• Title/Summary/Keyword: 시대언어

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Costume Images of the Chosun Period′s Po for Men(Part I ) - Constituent factors, Type, Reflection of the Period - (조선시대 남자 포제에 나타난 복식이미지(제1보) -남자포제 이미지구성 요인 및 유형별, 시기별 복식이미지-)

  • Ju-Yeun Do;Young-Suk Kwon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.10
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    • pp.1695-1706
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    • 2001
  • 본 연구는 조선시대 남자 포제(포제에 나타난 복식이미지의 구성요인을 밝히고 남자포제 유형별(철릭, 답호, 직령, 도포, 창의, 주의), 시기별(전기, 중기, 후기) 복식이미지를 알아봄으로서 조선시대 남자포제가 가진 복식이미지를 밝혀 현대 전통복식 디자인에 응용될 수 있는 기초적인 자료를 제공하고자 한다. 의복 자극물은 남자 평상복을 중심으로 하여 조선초기(1477년∼1543년)의 남자 포제로는 철릭, 답호, 직령 3점과 조선중기(18세기)는 도포, 창의 2점, 조선후기(17세기 후기∼20세기 초)는 주의 1점으로 하였고, 당 시대의 정화한 복식이미지를 살펴보기 위해 유물을 복원 제작하여 사용하였다. 이것을 모델에게 착장시켜 슬라이드로 제작한 후 자극물로 제시하였다. 의미지분척도외 구성은 자유언어연상법으로 형용사를 수집하여 23쌍의 형용사쌍을 구성하였다. 패널단은 대학생 남·여 총 600명으로 하였고 자료분석은 SAS을 이용하여 요인분석 분산분석 등을 사용하였다. 1. 조선시대 남자 포제의 요인구조는 품위성 요인(25.2%), 활동성 요인(l4.2%), 관할성 요인(37.9%), 현시성 요인(6.7%), 경연성 요인(5.7%)으로 구성되었으며, 이들 5개 요인의 전체변량 62.7% 중에서 품위성 요인, 활동성 요인, 관할성 요인이 전체변량의 50%를 넘어서 이 세 요인이 남자 포제에서 기본적으로 느껴지는 중요한 요인임을 알 수 있다. 2. 조선시대 남자 포제 유형별 복식이미지의 차이를 알아본 결과, 철릭은 가장 부자연스러운, 주름있는, 곡선적인, 부드러운, 특이한 이미지의 포제로 나타났으며, 답호는 가장 절제된, 직선적인 딱딱한, 특이한 이미지로, 직령은 가장 비활동적인, 답답한, 전통적인 이미지로 도포는 가장 품위있는. 관할한 이미지로 창의는 다른 포제에 비해 평범한, 단순한, 이미지로 주의는 가장 품위 없는, 일상적인, 활동적인, 단순한, 순수한 이미지의 포제로 평가되었다. 모든 남자포제가 전통적, 순수한 이미지의 포제로, 철릭을 제외한 모든 포제가 단순한 이미지로 나타나 조선시대 남자 포제가 공통적으로 가지는 이미지는 단순하고 순수한 이미지를 가지고 있음을 알 수 있다. 3. 남자 포제의 시기별 복식이미지에서는 조선전기(철릭, 답호, 직령)의 포제는 관할성 요인이 높은 의례적인, 관할한, 특이한 이미지로 평가되었고 조선중기(도포, 창의)의 포제는 품위있는, 절제된, 풍성한 이미지로 평가되었으며, 조선후기(주의)의 포제는 활동적인, 단순한, 직선적인 이미지로 나타났다. 따라서 시대별 남자 포제의 이미지는 시대적 여건과 상황에 따라 변화되어 왔으며, 시대에 따라 추구하는 이미지가 달랐다는 것을 알 수 있다.

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Effect of Parenting Behavior on Children's Pragmatic Language Ability

  • Moon, Kyung-Im
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.219-227
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    • 2022
  • This study is to structurally analyze the effect of authoritative, authoritarian, and permissive three-dimensional parenting behavior on pragmatic language ability in the field of child language development by using data from the Panel Study on Korean Children, which was completed and published in 2018. As a result of the study, looking at the effect of three-dimensional parenting behavior on children's language ability, first, the authoritative parenting behavior, which provides a clear direction for parents in raising their children, and takes a rational and consistent way, is effective in improving pragmatic language ability appeared to have a positive effect. Second, it was found that authoritarian parenting behavior that strictly controls children's behavior in the direction desired by parents and demands absolute obedience from children did not have a significant effect on the improvement of children's pragmatic language ability. Lastly, it was found that the permissive parenting behavior of the neglect type, which allows children to do whatever they want, has a negative effect on the children's pragmatic language ability. Based on these results, in order to equip children who will live in an era where creativity and problem-solving ability are important to have the ability to express themselves accurately, parenting behavior, which is a very important ecosystem for children's language development, needs to be done correctly.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

디자인 지식창출을 위한 검색시스템 구축

  • 임옥수;오민권;정인수;유의상
    • Archives of design research
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    • v.16 no.1
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    • pp.35-44
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    • 2003
  • In the past era, acquisition and utilization of useful information was the main origin of competition. Nowadays, unlike that era, is the era of knowledge information(management) in which we should create a new knowledge on the basis of information and apply it to the field of practice. And more acquisition of information is no more the competitive power of any person, any company and any nation because in such the era of knowledge management, anyone can access and get the information he needs, utilizing internet-based searching system. Such demands of the times of knowledge management change rapidly in each field through knowledge management system and researches about knowledge management are actively processed in various academic branches. However, in our field of design, researches about those demands(knowledge management) still remain on the level of one-dimensional searching service for general data about design. Therefore, in this study, we developed building database of researches on form, color, aesthetical elements, preference image word, satisfaction etc. about CI/BI of home electronics goods, living goods, apparels, and food goods companies, also suggesting searching system through which you can obtain useful data and information helpful for designers to process CI/BI works of new product by using that database. Especially, in case of developing specific CI/BI, various search results through help of suggested system will supply a useful design concept. And more, cross table which is the result of analysis two-dimensional categorical data about existing design factors(such as form, color, aesthetical elements, preference image word, and satisfaction) will make contribution for designers to create a new design knowledge.

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Research on Korean Language Textbooks to Activate Media Literacy for the Era of Cultural Convergence (문화융합시대의 미디어 리터러시 활성화를 위한 국어교재 연구)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.389-395
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    • 2020
  • This discussion is a study that proposes to introduce a strategy to positively interpret the narrative meaning in media language based on a generalized cognitive environment in order to activate correct media literacy in the era of cultural convergence. have. In particular, by using advertising content that has the most reinforced creativity related to cultural interpretation, it was induced to grasp the informational manifestation of that era and to reproduce meaning interpretation with relevance. In addition, it attempted to utilize an argumentative writing strategy in the process of reproducing Korean language learners' writing, which was capable of cognitive interpretation. The intention of the public service advertisement content developer always expects a positive effect in the social and cultural aspect, and the learner dreams of reflection and a correct future through the effect. The research on activating media literacy in the era of cultural convergence, which I intended, has not yet been much discussed. We hope that the proposed discussion of this study will be actively utilized in mass media language education of the contents of textbooks for Korean language learners, and we are sorry for the part that does not contain quantitative analysis contents, and we expect the results in subsequent thesis.

Epidemic form of creative background and Joseon Dynasty of Hanlim another song (<한림별곡(翰林別曲)>의 창작(創作) 배경(背景)과 조선시대(朝鮮時代) <한림별곡(翰林別曲)>의 유행(流行))

  • Kwon, Hyok Myong
    • (The)Study of the Eastern Classic
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    • no.57
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    • pp.437-466
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    • 2014
  • This paper, is in the focus of the fact that was popular in the Joseon Dynasty, was clearly private background and fashionable aspects of its creation. In Section 2, as the background of the epidemic of of the Joseon Dynasty, and was derived creative situation of . is the "left Order live music" relationship center rather, was that it was created by the Academy belongs is highlighted "Hanlin year". As a result, collapses the relationship between the order raw Korea early left, in conjunction with the boast to debauchery and evaluated surface Shinyoung of successor Geibun of this academy, be epidemic in the Joseon Dynasty it is the could be. In Chapter 3, and two to the original, it was examined the epidemic surface of of the Joseon Dynasty. The epidemic of surface, in the conventional research and are relatively detailed, but in this paper, while accommodating the existing research results, of consideration "Hanlim feast" has led to Geibun of Korea "immune new Feast" was observed a trend surface is placed around the fact. As a result, , the Joseon is that it has been singing on the occasion official four-kan and Geibun center, first Nara are exempt new feast bonds back to the four Hall again in Geibun, usually it can be seen that it is spread in the Scholar-official and gisaeng's. Lower limit has been singing can be up to around the late 17th century it has been speculated through the time of Gimumanjun.

Changes in mathematics pedagogical lexicons: Extension research of the International Classroom Lexicon using a text mining approach (수학 교수학적 어휘의 변화: 텍스트 마이닝 기법을 이용한 교실수업 어휘 연구의 확장)

  • Lee, Gima;Kim, Hee-jeong
    • The Mathematical Education
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    • v.61 no.4
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    • pp.559-579
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    • 2022
  • Research on lexicon and language provides insights into the interests, values and practices of a community where individuals use the language. The International Classroom Lexicon Project, in which ten countries participated, identified own country's mathematics teaching and learning lexicons by investigating mathematics classroom instruction from teachers' perspectives in a speaking-oriented community. This study, as an extension of the International Classroom Lexicon Project research, investigated pedagogical lexicons used in 「Mathematics and Education」 journals specialized for Korean professional mathematics teachers published by the Korean Society of Teachers of Mathematics. Using the text mining approach, we also traced how these pedegogical lexicons have changed quantitatively over the past 10 years with a diachronic perspective. As a results, several novel terms were found in the writing-oriented community, which were not identified in the speaking-oriented community. In addition, we could discover some pedagogical lexicons have increased statistically significantly and some lexicons appeared(increased) rapidly across years. This implies the teacher community's values and zeitgeist by reflecting these changes in the sociocultural, incidental and social changing (i.e., periodical change) contexts. This study has value as a first step in understanding zeitgeist for mathematics education in Korean mathematics teacher community according to changes of times over the past 10 years. Also, this study contributes to the methodological insights: the text mining technique provides a methodological contribution to researching changes in interests, values and zeitgeist according to these changes in the times.

Study of Sibmi-yo(十味謠 ; 10 eyebrow poetry) image of Gyuhab-chongseo(閨閤叢書) (규합총서(閨閤叢書)의 십미요(十味謠) 이미지 연구)

  • Barng, Kee-Jung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.7
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    • pp.719-728
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    • 2018
  • Each country has its preferred image and how to convey it effectively. The study aims to find traditional Korean makeup methods and ways to effectively convey a preferred image. Among the ancient manuscripts of Joseon Dynasty, the book " Galgap Collection " has ten ancestors who express their favorite eyebrows in the form of a grandfather. In this study, we applied tens of thousands of words to the actual model to solve the problem and make up the methods of literature, the Internet, and example. The model stimuli were measured by conducting a street experiment of 10 makeup experts and 70 men and women's blinds. The result was that the " Gaewon- .aemi " type seemed to be the best, attractive and most consistent with the shape of the thinking eyebrows and the current fashion of eyebrows. In a variety of nonverbal ways expressed in the classics, the study looked at ways to use visual poetry to communicate effectively. This research will help transform design ideas and help understand cultural trends of different times.

Lived Experience of Suffering for Victims of Torture : among the suspected espionage agents under the military government (고문폭력 생존자가 반추한 고문의 고통 체험 : 군사정권시대 간첩혐의 희생자를 중심으로)

  • Kim, Hyun Kyoung
    • Korean Journal of Social Welfare Studies
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    • v.42 no.2
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    • pp.235-274
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    • 2011
  • The purpose of this study is to understand suffering of torture for victims with suspicion of espionage under the military government in Korea by knowing meaning and structure of empirical phenomena. Methods is to applied to Phenomenological and heuristic Human Becoming Methodology, and the subjects of this study are text for three tortured victims. Results is the structure that the victims accepted their act of espionage under the torture and horror, living with retribution from heaven, surviving pressured times, and fighting for human rights upon release from prison. The conceptual integration of relationship issues were: valuing, imaging, languaging with powering and transforming under the process of revealing-concealing and enabling-limiting. Finally, discussion and practical meaning was reviewed.

조선시대 『옥추보경』(玉樞寶經) 중의 신장(神將)에 관한 연구

  • 인즈화
    • Journal of the Daesoon Academy of Sciences
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    • v.22
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    • pp.133-275
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    • 2014
  • 『옥추보경』(玉樞寶經)은 송대의 유명한 도교 경전으로 정식 명칭은 『구천응원뇌성보화천존설옥추보경』(九天應元雷聲普化天尊說玉樞寶經)이다. 송·원시대 이후 『옥추보경』은 중국 각 지역에 광범위하게 전해지면서 많은 영향을 끼쳤으며, 명나라의 세종(世宗)과 신종(神宗)은 『옥추보경』을 새로 간행하여 직접 서문을 쓰고 동시에 매우 숭앙하였다. 『옥추보경』의 집주본이 조선에 전해진 시기는 대략 명대 시기로 보고 있으며, 조선시대에 전해졌던 『옥추보경』 집주본은 융경(隆慶) 4년(1570)에 전라도 무등산(無等山) 안심사(安心寺)에서 최초로 발간되었다. 그러나 당시 안심사 판본은 첫 페이지와 경문 중의 또 다른 페이지가 없는 불완전한 판본이었다. 옹정(擁正) 11년(1733)에 송몽삼(宋夢三), 서두추(徐斗樞) 등의 제안에 따라 영변(寧邊) 묘향산(妙香山) 보현사(普賢寺)에서 『옥추보경』을 새로 간행하게 되었다. 하지만 이 또한 불완전한 판본이었으며, 병진년(1736)에 잃어버린 두 페이지를 우연히 찾게 되면서 완전한 판본을 이루게 되었다. 이후 광서(光緖) 무자년(1888)에 김흡(金潝)이 『옥추보경』을 새로 교정하였고, 계룡산(鷄龍山)에서 이를 다시 간행하였다. 명대의 『도장』에 수록된 『옥추보경』 집주본에는 신장도(神將圖)가 포함되어 있지 않았다. 하지만 조선시대 세 종류의 판본은 모두 신장도(神將圖)가 포함되어 있다. 이 외에도 조선시대 간행본과 비슷한 판본으로 영국의 대영도서관 소장본과 일본 천리대학(天理大學) 도서관의 소장본 및 중국 국가 도서관 고적관의 소장본이 있다. 그런데 안심사 판본은 41명, 보현사 판본은 47명, 계룡산 판본은 48명의 신장도가 포함되어 있으며, 대영도서관은 45명, 중국 국가 도서관은 45명 등으로 차이가 있다. 이러한 판본들에 수록된 신상의 수가 다른 이유는 아직 명확하지 않다. 이에 본문에서 필자는 먼저 계룡산 판본 『옥추보경』에 근거하여 48신장의 내력에 대한 초보적인 고찰을 진행하였다. 언어상의 문제로 『옥추보경』과 관련된 한국의 연구 성과를 반영하지는 못했지만, 『옥추보경』의 48장과 대순진리회의 『전경』에 등장하는 48장이 어떠한 연관이 있는지를 조명하는 데 유의미한 기초 작업이 될 것으로 전망한다. 이를 토대로 나아가 대순진리회의 48신상도와 『옥추보경』의 판본간의 형태적 특징에 주목하여 면밀한 상호 분석을 시도함으로써 대순진리회의 신앙체계와 『옥추보경』의 관련성을 규명하는 데 일조할 수 있기를 기대한다.