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      • KCI등재
      • KCI등재

        Design of 24–40 GHz Ultra-Wideband Circularly Polarized Monopole Antenna with a Defected Ground Plane

        박주성,홍지훈,김강욱 한국전자파학회 2022 Journal of Electromagnetic Engineering and Science Vol.22 No.3

        A new design method for an ultra-wideband circularly polarized microstrip-fed monopole antenna with a ground defect is proposed in this paper. To achieve ultra-wideband circular polarization performance, a parallelogram-shaped ground defect is employed in the bottom layer. The analysis of the ultra-wideband axial ratio (AR) and the impedance bandwidth of the proposed antenna is performed both in the top and bottom layers. A semi-circular aperture is designed to achieve impedance matching in the 24–40 GHz frequency range. Then, the AR bandwidth is discussed considering the surface current distribution produced by the parallelogram-shaped ground defect to rote current in each orthogonal phase. A prototype of the proposed circularly polarized antenna with a 50% ultra-wide bandwidth (from 24 to 40 GHz), a 10-dB return loss, and a 3-dB AR was fabricated and measured. A 6-dBic right-hand circular polarization gain was also achieved.

      • SCOPUSKCI등재
      • KCI등재후보

        컴퓨터 이용시간과 청소년 비만과의 상관관계

        박주성,유철현,한성호,박영진,김종은 대한임상건강증진학회 2006 Korean Journal of Health Promotion Vol.6 No.4

        Background : Now, using computer has become an essential part in our lives, and especially, it is increasingly more so to adolescents. This study was carried out to examine the effects of long time use of computer by adolescents on their obesity and evaluate appropriate time for using the PC(personal computer).Methods : On May 2005, we surveyed from the 820 boy students of one middle school in the city of Busan about their body mass index(BMI), computer use time, TV watching time, exercise time, whether they possess a computer or not, computer start time, whether they eat breakfast or not, the body mass index(BMI) of their parents, and degree of internet addiction, etc through self-assessed questionnaire, classified the students in two groups referring to 85 of body mass index(BMI), and compared and analyzed them.Results : The average computer use time of the students was about 2 hours 20 minutes. a day, while the time length between 1 ~ 2 hours was the most(44.1%), and most of them have personal computer(85.0%). The ratio of the group with BMI value of over 85 percent which includes obesity risk group and obesity group was 25.7%. The higher the ratio of the students that have PC (P=0.005) and the longer they use the computer, the risks of their obesity were higher(P〈0.001). A tendency was shown that the risk of obesity significantly increase in the group that use PC over 4 hours a day. Besides, the shorter the exercise time were (P=0.001), the higher their fathers' BMIs were (P〈0.001), the more the risk of obesity increased.Conclusions : The longer the adolescents use PC, the more the risk of obesity increased, and specifically, as it is noted that the obesity risk significantly increase when using computer over 4 hours a day, it can be observed that education for adolescents on the proper length of time in using computer is necessary. 연구배경 : 컴퓨터의 이용은 현대인의 생활에 필수적인 요소이고, 특히 청소년들에게는 더욱 그 필요성이 커지고 있다. 이에 본 연구는 컴퓨터의 이용시간이 비만과 얼마나 연관이 있는지 파악하고 적절한 컴퓨터 이용시간에 대한 기준을 마련하는 데 도움이 되고자 하였다.방 법 : 2005년 5월 부산 시내 소재 일개 중학교 남학생 820명을 대상으로 체질량지수, 컴퓨터 이용시간, TV 시청시간, 운동 시간, 컴퓨터 소유여부, 컴퓨터 시작시기, 아침식사 여부, 부모의 체질량지수, 인터넷 중독 점수 등을 자가 기입식 설문지를 통해 알아보고, 체질량지수 85백분위수를 기준으로 하여 두 군으로 나누어 비교, 분석하였다.결 과 : 학생들의 하루 평균 컴퓨터 사용시간은 약 2시간 20분이었으며 1시간에서 2시간 사이가 가장 많았고(44.1%) 대부분 개인용 컴퓨터를 소유하고 있었다(85.0%). 비만 위험군 및 비만군을 포함하는 체질량지수 85백분위수 이상인 군의 비율은 25.7%였고 컴퓨터를 소유할수록(P〈0.005), 오랜 시간 사용 할수록(P〈0.001) 비만의 위험도는 높았다. 컴퓨터를 하루 2시간 이상 사용하는 군에서 비만에 대한 위험도가 유의하게 증가하는 경향을 보였다(P〈0.05). 그 외에 운동시간이 적을수록(P=0.001), 아버지의 체질량지수가 클수록(P〈0.001) 비만의 위험도가 증가하였다. 하루 2시간 이상 컴퓨터를 사용할 경우 비만의 위험도가 유의하게 증가하였다.결 론 : 컴퓨터를 사용하는 시간이 길수록 비만의 위험도가 증가하는 결과를 참고하여 향후 학생의 비만 정도를 고려하여 컴퓨터 사용 시간을 제한하며 운동 등 신체활동 시간을 늘리는 것을 권장하는 것이 비만 예방을 위한 전략에 포함되어야 할 것으로 생각된다.

      • KCI등재

        CPS기반 가상 로봇 프로그래밍 교육이 중등 정보과학영재의 창의적 문제해결력에 미치는 영향

        박주성,김태영 한국교원대학교 교육연구원 2012 敎員敎育 Vol.28 No.3

        This study aims at analyzing the effect of CPS-based virtual robot simulation programming education on the creative problem solving skill of secondary information science gifted students, and then verifying its effectiveness. To do so, new robot teaching-learning materials, suitable for the IT convergence era, were developed in this research by means of a CPS model and virtual robot simulation programming education, possibly contributing to improvement in creative problem solving skill of secondary information science gifted children. Therefore, in the study, information science gifted students in the second grade of the junior high school were separated into two groups; a control group with traditional physical robot programming class and an experimental group with CPS-based virtual robot programming one, and then a paired samples t-test were carried out. As a result, there have been a statistically significant change in creative problem solving skill of the experimental group. In other words, CPS-based virtual robot simulation programming education turned out to be effective in improving creative problem solving skill of secondary information science gifted children based on our research findings. 본 연구는 CPS기반 가상 로봇 시뮬레이션 프로그래밍 교육이 중등 정보과학영재 학생의 창의적 문제해결력에 미치는 영향을 분석하여 그 효과성을 검증하는 데 목적이 있다. 이를 위해 본 연구에서는 중등 정보과학영재의 창의적 문제해결력 향상에 기여할 수 있는 CPS 모형과 가상 로봇 시뮬레이션 프로그래밍 교육을 이용하여 IT융합시대에 적합한 새로운 로봇 교수-학습 자료를 개발하여 그 효과성을 분석하였다. 본 연구의 검증을 위해 중학교 2학년 정보과학영재를 대상으로 전통적인 물리 로봇 프로그래밍 수업을 실시한 통제집단과 CPS기반 가상 로봇 프로그래밍 수업을 실시한 실험집단으로 구분하여 사전 사후 t-검증을 실시하였다. 그 결과 실험집단의 창의적 문제해결력에 통계적으로 유의미한 변화가 있음을 나타내었다.

      • KCI등재

        Characteristics of Site and Place of Carved Baduk Rock from the Viewpoint of Korean Traditional Landscape Architecture - Focus in ‘Soillguk(少一局)' Carved Baduk Rock in Muju -

        박주성,노재현,심우경 한국전통조경학회 2011 한국전통조경학회지 Vol.9 No.-

        ‘Baduk' is a traditional game of Korea, China and Japan who are the center of Oriental Culture and has been handed down from philosophical and mythical stories in the other hand. This study makes a result as follow in considering with the meaning, location and identity of Carved Baduk Rock in Ilsadae, Muju with the view of landscape architecture as a part of effort to find the identity of Korean Gardening Tradition. At first, Muju Ilsadae where the Carved Rock is located, is the 55th Korean Traditions which is set by Korean Government. This site is the 6th great landscape among 33 great landscape of Muju Gucheon-Dong and 4th great valley among Muju 9 great valley. And the Mugae-dong Stone Carved Plate shows that this place is one of very important location which has great scenery along with Seobyukjeong. The second, Ilsadae Carving Boduk Rock in Muju is a typical site of mooring carving baduk rock and has a beautiful scenery and pure scream of Wondang-cheon. The third, the size of carved baduk rock is 49.0×49.0cm, and the size of foundation rock is 3.4 ×3.1m, and 1.2m height. In the top side of rock, the Chinese character ‘Soillguk’ is carved. The direction of left side of reference axis as longer axis is NW-SE. Even it was severely worn at this time with the shape of typical baduk board that is 19 times 19 meshes, we guess it was used to play baduk game in the beginning when it was built. The fourth, the builder of ilsadae carved baduk rock is recognized as Byungsun Song who is younger brother of Byungsun Song, Byungwook Kim, Dukha Lee and Byungkyu Lee and the time is estimated as early 20 centuries. The fifth, the carved baduk rock seems to be related to the appreciation for the art when we are considering the location of carved baduk rock because all of them are located in the valley that has very good scenery. Especially, we can imagine that carved baduk rock is pursuing harmony between human and god and succeeding the taste for the art. That is, we can see that this rock has a meaning of the center of elite culture(sunbi culture) that can be reached to the ideal level of unification with the nature and has a meaning of baduk that is a media for rest in peace in the nature. And we can see that this rock is set to be as a tool of rest in the meantime. The sixth, the motive that is carved around the carved baduk rock such as Dongchun(洞天) and Dongmun(洞門) etc. seems to be needed a concept for searching a place for good scenery rather than a concept in the doctrines of Chu-tzu. The seventh, even most of locations where carved baduk stone are located and around of that places are deep valley, but they are mostly the 8 sceneries of this area that are known widely or one of part of them. The other hand, supplement with the example of another site, there is a strong taoismic preferences based on pursuing ideal place because taoismic words have been found, even the carved characters for main builder of scholarship and Sadaebu layer, Therefore, carved baduk rock is a heritage that a phenomenon of culture for pursuing the nature through hiding and depart from actual life trends of scholarship in Chosun Dynasty and deserve to be said to a traditional landscape of Korea.

      • KCI등재
      • KCI등재

        PLL없이 동작하는 S/PDIF IC 설계에 관한 연구

        박주성,김석찬,김경수,Park Ju-Sung,Kim Suk-Chan,Kim Kyoung-Soo 한국음향학회 2005 韓國音響學會誌 Vol.24 No.1

        본 논문에서는 PLL (Phase Locked Loop)없이 동작할 수 있는 S/PDIF (Sony Philips Digital Interface) 수신기의 연구에 관하여 다룬다. 현재 대부분의 오디오 장치와 오디오 프로세서에서 S/PDIF 수신기가 사용되고 있음에도 불구하고, 국내에서는 이에 관한 연구가 많지 않은 실정이다. 현재 사용되고 있는 S/PDIF 수신용 상용 DAC(Digital-to-Analog Converters) 칩들은 모두 내부에 PLL 회로를 포함하고 있다. PLL 회로는 S/PDIF 디지틸 신호로부터 클럭 정보를 뽑아내고 클럭과 입력 신호간의 동기화를 맞추는 역할을 한다. 그러나, PLL 회로는 "아날로그 회로"라는 특성 때문에 VLSI (Very Large Scale Integrated Ciruits)회로의 SOCs (System On Chips)설계에 있어 많은 어려움을 야기한다. 본 논문에서는 PLL 회로 없이 순수 디지털 회로로만 구현된 S/PDIF 수신기를 제안하였다. 제안된 수신기의 핵심 아이디어는 16 MHz의 기본 클럭과 S/PDIF 신호의 속도비를 이용한다는 것이다. 본 논문에서는 수십만개의 S/PDIF 입력 신호에 대한 디코딩 확인 후, PLL같은 아날로그 회로 없이 순수 디지틸 회로만으로 S/PDIF 수신기를 설계할 수 있음을 확인하였다. 제안된 S/PDIF 수신기는 SOC 설계용 If로서 활용될 수 있을 것으로 본다. In this paper, we deal with the research about a S/PDIF (Sony Philips Digital Interface) receiver which can operate without PLL (Phase Locked Loop) circuits. Although a S/PDIF receiver is used in most audio devices and audio processors in these days. yet there are only few domestic researches about S/PDIF. Currently used commercial DACs (Digital-to-Analog Converters) which can decode S/PDIF signals, have a PLL circuit inside them. The PLL makes it possible to extract clock information from S/PDIF digital signal and to synchronize a clock signal with input signals. But the PLL circuit makes many diffculties in designing the SOC (System On Chips) of VLSIs (Vew Large Scale Integrated Ciruits) because it is an "analog circuit". We proposed a S/PDIF receiver which doesn't have PLL circuits and only has Pure digital circuits. The key idea of the proposed S/PDIF receiver. is to use the ratio between a 16 MHz basic input clock and S/PDIF signals. After having decoded hundreds thousands S/PDIF inputs, it went to prove that a S/PDIF receiver can be designed with pure digital circuits and without any analog circuits such as PLL circuits. We have confidence that the proposed S/PDIF receiver can be used as an IP (Intellectual Property) for the SOC design of the digital circuits.

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