• Title/Summary/Keyword: 마술(魔術)

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Mysticism in the twentieth Century Depcadent Fashion (20세기 패션에 나타난 세기말적 신비주의)

  • 이예영;김민자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.8
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    • pp.1206-1217
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    • 1999
  • This study is focused on 'mysticism' in fashion which is recently marked as one of the cultural phenomenon emerging at the end of the century, First of all the concept of 'mysticism' and 'occultism' are reviewed to define the mysticism in fashion. Mysticism as a cultural phenomenon is also examined in historical and social context. With these theoretical basis articles which were publshed in 1990s from Korean newspapers and magazines which reported cultural phenomenon related to mysticism are analyzed and categorized. Finally these categories are applied to fashion phenomenon and 'mysticimsm in fashion' is analyzed and clearly examined as a fashion trend. As a result mysticism in fashion that has arose as an end of the century phenomenon within the historical and social context could be categorized into five groups such as 'primitive religion' ' Christianity ' 'oriental philosophy' 'universe' and 'magic and witchcraft'.

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한국 서체문자미술의 흐름과 디자인마케팅에 관한 고찰

  • Park, Jong-Gap
    • Journal of Global Scholars of Marketing Science
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    • v.4
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    • pp.241-260
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    • 1999
  • 국제적 미술 양식이면서 동양적 요소를 갖추고 있는 서체 문자마술을 통하여 우리 미술문화의 현재와 새로운 가능성을 찾아보았다. 서체 문자미술을 이루고 있는 기호인 한자와 한글을 우리 조상들이 생활 속에서 계속 사용하여 왔으며 나아가 조선에 이르러서는 민화에서 문자그림을 나타내고 있다. 현대에 들어서면서 우리의 이름 있는 작가들과 후학들이 서체에서 나타나는 문자를 이용하여 작품세계를 빛내고 있다. 현대미술의 서체적인 문자그림들의 평가와 그 가능성을 밝히고 디자인마케팅에 있어서 시각적인 학습과 기억에의 서체문자 미술의 활용에 대해 고찰하며, 특히 한국미술에 있어 서체적인 문자그림의 전통성과 현대미술에서의 표현을 통하여 서체 문자그림이 동시대 한국 미술문화를 이루는데 한 축을 이루고 있음을 밝히면서, 한국 서체 문자미술이 디자인마케팅에의 시각적 표현활용에 대해 언급하고 있다.

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The Development and Application of Teaching Strategies using Science Magic in Elementary School (초등학교에서 과학마술을 활용하는 수업 전략의 개발 및 적용)

  • Yu, Yeong Eun;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.31 no.3
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    • pp.269-283
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    • 2012
  • The purpose of this study is to further develop the strategies using science magic and investigate the their effects of the instruction on the student's attitude toward science. To do this, a main idea was selected and stages for science teaching methods were developed. Two classes of the 4th grade were selected and instructed. After implementing and using the teaching method, a test and survey were administered to examine the perception of the students and the learning effects of the new science teaching. The results of this study were as follows. First, the strategy for using science magic was developed and applied. For learners, doing science magic was more effective on their own in terms of boosting student's understanding and interest. Also the teacher's modeling was better in terms of presenting the contents. Second, the students' reaction and perception on using the science magic in classes were positive. In the classroom setting, science magic helped the learners understand better and made the learning environment fun. Third, instruction using science magic had a positive effect on student's attitude toward science. Students felt curiosity about science magic. It made them participate better in studying the activity as well. In conclusion, instruction using science magic can be applied to science to education, and the attitudes toward science and learning achievements can be improved.

Computer Graphic Animation based on Forward Dynamic Simulation (Forward Dynamic 시뮬래이션을 이용한 컴퓨터 그래픽 애니매이션)

  • Park, Jihun
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.48-60
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    • 1996
  • This paper present a new technique for doing realistic computer animation. The method is based on forward dynamic simulation and nonlinear problem solving (parameter optimization) technique. Objects are modelled physically and simulated faithfully while satisfying kinematic and geometric constraints. This forward dynamic simulation gives us very realistic motions especially for non-voluntary motions. Then we extend simulation technique to do animation using parameter optimization. The basic idea is to add motion control over the entire animation. The motion control is finding optimal solutions while satisfying user's animation goals. We provide two different animation technique; one is for rigid body without joint actuators and the other is for rigid body with linear joint actuators. To achieve motion control, we convert single simulation to single nonliner function evaluation while either setting initial conditions as variables for the function or allocating control variables in terms of time. This method is presented with two animation examples: dice-magic and human stand-up.

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괴델의 불완전성 정리:증명된 신화(神話)?

  • Hong, Seong-Gi
    • Korean Journal of Logic
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    • v.5 no.2
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    • pp.39-66
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    • 2002
  • 일반적으로 엄밀한 방법을 통하여 증명되었다고 말해지는 괴델의 불완전성 정리는 일련의 전제와 배경지식이 요구된다고 하겠다. 이들 중에서 무엇보다도 중요한 것은 정리의 증명에 사용되는 메타언어상의 수학적 참에 대한 개념이다. 일단 확인할 수 있는 것은 "증명도, 반증도 되지 않지만 참인 산수문장의 존재"라는 불완전성 정리의 내용에서 괴델이 가정하고 있는 수학적 참의 개념이 구문론적인 증명개념으로부터 완전히 독립되어야 한다는 점이다. 문제는 그가 가정하고 있는 수학적 참의 개념이 도대체 무엇이어야만 하겠는가라는 점이다. 이 논문은 이 질문과 관련하여 내용적으로 3부분으로 나누어 질 수 있다. I. 괴델의 정리의 증명에 필요한 전제들 및 표의 도움을 얻어 자세히 제시되는 증명과정의 개략도를 통해 문제의 지형도를 조감하였다. II, III. 비트겐슈타인의 괴델비판을 중심으로, "일련의 글자꼴이 산수문장이다"라는 주장의 의미에 대한 상식적 비판 및 해석에 바탕을 둔 모형이론에 대한 대안제시를 통하여 괴델의 정리를 증명하기 위해 필요한 산수적 참에 관한 전제가 결코 "확보된 것이 아니다"라는 점을 밝혔다. IV. 괴델의 정리에 대한 앞의 비판이 초수학적 전제에 대한 것이라면, 3번째 부분에서는 공리체계에서 생성 가능한 표현의 증명여부와 관련된 쌍조건문이 그 도입에 필수적인 괴델화가 갖는 임의성으로 인해 양쪽의 문장의 참, 거짓 여부가 서로 독립적으로 판단 가능하여야만 한다는 점에(외재적 관계!) 착안하여 궁극적으로 자기 자신의 증명여부를 판단하게 되는 한계상황에 도달할 경우(대각화와 관련된 표 참조) 그 독립성이 상실됨으로 인해 사실상 기능이 정지되어야만 한다는 점, 그럼에도 불구하고 이 한계상황을 간파할 경우(내재적 관계로 바뀜!)항상 순환논법을 피할 수 없다는 점을 밝혔다. 비유적으로 거울이 모든 것을 비출 수 있어도 자기 스스로를 비출 수 없다는 점과 같으며, 공리체계 내 표현의 증명여부를 그 체계내의 표현으로 판별하는 괴델의 거울 역시 스스로를 비출 수는 없다는 점을 밝혔다. 따라서 괴델문장이 산수문장에 속한다는 믿음은, 그 문장의 증명, 반증 여부도 아니고 또 그 문장의 사용에서 오는 것도 아니고, 플라톤적 수의 세계에 대한 그 어떤 직관에서 나오는 것도 아니다. 사실상 구문론적 측면을 제외하고는 그 어떤 것으로부터도 괴델문장이 산수문장이라는 근거는 없다. 그럼에도 불구하고 괴델문장을 산수문장으로 볼 경우(괴델의 정리의 증명과정이라는 마술을 통해!), 그것은 확보된 구성요소로부터 조합된 문장이 아니라 전체가 서로 분리불가능한 하나의 그림이라고 보아야한다. 이것은 비트겐슈타인이 공리를 그림이라고 본 것과 완전히 일치하는 맥락이다. 바론 그런 점에서 괴델문장은 새로운 공리로 도입된 것과 사실은 다름이 없다.

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Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

The Elementary Students' Understanding of Computer Science Through The Computer Science Show Program (컴퓨터과학 쇼를 통한 초등학생의 정보교육에 대한 인식변화)

  • Han, Byoungrae
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.209-217
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    • 2017
  • Recently SW education has been emphasized in Korea, but many students do not have many opportunities to learn computer science. In this paper, I organized a computer science show to enhance interest and understanding of computer science. The computer science show consisted of understanding binary systems, send a text message, parity bit magic, finding a number card, and collecting colors (orange games). I applied the computer science show to elementary school students and looked at the results. Most of the students who participated in computer science shows did not have an "participation experience of computer science shows". As result of surveys, many students answered "I am interesting about computer science shows," "I am interested in computer science," and "I would recommend it to my friends nearby." Through research, I learned that computer science shows are a way for elementary students to draw interest in computer science and to create curiosity and interest in computer science. I found from research that computer science shows are a way to reduce students' learning burdens and to increase interest in computer science.

The Rise and Fall of Television Musical Variety Show in Korea : Focusing on the 'Show Show Show' on TBC-TV (한국 텔레비전 음악버라이어티쇼의 성쇠 -TBC-TV의 '쇼쇼쇼'를 중심으로-)

  • Park, Yong-Gyu
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.51-63
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    • 2014
  • This paper deals with how Korean television musical variety show rose and declined focusing the 'Show Show Show'. 'Show Show Show' was a Korean television musical variety show that ran on TBC-TV every Saturday night at 8pm. until TBC-TV was absorbed into KBS-TV in 1980. Its musical acts, of various kinds, were interspersed with comic turns and special items including dancing, mime, magic, and acrobat. Korean television musical variety show worked on what audiences had in common across generational divides till the late 1970s. 'Show Show Show's catchall format didn't cross the demographic lines like it used to. But the young generation demanded music program that spoke to their own condition in the early 1980s. 'Show Show Show' ended on KBS-TV in July 1983 through the influence of the absorption of TBC-TV into KBS-TV and the changes of cultural circumstances. The decline of the television musical variety show was attributable to the fragmentation of musical taste and the change of viewing behaviors.

A Study on the Screen Space and Motion of Tabaimo Animation (타바이모(TABAIMO) 애니메이션의 화면 공간과 움직임에 대한 연구)

  • Lee, Jin-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.89-106
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    • 2014
  • According to Norman McLaren, a Canadian animator, "Animation is not art of moving pictures but art of drawn motions". As he puts it, animation performs the role of magic that turns static to dynamic. Particularly, the space of animation, which is generated through merger of several layers, creates distinctive space that is not to be found in other art genres. Also, the motion of animation, which, unlike live action in film, can be limitlessly created according to a director's subjective domain, has a more autonomous existence. In this paper, I study the space and motion in animation grounded in a director's subjective domain, based on the works by Tabaimo, the Japanese animator director and modern artist. She made an independent use of color sense and perspective that maximized a flat surface, which contributed to creating a new world that doesn't exist in reality. Motion created in such a space is more relative than universal. Therefore, Tabaimo's animation has made aggressive use of a device that gives more originality to the director's themed world, while audience can participate in the strange but new world.

Design and Simulation for Out-of-Order Execution Processor of a Fully Pipelined Scheme (완전한 파이프라인 방식의 비순차실행 프로세서의 설계 및 모의실행)

  • Lee, Jongbok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.5
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    • pp.143-149
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    • 2020
  • Currently, a multi-core processor is mainly used as a central processing unit of a computer system, and a high-performance out-of-order processor is adopted as each core to maximize system performance. The early out-of-order execution processor with Tomasulo algorithm aimed at floating-point instructions, and it took several cycles to execute by the use of complex structures such as reorder buffer and reservation station. However, in order for the processor to properly utilize out-of-order execution and increase the throughput of instructions, it must operate in a fully pipelined manner. In this paper, a fully pipelined out-of-order processor with speculative execution is designed with VHDL and verified with GHDL. As a result of the simulation, a program composed of ARM instructions is successfully performed.