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신윤호(Shin Yun-ho),권정일(Kwon Jeong-il),정정훈(Jung-hoon) 대한조선학회 2012 대한조선학회 학술대회자료집 Vol.2012 No.5
Analysis and review of survivability is one of the most important aspects when ships are designed. Because aiming points of threat towards the ship in the battle field could not be estimated exactly, probabilistic and statistic approach is frequently introduced to evaluate and enhance the ship survivability. Some commercial survivability analysis programs are used to perform the analysis for enhancement of susceptibility, vulnerability and recoverability but, they are usually classified and impossible to be exported to other countries because of their national security. In this paper, the methodology to evaluate the vulnerability of the warship in aspects of structure, redundancy and its mission capability at the concept design stage is proposed by using our developing program. In addition, the analysis results using the developed codes are shown.
신윤호(Shin, Yun-ho),권정일(Kwon, Jeong-il),정정훈(Chung, Jung-hoon) 한국해양환경·에너지학회 2012 한국해양환경공학회 학술대회논문집 Vol.2012 No.5
Analysis and review of survivability is one of the most important aspects when ships are designed. Because aiming points of threat towards the ship in the battle field could not be estimated exactly, probabilistic and statistic approach is frequently introduced to evaluate and enhance the ship survivability. Some commercial survivability analysis programs are used to perform the analysis for enhancement of susceptibility, vulnerability and recoverability but, they are usually classified and impossible to be exported to other countries because of their national security. In this paper, the methodology to evaluate the vulnerability of the warship in aspects of structure, redundancy and its mission capability at the concept design stage is proposed by using our developing program. In addition, the analysis results 니sing the developed codes are shown.
집단특성이 온라인 게임의 유효성에 미치는 영향: MMOG를 중심으로
이웅규 ( Woong Kyu Lee ),권정일 ( Jeong Il Kwon ) 한국정보시스템학회 2011 情報시스템硏究 Vol.20 No.2
Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users` effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.