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      • KCI등재

        국내 바이오산업의 지역별 분포특성과 혁신 활동 성과에 관한 연구: 수도권과 비수도권 지역을 중심으로

        유민정,류규하,Min Jung Yu,Gyu Ha Ryu 대한의용생체공학회 2023 의공학회지 Vol.44 No.4

        The study empirically analyzed the differences in industry distribution and innovation activity performance in the metropolitan and non-metropolitan areas of Korea's bio companies, which are highlighted as future growth engines. The main innovation activities of the bio industry, which are focused on science and technology and expressed with high uncertainty, were analyzed, centering on human resources, technology cooperation, and investment promotion. As a result of the analysis, the biomedical industry in the metropolitan area was found to have a high proportion, and bio foods, bio-based chemicals, and energy industries in the non-metropolitan area, respectively. Moreover, the innovation activity performances differed between the two regions. In particular, the notable characteristics included human resources, investment promotion, and technical cooperation with medical institutions in the metropolitan area with a high proportion of biomedical industries, and technology personnel exchange and cooperation with private research institutions in the non-metropolitan area, which has a high proportion of bio foods, bio-based chemicals, and energy industries. This study is significant in that it is the first study to compare and analyze the performance of innovative activities based on the distribution of industries in the bio-industry, focusing on human resources, technology cooperation, and investment promotion. In addition, after investigating the distribution status and competitiveness of the domestic bio-industry by region, it will analyze the status and characteristics of the domestic bio-industry and present policy implications to implement relevant promotion policy more efficiently.

      • KCI등재

        An Analysis on Serious Games and Stakeholders’ Needs for Vocal Training Game Development

        Xiaopeng Yang(양샤오펑),Edwina Dwi Sadika(에드위나 사디카),Gradiyan Budi Pratama(그라디안 프라타),Younggeun Choi(최영근),Yu-Kyung Kim(김유경),Ji-Yun Lee(이지윤),Yunju Jo(조윤주),Giwook Kim(김기욱),Jin-Kook Lee(이진국),Min-Jung Yu(유민정),M 한국언어청각임상학회 2019 Communication Sciences and Disorders Vol.24 No.3

        배경 및 목적: 본 연구는 발성훈련에 대한 언어치료 환자의 치료 동기와 참여를 향상시키기 위한 기능성 게임에 대한 요구사항과 개발방향을 파악하기 위해 수행되었다. 방법: 문헌조사, 이해당사자 요구조사, 기존 3가지 발성훈련 게임(Visi Pitch, Dr. Speech, Vox System)의 벤치마킹 분석이 수행되었다. 결과: 문헌조사를 통해 13가지 게임 사용자 경험 척도들(유용성, 서사성, 몰입, 즐거움, 창의성, 오디오 심미성, 개인적 충족감, 사회적 연결성, 시각적 심미성, 정확성, 개인 맞춤형 분석, 게임 분석, 치료 연속성)이 파악되었다. 사용자 경험 척도들 중 기존 언어치료게임에서 일반적으로 미흡한 속성들로는 창의성(평균 만족도=2.5-4.3; Likert 7점 척도 사용), 사회적 연결성(2.4-4.4), 치료 연속성(1.7-4.7), 그리고 개인 맞춤형(2.5-5.0)이 파악되었다. 논의 및 결론: 본 연구의 사용자 경험 척도들은 발성훈련 기능성 게임을 평가하는 데 유용하게 활용될 수 있으며, 기존의 게임들이 상대적으로 미흡한 사용성 경험 척도를 보완하는 새로운 기능성 게임 개발이 필요하다. Objectives: The present study intended to identify the needs and development directions of a serious vocal training game for better motivation and commitment of patients with voice disorder to voice therapy. Methods: A literature review, a survey of stakeholders’ needs, and a benchmarking analysis of three vocal training games (Visi Pitch, Dr. Speech, and Vox System) was conducted. Results: From the literature review, thirteen game user experience scales (usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, visual aesthetics, accuracy, customization, game analytics, and therapy continuity) were identified for vocal training games and then applied to evaluation of the existing games. From the user experience scales, features not commonly implemented in the existing games include creative freedom (average satisfaction score, 2.5 to 4.3 out of 7), social connectivity (2.4 to 4.4), therapy continuity (1.7 to 4.7), and customization (2.5 to 5.0). Conclusion: The user experience scales would be of use to assess vocal training games, and new serious games need to be developed to complement the existing games in terms of the four scales found relatively lacking.

      • KCI등재

        균형능력 향상을 위한 재활 훈련 시스템 개발

        이승훈(Seung hoon, Lee),최영근(Young geun Choi),이원섭(Won sup Lee),유희천(Hee cheon You),유민정(Min Jung Yu),고명환(Myoung Hwan Ko),박종관(Jong Kwan Park) 한국컴퓨터게임학회 2015 한국컴퓨터게임학회논문지 Vol.28 No.2

        Since the conventional methods of physical therapy may decrease the motivation of a patient for rehabilitation due to repetitive, monotonous movement, a new physical therapy system inducing a motivation from the patient is needed. The present study is intended to develop a physical therapy serious game for enhancement of dynamic balance control. The balance control therapy game was developed by the following steps: (1) survey of existing balance control therapy systems, (2) analysis of balance control literature, (3) ideation and architecture planning of the balance control therapy game, and (4) implementation of the balance control therapy game. The proposed physical therapy serious game can provide better usability, satisfaction, clinical effectiveness for balance control than the conventional methods.

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