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      • KCI등재

        게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-

        이윤임,이대웅 한국정보통신학회 2022 한국정보통신학회논문지 Vol.26 No.7

        Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user’s activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services. 게임 산업은 지속적으로 성장하고 있지만 게임의 수명은 짧아지고 있다. 게임 서비스의 질을 향상시키는 활동은 게임의 수명을 늘리는 역할을 한다. 게임이 서비스되면 서버는 로그 정보를 저장하고, 이렇게 저장된 데이터는 사용자의 활동을 예측하는데 중요한 자료가 된다. 게임의 데이터는 많아지고 빅데이터로써 활용성이 높다. 이렇게 게임에 저장된 데이터를 분석하여 게임 서비스를 질을 향상시키고 더 나은 서비스를 진행하기 위한 게임 서비스 이슈 분석 절차를 제안하고, 이를 밸런스 테스트 프로세스로 적용하여 전문가 검토를 통해 검증하였다. 본 논문을 통해 로그 분석 프로세스를 적용한다면 게임 서비스의 질을 향상시킬 수 있는 기초 자료가 될 것이다.

      • KCI등재

        게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계

        이윤임,이대웅 한국게임학회 2019 한국게임학회 논문지 Vol.19 No.1

        This paper aims to improve teaching methods for changing the game-related department and game quality management classes of A university from theoretical to practical classes. The main goal is to design and develop a game play analysis system. The design and development of the game play analysis system enables the company to experience the overall process of game development that meets the requirements of the industry. Designs for systems that can improve understanding of game content by experiencing debugging to testing. 본 논문은 A대학의 게임관련학과 게임품질관리 수업을 이론수업에서 실습수업으로 변경하기 위한 교수법을 개선하고자 한다. 이를 위해 게임 플레이 분석 시스템을 설계하고 이를 학생들이 개발하는 것이 주요 목표이다. 게임 플레이 분석 시스템 설계를 수립하고 개발함으로서 산업체의 요구사항에 맞는 게임개발의 전반적인 프로세스를 경험할 수 있도록 한다. 이와 함께 학생들이 디버깅부터 테스팅까지 경험함으로서 게임 콘텐츠에 대한 이해를 향상시킬 수 있는 시스템에 대한 설계이다.

      • KCI등재

        Prognostic significance of respiratory quotient in patients undergoing extracorporeal cardiopulmonary resuscitation in Korea

        이윤임,Ko Ryoung-Eun,나수진,Ryu Jeong-Am,Cho Yang Hyun,양정훈,정치량,서지영 대한중환자의학회 2023 Acute and Critical Care Vol.38 No.2

        Background Respiratory quotient (RQ) may be used as a tissue hypoxia marker in various clinical settings but its prognostic significance in patients undergoing extracorporeal cardiopulmonary resuscitation (ECPR) is not known. Methods Medical records of adult patients admitted to the intensive care units after ECPR in whom RQ could be calculated from May 2004 to April 2020 were retrospectively reviewed. Patients were divided into good neurologic outcome and poor neurologic outcome groups. Prognostic significance of RQ was compared to other clinical characteristics and markers of tissue hypoxia. Results During the study period, 155 patients were eligible for analysis. Of them, 90 (58.1%) had a poor neurologic outcome. The group with poor neurologic outcome had a higher incidence of out-of-hospital cardiac arrest (25.6% vs. 9.2%, P=0.010) and longer cardiopulmonary resuscitation to pump-on time (33.0 vs. 25.2 minutes, P=0.001) than the group with good neurologic outcome. For tissue hypoxia markers, the group with poor neurologic outcome had higher RQ (2.2 vs. 1.7, P=0.021) and lactate levels (8.2 vs. 5.4 mmol/L, P=0.004) than the group with good neurologic outcome. On multivariable analysis, age, cardiopulmonary resuscitation to pump-on time, and lactate levels above 7.1 mmol/L were significant predictors for a poor neurologic outcome but not RQ. Conclusions In patients who received ECPR, RQ was not independently associated with poor neurologic outcome.

      • 스마트 무인기 연료계통 제트펌프 설계 및 성능예측에 관한 연구

        이윤권(Yoonkwon Lee),박설혜(Sulhye Park),이지근(Jeekeun Lee),이창호(Changho Lee),최희주(Heeju Choi),이수철(Soochul Lee),정재헌(Jeahun Jeong) 한국자동차공학회 2007 한국자동차공학회 지부 학술대회 논문집 Vol.- No.-

        This paper is concerned with the design and performance prediction of jet pumps for fuel system. The jet pump is important component to transfer the fuel between tanks in fuel supply system. However detailed design procedures for sizing the component of the jet pumps are known a little. In this paper the jet pump was designed according to the design procedure based on the theoretical analysis. For verifying the design results from the theoretical approach, the performance of the designed jet pump was predicted using a commercial analysis code and was verified through the experiment for the jet pump sizing with high performance. The flow ratio and pressure ratio were compared with target value and satisfied the demands in fuel supply system. Further research was carried out to obtain more conclusive information from various interference conditions and for improvement in performance.

      • KCI등재

        메타버스 기반 일본어 음성수업 실습 사례 연구

        이윤아(Lee Yun-A) 대한일어일문학회 2024 일어일문학 Vol.102 No.-

        This research focused on the potential for integrating the metaverse into the curriculum, in keeping with the educational orientation linked to enhancing the digital-based learning environment in the updated curriculum for 2022. To this end, we practiced using the metaverse in Japanese phonetic courses for students in the Japanese language education department at a universitys College of Education, with an emphasis on Japanese language education and the metaverse. As a result, learners quickly adapted to the metaverse. They were able to create creative problems by applying the platform on their own, rather than just following the instructors instructions, and were able to utilize the platform with more skillful manipulation. In addition, there was a high degree of interactivity among the learners, and the collaboration among the learners confirmed the suitability of the metaverse for collaborative projects. The learners survey results also showed a high level of satisfaction with the metaverse. The learners were not just interested in the metaverse, but they were able to understand the metaverse in a deeper way by creating their own problems, and they often felt a sense of accomplishment from creating the problems. The learners also recognized that the metaverse is essential for the future of education and teaching and learning. Its clear that metaverses are a technology that can play a very important role in education right now. Therefore, it is essential to support teachers training and infrastructure construction. It is necessary to continue research and development on the educational use of artificial intelligence and discuss how new technologies such as metaverse can be integrated into language education, based on a basic understanding of the platform, with learners and teachers alike.

      • KCI등재

        유비쿼터스 건축 공간 정보의 사용자 중심 동적 가시화 방법에 대한 연구

        이윤길(Lee Yung-Gil),최진원(Choi Jin-Won),임줌폰(Lertlakhanakul Jumphon) 대한건축학회 2009 대한건축학회논문집 Vol.25 No.9

        Technically-oriented architectural spaces today are getting complicated because the building contains a number of electronic facilities and complex structures. Furthermore, the advent of the ubiquitous environment enabled the building to provide various services to users and accelerated the importance of architectural visualization as problem-solving and communicating tools. It is recommended that architectural visualization has been more intuitive and effective to support the design decision and collaboration. In this manner, this paper intends to define the role of current architectural visualization with considerations of previous research and related works in the practical field and proposes the appropriate method of architectural visualization. Also, in order to evaluate our idea, we recommend a prototype system based on dynamic and semantic representation with avatars. It is a kind of simulator for the design of ubiquitous smart space and can deliver users the better comprehension in how technological oriented space will be constructed and utilized.

      • 장애인 보건복지체계 현황과 정책방안

        이윤 남서울대학교 1999 남서울대학교 논문집 Vol.5 No.-

        In Korea, there were 1.05 million disabled persons as of 1995, composing 2.35% of the total population. Unlike the past, nowadays the number of people born with disability has decreased, whereas the number of people with disability due to car or industrial accidents and number of the elderly who have become disabled due to age related disease are on the rise, under theses circumstances the government has devised welfare policies for disabled. The main objection of welfare for the disabled is to achieve a complete social integration of the disabled through activation their social participation and providing them equal opportunities, but nowadays with continued economic growth, most of the disabled persons' parents and the disabled want more various measures which enable person with disabilities to support themselves. The major concern for this research is to discuss and to offer some solutions to bring the effectiveness of disability health and welfare system over the government policy for the disabled through analyzing the characteristics of the disabled and policy issues and examining attitudes of the disabled persons' parents in the disability welfare policy. As a result of survey, the rate of respondents showed 176 persons who have the disabled child and was rated about 43%. The respondents' attitudes of the government policy for the disabled were negative in most of questionnaire items. They thought that Government did not provide a comprehensive welfare policy for disable persons due to the indifference of policy maker and the shortage of budget. According to the this research, we suggest that various measures for the disabled were devised or improved as fellows the implementation of the revision of the Disability Health & Welfare System and the Law for Welfare of Disabled Persons: (1) measures for the prevention of disabilities; (2) measures for the income security; (3) measures for the stabilization of their livelihood to maintain their housing and to install convenience facilities; (4) measures for the disabled to be respected as a human being and to participate in society. Korea in moving toward a welfare society in which all citizens shall be assured of human worth and dignity. In this context, it might be hoped that a better society for all including disable persons will be created by means of economic growth in near future.

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