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      • KCI등재

        북의 국가담론: 봉건적 가부장에서 젠더화된 민족국가로

        박영균 ( Park¸ Young-kyun ) 한국철학사상연구회 2020 시대와 철학 Vol.31 No.4

        담론은 학교, 교회 등의 물리적 장치를 가지고 객관적 관계 및 그것에의 동일화를 통해서, 특정한 행위를 수행하는 주체를 생산한다는 점에서 물질성을 가지고 있다. 따라서 북의 국가담론에 관한 연구도 이런 세 가지 지점에 관한 연구라고 할 수 있다. 체제의 강고함은 억압의 정도가 높을수록 떨어지며 자발성이 높을수록 올라간다. 하지만 이전까지의 연구들은 주체사상의 지배 이데올로기적 기능 및 국가장치를 통한 강제 또는 세뇌에 맞추어져 있다. 이에 본 연구는 북의 국가담론을 생산하는 학교, 당-인민위원회 등 이데올로기 국가장치들에 관한 연구 및 그것의 수행적인 힘들에 관한 연구보다 북의 국가담론이 객관적으로 근거하고 있는 사회적 관계와 그것에 자신을 상상적으로 동일화하는 메커니즘에 관한 연구에 초점을 맞추고 있다. 본 연구는 북의 국가담론이 봉건적 가부장제 이데올로기나 유교적 이데올로기가 아니라 국가를 젠더화한 담론이라는 점을 ① 사회주의대가정론과 ② 사회정치적 생명체론에 대한 분석을 통해 밝히고 있다. 또한, 이런 분석에 근거로 하여 ③ 젠더화된 국가담론이 작동할 수 있는 상상적 동일화의 자원으로서 역사적 경험과 문화적 자산, 그리고 객관적인 삶의 조건들을 다루고 있다. 북의 젠더화된 국가담론은 유교가 아니라 ‘민족’이라는 토양 위에서 식민과 분단의 트라우마를 중핵으로 하여 항일무장투쟁의 역사적 자산을 전유하고, 민족을 가족적으로 국가화함으로써 정치적 아버지인 수령에 대한 충성이라는 상징체계를 만들어냈다. 따라서 이 글은 북의 젠더화된 국가담론에 대한 연구가 이들 물질성의 해체 및 균열에 관한 연구 뿐만 아니라 남의 (여)성에 대한 구조적-문화적 폭력에 대한 해체 및 몸의 해방을 포함한 (여)성해방의 차원까지 나아가는 연구가 되어야 한다고 주장한다. Discourse has a materiality in that it based on objective relationships and identification with them, physical apparatuses such as schools and churches, and produces subjects that perform specific actions. Thus, it can be said that the study on the North’s state discourse is a study on the three points. The strength of the system decreases as the degree of repression increases, and increases as the spontaneity increases. However, previous studies have been focused on compulsory or brainwashing by the state apparatus and ideological ruling function of Chuche Ideology. Thus, this paper is not a study on the ideological state apparatus such as schools, Party-People’s Committee, etc. that produce the North’s state discourse, but focuses on the social relationships on which the North’s state discourse is objectively based and the mechanism that imaginatively identifies with it. This paper examines the fact that the North’s state discourse is not a feudal patriarchal and Confucian ideology, but a discourse in which the state is gendered through the analysis of ① theory of the large socialist family and ② theory of social-political life. Also, based on this analysis, it deals with historical experiences, cultural assets, and objective life conditions as resources for imaginative identification in which ③ the gendered national discourse can operate. North’s gendered state discourse is not Confucianism, but on the soil of ‘nation’, it created a symbolic system that loyal to the leader as a political father with the trauma of colonization and division as the core, appropriating the historical assets of the anti-Japanese armed struggle, and making the states as a family. Therefore, this article assert that the study of the North’s gendered national discourse not only studies on the dissolution and cracking of these materiality but also the resolution of structural-cultural violence, the women’s-sexual liberation Including body’s liberation.

      • KCI등재

        분단 트라우마의 사회적 치유 모델 연구: DMZ의 치유와 공간의 생산

        박영균 ( Park¸ Young-kyun ) 한국철학사상연구회 2021 시대와 철학 Vol.32 No.3

        이 글은 분단국가가 어떻게 DMZ를 활용해 분단폭력의 문화적 배경이 되는 DMA신드롬을 생산하는지를 분석한다. 이에 이 글은 분단폭력에 의해 분단-냉전의 공간이 된 DMZ를 애초의 평화 공간으로 회복해가면서 탈분단화의 공간으로 바꾸는 DMZ 치유하기라는 공간적 실천을 제안한다. 하지만 이것은 DMZ 치유하기의 출발점일 뿐, 종착지가 아니다. 치유는 트라우마적 장애에 의해 가로막힌 자신의 생명력을 활성화해서 리비도가 흐르도록 하는 것이다. 따라서 이 글은 DMZ 접경지역이 가지고 있는 로컬리티의 회복에 기초하여 분단과 전쟁의 상처에 대한 공감과 거리 두기, 성찰적 극복하기라는 전략을 제안하고 있다. 요컨대, 이 글은 DMZ 치유하기라는 관점에서 DMZ라는 공간의 생산은 적과 나의 이분법을 벗어나 죽음의 실존적 평등성 위에서 진정한 애도를 감각적-체험적으로 창출함으로써 평화와 통일을 만들어가는 윤리적-정치적 행위의 주체를 생산하는 수행자로 바꾸어 놓는 것이라고 주장하고 있다. This article analyzes how a divided nation uses the DMZ to produce the DMA syndrome, which is the cultural background of division violence. Thus, this article proposes a spatial practice of healing the DMZ, which has become a space of division-Cold War due to divisional violence, and transforms it into a space of de-division while restoring it to the original peace space. However, this is only the starting point for healing DMZ, not the destination. Healing is to activate one's own vitality blocked by the traumatic disorder so that the libido flows. Thus, this article proposes a strategy of empathizing with the wounds of division and war, maintaining distance, and working through based on the restoration of the locality of the DMZ border area. In short, from the perspective of healing the DMZ, this article argue that a production of DMZ should be the agent who produces the subject of ethical-political action that creates peace and unification by sensibly-experientially creating genuine mourning on the existential equality of death as breaking away from the dichotomy of enemy and self.

      • Biomechanical Analysis of Dynamic Behavior in Human Postural Control

        Youngkyun Shin,Samjin Choi 제어로봇시스템학회 2010 제어로봇시스템학회 국제학술대회 논문집 Vol.2010 No.10

        The functional behaviors of human standing postural control investigated when they were exposed to the long-term horizontal vibration in the sagittal plane. For complexity of human postural control, a useful alternative method which has been based on a black-box approach was taken, that is, where the feedback mechanism were lumped into a single element. The motor-driven support platform was designed as a source of vibration. The AC Servo-controlled motors produced continuous anterior/posterior (AP) motion. The data was analyzed, both in the time domain and in the frequency domain. The cross-correlation and the coherency function were estimated. Subjects behaved as a non-rigid pendulum with a mass and a spring throughout the whole period of the platform motion. It is consistent with the scheme that we adopted in this study.

      • KCI등재

        Spudsville : Designing a Minecraft Game for learning teaching English as a Second Language

        Youngkyun Baek,Jeongkyoum Kim,Sam Eisenberg 중소기업융합학회 2022 융합정보논문지 Vol.12 No.4

        이 연구의 목적은 마인크래프트의 몰입형 게임 환경인 스퍼드빌을 디자인하여 학습자가 영어를 습득할 수 있도록 효과적으로 돕는 것이다. 마인크래프트를 사용하여 성공적인 학습 경험을 만들기 위해, 본 연구에서는 애자일 모델과 디자인 사고 접근법을 채택했다. 우선 학습자들의 요구를 분석하기 위해 광범위한 문헌 검토를 수 행하였으며 이후의 분석 단계에서 수집된 자료를 바탕으로 마인크래프트 월드를 설계하고 개발하였다. 연구자들 은 인지주의 학습 모델을 스퍼드빌에 적용하면 학습자가 정보를 처리하는 방법에 대한 더 많은 통찰력을 제공할 수 있고 한편으로 구성주의 및 행동주의 접근 방식을 구현하는 것이 또한 이점이 있다는 것을 알게 되었다. 마인크 래프트 게임을 통하여 영어학습의 효과를 향상시킬 수 있으며 게임기반학습이 언어학습에 도움이 될 수 있는 잠재 력을 확인할 수 있었다. The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners’ needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville’s effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

      • KCI등재

        Open Loop Responses of Posture Complexity in Biomechanics

        Youngkyun Shin,Gu-Bum Park 한국조명·전기설비학회 2013 조명·전기설비학회논문지 Vol.27 No.8

        The reactionary responses to control human standing dynamics were estimated under the assumption that postural complexity mainly occurs in the mid-sagittal plane. During the experiment, the subject was exposed to continuous horizontal perturbation. The ankle and hip joint rotations of the subject mainly contributed to maintaining standing postural control. The designed mobile platform generated anterior/posterior (AP) motion. Non-predictive random translation was used as input for the system. The mean acceleration generated by the platform was measured as 0.44 m/s² . The measured data were analyzed in the frequency domain by the coherence function and the frequency response function to estimate its dynamic responses. The significant correlation found between the input and output of the postural control system. The frequency response function revealed prominent resonant peaks within its frequency spectrum and magnitude. Subjects behaved as a non-rigid two link inverted pendulum. The analyzed data are consistent with the outcome hypothesized for this study.

      • KCI등재

        Project Priority for Community Focusing on the Residents

        Youngkyun Oh 한국콘텐츠학회 2019 International Journal of Contents Vol.15 No.3

        The purpose of this study is to explore the factors affecting the community well-being of residents through empirical analysis. Rather than just identifying the variables that promote residents’ subjective happiness, we focused on factors affecting residents’ living condition. In order to empirically investigate the influencing factors, we constructed the analysis data using the Gyeonggi-do survey. We analyzed it by using linear regression analysis. Through the effects of influencing factor analyzed, we could find implications for public project’s priority in budget distribution. It could be suggested that local public projects for residents should be focused on improving programs such as job satisfaction, resident health, and neighborhood relations in order to effectively raise community well-being level.

      • KCI등재

        Analysis of Postural Stability During Continuous External Perturbations

        Youngkyun Shin,Gu-Bum Park 한국조명·전기설비학회 2013 조명·전기설비학회논문지 Vol.27 No.8

        The functional behaviors of human standing postural control were investigated when they were exposed to long-term horizontal vibration in the sagittal plane. For complexity of human postural control, a useful alternative method that has been based on a black-box approach was taken; that is, where the feedback mechanism was lumped into a single element. A motor-driven support platform was designed as a source of vibration. The AC Servo-controlled motors produced continuous anterior/posterior (AP) motion. The data were analyzed both in the time and frequency domain. The cross-correlation and coherency functions were estimated. Subjects behaved as a non-rigid pendulum with a mass and a spring throughout the whole period of the platform motion, as consistent with the plan chosen for this study.

      • KCI등재

        Biomechanical Analysis of Human Balance Control

        Youngkyun Shin,Gu-Bum Park 한국조명·전기설비학회 2014 조명·전기설비학회논문지 Vol.28 No.3

        A single-inverted-pendulum model is presented to simulate and predict the passive response of human balance control. This simplified biomechanical model was comprised of a torsional spring and damper, and a lump mass. An estimation of frequency response function was conducted to parameterize the complexity. The frequency domain identification method is used to identify the parameters of the model. The equivalent viscoelastic parameters of standing body were obtained and there was good conformity between the simulation and experimental result.

      • Exploring Effects of Intrinsic Motivation and Prior Knowledge on Student Achievements in Game-based Learning

        Youngkyun Baek,Yan Xu,Sanghoon Han,Jungwon Cho 한국산학기술학회 2015 SmartCR Vol.5 No.5

        This study investigates the effects of students’ intrinsic motivation and prior knowledge on student achievement in learning Chinese in a game-based learning environment. A total of 140 fourth-grade students from an elementary school in South Korea participated in this study. An instructional game called “Hanjamaru,” which is designed to teach Chinese characters, was implemented for four weeks. During the experiment, students’ prior knowledge, intrinsic motivation in gaming, and achievements learning Chinese were quantitatively measured. Findings from this study demonstrate that both students’ prior knowledge and intrinsic motivation affect their achievements in learning Chinese. Also, there students’ prior knowledge and intrinsic motivation affected each other; that is, a group low in intrinsic motivation but with higher prior knowledge showed comparatively higher student achievements. These findings suggest that students’ prior knowledge should also be considered while designing and adopting game-based learning in order to engage students with different levels of intrinsic motivation.

      • Exploring Group Interactions in Educational Robotics

        Youngkyun Baek,Jonathan Yogi 제주대학교 지능소프트웨어 교육연구소 2023 지능정보융합과 미래교육 Vol.2 No.1

        본 논문은 학교 로봇공학에서의 집단 상호작용을 이해하기 위한 것이다. 학생의 상호작용을 이해하면 교육용 로봇(ER) 활동에서 교육 실천 및 교수법을 보급하는데 도움이 될 수 있다. 교육용 로봇은 다른 사람들과 협력하여 학습하는 데 도움이 되는 구성주의에 기반을 두고 있다. 학습을 극대화하기 위해 소규모 집단을 활용하는 협동학습은 교육용 로봇 활동 전반에 걸쳐 일반적으로 사용되며 협동학습 에 관련된 요소 및 구체적인 사항들은 교육용 로봇연구의 전반에 걸쳐 잘 나타나고 있다. 협동학습의 다섯 가지 요소는 집단 과정 (group process), 긍정적인 상호의존성, 촉진적 상호작용, 사회적 기술, 그리고 개인의 책임이다. 이 연구는 협동학습의 이러한 기본 요소들이 교육용 로봇 활동에서 학생 상호 작용을 확인하고 문서화하기 위한 관찰 렌즈로 사용될 수 있고 교육용 로봇에서 교육적 천을 더 잘 이해하고 그를 발전시키는데 도움이 될 수 있을 것이다. This paper was created to understand the group interactions in school robotics. Understanding student interactions can help inform instructional practices and pedagogies in educational robotics (ER) activities. ER is based in constructionism which is conducive for working collaboratively with others. Cooperative learning (CL) which is the use of small instructional groups to maximize learning is commonly used throughout ER activities and its elements are seen throughout ER research. The five elements of CL are group pro cessing, positive interdependence, promotive interactions, social skills, and individual accountability. This study posits that some of these primary elements of CL can be used as an observational lens for documenting student interactions in ER activities and help to further understand and develop instructional practices in ER.

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