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      • KCI등재

        DoDAF를 이용한 항모 항공지원시스템 아키텍처 개발

        이승도,박범,Lee, Seung Do,Park, Peom 한국시스템엔지니어링학회 2015 시스템엔지니어링학술지 Vol.11 No.1

        This paper describes a development of aircraft carrier aviation support system architecture using DoDAF. The aircraft carrier, a warship performing a role of mobile sea air base in offensive and defense mission, is super system that is comprised of carrier itself and carrier-based airwing. Performing critical role in step with aviation operations in carrier-airwing interactions, the aviation support system of aircraft carrier is also system of systems. It requires a complex and integrated approach based on systems engineering in establishing concept of this complex systems. In this view, this study establishes an operational scenario and derives operational requirements by identifying aviation operations environment on deck of aircraft carrier. The study presents the operational architecture of the carrier aviation support system by using DoDAF and CASE tool CORE.

      • KCI등재

        항모쏘티생성시스템(CVSGS) 경계분석에 관한 연구

        이승도,박범,Lee, Seung Do,Park, Peom 한국시스템엔지니어링학회 2015 시스템엔지니어링학술지 Vol.11 No.1

        This paper describes boundary analysis for modeling Aircraft Carrier Sortie Generation System(CVSGS). An aircraft carrier, as a super system, is a warship going into battle by operating a number of aircraft on deck and it should be lay down a definition about aviation operations interacting between aircraft carrier and carrier air wing in small deck area. For this reason this paper models common aviation support system for generating sortie basic unit of carrier aviation operations unlike to general warship and defines boundaries between this system and aircraft carrier and carrier air wing. This paper analysis activities of aircraft carrier and embarked carrier air wing in carrier aviation operations, and analysis and defines boundaries Aircraft Carrier Sortie Generation System(CVSGS) to perform core functions in interacting between aircraft carrier and embarked carrier air wing.

      • 컴퓨터 원리를 소재로 한 창의적 놀이 개발

        이승도(Lee Seung Do),김종훈(Kim Jong Hoon) 제주대학교 초등교육연구소 2012 초등교육연구 Vol.- No.16

        창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에 창의성과 문제해결력의 요소가 첨가되어야 한다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발·활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 아무리 좋은 교육이라 해도 학생들이 흥미와 관심을 갖고 학습을 하지 못하면 원하는 효과를 얻지 못할 것이다. 그러므로 컴퓨터 원리를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해하고, 창의적인 사고력과 문제해결력을 증진시킬 수 있는 ‘컴퓨터 원리를 소재로 한 놀이’를 개발하고자 한다. In this modern world with the flood of information, the value of information can be measured differently depending on how it is treated. In the information-oriented society, a competent person must be self-motivated and must have the creative mind in order to receive and utilize the relevant information. In this context, educating the importance of information and creativity is becoming more and more important. However, the schools are now giving passive education that concentrates only on software education. Besides, there are difficulties in the education field not having proper education programs other than managerial guides on information technology education. This study, therefore analyzes the education system in schools with the intention to develop the text books that build up problem solving skills in regards to managerial guides on information technology education stated by the authority, Ministry of Education, Science and Technology. In order to acquire creative problem solving skills through information education, creativity and problem solving skills must be taught in addition to existing information related education. Moreover, considering the students level and their interests, difficult computer concepts and theories must be converted to easily accessible ideas. This can be achieved by developing and utilizing various study methods. Good education can t be effective unless students are not concerned or interested in it. Thus, this study aims at developing A play with computer fundamentals , which can enhance students creativity and problem solving skills by naturally participating in the play. Another objective is to prove that studying with this text book has an positive effect in cultivating their creativeness. As to obtain the above mentioned objectives, below study problems have been set based on the theocratical context and prior studies. <Problem 1> - Is the newly developed computer study text book helpful in cultivating creativeness? <Problem 2> - Is the newly developed computer study text book effective in improving fluency, flexibility, originality, and elaboration? In order to prove the above matters, experiment has been carried out with students of two 6th grade classes (35 students) in H Elementary School by organizing experiment group(18 students) and comparative group(17 students). Total 5 subjects have been taught to the experimental group in 10 special activity classes by utilizing newly developed text book. For the comparative group, the classes had been remained as normal. The summary of experiment is as follows. The experimental group that studied with the newly developed text book showed improvements in their creativeness. In addition, students had reached higher level in relation with fluency, flexibility, originality and elaboration. In contrary, the comparative group showed no significant improvement in creativeness or any other elements. The effectiveness of Text book for creativity based on computer fundamentals has been proved by conducting this experiment. However, the study objects and the applied subject were limited. Therefore, continuous researches on developing computer study text books that cultivates creativeness must be carried out with wider range of study objects and subjects.

      • KCI등재

        성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향

        이승도(Seung-Do Lee) 한국엔터테인먼트산업학회 2020 한국엔터테인먼트산업학회논문지 Vol.14 No.5

        본 연구의 목적은 성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향의 차이 분석하여 지속적으로 골프 운동하도록 제시하는데 주된 목적이 있다. 이러한 연구 목적을 달성하기 위하여 2020년 1월에 경남에 소재한 성인 골프동호인 40~70세 대상을 선정하고 유층집락 무선 표집법(Systematic cluster random sampling)으로 표본 추출을 이용한 설문지로 시행하였다. 첫째, 타당도와 신뢰도를 확보하기 위해 요인분석과 신뢰도 분석을 실시하였다. 둘째, 응답자의 일반적 특성을 알아보기 위해 빈도분석 평균(M)과 표준편차(sd)를 실시하였다. 셋째, 일반적 특성에 따라 운동몰입과 운동지속의 차이를 규명하기 위해 t-test와 One-way ANOVA 분석을 실시하였다. 넷째, 변수들 간의 상관분석 및 다중회귀분석(Multiple Regression Analysis)을 실시하였다. 이와 같은 방법과 절차를 통하여 본 연구에서 얻어진 결과는 다음과 같다. 첫째, 일반적 특성의 운동몰입과 운동지속에 유의한 차이가 없는 것으로 나타났다. 둘째, 운동몰입은 운동지속에 높은 차이가 나타났다. 셋째, 운동몰입은 운동지속에 높은 영향이 미치는 것으로 나타났다. The purpose of this study is to analyze the difference of the effect of adult golf participation on the exercise adherence through the exercise immersion and to suggest the adherence golf exercise. To achieve this purpose, 40~70 age subjects of adult golf club located in Gyeongsangnam-do jinju city were selected in January 2020 and sampled by systematic cluster random sampling. First, factor analysis and reliability analysis were conducted to secure validity and reliability. Second, the frequency analysis average(M) standard deviation(sd) were conducted to investigate the general characteristics of the respondents. Third, t-test and one-way ANOVA analysis were conducted to identify differences between exercise immersion and exercise adherence according to general characteristics. Fourth, correlation analysis and multiple regression analysis were conducted among variables. The results of this study through these methods and procedures are as follows. First, there was no significant difference in the exercise impression and exercise adherence of general characteristics. Second, exercise immersion showed a high difference in exercise adherence. Third, exercise immersion had a high effect on exercise adherence.

      • KCI등재
      • KCI등재

        에어로빅댄스 활성화를 위한 체중변화와 운동몰입에 관한 연구

        이승도(Seung-Do Lee),김경현(Kyoung-Hyun Kim) 한국엔터테인먼트산업학회 2020 한국엔터테인먼트산업학회논문지 Vol.14 No.5

        본 연구의 목적은 에어로빅댄스 활성화를 위한 체중변화와 운동몰입에 관한 연구를 차이 분석하여 지속적으로 에어로빅댄스 활성화가 되도록 제시하는데 주된 목적이 있다. 이러한 연구 목적을 달성하기 위하여 2020년 4월에 경남에 소재한 일반 에어로빅댄스회원들을 대상으로 선정하고 비확률표집방법(Non-Probability Sampling)의 하나인 편의표본추출법(Convenience Sampling Method)으로 표본 추출을 이용한 설문지로 시행하였다. 이와 같이 본 연구에서 얻어진 결과는 다음과 같다. 첫째, 인구통계학적 특성은 부분적으로 차이가 높게 나타났다. 연령은 40~49세, 신장은 160cm이상, 직업은 주부, 체중변화는 시작 후, 체중변화량은 -3kg이상, 참여강도는 100분이상, 참여빈도는 4일, 참여기간은 5년이하가 가장 높게 나타났다. 둘째, 체중변화(신체자신감, 활동자신감, 댄스자신감, 심리안정효과, 댄스활동효과, 수행동작효과)와 운동몰입(행위몰입, 인지몰입)에 부분적으로 높은 차이가 나타났다. 셋째, 체중변화(신체자신감, 활동자신감, 댄스자신감, 심리안정효과, 댄스활동효과, 수행동작효과)와 운동몰입(행위몰입, 인지몰입)에 부분적으로 높은 영향이 미치는 것으로 나타났다. The purpose of this study is to analyze the difference between A Study on the Weight Change and Exercise Immersion for Activation of Aerobic Dance and to suggest the continuous activation of Aerobic Dance. To achieve this purpose, a questionnaire was conducted using a convenience sampling method, which is one of non-probability sampling, in April 2020, targeting general aerobic dance members in Gyeongnam. The results of this study are as follows. First, the demographic characteristics were partially different. The age was 40 to 49 years, height was more than 160cm, occupation was housewives, weight change was more than -3kg, participation intensity was more than 100 minutes, participation frequency was 4 days, and participation period was less than 5 years. Second, the results of this study are as follows: Weight Change(Body Confidence, Activity Confidence, Dance Confidence, Psychological Stability Effect, Dance Activity Effect, Perform-motion Effect) and Exercise Immersion(Behavior immersion, Cognitive immersion) were partially high There was a difference. Third, the results of this study are as follows: Weight Change(Body Confidence, Activity Confidence, Dance Confidence, Psychological Stability Effect, Dance Activity Effect, Perform-motion Effect) and Exercise Immersion(Behavior immersion, Cognitive immersion) were partially high It was shown that the influence was.

      • KCI등재후보

        요통에 스포츠마사지와 신체교정의 통합그룹처치가 미치는 영향에 관한 빈도분석

        이승도(Lee Seung-Do),김영태(Kim Young-Tae),박양하(Park Yang-Ha) 한국체육과학회 2009 한국체육과학회지 Vol.18 No.1

        In this study, as the experimental subject, the lumbago patients who had muscle soreness caused by posture (except those with degenerative Lumbar Intervetebral disc herniations) in Rehabilitation Medicine Department in YS Hospital and Baroseogi (Erect Posture) Health Center located in Jinju Gyeongnam were selected. LBP VAS-10 (visual analog scale) and algometer in digital pain sensor type were used to measure the pressure applied at the time the pain was detected. Of male and female persons at the age of 30 ~ 40 having muscle ache who can live trivial degree of life and feel inconvenience by detecting pains when moving, 90 subjects were selected who have occupation life rhythm of which is constant during the testing period such as teacher, nurse, office worker for accounting job, office inside worker, driver being divided into the work places. With the tool that evaluates the degree of pain using LBP VAS-10 (visual analog scale) and algometer that is digital pain sensor, pain detection was carried out for sports massage groupㆍphysical correction groupㆍsports massage+physical correction integrated group in such a manner of subjectively measuring the influence on the alleviation of pain before starting the treatment of lumbago, after treating lumbago once, twice and three times. The result of measurement and evaluation provided the conclusion as follow. The conclusion of this study is summarized as follow. First, three groups such as sports massage, physical correction, sports massage+physical correction integrated group were revealed to be effective in alleviating lumbago in case of conducting treatment once, twice and three times based on the time before starting the treatment as result of observing each group using visual analog scale and algometer.(p<.05) Second, as for the comparison of measurement among groups, it didn't show significant difference among each group when they were treated once, while it showed significant difference when they were treated twice and three times as result of observing those three groups such as sports massage, physical correction, and sports massage+physical correction integrated group. Accordingly, it was revealed three groups were similar in there effects in alleviating lumbago when they were treated once, while the effect of alleviating lumbago was varied by groups when they were treated two times and three times respectively.(p<.05) Third, as for the conclusion of observation by groups, it showed no significant difference among each group as result of observation of sports massage, physical correction, sports massage+physical correction integrated group using visual analog scale and algometer when treated once. Therefore, it was revealed the effect of alleviating lumbago by groups when treated once was almost similar. Nevertheless, when treated twice and three times, it showed no significant difference between sports massage group and physical correction group, while it showed significant difference between sports massage group and sports massage+physical correction integrated group. In addition, it showed significant difference between physical correction group and sports massage+physical correction integrated group. Through this result, it was revealed the influence of each group on the alleviation of lumbago was different from the time when treated two times. It was revealed that sports massage group and physical correction group were similar in their effect of alleviating lumbago regardless of the frequency. In addition, sports massage+physical correction integrated group was revealed to be more effective than sports massage group and physical correction group from the time when treated two times. (p<.05) Fourth, the analysis of frequency by groups as below was carried out in accordance with hypothesis testing. In result, from the analysis of frequency of visual analog scale and algometer of such three group such as sports massage, physical correction, and spo

      • KCI등재

        가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향

        이승도(Seung-Do Lee),임관순(Kwan-Sun Lim) 한국엔터테인먼트산업학회 2020 한국엔터테인먼트산업학회논문지 Vol.14 No.7

        본 연구의 목적은 가상현실 스포츠 이용 활성화를 위한 프레즌스(Presence)이 참여만족(Participation Satisfaction)에 미치는 영향의 차이 분석하여 지속적으로 스크린골프 운동참여하도록 제시하고 가상현실 스포츠 시장 전반의 발전을 위한 실증적이고 학술적인 자료를 제공하는 것에 주된 목적이 있다. 이를 위해 조사기간은 2020년 3월 13일부터 5월 13일까지 5명의 연구진과 보조원으로 구성하였다. 연구의 목적과 설문에 대한 스크린 골프를 직접 경험한 소비자에게 충분한 설명을 한 후 자기평가기입법(self-administration method)으로 설문지를 작성하도록 하여 얻은 전체 247부의 설문지를 최종 유효표본으로 사용하였다. 자료처리방법으로는 통계 프로그램 Window SPSS 18.0프로그램을 이용하였다. 첫째, 요인분석과 신뢰도 분석, 둘째, 빈도분석 평균(M)과 표준편차(SD), 셋째, t-test와 One-way ANOVA 분석을 실시하였고 사후분석방법 중 쉐페(Scheffe)분석, 넷째, 변수들 간의 상관분석 및 다중회귀분석(Multiple Regression Analysis)을 실시하였다. 이와 같은 방법과 절차를 통하여 본 연구에서 얻어진 결과는 다음과 같다. 첫째, 일반적 특성의 성별, 참여기간에서 프레즌스이 참여만족에 유의한 차이가 나타났다. 둘째, 프레즌스의 하위요인 사회적 실재감, 사회적 주체감, 자아감은 참여만족 하위요인 사회적 만족, 심리적 만족, 신체적 만족에 높은 차이가 나타났다. 셋째, 프레즌스의 하위요인 사회적 실재감, 사회적 주체감, 자아감은 참여만족 하위요인 사회적 만족, 심리적 만족에 높은 영향이 미치는 것으로 나타났다. The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

      • SCOPUSKCI등재

        위암 환자에서 위아전절제술후 재건 방법에 따른 술후 체중 변화의 비교 연구

        이승도(Sung Do Lee),신동훈(Dong Hoon Shin),최경현(Kyung Hyun Choi),백승언(Seung Uhn Baek),이충한(Choong Han Lee) 대한소화기학회 1993 대한소화기학회지 Vol.25 No.6

        N/A Weight. loss and malnutrition are common complications after subtotal gastrectomy. The authors campared weight changes, Visick grade and performance status according to reconstructing method after subtotal gastrectomy. The reconstruction methods were Roux-en-Y gastrojejunostomy and jejunojejenostomy (R-Y method) or Billorth-II gastrojejunostomy and Braun jejunojejunostomy (B-II method) after subtotal gastrectomy. The results were as follow; In stage I stomach cancer, weight recovery period were significantly decreased in R- Y method than B-II method in male and female. In stage llI stomach cancer, weight recovery period were no significant differences between R- Y method and B-II method in male and female. There were no significant differences in body weight change during 2 years after subtotal gastrectomy between R-Y method and B-II method in stage I and III stomach cancer. There were no significant differences in Visick grade and performance status during 2 years after subtotal gastrectomy between R - Y method and B- II method in stage I and III stomach cancer. Our conclusion was that weight reovery period was shortened in R-Y method than B-II method in stage I stomach cancer.

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