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      • KCI등재

        스마트폰 연동 방식의 보행주기분석 시스템 개발 가이드라인

        정의태 한국디지털디자인학회 2014 디지털디자인학연구 Vol.14 No.2

        보행은 외상이나 질병이 없다면 매우 쉽게 수행될 수 있는 동작이다. 하지만 교통사고, 산업재해의 증가와 레저 인구의 증가로 인한 하지 부상과 고령화 사회 진입에 따른 노령 인구의 증가로 인하여 보행에 어려움을 겪고 있는 환자가 늘고 있다. 이 연구의 목적은 스마트폰에 연동되는 보행주기 분석 시스템을 개발하기 위한 프로젝트 가이드라인을 제공하기 위함이다. 보행이론에 관해 살펴보고 기존의 보행주기 분석기의 현황과 각 제품의 문제점을 파악하고 스마트폰 연동 보행주기가 가져야 되는 활보장, 좌보장, 우보장, 좌보간, 우보간, 보속을 요구 조건으로 파악하고 하드웨어와 사용자 인터페이스 가이드라인으로 나누어 가이드라인을 제공하였고 인터페이스 프로토타입 디자인을 진행하였다. 추후 세 명의 보행주기분석 전문가들로부터 개발된 가이드라인과 인터페이스 디자인에 대한 포커스 그룹 인터뷰를 시행했다. 전문가들은 시스템에 대한 경제성과 효용성에는 좋은 평가를 주었지만 상품성이나 제품의 세부 기능에 대해서는 보완할 점을 지적하였다. 전문가 분석에 따라 추가 가이드라인을 작성하여 시제품을 만들기 위한 가이드라인을 완성하였다. Walking is easily conducted when one has neither trauma nor disease. But increase of traffic and industrial accidents and rising elders in aging society cause more problems with gait. The aim of this study is to propose design guidelines for developing a gait cycle analysis system interworking with smartphones. The theory of gait analysis was reviewed and the various gait analysis systems were researched and analysed. The expected needs of this interworking system, such as stride length, left step length, right step length, left step width, right step width, gait speed, were categorized then hardware and user interface guidelines were deduced and then interface design prototype were suggested. The developed guidelines and interface design were reviewed by 3 focused experts. The efficiency and benefits were good evaluated but some problems were found in the salability and detailed functions. According to the expert opinions, the additional guideline is delivered.

      • 영상특수효과 적용 사례 연구

        정의태 경운대학교 산업기술연구소 2002 産業技術硏究論文誌 Vol.4 No.2

        It is not long time ago that we tried to put something into our graphic design or motion graphics. In late 1960s the 'Work' which is called special effects demanded huge amount of labor. Producers had to print every single frame and arrange to animate. Those kinds of works were real time consuming jobs. Furthermore, results were not even quite accurate. Since those kinds of reason, the effects could not catch the viewers interest effectively in terms of motion graphics design. As time goes on, both technology and sense of screen design have been changed dramatically. People in general realize that this is another type of possibility for industry.

      • KCI등재

        시각디자인 관련 학과 개설 교과목의 키워드 네트워크 분석

        정의태,조순옥 인제대학교 디자인연구소 2023 Journal of Integrated Design Research (JIDR) Vol.22 No.3

        Background : The network consists of nodes with variable names and links connecting each other. This makes it possible to analyze the connections between the variables. This study analyzed the course offerings of visual design-related majors in the Seoul metropolitan area based-on the idea that it is possible to identify and visualize specific patterns by extracting keywords from unstructured data, the course offerings of each university department, and analyzing the networks composed of these keywords. Methods : To identify the keywords that make up the course names of visual design majors and to understand the connections between them, we sampled 598 courses from 21 universities. We extracted one to five keywords that can be inferred from course titles, and selected 139 keywords. These keywords were subjected to network analysis, linkage centrality analysis, mediated centrality analysis, CONCOR analysis, and ego network analysis to identify the course network of all visual design majors. Results : The analysis showed that the keyword network of visual design-related departments and subjects consisted of 139 nodes and 330 links, with two independent nodes. At the center of the entire network was [Design], with strong connections to [Visual], [Communication], [Graphics], [Foundations], [Digital], [Video], and [Typography]. In the connecting and mediating centers, the frequency of keywords that further clarify the subject was high. Although network analysis can identify frequency and connection strength, it is limited in deriving meaning about the connection of information, so we conducted additional CONCOR analysis to group and identify keywords with similar status. Through this analysis, we were able to classify related keywords in the cluster into four groups: [Design Thinking], [Digital Communication], [Innovation Strategy], and [Digital Animation], and found that keywords such as strategy, innovation, and digital are emerging in the visual design field in addition to traditional communication, graphics, and typography. Conclusion : The results show that visual design departments offer courses in a combination of sub-disciplines, levels, and teaching methods under the three core keywords of visual, graphic, and digital, and the courses can be categorized into four clusters. By mapping the curriculum of each department with the frame of these four clusters, it is possible to identify the orientation and characteristics of the department and use them for curriculum development. In the future, keywords such as artificial intelligence and generative are likely to be connected to design education, and we recognized the need to examine changes once again through long-term time series research.

      • KCI등재
      • KCI등재
      • KCI등재

        레이저 비전 센서 기반 필릿 용접 품질 검사 시스템 개발

        정의태,이형준,이인수 대한용접접합학회 2018 대한용접·접합학회지 Vol.36 No.6

        In this paper, we propose a laser vision sensor based welding quality inspection algorithm, and implement a welding quality inspection system for fillet welds. Welding quality control is very important in the automotive industry. The proposed inspection algorithm examines mandatory inspection items requested by the person in charge of various types of welding defect. Laser vision sensor based welding quality inspection system composed of laser vision sensor, electronic rotary and inspection PC that inspection program installed. Laser vision sensor is a device that acquires laser profile data from the cross section of the weld and consists of a 3D camera and line laser module. The electric rotary serves to transport the laser vision sensor to inspect the weld bead along the nut's perimeter. The inspection program controls the laser vision sensor and the electric rotary. It also provides GUI for monitoring test results. A specimen was prepared for the performance evaluation of the welding quality inspection system. The experimental results show that the system and the inspection algorithm implemented by the proposed algorithm effectively detect important defects in various production sites.

      • KCI등재

        영상 콘텐츠를 통한 포스트모던과 스토리텔링의 융합관계성에 관한 연구

        정의태,경희,송호진 한국융합학회 2016 한국융합학회논문지 Vol.7 No.6

        스마트 테크놀로지 시대의 디지털 콘텐츠 주 소비자층의 연령대가 과거에 비해 확대되어가고 있다. 소비 자는 다양한 형태로 콘텐츠의 생산과 배포에 주도적으로 참여하고 있으며 그 중심에는 매개체로서의 Personal Digital Device, 콘텐츠 그리고 생산과 소비, 이야기 하는 자와 듣는 자의 경계를 무너뜨린 포스트 모던한 사회 구조 와 공간이 존재한다. 세상에 똑같은 것의 존재를 거부하는 콘텐츠 주 소비 계층의 성향과 이를 관통하는 포스트 모던적 스토리텔링의 제공은 다양한 형태의 콘텐츠로 거대한 산업 군을 형성한다. 본 연구의 수행을 위해 영화와 게임, 광고 등의 사례를 통하여 소비자가 주도적으로 참여하며 일반성을 배제하고 그들만의 독창적 스타일로 콘텐 츠의 중심을 개인으로 옮겨가는 모습들을 추적하는 방식을 따랐다. 연구결과 현재의 시점에서 광고와 영상, 사용자 주도형 게임 콘텐츠의 경향을 통해 관계성을 되짚어보고 콘텐츠 제작 분야의 다양한 융합 가능성에 대한 인식의 변화를 가져왔다. The age of digital content mainstream consumers in the era of smart technology is expanding compared to the past. Consumers are taking a leading role in the production and distribution of contents in various forms. At the center of this is a post-modern social structure and space that break down the boundaries among Personal Digital Device, contents, production and consumption as a medium. Content rejects the existence of the same thing in the world. The tendency of the main consumer segment and the provision of post modern storytelling that penetrates it creates a huge industry group with various forms of contents. In order to carry out this study, with analyzing examples of movies, games, and advertisements, we found the fact that the center of content creation for individuals made their unique style, excluding generality. As a result of this research, the relationship between the user-driven digital contents and post modern storytelling have been revised the awareness about the possibility of various convergence in the field of contents production.

      • KCI등재

        치수강의 가령적 변화에 의한 연령추정 - 면적시수에 의하여 -

        정의태,김종열 대한안면통증구강내과학회 1981 Journal of Oral Medicine and Pain Vol.6 No.1

        For the purpose of an estimation of age based on the changes in the human dental cavity caused by increase in age, 1,208 extracted teeth in the parts from central incisors and lateral incisors and lateral incisors to second premolars of upper and lower, right and left side were evaluated and analized all of surface index of pulp cavity. The results are as follows : 1. The surface index of pulp caxities of upper and lower, central and lateral incisors, and tend to decrease regularly as the age increase. So above teeth are more applicable to age estimation than canine and premolars. 2 For the purpose of age estimation by surface index of pulp cavity of central and lateral incisor, linear equations are as follows. Upper central incisor: X=(16.301-Y)/0.12 Upper lateral incisor: X=(16.620-Y)/0.11 Lower central incisor: X=(20.963-Y)/0.16 X=Age Y=Surface index of pulp cavity Correlation coefficient between chronologic age and estimated age is 0.699 3.The least error(3.3 yrs of age)reveals in 41-45 age group, which shows the highest possibility of estimation of age. The highest error(4.1 yrs of age)reveals in 61-65 age group and 56-60 age group.

      • KCI등재
      • KCI등재

        1980년대 아케이드 게임 “Pac-Man”의 재발견, “Geo-Pac-Man”

        정의태(Jung, Eui-Tay) 인제대학교 디자인연구소 2008 Journal of Integrated Design Research (JIDR) Vol.7 No.2

        1980년 일본 남코(Namco)사(社)에서 개발된 아케이드 게임 팩맨(Pac-Man)은 당시 전 세계적 반향을 일으키며 큰 성공을 거두었다. 단순한 그래픽, 귀여운 캐릭터와 익히기 쉬운 게임 방법으로 여성층까지 아케이드 게임장으로 불러들였고, Pac- Man의 개발사인 남코사는 세계적인 게임 회사로 발돋움할 수 있었다. 지금도 이 회사는 남코-반다이(Namco-Bandai Games Inc.)라는 이름으로 게임제작 및 엔터테인먼트 분야에서 중요한 위치를 차지하고 있다. 21세기 들어 이러한 Pac-Man의 게임 방식을 차용하여 미국, 싱가폴 등의 학교 및 연구소에서는 팩 맨하탄(Pac-Manha ttan), 휴먼 팩맨(Human Pac-Man) 등의 실험적인 게임들을 개발하였다. 이 논문에서는 1980년에 개발된 Pac-Man의 개발 배경을 알아보고 이 게임을 모티브로하여 재해석해 개발된 Pac-Man hattan과 Human Pac-Man에 대해 분석해 본다. 그리고 1980년대 Pac-Man을 바탕으로 재구성된 지오 팩맨(Geo-Pac -Man)을 제안해 본다. A japanese game company “Namco” developed “Pac-Man” in 1980 and the game scored a great success worldwide. Simple game graphics, cute characters and easy user interfaces could gather even girls in game arcades. The developer Namco(now Namco-Bandai Games Inc.) can remain one of the powerful game developer and entertainment company in the world till now. Recently, Pac-Man is redesigned and redeveloped in some research centers and universities. For example, a street game, “Pac-Manhattan” was developed in New York, USA and Human Pac-Man was developed in Singapore. In this study, the Pac-Man from Japan in 1980 will be analyzed and also two new “Pac-Man”s (Pac-Manhattan, Human Pac-Man) will be introduced and analyzed. Finally, “Geo-Pac-Man” will be suggested.

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