• Title/Summary/Keyword: technology and art

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Jeong Yak-Yong's Zhong-yong: The Habit of Moral Behavior Through Grasp (정약용의 중용: 장악을 통한 도덕적 행위의 습관화)

  • Gao, Ming-Wen;Mo, A-Yeong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.793-803
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    • 2018
  • Since Confucius presentied 'zhong-yong' and Zi Si wrote Zhong-Yong (The Doctring of the Mean), specially since Zhu Xi edited Zhong-Yong as one of Si-Shu (The Four Books) and interpreted it, zhong-yong was not only recognized as the extreme of morality but also as a significant category of Confucianism. The purpose of this paper is to clarify how Jeong Yak-Yong criticized Zhu Xi's interpretation of zhong-yong, and furthermore, to search how Jung Yak-yong explain the zhong-yong by tree concepts of 'grasp', 'moral behavior', and 'habit'. Zhu Xi interpreted zong as a measured absolute middle of two-side and a non-launched original nature. Interpreted yong as a common truth. Therefore he interpreted zhong-yong as a common truth of neither excessive nor enough. Accordingly, Zhu Xi's zhong-yong can be understood as absolute zhong-yong without human's reflection and moral behavior. But Jeong Yak-Yong interpreted zhong as the state of a man's very hard-concentrate and grasp of situation, and interpreted yong as the state of a man's very hard-effort moral behavior and it's habit. Therefore he explained zhong-yong as a habit of moral behavior through grasp.

Analysis of Utilization Status about National GNSS Infrastructure Linked to Precise Positioning Service (정밀 위치결정 서비스에 연계한 국가 GNSS 인프라 활용현황 분석)

  • Park, Joon-Kyu;Jung, Kap-Yong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.2
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    • pp.401-408
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    • 2017
  • GNSS(Global Navigation Satellite System) is positioning and navigation system using satellites. Accurate positioning is possible in all regions of the world using satellite signals. In Korea, GPS was introduced in the late 1980s. GPS is used in research and work in various fields such as navigation, surveying, and GIS. Since 1995, NGII(National Geographic Information Institute) has installed and operated CORS(Continuously Operating Reference Station) for the practical use of GNSS surveying, RINEX download and VRS(Virtual Reference Station) service was provided for precise positioning. Demand for these services is explosively increasing in the field of surveying. Therefore, there is a need for research to provide good service. In this study, status of national surveying infra structure was researched focused on CORS and its services. As a results, current status of CORS and service were presented. Users of VRS service has increased greatly. In order to provide stable service and advanced surveying, it is necessary to continuously upgrade services such as providing services for various GNSS satellites and securing stability through server redundancy in the data center.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

BuddyMirror: A Smart Mirror Supporting Image-Making Service (BuddyMirror: 이미지 메이킹 서비스를 지원하는 스마트 미러)

  • Jo, Yeon-Jeong;Sim, Chae-Lin;Jang, Hyo-Won;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.811-821
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    • 2019
  • Image making for a person is a way to improve various factors that can express oneself, such as appearance, impression, and confidence. In general, people use mirror or camera as a traditional method to make their own image or perform presentation exercises. Recently, as smart mirrors are widely used in various fields, attempts to use smart mirrors as image making tools instead of mirrors have been frequently made. Smart Mirror is considered as a suitable tool to provide image making service because it can attach various devices such as a camera and a microphone in addition to the main advantage of a mirror that it is easily accessible. In this paper, we present BuddyMirror - a smart mirror software that provides image-making service to users, and a dedicated mobile app for flexibly running the mirror software. BuddyMirror provides functions for presentation, mock interview, and styling service at the request of users, interworking with the dedicated mobile app. We also describe the techniques developed for implementing and activating each of the new services as a module of MagicMirror, a widely used smart mirror development platform. The developed mobile app enables users to deliver presentations to BuddyMirror or to download the recorded video for image-making services.

Learning with a Robot for STEAM in Elementary School Curriculum (초등정규교육과정에서 STEAM을 위한 로봇활용교육)

  • Han, Jeong-Hye;Park, Ju-Hyun;Jo, Mi-Heon;Park, Ill-Woo;Kim, Jin-Oh
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.483-492
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    • 2011
  • 'Learning with a robot' is now considered as one of the best candidates for STEAM education, which is recently growing its importance. Most of the 'learning with a robot' programs in elementary schools serve as afterschool classes. The students participating in the afterschool classes are mostly boys who are interested in science and robots. This paper mainly concerns that a robot can be helpful for improving students' interest in STEAM education. We divided the robot utilizable aspects into 5 areas with educational points of view; abstract concept understanding type, structure-oriented type, athletics-oriented type, intelligence-oriented type and value-orientated type. We extracted all robot utilizable subjects and units from elementary school curriculum, and developed lesson plans which can be applicable to regular classes. And we also verified them by applying into an elementary school for 5 months. As the result of the analysis, we can conclude that 'learning with a robot' can encourage students' interest in STEAM, and it is more effective for girls than boys. Finally, we discuss problems that teachers may face in using a robot for regular classes, and make suggestions about the use of a robot for STEAM education.

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Segmenting Korean Millennial Consumers of Sharing Economy Services on Social Networking: A Psychographic-based Approach (소셜 네트워크 기반 공유경제 서비스에 관한 밀레니얼스 소비자 세분화 연구: 사이코그래픽 관점에서)

  • Lee, Jae Heon;Choi, Jae Won;Kim, Ki Youn
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.109-121
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    • 2015
  • The purpose of this qualitative study is to explore consumer behavioral trends, psychological characteristics and various cognitive types of Millennial Generation consumers, primarily in their 20s, who are familiar with sharing economy services based on the emerging social networking technology. Using Q methodology, this paper theoretically defines four and interprets via a social science perspective four different types of these young consumers who are skilled at state-of-the-art ICT equipment, devices or online networking services. Sharing economy services in Korea's academic and industrial services are influenced by government policy, and related research is relatively new. This study is focused on discovering unique psychographic characteristics called 'schemata' that include personal interest, preference, attitude, and opinion. On the basis of 40 Q-sorted data samples, the analysis examined 180 collected statements from meta-studies and interviews with 35 individuals born between 1997 and 1992. As a result, four consumer groups were identifies: Type 1 'Early majority', Type 2 'Laggard', Type 3 'Opinion leader', and Type 4 'Late majority'. The results of this research can be used to explore to study in greater detail the behavior and psychological aspects of Millennial General consumers'.

A Study on the Hair Fashion Behavior of College Students (대학생의 헤어패션행동에 관한 조사연구)

  • 김병미;유미근
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.1
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    • pp.1-12
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    • 2004
  • The purpose of this research is to recognize college students' thinking way for hair fashion. The tendency of hair style, hair dyeing and hair administration was examined with college students in Seoul, some cities and towns. Research analyzed and compared the result according to the distinction of sex, age and area. The questionnaire was asked to 257 boy students and 328 girl students. The result in this research is as following. 1. It was shown that our country college students were satisfied with their hair style on the whole. Especially, college students in Seoul appeared more satisfied tendency than other city or town. Seoul's college students preferred hair style of short haircut. Wide area city or small town's college students preferred long hair style. The degree of satisfaction about beauty salon service of Seoul city's college students is higher than that of wide area city or small town's college students. The reasons that they want to go to the beauty salon they used to are distance for boy students and excellent technology for girl students. Boy students change hair style regularly, but girl students change it when need to change their mood. 2. In our country, most college students had experienced that they had their hair dyed. More senior students had their hair dyed than junior students. Hair color that most like was nature brown. Seoul college students liked gold color. Seoul college students are more satisfied than wide area city or small town's college students after hair dyeing. Girl students thought that hair dyeing made their hair style excellent. 4. Girl students responded that their hair was much damaged. College students in Seoul had healthy hair. Girl students selected 「beauty art surgical operation」 for cause of hair damage, and boy student had the various causes of hair damage. College students in Seoul had much hair damage than students in any other area. Most were using shampoo, and girl students used much shampoo than boy students. Girl students selected shampoo according to their hair state, Seoul's college students had their hair washed with shampoo more frequently than other students. Girl students were getting more hair administration information with various form than boy students. Girl students used Hair Clinic for hair administration, but boy students never did it.

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Accuracy of dental model based on the state-of-the-art manufacturing technique (첨단 제조기술 기반으로 제작된 치과용 모형의 정확도에 관한 연구)

  • Kim, Jae-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.693-700
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    • 2020
  • This study compared the accuracy and reliability of definitive casts fabricated from a digital impression and conventional impression technique. A master model with the prepared upper full-arch tooth was used. Samples of ten plaster models and ten polyurethane models were duplicated using a selected standard master model. Six linear measurements were recorded between the landmarks, directly on each of the stone models and the polyurethane models on two occasions by a double examiner. The Wilcoxon signed-rank test, interclass correlation coefficient (ICC), measurement error (MSE), and limit of agreement (LoA) were used for statistical analysis. The ICC ranged from 0.76 to 0.99 when comparing the stone models and polyurethane models. The mean difference between the stone models and polyurethane models ranged from 0.09mm to 0.20mm, suggesting that stone models might be slightly larger than polyurethane models. Based on this study, the accuracy of the polyurethane models in evaluating the performance of an oral scanner and subtractive technology was acceptable. Further studies will be needed on patient subjects under clinical conditions that may involve missing or malpositioned teeth and fixed dental prostheses because this study was limited to use a standard master model and duplicated sample models in a laboratory setting.

The Influence of the Commercial Flame Retardant to the Physical and Chemical Properties of Dancheong Pigments (시판용 방염제 도포에 의한 단청안료의 물리화학적 변화 연구)

  • Lee, Han Hyoung;Kim, Jin Gyu;Lee, Hwa Soo;Lee, Ha Rim;Chung, Yong Jae;Kim, Do Rae;Han, Gyu Seong
    • Journal of Conservation Science
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    • v.32 no.2
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    • pp.249-259
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    • 2016
  • Effect of the flame retardants on Dancheong is studied in the present work. Two kinds of flame retardants were applied on Dancheong specimens and compared with control groups on which distilled water was applied instead of the flame retardants. The flame retardants enhanced the hygroscopic property of the surface of Dancheong. Furthermore, the added flame retardants reacted with oyster shell white($CaCO_3$) and lead red($Pb_3O_4$), producing new chemical compounds like Calcium phosphate tribasic and Lead Phosphates which make the painted layer of Dancheong dissolving and whitening over certain period of time. When applied in excessive amount and exposed in repetitive wet and dry condition, especially, they aggravate the surface problems significantly. These results will provide a good reference on the study of the discoloring/whitening effect of Dancheong layers at many traditional wooden building in Korea.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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