진 디자인 그리고 효용가치가 높은 정보 취득 및 경기관람을 하는 것을 본 연구결과를 통해 확인할 수 있다. The purpose of this study was to examine the effects of cognitive, sensory, and functional factors on the affordance characteristics of multi-view esports broadcast services on the focus of perceived innovativeness and the continuous use intention. Research models and hypotheses were set to achieve the objectives of the study, 282 copies of the questionnaire were collected through an online questionnaire, and path analysis was performed via the AMOS 25.0 program. The results are as follows. First, the affordance characteristics (cognitive, sensory, and functional) of the multi-view esports broadcast service have significant impact on perceived innovativeness . Second, the affordance characteristics(cognitive, sensory, functional) of the multi-view esports broadcast service also have significant impact on continuous use intention. Third, the perceived innovativeness of multi-view esports broadcast services have a positive impact on continuous use intention. In a conclusion, in the process of experiencing multiple time-based multi-view esports broadcast services, including the perspective of professional gamers, users will have a convenient service environment, an aesthetically organized design, and information acquisition and watching games with high utility value. The results of this study can be confirmed in.

      • KCI등재

        국내 스포츠 사회과학 분야 통합 학술 지식지도(Knowledge Map) 분석

        박성제 ( Sung-je Park ),이제욱 ( Jea-woog Lee ) 한국스포츠정책과학원(구 한국스포츠개발원) 2016 체육과학연구 Vol.27 No.3

        본 연구는 국내 스포츠 사회과학 학술지의 10년 간 지식구조의 흐름을 살펴보기 위해 스포츠산업경영학회지, 스포츠교육학회지, 스포츠사회학회지, 스포츠심리학회지, 여가레크리에이션 학회지를 대상으로 소셜 네트워크 분석기법 중 커뮤니티 분석을 통해 지식지도를 도출하였다. 분석결과 스포츠 사회과학 분야 통합 지식지도는 5개의 그룹으로 분리되었으며, 각 그룹은 본 연구의 대상인 5개 학술지 연구영역의 주제키워드군의 지식구조와 유사하게 도출되었다. 이러한 결과와 동시에 각 관계마다 차이는 있지만 전체적인 그룹 간 주제키워드의 교류관계를 확인할 수 있었다. 특히, 스포츠산업경영학 연구영역의 주제키워드 중 일부가 여가레크리에이션과 스포츠사회학 연구영역으로 전이되어 있으며, 스포츠사회학은 스포츠산업경영, 스포츠심리학과 밀접한 교류관계를 나타내고 있다. 스포츠심리학은 대부분의 타 그룹과 연결관계를 이루며, 인간행동을 이해하는 심리학적 변인의 넓은 활용성을 확인할 수 있었다. 한편, 여가레크리에이션학 영역은 주로 스포츠심리학, 스포츠경영학 주제키워드와 매우 높은 연구관계를 나타내고 있으나 보다 독자적인 연구 개념의 필요성 또한 시사하고 있다. 스포츠교육학 분야는 특성상 고립되어 있지만 스포츠심리학과의 교류를 이루고 있으며, 체육학 페다고지 개념의 접근을 통한 연구영역의 확대를 모색할 수 있다. To examine the flow of knowledge structure in Korean journals of sport and social sciences over the last 10 years, this study has derived a knowledge map by conducting community analysis, one of the social network analysis methods, on Korean Journal of Sports Industry Management, Korean Journal of Sport Pedagogics, Korean Journal of Sport Sociology, Korean Journal of Sport Psychology and Korean Journal of Leisure and Recreation. According to the analysis result, the integrated knowledge map for the field of sport and social sciences was classified into 5 groups and these groups were derived to be similar to the knowledge structure of the keyword groups for the research topics of the five journals targeted by this study. Along with this result, at the same time, it has been confirmed that most of the groups shared keywords with each other. Especially, some of the keywords for the research topics of sports industry management have transferred to the research topics of leisure and recreation and those of sport sociology. Sport sociology has been revealed to be closely related to sports industry management and sport psychology. In the case of sport psychology, it has been confirmed that it is related to most of the other groups and the psychological variables for understanding human behavior can be widely used. It shows that leisure and recreation is highly related to sport psychology and sport management in terms of keywords for research topics but it is suggested that it also needs its own independent research topics. Sport pedagogics, by its nature, is an isolated field but interacts with sport psychology and attempts can be made to expand its research topics through an approach based on the concept of pedagogy for physical education.

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