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The story structure characteristic of the "Shinbi Apartment" animation and meaning of contents of the traditional ghost story (애니메이션 <신비아파트: 고스트볼의 비밀>의 구성적 특징과 전통귀신담의 콘텐츠화의 의미)

  • Song, So-ra
    • Journal of Korean Classical Literature and Education
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    • no.39
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    • pp.137-180
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    • 2018
  • This article examines the constitutional characteristics of the works in the "Shinbi Apartment" (Mysterious Apartment) series produced by Tooniverse, a domestic animation channel, and considers the meaning of the contents of the ghoststory (鬼神談). The "Shinbi Apartment" series is a horror animation for children. It was produced for the first time in Korea and recorded high ratings. Additionally, it is different from Japanese horror animations that were dubbed and broadcast in Korea in terms of composition and narrative direction, and it succeeds in the form and direction of the traditional Korean ghost story. "Shinbi Apartment - The Secret of Ghost Ball" enriches narrative stories by embracing the structure of the "female ghost story" in traditional ghost stories while following the form of ghosts that suddenly pop up in the daily routines of contemporary ghost stories. The ghost's shape, which has a bizarre and unpredictable aspect, embodies the ghost as the object of fear that modern horror stories intend. However, it does not stop there, but puts the attention on the hero who focuses on the emerging ghost and listens and communicates with it, placing the emphasis of the story on communication, understanding, forgiveness, and reconciliation. The structure and contents of the unique story of "The Secret of Ghost Ball" contribute to the transformation of the ghost into a subject of friendliness and entertainment, not merely as one of shock, fear, and anxiety. Additionally, as the concept of "child" is being created, the custom of modernity, which deals with the story of ghosts in the dimension of teaching and edification, is also manifested in "The Secret of Ghost Ball." In other words, through the figure of the devil, it is to continue the lesson of the story by revealing the adventure, the courage necessary for the "child," and the boundaries for substance and appearance. The "Shinbi Apartment" series has also contributed to the success of ghosts as commercial contents. The structure of the story and its characters have been actively used as educational tools and toys for children. It can be said that ghost culture contributed to this popularization by establishing a base for enjoying ghosts for amusement and entertainment.

A Study about medical doctors of the school of Seowon (서원학파(西源學派) 의가(醫家)에 관(關)한 연구(硏究))

  • Yoon, Chang-Yeol
    • Journal of Korean Medical classics
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    • v.26 no.3
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    • pp.1-9
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    • 2013
  • Objective : In South Song era, Choe Ga-eon(崔嘉彦) built Seowonam(西源庵), lived as a hermit and communicated with Juja(朱子) in LuShan(廬山), JiangXi province(江西省), JiuJiang city(九江市). Maekgyeol(脈訣) written by him significantly influenced the forthcoming medical doctors, who took over his studies and were called the school of Seowon. Little information about his life and his successors encouraged this study. Method : The core contents of Maekgyeol(脈訣), his life based on Waryongamgi(臥龍庵記) and Seowongamgi(西源庵記) written by Juja(朱子) and his successors on the basis of various medical books were investigated. Result : The Seowonam(西源庵) is located at the entrance of xiufeng Scenic spot(秀峰景區) which is 6km west from center of Xingzi county(星子縣), JiangXi province(江西省), JiuJiang city(九江市). The points of Maekgyeol(脈訣) are inferring the symptom of wind, energy, cold and heat by categorizing seven exterior and eight interior pulse into four pulses of float, sink, slow and quick and diagnosing a disease of three warmer and the five viscera and the six entrails by subordinating four pulses to Chon, Gwan, and Cheok(寸關尺). By writing the book of Sawonron(四原論) he clarified the clinical point, pulse, disease, symptom, treatment with learning the cause of a disease through pulse, understanding the symptom through a disease, and giving a remedy through a symptom. Then he communicated with Juja(朱子) assigned to NanKangJun(南康軍) as a ruler. He helped Juja(朱子) to build Waryongam(臥龍庵) and Juja(朱子) wrote Seowonamgi(西源庵記) for him. Conclusion : The members of medical doctors of the school of Seowon were Choe Ga-eon(崔嘉彦) and his follower Yu Gae(劉開), Yugae's disciple Eom Yong-hwa(嚴用和) and Ju Jong-yang(朱宗陽) and Ju Jong-yang's disciple Jang Do-jung(張道中). They, who were famous for pulse, had contributed to advancing study of pulses in the field of oriental medicine.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

The Current Status of the 3+1 Curriculum Implementation of Nursing College in Transition from a Three-year to a Four-year Nursing Education System (수업연한 4년제 지정 간호전문대학의 3+1 교육과정 운영 실태)

  • Kim, Sook Young;Lee, Joo Young;Joung, Sun-Ei
    • The Journal of Korean Academic Society of Nursing Education
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    • v.20 no.2
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    • pp.288-299
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    • 2014
  • Purpose: The purpose of this study was to investigate the current status of the 3+1 curriculum implementation of nursing college in transition from a three-year to a four-year nursing education system. Method: This study employs a triangulation study including a questionnaire survey and a focus group interview. The data collected from 34 nursing colleges were analyzed using SPSS/WIN 21.0 program and the interview data(9 department chairs of nursing colleges) were analyzed using qualitative content analysis. Results: The important results are as follows; Many colleges applied academic performance as student selection standards. Factors in students' satisfaction are acquiring the bachelor's degree and a lot more relaxed college life. Factors in students' dissatisfaction are anxiety about national nursing exam and absence of college's own specialized programs. Main points of 3+1 course policy making are strengthening character education and core-fundamentals education in nursing. After qualitative contents analysis, three management-related subjects and 7 sub-subjects emerged. Three subjects were the effects of the 3+1 course running, the difficulties in management and how to run the 3+1 course effectively. Conclusion: From the results of this study, we concluded with some practical implications for the 3+1 course running for reformed nursing schools.

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Development of Multi-Touch/Context-Aware Convergence Digital Signage System based on Android OS Platform (안드로이드 플랫폼 기반 멀티 터치/상황인지형 융복합 디지털 사이니지 시스템 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.245-251
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    • 2015
  • If a digital signage system is operated in PC mounted in the Window OS then the implementing price is very high. For resolving this problem, we used the Smartphone mounted in ARM Cortex family of multi-core processor-based mobile platform. We developed a low-power low-cost digital signage system and a remote convergence content management program based on web server. This convergence system manages advertising content to a remote control device anywhere using remote control technology. This system is one integrated system with display and is a low-power consumed and is developed in very efficient hardware interface. And condition sensors(intensity of illumination, temperature, weather, GPS etc) is equipped in the developed system. Automatic contents builder and Context-aware SMIL module is also implemented in the convergence system. We achieved over 50% power savings comparing with conventional Window OS system and 16 points multi-touch in our system.

Design of Fourth Generation Knowledge Management System based on Social Network Service (소셜 네트워크 서비스 기반의 4세대 지식관리시스템 설계 방안)

  • Ahn, Gilseung;Kwon, Minsung;Kang, Changwook;Hur, Sun
    • Journal of KIISE
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    • v.43 no.5
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    • pp.579-589
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    • 2016
  • Currently, corporations have introduced the knowledge management system that utilizes knowledge effectively for practical purpose and development of core ability. However, existing knowledge systems have failed to share the knowledge content due to lack of elements that encourage the members to participate in the system. In this study, we designed a novel knowledge management system that employs the structure of social network service (SNS). More precisely, screen layout according to function and several algorithms to improve user friendliness and produce integrated knowledge content are recommended. The proposed SNS-based knowledge management system encourages the enterprise members to participate in the system to produce and share valuable knowledge contents.

A Study of Planning for Sujeong-dong Garden Heritage Maintenance (고산 윤선도 수정동 정원유적 정비에 관한 연구)

  • Kim, Moo-Han;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.2
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    • pp.12-20
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    • 2015
  • Sujeong-Dong garden heritage is a unique, valuable villa garden constructed by Gosan Yoon Sun-Do during middle Joseon period. However, the site has been faced on damage risk because of the development of near quarry. The purpose of the study is to suggest careful maintenance plan for the valuable Korean traditional garden heritage. For the plan, the study conducts the interview of residents and experts, literature review, the investigation of historical materials, site survey, and the analysis of aerial photography. The results are following: Firstly, the paper divides the site into three types of an excavation area: core, recommend and investigation. Secondly, of remained Gosan's one and remains of unknown contents, it has the plan of vegetation maintenance, safety facilities, pathway maintenance, and service area. Thirdly, it also suggests pathway plan for authentic garden promenade according to the literature of Sanjungsingok(山中新曲), site survey, and interviews with residents and experts. The study has a special meaning for an insightful approach based on the accurate site survey, research, and the consideration of practical use.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

A Strategy of Smart City Growth through Social and Living Lab (사회-참여 중심의 스마트도시 성장 전략)

  • Lee, Kum-Jin
    • Journal of the Society of Disaster Information
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    • v.16 no.2
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    • pp.291-298
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    • 2020
  • Purpose: The purpose of this study is to suggest a smart city strategy through smart growth considering the human, social and cultural meaning. It seeks opportunities to develop the cities that has not grown by integrating the ICT, a new growth tool for smart cities, into the spatial and physical renewal project. Method: Analyzing policy and strategy of smart living lab and digital cultural contents on the smart growth process under the experience in Amsterdam and Paris. Results: Smart city is expected to be reflected not only the technical aspects but the social characteristics of the city in order to enhance the living environment of the citizens by embracing diverse viewpoints throughout the city. It examines the smart growth plan in the improvement of the living conditions of the citizens. Conclusion: Planning smart city is to discover the smart city adaptability that can enhance the capability of cities to improve the life condition and quality of citizens by applying the core strategies and specialized programs with community service and urban marketing, which are emerging as smart cities based on ICT technologies.