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      • KCI등재

        온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 : 온라인 게임에서의 쾌락적 경험에 관한 연구

        Lee Jongho(李宗昊),Yunhee Jung(丁允姬) 한국마케팅과학회 2008 마케팅과학연구 Vol.18 No.2

        온라인 게임에서의 경험을 설명하는 대부분의 이전 연구들이 플로우의 역할을 강조하고 있으며, 플로우의 선행요인과 결과요인을 밝히는데 초점을 두었다. 플로우는 온라인상의 몰입경험을 설명하는데 타당한 것으로 기존 연구에서 검증되었고 성과와 직결된다는 점에서 중요한 변수임은 분명하지만, 쾌락적 경험으로서의 온라인 게임을 설명하는 데 있어서는 부족하다. 이러한 기존 연구의 부족한 점을 보완하고자, 본 연구는 음악과 영화분야에서 연구된 쾌락적 반응 연구를 온라인 게임에 적용하여 온라인 게임에서의 다차원적인 경험과정을 보여주고자 하였다. 또한 기존에 쾌락적 반응에 관한 연구를 보완하여 감각적 반응, 상상적 반응, 분석적 반응이 감정적 반응에 주는 영향을 검증하였으며, 플로우를 대신해 쾌락적 반응들이 게임 만족에 주는 영향, 게임 만족이 충성도에 주는 영향을 규명하고자 하였다. 그리고 쾌락적 선호를 조절하거나 매개하는 변수로 알려진 지각된 복잡성에 따른 조절 영향을 확인함으로써, 자극의 차이에 따른 쾌락적 반응의 영향차이를 보지 않았던 기존연구를 확장하였다. 연구결과, 감각적 반응, 상상적 반응, 분석적 반응의 감정적 반응에 대한 유의한 영향, 각각의 쾌락적 반응의 만족에 대한 유의한 영향, 만족의 충성도에 대한 영향이 검증되었다. 그리고 이러한 영향은 지각된 복잡성이 다른 집단 별로 달랐는데, 예상한 바대로 지각된 복잡성이 높은 집단에서는 분석적 반응이 전반적으로 강한 영향을, 그리고 낮은 집단에서는 감각적 반응이 감정과 만족에 강한 영향을 주는 것으로 밝혀졌다. 연구 마지막에는 이러한 결과들에 대한 요약 및 해석, 시사점 및 한계점이 논의되었다. Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn"t examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher"s research(1994)and Jongho lee and Yunhee Jung" research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung" research 2005;2006). But, previous research on hedonic response didn"t show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)" research and Jongho Lee and Yunhee Jung(2005, 2006)" research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game (Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn"t show influences of stimulus properties. According to Berlyne"s theory (1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with incre

      • KCI등재

        Integration and Evaluation of Clinical Decision Support Systems for Diagnosis Idopathics Pulmonary Fibrosis (IPF)

        Yunhee Lee,채영문,Sungwan Jeon 대한의료정보학회 2010 Healthcare Informatics Research Vol.16 No.4

        Objectives: The purpose of this study was to develop clinical decision support systems (CDSS) that are integrated with hospital information systems for the differential diagnosis of idiopathic pulmonary fibrosis (IPF). Methods: The integrated CDSS were validated and evaluated by physicians. Knowledge modeling for diagnosing IPF was performed by knowledge working groups, composed of radiologists and respiratory specialists. In order to develop the model for CDSS diagnosis, the clinical cases were collected from 290 cases from Seoul National University Hospital and Sevrance Hospital of Yonsei University. For the evaluation of integrated CDSS, interviews were conducted with respiratory specialists and radiologist 2 weeks after applying CDSSs in clinical settings. The CDSS was integrated with the computer vision system (CVS) and diffuse parenchymal lung diseases (DPLD), CDSS developed in our previous project. Results: Eighteen cases diagnosed as IPF were applied to the collection of diagnostic knowledge and the refined knowledge, the former diagnosed 1 case (6%) and the latter diagnosed 14cases (78%). Therefore, the refined knowledge performed better than collected knowledge. The validation results of integrated CDSSs showed that 81 cases (74.3%) were diagnosed correctly. Conclusions: There were 109 cases of IPF diagnosed and initiated on treatment. The significance of this study is in developing integrated CDSS with PACS by acquiring and redefining the knowledge needed for IPF diagnosis. In addition, it is significant for the integration of CDSS to verification and clinical evaluation.

      • Tunable Sub-nanopores of Graphene Flake Interlayers with Conductive Molecular Linkers for Supercapacitors

        Lee, Keunsik,Yoon, Yeoheung,Cho, Yunhee,Lee, Sae Mi,Shin, Yonghun,Lee, Hanleem,Lee, Hyoyoung American Chemical Society 2016 ACS NANO Vol.10 No.7

        <P>Although there are numerous reports of high performance supercapacitors with porous graphene, there are few reports to control the interlayer gap between graphene sheets with conductive molecular linkers (or molecular pillars) through a pi-conjugated chemical carbon-carbon bond that can maintain high conductivity, which can explain the enhanced capacitive effect of supercapacitor mechanism about accessibility of electrolyte ions. For this, we designed molecularly gap-controlled reduced graphene oxides (rGOs) via diazotization of three different phenyl, biphenyl, and para-terphenyl bis-diazonium salts (BD1-3). The graphene interlayer sub-nanopores of rGO-BD1-3 are 0.49, 0.7, and 0.96 nm, respectively. Surprisingly, the rGO-BD2 0.7 nm gap shows the highest capacitance in 1 M TEABF(4) having 0.68 nm size of cation and 6 M KOH having 0.6 nm size of hydrated cation. The maximum energy density and power density of the rGO-BD2 were 129.67 W h kg(-1) and 30.3 kW kg(-1), respectively, demonstrating clearly that the optimized sub-nanopore of the rGO-BDs corresponding to the electrolyte ion size resulted in the best capacitive performance.</P>

      • Enhanced photocurrent in the RuL2(NCS)2/ di-(3-aminopropyl)-viologen/Au nanoparticles/ITO system: use of Au nanoparticles for retardation of the back electron transfer reaction.

        Lee, Wonjoo,Mini, Sun-Ki,Cai, Gangri,Hwang, Yunhee,Baek, Sujin,Cho, Byung Won,Lee, Soo-Hyoung,Han, Sung-Hwan American Scientific Publishers 2009 Journal of Nanoscience and Nanotechnology Vol.9 No.12

        <P>This paper reports the use of Au nanoparticles (NPs) as electron transfer bridge layers to improve the photocurrent of viologen/Ru complex-based photoelectrochemical cells. The Ru complex/ viologen/Au NPs on electrodes were prepared using self-assembled monolayers. The cell system showed an excellent photocurrent of 25 nA/cm2 under the 1.5 air mass condition (I = 100 mW/cm2), which is five times greater than Au NPs due to the reduced recombination reaction.</P>

      • KCI등재

        Perception & Needs of Housing Environment for Senior Based on Their Ability of Daily Life in U.S.

        Lee, Yunhee(이윤희) 한국주거학회 2018 한국주거학회 논문집 Vol.29 No.5

        The purpose of the study was to explore perceptions of older adults with regard to the physical environmental conditions of their housing, difficulties in performing activities in daily life, and intention to remodel the home environment for AIP. The population targeted for this study was adults, ages 60 and over. The age constraint was justified by the aims of the study, which were specific to the relationship between older adults’ in-home daily activities, their physical abilities, and the kitchen and bathroom areas in their homes. The responses were recorded on the printed survey tool to interview about 4560 minutes. The participants in this study included nine men and 22 women ranging in age from 61 to 94 years, and the average age was 76 years. The results were as follows: (1) Most elderly people require bathing-related support products, and need products that support movements that are related to going out and walking, and those that sit and stand up. (2) To assist older adults, accessible products and social services to support bathing and kitchen should be common priorities for elderly-housing designers and developers. AS this study has limitations such as low number of participants, future studies develop questionnaire that focus on the issues above and gather more data for statistical analysis to generalize the information discussed here.

      • KCI등재

        Differential regulation of neuronal excitability by nicotine and substance P in subdivisions of the medial habenula

        Lee, Changwoo,Lee, Soonje,Woo, Changsu,Kang, Shin Jung,Kim Kwon, Yunhee,Shin, Ki Soon ZOOLOGICAL SOCIETY OF KOREA 2018 ANIMAL CELLS AND SYSTEMS Vol.22 No.3

        <P><B>ABSTRACT</B></P><P>The medial habenula (MHb) plays an important role in nicotine-related behaviors, such as aversion and withdrawal. The MHb is composed of distinct subregions with unique neurotransmitter expression and neuronal connectivity. Here, we showed that nicotine and substance P (SP) differentially regulate neuronal excitability in subdivisions of the MHb (ventrolateral division, MHbVL; dorsal division; MHbD and superior division: MHbS). Nicotine remarkably increased spontaneous neuronal firing in the MHbVL and MHbD, but not in the MHbS, which was consistent with different magnitudes of whole-cell inward currents evoked by nicotine in each subdivision. Meanwhile, SP enhanced neuronal excitability in the MHbVL and MHbS. Although the MHbD is composed of SP-expressing neurons, they did not respond to SP. Neurons in the MHbVL increased their firing in response to bath-applied nicotine, which was attenuated by neurokinin receptor antagonists. Furthermore, nicotine addiction and withdrawal attenuated and augmented excitatory SP effects in the MHbVL, respectively. On the whole, we suggest that MHb-involving nicotine-related behaviors might be associated with SP signaling in MHb subdivisions.</P>

      • THE <i>SPITZER</i> c2d SURVEY OF NEARBY DENSE CORES: JET AND MOLECULAR OUTFLOW ASSOCIATED WITH A YOUNG STELLAR OBJECT IN CORE A OF L1251

        Lee, Jeong-Eun,Lee, Ho-Gyu,Shinn, Jong-Ho,Dunham, Michael M.,Kim, Il-Suk,Kim, Chang Hee,Bourke, Tyler L.,Evans, Neal J.,Choi, Yunhee IOP Publishing 2010 ASTROPHYSICAL JOURNAL LETTERS - Vol.709 No.1

        <P>A long infrared jet has been discovered by the Spitzer c2d Legacy Program in core A of L1251. It is associated with a very embedded Class 0 object with an accretion luminosity of about 0.9 L(circle dot) derived by radiative transfer model fitting to the observed spectral energy distribution. Comparing the observed Infrared Array Camera colors along the infrared jet with those calculated from a model of an admixture of gas with a power-law temperature distribution indicates that the jet is possibly created by a paraboloidal bow shock propagating into the ambient medium of n(H(2)) = 10(5) cm(-3). In addition, the variation of the power-law index along the jet suggests that the portion of hot gas decreases with distance from the jet engine. The molecular outflow in this region has been mapped for the first time using CO data. From the calculated outflow momentum flux, a very strong lower limit to the average accretion luminosity is 3.6 sin i/cos(3) i L(circle dot), indicative of a decrease in the accretion rate with time.</P>

      • KCI등재

        Iconic Communication in Art and Life

        Yunhee Lee 한국영상문화학회 2006 영상문화 Vol.11 No.-

        이 논문의 목적은 예술과 삶 속에서 도상적 커뮤니케이션이 각각 어떻게 구현 되는지를 밝히는데 있다. 예술적 이미지로 렘브란트의 회화와 사실적 이미지로 베를린 장벽 붕괴의 주제를 담은 기록 사진을 각각 분석하였다. 도상, 지표, 상징으로 분류되는 퍼스의 3가지 기호 형태와 그것의 특성인 도상성, 지표성, 상징성을 적용하여 분석하고 그로써 각각의 기호들이 삶과 예술의 도상적 커뮤니케이션에서 어떻 게 상호작용하고 있는지를 보인다. 특히, 도상성과 은유적 표현, 지표성과 환유적 표현, 그리고 상징성과 문화의 관계를 조명한다. 위의 두 분석 자료를 통하여 도상성과 지표성이 회화 장르의 예술적 이미지와 그리고 기록 사진 장르의 사실적 이미지에서 어떻게 상호작용하고 있는 지를 살펴본다. 장르적 특성 상, 하나의 의미를 고정시켜 단일화된 의미를 생산하여 사실적인 재현을 추구하는 사진 이미지와는 달 리, 예술적 이미지는 다의미적 해석 가능성을 강조하기에 현실의 재현이나 모방이라는 지시적 기능과는 거리가 멀다. 이러한 이유로 예술적 이미지에 나타나는 도상성은 재현된 이미지와 현실이 대응하는 ‘a=b’ 라는 유형의 은유적 표현을 지향하며 보는 이들을 또 다른 하나의 표현 가능한 잠재적 세계로 이끈다. 그럼에도 불구하고 은유적 표현을 통합체적인 축 위에서 구현하기 위해 텍스트 외부의 현실적 요소를 도입하는 렘브란트의 회화에서 지표성이 작동하고 있음을 보이며 이는 작품과 독자 사이에 문화적 코드로 기능하고 있음을 밝힌다. 반면, 기록 사진은 시간의 흐름, 또는 역사의 한 부분을 영상기록으로 남기기 때문에 사진 이미지는 현실을 지시하는 지표성의 토대 위에서 작동한다. 현실을 시각 이미지로 재현한 도상 기호이지만 사진이란 장르는 재현된 이미지가 다른 이미지와 대응하는 관계가 아닌 현실을 지시하는 환유적인 성질을 갖는다. ‘a is put for b’의 형태로 재현된 대상은 그것이 지시하는 현실의 의미, 내용을 함축하며 보는 이 를 현실의 세계로 이끌어 다른 이들과 지식과 정보를 교환하게 한다. 그러므로 각각 예술과 삶 속에 나타난 도상적 이미지는 도상성의 정도 차이로 순수한 도상성 (pure iconicity)과 도상적 지표성 (iconic indexicality)사이의 연속체로 존재한다. 이러한 연속체의 성격은 문화라는 시스템 안에서 나 자신과의 대화와 타자와의 대화 사이에서 이루어지는 도상적 커뮤니케이션의 기능을 가능하게 한다.

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