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      • KCI등재

        자연친화 숲 프로그램을 활용한 자유놀이가 유아 창의성에 미치는 효과

        김수희 ( Su Hee Kim ) KNU기업경영연구소 2021 기업경영리뷰 Vol.12 No.3

        본 연구는 자연친화 숲프로그램을 활용한 자유놀이가 유아의 창의성에 미치는 효과를 살펴보는데 목적이 있다. 김수희 외(2015)가 개발한 자연친화 숲프로그램을 활용하여 개정누리과정에서 강조하는 자유놀이를 중심으로 서울시 S구에 위치한 교육기관 만 5세 유아 22명(실험집단 11명, 통제집단 11명)을 대상으로 실시하였다. 검사도구로는 전경원(2000)이 개발한 유아용 창의성 측정도구를 이용하였다. 실험집단과 통제집단의 프로그램 실시전과 후를 살펴보는 설계방식으로 하여 자연친화 숲프로그램을 활용한 자유놀이의 효과를 검증하였다. SPSS 22.0 프로 그램을 사용하여 T검증을 실시한 결과 첫째, 만 5세 유아의 언어창의성에서는 유의미한 효과가 있었으나 둘째, 만 5세 유아의 동작창의성에서는 유의미한 효과가 나타나지 않았다. The purpose of this study is to examine the impact of free play on the creativity of infants using nature-friendly forest programs. Using the nature-friendly forest program developed by Kim Su-hee and others (2015), the program was conducted on 22 5-year-old infants (11 experimental groups and 11 control groups) located in S-gu, Seoul, focusing on free play in the revised Nuri process. As an inspection tool, a child creativity inspection tool developed by Jeon Kyung-won (2000) was used, and the effectiveness of free play using nature-friendly forest programs was verified by the experiment and control group pre-post inspection design. The T-test using the SPSS 22.0 program showed significant effects on language creativity in infants aged 5 years old, but not sig-nificant effects on behavior creativity in infants aged 5 years old.

      • SCOPUSKCI등재

        인간 포배기 배아의 초자화 동결에 관한 연구: II. 초자화 동결이 포배기 배아의 착상 및 임신에 미치는 영향

        김수희,이상원,이주희,강상민,오희정,이승민,이성구,윤혜균,윤산현,박세필,송해범,임진호,Kim, Su-Hee,Lee, Sang-Won,Lee, Ju-Hee,Kang, Sang-Min,Oh, Hee-Jeong,Lee, Seoung-Min,Lee, Seong-Goo,Yoon, Hye-Gyun,Yoon, San-Hyun,Park, Se-Pill,Song, Hai- 대한생식의학회 2000 Clinical and Experimental Reproductive Medicine Vol.27 No.1

        Objective: This study was conducted to investigate the effect of vitrification on the implantation and the pregnancy of human blastocysts. Method: The transfer of the frozen-thawed blastocysts by the slow freezing or vitrification was performed between January 1998 and July 1999. The zygotes derives from IVF were cocultured with cumulus cells in YS medium containing 20% hFF for 5days. Two or three of the best balstocysts produced on day 5 were transferred into the uterus, and then supernumerary blastocysts were randomly divided into two groups. One was frozen by slow freezing and the other was frozen by vitrification method. The slow freezing procedure was performed in two steps (5% glycerol and 9% glycerol + 0.2 M sucrose for 10 min, respectively) using programmed freezer ($-2^{\circ}C$/min to $-7^{\circ}C$, manual seeding at $-7^{\circ}C$, $-0.3^{\circ}C$/min to $-38^{\circ}C$ and plunged into $LN_{2}$). The blastocysts frozen by slow freezing were thawed at $36^{\circ}C$ then removed glycerol in 7 steps. The vitrification procedure was performed in three steps (10% glycerol for 5 min, 10% glycerol + 20% ethylene glycol for 5 min, 25% glycerol + 25% ethylene glycol and directly $LN_{2}$ within 1 min). The blastocysts frozen by vitrification were thawed at $20^{\circ}C$ water then removed cryoprotectant in 3 steps. In each group, thawed blastocysts were cocultured with cumulus cells in YS medium containing 20% hFF for 18h and transferred into the uterus. The implantation rate was evaluated per transferred blastocysts and the pregnancy rate was evaluated per transfers. Results: The survival rate of vitrified group (74.5%) was higher than slow freezing group (68.0%), but not significant. When 98 thawed blastocysts of vitrification were transferred in 40 cycles, 19 pregnancies (clinical pregnancy rate; 47.5%) were established. One miscarriage occurred in the eighth week of pregnancy (ongoing pregnancy rate; 45.0%). 7 pregnancies were ongoing, 11 pregnancies went to term, and 16 healthy infants were born. The Implantation rate was 31.6%. These results were higher than those obtained by the slow freezing (clinical pregnancy rate; 40.3%, ongoing pregnancy rate; 32.5% and implantation rate; 25.3%), but not significant. Conclusion: Vitrification is a simple, quick and economical method when compared to slow freezing. It will be chosen as a good method of human embryo freezing in IVF-ET programs.

      • KCI등재

        저가의 MCU를 사용하여 HSMS 통신 시스템 설계 및 구현

        김수희,Kim, Su-Hee 한국정보통신학회 2015 한국정보통신학회논문지 Vol.19 No.12

        HSMS communication system using low-cost micro controller units(MCUs) is an essential technique for online semiconductor equipment system developments. It is intended as an alternative to SEMI E4 (SECS-I) for applications where higher speed communication is needed and the facilitated hardware setup is convenient. In this paper, an HSMS communication system using low-cost MCUS is designed and implemented. Using a MCU with a low price but high-performance as a main board, a module which processes HSMS communication is designed, and a circuit is designed to process BCR independently with a microminiature MCU. To convert tag data which is recognized from BCR into data based on HSMS communication protocol, SECS-II message is designed. Lastly, an HSMS communication system is implemented based on these designs. A low-cost HSMS communication module developed in this study can be applied in realtime monitoring and controlling system for semiconductor processes. 저가의 MCU를 사용한 HSMS 구동 시스템은 반도체 설비 온라인 시스템 구축에는 없어서는 안 될 필수적인 기술이다. HSMS는 더 빠른 속도의 통신이 필요하고 장비 하드웨어 구성이 용이한 어플리케이션을 위해 SECS-I 대신에 많이 사용된다. 기존의 SECS와 HSMS 디바이스는 SECS의 전반적인 프로토콜 구현되어 있어서 매우 고가이다. 이 연구에서는 기업에서 필요로 하는 SECS 프로토콜만을 지원하는 HSMS 통신 시스템을 설계하고 구현하고자 한다. 저가이지만 고성능 MCU를 메인 보드로 하여 HSMS 통신을 처리하는 모듈을 설계하고, BCR을 독립적으로 처리 할 수 있는 회로를 초소형 MCU를 이용하여 설계한다. 그리고 BCR로부터 인식된 태그 데이터를 HSMS 통신 프로토콜에 부합하는 데이터로 변환하기 위해 SECS-II 메시지를 설계한다. 이 설계들을 반영한 HSMS 통신 시스템을 개발한다. 개발한 저가의 HSMS 통신 모듈은 반도체 공정에 대한 실시간 감시 및 제어 시스템에 적용될 수 있다.

      • KCI등재

        문학박물관 오브제의 문화론

        김수희(Kim Su Hee) 일본어문학회 2017 일본어문학 Vol.78 No.-

        本稿は宇治市源氏物語ミュージアムを中心に文学ミュージアムのオブジェについて考察したものである。周知のように󰡔源氏物語󰡕は多様な形で絶え間なく再加工されている文化コンテンツとしての一面を持っているが、それは必然的に活字化から自由になり、󰡔源氏物語󰡕の文学的な空間を限りなく拡張している。そのような拡張空間の一つとして‘宇治市源氏物語ミュージアム’を挙げることができる。一方、宇治市源氏物語ミュージアムは今まで観光との関りで主に注目されてきたが、本稿で注目したのは、ミュージアム内部の、特に展示空間におけるオブジェの文化論についてである。というのは、展示空間は観覧者との相互作用を試みる空間であるからだ。ミュージアムがどのような形で󰡔源氏物語󰡕について説明しようとしているかをみること自体、文化論的には非常に意義のある試みであるといえよう。本稿では以上のような観点から、宇治市源氏物語ミュージアムの展示空間を隅々まで考察し、特にそのオブジェの文化論的な意義について考察した。 In this article, we examine art objects, or objets d’art, displayed in literature museums, concentrating on the Tale of Genji Museum, located in the city of Uji. As has been known widely, the Tale of Genji is regarded as a cultural content which has been continuously reproduced in various forms. This cultural aspect of the literary work means that it is necessarily free from printing constraints, and thus its literary space has been expanded limitlessly. In this context, the Tale of Genji Museum in the city of Uji can be viewed as a manifestation of such space expansion. On the other hand, while the museum has been discussed in connection with sightseeing, the present article provides a study on the culture of art objectsexhibited in the museum, a space which evokes interactions with the visitors. It would be a significant attempt to explore the ways in which the museum explains the Tale of Genji. We analyze the exhibition space of the Tale of Genji Museum in Uji from the aforementioned perspective, with special reference to the art objects displayed in the museum and its cultural values.

      • KCI등재

        대인돌봄 음악활동 프로그램이 한 부모 가정 아동의 외로움, 자아존중감, 스트레스 반응에 미치는 효과

        김수희(Su hee Kim),이숙(Sook Lee) 한국콘텐츠학회 2017 한국콘텐츠학회논문지 Vol.17 No.4

        본 연구는 한 부모 가정 아동에게 대인돌봄 음악활동 프로그램의 효과를 대조군을 두어 실험한 비동등성 대조군 전후 유사실험설계이다. 자료 수집은 N시에 소재한 22개소 지역아동센터의 한 부모 가정아동 실험군 22명, 대조군 23명을 대상으로 2014년 7월에서 9월까지 진행하였다. 연구도구는 외로움, 자아존중감 척도와 스트레스 반응을 측정하기 위해 심박변이도(HRV)를 이용하였다. 수집된 자료는 Window용 SPSS 18.0프로그램을 이용하여 실험군과 대조군의 동질성 검증은 t-test와 χ²- test로 연구가설의 검증은 independent t-test로 분석하였다. 연구결과 대상자의 외로움과 자아존중감은 실험군에서 유의한 차이가 없었고, 교감신경계 활성도(normalized LF)는 낮아지고 부교감신경계 활성도(normalized HF)는 높아졌으며 교감신경계와 부교감신경계 활성도 비율(LF/HF)점수는 유의한 차이로 낮아져 가설이 모두 지지되었다. 본 연구의 이러한 결과에 기초하여 대인돌봄 음악활동 프로그램은 단기간 동안에 한 부모 아동의 스트레스 관리를 위한 프로그램으로 활용할 수 있을 것이다. This study is designed as a non-equivalent controlled before-and-after quasi-experimental study by having a control group for the effect of the interpersonal caring music activity program in children of single-parent families. Data collection was carried out in 22 children of single-parent families as the study group and in 23 children as the control group recruited from 22 community centers for children located in N city from July to September, 2014. As the study tool, the Heart Rate Variability (HRV) was used to measure loneliness, self-esteem scale and the stress response. With the collected data and using SPSS 18.0 for Window program, the Homogeneity test between the study group and the control group was conducted by using t-test and χ²- test while the study hypotheses were verified by analyzing with the independent t-test. The results of the study are as follows. Loneliness and self-esteem of the subjects did not show significant difference in the study groups. The sympathetic nervous system activity (normalized LF) has been lowered and the parasympathetic nervous system activity (normalized HF) has been increased as the stress response, while the sympathetic and the parasympathetic nervous system activity ratio (LF/ HF) score was lowered with significant difference, which had supported the hypotheses. Based on these results of this study, the interpersonal caring music activity program can be utilized as a stress management program for the children of single-parent families during a short period of time.

      • KCI등재

        공리주의 관점에서의 GUI변천과정-WIMP(Window, Icon, Menu, Pointer) 활용을 중심으로-

        김수희 ( Su Hee Kim ),오치규 ( Chi Gyu Oh ) 한국기초조형학회 2015 기초조형학연구 Vol.16 No.5

        최근 디자인계는 문화나 윤리적 개념을 반영해야 한다는 목소리로, 그 중심에는 GUI 가 있다. 그 이유는 대중의 Needs 에 따른 기술과 인간의 상호작용을 위한 디자인 관점이 필요하고, 대중이 사용하는 전자기기에서 “쉽고”, “보기 좋게” 표현, 서비스됐기 때문이다. 즉 “최대다수”가 사용하고 만족할 수 있어야함으로 공리주의 관점에서 발전해왔고 변천과정을분석, 이해하고 선행되어야 한다. GUI 변천범위는 최초의 스케치패드부터 현재 터치기반까지 5 단계로 분류하였고 연구방법은 공리주의와 디자인의 관계, GUI 와 공리주의와의 관계성을 통해 추출한 특성으로 GUI 의 변천 속에 나타난WIMP 에 적용된 공리주의관점을 연구하였다. GUI 는 많은 연구과 시행착오 끝에 시대를 앞선 기술과 그래픽을 선보이면서 역사 속으로 사라져버렸고 현재는 MS 와 Apple 이 대표적인 GUI 를 선보이고 있다. 공리주의관점에서 Apple 은WIMP 중 메타포를 활용한 ICON 에 편중되어 사용성과 공공성이 부족하였고, MS 는 Windows 시리즈를 통해 적극적으로 적용함으로서 지금의 GUI 로 발전되었고 최근에는 Apple 보다 더 높은 시장 점유율을 보이고 있다. 지금부터 새로운 OS 환경은 스마트폰을 포함한 통합된 디스플레이 GUI 로 진화하고 있기 때문에 공리주의관점에서 진화할 수 있는 연구가 더 절실함을 제언한다. There is a voice growing in the recent design circles, arguing that design should reflect a cultural or ethical concept. GUI is at the center of the argument because it meets the need for a design perspective to promote interactions between technology and man according to the needs of the public and has been expressed and served "easily and attractively" in the electronic equipments used by people. Since the greatest number should be able to use it and get satisfaction out of it, it has developed from a utilitarian perspective. There should be efforts to analyze and understand its changing process before any other attempts. The changing scope of GUI was classified according to five stages from the first sketch pad to the present touch basis. As for methodology, the investigator examined the utilitarian perspective applied to WIMP in the middle of GUI changes based on the characteristics identified through the relations between utilitarianism and design and between GUI and utilitarianism. GUI presented technologies and graphics ahead of its time through much research and trial & error, disappearing into history. Today MS and Apple are presenting representative GUI. From a utilitarian perspective, Apple lacks usability and publicness, being inclined toward metaphor-based icons among the WIMP elements, whereas MS has developed its GUI to the current state by actively applying it through its Windows series and recently claimed a bigger market share than Apple. New OS environments are evolving into GUI with the integration of display including a smart phone, which raises a more urgent need for research on its evolution from a utilitarian perspective.

      • KCI등재후보
      • KCI등재

        우타마쿠라(歌枕)를 활용한 콘텐츠투어리즘 : 일본의『만요슈(万葉集)』관련 박물관 현황을 중심으로

        김수희(Kim, Su-Hee) 일본어문학회 2021 일본어문학 Vol.95 No.-

        本稿はコンテンツツーリズム領域における歴史的な観点に注目し『万葉集』の時代から自覚し始めた歌枕の意味を問い直し、それが現代の観光にどのようにつながっているかを考察したものである。コンテンツツーリズムとは、周知のように、2005年に日本の国土交通省総合政策局観光地域振興課ㆍ経済産業省商務情報政策局文化情報関連産業課ㆍ文化庁文化部芸術文化課から出された「映像等コンテンツの制作ㆍ活用による地域振興のあり方に関する調査」の中で用いられたもので、小説ㆍ映画ㆍドラマㆍ漫画ㆍアニメーション等の作品に関連のある場所を訪れる形態の観光と称され、「地域にコンテンツを通じて醸成された地域固有の雰囲気ㆍイメージ󰡕としての『物語性』『テーマ性』を付加し、その物語性を観光資源として活用することである」として定義されている。最近新型コロナで今後の観光がどのようになるのか、旅行の未来はどのようになるのが世界的な関心事であることから、ポストコロナ時代における観光振興のためにもコンテンツツーリズムという概念が非常に注目される。本稿では『万葉集』の時代から自覚され、平安から江戸にかけて発展した歌枕が日本最古のコンテンツツーリズムとしてどのように機能しているかを考察し、特に転換を迫られる地域の観光戦略として非接触ㆍ非対面の観光にどのように対応しているのかを『万葉集』関連の博物館を中心に考察してみた。 The present article takes a historical approach to the contents tourism, paying special attention to the meaning of utamakura that emerged in Man’yōshū and analysing how it is related to contemporary sightseeing. As is well known, the term contents tourism is used in “The survey of local revitalisations based on the production and use of visual and other forms of contents,” published in 2005 by the Policy Bureau (Ministry of Land, Infrastructure and Transport), the Commerce and Information Policy Bureau (Ministry of Economy, Trade and Industry), and the Cultural Affairs Department (Agency for Cultural Affairs). It is defined as a type of sightseeing in which people visit places relating to cultural contents such as novels, films, dramas, mangas, and animations and as the one that utilises the “story” and “theme” added to such locations as “the location-specific image refined through cultural contents.” Due to the spread of COVID-19, the pressing issues are concerned with the future of sightseeing and the future of travel. Therefore, the concept of contents tourism receives remarkable attention as a means of revitalising sightseeing during the post-COVID 19 era. The present article analyses the ways in which utamakura, which had emerged in Man’yōshū and had developed from the Heian period to the Edo period, served as the oldest contents tourisms. In particular, the article focusses on museums relating to Man’yōshū in order to examine how it corresponds to “untact” tourisms as a sightseeing strategy for communal societies that are facing the challenge of shift.

      • 국내 5성급호텔의 공간과 색채이미지에 따른 감정 및 행동 분석에 관한 연구

        김수희(Kim, Su-Hee),김봉애(Kim, Bong-Ae) 대한건축학회 2017 대한건축학회 학술발표대회 논문집 Vol.37 No.1

        The purpose of this study was to analyze emotion and behavior in conjunction with the color images and space of five-star hotels in Korea. The study methods entailed evaluation experiments of emotion and behavior with computer graphic images. Study results are as follows. First, the factor analysis classified emotional evaluations as pleasure–displeasure, arousal–nonarousal, and dominance–submissiveness. In addition, the analysis classified behavior evaluations as social, entertainment, eating, and resting behaviors. Second, emotional evaluations corresponding with color images and space were mostly pleasure, nonarousal, and submissiveness emotions by semantic differential (SD) methods, but there were slight differences according to space and color images. There were also slight differences in the behavior evaluations depending on the type of color image and space. Third, the correlation between emotion and behavior was mostly positive, but the correlation coefficient varied according to space.

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