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        일측 전정기관 손상 흰쥐에서 동측의 내측 전정신경핵 활동성에 대한 전정기관의 전기자극 효과

        이문영,김민선,박병림,Lee Moon-Yong,Kim Min-Sun,Park Byung-Rim 대한약리학회 1997 The Korean Journal of Physiology & Pharmacology Vol.1 No.3

        The purpose of this study was to evaluate the effects of electrical stimulation on vestibular compensation following ULX in rats. Electrical stimulation (ES) with square pulse ($100{\sim}300uA$, 1.0 ms, 100 Hz) was applied to ampullary portion bilaterally for 6 and 24 hours in rats receiving ULX. After ES, animals that showed the recovery of vestibular symptoms by counting and comparing the number of spontaneous nystagmus were selected for recording resting activity of type I, II neurons in the medial vestibular nuclei (MVN) of the lesioned side. And then the dynamic neuronal activities were recorded during sinusoidal rotation at a frequency of 0.1 Hz and 0.2 Hz. The number of spontaneous nystagmus was significantly different 24 hours (p<0.01, n=10), but not 6 hours after ULX+ES. As reported by others, the great reduction of resting activity only in the type I neurons ipsilateral to lesioned side was observed 6, 24 hours after ULX compared to that of intact labyrinthine animal. However, the significant elevation (p<0.01) of type I and reduction (p<0.01) of type II neuronal activity were seen 24 hours after ULX+ES. Interestingly, gain, expressed as maximum neuronal activity(spikes/sec)/maximum rotational velocity(deg/sec), was increased in type I cells and decreased in type II cells 24 hours after ULX+ES in response to sinusoidal rotation at frequencies of both 0.1 Hz and 0.2 Hz. This result suggests that accompanying the behavioral recovery, the electrical stimulation after ULX has beneficial effects on vestibular compensation, especially static symptoms (spontaneous nystagmus), by enhancing resting activity of type I neurons and reducing that of type II neurons.

      • KCI등재
      • KCI등재

        팬데믹 이후의 세계: 세계화의 역설과 재난의 미래

        이문영 중앙대학교 외국학연구소 2021 외국학연구 Vol.- No.56

        This article aims to examine how the world is after the Coronavirus crisis and the similarities between the corona pandemic and ‘Trump phenomenon’ from the perspective of the ‘paradox of globalization', and to review the paradigm shifts caused by the two phenomena and the possibility of overcoming it, with the keyword ‘political correctness'. In 2021, the world was overwhelmed by desperate expectations for two ‘post-’. That's after Corona and after Trump. With the corona pandemic, the exceptional state has become the dominant paradigm of everyday life, and ‘return to norma’ has become a keyword of the era. Likewise, after Trump, hopes of ‘back to before Trump' and the rhetoric of ‘again' dominated American society. Trump phenomenon and Corona pandemic have both caused, first of all, the anti-globalization or de-globalization trend and the return of state, second, the decline of free trade and the reinforcement of protectionism, and lastly, the decline of cultural pluralism and the prosperity of isolationist values. These similarities stem from the paradox of globalization in which ‘maximization of contact’ and ‘extremeization of disconnection’ have ambivalently coexisted, and the political, economic, and socio-cultural polarization, deepened by it. The two disasters are both an extension of the symptoms and the continuation of the crisis caused by globalization itself. So, after Trump and Corona pandemic, we can't or shouldn't go back to before Trump, before Corona. We should pay attention to the deeper global risks that overlapped the two disasters, Trump phenomenon and Corona pandemic, while exploring fundamental alternatives through what we have experienced earlier in the two disasters that came first. This is the ‘globalist momentum of disaster’ or ‘political possibility of risks’. If there is a place we need to go back to after Trump and Corona, it is the possibilities of future that the disasters have shown.

      • KCI등재후보

        3D 애니메이션에서 효과적인 의상 애니메이션에 관한 연구

        이문영,정진헌,차현희 한국일러스아트학회 2008 조형미디어학 Vol.11 No.3

        3D animation has many limitations of expression in production, because the accounting proportion of computer graphic technology is high different with 2D animation. Position of current computer graphic technology should be identified and story structure, design and other things should be considered in planning stage, especially the expression of character costume is the most limited thing. So these are the reasons of very limited expression of costume in a lot of 3D animation in the meantime. But recently many 3D animations are launched that showing various kind of costumes due to the rapidly developed computer graphic technology. Compared with previous domestic animation, proper use of costume simulation form and key animation form is outstanding. The one of the important thing to express features of character is the costume. In this study, we analyzed the cases of costume animation in domestic and foreign 3D animation and simulated using Maya’s nCloth of 3D animation design software. At first we simulated costumes according to the motion of the characters, and then we simulated costumes according to the kinds of costume. As a result of this study, the range of costume expression was wide, but many difficulties were found to apply all of them for animation production. This research was designed to analyze the need of costume animation research for various costume expression and to find the way to advance of costume animation. 3D 애니메이션은 2D 애니메이션과 달리 컴퓨터 그래픽 기술이 차지하는 비중이 크기 때문에 제작하는데 표현상 제약이 많다. 기획단계에서 현 컴퓨터 그래픽 기술의 위치를 파악하고 스토리 구성이나 디자인 등을 모두 고려해야 하며. 특히 캐릭터 의상표현이 가장 많은 제약을 받는다. 그동안 많은 3D 애니메이션에서 매우 한정된 의상이 사용되었던 이유도 여기에 있다. 그렇지만 최근 들어 급속도로 발달된 컴퓨터 그래픽 기술로 인해 다양한 의상을 선보이는 3D 애니메이션이 발표되고 있다. 기존 국내 애니메이션과 비교했을 때 의상 시뮬레이션 방식과 키 애니메이션 방식의 적절한 사용이 눈에 띈다. 캐릭터의 특징을 표현하는데 있어 의상은 중요한 요소 중 하나이다. 본 연구에서는 국내외 3D 애니메이션에서의 의상 애니메이션의 사례를 분석하고 3D 애니메이션 제작 소프트웨어 중 Maya의 nCloth를 이용하여 시뮬레이션을 해보았다. 먼저 캐릭터 동작에 따라 의상 시뮬레이션을 했고, 둘째, 의상의 종류에 따라 의상 시뮬레이션을 했다. 본 연구 결과 소프트웨어에서 의상표현 범위는 넓었으나 이를 애니메이션 제작에 모두 적용하기에는 여러 어려움이 있었다. 본 연구에서는 3D 애니메이션에서 다양한 의상표현을 위한 의상 애니메이션 연구의 필요성을 분석하고 의상 애니메이션 발전 방안을 마련하고자 하였다.

      • KCI등재

        유니버설 디자인 원리에 따른 e-러닝 콘텐츠 연구 - 고등교육을 중심으로 -

        이문영,정진헌 한국일러스아트학회 2011 조형미디어학 Vol.14 No.4

        The recent development of information technology has brought a great change also in the educational environment. Not only the high-speed internet, but following the Smart phones, recently even the Smart TV has been introduced. Accordingly, a variety of educational contents have been pouring out. This is called the e-learning and it includes all the educational system that utilizes the electronic devices. Through education that is independent of place and time, e-learning has the goal of making it possible to conduct self-directed learning, regional equalization through sharing information, and furthermore continuing education and even re-education. Now, there is an increase of places of conducting e-learning for office employees. However, most of the previous studies on e-learning are designed to study targeting a limited average of students. However, where e-learning contents is truly needed is for students who have a hard time following the regular classroom teachings as a result of a disability or aging. This study thought in creating e-learning contents, regardless of the age or abilities, it is needed to have a universal design so it is a product that can be easily used by the general public and design about the environment. As a result, this study has analyzed the examples of e-learning contents in the current higher school education system. As a result, as the importance of universal design is being expanded, it is being expanded by being expanded into various products and public facilities but it still lacks in many parts in the educational environment. This study hopes to present the directions for the e-learning contents that can develop according to the true universal design principles. 최근 정보기술의 발달은 교육환경에도 많은 변화를 가져다 주었다. 초고속 인터넷뿐만 아니라 스마트 폰에 이어 최근 스마트 TV까지 등장하였다. 그에 따라 다양한 교육 콘텐츠 등이 쏟아져 나오고 있다. 이를 e-러닝이라 지칭하는데 전자기기를 활용한 모든 교육을 포함한다. e-러닝은 장소와 시간에 구애받지 않는 교육을 통해 자기주도학습이 가능하고 정보공유를 통한 지역균등화, 나아가 평생교육 재교육까지 목표로 하고 있다. 이제 사내 직원 교육도 e-러닝을 활용하는 곳이 증가하고 있다. 하지만 e-러닝에 대한 선행연구의 대부분은 한정된 평균의 학생들을 대상으로 설계 연구 되어 왔다. 하지만 진정 e-러닝 콘텐츠가 필요한 곳은 장애나 고령화로 인해 일반 강의실 수업진도를 따라가기 힘든 학생이다. 본 연구는 e-러닝 콘텐츠 제작에 있어 연령이나 능력에 관계없이 모든 사람이 최대한 사용하기 쉽게 만들어진 제품이나 환경에 대한 디자인, 즉 유니버설 디자인 필요하다고 생각하고 현 고등교육에서의 e-러닝 콘텐츠의 사례를 분석하였다. 그 결과 유니버설 디자인의 중요성이 확대되면서 다양한 제품이나 공공시설에서는 점차 적용되고 확대되어 지고 있지만, 교육환경에서는 아직 많은 부분이 부족하였다. 진정한 유니버설 디자인 원칙에 따른 e-러닝 콘텐츠가 되기 위한 발전 방안을 제시하고자 한다.

      • KCI등재

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