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      • KCI등재

        크릴(Euphausia superba) 육을 이용한 인스턴트 죽의 품질특성 평가

        정해림,최은혜,이양봉,전병수,김선봉 한국수산과학회 2013 한국수산과학회지 Vol.46 No.4

        Instant krill gruel was produced using peeled Antarctic krill Euphausia superba as a high nutritional ingredient and the food quality was investigated. The food quality of krill gruel was examined by measuring proximate composition, cholesterol, calorie, Hunter color value, total amino acids, fatty acids, fluoride, viscoelastic properties, and by sensory evaluation. The krill gruel had a moisture content of 87% and a pH of 6.65. The krill gruel contained 51 kcal/100 g, and 0.1% fat and 3.5 mg/100 g cholesterol. Its fatty acid composition exhibited high levels of unsaturated fatty acids. The levels of oleic acid and linolenic acid were high, and n-3, n-6, and n-9 fatty acid contents ranged from 1% to 6%. The total amino acid content was 2132 mg/100 g, and the levels of glutamic acid, aspartic acid, leucine, alanine, and arginine were particularly high. Essential amino acids accounted for over 30% of the total amino acids. Fluoride level in the krill gruel was 3.07 mg/kg. The viscoelastic properties of the krill gruel were determined as 6.28 Pa at shear stress of 2.51 Pa. In the recovery test, the elastic restoring force after deformation was low.

      • KCI등재

        OpenAI API와 인간의 창의성 기반 게임 설계 방법론 연구

        정해림,이수진 국제차세대융합기술학회 2024 차세대융합기술학회논문지 Vol.8 No.7

        본 논문은 생성형 모델 GPT의 최신 모델을 이용하여 창의적인 게임 개발을 위한 방법론을 제안한다. 우리 일상에 가까워지고 있는 생성형 서비스 도구들이 인간에게 편의성을 제공해 주면서 동시에 인간의 고유 영 역인 창의성에 도전하고 있다. 이에 우리는 생성형 모델의 활용 실험을 통해 생성형 서비스의 논리력과 환각 (Hallucination) 현상으로 명명되는 모호하거나 불완전한 쿼리 또는 학습 데이터의 한계를 이용하여 인공지능과 인간의 게임 협업의 방법론으로 제안한다. 본 연구는 방법론 제안임과 동시에 논리적이며 창의적인 인공지능의 기 능을 인간의 창의성에 어떻게 적용할 것인가에 대한 탐구이다. GPT를 이용하여 게임의 NPC가 겪게 될 게임 내 상황을 인지하도록 설계한다. 우리는 본 연구를 통해 게임계에서 효율성을 높임과 동시에 창의성을 갖는 새로운 게임예술 장르를 모색한다. This paper proposes a methodology for creative game development utilizing the latest model of the Generative Pre-trained Transformer (GPT). As generative service tools become more integral to our daily lives, providing convenience while challenging the uniquely human domain of creativity, we explore the utilization of generative models in games. This research aims to apply the logical and hallucinatory capabilities of generative services to gaming applications. It is both a proposal for a methodology and an investigation into how the logical and creative functions of artificial intelligence can be applied to human creativity. By employing GPT, we design game NPCs to perceive in-game situations, thereby enhancing the efficiency and creative potential within the gaming industry. Through this study, we seek to explore a new genre of game art that possesses both efficiency and creativity.

      • 멀티 태스크 러닝 기반 Disjoint Datasets을 이용한 효과적인 학습 방법 연구

        정해림(Haelim Jung),홍주연(Juyean Hong),박나현(Nahyeon Park) 대한전자공학회 2024 대한전자공학회 학술대회 Vol.2024 No.6

        Accurately perceiving diverse road environments in real-time is paramount for autonomous driving systems. Given the limited resources of autonomous driving systems, employing a multitask learning-based model proves effective for performing multiple tasks simultaneously. To train multi-task learning models, joint datasets with ground truth (GT) satisfying all tasks are necessary. However, obtaining such datasets is challenging in practice and entails significant time and cost for acquisition and processing. Moreover, utilizing different datasets for task-specific learning can lead to catastrophic forgetting, where the performance of previously learned tasks deteriorates when training new tasks, resulting in an overall decline in task performance. In this paper, we propose a method to effectively train without additional burden using disjoint datasets.

      • 자동차용 할로겐램프의 광원인 텅스텐 필라멘트의 열화분석

        정해림(Hae-Rim Jeong),김재중(Jae-Jung Kim),송윤흡(Yun-Heup Song) 대한기계학회 2010 대한기계학회 춘추학술대회 Vol.2010 No.11

        This paper analyzes electrical degradation properties of tungsten filament in automotive halogen lamp. We focused on the degradation process by examining voltage accelerated test. After analyzing failure, we found out that the main reason of failure in filament is burnout. Therefore, we have observed the change of surface of filament according to time before burnout. A tungsten filament has changed its pattern on surface from flat to ripple. As a convection process brought out irregularly in halogen lamp, the surface of filament has had its ripple pattern distinctly. At this process, there are some parts that reduced its cross sectional area. It caused temperature rise and ended up burnout.

      • KCI등재

        하브루타를 활용한 기후변화 교수학습이 고등학생의 과학에 대한 태도에 미치는 영향

        정해림(Hae-Rim Jeong),김학성(Hak-Sung Kim) 한국교원대학교 뇌기반교육연구소 2020 Brain, Digital, & Learning Vol.10 No.4

        The purpose of the study is to find out how the classes of the Earth Science I climate change applied to the Havruta class affect high school students attitudes toward science. By analyzing the 2015 revised curriculum, the 2015 revised curriculum teaching and learning materials, and textbooks, set learning goals for each class and selected the Havruta class model to be applied. Based on this, the 6 lessons of teaching and learning curriculum and teaching materials were devised, and the content validity of the expert group was verified and curriculum and materials were revised and supplemented. This class was held for about three weeks in September 2019, and the students attitudes toward science were analyzed using the Havruta earth science class by conducting a t-test with a pretest and a posttest. As a result, Havruta teaching and learning had a statistically significant effect on high school students attitude toward science. In particular, there were significant rises in the attitude toward science and science learning (emotional factors) and the participation in scientific activities (behavioral factors) among the subdomains of attitudes toward science. And, based on various data, the learner-oriented Havruta teaching and learning was conducted on the factors of climate change and the effects and countermeasures of climate change. In the Havruta class, learners actively participated in the class by making questions themselves, asking and discussing them freely with their colleagues, and this gave them positive perceptions and feelings about science and scientific learning, and also led them to participate in scientific activities. Thus, in the earth science climate change lesson, the Havruta class can be presented as an alternative to traditional teacher lectures.

      • KCI등재

        거주지역 생태탐사 프로그램에서 보이는 학습자와 자연 간의 상호작용 양상의 탐색

        정해림(Hae Rim Jeong),임미연(Miyoun Lim) 한국환경교육학회 2017 環境 敎育 Vol.30 No.1

        이 연구는 장소기반교육에 근거하여, “우리마을 생태 바로 알기” 프로그램에 참여한 학습자들이 자연과 어떠한 상호작용을 하는가를 탐색해 봄으로써, 학습자들이 도시 속 자연을 어떻게 경험하며, 관계를 형성해 나가는가를 살펴보고자 하였다. 학습자들은 자연과 직접 접촉하고, 자연의 입장을 취해보고, 자연을 나의 일상과 연결하는 다양한 상호작용의 양상을 보였다: 1) 도시 속 자연과 직접 접촉하며, 다양한 감각적 탐색과 풍부한 감정적 경험을 통해 자연에 대한 이해와 관심을 발전시켜 나갔고, 2) 자연의 입장에서 감정을 느껴보고 상황을 이해하는 인지적, 정의적 관여를 통해 자연과 공감하며, 자연을 자신과의 관계성 속에서 바라보고, 3) 자연을 자신의 생활세계와 연결 지으면서, 일상을 통해 자연과 상호작용하고, 자연을 다시 일상으로 확장하는 자기 환경화를 통해 자연과의 관계를 발전시켜 나가고 있었다. 이러한 연구 결과를 바탕으로 학습자와 자연 사이의 상호작용이 보이는 다차원적, 내러티브적, 공동체적 특징을 살펴보고, 동네라는 장소가 제공하는 교육적 함의를 고찰하였다. Drawing upon place based-education, this study explores in what ways students interact with nature, i.e.,how they experience nature and how they develop their relationship with nature, as they participate in a local ecosystem investigation program, called “getting to know my town’s ecology”. Engaging in diverse modes of interactions such as contacting with nature, nature’s perspective-taking, and connecting lifeworld with nature, students 1) developed their interests in nature as they contact nature through sensory and affective exploration, 2) perceived nature in connection with self as they empathize with nature cognitively and affectively, and 3) developed relationship with nature as they make sense of nature in connection with their lifeworld. Then based on the findings, we discuss multidimensional, collective, and narrative aspects of student-nature interaction and pedagogical implications for place- based education.

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