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나은빈,김지은,김민재,장석훈,송민규,송경화,백성현,심상은 한국탄소학회 2019 Carbon Letters Vol.29 No.5
Amine-functionalized graphene was synthesized via a one-step solvothermal method and used as a metal-free cathode for non-aqueous lithium–oxygen batteries. The material delivered an outstanding specific capacity of 19,789 mAh/g at a current density of 200 mA/g as well as better cycling stability than graphene without the amine functional group. This improvement was attributed to the electron-donating effect of the amine groups and appropriate mesopore volume, which can promote the penetration of oxygen, electrons, and lithium ions, as well as accommodate more discharge products, Li2O2 in Li–O2 batteries. Amine-functionalized graphene has an amine functional group on the carbon surface, which improves the electrical conductivity of carbon and provides electrochemical active sites for oxygen absorption reactions.
대학생이 지각한 스마트폰 게임 사용 유발요인에 대한 연구
나은빈,현명호,권혁인,최용석 한국청소년학회 2015 청소년학연구 Vol.22 No.1
The purpose of this study is to investigate the influence of casual factor of smartphone game usage among college students in Korea. We investigate the continuous intention of the use of smartphone games and examine whether the level of satisfaction served as a mediator in causal factor of game. The participants were the college students in Seoul and Kyeonggi province who likely to play smartphone games. Furthermore, the questionnaire scales were distributed from the pervious researches. Our process has been collected via online and offline self-reports from the game users. We found out that the factors which are skill and self-display was significant on both direct and indirect. To be more specific, the continuous intention of game use and influential factors on the level of satisfaction was effective. In addition, interaction and immediate accessibility of the game use also showed the perfect mediating effect. The implication of our study is that a comprehensive interpretation on what causes disfunction of games on smartphone. Another is that the good use of games on smartphone has to be found with further researches. 본 연구는 대학생이 지각한 스마트폰 게임 사용 유발요인이 지속이용의도에 영향을 미치는 경로에서 만족도의 매개효과를 확인하여 스마트폰 게임을 사용하는 의도에 대한 해석을 넓히고자 시도하였다. 연구 대상자는 서울과 경기 지역에 거주하는 스마트폰 게임을 경험한 대학생으로서, 선행연구를 토대로 구성된 척도로 측정한 설문지를 온라인과 오프라인으로 배부 및 회수하여 자료를 분석하였다. 그 결과, 숙련도와 자기과시는 지속이용의도에 직접 영향을 주는 경로와 만족도를 통해 간접적으로 영향을 주는 경로 모두 유의한 것으로 확인되었다. 또한 상호작용과 즉시접근성은 만족도를 거쳐 지속이용의도에 영향을 미치는 완전매개효과가 나타났다. 이를 통해 스마트폰 게임 지속이용의도에 영향을 미치는 요인으로 게임 콘텐츠의 특징과 함께 스마트미디어 기기의 특징을 고려해야 함을 논의하였다. 추후 연구에서는 스마트폰 게임 이용자를 세분화하여 게임 콘텐츠 특징을 고려하는 노력이 필요할 것으로 보인다.
장석훈,심상은,김민재,나은빈 한국공업화학회 2018 한국공업화학회 연구논문 초록집 Vol.2018 No.0
Aligned carbon nanofibers (ACNFs) were fabricated by electrospinning with high rotary speed. To get synergistic effect of electrical double layer and redox faradaic reaction, NiCo<sub>2</sub>O<sub>4</sub> was deposited on ACNFs using electrodeposition. Among the electrodes with different deposition time (5,10,20, and 30 s), ACNFs covered with NiCo<sub>2</sub>O<sub>4</sub> during 10 s (NC-ACNFs) had the highest specific capacitance (90.1 Fg-1), good rate capability (64.7 %), and cycle stability (85.2 %). To probe the synergistic effect, NC-ACNFs were compared with ACNFs deposited by Co<sub>3</sub>O<sub>4</sub> (C-ACNFs) and randomly aligned carbon nanofibers coated with NiCo<sub>2</sub>O<sub>4</sub> (NC-RCNFs). NC-ACNFs had specific capacitance of 18.4 % and 12.5 % higher than that of C-ACNFs and NC-RCNFs, respectively. These results said that we can improve electrochemically properties of carbon nanofibers by using the synergistic effect. ** Acknowledgment:grant no.: NRF-2015R1A4A1042434.