• Title/Summary/Keyword: Commentary

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A study of Wang Pang's Commentary on Zhuang Zi (왕방(王?)의 『남화진경신전(南華眞經新傳)』 연구 - 「소요유」·「제물론」·「양생주」·「인간세」·「천하」를 중심으로 -)

  • CHO, HANSUK
    • The Journal of Korean Philosophical History
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    • no.57
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    • pp.151-181
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    • 2018
  • This thesis is composed mainly of Wang Pang王?'s Nan Hua Zhen Jing Xin Zhuan南華眞經新傳 interpretation. I have focused on four chapter of Wang Pang王?'s Nan Hua Zhen Jing Xin Zhuan南華眞經新傳. The four chapters are just Xioa Yao You逍遙遊 and Qi Wu Lun齊物論 and Yang Sheng Zhu養生主 and Ren Jian Shi人間世. In the first chapter, I pointed out the errors and ambiguous topic setting of Japanese research papers. As a result of reading and analyzing these chapters, I have come to the conclusion that it is a fusion of Zhuang Zhi莊子 reading. This is the content of the second chapter. And in the third chapter, I pointed out that his the interpretation of Ideal personality in Zhuang Zhi is not a spiritual being but the supreme power of reality. As above, he interpreted the Zhuang Zhi from a mixed viewpoint and attempted to read the Zhuang Zhi again from a Confucian point of view.

A Study on Functional Requirements for the Establishment of Evidence Values of Electronic Records Focused on eDiscovery (전자기록의 증거적 가치 수립을 위한 기능요건에 관한 연구: 미국 eDiscovery 적용을 중심으로)

  • Choi, Kippeum;Lee, Gemma;Oh, Hyo-Jung
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.201-226
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    • 2021
  • Discovery's collection was originally paper documents, but with the advent of the digital age, its collection expanded. Resolving the issue of ESI has now become important in litigation. Therefore, this study analyzes the requirements of each domain for electronic records to be recognized as evidence. It also explained the factors that should be considered in record management. In addition, eDiscovery in the United States was selected as an advanced case to utilize records as evidence. This study investigated the Commentary on Legal Holdings: The Trigger & The Process and analyzed which functions must be considered in order for electronic records to be preserved as evidence. To this end, we analyze the functional requirements of the eDiscovery solution. Through this, necessary functional requirements are derived to help implement the system in preparation for eDiscovery.

A Study on the Establishment of Digital Archives by Jang Jae-seong, a Gwangju Student Independence Activist (광주학생독립운동가 장재성 디지털 아카이브 구축에 관한 연구)

  • Kim, Moonhee;Chang, Wookwon
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.4
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    • pp.19-43
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    • 2021
  • The purpose of this study is to present a proposal to build an archive of Gwangju Student Independence activist Jang Jae-seong. The research method used for this purpose was, first, a literature study related to Jang Jae-seong. Second, the current status of records related to Jang Jae-seong, such as the National Archives of Korea and the Ministry of Patriots and Veterans Affairs, was investigated, and the types of records were presented for each collection. Third, an expert interview with Jang Jae-seong's family was conducted. As a result of the study, the Jang Jae-seong archive was designed with documentary and commentary content. In addition, a method of linking with the record-holding institution through mapping by content was suggested. Recorded content are structured so that users can receive detailed information linked to each collection through a search. Also, considering that an archive of Gwangju student independence activists has not been established so far, a plan was prepared and presented to build an archive of people involved in the incident together and provide data.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

Commentary on the Seoul High Court's Judgement for the Formation and Performance of Contract for the International Sale of Goods (국제물품매매계약의 성립과 이행에 관한 서울고등법원의 판례평가)

  • Shim, Chong-Seok
    • Korea Trade Review
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    • v.43 no.4
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    • pp.27-50
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    • 2018
  • This study focuses on the judgement of Seoul High Court' regarding the formation and performance of contracts applying the CISG. The purpose of this study is to provide legal understanding to contracting parties involved in contract for the international sale of goods that can be considered in raising the understanding of the CISG within the scope of the subject. This study aimed at the legal validity of judgments, the defects in reason for judgments and legal standards that could be established. The main contribution of this study is summarizing the facts of judgments and arguments of the parties and furthermore, in accordance with the order, the judgment order of the court and the decision criteria of the application law, the CISG articles comment and interpretation on the formation of the contract, legal bases of fundamental breach of contract, termination of contract, concurrent fulfillment and other supplementary matters and so on.

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Utilizing the GOA-RF hybrid model, predicting the CPT-based pile set-up parameters

  • Zhao, Zhilong;Chen, Simin;Zhang, Dengke;Peng, Bin;Li, Xuyang;Zheng, Qian
    • Geomechanics and Engineering
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    • v.31 no.1
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    • pp.113-127
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    • 2022
  • The undrained shear strength of soil is considered one of the engineering parameters of utmost significance in geotechnical design methods. In-situ experiments like cone penetration tests (CPT) have been used in the last several years to estimate the undrained shear strength depending on the characteristics of the soil. Nevertheless, the majority of these techniques rely on correlation presumptions, which may lead to uneven accuracy. This research's general aim is to extend a new united soft computing model, which is a combination of random forest (RF) with grasshopper optimization algorithm (GOA) to the pile set-up parameters' better approximation from CPT, based on two different types of data as inputs. Data type 1 contains pile parameters, and data type 2 consists of soil properties. The contribution of this article is that hybrid GOA - RF for the first time, was suggested to forecast the pile set-up parameter from CPT. In order to do this, CPT data and related bore log data were gathered from 70 various locations across Louisiana. With an R2 greater than 0.9098, which denotes the permissible relationship between measured and anticipated values, the results demonstrated that both models perform well in forecasting the set-up parameter. It is comprehensible that, in the training and testing step, the model with data type 2 has finer capability than the model using data type 1, with R2 and RMSE are 0.9272 and 0.0305 for the training step and 0.9182 and 0.0415 for the testing step. All in all, the models' results depict that the A parameter could be forecasted with adequate precision from the CPT data with the usage of hybrid GOA - RF models. However, the RF model with soil features as input parameters results in a finer commentary of pile set-up parameters.

Interaction Between Students and Generative Artificial Intelligence in Critical Mineral Inquiry Using Chatbots (챗봇 활용 핵심광물 탐구에서 나타난 학생과 생성형 인공지능의 상호작용)

  • Sueim Chung;Jeongchan Kim;Donghee Shin
    • Journal of the Korean earth science society
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    • v.44 no.6
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    • pp.675-692
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    • 2023
  • This study used a Chatbot, a generative artificial intelligence (AI), to analyze the interaction between the Chatbot and students when exploring critical minerals from an epistemological aspect. The results, issues to be kept in mind in the teaching and learning process using AI were discussed in terms of the role of the teacher, the goals of education, and the characteristics of knowledge. For this study, we conducted a three-session science education program using a Chatbot for 19 high school students and analyzed the reports written by the students. As a result, in terms of form, the students' questions included search-type questions and non-search-type questions, and in terms of content, in addition to various questions asking about the characteristics of the target, there were also questions requiring a judgment by combining various data. In general, students had a questioning strategy that distinguished what they should aim for and what they should avoid. The Chatbot's answer had a certain form and consisted of three parts: an introduction, a body, and a conclusion. In particular, the conclusion included commentary or opinions with opinions on the content, and in this, value judgments and the nature of science were revealed. The interaction between the Chatbot and the student was clearly evident in the process in which the student organized questions in response to the Chatbot's answers. Depending on whether they were based on the answer, independent or derived questions appeared, and depending on the direction of comprehensiveness and specificity, superordinate, subordinate, or parallel questions appeared. Students also responded to the chatbot's answers with questions that included critical thinking skills. Based on these results, we discovered that there are inherent limitations between Chatbots and students, unlike general classes where teachers and students interact. In other words, there is 'limited interaction' and the teacher's role to complement this was discussed, and the goals of learning using AI and the characteristics of the knowledge they provide were also discussed.

The Characteristics of Reality Dynamic Counseling in Real Counseling Process (상담사례 과정에 반영된 현실역동상담의 특성)

  • Sung-sook Chang
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.349-365
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    • 2008
  • The Reality Dynamic Counseling which reflects Korean culture and Korean sensibilities has been introduced as a model of Korean counseling approach. This is a qualitative study to examine how the characteristics of Reality Dynamic Counseling appear upon the real counseling process for the clients who were physically attacked by their own son and were brought to this counseling export from juvenile counseling service center. The major properties of Reality Dynamic Counseling are grasping the problem with connecting whole context, dealing with an external world as well as an internal world, emphasizing a role in relation with others, serving as a fosterer or an educator for counselor, confronting a client to awake from a disillusion, restoring to the good relationship between a parent and a child, and pulling a client to the relation with people. These properties are well brought out in the real counseling process. The Manual written by a counselor which gives us detailed commentary on counseling process was selected and analyzed in this study because the protocol between a counselor and a client was too large quantity and it could not show on how to change like facial expression and voice.

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