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      • SCOPUSKCI등재

        의사를 대상으로한 비만양상과 그 관련요인에 관한 연구

        김영실,박혜숙,조봉수,김영욱,고광욱,강수용,차애리,이철호,황인경,조병만,이수일,김돈균,Kim, Young-Sil,Park, Hye-Sook,Cho, Bong-Su,Kim, Yeong-Wook,Koh, Kwang-Wook,Kang, Soo-Yong,Cha, Ae-Ri,Yi, Cheol-Ho,Hwang, In-Kyung,Cho, Byung-Mann,Lee, S 대한예방의학회 1997 예방의학회지 Vol.30 No.4

        The author surveyed overall obesity indicies and factors concerned with obesity such as dietary intake, physical activity, stress and life style with the subject of doctors. The number of subjects was total 508 with 396 men and 112 women. They were subgrouped into surgical part, medical part and service and basic part by speciality. And also subgrouped into intern and resident, pay doctor, and practitioner by working type. The results were as follows. 1) Obesity indices: BMI of total doctor was $23.1{\pm}2.8$, and WHR was $0.87{\pm}0.08$ and overweight prevalence(BMI>25.0) was 23.6%. It was within normal limit but slightly over the Korean standard. The degree of obesity indices of subgroups by speciality was 'surgical part > medical part > service and basic part', and by working type was 'practitioner > pay doctor > intern and resident'. 2) Dietary intake and Physical activity: Average dietary intake was $2148{\pm}451kcal/day$. The degree of dietary intake by speciality was 'surgical part > medical part > service and basic part'. By working type it was 'practitioner > pay doctor > intern and resident'. Average physical activity was $29{\pm}5$ METs/day. The degree of physical activity also showed similiar pattern. But there was no significant difference among each groups. 3) Comparision between over-weight and non-over-weight group: The items that showed significant difference between two groups were dietary intake, skip breakfast, regular exercise, smoking, heavy drinking, chronic disease etc.

      • KCI등재

        스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미

        김영실(Yeong-Sil Kim),양황규(Hwang-Kyu Yang),김미진(Mi-Jin Kim) 한국콘텐츠학회 2011 한국콘텐츠학회논문지 Vol.11 No.11

        본 논문은 플레이어와 게임간의 상호작용의 의미를 조이스틱, 키보드와 같이 조작적 상호작용 뿐만 아니라 플레이어가 게임을 플레이하면서 보고 듣고 이해하는 표상적 상호작용을 포함하여 접근하고 있다. 기존 게임 내에 삽입되는 동영상(cut-scene)은 주로 게임의 배경스토리를 전달하는 오프닝 영상과, 플레이어 행동의 결과를 재생(replay)하거나 플레이어의 상태를 부가적으로 표현하는 수동적인 의미의 영상으로 인식되어 왔다. 그러나 게임연출 측면에서 대표적인 비디오게임 ‘언차티드2’의 인터랙션 무비에 대한 플레이어의 행동과 그 결과를 조사해 보면 크게 3가지의 기능(상황연출, 선택적 행동유발, 정보전달)으로 인터랙션 무비를 분류할 수 있었다. 그 결과, 인터랙션 무비는 게임플레이를 위한 부가적인 요소가 아닌 인터페이스로써의 기능을 수행하고 있다고 판단된다. 인터랙션 무비의 효과적인 적용은 플레이어 관점에서 인지하고 주인공 캐릭터 관점에서 플레이하는 과정을 유기적으로 연결시킬 수 있어 게임의 스토리 전달을 극대화하는 직접적인 수단으로 활용될 수 있다. This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player’s action. But in the aspect of game-direction, the study of the player’s action about the interaction movie of ‘Uncharted2’, for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character’s viewpoint, ultimately leading to a direct means to maximize the delivery of the story.

      • SCOPUSKCI등재
      • 호스피스 완화의료 교육이 가정 호스피스에 미치는 영향

        문도호,최화숙,박준희,이오숙,김영실,Mun, Do-Ho,Choe, Hwa-Suk,Park, Jun-Hui,Lee, O-Suk,Kim, Yeong-Sil 한국호스피스협회 2004 호스피스 학술지 Vol.4 No.2

        Purpose: This research aims to assess the effect of group education of hospice and palliative care program on recognition of home hospice care for terminal cancer patients and their family members. Methods: The terminal cancer patients or their family members who have visited Sam Anyang Hospital from January to September in 2004 participated in group education of hospice and palliative care program on one time a week. Of those, 32 patients or family members who were called education group has participated in group education more than 4 times and responded to a questionnaire. Sixty three patients or family members who were called non-education group have never participated in group education of hospice and palliative care program during the same period. Data were collected and done comparative analysis about both group. Results: A knowledge difference on definition of hospice and palliative care come out 29 people(91%) in education group and 26 people(41%) in non-education group. The recognition of home hospice care in education group(32 people, 100%) was significantly higher than non-education group(15 people,24%). A intention to home hospice care in education group(23 people, 72%) was significantly higher than non-education group(10 people,16%) and practically number of home hospice care was 15 people(50%) in education group and 8(13%) in non-education group. The recognition about cancer of patients was not significant differences in both group. People that the response to the question about 'Did you let your patient know to be the terminal cancer patient?' is 'yes' was 12 people(38%) in education group and 13(21%) in non-education group. Patients in education group had insight about terminal cancer significantly higher than non-education group. Conclusion: If we educated effective hospice and palliative care program in terminal cancer patients or their family members, we think the recognition of cancer and hospice and palliative care improve, and the home hospice care be activated more and more.

      • KCI등재

        소셜 네트워크 게임 사용자의 동기-행동구조 분석

        김미진(Mi-jin Kim),김영실(Yeong-sil Kim) 한국엔터테인먼트산업학회 2011 한국엔터테인먼트산업학회논문지 Vol.5 No.2

        본 논문은 커뮤니티를 주된 목적으로 하고 있는 SNG(Social Network Game)에 대한 사용자의 행동과 그 선택적 행동을 유발하는 동기와의 연관관계를 분석하고 있다. 게임제작기술에 대한 연구 및 활용에 비해, 게임 사용자에 대한 연구는 미비했으며 그 주제 또한 게임의 특정목표(예를 들면, “전투”를 통한 레벨상승 및 보상)수행에 대한 사용자의 행동유형을 관찰하는 데 그치고 있다. 따라서 SNG 게임사용자 행동을 문제해결 방식의 관점에서 접근하는 것이 아니라, 인간의 다양한 동기로 인한 행동의 선택 관점에서 연구할 필요가 있다. 이를 위해 첫째, 사회적 속성으로써 Lazzaro의 people fun 모델과 SNS(Social Network Service) 사용자의 동기이론에 대해 고찰한다. 둘째, SNG 13종에 대한 분석 자료를 수집하고 게임이벤트와 사용자의 기능적 행동(functional actions)을 분류한다. 셋째, 분류된 자료를 근거로 SNG 사용자의 주된 행동을 8종류로 설정하고 동기 행동 패턴을 정립한다. This paper is aimed at analyzing the relationship between users’ actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users’ behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character’s level or obtaining rewards through “defeat”. Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro’s People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games’ events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

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