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이충현,정근채,Lee, Chung-Hyun,Jeong, Keun-Chae 한국건설관리학회 2012 한국건설관리학회 논문집 Vol.13 No.1
It is one of the most important decision making problems to select the adequate foundation practice for the downtown construction project. However the foundation practice has not been selected systematically yet by considering various construction field conditions in many projects. The foundation practice is often informally selected on the basis of only past experiences and skilled engineer's opinion. For making the selection process systematically, in this study, we propose a decision support system (DSS) for selecting foundation practices based on the Analytic Hierarchy Process (AHP) and the Preference Function (PF). In the proposed DSS, the AHP is used for making the selection process more reasonable and the PF is used for considering the decision maker's preference. To validate the proposed DSS, we apply the proposed DSS to the pre-performed construction projects. The application results show that the proposed DSS gives the same foundation practices with the implemented foundation practices that the skilled foundation engineers select after carefully analyzing construction field conditions. The proposed DSS can be used as a useful tool for making decisions to select the foundation practice in the construction fields.
Collagen Gel을 이용한 사람의 고환 조직배양에 관한연구
이충현,이상철,이선주,손준웅,장성구,김진일,채수응,Lee, Choong-Hyun,Lee, Sang-Cheol,Lee, Sun-Joo,Sohn, Joon-Woong,Chang, Sung-Goo,Kim, Jin-Il,Chai, Soo-Eung 대한생식의학회 1993 Clinical and Experimental Reproductive Medicine Vol.20 No.1
A recently developed collagen gel culture technique has been applied to study on growth in tissue of human testicular tissue. Minimum Eagle's medium supplemented with amino acid, 10% Fetal Bovine Serum and 0.1mM non-essential amino acid are emploid. Tissue fragments on collagan gel are fixed at time intervals for the histologic findings of testis. The mature spermatids are maintained for 2 weeks and can be observed until four weeks. But the rate of glucose consumption is increased contrary to histologic findings.
동시대 인체 조각에서 나타나는 재현 방식에 관한 연구 -데이비드 알트메이드와 올리버 라릭의 작업을 중심으로-
이충현,고경호 한국기초조형학회 2023 기초조형학연구 Vol.24 No.2
The fundamental role inherent to the medium of sculpture ever since antiquity has been in representing life and articulating their existence. Its essential role awakens the desensitized senses of men and enables us to attain to a higher dimension of our awareness and perception of our bodies. However, in the modern society with the expanded and ambiguous realm of time and space, the overflowing amount of digital images confusing our perception are often conceived as physical sculptures, inducing visual tactility. Therefore, in the current climate where the assertion for sculpture to exist as tangible material is becoming less convincing, more studies on the fundamental questions surrounding the existence of sculpture as a substantial art form are needed. To serve as a breakthrough to such issues, the purpose of this study lies in the examination of the representation of the human body in contemporary sculptures. The sculptures scrutinized in this study are limited to those depicting the human body in threedimensional materials. The approach of the study is to conduct a comparative analysis between the works of David Altmejd and Oliver Laric to examine the nonrepresentational attributes in their sculptures, concentrating on their divergent languages. First, the human body sculptures of the two artists are analyzed as substance representing not specific and direct but nonrepresentational subjects—space with infinite amount of energy, the formation and division of invisible material, and the moments of the modification of data that transcends the notions of the original and replication and creation of new versions. Second, the physical process of the artistic practice is examined. By uncovering the elements represented in human body sculptures such as materiality, virtuality, data, and nonhuman, the study will suggest the complex values derived from corporeal sculptures and support the path towards their enhanced understanding.
정신병리의 근원력으로서 프로이트의 리비도와 불교의 갈애 비교
이충현 서울대학교 철학사상연구소 2022 철학사상 Vol.86 No.-
The human tendency to desire something has often been regarded as the fundamental cause of suffering. Freud and Buddhism also consider human desire as the source of suffering, and explain the mechanism of psychopathology through libido and taṇhā as the root force that drives the human desire. This study aims to examine how Freud’s psychoanalysis and Buddhism understand and utilize the concept of the root force (Libido and taṇhā) to deal with suffering. First, the study discusses how these two concepts are defined in them. Second, the study reviews how these two concepts relate to the mechanism of their pathology. The study also suggests as a solution to cope with suffering. Third, the study confirms that the two ideas similarly point out that the root force can be sublimated, just as positive desire exists. However, the study is distinguished in that the subject of sublimation of taṇhā is not found in Early or Abhidharma Buddhism, which only views taṇhā as an object of extinction and is discussed only in Mahayana Buddhism with the idea of ‘Defilements which is awakening.’ 인간의 욕망은 종종 인간 고통의 본질적 원인으로 간주되곤 한다. 프로이트와 불교 역시 쾌 혹은 만족을 추구하는 인간의 욕망을 고통의 근원으로 보고 이를 이끄는 힘 혹은 에너지로서 리비도 및 갈애를 통해 정신병리의 기제를 해명한다. 본 연구는 프로이트의 정신분석과 불교가 고통을 다루기 위해 욕망의 근원적 힘의 개념[리비도, 갈애]를 어떻게 이해하고 활용하는지 살펴보고자 한다. 먼저 두 사상에서 해당 개념이 어떻게 정의되는지 살펴보고 이것이 병리의 기제와 어떻게 연관되며 고통에 대한 대처방안으로 무엇이 제시되는지 검토할 것이다. 또한 욕망에도 긍정적 욕망이 존재하듯 욕망의 근원력 또한 승화되어 바르게 활용될 수 있음을 두 사상이 유사하게 지적하고 있음을 확인한다. 다만 근원력의 승화란 주제는 갈애를 소멸의 대상으로만 보는 초기 및 아비달마 불교에서는 찾아볼 수 없고 대승 불교에 와서야 논해지는 것임을 구별한다. 대승 불교는 ‘번뇌즉보리’의 사상을 통해 번뇌의 승화 기제를 나름대로 설명함으로써 이에 대한 해명에 어려움이 있는 정신분석과 차이가 있음을 논하며 마무리한다.
이충현,엄기현,조경은 한국게임학회 2007 한국게임학회 논문지 Vol.7 No.4
게임 환경에서의 학습은 다양한 분야에서 유용하게 활용될 수 있다. 그러나, 학습이 게임에서 만족스러운 결과를 산출하기까지는 많은 학습 시간이 요구된다. 이러한 점을 개선하기 위하여 학습시간을 단축시킬 수 있는 방법론들이 필요하다. 본 논문에서는 예측 정보를 이용한 Q-학습의 성능개선 방안을 제안한다. Q-학습 알고리즘에서는 Q-테이블의 각 상태별 선택된 액션을 참조한다. 참조한 값은 예측 모듈의 P-테이블에 저장되고, 이 테이블에서 출연 빈도가 가장 높은 값을 찾아 2차 보상 값을 갱신할 때 활용한다. 본 연구에서 제시한 방법은 상태내의 전이가 가능한 액션의 수가 많을수록 성능이 높아짐을 확인하였다. 또한 실험결과로 실험 중반 이후부터 제안한 방식이 기존 방식보다 평균 9%의 성능 향상을 보였다. Nowadays, learning of agents gets more and more useful in game environments. But it takes a long learning time to produce satisfactory results in game. So, we need a good method to shorten the learning time. In this paper, we present a strategy for improving the learning performance of Q-learning with prediction information. It refers to the chosen action at each status in the Q-learning algorithm, It stores the referred value at the P-table of prediction module, and then it searches some values with high frequency at the table. The values are used to renew second compensation value from the Q-table. Our experiments show that our approach gets the efficiency improvement of average 9% after the middle point of learning experiments, and that the more actions in a status space, the higher performance.