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관원(關元).중완(中脘).족삼리(足三里) 애구(艾灸)가 수송(輸送) Stress를 준 Rat의 혈액상(血液狀)에 미치는 영향(影響)
양승희,이준무,Yang, Seung-Hee,Lee, Joon-Moo 대한한방내과학회 1994 大韓韓方內科學會誌 Vol.15 No.1
Effects of moxibution at the Gwanweon, Jungwan and Joksamlee on the blood picture in rat with transportation stress were determined. Counts of RBC showed a tendency to increase from 6 hours to 12 hours after transportation stress, however in the moxibution group, showed no changes in counts of RBC after transportation stress and the tendency of fluctuation was similiar to those of none stress group. The changes in Hb after transportation stress showed no difference among moxibution group and none moxibution group, however the changes in PCV showed a tendency to increase from 3 hours to 6 hours after transportation stress in two stress group. In the mean values of erythrocytic blood during experimental times, counts of RBC showed a high values (P<.05) in the stress only group, however in the other groups, these values showed no difference (P>.05) among treatment and the values of Hb and PCV showed no difference among 4 treatment groups. In the two stress groups, counts of WBC and Neutrophils showed a tendency to decrease after transportation stress, however the moxibution group was recovered to normal Leukocytes condition on short time compared with those of none moxibution group. In the mean values of Leukocytes during experimental times, counts of WBC and Neutrophils showed a high values and Lymphocytes showed a low values in the stress only group compared with those of other groups, however the stress group with moxibution showed no difference in Leukocytes values compared with those of normal condition group. Monocytes, Basophils and Eosinophils showed no difference among 4 treatment groups(P>.05). Results from this study indicate that the moxibution can tolerate the effects of transportation stress in rat.
대전시 주거복지 전달체계 구축을 위한 센터 설치 운영방안
양승희(Yang, Seung-Hee) 한국주거학회 2021 한국주거학회 학술대회논문집 Vol.33 No.2
As the number of subjects increased due to the diversification of residential welfare services, the delivery system of housing welfare services became complicated. Problems occurred in the housing welfare service delivery system, such as similar or overlapping housing welfare programs, lack of linkage between suppliers and policy targets, and differences in consumer selection. Housing welfare projects are being promoted in Daejeon, focusing on public rental housing supply, housing renovation, and housing cost support. It is necessary to unify the housing welfare delivery system in order to provide integrated housing welfare services that are efficiently delivered and have easy policy access. This study reviews the establishment and operation of other cities and provinces related to the housing welfare delivery system and synthesizes the housing welfare conditions in Daejeon to derive the necessity and operation plan of the residential welfare delivery system.
가족 중심 분만 시뮬레이션 실습 프로그램 개발 및 적용효과
양승희 ( Yang Seung Hee ),홍세훈 ( Hong Sehoon ) 여성건강간호학회 2017 여성건강간호학회지 Vol.23 No.1
Purpose: This study was conducted to investigate the relationship of knowledge, attitudes and needs of sex education in high school students. Methods: There were 258 participants who were high school students in S high school in G city. Data were collected from October 1 to October 31, 2011, and analyzed using SPSS/WIN 19.0. Results: The mean score for sexual knowledge was 69.78, sexual attitudes was 63.66, and needs of sex education was 75.37. Sexual knowledge had positive correlation with needs of sex education (r=.17, p=.007). Conclusion: The findings of this study indicated a need to develop programs for high school students to increase appropriate sexual knowledge, and to encourage appropriate sexual attitudes, and to reflect needs of sex education.
온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구
양승희 ( Yang Seung Hee ),유승헌 ( Yoo Seung Hun ) 디자인융복합학회 2019 디자인융복합연구 Vol.18 No.4
현재 게임 산업의 규모는 급성장하며 주목받는 산업으로 자리 잡고 있다. 따라서 게임 분야에 대한 체계적인 사용자 경험 디자인의 중요성 또한 높아지고 있다. 본 연구에서는 상대적으로 사용자 유입과 유출이 빈번한 온라인 게임에서 사용자 접근과 유지를 위한 진입 과정에 대한 분석을 수행하여, 진입 과정의 개선 방향성을 제시하고자 한다. 본 연구는 첫째, 문헌 고찰을 통해 사용자의 게임 초기 경험인 진입 과정을 발견, 학습, 몰입의 3단계로 정의하여 구분하였고, 이를 경험 디자인, 게임 디자인 요소로 분석하여 진입 과정의 단계별 영향을 미치는 UX 요소를 도출하였다. 둘째, 도출된 UX 요소를 바탕으로 게임 경험 및 인지 요소 분석 프레임을 제시하였고, 이를 통해 5가지 국내 대표 온라인 게임을 정성적으로 분석하였다. 사례분석을 통해 게임들의 진입 과정 구성과 핵심 인지 요소를 도출할 수 있었다. 결론적으로 발견 단계는 선택적 주의집중, 학습 단계에선 작업 기억과 능동적 학습, 그리고 몰입 단계는 참여와 동기가 핵심적 인지 요소로 작용하였다. 마지막으로 도출된 핵심 인지 요소를 중심으로 진입 과정의 단계별 개선 방향성을 제시하였다. 이와 같은 연구를 통해 온라인 게임에서 사용자 진입 과정의 중요성을 강조하고, 진입장벽을 낮출 수 있는 개선안을 제안하였다. As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game’s onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.
비즈니스 캔버스-인지요소-디자인 프로세스 커플링을 통한 다층적 디자인 수행체계 BCD 프레임웍 연구
양승희(주저자) ( Yang Seung Hee(주저자) ),이태일(주저자) ( Lee Taeil(주저자) ),유승헌(교신저자) ( Yoo Seung Hun(교신저자) ) 디자인융복합학회 2018 디자인융복합연구 Vol.17 No.6
디자인은 비즈니스 모델 캔버스와 디자인 씽킹 등과 결합하여 다양한 다학제 지식으로 발전하기도 하고, 인지 요소의 기술적/ 심리적 분석을 통한 제품 인지 공학과 결합되어 활용되기도 한다. 그러나 인지요소와 비즈니스 요소를 연결하며 디자인 중심의 포괄적 해결안을 제시하는 다층적 가치 체계의 설명 모델은 부족한 상황이다. 본 연구에서는 비즈니스 모델과 인지적요소가 디자인 프로세스를 통해 유기적 연관성을 지니는 프레임웍 체계 구축을 목표로 하였다. 다양한 디자인 프로세스 단계별 기법들을 분석하고, 단계별 기법들이 해석하고자 하는 사용성 정보를 인지 심리학적 요소로 우선 분석하였다. 이후 4개의 기업 프로젝트를 대상으로 실제 활용된 디자인 방법론을 수집한 뒤, 디자인 방법들이 비즈니스 모델 관점에서 지니는 관계성 파악을 위해, 비즈니스 모델별 플로우 단계 블록에 따라 방법론을 분류하였다. 이를 비즈니스 모델 캔버스 상에 배치하여 사용 범위가 넓고 빈도가 높은 방법론을 도출하였다. 이후, 각 방법들이 도출하는 사용성, 인지성, 심리 요소들을 비즈니스 단계별로 분석하는 사용자 인지 요소들을 연결하여 비즈니스-디자인프로세스-인지 요소의 연결로 이어지는 프레임웍을 구축하고 케이스 스터디를 통해 검증하였다. Marketing or cognitive engineering are relying on design collaboration for analysis and implementation of human psychology and attractive product solution. The expectation on design and designers' role as a bridging communication method between business and cognitive engineering is emphasized. This research aims the development of BCD (Business-Cognition-Design) framework, a cohesive design process model that combines the business and cognitive elements in design process stages. The four companies' design projects were analyzed from the perspective of business model canvas and users' cognitive elements. Then the required methods and cognitive findings were projected onto 9 different business block in canvas. The findings were aligned in the order of design process, and finally the overlapped common design process that defines the necessary business block information was elicited. All the business stage information and the performed design method could be connected and also described the required user information on every stage of business development which proves the validity of BCD framework.