• Title/Summary/Keyword: IT 인문학

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Racism in the movie ≪Green Book≫ and solutions through discussion (영화 ≪그린북≫에 나타난 인종주의와 토의를 통한 해결 방안)

  • Park, Joo Eun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.159-165
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    • 2022
  • The purpose of this study is to examine racism in the movie ≪Green Book≫ and to find solutions to racism through discussion with students. Set in 1962 in the United States, this film depicts the process of forming a good bond with the black pianist Dr. Shirley and the driver Tony in a racist society. This study utilized the subject of race, one of the subjects covered in the humanities class in the global era of S University in the second semester of 2021. This is because, since the outbreak of racism, the problem of racism has continued to arise in the current COVID-19 pandemic situation. Therefore, the researcher looked at racism and intercultural education as a theoretical background, and looked at cases of racism in movies and cases of racism that have occurred today. The history of racism and discrimination dates back to medieval Europe and was caused by religious conflicts and was attributed to white supremacy. As a solution to this racial discrimination, international organizations suggested intercultural education. And the reason why film was used in this study is because it aims to provoke students' interest and motivation for learning by targeting first-year university students called the digital native generation who were born and grew up with the Internet. In this study, students' solutions to racism were presented using discussion, and then the researcher's solutions were presented.

The Context and Reality of Memes as Information Resources: Focused on Analysis of Research Trends in South Korea (정보자원으로서 '밈'의 맥락과 실재 - 국내 연구동향 분석을 중심으로 -)

  • Soram Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.3
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    • pp.227-253
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    • 2023
  • The study is a preliminary study to conceptualize memes as information resources for literacy education in information environment changed with digital revolution. The study is to explain the context and reality of memes in order to promote the utilization of memes as information resources. The research questions are as follows: First, what topics are 'memes' studied with? Second, what things are captured and studied as 'memes'? The study conducted frequency and co-occurrence network analysis on 145 domestic studies and contents analysis on 73 domestic studies. The results are as follows: First, memes were mainly studied in the fields of 'humanities', 'social sciences', 'interdiciplinary studies', and 'arts and kinesiology'. Studies based on Dawkins' concept of memes (around 2012), studies on introducing the concept of memes to explain the spread of Korean Wave content (around 2015), and independent studies of memes as a major research topic in cultural sociology (around 2019) were performed. Second, memes are linguistic. Language memes (L-memes) are 102 (37%), language-visual memes (LV-memes) are 23 (8%), language-visual-musical memes (LVM-memes) are 21 (8%). Keyword 'language meme' ranked high in frequency, degree centrality and betweenness centrality of co-occurrence network. In other words, memes are expanding as a unique information phenomenon of cultural sociology based on linguistic characteristics. It is necessary to conceptualize meme literacy in terms of information literacy.

Analysis of Retelling Cases Linked to Reading in Thinking and Expression - Focusing on Reading Michel Tournier's "Let Joy Remain in Me" (문학 읽기 연계 리텔링 강의 분석- 미셸 투르니에의 「기쁨이 내게 머물게 하소서」 를 중심으로)

  • Hwang, Hye-young;Lee, Eun-Sook;Chung, Hyun-Sook
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.59-87
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    • 2022
  • 'Thinking and Expression' develops comprehensive problem-solving ability to solve various problems in life and society by cultivating thinking skills such as creative, logical, reflective thinking, and connected thinking and communication ability to communicate one's thoughts through writing and speaking. This is a college basic liberal arts course established to improve students. The purpose of this study is to introduce the case of rewriting of literature reading and healing performed as an extension of storytelling learning in 'Thinking and Expression' class. In class, we read Michel Tournier's short story "Let Joy Remain in Me" and shared our feelings about the final scene of the work. Then, we each presented a question that came to mind as we read the work, and we shared our thoughts with the members of the group. Next, the students created the content that will follow the last scene of the work with the direction of healing. Through this, we tried to read the work carefully and deeply appreciate its contents, and we had time to feel the creative experience of the reader re-creating the meaning of the work and the effect of healing rewriting. Then, we turned the direction of reflection to the realm of the reader's own life and expressed their desired future self in writing, imagining that it had already been realized. Through this, we tried to discover the meaning of practical rewriting towards self-actualization.

Effective Design and Operation of Massive Online Courses: A Survey on Learners' Satisfaction and Needs (대형 온라인 강좌의 설계와 운영 방안 모색: 재학생, 고등학생, 일반인 대상의 설문조사를 바탕으로)

  • Jinyoung Jang;Younghee Kim;Nagyung Sohn;Hyojung Shin;Hyunsook Jeong
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.73-80
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    • 2023
  • The advancement of online technology in the 21st century has increased online courses and web-based communication in higher education. This type of education is not limited by time or location and has made it possible to expand university campuses globally and broaden the reach of university education to the general public and students from other universities. Changes such as a decrease in the school-age population and a reorganization of the university structure have also created an opportunity to change the perception of online education. In this paper, we conducted surveys on K University students, high school seniors, and the general public to assess their satisfaction with online courses, identify areas that require massive online courses, and determine students' needs for the operation of massive online courses. The survey showed that K University students are generally satisfied with online courses. However, improvements are needed to ensure a smooth online course-taking environment, increase system uniformity, and enhance the overall online course environment. High school students have a strong preference for natural science and should be offered online courses in subjects such as mathematics and physics as prerequisites to prepare for their major classes. The general public prefers the humanities, which is evident in the purpose of the liberal arts lectures.

Possibility of Clinical Philosophical Interpretation of Juyeok through Synchronicity (동시성을 통한 『주역』의 임상철학적 해석가능성)

  • Seok, Young-Jin
    • Journal of Korean Philosophical Society
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    • v.131
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    • pp.223-244
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    • 2014
  • In this paper, the author interprets Juyeok (The Book of Changes) as a philosophical book on self-culture instead of a book on divination. Juyeok, originally, was a book on divination written to tell fortunes; however, it has been a rich source producing the discourse of the humanities. This is because it has a unique system of linguistic symbols. Gwae-Hyo (Hexagrams and Horizontal Lines) system of Juyeok has a number of symbolic features, and there is too much room for new philosophical, cultural interpretations. Thus, Juyeok can be applied to any information and events, and it can, accordingly, help solve the problems of life we are facing. Moreover, Juyeok's unique characteristics are revealed very well in active intervention of persons who read and interpret it. Carl Gustav Jung is the very person who argued that one should interpret Juyeok through this active intervention. In the foreword of Juyeok translated by Richard Wilhelm, he mentions a possibility of the interpretation of Juyeok applying 'synchronicity.' According to him, Juyeok is a material not to predict the future or tell the fate ordained, but to look back on oneself or find the solutions of problems oneself. It allows the inquirer to interpret Gwae-Hyo-Sa (Explanations) not simply through the result of fortune-telling but the act of telling one's fortune. He applies 'synchronicity' to the finding of answers to one's problems in the given Gwae-Hyo-Sa. Synchronicity refers to 'the principle of non-causal relationship explaining a phenomenon of meaningful coincidence.' Here, simultaneity, unlike contingency the principle of causality refers to, means 'meaningful coincidence.' He presents a theory that the divination signs derived from Gwae-Hyo-Sang (Images) through synchronicity is a reflection of the psychology of the unconscious the fortune-teller or a man who receives the results of the divination signs has under certain circumstances on the outside. This is because Jung interprets it like this because the way of communication of Juyeok using symbolic language is not direct but indirect. Juyeok's system of symbolic language aims not at delivering objective knowledge, but the reader's self-transformation. This point can be applied in clinical philosophy. People who suffer from agony and pain in their daily lives may find meaningful and helpful advice for themselves no matter what Gwae-Hyo-Sa they choose in Juyeok. This is because it was originally hidden in their inner space and just revealed concretely through Gwae-Hyo-Sang or Gwae-Hyo-Sa in Juyeok. In this sense, we connect the meaning Gwae-Hyo-Sang or Sa contains from Juyeok to their circumstances, read counsel or advice needed ourselves and make it our own to be able to have power to change and help ourselves. And at this very point may be evaluated as an important role of Juyeok.

Chronopolitics in the Cinematic Representations of "Comfort Women" (일본군 '위안부'의 영화적 기억과 크로노폴리틱스)

  • Park, Hyun-Seon
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.175-209
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    • 2020
  • This paper examines how the cinematic representation of the Japanese military "comfort women" stimulates 'imagination' in the realm of everyday life and in the memory of the masses, creating a common awareness and affect. The history of the Japanese military "comfort women" was hidden for a long time, and it was not until the 1990s that it entered the field of public recognition. Such a transition can be attributed to the external and internal chronopolitics that made possible the testimony of the victims and the discourse of the "comfort women" issue. It shows the peculiar status of the comfort women history as 'politics of time'. In the same vein, the cinematic representations of the Japanese military "comfort women" can be found in similar chronopolitics. The 'comfort women' films have shown the dual time frame of the continuity and discontinuity of the 'silence'. In Korean film history, the chronotope of the reproduction of "comfort women" can be divided into four phases: 1) the fictional representations of "comfort women" before the 1990s 2) documentaries in the late 1990s as the work of testimony and history writing, 3) melodramatic transformation in the feature films in the 2000s, and 4) the diffusion of media and categories. The purpose of this article is to focus on the first phase and the third phase in which the issue of 'comfort women' is represented in the category of popular fiction films. While the "comfort women" representations before 1990 were strictly adhering to the framework of commercial movies and pursued the sexual exploitation of "comfort women" history, the recent films since the 2000s are experimenting with various attempts in the style of popular imagination. Especially, the emergence of 'comfort women' feature films in the 2000s, such as Spirit's Homecoming, I Can Speak, and Herstory, raise various questions as to whether we are "properly" aware of issues and how to remember and present the "cultural memory" of comfort women. Also, focusing on the cinematic representation strategies of the 2000s "comfort women", this article discusses the popular politics of melodrama, the representation of victims and violence, and the feature of 'comfort women' as meta-memory. As a melodramatic imagination and meta-memory for the historical trauma, the "comfort women" drama shows the historical, political, and aesthetic gateways to which the "comfort women" problem must pass. As we have seen in recent fiction films, the issue of "comfort women" goes beyond transnational relations between Korea and Japan; it demands a postcolonial task to dismantle the old colonial structure and explores a transnational project in which women's movements and human rights movements are linked internationally.

A Comparative on Musical Style of Gyeongjae-Eosan and Comparison to Songam-chang(唱) (경제어산의 음악적 성격과 송암창(唱)과의 비교 고찰 - 안채비소리를 중심으로)

  • Cha, Hyoung-Suk
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.801-833
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    • 2019
  • This article has reviewed on the characteristics of the Beompae (Buddhist chanting) performed by Gyeongjaeeosan Wonmyeongchang(唱) based on the result of musical style of Gyeongjae Anchaebi-sori as defined under the previous studies. And, through the comparison with the Beompae performed by Songam-chang (唱), a same type of musical piece, it contemplates on musical differences between the two singers. Results of the study are shown as follows. of Gyeongjaeeosan Seolhoeinyu-pyeon and of Socheongsaja-pyeon are sunged as Yuchi-Seong(聲) among Anchaebi-sori. 'main melody type' and 'ending type' are generally similar to the musical characteristics of the Yuchi-Seong(聲), and the differences between the two singers are detected from main melody type D and ending type b. In particular, under of Socheongsaja-pyeon, only the type a is detected among the two types. becouse ending note of ending-type 'a' is ended with 'sol'. The basic frame of the Jjaimsae(musical form) has been clarified in the previous studies that the Jjaimsae of Yuchi-Seong(聲) has been maintained just the way it is. However, even for the same Seong(聲), the combination of the 'main melody type' of passage has not been unified, and depending on the musical piece, it has been discovered that the combination of the 'main melody type' has been diversely organized. of Gyeongjaeeosan Bongsongsajapyeon belongs to Pyeon-gae-seong(聲) broadly from the Anchaebi-sori and it is shown to be So-seong(聲) in details. In particular, in the previous studies, the 'ending melody' of So-seong(聲) and the closing melody of were similar with a slight difference for the 'ending melody'. Such a difference is relation to the characteristics for sequentially descending melody of Wonmyeong-chang(唱). The 'Jjaimsae(The musical structure)' is not much different from the previous studies, and the 'yeok-eum(weaving lyrics)' of Songam-chang(唱) has strong tendency of 3-sobak rhythm while the Wonmyeong-chang (唱) is shown the tendency of 2-sobak rhythm in general for the difference.

Analysis of Trends in Education Policy of STEAM Using Text Mining: Comparative Analysis of Ministry of Education's Documents, Articles, and Abstract of Researches from 2009 to 2020 (텍스트 마이닝을 활용한 융합인재교육정책 동향 분석 -2009년~2020년 교육부보도, 언론보도, 학술지 초록 비교분석-)

  • You, Jungmin;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.41 no.6
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    • pp.455-470
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    • 2021
  • This study examines the trend changes in keywords and topics of STEAM education from 2009 to 2020 to derive future development direction and education implications. Among the collected data, 42 cases of Ministry of Education's documents, 1,534 cases of articles, and 880 cases of abstract of researches were selected as research subjects. Keyword analysis, keyword network and topic modeling were performed for each stage of STEAM education policy through the Python program. As a result of the analysis, according to the STEAM education policy stage, there were differences in the frequency and network of keywords related to STEAM education by media. It was confirmed that there was a difference in interest in STEAM education policy as there were differences in keywords and topics that were mainly used importantly by media. Most of the topics of the Ministry of Education's documents were found to correspond to topics derived from articles. The implications for the development direction of STEAM education derived from the results of this study are as follows: first, STEAM education needs to consider ways to connect multiple topics, including the humanities. Second, since the media has a difference in interest in STEAM education policy, it is necessary to seek a cooperative development direction through understanding this. Third, the Ministry of Education's support for core competency reinforcement and convergence literacy for nurturing future talents, the goal of STEAM education, and the media's efforts to increase the public's understanding of STEAM education are required. Lastly, it is necessary to continuously analyze the themes that will appear in the evaluation process and change STEAM education policy.

Ontology Design for the Register of Officials(先生案) of the Joseon Period (조선시대 선생안 온톨로지 설계)

  • Kim, Sa-hyun
    • (The)Study of the Eastern Classic
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    • no.69
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    • pp.115-146
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    • 2017
  • This paper is about the research on ontology design for a digital archive of seonsaengan(先生案) of the Joseon Period. Seonsaengan is the register of staff officials at each government office, along with their personal information and records of their transfer from one office to another, in addition to their DOBs, family clan, etc. A total of 176 types of registers are known to be kept at libraries and museums in the country. This paper intends to engage in the ontology design of 47 cases of such registers preserved at the Jangseogak Archives of the Academy of Korean Studies (AKS) with a focus on their content and structure including the names of the relevant government offices and posts assumed by the officials, etc. The work for the ontology design was done with a focus on the officials, the offices they belong to, and records about their transfers kept in the registers. The ontology design categorized relevant resources into classes according to the attributes common to the individuals. Each individual has defined a semantic postposition word that can explicitly express the relationship with other individuals. As for the classes, they were divided into eight categories, i.e. registers, figures, offices, official posts, state examination, records, and concepts. For design of relationships and attributes, terms and phrases such as Dublin Core, Europeana Data Mode, CIDOC-CRM, data model for database of those who passed the exam in the past, which are already designed and used, were referred to. Where terms and phrases designed in existing data models are used, the work used Namespace of the relevant data model. The writer defined the relationships where necessary. The designed ontology shows an exemplary implementation of the Myeongneung seonsaengan(明陵先生案). The work gave consideration to expected effects of information entered when a single registered is expanded to plural registers, along with ways to use it. The ontology design is not one made based on the review of all of the 176 registers. The model needs to be improved each time relevant information is obtained. The aim of such efforts is the systematic arrangement of information contained in the registers. It should be remembered that information arranged in this manner may be rearranged with the aid of databases or archives existing currently or to be built in the future. It is expected that the pieces of information entered through the ontology design will be used as data showing how government offices were operated and what their personnel system was like, along with politics, economy, society, and culture of the Joseon Period, in linkage with databases already established.

Analysis of the possibility of a MMORPG based on Taewonji - focused on the showing of outlook and new stage (<태원지>의 MMORPG 콘텐츠화 가능성 탐구 - 세계관과 공간의 제시를 중심으로 -)

  • Kim, Inhoi
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.509-538
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    • 2017
  • After 20thcentury, digital game has placed very important aspect in modern culture and industries. Thus, digital game industries have utilized ancient stories for themes and ideas. This trial is not only spotted in industrial sectors but also in liberal arts. This paper has a purpose to look at factors that can convert components from classic novels into digital games. Especially, it will focus on how researchers of classical literature can affect in different industrial sectors. Current analysis shows that stories, fantasies, items of classic novel can essentially help to create new games. However, a game consists of just more than the previous stated components; it requires rules, outcome, conflicts and voluntary to make the games much more interesting. It is often misunderstood that plot and fantasies in games may be the most significant aspects but they are actually not. Classic novel can help to make the rule of the four standards in creating a fun game. Here are rules that Taewonji suggests. First, gamers need to save the bleak world from a turbulent age. Second, The will of the absolute has the ultimate power, so those who have achieved god's will can raise a new country. Thirdly, the sinocentrism and the outskirts of the country are not imperative but they are adjustable notions. The first and second aspects are commonly found in Samkukjiyeonui. Hence, the pattern is very familiar. The most significant rule is the third determinant since the idea purely came from Taewonji. The main character Im Seong from the story was the center of his home country, but he later becomes the outskirt or the barbarian of the new country. Therefore, the players should maintain the three rules when they are following the plot and using different items in the digital game world. The researchers of classic literature should find rules that are suitable for the game from the classic novels. This way, there is no need to discover a separate field for digital games out of classical literature.