• Title/Summary/Keyword: 게임 철학

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On the Concept of Identity in the Tractatus (『논리-철학 논고』의 동일성 개념에 관하여)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.19 no.2
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    • pp.253-293
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    • 2016
  • In Wittgenstein's Tractatus, the concept of 'identity' gives rise to several puzzles as follows. What is an equation(Gleichung) in the Tractatus? Is an equation identical with so called an identity statement? Frege asserts that identity is not a relation between signs but one between objects or of a thing to itself. Then how does Wittgenstein criticize this Frege's conception? Furthermore Wittgenstein explicitly criticizes about Russell's definition of identity. Then What is the point of such Wittgenstein's critique? In a nutshell, what is early Wittgenstein's idea on the nature of identity? In this paper, I will endeavor to answer these questions.

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The Early Wittgenstein's Philosophy of Mathematics (전기 비트겐슈타인의 수학철학)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.23 no.2
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    • pp.117-159
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    • 2020
  • In the early Wittgenstein's Tractatus, both philosophy of logic and that of mathematics belong to the most crucial subjects of it. What is the philosophical view of the early Wittgenstein in the Tractatus? Did he, for example, accept Frege and Russell's logicism or reject it? How did he stipulate the relation between logic and mathematics? How should we, for example, interpretate "Mathematics is a method of logic."(6.234) and "The Logic of the world which the proposition of logic show in the tautologies, mathematics shows in equations."(6.22)? Furthermore, How did he grasp the relation between mathematical equations and tautologies? In this paper, I will endeavor to answer these questions.

Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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동양고전의 으뜸 '주역'의 본격연구 활발

  • Park, Nam-Jeong
    • The Korean Publising Journal, Monthly
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    • s.173
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    • pp.14-14
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    • 1995
  • 동양고전의 최고로 일컬어지는 역학은 그동안 학문으로 인식되기보다 역겨의 점술성만 강조돼온 게 사실이다. 최근 잇따라 출간되고 있는 역학연구서들은 역학의 올바른 자리매김을 한다는 점에서 의미가 깊다. 이들 책은 주역을 철학적 입장에서 해석한 본격 개설서에서부터 역사와 문화, 과학론을 제창한 이론서에 이르기까지 다양하다.

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Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.67-74
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    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.

The Suggestion of the Korean Folk Picture Image for Game Graphic (한국 풍속화의 도상을 활용한 게임그래픽의 제안)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.66-71
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    • 2002
  • The common lives of the korean people reflect the feeling and emotion of their own world irrespective of rank and class. The folk picture which has the humor, feeling of the korean people, has been with the whole nation throughout times. Therefore it reveals the imaged tradition, recordable character and the truth. It is the folk picture that is the first stream of the game graphic. Because it has its own world built by timeless culture, philosophy, religion, art, and so on. When the game is understood as the reappearance of virtual truth, and the whole new world of the game players, it is really necessary to develop the game graphic with creative plans and artistic value. It is the time to focus on the korean folk picture as a new sources of the contents. Then it is obvious to solidfy the groundwork of the game industry if people at all ages play games as a result of reinterpreting and developing technical tools for the korean folk picture for the present age.

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The Early Wittgenstein on the Theory of Types (전기 비트겐슈타인과 유형 이론)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.21 no.1
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    • pp.1-37
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    • 2018
  • As is well known, Wittgenstein criticizes Russell's theory of types explicitly in the Tractatus. What, then, is the point of Wittgenstein's criticism of Russell's theory of types? In order to answer this question I will consider the theory of types on its philosophical aspect and its logical aspect. Roughly speaking, in the Tractatus Wittgenstein's logical syntax is the alternative of Russell's theory of types. Logical syntax is the sign rules, in particular, formation rules of notation of the Tractatus. Wittgenstein's distinction of saying-showing is the most fundamental ground of logical syntax. Wittgenstein makes a step forward with his criticism of Russell's theory of types to the view that logical grammar is arbitrary and a priori. His criticism of Russell's theory of types is after all the challenge against Frege-Russell's conception of logic. Logic is not concerned with general truth or features of the world. Tautologies which consist of logic say nothing.

Frege's and Early Wittgenstein's Concept of Objects (프레게와 전기 비트겐슈타인의 대상 개념)

  • Park, Jeong-Il
    • Korean Journal of Logic
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    • v.18 no.1
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    • pp.1-39
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    • 2015
  • Are properties and relations objects in the Tractatus Logico-Philosophicus? In this paper I will discuss essentially important problems concerning that question. That is, I will try to show that in a sense the concept of objects of the Tractatus is closely intertwined with that of Frege, and moreover the former was suggested to overcome Frege's predicament concerning the concept of objects. In the process of our discussions, it must be kept in mind that these discussions have no relations with metaphysical disputes, but proceed only from a logical point view. Futhermore it is Ramsey that made a most decisive contribution on these problems. In this paper I will try to show that in the Tractatus, properties and relations are objects via the discussions of Ramsey who was under the direct influences of Wittgenstein.

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