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A Study on the $20^{th}$-century Korean Art History: Focusing on the 1960s-70s Art (20세기 한국미술사 연구를 위한 소고: 1960-70년대 미술을 중심으로)

  • Park, Choon Ho
    • The Journal of Art Theory & Practice
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    • no.16
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    • pp.7-40
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    • 2013
  • Historian Eric J. Hobsbawm once said "the task that historians have is to analyze the meanings of the past within the context of society and to track the changes and implementation." It would not be too far of a stretch to apply Hobsbawm's quote to art historian since art history, although quite specific, is still history. In addition, Hobsbaum also asserted that, "a mold called the past continuously forms the present or at least thought to be." It is my recognition that the major westernization of the last century took place under the Japanese colonization which served as the channel to usher in western art; however, the current 20thcentury Korean art history fails to recognize that the mold of the past, namely western art in this case, has formed the modern art of the present. Based on this recognition, attention was given to what lacked in the analysis of the current 20th-century Korean art history in terms of "Informel" which was identified as the turning point towards "modern art" in the Korean art history as well as the following "experimental art." My belief is that the art history of Korea has to be reassessed from, a socio-cultural perspective as well as adopting multi-level and diachronic understanding. However, the existing Korean art, especially the one between the end of 1950s to the 1970s was based on the perspective of "severance"; thus, raising the needs for the starting point of a new perspective. It is my conviction that meta perspective on writing is most essential in order to lay a solid basis for the Korean art scene to have a productive discussion. I feel the utmost necessity to reinterpret the typified history analysis and criticism which stemmed from the trauma under the Japanese colonization. The most urgent task is to avoid academic closeness and to share the research. Painting is an individual expression of the artist, but the act of expression is not free from the cultural and societal influence to which the artist belongs.

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A Traffic Simulation Model Verification Method Using GPS Equipment (GPS를 활용한 교통 시뮬레이션 모형 검증)

  • Hu, Hyejung;Baek, Jongdae;Han, Sangjin
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.5
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    • pp.62-69
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    • 2012
  • Traffic simulation models have been used for assessing various transportation strategies. Through comparing results from a simulation model and real field data, researchers try to show how close the model can reproduce the real world traffic. This model verification step is one of the most essential tasks in modeling procedure. Traffic counts and speeds have been frequently used for the verification or validation. Authors modeled severe PM peak bottleneck situation on the I-40 corridor in Raleigh, North Carolina using DYNASMART-P, a mesoscopic traffic simulation tool and verified the model. NCDOT has Traffic Information Management System which has archive capability for the traffic speeds on the I-40 corridor. However, the authors selected travel time as the field measure for model verification and collected the data using a GPS equipment because the speed data from NCDOT speed detectors are spot speeds which are not appropriate for comparison with link average speed from the simulation model. This paper describes the GPS field data collection procedure, the model verification method, and the results.

REVIEW OF THE PEER RELATIONSHIP OF CHILD AND ADOLESCENT SCHIZOPHRENIC PATIENTS - FOCUSING CASE STUDIES - (소아 ${\cdot}$ 청소년 정신분열병 환자의 또래 관계에 관한 고찰 - 사례 연구를 중심으로 -)

  • Cho, Soo-Churl;Shin, Sung-Woong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.2
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    • pp.262-281
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    • 2000
  • We focused on the peer relationship of adolescent patients with schizophrenia, which usually occurs around puberty. Reviewing cases with schizophrenia and the literature extensively, we had come to the conclusion as follows;1) the most robust predictors among factors influencing the prognosis of schizophrenia are premorbid interpersonal relationship and adaptive functions. 2) Especially teachers’ reports about school life and peer relationship during school life are useful for predicting the occurrence of schizophrenia in adolescents. We described characteristic and behavioral childhood features which are important in pathogenesis of schizophrenia, based on high-risk studies and long term follow-up studies. Also, pathological profiles of the interpersonal relationship and pathology in adulthood were presented. We tried to integrate various aspects of interpersonal and social weaknesses of schizophrenics applying 'primary and secondary socialization' concept. Finally, five cases of adolescent schizophrenics were described briefly and proposal for the early detection and intervention for risk factors was introduced.

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Specification of Objectives and Contents in 'Problem-solving Methods and Procedures' section of the Informatics Curriculum (정보 교과 교육과정의 '문제해결방법과 절차' 영역 목표 및 내용 세목화)

  • Kim, JongHye;Kim, SunHwa;Kim, HanSung;Kwon, DaiYoung;Jun, SooJin;Kim, HyeonCheol;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.33-46
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    • 2008
  • There exist many differences between new Informatics curriculum and the current Computer curriculum. Since the new curriculum introduces new section of "Problem-solving methods and procedures" which are not included in current computer curriculum, it is required to define and specify objectives and content units of "problem solving methods" and "programming" topics for the new section. In this paper, we define and specify the objectives and detailed contents by surveying various computer curriculums used in many other countries. Then, the specified objectives and content units are validated by a group of computer education experts. The final results of specified objectives show that areas of "comprehension", "application" and "synthesis" take relatively high percentage over the other areas. In the content specification, we set the content structure by describing how to solve a given real-world problem with a non-computerized way, followed by representing or transforming it with a corresponding computerized model.

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Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • v.6 no.2
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

Looking Into the Realities of Early Childhood Education: Focusing on Postmodern Aspec (유아교육현장 들여다보기: 포스트모던적 양상을 중심으로)

  • Jun, Yeon Woo;Jo, Hea Soog
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.435-459
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    • 2015
  • It is generally agreed that the 21st century is the era of postmodernism. Postmodernism emerged with opposition and resistance to modernism which pursued values like the absoluteness of truth and knowledge, the Enlightenment, rationalism, objectivism and consequentialism among others. Now postmodernism is currently given a great deal of attention as it is considered a new ideology that can help explain many of the different and continuous changes which are occurring in a variety of fields including politics, economy, society and culture, not to mention education. In this sense, this study's purpose is to examine postmodern aspects found specifically in the field of early childhood education. As a result, this study found that those aspects could be briefly described by four main phrases, or 'early childhood education whose contexts are based on relativity', 'early childhood education operating under the system of rhizome' 'early education in which inter-directionality is pursued' and 'early education in which process-orientation is being intensified'. In the chapter of conclusion, finally, this study discusses how those aspects are correlated with one another and what implications they may have for the field of early childhood education.

A convergence study the association between addictive smart phone use, dry eye syndrome, upper extremity pain and depression among college students (일 지역 대학생의 스마트 폰 중독사용과 안구건조증, 상지통증 및 우울간의 관계에 대한 융합 연구)

  • Paek, Kyung Shin
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.61-69
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    • 2017
  • This study was to identify the correlation between dry eye syndrome, upper extremity pain, depression and addictive smart phone use among college students. Data were collected from 286 college students using a self-report questionnaire. 15.0% of participants have an addictive smart phone use. There were significant differences by dry eye syndrome(t=-4.38, p<.001), neck pain(t=-2.60, p<.05) and depression(t=-4.15, p<.001) according to the addictive smart phone use. Dry eye syndrome(r=.332, p<.001), neck pain(r=.143, p<.05), hand pain(r=.138, p<.05) and depression(r=.402, p<.001) were positively related to addictive smart phone use. Strategies to diminish depression, and to prevent dry eye syndrome and neck pain in college students will be an important intervention component to prevent addictive smart phone use and health problems in future studies.

Startup Teamwork and Performance Research: the Impact of Task Conflict and Relationship Conflict (스타트업 팀워크와 성과: 과업 갈등과 관계 갈등의 영향을 중심으로)

  • Park, Jun-Gi;Lee, Hyejung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.101-111
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    • 2016
  • Startup has lot of limitation such as time and budget shortage, and few human resources, and may be under the very stressful condition. Naturally in these context, there is always conflict among the startup team members, but the impact of conflict on teamwork or team performance has not been empirically tested. This study examines the relationship among the conflict, teamwork and team performance in startup context. Different two types of conflict and four factors of teamwork for team performance are identified from a literature review and tested; task conflict and relationship conflict as antecedents, teamwork was composed of communication, collaboration, coordination and cohesion, leading to team performance. 142 data points were collected from startup representatives to test these hypotheses. PLS data analysis indicated that the task conflict positively effects on all teamwork factors, but relationship conflict has statistically significant effect on only two teamwork factors, collaboration and coordination in negative relationship. Teamwork factors effects on team performance except communication. Based on the results, we proposed practically several team management skills for startup managers, leaders and even members, and explained theoretical contributions.

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The Effects of Self-Efficacy, Social Support, and Ego-Resiliency on Reality Shock of Nursing Students (간호대학생의 자기효능감, 사회적지지 및 자아탄력성이 현실충격에 미치는 영향)

  • Park, Dong-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.648-657
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    • 2020
  • This study is a descriptive investigation into the relationship between the degree of the reality shock and the self-efficacy, social support, and ego-resilience of nursing students and the factors that influence their reality shock. The study shows that self-efficacy, social support, and ego-resilience are related with reality shock. The regression analysis shows that self-efficacy, social support, and ego-resilience account for 27.1% of the reality shock. The research results verify self-efficacy, social support, and ego-resilience as factors that influence reality shock. So, it is necessary to develop programs and explore support plans that take into account self-efficacy, social support, and ego-resilience with the aim of relieving the nursing students reality shock. Looking ahead, further studies need to be conducted with expanded objects of investigation with the aim of drawing more attention to the reality shock of nursing students and generalizing research results.

Modeling and Simulation on One-vs-One Air Combat with Deep Reinforcement Learning (깊은강화학습 기반 1-vs-1 공중전 모델링 및 시뮬레이션)

  • Moon, Il-Chul;Jung, Minjae;Kim, Dongjun
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.39-46
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    • 2020
  • The utilization of artificial intelligence (AI) in the engagement has been a key research topic in the defense field during the last decade. To pursue this utilization, it is imperative to acquire a realistic simulation to train an AI engagement agent with a synthetic, but realistic field. This paper is a case study of training an AI agent to operate with a hardware realism in the air-warfare dog-fighting. Particularly, this paper models the pursuit of an opponent in the dog-fighting setting with a gun-only engagement. In this context, the AI agent requires to make a decision on the pursuit style and intensity. We developed a realistic hardware simulator and trained the agent with a reinforcement learning. Our training shows a success resulting in a lead pursuit with a decreased engagement time and a high reward.