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      • KCI등재

        공중보건 위기대응을 위한 예방접종피해 국가보상 제도의 개편 방향

        이은솔 ( Lee¸ Eun Sol ) 고려대학교 법학연구원 2021 고려법학 Vol.- No.102

        코로나19와 같이 국민의 생명·신체를 위협하는 감염병의 대유행은 국가적 차원의 대응이 필요한 공중보건 위기에 해당한다. 공중보건 위기를 극복하기 위한 핵심적 수단은 공동체의 집단면역을 형성할 수 있는 백신으로, 백신의 신속한 개발과 안정적 공급을 확보하고 많은 국민들이 백신을 접종할 수 있도록 권장하는 정책이 요구된다. 그러나 우리나라의 예방접종피해 국가보상 제도는 공중보건 위기 상황의 특수성이 반영되지 않고 일원적으로 운영되어 보상 심의기준, 보상 범위 및 백신 제조업자 등의 면책권 수용에 한계가 있으며 위기대응 수단으로서 적절하지 않다. 이에 기존 제도를 이원화하여 ‘공중보건 위기대응 예방접종피해 국가보상제도’을 도입할 필요성을 제기하였다. 동 제도가 적용되는 경우 첫째, 다른 원인에 의해 중증 이상반응이 발생했음이 명백한 경우가 아닌 한 접종자에게 보상이 지급되어야 하고, 둘째, 유족과 피해자의 생활 영위에 실질적 도움을 줄 수 있도록 연금 보상을 추가하는 등 기존 보상범위가 조정되어야 하며, 셋째, 피해자가 이상반응에 대한 손해배상을 백신 제조업자 등에게 청구하기 이전에 반드시 국가보상을 먼저 신청하도록 하고, 고의나 중과실이 없는 제조업자 등에 대해서는 법적 책임을 면제하여야 한다. 한편 미국은 ‘공중보건 비상사태 대비법(Public Readiness and Emergency Preparedness Act)’에 따라 관련자를 면책하고 별도의 보상체계를 채택하여 공중보건 위기에 대응하기 위한 제도를 운영하고 있으나, 코로나19와 같은 경우 피해자에 대한 보상이 실제로 이루어지기 힘든 한계를 보이고 있다. 우리나라에서는 국가의 국민에 대한 백신 이상반응 관련 보상 책임을 강화하는 대신, 백신 제조업자 등이 부담할 가능성이 있는 법적 책임을 일정 범위에서 면제하여 공중보건 위기상황에 효율적으로 대응하고 신속하게 극복하기 위한 법제가 마련되기를 바란다. A pandemic disease such as COVID-19 is a public health emergency requiring national response. It is critical for each country to accelerate vaccine development, achieve stable supply of vaccines and recommend vaccination in that vaccines protect communities by inducing population immunity. However, the National Vaccine Injury Compensation of Korea do not differentiate a public health emergency from non-emergency situations; the program has limitations regarding causality criteria, range for compensation, liability immunity of vaccine manufacturers and etc. Therefore, the 'Public Health Emergency Response National Vaccination Compensation Program' needs to be instituted. Under the Program, ⅰ) patients severely injured after vaccination should be able to receive national compensation in all circumstances except in the cases concluded as 'definitely not related', and ⅱ) lawsuits against entities and individuals involved in the development, manufacture, use and etc. of vaccines are needed to be limited unless intentional unlawful act or gross negligence is presumed and an injured person fails to receive national compensation. A legislative system distinct from non-emergency situations is required to cope with a public health emergency promptly and efficiently.

      • SCOPUSKCI등재

        Department of High and Applied Mathematics, Odessa National Maritime University with an Educational Telescope System

        Eunsol Kim,Yong Ha Kim,Ik-Seon Hong,Jaehyung Yu,Eungseok Lee,Kyoungja Kim 한국우주과학회 2015 Journal of Astronomy and Space Sciences Vol.32 No.2

        At the suggestion of the NASA Meteoroid Environment Office (NASA/MEO), which promotes lunar impact monitoring worldwide during NASA’s Lunar Atmosphere and Dust Environment Explorer (LADEE) mission period (launched Sept. 2013), we set up a video observation system for lunar impact flashes using a 16-inch educational telescope at Chungnam National University. From Oct. 2013 through Apr. 2014, we recorded 80 hours of video observation of the unilluminated part of the crescent moon in the evening hours. We found a plausible candidate impact flash on Feb. 3, 2014 at selenographic longitude 2.1° and latitude 25.4°. The flash lasted for 0.2 s and the light curve was asymmetric with a slow decrease after a peak brightness of 8.7 ± 0.3 mag. Based on a star-like distribution of pixel brightness and asymmetric light curve, we conclude that the observed flash was due to a meteoroid impact on the lunar surface. Since unequivocal detection of an impact flash requires simultaneous observation from at least two sites, we strongly recommend that other institutes and universities in Korea set up similar inexpensive monitoring systems involving educational or amateur telescopes, and that they collaborate in the near future.

      • The affective effect of ambient LED lighting for relaxation and working contexts

        Eunsol Lee,Mokryun Baik,Hyeon-Jeong Suk (사)한국CDE학회 2010 한국CAD/CAM학회 국제학술발표 논문집 Vol.2010 No.8

        Despite technical advances and economical advantages of LED lighting, there has been little research on how affective it is to the humans. In this study, we address the affective effects of ambient LED lighting, focusing on relaxation and working contexts. We conducted two empirical studies with 19 subjects and investigated whether ambient lighting colors facilitated by LED affect comfort or cognitive performance. In experiment I, we recorded Electrocaridigraph and asked the subjects to rate the emotional characteristics of the lighting. The results showed that nuanced lighting colors were more appropriate than saturated colors in terms of making the subjects feel relaxed. However, based on the ECG data, we found that blue lighting was an exception in that the subjects felt more relaxed under saturated blue lighting. In experiment II, we analyzed the ratio of Sensory Motor Rhythm and Mid-Beta waves collected while the subjects worked on two types of cognitive tasks, arithmetic and geometry questionnaires. We have not yet drawn any conclusions as to whether certain colors of ambient lighting helped the subjects focus on the tasks more efficiently. Instead, we observed that the subjects’ right brain showed twofold higher activation when they were solving geometry questionnaires.

      • Finding the best color of ambient lighting for an attentive task

        Eunsol Lee,Hyeon-Jeong Suk 한국색채학회 2011 한국색채학회 학술대회 Vol.2011 No.10

        The purpose of this research is to investigate users" emotional reaction to the lighting color when they conduct their attentive tasks. We presented nine different ambient lighting colors in the following experiment. Those colors were black (All ambient lightings were switched off.), red, orange, yellow, green, cyan, blue, purple and white, and they were shown while the participants were paying attention to the given task, " Sudoku". Under the highly attentive circumstance, we measured the effect of lighting colors on the participants particularly in three different aspects: visceral level, behavioral level and reflective level using Electroencephalograph (EEG) and Electrocardiograph (ECG) for visceral level measurement, Sudoku test for behavioral level measurement, and survey questionnaire for reflective level measurement respectively (N=20). Based on the empirical results, neither in visceral level nor behavioral level, we did not find any statistically significant influence of color of ambient lighting on participants (p> 0.05, Oneway ANOVA with Repeated Measurement). However, on reflective level, participants distinguished the quality of color of the ambient lightings (p< 0.05, Oneway MANOVA with Repeated Measurement) by choosing white ambient lighting as the best for studying and black as the best for immersion. In general, positively correlated relationship was found among the five criteria: preference, acquaintance, naturalness, suitability for studying, and suitability for immersion.

      • Thumbnail Image Design to Grab Views in Online Video Platform : Evidence from YouTube

        Eunsol Cho,Jiyong Eom,Daegon Cho 한국경영정보학회 2019 한국경영정보학회 학술대회논문집 Vol.2019 No.11

        Thumbnail image is one of the most common forms of video visualization used in online video platforms that let viewers to catch a glimpse of the content before watching the whole video. In recent years, leading online video platforms have adopted the feature of custom thumbnails with which video creators can actively generate or edit images to promote the content. Although prior literatures have revealed visual presentation to significantly influence human attention and purchase decisions, there has been little to no empirical study on whether and which visual features of a video thumbnail are effective in driving more views. In this paper, we conduct an exploratory study on the effect of thumbnail images on video views with a rich data set from the largest video-hosting platform, YouTube. Based on image features extracted from machine-learning models, thumbnail design factors associated with the video views are identified using fixed-effect models.

      • A Long-Term Comparative Study on Macrolepidoptera Diversity in Three Types of Vegetations from Worak-san [Mt.] in 2009

        Eunsol Lee,Hyungjin Park,Seongkyun Lee,Seulki Kim,Jung Min Han,Taeho Kim,Chang gi Hong,Soowon Cho 한국응용곤충학회 2010 한국응용곤충학회 학술대회논문집 Vol.2010 No.05

        With the help of KLTER/ME and KLPS in Woraksan, we have surveyed monthly diversity and seasonal prevalence of Macrolepidoptera in Wol-ak-san [Mt.] for the period of five months from May to September since 2005. Since 2007, to reduce variation, we chose two monitoring points, instead of one, for each of the three representative vegetations: Quercus mongolica-, Quercus variabilis- and Pinus densiflora-formations, abbreviated as QM, QV and PD, respectively, and collected exclusively larger moths with bucket-type of light traps for quantified survey. In 2009, as a result, QV showed higher species diversity and specimen number than QM or PD although the differences between QV and QM are subtle. The number of individuals collected may not be a good indicator, e.g., Idaea biselata collected in QM in June was over 200 in 2007, which is more than twice the number of specimens in all other sites per month, while the number in 2008 was dropped to only 10 specimens. In 2009, they became a dominant species again, showing biennial dominancy trend. It also seems that we are experiencing major decline of specimen numbers: 651 specimens collected in 2009 while 874 specimens collected in 2008, which was already a big reduction compared to over 2500 specimens in 2007

      • KCI등재

        Multisensory based AR System for Education of Cultural Heritage

        Eunsol Jeong(정은솔),Jeong-eun Oh(오정은),Haeyeon Won(원해연),Jeongmin Yu(유정민) 한국컴퓨터정보학회 2019 韓國컴퓨터情報學會論文誌 Vol.24 No.11

        본 연구에서는 문화유산 교육을 위한 다중 감각 (시각 · 청각 · 촉각) 지원 기반 증강현실 시스템을 제안한다. 제안된 시스템에서는 3D프린트 된 유사유물 모델을 AR 타깃으로 활용하고, 증강하는 가상객체에는 실제유물 기반으로 구현된 3D그래픽을 매핑한다. 사용자는 3D프린트 된 모델의 촉감을 느끼면서 AR유물학습을 진행할 수 있어 다중 감각을 통한 상호작용을 경험하게 된다. 기존 문화유산 교육 시스템과 비교했을 때 본 시스템은 시각 및 청각뿐만 아니라 촉각을 제공하는데 중점을 두고 설계되었다. 또한 이 시스템은 3D모델을 사용하여 직접적인 상호작용을 제공하여, 주로 휴대전화와 태블릿의 2D 디스플레이에 터치 또는 클릭 모션으로 상호작용하는 기존 시스템보다 훨씬 사실적인 경험을 주도록 구성되었다. 사용자 테스트 결과에 따르면 본 유물교육시스템은 사용자에게 우수한 현존감 및 학습 몰입감을 제공하였으며, 타깃의 사용성 평가에서는 본래 유물과 모양이 유사한 3D 프린트 된 타깃의 사용성이 가장 좋게 평가되었다. In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

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