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AHP 기법을 이용한 금융회사 『개인정보의 안전성 확보조치 기준』 우선순위에 관한 연구: 금융회사 위·수탁자 간 인식 차이를 중심으로
김세영,김인석,KIM, Seyoung,KIM, Inseok 한국전자거래학회 2019 한국전자거래학회지 Vol.24 No.4
To survive in the trend of the fourth industrial revolution, companies are putting a lot of attention and effort into personalization services using the latest technologies such as big data, artificial intelligence and the Internet of Things, while entrusting third parties to handle personal information on the grounds of work efficiency, expertise and cost reduction. In such an environment, consignors need to check trustees on a more effective and reasonable basis to ensure personal information safety for trustees. This study used AHP techniques to derive the importance and priority of each item of "Personal Information Safety Assurance Measures" for financial companies and trustees, and objectively compared and analyzed differences in perceptions of importance between financial institutions and trustees. Based on this, the company recognizes the difference between self-inspection of financial institutions and inspection of trustees and presents policy grounds and implications for applying differentiated inspection standards that reflect the weights appropriate for the purpose.
수도권 기초자치단체 내부 이용자들의 기록 이용에 관한 연구
김세영,이해영,Kim, Seyoung,Rieh, Hae-young 한국기록관리학회 2018 한국기록관리학회지 Vol.18 No.2
This study recognized the public servants of the local governments as the principal users of the records centers. It also attempted to identify their records usage behavior and the requirements of record usage so that records and services that meet their needs as the main users would be met. Therefore, the researchers identified through an information disclosure request the highly ranked departments that use records more than the others based on their usage frequency of the records centers and the standard records management system (standard RMS) during the third quarter of 2017. A questionnaire survey was subsequently conducted to the public servants of the local governments in the metropolitan area. The questionnaire identified the users' opinion on general usage behavior, usage of standard RMS, and usage of the records center. Based on the survey results, improvements in the management of the records centers the record management system, and the record services of the local governments were suggested.
예술과 테크놀러지를 활용한 유희적 공간에서의 미적 경험에 관한 연구
김세영(Kim, Seyoung) 한국실내디자인학회 2013 한국실내디자인학회논문집 Vol.22 No.3
The conventional boundaries between art and technology are being torn down by the development of science in the 21st century. It is fulfilling the convergence to emphasize two-way communication. This research is to study the aesthetic experience of the space design which appeared in the playful space of art and technology. The purpose of this study is to analyze the expression and characteristics of the art and technology applied for the playful space, to present the intrinsic value of aesthetic experience, and finally to focus on the necessity of aesthetic experience in modern society. In the Playful space of art and technology, research methods and settings of the range to study the aesthetic experience are as follows: First, establish a theoretical consideration about the concept and characteristics of the aesthetic experience, based on Philosophical theories. Second, analyze the meaning of art and the expression elements and characteristics by using technology. Third, discuss the concept of play and features of aesthetic experience in the playful space. Fourth, investigate analysis of the case studies, focused on the architecture and space design announced through the media recently. Finally, proposes the value for the applicability of aesthetic experience that appears playful space works affect us. I saw the aesthetic experience that appears playful space independent reaction and lead to behavioral changes and physical experience to maximize the effectiveness of participation. and it is to maximize a pleasurable experience, while increasing the commitment to participate in the space. Expressions using art and technology are activated by stimulation of the emotional experience, creating a new aesthetic experience. In the modern, the new environment is being created by the convergence of art and technology and it stimulates the imagination of art. Also, it has been newly regulated the meaning of human emotions and consciousness in the new space, surrounded by technology.
사용자 중심의 공공성 실현을 위한 공공도서관의 공간 계획 및 특성에 관한 연구
김세영(Kim, Seyoung) 한국실내디자인학회 2013 한국실내디자인학회논문집 Vol.22 No.3
The contemporary concept of publicness is reinterpreted from the point of view of contemporary publicness. Contemporary perception of public space has now branched and grown into a multitude of non-traditional sites with a variety of programs in mind. In this study, the aim is to discuss how contemporary public library has been evolved as public space and how to create User-centered interaction. In the case of developed countries, the Public Libraries have showed the expected effects because they have more systematic and efficient plan. Also, these libraries are placed with each facility, not distributed separately. It promotes the accumulation of profit on the space and Increases the efficiency. They support more effectively users" activities through the linkages between each facility and create the active interaction between users. Formation of the various interactions and synergies between space had been induced. Publicity means that the state will relate a combination of a number of specific public area. In addition, open space, public place, shall be directed to: This place as one of the users in order to have meaning, must be equipped with the facilities and space to communicate and understand the local role. Methods of the study are to analyze the concept and role of the users with the concept of modern publicity, to examine the concept of multi-complexity of public libraries for the user-oriented publicness, to learn about the characteristics of public spaces in the public libraries that appear in the advanced countries, to examine how to affect these characteristics in the public libraries, and to suggest the possibility and the various application methods on the characteristics of a public space. In the end, the public libraries for the realization of the publicity, support program complexity such as education and culture, welfare facilities, and public service facilities. In the 21st century, these complexity to improve the quality of service in public libraries. These spaces can be an alternative to be kept comfortable in a more vibrant area, and can affect the social, natural, cultural, and environmental aspects of the physical environment and the objects and relationships, as well as expand.
디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구
김세영(Kim, Seyoung) 한국실내디자인학회 2014 한국실내디자인학회논문집 Vol.23 No.1
The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city’s new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people’s aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space’s characteristics comparing digital space at the structural change-points in modern society. Second, experience’s approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city’s landmark buildings facade, the building facade by offering commercially applied for brand marketing- announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.
네이버 밴드를 활용한 대학 팀 프로젝트 학습에서 지각된 유용성과 지각된 사용용이성이 학습성과에 미치는 영향
김세영(Seyoung Kim),윤성혜(Seonghye Yoon) 한국콘텐츠학회 2016 한국콘텐츠학회논문지 Vol.16 No.12
본 연구는 팀 프로젝트 학습 설계에 대한 시사점을 도출하기 위해 네이버 밴드 기반 대학 팀 프로젝트 학습에서 학습자의 지각된 유용성과 지각된 사용용이성이 정의적 학습성과 지표인 만족도와 인지적 학습성과 지표인 성취도에 미치는 영향을 규명하였다. 이를 위해 H대학교 학부생 70명을 4명씩 18개 팀으로 나누어 6주간 네이버 밴드를 활용해 팀 프로젝트를 수행하도록 하였다. 학습자들은 프로젝트 단계를 마칠 때마다 팀별로 성찰일지를 작성하여 제출하였으며, 프로젝트 종료 후에는 지각된 유용성, 지각된 사용용이성과 만족도에 대한 개별 설문에 응답하였다. 수집된 자료는 기술통계분석, 상관분석, 다중회귀분석을 통해 분석하였으며, 팀별 성찰일지에서 네이버 밴드에 대한 생각을 기술한 내용들을 질적 내용분석 방법으로 분석하였다. 연구 결과, 만족도와 성취도를 유의하게 예측하는 변인은 지각된 유용성으로 나타났으며, 학습자들의 진술을 통해 네이버 밴드의 구체적인 장점들이 규명되었다. 본 연구를 통해 검증된 대학 팀 프로젝트 학습에 네이버 밴드를 활용하는 것의 장점과 가능성을 바탕으로, 팀 프로젝트 학습 운영을 위한 매체 활용 전략을 논의하였다. The present study sought to shed light on specific designs and strategies by investigating the impact that team project-based learning approach using Naver Band had on learning outcomes specifically, on satisfaction and achievement. Variables of perceived usefulness and perceived ease of use were chosen as critical predictors of the learning outcomes. 70 undergraduate students were divided into 18 groups and instructed to work on a team project using Naver Band for 6 weeks. Data analysis was completed using descriptive statistic analysis, correlation analysis, hierarchical regression analysis. Also, descriptions of Band from team reflection journal were analyzed. The major results of the study are as follows: first, perceived usefulness was the significant predictor of satisfaction and achievement. Second, 5 functions were revealed as strengths about Band.
현대 건축에서 나타난 지역성의 지속 가능한 가치에 관한 연구
김세영(Kim, Seyoung) 한국실내디자인학회 2013 한국실내디자인학회논문집 Vol.22 No.5
The purpose of this study is to recover historically disconnected regionality and to propose the meaning of regionality in the contemporary architecture. Plus, it is to analyze the expression elements of the regionality and to propose the regionality"s sustainable value shown in the contemporary architecture. Range of research methods is as follows. First, it reviews and prospects for Research on the meaning of regionality. Second, it looks at the three different points of view; traditional, Regional, and cultural perspective on Regionality. Also, it extracts the elements of the expression, centered on regionalism projects shown in the modern architecture. Third, it studys the sustainability"s meaning and the sustainable value appeared in the contemporary architecture. Fourth, it analysis case studies and the value regarding the application of critical regionalism, focusing on the work of Alvar Aalto architecture. In addition, it proposes the sustainable value regarding the expression centered on regionalism projects This study appears to present the meaning of regionality in the contemporary architecture, in order to recover historically disconnected regionality. In particular, the expression of regionality shown in the Alvar Aalto"s architecture is made on the basis of local traditions, society and culture. And, Building forms and building materials to adapt to climate was provided as a unified relationship. This study looks forward to help seeking the various proposals and guide for the applicability and the sustainabe development of the regionality in the contemporary architecture.
김세영(Seyoung Kim),유미숙(Meesook Yoo) 한국콘텐츠학회 2018 한국콘텐츠학회논문지 Vol.18 No.4
본 연구는 섭식장애가 있는 아동의 치료를 위해 치료놀이기법을 적용한 사례를 폴리베이글 이론(Polyvagal Theory)을 중심으로 분석한 임상적 단일 사례연구이다. 연구문제는 첫째, 섭식장애아동이 치료놀이를 통해 어떻게 변화되는가를 살펴보는 것이고 둘째, 섭식장애아동의 변화에 대한 치료적 요소가 무엇인지를 분석하는 것이다. 이를 위해 소수의 사례를 치밀하게 탐구하여 사례를 깊이 드러내는 질적 사례연구방법을 사용하였다. 그 결과 내담아동은 치료놀이상담에서 안전감을 확보하며 견딜 수 있는 각성의 범위를 확대하여 사회개입시스템을 개발하며 점차 적응성이 높아지고 섭식장애를 극복할 수 있게 되었음을 확인할 수 있었다. 이 연구결과는 상담효과의 신경과학적 입증에 기여할 수 있을 것이다. This study is a clinical single case study of the application of Theraplay approach for the treatment of children with eating disorder based on Polyvagal Theory. The first research question is how children with eating disorder change through Theraplay. The second research question is to analyze what the therapeutic factors are for changes in children with eating disorder. To do this, I used a qualitative case study method that explores a small number of cases closely and reveals the case deeply. As a result, the client has a sense of security in Theraplay session, expands the window of tolerance and develops a social engagement system. Through these, client become increasingly adaptable and overcome eating disorder. The results of this study can contribute to neuroscience validation of the counseling effect.
사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구
김세영(Kim, Seyoung) 한국실내디자인학회 2012 한국실내디자인학회논문집 Vol.21 No.4
Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method’s rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media"s diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.
멀티미디어 데이터의 통합 및 동기화를 위한 SMIL(Synchronized Multimedia Integration Language)
김세영(Seyoung Kim),신화종(Hwajong Shin),김상국(SangKok Kim),신동일(Dongil Shin),신동규(Dongkyoo Shin) 한국정보과학회 2000 한국정보과학회 학술발표논문집 Vol.27 No.2Ⅰ
인터넷의 비약적인 발달로 인해 복잡해진 지식체계에 따른 다양해진 정보를 손쉽게 구할 수 있게 되었으나, HTML(HyperText Markup Language)과 같은 정적인 텍스트 위주의 고정된 내용의 웹 페이지 저작으로는 멀티미디어에 대한 점차 증대되는 사용자의 요구를 수용할 수 없게 되었다. 시간에 기반을 둔 멀티미디어 객체를 동기화 하는 효과적인 프레젠테이션을 기술할 수 있는 SMIL(Synchronized Multimedia Integration Language)이 W3C(World Wide Web Consortium)에 의해 제안되었다. 이러한 SMIL은 선언적 마크업(Markup) 언어이므로 텍스트 편집기 등으로 쉽게 저작할 수 있으나, 태그(Tag)기반 언어이므로 태그를 암기하고 사용법을 숙지하여야만 효과적인 멀티미디어 프레젠테이션 제작이 가능하다. 이러한 문제점을 해결하기 위해 본 논문에서는 Java를 기반으로 하여 사용자 편의적인 GUI(Graphical User Interface)에 입각한 멀티미디어 데이터의 통합 및 동기화를 위한 SMIL 전용 저작도구의 구현 및 향후 개발 방향을 제시하였다.