International Journal of Computer Science & Network Security
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v.22
no.2
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pp.394-398
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2022
The article determines that the study of the development of scientific and didactic knowledge about the educational process in higher education should be built mainly on the basis of qualitative research methods that ensure the identification and understanding of the changes taking place in didactic knowledge, in the unity of their internal and external manifestations. On the basis of the epistemological model of the study of science, a generalized model of didactic knowledge about the educational process in higher education, including didactic relations as a theoretical core, subject of research, research methods and positions of researchers, ways of interaction between science and educational practice, and thematic structures of didactic knowledge; scientific and methodological problems of didactic knowledge about the educational process in higher education at the present stage of its developments due to the post-nonclassical transformation and orientation of research towards the humanitarian ideal of scientific character.
Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.
This study is focused on forecasting the future of tole-democracy. Many Scholars expect that internet provides technological space needing realizing the tole-democracy or deliberate democracy. Especially in Korea, this expectation is higher than other nations because of political corruption and inefficiency. Therefore internet is intended to considering as new technologies reforming political process. In 16th the general election period, many candidates established home page and used as election campaign tool. And a little of home pages is payed attention to among voters. In spite of using internet as political medium, many political communication researchers have a doubt that internet will realize ideal direct democracy. It's reason is that internet is open and anonymous space. At anonymous space, communication participators is tended to be irresponsible and non-serious. Therefore it is hard that cyber-politics will be ideal type of democracy. In this context, this paper analyzed how pauicipators communicate with others at cyber bulletin board establishing candidate's home pages. Main research questions is how do discussions at cyberspace fulfill the conditions of deliberate democracy. Therefore, concrete questions include; who are participators at candidate's cyber bulletin board; which pattern do they communicate; what is the theme of communication; which effects do the anonymous character of cyberspace influence. To that purpose, this study conducted content analysis on 4,210 written matters at 82 cyber bulletin boards of candidate's home page establishing during 16th the general election period. It can be found that cyberspace in Korea still is not deliberate democracy space and not will be. Firstly, discussion patterns at cyber bulletin board is "candidate with supporters communication space. To be exact, it is said that candidate's home page is "the space of self-convincing among supporters." Secondly, the main themes of discussion are simple emotional expressions; "I support you!" "fighting" "Be vigor" etc. By contrast, real political contents'-central or local political matters - is relatively few. In the mode of expression, real political messages are more positive, logical than simple expressions, candidates private matters. Especially this characteristic will make cyberspace as "mutual slander space" consolidating anonymous characteristic of cyberspace. finally, Cyberspace in Korea still is not real "public sphere" realizing deliberate process. Therefore to be real public sphere, it is needed to participant's ethical maturity and political citizenship. In conclusion, it is difficult that cyberspace will reconstruct the Athene's Agora. On the contrary, Cyberagora will like to be irrespectable area fulfilling the sweeping. Making the deliberate space, technological possibility and ethical condition will have to be balanced together.
The discussion on folk painting (minwha) has been continued till recent in various ways. MinWha is applied by painting artists and also utilized as a basic material of design. These are the attempts approved by the viewpoint of the 'Korean beauty'. In saying so, minwha symbolizes for typical types of Korean painting, and is articulated as an aspect of forgotten spirit. However, despite the fact of Minwha's frequent application, and its evident originality, it remains only the thread of the existence. Although minwha has a lot of commonalities and similarities with the characteristics of cartooning, a decisive attempt of cartooning is hardly shown through. Therefore, this paper is aim to classify creative paintings by the distinctive features of minwha, such as exaggeration and abridgment, sarcasm and current affair aspect, common technique of art drawing, caricatured element, expression of an ideal world, various techniques from artist's different comprehension, etcetera and to make opportunity to constructively apply these features in cartoons. The types of minwha are mostly classified by the contents of the painting. However, since the purpose of this thesis is to find caricatured aspects in minwha, it will be largely classified by the elements of animal, plant, human, insect species, finny tribe, feathered tribe, and nature phenomenon. This classification takes advantage of accessibility to understand the characterization of the object, and leads to take a positive approach.
The post-war period has witnessed the emergence of new towns in a number of countries in Southeast Asia. The new town development in Malaysia started with Petaling Jaya (PJ) as a satellite town in 1953 to accommodate the rapid growing population of Kuala Lumpur (KL). Shah Alam (SA), Subang Jaya (SJ) are all located in the Klang Valley and act as an important social and economic development hub in the nation. New towns have been designed in accordance with the British town planning principles, which were based on the model of a modern ideal city. They constituted a new regional character because they were developed taking into consideration factors such as local technologies as well as site and, climatic conditions. The initial goal of the new town construction and planning, which focused basically on resettling squatters, was later changed to focus on the improvement of the quality of living. This phenomenon was related to the emergence of the middle class, which had grown rapidly ever since. With the public agencies, the private sectors have played an important role in providing viable and sustainable human units of settlement that address the new design issues of new town planning. The goal of this study is to identify the identity of the recent new town planning principles of Malaysia, how they were developed over time and how they were regionalized and transformed in a cultural and regional context. For the analysis, we chose 3 new towns which are located in Klang Valley and which are representative recent projects of two major housing development companies in Malaysia. To identify the planning principles, we analyzed these projects in the viewpoint of the urban space, street system, and housing blocks and units.
This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.
The purpose of this study is to make an ideal dummy for adult Maltese with proper investigation of its character and direct measurement of dog body-shape. The results of the study are as follows; First, there were 6 factors to affect the characteristics of Maltese body in the analysis, which are size of body, leg shape, chest shape, leg thickness, body length, length between fore-legs. In the cluster analysis with the 6 factors there were two types of Maltese body. Type 1 has body characteristics with large body, thick leg, and small distance between front legs. Type 2 has average size of all factors including body size, leg thickness, and length between fore-legs. Second, type 2 was selected as a representative one to make a dummy reflected body shape of characteristics because it took 67.71% from entire considered factors and has average value in the measured size. The first dummy pattern was planned by copying the surface area of the representative body shape with the method of surgical tape. A dummy of single body with trunk and legs was made using 30's cotton cloth, polyester inside batting, compressed form PVC and metallic wire on the joint of trunk and legs to support dummy shape. The second pattern was made by correcting size difference of the pattern and adding the pattern of neck covering plate, metal magnetic button was inserted on the center of joint area of trunk and legs to make detachable legs for easy slip on and off the pet's wear.
This paper proposes an agent-based adaptive tutoring system that monitors learning process of learners' and provides learning materials dynamically according to the analyzed learning character. Furthermore, it uses fuzzy concept to evaluate learners' ability and to provide learning materials appropriate to the level of learners'. For this, we design a courseware knowledge structure systematically and then construct a fuzzy level set on the basis of it considering importance of learning targets, difficulty of learning materials and relation degree between learning targets and learning materials. Using agent, monitoring continually the learning process of learners 'inferencing to offer proper hints in case of incorrect answer in learning assesment, composing dynamically learning materials according to the learning feature and the evaluation of assesment, our system implements effectively adaptive instruction system. Moreover, appling the fuzzy concept to the system could naturally consider and ideal with various and uncertain items of learning environment thus could offer more flexible and effective instruction-learning methods.
Comedy costumes worn on the comedians/gag men express the information of the performances such as character's era, place, social rank, present environment, age, sex, occupation, emotion, relationships between the characters, importance and mood in visual language. The comic is found when these informations are reversed, revealed, exaggerated or distorted. To analyse the TV comedy costumes, 5 subordinate concepts of the comic which are Body, Gender, Age, T.P.O.(Time, Place, Occasion) and Role could be identified, and the results from the analysis focused on (10 shows were selected from each of the first and second half of the years from 2003 to 2007) are as follows: Distorted and ugly body implies the resistance against the ideal body. Reversed or confused sex are usually expressed as men dressed in women, and these mean breaking the dichotomy between male and female, and coexistence of the masculinity and feminity, and satirizing the social custom restricting women by moral rules. It could be recognized that the way of men's dressing in women have been changing keeping pace with the times. The discord between age and costume was often expressed with children's wear and childish props. This implies the liberation from the age role. The comic expressed from the inadequate costume for T.P.O. usually appeared with the costumes 20-30years behind the times. When there were discordance with the acts and acts expected from the outfit(appearance) also made an ironical laugh. The comics acquired by vulgarization and exaggeration of the characteristics of role(figures/occupation) were from the imitation and deformation of the objects in stereotypes, and through this dissolving the custom was under way.
There is something common between the Korean female Kukkuk and the Japanese Takarazuka Revue in that actors are all females and love is the main theme. Some of the females should play men's roles, so they are described as ideal men and are more manly than real men, and female audiences are attracted by them. It is hard for actresses to play men's roles-they have to stretch open their shoulders, walk with long steps and produce a deep voice. They put on a makeup a little exaggeratedly to perfectly disguise themselves as men and express strong images-some red tone makeup on their face, thick eyebrows with their ends upward, thick eye lines to make eyes seem bigger and stronger, and thick side whiskers. On the contrary, a makeup for female characters is softer to highlight femininity with thin penciled hair parted and braided on the sides of the face. The Takarazuka Revue's students are divided into male characters and female ones from the regular course of music schools, and they select their roles in consideration of their height and range of voice, mainly based on their wish. In case of male characters, they need a long career and verification of ability to be the best. Females playing men's roles and showing their manliness are violation of a social custom standardizing the character of males and females and are the reverse of roles expected by a society or a culture. A world experienced by these plays is a kind of revolt breaking the taboo of the patriarchal system.
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