The purpose of this paper is to study on the third party logistics service enforcement of inland container depot at Pusan area. The main results of this paper are as follows: First, the inland container depot related to location selecting factor researches analyzed and korean TPL market reviewed. Second, the TPL service function reinforcement method and investments are mentioned. In detail the 9 factors are as follows: competitive high position and improvements of harbor back complex, ICD goods enterprise investment strategies, the harbor back which is inexpensive only the rent, taxes benefit and incentive, site security and base facility expansion, the goods service provision which is flexible, connection plan construction of goods enterprise, the incentive strategic establishment which is discriminated, the marketing activity which is long-term. and lastly the ICD and TPL Policy are needed that government and logistic enterprise's cooperation gains competitive advantage.
Journal of The Korean Association For Science Education
/
v.40
no.2
/
pp.203-216
/
2020
The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.
Even in our modern era, the projection of monsters in the recent literature contains the critical imagination of human existence for the posthuman age. The meaning of the monster-abject, especially as from the perspective of feministic criticism, contains criticism of the violent and oppressive patriarch as observed in the modern times. This article focuses on the gendered imagination of the discussions of the "abject" discussed by Julia Kristeva, and the "monstrous femine" discussed by Barbara Creed. Kim Eon-Hee's poems and Han Kang's novels, which have been examined extensively for analysis, show that the practical strategy of abject that goes beyond hate and sublime, wonder and joy through the imagination and concepts of monsters. The monster-abject strategy of Kim Eon-Hee's poem can be summarized by the narrative method of mirroring and the imagination of the truncated body. Mirroring falsification, which mimics the male speaker, is a method that some feminists strategically utilize in relation to the problem of female aversion in recent years as noted in the literature. In Kim Eon-Hee's poem, "becoming a man" and "imitating a man," through the method of mirroring appear as an image of cutting to dismantle the body. In that way, the narrative strategy of the abject that draws out abominations and bizarre effects which contains a strong critique of the patriarchal dominant ideology. The monster-abject strategy of Han-Kang's novel is embodied through the being of plants and the process of vegetarian-anorexia process. The world of the adject which was oppressed in the Han-Kang's novel, returns to the senses of the body through the symbol of the body. It is noted that the fictional characters who realize the repressed desire through the pathological symptom expressed by the female, go on to body perform active transformation. The sense of a body in a novel is not only a rejection of the world of animalman-civilization, but also a radically questioning of the noted and recognized boundaries between human beings and non-human being entities. The two writer's works show that the imagination of the monster-adject is not limited to rejecting the existing gender categories, but also goes in the direction of exploring the possibilities of various associated gender actions.
It provides a three-dimensional virtual experience consisting of information presented to and perceived by the senses of the user. Recently, the advent of a virtual avatar, which mimics the appearance and behavior of humans, enable that the virtual reality (VR) can provide not only a virtual space but also a virtual society to be interact with a virtual avatar which represents humans. But, it is impossible that the user directly interacts with the VE in previous studies, though direct interactions occur in real social relationship. Therefore, In this study, we know that the cognition about a avatar when the user directly interacts with the virtual avatar in the VE. In order to investigate this purpose, we performed a fMRI study using VE that a avatar accept or reject the user's offer when the user offer his (or her) hand to a avatar. In result of questionnaire about the user's feeling by avatar's action, the user feels about avatar's acceptance action that the avatar acts positively and suitably. In contrast the user feels about avatar's rejective action that the avatar acts negatively and disapprovingly. In result of fMRI analysis, the primary visual area, the visual association area, the SMA, the premotor area, the cerebellum and etc, activate in common with the other avatar's acceptance action and rejective action. The results show that the subject recognizes not only avatars as social objects but also avatar's action as socially meaningful action. In other words, it is possible to transfer social context and emotion through avatar's action.
Are the body and th spirit to different things? How individual ability and feeling displays in a human being and what correation between the two lise physiologically? Namely, what determines the external and the internal world? By what physiological functions and circulations, it makes possible to indciate individual's characteristic? These kinds of questions in constitutional medicine is able us lead to the following approach.
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.
This study attempted to reconsider the existing viewpoint on the history of Pansori transmission and suggested a new viewpoint on lostPansori transmission. Untill now, lost seven songs have been criticized for failure in Pansory's transmission history because it ceased to satirize negativity of abnormal character without creating a bearer of new value goals in the new age this paper resulted in another conclusion which extends Pansori history's process to modern times in the point of succession and duration of Pansori esthetics. Currently the above reason creats a problem ofcomplete nonmention that confront Pansori's twelve songs which does not apply to lost seven songs. If the evaluation standard of literary history used for lost seven songs is applied to inherited five songs, The inherited five songs also failed in the esthetic cultural history of present times. To resolve this issue, this study suggested a new viewpoint to replace the existing viewpoint that label Pansori's history as a historical structure consisting of success of inherited five songs and failure of lost seven songs repetitive replacement cycle of float and flow. This study provided constructive on lost Pansory of premodern times and presented entire Pansori as a flowing state. This paper futher identified the stages of decline the lost seven songs since the 20thcentury but sets the stage or finding a new qualitative possibility. This new theory was suggested through extant aspects of the movie that was a reproduction of in the present media age.
As the population of silver generation is increased, there are emerged the aging society and the silver industry as social issues. Previous studies in the fields of library & information science, education, the industrial art science suggested the need for fairy tale books for the silver generation, and from the design perspective, the characteristics of fairy tale books for the silver generation were analyzed. A fairy tale book is not only a medium delivering some information, but also a platform that a writer provides services to readers. Therefore, the purpose of this study aimed to suggest the importance of sensual experience on the design of fairy book for the silver generation, and to analyze such kind of fairy book's format, grid, typography, type, edition structure, image, layout, cover, paper, printing and production on the basis of five senses. According to the findings of this study, it was found that fairy tale books for the silver generation had different characteristics(type, picture, color, paper, etc.) from those for children, and it would be desirable to make designs for fairy tale books for the silver generation under the silver generation's esthetics standards with considering the silver generation's physiological, psychological factors. It is expected that this study would become a good foundation for more intensive researches for fairy tale books for the silver generation in future and would also be theoretically helpful in developing fairy tale books for the silver generation in future.
This paper examines how the cinematic representation of the Japanese military "comfort women" stimulates 'imagination' in the realm of everyday life and in the memory of the masses, creating a common awareness and affect. The history of the Japanese military "comfort women" was hidden for a long time, and it was not until the 1990s that it entered the field of public recognition. Such a transition can be attributed to the external and internal chronopolitics that made possible the testimony of the victims and the discourse of the "comfort women" issue. It shows the peculiar status of the comfort women history as 'politics of time'. In the same vein, the cinematic representations of the Japanese military "comfort women" can be found in similar chronopolitics. The 'comfort women' films have shown the dual time frame of the continuity and discontinuity of the 'silence'. In Korean film history, the chronotope of the reproduction of "comfort women" can be divided into four phases: 1) the fictional representations of "comfort women" before the 1990s 2) documentaries in the late 1990s as the work of testimony and history writing, 3) melodramatic transformation in the feature films in the 2000s, and 4) the diffusion of media and categories. The purpose of this article is to focus on the first phase and the third phase in which the issue of 'comfort women' is represented in the category of popular fiction films. While the "comfort women" representations before 1990 were strictly adhering to the framework of commercial movies and pursued the sexual exploitation of "comfort women" history, the recent films since the 2000s are experimenting with various attempts in the style of popular imagination. Especially, the emergence of 'comfort women' feature films in the 2000s, such as Spirit's Homecoming, I Can Speak, and Herstory, raise various questions as to whether we are "properly" aware of issues and how to remember and present the "cultural memory" of comfort women. Also, focusing on the cinematic representation strategies of the 2000s "comfort women", this article discusses the popular politics of melodrama, the representation of victims and violence, and the feature of 'comfort women' as meta-memory. As a melodramatic imagination and meta-memory for the historical trauma, the "comfort women" drama shows the historical, political, and aesthetic gateways to which the "comfort women" problem must pass. As we have seen in recent fiction films, the issue of "comfort women" goes beyond transnational relations between Korea and Japan; it demands a postcolonial task to dismantle the old colonial structure and explores a transnational project in which women's movements and human rights movements are linked internationally.
Landscape civilization in Korea originated in Cochosun(Ancient Chosun) era, this again succeeding to the period of the Three States - Koguryo, Baekje and Silla. The distribution of this culture showed great progress with the association of two particular religions - Buddhism and Confucianism.. Landscape development in Korea has greatly changed during specific times of both cultural and political upheaval in various societies. Religion has had a great deal of influence on landscape development. Traditionally Korean people have had a tendency to favor more natural landscape than man-made structures in landscape : This trend was a quite different concept from that of other oriental countries, not to mention of western countries. In particular, Buddhism influenced natural landscape, far from artificial craftsmanship in landscape. Oriental garden is a typical 'tabloid edition' of natural landscape which consists lakes, islands, ponds, stone monuments, and fruit trees, quite often raising animal in parks and courtyard style house. This style of garden influenced in Chosun Dynasty landscape. Landscaping was usually for royal gardens, cemetery parks or high level of officer's residence. However, landscaping in Chosun Dynasty which had established Confucianism as a state religion gave us a specific designation. It was neither ethnic imitation of the garden style of both China and Japan : People were used to enjoy nature-friendly landscape or sink into the ecstasy of natural scenery itself. The trend that landscape or establishing garden had been aimed at royal family- or bureaucrat-centered formatives was to become an obstacle to the development of landscape techniques in Korea. An example represented in a beautiful garden with fabulous decoration which established in places. This was completely not fit for the nation's feeling.
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