The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.
Due to the burgeoning Korean musical industry, the needs of professional man power as well as the quality and quantity increase in educational institutions are on the rise. The curriculum for art education comprises through school education programs in which embody the artists' self-growth and self-realization. The field of arts simply could not be executed with only techniques but through the theory and educational course, the artist is able to clearly express and communicate their genuine desires. Therefore, Korean musical education could not conform to shortsighted trends or be used as an instant tool for increasing competitiveness among universities but make an effort to provide good quality curriculum for the purpose of producing talented actors. Furthermore, the curriculums should build a sincere trust and give confidence in which receiving a cultural education before choosing a career path is not getting behind ahead of becoming an actor with practical training and knowledge. In order to do so, it is necessary for each university to have more systematical management and administration structure that enable students to build promising future even after graduation through more effective educational courses and strong network. As a result, the competitiveness of the university would rise due to producing talented actors and the quality of musical industry would further improve as well.
The purpose of this study is to suggest the improvement plan for the welfare in the park through the empirical test on the park facilities, which are the hardware, and the service contents, which are the software, in the urban parks of Busan. Therefore, to identify the welfare of the parks in Busan, this study took 7 urban parks as samples according to the plate method of experts, and conducted the questionnaire survey from 1,500 persons using these parks. The IPA analysis results on the importance and the satisfaction of the users on the form of use, facilities and the contents of the park are as follows. First, the convenient facilities, which are the hardware of the park, are represented as a intensive management item. Second, the importance and the satisfaction for all the facilities and the contents of each park are significant differences. according to the location of each park and the characteristics of each principal park users. Such results mean that the Busan urban park operation does not satisfy the expectation of the park users for the welfare facilities in the parks. Therefore, it implies that to activate the urban parks and to improve the quality of life than the present, the aceessibility of the local residents to the information should be reinforced through the development of contents to reflect the region and the desires of the users and through building and managing the homepage of the urban parks.
The purpose of this study is to position the Korean Dental Hygienists Association(KDHA) for reserve dental hygienists as undergraduates, and thereby suggest KDHA's future potential businesses and its promising directions from comprehensive perspectives. To meet this goal, total 430 undergraduates in dental hygienics were asked to join questionnaire survey dating from November 28 to December 9, 2005. Then, the resulting data collected were analyzed using SPSS WIN 12.0. The results of data analysis can be outlined as follows: 1. Almost all of respondents(95.1%) recognized KDHA mainly via departmental faculty(37.7%), Internet(26.7%) and more. 2. It was found that KDHA's future potential businesses should be devoted primarily to promoting the right and benefit of dental hygienists, and secondly to business for their capability development. 3. In terms of joining the membership of KDHA, 73.0% of respondents showed desires to join KDHA certainly if they get relevant qualifications and 81.2% of respondents answered that it is necessary to pay membership fee to KDHA, if they join it. 4. A test about any possible associations with KDHA's positioning according to general characteristics showed that there were more or less significant differences in KDHA membership experience depending upon age(P = .022), and so was in the intention to join KDHA depending upon grade(P = .000), and in the membership fee payment depending upon both age(P = .000) and grade(P = .000) on statistical level.
In the film Inception, we can see that the human dream world is depicted using Freud's psychoanalytical subconscious theory. Through the expression of the subconscious, And the ability to think and think deeply of human nature, such as presenting a new perspective to insight and expression. Based on Freud 's subconscious theory, this paper explores the expression of the dream world and the subconscious in the film and examines the meaning expression of the film through it. The main character is well described as living a chaotic life in obsession with obsessions and obsessions due to his subconscious uncontrollable through his dreams and dreams of being satisfied by the way the oppressed thoughts and desires are disguised I feel that I feel my foolishness and mood as a masturbation by dreaming and dreaming to turn back the moments of regret. In addition, conflicts and confrontations between consciousness and subconscious are expressed well in the form of confusion in reality and dreams. This application and application of humanities studies is a good example of the production of in-depth popular arts content, as we can see that it can add to the weight of depth setting, plot development, and above all creative time and space creation.
Proceedings of the Korean Vacuum Society Conference
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2015.08a
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pp.65-65
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2015
In this talk, I will introduce two topics. The first topic is the polymer light emitting diodes (PLEDs) using graphene oxide quantum dots as emissive center. More specifically, the energy transfer mechanism as well as the origin of white electroluminescence in the PLED were investigated. The second topic is the facile synthesis of eco-friendly III-V colloidal quantum dots and their application to light emitting diodes. Polymer (organic) light emitting diodes (PLEDs) using quantum dots (QDs) as emissive materials have received much attention as promising components for next-generation displays. Despite their outstanding properties, toxic and hazardous nature of QDs is a serious impediment to their use in future eco-friendly opto-electronic device applications. Owing to the desires to develop new types of nanomaterial without health and environmental effects but with strong opto-electrical properties similar to QDs, graphene quantum dots (GQDs) have attracted great interest as promising luminophores. However, the origin of electroluminescence (EL) from GQDs incorporated PLEDs is unclear. Herein, we synthesized graphene oxide quantum dots (GOQDs) using a modified hydrothermal deoxidization method and characterized the PLED performance using GOQDs blended poly(N-vinyl carbazole) (PVK) as emissive layer. Simple device structure was used to reveal the origin of EL by excluding the contribution of and contamination from other layers. The energy transfer and interaction between the PVK host and GOQDs guest were investigated using steady-state PL, time-correlated single photon counting (TCSPC) and density functional theory (DFT) calculations. Experiments revealed that white EL emission from the PLED originated from the hybridized GOQD-PVK complex emission with the contributions from the individual GOQDs and PVK emissions. (Sci Rep., 5, 11032, 2015). New III-V colloidal quantum dots (CQDs) were synthesized using the hot-injection method and the QD-light emitting diodes (QLEDs) using these CQDs as emissive layer were demonstrated for the first time. The band gaps of the III-V CQDs were varied by varying the metal fraction and by particle size control. The X-ray absorption fine structure (XAFS) results show that the crystal states of the III-V CQDs consist of multi-phase states; multi-peak photoluminescence (PL) resulted from these multi-phase states. Inverted structured QLED shows green EL emission and a maximum luminance of ~45 cd/m2. This result shows that III-V CQDs can be a good substitute for conventional cadmium-containing CQDs in various opto-electronic applications, e.g., eco-friendly displays. (Un-published results).
This study was performed to investigate the body image perception by BMI and the dietary behaviors in 803 college students(408 males and 395 females). The degree of obesity was divided into an underweight group with BMI less than $18.5kg/m^2$, a normal group with BMI of $18.5{\sim}22.9kg/m^2$, an overweight group with BMI of $23{\sim}24.9kg/m^2$ and an obese group with BMI over $25.0kg/m^2$. The average ages of subjects were 22.9 years in males and 20.2 years in females. The average weight and height of male subjects were 175.3 cm and 69.6 kg, respectively and those of female subjects were 162.5 cm and 52.0 kg, respectively. The average BMIs of male and female subjects were $22.6kg/m^2$ and $19.7kg/m^2$, respectively. The distribution of subjects who perceived their current body image as ideal body image was 25.7% in males and 10.9% in females, showing that the body image satisfaction of male subjects was 1.5 times higher than that of female subjects. Body image perception for their own bodies was mostly shown as the average or standard shape both in males and females with 64.2% and 54.2%, respectively, but males showed a higher perception rate than females and 31.1% of females and 19.5% of males perceived their bodies as lean shape(p<0.01). The body image satisfaction was 4.20 in males and 3.70 in females, showing more satisfaction in the male subjects(p<0.001). The correlation between body image and physical variables in male subjects indicated that CBI and IBI showed statistically significant correlation and also BMI showed statistically significant correlation with IBI(p<0.001) and CBI(p<0.001). The frequency of eating out increased as the frequency of skipping meals increased(p<0.001) and the frequency of having snacks increased as the frequency of eating out increased(p<0.01). The correlation between body image and physical variables in female subjects showed that CBI and IBI(p<0.001) had statistically significant correlation. Body weight showed statistically significant correlation with CBI(p<0.001), BMI(p<0.001) and height(p<0.001). The frequency of eating out increased as height(p<0.01) and the frequency of skipping meals(p<0.001) increased. When both male and female subjects wanted leaner body shapes, they preferred much leaner shapes despite their current body images belonging in the normal range. Additionally subjects preferred the body image in the normal range in cases when their current body images were lean. In particular, more female subjects had strong desires to become leaner in their body images than male subjects, which could be analyzed as a risk factor for physical him. From the above results, it is considered that both male and female subjects need to establish proper recognition and dietary behaviors for their body images and also need nutritional education and counseling for desirable weight control methods.
The purpose of this study is to explore the family communication and power. Communication is a symbolic, transactional process in functional view . To say tat communication is a process implies a continuous interaction of an indefinite large number of variables with a concomitant, continuous change in the values taken by these variables. Finally the process implies change. Family functions include the primary functions of cohesion and adaptability and supporting functions of family images, themes, boundaries, and biosocial issues, The primary functions reveal concepts integrated family interaction and supporting functions, along with those of cohesion and adaptability, give shape of family life. The message system is the major element of communication process and influences both the form and the content of thier relationship and create and share meanings. The family-of-origin issues influence all aspects of family communication and account for many of the communication patterns, rules and networks. Power does not belong to an individual. rather it is a property of a relationship between two or more persons, Power, a system property is the ability of an individual to change the behavior of other members in a social system. Power operate transactionally in a family and any power maneuvers within it have a system wide effect. In order to study power in families , it is necessary to examine 1) family power operations 2) development of family power and 3) the communication of power strutegies. The research presented indicated that a rigid power structure, characterized by dominance and little sharing, restricts family flexibility reduce cohesion, and adversely affects satisfaction in families. power constantly changes as a family grows and develops within its system. Although power changes may be more obvious in children as they mature and more from a independent stated to an independent one, each of the parents experience egual or greater. Communication and activities take place that either enhance positively or negatively the images, themes, and degree of unity of cohesion the family desires. Power operated within a dynamic, growing, changing, interdependent transactional family system. Power struggle may develop when as issue becomes important to one or more family member. When this happens, and the rational exploration of alternatives ceases, various one-up power maneuvers usally follows, This affect family intimacy. a vital element in meaningful relationships . To resolve differences and not become the victim of another's power , one need to engage in constructive conflict since the ability to clearly and comfortably repudiate another is part of the achievement of intimacy.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.11
no.1
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pp.49-63
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2016
In the 21st century when people're pursuing the qualitative improvement of life, the concern about the quality of housing is growing as living standards have been improved and the desire for life has been various. Life satisfaction can be found that basic needs of residential satisfaction have been met in life, and the quality of life will be higher with the fulfillment of these desires. Humans all live in social relations, which have a big impact on the quality of life of individuals in a variety of aspects. Thus, this researcher tried to investigate middle-aged people's residential environment and the actual situation of social capital and to examine the effect of social capital on the relationship between residential environment satisfaction and life satisfaction through an empirical study. The survey was conducted for middle-aged people to collect data, 500 copies of a questionnaire were distributed and 490 of them were collected, and then the actual analysis of 484 copies without missing values was done using SPSS Ver. 21.0. As a result, first, middle-aged people's residential environment had a significant effect on life satisfaction. Second, moderating effects of social capital between middle-aged people's residential environment satisfaction and life satisfaction showed a partly significant influence. Depending on these results, the researcher try to offer the direction for the improvement of the quality of life to middle-aged people and useful data to establish Korea housing policy.
Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.
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