• 제목/요약/키워드: World of Life

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Confucius' viewpoint of happiness: Focusing on Analects (공자의 행복관 : 『논어(論語)』를 중심으로)

  • Ahn, Woe-Soon
    • (The)Study of the Eastern Classic
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    • no.41
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    • pp.303-331
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    • 2010
  • The theme, 'Good Life', is one of the most classical questions all over the oriental and European societies in the history of politic ideas. Confucius (BC. 551 ~ BC. 479), a philosopher representing oriental ideas, also sought 'Good World' by proposing new world, and such 'Good World' cannot be separated from 'Good Life', which is 'Happy Life', so that his foundation of Confucius School means that he dreamt of 'Confucianism based Happiness' in another words. This study is aimed to look into Confucius' viewpoint of happiness using Analects that best shows his ideas, words and behaviors. In the Chapter 2, I checked good life and happy life dealt in the ancient European societies to get a general cognition of them. Then, I looked into the details written in the Chapter 1 Introduction, Section 1 'HakEe(學而)', Analects, in which Confucius thought that the genuine happiness of human was the process toward internal joy from learning, external joy from communicating with society and humanistic human that was the completion of oneself, which I used as the keys for this study. In the Chapter 3, 4 and 5, therefore, I investigated how such keys shown in the Chapter 1 of the Section 'HakEe' were achieved all through Analects.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

A Theory of Interior - Focused on the Concept of Interior (내부론)

  • Kim, Myungshig
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.103-110
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    • 2014
  • "I only went out for a walk, and finally concluded to stay out till sundown, for going out, I found, was really going in." (John Muir, 1938) Building interior and urban interior is understood as a single concept of interior: "the outside is always an inside" (Le Corbusier, 1929). Both are thus related to each other, and under the same system of meaning. Architecture comes from the making of an interior. A city comes out of the making of another interior felt as an undeniable inner demand; a street is "a community room by agreement" (Kahn, 1971) and a square is an open aesthetic room by agreement of community. Urban interior that contains our public life-world is an extension of the concept of interior that building interior contains our private/semipublic life-world. This paper explores the idea of interior and urban interior through literature research. The first site the paper traces is the physical interior, space, and place to figure out their meanings. The second site this paper illustrates is the transposition of the physical interior and the psychic interior, which influences the physical space where we create our own life-world. The last site the paper clarifies is the development of the idea of urban interior and the contextual rationale of urban interior. This ramble from building interior to urban interior discloses a twofold singular interior of both the building and urban interior that explains the meanings of interior, the scopes of interior, and the objects of interior to design and create interior.

Reorganization of the Everyday Lives of Women with Lymphedema (림프부종 환자의 일상생활 재편성 경험)

  • Cho, Myung Ok;Jung, Hyang Mi
    • Korean Journal of Adult Nursing
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    • v.19 no.2
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    • pp.191-206
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    • 2007
  • Purpose: This qualitative study aimed to understand the experiences of reorganization of everyday lives among the women with chronic health problem. Methods: In this study, the approach and its process of sociology of everyday lives were adopted. Data for the study came from 6 informants and 9 family members of the informants by interview and participant-observation from January, 2004 to May, 2006. Qualitative content analyzing methods were adopted. Results: Informants' everyday lives were reorganized as follows. During the experiences of shock from unpleasant and unclear symptoms of their body, their sight fixed on the body part. Their time also fixed on a point of present. They started to wander from medical care to folk and lay care. After they were informed that the health problem could not be treated completely, they reduced the world of everyday life and protected themselves from the chaotic unfamiliar world by setting -a- side duties as a family member and severing unessential social relationship. As they achieved a skill for managing their health problem, they gained their former pattern of everyday lives as a woman, a family member, and a social member. Finally, they created a new life world. Conclusion: We need more study on the development of an adaptive strategy by the informants, to intervene in the crisis of everyday life.

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Alteration in cellular acetylcholine influences dauer formation in Caenorhabditis elegans

  • Lee, Jeeyong;Kim, Kwang-Youl;Paik, Young-Ki
    • BMB Reports
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    • v.47 no.2
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    • pp.80-85
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    • 2014
  • Altered acetylcholine (Ach) homeostasis is associated with loss of viability in flies, developmental defects in mice, and cognitive deficits in human. Here, we assessed the importance of Ach in Caenorhabditis elegans development, focusing on the role of Ach during dauer formation. We found that dauer formation was disturbed in choline acetyltransferase (cha-1) and acetylcholinesterase (ace) mutants defective in Ach biosynthesis and degradation, respectively. When examined the potential role of G-proteins in dauer formation, goa-1 and egl-30 mutant worms, expressing mutated versions of mammalian $G_o$ and $G_q$ homolog, respectively, showed some abnormalities in dauer formation. Using quantitative mass spectrometry, we also found that dauer larvae had lower Ach content than did reproductively grown larvae. In addition, a proteomic analysis of acetylcholinesterase mutant worms, which have excessive levels of Ach, showed differential expression of metabolic genes. Collectively, these results indicate that alterations in Ach release may influence dauer formation in C. elegans.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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Metabolism of Ginseng Saponins by Human Intestinal Bacteria (Park II) (사람의 장내세균에 의한 인삼 사포닌의 대사(제2보))

  • Hasegawa, Hideo;Ha, Joo-Young;Park, Se-Ho;Matumiya, Satoshi;Uchiyama, Masamori;Huh, Jae-Doo;Sung, Jong-Hwan
    • Korean Journal of Pharmacognosy
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    • v.28 no.1
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    • pp.35-41
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    • 1997
  • Following ginsenoside-Rb1-hydrolyzing assay, strictly anaerobic bacteria were isolated from human feces and identified as Prevotella oris. The bacteria hydrolyzed ginsenoside Rb1 and Rd to $20-O-{\beta}-D-glucopyranosyl-20(S)-protopanaxadiol$ (I), ginsenoside Rb2 to $20-O-[{\alpha}-L-arabinofuranosyl (1{\rightarrow}6)-{\beta}-D-glucopyranosyl] - 20(S)-protopanaxadiol$ (ll) and ginsenoside Rc to $20-O-[{\alpha}-L-arabinofuranosyl (1{\rightarrow} 6){\beta}-D-g1ucopyranosyl]-20(S)-protopanaxadiol$ (III) like fecal microflora, but did not attack ginsenoside Re nor Rgl (Protopanaxatriol-type). Pharmacokinetic studies of ginseng saponins was also performed using specific pathogen free rats and demonstrated that the intestinal bacterial metabolites I-111, 20(S)- protopanaxatriol(IV) and 20(S)-protopanaxadiol(V) were absorbed from the intestines to $blood(0.4-5.1\;{\mu}g/ml)$ after oral administration with total saponin(1 g/kg/day).

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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