• Title/Summary/Keyword: Alternative Reality

Search Result 219, Processing Time 0.022 seconds

A Study on the Future Competency Education of Christian Alternative Schools Using Delphi Analysis Techniques (델파이 기법을 활용한 기독교대안학교의 미래 역량교육에 관한 연구)

  • Youngju Ham
    • Journal of Christian Education in Korea
    • /
    • v.74
    • /
    • pp.135-157
    • /
    • 2023
  • Competency means 'the ability to do something', and competency-based education means 'the process of education based on the concept of competency'. Competency-based education is generally implemented in general education. However, competency-based education has not yet been actively conducted in the field of Christian education. In particular, it has not been established academically on what competencies Christian alternative schools provide in common. Most of the previous studies related to competency-based education in Christian education are related to competency-based education conducted by Christian universities. Research related to competency in Christian alternative schools is mainly related to the professionalism of teachers or the ideology of Christian alternative schools. In other words, there are few specific studies on what kind of competency they provide to students attending Christian alternative schools. Therefore, this study aims to understand the reality of competency-based education conducted by Christian alternative schools using Delphi analysis techniques. Through this study, four goals and 20 competency elements of competency education pursued by Christian alternative schools were found. By categorizing the goals and elements of competency education, it can be divided into relationships with God, relationships with oneself, and relationships with others and the world. In conclusion, it was suggested that Christian alternative schools should provide education that pursues the universal purpose of Christian education based on specificity and reflect the goals and elements of competency education in the curriculum.

A Study on Social Justice and Common Good in Television Dramas - With a Focus on Works by Park Hye-ryeon (텔레비전드라마에 나타난 사회 정의와 공동선에 관한 연구 -박혜련 작가의 작품을 중심으로)

  • Park, Sang-Wan
    • Journal of Popular Narrative
    • /
    • v.25 no.2
    • /
    • pp.73-116
    • /
    • 2019
  • In recent years, television dramas have adopted an emerging approach of imagining a just society via fantasy. This study set out to examine by stages the patterns of social justice in I Hear Your Voice, Pinocchio, and While You Were Sleeping written by Park Hye-ryeon, who has been leading this trend. I Hear Your Voice shows why social justice is needed, as it is set against the backdrop of a society in which legal justice has collapsed. In this drama, the collapse of the legal justice system indicates that democratic society is falling apart at the roots. As a result, pain and suffering is propagated among the petit bourgeois, with social justice being demanded as an alternative to this problematic reality. The supernatural power of reading the thoughts of others is used to remind viewers of the value of truth and trust and raises the possibility of the existence of a true heart as an alternative from a social justice perspective. Set in a society in which media justice is distorted, Pinocchio makes an attempt at changing ideas about social justice. In this drama, the corrupt media justice covers up truth and becomes a parasite to power, creating victims that are falsely accused. In this situation, the Pinocchio Syndrome, which makes people hiccup when telling a lie, shows paradoxically that truth can be distorted, and ultimately destroys absoluteness that is not truth. Finally, While You Were Sleeping inherits the world views of the two previous dramas and proposes a type of social justice called 'common good' as an alternative. A completely unfair society is created when legal justice collapses and media justice is distorted. In this situation, the ability to see the future is an ability to imagine a world of possibilities. Altruistic choices based on trust in others help us to realize a positive future. Social justice as common good to enable solidarity among subjects in a way that transcends the limitations of time and space is proposed as an alternative to overcome the problem of an unfair society. Given the recent reality of South Korean society, this common good and these ways of life might literally seem like a fantasy. When social justice is represented by efforts and reconstruction processes to overcome the current social issues and make a better future, common good based on the understanding and sympathy of others can be an alternative to improve a reality that is problematic at its root. Ultimately, Park's three works explore the feasibility of a just society that is yet to come from the aspect of the common good.

A Study on the Design of Smart Community Spaces in Housing Complex (아파트 거주자들을 위한 스마트 컴뮤니티 디자인에 관한 연구)

  • Cho, Myung-Eun;Chae, Hee-Hwa;Kim, Mi-Jeong
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.1
    • /
    • pp.159-169
    • /
    • 2012
  • One of critical issues in the housing area is what strategies should be adopted for revitalizing contemporary communities in housing complex. It is expected that those strategies could encourage neighbourship and recover the existing community spaces. Based on the assumption that contemporary communities might have different characteristics from those of the traditional communities and spaces, this research aims to explore the possibility of new communities in a current context. With the development of the information communication technologies (ICT) and hardware systems, the environment would be capable of anticipating people's needs and then provide them with customization options to tailor the environment to their requirements. By incorporating the 'smart' paradigm, this paper introduces the concept of a smart community and space with the potential of mobile Augmented Reality(AR) as alternative strategies for activating the communities. The residents believe that existing common spaces need to be extendable and augmented by combining new technologies. The smart communities and spaces are expected to extend people's interaction to virtual world in aj real context, further combined with social network, it enables sustainable relationships among residents, contributina to a new type of community.

  • PDF

Qualitative Study on the Ideal-self and the Fantasy of Men Wearing Makeup by Employing Zaltman Metaphor Elicitation Technique (Zaltman의 은유유도기법을 이용한 화장하는 남성들의 이상적 자아와 환상에 관한 질적 연구)

  • Ko, Sunyoung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.41 no.1
    • /
    • pp.1-16
    • /
    • 2017
  • This study conducted in-depth interviews with twelve men in their twenties and employed the Zaltman Metaphor Elicitation Technique (ZMET) to identify the ideal self-image and fantasy of men wearing makeup. The results are as follows. First, the ideal self-images of men wearing makeup can be divided into 7 images (well-managed, dissimilar from real identity, masculine, neat, stylish, standing out, and formal). Men who wear makeup pursued an alternative decent image that is different from their reality. They want to be manly, attractive, decorous, and eye-catching through a better looking face. Second, men who wear makeup have insecurities about their looks and personalities that creates dissatisfaction with reality and a desire for a different idealistic self. Makeup was the tool to create the other entity. Makeup facilitated a fantasy of becoming another to gain increased confidence in social relationships. However, without makeup, they showed a lack of confidence and became intimidated that made them even further dependent on makeup. Third, the process helped participants complete a consensus map that represented the emotional and reasoning structures of men wearing makeup. This study showed 7 ideal self-images of men wearing makeup with a fantasy to create a desired ideal self by wearing makeup. The study can be applied to marketing strategy for men's cosmetics and plates' designs.

″Traditional Authenticity″ and It′s Relationship to ″Indigenous Identity″

  • Tamburro, Paul-Rene
    • Lingua Humanitatis
    • /
    • v.2 no.1
    • /
    • pp.43-74
    • /
    • 2002
  • This paper examines the concept of "tradition" for Indigenous Peoples as a construct of reality developed through the lens of Western scholarship and American Indian perspectives. The resulting notions of American Indian tradition constructed by a Western point of view, has been incorporated into the thinking of Western peoples as well as those of American Indians. Possible reasons for this include the lasting effects of colonialism and current mass media and the description of cultural "others" through the Western sciences of Anthropology and Musicology. A definition of what is valid or important in defining "traditional culture" for members of an Indigenous community may utilize significantly different measures than those of Western scholars. In order to illustrate this, the author uses two treatises focusing on the Indigenous American Indian cultures of communities in Eastern North America incorporating Indigenous points of view. One of these two books provides a focus on connections between language and culture and the other on ethnomusicology. From both of these perspectives, traditional identity is seen as continuing in the present day through persistent perceptions of reality, linked to community social performance. These perceptions and their accompanying indexes to tradition are still present despite the disappearance of or frequent changes in the surface forms of both language and manufactured cultural items. The emphasis on "legitimate" or "real" tradition is tied to performance within an ongoing cultural community rather than to Western constructions of what is real found in past descriptions of cultures. An alternative view of "valid" tradition and its relationship to Indigenous identity, needs to incorporate Indigenous perspectives rather than depend on constructions developed using non-Indigenous Western frameworks.

  • PDF

A Pen Drawing Method by Tensor-based Strokes Generation (텐서 기반 스트로크 생성에 의한 펜화기법)

  • Shin, Do-kyung;Ahn, Eun-young
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.4
    • /
    • pp.713-720
    • /
    • 2017
  • We present a non-photo realistic pen-ink drawing method for outlining and shading of the input image. Especially, we focus on the detailed illustration of the image of which stroke's direction is important. The pen-ink renderer is an alternative display models user can generate traditional illustration renderings of their photo realistic image. The previously proposed pen drawing methods produce feasible description in general image but it is difficult to express in detail for the sophisticated images that need to consider the direction of stroke for each image region. In order to overcome the disadvantages of the conventional method, a direction vector is extracted from a tensor field and we determine a stroke's direction in consideration of not only an edge area but also a gradient of a surrounding area in the image. For more detailed description for the sophisticated image, we generate white noises based on the light and shade of the input image and determine the direction and length of the stroke by using the tensor field for each generated white noise. The proposed method works particularly well for traditional architectural images where the direction and detailed description of the pen is important.

A Study of the Adaptation of 2-Dimensional Hair-Style Computer Simulation and Prospects of the 3D System (2D 헤어스타일 시뮬레이션 현황과 3D 시스템 도입방향에 관한 연구)

  • HwangBo, Yun;Ha, Kyu-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.7
    • /
    • pp.221-229
    • /
    • 2008
  • The development of computer and multimedia brought out new technology, that is, virtual reality. Computer simulation adaptation among the technologies of the virtual reality is spreaded into air service, motor vehicle, medical science, sports, education, even fashion industry. This study look into 2-dimensional hair-style computer simulation system which is started to common use nowadays and the 3-dimensional system which is under the development. And this study proposed several problems such as heavy 3D system booth and the low price but low qualified camera in order to commercialize the 3D system. This study also suggest several alternative, for instance, the change from object photography method to panoramic photography method, the substitute by middle or high end and high qualified camera.

  • PDF

Control measures in Cyberspace in the light of Rimland theory (림랜드 이론으로 본 사이버공간 통제방안 (북한의 사이버전 사례연구를 중심으로))

  • Dong-hyun Kim;Soo-jin Lee;Wan-ju Kim;Jae Sung Lim
    • Convergence Security Journal
    • /
    • v.22 no.4
    • /
    • pp.11-16
    • /
    • 2022
  • Development of science technology make integrated CPS(Cyber-Physical System) appear. In CPS era, cyberspace and physical-space are hard to separate anymore, that is developing toward integrated CPS. The reality is not stopping, that is consistently changing and the concept of space is developing too. But several articles are considering for cyberspace and physical-space separately, and they are developing tailed alternative each case. The theorical approaching that is not considering reality is dwelled on past, and is dangerous from dropping down to floating cloud that is not considering progressed reality. This article is suggested to consider rimland theory to control measures in cyberspace. That is dedicated to integrated approaching from physical-space to cyberspace. And that is developing concreted controling measures in cyberspace. Especially, this article is suggested to policy alternative by analyzing north korea cyber warfare from rimland theory including human sources. Simplicity is the ultimate sophistication. This article make integrated approaching effects about cyberspace and physical-space to preparing in the CPS era.

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.17 no.6
    • /
    • pp.417-425
    • /
    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

A Realtime Music Editing and Playback System in An Augmented Reality Environments (증강 현실 기반의 실시간 음악 편집 및 재생 시스템)

  • Kim, Eun-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.6
    • /
    • pp.79-88
    • /
    • 2011
  • In this paper, We propose real-time sound editing and playback systems which is based on Augmented Reality. The proposed system are composed with music maker which is based on AR maker and music board. By using music marker's contents, the proposed system selects the kinds of musical instruments and pre-defined midi track and by calculating the relative location of music marker on 2-dimensional plane, we set the spatial relative parameter in midi track. For performance evaluation, we check the jitter value of in various resolutions by using CAM which supports $1600{\pm}1200$ as the maximum resolution. As a result, when we set the configuration value of CAM as $860{\pm}600$ pixels and process two frames per minute, the success ratio of recognizing music markers and jitter values are accegnable. It can be utilized in the fields of alternative cmacine which is based on music and also be utilized in the educational aspects because child or elderly who don't know enough musical theory can easily handle it.