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      • 반영구화장의 시술 전 상담 서비스가 위험 지각 및 만족도에 미치는 영향

        윤지현(Ji-Hyun Youn),김해인(Hae-In Kim),김은수(Eun-Soo Kim) 사단법인 대한 문신사 중앙회 2022 한국반영구화장학회지 Vol.3 No.1

        This study was implemented to learn the effects of consulting the customers prior to their decision of getting the Semi-permanent Makeup (cosmetic treatment). As more people prefer to hide their complexion on their faces, Semi permanent Makeup has become one of the latest beauty trends. This study includes a differentiating factor from other prior studies which tells that having a thorough consultation before any treatment can help in aligning with customer needs. It also helps to give cognitive insight on possible injury during the process, and quality of the service. The study results told that the more engaging communication with the customers satisfied more of their needs and lessened their worries on the dangerously of the surgical process. Therefore, the Semi-permanent Makeup workers improve the care to all customers by paying attention to identify their needs and inquiries. These efforts will lead to great results such as positive cumulative feedbacks from the customers and revisiting the site.

      • KCI등재

        디자인 실습과목의 e-learning 콘텐츠에서 상호작용성 향상을 위한 가상공간 적용방안 연구

        윤지현(Youn, Ji Hyun) 한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.16 No.-

        디지털의 일반화와 유비쿼터스화가 급속이 진행되고 있는 상황에서 e-learning은 시공간을 초월하는 장점으로 향후에도 그 발전 가능성이 매우 큰 교육법으로 주목받고 있다. 이것은 네트워크를 기반으로 하는 인간 커뮤니케이션 변화에 맞춰진 것으로, 언제어디서나 상시학습 체제가 가능하고, 최신 테크놀로지를 바탕으로 다양한 멀티미디어의 활용이 가능하다는 등 장점을 가지고 있지만, 비면대면이라는 단점으로 인해 다양성, 즉시성, 상호작용성 등의 많은 문제점을 가지고 있다. 특히 디자인 실습과목에서 실습은, 즉각적이고 밀접한 상호작용이 학습 효과를 좌우할 만큼 중요한 학습요소임에도 이 부분은 간과되고 있다. 따라서 이미 디지털 네이티브화 되어 있는 학습자에게 익숙한 가상공간을 이용하여, 사용이 편리하고 흥미와 호감을 가지고 적극적으로 참여할 수 있는, 상호작용 향상을 위한 학습환경을 제공할 수 있는 방안으로, 본 연구자는 가상공간 시뮬레이션을 제안하였다. 상호작용성을 높인 효율적 학습 환경 제공을 위한 가상공간 도입을 위해, 현재 사용 중인 e-learning 콘텐츠 환경을 분석하고, 아직 본 연구 분야에 대한 논의가 많이 이루어진 상황은 아니므로, 기존의 자료보다는 일반적 이론과 전문가, 제작자, 학습자의 의견을 수렴하여 분석과 설문, 제시된 모델을 중심으로 연구가 진행되었다. 그 결과 제시된 가상공간 시뮬레이션을 통한 학습 환경은 기존의 환경에 비해 호감도와 흥미를 끌 수 있는 환경이라는 점에서는 우위를 보였다. 또한 가상공간의 도입에 대한 긍정적 반응과, 적용가능성, 이를 통한 상호작용성의 향상도 기대할 수 있다는 결론은 얻을 수 있었지만, 반대로 가상공간이라는 기존과는 다른 인터페이스를 사용하게 됨으로써 적응기간과 사용법 안내 등이 필요하다는 점도 알 수 있었다. 특히 실습이 중요한 디자인 과목에서 가상공간의 도입은 다양한 멀티미디어를 활용한 실습의 다양성을 확보하여 학습에 대한 집중도를 높이고, 상호작용 향상에 효과적임을 확인할 수 있었다. 또한 학습만 이루어지는 공간이 아니라 커뮤니티적인 역할 함께 수행하면서, 고립감이나 소극적 태도에서 벗어나고 소속감을 가짐으로써 정보 공유와 참여의 장을 형성하게 되어 더 효율적인 학습 환경을 조성할 수 있었다. 인간 커뮤니케이션의 급속한 변화와 유비쿼터스화, 스마트화되는 환경 변화에 맞춰, 교육환경에도 본 연구의 결과를 토대로 향후 제작되는 e-learning 콘텐츠의 상호작용을 높임으로써, 학습 증진에 효과적인 환경을 실현하고 더욱 발전할 수 있을 것으로 기대한다. Under the circumstance when a digital generalization and ubiquitous trend has been made rapidly, e-learning has been highlighted as a teaching method which has a significant possibility to be developed further with its strength transcending a time and space. This is focused on a change of human communication based on a network. It has such strengths that a constant learning system is available at any time and anywhere and a utilization of various multimedia is possible on the basis of latest technology. Still, due to its weakness such as no face-to-face nature, it has many problems in terms of diversity, immediacy, and reciprocal nature, etc. Subsequently, who were accustomed to a native nature of digital and a virtual space, to take part in actively with an easy use, interest and favorable impression, this research proposed a simulation of virtual space, there should be a learning environment to enhance an interaction. In this regard, as a way to provide a learning environment for a learner. In this regard, as a way to provide a learning environment for a learner, who were accustomed to a native nature of digital and a virtual space, to take part in actively with an easy use, interest and favorable impression, this research proposed a simulation of virtual space. To introduce a virtual space to provide an efficient learning environment which increased a reciprocal nature, e-learning contents environment, which is currently used, has been analyzed. Since there have not been many discussions on this research area, the research has been conducted on the basis of an analysis, questionnaire, and proposed model by collecting general theories rather than the existing data and opinions of experts, producers, and learners. As a result, a learning environment through a proposed simulation of virtual space has showed a sweeping dominant position since it is such an environment to enable more favorable impression and interest in comparison to the existing environment. In addition, it was possible to gain a conclusion that there could be a positive response to an introduction of virtual space, a possibility to a related application, and an improvement in terms of a reciprocal nature through it. Nevertheless, it was found out that it would be necessary to give guidance to an adjusting period and a manual to use, etc. with respect to a use of a virtual space, a different interface from the existing one. Especially in terms of a design course, in which a practice was important, an introduction of virtual space has been proved to enhance a degree of concentration on study and to be effective in improving an interaction by way of securing a diversity of practice by utilizing various multi-media. Further, a venue for information sharing and participation is formed by performing together a role of community as well as a space only for a study and overcoming a sense of isolation or passive attitude and gaining a sense of belonging. In so doing, a more efficient learning environment could be built. In respect of am educational environment, which is changing to be in line with the rapid change, ubiquitous and smart nature of human communication, an environment, which is effective in terms of improving a learning, can be realized and further developed by way of increasing an interaction of e-learning contents, which will be produced in a future on the basis of the result of this research.

      • KCI등재

        3차원 입체 홀로그래피의 효율적인 가상공간 시뮬레이션

        윤지현 ( Youn Ji-hyun ) 한국디자인트렌드학회 2008 한국디자인포럼 Vol.19 No.-

        각종 디지털 테크놀로지로 인한 변화로 인류의 삶은 급속히 변화하며, 또 다른 세계를 구축하고 있다. 그 중에서도 현실을 대체할 수 있는 가상현실의 세계는 강력한 새 시대의 패러다임으로 자리하게 될 것이다. 가상현실의 구현방법 중 입체영상은 핵심이며, 다양한 방식으로 연구되고 있으나 홀로그래피의 뛰어난 재현성과 입체감이 주목된다. 홀로그래피는 광학적 특성으로 다양한 표현이 가능하며, 영상이 깨끗하고 고 무안경 방식으로 실제와 가장 조화롭게 교류할 수 있는 형태라는 여러 특성으로 가상현실에 있어 가장 적합한 형태로 규정하고, 현실과 가상이 공존하는 증강현실로 적용하는 프로토타입을 제작해 봄으로써, 일반화 되었을 때 보완될 사항에 대해 제안해 본다. 홀로그래피는 이제 막 시작되는 단계로, 대중화까지는 많은 노력과 시간이 요구될 것으로 보이며, 지속적 연구와 개발이 필요하다. The life of mankind is rapidly changing for various digital technologies, and is building another world. Among them, the world of virtual reality able to replace the real world will be positioned as a strong paradigm of the new age. The three-dimensional images are the key among those methods in realizing the virtual reality and have been studied in various ways, but the excellent reproducing abilities and 3D feelings of holography have been noticed. The various expressions are possible and the images are clean in a manner with no glass in the holography with the characteristics of optics, enabling to have any exchange with the best harmony. Items necessary for supplements upon the generalization of holography are suggested by defining it to be the most suitable for the virtual reality for such characteristics and producing a prototype to apply an intermediate reality where the reality and virtuality coexist. The holography is just at its starting stage. It seems that a lot of efforts and time might be required up to its popularization, and it is necessary to continuously have the research and development for it.

      • KCI등재

        국내 온라인 게임의 성공요인으로써의 그래픽

        윤지현 ( Youn Ji Hyun ),이승환 ( Lee Seung Hwan ) 한국디자인트렌드학회 2005 한국디자인포럼 Vol.12 No.-

        21세기에 들어서면서 인터넷이 생활화된 정보화 세계를 맞아, 인간은 접속 중심의 멀티미디어 시대를 살아가는 `네트워크형 인간`이 되었다. 이에 인터넷 커뮤니케이션과 상호작용을 포함하는 온라인 속의 삶은 이미 오프라인의 삶과 대적할 만큼 발전되어, 가상세계와 현실의 갭이 점점 줄어들고 있는 상황이다. 20세기에 들어 급속히 과학 기술이 발전하면서 IT산업이 등장하고, 여기에 `호모루덴스`적인 인간의 본능과 관련된 엔터테인먼트 산업이 결합하면서 형성된 게임 산업은 21세기에 가장 주목 받는 산업으로 빠르게 성장했다. 특히, 인터넷 게임은 인터넷 인프라와 기술발전에 힘입은, 무궁무진한 성장 가능성을 가진 두뇌 집약적 고부가가치 산업으로 등장했다. 이중에서도 온라인 게임 분야는 지속적인 성장세를 보이고 있고, 각 분류별 게임은 온라인화 되어가고 있는 추세이며, 미래의 게임 시장은 통합형태의 온라인 게임기가 시장을 주도할 것으로 전망된다. 이에 `네트워크를 지배하는 자가 세계를 지배 한다` 는 새로운 모토 하에 세계적 기업들도 게임시장의 패권을 놓고 경쟁을 하고 있다. 본 연구는 이러한 상황에서 국내 게임 산업을 주도하고 있는 온라인 게임, `리니지Ⅱ`를 중심으로 분석해 봄으로써 국내 게임산업의 세계화를 위한 대처 방안을 모색해 보고자 한다. 간단한 텍스트에서 출발한 게임 그래픽은 컴퓨터의 발전으로 멀티미디어 환경이 제공되면서 빠르게 발전하여, 이제는 3D 언리얼엔진을 사용한 뛰어난 그래픽으로 현실적이면서도 판타지적인 가상세계를 만들어 내고 있다. 여기에 초고속 정보 통신망이 결합되면서 온라인 게임이 발전되었고, 게이머는 게임 속에서 또 다른 나의 삶을 가지고 온라인과 오프라인 간의 갭을 점차 줄여가면서 게임 속에서 대리만족을 느끼게 된다. 온라인 게임의 성공은 게임 자체의 중독성과 3D의 실감나는 화면, 가상세계로 끌어들이는 강한 흡입력 등을 이유로 어린이에서 성인에 이르기까지 폭넓은 유저를 확보하고 있으며, 이런 몰입감은 비주얼적인 면에서 오는 것이 가장 크다. 따라서 그래픽적 요소가 점점 더 부각되며, 요즘은 그래픽만으로 게임을 판단하는 게이머들이 늘어나면서 `멋진 그래픽이 게임의 성, 패를 좌우`하게 되었다. 즉 게이머 자신이 게임 속에 있다는 현장감과, 현실에서는 불가능한 대리만족을 느낄 수 있는 환상감을 적절히 표현하는 그래픽을 선호하면서, 게임의 성공여부는 게임성 뿐만 아니라 그래픽에 의해 많이 좌우되는 것이다. 국내 게임 산업은 온라인 게임 분야가 가장 발달해 있으며, 수출 주력산업으로써도 큰 몫을 차지하고 세계적으로도 상위에 있다. 하지만 미래 게임 시장을 장악하기 위해서는 여러 가지 면에서 보완해 나아가야할 점들이 있다. 기술적 면이나 창의적 면도 그렇지만, 특히 국산 게임의 장점이며 소비자의 트렌드가 되고 있는 그래픽적인 면에 많은 투자와 노력을 기울여야 할 것이다. 미래에는 가상과 현실이 융합되어 점점 더 가상과 현실 세계의 갭이 줄어들면서 실제 같은 가상의 이미지를 만들어 내게 되고, 여기에서 게이머들은 더 큰 매력을 느끼며 게임 속 세상에 자신을 투영시키게 될 것이다. As this age is coming into information-oriented society in 21st century, all of us have lived in "multi-media age"based on communication and connection. Due to that, the life with on-line communication has clearly grown up, and the gap between the life in virtual world and that in the real is getting narrower. In 20th century, the rapid and remarkable development in science technology brought IT industry and this new industry has grown up combined with Entertainment industry. As a result, there bore Game Industry and it became one of the most important industries in this age. Especially, the field of internet game is on constant growth process and each kind of game is tending toward on-line. So it is prospected that game industry market is going to be leaded by combined on-line game system. This is the reason why worldwide top enterprises are struggling for commercial supremacy in the markets of this field, competing one another under the new motto, "Those who have command of the network have control of the world." In this study, looking into the history of game industry at large, the research about the importance of graphic on the game, the process of development and the development trend was conducted. Through the history of game industry, we are able to notice that the development in computer provided so great multi-media circumstances that now, the graphic built on 3D Unreal Engine can make an incredible graphic which is indistinguishable from the real. Combined with high-speed internet network, online games becomes a type of life style which also gradually reduces the gap between the online and offline. Thus, the online gamers can be satisfied through the games. The prosperity of online games is based on strong addictive nature of the games, 3D realistic images, and charming virtual world. Among these, the strong visual natures appeal to users throughout different age groups.Therefore, high quality graphic feathers can determine the success of the games as the graphic features are getting more important and some gamers judge the good games only by their visual images. This fact can be also verified by individual questionnaires. LineageII, a popular game both in domestic and international world was compared to some domestic games in order to find out the gamers` visual preferences. Domestic and international gamers showed some differences, yet they preferred full-3D realisticgraphics in which users can enjoy the games as they are the real heroin of them. Besides, domestic gamers also valued the features preferring romantic cartoon characters and delicate nature. The success of a computer game is not only determined by game-ability but also the its graphical aspects.Domestic game industry is most developed in online game field and we are one of the acknowledged leaders in the market. We also export many online gamesas well.However, there are still many things to work on to future game market. Technical and creative aspects need to be improved, yet programmers should invest more time and efforts enhancing graphics. In the future, there would not be much gap between the real world and the virtual world, and gamers will be more fascinated by and try to reflect more of themselves into the games.

      • KCI등재

        디자인 실습과목의 교육용 앱 시뮬레이션을 통한 사용성 분석

        윤지현 ( Youn Ji-hyun ) 한국디자인트렌드학회 2012 한국디자인포럼 Vol.34 No.-

        스마트폰 열풍은 모바일 생태계 전체를 흔들고 있으며, 그 핵심에는 앱이 있다. 어떤 앱을 어떻게 사용하는가에 따라 진정한 스마트폰의 가치가 결정되는 것이다. 이처럼 앱의 중요성이 부각되면서 다양한 분야의 새로운 비즈니스 모델과 서비스 등 기하학적 수의 앱이 개발되고 있지만, 아직은 많은 제약이 따르고 있다. 또한 최근에는 이러한 상황에 맞추어 스마트 교육에 대한 기대가 점차 증가하고 있으며, 이에 따라 교육용에 대한 관심이 급증하고 있다. 이에 본 연구에서는 현재 진행 중인 디자인 실습과목을 교육용 앱에 도입했을 때, 그 활용성과 가능성에 대해 검증해 보고자 하였다. 디자인 실습 과목의 콘텐츠를 분석하고, 그 중 앱으로 개발될 수 있는 요소를 수정, 보완하여 적용함으로써 교육용 앱의 가상 모델을 제시하고, 그 과목의 수강생을 대상으로 활용성과 적용 가능성에 대해 검증을 실시하였다. 그 결과 디자인 실습과목에서 교육용 앱의 적용 가능성을 확인하고, 그 보완점에 대해서 분석해 볼 수 있었다. 이로써 향후 개발될 교육용 앱에 대한 효과적 체계화와 표준화에 기여하는 데 연구 목적이 있다. Smart phone fever is shaking the mobile world and the app is at its center. The value of smart phone is decided by the type of app and the method of using it. Due to increasing importance of apps, astronomical number of apps in various areas have been developed. However, use of app is limited. In line with such trend, expectation for smart education is increasing. And more people are interested in educational apps. This study tries to find the feasibility and effectiveness of app for design practice course. For this, the content of design practice course is analyzed. And a model of educational app is developed by identifying, adapting, and applying the elements that can be incorporated into an app. The developed app is tested by the enrollees of design practice course for feasibility and effectiveness. This study found that it is possible to apply an educational app to the design practice course and identified points to change. It is hoped that this study contributes to the systemization and standardization of educational apps.

      • KCI등재

        조선후기 울산 농소지역 양반직역자의 증가 동인 분석

        윤지현(Youn Ji-Hyun) 부산경남사학회 2006 역사와 경계 Vol.61 No.-

        Nongso-myeon located in north east of Ulsanbu had the third smallest size in houses and families among 10 myeons of Ulsanbu in the mid 18th C, however, it had the highest rate of yangban in Ulsanbu especially compared to relatively small numbers of houses and families. Nongso-myeon had increasing numbers of ‘li(里)’ as time proceeds without significant increase of houses and families in general, and it was quite outstanding in the case of ‘ban-chon(班村)’. Specialization of li occurred more dramatically in ban-chon than in ‘min-chon(民村)’, whereas increase rate of yangban was higher in min-chon than in ban-chon. This study examined original status of yangban's official-worker registered in Yaksu-li, Chidang-li, Sindap-li and Sangan-li of Nongso-myeon in the mid 18th C by means of family analysis. As a result, it was confirmed that upwardly move of non-yangban and expansion of yangban itself occurred simultaneously. The increase of yangban as time proceeded occurred in all four lis, however, degree and aspects of the increase varied with division of ban-chon and min-chon. In Yaksu-li and Chidang-li which were ban-chon, clan expansion of yangban occurred by adoption of ‘Yuhak’ of illegitimate descendents and by marriages. On the contrary, in Sindap-li and Sangan-li which were min-chon, clan specialization of New-hyangban immigrated from other regions and upwardly move of already existing middle class-commoner occurred simultaneously.

      • KCI등재

        디자인 실습과목의 e-learning 콘텐츠에서 상호작용성 향상을 위한 가상공간 적용방안 연구 - 시뮬라크르 관점에서 -

        윤지현 ( Ji Hyun Youn ) (사)한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.16 No.-

        Under the circumstance when a digital generalization and ubiquitous trend has been made rapidly, e-learning has been highlighted as a teaching method which has a significant possibility to be developed further with its strength transcending a time and space. This is focused on a change of human communication based on a network. It has such strengths that a constant learning system is available at any time and anywhere and a utilization of various multimedia is possible on the basis of latest technology. Still, due to its weakness such as no face-to-face nature, it has many problems in terms of diversity, immediacy, and reciprocal nature, etc. Subsequently, who were accustomed to a native nature of digital and a virtual space, to take part in actively with an easy use, interest and favorable impression, this research proposed a simulation of virtual space, there should be a learning environment to enhance an interaction. In this regard, as a way to provide a learning environment for a learner. In this regard, as a way to provide a learning environment for a learner, who were accustomed to a native nature of digital and a virtual space, to take part in actively with an easy use, interest and favorable impression, this research proposed a simulation of virtual space. To introduce a virtual space to provide an efficient learning environment which increased a reciprocal nature, e-learning contents environment, which is currently used, has been analyzed. Since there have not been many discussions on this research area, the research has been conducted on the basis of an analysis, questionnaire, and proposed model by collecting general theories rather than the existing data and opinions of experts, producers, and learners. As a result, a learning environment through a proposed simulation of virtual space has showed a sweeping dominant position since it is such an environment to enable more favorable impression and interest in comparison to the existing environment. In addition, it was possible to gain a conclusion that there could be a positive response to an introduction of virtual space, a possibility to a related application, and an improvement in terms of a reciprocal nature through it. Nevertheless, it was found out that it would be necessary to give guidance to an adjusting period and a manual to use, etc. with respect to a use of a virtual space, a different interface from the existing one. Especially in terms of a design course, in which a practice was important, an introduction of virtual space has been proved to enhance a degree of concentration on study and to be effective in improving an interaction by way of securing a diversity of practice by utilizing various multi-media. Further, a venue for information sharing and participation is formed by performing together a role of community as well as a space only for a study and overcoming a sense of isolation or passive attitude and gaining a sense of belonging. In so doing, a more efficient learning environment could be built. In respect of am educational environment, which is changing to be in line with the rapid change, ubiquitous and smart nature of human communication, an environment, which is effective in terms of improving a learning, can be realized and further developed by way of increasing an interaction of e-learning contents, which will be produced in a future on the basis of the result of this research.

      • KCI등재

        북한의 예술가 명예칭호 제도에 관한 연구 -음악·무용분야를 중심으로-

        윤지현 ( Ji Hyun Yoon ),윤현경 ( Hyun Kyoung Youn ),박은혜 ( Eun Hye Park ) 대한무용학회 2019 대한무용학회논문집 Vol.77 No.5

        This study aims to broaden an understanding about performing arts and the status of artists in North Korea, by analyzing the honorary titles for artists in the field of music and dance. It tries analyzing the present status of North Korean artists based on the yearbooks of literature and arts, that were published in North Korea from 1998 to 2018. The important artistic activities of North Korean artists are propagandas of political ideology and policies. The honorary titles of artists are given to reward for these achievements. It is difficult to find data on personal information and artistic innovations by the artists.

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