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      • KCI등재

        Structural and Functional Stability of Biomolecules Based on Geumgang Ratio

        Jung, Hyong Gi(정형기),Lee, Cheol Ho(이철호) 한국전시산업융합연구원 2016 한국과학예술융합학회 Vol.23 No.-

        All natures and things of this world make a fixed ratio. Geumgang ratio, the iIndignous formative ratio of Korea is simple, stable, and practical as well as having aesthetic factors of golden ratio, so has been applied to design of building, work of art, and househld item, etc. This study carried out to examine the distinctiveness based on an analysis on various cases of Geumgang ratio and to compare and analyze the link between molecular structure and function through a case study on Geumgang ratio discovered in biomolecular structure such as nucleic acid, protein, and ribonucleoprotein forming biosystem. Geumgang ratio was found in ancient remains, traditional buildings, traditional furnitures and household Items in this country and in nature such as pruning of syconus and petal number of plants getting out of Fibonacci number. The ratio could be found in the biomolecular structure such as nucleic acid, zymoprotein and ribonucleoprotein. Based on the results obtained in this study, it has been considered Geumgang ratio could be served for not only industrial design of commercial item but also the molecular design of new drug such as anticancer and biologically active agents. In Advance, the more detailed researches on having visual data on the level of nanoscale using electron microscope(EM) or scanning tunneling microscope(STM) would be needed for the practical application to biomedical field. In Advance, the more detailed researches on having visual data on the level of nanoscale using electron microscope(EM) or scanning tunneling microscope(STM) would be needed for the practical application to biomedical field.

      • KCI등재

        제품 디자인 및 예술 분야에서 사용되는 3D 프린팅 재료에 대한 연구

        정형기 ( Hyong Gi Jung ),홍성엽 ( Sung Yeap Hong ) 한국전시산업융합연구원 2015 한국과학예술융합학회 Vol.22 No.-

        Building materials layers upon layers to produce a desired product, 3D printing, so called the ‘Third Industrial Revolution’, is expected to bring significant changes throughout the industry besides being an innovation in the manufacturing technology. A 3D printer produces a product by using additive manufacturing, a process to stack lay by lay according to spraying of powder or liquid materials to its 2D cross-section by a digitalized 3D product design. Even though 3D printing technology is broadly used in product design area in addition to industry, the 3D printing materials are not known very much. In this study, the classification of 3D printing materials that are recently used in the arts are discussed with the respective properties except for the bio-materials. Metals, plastics such as PLA, ABS and nylon, and nanomarterials such as carbon nano tube, graphene are discussed as 3D printing materials. By the discussion of the unique properties of those 3D printing materials, artists and product designers will be understand the materials and possibly combine the discussed materials to find new 3D printing materials.

      • KCI등재

        A study on 3D printing materials in product design and art area

        Jung, Hyong Gi(정형기),Hong, Sung Yeap(홍성엽) 한국전시산업융합연구원 2015 한국과학예술융합학회 Vol.22 No.-

        Building materials layers upon layers to produce a desired product, 3D printing, so called the ‘Third Industrial Revolution’, is expected to bring significant changes throughout the industry besides being an innovation in the manufacturing technology. A 3D printer produces a product by using additive manufacturing, a process to stack lay by lay according to spraying of powder or liquid materials to its 2D cross-section by a digitalized 3D product design. Even though 3D printing technology is broadly used in product design area in addition to industry, the 3D printing materials are not known very much. In this study, the classification of 3D printing materials that are recently used in the arts are discussed with the respective properties except for the bio-materials. Metals, plastics such as PLA, ABS and nylon, and nanomarterials such as carbon nano tube, graphene are discussed as 3D printing materials. By the discussion of the unique properties of those 3D printing materials, artists and product designers will be understand the materials and possibly combine the discussed materials to find new 3D printing materials.

      • KCI등재

        금강비 기반 생체분자의 구조,기능적 안정성

        정형기 ( Hyong Gi Jung ),이철호 ( Cheol Ho Lee ) 한국전시산업융합연구원 2016 한국과학예술융합학회 Vol.23 No.-

        All natures and things of this world make a fixed ratio. Geumgang ratio, the iIndignous formative ratio of Korea is simple, stable, and practical as well as having aesthetic factors of golden ratio, so has been applied to design of building, work of art, and househld item, etc. This study carried out to examine the distinctiveness based on an analysis on various cases of Geumgang ratio and to compare and analyze the link between molecular structure and function through a case study on Geumgang ratio discovered in biomolecular structure such as nucleic acid, protein, and ribonucleoprotein forming biosystem. Geumgang ratio was found in ancient remains, traditional buildings, traditional furnitures and household Items in this country and in nature such as pruning of syconus and petal number of plants getting out of Fibonacci number. The ratio could be found in the biomolecular structure such as nucleic acid, zymoprotein and ribonucleoprotein. Based on the results obtained in this study, it has been considered Geumgang ratio could be served for not only industrial design of commercial item but also the molecular design of new drug such as anticancer and biologically active agents. In Advance, the more detailed researches on having visual data on the level of nanoscale using electron microscope(EM) or scanning tunneling microscope(STM) would be needed for the practical application to biomedical field.

      • KCI등재

        웨어러블 디바이스 차세대사용자 의식조사 연구

        홍성엽 ( Sung Yeap Hong ),정형기 ( Hyong Gi Jung ) 한국상품문화디자인학회 2015 상품문화디자인학연구 Vol.43 No.-

        In the 2000s, wearable devices had been produced for the purpose of medical service and entertainment. With the growth of mobile devices that improved interaction with human beings, wearable devices that cost high although showing their potential have been developed and made for special industries such as military and logistics control, and thus have faced a great deal of difficulty with market creation. In 2015, wearable devices have tended to expand into general markets, including health care, sports, and games. Therefore, the purpose of this study is to conduct empirical survey on the next-generation users`` awareness of wearable devices that emerged at the time when smart devices have changed their direction from something to carry to something to wear, and thereby to perform empirical preliminary research on the leading development direction and system establishment of the futuristic wearable device market. The study scope and methods are presented as follows: First, to analyze and outlook the domestic and foreign research trends and expected effects of wearable devices, previous studies are investigated and theoretical study is conducted. Secondly, the survey on the awareness of the future main users of wearable devices, or the next-generation user group, is conducted to look into their attitudes. Thirdly, the results from the survey on previous studies, theoretical study, and attitude research are used as theempirical material necessary for the leading development direction and system establishment of the futuristic wearable device market. The study subjects of this study were 81 college and university students in their 20s living in the metropolitan areas, who are the next-generation main users of wearable devices. They had person-to-person in-depth interviews. The questionnaire items were brand, interest, understanding of information, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase. This study drew the following results and conclusions: Regarding the questions about interest in wearable devices, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase, the positive replies were statistically significant regardless of sex, and there was high reliability of each question. The correlation between questions was not independent and thus it was proved that they had correlation. Typical global brands were found to be Apple Watch, Samsung Gear, and Google Glass in order. The most important non-purchase factors that the next generation group as main users had were price, function, and design. Therefore, it is necessary to solve the problem.

      • KCI등재

        TV 방송 프로그램의 비주얼성 자막 시청자 호응 관계 연구

        이재익(Jae Ik Lee),박수정(Soo Jung Park),정형기(Hyong Gi Jung) 한국디자인문화학회 2011 한국디자인문화학회지 Vol.17 No.4

        TV방송, DMB, 위성파, 케이블 방송 등 현재 영상 콘텐츠 사업은 모바일 통신의 발달로 빠르게 성장하고 있다. 영상 콘텐츠 사업의 발달은 방송 프로그램의 시청률 경쟁을 야기하였으며 시청률 경쟁은 방송 프로그램의 편집과 구성을 계속 변화·발전할 수 있도록 하는 배경이 되었다. Full HDTV가 보급되고, 디지털 LCD TV가 보편화 되면서 TV방송국에서는 시청자에게 다채로운 영상을 제공할 수 있게 되었고, 고품질 영상에 발맞춰 방송프로그램의 편집 방식에 눈에 띄는 변화가 나타나기 시작했다. 그 중 가장 큰 변화는 자막을 활용한 오락적 요소의 편집을 들 수 있다. 기술의 발전은 단순한 콘텐츠의 모습뿐만 아니라 시청자의 TV프로그램 선호도에도 영향을 미쳤다. 비주얼성 자막의 필요 요구는 단순히 마니아층에 한정된 것이 아니라 전체 시청자들의 요구로 이어지는 모습을 보인다. 따라서 본 연구의 목적은 비주얼성 자막을 바라보는 시청자들과 사회 문화의 반응을 파악하여 향후의 다양한 정보제공 및 TV, 모바일 미디어에서 선보일것으로 예상되는 비주얼성 자막에 관련되는 후속연구의 추이를 예측해 보고자하는데 있으며, 본 연구의 범위 및 방법은 설문조사를 통하여 시청자들이 가지고 있는 비주얼성 자막에 대한 견해를 분석, 유추하여 오락 프로그램과 자막, 디자인적 요소의 상관관계를 고찰해보고 최종적으로는 오락 방송프로그램의 비주얼성 자막이 차지하는 빈도수에 따라 시청률에 어떤 영향을 끼치는가에 대해 연구하고자 하였다. 가설에 따라 보다 정확한 통계분석을 위해 카이제 곱검정법을 사용하였으나, 기대도수가 5보다 낮은 경우 피셔의 정확성 검정법(Fisher`s Exact Test)을 이용하였다. 설문조사 결과 시청자들은 오락프로그램에서 비주얼성 자막의 역할을 상당히 크게 인지하고 있으며, 오락프로그램보다 비주얼성 자막만으로도 즐거움을 느끼고 있었다. 또한 향후, 비주얼성 자막은 시대를 대변하는 역할 과 다양한 정보, 기능을 제공하고 TV, 스마트폰(Smart Phone), 태블릿PC(Tablet PC) 등의 휴대기기 모바일 미디어에서 더욱 급격하게 변화하며 성장할 것으로 예상된다. Media Contents Industry is getting bigger with TV Broadcasting, DMB, Mobile Communication Network recently. And Progress of media contents bring Network which encourage broadcasting stataion`s whole system. Compare to before, Audience could experience various way of editing with captions such as video, diverse font via Full HD, Digital LCD TV. Thus, Development of technology makes viewer`s taste sophisticated. Statics of people who enjoy media says, what is role of visual captions in entertainment TV program plus, it`s function as element of design. In other words, Viewer, they value contents and composition in TV program at the same time. Therefore, This thesis examined the Relationship Between Audience and Visual Caption of TV Broadcasting Program. Next, This thesis suggested a Direction of the Future Study on the Relationship Between Audience Rating and Image Captions, Design Elements, etc. in TV program & Mobile Internet Device. To be concrete survey thesis use Chi-sqare, Fisher`s Exact Text. Compare to expectation visual caption is weighty to people as enjoyable part in TV and would reflect society. And, We would see that many Media Contents, which included visual caption, is going to affect Mobile Internet Device such as Smart Phone, Tablet PC and get Design Industry shape up as well.

      • KCI등재

        옥외행사 참여자의 서비스만족도에 관한 연구

        김재원(Kim, Jae Won),조은희(Cho, Eun Hee),김영우(Kim, Young Woo),정형기(Jung, Hyong Gi) 한국디자인문화학회 2016 한국디자인문화학회지 Vol.22 No.3

        본 연구는 문화체육관광부 지정 축제 중 현재까지 행하여 졌던 옥외행사 평가항목에서 참여자의 문제점을 발견하여 분석함으로서 향후 옥외행사 문화 산업화 촉진을 위한 새로운 서비스 체계를 개발하는데 필요한 기초적 자료와 시사점을 제공하고자 연구 되어졌다. 본 연구의 범위와 내용에는 문화체육관광부 지정지역축제와 대한민국 축제 콘텐츠대상백서(2015)에서 선정한 보령머그 축제에 한정하였다. 연구방법은 옥외 행사 관련 업체, 기관들의 각종 보고서와 보도자료 등의 분석과 함께 논문과 단행본 등 문헌조사를 통한 고찰로 진행되어졌다. 선행연구를 통해 축제 참여의 동기속성은 가족과 친지들과의 친화, 스트레스 해소, 축제의 체험프로그램, 참가자들의 단합계기, 지역의 독특한 정서체험, 축제의 의미와 신비로움과 학습교육, 주변지역의 관광지감상과 답사 그리고 특산품구매 및 먹거리를 추출하였고 서비스 만족도요인은 다양한 먹거리, 축제 장소까지의 편안한 접근성, 알기 쉬운 안내시설, 안내(안전)요원들의 친절도, 주차의 편리성, 휴식 공간 (벤치, 휴게실), 부대시설(화장실 등) 청결도, 안전시설(의료편의) 확충, 행사장내동선의 용이성을 추출하여 보령머그축제의 참가자의 설문지를 통해 신뢰수준에 만족한다는 결과를 얻었다. 참여자 동기속성에서 ‘축제의 체험 프로그램’, ‘스트레스 해소’, ‘축제의 의미와 신비로움’순으로 높게 나타났다. 축제의 체험프로그램에 대한 인식을 긍정적으로 생각하며, 서비스만족도는 안내요원들의 친절도와 주차에 대한 만족도는 상대적으로 높은 반면, 먹거리, 부대시설, 축제 장소의 접근성 그리고 안전시설(의료편의)에서 낮음을 알 수 있었다. 또한 참여동기와 서비스만족도 상관관계 분석을 실시한 결과 참여자 동기 속성에서 특산품 구매 및 먹거리의 참여 동기가 높은 경우에 서비스만족도가 높다는 시사점을 제시되었다. 따라서 옥외행사 문화 산업화 촉진을 위해서는 축제의 체험프로그램의 개발과 다양화가 필요하며 참여자의 서비스만족도를 높이기 위하여 먹거리, 부대시설, 축제 장소의 접근성 그리고 안전시설(의료편의)등의 중심으로 서비스 체계구축이 필요하다고 제안하고자 한다. This study aims to provide basic data and implications needed to develop a new service system to promote the outdoor performance culture industry by discovering and analyzing festival participants’ problems from the evaluation items about outdoor performances that have been conducted so far out of all the festivals designated by the Ministry of Culture, Sports and Tourism. As for the research range and contents, this study selected local festivals designated by the Ministry of Culture, Sports and Tourism and Boryung Mud Festival designated by the 2015 Korea Festival Contents Industry White Paper. As research methods, this study analyzed various kinds of reports and press releases from outdoor performance-related companies and organizations and conducted a literature review on relevant theses and books. Through previous studies, this study extracted festival participation motivation attributes, such as affinity between family members and relatives, stress solution, festival experience programs, participants’ unity opportunity, locally unique emotional experience, the significance and mystique of festivals and learning education, surrounding tourist attraction appreciation and exploration, local specialty purchase and local foods. As service preference factors, this study also extracted various kinds of local foods, convenient accessibility to festival spots, guide signs easy to understand, guide (safety) staffs’ kindness, parking convenience, resting space (benches and resting rooms), subsidiary facility (restroom) cleanliness, safety facility (medical convenience) expansion, and traffic-line easiness in an event site. Thus, this study discovered that Boryung Mud Festival participants were satisfied with the level of reliability through the questionnaire provided with these factors. Out of all the participants’ motivation attributes, ‘festival experience program’ was highest, followed by ‘stress solution’ and ‘the significance and mystique of festivals’. It was found that festival participants positively perceived festival experience programs, and showed relatively high satisfaction with guide staffs’ kindness and parking, but low satisfaction with local foods, subsidiary facilities, accessibility to festival spots and safety (medical convenience) facilities. Besides, as a result of analyzing the correlation between their participation motives and service satisfaction, this study discovered an implication that festival participants’ service preference was high when their local specialty purchase and local food participation motive were high out of all the motivation attributes. Accordingly, this study proposes that in order to promote the present outdoor performance culture industry, it is necessary to develop and diversify festival experience programs, and in order to increase festival participants’ service preference, it is required to establish a service system, focusing on local foods, subsidiary facilities, accessibility to festival spots and safety (medical convenience) facilities.

      • KCI등재

        신실버세대의 스마트기기 접근성 모델 연구

        이재익(Lee, Jae Ik),남현우(Nam, Hyun Woo),정형기(Jung, Hyong Gi),장세은(Jang, Se Eun),김혜연(Kim, hye yoen) 한국전시산업융합연구원 2013 한국과학예술융합학회 Vol.13 No.-

        스마트기기는 그 역할과 용도가 개인적인 활용에서 업무보조까지 다양한 기능을 수행하게 되면서, 현대 사회인들의 라이프스타일까지 새롭게 변화시키고 있다. 이러한 스마트기기의 등장으로 현대 사회인들의 라이프스타일이 새롭게 변화되면서 스마트기기를 사용하는 사용자 계층 또한 다양해지고 복잡해졌다. 특히 신실버세대는 신체적·정신적 변화와 감각기관의 기능저하에 영향을 많이 받는 세대로 스마트기기에 친숙하지 않은 관계로 이에 대한 접근성을 향상시킬 수 있는 연구가 필요하다는 가설을 설정하였다. 연구결과, 신실버세대의 지각경로, 학습능력, 응답 및 반응시간에 관한 개념을 고찰하였다. 그리고 스마트기기 접근성 요소분석을 위하여 스마트폰과 스마트패드를 기준으로 인지성, 운영성, 이해성으로 구분하였고, 세부적으로는 화면크기, 화면구성, 조작방식, 등으로 나누어서 진행하였다. 이렇게 분석된 데이터들을 기반으로 스마트기기의 사용성 향상화 방안과 접근성 향상화 모델(SAIM)을 제안하였다. 본 연구를 통해서 제안된 향상화 모델은 스마트기기 사용자 계층에서 소외되었던 신실버세대들도 쉽게 스마트기기에 접근할 수 있을 것으로 기대되며, 향후 연구에서는 신실버세대의 스마트기기 UX디자인과 어플리케이션에 대한 연구와 표준화 등이 진행되어야 할 것이다. Smart appliances perform various functions in their role and purpose from the individual use to job assistant, and are changing new even the lifestyle of modern society. With the advent of these smart appliances lifestyle of modern society has been changed new and the user layers of the smart appliances also became diverse and complicated. Especially the new silver generation is frequently affected by physical and mental changes, and deterioration of the sense organs. Iset the hypothesis that the study is needed to improve their accessibility to smart appliances because they are not familiar with smart appliances. According to the findings, to analyze mental model of the new silver generation, the conceptions about the perception routes, learning ability, and response and reaction time of the new silver generation were investigated. And for the analysis of accessibility element to smart appliances, Idivided these elements into perceivability, operability, understandability based on smart phone and smart pad. The study was performed by dividing into screen size, display configuration, applications, operation mode, etc. in details. Based on these analyzed data Isuggested the plan for the improvement of smart appliances usability and the model for the improvement of smart appliances accessibility (SAIM). Through this study, it is expected for the new silver generation excluded from the smart appliance users also to access easily to them. In the next research I plan to carry out the study and the standardization of smart appliances UX design and applications for the new silver generation.

      • KCI등재

        신실버세대 모바일 뱅킹 사용성 평가 연구

        이재익(Lee, Jae Ik),남현우(Nam, Hyun Woo),정형기(Jung, Hyong Gi),김영우(Kim, Young Woo) 한국전시산업융합연구원 2013 한국과학예술융합학회 Vol.12 No.-

        스마트폰의 보급 증가로 일반 사용자의 편의성은 매우 향상된 반면 신실버 세대 및 스마트기기 소외 계층과 입문·초보 사용자의 사용이 매우 어려운 상황이며, 이로 인해 스마트기기 UX의 사용성에 관한 연구가 매우 필요하게 되었다. 따라서 본 연구에서는 국내 시중은행 모바일 뱅킹 사용성 중요도 평가를 연구 범위로 설정하여 사용성을 높이기 위한 연구를 진행하였다. 이를 위해 선행 연구 등을 통해 연구 방법, 프로세스, 이론 등에 대한 데이터를 수집하여 분석하고 모바일뱅킹 사용성 이론을 고찰하였다. 위와 같은 기초 연구를 바탕으로 ‘사용자의 사용성 항목’ 중요도를 설문조사를 통하여 비교 분석하였다. 설문대상의 선정은 본 연구 의도에 맞춰 비확률 표집 방법(non-probability sampling method) 중 의도적 표집 방법(purposive sampling method)을 사용하였다. 설문의 자료처리는 빈도분석(frequency analysis), 기술통계분석(descriptive statistics analysis), 독립표본(independent two sample) t검정, 선정된 문항들에 대한 신뢰도 분석(reliability analysis) 등을 실시하였으며 본 연구의 실증분석은 모두 유의수준(p<.05)에서 검증하였고 통계처리는 SAS 9.3 프로그램을 사용하여 분석하였다. 결론적으로 본 연구는 향후 신실버 세대의 모바일 뱅킹시, 사용성과 효율성을 획기적으로 높일 수 있는 중요한 선행연구 및 참고자료가 될 수 있을 것으로 사료된다. While the ease of regular users has been greatly improved due to increased spread of smart phones, it is very difficult for the new silver generation, underprivileged and the introductory users·the novice users to use it. Thus, it is very necessary to study the usability of smart device UX(User Experience). In this study, inquires, transfer and mobile services between items of smart banking application of eight commercial banks were set as the research range and research was conducted to increase the usability. For this research, data about research methods, process and theory were collected through collection of the previous studies and the usability theory of smart banking was investigated. Based on these basic researches, I wanted to evaluate the smart mobile banking usability and "user"s preference. To prove these hypotheses, the process of usability testing was designed and then a survey was conducted after the usability test to extract and analyze data about the smart mobile banking preferences, and problems related to usability. In conclusion, this statistic"s study(frequency analysis, descriptive statistics analysis, independent two sample, reliability analysis) can be reference to improve the usability and efficiency upon development of smart mobile banking applications in the future.

      • A Study on the Equivalence of Two Verapamil Formulations

        Jung, Hyong Gi 서경대학교 산업기술연구소 1998 産業技術硏究所論文集 Vol.5 No.-

        The study of the following two trials are to determine the equivalence of treatments A and D with respect to the mean (or median) AUC and with respect to intrasubject variability. This paper shows the statistical methodology of bioequivalence using crossover design.

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