• Title/Summary/Keyword: 세계관

Search Result 300, Processing Time 0.028 seconds

Proposal Strategy and Establishment Process of a New Scientific Theory Examined through the Theory of Continental Drift (대륙이동설을 통해 살펴본 새로운 과학이론의 제안전략과 확립과정)

  • Jun-Young Oh;Eun-Ju Lee
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.17 no.1
    • /
    • pp.20-33
    • /
    • 2024
  • The purpose of this study is to examine the scientific activities of scientists justifying Wegener's continental drift in the 20th century, which is explained as a revolutionary process in earth science, and methodologically analyze the strategy of proposing new scientific theories and how the process of theory selection is carried out. Previously, the Earth was a static model and only the vertical movement of the crust was considered. However, the theory of continental drift proposed horizontal movement of the crust as a dynamic model of the Earth, eliminating numerous problems. Therefore, this study seeks to explore the rational activities of numerous scientists until the current plate tectonics theory was formed. Additionally, the theory of continental drift is in conflict with the theory of Earth shrinkage, which is an existing static model. In other words, it deviates from the existing mechanistic world view by presenting a dynamic model in which the Earth is created and changes, as opposed to a static model in which the Earth is already completed, fixed, and unchanged. As a result, old geology was weakened and new geophysics was born. The theory of continental drift and continued exploration by subsequent generations of scholars brought about a revolution in earth science. This can be said to be a good subject of investigation as educational material for various methodologies for students in earth science education, and as educational material for changing students' worldview.

A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
    • /
    • v.9 no.2
    • /
    • pp.317-323
    • /
    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

  • PDF

A study of Artificial Life Art as Behavior-oriented Art (행동 지향적 예술로서의 인공생명 아트 연구)

  • Park, Nam-Sik;Jung, Moon-Ryul
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1081-1086
    • /
    • 2009
  • 기술의 발전은 사회에 많은 변화를 일으키고 있다. 또한 기술의 발전은 예술 영역에 있어서도 형식과 내용에 많은 변화와 영향을 주고 있다. 컴퓨터 아트, 인터액티브 아트, 뉴 미디어 아트라고 불리는 새로운 예술 장르들이 탄생하였으며 예술가들은 다양한 기술과 접목하여 새로운 작품을 만들어 내고 있다. 뉴 미디어 아트의 중요한 특징 중 하나는 상호작용성인데 이것은 예술작품, 예술가, 그리고 관람자의 수용방식에 결정적인 변화를 가져왔다. 즉 뉴미디어 아트서의 예술작품은 완성태가 아닌 과정(process)으로 주어지고, 예술가는 작업의 초안자 또는 작업의 맥락을 규정하는 자로 규정되며, 작품과 관람자간의 상호작용이 무엇보다 강조된다. 그러나 기존의 뉴 미디어 작품에서 일어나는 상호작용성은 미리 계산된 범위 안에서 일어나는 제약이 있기에 진정한 상호작용성이라고 보기 힘들다는 비판도 있다. 이런 상호작용성은 공학적 세계관에 갇힌 닫힌 시스템으로서의 상호작용성이라고 말하며 미적인 상호 작용성의 도구로서 열린 시스템으로서의 새로운 작품의 필요성을 제시한 예술가들이 있다. 본 논문은 이러한 예술가들의 발자취를 따라 더 본질적인 미학적 상호작용성에 대한 고민과 함께 그에 따른 새로운 상호작용적 예술인 행동지향적 예술로서 인공지능, 인공생명 아트에 대하여 살펴보고자 한다.

  • PDF

A Study on the Occupational Awareness by the Visual Designers in Korea-Focused on college graduated Designer's Level- (국내시각디자이너의 직업의식에 관한 조사연구-대학졸업자 디자이너를 중심으로-)

  • 김광현
    • Archives of design research
    • /
    • v.20
    • /
    • pp.13-22
    • /
    • 1997
  • The formation of design in Korea and the consensus on it's necessity began in 1960's. Industrial design started to be realistically recognized and formed with the establishment of The Korea Industrial & Packaging Design Center. Later on, the industrialization in 1970s has contributed to industrial design campaigns. Now industrial design in Korea shows almost 50-year-long history respectively, and the nation's GNP soars over $ 10, 000. This study focuses on the promotion of effective advances in graphic design, which is said to be most essential in the industry. For this, graphic designer's view on their occupation and the world with their anticipation towards further development of graphic design has been discussed.

  • PDF

Culture Contents Adaptational Aspects of Jeju Myth "Chasabonpuri" (제주신화 <차사본풀이>의 문화콘텐츠 변용 양상)

  • Kim, Jin-Chul
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.8
    • /
    • pp.85-95
    • /
    • 2015
  • This study examined adaptational aspects by analyzing culture contents, which use Jeju myth "Chasabonpuri" as a writing material. "Chasabonpuri" has a heroic narration of Ganglim, who becomes the grim reaper by solving the serious problem through a journey to the world beyond. Also, it has a value as an archetypal narration because of its reflection on Korean world view of afterlife. Culture contents, which use "Chasabonpuri" as a writing material, have features of 'accurate reproduction of heroic narration' (Ganglim who becomes the grim reaper), 'tragic conversion of narration through humanization' (The way home), 'extension of narration through merging with traditional and modern elements'(Together with God), 'Unique view of the world that reflects the contemporary trend' (Ghost Messenger).

The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.13-24
    • /
    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

  • PDF

Structural Characteristics of the Mongolian Costume called YosunOja - Focus on the Medieval Finds from the Tomb Minshui, Neimenggu - (몽골 요선오자의 구조적 특징 - 내몽골 명수묘 출토 요선오자를 중심으로 -)

  • Kim Moon-Sook
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.6 no.3
    • /
    • pp.9-18
    • /
    • 2004
  • This study focuses on the medieval Mongol costume called YosunOja. This dress consists of a blouse and a skirt, and some lines on the waist part. The purpose of the study is to analyse the structural characteristics of this costume, especially on the medieval remains from the tomb Mingshui in the district of Neimenggu. It can be analysed that this costume has three structural characteristics, which are the functional structure, sumptuous one, and the idea of Buddhism. The functional structure consists of the style with a blouse and a skirt, which gives enough surplus for the movement, the back-slash for the ease of the riding, and the dart in the front line which eliminates unnecessary surplus. The sumptuous structure is the many lines of the waist which show the maximization of the decoration, the extraordinary long sleeves, and the use of the expensive gold brocade which shows the wealth of the dresser. And also, the cutting of the fabric into the numerous segment may mean the medieval Mongols believed in Buddhism.

  • PDF

What makes us to be crazy about digital games? - A Philosophical Concern on the Nature of GameWorld and Its Members- (왜 게임은 우리를 미치게 만드는가? -게임세계의 본성에 대한 철학적 분석-)

  • Yoh, Myeung-Sook
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.684-691
    • /
    • 2006
  • 컴퓨터 게임은 이미 전세계적으로 가장 영향력 있는 엔터테인먼트 장르로서 자리잡아가고 있고, 우리나라에서도 차세대 성장동력산업의 핵심으로 간주하여 막대한 투자가 이루어지고 있지만, 어느 산업보다도 정책적 일관성을 유지하기 어렵고 일반인들의 정서적 공감대를 얻어내기 어려운 실정이다. 그 이유는 아직 게임행위와 그로 인한 결과물들에 대한 견실한 가치론이 구축되지 못했기 때문인데, 더 근원적으로는 제반 디지털 문화현상과 양립 가능한 세계관과 인간관의 기초개념이 정립되지 못했기 때문이라고 볼 수 있다. 바야흐로 게임의 철학이 요청되는 시점이다. 본 논문은 이러한 상황인식하에, 우리나라 디지털문화에 내재된 이중규범과 존재론적 전제의 오류들을 검토하고, 계산주의(Computationalism)와 가상실재론(Virtual Realism)이라는 이론적 맥락을 토대로 온라인 게임, 가상현실 그리고 현실이 일관되게 상호작용하는 구조를 밝히고자 한다. 그러한 과정에서 게임 폐인과 스타 게이머의 간극, 아이템 현금거래의 정당성, 인기있는 게임의 철학적 이유, 게임 심의규정의 현실 적합성 등에 대한 논의가 이루어질 것이며, 궁극적으로 게임은 단순한 엔터테인먼트 매체가 아니라 그 자체로서 '생활양식(form of life)'이기 때문에 어느 관공서의 표어처럼 말 그대로 "게임으로 하나되는 세상"이 가능하다는 결론에 이르게 될 것이다.

  • PDF

A Study on the Cartoon Style in Digital Game (디지털 게임에 나타나는 만화적 표현양식 연구)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.25-35
    • /
    • 2011
  • This study finds out the types and meanings of the cartoon style in digital game. First, this study suggests two types, visual sign and aural sign. The cartoon style of visual sign signify denotative means, that helps user's instant gaming experience. Meanwhile the cartoon style of aural sign strengthens user's identity and immersion. Also it delivers background story of the game. These significations implies the semiological meanings of the cartoon style in digital game, and this study comprehensively handles aspects of the user experience in gaming world, too.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.3
    • /
    • pp.118-126
    • /
    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.