The $S{\bar{u}}tra$ of Great Dhāraṇī of the Uṣṇīṣa-cittā is one of the most widely published scriptures of Esoteric Buddhism during the Goryeo and Joseon dynasty. The sutra is often referred to as a Buddhist medical scripture whose recitation is believed to allay diseases such as difficult birth, chest pain, and infectious and incurable diseases. It utilizes two major methods for healing: reciting and copying the sutra or copying the dharani and talisman which appear at the end of the text with fine cinnabar and ingesting them with aromatic water. In order to understand the medical and historical value of this sutra, this study examines the historical background of its establishment in early China and its migration to Korea in the Goryeo period. This study also investigates the identity and value of the scripture in Buddhist medical history. The oldest known printed texts of the sutra in Korea are dated to the late 11th century. Because of the material benefits of the text, the tradition of printing and distributing the sutra was very popular between the 13th and 19th centuries. Therefore, examples of the sutra having been used for medicinal purposes during rites are found in historical records. Finally, the study tries to identify the relationship between the treatment methods of the Sutra and those of Korean traditional medicine focusing on several Korean traditional medical texts such as the Hyangyak-Jibseongbang (Compilation of Native Korean Prescriptions), the Donguibogam, and the Euibang-Hapbu.
This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.
It is known that the development of medical science is influenced by various social environmental factors. Historically, Chinese Medicine developed the most during the Song Yuan dynasty, and the reason for this was known to be due to socio-political factors. According to recent studies, however, this period also had severe changes in climate and environment. Therefore, this study was conducted under the premise that this change in climate and environment influenced medical development. When looking at the coldness of the 11th~12th century and data indicating warming before and after this period, the Song Yuan dynasty went through drastic periods of climate change. Therefore, diseases related to heat such as bubonic plague, measles, and malaria were common. Furthermore, due to occasional wars during the Song Yuan dynasty, social unrest was aggravated and infectious diseases spread due to land development and environmental pollution. As the health of people were threatened due to these factors, the printing and distribution of medical text were encouraged, and during this process, the great 4 doctors of Jin-Yuan appeared. The reason why they studied cures for infectious diseases due to heat was related to climatic environment change. The development in medical science is closely related to socio-political factors, however the change in climatic environments are inevitably related to disease emergence as well. Therefore, it should always be taken into consideration as an important factor that promotes development in medical science.
Journal of the Korean Society for Industrial and Applied Mathematics
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v.9
no.1
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pp.1-7
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2005
The genomes of organism are being published in an enormous speed. The genomes has a lot of intronic regions, and repeats constitute a substantial part of that. Repeats playa crucial role in DNA finger-printing, and detecting certain genomic diseases, such as Huntington disease, which has a high number of CAG repeats. Also, they throw important clues about the evolutionary history. Repeats are in two types, Tandem Repeats and Interspersed Repeats. In this paper we address ourselves to the problem of detecting Primary Tandem Repeats, which are tandem repeats that are not contained in any tandem repeats. We show that our algorithm takes O(n log n) time, where n is the length of genome.
The use of bark cloth, made of the inner bark of certain trees, was widespread along tropical zones from the Africa to the Hawaii encompassing the globe. They include Malaysia, Indonesia, New Guinea, Polynesian Islands and South America. Among them the Hawaiian bark cloth, named Kapa(pronounced as tapa) was rated as the best quality and most admired. It has variety in designs and colors as well as the most sophistcated production methods. The distinct processes of kapa making are composed of two stages. The first is called first beating and it is a preparatory stage to beat the sea-water soaked bast. It was done with a round beater on a stone anvil. The second beating process was carried out with the squared beater and wooden anvil. The strips from the first beating was soaked again in the water and then beaten lightly to break up fibers. The craftmen laid a bundle of strips over the anvil and beat it into pieces of kapa. The second beater of Hawaii was the most characteristic one among bark cloth producing countries. On their surfaces were the engraved patterns, which were creation of theirs. These distinguished designs enabled them to produce the kapa with the thinner and finer texture and an elaboration of impressed designs known as "watermaks". The Hawaiian culture was self-sufficient one : Everything they used was of their own creation until 19th century. Among their inventions of printing designs on kapa are three most important and distinguished processes. They are the overlaying, the cord snapping and the block printing techniques. Their inventiveness as well as self sufficient environment made it possible to develop their fine art of the kapa making. It is said that the mass producing and cheap western technology of loom forced them to gradually abandon their traditional art and as a result this fine and valuable legacy of Hawaiian traditional kapa making technique is all but disappeared. However it is encouraging and heart warming to find that some of the people as well as specialized researchers pined together to form a group to try to reproduce the old kapa and study the traditional art. They consider the kapa as an expression of the ethnic identity with Hawaii's heritage as well as valuable art of human history.
Fabric art is most distinguished field among the Modern art. Among them, tapestry which begins human history is investigated more and more deeply and till now it displays with various type and exhibition. But, because of the huge scale of the working process, it requires much time and hard endeavor. After sampling, it begins main process in the present situation. But we cannot know exactly whether it goes well or not until it ends. So after fulfilled whole process, we often try new work again. Because of this reason, we devise computer simulation. With computer simulation we can preview whole working and lengthen the planning time, shorten the needless time. Simulation is made up of Scan, Drawing, Line clean up, Rendering, Parity, and Printing. Scan and Drawing can male new idea. And during the Line clean up we can make vector image and modify the image. And then rendering the image and inquiring the length and weight of yarn. Last process is printing an then making a package soft ware by means of prototype. Through these process, many producers and student can easily access to tapestry and reduce the needless time and endeavor.
The Journal of the Convergence on Culture Technology
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v.4
no.1
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pp.27-32
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2018
Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.
In Turkey, academic studies on Korea are mostly focused on the Korean war and Korean language and literature. Conversely, in Korea, it seems that academic studies are largely focused on old Turkic history and Turkish language and literature. Unfortunately, on both sides, there is not a satisfiying number of studies on the Turkic diaspora in Korea. However, it is a reality that there was a Turco-Tatar group that lived in Korea at the time of the Japanese occupation between the two world wars. This group became Turkish subjects after World War II and became a bridge between Korea and Turkey. After the Russian revolution, around 1919, some Turco-Tatar groups like the Bashkir and the Misher emigrated to East Asia like the Manchuria region of China and Korea. Beginning from the 1920s, some families moved to Japan, but a group of Turco-Tatar stayed in Korean cities like Seoul (Keijo), Pusan and Daegu. The Turco-Tatar groups of East Asia established schools and mosques in Seoul, Korea; Harbin, Manchuria; Kobe, Nagoya; and Tokyo in Japan. A Moslem printing house (Matbaa-i ${\dot{I}}slamiye$) was also established in Tokyo in the 1930s. Many books, a newspaper and a magazine were published by this printing house. The name of the magazine was Yanga Yapon Muhbiri(New Japanese Courier), and it survived between 1931 and 1938. In this magazine, there were many interesting news and data about Korea and the Turco-Tatars of Korea. In this short article, we will try to bring out the importance of this magazine by giving samples of the articles which were written on the Turco-Tatar diaspora in Korea.
The objective of this study was to explore the symbolism associated with phoenix patterns in China and the temporal aesthetic characteristics of these patterns found in Dunhuang Mogao Grottoes. The study involved collecting examples of clothing designs featuring phoenix patterns from China Fashion Week and the Vogue website, spanning from spring and summer of 2016 to fall and winter of 2022. After collecting and organizing these examples, representative cases were selected for analysis. The objective was to identify effective techniques for incorporating phoenix patterns within the context of Dunhuang Mogao Grottoes and provided insights for future clothing design and textile pattern design research. Phoenix patterns boasted a lengthy history and were laden with symbolic meaning. Early renditions of phoenix patterns found at Mogao Grottoes in Dunhuang were relatively simplistic in design, mainly employing elements like rhythm, coordination, balance and symmetry to convey a sense of nature and gravity. Over time, these patterns evolved under the influence of the prevailing cultural backdrop, employing repeated emphasis to portray notions of abundance and tenacity. Furthermore, regarding the use of phoenix patterns in clothing, there were four prevalent expression techniques: embroidery, beading, printing, and knitting. Traditional techniques like embroidery and beadwork often prioritized aesthetic features like coordination, emphasis, and symmetry, thereby showcasing the opulent characteristics of phoenix patterns. On the other hand, printing and knitting techniques used a single phoenix pattern or a modified version to simplify designs by emphasizing or repeating aesthetic characteristics while adhering to a modern artistic approach.
We considered the context of the publications and transmissions of mathematics books using the Korean traditional book lists and the catalogues of woodblocks in the Joseon Dynasty and DaeHan大韓 Empire period. Among the results, this paper first describes the context of the publication and transmission of mathematics textbooks of national math exams算學取才 in the first half of Joseon, adding a step more specific to the facts known so far. In 1430, 『YangHui SanFa楊輝算法』, 『XiangMing SuanFa詳明算法』, 『SuanXue QiMeng算學啓蒙』, 『DiSuan地算』, 『WuCao SuanJing五曹算經』 were selected as the textbooks of national math exams算學取才. 『YangHui SanFa』, 『XiangMing SuanFa』, 『DiSuan』 were included in the catalogues of woodblocks in the Joseon Dynasty before the Japanese invasion in 1592, and we could see that Gyeongju慶州, Chuncheon春川, and Wonju原州 were the printing centers of these books. Through other lists, literature records and real text books, it came out into the open that 『XiangMing SuanFa』 was published as movable print books three times at least, 『SuanXue QiMeng』 four times at least in the first half of Joseon Dynasty. And 『XiangMing SuanFa』 was published at about 100 years later than 『YangHui SanFa楊輝算法』 as xylographic books, 『SuanXue QiMeng』 was published twice as xylographic books in the second half of Joseon Dynasty. Whether or not the list of royal books included the Korean or Chinese versions of these books, and additional notation in that shows how the royal estimation of these books changed.
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