• Title/Summary/Keyword: 창조론

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A Study on the Two Big Theories of Music Culture in China's Ancient Times (중국전통시기 양대(兩大) 음악문화 고찰)

  • Lee, Tae Hyoung
    • Cross-Cultural Studies
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    • v.43
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    • pp.355-376
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    • 2016
  • This study looks into the relationship between Chinese philosophy, with a focus on Confucianism and Taoism, and music. Kong zi's Confucius supported, 'Enjoyment without being licentious and grief without being hurtfully excessive', and 'hatred of the music of Zheng'. These ideas do not emphasize the function of music as an expression of emotions, feelings, or desires, and are instead conclusions based on Confucian ideals such as harmony between classes and the spread of benevolent government. Music must coincide with Justice. The hatred of the music of Zheng was a conclusion founded on the idea of a place for Justice in music. Zhuangzi is the source of the spirit of Chinese art; specifically, Zhuangzi's idea of music in relation to its influence on East Asian history of art is extremely influential. In fact, the concept of yuelun is considered the most original and important concept in the history of the East Asian philosophy of art. The most distinctive features of Zhuangzi's theory of music can be summarized as follows. He attempts to liberate music from the restrictions of form and to let music express authentic human feelings and emotions. He also argues that music should not be subjected to politics, as he thinks that the creative mind of an artist can exist only when music is freed from political influence. Confucianism takes a humanistic perspective, while Taoism takes a more naturalistic one. In sum, Confucianism gives weight to the logical and ethical aspects of music, while Taoism emphasizes the intuitional and naturalistic ones.

Study on the Perception Gap between Technology Based Entrepreneurs and Startup Facilitators about Success Factors for Startup (기술 창업자와 창업 조력자 간 창업 성공요인의 인식차이에 관한 연구)

  • Sim, Yongho;Gil, Wungyu;Kim, Seokyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.43-57
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    • 2015
  • All countries of the world are promoting the creative economy policy to overcome the global economic crisis. Korean government enforces the creative economy policy for the economic growth and job creation. Especially, Technology based startup is actively supported to realize the creative economy. To maximize the efficiency of supporting start-ups, we have to analyze a perception gap of the startup success factors between technology based entrepreneur and startup facilitator. Through the analysis, the supporting policy of startup utilized efficiently the limited resources is necessary. So, the purpose of this study is analysis the difference of the startup success factors which technology based entrepreneur and startup facilitator recognize. To analysis, the start-up success factors derived from previous studies were categorized them as 1) characteristics of the founder, 2) start-up strategy, 3) characteristics of the organization, and 4) start-up environment. Also, The CEO of technology based start-ups and the researcher in national research institute to support SMEs were surveyed. Then, Survey was analyzed by utilizing the ANP methodology to priority derivation of start-up success factors. Result of analysis, Technology Based Entrepreneur was determined that 'composition and expertise of organization' is most important factor for success of startup. On the other hand, Startup facilitator was determined that 'financing strategy of organization' is most important factor for success of startup. Both groups are recognized as important strategy. And start-up environment is recognized as a relatively unimportant. On the other hand, the importance which two groups evaluate about characteristics of entrepreneur and characteristics of organization was different. This study has a academic significance to analyze the priority of the startup success factors between technology based entrepreneur and startup facilitator. Also, It can be utilized practical guideline when policy making about technology based startup.

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A tTheoretical Study on the Investment Strategies of Venture Capitalists and Governemental Venture Investments (사적 창업투자회사와 정부의 벤처정책투자의 전략에 관한 이론적 연구)

  • 이주헌
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.608-611
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    • 2003
  • 선진국입을 목전에 둔 한국경제의 발전을 위해서 지식과 기술을 기반으로 한 벤처기업의 생성과 발전은 매우 중요한 요소라 할 수 있다. 민과 관의 적절한 벤처 투자는 미래의 기업가들에게 신지식 창조의 동기를 부여하고 성장, 발전단계에 있는 기업들에게 자본을 공급함으로써 미래의 산업을 창조하는 매우 중요한 활동이다. 국내외적으로 벤처 투자자본에 대한 연구가 활발히 진행되어 왔으나 재무론을 바탕으로 한 벤처투자에 관한 연구와 다양한 벤처투자자본들의 유형과 투자행태 등을 설문지를 통해 밝혀내는 탐색적 연구들에 국한되어 연구, 발표되고 있는 실정이다. 본 연구에서는 벤처자본시장의 대표적 투자자본인 사적 창업투자회사와 정부 벤처정책투자 간의 전략적 상호작용을 가격모델을 통해 고찰하였다. Bertrand paradox의 가정에서 기술한 바와 같이 정부 벤처정책투자간 민간 창업투자회사들과 같은 투자전략을 구사하면 민간 창업투자회사들은 시장에서 살아남기 어렵고 결과적으로 정부는 벤처기업의 생성 및 발전지원이라는 목적에 부합되지 않은 투자를 한 것이 된다. Hotelling(1929)의 위치차별모델이 역설하는 바와 같이 정부 벤처정책투자는 사적 창업투자회사가 지향하는 투자와는 다른 투자정책을 구사할 때만 벤처기업 육성이라는 목표를 효율적으로 수행할 수가 있을 것이다. 이 연구 논문에서는 다양한 투자변수에 대한 Nash Equibrium이 존재함을 증명함으로써 사적 창업투자회사와 정부의 벤처정책투자가 벤처기업의 육성이라는 목적에 맞는 효율적 투자를 하기 위해 취해야 할 투자 전략들을 밝혀내었다.가 있는 것 같다. 따라서 본 연구에서는 웹기반 쇼핑시스템의 확산에 관련된 균형된 분석을 수행하기 위하여 경영(management)과 기술 (technology)을 조화롭게 고려한 관점에서 연구를 수행하고자 한다. 즉, 본 논문에서는 기술적 측면(technical aspect)과 경영적 측면(management aspect)을 동시에 고려하여 웹기반 쇼핑시스템의 주요만 특성을 살펴보고, 향후 정보통신 기술(ICT)의 확산에 관한 연구에서 두 가지 관점의 통합적 중요성에 대하여 강조하고자 한다. 그에 덧붙여 웹기반 쇼핑시스템과 다른 정보시스템을 비교하여 전자상거래 환경에서 웹기반 쇼핑시스템의 주요만 특성들이 두가지 연구관점에서 어떻게 개념화 될 수 있는지를 고찰하고자 한다. 이러만 분석에 기반하여 본 연구에서는 기술적 측면과 경영적인 측면을 동시에 고려한 웹기반 쇼핑시스템의 특성을 제시하고자 한다. 결론적으로 본 연구의 목적은 본 논문에서 적용한 기술(technical)과 경영(management)의 조화로운 연구관점이 향후 정보통신 기술이나 시스템, 그리고 전자상거래에 관련된 일련의 연구에 적응되어 보다 균형잡힌 논의와 분석이 이루어 질 수 있는 시발점이 되길 기대한다.생된 $CH_{4}$를 회수하여 이용하면 대체에너지원으로 활용 가치가 높은 것으로 판단된다./207), $99.2\%$(238/240), $98.5\%$(133/135) 및 $100\%$ (313)였다. 각각 두 개의 요골동맥과 우내흉동맥에서 부

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A Study on a Conceptualization-oriented SDSS Model for Landscape Design (조경설계를 위한 공간개념화 지향의 공간의사결정지원시스템 모델에 대한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.22 no.6
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    • pp.55-65
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    • 2014
  • By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.

Feature of Intertextuality Environmental Arts -Focusing on Feature of fantasy post-place, speciality of place as well as temporal-spatial expression method- (상호텍스트적인 환경예술의 특성 -환상성.탈 장소성, 장소의 특수성과 시공간 표현방법에 대한 특성을 중심으로-)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.63-74
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    • 2005
  • Modern society is diversified society and is under complicated situation as the boundary of each area has been disappeared. To understand and accept such complicated situation as widely as possible, it is required to understand interaction. of receiver with intertextual environmental arts as the structure of open text. This study examined interaction of environmental arts in terms of intertextual feature based on experience of receiver on combined element of different space and time, combination of genres. This is the concept of meaning personal experience or situation as receiver participates the process of completing art works, and set the fantasy, post-place and speciality of location and temporal-spatial expression method, as characteristics of intertextuality. Features of such experience elements are used as methodology of analyzing characteristics of each work. Feature of fantasy uses strategy of inducing spatial experience of receiver with dematerialization for post-place and expands the place where events occur with intervention of contingency and event situation. It suggests the spatial-temporal expression method as the features focusing on process and reflecting changes in spatial-temporal continuum and speciality of place emphasizing context of place. In conclusion, environmental arts needs to be deep rooted on complicated existence aspect of receiver beyond metaphysical dimension depending on presence and to accomplish conversion of awareness of supplying bisection of life from that place. By doing so, environmental arts can live textual life as it gets together with all other texts in terms of text dimension and creativity can be reborn as practical creativity in intertextuality rather than uniqueness. Such combination with other areas and acceptance of various aspects of receivers who see and experience this will result to creation of open works which can be create newly over and over again in multi-dimensional aspects.

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Contents development of Sokakgasa in Three Kingdom Period (삼국시대 속악가사(俗樂歌詞)의 문화콘텐츠화 방안 연구)

  • Kim, Man Seok
    • Korean Journal of Heritage: History & Science
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    • v.41 no.2
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    • pp.27-41
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    • 2008
  • This article aims to develop various cultural contents from Sam-guk Sokakgasa(korean folksongs in ancient times) through analyzing features of it with narrative structures and discourse forms of Seymour Chatman. Rhythms and rhymes of the Sam-guk Sokakgasa hardly exist, only brief stories about the origins of songs are present. However, with interactions of current cultual contents, a brandnew cultural content can be developed from Sam-guk Sokakgasa through creative modification. In this view, narrative structures of Sam-guk Sokakgasa was analyzed using Seymour Chatman's method. Through this analysis, it can be concluded that Sam-guk Sokakgasa has complete narrative structures, thus can be developed into new cultural contents by media interaction. And it can be also said that in cases which Sam-guk Sokakgasa has weak narrative structure, if its narrative structure has enough universality, it also can be developed as cultural contents.

Study on the Principle of a Performer's 'Spontaneity' and its Adaptability in a Process of Text Analysis and Creating a Character Focused on the Concept of Augusto Boal (분석과 인물 창조 과정에 있어 '자발성'의 발현 원리와 적용 가능성에 관한 연구 - 보알의 방법론을 중심으로 -)

  • Son, Bong-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.277-284
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    • 2020
  • This thesis interrogates the term a performer's 'spontaneity' as the key principle to approach and enhance contemporary performer's training and acting. Drawing on a number of problematic issues, this thesis particularly examines the paradigm of the subtle bodily movement inform the experience of a performer's spontaneity as embodied and understood in approaching and adapting through text analysis and action. The in-depth process of the relationship between a performer's action and the transformative effects, is central to understanding and adapting the key principle of acting/training that a specific text would pursue through a specific performance by means of what a performer must do on stage. Following the discussion of acting in training and rehearsal, this thesis argues the necessity of an alternative way(s) and model of the performer's work via how the performer's action is sincerely emerged from the moment-by-moment rather than the performer anticipates what comes in the next and therefore pretend to do/be something/someone. Expanding upon the assumptions mentioned above, this thesis provides some pragmatic and descriptive work(s) from the practitioners' concepts and approaches that invites us to reconsider the nature of acting and its adaptability for contemporary performers.

A Study on Structural Aspect of Storytelling in Contemporary Cinema -Focused on the style of Structural Film and Apichatpong Weerasethakul's Film- (현대영화에 나타난 스토리텔링의 구조적 경향에 관한 연구 -구조영화와 아피찻퐁 위라세타쿤의 영화양식 비교를 중심으로-)

  • Seo, Won-Tae
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.325-333
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    • 2014
  • The purpose of this research is to analyse the structural aspect of storytelling in contemporary cinema which is focused on the Apichatpong Weerasethakul's film. The structural/materialist filmmakers insisted the formal experiment of film form itself and the methodology to create meaning by using it. Apichatpong Weerasethakul accepted and recreated aesthetic result of the structural/materialist film to transform his own cinematic style. As a result, he expanded his film aesthetic to post-modern film aesthetics. For this, he created the structure of film by using diegetic and non-diegetic sound and image creatively. The conventional storytelling method of contemporary cinema is based on the classic theory of 'poetica' of Aristoteles, which creates illusory diegesis of cinema. but Apichatpong Weerasethakul seeks and re-constructs storytelling methodology based on the product of structural/materialist film.

The Effect of Cooperation Network in National Innovation System on Technological Innovation (국가혁신시스템 협력 네트워크가 기술혁신에 미치는 영향)

  • Ju, Seong-Hwan
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.107-116
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    • 2016
  • This study was conducted to propose creative innovation systems. The effect that cooperation network factors of innovation system in telecommunications sector called typical knowledge industry have on technological innovation was examined. We used the Korea Corporate Innovation Survey (KIS) Data for this study, it has to apply the OECD NESTI-WPIA methodology for probit analysis. The analysis derived the following findings. First, cooperation between the principal innovations in the telecommunication information generally have a positive impact on innovation. Second, cooperation with private institutions have an important role in technological innovation. Third, the various cooperation exerts a positive impact on innovation and has a greater impact on practical innovation in a low creativity level. With this result, it seems that our technological innovation policy should follow a direction of building corporatist-type system to establish cooperation promotion, privately led innovation, and a variety of opinions.

A Study on Masochistic Aspects of Action Games -Focusing on 'Gilles Deleuze's 『Masochism』 Theory- (액션게임에서 나타난 매저키즘적 양상 연구 -질 들뢰즈의 『매저키즘』 이론 중심으로-)

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.33
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    • pp.531-549
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    • 2013
  • Action games exhibit all the specific constellation of masochism, such as disavowal, suspense, waiting, fetishism, and fantasy. These characteristics of action games can be analyzed with respect to masochism. This study conducted an analysis excluding sadism as much as possible, as sadism is a result of etiological misconception as opposed to masochism. However, comparative analysis is included in the study so that action games are not seen as demonstrating sadism. Games create a space for virtual interaction for main agents by connecting gamer-existence and game-character in the framework of a contract. The interaction of visual tactility within this space creates a system of difference in pleasure. Masochism enables one to attain pleasure in a world created himself or herself using fetishism in contractual relationships such as the ones exhibited in games. This shows that action games and masochism are mutually related. This paper analyzed the ontology of action games using actual examples of action games. The paper concluded that action games lead to the fulfillment of masochistic pleasure.