• Title/Summary/Keyword: 게임 철학

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Cancelled Predication and Target-Shifting (취소된 서술 행위와 표적 이동)

  • Lee, Seungtaek
    • Korean Journal of Logic
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    • v.22 no.2
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    • pp.309-332
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    • 2019
  • In Kang(2017), Jinho Kang persuasively criticized the attempt of Peter Hanks using his concept of cancelled predication to solve the Frege-Geach problem. According to Kang, Hanks had successfully shown the incoherence of Scott Soames's concept of neutral predication, but if it is true, then Hanks's concept of cancelled predication also falls into the same incoherence. I agree with Kang that Hanks faces the same incoherence, and I think that Hank's answers are unconvincing. As I see, however, it is possible for Hanks to overcome Kang's criticism. In this paper, I will reply to Kang's criticism by using conceptual resources in Hanks's own theory. In particular, the idea is that the final predication is compositionally explained by the type it belongs to without having truth-values because cancelled predication itself gives rise to target-shifting toward the type. By doing so, Hanks can successfully solve the Frege-Geach problem even though he let some remarks about cancelled predication unclear and confusing. In addition, it will be revealed that his notation is misleading as well.

The Basic of Viewpoint of Enter the Government Service and Live in Seclusion from Nam-myoung's a Personal Criticism (남명(南冥)의 인물평(人物評)을 통해 본 출처관(出處觀)의 기저(基底))

  • Kim, Kyeong-Soo
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.137-166
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    • 2009
  • Prior studies on Nam-myoung characteristics used to focus on practical confucianism of "Kyeong Eui (Respect and righteousness)" ideology. However, in the strict sense, what are the elements that can define Nam-myoung as a historical figure and as he has been in his time and after his death? Is it his philosophy established and derived from respect and righteousness? For this, I have a quite different view. All of literatures about Nam-myoung from his and his posterity time consistently most highly valued the idea of "Entering the government service and live in seclusion" advocated by Nam-myoung who consistently refused to be assigned any post from the government. This study aims to look into his idea by examining his personality and to find out the basis of his idea implied through the examination. He discussed the practices of "Entering the government service and live in seclusion" of other historical and present figures of his time through critical examination on them. For setting the reference for determining the reasonability for their practice of such idea, Nam-myoung pointed out "foresight" for understanding "Gimi (shade)" of which "Gi" is the diverging point of good and evil. He understood if one puts aside self-interest and observes the law of nature, one would be a good and lucky man but if one includes self-interest in the law of nature one would be a wicked man. His view on anyone entering government service when the time is against the person to obtain the post or when the person is unable to fill the post satisfactorily, was that they are 'people with self-interest' and therefore their practice of entering the government service and living in seclusion is wrong.

현대논리학적 단초들을 중심으로 한 라이프니츠 논리학의 이해

  • Ha, Byeong-Hak
    • Korean Journal of Logic
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    • v.2
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    • pp.91-118
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    • 1998
  • 라이프니츠는 일반적으로 현대논리학의 선각자라고 부른다. 그래서 라이프니츠 논리학에서는 현대 논리학을 이해함에 있어서 중요한 단초들을 발견할 수 있다. 라이프니츠의 논리학을 대표하는 개념으로는 흔히 보편수학, 보편기호학 그리고 논리연산학을 들곤한다. 라이프니츠의 보편수학의 이념은 연대 논리학이 논리학과 수학의 통일에서 출발할 수 있는 결정적인 근거를 제공했다. 이러한 현대 논리학의 출발에 있어서는 상이한 두 입장을 발견할 수 있는데, 부울, 슈레더의 논리대수학과 프레게의 논리학주의가 바로 그것이다. 이 두 입장은 "논리학과 수학의 통일"에 있어서는 공통적인 관심을 보이지만, 논리학의 본질을 라이프니츠의 보편기호학에서 찾느냐 또는 라이프니츠의 논리연산학에서 찾느냐에 따라 상이한 입장을 취한다. 이외에도 보편과학이나 조합술을 이해하지 않고는 라이프니츠 논리학에 대한 총체적인 시각을 갖기 힘들다. 이 두 개념은 특히 타과학이나 과학적 방법론과 관련지어 논리학이란 과연 무엇인가라는 논리철학적인 조명에 있어서 중요한 실마리를 제공한다.

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Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

유사배(劉師培)의 『중국민약정의』 연구 - 「상고(上古)」를 중심으로 -

  • Cheon, Byeong-Don
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.403-422
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    • 2013
  • 유사배(劉師培)는 '반청(反淸)'에서 반전통의 '무정부주의'로, 그리고 '친청(親淸)'으로 변절하는 파란만장한 삶을 살았다. "중국민약정의(中國民約精義)"는 유사배(劉師培)가 무정부운동을 하기 전, 즉 1903년에 완성한 저서다. 1903년은 유사배(劉師培)가 고향을 떠나 상해(上海)에서 반만(反滿) 운동을 시작했던 시기이고, 1907년 일본으로 유학가기 전 4년 여 동안 유사배(劉師培)는 반청(反淸) 운동에 적극적이었다. 따라서 "중국민약정의(中國民約精義)"는 무정부주의자들의 이념인 '반전통(反傳統)'의 관점에서 저술된 것이 아님을 알 수 있다. "중국민약정의(中國民約精義)" 서문은 다음과 같은 중요한 의미를 내포하고 있다. 첫째, 유사배(劉師培)가 참조한 루소의 "민약론"은 양정동(楊廷棟)이 일본어판을 보고 중국어로 번역한 "민약론"이다. 둘째, "민약론"의 내용은 널리 알려지지 않았다. 셋째, 원고는 1903년 이전에 완성되었고, 책은 1904년에 출판되었다. 유사배(劉師培)는 "주역"을 통해서는 '군민(君民)의 일체(一體)'를, "상서"를 통해서는 '군민(君民)이 국가의 공동주인'임을 밝혔다. "시"는 '민의(民意)의 표현'이라고 했으며, "춘추"를 통해 군주세습제와 민권(民權) 그리고 민의(民意)에 의해 관료 등용 등을 주장했다. "논어"를 통해서는 군신(君臣)의 대등 관계와 군민의 일체를 다시 강조하고, "맹자"와 "순자"를 통해 군주가 신성불가침의 영역이 아니기 때문에 민의(民意)를 근거로 군주도 바꿀 수 있다고 했다. 유사배(劉師培)의 이러한 주장만 놓고 보면, 중국은 비록 전제군주체제에 있었지만, 사람들은(人民) 민주제도를 향유한 것 같다. 그러나 실제로는 이와는 정반대의 길을 걸었던 것이 중국이다. 문제는 유사배(劉師培)의 주장처럼 루소의 "민약론"에 버금가는 사상과 역사적 사실이 있었음에도 불구하고, 그것을 제도화된 적이 없다는 점이다. 유사배(劉師培)가 "중국민약정의(中國民約精義)"에서 서술한 '민약(民約)'은 치도(治道) 방면과 비슷하다. 그러나 정도(政道) 방면에 대해서는 거의 언급이 없다. 게다가 서술된 '민약'의 내용이 한 번도 제도화된 적이 없다는 점에 대해 아무런 언급이 없다. 결국 비록 "중국민약정의(中國民約精義)"가 중국 전통사상에서 서구의 '민주' 개념을 모색했다는 점에서 높이 평가할 수 있으나, 그것을 제도화하지 못하고 또 치도(治道)에만 치중해 서술한 점이 "중국민약정의(中國民約精義)"의 약점이다.

A Study on the Conception of Sexuality and Sexual Ethics (섹슈얼리티 개념 분석과 성윤리의 정립)

  • Kim, Eun-Hee
    • Journal of Korean Philosophical Society
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    • no.89
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    • pp.99-128
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    • 2010
  • Alan Goldman criticizes "means-end analyses" in that they define the concept of sexuality in terms of extrinsic values to sexuality, such as reproduction, love, and communication. And he claims that sexual desire in itself is only "desire for contact with another person's body and for the pleasure which such contact produces." I suggest that his analysis of sexuality also fails to offer the exact definition of sexuality, and that it also produces the hierarchial conception of sexuality just as those analyses that he refuses do. I agree to Christopher Hamilton's suggestion of Wittgenstein's idea of "family resemblance" and suggest a new sexual ethics focusing on the sexual autonomy. New sexual ethics demands that each person should formulate, reflect, evaluate, and revise his or her sexuality according to his or her own conception of sexuality and teleology. And I claim that new sexual ethics does not formulate distinct domain, but belongs to general ethics which general behaviors are judged through.

A Critical Review on Jeong Yakyong's Preference Theory of Human Nature (정다산(丁茶山)의 성기호설(性嗜好說)에 대한 주자학적(朱子學的) 반론(反論))

  • Lee, Sangik
    • The Journal of Korean Philosophical History
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    • no.29
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    • pp.55-88
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    • 2010
  • Jeong Yakyong deconstructs the Li theory of human nature in order to restore the original tradition of Confucius and Mencius. He downgrades theoretical statuses of Taeguk(ultimate pole) and Li, and denies truth values of the sameness premise of human nature and Li. He argues that human nature must be non other than mind's preference, and thus that human substance must not be human nature, but mind. Since mind can do good things as well as bad things, he tries to lead mind to do good things by way of restoring a primitive worship for Sangje(heavenly emperor). However, his major concepts and premises do not fit with original meanings of old confucian biblical books. Futhermore, his preference theory of human nature contains many contradictions and errors. Thus, his theory could not be evaluated as one which had transcended the Li theory of human nature.

Frege's Critiques of Cantor - Mathematical Practices and Applications of Mathematics (프레게의 칸토르 비판 - 수학적 실천과 수학의 적용)

  • Park, Jun-Yong
    • Journal for History of Mathematics
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    • v.22 no.3
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    • pp.1-30
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    • 2009
  • Frege's logicism has been frequently regarded as a development in number theory which succeeded to the so called arithmetization of analysis in the late 19th century. But it is not easy for us to accept this opinion if we carefully examine his actual works on real analysis. So it has been often argued that his logicism was just a philosophical program which had not contact with any contemporary mathematical practices. In this paper I will show that these two opinions are all ill-founded ones which are due to the misunderstanding of the theoretical place of Frege's logicism in the context of contemporary mathematical practices. Firstly, I will carefully examine Cantorian definition of real numbers and Frege's critiques of it. On the basis of this, I will show that Frege's aim was to produce the purely logical definition of ratios of quantities. Secondly, I will consider the mathematical background of Frege's logicism. On the basis of this, I will show that his standpoint in real analysis was much subtler than what we used to expect. On the one hand, unlike Weierstrass and Cantor, Frege wanted to get such real analysis that could be universally applicable. On the other hand, unlike most mathematicians who insisted on the traditional conceptions, he would not depend upon any geometrical considerations in establishing real analysis. Thirdly, I will argue that Frege regarded these two aspects - the independence from geometry and the universal applicability - as those which characterized logic itself and, by logicism, arithmetic itself. And I will show that his conception of real numbers as ratios of quantities stemmed from his methodological maxim according to which the nature of numbers should be explained by the common roles they played in various contexts to which they applied, and that he thought that the universal applicability of numbers could not be adequately explicated without such an explanation.

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A Study on the Psychological Characteristics of Esports Athletes in Korea (국내 이스포츠 선수들의 정서, 대인관계, 수면 특성에 대한 실태 조사: 프로 선수와 육성군 선수를 중심으로)

  • Lee, Sangha;Jang, Eunhee;Kim, Soojin;Kim, Cheolhag;Suh, Sooyeon
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.133-146
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    • 2021
  • The aim of this study was to investigate the psychological characteristics of Korean esports athletes. We investigated the psychological characteristics of 40 professional esports players and 72 amateur esports players, a total of 112 esports players. Specifically, we investigated the differences in emotional well-being, interpersonal relationships, and sleep between professional players and trainee players. Professional esports athletes showed higher responsiveness to social conflict and more interpersonal non-acceptance compared to the trainees. Results also indicated high levels of insomnia severity. Based on the results, the need for psychological intervention and sleep intervention for athletes were discussed.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.