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      • KCI등재

        A Characteristic Analysis of Ergonomic Console Layout Studies Using Optimization Techniques

        Kihyo Jung,Jaejung Kim,Taekho You,Baekhee Lee,Wonsup Lee,Seikwon Park,Woongseok Roh,Heecheon You 대한인간공학회 2012 大韓人間工學會誌 Vol.31 No.6

        Objective: The present study systematically analyzed the characteristics of ergonomic layout optimization methods by a comprehensive literature survey. Background: Although layout design methods for ergonomic placement of controls and displays on a console have been developed, understanding of their characteristics is lacking. Method: The present study analyzed layout optimization papers published past 20 years from the following four aspects: optimization model, optimization algorithm, design principle, and constraint/assumption. Results: The existing layout optimization methods based on various optimization techniques consider only a partial set of four layout principles(importance, frequency of use, sequence of use, and functional grouping) and two ergonomic criteria(visibility and reach). In addition, the existing methods oversimplify components in various sizes, shapes, and angles by assuming the equality of the components in size and shape. Conclusion: A more effective layout optimization method is needed which considers the layout principles and ergonomic criteria in a comprehensive manner and reflect the diversity of components in size and shape. Application: The identified characteristics on the existing layout optimization methods can be applicable to development of a better ergonomic console layout design method.

      • Classical Simulation of Shor’s Algorithm

        Kihyo Kwon,Fakhar Zaman,Junaid ur Rehman,Hyundong Shin 한국통신학회 2020 한국통신학회 학술대회논문집 Vol.2020 No.8

        We provide the classical simulation of a compiled version of Shor’s algorithm to factor 15. The classical simulation is performed on a simulator designed on Matlab, which is capable of simulating general quantum circuits with different noise models in the circuit. In the noisy simulation, we introduce depolarizing and amplitude damping noise whose strength matches that of actual noise in the IBM quantum device. A comparison of noisy simulation and implementation on IBM quantum devices shows that the simulator closely mimics the behavior of IBM quantum devices by choosing appropriate noise strengths.

      • KCI등재

        Identification of the Minimum Legible Text Size for Group-View Display of the Main Control Room in Radioactive Waste Facility

        Kihyo Jung,Baekhee Lee,Yoon Chang,Ilho Jung,Heecheon You 대한인간공학회 2017 大韓人間工學會誌 Vol.36 No.3

        Objective:The present study identified the minimum legible text size by an experiment for eight combinations of background and text colors, which will be used in designing visual information on group-view display (GVD). Background: Information on minimum legible text size is needed to design the visual information presented on GVD in a radioactive waste control room. Method: The experiment was conducted for 22 male participants (age: mean = 37, SD = 6.7; visual acuity: over 0.8) who were recruited by considering demographic characteristics of current control room operators. Eight combinations of background and text colors were considered and the minimum legible text size was determined for each combination by applying the method of limits, one of psychophysical methods. Results: The minimum legible text size was significantly different in accordance with the combination of background and text colors. Statistical analysis results showed that luminance contrast and color contrast between background and text influenced the minimum legible text sizes. Conclusion: This study concluded that the minimum legible text size is 8 minute of arc for various combinations of background and text colors. Application: The minimum legible text size identified in the present study can be utilized in designing visual information on GVD at the main control room in a radioactive waste facility.

      • KCI등재

        Evaluation of Information Presentation Methods for a Wearable Braille Display

        Kihyo Jung,Minjeong Lee,Joonho Chang,Heecheon You 대한인간공학회 2011 大韓人間工學會誌 Vol.30 No.6

        Objective: The present study evaluated information presentation methods applicable to a wearable Braille display in terms of performance and satisfaction measures. Background: A Braille display wearable at a finger can improve accessibility of information for the blind by presenting information in real time. Method: A Braille display with six pins operated by DC servomotors was developed to simulate four information presentation methods(active, stationary, simultaneous, and sequential methods). An evaluation experiment was conducted with 16 participants(8 normal and 8 blind participants) by using three objective measures(reaction time, RT, unit: sec; recognition time, CT, unit: sec; correct response percentage, CP) and two subjective measures(overall satisfaction, OS; perception easiness, PE) with a 7-point scale. Results: The average RTs and CTs of the active and stationary methods were significantly shorter than those of the simultaneous and sequential methods for the blind participants. Also, the average CPs, OSs, and PEs of the active and sequential methods were significantly higher than those of the stationary and simultaneous methods. Conclusion: The active and sequential methods were preferred to the other methods for the blind. Application: The performance characteristics identified in the present study for the four braille display methods can be utilized to develop an effective wearable Braille display system.

      • KCI등재

        An Estimation Method of Representative Humanoids for Digital Human Simulation

        Kihyo Jung 대한인간공학회 2013 大韓人間工學會誌 Vol.32 No.3

        Objective: The present study developed an estimation method of boundary zone representative humanoids(hereafter, EBZ method) using descriptive statistics on the design target population. Background: The boundary zone method(hereafter, BZ method) generates representative humanoids at a boundary zone that statistically accommodates a designated percent of the design target population; however, the BZ method has a practical limitation because it requires a large scale anthropometric database on the design target population. Method: The EBZ method developed in the present study consisted of 3 steps. In the first step, the boundary zone of accommodating a designated percent(e.g., 90%) is formed under the assumption of normal distributions for anthropometric sizes. In the second step, cases that fall within the boundary zone are estimated using descriptive statistics(mean, standard deviation, and covariance) on the design target population. In the last step, K-mean cluster analysis is conducted for the cases, and representative humanoids are selected from each of clusters. Results: Evaluation results showed that mean accommodation percent of the EBZ method was 90.9%(range: 90.8~91.1%) which is similar to the target percent(90%). In addition, standard deviation of accommodation percent for 100 repetitions was 0.1%. Lastly, the number of representative humanoids generated by the EBZ method(n = 20) was similar to the BZ method(n = 16). Conclusion: The EBZ method can generate representative humanoids which accommodate a designated percent of the design target population using descriptive statistics. Application: The EBZ method can be utilized in the generation of humanoids for ergonomic design and evaluation of products when the large scale anthropometric database on the design target population is not existed.

      • KCI등재

        가상 환경 상의 헬리콥터 조종실 설계를 위한 정량적인 인간공학적 평가 방법 개발

        정기효(Kihyo Jung),박장운(Jangwoon Park),이원섭(Wonsup Lee),강병길(Byunggil Kang),엄주호(Jooho Uem),박세권(Seikwon Park),유희천(Heecheon You) 대한인간공학회 2010 大韓人間工學會誌 Vol.29 No.2

        For the development of a better product which fits to the target user population, physical workloads such as reach and visibility are evaluated using digital human simulation in the early stage of product development; however, ergonomic workload assessment mainly relies on visual observation of reach envelopes and view cones generated in a 3D graphic environment. The present study developed a quantitative assessment method of physical workload in a digital environment and applied to the evaluation of a Korean utility helicopter (KUH) cockpit design. The proposed assessment method quantified physical workloads for the target user population by applying a 3-step process and identified design features requiring improvement based on the quantified workload evaluation. The scores of physical workloads were quantified in terms of posture, reach, visibility, and clearance, and 5-point scales were defined for the evaluation measures by referring to existing studies. The postures of digital humanoids for a given task were estimated to have the minimal score of postural workload by finding all feasible postures that satisfy task constraints such as a contact between the tip of the index finger and a target point. The proposed assessment method was applied to evaluate the KUH cockpit design in the preliminary design stage and identified design features requiring improvement. The proposed assessment method can be utilized to ergonomic evaluation of product designs using digital human simulation.

      • KCI등재

        대표 인체 모델 생성을 위한 주성분 공간의 대표점 결정 기법 개발

        정기효(Kihyo Jung) 대한인간공학회 2018 大韓人間工學會誌 Vol.37 No.3

        Objective: This study developed a determination method of representative points in the space of principal components to generate representative cases for anthropometric design and digital human simulation. Background: The advanced generation method using principal component analysis can create a group of representative cases that statistically accommodate a designated percentage of design target users. However, a specific determination method of representative points to generate representative cases has not been proposed in existing studies. Method: This study proposed a determination method of representative points on an n-dimensional ellipse formed in the space of principal components. The proposed method determined representative points on each principal component and on the combination of principal components using an optimization model. The performance of proposed method was evaluated by generating representative cases for anthropometric design and digital human simulation of airplane cockpit. Results: The proposed method selected eight representative points on an ellipse formed to accommodate 95% of design target users in the space of two principal components. The selected points represented one overall small user, two small users with different body proportion, two medium users with different body proportion, two large users with different body proportion, and one overall large user. Conclusion: The proposed method properly determined representative points on an ellipse in principal components. Application: The proposed method can be used to generate representative cases using principal component analysis for anthropometric design and digital human simulation.

      • KCI등재

        무형문화재 중 무용종목의 기록을 위한 방법론 개발

        김기효(KiHyo Kim) 인문사회과학기술융합학회 2018 예술인문사회융합멀티미디어논문지 Vol.8 No.4

        춤이라는 것은 단순한 유희의 목적으로 이루어지는 신체적 행위가 아닌 인간이 살아가는 시대의 생각, 행동, 철학, 유행 등을 내포하는 하나의 표현행위이다. 이러한 인간의 표현행위 중 춤은 몇 천년 동안 이루어진 행위로서 역사적 사료를 통해 과거 인간의 모습을 엿볼 수 있는 좋은 자료가 되기도 한다. 하지만 안타깝게도 한국 무용에 대한 그러한 자료는 거의 부재한 상황이고, 그러한 부재의 가장 큰 이유는 한국 전통춤을 기록하는 무보 즉, 기록법이 아직까지 정립되지 않고 있기 때문이다. 한국 전통춤을 기록하기 위한 많은 시도와 노력이 있었고 다양한 방법과 기술을 활용한 시험들이 이어졌지만 한국의 춤을 기록하지 못하였다. 본고에서는 그 이유를 동작 뿐 아니라 의상과 소품의 움직임까지 작품의 일부로 포함하는 한국 전통춤의 특성 때문인 것으로 결론지었다. 왜냐하면 인간의 움직임 데이터를 추출하여 자연스러운 움직임의 모습을 구현할 수 있는 기술은 이미 개발이 되어있고, 지속적으로 발전하고 있는 상황이므로 움직임을 기록한다는 것은 어려운 일이 아니지만 관절을 덮고 있는 의상의 모습까지 데이터로 추출한다는 것은 아직 완성된 기술이 아니므로 한국 전통춤을 기록하기에는 완전하지 않았다. 또한 비용의 문제는 동작을 기록하는 대표적인 기술인 라바노테이션 및 모션캡처 기술들을 지속적으로 활용할 수 없는 환경을 제공하였다. 이러한 부분들을 보완할 수 있는 기록법 개발이 필요하다고 생각되어 문헌·사례·인터뷰 등을 중심으로 자료조사를 진행하였고 이러한 내용들은 기록체계 및 방법들을 도출할 때 적용하여 실제 촬영을 통해 결과물을 도출할 수 있었다. 2D 다각도 촬영과 임시 Viewer제작으로 시작된 작업에서 지속적인 작업을 통해 발견된 문제점들을 보완하여 왔고, 최신 기술에 대한 지속적인 조사와 기록법 적용여부를 논의하고 실험하여 VR기술의 일부를 적용하였다. 좀 더 발전된 형태로 4D Scanning업체와의 협업을 바탕으로 단점을 보완해가며 촬영을 진행하고 있다. 역사의 기록이란 인간이 살아가는 당시의 현상과 모습들의 기록이라고 정의할 수 있다. 그러한 점에서 무형문화재의 춤을 기록하는 것은 후대에 한국의 문화적 자산의 가치를 알려주고 지속적으로 보존할 수 있는 기회를 제공할 수 있는 중요한 부분이라는 점에서 향후 지속적인 관심과 연구가 필요하다고 생각한다. Chum(dance) is not merely movements for entertainment but a human expression that internalizes mind, behavior, philosophy and trends of a certain period. As for Traditional Korean Dance, however, it has been difficult to come up with a perfect way to preserve the art form. There has been many trials to record Traditional Korean Dance, and diverse methods and technologies have been experimented, but they don’t record it. A major cause of the failure is the characteristic of Traditional Korean Dance, which contains not only movements but also costume and props as the important parts of dance. As the technologies, which record human beings’ movements, have continued to develop, recording movements is not difficult. However, acquiring the movement data including costume and props has not yet been completed. In addition, the higher expenses of using Labanotation and Motion Capture stand in the way of recording dance continuously. There was an effort to solve those problems, such as researching for recordings and interviewing some experts. These efforts made it possible to create an effective way of dance recording for Traditional Korean Dance, especially Intangible Assets. Shooting dances begins with 2D Multi-view and temporal Viewer, and some disadvantages and advantages come through keeping shooting. I continued to research on current video technologies, and devised a proprietary method to record Chum using VR video technology. Also, this project is currently in collaboration with a company specialized in 4D Scanning technology in order to overcome the shortcomings of the 2D multi viewer. Recording history reflects the society and life style of people in a certain period. Recording Intangible Assets truly deserves further interest and research since it will help promote traditional Korean Dance as a valuable cultural asset of Korea, and will also encourage future development of preservation.

      • KCI등재

        혁신제품개발 교육과정 개발을 위한 전략수립 방법

        정기효(Kihyo Jung),장준호(Junho Chang),이원섭(Wonsup Lee),장준호(Joonho Chang),유희천(Heecheon You),장수영(Soo Y. Chang),전치혁(Chihyuck Jun) 한국공학교육학회 2008 공학교육연구 Vol.11 No.3

        기업에서는 경쟁력 제고를 위해 혁신제품개발 전문인력을 필요로 하나, 혁신제품개발 전문인력을 위한 대학의 교육과정 개설은 미흡한 실정이다. 본 연구는 대학에서 혁신제품개발 교과과정 개발을 위한 체계적 전략수립 방법을 제안하고 교육과정 개발에 적용하였다. 본 연구의 전략수립 방법은 순차적인 3 단계(전략요소 도출, 전략적 과제 수립, 전략실행 roadmap 수립)로 구성되어 체계적으로 교과과정 개발을 위한 전략을 수립할 수 있게 한다. 또한, 개발된 전략수립 방법은 P 대학의 “인간친화형 혁신제품 개발 모듈 교육과정” 개발 전략수립에 활용되었다.본 연구의 혁신제품개발 교육과정 개발 전략수립 방법은 제품개발 교육과정뿐만 아니라, 대학의 특성을 고려한 차별화된 신규 교육과정 개발에 유용하게 활용될 수 있을 것이다. Far greater than ever before is the present industrial demand for skilled professionals in innovative product design and development. Yet there is an apparent lack of a sufficient curricular provision for training design professionals in almost all engineering schools. The present study is to propose a systematic procedure for developing a strategy for building an innovative product design curriculum and demonstrate its application. The procedure consists of three major steps: strategic element derivation, task formulation, and task execution roadmap construction. The proposed procedure was applied to develop a modular curriculum (a cluster of several related courses) covering various subjects in relation to innovative product design and development. The procedure seems quite effective and useful for developing a curriculum that is strategically well differentiated based on the unique characteristics of a particular educational institute and its applicability seems not limited to a specific domain.

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