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Geographical Study on the Location of Nokdun-do in Lower Tuman River (두만강 하구 녹둔도의 위치 비정에 관한 연구)

  • 이옥희
    • Journal of the Korean Geographical Society
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    • v.39 no.3
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    • pp.344-359
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    • 2004
  • This geographical study is to identify the reality of Nokdun island which was once settled and farmed by our ancestor, but currently the island is do facto under Russia's control. Various historical documents including old maps, current large scale maps and satellite images besides field work were used for full analysis. According to historical records, up until Chosun Dynasty, Nokdun island in the lower Tuman river was one of the frontier fortified base crossed the river for the northern defense as well as seasonal farming for the farmer of Kyounghung border area. Even though the island was unjustly lost to Russia by the Beijing Treaty in the late Chosun period, the whole area of Nokdun was occupied and farmed by sole Koreans until the deportation by Stalin was forcibly measured. In these days due to the change of Tumn river channel and new deposition by river it became very difficult to find the original shape of Nokdun island. However, through intensive field works based on historical records, the research team found out the existence of the old wet-dry fields, old rural farmhouse remnants, and small and medium size of millstones that are supporting the reality of the island. Especially, the team traced a mud fortress presumedly built in the early Chosun period. We believe it might allow to allocate the exact location of Nokdun island in near future.

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

Hermaphrodite Good and Evil in Goya's Los Caprichos (고야의 "카프리초스(Los Caprichos)"에 표현된 자웅동체적 선과 악)

  • Kim, Jung Hee
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.97-132
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    • 2012
  • 1799 Francisco de Goya published Los Caprichos with 80 aquatint etchings. On 6 February he advertised it on the front page of the Diario de Madrid. The long advertisement which began with "a collection of prints of capricious subjects, invented and etched by Don Francisco Goya" informed purpose, themes and methods of this collection of prints. According to this advertisement Goya "has chosen as subjects for his work, from the multitude of follies and mistakes common in every civil society and from the vulgar prejudices and lies authorized by custom, ignorance or self-interest, those that he has thought most fit to provide material for ridicules, and at the same time to exercise the artist's imagination." The text emphasized that the 'author' of this series didn't to want to criticise any individual and to be a copyist. From his phantasy Goya invented many creatures like the anthropic, humanized animals etc.. With Los Caprichos he stood on the threshold to Romanticism. The early researchers of Los Caprichos classified its author, Goya as an enlightened intellectual. The similarity of the themes of the series with the subjects of the Enlightenment, his some enlightened 'friends' and the idea to avoid the prevalent mystification of his life supported this theory. But this trend became revised since the 80's of the last century. This made possible to research Goya's works in new perspective and to see that Goya didn't criticise the Spanish society and his contemporaries. Rather he showed its reality and parodied through creatures which are mixtures of the reality that he observed, and visions that he invented. Characters and scenes in Goya's prints are ambiguous and equivocal. They have the values which are defined by the dualistic metaphysic in Europe as oppositional, like good and evil for example, at the same time. Goya himself also appeared in various types in this series. This ambiguousness, or "polyphony", as Jennis Tomlinson defined, is a symptom of the decay of the belief in the Enlightenment which spreaded in Europe as a result of the attack of Bastille and the French Revolution. Goya's self-portrait in pl. 43 of this series, "El sue$\tilde{n}$o de la razon produce monstruos" shows the complex psychology of him and his contemporaries as well. As the rest etchings after this print show witchcraft and monsters reside in the world in which the reason of the Enlightenment and the through the reason weakened God's rule lost their authority. In this thesis I will examine and analyse how Goya represented in Los Caprichos the nature of man and its society, as complex being in which the 'antagonistic' value couple as good and evil couldn't be divided, but are united.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Development of Building Monitoring Techniques Using Augmented Reality (증강현실을 이용한 건물 모니터링 기법 개발)

  • Jeong, Seong-Su;Heo, Joon;Woo, Sun-Kyu
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.6
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    • pp.3-12
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    • 2009
  • In order to effectively distribute the resources, it is very critical to understand the status or progress of construction site quickly and accurately. Augmented Reality (AR) can provide this situation with information which is convenient and intuitive. Conventional implementation of AR in outdoor or construction site condition requires additional sensors or markers to track the position and direction of camera. This research is aimed to develop the technologies which can be utilized in gathering the information of constructing or constructed buildings and structures. The AR technique that does not require additional devices except for the camera was implemented to simplify the system and improve utility in inaccessible area. In order to do so, the position of camera's perspective center and direction of camera was estimated using exterior orientation techniques. And 3D drawing model of building was projected and overlapped using this information. The result shows that by using this technique, the virtual drawing image was registered on real image with few pixels of error. The technique and procedure introduced in this paper simplifies the hardware organization of AR system that makes it easier for the AR technology to be utilized with ease in construction site. Moreover, this technique will help the AR to be utilized even in inaccessible areas. In addition to this, it is expected that combining this technique and 4D CAD technology can provide the project manager with more intuitive and comprehensive information that simplifies the monitoring work of construction progress and planning.

The study analyzed a diachronic distribution, social meanings and social evaluations of ONNA : 'Headline Database of Newspaper Articles' by KOKKEN were used as research data. (「여(女)」 관련 어휘의 사용실태 - 国研「ことばに関する新聞記事見出しデ?タベ?ス」를 분석대상으로)

  • Oh, Mi sun
    • Cross-Cultural Studies
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    • v.29
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    • pp.341-366
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    • 2012
  • 'Headline Database of Newspaper Articles' is a database which contains about 141,500 newspaper articles from 1949 to March, 2009. They are collected from two perspectives; 'language' and 'language life' by KOKKEN. There were 3312 newspaper articles (about 2.34%) which included the word ONNA at 'Headline Database of Newspaper Articles'. The number of newspaper articles related to ONNA started to increase in 1975 but they decreased afterwards. They increased rapidly in 1980 and maintained the condition. However, they started to decrease rapidly in 1990 and maintained the decreased condition. They increased rapidly again in 2004 and 2007. The main causes of rapid increase were the commercial message of instant noodles "I am the one who is making. I am the one who is eating." in 1975, newspaper articles related to "Starting of full-scale studies on female language" in 1980, comments of "active women" and "men's crime" related to a murder case of an elementary school student in Sasebo City and mixed attendance books in 2004, a comment of "Women are machines which give birth to babies" in 2007. Those six causes of rapid increase suggested that the perception of gender such as 'Men need to work outside and Women need to do housework and take care of child' which was fixed until then was changing and becoming a stereotype of virtual reality rather than reality. The vocabulary related to ONNA appeared 3411 times among 3312 newspaper articles which included ONNA. Typical forms of the vocabulary related to ONNA were and . They appeared 2390 times and occupied 70% of the whole data. (3411 times) The form of ONNANOKO among the vocabulary related to ONNA appeared 113 times and occupied a high rate. ONNANOKO(113) and other words such as SHOJO(115), JOJI(28), YOJO(9) (152 in total) implied that appearing of young women at newspaper articles were increasing. Also, the vocabulary related to 'female language' such as ONNAKOTOBA(28) ONNANOKOTOBA(10) and a woman's heart such as ONNAGOKORO(35) and ONNANOKIMOCHI(34) appeared frequently. The vocabulary related to JOSEI were divided into <$JOSEI^{**}$> and <$^{**}JOSEI$>. <$JOSEI^{**}$> were mainly related to an occupation. <$^{**}JOSEI$> were mainly used to express women by regional groups such as or combined with modifiers to express women such as . In case with modifiers, WAKAIJOSEI appeared 35 times and showed the highest frequency. It had negative evaluations in many cases. The vocabulary related to JOSI appeared on the form of <$JOSI^{**}$> and mainly associated with 'a girl's school' and 'a female student'.

A Comparative Study of Three Guidebooks on European Intercultural Education (유럽의 상호문화교육 지침서 비교 연구)

  • Jang, Han-Up
    • Korean Journal of Comparative Education
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    • v.27 no.1
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    • pp.199-222
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    • 2017
  • This study explores and compares how three guidebooks on intercultural education in Europe (Education Pack, Intercultural Learning, and Intercultural Education in Primary School) define their objectives, contents, methods, and evaluation in order to promote intercultural education to young people and adults. All these three guidebooks start with the underlying fact that difference is the reality of our societies and propose similar objectives. These guidebooks include furthering an understanding of the reality of an interdependent world, going beyond negative prejudice and stereotypes, and generating positive attitudes and habits of behaviors towards people from other societies and cultures. They also suggest similar contents for intercultural education, which all relate to the discovery of mutual relationships and the dismantling of barriers between people from other cultural backgrounds. However, with regard to methods, they show significant contrast: Education Pack and Intercultural Learning propose several stages that consist of imagining ourself from the outside, understanding the world we live in, being acquainted with other realities, seeing difference positively, and favouring positive attitudes, values and behavior, while Intercultural Education in the Primary School insists on positive learning, discussion and group work. Evaluation remains the least developed area in intercultural education; fortunately, the last guidebook treats this problem more seriously than the first two by dedicating a whole chapter to it. What is required of us now is determining how to adapt the principles and approaches of European intercultural education to Korean societies and schools.

Cinema threapy for interpersonal relations improvement -Focused on My Mother, the Mermaid directed by Park Heungsik - (대인관계 개선을 위한 영화치료 - 박흥식 감독의 <인어공주>를 중심으로 -)

  • Yoon, Il-Soo
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.481-512
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    • 2009
  • This thesis is to investigate the effectiveness of Cinema Therapy through the aspect of vicarious learning, that is, Nayeoug's modelling after Yeonsun, and Yeonsun's modelling after The Little Mermaid, by making My Mother, the Mermaid directed by Park Heungsik. After immature Nayeoung returns from the travel into past time, she is reborn as an mature woman, and finally she can manage a happy marriage life. In Nayeoung's initiation, there is Yeonsun's initiation, in that again, there is a initiation of The Little Mermaid by Hans Christian Andersen. This work is a proper text in explaining the effectiveness of Cinema Therapy which aims at self-awareness and self-improvement because it contains some aspects of the vicarious learning through the movie. Nayeon's mother(Yeonsun), Nayeoung's father(Jinguk) have trouble, and sometimes have friendly relations. The major characters' wish and need are examined out through the analysis of the five basic needs based on reality therapy. As a result, it is found out that when their needs are fulfilled, friendly relation is formed, and when their needs are not fulfilled, unfriendly relation is formed. If their own basic desires are examined, their desires can be fulfilled through the inner control by themselves.

Case study of dramatherapy for a bulmina nervosa patient (폭식증 환자의 연극치료 사례)

  • Lee, Hyowon
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.359-397
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    • 2014
  • This paper describes dramatherapy with a bulmina nervosa patient. She was in her early 20s and has been under the various psychotherapies for cure of deep depression since 2005. We had 24 sessions and 3 persons - the patient, the therapist, and the assist-therapist- participated in dramatherapy. I found there's a big collision between her important roles in the course of initial interview and diagnosis. Those roles are 'a good daughter of mom' and 'an independent adult'. Therefore I defined her bulmina nervosa as 'an symbolic behavior repeats compulsively the failure of separation from her mother.' And I set the general goals, the separation from her mother, the awareness and expression of negative emotions, and the diminuation of overeating and vomiting. To attain these object, we had many different dramatic experiences in dramatherapy. We made a self-portrait, the mask of bulmina nervosa, family sculpture, figure work, the past I and the present I, psychodramatic scene and several stories. In order to objective assessment, I used behavioral observation and 6PSM(6 Pieces Story Making) analysis. First of all the most noticeable change was a rapid decrease in over-eating and vomiting. Before the dramatherapy she had overeaten 30 times per week. At the closure it has fallen off to 1 time per week. Another behavioral changes were shift of outward appearance, not going church, working for living, and having a date with only one. She made 3 stories on 1th session, 13th session, and 23th session. And I comparatively analysed those stories with both qualitative and quantitative method. For qualitative analysis, I classified 5 structures according to the substantial similrarity. On protagonist structure, there's no difference. Three protagonists are dead things. The type of task structure is changed from an escape, a traveling, to metamorphosis. The type of obstruction structure is changed from the protagonist to an outside object. The type of closure structure is changed from an exaggerated happy ending, sad ending to probable happy ending. To quantitify the aspects of transformation, I developed an assesment tool using likert scale. It is composed of 4 sub-categories-reality testing, imagination, ego-strength, optimism problem-solving. In reality testing category, a shift of score was 9-11-15, imagination 2-5-5, ego strength 3-2-2, optimism 6-3-7, and total score 20-21-29. This change of score reflects the growth of problem solving capacity. Viewed in this light, dramatherapy with this girl was successful on the whole. The thing had significant effect on it was psycho-dynamic approach focused on separation from her mother and defence mechanism to avoid negative emotion. And assessment method used in this case will be full of suggestions to researches to come.