This is to study the military philosophy of Wangzhen's Commentary on Daodejing written by a famous military officer in the end of Tang Dynasty, Wangzhen. Historically, many scholars consider Laozi's Daodejing as a book on military science. Wangzhen, however, is the only person to interpret Daodejing genealogically from a military perspective. Wangzhen thinks that the fact that human beings like competing naturally causes the constant competition in the world. Human beings are born with the most outstanding spirit among all beings. But, when God created human beings, they had greed and avarice in the middle of their heart. Accordingly, human beings look for a success and a profit, and follow the wicked way, leaving the right way. The contractions among each greed and avarice bring about small or big competitions. Human beings have greed and avarice. It means human beings have emotions. As a result, the competitions in the world are not able to disappear because human beings have emotions. To win the completion human beings use weapons. According to Wangzhen, the war is the most devilish deed due to the weapon's atrocious, dangerous quality. Yet, the world's interests are decided by how efficiently the weapons are used. Consequently, the weapon techniques are worthy and play an important role in the real world. Morality, however, should be in the first priority in ruling over a country and commanding the army. The national security and the war victory could be secured when civil and military affairs have a balance. Wangzhen thinks that Laozi emphasizes "Not-Competing" as a basic solution of competition. The competition is the root cause of war and disorder. Therefore, Not-Competing is the main idea of Daodejing. Not-Competiting is a basis of Wangzhen's military philosophy as well. For Wangzhen, Not-Competing is Wuwei. Wuwei has political and military meanings at the same time. Wangzhen build up the "Not-Competing" military philosophy by applying Loazi's Daodejing to his military philosophy.
Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.
Journal of The Korean Association For Science Education
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v.40
no.5
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pp.531-542
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2020
The purpose of this study is to explore the research trend changes of convergence education since 2011 compared to the convergence education research that has been steadily continuing in science education. The trend in convergence education were investigated by comparing the number of publications, research subjects, research content, and topic linkages with previous studies, and using the network analysis method to check recent research trends. In the field of science education, the number of papers related to convergence education has been published more than 8.0% steadily, and it has been increasing since 2012, then decreasing again from 2015 and gradually increasing again from 2017. The subjects of study were high in elementary school students, while those in middle school, high school, and university students were low. While the number of in-service teachers increased, the number of pre-service teachers decreased, and the literature and public increased somewhat. In study content, effectiveness studies decreased, while development studies increased, and theoretical and perception studies appeared similar. In thematic linkage, the intra-science linkage was 23.9%, and the extra-science linkage was 76.1% and engineering/technology and art were high in extra-science linkage. In network analysis, elementary, science, STEAM, and program words have a high frequency of appearance and appear together with other words to lead the network. The educational implications of the research trend of convergence education will be more emphasized in the field of science education in the future, and in order to take root in the education field, research on secondary students should be more actively studied. In addition, it is necessary to move away from research on STEAM-centered program development and effects, and to increase research to establish the philosophical basis and theoretical of convergence education.
Journal of the Korean association of regional geographers
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v.22
no.3
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pp.576-598
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2016
This paper is to reconsider some characteristics of philosophical discussion on alienation, especially focusing on Lefebvre's concept of alienation, and then to conceptualize a number of features of alienation in both industrial and postindustrial capitalist cities. The construction and development of modern city in industrial capitalism has brought about alienation from nature and from land(i.e. means of production), and in these contexts, has generated alienated labour of urban labourers, which has been deepened through development of modern technologies and divisions of labour. The transformation from industrial to postindustrial society can be seen not as alleviating but as further intensifying and expanding process of alienation. Urban alienation in postindustrial society has been spatially and temporally extended through processes of glocalization and of financialization with the development of credit system. It also has been widened to fields of consumption and leisure and to spheres of non-material production, and has get more deeply involved in capital circulation through built environment and landscape(or spectacles) of cities. Finally this paper is to re-examine briefly theoretical discussions on dealienation in order to conceptualize the just city for dealienation of labour and of urban space, in particular considering the concept of 'the right to the city' as practical strategy of urban dealienation, and to suggest further three kinds of justice for the just city, that is, justice for distribution, for production and for recognition.
Journal of The Korean Association For Science Education
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v.40
no.2
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pp.151-161
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2020
The 'core concepts', 'generalized knowledge', and 'skills' are newly introduced in the 'contents system' of the 2015 revised national curriculum, and the 'skills' are not clearly defined in the science curriculum. There is a problem of uniformly presenting 'skills' in all 'areas' of science subjects. In this study, it was intended that the teachers' clear understanding of the 'skills' and the philosophy of the revised curriculum would be applied to the school classrooms through the critical problem recognition and consideration of 'skills' newly introduced in the 'contents system' of the 2105 revised science curriculum. First, we reviewed 'science and engineering practice' in the NGSS, which was a reference to the introduction to the curriculum, and identified the problems of 'skills' presented in the science curriculum. It also analyzed critically by comparing 'skills' and 'practices' with other subjects and previous curriculum. Based on this critical analysis, we suggested the following. First, introduce 'skills' items that can implement scientific key competencies, and clearly define each item. Second, present 'skills' that are appropriate according to the subject, 'area', 'core concept', and grade(group) and describe in detail how to apply 'skills' and, third, present 'skills' directly in 'achievement standards'.
In the past, companies concentrated their efforts on developing new technologies and producing new products. But new technologies in this information age do not make difference any more comparing to other companies. In this marketing environment, a company must appeal strongly their own image to the customers' brains to make better difference than other companies do. One of the best way to make their own image in the customer's brains might be outgrowing themselves of the one-way communication such as the printed-media or broadcast-media and preparing some space such as advertisement halls or pavilions where customers and companies meet each other and make mutual communications between both of them. Therefore, we need to study systematically on the design elements in the advertisement halls or pavilions. To begin with, we should lully understand the basic idea by looking up the reference literature. We case-studied on the basic of constructive elements of advertise halls of both SAMSUNG and LG Electronics Co. The purpose of this study is to realize that we can transfer effectively the company's image to the customers only if we fully understand company's business philosophy and vision in advance to start design the advertisement hails. We should also realize that it is also important to manage systematically the company's design strategic elements' to achieve its changing goals in more logical and scientifically way.
K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.
This article attempts to define identity, role and functions of a university museum and to suggest specialization of the university museum in the perspective of culture, arts, and science. A university museum is defined as a center for the service of the university community and its development which acquires, researches, communicates, exhibits and educates, for purposes of eduinfotainment,29 material evidence of people and their environment. The target user of the today's university museum are not only professors, students, university workers, but also university neighbourhood such as the related professionals, patrons, parents, school children and villagers. A multi-dimensional and multi-purpose university museum can be established and managed in a real world and / or a cyber world in the perspective of culture, arts, and science. Based on a ubiquitous system30 in a cyber world vis-a-vie a real world, the university museum can be easily utilized by users anywhere, anytime and any device. In order to specialize the university museum in the perspective of culture, arts and science, it is desirable that the university museum director with the CEO of the university community promote the specialization of the university museum based on philosophy and strategies of university community management after they definitely evaluate the components and resources of the university museum such as human powers, museum collections, organizational, technological, capital, spacial and symbolic resources, The specialization of the university museum should be projected and executed in the direction of maintaining the typical scope of museum activities and managing the effective museum management. Specializing the university museum in the perspective of culture, arts, and science can contribute not only to establish the identity of the university community and to perform role and functions of the university museum but also to encourage academic development, to revaluate the brand of the university community and to promote the marketing for the university.
Park, Jong-Won;Chung, Byung-Hoon;Kwon, Sung-Gi;Song, Jin-Woon
Journal of The Korean Association For Science Education
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v.18
no.2
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pp.209-219
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1998
This study is the first part of the investigation of the students' and teachers' understanding of ideal conditions in physics. To do this, here, we provided the theoretical basis for the above study by discussing the meaning and characteristics of idealization. Idealization, introduced and elaborated by Galileo therefore characterized the nature of modem science, can be generated by four procedures: neglecting the minor variables, giving without any description about the minor variables, assuming the limit case, assuming constancy or uniformity. Idealization generated by these procedures can produce models and laws from the sensory informations about real world. And physics world is constructed by formalization or mathematization of these models and laws obtained through idealization about real world. Therefore, it can be said that idealization have a major role in the context of discovery. By this aspects, physics world can be viewed as the approximation of the real world, and this view, again, give rise the philosophical debate about the reality in nature. Idealization take an important role in the process of application of physics world and the understanding the real world. That is, physicists accept the discrepancies between real world, and physics world and make a great effort to explain, moreover, reduce these discrepancies by modifying or eliminating idealization involved in physics world. Continued from this study, we will proceed to obtain the implications of idealization on the physics learning and investigate the students' and teachers' understanding of the ideal condition involved in the theoretical explanation and the experiment in physics.
Journal of the Korean Society for Aeronautical & Space Sciences
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v.34
no.6
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pp.98-116
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2006
For the next two decades the civil aviation industry is expected to grow. Both Airbus and Boeing predict a delivery of almost 20,000 new Large Civil Aircraft (LCA). LCA is defined as a large civil jet aircraft with 100 seats or more. Airbus offers the Superjumbo, A380 (>555 seats), while Boeing presents the Dreamliner, B787 (200 – 300 seats). Their philosophies are very different. In the wake of B787, Airbus intends to offer a new aircraft, A350, as the competitor against B787, with the same engines developed for B787. The U.S. government pushed by Boeing, on the day of October 6, 2004, filed a suit against Airbus for wrongful subsidy to the World Trade Organization (WTO). A brief overview is given on the LCA development status in the world commercial aircraft market. Since there have been little changes in engine and avionics manufacturers in the LCA industry, the airframe area only is the object of this study. An analysis is carried out to find out the differences in development and marketing strategies of two major LCA manufacturers, Airbus and Boeing. The authors predict that Boeing will recapture its No. 1 position soon, while the leading edge in technology may be slipped away from Boeing.
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