• Title/Summary/Keyword: Work reality

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A Leverage Strategy of the Defense Export Based on System Thinking (시스템사고를 이용한 한국 방산수출 레버리지 전략)

  • Lee, Sang-Eun;Seo, Hyeok;Jung, Jong-Hee;Yang, Ho-Kyung;Kang, Seok-Joong
    • Journal of the military operations research society of Korea
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    • v.36 no.1
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    • pp.103-121
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    • 2010
  • As a cutting edge technology intensive value-added business, the defense industry is jumping into a new engine of a national growth. Also, the defense industry export is recognized not only as the field to activate the Korean economy but also as an important field to create the national brand value. However, though the consensus on the importance of defense industry export helps achieve the remarkable performance in reality, the rate of increase in the budget for national defence is slowing down gradually, and the investment in R&D is not so big, and there are a lot of drawbacks with the management of core technology and the development of cutting edge weapon system. Accordingly, this thesis tried to find the leverage to make the structure of defense industry export work normally after analyzing the systematical structure of defense industry export to understand its characteristics. Also, through the process to make the leverage a strategy, the thesis tried to present the optimal direction of policy to join the ranks of the advanced countries in defense industry export.

A Study on the Educational System Development for Distribution Design Using Web-GIS (Web-GIS를 활용한 배전설계 교육용 시스템 개발에 관한 연구)

  • Lee, Dong-Yeop;Kim, Dong-Sik
    • Journal of the Korean Association of Geographic Information Studies
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    • v.13 no.1
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    • pp.35-49
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    • 2010
  • KEPCO(Korean Electric Power Corporation) is now operating an incorporated system for designing and maintenance of electric power facilities called NDIS (New Distribution Information System). Given the structure of the nation which exclusively permits establishment of new electric facilities and maintenance, expertise (skilled knowledge) about the related system on the part of electric engineers is very important. But in the view of education and training, it is a reality that current offline ways of education based on application for educational courses at the KEPCO Academy, an education organization under KEPCO, are unsatisfactory in efficiency and availability to related engineers. Therefore, We realize that a simulation design education system which guarantees an easy access is required to make the best of the existing system NDIS. For this purpose the present work is a study on the development of a simulation education system to make local based NDIS real on the web, which enables related engineers to practice designing and get feedback of the result.

AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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A Study on Semiotics of Costumes in Film -"Pretty Woman" Garry Marshall (1990)- (영화 속 의상기호에 관한 연구 -개리 마샬의 "귀여운 여인"(1990)을 중심으로-)

  • Bae, Sang-Joon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.147-160
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    • 2012
  • The costumes as an expression system in film are inserted intentionally for a particular purpose. Costumes in film, namely the cinematic dress code, and that in reality are dissimilar in meaning structure. The costumes in film perform a role of a complicated eye-catcher in correlation with the other filmic factors. But the previous studies on the costumes in film are focused on the keywords 'fashion style', 'fashion trend', or 'PPL (product placement)'. In film studies, however, the costumes should be observed from the point of view as semiosis, not as fashion, in other words, from the angle of symbol, icon and index. And the meaning and the process of the communication, which that produce, should be pointed out. It could expose, that costumes play one of the key roles for the developing of narratives and the creating of characters in film. Therefore, this study's aim is to examine the semiosis of costumes in film and to analyse the dress code, dress plot, and dress message in (1990) by Garry Marshall. But this work does not try to indicate the problems of the film-semiotics or to intensify the concept of the semiotic terminology. Thus, this study attempts to approach the theme of costumes in film from the perspective of the semiosis and its meaning process. With this, it has been proved, that semiotic systems are in hiding beyond the conventional forms of cinematic costumes and its natural harmony with characters.

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The Body Images of Stars in the Screens by Linked with the Fashion in the Based on the Jean Baudrillard's Theory (현대 패션에 나타난 스타의 신체 이미지에 대한 시뮬라시옹 연구)

  • Lee, Song-Lim
    • The Korean Journal of Community Living Science
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    • v.19 no.3
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    • pp.431-444
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    • 2008
  • Today people obtain much information about appearances through movies. The stars' body images in movies have been created through total fashion as they play the roles of an ideal model to create actual body images. This study examined the relations between the body images in the film media in terms of appearances or total fashion and actual body images based on the simulation theory by Jean Baudrillard. It conducted a literature study by collecting and analyzing film media-related picture images from books, papers, periodicals and the Internet home and abroad. The research scope was limited to the stars who made appearances in movies and the ones who starred in movies in addition to their other lines of work. As a result, the following conclusions were drawn; the stars' body images went hyperreal between their actual body images and the ones of their roles in movies and then were simulated in fashion. To be specific, 1. the stars' actual body images went hyperreal and were simulated in fashion in the following cases; 1) the stars in the heyday of film; 2) fashionistas; and 3) pictures taken by paparazzi. 2. The body images of their roles went hyperreal in the following cases; 1) through brand participation; 2) through changed body images; and 3) through cyber body images. Their body images became hyperreal and were simulated in fashion by the input of fashion designers and the techniques of other areas. The body images in film are the object of desire to the audience. They go hyperreal and become the ideal body image to real people. The various kinds of hyperreal images in the film media create new beauty as a reference and object of comparison for people to change their body images in reality.

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Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

Study on the Development of Public Bench Design for Campus

  • Lee, Young-Choon
    • Journal of the Korea Furniture Society
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    • v.20 no.6
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    • pp.566-574
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    • 2009
  • Recent tendency in modern society for urban design and public space forming it recommended diversity of studies and design development, for the interest in urban design is increasing. In particular, street furniture being one of the important components to construct public space has been researched and developed in aspects of formative and emotional style, broken from the old way of the function-oriented purpose. It could be said that this results from the desire of human pursuing a well-off life, the new value standard regarding design and the life styles in mode. The new development of street furniture could be a creating the value-added source potentially being able to raise community, identity of nation and international competitiveness, beyond the primary purpose, namely the improvement of surrounding environment, and therefore the most of countries in the world are concentrating their life and death on development of design in reality. For this investigation the concept of city design, the basic content analysis of the street furniture and also the contents in the related sectors were reported. In order to develop the bench design, one of the representative items of the street furniture furthermore it was proceeded that basic process for the design like data searching for the object place and the existing case studies. On the basis of this the series of the design development processes such as idea sketch, computer rendering and drawing work were described step by step. The aim of this study is therefore to contribute in compiling the development processes of bench design as a new shape into a data and in utilizing it as a design case study and research material in the related sectors.

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A Historical Analysis on the Spatial Characteristics of Architectural 'Capriccio' in the Piranesi Etching 'Le Carceri' (피라네지 동판화 카르체리에 나타난 카프리치오적 공간개념의 생성배경에 관한 연구)

  • Kim, Hong-Ki
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.11-20
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    • 2008
  • The purpose of this study is to find out the theoretical background of spatial fantage effects in Piranesi etching "Le Carceri" called 'Architectural Capriccio'. In a life time Piranesi created a prodigious oeuvre of dramatic and fantastic images about magnificent buildings and mysterious ruins and prison. The increasing "tourism" after the middle of the 18th century contributed a lot to Piranesi's success. He was famous for his poetic views of Rome and also his fantastic imaginary interiors. The terms "Capriccio" and "Veduta" are strongly connected with Piranesi's work. The term Veduta describes a form of landscape depiction in print with close to reality imitation of the scenery, whereas the "Capriccio" contains the elements of invention in artificial architectural landscape. Trained in Venice as an engineer and architect, his studies had included perspective and stage design. These skills, allied to his deep knowledge of archaeology, provided the substance for his Veduta, etchings of ancient Rome. But his most remarkable etchings are those of imaginary interiors, the Carceri d'Invenzione(Imaginary Prisons), a series of capric plates issued in 1750. It appears to Piranesi etching 'Le Carceri' that 18th century experimental scenography's effect very strongly. Also, it can understand about "Scena per Angolo" which was revealed by Ferdinando Galli Bibiena that Piranesi spatial view and viewpoint deconstruction operate motive and cause. Piranesi's spatial fortification was influence by Filippo Juvarra's spatial concept. As a result of this research will be foundation of understanding deeply that Piranesi etching has been affect to present architecture and art.

Cultural Opening & Animation (문화개방과 애니메이션)

  • Choi, Seung-Rak;Choi, Young-Chul
    • Cartoon and Animation Studies
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    • s.9
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    • pp.294-309
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    • 2005
  • The term 'animation' derived from the Latin 'anima' meaning spirit, life, or vitality. Although its original meaning was somewhat related to creation of life or incorporation of vitality into an inanimate or nonexisting entity by providing mobility through artificial manipulation, it is now used in a rather narrow sense to define collectively the cartoon-based films or tape-recordings and specialists who are involved in animation production or related areas are called animators. The current worldwide market for animation production is progressing and expanding enormously. Although the domestic animation market is ranked as third in the world in terms of overall quantity, the reality is that there are few high quality products that can compete with foreign animation products in the global markets. This issue is further discussed in this paper along with the current status of the domestic animation technology and production. This investigation concerns the comparative analysis of literature data on foreign and domestic animation, which can be a basis for the production of internationally competitive animation work.

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Low-Income Class Business Incubator Project' Accomplishment Analysis -Hyundai Motor Group's Gift-Car Campaign Focused- (기업의 저소득층 창업지원사업 성과 분석 연구 -현대자동차그룹 기프트카 캠페인을 중심으로-)

  • Jung, SunWook;Son, JuYoung;Kim, EunJung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.277-290
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    • 2016
  • This research is about brief accomplishment analysis of Low-Income Class Business Incubator Project, based on applicants' perspective who has been supported by this project, which is funded by the enterprise. As a result of 'quality focused evaluation method', it shows that Low-Income Class Business Incubator Project's applicants experience both economic and non-economic accomplishments such as "work with responsibility," "better future in reality," "Self and change of relationships around self". It concludes that "experience of difference" or "providing hope for Low-income class" brought positive effects on applicants who participated in this projects. The study revealed the virtue of this Low-Income Class Business Incubator Project and reassured its message: the importance of major corporate' responsibility in solving social issues, especially in poverty and its independence.