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      • $Ga_2O_3$ 첨가에 따른 다성분계 glass optical fiber의 특성

        윤상하,강원호 한국전기전자재료학회 1997 電氣電子材料學會誌 Vol.10 No.3

        The th ermal and optical properties of multicomponent oxide glass optical fiber by adding heavy metal oxide Ga$_{2}$O$_{3}$(0-20wt%) were investigated. The fiber samples were made by the method of rod in tube. The optical loss of fiber was measured in 0.3-1.8.mu.m wavelength region. As Ga$_{2}$O$_{3}$ increased up to 20wt%, the transition and softening temperature of bulk glass were increased from 495.deg. C to 579.deg. C and from 548.deg. C to 641.deg. C, respectively. Whereas the thermal expansion coefficient was decreased from 102 to 79.1x10$^{-7}$ /.deg. C. The refractive index was increased from 1.621 to 1.665, and IR cut-off wavelength was enlarged from 4.64.mu.m to 6.1.mu.m. The optical loss of fiber was remarkably decreased in 1.146.mu.m-1.8.mu.m wavelength region.

      • KCI등재

        가상현실 환경 기반 패션디자인 협업 -패션쇼를 위한 디자인 리뷰 사례 연구를 중심으로-

        윤상하,최태순,양은경 한국복식학회 2022 服飾 Vol.72 No.6

        This study explored the possibility of collaboration using virtual reality (VR) technology in the fashion design field and establish a theoretical basis for its use. Thus, we conducted a case study dealing with a VR-based collaborative environment in the design review process was conducted as compared to the traditional design review process. We limited the case of using the Spatial app, an immersive VR-based collaboration environment tool that provides a human-like avatar, a 3D virtual interface, and various tool functions for design collaboration in the design review process. The case study focused on how fashion designers and stylists jointly review the S/S collection costumes of men's clothing brands and line up to a given fashion show theme with model images. The specific analysis methods and research results accordingly are as follows. First, we presented stepwise activities of analysis–synthesis–evaluation were shown in the VR-based review process to investigate the differences between review stage activities. We found most activities remained in the analysis stage in the traditional review process. Second, as a result of examining participants’ collaborative communication patterns between the two review processes, the VR-based review process led to an analysis–synthesis based on repetitive analysis activities between participants. In contrast, the traditional review process accompanied repetitive analysis activities; however, synthesis activities did not lead to the evaluation stage. Third, as a result of observational analysis, the VR environment-based fashion review process increased the efficiency of idea decisions by rearranging shared images according to opinions presented between participants and adjusted in real-time. Based on the findings of this study, future research could explore the effect of team characteristics on the VR-based design collaboration process and collaborative process outcomes.

      • KCI등재

        온라인 환경에서의 소비자 참여디자인과 브랜드 경험 특성 분석

        윤상하,김소연,신승원 사단법인 한국브랜드디자인학회 2022 브랜드디자인학연구 Vol.20 No.1

        Consumers are transitioning from their passive roles to active co-creators of value in a rapidly changing digital environment. In particular, with the development of information and communication technology (ICT), online consumer participation is becoming more active. Focusing on these changes, this study aims to analyze the types of consumer participatory design in an online environment and find the ways to online participation for expanding the brand experience by exploring the characteristics of each type of brand experience. Based on the literature study, three types of consumer participation were derived in the online environment: information provision, content reproduction, and design partners. Based on this, case studies were conducted, and in-depth interviews with consumers who participated in the analyzed cases were conducted. The brand was using multiple online platforms simultaneously to engage the consumer in various ways. Both the consumer participation as an information provider and content producer appeared to be active, and the methods of participation were varied. However, participation as a design partner was not easily found, unlike that discussed in literature studies. Accordingly, various brand experiences were formed regarding the type of participation. The brand experience characteristics were explored in the sensory, emotional, cognitive, and behavioral dimensions, and it was found that the experiences of each dimension act in a complex way, forming trust and intimacy with the brand, thereby affecting the positive brand experiences. Based on this, the future direction of consumer participation design of brands was discussed. 급변하는 디지털 환경에서 소비자는 기존의 수동적 역할에서 벗어나, 가치의 소비자이자 공동창조자로 변화하고 있다. 특히, ICT의 발달로 온라인을 통한 소비자의 참여가 더욱 활발하게 이루어지고 있다. 본 연구는 이러한 변화에 집중하여, 온라인 환경에서 소비자 참여 디자인의 유형을 분석하고, 각 유형별 브랜드 경험 특성 탐색을 통해 브랜드 경험 확장을 위한 온라인 참여방안을 모색하는 것을 목적으로 한다. 문헌 연구를 바탕으로 온라인 환경에서 ‘정보제공,’ ‘콘텐츠 재생산,’ ‘디자인파트너’의 세 가지 소비자 참여 유형을 도출하였다. 이를 바탕으로 사례분석을 진행하였으며, 분석한 사례에 참여한 소비자를 대상으로 심층 인터뷰를 진행하였다. 브랜드는 동시에 여러 온라인 플랫폼을 활용하여 다양한 방법으로 소비자 참여를 유도하고 있었다. 정보제공 및 콘텐츠 재생산자로서의 소비자 참여가 동시에 활발하게 이루어지고 있었고, 그 유형도 다양하게 나타났다. 그러나, 디자인 파트너로서의 참여 형태는 문헌연구에서 논의되는 것과는 상이하게 쉽게 찾아볼 수 없었다. 참여 유형에 따른 다양한 브랜드 경험이 형성 되었다. 브랜드 경험 특성을 감각적, 정서적, 인지적, 행동적 차원에서 탐색하였으며, 소비자의 참여 과정에서 각 차원의 경험들이 복합적으로 작용하며 브랜드에 대한 신뢰 및 친밀도를 형성하여 긍정적 브랜드 경험에 영향을 미치는 것으로 나타났다. 이를 바탕으로 향후 브랜드의 소비자 참여 디자인 방향성을 논의하였다.

      • KCI등재

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