년 - 년
자동화 수집 도구 n8n과 Make의 성능 및 활용 비교 분석 연구 KCI 등재후보
한국융합학회 미래기술융합논문지 제4권 제5호 2025.10 pp.35-40
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4,000원
오늘날 디지털 환경에서는 반복적 데이터 수집 및 처리를 자동화하는 워크플로우 도구의 중요성이 점점 커지고 있다. 본 연구는 대표적 자동화 수집 도구인 n8n과 Make를 대상으로, 구글시트를 활용한 키워드 기반 데 이터 수집 및 변환 실험을 수행하였다. 실험 과정은 키워드 입력, HTTP 요청, HTML 변환, 구글시트 업데이트로 구성되었으며 두 도구의 성능과 사용성을 비교·분석하였다. n8n은 오픈소스 기반의 확장성과 자유도를 제공하지 만, 설정 복잡성과 오류 처리 난이도가 한계로 나타났다. Make는 직관적인 인터페이스와 안정적인 실행 환경을 제공하지만, 유료 정책에 따른 활용 제약이 확인되었다. 이러한 분석 결과는 연구 목적과 환경에 따라 두 도구를 선택하거나 병행 활용할 수 있는 근거를 제공한다. 향후 본 연구는 데이터 자동화 생태계에서 효율적 도구 활용 전략 수립과 관련 연구 확장에 기여할 것으로 기대된다.
In today’s digital environment, workflow tools that automate repetitive data collection and processing are becoming increasingly important. This study conducted an experiment using two representative automation tools, n8n and Make, focusing on keyword-based data collection and transformation with Google Sheets. The experimental process consisted of keyword input, HTTP request execution, HTML conversion, and Google Sheets update, followed by a comparative analysis of performance and usability. n8n demonstrated strong extensibility and flexibility as an open-source platform but showed limitations in configuration complexity and error handling. Make provided a more intuitive interface and stable execution environment, though its subscription-based pricing structure imposed practical constraints. The findings suggest that the choice or combined use of these tools can be optimized depending on research purposes and operational environments. This study is expected to contribute to the development of effective strategies for tool adoption and further research in the field of data automation.
Make Your Brand Move! - Effects of Animated Brands in a Mobile Game on Consumer Responses
[NRF 연계] 한국언론학회 Asian Communication Research Vol.14 No.1 2017.06 pp.84-109
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This study examined the effects of animated vs. non-animated brand placed in a mobile game on brand recall and attitudes toward the game and the brand, and tested the mediating role of attitudes toward the game. Findings demonstrated that the use of animated brand generated higher brand recall and more positive attitudes toward the game and the brand. The positive influence of animated brand on attitudes toward the brand was mediated by positive attitudes toward the game. Theoretical and practical implications are discussed.
How Can We Make Ourselves Stronger? Response to Commentaries
[NRF 연계] 한국언론학회 Asian Communication Research Vol.18 No.2 2021.09 pp.123-125
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Do “Smart Pills” Make You Smarter? News Media Coverage of ADHD
[NRF 연계] 한국언론학회 Asian Communication Research Vol.14 No.2 2017.12 pp.42-68
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The surge in prescriptions for Attention Deficit Hyperactivity Disorder medication is a global phenomenon. However, there has been growing concern globally about the misuse and abuse of ADHD medications among students. Hence, this article explores how ADHD is represented in news articles. In addition, this study examines online news coverage of ADHD treating medications in South Korea. News articles in the Yonhap news (n=275), the largest national news agency, and daily newspapers (n=250) from 2012 to 2016 were collected from NAVER, the biggest portal news archive in South Korea. A mix of a quantitative and qualitative content analysis was conducted to examine the ways in which the news media portray ADHD, both in terms of its cause and of its medications. Yonhap news referred to ADHD as “biological”, while daily newspapers defined its cause as “psychosocial”. The findings also showed that ADHD medication for the disorder’s treatment was portrayed as neutral in Yonhap, while online versions of daily newspapers treated ADHD medication positively. Moreover, news articles tended to use data to connect ADHD drugs with study performance or a higher school grade.
[NRF 연계] 한국과학학술지편집인협의회 Science Editing Vol.2 No.1 2015.02 pp.46-48
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A Condensed Discussion of Definition and Measurement: “It Don’t Make No Nevermind” (Wainer, 1976)
[NRF 연계] 한국언론학회 Asian Communication Research Vol.19 No.1 2022.04 pp.5-9
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[NRF 연계] KEMA학회 Journal of Musculoskeletal Science and Technology Vol.3 No.2 2019.12 pp.54-58
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ABSTRACT Background The strength of iliopsoas muscle is frequently measured to evaluate the performance of hip flexion in the clinical setting. However, little research into the test- retest reliability of iliopsoas muscle strength in subjects with lumbar extension syndrome (LES) in supine position has been reported. Purpose The purpose was to compare the test-retest reliability of iliopsoas strength measurement in supine position with break and make test in subjects with LES. The iliopsoas muscle is very important in the hip joint structures. The reliable measurement is essential to evaluate the performance of hip flexion. Study design Reliability study. Methods Twenty subjects were enrolled in this study. The strength of iliopsoas muscle was measured in supine position, with using a smart KEMA tensiometer system for make test, using a hand held dynamometer for break test. The intra class correlation coefficients (ICC 3, 1) were used to determine test-retest reliability of iliopsoas muscle strength. Results Test-retest reliability of iliopsoas muscle strength measurements in make test was significantly greater compared with break test (p<0.05). The value of ICC with make test was greater than make test (0.86 for make test, 0.71 for break test). Additionally, the coefficients of variation (4.5% for make test, 18.3% for break test) was better in the supine position with make test. Conclusions The measurement of iliopsoas muscle strength in make test can be more reliable than break test in subjects with LES in supine position. The make test in supine position can be recommended for reliable measurement of iliopsoas muscle in subjects with LES.
영화 감상에 있어서 make-believe(믿는 척하기) 개념의 올바른 적용을 위하여 —월튼과 커리의 make-believe 개념에 대한 비판적 고찰— KCI 등재
범한철학회 범한철학 제79집 2015.12 pp.379-400
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5,800원
대표적인 현대 영미 예술철학자인 월튼과 커리는 모두 상상력의 문제를 make-believe(믿는 척하기) 개념으로 설명하고 있다. 월튼은 make-believe 개념을 어린아이가 장난감을 가지고 노는 놀이와 유사한 것으로 보고, 감상자는 스스로 허구 세계 안에 참여하여 등장 인물들을 직접 대면한다고 보는, ‘개인적 상상하기’를 주장하는 반면에, 커리는 make-believe 개념을 감상자가 허구적인 대상과 하나의 세계 안에 있다고 상상하지 않고, 단지 이러 이러한 것들이 허구 세계 안에서 발생한다고 상상하는, ‘비개인적 상상하기’로 설명한다. 월튼의 make-believe 개념이 어린아이의 게임과 완성된 예술 작품의 감상의 차이를 간과하고 있다는 점에서 일정한 문제점을 보여주고 있다면, 커리의 상상하기 개념은 예술작품 (특히 영화의 경우)을 감상할 때 감상자가 스스로 허구적 대상 속에 감정이입해 들어가는 측면에 대해 제대로 설명해 주지 못한다는 점에서 또 다른 한계를 드러내주고 있다.
In the postmodern times we live with many imaginary worlds, various fictional works around. The traditional philosophies have excluded the problem of imagination, the experiences of the fictional works, by limiting the problems of art to the internal aspect of the art work. Walton and Currie are the representative contemporary philosophers who handle the problem of imagination by accepting the achievements of the cognitive science and the psychology positively. Walton and Currie regard the appreciation of the art work as the game of make-believe. The game of make-believe is a sort of imagining. It originates from child's playing with the toy. As the child playes with the promise that the stump of a tree be imagined as a bear, the appreciators imagine some propositions of an art work with some promises. But Walton has the different opinion from Currie's about the nature of imagining. Walton considers the imagining in the appreciation of art works as self-imagining, which means ‘the appreciator, situated himself in the fictional work, imagines himself as the observer of the fictional events’, while Currie takes it for ‘impersonal imagining’, that is the imagining of ‘just some events occur’. Currie's theory fails to explain the appreciator's empathy in the appreciations of art work, but in spite of some problems Walton's theory succedes in explaining the appreciator's participation in the art work. It's because while Walton's concept of the self—imagining accords with the film—appreciator's experiences (that is he feels as if he experiences the fictional events himself) On the contrary, Currie's concept of the impersonal imagining argues the distancing of the appreciator and the fictional object, it follows that it cannot explain the differences of the film work and the nonfictional report.
Base Make-up에 나타난 Skin Texture에 관한 연구
한국메이크업디자인학회 한국메이크업디자인학회지 제3권 제2호 2007.08 pp.119-126
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4,000원
18세기 Hair Fashion을 위한 Headdress와 Make-up
한국모발학회 한국모발학회지 제1권 제1호(창간호) 2004.07 pp.15-24
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4,000원
The 18th century, when hair styles escaped from simple concept in the earlier times, "adequate harmony and proportion" and changed into creative and technical hair designs, is a historical turning point in hair fashion. Curls and various color of rocaille motif popular at that times was oriented from art, and right-left unbalanced circular patterns used in indoor decoration were projected to every thing of living. These plastic art was melt into hair style to decorates human body, and made the body an artistic piece by making up one's appearance to the most in the portrait. Pastel colors of wall paper and the delicacy of rocaille motif went to the extreme, and Rococo fitted in with hair design. Complicatedness, and head-dress components such as powder color and decoration were replaced into luxuriousness. Delicacy created an enormous hair style. Appearance decoration such as ribbon, flower, pad made of feathers, horse's hair and flax yam, kinds of partly postiche in the hair, pomade, and even frame showed up. In this way, head-dress was used for hair design, not independent things of hair style. Appearance of professional han dressers due to luxurious and technical hair styles in the 18th century elevated the position of hair style to hair fashion. They created head dress and established a foothold for modem beauty by, for example, publishing a variety of magazines and books which presented mixed hair style using ornament, caps, and hats, not hair only. Hair style in Rococo times which is the barometer of trend history, was settled as the han fashion created by cultural factors such as knowledge, religion, art, ethics, laws, and custom. However, the changes in social structure and living patterns as women at home advanced into labor market in 1960s requested a change even in the structure of human body. Thereupon, Vidal Sassoon presented functional and standardized hair style of current times which is labor-intensive style. It was hair cut, which gave liberation from daily life.
코리아뷰티디자인학회 코리아뷰티디자인학회지 Vol.4 No.3 2008.12 pp.275-280
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4,000원
Make-up and Hair has very long history. This art of make-up has been developed by the progress of culture along with the days of the fixed life of human and the means of expression most idear beauty of the age with its meaning changed with the age. The united course of the design by time, place and occasion by color texture and shape which are the 3 essences of design of make-up can be classified into two patterns in a large way. 1) Luxurious image make-up of the feminine beauty this harmonizes the pink lines, korean dress and dressy garment. it is more beautiful in artificial light and suitable to the make-up at daytime. 2) We can say that the hair style is a way of self-expression. people can express various kinds of feeling and moods with hair styles. Creating beautyiful natual looking hair styles is very important element for the creation of good self-images and for the expression of one’s internal personality and beauty.
영화에 나오는 고빈도 동사 get, take, make, have 연어 분석
제주대학교 인문과학연구소 인문학연구 제21집 2016.07 pp.7-29
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6,000원
Investigating MAKE Patterns in Learner English Writing: What can Frequency Tell? SCOPUS KCI 등재
아시아영어교육학회 The Journal of AsiaTEFL Vol.19 No.2 2022.06 pp.577-591
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4,800원
This paper presents the uses of MAKE patterns in writing of Chinese English learners of different proficiency levels. MAKE patterns, such as “make decisions”, “make them have” or “make me happy”, are frequently used in EFL learners’ writing. Previous studies have examined MAKE patterns used by EFL learners, but it is still unclear what the differences are on the uses of MAKE patterns among learners at different proficiency levels. Thus, the present study investigated the different uses of MAKE patterns from a frequency perspective. The study compared MAKE patterns in writings of Chinese English learners at intermediate and upper intermediate levels. Corpus data were extracted from the Language teaching and Testing Center (LTTC) English Learner Corpus. Findings indicate that learners at the intermediate level use MAKE-VP/ADJ more frequently, while those at the upper intermediate level, use the causative function frequently and the support verb function of MAKE. The choice of verbs in the MAKE-VP structure reflects the learners’ lexical and grammatical control while writing. This study promotes the understanding of MAKE patterns used by different English proficiency level learners, which shed light on the developmental process of general-purpose verbs and other lexicons.
6,000원
비교광고는 동양 문화권에서 부정적 결과를 유발시키는 것으로 연구되었으나, 동양인에게도 비교광고가 긍정적 반응을 유발 시킬 수 있음을 연구하였다. 비교의 대상을 제품의 특성이 아닌 소유의 비교에 초점을 맞추는 동양인은 타인과 비교를 강조한 비교광고 (타인비교광고)에 대해 긍정적 반응을 보였다. 특히 제품시장에서 리더의 역할을 하는 기업의 제품비교광고는 서양인보다 동양인에게 더 효과적이었다. 또한, 비교형태에 있어, 동양인은 익명의 대상과 비교되는 광고(간접타인비교광고) 보다 특정 대상을 직접 비교하는 광고(직접타인비교광고)에 긍정적 반응을 보였다. 따라서 본 연구는 비교광고형태의 새로운 가능성을 제시한다.
This study finds that comparative advertisements comparing with other people are more effective for product owners in the East versus West, particularly in a market leading company’s advertisements, since such comparative advertisements focus on comparing superiority via ownership between people. Different from previous research findings, moreover, a market leading company’s direct comparative advertisements with others –i.e., comparing themselves with obvious objects― are likely to elicit strong effects for Easterners than indirect comparative advertisements with others. Thus, this study finds that market leaders’ direct comparative advertisements with others are more effective in Eastern versus Western countries, and suggests that marketing managers of Eastern market leading companies appeal to their superiority via ownership as reinforcing and confirming their leading position in the market.
“Just Make the Thing Understood”- Transformation of Migrant Learners’ Beliefs about Learning SCOPUS
아시아영어교육학회 The Journal of AsiaTEFL Vol.7 No.1 2010.03 pp.265-283
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5,400원
Currently, there is increasing recognition of the fact that the beliefs individuals hold are the best indicators of the decisions they make during the course of everyday life (Bandura, 1986). Substantial research regarding language learners’ explicit and implicit beliefs has been conducted in diverse language teaching environments. The present research was undertaken to understand the learning beliefs of PRC learners studying for a Nursing diploma course in Singapore. Our aim was to use a biographical approach to understand learner beliefs and examine the transformation of these beliefs as the learners undergo changes in their learning environment. In analyzing the biographies of these learners, we also tried to establish a connection between two kinds of change: change in the learning environment and change in the learning beliefs. In this study, students in their first and second years of a nursing diploma course in Singapore were interviewed using semistructured interviews. The paper presents our analysis of two interviews keeping the focus of this description on the changes in beliefs about language learning which correlate with changes in the learning environment. While we have reconstructed the narratives, our intention is to focus on the transformation of beliefs of these learners.
Patterns of Make in Korean Learners’ Argumentative Essays with Focus on Frequency and Deviant Uses KCI 등재
한국언어과학회 언어과학 제30권 1호 2023.02 pp.201-226
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6,400원
The purpose of this study was to explore the usage of make in various semantic and grammatical patterns by Korean learners of English with emphasis on token and type frequencies and the types and plausible sources of errors. Towards this end, the make constructions in the Korean subcorpus of ICLE were examined. Results showed that the Korean learners were limited in their use of the major meanings of make. They relied mostly on its productive, delexical, and conventional senses. The verb make was prone to errors with misuses accounting for forty-five percent of the token occurrences of make patterns. Verb choice errors took up the largest proportion of deviant uses followed by article deletion/addition errors. Misuses of make patterns could be attributed to the inextricable interplay of L1 influence, intralingual development, and the language learning context.
How to Make It as an Advertising Creative - 저자: Simon Veksner, 출판: Laurence King Publishing KCI 등재
한국광고PR실학회 광고PR실학연구 제9권 2호 2016.05 pp.179-182
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4,000원
HOW TO MAKE ONLINE CONSUMER REVIEW RELEVANT: PUTTING THE PRODUCT CONTEXT
한국경영정보학회 한국경영정보학회 정기 학술대회 ICT를 통한 녹색성장과 지속가능 경영 2009.11 pp.456-457
As a new type of word-of-mouth information, online consumer review is an emerging channel of product information that is playing an increasingly important role in consumers’ purchase decisions (Chen and Xie 2008). The significant roles of consumer-created product information have been the center of researchers’ interests. There is ample research (e.g., Chevalier and Mayzlin 2006; Ba and Pavlou 2002; Forman et al. 2008) that highlights the effects of directions (i.e., positive or negative) of consumer review on sales, price, and product attitude. The motives of posting reviews are also major factors weighed by prior studies. However, there is a lack of understanding of consumer review as information itself. As a new type of information about product, how consumer review can be defined conceptually will fundamentally answer the question of why user-created information is better than seller-provided information. The objectives of this study unfold as follows. First, with regard to information relevance, it is aimed to theoretically define the new type of product information that is created by consumers. That will distinguish it from the seller-provided product information so that the reason of why online consumer review is more relevant to pre-purchase consumers. For this, the study takes on heighted importance for product context which consists of product physical context, product task context, product environment context, product spatio-temporal context, user physical context, and user mental context. These dimensions of product context will be elicited by laddering interview based on Means-End Chain(MEC) model and empirically tested in terms of unidimensionality and reliability. Second, based on the theoretical work, the newly defined concept will be empirically tested as a variable for investigating its impacts on consumer benefits and seller benefits. For this, scenario-based field experiment will be executed. Randomly assigned participants will be asked to visit one of two designated websites, and then read both consumer review and seller-provided information of the same pre-determined product. Next, they will answer questions about perceived adequacy of each type of product information and some dependent variables such as learning about the product fit with themselves and attitude toward website. Findings of this study will contribute the research stream in many ways. First of all, product information under user influence is conceptually defined and tested. This can be a fundamental of consumer review-related future research as increasing understanding of the distinguished attributes of consumer-created product information. Second, in the aspects of information relevance and adequacy, relative importance of this information will be revealed over seller-created information in terms of consumer benefits and seller benefits. Finally, product information accumulation and retrieval strategy of websites can be improved. Considering the type of their focal products, feedback or product review menus on their own websites can be redesigned to elicit a variety of the product context-related information from post-purchase consumers. This can also be implicative to e-marketplaces in making their feedback system more informative and relevant. In addition, beyond the utilization of consumer-created information, practitioners can also get an idea in ways of improving the seller-created information.
한국경영정보학회 한국경영정보학회 정기 학술대회 ICBM 기반 비즈니스 트랜스포메이션 2019.05 pp.629-632
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4,000원
Blockchain technology has been widely used recently, and decentralized applications (dApps) is one of the representing usage of Blockchain technology. After dApps proposed to the public, no one cannot deny Cryptokitties is the milestone of game using traits of dApps. Instead of legal currency, Cryptokitties allows user to use cryptocurrency (e.g. Ethereum) for playing game in the virtual world. If the user expects to earn some money from playing the game, then a user has to make a decision under uncertainty of market condition. Furthermore, this game makes users decide to take some risk or not when they try to collect new items. In this regard, our research goal is how user’s preference to risk affects user’s monetizing under the circumstance when market condition is fluctuating. Risk-aversion user will minimize possible risk as he can; while risk-taking user will take risk if he expects enough incentives or plays just for fun. We use a panel data tracks the user-level transaction log on Cryptokitties. We find an evidence of how preference of risk affects future monetization. Furthermore, there is a significant difference on effects of risk-taking behavior on monetizing when the market condition changed.
한국재무학회 한국재무학회 학술대회 2016 재무금융 관련 5개 학회 학술연구발표회 2016.05 pp.411-438
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6,700원
This paper investigates optimal retirement planning when Epstein-Zin type individuals desire to maintain a certain minimum level of consumption, which can be achieved only by a guaranteed income stream after retirement. Our model incorporates the subsistence level in consumption, social securities, and defined-contribution retirement pensions, all of which are necessary to guarantee a minimal income stream. Our model shows that the movements of the optimal risky investments might dramatically change with the subsistence level in consumption. Our numerical results show that the risky investment rate in the retirement pension can increase with the risk-free gross return rate and with the risk aversion level when the low risk-free rate and risk aversion level are both low. Furthermore, the risky investment rate in the retirement pension can decrease even when the market condition is favorable.
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