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        검색결과 13

        1.
        2019.07 구독 인증기관 무료, 개인회원 유료
        With the increased interest in drone racing throughout the past decade, understanding the needs of the consumers will be critical in making key business decisions. This study explores the change in opinions and emotions of the online community to determine the sentiment and key themes surrounding drone racing.
        3,000원
        2.
        2018.07 구독 인증기관·개인회원 무료
        Today, hundreds of millions of people spectate eSports. eSports fans are spending their time watching live internet broadcasts, referred to as streams, on platforms such as YouTube and Twitch. With the high levels of interaction and the live-broadcasting nature, eSports streaming consumption lead to a significant effect on eSports industry (Sjöblom & Hamari, 2017). As a result, eSport has been growing definitely as a viable spectator sport (Bornemark, 2013). In the line with it, drone racing is gaining popularity as a sport type where players control drones, typically radio-controlled aircrafts equipped with cameras, by wearing head-mounted displays (HMD) showing the live stream camera feed of first person view point from the drones. Recently, drone racing has been recognized as a new type of eSports since it involves digital communication technology, specifically virtual reality (VR) technology, and cutting edge computing and control engineering to produce aircrafts that are capable of speeds in excess of 150 Kilometer per hour and acceleration as fast as F1 cars. In essence, drone racing combines VR gaming with real world action to create a new genre, Mixed Reality Sports. The uniqueness of drone racing comes from the first person perspective. Due to first person view display glasses, pilots immerse into their drones; they experience the feeling of sitting on the nose of the drone. Furthermore, the immersive experience can be shared with the spectators through the first person view video that the pilots see. Drone racing provides its spectators this type of unique immersive experience, but the problem is that spectators of first person view drone racing can easily get motion sickness/VR sickness. Moreover, spectators can easily miss out on what is happening and thus need some structure to the experience (Hemb, 2017). A proper system is needed to provide unprecedented immersive experiences to them and VR technology can provide more optimal views for spectating drone race. However, there are only a few studies on what drone racing spectators want to see and how they enjoy VR content of drone racing. Therefore, the goal of this study is to assess and evaluate drone racing spectating. A series of spectating modes (mirroring, 3D and VR) is assessed in a series of experiments and user testing sessions to determine the preferred mode for spectating drone racing VR content and analyze the relationships between spectating modes and level of audience immersion and presence.
        3.
        2017.07 구독 인증기관 무료, 개인회원 유료
        Driven by the ability to interconnect with key modern trends of healthcare and fitness, wearable devices are attracting significant level of interest from sports industry marketers. Wearable devices are the new electronic technology equipped with sensors, internet connections, processors, and operating systems and used external to the body, either attached as an accessory or embedded in clothes (Li, Wu, Gao, & Shi, 2016; Raskovic, Martin, & Jovanov, 2004; Yang, Yu, Zo, & Choi, 2016). As fully functional, self-contained electronics, wearable devices allow users to access information measured anytime and anywhere. According to ABI Research (2016), the global wearable device shipments will increase from 202 million in 2016 to more than 501 million by 2021. Specifically, market reports show that wearable fitness trackers have dominated the consumer market for wearable devices by accounting 85% of the wearable technology market in 2016 (International Data Corporation, 2016). A wrist-worn type of wearable fitness devices is the most popular but chest worn type, apparel, and other types (e.g., clip-on, ear-worn, etc.) of wearable devices are also used for fitness tracking. Wearable fitness devices analyze accumulated data of the users’ physical activity as well as provide the health and fitness status in real time. Studies on behavior change through wearable technology showed that feedback based on accurate and insightful analysis could lead long-term use of wearable devices (Fritz, Huang, Murphy, & Zimmermann, 2014; Patel, Asch, & Volpp, 2015). In this regards, smart applications linked to wearable fitness devices are widely used. As electronics IT products and services are recognized as an instance of fashion objects, many studies on the user acceptance of the products and services have focused on the importance of product design and visual attractiveness (Cyr, Head, & Ivanov, 2006; Tzou & Lu, 2007). However, little research has been done on user acceptance and behaviors of wearable fitness devices and smart applications linked to the devices focusing on the effect of the design aesthetics. Thus, the current study seeks to better understand the relationship between design aesthetics and the extended technology acceptance model (TAM) including perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, this study seeks to explore the synergistic effect of visual attractiveness of the smart applications linked to them on adoption process of wearable fitness devices and the related services. The definition of fashion is “a way of behaving that is temporarily adopted by a discernible proportion of members of a social group because that chosen behavior is perceived to be socially appropriate for the time and situation (Tzou & Lu, 2009, p. 312- 313).” A fashion object has some unique characteristics including styling, aesthetics, ego gratification, etc. and is perceived to be newer, more novel, more aesthetic or even more attractive than other choices (Tzou & Lu, 2009, p. 313). As iPhone and iWatch have changed the market trends of IT products and services, it is significant that consumer electronics products with visually attractive design are more likely dominate the market and consumers’ willingness to pay is high. As a fashion technology, the most popular type of wearable fitness devices is a bracelet that users can wear on their wrist. Users wear fitness devices 24/7 to track their physical activity to gain information for healthcare and fitness practice. Specifically, wearable fitness devices track physical activity, such as workout time and intensity, steps taken, calories burned, and even sleep patterns. By quantifying users’ behaviors, the devices can educate and motivate individuals to improve their health and fitness practices (Patel et al., 2015). Considering IT products as fashion technology, many studies on user acceptance of new technology show the importance of product design and attractiveness. Researchers found that the sensory experience of information technology as well as physical electronics products determined users’ perceived usefulness, perceived ease of use, and perceived enjoyment (Childers et al., 2001; Cyr et al., 2006; van der Hdijden, 2003). However, few studies have tested the effect of aesthetics factor on the wearable fitness device adoption process. Thus, this study defines design aesthetics as an aesthetic product design expressed through shapes, colors, and materials and user interfaces of wearable fitness devices (Yang et al., 2016) and examines the effect of design aesthetics on ergonomic conceptions such as perceived usefulness and ease of use and an emotional factor, perceived enjoyment. In addition, this study focuses on the synergistic effect of design aesthetics of a smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. The devices collect users’ physical activity data 24/7 and transfer the data to a smart application linked to them, either through wireless Bluetooth syncing or plugging the device into users’ smartphone or PC. Then, the application provides useful feedback by informing the users their goals, progress, and the results of activity. Visual attractiveness of a wearable device defined by Yang et al. (2016) included an aesthetic product design expressed through the wearable device as well as through mobile applications linked to the device. However, the function and presentation of a wearable device itself and a smart application linked to the device are different. Simply, the wearable device is a hardware and the smart application is a software. To fully understand the role of a wearable fitness device which is physically presented on users’ body and a smart application linked to the device which requires more information visualization, this study examines the effects of design aesthetics of a wearable fitness device and the smart application linked to the device separately on the model of wearable fitness device and service acceptance. Introduced by Davis (1989), the TAM provides a framework for understanding the likelihood that individuals will adopt a new technology. The TAM postulates that two key factors predict a technological acceptance: perceived usefulness and perceived ease of use. Defined as “the degree to which a person believes that using a particular system would enhance his or her performance (Davis, 1989, p. 320)”, perceived usefulness describes the value users believe they could find in a wearable fitness device. Meanwhile, perceived ease of use is “the degree to which a person believes that using a particular system would be free of effort (Davis, 1989, p. 320).” According to the model, perceived usefulness and perceived ease of use combined to develop behavioral intentions which in turn lead to the adoption of a technology (Davis, Warshaw, & Bagozzi, 1992, p. 660). Regarding IT products and services adoption, researchers consistently found the positive relationship between perceived usefulness and behavioral intention to adopt a new form of technology. Zaremohzzabieh et al. (2015) found a positive relationship between perceived usefulness and behavioral intention to adopt a new form of information communication technology. Lunney, Cunningham, and Eastin (2016) examined factors affecting the adoption of wearable fitness trackers found that perceived usefulness was the key factor that influenced attitude and use. Furthermore, perceived ease of use was a direct determinant of usage behavior. Researchers have agreed that perceived ease of use also a key determinant of intention to use technology (Bhattacheijee & Hikmet, 2008; Lunney et al., 2016; Tzou & Lu, 2009; van der Heijden, 2003). In addition to the original TAM model, researchers have enhanced the model by including a hedonic component of enjoyment in the adoption of IT products and services (Childers, Carr, & Carson, 2001; Cyr et al., 2006; Dabholkar & Bagozzi, 2002). Davis et al. (1992) included perceived enjoyment in TAM defining it as “the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated (p.1113).” Researchers found the positive relationship between perceived enjoyment and use of technology (Cyr et al., 2006; Teo, Lim, & Lai, 1999; van der Heijden, 2003).This study investigates the antecedents, moderator and consequences of wearable fitness device and service acceptance considering them as fashion technology. With empirical analysis, the results will provide interesting insights and suggestions. First, findings will show the effect of design aesthetics on ergonomic conceptions (i.e., perceived usefulness and perceived ease of use) and an emotional factor (i.e., perceived enjoyment). This indicates that IT products are not purely results of engineering advances but be recognized as an instance of fashion objects (Tzou & Lu, 2009). Second, this study focuses on the synergistic effect of design aesthetics of smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. Findings in the analysis of the effect of design aesthetics of the application and its adoption will provide deeper understanding on users’ wearable fitness device adoption by indicating overall service jointly influences users’ behavior. This study will provide useful insights and evidences to sports marketing managers how consumers make choices, how manufacturers should design services as well as hardware parts in the future.
        3,000원
        4.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research was performed to confirm the four emotional eating types and examine the differences in BMI, ego resilience, and the level of college adaptation among those types. The total of 485 Korean college students (male 249, female 236) participated in this study. The main results were as follows, First, the emotional eating types were divided into four types based on positive emotional eating and negative emotional eating, and the type of more - eating with positive emotion and less? eating with negative emotion was the largest one among all the types. Second, there were no significant distinctions on frequency between emotional eating types and BMI. Third, individuals with less - eating for both positive and negative emotions showed the highest ego resilience level, whereas those with more - eating for both positive and negative emotions showed the lowest. Fourth, individuals with less - eating for both positive and negative emotions showed the highest score in the level of adaptation in college whereas those with more - eating for negative emotion and less - eating for positive emotion showed the lowest. Limitations of the present study and suggestions for future research were discussed.
        4,600원
        5.
        2016.06 구독 인증기관 무료, 개인회원 유료
        In the present study, we evaluated the effect of CGM on osteogenic differentiation of cultured osteoblasts, and determined whether combination treatment with LLLT had synergistic effects on osteogenic differentiation. The results indicated that CGM promoted proliferation, differentiation, and mineralization of osteoblasts at the threshold concentration of 10 μg/ml; whereas, CGM showed cytotoxic properties at concentrations above 100 μg/ml. ALP activity and mineralization were increased at concentrations above 10 μg/ml . CGM in concentrations up to 10 μg/ml also increased the expression of osteoblast-activated factors including type I collagen, BMP-2, RUNX2, and Osterix. The CGM (50 μg/ml) and LLLT (80 mW for 15 sec) combination treatment group showed the highest proliferation levels, ALP activity, and mineralization ratios. The combination treatment also increased the levels of phosphorylated forms of p38, ATF2, PKD, ERK, and JNK. In addition, the osteoblast differentiation factors including type I collagen, BMP-2, RUNX2, and Osterix protein levels were clearly increased in the combination treatment group. These results suggested that the combination treatment of CGM and LLLT has synergistic effects on the differentiation and mineralization of osteoblastic cells.
        4,000원
        6.
        2016.03 구독 인증기관 무료, 개인회원 유료
        OSCC is currently the most common malignancy of the head and neck, affecting tens of thousands of patients per year worldwide. Natural flavonoids from plants are potential sources for novel anti-cancer drugs. Icariin is the active ingredient of flavonol glycoside, which is derived from the medical plant Herba Epimedii. A metabolite of icariin, icariside II exhibits a variety of pharmacological actions, including anti-rheumatic, anti-depressant, cardiovascular protective, and immunomodulatory functions. However, the exact mechanism causing the apoptosis-inducing effect of icariside II in OSCC is still not fully understood. In the present study, we assessed the anti-cancer effect of icariside II in OSCC cell lines by measuring its effect on cell viability, cell proliferation, and mitochondria membrane potential (MMP). Icariside II treatment of OSCC cells resulted in a dose- and time-dependent decrease in cell viability. Hoechst staining indicated apoptosis in icariside II-treated HSC cells. Icariside II inhibited cell proliferation and induced apoptosis in HSC cells, with significant increases in all present parameters in HSC-4 cells. The results clearly suggested that icariside II induced apoptosis via activation of intrinsic pathways and caspase cascades in HSC-4 cell lines. The collective findings of the study suggested that Icariside II is a potential treatment for OSCC; in addition, the data could provide a basis for the development of a novel anti-cancer strategy.
        4,000원
        7.
        2013.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문에서는 페러데이 법칙을 이용한 진동발전 장치를 지하철의 자갈도상과 콘크리트 도상의 분류에 따른 기전력 량을 분석 하였다. 지하철 2호선 서초~방배 구간의 자갈도상에서 콘크리트 도상 변경으로 동일한 전동차 운행속도로 동일 구간에서 차량운행에 의한 동특성을 분석하고 진동력발전 장치를 이용해 얻어질 수 있는 기전력 량을 분석하였다. 또한 페러데이의 법칙에 의한 유도 기전력 식에 의한 계산 기전력 량과 발전 장치에 의한 관측 기전력 량을 베이지안 회귀 분석 및 상관분석을 통하여 철도에 적용되는 모델에 대한 신뢰구간과 모델식을 각 도상별로 업데이팅하였다. 수정된 식을 이용한 기전력은 한 개의 진동발전 장치 당 콘크리트 도상에서 4mV, 자갈도상에서는 40mV의 전력을 얻을 수 있다.
        4,000원
        8.
        2021.02 KCI 등재 서비스 종료(열람 제한)
        목적: 본 연구는 축구 경기력 결정 심리요인(이하 PFaFP)을 추출해 구조 및 중요도를 산출하고, 선행연구(윤영길, 2004)와 비교하여 시간 경과에 따른 PFaFP의 변화를 검토할 목적으로 진행하였다. 방법: 본 연구에서는 개방형설문 104명, 탐색적요인분석 223명, 확인적요인분석 179명, 계층분석 18명 등 총 524명을 대상으로 설문을 진행하 였다. 수집한 자료는 귀납적범주화, 탐색적요인분석, 확인적요인분석을 진행해 요인구조를 검증하고, 계층분석을 통해 중요도를 산출하였다. 도출된 PFaFP의 구조와 중요도를 선행연구(윤영길, 2004)와 비교해 시간 경과에 따른 변화를 탐색하였다. 결과: 첫째, PFaFP는 펀더멘틀, 경기지능, 정서조절, 소통역량으로 구조화되었다. 펀더멘틀은 투지, 의욕, 자신감, 집중력을 하위요인으로, 경기지능은 학습능력, 분석력, 창의성, 실천지능을 하위요인으로, 정서조절은 불안감조절, 압박감조절, 부담감조절을 하위요인으로, 소통역량은 동료소통, 지도자소통, 컨디션을 하위 요인으로 구성된다. 둘째, PFaFP의 상대적 중요도는 실천지능, 자신감, 집중력, 학습능력, 불안감조절, 컨디션, 창의력, 분석력, 부담감조절, 투지, 지도자소통, 동료소통, 압박감조절, 의욕 순으로 나타났다. 셋째, PFaFP의 구조에서 펀더멘틀과 경기지능 요인은 유지되었으나 동기와 정신력 요인은 삭제되고, 정서조절과 소통역량 요인은 추가 탐색되었다. 넷째, PFaFP의 중요도에서는 펀더멘틀 요인의 중요도는 유지되고, 경기지능 요인의 중요도가 증가하 였다. 한편 소통역량과 정서지능의 등장과 경기지능 요인의 중요도 증가는 대한민국 축구 환경의 변화, 사회문화 적 변동과 관련될 개연성이 있다. 결론: 시간의 경과에 따라 PFaFP와 하위요인의 구조와 중요도가 변화하고 있다. 축구 환경의 변화나 사회적 변동이 스포츠 현장에 반영되어 경기력 결정 요인으로 구체화되고 있다. 본 연구가 내용 중심으로 진행되고 있는 경기력 결정 심리요인 논의를 시간의 경과로 확장시키는 계기가 되기를 기대해 본다.
        9.
        2019.09 KCI 등재 서비스 종료(열람 제한)
        When problems occurred in the unstable and/or extreme terrain environment, formal field-driving robots were unable to provide any other options such as the transformation of the wheel and body structure, and so on. For such reason, this paper proposed a novel type of integrated wheel mechanism that can be operated as a conventional driving wheel mode and hybrid wheel-leg mode in order to be negotiated in an unstable terrain environment. The mechanical effect of the proposed variable wheel mechanism was analyzed considering the geometric constraint and power requirement of the actuator for the transformation. In addition, we designed and manufactured the prototype of field-driving robot, which reliably control the variable wheel shape. Finally, the effectiveness of the variable wheel mechanism was verified by preliminary experimental approach.
        10.
        2019.07 KCI 등재 서비스 종료(열람 제한)
        국가 주요 시설물의 안전점검 업무가 일원화됨에 따라 업무 효율성과 전문성 강화 등의 효과가 기대되고 있다. 세계적으로 시설물의 물리적⋅기능적 결함을 초기에 발견하는 외관조사의 중요성이 강조되고 있다. 이에 본 연구에서는 기존 외관조사 방법의 문제와 한계를 극복하기 위해 시설물 안전점검을 위한 E-PAD기반 상태평가 시스템을 개발하였다. 본 시스템은 시설개요, 작업목록, 외관조사, 결함표로 구성되어 있으며, 현장에서 외관조사망도를 다운받아 조사된 손상 및 정보를 입력하고, 평가 등급을 확인할 수 있다. 본 시스템의 검증을 위해 교량 10개소에 대한 외관조사 데이터를 입력하여 기존 안전등급을 비교하였다. 그 결과 시스템에서 산출된 안전등급과 기존 안전등급이 동일한 것으로 확인되었다. 또한 AHP기법을 통해 타당성 분석 결과 기존 방법 대비 기능 10%증가, 비용 36%감소, 가치 30%증가한 것으로 분석되었다. 따라서, 시설물 관리 수준 향상을 위해 체계적인 데이터 구축 및 정보 분석을 위한 시스템으로 기여할 것으로 기대된다.
        11.
        2019.03 KCI 등재 서비스 종료(열람 제한)
        한반도는 지형학적 요건으로 인하여 태풍과 관련된 재난이 매년 발생하여 막대한 피해를 유발하고 있다. 태풍 내습시 폭풍해일과 집중호우가 동시에 발생한다면 해안지역의 침수피해는 더욱 증가할 것으로 사료된다. 이러한 관점에서 태풍과 폭풍해일의 상호의존성을 정량적으로 규명하는 것은 해안지역의 재해분석에 필수적이다. 본 연구에서는 Bayesian 기법을 기반으로 절점기준을 초과하는 임계값의 초과확률을 산정하기 위하여 Poisson 분포와 Generalized-Pareto 분포를 이용한 Poisson-GP 폭풍해일 빈도해석 기법을 개발하였다. 본 연구를 통하여 개발된 Poisson-GP 폭풍해일 빈도해석 기법은 설계해수면의 불확실성을 정량적으로 제시하였으며 해안지역의 폭풍해일 관련 방재기술 향상에 기여할 것으로 판단된다.
        12.
        2017.10 KCI 등재 서비스 종료(열람 제한)
        기존의 예인식으로 운용하는 사이드스캔소나의 경우 조사 시 사용자가 원하는 단면 조사에 어려움이 있어 수중구조물 전동 지그가 개발되었지만, 전동지그를 사용한 음파촬영방법의 경우 보트와 소나가 일체 거동하기 때문에 파랑에 의한 보트 롤링현상, 보트운전자의 운용미 숙 등으로 인한 음파영상의 흔들림발생 등 , 작업환경에 따른 여러 가지 문제로 인하여 데이터의 왜곡이 발생하였다. 따라서 본 연구에서는 기존 사이드스캔소나의 수중조사를 위한 장비운용 시 발생하는 영상의 흔들림을 해결하기 위해, 흔들림 보정센서를 부착하고 흔들림 보정 알고리즘 을 개발하여 흔들림보정이 가능하도록 프로그램을 보완하였다. 또한, 소나 데이터 해상도의 향상 정도를 검증하기 위하여, 현장조사를 통해 흔 들림 보정 전‧ 후 음파영상을 수집하고 손상 의심부에 잠수사를 투입하여 실제 손상길이 및 수심을 측정하여 취득한 음파영상 데이터의 분석을 수행하였다. 본 연구는 향후 사이드스캔소나를 활용한 구조물의 수중부 및 하상면 음파영상 촬영기법의 발전에 기여할 것으로 판단된다.