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한영웅,정호열,박수준,Y.W. Han,H.Y. Jung,S.J. Park 한국전자통신연구원 2023 전자통신동향분석 Vol.38 No.3
The value of living a long and healthy life without suffering has increased owing to aging populations, transition to welfare societies, and global interest in health deriving from the novel coronavirus disease pandemic. New drug development has gained attention as both a tool to improve the quality of life and high-value market, with blockbuster drugs potentially generating over 10 billion dollars in annual revenue. However, for newly discovered substances to be used as drugs, various properties must be verified over a long period in a time-consuming and costly process. Recently, the development of artificial intelligence technologies, such as deep and reinforcement learning, has led to significant changes in drug development by enabling the effective identification of drug candidates that satisfy desired properties. We explore and discuss trends in artificial intelligence for de novo drug design.
한영웅(Han, Youngwoong),이태구(Lee, Taegu),정규하(Jeung, Kiuha) 인제대학교 디자인연구소 2014 Journal of Integrated Design Research (JIDR) Vol.13 No.1
본 연구는 웹툰에 나타난 셔레이드의 기능적 측면을 살펴보고 만화 또는 웹툰 만의 독특한 셔레이드 기법을 찾아가는 것을 목적으로 시작되었다. 강도하의 ‘위대한 캣츠비’, 양영순의 ‘1001’, 강풀의 ‘순정만화’를 연구대상으로 기존의 셔레이드가 웹툰에 어떻게 적용되고 있는가를 분석하여 웹툰에서만 나타난 셔레이드의 기법의 특성들을 고찰하였다. 웹툰만의 셔레이드 기법의 특징적 요소로 시각적 요소와 청각적 요소로 분류되었다. 시각적 요소로는 색상, 공간 모핑, 여백, 칸새, 스크롤, 효과 기호, 그림체 변화, 인위적인 생략, 강조 등의 요소가 활용되고 있었으며, 청각적 요소로 실제 청각적 요소와 청각적 요소의 시각화를 활용한 요소들이 활용되고 있었다. 이러한 웹툰만의 셔레이드 요소들이 어떠한 기준에 의해 분류되어야 하는가에 대한 개념적 분리가 완벽히 이루어지지는 않지만 이러한 기능적 측면들을 파악해 보는 것은 웹툰 연출의 다양성 확보 측면에서 매우 가치 있는 일이라 판단된다. This study began for the purpose of investigating functional aspects of charade found in webtoons and finding unique charade techniques in webtoons. ‘Great Catsby’ by Kang Do-ha, ‘The Thousand and One Nights’ by Yang Yeong-soon, and ‘Romance Comics’ by Kang Pool were selected as the study objects to analyze how the existing charade was applied in those webtoons, contemplating the techniques of charade only found in webtoons. The characteristic elements of webtoon"s charade are divided into visual and auditory elements. Colors, space morphing, margin, gaps between panels, scroll, comic signs, changes of picture style, artificial omission, and emphasis were used as the visual elements; actual auditory elements and the elements utilizing visualization of auditive elements were used in auditory elements. Although the conceptual separation on what standard these charade elements only found in webtoons should be divided is not yet completely done, understanding those functional features is thought to be valuable in securing diversity when producing webtoons.
청소년 축구선수들의 성취목표성향과 스포츠자신감 간의관계에서 자기관리의 매개효과 검증
한영웅 ( Young Woong Han ),양명환 ( Myung Hwan Yang ) 제주대학교 해양스포츠센터 2013 해양스포츠연구 Vol.3 No.1
The purpose of this study was to test the mediating effects of self-management in the relationship between achievement goal orientation and sport confidence among adolescents` soccer players. Also, we tested whether players differed as a function of school level and status of players on achievement orientation, self-management, and sport confidence participants were 469 middle school and high school players who complete questionnaires measuring task and ego orientation, self-management, sport-confidence, and demographics. Regression analyses revealed that task orientation positively predicted self-management and sport confidence. In turn, self-management, sport-confidence, and demographics. Regression analyses revealed that task orientation positively predicted self-management and sport confidence. In turn, self-management positively predicted sport confidence and mediated the relationship between task orientation and sport confidence. On the other hand, self-management did not mediate the relationship between ego orientation and sport confidence. MANOVA results reveled that significance was found main effects on achievement goal orientation and reveled that significance was found main effects on achievement goal orientation and sport confidence, more higher levels on task and ego orientation than middle school players. Dominants players exhibited higher levels of task orientation than backup players.
이동훈,정호열,김민호,임명은,김대희,한영웅,김영원,최재훈,김승환,Lee, D.H.,Jung, H.Y.,Kim, M.H.,Lim, M.E.,Kim, D.H.,Han, Y.W.,Lee, Y.W.,Choi, J.H.,Kim, S.H. 한국전자통신연구원 2016 전자통신동향분석 Vol.31 No.4
구글 딥마인드 알파고와 이세돌 선수와의 바둑대결 후 인공지능의 활용처로 의료분야가 거론되면서 임상의사결정지원시스템(Clinical Decision Support System: CDSS)이 최근 주목받고 있다. 기본적으로 CDSS는 환자 진료에 있어 예방, 진단, 치료, 처방 그리고 예후의 각 단계에서 임상의의 의사결정을 도와주는 시스템을 말한다. 본고에서는 CDSS의 국내외 도입 및 시장현황과 관련 기술현황을 검토하여 의료현장에서 CDSS의 활용이 활성화되기 위한 방안을 도출하고자 한다.