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Dedicatory Inscriptions on the Amitabha Buddha and Maitreya Bodhisattva Sculptures of Gamsansa Temple (감산사(甘山寺) 아미타불상(阿彌陁佛像)과 미륵보살상(彌勒菩薩像) 조상기(造像記)의 연구)

  • Nam, Dongsin
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.98
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    • pp.22-53
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    • 2020
  • This paper analyzes the contents, characteristics, and historical significance of the dedicatory inscriptions (josanggi) on the Amitabha Buddha and the Maitreya Bodhisattva statues of Gamsansa Temple, two masterpieces of Buddhist sculpture from the Unified Silla period. In the first section, I summarize research results from the past century (divided into four periods), before presenting a new perspective and methodology that questions the pre-existing notion that the Maitreya Bodhisattva has a higher rank than the Amitabha Buddha. In the second section, through my own analysis of the dedicatory inscriptions, arrangement, and overall appearance of the two images, I assert that the Amitabha Buddha sculpture actually held a higher rank and greater significance than the Maitreya Bodhisattva sculpture. In the third section, for the first time, I provide a new interpretation of two previously undeciphered characters from the inscriptions. In addition, by comparing the sentence structures from the respective inscriptions and revising the current understanding of the author (chanja) and calligrapher (seoja), I elucidate the possible meaning of some ambiguous phrases. Finally, in the fourth section, I reexamine the content of both inscriptions, differentiating between the parts relating to the patron (josangju), the dedication (josang), and the prayers of the patrons or donors (balwon). In particular, I argue that the phrase "for my deceased parents" is not merely a general axiom, but a specific reference. To summarize, the dedicatory inscriptions can be interpreted as follows: when Kim Jiseong's parents died, they were cremated and he scattered most of their remains by the East Sea. But years later, he regretted having no physical memorial of them to which to pay his respects. Thus, in his later years, he donated his estate on Gamsan as alms and led the construction of Gamsansa Temple. He then commissioned the production of the two stone sculptures of Amitabha Buddha and Maitreya Bodhisattva for the temple, asking that they be sculpted realistically to reflect the actual appearance of his parents. Finally, he enshrined the remains of his parents in the sculptures through the hole in the back of the head (jeonghyeol). The Maitreya Bodhisattva is a standing image with a nirmanakaya, or "transformation Buddha," on the crown. As various art historians have pointed out, this iconography is virtually unprecedented among Maitreya images in East Asian Buddhist sculpture, leading some to speculate that the standing image is actually the Avalokitesvara. However, anyone who reads the dedicatory inscription can have no doubt that this image is in fact the Maitreya. To ensure that the sculpture properly embodied his mother (who wished to be reborn in Tushita Heaven with Maitreya Bodhisattva), Kim Jiseong combined the iconography of the Maitreya and Avalokitesvara (the reincarnation of compassion). Hence, Kim Jiseong's deep love for his mother motivated him to modify the conventional iconography of the Maitreya and Avalokitesvara. A similar sentiment can be found in the sculpture of Amitabha Buddha. To this day, any visitor to the temple who first looks at the sculptures from the front before reading the text on the back will be deeply touched by the filial love of Kim Jiseong, who truly cherished the memory of his parents.

Development and Effectiveness of a Smoking Preventive Program for Elementary Students (초등학생을 위한 흡연예방 프로그램의 개발 및 효과에 관한 연구)

  • Lee, Eun-Hye;Kim, Il-Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.9 no.2
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    • pp.264-275
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    • 2003
  • The purpose of this study were to develop a smoking preventive education program for elementary students and evaluate it's effectiveness. This study was a quasi experimental study under the nonequivalent control group with pretest-posttest design. The subjects of this study were 62 who are attending elementary school(31 for each group), 2 different district elementary school. The subjects were matched by grade, similar in anti-smoking educational background of smoking, as well as their residence and income level of their families. The instruments used in this study was 18 criterion referenced test items modeled by Dick & Carey that were developed by researchers for evaluating the subjects' knowledge and attitude about smoking. A pretest was administered a week before treatment The program given to the experimental group is composed of the texts explaining the poisonous substances in tobacco, social and cultural harmfulness of smoking to the body and psychology, indirect smoking, smoking of pregnant women, motives of smoking, refusal skills of smoking; and for the subjects' understanding and the better results of study - pictures, role play, discussion, text through computer based multi-media, puzzle searching for hidden pictures, cross-word puzzle, and finally compensation. The data were collected for 50 days form mid- September to the end of October in the year of 2000, composed of formative evaluation, pre-test and summative evaluation via 2 sessions. Accordingly, the collected data were analysed by t-test, paired t-test, repeated measure ANOVA by the SAS program. This research summarize the findings as follows; 1. There was a significant difference in knowledge between the experimental group(after 1 wks t=10.4680, p=.0001; after 4 wks t= 9.310, p=.0001) and control group(after 1 wks t=0.0420, p= .9669; after 4 wks t= -0.378 p=.7079) in between the results of 1 and 4 week after education in summative evaluation (F=27.45, P=.0001). 2. There was non statistical significant difference in attitude between the experimental group (after 1 wks t=1.2292, p=0.2286 ; after 4 wks t=1.330, p=0.1935) and control group (after 1 wks t=0.1819, p=0.8569 ; after 4 wks t=0.2970, p=0.7685) in between the results of 1 and 4 week after education in summative evaluation(F=0.71, P=0.494). To sum up, the statistics of conclusive analysis evaluative for the children under school age of the 'knowledge acquisition' about smoking harmfulness. On the other hand, as there was already sound attitude about smoking, the evaluation of attitude was non significant difference between control group and experimental group, just there was partially significant difference.

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A Study on Automated Fake News Detection Using Verification Articles (검증 자료를 활용한 가짜뉴스 탐지 자동화 연구)

  • Han, Yoon-Jin;Kim, Geun-Hyung
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.12
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    • pp.569-578
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    • 2021
  • Thanks to web development today, we can easily access online news via various media. As much as it is easy to access online news, we often face fake news pretending to be true. As fake news items have become a global problem, fact-checking services are provided domestically, too. However, these are based on expert-based manual detection, and research to provide technologies that automate the detection of fake news is being actively conducted. As for the existing research, detection is made available based on contextual characteristics of an article and the comparison of a title and the main article. However, there is a limit to such an attempt making detection difficult when manipulation precision has become high. Therefore, this study suggests using a verifying article to decide whether a news item is genuine or not to be affected by article manipulation. Also, to improve the precision of fake news detection, the study added a process to summarize a subject article and a verifying article through the summarization model. In order to verify the suggested algorithm, this study conducted verification for summarization method of documents, verification for search method of verification articles, and verification for the precision of fake news detection in the finally suggested algorithm. The algorithm suggested in this study can be helpful to identify the truth of an article before it is applied to media sources and made available online via various media sources.

On the "Virtual and Real" and Blankness in Chinese Landscape Painting

  • Dongqi, Liu
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.174-183
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    • 2022
  • The abstract should summarize the contents of the paper and written below the author information. Use the word "Abstract" as the title, in 12-point Times New Roman, boldface type, italicized, centered relative to the column, initially capitalized, fixed-spacing at 13 pt., 12 pt. spacing before the text and 6 pt. after. The abstract content is to be in 11-point, italicized, single spaced type. Leave one blank line after the abstract, and then begin the keywords. All manuscripts must be in English. When it comes to the issue of "virtual and real" in traditional Chinese painting, the first impression is to describe the problems of painting strokes and ink, layout of pictures, etc., but it runs through the initial conception of the work, creation in the middle and aesthetic appreciation of the work. It exists in the whole process of artistic creation and appreciation. In essence, it is a problem of aesthetic thinking and philosophical thinking. Because the traditional Chinese painting theory is influenced by Taoism, when the concept of "virtual and real" is implemented in the specific picture of Chinese painting, it is contained in the specific shape of "physics", that is, the painting theory research of "blank space" in the picture. Based on the traditional Taoist philosophy of China, this paper takes the "virtual and real" view in Lao Zhuang's thought as the research object, deeply analyzes and compares its relationship with the "virtual and real" in Chinese landscape painting, and finds out their artistic spirit, essential characteristics and how to present them. This paper mainly discusses the internal relationship between Taoist philosophy and "virtual and real" in Chinese landscape painting from the following aspects. The introduction expounds the origin, purpose, significance, innovation and research methods of the topic. This paper analyzes the philosophical thoughts about landscape in the philosophical thoughts represented by Lao Tzu and Zhuangzi. The development of Chinese traditional aesthetics theory is closely related to Taoist philosophy, which has laid the foundation and pointed out the direction for the development of Chinese painting theory since ancient times. It also discusses the influence of the Taoist philosophy of "the combination of the virtual and real" on the emergence and development of the artistic conception of landscape painting. Firstly, through the analysis of the artistic conception of landscape painting and its constituent factors, it is pointed out that the artistic conception is affected by the personality and the painting artistic conception. Secondly, through the Taoist thought of "the combination of the virtual and real" in landscape painting, so as to reflect that it is the source of the artistic conception of Chinese landscape painting. It is the unique spiritual concept of "Yin and Yang" and "virtual and real" that creates the unique "blank space" aesthetic realm of Chinese painting in the composition of the picture. Finally, it focuses on the "nothingness" in Taoist philosophy and the "blank space" in Chinese landscape painting. The connotation of the "blank space" in Chinese painting exceeds its own expressive significance, which makes the picture form the aesthetic principle of emotional blending, virtual and real combination and dynamic and static integration. Through the "blank space", it deepens the artistic characteristics of the picture and sublimates the expression of "form" in Chinese painting.

Digital Transformation: Using D.N.A.(Data, Network, AI) Keywords Generalized DMR Analysis (디지털 전환: D.N.A.(Data, Network, AI) 키워드를 활용한 토픽 모델링)

  • An, Sehwan;Ko, Kangwook;Kim, Youngmin
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.129-152
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    • 2022
  • As a key infrastructure for digital transformation, the spread of data, network, artificial intelligence (D.N.A.) fields and the emergence of promising industries are laying the groundwork for active digital innovation throughout the economy. In this study, by applying the text mining methodology, major topics were derived by using the abstract, publication year, and research field of the study corresponding to the SCIE, SSCI, and A&HCI indexes of the WoS database as input variables. First, main keywords were identified through TF and TF-IDF analysis based on word appearance frequency, and then topic modeling was performed using g-DMR. With the advantage of the topic model that can utilize various types of variables as meta information, it was possible to properly explore the meaning beyond simply deriving a topic. According to the analysis results, topics such as business intelligence, manufacturing production systems, service value creation, telemedicine, and digital education were identified as major research topics in digital transformation. To summarize the results of topic modeling, 1) research on business intelligence has been actively conducted in all areas after COVID-19, and 2) issues such as intelligent manufacturing solutions and metaverses have emerged in the manufacturing field. It has been confirmed that the topic of production systems is receiving attention once again. Finally, 3) Although the topic itself can be viewed separately in terms of technology and service, it was found that it is undesirable to interpret it separately because a number of studies comprehensively deal with various services applied by combining the relevant technologies.

Predicting Functional Outcomes of Patients With Stroke Using Machine Learning: A Systematic Review (머신러닝을 활용한 뇌졸중 환자의 기능적 결과 예측: 체계적 고찰)

  • Bae, Suyeong;Lee, Mi Jung;Nam, Sanghun;Hong, Ickpyo
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.23-39
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    • 2022
  • Objective : To summarize clinical and demographic variables and machine learning uses for predicting functional outcomes of patients with stroke. Methods : We searched PubMed, CINAHL and Web of Science to identify published articles from 2010 to 2021. The search terms were "machine learning OR data mining AND stroke AND function OR prediction OR/AND rehabilitation". Articles exclusively using brain imaging techniques, deep learning method and articles without available full text were excluded in this study. Results : Nine articles were selected for this study. Support vector machines (19.05%) and random forests (19.05%) were two most frequently used machine learning models. Five articles (55.56%) demonstrated that the impact of patient initial and/or discharge assessment scores such as modified ranking scale (mRS) or functional independence measure (FIM) on stroke patients' functional outcomes was higher than their clinical characteristics. Conclusions : This study showed that patient initial and/or discharge assessment scores such as mRS or FIM could influence their functional outcomes more than their clinical characteristics. Evaluating and reviewing initial and or discharge functional outcomes of patients with stroke might be required to develop the optimal therapeutic interventions to enhance functional outcomes of patients with stroke.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.