• Title/Summary/Keyword: material language

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Development of Spatial Landslide Information System and Application of Spatial Landslide Information (산사태 공간 정보시스템 개발 및 산사태 공간 정보의 활용)

  • 이사로;김윤종;민경덕
    • Spatial Information Research
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    • v.8 no.1
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    • pp.141-153
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    • 2000
  • The purpose of this study is to develop and apply spatial landslide information system using Geographic information system (GIS) in concerned with spatial data. Landslide locations detected from interpretation of aerial photo and field survey, and topographic , soil , forest , and geological maps of the study area, Yongin were collected and constructed into spatial database using GIS. As landslide occurrence factors, slope, aspect and curvature of topography were calculated from the topographic database. Texture, material, drainage and effective thickness of soil were extracted from the soil database, and type, age, diameter and density of wood were extracted from the forest database. Lithology was extracted from the geological database, and land use was classified from the Landsat TM satellite image. In addition, landslide damageable objects such as building, road, rail and other facility were extracted from the topographic database. Landslide susceptibility was analyzed using the landslide occurrence factors by probability, logistic regression and neural network methods. The spatial landslide information system was developed to retrieve the constructed GIS database and landslide susceptibility . The system was developed using Arc View script language(Avenue), and consisted of pull-down and icon menus for easy use. Also, the constructed database can be retrieved through Internet World Wide Web (WWW) using Internet GIS technology.

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Literature Review of Tool-based Manipulation for Musculoskeletal Diseases-with Focus on Guasha and IASTM (근골격계 질환에서 도구를 이용한 수기요법의 연구 동향 고찰: 괄사요법과 IASTM을 중심으로)

  • Park, Jae-Hyun;Shim, Jae-Woo;Cho, Woo-Young;Kim, Je-In;Jeon, Jun-Young;Kim, Hyung-Suk;Park, Hye-Sung;Shin, Woo-Chul;Han, Jeong-Hoon;Cho, Jae-Heung
    • Journal of Korean Medicine Rehabilitation
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    • v.26 no.4
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    • pp.57-65
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    • 2016
  • Objectives Our goal was to review literatures on tool-based manipulation for musculoskeletal diseases with emphasis on guasha and IASTM (Instrument Assisted Soft Tissue Manipulation) by searching foreign and domestic controlled trials. Methods We found literatures published up to August 2016 in electronic databases (OASIS, KoreaMed, KMbase, NDSL, RISS, KISS, MEDLINE/PubMed, EMBASE, Cochrane Central Register of Controlled Trials) without any limitations on language. Results 17 studies were included in the review. 13 out of 17 articles were published within this decade. VAS was the main evaluation tool for most of the articles (14 out of 17). 10 studies showed statistically significant difference between the experimental group and the control group. In terms of materials used for treatment, 6 out of 17 studies used stainless steel. Considering anatomical locations for treatment, trunk area was treated the most, accounting for 7 out of 17 studies. Conclusions Our results show that recently, research on tool-based manipulation treatments for musculoskeletal diseases are actively being performed. Diseases of the vertebral column were the main target for tool-based manipulation treatments, and stainless steel was the most popular and safe material used. Further research should be performed for more accurate data.

A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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Impact of NIE on entrepreneurship and career awareness in Adolescent: Mediated effect of self-efficacy (청소년의 신문활용교육(NIE)이 기업가정신 및 진로인식에 미치는 영향: 자기효능감을 매개효과로 하여)

  • Kim, Yong-Ho;Kim, Jong-Keun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.5
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    • pp.153-164
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    • 2016
  • It is critical for adolescents to foster self-efficacy, creativity, and adventurous spirit as well as plans for appropriate career path in order to become good members of society. During this adolescent period, newspapers will be a good learning material as they deliver various and timely information in refined language. In this paper, we analyzed the impact of NIE on development of self-efficacy, awareness of career path, and entrepreneurship through comparing adolescents who regularly read newspapers with those who do not. We came up with the following result after analysis of surveys (with a sample size of 283) that targeted middle school and higher grade elementary school students across Korea. We confirmed that reading newspapers has a positive impact on development of self-efficacy, awareness of career path, and entrepreneurship. More specifically, reading newspapers regularly has a positive impact on development of self-efficacy that subsequently has a positive impact on development of awareness of career path and entrepreneurship. Therefore, we found that simply reading newspapers regularly has a positive impact on development of self-efficacy, awareness of career path, and entrepreneurship with no special programs utilizing the newspapers. This is because various information and opinions in newspapers help adolescents to develop their own views, improve understanding and awareness of career, and development of sociality including creativity and adventurous spirit. There is the meaning as the first research that this research checks what the NIE of the adolescents affects the positive impact to not only the self-efficacy and career awareness but also entrepreneurship.

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A Study of Collection Development Policies of the University Libraries in Korea (한국의 종합대학도서관 장서개발정책에 관한 연구)

  • 손정표
    • Journal of Korean Library and Information Science Society
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    • v.11
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    • pp.101-142
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    • 1984
  • This study is a survey of collection development policies in the 40 university libraries among 42 in Korea as of 1984. The survey used a questionnaire with 36 questions concerning the basic elements of the collection development policy. The survey results revealed many problems demanding correction. The measures to correct the problems in the university libraries are as follows. 1. It is desirable that the libraries should have a collection development policy statement written and adopted for the systematic collection building. 2. It is advisable that the libraries should include a function of the materials selection among other various functions of the Library Committee for the purpose of informing administrators of the goals of the libraries and the validity of the budgetary allocation. 3. It is desirable that each library should organize the Collection Development Committee for minimizing the possibility of personal bias on the part of the individual selectors. 4. It is advisable that the primary responsibility for materials selection should be delegated as follows: for the materials for faculty research, to the faculty members; for the other collections, to the professional staff of each department; for the final review of whether or not to purchase, to the Collection Development Committee. 5. It is desirable for the purchase priority of materials to be set up in accordance with the order of 6 levels of collection development. 6. It is advisable that the libraries should, as top priority, purchase materials in direct su n.0, pport of the undergraduate and graduate academic programs, and in subject matter areas other than languages and literature, Korean materials should have not only the higher priority than the foreign language materials, but also maintain the comprehensive collection level. 7. It is desirable that the special collections should be purchased by special funds from the authority, and the special collections librarian should have the responsibility of the materials selection under the advice of the faculty members relating to the subject area. 8. It is advisable that duplicate copies should be bought only for high use items, but for reserve books, by the program enrollment, and textbooks should not be bought in general, except as su n.0, pplemental materials for course work in which they are necessary and heavily used. 9. It is reasonable that the material budget should be distributed as follows: by the ratio for distributing funds, about 60-70% for the library and 30-40% for departments; by the type of materials, about 50% for books, 40% for periodicals and 10% for other materials, or when not bought other materials, about 50-60% for books and 40-50% for periodicals. In addition, it is desirable that undergraduate class enrollment, graduate class enrollment, undergraduate majors, graduate majors, average book cost in the discipline, number of faculty, and use rate by subject should be considered as the factors for the allocation of funds by department, and special consideration should be given to newly-founded departments so the library holdings can be adequate to su n.0, pport them.

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A Study on the Architectural Environment as a Combination of Performance and Event (퍼포먼스.이벤트의 결합체로서 건축환경연구)

  • 김주미
    • Archives of design research
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    • v.14
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    • pp.121-138
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    • 1996
  • The purpose of this study is to develop a new architectural language and design strategies that would anticipate and incorporate new historical situations and new paradigms to understand the world. It consists of four sections as follows: First, it presents a new interpretation of space, human body, and movement that we find in modern art and tries to combine that new artistic insight with environmental design to provide a theoretical basis for performance-event architecture. Second, it conceives of architectural environment as a combination of space, movement, and probabilistic situations rather than a mere conglomeration of material. It also perceives the environment as a stage for performance and the act of designing as a performance. Third, in this context, man is conceived of as an organic system that responds to, interacts with, and adapts himself to his environment through self-regulation. By the same token, architecture should be a dynamic system that undergoes a constant transformation in its attempt to accommodate human actions and behaviors as he copes with the contemporary philosophy characterized by the principle of uncertainty, fast-changing society, and the new developments in technology. Fourth, the relativistic and organic view-point that constitutes the background for all this is radically different from the causalistic and mechanistic view that characterized the forms and functions of modernistic design. The present study places a great emphases on dematerialistic conception of environment and puts forth a disprogramming method that would accommodate interchangeability in the passage of time and the intertextuality of form and function. In the event, performance-event architecture is a strategy based on the systems world-view that would enable the recovery of man's autonomy and the reconception of his environment as an object of art.

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Presentation and Representation of Modernity in Modern Architecture - On Exclusion of Ornament and Emergence of the surface - (근대주의 건축에서 모더니티 표상의 문제 - 장식의 배제와 표면의 부각을 중심으로 -)

  • Khang, Hyuk
    • Journal of architectural history
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    • v.15 no.4
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    • pp.37-56
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    • 2006
  • Introducing International Style, P. Johnson and H. R. Hitchcock gave three standards to be the Modern, volume and surface, regularity, and exclusion of applied decoration. In spite of the negation of stylistic, formal approach in the Modernist Manifestoes, one usually have understood Modernity in Architecture with its formal character, especially with no ornament and flat, abstract, white surface. Modernism as a new paradigm in architecture have emphasized that there is no representation of anything outside and only present architecture in itself. They said that Modernism only cared about the language of Architecture without figural reference. So apparently there is no way to prove to its Modernity with formal condition. Modernity is in Spirit and contents. But actually we understand well its existence by visual communication This study deals with this difficult situation how Modernity represents itself without visual media and asks the question how simultaneously it presents its thingness and materiality In order to analyse contradictory situation between representation and presentation in Modern Architecture we need to survey the historical process of changing position of ornaments and its meaning in time. With the crisis of representation the role of ornament have seriously changed and divided. It caused the two situation in pre-Modern Architecture. Firstly, Architecture tend to be a high art and formal expression became important much more. The Use of Ornament became a kind of fashion to show the power, class, money. Secondly, Ornament lost its cultural weight and the structure and material aspect became the central in architecture. Rational Structuralism would be the essential character in Modern Architecture. Here the theory of G. Semper and A. Loos on cladding(dressing) and Ornament can help its problems and limits. In the situation without conventional ornament Modernists need to present modernity with new media that only show the thing itself and by that it does not represent any thing else as like the value, idea outside buildings. They believed that only it concerned esthetics and morality in architecture. But in reality it referred to art and machines as like ships, aircraft, and cars. By excluding Ornament and showing the process of clearing, abstract, flat, white surface 'represent' Modernity by the indirect way referring the concept of transparency, reason, sanitation, tectonics, etc. An Ideology and myth intervened architectural discourse to make the doxa about the representation in Architecture. Surface must be a different kind of media and message that can communicate in different way with compared to conventional Ornament. Decorated Shed by R. Venturi and Post-Functionalism by P. Eisenman, that are the most famous post-modern discourse, shows well difficult and contradictory condition in contemporary architecture concerning representation and form, meaning and form.

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A Semiotic Approach on the Political UCC Contents Focused on Video UCC, (정치적 UCC 콘텐츠에 대한 기호학적 연구 동영상 UCC, 을 중심으로)

  • Mha, Joung-Mee;Kang, Ki-Ho
    • Korean journal of communication and information
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    • v.46
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    • pp.245-279
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    • 2009
  • UCC, an abbreviation for User Created Contents, is not only a symbol of desire but also a product of creativity that a producer contains his or her subjective disposition. More and more UCC tend to have significantly increased in Web 2.0 environment. However, the research on the contents as a creative product has rarely been processed. It may be fairly said that this results in the indifference of researchers in the special field like the political contents since UCC is usually produced by amateurs. Producers' various desire is unlikely revealed, which leads to the flow of users into open media such as the Internet. It could also be available to represent the property, of plural visual language signs in a field. Moreover, UCC has the attribute of re-mediation in effective communication, so the differences between the semiotic properties in the Internet contents could be a significant material for researches. This could contribute to establish a theoretical system for the visual communication. Therefore, this study aims to analyse the signification of the political video UCC, . To develop this analysis, I apply Greimas' Generative Trajectory of Signification Theory to the text, or the UCC. He classifies it as three structures: deep structure, superficial structure, and discourse structure. As a result, the text shows meaningful contents delivering core political messages. In addition, this approach could exam that 'Obama Syndrome' in American recent presidential campaigns is caused by web 2.0 based on Internet campaigns including video UCC.

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An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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The Study on Method of Speech Audiometry and the Korean Word Lists Part 1 : Normal Hearing Group (어음청력점사방법과 한국어음청력검사표에 관한 연구)

  • 김기령;김영명;최생이;강대령;심윤주
    • Proceedings of the KOR-BRONCHOESO Conference
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    • 1977.06a
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    • pp.6.1-6
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    • 1977
  • Among the various audiometric test batteries, pure tone and speech audiometry was carried as routine. During the past 20 years, there have been works on speech word list for Korean language. As a preliminary work for standardization of Korean speech word list, the authors are intended to study on the factors of test methods with these proposal speech word lists. Now, authors has studied as followings methods and materials and the results were obtained as followings. A. Materials and Methods a. Word List 1. Paik Chun Kee (Paik) 2. Soh Jin Myoung (Soh) 3. Cynn Kyu Shik (Cynn) 4. Lee Jong Dam (Lee) 5. Hahm Tae Young (Hahm) b. Test Method 1. ascending 2. descending c. Test Material 1. live voice 2. Recorded male voice 3. Recorded female voice B. Results 1. Score of ascending method was better result than descending method. 2. Speech reception threshold and discrimination score were better in recorded female voice, live voice and recorded male voice in that order. 3. Speech reception thresholds among tested word lists were Hahm, Lee, Soh, Cynn and Paik in that order. 4. Discrimination score was highest with Cynn and Lee, Soh, Hahm, Paik in that order.

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