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The True Identity and Name Change of Jajak-mok, the Wood Species for Woodblock Printing in the Joseon Dynasty (조선시대 목판재료 자작목(自作木)의 실체와 명칭 변화)

  • LEE Uncheon
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.206-220
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    • 2023
  • In the royal publishing process of the Joseon Dynasty, the main species of wood used for woodblock printing was recorded as Jajak-mok. Although the name Jajak-mok may suggest Jajak-namu(white birch), it is presumed to refer to a different type of wood than Jajak-namu based on its recorded habitat and usage in historical documents. The aim of this paper is to clarify that during the Joseon Dynasty, the term Jajak-mok referred to Geojesu-namu (Korean birch), while Jajak-namu was called Hwa-mok(樺木). Additionally, this paper explores how the term Jajakmok eventually became the name of white birch, Jajak-namu, used today. In the mid-18th century, Japan used the character 樺(hwa) to refer to Beot-namu(Sargent cherry). As Japanese encyclopedias entered Joseon, the term Hwa-mok began to refer to both Beot-namu and Jajak-namu, which is also called Bot-namu. Since the pronunciation of Boet-namu and Bot-namu are similar, the two trees were eventually unified under the name Boet-namu. In the 20th century, the official names of three trees were established. According to notifications issued by the Ministry of Agriculture and Commerce of the Korean Empire in 1910 and the Governor-General of Chosen in 1912, Hwa-mok(white birch) was renamed asJajak-namu. In 1968, Beot-namu(Sargent cherry) retained its original name, and Jajak-mok(Korean birch) was remained . In modern Chinese character dictionaries, the meaning of 樺(hwa) is listed as "1. Beot-namu(Sargent cherry), 2. Jajak-namu(white birch)." From this, we can infer the historical background in which the names of these three trees were mixed up.

Effects of Home-Visit Program with Cognitive-Stimulating Activities on Cognitive Function and Memory Self-efficacy of an Elderly with Dementia Special Rating : Single Subject (가정방문 인지자극 활동이 치매특별등급(5등급) 노인의 인지기능 및 기억 자기효능감에 미치는 효과 : 개별대상연구)

  • Son, Bo-Young;Bang, Yo-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.247-262
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    • 2019
  • This study involved the effects of home-visit program with cognitive-stimulating activities on cognitive function and memory self-efficacy of an elderly with dementia special rating(5rates). The study was conducted from February 11 to April 26, 2019 using a 65-year old woman residing in G Metropolitan City. The individual subject study used an A-B-A design. The subject performed activities that required thinking and resolving in order to stimulate both her body and cognition. The activities chosen were easily accessible to those having a form of mild dementia, rates 5 dementia special rating, and repetitively stimulated the subject's intellectual capacity in an attempt to increase her degraded cognitive functioning. Specifically, the activities exercised both short-term memory and recollection using familiar letters, numbers, and bodily movements frequently encountered in daily life. The program positively affected the subject's memory and concentration. In addition, the program was found to be feasible for home use by those with mild dementia, obviating the need to travel to a location like a welfare center. The author presents specific activities for stimulating cognition that can effectively intervene to positively influence the cognitive functioning and memory of those with rates 5 dementia special rating.

The Implicit Attitude against Creativity and Global Perception Benefits (창의성에 대한 암묵적 태도와 전체지각의 관계)

  • Hong Im Shin
    • Korean Journal of Culture and Social Issue
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    • v.18 no.4
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    • pp.463-479
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    • 2012
  • The implicit association test (IAT) measures implicit attitudes of participants and is regarded as an effective method for expecting future behaviors. Based on the IAT, this study aimed to answer the question, whether implicit attitudes of an individual about creativity have any kinds of impact on global perception, which might be important for a creative process. In the experiment, participants were presented words, which were associated with one of four categories, while one attitude category (creativity /practicality) and one evaluative category (good/bad) were always paired together either on the left side or on the right side of the computer screen. After completing the IAT test, participants were led to fill out a questionnaire to assess explicit attitudes toward creativity and practicality. Then they conducted the navon task, in which they had to find one of two letters, 'F' or 'H', which were presented either as a local form or as a global form. Finally, the participants had to write down as many untypical functions of an object as possible. The results showed that not the scores of explicit attitude scores but the IAT scores correlated with the reaction time of global perception. The global perception was faster in the participants with the low IAT scores than the local perception. Compared to this, the global perception benefits disappeared in the participants with the high IAT scores. Additionally, more creative ideas about the functions of the object were listed in the group with the lower IAT scores. Implications of the role of implicit attitudes about creative processes are discussed.

A Study on the Gungwi Perception of Year, Month, Day and Hour in the East (동양의 연월일시 궁위 인식에 관한 고찰)

  • Sun-Ok Shin;Hyeok-Jin Na
    • Industry Promotion Research
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    • v.9 no.1
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    • pp.167-177
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    • 2024
  • The purpose of this paper is to restore the academic status of Gungwi perception a little. The symbolism of Gungwi, or Year Month Day Hour, likened to Geun Myo Hwa Sil, is not just a technique of interpretation. Recognizing that it corresponds to Saju's most fundamental Mingli principle, the study was conducted to the effect that more academic research should be conducted in the future. The intrinsic idea that constitutes Saju is the yin-yang and the five elements, the letters recorded are twelve-dimensional, and the elements in charge of the space and time are Cheongan, Jeeji, and Gungwi, which are woven into four pillars. Through this consideration of Gungwi's perception, we presented the "spectrum of time" phenomenon that past time and information pass through the point of time, spread like a spectrum, and lead future time and action at the time when humans are born, that is, the energy of the universe is formatted throughout the brain and body. We discussed the change point of Eight Trigrams used by Lim Cheol Cho as a basis for explaining 'Won Hyong I Jeong' and the assumption that the time change or distortion of the two cones penetrating the present, which is assumed in parallel theory, one of the modern cosmologies, leaves an afterimage in the future universe as Gungwi's deductive basis.

A Study on the Setting Process and Formational Characteristics of the Seonyu Eight Scenic in Gogunsan Islands (고군산 선유팔경(仙遊八景)의 설정과정과 집경(集景) 특성)

  • Jung, Woo-Jin;Hwang, Guk-Woong
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.4
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    • pp.32-50
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    • 2019
  • The present study examines the circumstances around the establishment of the Seonyu Eight Scenic Spots (仙遊八景) in Gogunsan Islands and the characteristics of the landscape of each viewing point. The study conclusions are as follows. First, since the scenic spots were first established in 1969, their content and sequences have been changed several times, and their names have also been changed to some extent. Until the 1970s, these scenic spots did not have official names for them and were often specified as 'Gogunsan Eight Scenic Spots', and excluded 'the Musan Twelve Peaks (巫山十二峰)'. In addition, viewing points of the eight scenic spots varied across periods. This suggests that, for the early form of Seonyu Eight Scenic Spots, the picturesque scenery of Gogunsan Islands, and Seonyudo Island in particular, was chosen, while eight scenic spots in its vicinity were regarded. Second, the Seonyu Eight Scenic Spots of the early 2000s, which has all eight scenic spots of now, follows the nomenclature of the traditional eight scenic spots by specifying the sequence number with a refined name in four syllables. Its first scenic spot was Mangju Waterfall (望主瀑布) and its eighth scenic spot was Seonyu Sunset (仙遊落照); currently, the first scenic spot is Seonyu Sunset and the second scenic spot is Mangju Waterfall. Such change in the sequence of viewing points resulted from differences in representative landscape resources between the periods. Third, the lack of structure and finesse due to continuous changes is directed related to the identity issue of the Seonyu Eight Scenic Spots. Above all, it is unclear by whom and when Seonyu Eight Scenic Spots was established, and there are clear traces of following the eight scenic spots in the neighboring areas such as Okgu (沃溝) and Impi (臨陂)'s Eight Scenic Spots. Moreover, it is evaluated to have an unrefined, incomplete structure due to the lack of clarity in the knowledge and information about viewing objects, when to view, and historical and cultural background. Fourth, the first scenic spot, Seonyu Sunset, has the image that dominates the entire Eight Scenic Spots. The temporary landscape, the sunset, became the best view because it was perceived as the entirety of the landscape created by the fusion of the beautiful natural elements of Seonyudo Island. Therefore, there is ample room for raising the value of other landscape resources of Gogunsan Islands by utilizing the existing perception of exploring the entire landscape of Seonyudo Island and Gogunsan Islands starting with Seonyu Sunset. This likely requires additional work to imbue each viewing point with identity and completion.

Development of cardiopulmonary resuscitation nursing education program of web-based instruction (웹 기반의 심폐소생술 간호교육 프로그램 개발)

  • Sin, Hae-Won;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.4 no.1
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    • pp.25-39
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    • 2002
  • The purpose of this study is to develop and evaluate a web-based instruction Program(WBI) to help nurses improving their knowledge and skill of cardiopulmonary resuscitation. Using the model of web-based instruction(WBI) program designed by Rhu(1999), this study was carried out during February-April 2002 in five different steps; analysis, design, data collection and reconstruction, programming and publishing, and evaluation. The results of the study were as follows; 1) The goal of this program was focused on improving accuracy of knowledge and skills of cardiopulmonary resuscitation. The program texts consists of the concepts and importances of cardiopulmonary resuscitation(CPR), basic life support(BLS), advanced cardiac life support(ACLS), treatment of CPR, nursing care after CPR treatment. And in the file making step, photographs, drawings and image files were collected and edited by web-editor(Namo), scanner and Adobe photoshop program. Then, the files were modified and posted on the web by file transfer protocol(FTP). Finally, the program was demonstrated and once again revised by the result, and then completed. 2) For the evaluation of the program, 36 nurses who in K university hospital located in D city, and related questionnaire were distributed to them as well. Higher scores were given by the nurses in its learning contents with $4.2{\pm}.67$, and in its structuring and interaction of the program with $4.0{\pm}.79$, and also in its satisfactory of the program with $4.2{\pm}.58$ respectively. In conclusion, if the contents of this WBI educational program upgrade further based upon analysis and applying of the results the program evaluation, it is considered as an effective tool to implement for continuing education as life-long educational system for nurse.

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A study on the search and selection processes of targets presented on the CRT display (컴퓨터 모니터에 제시된 표적의 탐색과 선택과정에 관한 연구)

  • 이재식;신현정;도경수
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.37-51
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    • 2000
  • The present study compared computer users target-selection response patterns when the targets were varied in terms of their relative location and distance from the current position of the cursor. In Experiment 1, where the mouse was used as an input device, the effects of different directions and distances of simple target(small rectangle) on target-selection response were investigated. The results of Experiment 1 can be summarized as follows: (1) Overshooting was more frequent than either undershooting or correct movement and (2) this tendency was more prominent when the targets were presented in the oblique direction or in farther location from the current cursor position. (3) Although the overshooting and undershooting were more frequent in the oblique direction, the degree of deviation was larger in horizontal and vertical direction. (4) Time spent in moving the mouse rather than that spent in planning, calibrating or clicking was found to be the most critical factor in determining total response time. In Experiment 2, effects of the font size and line-height of the target on target-selection response were compared with regard to two types of input devices(keyboard vs. mouse). The results are as follows: (1) Mouse generally yielded shorter target-selection time than keyboard. but this tendency was reversed when the targets were presented in horizontal and vertical directions. (2) In general, target-selection time was the longest in the condition of font size of 10 and line-height of 100%, and the shortest in the condition of font size of 12 and line-height of 150%. (3) When keyboard was used as the input device, target-selection time was shortest in the 150% line-height condition, whereas in the mouse condition, target-selection time tended to be increased as the line-height increased. which resulted in the significant interaction effect between input device and line-height. Finally, several issues relating to human-computer interaction were discussed based on the results of the present study.

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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A Interpretation on Placeness and Historic Cultural Landscape of Dokjae-dong on Nogosan, Yangju (양주 노고산(老姑山) 독재동(篤才洞)의 장소성과 역사문화경관 해석)

  • Rho, Jae-Hyun;Kim, Hwa-Ok;Lee, Jung-Han;Park, Joo-Sung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.1
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    • pp.97-109
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    • 2015
  • This study was focused on the placeness of Nogosan Dokjae-dong and rock inscription located in Jangheung-myeon, Yangju-si, Gyeonggi-do. The purpose was to reveal the implication of Nogosan and Dokjae-dong Valley in terms of Historic cultural landscape by considering the characteristics of the place and its landscape, and inferring the significance of the letters engraved on the rock. The result is as follows.10) Samgaksan is one of the five famous mountains in Korea. It is the sacred mountain that stands behind the capital city of the Joseon Dynasty that lasted for 600 years. On the other hand, the placeness of Nogosan is significant since it was the place where people used to bow low to the three great summits of Samgaksan. Furthermore, Nogosan was the perfect place to view Samgaksan that represented the Joseon spirit. Many letters were engraved on the rocks around Dokjae-dong Valley by Misu Heo Mok(許穆) as part of his memories to describe his experience in the mountain and became a scenery. Chusa(秋史) Kim Jung-Hee(金正喜) also engraved letters of 'Mongjae' on the rock that contains a double meaning. Literally, it means 'a dreaming house' However, it also implies that even just a daydream is significant in a way. These letters are presumed to be the signs that are related to Sung-Jae(性齋) Heo Jeon(許傳)'s experience in Dokjae-dong since the letters were part of his famous book title. Below these two letters, Chusa also engraved letters that describe the sexagenary cycle including the year of the rat, horse, dog, and tiger. They are regarded as the letters that describe the fate of Chusa's friend, a scholar born in May 1804. Nogosan and Dongjae-dong Valley are very significant in terms of historic cultural landscape as a viewpoint to see Samgaksan; and a place that cherishes the traces of Misu and shows common values and cohesiveness of well-known scholars of the Joseon Dynasty including Song Wol-Jae(松月齋) and Sung-Jae as a of Gihonamin(畿湖南人). The engraved letters of Chusa and Misu also implicitly demonstrates the major trends of Korea's calligraphy history.

A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.