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      • PID 제어기를 이용한 쿼드로터 자세 안정화

        김용영,신준희,이선익,이형곤,임현민,김광진,이상철,Kim, Yongyoung,Shin, Junhee,Lee, Sunik,Lee, Hyounggon,Lim, Hyunmin,Kim, Kwangjin,Lee, Sangchul 항공우주시스템공학회 2010 항공우주시스템공학회지 Vol.4 No.4

        Quadrotor is an aircraft which is possible in Vertical Take-off and Landing(VTOL). This aircraft can not only be created as an Unmanned Aerial Vehicle(UAV), but also can be easily used in various fields because of its simplicity of construction. This study is mainly conducted with two main purposes. The first goal is designing the quadrotor focusing on the lightweight and protecting the airframe. The second purpose is stabilizing the quadrotor's attitude by using the PID controller. MATLAB simulation is performed for obtaining PID gain based on equations of motion. We used the compensation filter technique for the calibration of sensor data. PID gain has been drawn out based on the MATLAB simulation. The efficiency of the attitude control is improved by calibration of sensor data.

      • KCI등재

        정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할

        김용영,오상조,안중호,장정주,Kim, Yong-Young,Oh, Sang-Jo,Ahn, Joong-Ho,Jahng, Jung-Joo 한국경영정보학회 2008 Asia Pacific Journal of Information Systems Vol.18 No.1

        Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be differe

      • [기술논문] 세정 효율 향상을 위한 어구 세정기 구조 최적화에 관한 연구

        김용영(Yong-young Kim),최덕기(Deokki Choi) 대한기계학회 2013 대한기계학회 춘추학술대회 Vol.2013 No.5

        Considering the popularity of the scallop aquaculture industry and aquaculture operations with a net in Korea, Japan, and Southeast Asia, many problems exist as the management of fishing gear and alternation task are dependent on the traditional method which uses pure labor forces. Especially, it takes a lot of time and efforts for intra-coastal aquaculturing fishermen to remove hydras as well as green laver and shellfish that live in the low rise around the shore attached to the fishing gear, and such foreign matters as moss manually. For that reason, the fishermen had to avoid reusing fishing gear and buy new one resulting in environmental contamination and the increase of the fishery cost. Because of the eco-friendly issue, aggravating management cos, and the decreasing catch of this management system, the need for development of cleaning equipment of fishing gear has been required consistently. Therefore, for development of cleaning equipment of scallop fishing gear this study aims at implementing a test which searches for the best condition for improvement of cleaning efficiency and finding optimization of cleaning variables.

      • KCI등재

        스마트워크 사용자의 업무/비업무간 경계 관리 전략에 관한 연구

        김용영 ( Yong Young Kim ),오상조 ( Sangjo Oh ),이희진 ( Heejin Lee ),차경진 ( Kyung Jin Cha ) 한국지식경영학회 2015 지식경영연구 Vol.16 No.4

        Smart Work is an extended version of telecommuting or distance work pursuing an objective of work-life balance which is one of the hottest issues in management research. With diffusion of Smart Work, a problem has been raised that Smart Work makes the boundary between work and non-work blur, and may break the balance of work-life. However, work-life balance will be achieved by actively managing the boundary between work and non-work rather than passively taking the consequences. In order to find out whether Smart work improves work-life balance, we need to understand the precedence factors influencing on job satisfaction and the role of boundary management strategy which Smart Workers actively choose. This paper considered the bi-directional permeability between work and non-work domain and developed a research model containing a causal relationship among three factors, job autonomy, job involvement, and job satisfaction, and the moderation effect of boundary management strategy. The results show that both job autonomy and job involvement affect job satisfaction and boundary management strategy which Smart Workers utilize plays a moderating role influencing on job satisfaction.

      • KCI등재

        상호작용성 정도에 따른 게임 장르 유형의 탐색적 연구

        김용영(Kim, Yong-Young),김미혜(Kim, Mi-Hye) 한국게임학회 2010 한국게임학회 논문지 Vol.10 No.5

        디지털 게임의 장르를 구분함으로써 한 장르에서 게임 간 유사성을 볼 수 있으며, 장르 간 차이점도 볼 수 있는 장점이 있다. 하지만 현재 통용되는 디지털 게임의 분류 기준이 모호하여 새롭게 등장하는 디지털 게임을 효과적으로 분류하는 데 한계가 있다. 또한 기존의 분류 기준은 상호 배타적이지 않아 하나의 게임이 여러 장르에 포함될 수 있는 문제점도 내포하고 있다. 이러한 문제점이 발생하는 원인은 게임을 구분하기 위한 본질적이고 객관적인 특징을 제시하지 못하고 있다는 점에서 찾을 수 있다. 본 논문에서는 주 참여자, 대응 참여자, 통제 캐릭터를 기준 축으로 하여 상호작용성 관점에서 디지털 게임의 장르를 구분할 수 있는 프레임워크를 제시하였다. 또한 본 논문에서 제시한 프레임워크를 디지털 게임에 적용하여 분석한 후 게임 프레임워크의 유용성과 이를 활용한 향후 연구 방향도 살펴보았다. The fundamental characteristic that digital games have is interactivity. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. Research in the past, however, has not established common criteria for categorizing digital games. This paper resolves that gap by identifying the fundamental characteristic of games, interactivity, and develops a conceptual framework consisting of primary and corresponding participants, and controlling characters. Through an empirical analysis on some digital games, this study shows that the framework could be comprehensive covering all of interactivity during the game. Future research topics are presented based on this framework.

      • KCI등재

        상호작용성 관점의 온라인 게임 분석

        김용영(Kim, Yong-Young),진석형(Jin, Seok-Hyung),김미혜(Kim, Mi-Hye) 한국산학기술학회 2010 한국산학기술학회논문지 Vol.11 No.9

        게임의 장르를 구분하는 대부분의 선행연구에서는 객관적이고 공통적인 기준을 제시하고 있지 못하다. 게임 을 유형화하는 기존의 방법은 장르를 구분하는 기준이 다소 애매하여, 영역별 경계가 명확하지 않고 여러 유형이 한 장르에 포함될 수 있는 한계점을 지니고 있다. 이런 문제점이 발생하는 근본 원인은 무엇보다 게임의 본질적인 특징 을 기준으로 게임을 구분하고 있지 못하는 점에서 찾아볼 수 있다. 본 논문에서는 기존 연구의 한계에서 벗어나 주참 여자, 대응참여자, 통제 캐릭터를 통해 이뤄지는 상호작용성을 기준으로 게임 유형 프레임워크를 개발하였다. 본 논문 에서 제시한 프레임워크를 통해 World of Warcraft를 실증적으로 분석하여 프레임워크가 포괄적이며, 또한 게임 유형 화를 위한 유용한 분석 도구라는 점을 밝혔다. It is of great importance to categorize the genres of online games in order to get a useful conceptual framework. The reason for this is so that we can distinguish between the similarities and differences between the types of games. Most of researches, however, have not provided common criteria, other than subjective criteria or experiences. This paper finds the fundamental characteristic of games, that is, their interactivity and develops a conceptual framework including primary and corresponding participants, and controlling characters. Through an empirical research on World of Warcraft, this study shows that the framework is comprehensive covering all of interactivity at WoW and an useful tool for analyzing online games.

      • KCI등재

        퍼지적분을 이용한 제스처 인식

        김용영(Yong-Young Kim),김미혜(Mi-Hye Kim),이창조(Chang-Jo Lee) 한국엔터테인먼트산업학회 2011 한국엔터테인먼트산업학회논문지 Vol.5 No.2

        제스처는 인간이 의미를 전달하기 위한 움직임이나, 기계와 컴퓨터를 조작하기 위한 움직임을 의미한다. 제스처 인식은 모델링, 해석, 인식의 과정으로 이루어진다. 영상 검색 시스템에서 특징을 추출하고 저장하는 과정과 특징을 이용하여 영상간의 유사도를 산출하는 과정이 가장 중요하다. 본 논문에서는 가로선과 세로선 그리고 원에 대한 제스처의 특징을 추출하면, 각 특징의 가중치를 설정하기 위해 퍼지적분을 이용하는 방법을 제안하였다. 또한 원에 대한 제스처 인식의 정확도를 측정하기 위해 퍼지원을 사용하였다. The gesture refer to individuals’ motion to convey their intention or to manipulate machines and computers. Gesture recognition consists of three phases: gesture modeling, gesture analysis, and gesture recognition. In image retrieval system, two processes are very important; one is the feature extraction to store and process images, and the other is the process of calculating the similarity between the profiled image and the extracted image. In this paper, we propose a method using the fuzzy integral to calculate the weights of each feature that is extracted for horizontal and vertical lines as well as circle gesture. In addition, we use the fuzzy circle to measure the accuracy of the gesture recognition.

      • KCI등재

        운동 후 마사지와 테이핑요법이 요부 및 하퇴부의 근피로 회복에 미치는 영향

        김용영 ( Y. Y. Kim ),백승현 ( S. H. Park ),강희성 ( H. S. Kang ),오윤석 ( Y. S. Oh ) 한국운동생리학회(구 한국운동과학회) 2011 운동과학 Vol.20 No.2

        본 연구는 고등학교 농구선수 24명을 스포츠마사지 집단 (SG) 8명, 스포츠마사지와 테이핑 병행집단 (STG) 8명, 통제집단 (CG) 8명으로 나누어 일상적인 운동 후 SG와 STG는 1회 60분, 주 3회씩 8주간 총 24회에 걸쳐 실시하였다. SG 및 STG의 처치를 하지 않는 나머지 주 3회와 CG는 통상적인 정리운동을 15분간 실시하였다. 처치 전과 처치 후의 측정치를 비교 분석한 결과 다음과 같은 결론을 얻었다. 1. RMS에 대한 변화를 살펴보면 SG 및 STG의 경우 요장늑근 및 비복근 모두 처치 후, 처치 전에 비해 유의한 차이 (p<.001)가 있게 감소하였다. CG의 경우 두 근육 모두 거의 변화가 없었다. 처치 후 세 집단 간에 요장늑근 및 비복근 모두 SG 및 STG가 CG에 비하여 유의한 차이가 있는 것으로 나타났으며, SG와 STG사이에는 유의한 차이가 나타나지 않았다. 2. MEF에 대한 변화를 살펴보면 SG 및 STG의 경우 요장늑근은 처치 후, 처치 전에 비해 유의한 차이 (p<.001)가 있게 증가하였다. 비복근 역시 SG (p<.01) 및 STG (p<.001)의 경우 유의한 차이가 있게 증가하였다. CG의 경우 사전, 사후 거의 변화가 없었다. 처치 후 세 집단 간에 요장늑근은 유의한 차이가 나타나지 않았으나, 비복근은 STG는 CG에 비하여 유의한 차이 (p<.05)가 있는 것으로 나타났으며, SG와 STG 및 SG와 CG 사이에는 유의한 차이가 나타나지 않았다. The study investigated the effect of massage and tapping therapy on improvement of iliocostalis lumborum and gastrocnemius conditions in the elite athletes. 24 high school basketball players were divided into sports massage group (SG, N=8), sports massage and tapping therapy group (STG, N=8), and control group (CG, N=8). SG and STG were treated 24 times for 8 weeks, 3 times a week and each for 60 minutes after a typical exercise. SG, STG and CG had 15 minutes cool down exercise for the rest 3 weeks. The results of the difference between before and after the treatment are as follows. 1. After the treatments, the RMS changes of iliocostalis lumborum were significantly decreased (p<.001) in SG and STG. CG had no significance differences. In between three groups, SG (p<.001) and STG (p<.001) were significantly different from CG and no differences were found between SG and STG. The RMS changes of gastrocnemius in SG and STG were significantly decreased but no difference was found in CG. No significant differences were found between SG and STG, but SG and STG were significantly different (p<.001) from CG between three groups. 2. The MEF changes of iliocostalis lumborum were significantly increased (p<.001) in SG and STG after the treatments but CG had no significance differences. No differences were found among three groups. The MEF changes of gastrocnemius were increased significantly in SG (p<.01) and STG (p<.001) after the treatments but CG had no change. In between three groups, no significant differences among SG, STG and CG but STG (p<.05) was different significantly from CG.

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