http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
지식재산권(IPR) 분쟁에 대한 우리나라 중재 발전방안에 관한 연구
송수현(Su Hyun Song),전운(Un Jeon),안건형(Keon-Hyung Ahn) 한국중재학회 2024 중재연구 Vol.34 No.1
Korea continues to invest in the IT industry and is currently regarded as one of the five major powerhouses in the field of intellectual property. However, it is evaluated that this status is only limited, and the level of intellectual property protection and dispute resolution does not reach a level commensurate with the status of one of the five major intellectual property powers. To address these problems, the Korean government has enacted the Arbitration Industry Promotion Act in 2017, which aims to strengthen national competitiveness by fostering the arbitration system as an industry and provide systematic support so that the arbitration industry can become a future growth engine. In addition, in accordance with Article 3 of the 「Arbitration Industry Promotion Act」, the Minister of Justice must establish “the Basic Plan for Arbitration Industry Promotion” every 5 years. Great efforts must be put into establishing an Online Dispute Resolution (ODR) system at the KCAB for five years from 2024 to 2028, the Second Basic Plan for the Promotion of the Arbitration Industry period. Under these circumstances, this study presents implications and improvement measures for the development of the intellectual property-related arbitration system to protect Korea's intellectual property rights and contribute to more active intellectual property creation. In particular, this study proposes a plan to build an one-stop digital platform for KCAB to implement an efficient ODR system.
게임 플레이의 문화생산을 위한 열린 시스템 디자인의 필요성
송수현(Su Hyun Song),김종덕(JongDeok Kim) 한국디자인학회 2010 한국디자인학회 학술발표대회 논문집 Vol.2010 No.10
Advancement of media and their acceptance has led to new perspectives on virtual reality, and has promoted reproduction of diverse cultures. Playing game has many meanings, and its potential is especially powerful in cultural production. Cultural reproduction of game has provided an opportunity to shed light on its positive aspects. To foster such view, it is necessary to revitalize open system design. In this research, cases of open system games, such as SIMS and Spore, are examined based on theoretical concepts. The analysis result shows that creative cultural production, in terms of creative and social activities and perception and cognition, is indeed a part of game play. Designing games with open system that has potential for cultural production will promote interaction between game and players, and lead to a cycle of cultural reproduction.
게임 그래픽 디자인과 기업의 실무능력 향상을 위한 단계별 교육과정
송수현(Su Hyun Song) 한국디자인학회 2010 한국디자인학회 학술발표대회 논문집 Vol.2010 No.10
The purpose of the study was to analyze on cases of the existing domestic/overseas game graphic curriculum, to review curriculum by each stage to improve ability of game graphic design required to raising practical ability of enterprises, to approach game graphic design by each stage on the basis of basic academic approach and understanding about principle with regard to adaption ability in a quick?changed environment, to examine the necessity of long/short-term projects, to design curriculum as a game graphic designer when a game was manufactured and to suggest a direction of education. To be so, the study carried out a deep research for hands-on workers of enterprises and the education interested through FGI method by examining a tendency of domestic graphic and status of problems in education and suggested curriculum and directivity to improve practical affairs of game graphic design by analyzing on domestic/overseas cases. As a result, the study made a research course needing analyzing ability not existing in the existing general design curriculum, a communication course which could not help being considered because of features of game making, a depth course by each small-scale group, a basic game course needing problem-solving ability and application ability (planning, programming) and a course for middle/long?time project. It was the result of the study that fundamental understanding about games, research ability, making ability, insight, communication ability, planning ability, creativity, problem-solving ability and application ability as well as formative sense and skill utility ability were game graphic designers' necessary abilities.
무유화제 유화중합에 의한 전분-아크릴 점착제의 합성에 관한 연구
송수현 ( Su Hyun Song ),김영석 ( Young Seok Kim ),조을룡 ( Ur Ryong Cho ) 한국고무학회 2009 엘라스토머 및 콤포지트 Vol.44 No.4
전분을 보호 콜로이드이자 공중합체로 사용하면서 아크릴 단량체인 뷰틸 아크릴레이트, 2-에틸 헥실 아크릴레이트, 아크릴 산을 사용하여 무유화 중합에 의해 점착제를 합성하였다. 전분의 함량이 증가할수록 점착제의 겔 함량은 증가하였고, 결과로서 전분 함량의 증가는 점착력과 유지력의 증가를 가져왔으며, 초기점착력은 감소하는 결과를 보였다. 접촉각 측정에서 점착제의 젖음성은 전분의 하이드록시 그룹에 의한 극성의 증가로 전분 함량이 증가함 따라 상승하였다. 생분해성을 간접적으로 측정하는 에멀젼의 시간에 따른 pH 측정에서 전분의 분해에 의한 유기산의 생성에 의해 전분 함량의 증가에 비례하여 pH가 감소하였다. The pressure sensitive adhesives (PSA) were synthesized by soap-free emulsion polymerization of acrylic monomers such as butyl acrylate, 2-ethyl hexyl acrylate, and acrylic acid in the presence of starch as a protective colloid and copolymer. The peel strength and holding power of PSA were increased with starch contents due to the enhancement of gel content, But the initial tackiness of PSA was decreased with starch contents. The contact angle analysis of PSA indicated that the wettability was increased with starch contents owing to the increase of polarity by hydroxy group in starch. In the pH measurement of emulsion with time for biodegradability, the starch in the PSA accelerated the lowering of pH due to the formation of organic acids followed by decomposition of starch.
분산 엣지 클라우드 환경에서 이벤트 기반 Function as a Service 연구
김도현(Kim Do Hyun),송수현(Song Su Hyun),송지원(Song Ji Won),윤창섭(Yoon Chang Seop),김영한(Kim Young Han) 한국통신학회 2021 한국통신학회 학술대회논문집 Vol.2021 No.11
본 논문은 지역별 서버로 구성된 쿠버네티스 클러스터에서 이벤트 기반으로 동작하는 서버리스 모델의 비용 절감 및 인프라 효율에 관해 연구한다. 제안된 모델은 평상시에 동작하지 않는 상태에서 특정 이벤트가 발생했을 때 부하가 큰 딥러닝 모델을 이용해 사고 상황(교통사고, 화재, 신변위험)을 인식하고, 필요한 곳에 적절한 서비스를 제공하도록 FaaS 형태로 서비스를 구축한다. 간단한 움직임 감지부터 점차 복잡한 세부 상황을 인식하도록 함으로써 기존의 지능형 CCTV와 비교하여 FaaS 형태로 인식 기능 서비스를 구현했을 때 이식성과 유연성을 보장하는지. 하드웨어 자원을 얼마나 효율적으로 사용할 수 있는지 분석한다.
김종덕(Kim, Jong-Deok),송수현(Song, Su-Hyun) 한국게임학회 2011 한국게임학회 논문지 Vol.11 No.5
이 시대의 청년문화가 가지고 있는 의미를 이해하기 위해서 청년층이 주로 이용하는 미디어인 게임과 게임의 커뮤니티를 분석한다면 대중문화의 텍스트이해와 수용자 입장을 좀 더 의미있게 분석 할 수 있다. 미디어와 문화의 관계는 미묘한 상호작용의 중계여서 내용분석과 담론분석을 통한 접근방법을 택하였다. 분석 대상은 플레이어들의 정체성이 투사된 육성 시뮬레이션게임 <심즈2> 에 대한 국내 커뮤니티이며 내용 분석과 담론분석을 통하여 사회적 문화적 의미를 찾아보고자 하였으며 내용분석을 통해 심즈2 플레이어들이 이야기 하는 담론의 내용적 특징을 알 수 있었다. 내용분석에서 나타난 커뮤니티의 내용적 특성을 본 연구는 크게 자아실현 및 정체성의 공방 그리고 젠더문제에서의 실험적인 대리만족과, 참여하는 게이머로 문화재생산으로의 의미가 있으며 가상소비의 확산, 반사회적 행위에 대한 성찰로 사회적 문화적 의미를 가진다는 것을 알 수 있었다. If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.
학령기 어린이를 위한 창의력과 상상력 증진 미술 어플리케이션
배영재(Young-Jae Bae),송수현(Su-Hyun Song),백태산(Tae-San Baek),김장훈(Jang-Hun Kim),박현주(Hyun-Joo Park) 한국엔터테인먼트산업학회 2024 한국엔터테인먼트산업학회 학술대회 논문집 Vol.2024 No.5
본 논문은 안드로이드 앱을 개발하여 주로 학령기의 아이들을 대상으로 하는 학습용 드로잉 앱의 기능을 소개하였다. 보통의 드로잉 앱과 다르게 정답이 없는 추상적 개념의 제시어를 통해 아이들이 스스로 고민하며 생각해봄으로써 흥미를 높일 수 있게하여 상상력과 창의력 발달 효과에 중점을 두었다. 본 연구의 과정은 앱 개발 관련 프로젝트 수행에 대한 사례로 제시하거나 간단한 교육과정으로 사용할 수 있다. This paper presents the features of a learning-oriented drawing app developed for school-aged children on the Android platform. Unlike conventional drawing apps, this application prompts children to engage in deep thinking and contemplation through abstract concepts that do not have definitive answers, thereby enhancing participation and fostering the development of imagination and creativity. This research can serve as a case study for app development projects and can be utilized in educational curricula, demonstrating its educational potential.