• 제목/요약/키워드: human character

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칠정(七情)으로 유발되는 병증(病證)의 유형 연구 (A Study on Symptoms Derived from Seven Emotions on DongUiBoGam)

  • 이병희;유승연;박영배;박영재;오환섭;김민용
    • 대한한의진단학회지
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    • 제14권2호
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    • pp.13-24
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    • 2010
  • Background and purpose: Seven Emotions consist of Joy(喜), Anger(怒), Anxiety(憂), Thought(思), Sorrow(悲), Fear(恐), Fright(驚). If Seven Emotion is excessive, its extreme mental stimulation causes physical illness. There was no study of the Seven Emotion Disease in detail for now. Therefore the purpose of this study is to pigeonhole the Seven Emotion Disease. Methods: We extract the sentences about the Seven Emotion and related words in Donguibogam. We classify the sententences into Joy(喜), Anger(怒), Anxiety(憂), Thought(思), Sorrow(悲), Fear(恐), Fright(驚), Frustration, Mental Exhaustion, Character. We analysis pattern of Symptoms Derived from Seven Emotions. Results and Conclusions Seven Emotion give rise to various type of symptom. In special Anger cause more illness than other Seven Emotion.

중학교 기술·가정 '주거와 거주환경' 단원에 인성교육 요소와 STAD 협동학습 전략을 적용한 교수·학습 과정안 개발 (Development of teaching-learning plans applying character education components and STAD cooperative learning strategy focusing on 'Housing and residential environment' unit of middle school Technology·Home Economics)

  • 박다온;유난숙
    • 한국가정과교육학회지
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    • 제30권3호
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    • pp.91-109
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    • 2018
  • 본 연구는 중학교 2009년 개정 기술·가정교육과정 내용에서 가정생활 영역에 속하는 '주거와 거주환경' 단원을 중심으로 하여 인성 교육 요소와 STAD 협동학습을 적용한 교수 ·학습 과정안을 개발하는 데 목적을 두고 있다. 연구목적을 이루기 위해 분석, 설계, 개발, 평가의 단계로 수행하였다. 먼저, 분석 단계에서는 선행 연구 고찰, 기술·가정교육과정 및 12종 교과서의 '주거와 거주환경' 내용을 분석하였다. 설계 단계에서는 선정한 인성교육 요소를 활용하여 교수·학습 과정안의 목표와 내용 구성, 차시별 활동내용, 학생평가자료, 학생용 활동 자료 및 교사용 자료 등을 설계하였다. 개발 단계에서는 '주거와 거주환경' 단원에 적용할 수 있는 총 8차시의 교수·학습 과정안, 학생 활동지, 개인학습지(형성평가지) 등을 개발하였다. 평가 단계에서는 개발한 교수·학습 과정안과 학습 활동지의 1차 타당도 평가를 가정교육학 전공 교수 1인과 가정 교육학 박사학위 소지자인 현장 중등교사 2인에게 받고, 2차 타당도 평가는 현직 가정과교사 7인으로부터 검토 받아 이를 바탕으로 교수·학습 과정안과 학습 활동지를 수정하여 최종적인 교수·학습 과정안을 완성하였다. 타당도 평가 결과, 개발된 교수·학습 과정안과 학습 활동지에 대한 타당도가 대체로 높은 수준에서 확보되었으며, 중학생을 대상으로 인성교육을 향상시키는데 적합하다고 볼 수 있다. 본 연구에서 인성교육 요소와 STAD 협동학습을 적용하여 개발된 교수·학습 과정안이 현장 교사들 및 교육과정 개발자에게 유용한 자료로 활용되기를 기대한다.

항공보안요원 인권관점 실천을 위한 특화된 인권교육에 관한 연구 (A Study on Specialized Human Rights Education for Practicing Aviation Security Personnel's Human Rights Perspective)

  • 김영천;박민우;박원태
    • 한국항공운항학회지
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    • 제30권4호
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    • pp.117-131
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    • 2022
  • Human rights education is to acquire understanding and knowledge about human rights, to develop values, attitudes and character that respect human rights, to develop the ability to overcome human rights violations and discriminatory acts, and to protect and promote the human rights of others. In order to prevent human rights violations of the transportation vulnerable, such as the disabled, it is necessary to develop specialized human rights education plans for aviation security personnel to practice human rights perspectives. Therefore, in accordance with the 「National Civil Aviation Security Education and Training Guidelines」, specialized human rights education should be included in the initial aviation security education and regular education courses. The point is that there is a need to reexamine the aviation security education program for aviation security personnel based on the essential knowledge and educational contents for aviation security personnel to perform security screening tasks in the aviation security education course. When this happens, various efforts must be made to improve the human rights of the transportation vulnerable, such as the disabled, during the security screening process, so that human rights violations will be significantly reduced. In particular, it is necessary to enhance the ability to detect dangerous terrorist items such as weapons or explosives that can be used for illegal sabotage through practical security screening training. For aviation security and aircraft safety, efforts to improve the quality of aviation security personnel training, such as human rights training, must be continuously made while thoroughly preparing for terrorism in advance.

3D캐릭터콘텐츠제작을 위한 표정에 관한 연구 (A Study on Facial expressions for the developing 3D-Character Contents)

  • 윤봉식;김영순
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 춘계 종합학술대회 논문집
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    • pp.478-484
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    • 2004
  • 이 연구는 비언어적 감성기호인 인간의 표정에 관한 것으로 3D캐릭터콘텐츠제작을 위한 기반 연구로 진행되었다. 인간의 감정과 표현에는 일종의 연계성이 있으며 인간의 표정에 나타나는 감성기호에는 일정한 패턴의 체계가 존재한다. 인간의 풍부하고 복잡 미묘한 감성은 감정이라는 형태로 표출되어지고, 복합적이고 세세한 감정의 형태를 모두 통제하는 것은 불가능하리라 사료되나, 감정의 영역에 대한 적정한 일체화 행위를 통하여 각 감정 영역별 흐름을 찾을 수 있을 것으로 기대된다. 표정 이외의 인간의 다른 행동들 역시 이처럼 특징적인 형태, 유사성 등이 존재하나 본 연구에서는 인간의 표정에 제한하여 연구를 실시하였고, 연구를 통하여 보다 편리한 표정제작에 도움이 될 수 있는 감정의 표출 형태 중 표정의 범주화를 실시코자 한다.

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루이스 칸 건축의 외부화된 내부에 관한 연구 - 연결공간의 체험과 표현을 중심으로 - (A Study on the Exteriority of Interior in the Louis I. Kahn's Architecture - Focused on the Study of Character of Connecting Elements -)

  • 우영선;신범식
    • 건축역사연구
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    • 제14권4호
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    • pp.117-135
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    • 2005
  • This paper is a study of the possibility of experience and expression in the architecture of Louis I. Kahn by focusing on the characters of entrance, court and window/wall of his public buildings. In the course of composition, Kahn defined the entrance, court and window/wall as an connecting elements and elements of boundary. The characters revealed by these elements or rooms give the clue to insight Kahn's thought of relation of interior and exterior space or inner and outer space. Following are the characters of these elements. First, a entrance reveals the fact that inner space separates from outer space by connecting these two space and giving the value to inner space as the entity and totality like outer space. The entrance gives its ontological being to human subjects not by vision but experience and expression which is the essence of commonness, that is, Silence. Kahn made the possibility of activity amplify in this common and silent space. Second, this entrance is connected with wide and huge central space not individual spaces of interior space. This extreme procedure of entering makes human subject feel sublime of intoner space. And the central spaces becomes another exterior or another world in the inner world of architecture by the lights from above and by having the boundary wall which shows same pattern of exterior wall. Third, Kahn regarded a window as the giver of lights not as the medium of vision connecting inner space with outer. He tried to connect interior with exterior through the being and character of the light expressed in the interior. And in his buildings, interior space is connected with exterior by expressing the purpose of building, composition of inner space, structural truth and construction facts through the Form, a pattern of wall, details and ornamental joints. By practicing this thoughts in the real buildings, Kahn tried to gave aura to both the interior space and entity of architecture which is regarded as micro universe like flowers, rocks and human beings.

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Conservation of Satoyama Landscapes for the Restoration of Ecological Integrity of Urban Area in Japan

  • Yokohari, Makoto;Kurita, Hideharu;Amati, Marco
    • Journal of the Korean Institute of Landscape Architecture International Edition
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    • 제1호
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    • pp.43-52
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    • 2001
  • One of the major environmental issues Japanese cities is now facing with is the conservation of seminatural landscapes for the restoration of ecological integrity of urban areas. The satoyama landscape, which includes coppice woodlands, agricultural areas and rural settlements, is seen as an indispensable semi-natural landscape, formed as a result of man-nature interaction. However, because of the loss of the economic viability they are now abandoned and in the process of losing their ecological values. Today a number of local municipalities as well as NPO groups are involved in the conservation projects of these landscapes. Although satoyama landscapes are commonly believed to have maintained their character over the years, historical studies have revealed that these landscapes have experienced constant and dynamic changes due to a variation in human impacts. It is therefore understood that the conservation projects on satoyama landscapes should not intend to restore their past condition, but should wet the goal of maintaining their dynamic character by promoting ecological roles which the landscapes may play in the contemporary world. EXPO2005 project in Aichi Prefecture is a good example of a development project underway on satoyama landscapes which intend to conserve the landscapes by stimulating contemporary ecological for them. In EXPO2005 project the key issue was the conservation of semi-natural landscapes formed by constant and intensive human impacts over the centuries and thus allowing endemic and endangered species to be accommodated. The planning team proposed a scheme to restore economic viability of satoyama landscapes. The scheme involves re-introducing intensive human impacts through a new management system with an innovative technology. This may restore the economic viability of lumbers provided form satoyama woodlands. EXPO2005 is understood as a model case which stimulates contemporary ecological functions of satoyama landscapes by applying innovative planning concepts.

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정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어 (Facial Color Control based on Emotion-Color Theory)

  • 박규호;김태용
    • 한국멀티미디어학회논문지
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    • 제12권8호
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    • pp.1128-1141
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    • 2009
  • 게임 산업이 성장하면서 게임 그래픽 분야는 가장 빠르게 발전하고 있으며 지금은 실제 사진과 컴퓨터 그래픽을 구분하기 힘든 정도로 그래픽 기술은 양적으로나 질적으로 성장했다. 그러나 이러한 발전에도 불구하고 새롭게 출시되는 게임에 등장하는 캐릭터는 정서를 표현하지 않거나 소극적으로 표현하고 있다. 일반적으로 사람들은 얼굴의 표정이나 얼굴의 색(안색)에서 많은 정서 정보를 인지하는 것은 누구나 아는 사실이다. 그러므로 컴퓨터의 게임 환경에서 등장하는 캐릭터에게도 얼굴의 색의 변화를 통하여 유저에게 게임의 사실적인 느낌을 줄 수 있다. 본 논문에서는 기존의 맥박과 피부 온도만을 이용한 방법과는 다른 인간의 정서 이론을 기반한 정서 모형과 애니메이션의 정서표현 색 그리고 성격이론을 기반한 정서의 반응 속도를 결합하여 게임 캐릭터의 얼굴의 색을 동적으로 변화시켜 정서를 표현할 수 있는 얼굴 색 적응 기술 (Facial Color Adaptive Technique: FCAT)를 제안한다. 실제 얼굴 색 적응 기술을 이용하여 만든 얼굴색 모형(Facial Color Model : FCM)과 애니메이션 콘텐츠의 정서표현을 비교한 결과 정서 표현 색상과 변화율이 애니메이션과 유사하게 시뮬레이션 되었다. 또한 2차원 이미지뿐만 아니라 3차원 이미지에도 적용이 가능함을 확인 하였다.

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Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

진안지역 마을 숲에 관한 연구 (A Study on the Village Groves in Chinan-Gun Region, Korea)

  • 박재철
    • 농촌계획
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    • 제5권1호
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    • pp.56-65
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    • 1999
  • The purpose of this study was to identify remained real state of the village groves in human settlement circle. That was practiced in case of Chinan-Gun region which traditional elements had well been conserved. 33 village groves were found by site survey, reference and interview in Chinan-Gun region. 31 of 51 village groves were clarified as complementing village grove by classification of grove character. It was identified through survey that many were partially destructed by development and human overuse. The results of this study showed general, socio-behavioral characteristics, characteristics of forest state and vegetation structure of village groves in Chinan-Gun region. Length, area, form, type, motive, location, relationship of those were analyzed to identify general characteristics. Facilities, human behavior and ownership of those were analyzed to identify socio-behavioral characteristics. Principal dominant species and appearing rate, height, width, density of those, species diversity of groves were analyzed to identify forest state and vegetation structure. Interrelation between each factor were analyzed and comparative review with previous studies was achieved.

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A STUDY FOR MODELING AND ANIMATION OF A HUMAN WITH BONE STRUCTURE AND CLOTHES

  • Suzuki, Tohru;Yamamoto, Toshiyuki;Nagase, Hiroshi
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.821-824
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    • 2009
  • A method to visualize human body is proposed for various human pose. The method affords three 3D-styles of the same body: firstly, one which wares clothes specified from pattern of dresses, second, body shape, lastly bone structure of body. For this objective, standard body data are prepared which is constructed from CT images. Individual body is measured by 3D body scanner. The present status of our research is limited to offer still images, though we are engaged to accommodate various poses.

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