The East has recognized 'similar forms' and 'similar spirits' as important topics in expressing an object. Figure painting, in particular, has attached importance to 'transmission of spirit'. Gu Kaizhi (345-406) definitely presented the transmission concept and made it the moot important criterion in painting criticism. By identifying the possibility of revealing spirit through a form, he recognized the 'expression of will' in a creator's work and the experience of such 'expressed will' by an appreciator to be the essential acts of art. Thus, he said, a figure painting revealed the character and nature of the depicted object rather than reproducing its form. Regarding art as a person creating the saintly way of life via developing own character, he attached importance to the will of an artist as the central aesthetic subject. This dissertation explores the keynote of the spirit expressing an artist's inner world and the external shape of a figure. It is carried out by investigating the process of Gu Kaizhi's theory (namely spirit transmission and revelation in painting) leading to Su Dongpo's assertion that "the nature of things" and later leading to Yun Duseo's "theory of the way of painting" as the spirit-transmission theory faithful to the principle of revealing spirit through a form in Chosun. The chronological study of the aforementioned works reveals that the relation between an artist and an object is important at the stage of setting aim in producing a work, and this dissertation analyzed it with four elements: (1) creating work based on the viewpoint of nature that heaven and man are one; (2) reflection of the creator's character (including his/her nature, temperament, spirituality, and emotion during the creation) and the artistic merit of a picture; (3) the dialectic unification between the true and the false through space which is a volitional state as creative thinking space; (4) importance of artist's will above the technique used such that a purposeless, inactive and plain work (where human will is combined with heavenly one) was pursued because the picture is regarded coming from the mind created in the unity of host/artist and guest/object. Thus, through his/her intuitive insight is the world where self is united with the cosmos symbolized. Such expression of an artist's inner world and the external shape of a thing pursues the stage of materialization and creates the new modes such as using space, a variety of brushstrokes, and accidentality and improvisation of India ink. In particular, the writer sees that such expression which enables a creator to express his/her nature or personality (and even the emotion) at the time of creation will be highly worth studying in the future, in accord with the pursuit of contemporary painting being expressed as an abstract aspect.
Kim, Tae-Ho;Yoon, Jai-Woong;Kang, Seong-Hee;Suh, Tae-Suk
Progress in Medical Physics
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v.23
no.3
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pp.145-153
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2012
In this study, we quantify the residual motion artifact in 4D-CT scan using the dynamic lung phantom which could simulate respiratory target motion and suggest a simple one-dimension theoretical model to explain and characterize the source of motion artifacts in 4DCT scanning. We set-up regular 1D sine motion and adjusted three level of amplitude (10, 20, 30 mm) with fixed period (4s). The 4DCT scans are acquired in helical mode and phase information provided by the belt type respiratory monitoring system. The images were sorted into ten phase bins ranging from 0% to 90%. The reconstructed images were subsequently imported into the Treatment Planning System (CorePLAN, SC&J) for target delineation using a fixed contour window and dimensions of the three targets are measured along the direction of motion. Target dimension of each phase image have same changing trend. The error is minimum at 50% phase in all case (10, 20, 30 mm) and we found that ${\Delta}S$ (target dimension change) of 10, 20 and 30 mm amplitude were 0 (0%), 0.1 (5%), 0.1 (5%) cm respectively compare to the static image of target diameter (2 cm). while the error is maximum at 30% and 80% phase ${\Delta}S$ of 10, 20 and 30 mm amplitude were 0.2 (10%), 0.7 (35%), 0.9 (45%) cm respectively. Based on these result, we try to analysis the residual motion artifact in 4D-CT scan using a simple one-dimension theoretical model and also we developed a simulation program. Our results explain the effect of residual motion on each phase target displacement and also shown that residual motion artifact was affected that the target velocity at each phase. In this study, we focus on provides a more intuitive understanding about the residual motion artifact and try to explain the relationship motion parameters of the scanner, treatment couch and tumor. In conclusion, our results could help to decide the appropriate reconstruction phase and CT parameters which reduce the residual motion artifact in 4DCT.
Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.
On 1 July 2000, as the over-65 year-old population numbered 3,371,000 and accounted for over 7.1% of Korea's total population, an aging society was revealed. The over-65 percentage climbed to 11.0% by late 2010. A truly aged society is expected soon, by 2019. This aging society requires marketing research concerning the consumer behaviour and well-being of the elderly, because the 'silver generation' is emerging as a large part of the consumer market. The purpose of this study is to empirically analyse one effect among several satisfaction factors in the consuming cycle of various health functional products on consumer's well-being and the effect of product knowledge on the relationship between product satisfaction and well-being. To achieve this purpose, we established a research model after reviewing previous studies on product satisfaction, product knowledge, and consumer's well-being. The following hypotheses were developed from the research model. Hypothesis 1: When elderly consumers' satisfaction with health functional products increases, their well-being will increase. Hypothesis 2: The effect of their satisfaction with health functional products on their well-being will be strengthened according to the level of their knowledge of the products. Those hypotheses were tested by multiple and moderated regressions to the empirical data through a questionnaire survey. As a result, Hypothesis 1 was totally adopted, and Hypothesis 2 was only partially adopted. The study has many practical implications for well-being marketing. First, in order to heighten the elderly consumer's well-being, the level of his or her satisfaction with the health functional products has to be raised in every stage: during the acquisition, preparation, use, maintenance, and disposition of the consumption cycle. Moreover, promoting positive emotional experiences while diminishing negative ones requires effort because a consumer's well-being is made up of various needs. Second, the marketing of health functional products should be invigorated in order to raise the level of elderly consumers' knowledge of them. In other words, it is important to give them an expertise in the health functional products through different channels. A statistical analysis showed, however, that their knowledge has a decisive effect on only two satisfaction stages, preparation and maintenance. Nevertheless, this merely confirmed the intuitive assumption that the knowledge of health functional products is most relevant to their preparation and maintenance. In conclusion, this study is timely because few empirical studies exist on the relationships between silver consumer behaviour and well-being marketing. It contributes to our understanding of this subject by revealing the causality between the silver consumer's satisfaction and his or her well-being in the consumption cycle and by discovering the moderating influence of knowledge in that process.
Journal of The Korean Association For Science Education
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v.36
no.6
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pp.959-968
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2016
In this study, the Delphi Method was conducted to extract variables as effects of integrated education. Forty-six experts engaged in both the integrated education and research fields participated in this study. The Delphi survey was conducted for three rounds. In the first round, an open questionnaire was given asking variables possibly considered as effects of integrated education. In the second round, variables induced from analysis of the first survey results were given and the degree of agreement for each variable was determined according to the Likert scale. In the third round of the survey, mean, standard deviation, and the first and third quartile calculated using the results of the second survey were given to experts to determine their degree of assent. In addition, categories for variables were suggested. The degree of agreement for appropriateness of categorization and relative importance were determined As a result, a total of 18 variables were chosen except for career awareness. They were categorized according to their definition and properties into five categories: 'creativity' (flexible thinking, associative thinking, intuitive thinking, creative thinking), 'problem solving' (meta-cognition, problem recognition and solving, critical thinking, decision making ability, ability of knowledge application, knowledge and information processing skills), 'integrative perception and sensitivity' (concern and interest in various disciplines, understanding and acceptance of difference, integrative thinking), 'interpersonal relations' (communication skills, cooperation), and 'disciplinary literacy' (humanistic imagination, basic knowledge and literacy of each discipline, academic motivation). The degree of agreement was high in variables included in 'creativity' and 'problem solving' categories and the frequency of choosing the importance was high in variables included in 'integrative perception and sensitivity'. The educational implication related to implementation and practice of integrated education were discussed on the basis of results.
Journal of The Korean Association For Science Education
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v.38
no.4
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pp.481-494
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2018
This study investigated elementary students' understanding of Earth revolution and its accompanied apparent motion of constellation in terms of spatial reasoning. We designed a set of multi-tiered constructed response items in which students described their own idea about the reason of consecutive movement of constellations for three months and drew a diagram about relative locations of the Sun, the Earth, and the constellations. Sixty-five sixth grade students from four elementary schools participated in the tests both before and after science classes on the relative movement of Earth and Moon. Their answers to the items were categorized inductively in terms of transforming frames of reference which are observed on the Earth and designed from the Space-based perspective. We analyzed those categories by the levels of spatial reasoning and depicted the change of students' levels between pre/post-tests so that we could get an idea on the preliminary developmental pathway of students' understanding of this topic. The lower anchor description was that constellations move around the Earth with geocentric perspective. Intermediate level descriptions were planar understanding of Earth movement, intuitive idea on constellation movement along with the Earth. Students with intermediate levels did not reach understanding of the apparent motion of constellations. As the upper anchor description students understood the apparent motion of constellations according to the Earth revolution and could transform their frames of reference between Earth-based view and Space-based view. The features as the case of evolutionary learning progressions and critical points of students' development for this topic were discussed.
Journal of the Economic Geographical Society of Korea
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v.21
no.1
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pp.20-33
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2018
Population distribution in urban space varies with transportation flow changing along time of day. Transportation flow is directly affected by the activities of urbanites and the distribution of related facilities, since the flow is the result of moving to the point where the facilities associated with their activities are located. It is thus necessary to analyze the spatio-temporal characteristics of the urban population distribution by integrating the distribution of activity spaces related to the daily life of urbanites and the flow of transportation. The purpose of this study is to analyze the population distribution in urban space with daily and weekly time bases using the building database and T-card database in the city of Seoul, which is rich in information on land use and transportation flow. For a time-based analysis that is difficult to grasp by general statistical techniques, a four-dimensional visualization method combining time and space using a Java program is devised. Dynamic visualization in the four-dimensional space and time allows intuitive analysis and makes it possible to understand more effectively the spatio-temporal characteristics of population distribution. For this purpose, buildings are classified into three activity groups: residential, working, and commercial according to their purpose, and the number of passengers traveling to and from each stop site of bus and subway networks in the T-card database for one week is calculated in one-minute increments, Visualizing these and integrating transportation and land use, we analyze spatio-temporal characteristics of the population distribution in Seoul. As a result, it is found that the population distribution of Seoul displays distinct spatio-temporal characteristics according to land use. In particular, there is a clear difference in the population distribution pattern along the time axis according to the mixed aspects of working, commercial, and residential activities. The results of this study can be very useful for transportation and location planning of city facilities.
Purpose: Integration of the functional information of myocardial perfusion SPECT (MPS) and the morphoanatomical information of coronary CT angiography (CTA) may provide useful additional diagnostic information of the spatial relationship between perfusion defects and coronary stenosis. We studied to know the added value of three dimensional cardiac SPECT/CTA fusion imaging (fusion image) by comparing between fusion image and MPS. Materials and Methods: Forty-eight patients (M:F=26:22, Age: $63.3{\pm}10.4$ years) with a reversible perfusion defect on MPS (adenosine stress/rest SPECT with Tc-99m sestamibi or tetrofosmin) and CTA were included. Fusion images were molded and compared with the findings from the MPS. Invasive coronary angiography served as a reference standard for fusion image and MPS. Results: Total 144 coronary arteries in 48 patients were analyzed; Fusion image yielded the sensitivity, specificity, negative and positive predictive value for the detection of hemodynamically significant stenosis per coronary artery 82.5%, 79.3%, 76.7% and 84.6%, respectively. Respective values for the MPS were 68.8%, 70.7%, 62.1% and 76.4%. And fusion image also could detect more multi-vessel disease. Conclusion: Fused three dimensional volume-rendered SPECT/CTA imaging provides intuitive convincing information about hemodynamic relevant lesion and could improved diagnostic accuracy.
This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.
The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.
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