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인과의 두 수준에 대한 결정론적 인과의 해명과 그것의 한계

  • Kim, Jun-Seong
    • Korean Journal of Logic
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    • v.12 no.1
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    • pp.45-87
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    • 2009
  • 이 글에서 필자는 결정론적 인과를 토대로 속성 수준의 인과와 사건 수준의 인과의 연관성을 주장하는 하우스만(Hausman 1998)의 이론을 비판하고 두 수준의 인과의 관계를 바르게 이해하는 데 무엇이 필요한지를 제시한다. 하우스만은 결정론과 배경 조건의 다양성을 토대로 그리고 비결정적 상황에서는 확률에 대한 결정론적 인과를 토대로, 속성 수준의 인과는 사건 수준의 인과에서 도출된다는 의미에서 속성 수준의 인과는 사건 수준의 인과의 일반화라고 주장한다. 필자는 그 관계에 대한 문제를 제기하고 이 문제는 사건 수준의 인과에 본질적인 인과 연결을 주목하지 않은 채 변수들 간의 의존 관계만으로 두 수준의 인과의 관계를 단순히 해명하는 데에 있다고 지적한다. 필자는 두 수준의 인과의 관계는 단순히 한 가지 관점이나 방식으로 파악될 수 없고 해명, 설명, 예측 둥 다양한 관점에서 복합적으로 파악되어야 한다고 주장한다. 특히 사건 수준의 인과는 속성 수준의 인과에 개념적으로 의존하는 관계를 주목한다.

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A Study on the Spatial Characteristics of Modern Architecture found from the Olin Library Competition - Focused on the Local Order and Morphological symbols - (올린 도서관 현상설계에서 나타난 근대건축의 공간적 특성에 관한 연구 - 장소적 질서와 형태적 상징을 중심으로 -)

  • Lim, Jong-Yup;Kim, Yun-Kyeom
    • Journal of the Korean Institute of Educational Facilities
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    • v.22 no.4
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    • pp.15-25
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    • 2015
  • The Olin Library in St. Louis was an important design competition for the United States in the 1950's, the rear of America's modern architecture. The participants of this competition were a variety of representative architects and groups of its time. With the library's functional rationality, the Olin Library competition was legible of the aspects of modern architectural flow. The competition required two demands. The first demand was absolute importance in character definition of place, which was to satisfy the site conditions approached from campus design. Secondly was related to interpretation of morphological symbolism in an architectural matter. The experiments of American modern architecture started to change its ideal goal gradually ; accommodating the altering public's code, at the same time, maintaining the original modern value was the reason to changing the ideal goal. As a turning point, the Olin Library should be understood as an important work, which divulged the value change of architectural interpretation.

Self-refutation arguments against eliminativism (제거주의의 자기반박성)

  • Park, Joon-ho
    • Journal of Korean Philosophical Society
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    • v.116
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    • pp.133-154
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    • 2010
  • Eliminativist about mentality want to throw out propositional attitude. In this respect, according to R. G. Swinburne, Lynne R. Baker, this theory seems to be self refuting. But it is not so clear enough in what sense eliminativism is self refuting. There are several construals of self-refutation argument against eliminativism. Among them, Patricia Churchland's simple version is defended here. For doing this, we need to analyze William Ramsey's reconstruction of self- refutation argument and J. L. Mackie's famous concept of self-refutation. As a result of this analysis, we can understand most self-refutation arguments against eliminativism don't succeed to defeat eliminativism with this argument.

Film: Ending of a Story and an Open Ending (영화, 이야기의 결말과 열린 결말)

  • Kim, Sam-Ryeok
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.47-53
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    • 2019
  • This study is an analysis of endings of films and open endings. Particularly, the key of this study is the investigation of the definition and interpretation of open endings. For this purpose, the 'ending' was defined first, and subsequently, endings were divided into 'closed' and 'open' endings with a goal pursuit model of David Howard and Robert McKee. Thus, it was found in this study that the thoughts of an audience as well as the intention of a creator are crucial in defining an ending. Although a story is designed by a creator, its interpretation is at the disposal of an audience in the end, and the audience may take an ending differently depending on their value system or interest in the story, which eventually leads to their own definition of the ending. For sure, a traditional fact is that most of films including those mentioned to have open endings have closed endings, and such a structure of stories will not change significantly in the future. However, the ending of a film designed to have a closed ending may be changed to be open ended depending on the intention of a creator or the thoughts of an audience, and furthermore, the intention of an open ending may not be readily accepted by an audience.

Analysis of conflict intensity and VST factor In the Animation conflict scene (애니메이션 갈등장면에서의 갈등강도와 VST요소 분석)

  • Lee, Tae Rin;Chen, Danni;Wang, YuChao;Kim, Jae Ho
    • Korea Science and Art Forum
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    • v.29
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    • pp.279-292
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    • 2017
  • This study was started by recognizing that visual storytelling(VST) is an important factor that determines the success of the work. The goal of this study is to analyze the VST study approaching from the narrative and visual dimension by analyzing the conflict intensity and VST factor. Therefore, in this paper, we analyzed the conflicts of the theater animation(4) that succeeded in the worldwide success and attempted the VST interpretation by approaching it technically. The results and contents of the study are as follows. Firstly, based on the narrative theory of Sung bong-Sun and Robert McKee, we classified the conflict scenes and found the kinds of conflicts. In addition, based on the 5B model, a total of 108 conflict shots were extracted. Secondly, through expert experiment, we found the conflict intensity of conflict shots. Thirdly, the visual elements of fifteen significant conflicts were extracted from internal and super individual conflicts. Fourth, as a result of the experiment, it was confirmed that the reliability of the visual elements in the inner and super personal conflicts was in the range of 100-83.33%, and the frequency of usage was found to be widely distributed in 5.88-70.59% and 5-70%. This means that the VST expression, which relied on the sense of the artist, can be engineered. Finally, I expect that it will be the basis of the development of the VST Tool which can predict the conflict expression of the work in the animation pre - production stage successfully.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.