
¡¡
C¾ð¾î : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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C¾ð¾î
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µ¥ÀÌÅÍÀÇ Ãë±Þ
±âº»ÀûÀÎ ¿¬»êÀÚ
ÀÚ·áÇü º¯È¯
Ç¥ÁØ ÀÔÃâ·Â ÇÔ¼ö(1)
Á¦¾î ±¸Á¶
Ç¥ÁØ ¶óÀ̺귯¸® ÇÔ¼ö
Ç¥ÁØ ÀÔÃâ·Â ÇÔ¼ö(2)
Æ÷ÀÎÅÍ
ÇÔ¼ö
±â¾ï Ŭ·¡½º
±¸Á¶Ã¼
File ÀÔÃâ·Â
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API : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Win32
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Window ProgrammingÀÇ °³¿ä ¹× Ư¡
Window Class & WndProc
Handle, Message
Resource & Event
Timer
Interface
RPG Game ±âÃÊ(2D)
Shooting Game ±âÃÊ
Äɸ¯ÅÍÀÇ °ü¸® & FPS
mini Game Á¦ÀÛ
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C++ : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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OOP
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OOPÀÇ °³³ä ¹× Ư¡
class
ÇÔ¼öÀÇ default Àμö
overload & reference
constructor & destructor
»ó¼Ó
OverRide, Composition
new, delete , Operator
this Æ÷ÀÎÅÍ, friend ÇÔ¼ö,
friend class
File ÀÔÃâ·Â
template
STL(Standard Template Library)
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MFC : 3ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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MFC
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MFC ±¸¼º ¹× ±âº» °èÃþ±¸Á¶
AppWizard
SDI(Single Document Interface)
±âº» µµÇü Ãâ·Â
Event(mouse, keyboard) & Timer
Paint Program(Menu bar, Tool bar)
CDC, CPen, CBrush
Modal ´ëÈ»óÀÚ, °øÅë ´ëÈ»óÀÚ
File ÀÔÃâ·Â, Serialization
FormView
MDI(Multiple Document Interface)
ºÐÇÒ Window
List Control, Tree Control
°ü¸® Program
Bitmap Load & Save
Map tool Á¦ÀÛ
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Network : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Network Pro
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TCP/IP Protocol
Window SocketÀÇ ±âº» °³³ä
Winsock ÃʱâÈ¿Í Á¾·á
SocketÀÇ »ý¼º ¹× close
Socket ÁÖ¼Ò ±¸Á¶Ã¼
µµ¸ÞÀÎ À̸§ ½Ã½ºÅÛÀÇ µ¿ÀÛ ¿ø¸®
TCP Server/ClientÀÇ ±âº» ±¸Á¶¿Í µ¿ÀÛ ¿ø¸®
Application ProtocolÀÇ Çʿ伺°ú Message ¼³°è ±â¹ý
Multi Thread
Multi Thread¸¦ ÀÌ¿ëÇÏ¿© TCP Server¸¦ ÀÛ¼º
Thread µ¿±âÈ
UDP Server/ClientÀÇ ±âº» ±¸Á¶
Broadcasting
Socket ¿É¼Ç
Window GUI ApplicationÀÇ ±¸Á¶¿Í µ¿ÀÛ ¿ø¸®
´ëÈ»óÀÚ ±â¹Ý Socket Application ÀÛ¼º ±â¹ý
Blocking°ú Nonblocking
Socket ¸ðµå
Select Socket ÀÔÃâ·Â ¸ðµ¨
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2D °ÔÀÓÁ¦ÀÛ ÇÁ·ÎÁ§Æ® : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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°ÔÀÓÁ¦ÀÛÇÁ·ÎÁ§Æ®
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ÇÁ·ÎÁ§Æ® ¾ÆÀÌÅÛ ¼±Á¤
ÁÖÁ¦¿Í ¼ÒÀç
ÆÀº° °ÔÀÓ ±âȹ¼ Á¦ÀÛ
¾ÆÀÌÅÛ ¼³Á¤°ú ¹è°æ ½ºÆå ¼³Á¤
2D Library Á¦ÀÛ
ÆÀµéÀÇ ºÐ¾÷È
ÇÁ·ÎÁ§Æ® ÀÏÁ¤°èȹ ¼ö¸³
Resource ÀÛ¾÷
¹®Á¦ºÐ¼® ¹× µð¹ö±ë
¿Ï·á º¸°í¼ ÀÛ¼º
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DirectX
SDK : 2ÁÖ
Direct3D °³³ä ÀÌÇØ ¹× °ÔÀÓÁ¦ÀÛ¿¡ ÇÊ¿äÇÑ ±âÃÊ Áö½Ä Ȱ¿ë
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ÁÖ Á¦
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° ÀÇ ³» ¿ë
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DirectX SDK
&
Tutorials
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3D ±×·¡ÇÈ ÀÌ·Ð
DirectX Graphics °³³ä ¹× ±â´É
DirectX SDK Tutorials ¹× Samples ¼³¸í ¹× °ÀÇ
- Initialization / View Ports
- Multiple Device/Swap Chains
- Primitive Types
- Vertex Buffer/ Index Buffer
- Local/World/View/Projection Transforms
Transformation&Lighting ±¸Á¶ ÀÌÇØ ¹× Ȱ¿ë
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3D Math
&
Geometry
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º¤ÅÍÀÇ °ÔÀÓ È°¿ë ¹× ¸ðµâ Á¦ÀÛ
Æò¸é¿¡ °ü·ÃµÈ 3D ¼öÇÐ
Çà·Ä(¿ªÇà·Ä)ÀÇ 3D ¼öÇÐ ¹× ½ÅÃà/ȸÀü/À̵¿ º¯È¯
ÄõÅÍ´Ï¿Â(Quaterions) ¹× ¿ÀÀϾ(EulerAngles)ÀÇ È°¿ë
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Camera
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1ÀÎĪ ¹× 3ÀÎĪ ij¸¯ÅÍ Camera Control
ÀÌÆåÆ® È¿°ú Ä«¸Þ¶ó Á¦¾î
- Camera Zoom In/Out Control
- Camera Follow Through Control
- Camera Rotation Control
- Camera Spring Control
µð¹ö±× Ä«¸Þ¶ó Á¦¾î
¸ÖƼ Ä«¸Þ¶ó Á¦¾î ¹× °ü¸®
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¡¡
Direct3D
Graphic : 1ÁÖ
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ÁÖ Á¦
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° ÀÇ ³» ¿ë
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Texture
&
Blending
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ÅØ½ºÃÄ ¸ÅÇÎ( Texture Mapping )
ÅØ½ºÃÄ ÇÊÅ͸µ( Texture Filtering )
ÅØ½ºÃÄ ÁÖ¼ÒÁöÁ¤¹æ½Ä( Texture
Addressing )
ÅØ½ºÃÄ ¹Ó¸ÅÇÎ( Texture Mip-Mapping )
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Multi-Texturing )
¾ËÆÄºí·£µù( Alpha Texture
Blending )
¾ËÆÄÅ×½ºÆÃ( Alpha Testing
)
ÇÁ·¹ÀÓ¹öÆÛ ¾ËÆÄºí·£µù(Alpha
Blending in the frame Buffer)
¸ÅÅ͸®¾ó ¾ËÆÄºí·£µù( Alpha Blending with Materials )
±íÀÌ ¹ÙÀ̾( Depth Bias )
ºôº¸µå( Billoarding )
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Lighting
&
Materials
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µð·º¼Ç ¶óÀÌÆ®( Direction Light )
Æ÷ÀÎÅÍ ¶óÀÌÆ®( Point Light
)
½ºÆ÷Æ® ¶óÀÌÆ®( Spot Light )
¸ÅÅ͸®¾ó°ú ¶óÀÌÆ®ÀÇ Ã³¸®
¹× Ȱ¿ë
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Shadow
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Æò¸é ½¦µµ¿ì ÀÌÇØ ¹× ±¸Çö
¿øÇü ½¦µµ¿ì ÀÌÇØ ¹× ±¸Çö
Åõ¿µ ½¦µµ¿ì ÀÌÇØ ¹× ±¸Çö
º¼·ý ½¦µµ¿ì ÀÌÇØ ¹× ±¸Çö
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¡¡
Max SDK : 1ÁÖ
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ÁÖ Á¦
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° ÀÇ ³» ¿ë
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3D Model
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3DÆÄÀϱ¸Á¶ ÀÌÇØ( 3ds,Max, ASE,
MD3, X File )
ASE/ X File Loading ¹× ·£´õ¸µ ±¸Çö
SubMaterial ±¸Á¶ Á¦¾î°ü¸® ±¸Çö
¹öÅØ½º ¹× ¸Þ½¬ ±×·ì Á¦¾î°ü¸®
¿¡´Ï¸ÞÀÌ¼Ç µ¥ÀÌÅÍ Á¦¾î °ü¸®
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Max SDK
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3D Max SDK ÀÌÇØ¹× °³³ä
3D Max Export ÀÌÇØ ¹× ±¸Çö
3D Max Utility ÀÌÇØ ¹× ±¸Çö
ÀÚü Æ÷¸Ë ±¸Á¶ Á¦ÀÛ
3D Max Plug-In ÀͽºÆ÷ÅÍ Á¦ÀÛ
3D Max plug-in ÀÎÆ÷ÅÍ Á¦ÀÛ
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¡¡
½¦ÀÌ´õ : 1ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Shader(HLSL)
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Vertex Shader( ASM ) °³³ä ¹× Ȱ¿ë
Pixel Shader( ASM ) °³³ä ¹× Ȱ¿ë
HLSL °³³ä ¹× Ȱ¿ë
- T&L Á¦ÀÛ ±¸Á¶ ½¦ÀÌ´õ·Î ÄÁ¹öÆÃ
È¿°ú ½ºÅ©¸³Æ® ÀÌÇØ ¹× Ȱ¿ë
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½¦ÀÌ´õ Ȱ¿ë
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Æþ ¼¼À̵ù ¹× Á¶¸í ÀÌÇØ ¹× ±¸Çö
¿ì¼± ¼øÀ§ ¹öÆÛ ±×¸²ÀÚ( Priority Buffer Shadow ) ÀÌÇØ ¹× ±¸Çö
±íÀÌ ¹öÆÛ ±×¸²ÀÚ(Depth Buffer Shadow) ÀÌÇØ ¹× ±¸Çö
Ä«Å÷ ·£´õ¸µ( Cartoon Render) ÀÌÇØ ¹× ±¸Çö
È帲 ÇÊÅÍ( Blur Filter ) ÀÌÇØ ¹× ±¸Çö
¸ð¼Ç ºí·¯( Motion Blur ) ÀÌÇØ
¹× ±¸Çö
Æ÷±× ÀÌÇØ ¹× ±¸Çö
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ÇÁ·Î±×·¥ Á¦ÀÛ ÆÄÆ®º° ( ÁöÇü/ij¸¯ÅÍ/ÀÌÆåÆ®/½Ã½ºÅÛµî) ½ÉÈ ¼ö¾÷
ÁöÇü : 1.5ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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ÁöÇü»ý¼º
(½Ç³»/½Ç¿Ü)
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Height Map »ý¼º ¹× ±¸Çö
ROAM »ý¼º ¹× ±¸Çö
¶óÀÌÆ®¸Ê »ý¼º ¹× ±¸Çö
ÁöÇü ŸÀϸµ( Tile Bridge/Splatting
)
¿ÀºêÁ§Æ® LOD »ý¼º ¹× ±¸Çö
ÁöÇü LOD »ý¼º ¹× ±¸Çö
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°ø°£ºÐÇÒ
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Ä«¸Þ¶ó ÇÁ·¯½ºÅÒ ¹× Äøµ ±¸Çö
ÄõµåÆ®¸®(QuadTree) ±¸Çö ¹× Ȱ¿ë
¿ÁÆ®¸®(OctTree) ±¸Çö ¹× Ȱ¿ë
BSP(Binary Space partitioning ) ±¸Çö ¹× Ȱ¿ë
Potal List ±¸Çö ¹× ·£´õ¸µ
PVS ±¸Çö ¹× Ȱ¿ë
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¾Ö´Ï¸ÞÀÌ¼Ç : 1.5ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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3D Object
Animation
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Animation ±¸Á¶ ÀÌÇØ ¹× ±¸Çö
Max Exporter Animation ±â´É Ãß°¡ ¹× ±¸Çö
KeyFrame Animation Á¦ÀÛ ¹× ±¸Çö
Skeletion Animation Á¦ÀÛ ¹× ±¸Çö
Object Frame Interpolation ±¸Çö
Motion Conversion ±¸Çö
|
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3D Character Animation
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3D Max Charater Studio ÀÌÇØ ¹× Ȱ¿ë
3D Max CS SDK ÀÌÇØ ¹× Ȱ¿ë
Vertex Blending ¹× Non blending ÃßÃâ ¹× ·Îµù
Skinning Animaion Data »ý¼º ¹× ±¸Çö
Charater Motion Blending
Charater Motion Conversion
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¹°¸® & ÀΰøÁö´É: 1ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Physics
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Collision Detection ÀÌÇØ ¹× Ȱ¿ë
ÆÄƼŬ½Ã½ºÅÛ(Particle
System) ÀÌÇØ ¹× ±¸Çö
Bezier/B-Spline Curve Á¦ÀÛ ¹× Ȱ¿ë
Rigid body µ¿¿ªÇÐ ½Ã¹Ä·¹ÀÌ¼Ç Á¦ÀÛ ¹× Ȱ¿ë
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Artificial
Intelligence
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±æÃ£±â ¾Ë°í¸®Áò(A*) ÀÌÇØ ¹× ±¸Çö
Graph Traversal( BFS, DFS )
À¯ÇÑ»óűâ±â(FSM) Á¦ÀÛ ¹× Ȱ¿ë
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ÀÌÆåÆ® : 1ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Special Effects
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2D ÅØ½ºÃÄ ÀÌÆåÆ® ÀÌÇØ ¹× ±¸Çö
ÅØ½ºÃÄ ¿¡´Ï¸ÞÀÌ¼Ç ÀÌÇØ
¹× ±¸Çö
- ¹°/ºÒ/È¿°/¿¬±â/À̹ÌÁö¿Ö°î µî
3D Effect Animation ÀÌÇØ ¹× ±¸Çö
Particle Effect ÀÌÇØ ¹× ±¸Çö
- ºñ/´«/¿¬±â/¸¶¹ý µî
¹üÇÁ/³ë¸» ¸ÅÇÎ(Bump/Normal
Mapping) ÀÌÇØ ¹× ±¸Çö
·£Áî Ç÷¹¾î(Lens Flare) ÀÌÇØ ¹× ±¸Çö
ȯ°æ¸ÅÇÎ(Environment
Mapping) ÀÌÇØ ¹× ±¸Çö
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Åø Á¦ÀÛ : 2ÁÖ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Engine Design
|
Game System Design ¹× Á¦ÀÛ
¾À ±×·¡ÇÁ(SceneGraph) ±¸Çö
|
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Game Tools
|
Map Tool
Character Tool
Effect Tool
Network Sever/Clent System
Event/Interface Tool
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Á¹¾÷ÇÁ·ÎÁ§Æ® : 10ÁÖ
°ÔÀÓ °³¹ß ÇÁ·Î¼¼½º¿Í µ¿ÀÏÇÑ Á¶°Ç¿¡¼ ½ÇÁ¦ °ÔÀÓ °³¹ß
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°ú ¸ñ
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ÆÀº° °ÔÀÓ°³¹ß
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°ÔÀÓ±âȹÀÇ ÀÌÇØ
±âȹ ¹× ±×·¡ÇÈ ÆÀ °£ÀÇ »óÈ£ Ä¿¹Â´ÏÄÉÀÌ¼Ç ¹æ¹ý Áöµµ
°¢ Àü°ø ÆÄÆ®º° ÀÛ¾÷ ºÐ´ã ¹× Á¦ÀÛ ÀÏÁ¤ Áöµµ
ij¸¯ÅÍ ¹× ¹è°æ ¿£Áø°ú °áÇÕ Áöµµ
ij¸¯ÅÍ µ¿ÀÛº° ¾Ö´Ï¸ÞÀÌ¼Ç Ã³¸® ¹× ÃÖÀûÈ Áöµµ
¹è°æ ÄÁ¼Á¿¡ ¸Â´Â ¹è°æ »ý¼º ¹× °ü¸® Áöµµ
¿ùº° ÇÁ¸®Á¨Å×À̼ÇÀ» ÅëÇÑ Ä÷¸®Æ¼
¹× ¹ë·±½Ì Áöµµ
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µî °¢Á¾ Åø ÃÖÀûÈ ÀÛ¾÷ Áöµµ
ÀÎÅÍÆäÀ̽º¿Í ÀÌÆåÆ® ±¸Çö Áöµµ
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Æ÷Æ®Æú¸®¿À Á¦ÀÛ : 3ÁÖ
Á¹¾÷ÇÁ·ÎÁ§Æ®ÀÇ Ä÷¸®Æ¼ Çâ»ó ÀÛ¾÷ ¹× Æ÷Æ®Æú¸®¿À Á¦ÀÛ
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°ú ¸ñ
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° ÀÇ ³» ¿ë
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Æ÷Æ®Æú¸®¿À
Á¦ÀÛ
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ÆÄÆ®º° Æ÷Æ®Æú¸®¿À °èȹ¼ Á¡°Ë
¿Ï¼ºµÈ Á¹¾÷ÇÁ·ÎÁ§Æ® ÀÛ¾÷¹° Ä÷¸®Æ¼
Áöµµ
°¢ ÆÄÆ®º° Æ÷Æ®Æú¸®¿À ÀÛ¾÷
ÀÔ»çÁö¿ø¼ ÀÛ¼º ¹× Æ÷Æ®Æú¸®¿À ÆíÁý Áöµµ, ¸éÁ¢ ¿ä·É Áöµµ.
Á¹¾÷¼¼¹Ì³ª¸¦ ÅëÇÑ Ãë¾÷Áöµµ(Á¹¾÷ÇÑ ¼±¹è °³¹ßÀÚ ÁÖ°üÀ¸·Î
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