• Title/Summary/Keyword: 출발언어

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SMIL Structure Information Generation Algorithm based on Timeline Information (타임라인 정보로부터 SMIL 구조 정보를 생성하는 알고리즘의 개발)

  • 김태현;김경일;이규철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.242-244
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    • 2000
  • 인터넷 미디어의 멀티미디어화 추세에 따라 W3C의 동기화 멀티미디어 워킹그룹(SYMM) [1]에서는 1998년 웹상에서의 멀티미디어 표현을 위한 XML 기반의 동기화 언어인 SMIL을 발표하였다. SMIL [2]은 순차관계()와 병렬관계() 및 이들의 중첩관계를 사용하여 미디어간의 시간적 동기화를 설정한다. 이에 따라 기존의 SMIL 저작 도구들은 구조 편집기를 통하여 엘리먼트간의 중첩관계를 직접 편집함으로써 멀티미디어 시나리오의 시간적 동기화 정보를 기술하도록 하고 있다. 하지만 구조 편집기는 SMIL에 중심적인 편집 방법으로써 엘리먼트간의 중첩이 심화될수록 사용자에게 혼돈을 가져온다. 본 논문은 사용자 중심적인 시간적 동기화 정보 기술방법을 제공하기 위한 연구에서 출발하였다. 즉, 시간 축을 기준으로 미디어간의 시간정보를 기술하는 타임라인 편집기를 제공함으로써 사용자는 보다 직관적으로 프리젠테이션 시나리오를 작성할 수 있다. 이때, 타임라인 정보는 SMIL 문서의 구조 정보와는 상이한 데이터모델을 사용하므로 이를 SMIL 구조 정보로 자동 변환하기 위한 변환과정이 필요하게 된다.

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A Study on Symbols of Suppression and Liberty in the Movie (영화 <피아니스트>의 억압과 자유의 상징 연구)

  • Choi, Il-Mok
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.151-159
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    • 2016
  • The discussion was started from the question about how literary linguistic expressions are reproduced in the movies. This study focuses on the cinematized version of Jelinek's "Die Klavierspielerin", the by Michael Haneke. and looking for cinematization of literary works and these aesthetic values. The original delicately describes the life of Erika who has been living under the supervision and control by her mother. The topic of the is the conflict between the controlling mother and the desires of the heroin Erika who has been living under the suppression. The world of suppression symbolized by her mother is described as closed and dark space while the world of Erika and her desires, represented by Walter is described as open and bright space. The life of Erika living under control symbolized by prison-like double doors, iron-barred window, darkness and shadow is abnormally distorted. Even the piano that must be the center of her life as a pianist is also one of the symbols of dark world of suppression.

A Study on Web Identity of Online Education Contents for Foreign Languages -Focused on Foreign Language Education in English, Japanese and Chinese) (온라인 외국어 교육 콘텐츠의 웹 아이덴티티 연구 -영어, 일어, 중국어 교육을 중심으로)

  • Kim, Mirea;Hwang, Jung-Hye
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.493-498
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    • 2006
  • 본 연구에서는 온라인 상에서 대학학위 과정 교육을 목적으로 제작된 외국어 콘텐츠의 웹 아이덴티티 규명의 필요성과 규명된 웹 아이덴티티와 학습동기유발간의 상관관계를 연구하는데 중점을 둔다. 본 연구에서 채택된 외국어 교육 콘텐츠는 타 교육 분야보다 각 민족 언어의 아이덴티티가 시각적으로 재현되는 방식이 다양하다는 점에서 연구대상으로 부각되었다. 본 연구는 기존에 제시된 바 있는 웹 아이덴티티 분석 기준에서 출발하여 온라인 교육 콘텐츠 측면에서 이를 적용 및 재해석하고, 온라인 교육 콘텐츠 의 웹 아이덴티티 기준을 추가하였다. 따라서, 본 연구는 4년제 학사 학위를 수여하는 국내 0 사이버대학교의 외국어 교육 콘텐츠(영어, 일어, 중국어)의 사례를 웹 아이덴티티를 구현하는 세부 요소--시각디자인측면, 사운드측면, 인터페이스측면--에 맞추어 분석을 시도하였다. 또한 웹 아이덴티티가 적용된 각 외국어 교육 콘텐츠의 교육 효과 획득을 위한 학습동기유발 효과와의 상관관계를 알기 위하여 웹 아이덴티티가 적용, 제작된 외국어 교육 콘텐츠와 웹 아이덴티티가 적용되지 않은 채 제작된 외국어 교육 콘텐츠 간의 주의력, 관련성, 자신감, 만족감 등 학습동기유발 효과를 비교하는 설문 조사를 진행하였다. 이를 통해 온라인 외국어 교육 콘텐츠에 있어서 웹 아이덴티티의 개발과 적용이 외국어 교육 효과를 높이는 학습동기유발에 유의미한 역할을 한다는 것이 확인되었다.

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Verification of Direct Back Analysis Software Using FLAC as a Subroutine (FLAC을 이용한 직접법 역해석 소프트웨어의 개발과 검증)

  • Kim Chee-Hwan
    • Tunnel and Underground Space
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    • v.15 no.5 s.58
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    • pp.344-351
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    • 2005
  • Direct back analysis software is coded based on Simplex method using FLAC as a subroutine. For the verification of the software, 12 different cases are assumed combining various displacements in different measuring locations around a tunnel. The number of displacements for cases varies from 3 to 240. It is verified that the exact elasticity and the primary stress state of rock around a tunnel could be found through iterative calculation regardless of the locations and number of displacements and initial values needed for the direct back analysis.

A Study on The Retorical Characteristic mentioned in The Web-Graphics (웹 그래픽에 나타난 수사적 특성에 관한 연구)

  • 김민수
    • Archives of design research
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    • v.16 no.1
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    • pp.297-304
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    • 2003
  • The purpose of this study is to explore and understand correlation between an appearance of the web-graphics and rhetorical analysis. This paper was adopted semiotic approaches and four rhetorical tropes as follows metaphor, metonymy, synecdoche, irony. The web-graphics are parts of the web-contents that are increased continuously in the web-space these days. To investigate cgaracteristic of individual web-graphic this study selected semiotic framework and analysis meaning of the rhetorical tropes. The results of this study can be founded as follows: · Rhetorical graphics we produced linguistic features between human and signs for the fundamental characteristic of the signification. · Rhetorical graphics offer to the users the due of the decoding precesses through the narrative structures to symbolic schema. besides, these are operated limited framework of condensation and displacement. · The web-graphics participate human's recognition processes and rhetorical codes in order to investigate the sign-vehicle of the deep-structures.

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The Narrative Writing Teaching-Learning Program of Real-life topics for Improving Algorithmic Thinking of Elementary Gifted Student in Information (초등 정보영재의 알고리즘적 사고력 향상을 위한 실생활 주제의 이야기 쓰기 교수.학습 프로그램)

  • Jeon, Su-Ryun;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.119-122
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    • 2012
  • 정보화시대에 요구하는 인재는 문제를 인식하고 이런 문제를 풀기 위해 다양한 전문가들과 함께 창의적인 사고를 통해 해결책을 제시하는 인물이다. 정보영재교육의 목표 역시 창의적 인재를 기르는 데 있으나, 프로그래밍과 알고리즘 교육은 특정 프로그래밍 언어의 사용법이나 문법 위주의 교육, 정렬 및 탐색과 같은 알고리즘 그 자체에 치중함으로서 이러한 목표에 도달하고 있지 못하다는 지적이 많다. 이에 본 논문에서는 창의적인 알고리즘을 설계하고 개발하는데 필요한 사고력, 즉 사고 과정에 대해 안내하고 생각하는 알고리즘적 사고력을 기르기 위한 방안으로 실생활 주제의 이야기 쓰기를 활용하는 교수 학습 프로그램을 제안하였다. 반성적 사고와 창의성을 기르는 데 효과적인 것으로 알려진 이야기 쓰기 활동에서 출발하여 사건 요소 추출과 시간적 질서 분석하기, 순서도로 알고리즘 표현하기, 동료 학습자와 토의하기 등의 과정을 통해 알고리즘적 사고력을 향상시킬 수 있도록 하였다.

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A Study on the Introduction from a Post-Structural stand-point, to understand Computer Games (컴퓨터 게임의 이해를 위한 후기 구조주의적 입문)

  • Chang, Woo-Rin
    • Archives of design research
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    • v.17 no.4
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    • pp.89-96
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    • 2004
  • The public has only a superficial understanding of the computer games, in spite of it's psychological effects and social results. Therefore, in this study, one finds out the serious approach which leads the computer games to recognize its future in terms of new media. Stand-point from Freud to french post-structuralist, it helps the introduction to understand the computer games as a kind of contents in which we are able to observe psychological process. As a result, there are studies about the structure of the dream, the desire, and the language which allow to mention 'parmakon' ; 'difference' between self and object, it provokes the psychological dynamism and so on, the playing the game remains a real trace and change, at the level not only of our psyche but also of our body.

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Deconstructive reading of Makoto Shinkai's : Stories of things that cannot meet without their names (해체로 읽는 신카이 마코토의 <너의 이름은. 군(君)の명(名)は.> : 이름 없이는 서로 만날 수 없는 사물들에 대해)

  • Ahn, Yoon-kyung;Kim, Hyun-suk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.75-99
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    • 2018
  • Makoto Shinkai, an animated film maker in Japan, has been featured as a one-person production system and as a 'writer of light', but his 2016 release of "Your Name" was a departure from the elements that characterize his existing works. At the same time, by the combination of the traditional musubi(むすび) story, ending these, it was a big hit due to its rich narratives and attraction of open interpretation possibility. As it can be guessed from the title of this work, this work shows the encounter between the Japanese ancient language and the modern language in relation to the 'name', and presents the image that the role of the name(language) is repeatedly emphasized with various variations in events for the perfect 'encounter'. In this work, the interpretations of $Signifi\acute{e}$ for characters and objects are extended and reserved as a metaphorical role of the similarity, depending on the meaning of the subject which they touch. The relationship between words and objects analyzed through the structure of Signifiant and $Signifi\acute{e}$ is an epoch-making ideological discovery of modern times revealed through F. Saussure. Focusing on "the difference" between being this and that from the notion of Saussure, Derrida dismissed logocentrism, rationalism that fully obeyed the order of Logos. Likewise, dismissing the center, or dismissing the owner had emerged after the exclusive and closed principle of metaphysics in the west was dismissed. Derrida's definition of 'deconstruction' is a philosophical strategy that starts with the insight on the nature of language. 'Dissemination,' a metaphor that he used as a methodological concept to read texts acts as interpretation and practice (or play), but does not pursue an ultimate interpretation. His 'undecidability' does not start with infinity, but ends with infinity. The researcher testifies himself and identifies that we can't be an interpreter of the world because we, as a human are not the subject of language but a user. Derrida also interpreted the world of things composed of Signifiant and $Signifi\acute{e}$ as open texts. In this respect, this study aimed to read Makoto's works telling about the meeting of a thing and a thing with name as a guide, based on Derrida's frame of 'deconstruction' and 'dissemination.' This study intends to re-consider which relationship the Signifiant and $Signifi\acute{e}$ have with human beings who live in modern times, examine the relationship between words and objects presented in this work through Jacques Derrida's destruction and dissemination concepts, and recognize that we are merely a part of Signifiant and $Signifi\acute{e}$. Just as Taki and Mitsuha confirm the existence by asking each other, we are in the world of things, expecting musubi that a world of names calls me.

Re-examining the Concept of 'Seeking Out the Original Root (原始返本)' as an Example of Religious Language (종교언어로서의 '원시반본(原始返本)' 개념 재검토)

  • Cha, Seon-keun
    • Journal of the Daesoon Academy of Sciences
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    • v.29
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    • pp.171-207
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    • 2017
  • The research regarding religious concepts used in Daesoon Jinrihoe are still incomplete. This study is a suggestion to critically review the existing research on 'seeking out the original root (原始返本)', one of the religious terms of Daesoon Jinrihoe. In addition, this concept will be seen from a new perspective. 'Seeking out the original root' plays a major role in Daesoon theology due to the cosmology established by Daesoon Jinrihoe. However, the existing research on this topic are prone to the perspective of 'returning' and assuming a 'cyclical view on the order of history'. Therefore, the cosmology that has been built by the religious language misleads readers to assume a retrospective process or that the process itself is realized on its own in accordance with the cosmic order. These kinds of studies do not specifically manifest the world view of Daesoon Jinrihoe. They fail to do so because Sangje's reordering works and its fruit, the earthly paradise of the Later World, have never existed before. The concept of 'seeking out the original root' should break away from the frame of a cyclical view of history and exert the uniqueness of Daesoon Jinrihoe. In this regard, this study can be summarized as follows: 'Seeking out the original root', one of the principles needed to achieve the re-creation of the Later World, endeavors to find a way to account for the origin of all things such as civilizations, cultures, and dharmas. If such a way is found, the facts between the root and the beginning should be acknowledged, as the root itself is what has been sustained, succeeded, used, resolved, revised, and rectified. The origin is usually dealt with from the position of rewarding. This was all achieved in Sangje's decisions and his reordering works. Its outcome will be utilized as a basis to establish an earthly paradise in the Later World. This concept, as defined above, excludes a cyclical view of history and implies that the concept of 'seeking out the original root' is a flexible frame within the context of dynamic structuralism. Given the style of this approach, this study provides a view which can be easily differentiated from existing research.

Reflexion for Communication: A System Theory Perspective (소통을 위한 성찰: 체계이론의 관점으로 살펴본 성찰적 커뮤니케이션 이론 연구)

  • Kim, Moo-Kyu
    • Korean journal of communication and information
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    • v.58
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    • pp.178-200
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    • 2012
  • This paper seeks to deal with the point that in order to perform meaningful communication, a conscious act of reflexion must be involved. In other words, performance of communication inevitably requires self-reflexion. It is known that rationality and dialogism function as necessary preconditions and as goals of communication. But these concepts are very ambiguous because the communicational paradox is not considered. The interaction model could be thought to solve the paradox problems, but such solution can ultimately be seen as a result of ignoring the point that personal reflexion is necessary or covering up the logical problem by depending on concepts such as 'legitimation' or 'ideal discourse situation.' Therefore this paper views that the theory of communication based on Luhmann's system theory and constructivism has a more meticulous logics, and considers that the concept of reflexion specifically supplements the interaction model also by examining Schmidt's concept of fiction and Grant's concept of porous communication.

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