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6,400원

그리스도 중심적 설교의 주창자들인 Sidney Greidanus, Bryan Chapell, Timothy Keller는 본문의 내용을 간접적으로 그리스도와 연결하기 위하여 여러 가지 방법론을 제시하였다. 그러나 그 방법론의 근거가 명확하지 않다. 본 논문에서는 기존의 그리스도 중심적 설교의 방법론들이 언약이라는 성경의 뼈대 위에 자리하고 있음을 말하고자 한다. 원 복음부터 노아 언약, 아브라함 언약, 모세 언약, 다윗 언약, 새 언약에 이르기까지 그리스도께서 궁극적 성취를 이루신다. 그러 므로 언약을 제쳐놓고 구약 본문과 그리스도를 연결하려는 시도는 중요한 부분을 놓치는 것이다. 또한 기존의 그리스도 중심적 설교는 여러 가지 비판을 받고 있다. 구약 본문을 성급하게 그리스 도와 연결한다는 점, 구약 본문의 풍성한 의미를 놓친다는 점, 적용이 약하고 천편일률적이라는 점 등이다. 이러한 비판에 대하여 언약-그리스도 중심적 설교는 다섯 가지 요소를 대안으로 제시 한다. 첫째, 청중의 상황을 설교해야 한다. 둘째, 구약 본문의 의미를 충분히 설교해야 한다. 셋 째, 언약과 그리스도를 설교해야 한다. 넷째, 인물을 넘어 그리스도를 모범으로 설교해야 한다. 다섯째, 하나님의 은혜와 사랑을 설교해야 한다. 그리스도의 이름만 언급하고 하나님의 은혜가 드러나지 않으면 그리스도 중심적 설교라고 말할 수 없다. 그리스도로 가득 차 있는 설교자들의 마음에서 하나님의 은혜와 사랑이 흘러넘치기를 기대한다.

Sidney Greidanus, Bryan Chapell, and Timothy Keller, advocates of Christ-centered preaching, presented various methodologies to indirectly connect the content of the text to Christ. However, the basis for the methodology is not clear. In this paper, I would like to state that existing Christ-centered preaching methodologies are based on the biblical framework of the covenant. From the original Gospel to the Noahic Covenant, the Abrahamic Covenant, the Mosaic Covenant, the Davidic Covenant, and the New Covenant, Christ achieves the ultimate fulfillment. Therefore, attempting to connect the Old Testament text with Christ, leaving the covenant aside, is missing an important part. Additionally, existing Christ-centered sermons are receiving various criticisms. The points are that the Old Testament text is hastily connected to Christ, the rich meaning of the Old Testament text is missed, and the application is weak and uniform. In response to these criticisms, covenant-Christ-centered preaching presents five elements as alternatives. First, you must preach to the audience's situation. Second, the meaning of the Old Testament text must be sufficiently preached. Third, we must preach the covenant and Christ. Fourth, we must preach Christ as an example beyond the person. Fifth, we must preach God’s grace and love. A sermon cannot be said to be Christ-centered if it only mentions the name of Christ and does not reveal the grace of God. I expect that God's grace and love will overflow from the hearts of preachers who are filled with Christ.

2

Registry Metadata Quality Assessment by the Example of re3data.org Schema

Kim, Suntae, Choi, Myung-Seok

[Kisti 연계] 건국대학교 지식콘텐츠연구소 International journal of knowledge content development & technology Vol.7 No.2 2017 pp.41-51

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원문보기

Nowadays, research data repositories (RDR) have become progressively widespread all over the world. To expand repository services and build up inbound linking strategy, organizations list their repositories with so called Global Registries. Accordingly, such registries should be carefully described by the related data. In this study, I explore the metadata schema of re3data.org. I collect and analyze descriptions from the listed repositories, and come up with some suggestions concerning possible improvements to the metadata schema. To accomplish this, I develop a crawler program, which collects necessary data from the re3data.org. Based on the analysis results, I have identified two issues that required elements is missing, one issue that required element value is missing when the corresponding property is applied, five inconsistency issues with re3data controlled vocabulary, six issues with undescribed optional elements, and two inconsistency issues between the elements and their attributes which do not pair with. I believe this discussion can facilitate improvements to the existing re3data.org schema and further help researchers who analyze data repository trends.

3

Two measurement models of testing measurement equivalence: an example of Child Behavior Checklist

강은정, E. Michael Foster, Michael J. Rovine

[NRF 연계] 한국건강심리학회 한국심리학회지: 건강 Vol.12 No.1 2007.03 pp.241-267

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원문보기

In children's mental health, many psychological assessments are critical to measure end outcomes. And equally valid measures are essential for health services outcome research in diverse populations. Examination of equal validity in tests measuring the emotional, motivational, attitudinal, and interpersonal characteristics of children can be achieved with factor analytic tools. Factor analysis assumes a particular measurement model, effect indicator model. However, some psychological measures such as Child Behavior Checklist are not clear whether effect indicator model is assumed. In this paper, an alternative measurement model, causal indicator model, was introduced. Measurement equivalence of CBCL was tested using multiple group analysis based on effect indicator model and using principal component analysis based on causal indicator model. The results showed that measurement equivalence tests based on the two measurement models in CBCL led to similar conclusions. We conclude that the two measurement models could be complementary for explaining differential validity of psychological measures across sub-populations.

4

Reflecting Color Elements in Cultural and Creative Product Packaging: Using the "Four Spirits" Pattern as an Example

Xiaona Lan

[Kisti 연계] 한국정보처리학회 Journal of information processing systems Vol.22 No.1 2026 pp.13-20

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원문보기

This paper presents a concise introduction to the cultural and creative packaging design and the "Four Symbols" motif, followed by an analysis of two designs. In the analysis process, a convolutional neural network (CNN) algorithm was applied to generate preliminary design scores, and then further evaluation was conducted according to the scores. It was found that the CNN algorithm could be used for preliminary scoring of the packaging design. The CNN-generated scores for both designs showed strong alignment with manual evaluation scores. The graphic and color matching of the "Four Symbols" motif in the two designs enhanced the cultural heritage of the products and effectively engaged consumer interest.

5

Psychological exploration of audience's addiction to watching mobile short videos during Covid-19-Taking Chinese audience as an example

Zhikun Liu, Jong-Yoon Lee, Shanshan Liu

[Kisti 연계] 한국콘텐츠학회 International journal of contents Vol.19 No.3 2023 pp.28-43

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원문보기

In recent years, short videos have shown a spurt of development, and they have become the "third language" of the Internet in addition to graphics and voice. Short video software can be easily used without threshold, and at the same time, it can be accurately pushed according to the needs of the audience, quickly covering every age group in China. However, there are many hidden dangers behind the explosion of short video popularity; since people have nothing to do at home due to the epidemic, there is a long-time addiction to it; consequently, falling into the trap of "entertainment to death". Short videos can easily make people feel emotional resonance when they are depressed by the epidemic. People can get some emotional comfort or release when they swipe short videos, so the phenomenon of short video addiction is especially obvious during the epidemic. While there are more and more studies on short videos, there are not enough studies on short video addiction at the audience level. Therefore, based on media dependence theory, this paper takes network belongingness as a mediating variable to explore the influence of the audience's motivation to watch short videos addictively on short video addiction. The audience was selected from Chinese viewers who watch Jitterbug or TikTok, and through the online questionnaire survey, the filtered questionnaires were quantitatively analyzed by using the SPSS software. The results showed that impulsivity, anxiety, and loneliness were significantly positively correlated with addiction to short videos, were significantly positively correlated with network belongingness, and were significantly positively correlated with short video addiction. The quantitative analysis of the screened questionnaires using SPSS showed that impulsivity, anxiety, and loneliness were significantly positively correlated with addiction to watching short videos, and were significantly positively correlated with the sense of belonging to the network.

6

How to Describe the Life's Work of a Scientist? The Œuvre of Christian Schlögl as an Example

Wolfgang G. Stock, Gerhard Reichmann

[Kisti 연계] 한국과학기술정보연구원 Journal of information science theory and practice : JISTaP Vol.13 No.4 2025 pp.1-21

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원문보기

This article attempts to present the entire research output of a scientist in terms of his publication activity and its impact as comprehensively as possible. To this end, a bibliometric overview of the scope and structure of his research output is first provided. Furthermore, the visibility of this output in the various information services is analyzed. Christian Schlögl authored a total of 177 publications, including 77 journal articles. This set of publications is only visible through the use of personal publication lists in an institutional repository (Uni Graz Online). In contrast, only a fraction of these publications are included in the common information services; in the Web of Science, for example, not even a third exist. The publication output is then examined in more detail, including preferred topics, co-authors, and journals. Next, a citation analysis is conducted, revealing, for example, the temporal distribution of citations and the most frequently cited publications. Finally, the seven most important research areas are briefly presented. For each of these areas, a co-author was asked to comment on Christian Schlögl's working methods and collaboration. Overall, this article could serve as a good illustrative example for analyzing the research performance of an individual researcher.

7

Research on the Evaluation and Promotion Plan of Competitiveness of Chinese Cultural and Creative Industries - Taking Provinces and Cities Along the "Belt and Road" As an Example

Chen, Lu, He, Jia, Bae, Ki-Hyung

[Kisti 연계] 한국콘텐츠학회 International journal of contents Vol.16 No.3 2020 pp.66-86

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원문보기

With the rapid growth of high-tech, the development of cultural and creative industries has gradually become the focus of national industrial development. With the proposal of China's "Belt and Road" strategy, the role of cultural and creative industries in the provinces and cities along the "Belt and Road" in the entire international trade is becoming increasingly critical. It is necessary to explore solutions to improve the competitiveness of China's cultural and creative industries, factoring the surrounding cities of the "Belt and Road" as an example. Thus, this paper proposes the six-element diamond model based on innovation capability and government support to render a comprehensive evaluation of the competitiveness of the cultural and creative industries in the 31 provinces and cities across the country. The results show that the overall competitiveness of the 18 provinces and cities along the "Belt and Road" cultural and creative industries is weak. Focusing on the 18 provinces and cities along the "Belt and Road", using the linear regression measurement model quantitative analysis, the four types of influencing factors affecting the development of the competitiveness of cultural and creative industries along the "Belt and Road" were obtained. Finally, according to the four types of influence, the competitiveness improvement plan is proposed from the four aspects: government role, consumption preference, industrial innovation ability, and the introduction of high-quality talent.

8

금융 이상 거래 탐지에서의 Semi-Hard Example Mining 기반 불균형 데이터 증강 기법 KCI 등재

강경태, 김성재, 조용복

한국경영정보학회 경영정보학연구 제27권 제3호 2025.08 pp.375-397

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6,000원

최근 급격히 증가하고 있는 금융 이상 거래는 막대한 경제적 손실을 일으키고 있다. 하지만 금융 이상 거래 탐지에 이용되는 데이터에서 이상 거래는 정상 거래에 비해 극히 적어 효과적인 탐지를 어렵게 하는 불균형 데이터 문제가 제기되어왔다. 본 연구는 이러한 불균형한 데이터 특성의 한계를 극복하기 위해 VAE-GAN(Variational Autoencoder-Generative Adversarial Network) 과 Semi-Hard Example Mining 기법을 결합하여, 이상 거래 데이터의 품질을 유지하면서 실제로 이상 거래이지만 정상 거래로 판단하는 거짓 음성(False Negative)을 줄이는 모델을 제안한다. 먼저, VAE-GAN을 통해 실제 거래와 유사한 소수 클래스 합성 데이터를 생성하고, Semi-Hard Example Mining으로 분류기가 헷갈리기 쉬운 사례를 집중적으로 재생성한다. 이를 신용카드 이상 거래 데이터셋에 적용한 결과, 기존 보간 기반 오버샘플링 기법(SMOTE, Borderline-SMOTE, ADASYN)과 기존 VAE-GAN 증강 대비 재현율(Recall), F2 스코어(F2 Score)가 향상됨을 확인하였다. 본 연구는 금융권 FDS(Fraud Detection System)에서 불균형 데이터 문제를 완화하고 탐지 성능을 극대화하는 데 기여할 것으로 기대한다.

The rapid rise in fraudulent financial transactions is inflicting substantial economic losses, yet effective detection remains difficult because genuine fraud represents only a tiny fraction of overall activity. To overcome this extreme class-imbalance problem, we propose a model that integrates a Variational Autoencoder Generative Adversarial Network (VAE-GAN) with Semi-Hard Example Mining (SHEM). The VAE-GAN synthesizes high-fidelity minority-class samples that closely mimic real transactions, while SHEM repeatedly targets borderline cases that the classifier is prone to misjudge, thereby reducing false negatives (fraudulent transactions incorrectly labeled as legitimate). Experiments on a benchmark credit- card-fraud dataset show that our method consistently outperforms interpolation-based oversampling techniques (SMOTE, Borderline-SMOTE, ADASYN) and a vanilla VAE-GAN baseline, achieving higher Precision, Recall, F1, and F2 scores. These results demonstrate the model’s potential to alleviate class imbalance and maximize detection performance in financial-sector fraud-detection systems(FDS).

9

4,000원

우주공간은 우주의 팽창을 가속화 시키는 것으로 생각되고 있는 암흑에너지, 중력과 물질 생성에 관여하고 있는 것으로 추정되고 있는 암흑물질, 그리고 수소와 헬륨이 분포해 있다. 사람이 인지하여 관측할 수 있는 우주 공간중의 입자의 영역에서, 대부분의 은하 중심인 블랙홀을 공전하고 있는 항성과 그 주위를 공전하는 위성들의 공전을 설명하기 위한 방법으로 뉴튼의 만유인력의 법칙(law of universal gravity)이나, 아인슈타인의 일반 상대성 이론(theory of relativity)이 있다. 우리은하에 속해있는 태양계에서 태양을 타원궤도로 공전하는 수성의 세차운동은 태양과 행성들 사이에서 작용하는 중력과 뉴튼의 중력방정식으로 많을 부분이 설명되지만, 수성의 근일점이 바뀌는 현상인 타원궤도의 축이 100년에 약 43초씩 이동하는 현상을 설명하지 못했다. 아인슈타인은 이를 공간의 왜곡이라는 사실로 풀어냈다. 원뿔 내 구체의 움직임을 해석하는 것은 왜곡된 공간을 운행하는 천체들의 운동을 해석하기 좋은 모델이다. 본 논문에서는 상대성이론 근거하여 천체들의 질량으로 왜곡된 우주공간에서 항성주위를 공전하는 행성의 괘도운동을 원뿔 내 구체의 움직임으로 해석하도록 구현되어 있는 시뮬레이션 프로그램을 이용하는 방법을 보인다. 오픈소스물리학 사이트에서 제공하는 API와 자바의 Swing, 3D 패키지에 있는 API가 시뮬레이션을 위해 사용되었다. 원뿔 내를 운행하는 천체의 다양한 자취추적을 위하여 타원의 근지점, 원지점, 원뿔의 각도, 그리고 두 구체의 거리를 변수로 시뮬레이션 하였으며, 태양계에 속한 다양한 행성들의 운행궤도를 시뮬레이션 할 수 있었다.

10

4,000원

Background/Objectives: TODs can also have a direct impact on urban development and maintenance in station areas, from which point of view TODs can establish complex land use as a major means. The purpose of this is to set urban policy goals and present urban policy directions by classifying them into urban planning and transportation planning dimensions. Methods/Statistical analysis: In this paper, we are going to draw implications based on the analysis of domestic and overseas TOD application cases and qualitative characteristics in presenting urban policy directions through land use and public transportation elements, which are the main characteristics of TOD. Findings: Based on the results of the study, it was derived that the urban planning dimension requires longitudinal requirements to apply TOD through adjustment of the use area, and that the public transportation zone designation and traffic stabilization technique can be applied as a transportation demand management technique. Improvements/Applications: It is believed that further analytical research on the development and application effects of TOD-specific techniques will be required in the future.

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The Convergence Application Example of Non-destructive Inspection System KCI 등재

Jeong-Ick Lee

한국융합학회 한국융합학회논문지 제8권 제3호 2017.03 pp.191-197

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4,000원

본 개발은 중간 크기 미만의 외형 결함을 검출함에 있어 X-Ray 광원을 사용하는 비파괴 장비이다. 본 연구개발물의 차별성은 X-Ray광원을 이용 중소형 생산제품들의 외부결함 유무를 실시간 검사할 수 있으며 표면 방사선 누설선량에 있으면서 검사 속도제어가 가능하다. 이를 소프트웨어로 해결하였다. 또한 작업 중 작업자 안전 을 위해 도어 차단이 가능하고 동시에 장비 내부 구동 영상의 획인이 가능하다는 점이다. 이런 원리로 현재는 중소 형 부품에서부터 크게는 컨테이너와 같은 검사시스템의 기반 기술로 활용이 가능하다. 본 연구는 자동차 산업 외에 다른 다양한 비파괴 시장 산업에 큰 영향을 미칠 것이다. 마지막으로 개발된 비파괴 장비는 0.2 μSv 하에서 제어된 다는 사실은 아주 중요한 사실이다.

This development is for non-destructive machine using X-Ray source about detecting outline faults of below middle size products. The differentiation is product of research and development unspecialized small and medium-sized products using X-Ray light sources can check real time if the surface of an external fault of radiation dose reference, within the leakage. The speed control is possible by software solution. In addition, we're working on possibly block doors for worker safety and equipment at the same time that inner drive can be identified in the image. These principles, as a key enabler of the current inspection system such as the container is small to medium-sized parts - a long way from utilization level is possible. This research will give rise to major effects for other various non-destructive market industries except car-industry. The most important fact is that this developed non-destructive machine is controlled below 0.2 micro-μSv.

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4,000원

13

5,400원

최근 급격히 증가하고 있는 금융 사기 거래는 막대한 경제적 손실을 일으키며, 사기를 방지하기 위해 사용되는 데이터는 정상 대비 극도로 적은 이상거래로 인해 효과적인 탐지가 어려운 불균형 데이터 문제가 화두 되고 있다. 본 연구는 이러한 불균형한 데이터특성의 한계를 극복하기 위해 VAE-GAN(Variational Autoencoder–Generative Adversarial Network) 과 Semi-Hard Example Mining(이하 SHEM) 기법을 결합하여, 이상거래 데이터의 품질을 유지하면서 실제로 이상거래이지만 정상 거래로 판단하는 거짓 음성(False Negative, 이하 FN)을 줄이는 모델을 제안한다. 먼저, VAE-GAN을 통해 실제 거래와 유사한 소수 클래스 합성 데이터를 생성하고, Semi-Hard Negative Mining으로 분류기가 헷갈리기 쉬운 사례를 집중적으로 재 생성한다. 이를 신용카드 사기 데이터셋에 적용한 결과, 기존 보간 기반 오버샘플링 기법(SMOTE, Borderline-SMOTE, ADASYN)과 기존 VAE-GAN 증강 대비 Precision, Recall, F1, F2 Score 등 주요 지표가 전반적으로 향상됨을 확인하였다. 본 연구는 금융권 FDS(Fraud Detection System)에서 불균형 데이터 문제를 완화하고 탐지 성능을 극대화하는 데 기여할 것으로 기대한다.

14

AI for Predicting Human Behavior through the Example of the Board Game Dixit KCI 등재

Seungwoo Kim, Hyeonui Kim, Donghyeon Park, Changhyeon Oh, Jun Park

한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제37권 제4호 2024.12 pp.156-165

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4,000원

본 연구의 목표는 보드게임에서 인간의 행동을 모방하고 예측하여 인간 수준의 성능을 달성하 는 AI를 만드는 것이다. 그 사례로 Dixit이라고 하는 보드게임을 사용하였는데 이는 창의력과 상상력을 자극하는 카드 게임으로, 주로 3명 이상의 플레이어들이 자신이 가진 카드를 다른 사 람들에게 설명하여, 다른 사람들이 그 카드를 맞추도록 유도하는 게임이다. 우리는 디지털 카 드 예측을 위한 AI 모델을 설계하고, 다양한 데이터 전처리 기법과 모델링 방법을 비교 분석하 여 최적의 성능을 도출하는 것을 목표로 하였다. 본 연구에서는 출제자가 제시한 카드를 예측 하는 문제를 다루며, 다양한 임베딩 기법(Word2Vec, GloVe)과 LSTM 모델을 활용하여 예측 정 확도를 개선하였다. 실험 결과, 데이터 전처리 방식과 모델링 방법에 따른 정확도 차이를 관찰 할 수 있었으며, 카드 번호를 단어로 취급하여 모델에 입력하는 방식이 성능 향상에 기여했다. 또한, 모델에 LSTM층과 Bidirectional 층을 추가한 실험에서 인간 성능을 능가하는 높은 정확 도를 기록했다.

The goal of this study is to create an AI that can replicate and predict human behavior in board games, achieving human-level performance. As a case study, we used the board game Dixit, a card game that stimulates creativity and imagination. In Dixit, players, typically three or more, describe the cards in their hands to encourage others to guess which card they are referring to. We aimed to design an AI model for predicting digital cards and to identify the optimal performance through a comparison and analysis of various data preprocessing and machine learning techniques. In this study, we addressed the problem of predicting the card chosen by the storyteller (the person providing the description), using different embedding techniques (such as Word2Vec and GloVe) and LSTM models to improve prediction accuracy. The results showed differences in accuracy depending on the data preprocessing and modeling approaches. Notably, treating card numbers as words and inputting them into the model led to improved performance. Additionally, adding LSTM and Bidirectional layers to the model resulted in accuracy higher than human players.

16

Adapting Training to the Changing Professional Landscape: The example of video conferencing

Clare DONOVAN

한국통역번역학회 FORUM Volume.8 no.1 2010.04 pp.55-71

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5,100원

La formation à l’interprétation comporte deux facettes : l’enseignement des rocessusinterprétatifs, mais aussi l’accompagnement des étudiants vers une rofessionnalisation. Cette dernière suppose une compréhension des situations d’intervention de l’interprète, ainsi que la capacité de s’adapter à ces situations. Les nouvelles technologies constituent un élément incontournable du paysage professionnel sous la forme de visioconférences et de télé-interprétation (interprétation à distance). Il importe de proposer aux étudiants une expérience directe de ces conditions et d’aménager au sein de la formation un espace de réflexion à leur sujet.

17

Perception of Historical Turkish Identity in Korean Cinema The Example of “Ashin of North” KCI 등재

Mustafa Sarıca

고려대학교 응용문화연구소 에피스테메 Volume 29 2023.06 pp.59-80

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5,800원

Korean society is one of the rare nations that brings tradition and the future together. They used the power of development to interpret tradition. While examining the past and presenting it to today's society with various tools, they also reflected the observations and perceptions of other societies with which the Korean people interacted. Recently, the interest and success of Korean cinema in historical subjects has attracted attention. It is observed that in these films, depending on the periods, various Turkish origin tribes and lineages are mentioned, they are processed in many ways, evaluated in terms of society, origin and life, and presented to today's audience. The event takes place in and around a village where the Turkish-origin Jurcen live in the border region. The border divided the Cürcan villages into two. The protagonist of the movie is a little girl living in a Curcan village ruled by the Korean Joseson dynasty. He often crosses the forbidden border region in search of ginseng, the "miracle herb said to resurrect the dead," so that his sick mother can be healed. The Jurceans mentioned in this film are a community whose origins are disputed, but whose Altaic language is undoubted. It is based on the revenge of a girl whose village was raided and all her relatives were killed. However, this historical event is supported by another side event that can be seen as fantastic today and the subject is enriched. In this article, a few basic films of Korean cinema were taken under scrutiny and the way of life of Turkish tribes in these films, how they were handled and how they were shown, especially through the example of "Ashin of North". Historical reality, fictional presentation, the harmony or incompatibility of these two, the perception of historical Turkish societies formed through Korean cinema constitute our analysis.

18

The Place of Narrative in Traditional Turkish Theater : The Example of Rural Chamber Plays KCI 등재

Ezgi Metin Basat

고려대학교 응용문화연구소 에피스테메 Volume 29 2023.06 pp.161-184

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6,100원

When traditional Turkish theater studies are analyzed, it becomes clear that genres are contextually classified as having rural or urban settings. Plays with sural settings are divided into theatrical village plays; the plays with urban settings, on the other hand, are divided into Karagöz, ortaoyunu, and Meddah. Rural chamber plays, which constitute the subject of this study, appear as a type of theatrical village plays. These plays are different in terms of time and content from the theatrical village plays that predominately have ritualistic features and follow the natural calendar. Rural chamber plays are entertaining plays that bring the community together at henna nights, weddings, or a suitable house for the villagers. The body and verbal comedy predominate in the plays, and the game setting is selected from a living area in the village; actors and audience are made up of village residents. With these features, plays fall outside the definition of Western modernist theater. However, they are quite remarkable in that they are a unique genre that includes the concepts of "theater,", "performance" and "theatricality" that changed in the 19th century. These plays, which embody all the dynamics of the Eastern Theater, are crucial as they bring the lifestyle, residents, and settings of a rural area to a theatrical space. Due to urbanization, the reduction of living space in rural areas, and changes in how people view entertainment, this playing technique, which is now all but extinct, contains significant information for creating and redefining the notions of traditional Turkish theater. It is critical to consider, redefine, and evaluate these plays, which reflect the village's agenda in terms of content and structurally the relationship between play, theater, and performance in terms of both cultural heritage and creating a distinct type of theater. The play examples included in this study were chosen from those that were played by residents of the villages of Gülef and Musallar, which are located within the boundaries of the province of Kastamonu. The plays were archived by the participant observation method in the field study. For this reason, they are original examples in terms of demonstrating the traditional theater genres that have been living in Türkiye recently.

19

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine KCI 등재

Lee Jee Sung, Kim Byung Min, Choi Kyu Hwa, Nam Tae Hyun, Lim Chang Joo

한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제31권 제4호 2018.12 pp.111-119

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4,000원

국가기관과 기업은 정비사를 양성을 위한 고등학교부터 대학교, 기업 훈련센터 같은 교육기관을 만 들어 숙련된 정비사로 훈련시키려고 많은 노력을 하고 있다. 하지만 교재를 이용한 이론교육과 현 장에서 사용하지 않는 장비를 이용한 실습교육으로는 제대로 된 정비교육을 진행하지 못하며 특수 장비를 활용한 교육이나 위험한 상황을 가정한 정비의 교육은 매우 위험하여 영상이나 사진으로 교 육을 진행하고 있었다. 최근에는 VR과 AR을 접목하여 단순정비에서 특수정비까지 시뮬레이션으로 안전하게 상황을 체험하고 문제를 해결하는 효과적인 교육 시뮬레이션이 연구되고 개발되는 사례가 많이 있다. 본 논문에서는 다누리 VR과 DisTi Engine, Remote AR을 비교분석하고, 유니티 엔진 기 반으로 외부에서 전달된 정보를 기반으로 콘텐츠를 디바이스 화면에 최적화하여 출력하는 AR API 를 소개하고, VR 디바이스인 HTC Vive의 컨트롤러와 HMD의 정보를 실시간으로 수집하고 수집된 정보를 파일에 저장하는 VR API를 구현한 사례를 소개했다. 본 연구에서 구현한 API를 사용하면 콘텐츠를 제작할 때 도움을 줄 수 있을 것이다.

National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

20

Mathematics as Motive, Means and Method in Art : An Example KCI 등재

Corinna Gröbner

한국미술이론학회 미술이론과 현장 제18호 2014.12 pp.191-210

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5,500원

저자는 자신의 작업을 중심으로 수학과 미술의 연결고리, 즉 정상분배의 수행성을 탐구하는 수단으로서 수학적 모델의 원리를 고찰한다. 본 논문은 자신의 작업과 제작과정 에 대한 기술과 작업과 제작과정 모두에 작용하는 수학적 측면에 대한 분석으로 구성되어 있다. 분석의 부분은 작가 자신과 가상의 질의자 간의 문답 형식으로 제시되고, 작가의 동기와 수학이 작업과정에 작용하는 상이한 면들을 포괄하여 진행된다. 행위자 연결망 이론가인 미셀 칼론의 이론에 따라 제작과정은 ‘번역’의 연쇄망으로 기술될 것이며, 예술작품이 점점 수학적 공식의 대변인이 되지만 결국 전복하는 과정을 보여준다. 이 분석 부분은 수학을 사용하는 작가들의 간략한 토론으로 마무리된다.

The paper at hand reflects on the intertwinement of mathematics and art using the example of the author’s art project: a meditation on the principle of mathematical modeling by means of exploring the performativity of the normal distribution. The article comprises of a description of the artworks, an account of their manufacturing process and an analysis of the mathematical aspects in both the artworks themselves and their genesis. The analysis part is presented in form of a dialogue between a fictitious questioner and the artist. It embraces the artist’s motives and the different levels on which mathematics comes into play. Referring to actor-network-theorist Michel Callon the production process will be delineated as a chain of “translations” where the artwork by and by becomes the “spokesman” of a mathematical formula, however, in the end commits treason. The analysis part is rounded out with a brief discussion of artists that employ mathematics.

 
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