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      • 상고사의 문화콘텐츠 활용가능성에 대한 고찰

        전종수(Jeon, Jong-Soo) 한국문화콘텐츠학회 2008 문화예술콘텐츠 Vol.- No.1

        Kingdom of the Winds is Kim Jin’s centerpiece that depicts the myth and the history of Goguryeo Dynasty and its third king, Mushin the Great. Kingdom of the Winds, initially a manwha, developed into a computer game in 1996, into a musical from 2006 to 2007, and into a novel in 2007. Such extension of the contents serves as an archetype of the “one-source, multi-use” cases. Moreover, the divinity and strangeness found in the story reflects those of Samgukyusa, albeit the story originated from Samguksaggi. The study examines how the story of Kingdom of the Winds has affected the contents from different genres, thereby evaluates the potential of drawing future contents from the ancient Korean history.

      • KCI등재

        음란 폭력적 게임규제와 게임산업의 발전방향

        전종수 ( Jong Soo Jeon ) 한국언어문화학회 2008 한국언어문화 Vol.0 No.37

        America and the other developed countries in the game industry have been discussed the regulations of adult games in the view of freedom of expression. However, in Korea, adult games have not been developed because of social moral judgement and regulations for the reason of child protection. Adult games which could contain some sexually-lewd and pornographic contents should be concerned in the sense of adults` right to enjoy and freedom of expression. For that, it is significant to look for directions of improving adult game contents as taking different discourses to protect children from the violent and lewd games in America, analyzing American game history on the view of regulation and expression and comparing achievement of the contemporary game GTA to failure of 3feel and REVERSE-ONLINE The movement of consultation from the private-self regulations to the government restrictions among the developed game countries shows that it is needed to have comprehensive countermeasures and definite regulation of mature game contents as on the delicate position of selling online games out of the country. Since the adult games are researched and set up with the market-oriented views, it has been insufficient in preventing the reverse function of adult games. The market trend of adult games is important, but it is more valuable to recognize the reverse function of game cultures which have been neglected to increase domestic gamers and pioneering foreign markets. Accordingly, to improve adult game industry, it is needed to make continuous studies about the culture of advanced game countries, share information among the industry-academia and research centers as analyzing game structure and research the institutional and legal regulations and the culture of advanced game countries.

      • KCI등재

        u-T 환경하에서의 재난/재해시 교통관리지침 개념 정립에 관한 연구

        윤재용(Yoon Jae Yong),전종수(Jeon Jong Soo),권영혁(Kwon Young Hyuk),이의은(Lee Eui Eun) 대한토목학회 2010 대한토목학회논문집 D Vol.30 No.4D

        우리나라의 경우 최근 늘어나는 재난 발생에 비해 재난 발생시 교통운영관리에 대한 연구가 부족한 실정이다. 더군다나 재난/재해시 교통운영관리 매뉴얼은 한국도로공사를 제외하고는 대부분의 매뉴얼에서 교통운영관리에 대한 내용을 다루고 있지 않거나 아주 초보적인 내용이 주를 이루고 있다. 따라서 본 연구는 재난/재해 발생시 교통운영관리 지침을 제시하기 위한 개념을 정립하였다. 이것을 위해 먼저 미국의 지침을 분석하였으며, 이를 토대로 우리나라 상황에 적용 가능한 개념들을 제시하였으며, 특히 향후 u-T 환경이 구축됨에 따라 재난/재해시 효율적 교통운영관리가 가능해 질 것으로 판단되며 각 재난관리 단계인 예방, 대비, 대응, 복구 단계에서의 필요한 개념들을 제시하였다. In the case of Korea, research on traffic management is insufficient to cover the increasing incidence of disaster. Furthermore, many of the traffic management manual does not touch up on how to administer/manage in case of disaster, except for the one made by 'Korea Expressway Corporation.' In response to this issue, this research is based on a thesis to establish concept of guideline for traffic management in the case of an disaster. In order to achieve this goal, there has been an analysis of the American's manual, molded and changed to be Korea-specific. In the future, based on the u-T circumstances are established, traffic management will become much more efficient. This paper presents important details and ways of management for each step of an disaster event: prevention, preparation, response and restoration.

      • KCI등재

        설계 층내력분포 산정 기준에 따른 다층골조의 응답 특성

        오상훈(Oh, Sang-Hoon),전종수(Jeon, Jong-Soo) 대한건축학회 2013 大韓建築學會論文集 : 構造系 Vol.29 No.5

        The story design force relations of domestic and foreign seismic design code generally reflect the influences from higher vibration modes based on the analysis of elastic deformation. However, as the seismic design accepts the plastification of a structure, the story design force distribution shall stay effective on movements occurring after the structure will have been plasticized. Hence this study conducted the response analysis on the design story force distributions of domestic and foreign seismic design code to analyze the distribution characteristics of how a structure is damaged between stories. Consequently, it is shown that the more forces are distributed onto high stories, the lower its concentrativeness is and the more energy is absorbed.

      • KCI등재

        딥러닝을 활용한 여드름 중증도 측정

        이석준 ( Suk Jun Lee ),전종수 ( Jong Soo Jeon ),류재연 ( Jae Yeon Ryu ),송현정 ( Hyun Jeong Song ),조윤재 ( Yoon Jae Jo ),방철환 ( Chul Hwhan Bang ),박영민 ( Young Min Park ),이지현 ( Ji Hyun Lee ) 대한피부과학회 2018 대한피부과학회지 Vol.56 No.7

        Background: Acne is a chronic inflammatory disease of the pilosebaceous unit, mainly on the face. It can have various clinical manifestations and should be appropriately treated based on the severity. In Korea, the 'Korea Acne Severity Rating System (KAGS)' is a standardized index to determine the severity of acne according to specific Korean characteristics. However, the actual use of the KAGS in clinical settings has been limited. Objective: We sought to analyze whether we could effectively measure acne severity using a deep learning algorithm, which is an image learning method. Methods: Acne severity was classified into three levels of mild, moderate, and severe based on the KAGS, and learning and verification were performed using the CNN (Convolutional Neural Network), a deep learning technique. Results: GoogLeNet's Inception-v3 algorithm showed the highest accuracy at 86.7%. Conclusion: This study confirmed that the use of a deep learning algorithm may facilitate the scoring of acne severity. (Korean J Dermatol 2018;56(7):421∼425)

      • 아리랑 글로벌콘텐츠화를 위한 전략 연구

        백재용(Baek Jae Yong),김지후(Kim Ji Hoo),윤혜영(Yoon Hye Young),전종수(Jeon Jong Soo) 한국문화콘텐츠학회 2014 문화예술콘텐츠 Vol.- No.12·13

        2012년 아리랑이 유네스코 세계문화유산으로 등재되면서 글로벌 브랜드로서의 가능성이 대두되고 있다. 이에 아리랑을 글로벌 콘텐츠화하기 위한 방안으로 게임과의 콜라보레이션을 제시하고자 한다. 아리랑의 글로벌 브랜드화 단계에서 다른 매체와의 콜라보레이션을 시도한다면 보다 긍정적인 효과가 있으리라 예상된다. 아리랑과의 콜라보레이션 대상으로 게임을 선택하는 데에 있어, 그 확장성과 장르의 유사성이 근거가 되었다. 현재 세계 여러 나라의 유저가 한 게임을 동시에 즐기고 있으며, 가장 많은 유저를 보유한 게임의 경우에는 약 1200만명 정도가 된다. 세계에 대대적 홍보를 필요로 하는 아리랑의 경우, 다양한 국가를 기반으로 한 수많은 유저를 보유한 온라인 게임은 좋은 콜라보레이션 파트너가 될 수 있다. 일본의 경우 브랜드와 게임의 콜라보레이션이 몇 년 전부터 성행하고 있다는 것이 그 예가 될 수 있다. 또한 온라인 게임 중 하나인 MMORPG에는 페스티벌이 게임의 중요한 요소로 자리 잡고 있다. 아리랑 축제를 게임 속에서 구현하고, 게임의 퀘스트를 통해 게임과 아리랑 콘텐츠에 몰입을 강화하고, 아이템 등을 통해 실제 게임에 유용하게 사용될 수 있는 콘텐츠를 제공하는 것을 내용으로 한다. 게임을 통한 아리랑 페스티벌은 세계적으로 보다 쉽게, 다양한 계층에게 적은 비용으로 홍보할 수 있는 콜라보레이션 전략이다. 이를 통해 세계인들의 문화적 거리를 줄이고, 아리랑이 글로벌 콘텐츠로 발전할 수 있는 하나의 중요한 도약이 될 것으로 기대한다. As Arirang was declared as a UNESCO World Heritage in 2012, the potential as a global brand was on the table. The government has held a variety of Arirang festivals to advertise it to overseas countries. As the festival was aimed at advertising Arirang, it needs to meet more people. But it’s not easy to expect big payoff. At this stage the many methods are argued to globalize Arirang. I approached the method by collaboration with game. Collaboration is an act between more than 2 brands or companies to create new value by mutual cooperation. As many successful collaboration cases are increasing, a lot of brands try to use collaboration as a marketing method. If Arirang is tried to be collaborated with other media at the stage of global branding, it can produce positive effect. When choosing the game as a partner of collaboration with Arirang, the expansion and accessibility are considered to be important. A lot of users all over the world enjoy a game at the same time, and 12 million users play a game in the case of the game which has the most users. As Arirang needs high recognition, the game which has lots of users from all over the world will be a good partner. It’s a good example that the collaboration between brand and game has been popular for years in Japan. Also the festival has been an important element in MMORPG, one of the popular genres in online game. The method in detail is also introduced at the end. It’s about embodying Arirang festival in a game, reinforcing the immersion to the game and Arirang contents by quest given, and providing with contents such as an item to be used in the game. This collaboration between game and Arirang festival can be the effective marketing strategy to advertise it easily, widely and less costly. It can decrease cultural distance, and also make a good step to develop Arirang as global contents.

      • 大衆交通 實時間 車輛 Scheduling 模型 開發

        고승영,고종섭,전종수 明知大學校 産業技術硏究所 1999 産業技術硏究所論文集 Vol.18 No.-

        This study is to develop for the headway scheduling of bus and to deal with the efficient management of bus, Traffic problems of a large city are major social problems in many developed countries as well as Korea. They have made efforts to solve problems by developing and introducing ITS(ITS: Intelligent Transport System) technology. APTS(APTS: Advanced Public Transportation Systems) is a subsystem of ITS. It is to present users travel informations and to increase the efficiency by improving the operation and management of a vehicle. This study, that can be a part of APTS, makes use o the skill of AVL(AVL: Automatic Vehicle Location). If, by real time, we could know the condition of vehicle traveling condition and we could manage the vehicle scheduling, it can give constant level of service to users. And also, this study presented the way of the vehicle management more efficiently by developing the dispatch headway scheduling and real time scheduling model.

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