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      • A Review on Techniques for Evaluating Physical Stresses Associated with the Use of Various Input Devices

        Donghyun Beck,Dongwook Hwang,Minseok Son,Jaemoon Jung,Hanjun Park,Juhee Park,Woojin Park 대한인간공학회 2013 대한인간공학회 학술대회논문집 Vol.2013 No.10

        Objective: The aim of this paper is to classify and characterize the existing physical stress evaluation methods related to the ergonomics analyses of computer input devices. Background: Over the past few decades, the field of computer input device design has gone through rapid advances and various physical stress evaluation methods have been developed. However, an established classification of the existing physical stress evaluation techniques does not seem available at this point. A systematic review of the advances during the past three decades and a classification of the physical stress evaluation methods based on it would help researchers to better plan and perform physical stress evaluation for different input devices to be developed. Method: We collected and examined the studies that are related to the ergonomic design and evaluation of input devices such as keyboard, mouse, joystick, trackball, touchscreen, etc. The collected studies were reviewed with a focus on the methodology used for physical stress evaluation and different physical stress evaluation methods were identified. Then, the physical stress evaluation methods were sorted into categories according to similarities and each category was characterized in terms of purpose, strengths and limitations. Application: This paper will help researchers and practitioners understand the existing physical stress evaluation methods and thereby better plan and perform studies for physical stress evaluation of input devices.

      • KCI등재

        중국 아동의 창의성 증진을 위한 지역 문화 콘텐츠 기반의 디자인교육 프로그램 개발

        윤우람(Woolahm Yoon),백동현(Donghyun Beck) 한국콘텐츠학회 2020 한국콘텐츠학회논문지 Vol.20 No.9

        창의성의 개념을 규명하고 이를 효과적으로 향상시키기 위한 다양한 연구들이 시도되고 있다. 여러 디자인 선진국에서는 일찍이 디자인교육의 영역을 보편교육까지 확장하여 국민의 창의성 증진을 위한 과정으로 활용하고 있다. 중국의 경우, 국민소득이 급속하게 증가함에 따라 교육시장의 성장 역시 가속되고 있는 반면, 현재 교육시장은 입시과목 위주로 구성되어 있어, 아동의 창의성을 위한 전문적 교육 콘텐츠가 부족한 실정이다. 이에 본 연구는 중국 아동의 창의성 증진을 위해 중국의 문화적 콘텐츠를 활용한 디자인교육 프로그램을 개발하고 그 효과성을 검증해보았다. 본 연구의 교육 프로그램 개발 프로세스는 다음과 같다: 1) 학부모 대상 심층인터뷰를 통한 프로그램 개발 방향성 탐색; 2) 아동 교육 전문가 참여 아이데이션을 통한 3가지 수업방안 도출; 3) 전문가/학부모 평가를 통한 최종 수업방안 선정 및 교재 개발. 이렇게 개발된 교재를 활용하여 만 9~10세 아동들을 대상으로 수업을 진행하였으며, 수업 전후에 수행한 창의성 검사 TTCT 점수를 통계적으로 비교분석하였다. 그 결과, 본 연구에서 개발된 교육 프로그램이 아동의 창의성에 유의한 영향을 미친다는 것을 보였으며, 이는 추후 중국 아동 창의성 증진에 기여하는 동시에 추후 관련 프로그램을 개발하는 데에도 유용하게 활용될 수 있을 것으로 보인다. 또한 본 연구는 지역/현지 문화 콘텐츠를 활용하여 창의성 증진 프로그램을 개발한 사례로서 여러 교육 분야에서 적용될 수 있을 것으로 기대된다. Various studies have been conducted to identify the concept of creativity and enhance it effectively. Many advanced countries in the field of design have already expanded the scope of design education from specialized education to universal education and utilized such design education as a curriculum for promoting the creativity. Although education industry in China has been growing rapidly with the increase in the national income, the current educational contents have been mostly focused on the subjects/contents for an entrance examination, with little consideration of creativity promotion for children. Therefore, as an effort to promote creativity of Chinese children, the current study developed a design education program utilizing Chinese cultural contents and verified its educational effectiveness in terms of creativity promotion. The program was developed in the following process: 1) exploring the program development direction through an in-depth interview with parents; 2) deriving three lesson plans through an ideation session with some experts in art education for children; and 3) selecting a final lesson plan through experts/parents evaluation and developing a final textbook. A total of 10 children were educated with the developed textbook, and their levels of creativity before and after the education were comparatively evaluated using Torrance Tests of Creative Thinking (TTCT). The study results showed that the education program developed in the current study significantly affected the children’s creativity, which would contribute to promoting the children’s creativity, and also, developing a new creativity education program in the future. Additionally, it is expected that the research methods employed in this study, that is, developing a creativity promotion program using some cultural/local contents, could be usefully/widely applied in various fields of education.

      • A Review on Object Manipulation Techniques in Virtual Environments and their Performance Metrics

        Jaemoon Jung,Hanjun Park,Dongwook Hwang,Minseok Son,Donghyun Beck,Jungmin Park,Woojin Park 대한인간공학회 2013 대한인간공학회 학술대회논문집 Vol.2013 No.5

        Objective: The aim of this paper is to classify and characterize the existing interaction methods regarding object manipulation in virtual reality environment. Background: Over the past few decades, the field of virtual reality has gone through rapid advances and various virtual object manipulation techniques have been developed. However, an established classification of the existing object manipulation techniques does not seem available at this point. A systematic review of the advances during the past three decades and a classification of the existing object manipulation techniques based on it would help researchers prospect the future of human-machine interaction in virtual environments and further formulate future research directions for virtual object manipulation. Method: We collected and examined studies that are related to virtual reality and virtual object manipulation. The collected studies were reviewed in chronological order, and virtual object manipulation techniques were identified. Then, the existing virtual object manipulation techniques were sorted into categories according to similarities and each category was characterized. Additionally, this study reviewed the existing performance metrics for evaluating virtual object manipulation techniques. Application: This paper will aid in ameliorating the understanding of the existing virtual object manipulation techniques, and furthermore, offer directions to the future researchers in this field.

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