This study was examined to reveal the medical Science of Balhae which was not well displayed until now. For this, the category of the medical science of Balhae(渤海) was decided in diachronic and synchronic perspective and the concrete contents of the medical science of Balhae(渤海) was presumed. Balhae(渤海) succeeded to the medical science of Koguryo(高句麗) and its orthodoxy. Through the interchange between Balhae(渤海) and the country as Dang(唐) and Shilla(新羅), Balhae(渤海) accepted new medical knowledge. Balhae(渤海) had a customs to eat a cake made of rice flour and artemisia paste on the Tano Festival(端午) to overcome its constitutional character. And medicines as Gon-po(昆布), Doo-shi were treated valuable. and they used Ondol(溫突). Balhae(渤海) advanced suigeneris abscess medicine(治腫醫學), and they valued much of Hyangyak(鄕藥). And they took the serious view on the scripture in the education and on the simplic in the clinic. It shows Balhae(渤海) had the unique medical tradition of our nation. The medical institution and medical educational system of Balhae(渤海) was fundamental to that of Koguryo(高句麗), and it was established in the reference of the system of Dang(唐) and Shilla(新羅). It influenced the establishment of medical system and medical education of Corea(高麗) later on. And the medical doctor of the Balhae(渤海) who was dispatched to Japan imparted the advanced medicine of Balhae(渤海) and it was fundamental to the Japanese medical development. Balhae(渤海) produced superior acupuncture on the basis of superior materials which are represented as metalwork technology and Corea-copper(高麗銅) which are handed down from the Old-Chosun(古朝鮮) and Koguryo(高句麗). And we can suppose the level of Balhae(渤海) through the fact that the acupunctual technique of Koguryo(高句麗) was spread out to the nearby country. By the tradition of acupuncture and moxibustion, the theory of Bi-bo(裨補) that cure a disease on the theory of acupuncture and moxibustion appeared in the north and south branch period(南北國時代). And we can prusure the level of acupuncture of Balhae(渤海) through this fact. Balhae(渤海) educated herbal medicine with priority given to Shin-nong-bon-cho-kyong(神農本草經) stand on the serious view on the scripture. They produced a various herbs on the basis of broad territory and suigeneris herbal medicine. It is famous herb of Balhae(渤海), that To-sa-ja, Gon-po(昆布), Doo-shi, Ginseng(人蔘), Woo-hwang(牛黃), Song-ja(松子), Hwang-myung-kyo (黃明膠), Baek-bu-ja(白附子), Sa-hyang(麝香), Honey(蜜).
This study is purpose to trace a genealogy of Rainbow stripe in 30 ethnic costumes in East Asia. And with through comparative views between Korean and the other minority that is shown a bilateral relation of rainbow stripe in their costume, we make sure the unique character of rainbow stripe in Korean traditional costume. The stripe in the costumes was generally used on sleeves with 3~6 patches. There were 10 types of methods for making the stripe including sewing. Weaving and sewing with trimming was also frequently used either and the stripe by weaving with multicolored yarns were mostly found in the southern region of china. Black, blue and red were frequently used in the costume as a main color that was contrasted with rainbow stripe and especially, black was mostly used. Korean preferred bright colors as a main color. Contents of the genealogy of the multicolored stripe in ethnic costume in East Asia are followed. The 28 ethnic groups who used the stripe in their dress except Korean, the Mans, Mongo people and Tibetan were located in the southern region of East Asia. And the other ethnic groups distributed in the northwest and northeast region of East Asia. The distribution of the rainbow stripe in the costume could be grouped into two sections: the southern region people and Korean-the Mongol people-the Tus- the Zangs group. And the latter group was shown strong relation with the culture of Korean's rainbow stripe costume. 11 ethnic peoples including Korean, the Vis, the Miaos, the Tus, the Mongol people, the Chaoxians, the Zangs, the Lahus, the Jinuos, the Hanis, the Luobas and the Dulongs, were saliently used the stripe in their costume. The stripe in Japanese costume was judged that was not a kind of the rainbow stripe was shown the other ethnic groups, was a color arrangement by layered dress or geometrical pattern. From above, we could recap a particular characteristic of the rainbow stripe in Korean traditional costume. Many colors were used in the stripe and bodies than the other ethnic people and the color was bright. In many cases, a color of patch at the point of armhole was red and Black color was not used in the stripe. The width of patch was a relatively narrow and regular. It has shown that the rainbow stripe in Korean traditional costume was organized independently.
The purpose of this study is to define the emotion that expressed in step animation and to quantify the intuitional expression of emotion that related step for using extract, measure, analysis the stimulate element about step. The survey of relation with 27 word of emotional expressions and 36 moving pictures of step sample is used for method of this test. The emotional mental structure is transferred to 2 dimensional planes as applying the results of analysis of integrated data using Quantification Method 3, which the integrated data is composed two axial - confidential axial and stabling axial. Analysis of distribution of 2 dimensional diagram shows that the second of the plane and the third of the plane have much data. However, the first of the plane and the forth of the plane have a little data. Through this kind of analysis of graph, it is difficult to express a different emotion between unstable the timidity mind and stable feel the timidity mind using only step analysis. Six difference types about physical elements affecting to emotion are selected and analyzed such as the paces of step, the rate of step, the movement angle of pelvis, the swing range of arm, angle of backbone and the lean angle of body. The result is that the rate of stop and the lean angle of body are the major element that effects to emotional stimulate of stop. This thesis argues about methods transforming subjective expression to objective and quantitative expression with the state of delicate emotion of character apply to step animation naturally. Those data to apply to multi-contents in future are the main target in this study.
Journal of the Korea Academia-Industrial cooperation Society
/
v.16
no.11
/
pp.7485-7493
/
2015
With the popularity of Korean Wave, making cultural goods specific for Hallyu tourists is getting more important. However, there are mainly daily life goods using celebrity character-based ones. Remarkably, there are only a few cultural goods especially in practicality-based clothing category. In particular, few cultural goods related to children's wear have been developed. Therefore, if children's wear is developed as Korean Wave cultural goods considering Chinese consumers' pattern and Korean Wave cultural goods, it will be helpful for revitalizing the Korean Wave and Korea's fashion market. In this regard, the purpose of this study is to develop children's wear design as Korean Wave cultural goods, thereby presenting empirical research results and fulfilling its following objectives: First, it is to identify the concept of Korean Wave cultural goods, to analyze the current status to finally establish data to develop Korean Wave cultural goods needed at this time. Second, it is to make real-life size works through development of designs to provide the empirical data for Korean Wave cultural goods market. For the research method and contents the review of the previous research, in-depth interview for qualitative research, and empirical research using market research and development of work were performed. Through the final research outcomes, Korean Wave cultural goods, the children's wear that can meet the consumer's needs were presented as empirical data. The study can be used as basic data for domestic fashion market and cultural product market and it is meaningful as a reference for the analysis on the Chinese consumers' needs.
Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.
The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.
In recent years, the use of text inserted into TV contents has grown to provide viewers with better visual understanding. In this paper, video text is defined as superimposed text region located of the bottom of video. Video text extraction is the first step for video information retrieval and video indexing. Most of video text detection and extraction methods in the previous work are based on text color, contrast between text and background, edge, character filter, and so on. However, the video text extraction has big problems due to low resolution of video and complex background. To solve these problems, we propose a method to extract text from videos using the Harris corner detector. The proposed algorithm consists of four steps: corer map generation using the Harris corner detector, extraction of text candidates considering density of comers, text region determination using labeling, and post-processing. The proposed algorithm is language independent and can be applied to texts with various colors. Text region update between frames is also exploited to reduce the processing time. Experiments are performed on diverse videos to confirm the efficiency of the proposed method.
An, Chan Hoon;Yi, Jae Seon;Moon, Heung Kyu;Kim, Yong Wook
Journal of Korean Society of Forest Science
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v.101
no.1
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pp.158-162
/
2012
The acclimatization of in vitro propagated plants is an important step to produce vigorous plants for clonal forestry and in vitro micro-environment may affect the growth in ex vitro condition. To monitor in vitro environmental effects on the growth in ex vitro condition, several culture systems such semi-solid medium(SS), temporary immersion bioreactor(TIB) and continuous immersion bioreactor(CIB) culture types were tested to compare for the growth of acclimated plants of Liriodendron tulipifera. Results suggested that morphological characters, stomatal conductance, evapotranspiration and chlorophyll contents of acclimated plants were affected by the different of in vitro culture conditions. CIB type of culture was resulted to the lowest value in the biomass of acclimated plants. Net photosynthsis rate of CIB was the same level as those of SS and TIB. However, stomatal conductance, evapotranspiration and $CO_2$ partial pressure in the intercellular air space were lower than those of SS and TIB. The amounts of chlorophyll a, b and carotenoids were also lower than those of the other two culture systems. TIB, showing a little lower or higher value than SS in many growth character, is recommended rather than CIB to produce healthy yellow poplar plants in ex situ condition.
This study was carried out to obtain the optimum cultivation conditions of wild ornamental plant resources, Dicentra spectabilis L. The altitude of the habitat was ranged from 630m to 690m in Mt. Gujeol. Most of the habitat faced toward the northeast aspect and the gradient was ranged from 25 to 33 degrees. The light intensity of Dicentra community was 14,000lux on the average, and it was tendency to decrease by foliation of other woody plants. The appearance number of Dicentra per quadrat was 30 individuals on the average, and total appearance species in all quadrat surveyed was 52 taxa. Among them, Quercus mongolica, Lindera obtusiloba, Corylus heterophylla, Cornus controversa, woody plants, Corydalis speciosa, Pseudostellaria heterophylla, Artemisia keiskeana, Dryopteris crassirhizoma, Arisaema amurense var. serratum, Carex siroumensis, and Chloranthus japonicus, herbaceous plants, were showed as dominant species. Soil acidity in the habitat was 5.15 to 5.96, and average content of soil moisture was 32.6%. The contents of average organic matter, $P_2O_5$, K, Ca, and Mg were 1.99%, 14mg/kg, 0.55me/100g, 15.2me/100g, and 3.3me/100g, respectively. Electron conductivity was ranged from 0.50 to 0.76dS/m. Also, the average air temperature of May and June was 14.2$^{\circ}C$ and 19.4$^{\circ}C$, respectively.
This paper studied the type and character of the Divinity in Korean shamanism. The study of the Divinity means the hierarchy of shamanism, the relationship between shamanism and divinity, and the comparison between shamanism and divinity. The study of the shamanistic divinity based on Kim Tae - Gon's collection of anthology by Shaman(1971). The Jaesugut was composed of the contents of the gods blessing human beings. The JaesuGut of Seoul vary from 10 to 18 depending on the author. The JaesuGut of Goseong consists of 8 Gut. The essence of the ritual gut is to pray for the peace of the individual by using the world which is not explained by reason and science. It is a reincarnation that reflects the world of experience that is stored in the memory of human being that both reason and science can not explain. And the desire to escape from fear was reflected in Jaesu Gut. Every Jaesu Gut in Seoul and Goseong has a main divinity. This main divinity is attached to the divinity in another Gut and becomes a subordination divinity. It also becomes a subordinate-subordination divinity to the another Gut. The gods of reincarnation are basically taken in the order of national security ${\rightarrow}$ local security ${\rightarrow}$ home security.
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