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      • KCI등재

        Band Gap Enhancement by Covalent Interactions in P3HT/PCBM Photovoltaic Heterojunction

        Xiaoyin Xie,주형규,이은철 한국물리학회 2010 THE JOURNAL OF THE KOREAN PHYSICAL SOCIETY Vol.57 No.1

        First-principles calculations report that the poly-3-hexylthiophene (P3HT) band gap is increased by covalent linkings of P3HT and [6,6]-phenyl-C61 butyric acid methyl ester (PCBM) in a heterojunction with charge overlap between P3HT and PCBM enhanced, which may lead to efficient exciton dissociation. The covalent reaction occurs between the two different carbon double bonds on the P3HT and the PCBM molecules, forming a four-embered ring between the molecules and requiring a reaction energy of 2.2 eV. The possibility of band gap engineering of P3HT through this covalent interaction is discussed.

      • KCI등재후보

        Virtual Camera Movement Bring the Innovation and Creativity in Action Video Games for The Player

        Ruan, Xiaoyin(완소음),Cho, Dongmin(조동민) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.3

        Many game players are well familiar with cutscenes. It is usually used as linkage between settings or an award to the player who passed through, or defeated the Boss and it is not controlled by the players. Nowadays, along with the rapid development of 3D and virtual shot technology, more and more games begin to have plenty of cutscenes in the process of the plot development. As a kind of animated pictures, cutscene is mainly used for story-telling. It is quite different from the animated movies that it lies inside the game, stringing up each episode into a full story. Thus the use of shots is much important in the process of designing cutscenes. As for the latest design of 3D animation, its most advantage is the use of virtual shots and impressive performance, and the dexterous use of virtual camera movement can make effects much better than others. This paper will discuss the various use of camera movement in cutscenes of the series games, Resident Evil 2 and Resident Evil 6. Since there was more than ten years between these two games had been developed, the visual effect in game is showing huge diversity due to the difference between the techniques in hardware and software. In this study, lens design freed from technique limitation was used to be compared with that in ten years before. According to the analysis of camera data collected from cutscenes in these two games, along with virtual camera developing, Resident Evil 6 is showing more complex shots, more affluent lens motion ways and more vivid lens effects comparing 10 years before. Therefore, the lens design in game cutscenes should be paid more attention due to the development of virtual camera. In this research, it was found that the players were showing negative feelings for too much this kind of cutscenes in 3D action game. Although game producer though that cutscenes was a very important interactive tool between players, how to balance the game producer and player’s demand should be discussed in the further works.

      • KCI등재

        액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구

        Ruan Xiaoyin,Dong-Min Cho 한국게임학회 2014 한국게임학회 논문지 Vol.14 No.5

        최근 게임시장은 게임제작과정과 게임디자인 분야의 많은 발전에 의하여 게임 상 컷씬(cut-scene)의 디 자인 스타일과 완성도 또한 지속적인 발전을 이루고 있다. 따라서 항상 게임 디자이너들은 여러 디자인 방 향성에서 보다 쉬운 인지와 인기 있는 디자인을 얻으려는 노력을 한다. 그러나 개발자에 의존한 디자인 전 략은 최종 디자인결과물이 게임플레이어에게 사랑 받고 있는지 성과여부를 판단 할 수 없게 되며 모든 면 에서 빠르게 변화하는 게임시장의 요구를 충족 할 수 없다. 또한 디자인 최종 완성도와 같은 어려운 절차 들은 게임 컷씬 장면의 제작 및 이용을 어렵게 한다. 따라서 본 연구는 사용자 중심 디자인(UCD) 바탕의 비디오 게임 속 컷씬 디자인방법을 제시하여 제작환경에서 원작의 느낌을 훼손하지 않으면서 디자이너가 전하고자 하는 메시지를 더욱 부각시키고 흥미를 이끌어 몰입감을 높이는데 도움이 될 것이다. Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

      • KCI등재

        Analysis on the Personality Traits of Cutscene Preference in Action-Adventure Game

        Ruan Xiaoyin(완소음),Cho, Dong Min(조동민) 한국디지털디자인협의회 2014 디지털디자인학연구 Vol.14 No.4

        최근 게임시장은 게임의 기술적 표현의 제한이 자유로워진 후 Game Cutscene의 디자인과 응용적 표현이 절대적으로 필요하게 되었다. 이러한 Cutscene에 대한 게임개발자들의 커다란 관심은 게임유저의 플레이 몰입향상을 위한 감정표현 및 게임리듬제어, 게임내러티브상의 보다 효과적인 역할에 관한 적절한 활용방안에 맞추어 졌다. 따라서, 유능한 Cutscene 디자이너는 사용자중심 디자인, 즉 게임유저의 감성적 디자인 요소 및 감정, 선호도에 관한 UCD 가이드라인을 활용하여 제작해야 한다. 본 연구는 비디오게임에 관한 연구범위를 정하고 동일한 자극환경에 의한 최근 가장 인기있는 5가지 액션 어드벤쳐 게임속의 Cutscene을 추출하여, 개인적 성향에 대한 게임플레이어의 선호도에 영향을 미치는 요인을 연구하였으며 사용자의 개인적 성향은 게임 속 Cutscene의 선호도 보다는 게임장르 영향을 받는다는 결과를 도출하여 게임디자인의 방향성을 제시하고자 한다. 본 논문은 연구가설, 연구조사방법 및 연구프로세스, 연구결과 순으로 요약된다. After breaking away from technical restriction, design and application of cutscene have become an absolutely necessary. Great attentions are currently attached by game developers to the proper utilization of cutscene to play a better role in narrative, emotion rendering and game rhythm control for enhancement of sense of immersion of players. Competent cutscene designers proceed from user center design and user center design guideline focuses on preference, feeling and other emotional design factors of users, or namely players. Specific to video game players, the study will realize factors impacting players’ preference to cutscene in aspects of personality traits through the summarization of service condition of cutscene in five popular action-adventure games. The study contains the results of which show no sufficient evidence for personality traits affecting preference to cutscene but some for attitude and motivation of players more or less affecting their feelings toward cutscenes with basic hypothesis mode, research method and procedures as well as research results.

      • KCI등재후보

        Analysis on the use of Camera Language in Machinima Introduced in 3D Computer Games

        Ruan, Xiaoyin(완소음),Cho, DongMin(조동민) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.2

        It is a complicated system to design and develop a video game. Nowadays the game production is developing rapidly, but the design of a video game remains in use of softwares with the basic understanding of fine arts, and few studies can be found. Studying the art of a video game not only includes the vision styles, plots and sounds, but also the connotation and core of a game design. Comparatively, vision art, movie in particular, after a long-time development, has possessed the popular excellent artistic elements and the methods of its performance, such as plots and use of camera. A video game is a video-audio cultural product same as a movie, therefore it is helpful to technically apply those well-developed artistic elements and methods in designing a video game, which can improve the game’s structure, connotation and quality. This research focuses on how to use the camera to making a good machinima. Unlike physical cameras used in traditional film-making, the virtual camera has much better freedom and flexibility. How to gain these virtual camera"s advantages in machinima in 3D games are very fundamental and important. Related studies in camera usage are rare, most of them are in the traditional TV or film area. It has some difficulties to study in virtual camera"s movement. This research first investigates the camera angle, movement and viewpoint of movie cuts from published literatures of sample data which are chosen from 3 popular 3D game: L. A. Noire, Call of Duty: Black Ops and Assassin’s Creed: Revelation, then by way of analyzing data statistics, this research studies the camera language of machinima and generalizes the tendency of camera usage.

      • KCI등재후보

        Game Character Design in Technology Stage : The Limited Factors in Story-Driven Character Design

        Ruan Xiaoyin,조동민(Cho Dongmin) 한국디지털디자인학회 2010 디지털디자인학연구 Vol.10 No.2

        As a good game the content of which should contain interesting character design . Although there have been a variety of characters in the past games the quantity of the characters was limited and thus the degree of it usually was not high since the technological competence of software and hardware was deficiency. As the amount of network traffic is enlarging and computer servo increasing the content of game can be contained and treated with its becoming bigger and bigger even more complex. The character design of game is coming to break away the limitation of technology and is getting to be easier and smoother more creative pluralistic delicate etc. which is the direction required by players. This study will discuss the design of computer game characters. The focus is mainly on the player character (later PC) that as opposed to non-player characters (NPC) is directly controlled by the player. This study goes straight into the character design field of games in terms of version design. The study will make a conclusion based on the character design processes concepts target models and players' perception and try to give suggestions on those issues. This study takes the Qualitative research with game designing groups respectively for data collections. The major point discovered by this study is that the game character design processed can help to increase the smooth of game design process when it is differentiated by the story-driven and art-driven.

      • Improving performance of organic solar cells by supplying additional acceptors to surface of bulk-heterojunction layers

        Xie, Xiaoyin,Liu, Guanchen,Cheng, Guanjian,Liu, Zhihai,Lee, Eun-Cheol The Royal Society of Chemistry 2018 Journal of Materials Chemistry C Vol.6 No.11

        <P>In this study, we improved the performance of poly[4,8-bis(5-(2-ethylhexyl)thiophen-2-yl)benzo[1,2-<I>b</I>:4,5-<I>b</I>′] dithiophene-<I>co</I>-3-fluorothieno[3,4-<I>b</I>]thiophene-2-carboxylate]:[6,6]-phenyl-C70-butyric acid methyl ester (PTB7-Th:PC71BM)-based organic solar cells (OSCs) by thermally evaporating additional acceptors PC71BM or 3,9-bis(2-methylene-(3-(1,1-dicyanomethylene)-indanone))-5,5,11,11-tetrakis(4-hexylphenyl)-dithieno[2,3-<I>d</I>:2′,3′-<I>d</I>′]-<I>s</I>-indaceno[1,2-<I>b</I>:5,6-<I>b</I>′]dithiophene (ITIC) on the surface of bulk-heterojunction layers. We found that the surface of the bulk-heterojunction layers showed a shortage of acceptor materials due to vertical phase separation, which was detrimental to the power conversion efficiency (PCE). The acceptor addition (PC71BM or ITIC) was beneficial for charge transport and suppressed charge recombination. Addition of a 9 nm PC71BM layer on the surface of the bulk-heterojunction layers significantly improved the performance of rigid OSCs (on glass substrates), and the maximum PCE increased from 8.99% to 10.25%, which was higher than that (9.78%) of the OSCs using ITIC. In addition, the degradation of the OSCs during long-term stability testing reduced from 21% to 14% Furthermore, the PCE of flexible OSCs (on polyethylene naphthalate substrate) improved from 7.65% to 8.52%. Our results indicated that evaporating PC71BM on the surface of bulk-heterojunction layers is a simple and effective method to fabricate high-performance rigid and flexible OSCs.</P>

      • 数字化转型背景下大学生手机依赖对学习投入的影响

        董高志(Gaozhi Dong),余嘉祺(Jiaqi Yu),罗小茵(Xiaoyin Luo),吴晓茵(Xiaoyin Wu),吴钧埔(Junpu Wu),罗云(Yun Luo) YIXIN 출판사 2023 教育教学研究论丛 Vol.1 No.5

        本研究采用大学生手机成瘾倾向量表、大学生学习投入量表、心理弹性量表简版和延迟满足量表对610 名大学生施测,旨在考察数字化转型背景下大学生手机依赖对学习投入的影响,以及心理弹性和延迟满足在其中的中介作用。研究发现:大学生手机依赖、学习投入、心理弹性与延迟满足两两显著相关;心理弹性和延迟满足分别在手机依赖与学习投入之间起中介作用;心理弹性和延迟满足在大学生手机依赖和学习投入间起链式中介作用。手机依赖不仅可以直接影响大学生的学习投入,还可以通过心理弹性和延迟满足间接影响大学生的学习投入。 This study tested 610 college students using the mobile phone addiction tendency scale, the college student learning engagement scale, the simplified version of the psychological resilience scale, and the delayed gratification scale. The aim was to examine the impact of mobile phone dependence on learning engagement among college students in the context of digital transformation, as well as the mediating role of psychological resilience and delayed gratification. Research has found that there is a significant correlation between mobile phone dependence, learning engagement, psychological resilience, and delayed gratification among college students; Psychological resilience and delayed gratification respectively mediate the relationship between mobile phone dependence and learning engagement; Psychological resilience and delayed gratification play a chain mediating role between mobile phone dependence and learning engagement among college students. Mobile phone dependence not only directly affects the learning engagement of college students, but also indirectly affects their learning engagement through psychological resilience and delayed gratification.

      • KCI등재

        Preparation of Ionic Liquid-modified SBA-15 Doped with Molybdovanadophosphoric Acid for Oxidative Desulfurization

        Jiangzhou Zhuang,Xiaoyin Jin,Xianlin Shen,Junjun Tan,Longhui Nie,Jian Xiong,Bing Hu 대한화학회 2015 Bulletin of the Korean Chemical Society Vol.36 No.7

        A series of catalysts, ionic liquid-modified SBA-15 (denoted ILSBA) doped with H5PMo10V2O40 (HPMoV2) have been synthesized and characterized by XRD, FT-IR, 1H NMR, TG-DTA, and TEM. The catalyst was used for the removal of dibenzothiophene (DBT) in model oil combined with hydrogen peroxide (the oxidant) and acetonitrile (the phase-transfer agent). It was observed that the sulfur content of DBT can be reduced from 500 to 2 ppm by adjusting the amount of catalyst, the reaction temperatures and the reaction time. Besides, the catalyst activity for different sulfur compounds showed a huge difference which may be mainly affected by the electron densities of sulfur atom. Moreover, the catalyst can be recycled seven times without a significant loss in activity, which could be ascribed to the strong electrostatic interaction between ILSBA and HPMoV2. In addition, a postulated mechanism was proposed to reveal the oxidative desulfurization process.

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