This study tried to analyze symbolism of the work from the title by looking into its linguistic meaning. The title not only exposes artist's thoughts but also speaks for the work subject. Also, it designates the world composed of characters in the work, and further it can be said as endowing overall meaning on the entire work by suggesting possibility of limitless meaning invention as well. As a result of reviewing the symbolism shown at the title after analyzing such points through linguistic contexts, the title named with Adam's language was used for just expressing the essence of characters in the work by transcending time and space, and the title meaning exposed relational aspects between characters and occurred accidents through the association process on 'signifiant' and 'signifie.' These relational aspects are expressed to mutual contraposition, but their relations finally show another one orientation too. In case of the title made by the arbitrary nature of language, a fact could be known that it was results of customs completely unrelated with the practical work and depended on the experience by any accident as being appeared from cultural background of the country where the work was produced. Also, the signification of language occurred in unique regulations and systems, and it was relevant to seeing things through concepts. The proper noun was disappeared, and the symbolism was given again from relational aspects accordingly. It was turn out that similarity between the work and title contained contents of entire work, and played a role of expressing greed in the narrative briefly.
Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.
This study investigated the efficacy and drawbacks of a trekking accident prevention programs of the Jirisan National Park using visitor survey data. In total, 394 visitors were surveyed at the entrances to Seongsamjae, Jungsanri, Baekmudong, and Ssanggyesa trails on both weekdays and weekends. The trekking accident prevention training course has not been widely publicized. Only 23.4 % of the survey respondents have participated the training course. The training course itself appears to be useful in that 51.1 % of the course participants positively responded the contents of the course, suggesting that, if well publicized, the program can help prevent trekking accident. The trekking time regulation was relatively well publicized. Of the survey respondents, 72.4 % were aware of this regulation, and 72.2 % of them agreed on applying this regulation to other national parks. Accident vulnerability analysis shows that respondents who were aware of the regulation tend to be more experienced and skilled in trekking and more prepared for accident than those who were not. Also, respondents who were satisfied more on park safety facilities tend to be more experienced and skilled in trekking and more prepared for accident.
Kim, Jun-Gyu;Lee, In-bok;Yoon, Kwang-Sik;Ha, Tae-hwan;Kim, Rack-woo;Yeo, Uk-hyeon;Lee, Sang-yeon
Journal of Bio-Environment Control
/
v.27
no.2
/
pp.147-157
/
2018
With the rapid development of the 4th industrial revolution, the large-sized facilities of agriculture have been developed with high-technologies. However, it is difficult to maintain the optimum environment in large-sized facilities. Although it is essential to control micro-climate properly in large-sized facilities, there are a lot of problems to utilize high-technologies and equipment because of insufficient education for farmers. Most farms have limitations to access to their farm because of prevention of epidemics, exposure of management know-how, and so on. Especially, it is difficult to understand internal environmental factors (airflow, temperature, humidity, etc.) for farmers because these factors are invisible. Recently, Virtual reality technology which allows users to experience various phenomena directly is attracting attention. Virtual reality is very useful technology to visualize airflow and temperature distribution and so on. However, there is no cases applied this technology to agricultural facilities. In this study, research trends of virtual reality in various fields were investigated. In particular, the limitation and possibility of virtual reality technology were analyzed for educating farmers. Finally, the development of virtual reality contents for smart-farm facility were suggested.
This study investigated the improved teaching methods which can enhance the learning effects of students in engineering education and provide students with practical abilities of field works. As the results of applying student-oriented teaching methods to students who take the course of hydraulic and pneumatic control in the department of mechanical design engineering of Dongyang technical college, student-oriented teaching method Is more effective than professor-oriented teaching methods in the aspects of motivation of learning, cultivation of imagination and creativity, and ability of solving problems. In order to successfully execute student-oriented teaching method, integrated lecture of both theory and experimental practice has been carried out in the classroom equipped with experimental facilities, and after acquiring sufficient experience through experimental practices, students looked into theoretical backgrounds based on the experimental results during the process solving the subjects which a professor suggested. The subjects should be suggested with the contents for accomplishing the goal of learning, and it is very important for a professor to play the role of helping students solve the problems by themselves, which results in improving practical ability of field works. At the end of every class, a professor has students fill up the questionnaire about the level of learning achievement, questions, and teaching method, and applying the surveying results to the next class can bring out improving the extents of students' participation of classes and concerns about the course. Since the engineering education requires a practical ability of field works, imagination, and creativity in every course, it is desirable to introduce student-oriented teaching method rather than professor-oriented teaching method.
Journal of Korean Home Economics Education Association
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v.22
no.3
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pp.147-162
/
2010
The purpose of this study is to seek out efficient multicultural education plans by investigating Home Economics teachers' perception of multicultural families and multicultural education. Thus, a survey was carried out to collect data mainly from home economics teachers who is working for middle schools. The results of this study can be summarized as follows. Firstly, there were more teachers who had some experience of contacting with multicultural families than those who didn't have, but it was not a big difference. Also, it was found that there were not many teachers who took multicultural education-related classes for their studying at college or had multicultural education-related teachers' training for their working as a teacher. Secondly, it was found that their respect for multi-races, recognition of multi-cultures, belief in multi-cultures and acceptance attitude toward multicultural knowledge were very positive. Thirdly, it was found that most teachers had consideration -centered viewpoints most of all. On the other hand, assimilation-based viewpoints were the least among teachers. Fourthly, teachers believe that multicultural society centered contents, which is a society where people get along with each other, should be dealt in class while executing education for multicultural families. Lastly, in regard to methods of executing education for multicultural families, it was found that they showed the strongest opinion that it should be executed all over the domain of every school subject as integrated education.
Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.
This study analyzed problem presenting and solving activities in elementary school mathematics class to enhance insights of teachers in class for providing real meaning of learning. Following research problems were selected to provide basic information for improving to sound student oriented lesson rather than teacher oriented lessons. Protocols were made based on video information of 5th grade elementary school 'Na' level figure and measurement area 3. Congruence of figures, 4. Symmetry of figures, and 6. Areas and weight. Protocols were analyzed with numbering, comment, coding and categorizing processes. This study is an qualitative exploratory research held toward three teachers of 5th grade for problem solving activities analysis in problem presenting method, opportunity to providing method to solve problems and teachers' behavior in problem solving activities. Following conclusions were obtained through this study. First, problem presenting method, opportunity providing method to solve problems and teachers' behavior in problem solving activities were categorized in various types. Second, Effective problem presenting methods for understanding in mathematics problem solving activities are making problem solving method questions or explaining contents of problems. Then the students clearly recognize problems to solve and they can conduct searches and exploratory to solve problems. At this point, the students understood fully what their assignments were and were also able to search for methods to solve the problem. Third, actual opportunity providing method for problem solving is to provide opportunity to present activities results. Then students can experience expressing what they have explored and understood during problem solving activities as well as communications with others. At this point, the students independently completed their assignments, expressed their findings and understandings in the process, and communicated with others. Fourth, in order to direct the teachers' changes in behaviors towards a positive direction, the teacher must be able to firmly establish himself or herself as a teaching figure in order to promote students' independent actions.
Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.
Radicchio (Cichorium intybus L.) is widely known to have antioxidant, anti-cancer, and digestion-promoting effects. Antioxidant activity and sensory characteristics of sponge cakes made with radicchio powder were investigated in this study. Sponge cakes were made with freeze-dried radicchio powder added to the flour at concentrations of 1, 3, 5, and 7%. As the amount of radicchio powder increased, the specific gravity of radicchio-containing sponge cakes significantly increased. pH value did not significantly differ between groups. Moisture content decreased from 30.72% (control) to 28.68% (7% radicchio) and loss of mass during baking increased from 7.11% (control) to 9.36% (7% radicchio). L (brightness) and b (yellowness) of sponge cakes decreased while redness increased. Hardness and chewiness decreased as concentration of radicchio powder increased. Springiness and cohesiveness did not significantly differ between any of the groups. Total polyphenol contents ranged from 0.12 to 0.31 mg GAE/g. DPPH scavenging activity significantly increased as the amount of radicchio powder increased. Overall acceptability of sensory experience measured on a 7-point scale was highest in the 3% radicchio cakes (5.35). In conclusion, the addition of 3% radicchio powder improves the sensory qualities of radicchio sponge cakes.
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