Today, every culture has taken on the compromise form by means of the cultural difference, variety, and pluralism according to the internationalization and the advance so that it has been developed toward the half-blooded and multilayered the aspect. In accordance with this current of the times, this thesis observed the feminism found in the multiculturism of the end of the 20th century, the third world, and technology with the side of the tendency of modern fashion, considered the hybride phenomenon which is pulling down the wall between culture and genre due to the social diversification. and predicted the fashion trend do 21st century serf on it. Multiculturism is the movement that began to arise in the academic world of America and the literary world form the close of 1980's in accepting the variety of culture and regarding the culture with the more balanced and wide view and just as it is, it means the attitude of accepting one or more cultures of variely and the position of taking interest in the culture of minority race not the culture of a governing race. It is the fashion of feminism adapts dualism like unisex, androgynous look, etc of bisexual lendency in the 1980's, it shows new style with crossover of liberal sense because there is not the difference of sex in fashion. The eco-feminism pursues the natural sexuality not being instrumental and dismantling and expressed it in the Gender expression of an integrated human being. The trend of ethnic fashion in the close of 20th century is that the element of hippie is working so strongly. By adding embroidery of Oriental style, accessories of Indian style, feathers, beads, a hempen hood to the ethnic costumes of Asia and Latin, is shows the figure of ethnic hippie. As the cycler fashion is the future clothes through technology of computer, it uses a cool glass material bringing up the image of a spacesuit in order to expresses cyber image through artificial color combination of sheen colors, Though this techno-color fashion has established the fresh stimulation and the innovative aspect with ultramodern materials and image of futurism, it transmits a hope of estranged people and the natural elements. Hybride means a cross and mixture of animal and plant in Korean and is also called fusion. The phenomenon of hybrid predicts to comes the period of a cross and variation because something completely new comes into the world by contamination, mixture and compromise through meeting something different each other and it has on advantage of developing something existing to one more stage. It is prospected that in the society of 21st century, the borderline of traditional gender will be disappeared, variety and individuality will determine the individual behavior, and the masculine value will be substituted by feminine value. In the society giving priority to feminine value, a fashion stuck closely to women is what must reflect lives of woman under the proposition of woman's beauty, being on original function. So, it is considered that a fashion with added convenience and practicality having the function which is easy to put on, comfortable to act, able to express solves so much, and able to show various appearances according to T.P.O will get into the spotlight.
Kim, Jeong Hyun;Kim, Soon Han;Kim, Sun Kyu;Kim, Sang Min;Jung, Jae Hoon;Heo, Joon
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
/
v.33
no.5
/
pp.373-383
/
2015
Spatial information has been widely used for efficient land use and management, disaster management, environment management, infrastructure management, corporate marketing, and cultural assets management, and the need for spatial information is expected to be increased. For this reason, central government, local government and public institutions must establish a National Spatial Information System (Fifteen systems related to spatial information managed by National Spatial Data Infrastructure Policy office, NSIS) framework that guarantees high accuracy and quality. The NSIS will provide convenience usage of spatial information in the field of decision-making or civil support. However the current National Spatial Information System is mainly established with separate processes, which causes data redundancy, deterioration of information, passive opening, and sharing of the spatial data. This study suggests 4 standards, which has been derived by applying value-chain model to NSIS data flow, and they are ‘Production and Establishment’, ‘Integration and Sharing’, ‘Application and Fusion’ and ‘Release and Opening’. Based on these standards, the 15 NSIS were analyzed to draw out implications and reforming directions were suggested. By following these suggestions we expect more recent, consist, accurate, and connected National Spatial Information Service which will be more open to public and then satisfy the demands.
Beyond the technological behaviorism-oriented notion of prosumers, the current study explores the question of digital creative labour of the youth in the interrelated context of post-capitalist crisis and neoliberal ethos of selfhood. This analysis is situated particularly in the social conflicts and struggles in Korea, where the problems related to the precarization of the younger generation have been increasingly aggravated (in the realm of embodied reality) whereas their digital activities have been highly expressive (in the realm of mediated reality). The contradictions embedded in the question of the labour of the youth are delineated in the respect of the subjectivities of young free labour, or 'digital creative labour' in proposed terms: the precarious young free labour in Korea is the compound of social fragmentation, economic polarization, expansion of cognitive and emotion labour, boom of hedonistic consumerism, economic-cultural celebration of creativity and self-entrepreneurship, technological saturation of digital media, subjective/collective affects around excitement and ambition but also of anxiety and fear. The ambivalence and complexity of the young free labour is converged at the emergence of homo-economicus (Michel Foucault) through the subjectivation of the social (con)fusion of post-capitalist crisis and neoliberal governmentality of selfhood.
Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.
Kim, Hyun-Jung;Kim, Young-Min;Kim, Jin-Yeon;Huh, Hye-Yeon;Kim, Jong-Nam;Kim, Ki-Soo
대한공업교육학회지
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v.38
no.2
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pp.195-217
/
2013
The purpose of this study was to develop educational programs of STEAM-based project under the theme of "Photography of Earth" for the circle activities of the creative experiential activity, to be applied this program to them and to identify technology subject self-efficacy and change in attitude toward engineering. In order to achieve the research objectives, this program was applied to middle school student in Cheonan, STEAM-based circle during 9 class instruction. The results of this study are as follows. First, the STEAM program contents for circle activities were selected through utilizing a five-stage design model(preparation, design, development, implementation and evaluation) and analyzing the curriculum. After that we have developed a teaching plan, STEAM-Story, student activity sheets from the viewpoint of cultural fusion and have applied the circle activities of the creative experiential Activity during 4 months. Second, The result of the test(pre- and post-test) about STEAM program that has been developed were different about technology subject self-efficacy and attitude toward engineering. Therefore, we have verified that the effect of the STEAM-based project under the theme of "Photography of Earth" for the circle activities on the attitudes toward engineering and self-efficacy in middle school is effective.
Hanok is a cultural heritage containing our ancestor's life style intact and breathing alive with us until now. As Hanok has been concerned as a echo-friendly architecture, a new methodology for efficient construction without damaging the traditional construction process comes into request. The goal of this research is development of a architectural design tool based on the BIM(Building Information Modeling) for satisfying these demands. It will be usable to support whole process of the traditional building from digital design to production and construction. Firstly, we take a consideration of the traditional architecture reflecting the spirit of the age and suggest efficient design method for architectural components. Each components is pre-fabricated as a template representing similar components. All pre-fabricated components are designed by object-oriented concepts so, many variations for a component can be derived from the pre-fabricated component. Our method is helpful for reducing design errors because that it considers combining rule between connecting components in the template design. Moreover it is plugged in the commercial architectural CAD, so it can supports digital design not only traditional architecture but also fusion style mixed with modern architecture.
In order to develope interspecific fusion of the genus Cellulomonas capable of assimilation cellulose, the optimun conditions for the protoplast formation was investigated to examine the susceptibility of cell wall, between different species of the same genus using scanning electron microscope. The variation in the susceptibilities of Cellulomonas sp. CS 1-1 and C. flavigena to lysozyme treatment were considerably remarkable, although they belong to the same genus. The rate of protoplast formation of CS1-1 was 99.9% being treated with lysozyme $(100{\mu}g/ml)$ for 30 minute and that of C. flavigena was about 80% being treated at the concentration of $600{\mu}g/ml$ of lysozyme for 6 hours. The susceptibility of cell wall to the lysozyme treatment on protoplast formation of the strain, CS1-1 seems not to be depend on the cultural periods of cells. On the contrary, that of C. flavigena was considerably depend on the periods. Cells of C. flavigena at mid exponential phase could be more efficiently converted to protoplast cells than those at late exponential phase be done. The rate of the protoplast formation was 95%, when cells of C. flavigena at mid exponential phase were treated with lysozyme $600{\mu}g/ml$ for 6 hours and observed by SEM. In the evalution of protoplast formation of the CS1-1 results of counting method in plate after osmotic shock treatment were similar to the results of the direct observation method by means of SEM. But in the case of C. flavigena the latter method was much more reliable than the former, because the differences between the number of spheroplasts and protoplasts were not able to figure out on conuting the number of protoplast after osmotic shock tretment.
Kim, Kwang-Deuk;Yun, Chang-Yeol;Jo, Myung-Hee;Kim, Sung-Jae
Journal of the Korean Association of Geographic Information Studies
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v.15
no.3
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pp.81-90
/
2012
Recently, with an increased social interest in new and renewable energy resources, together with rapid advancement in IT(information technology) and spatial information technology, there have recently been a lot of attempts to find out methods to make systematic and scientific use of information technology and spatial information technology, depending upon a fusion with GIS(Geographic Information System) spatial information technology in the field of new and renewable energy. This paper developed a suitability analysis system to conduct a correct and precise analysis of an ideal place for wind energy facilities in comprehensive consideration of topographic, economic, and cultural environments. It also used recent spatial information technology including 3D GIS to develop a supportive system for an analysis and decision making of an ideal place for 3D Web GIS-based wind energy facilities like a precise field information implementation, a 3D result display, a 3D object implementation, simulation, and so on. These systems make it possible to build scientific new-renewable energy facilities, to collect, manage and analyze information in an accurate and quantitative manner. In addition, they help serve as a turning point for the construction of a real-time information supply system. Furthermore, they can support rational decision making by making it possible to analyze a variety of forms of field information through building a system for the management of 3D image-based information on new-renewable energy resources.
Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.
Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.
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