This study is caused by the argument of Wendy Meyer, who argues that to characterize Chrysostom as a “lover of the poor” is to misunderstand him against the argument of Peter Brown. She insists that it is more accurate to call him not “champion of the poor,” but “champion of the voluntary poverty.” But the author is not to focus on the contrast argument of above two scholars but to investigate their argument from view point of the monk-bishop leadership. Therefore, the purpose of this work is to present how the leadership of monk-bishop leadership is forming and figuring out. In fact, “the lover of voluntary poverty” and “the lover of the poor” seems to have the deep gap, which could not overcome. Nevertheless, the new leadership, which evolves above two strange factors, is emerging in the name of monk-bishop leadership in late Antiquity.
By focussing on life, work and time of John Chrysostom, this investigation will, portray the transitions of how “the lover of voluntary poverty” and “the lover of the poor” are connecting. John Chrysostom (d.407) lived the monastic life for the several years in the mountain. And he was the presbyter and bishop of Antioch and the Bishop of Constantinople. He is very strong position. in its examination of late-antique poverty. He had an enduring influence on his communities with abundant references to the poor and/or almsgiving to be found in his 823 homilies, 242 letters and fourteen treatises. Particulary, in studying of church and state in late Antiquity, this work has great depts on the study of Peter Brown.
The 10th Assembly of WCC will take place in Korea in 2013. Conservative Evangelical churches in Korea take the negative ideas against the WCC. What is the theology of Ecumenical Movement? It is difficult to understand its theology. But it might be possible to catch the Ecumenical theological paradigm. Ecumenical movement produced the astonishing reports after a series of conferences or assemblies. Students who study the Ecumenical movement tend to be frustrated at its extraordinary documents. So I wonder whether any theological paradigm of the Ecumenical movement could be found. If so, we could grasp the total Ecumenical movement at a glace.
According to W. A. Visser ‘t Hooft and Konrad Raiser, the Ecumenical movement in the first half of the twentieth century had a theological paradigm of ‘Christocentric universalism’, which had the four elements: Christocentrism, the concentration on the church, the universal perspective of world, and history-centered thought. As the head of church, Jesus Christ let the whole church participate in God’s salvation history to save the whole world.
However, the Ecumenical movement in the second half of the twentieth century developed a new theological paradigm, which included the following four elements: Trinity and the kingdom of God, the deep study of the church, the radical study of the world (humanity) and the emphasis on the nature (creation). It could be said that God the Trinity as the Lord of the Kingdom of God let the whole church participate in the works of the Kingdom of God to save both the world (humanity) and the nature holistically. And the churches, as both sign and instrument of the kingdom of God, work to save the world (humanity) and the nature (creation) under the lordship of the Trinity. So we suggest its theological paradigm to be called as a ‘Trinity-centered universalism.’
As a conclusion, this study pointed up that the theological paradigm of the Ecumenical movement developed from Christocentric universalism to Trinity-centered one. Ecumenical movement took root in the ground in the Korean churches today. The Trinity-centered universalism as a Ecumenical theological paradigm could give the observers a coherent understanding and also provide every Ecumenical workers with a sense of solidarity.
본 논문은 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드게임을 제안하고자 한다. 이를 위해 산업 혁명과 정보화 혁명과 같은 사회적 패러다임의 변화에 따른 게임의 변화를 소통의 측면에서의 상호작용을 중심으로 살펴보고, 기존에 존재하는 유비쿼터스 게임과 그 한계점을 살펴보았다. 그리고 이러한 한계점을 극복할 수 있는 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드 게임을 설계하였다. 또한, 이해를 돕고자 설계한 게임을 가장 잘 보여 줄 수 있는 실제 사례를 제시하였다. 이러한 연구를 통해 유비쿼터스 게임의 활성화에 도움이 될 수 있으며, 테마파크 및 체험관에 적용되는 기능성 콘텐츠로서 게임의 영역을 확장할 수 있을 것으로 기대할 수 있다.
The production and productivity of major crop plants have reached their plateu during the past decade because of adop-tion of green revolution technologies. However, further increase in production of cereals with improved cereal quality is imperativeto fe