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        뇌기반 3D 가상환경 멀미 경감 솔루션 개발

        한경훈(Han, Kyunghun),박창훈(Park, Changhoon),김응석(Kim, Eungseok),김대근(Kim, Daeguen),우성호(Woo, Sungho),김현택(Kim Hyuntaek) 한국문화산업학회 2011 문화산업연구 Vol.11 No.2

        Several studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangulartunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame’s effect of reducing cybersickness, 10 subjects were exposed to both rest and nonrest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. Simulator sickness questionnaire(SSQ) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electrophysiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the nonrest frame condition. The results suggest that 3D rectangulartunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments. Several studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangulartunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame’s effect of reducing cybersickness, 10 subjects were exposed to both rest and nonrest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. Simulator sickness questionnaire(SSQ) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electrophysiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the nonrest frame condition. The results suggest that 3D rectangulartunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments.

      • KCI등재

        기혼유자녀 직장여성의 수퍼우먼 신드롬 유형에 따른 건강관련 삶의 질 양상 연구

        한경훈(Han, Kyunghun),박소정(Park, Sojeong),김세현(Kim, Sehyun) 경성대학교 사회과학연구소 2015 社會科學硏究 Vol.31 No.2

        이 연구는 기혼유자녀 직장여성의 수퍼우먼 신드롬의 증상 정도를 측정하고 이 증상이 건강관련 삶의 질 (health-related quality of life)에 미치는 영향을 평가하였다. 본 연구는 취업ㆍ기혼ㆍ유자녀여성 200명을 대상으로 시행하였으며 측정도구로 수퍼우먼 신드롬 증상척도와 Short Form Health Survey(SF-36v2)를 사용하였다. 총 200명 참여자 중 수퍼우먼 갈등형이 169명(84.5%)으로 가장 많았으며 두 번째로 많은 유형이 중독형, 가장 적은 유형이 자립형이었다. 수퍼우먼 신드롬 유형에 따른 건강관련 삶의 질은 중독형이 자립형에 비해 통계적으로 유의미하게 낮았다. 그러나, 정서적 건강상태에서만큼은 수퍼우먼 신드롬이 심할수록 건강관련 삶의 질이 더 유의미하게 높았다. 신체적 상태와 정신적건강과 연관된 기능을 측정하는 건강영역들은 수퍼우먼 신드롬이 심해질수록 모두 저하되었지만 불안, 우울, 행복, 활력에 대해 묻는 정신적 건강에서는 오히려 수퍼우먼 신드롬이 심해질수록 긍정적으로 대답하였다. 이는 신체적 건강이 기반이 되지 않은 상황에서 정신건강만 온전하다고 보고하는 것이며 중독형 집단이 완전하게 건강한 삶을 영유하지 못하고 건강상의 불균형이 상당함을 의미한다고 사료된다. 중독형 집단의 신체와 정신건강 간의 불균형에 대한 지각적 괴리는 정신적 스트레스의 인지를 회피하고 자신의 문제를 신체적인 면에 국한시켜 문제를 해결하려고 하는 신체화(somatization) 양상이 드러낸 결과라 사료된다. The long term exposure of Superwoman Syndrome may cause lower quality of life and health problems because it is a range of physical, psychological, and interpersonal stress symptoms experienced by woman-moms cause of the requirement of multiple roles. However, HRQoL (Health-Related Quality of Life) of this group has not yet been reported in Korea although the traditional sex role in Korean society is being changed. In this regard, this study proposed to assess HRQoL of married, working women with children faced with psychosocial stress. A total of 200 working-moms (aged 40.2±5.3) were recruited, and a questionnaire was self-administered to classify three types of superwomen syndrome: self-reliance type, conflict type, and addictive type. We then measured HRQoL Using SF-36 Health Survey and compared among three types. Most working-moms have Superwoman syndrome (95%). Health domains scores were statistically different among three types (p"s <.05). Working-moms with severe superwoman syndrome reported more bodily pain, worse general health and more role limitations. To note, however, who had more severe superwoman syndrome reported better mental health. Working-moms with superwoman syndrome have a tendency to experience and communicate somatic distress in response to psychosocial stress (somatization), and their health-related quality of life is low.

      • 뇌기반 3D 가상환경 멀미 경감 솔루션 개발

        한경훈(KyungHun HAN),박창훈(ChangHoon Park),김응석(EungSeok Kim),김대근(DaeGuen Kim),우성호(SungHo Woo),김현택(HyunTaek Kim) 한국문화산업학회 2011 한국문화산업학회 학술대회 Vol.2011 No.6

        실사와 흡사한 현실을 구현할 수 있다는 장점으로 산업, 의료, 및 파일럿의 비행훈련 등에 널리 사용되었던 3D 가상 환경은 3D 영상 미디어의 기술 발달과 함께 이제는 우리 생활 안에 생활 가전 그리고 일상 엔터테인먼트로 자리 잡고있다. 그러나 아직까지 3D 가상환경 부작용인 사이버멀미가 3D영상 미디어 산업 발전에 제약이 되고 있어 사이버멀미 경감 솔루션 개발이 필요하다. 정지좌표계(rest frame)는 가상환경에서 멀미를 유발시키는 vection 효과를 줄이는 효과를 가지고 있다. 그러나 3D 가상환경에서 정지좌표계의 구현 방법과 형태에 따라 가상환경의 몰입감, 현실감, 멀미경감 효과에 영향을 미치므로 3D 가상환경의 몰입감과 현실감을 저하시키지 않고 멀미감을 최소화하는 최적화된 정지좌표계의 형태와 구현변수를 찾는 것은 중요하다. 본 실험에서는 시각적으로 사이버멀미를 유발하는 3D 가상환경을 개발하고 이에 사각터널 형태의 3D 정지좌표계를 개발하였다. 이 효과를 검증하기 위해 10명의 피험자는 rest frame 조건과 non-rest frame 조건에서 각각 3일 간격으로 3D 가상환경을 경험하였으며, 가상환경 노출 시 멀미감에 따른 심박률, 피부전도도, 위장전도, 호흡률 등의 생리적 반응를 측정하고 멀미감을 SSQ(simulator sickness questionnaire)와 자기보고를 이용하여 3D rest-frame의 사이버멀미 경감효과를 검증하였다. 실험결과 정지좌표계의 사용에 따른 SSQ 지수의 유의미한 차이가 발견되지 않았으며, 4가지 생리적 반응 변화에서도 모두 두 조건간의 유의미한 차이가 없었다. 이 결과는 본 연구에서 사용된 3D-사각터널형 정지좌표계가 real 3D 가상환경에서 유발되는 위장전위멀미 감소를 위한 정지좌표계로 적합하지 않다는 것을 잠정 시사한다. Several studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangular-tunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame's effect of reducing cybersickness, 10 subjects were exposed to both rest and non-rest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. SSQ (simulator sickness questionnaire) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electro-physiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the non-rest frame condition. The results suggest that 3D rectangular-tunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments.

      • KCI등재

        외상 후 스트레스 증상 및 외상 후 성장에서 주의편향과 사건관련 반추의 역할

        노해림(Hae Lim Noh),한경훈(KyungHun Han),심은정(Eun-Jung Shim) 대한스트레스학회 2018 스트레스硏究 Vol.26 No.3

        본 연구는 사건관련 반추가 위협 및 긍정자극에 대한 주의편향과(i.e., 촉진된 주의 개입, 주의 탈개입 어려움, 주의 회피) 외상 후 스트레스 증상 및 외상 후 성장의 관계를 매개하는 지 검증하였다. 다양한 외상을 경험한 대학생 70명을 대상으로 공간 단서 과제를 실시하여 주의편향을 측정하고, 그 외 변인은 개정판 사건충격척도, 외상 후 성장 척도, 사건관련 반추척도 및 특성불안척도로 평가하였다. 분석 결과, 위협자극에 대한 주의 회피가 침습적 반추 수준을 높이고, 이는 외상 후 스트레스 증상 증가와 관계가 있었다. 위협자극에 대한 주의 탈개입 어려움은 외상 후 성장의 하위 영역 중 새로운 가능성의 발견과 유의한 관련이 있었다. 이는 외상 경험의 수용이 외상 극복 및 성장에 효과적일 가능성을 시사한다. Background: The purpose of this study was to investigate the relationship between attentional bias to threat and positive stimuli (i.e., facilitated attentional engagement, difficulty in attentional disengagement, and attentional avoidance) and event-related rumination, and to examine whether the latter mediated the relationship between attentional bias and posttraumatic stress symptoms (PTSS) and posttraumatic growth (PTG) in individuals with traumatic experiences. Methods: A total of 70 college students with traumatic experiences participated in the study. Attentional bias to threat and positive stimuli was measured by employing a spatial cueing task. Other variables were assessed using self-report measures including The Impact of Event-Related Scale-Revised, Event-Related Rumination Inventory, Post-traumatic Growth Inventory, and State-Trait Anxiety Inventory. Results: The results indicated that attentional avoidance was significantly associated with intrusive rumination, whereas none of the three aspects of attention bias was associated with deliberate rumination. Furthermore, attentional avoidance was related to increased intrusive rumination, which in turn, was associated with increased PTSS. Additionally, difficulty in attentional disengagement from threat stimuli was associated with finding new possibilities, one aspect of a PTG, even after controlling for the impact of deliberate rumination. Conclusions: The current results suggest that therapeutic interventions aimed at helping individuals not to avoid but accept their traumatic experience may be effective to overcome trauma and facilitate PTG among individuals with traumatic experiences.

      • 다기능 통합 스티어링 휠 스위치 컨트롤에 대한 연구

        박우철(Woochul Park),한경훈(Kyunghun Han),이현용(Hyunyoung Lee) 한국자동차공학회 2010 한국자동차공학회 부문종합 학술대회 Vol.2010 No.5

        Recently, the use of steering wheel mounted switches has been receiving attention. Such switches allow a driver to maintain his or her focus on the road. If the number of steering wheel integrated switches or their arrangement is improper, the advantage of using them may be diminished, and many operator errors may occur. The objective of this study was to examine how the number of steering wheel mounted switches and their arrangement interactively affected a driver’s performance. The participants were required to press a specified switch while performing a first-order tracking task. The Dial wheel-type control was more effective than a cross functional-type and touch wheel-type arrangement. The Dial wheel-type arrangement with steering wheel mounted switches provided the best performance and highest psychological rating.

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