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      • KCI등재

        카릴 처칠의『클라우드 나인』에 나타난 새로운 어머니상의 모색

        백승은 현대영미어문학회 2016 현대영미어문학 Vol.34 No.3

        This study analyzes a new image of motherhood as described in Caryl Churchill’s Cloud Nine. By avoiding typical descriptions of mothers, Churchill presents three mothers who are not bound by maternal obligations and roles regulated by society and are challenging and independent. She argues that the image of motherhood can be altered to reflect the constantly changing times in her description of the three mothers, showing that this image can be diversified by destroying the stereotype that devotion to one’s family is good, whereas a lack of devotion is not. Churchill has thus suggested a new image of motherhood to represent the new era by describing this unusual image. In addition, she shows that the concept of motherhood can be extended to include men as well as women. In other words, Churchill tries to write for all those who strive to adapt to change, rather than confining her work’s relevance only to women.

      • KCI등재

        카릴 처칠의 『최상의 여성들』에 나타난 성공과 모성

        백승은,손석주 현대영미어문학회 2019 현대영미어문학 Vol.37 No.4

        . This paper examines the dynamics of women’s success and motherhood in Caryl Churchill’s Top Girls. It compares and analyzes the success and motherhood of two female main characters: Marlene who rejects motherhood and leaves her family behind and Joyce, who raises Marlene’s daughter, Angie and cherishes her/the maternal role. Top Girls shows that there may be mothers who reject motherhood and value success more than parenting, and that this cannot be unconditionally criticized. Churchill criticizes a society in which women are forced to choose between motherhood and career through Marlene and Joyce. Likewise, Top Girls shows that women who are not biological mothers can have maternal instincts and be mothers. Churchill's play emphasizes not only the economic independence and success of women but also the positive value of motherhood that has been ignored and undervalued. Thus, this paper shows how the altruism of motherhood and sisterhood can change individuals and society, rather than oppressing and discriminating other women. (Dong-A University)

      • KCI등재

        디자인 상품 크라우드 펀딩 참여에 영향을 미치는 메타버스 공간 디자인 요인 연구

        백승은,이정교 한국공간디자인학회 2023 한국공간디자인학회논문집 Vol.18 No.3

        (Background and Purpose) Designing products with their own individuality and creative ideas has recently become more diverse in terms of formativeness and practicality, along with an increase in value consumption and variation in preferences. In particular, designers looking to advertise and sell their products with minimum funds can communicate with consumers through “crowdfunding platforms.” The metaverse, which is recognized as a new dimension in an unusual space and time featuring common communication and personalization services, provides designers with opportunities to raise funds through crowdfunding for design products as a new channel. Therefore, the purpose of this research was to identify the main factors of metaverse spatial design that affect participation in crowdfunding for design products. (Method) The assets of the metaverse space used for product promotion were analyzed based on the characteristics of current online product promotions. In addition, referring to previous research, the factors that increase participation in crowdfunding for design products were analyzed, and their concepts and importance were identified. Finally, the overall result was deduced by analyzing examples of the use of metaverse spaces as a strategy for promoting existing products, evaluating the characteristics of the metaverse space in relation to product promotion, and the factors used to expand participation in crowdfunding for design products. (Results) As a result of analyzing cases of product promotion using metaverse spaces, CHICOR, a cosmetics shop, was found to induce product purchases by delivering accurate information and using coupon systems through a virtual cosmetics shop called “Meta-CHICOR.” In a similar sense, Samsung promoted their products using various contents from the virtual space called “Samsung House” that emphasized consumers' experiences with the products and brands. Additionally, “Nike Land” from Nike was a highly gamified metaverse space that allowed consumers to become familiar with their products by giving access to the items through gameplay. Beyond these examples, general firms attempted to promote purchases by drawing out consumers' interest in the product through various content and games that were universally accessible without time and space constraints via the metaverse. (Conclusions) Firms aimed to gain positive recognition from consumers by providing differentiated experiences and promoting their products on metaverse platforms, which enhanced consumers' trust through allowing them to experience the products before purchase as a new communication method. This is expected to affect participation in crowdfunding.

      • 유비쿼터스와 교육행정의 연계 방안에 관한 연구

        백승은,Paek, Seung-Eun 한국정보기술전략혁신학회 2009 情報學硏究 Vol.12 No.1

        Ubiquitous society education students, teachers, parents, and educational administration systems, learning tools, and things connected to this one because it provides a learning environment in education for each student to determine their characteristics and needs, and even provide the required services for each student can. In other words, students and teachers within the school to concentrate on education and research activities of the intelligence service is the latest. The future of the ubiquitous era of ubiquitous era of education the future of the education side of the current lack of education to complement the new era of human resources required to foster a positive alternative to bear fruit for all members of our community's interest and commitment, wisdom and education officials, This will be together.

      • Directional Filter와 Harmonic Filter 기반 화자 분리

        백승은,김진영,나승유,최승호,Baek, Seung-Eun,Kim, Jin-Young,Na, Seung-You,Choi, Seung-Ho 한국음성학회 2005 음성과학 Vol.12 No.3

        Automatic speech recognition is much more difficult in real world. Speech recognition according to SIR (Signal to Interface Ratio) is difficult in situations in which noise of surrounding environment and multi-speaker exists. Therefore, study on main speaker's voice extractions a very important field in speech signal processing in binaural sound. In this paper, we used directional filter and harmonic filter among other existing methods to extract the main speaker's information in binaural sound. The main speaker's voice was extracted using directional filter, and other remaining speaker's information was removed using harmonic filter through main speaker's pitch detection. As a result, voice of the main speaker was enhanced.

      • 고소공포증의 치료를 위한 가상 현실 시뮬레이터의 제작

        백승은,류종현,승화,Paek, Seung-Eun,Ryu, Jong-Hyun,Beack, Seung-Hwa 대한전기학회 2001 전기학회논문지 D Vol.50 No.5

        Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training and in a real building elevator. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

      • 알코올리즘 치료를 위한 가상환경 시스템과 HRV 분석

        백승은,승화,유종현,김동완 明知大學校 産業技術硏究所 2005 産業技術硏究所論文集 Vol.24 No.-

        Medications or conitive-behavior methods have been mainly used as a treatment of alcoholism, lately the virtualy technology has been applied to the kink of alcoholic disorders. A virtual environment makes him having avility to over come the drink. In this study, we were implemented by making panorama images and 3D object modules using 3D MAX. VRML, JAVA. And the BAR stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a alcoholism and and without a liquor bottle, heart rate was measured during experiment, and also measured a person's HR after the virtual reality training. We demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

      • KCI등재

        중학생의 SNS 과의존이 사이버불링 가해행동에 미치는 영향: 우울의 매개효과

        백승은,장여옥 한국청소년시설환경학회 2022 청소년시설환경 Vol.20 No.2

        본 연구는 중학생의 SNS 과의존이 사이버불링 가해행동에 미치는 영향을 이해하고, 이러한 관계에서 우울의 매개효과를 검증하는데 목적이 있다. 서울시 북부에 위치한 중학교 2곳에 재학 중인 청소년과 청소년센터 3곳을 이용하는 청소년 346명을 대상으로 2020년 7월 15일부터 8월 30일까지 온라인과 오프라인 설문조사를 실시하였다. 수집된 자료는 SPSS 25.0 프로그램을 사용하여 다중회귀분석으로 분석하였다. 본 연구의 결과는 다음과 같다. 첫째, 중학생의 SNS 과의존은 우울에 통계적으로 유의미한 영향을 미쳤다. 둘째, 중학생의 SNS 과의존은 사이버불링 가해행동에 유의한 영향을 미쳤다. 셋째, 중학생의 SNS 과의존이 사이버불링 가해행동에 미치는 영향에서 우울은 매개효과가 있는 것으로 나타났다. SNS를 과하게 사용한 중학생은 사이버불링 가행행동이 높았으며, 우울한 중학생의 사이버불링 가해행동도 높았다. 이런 결과는 중학생의 SNS에 대한 과도한 의존과 사이버불링 가해행동 예방을 위한 기초 자료나 프로그램 개발에 사용될 것이다.

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