Earticle

현재 위치 Home 검색결과

결과 내 검색

발행연도

-

학문분야

자료유형

간행물

검색결과

검색조건
검색결과 : 219
No
1

프로그램 발명의 보호방안 - 일본 법제와의 비교분석을 중심으로 - KCI 등재

전정화

한국지식재산학회 산업재산권 제46호 2015.04 pp.35-79

※ 기관로그인 시 무료 이용이 가능합니다.

9,300원

It is current situation that computer technology plays the more and more important roles in modern society and people dispute over the proper protection of core software for computer technology. It is also current status that the protection plan of the patent law is need to be discussed along with globalization and internationalization of the law together with matter of actual profit as patent law regarding program that has been protected by existing copyright law. It is obvious that it may influence on program-related industry positively in respect that the patent originally promotes technology innovation and gains the investment profit for technology development through exclusivity. It is also clear that the patent may hinder the market activities as it weakens the competitiveness and there is a concern the restriction on technology innovation may be brought due to excessive protection. So, it is required to review what the most adequate protection method is minutely regarding the protection of new technology. So, this thesis was willing to pay attention to the programs that are protected by the patent law in Korea. It was willing to research the plan that can establish the more effective protection system by analyzing the tendency and precedents of protecting the programs in Japan out of IP 5 countries after grasping the problems of protection system of Korea. It is needed to discuss the proper protection plan that can be applied to Korea by analyzing the patent law and inspection guide of Japan that shows the similar revision of patent law in Korea. Especially, in order to judge the patentibility of program invention thoroughly and distinguish it from the programs of copyright, it is necessary to consider the plan that stipulates the object to be protected by patent law. Furthermore, it should be considered in the inspection stage so that the patent can be granted only for the more strict and sophisticated invention when considering recent international trends regarding program invention. That is, precise supplementation of regulation with aggressive requirements is required. Now that the problem of insufficient patent is not limited to program only, the patent right should be granted only for the invention that has the definite value for protection by strictness for patent investigation and drawing up the statement strictly as thorough patent management that corresponds to exclusive protection. Technology of program evolves today, but it will be impossible to create the perfect law that specifies and prepares for the programs to be appeared now and in the future. But, it is important to establish the protection environment of programs to better status and seek for the unique direction of positive change. It is the time to have the institutional and policy concern to establish longer-term and macroscopic protection law system regarding newly-introduced concepts not law revision by instant need.

2

게임물 제작상 영업비밀의 보호 KCI 등재

김윤명

한국지식재산학회 산업재산권 제37호 2012.04 pp.167-214

※ 기관로그인 시 무료 이용이 가능합니다.

9,700원

Gaming industry is a typical culture contents industry. In particular, creating the world's first online game on the market for online games by Korea's leadership is also holding area. However, with the development of gaming industry in the area of ​​intellectual property is becoming a problem. Trade secrets in the game produced can be a problem for the protection of game content embodied in the idea itself, the de facto information and known information through confidentiality agreements and obligations are protected by trade secret or whether it is valid. In fact, the de facto information, trade secrets and is believed to be lost province, because the requirements acknowledging that trade secrets is not valid. In terms of policy for the protection of trade secrets, institutional efforts are necessary, but excessive protection policy can be understood differently. Trade secrets and trade secret holders to disclose their contribution to the social protection through patents to choose thick or, according to the public without the contribution of social protection as trade secrets, whether the business judgment would have been selected based on. Nevertheless, trade secret protection for the excess carriers rather than weaken their commitment to technology development will be. Thus, the excessive protection of trade secrets protection system, rather than taking a voluntary conservation efforts on technology incidental to the holder's industrial competitiveness is to follow a policy judgment.

3

物件의 發明ㆍ方法의 發明 : 分類基準과 適用 KCI 등재

金琯植

한국지식재산학회 산업재산권 제17호 2005.05 pp.1-30

※ 기관로그인 시 무료 이용이 가능합니다.

7,000원

An invention is generally classified into either product-invention or process-invention under Korean Patent Law. The category in which an invention is classified is of critical importance, for the scope of enforcement of patented invention is significantly changed depending on the category of the invention. The criterion for the classification has been closely related to element of time such as lapse of time in the invention. In this article, the rationale of the classification is critically reviewed and a new and unambiguous criterion for the classification is suggested based on the essential characteristics of the classification. Application of the suggested criterion, occupancy of space disregarding the scale of the occupancy, to invention related to computer program shows that computer program can be classified into product-invention so long as the computer program is intended for the operation of a computer and the computer program is consisted of physical entities.

4

It is expected that a substantial amount of spent fuels will be transported from the four nuclear power plant (NPP) sites in Korea to a hypothetical centralized interim storage facility or a final repository in the near future. The cost for the transportation is proportional to the amount of spent fuels. In this paper, a cost estimation program is developed based on the conceptual design of a transportation system and a logistics analysis. Using the developed computer program, named as CASK, the minimum capacity of a centralized interim storage facility (CISF) and the ransportation cost for PWR spent fuels are calculated. The PWR spent fuels are transported from 4 NPP sites to a final repository (FR) via the CISF. Since NPP sites and the CISF are located along the coast, a sea-transportation is considered and a road-transportation is considered between the CISF and the FR. The result shows that the minimum capacity of the interim storage facility is 15,000 MTU.

7

4,000원

본 연구는 뇌졸중 환자의 상지 재활에 사용되는 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 중재의 효과를 알아보고자 하였다. 2015년 2월까지 Medline 데이터베이스에서 뇌졸중 환자의 상지 재활을 위한 가상 현실 중재를 다루는 무작위 대조군 임상 연구들을 검색하였다. PEDro 스케일이 연구의 질을 사정하기 위해 사용되 었다. 선정된 8개의 연구가 분석되어졌다. PEDro 스케일은 5 부터 8/10까지 다양했다. 모든 연구들은 가상현실 기반 훈련 그룹에서 상지 기능 회복에 유의한 결과를 보였다. 본 연구는 뇌졸중 환자의 상지 회복을 위해 사용되는 가상 현실 기반 훈련 프로그램의 적용이 다양하고 예측할 수 없는 실행으로 구성된 과제 지향적이고 점진적인 학습을 제 공함을 통해 특히 배움에 효과가 있음을 보여주었다. 본 연구에서는 가상현실 훈련 프로그램을 뇌졸중 환자의 상지 기능 재활에 탁월한 학습 효과를 기대할 수 있으며 과제-지향과 등급화된 학습을 제공하는데 효과적이다.

To identify virtual reality (VR) interventions used for upper extremity rehabilitation in stroke patients. The Medline database was searched up to February 11, 2015. Randomized controlled and clinical trials that included a VR intervention for upper extremity rehabilitation in stroke patients were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. In total, 8 studies were included. PEDro scores varied from 5 to 8/10. All studies showed significant improvement in outcomes in favor of the VR group. This review suggests that VR applications used for upper extremity rehabilitation in stroke patients predominantly mediate learning through providing task-oriented and graduated learning with variable and unpredictable practice.

8

The Use Plan of the Effective Computer Simulation Program for Strengthening the Disaster Field Response Strategy KCI 등재후보

Seung Hee Ham, Namkwun Park, Myong O Yoon

한국재난정보학회 한국재난정보학회논문집 제12권 2호 통권32호 2016.06 pp.176-180

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

The full extent of damage depend greatly on the quick and rational decision making by the incident commander soon after the disaster. The decision that everybody should wait by the captain, not to enter into the ship by the first dispatched incident commander, broadcasting failure have brought about a huge loss of life at Sewol cruise ship incident. Thus this study reviews the training and education system supporting the rational crisis decision making performed by the incident commander to cut off the expansion of disaster which is caused by the failure of the incident situation awareness and the decision making described above.

9

Purpose: Breast cancer survivors(BCS) have memory, attention, processing speed, and/or executive function impairment affecting their quality of life(QOL) and function. Study aims were: (1) compare computer-assisted cognitive training with visual exercises to one with audio+ visual exercises, and (2) gain insight into the relationship between engagement in meaningful activities, cognitive deficits and QOL. Methods: This pilot study used an experimental design with 24 women. Pre and post measures assessed working memory, perceived cognition, QOL and engagement in meaningful activities. Results: Treatment effects were not significant for working memory or engagement in meaningful activities. Visual group participants scored significantly better on perceived cognitive function posttest test(M = 91.62, SD = 21.75) than pretest(M = 74.48, SD = 29.00), p = .010 and significantly higher on QOL posttest(M = 6.42, SD = 1.27) than pretest(M = 5.60, SD = 1.76), p = .004. Pretest perceived cognitive function was significantly associated with pretest(ρ = .617, p < .001) and posttest(ρ = .436, p < .05) QOL. Conclusion: Computer-assisted cognitive training with visual exercises appears to improve perceived cognitive function and QOL for BCS. A positive relationship exists between perceived cognitive function and QOL.

10

4,000원

2018년에 수립된 제4차 영재교육진흥계획에서는 영재교육원의 역할을 특수 분야 재능계발을 위한 심화 및 사사(Research & Education, 이하 R&E) 과정 운영으로 정립하였다. 영재교육원이 영재교육을 성공적으로 수 행하기 위해서는 적절한 수준의 R&E 교육프로그램을 제공할 수 있어야 한다. 본 논문에서는 정보과학 영재 들의 창의적 사고력과 문제해결능력을 향상시키기 위해 컴퓨터 게임을 직접 개발하는 R&E 교육프로그램을 제안한다. 컴퓨터 게임은 화면에 그래픽을 출력하는 기술, 캐릭터와 배경을 움직이는 애니메이션 기술, 캐릭 터 간의 충돌 감지 기술, 사운드 출력, 동영상 출력, 사용자가 편리한 인터페이스 기술 등의 다양한 요소를 포함한 분야이다. 따라서 컴퓨터 게임을 직접 개발해 봄으로써 다양한 게임 요소들을 배우고 정보과학적 개 념과 자료구조 등을 활용하여 알고리즘을 익힐 수 있다. 본 논문에서는 Python과 PyGame을 이용하여 켈러 의 ARCS 모델에 기반한 교육용 게임을 개발하는 R&E 교육프로그램을 제안하였고, 실제 영재교육원의 중학 교 정보과학반 학생들의 R&E 수업에 적용하였다. 학생들은 게임 개발 R&E 수업을 통해 실제 프로그래머들 의 프로그램 개발 과정을 체험할 수 있었고, 주어진 문제 상황들이 프로그램에 의해 어떻게 표현되고 해결되 는지를 탐구하였다. 또한, 학생들이 그동안 게임의 수요자로서 단순히 게임을 즐기기만 했다면, 본 R&E 수업 을 통해 게임의 공급자로써 사용자의 흥미와 동기를 증가시킬 수 있는 방법을 스스로 고안하고 도입할 수 있는 기회를 얻게 되었다.

The 4th Gifted Education Promotion Plan, in 2018, established the role of the Gifted Education Center as a Research & Education (R&E) course for talent development in special fields. To be successful in gifted education, gifted education centers must be able to provide appropriate levels of R&E education programs. In this paper, we propose an R&E education program that develops computer games to improve the creative thinking and problem solving ability of informatics gifted students. Computer games are a field that includes various elements such as the technology of outputting graphics on the screen, the animation technology of moving characters and backgrounds, the collision detection technology between characters, the sound output technology, the video output technology, and the user-friendly interface technology. Therefore, by developing computer games, students can learn various game elements and learn algorithms using informatics concepts and data structures. In this paper, we proposed an R&E education program for developing educational games based on Keller's ARCS model using Python and PyGame, and applied it to the R&E class of middle school informatics class students. Through the game development R&E class, students could experience the program development process of real programmers and explore how given problem situations are represented and solved by the program. In addition, while the students have simply enjoyed playing games as consumers of games, this R & E class gives them the opportunity to devise and include their own ways to increase the interest and motivation of users as suppliers of games.

11

컴퓨터를 이용한 인지증진 프로그램의 학습능력 향상효과 -지역사회 청소년센터 아동 대상-

강재정, 송현주

[NRF 연계] 한국재활심리학회 재활심리연구 Vol.18 No.3 2011.12 pp.393-407

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구에서는 학습에 어려움을 호소하는 일반 초등학교 아동을 대상으로 컴퓨터를 이용한 인지증진 프로그램을 실시하여 효과를 검증하고자 하였다. 연구 대상자는 주의집중 및 학습에 어려움을 호소하는 초등학교 3, 4학년으로 선정되었으며, 같은 조건의 비교집단을 구성하여 이들에게는 미술을 매개로 하는 정서프로그램을 실시하였다. 무처치 통제집단을 포함한 세 집단에게 사전ㆍ사후검사를 실시하였다. 측정치로는 K-WISC-Ⅲ 소검사 일부(어휘, 토막, 산수, 차례 맞추기, 숫자외우기)와 RCFT(Rey Complex Figure Test), AVLT(Auditory Verbal Learning Test), WISC-Ⅳ 소검사 중 문자-숫자 이어가기 과제가 포함되었다. 실험 결과, 비교집단 및 통제집단과 달리 인지증진 프로그램 집단에서 K-WISC-Ⅲ의 산수, 숫자 소검사와 AVLT의 지연회상에서 통계적으로 유의미한 차이를 나타냈다. 이를 통해 인지증진 프로그램이 아동의 작업기억을 향상시키며, 그 외 전반적인 인지기능 향상에도 유의한 영향을 미칠 소지가 있음이 시사되었다.

This research investigated how the computerized cognitive enhancement program is effective on children's learning, who suffer from difficulties in classrooms. In order to this purpose, the experiment was carried out with children who are appeared to have problems with concentration and learning on the third and fourth graders in elementary school. A comparative group under the same condition carried out an emotional program with art. Before starting the program, the experimental, comperative and control groups were tested on cognitive function. After 10 session, the post test was performed to the three groups. For the measurement, some parts of K-WISC-Ⅲ test (vocabulary, block design, arithmetics, sequencing, and digit span), RCFT(Rey Complex Figure Test), AVLT(Auditory Verbal Learning Test), and letter-number sequencing of WISC-Ⅳ were adopted. According to the research result, the cognitive enhancement program group showed a statistically significant difference in the arithmetics and digit span subtest of K-WISC-Ⅲ and the delay recollection of AVLT. This indicates that the cognitive enhancement program is helpful increasing memory ability including the working memory of children. And it was suggested that the cognitive enhancement program has possibility to improve the general cognitive abilities of children.

12

주의력 향상에 중점을 둔 한국형 컴퓨터 인지재활 프로그램의 효과

김연희, 고명환, 서정환, 박성희, 김광석, 장은혜, 박시운, 박주현, 조영진

[NRF 연계] 대한재활의학회 Annals of Rehabilitation Medicine Vol.27 No.6 2003.12 pp.4-839

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

13

컴퓨터 인지재활 프로그램을 이용한 뇌손상 환자의 인지치료 효과

신승훈, 고명환, 김연희

[NRF 연계] 대한재활의학회 Annals of Rehabilitation Medicine Vol.26 No.1 2002.02 pp.1-8

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

14

물질 중독의 컴퓨터 기반 평가 조건화 훈련 프로그램 효과에 대한 예비 연구

박상욱, 장선경, 박혜령, 감기택, 이종선

[NRF 연계] 한국임상심리학회 Korean Journal of Clinical Psychology Vol.37 No.4 2018.11 pp.522-539

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구는 컴퓨터 기반 평가조건화 훈련(ECT)이 물질중독의 외현적, 내현적 태도에 미치는 영향을 살펴보았다. 물질사용중독으로 수감된22명이 본 연구에 참여하였고 이들 중 11명은 ECT 훈련 집단 그리고 나머지 11명은 ECT 훈련을 받지 않는 통제 집단으로 배정되었다. ECT 훈련은 총 5회기 하루 10분씩 진행되었다. 훈련 전후 약물에 대한 갈망 및 단약 자기 효능감 척도를 실시하고 암묵적 연합 검사와 아이트래커를 사용하여 측정하였다. 결과 외현적 그리고 내현적 척도 모두에서 두 집단 간 유의한 차이는 나타나지 않았다. 이 같은 결과를 바탕으로 본 연구의 의의와 제한점에 대해 논의하였다.

This study aimed to investigate the effects of a computer-based evaluative conditioning training (ECT) on explicit and implicit attitudes regarding substance addiction. Twenty-two inmates, who were diagnosed with substance-use disorders, and were imprisoned in a treatment detention center, were allocated to one of the two groups, treatment group, who were exposed to the ECT (n=11) and control group (n=11), who were not. Both the groups completed the Pennsylvania Alcohol Craving Scale, the Drug Abstinence Self-Efficacy Scale, and an adapted version of the Implicit Association Test presented along with an eye-tracker, at the pre- and post-test stages. Results showed that there were no significant differences in explicit or implicit attitudes between the two groups. Based on these results, the implications and limitations of this study are discussed.

15

9,100원

2015년의 에스케이텔레콤 주식회사(이하 “SK텔레콤 사”라 한다)와 바이버 미디어 인크(이하 “바이버 사”라 한다) 간의 소송(이하 “SK텔레콤 사건”이라 한다)은 유․무선 인터넷(이하 “전기통신회선”이라 한다)을 통해 컴퓨터프로그램이 제공되고 이것을 이용자가 이동통신 단말기에 설치한 것에 대해 특허권의 침해라고 판결하였다. 이 사건에서 바이버 사가 전기통신회선을 통해 프로그램을 제공하였고 프로그램의 설치 행위의 주체가 해당 프로그램의 개발 주체인 바이버 사가 아니라 그 사용자였는데, 이 사건의 서울중앙지방법원은 특허권의 간접침해(침해로 보는 행위)와 직접침해의 두 가지 측면에서 문제 사안들을 검토하였고 서울고등법원은 판단을 보충하거나 추가하는 것 외에는 이를 그대로 인용하였다. 그런데 심사기준이나 특허법에 따르면 컴퓨터프로그램 자체만으로는 특허등록이 불가능하고, 컴퓨터프로그램이 독립하여 물건으로 인정받는 것도 아니며, 이것의 전기통신회선을 통한 제공이 특허실시로 성립되지도 않는다. 그렇지만 SK 텔레콤 사건의 서울중앙지방법원과 서울고등법원은 바이버 앱의 실질적인 사용 주체가 피고라는 점에서 피고의 실시를 인정하였다. 비록 이 사건은 원고인 SK텔레콤 사가 소를 취하함에 따라 종결되어 대법원 판결에는 이르지 못했지만, 컴퓨터프로그램의 전기통신회선을 통한 제공에 관한 특허권 침해와 관련한 국내 사례를 찾기 어렵다는 점에서 이 사건의 법원이 이러한 판단을 내리게 된 배경을 검토해 볼 필요가 있다. 그러므로 이 논문은 SK텔레콤 사건을 중심으로 컴퓨터프로그램이 전기통신회선을 통해 제공되었을 때 이것을 특허권의 간접침해 또는 직접침해로 판단할 수 있는지 여부에 관하여 검토하도록 한다.

In 2015, there was a litigation between SK Telecom Co., Ltd. (hereinafter “SK Telecom”) and Viber Media, Inc.(hereinafter “Viber”). In the case, the court ruled that it was infringement of patents that Viber provided the computer program through the wired and wireless Internet access(hereinafter “telecommunications line”) and it was installed in the mobile phone by the user. The Seoul Central District Court dealt with the claim of indirect and direct infringement against patents on the mobile communication terminal as well as the Method for reorganizing Address Book by Viber distributing Viber App involving SK Telecom’s patented invention through the telecommunications line in Korea, and Seoul High Court cited it as is or add other than to supplement the judgment. However, according to the judging criteria or patent law, it is not possible what registrates patents alone computer program itself, a computer program is not recognized as independent objects, and distributing Viber App through the telecommunications line is not established as the “working” on the patent act. However, in the case of SK Telecom, Seoul Central District Court and Seoul High Court admitted the “working” of the defendant in that the defendant used the Viber app substantially though users have installed and used the app. Although in this case the plaintiff drop the case and it did not reach Supreme Court ruling, we need to review the background that the Court in this case reached the judgment in that it is difficult to find domestic cases relating to the patent infringement by distributing apps through the telecommunications line. Therefore, this study delves into this case regarding whether when the computer program was offered through telecommunication line, it can be indirect or direct infringement of patent.

16

5,200원

17

우리 마음이 컴퓨터 프로그램일 수 있을까? KCI 등재

노형래

범한철학회 범한철학 제106집 2022.09 pp.349-375

※ 기관로그인 시 무료 이용이 가능합니다.

6,600원

제리 포더의 표상적 계산주의에 의하면 인간 마음은 컴퓨터 프로그램이다. 인간 마음과 컴퓨터 프로그램 사이의 개념적 차이를 보이기 위해 제시된 사고 실험 중에는 존 써얼의 중 국어 방 논증과 네드 블락의 중국인 네트워크 논증이 있다. 이 두 논증을 종합하자면, 컴퓨 터 프로그램은 의식을 결여하고 본래적 지향성은 의식으로부터만 나오므로, 본래적 지향성 이 없는 컴퓨터 프로그램과 본래적 지향성이 있는 인간 마음은 같을 수 없다. 본 논문의 목 적은 이 두 논증이 각각 실패함을 보이는 것이다. 나는 우선 데니얼 데넷의 사고 실험을 이 용하여 본래적 지향성에 호소하지 않아도 인간 마음의 작동 방식을 설명하는 것이 가능함을 논증한다. 두 번째로 벤자민 리벳의 신경과학 실험을 통해 인간 마음의 인과적 작동과 의식 이 별개일 수 있음을 논증하여, 컴퓨터 프로그램으로 인간 마음을 만드는 것에 개념적 제약 이 없음을 보인다. 결론적으로 본 논문은 써얼과 블락의 반-계산주의 논증들으로부터 포더 의 표상적 계산주의를 방어한다.

According to Jerry Fodor’s representational computationalism, the human mind is a computer program. John Searle’s Chinese room argument and Ned Block’s Chinese network argument are philosophical thought experiments that attempt to show conceptual differences between the human mind and computer programs. According to these arguments, computer programs are in principle incapable of having consciousness and original intentionality requires consciousness, thus there is a genuine difference between computer programs with non-original intentionality and the human mind with original intentionality. The aim of this paper is to show that these two arguments fail respectively. I first appeal to a thought experiment of Daniel Dennett to argue that it is possible to give an explanation of how the human mind works without appealing to original intentionality. Secondly, in terms of Benjamin Libet’s neuroscience experiment, I argue that the causal understanding of how the human mind works is one thing and consciousness is another. These two arguments conjointly show that there is no conceptual restriction on which a computer program makes the human mind. Consequently, I defend Fodor’s representational computationalism from Searle’s and Block’s anti-computationalist arguments.

18

ADHD 성향 아동의 사회기술향상 프로그램 개발과 효과 연구 -컴퓨터 영상 프로그램과 심리적 시연 기법을 활용하여-

오혜선, 채규만, 김명식

[NRF 연계] 한국임상심리학회 Korean Journal of Clinical Psychology Vol.26 No.1 2007.02 pp.21-37

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

19

벌크화물 포장용기의 최적설계 ( II ) - 프로그램 개발

박종민

한국포장학회 한국포장학회지 Vol. 6 No. 1 1999.03 pp.14-23

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

If optimum design t echnique is applied in the design of packagin g container for bulk materials, merits on the side of not only economic and compression performance but distribution efficien cy are expected. In this study, on the ground of the optimum models for required board area and compression strength performance, optimum design program having faculties of outward and inward optimum design and information design was developed. This program was composed of input module, output module, dat abase and manag ement module, and calculation module. Though the packaging specification sars same, requied board area, board composition and cost of container were greatly different according to exterior packaging conditions. Also, about 12% in weight of container was lighter, and about 13∼17% in cost of cont ainer was reduced when the program was applied for 2 kinds of bulk mat erials

 
1 2 3 4 5
페이지 저장