• Title/Summary/Keyword: 세계관

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Plato's Concept of in Timaeus (플라톤의 'nous'개념 - 「티마이오스」 편을 중심으로 -)

  • Kim, Youn-dong
    • Journal of Korean Philosophical Society
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    • v.137
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    • pp.109-130
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    • 2016
  • Plato learned of teleology from his teacher Socrates and expanded it to its application in cosmology. His cosmological work Timaeus was the final edition of teleological view. The motive that Demiurge created the cosmos was in resemblance of his goodness. He then modeled the idea of the Good imposing limit to the Forms of Good in a material world. In this sense, Demiurge was an excellent creator and created the Good cosmos. The cosmic body was made from four elements (water, fire, air, earth) and the cosmic soul entered the cosmic body and the cosmic intelligence (nous) entered the cosmic soul. According to these steps, this cosmos was created and named a living god. In conclusion, Plato asserts that this cosmos was created by God's teleological project, and resembles the goodness of a god. When man followed the order and balance in the cosmos, the good of the individual and the state would be accomplished.

Characteristic of cultivating theory in fables of Sam Guk Yu Sa(三國遺事; The Heritage of the Three States) reflected to "Experience-Learning" theory - In the central figure of Three Fables with Naksan temple, Bunhwang temple, and Geumsan temple ('경험-학습' 이론에 비추어 본 『삼국유사』 설화의 수양론적 특징 - 낙산사·분황사·금산사에 얽힌 세 설화를 중심으로 -)

  • Choi, Seung Hyun;Kim, Young Hoon;Shin, Chang Ho
    • The Journal of Korean Philosophical History
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    • no.32
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    • pp.371-394
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    • 2011
  • Buddhism have affected Korea traditional education very much. Sam Guk Yu Sa is a book which includes the public disposition grounded on world view of Buddhism. In the wide scope, the public disposition relates to their cultivating education. This paper reviewed cultivating education grounded on John Dewey "experience-learning" model about the Buddhistic public disposition appearing in Sam Guk Yu Sa. "Meaning-experience" as "adult-becoming" appearing in Sam Guk Yu Sa shows a strong characteristic of cultivating education when we see on a creative horizon in the Buddhistic world. Dewey-Deleuze's cultivating education which modernizes the theory of John Dewey meets at the place of the public disposition and three fables of Sam Guk Yu Sa grounded on the Buddhistic world. This could open possibility to interpret the cultivating theory of Korea traditional thought and western educational theory with interdigitation. Fables of Sam Guk Yu Sa dealt with growth and maturity of the public from Buddhist monk to folk wishes to achieve Bulgukto(佛國土; the land with Buddha) through the process of cultivating education which leads to "impulse-observation-knowledge-determination." In these series of process for "adult-becoming," life itself possesses characteristic of cultivating theory. In this respect, fables of Sam Guk Yu Sa shows Korea traditional cultivating theory and can be a role of a discourse book for cultivating educational theory which could relate to western educational theory.

The Study on the meaning of laughter in Korean Mask Play (민속극에서 웃음의 의미 연구 - 영남지역 민속극을 중심으로)

  • Sim, SangGyo
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.291-319
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    • 2021
  • In this paper, I looked for the parts where laughter appeared in the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother of Tongyeong Ogwangdae and Dongrae Yaryu, and investigated the meaning of those parts. Laughter in mask play has made him more tolerant of human injustice and foolishness. I softened the critical content and naturally revealed what I thought should be hidden. Through a short and noisy plot, the opposing forces, the inner conflict of the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother were shown in a realistic and realistic way. The worldview that creates the structure of realism is typically skeptical and ironic, and the worldview that creates the comical structure related to laughter aims for the ultimate emergence of a new order based on unity and harmony. Masking is thought to be a work in the stage of moving from the latter to the former. Therefore, it is judged that laughter in mask play served as an important medium for Korean art thought to have a realist view of the world. This is because various expression methods that induce laughter are working to reveal negativity, reveal the illusion of contemporary values, and naturally expose restraint and taboo suppression. In laughter, there is a path that transforms perception by fusing several elements. There was realism at the end of the pathway to new perception.

조선시대 읍치 경관 독해

  • 김덕현
    • Proceedings of the KGS Conference
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    • 2003.11a
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    • pp.157-162
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    • 2003
  • 읍치 경관이란 조선시대 관아가 있던 지방 행정 중심지 읍의 경관이다. 우리는 조선시대가 추구했던 세계관과 사회질서, 그리고 인간과 자연간의 관계가 어떠해야 한다는 것이 조선시대 읍치 경관에 명시적으로, 때로는 함축적 상징적으로 표현되어 있다고 보고 그 의미를 해독하고자 한다. 읍치의 경관과 경관 요소, 즉 입지와 주위 산과 하천의 조화, 그리고 숲을 중심으로 한 반 인공적 환경구성, 그리고 관아 건물 둥 주요 시설의 구축과 배열 및 제사 시설의 공간 분포 등은 동일한 군ㆍ현이 하나도 없을 만큼 고유하다. (중략)

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인간 중심에서 자연 중심으로 -인간의 작은 움직임도 오염이다-

  • 진정식
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.503-504
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    • 2003
  • 새가 날고 싶은 곳으로 나는 것처럼 사회적 제도나 규범, 예술적 범례(paradigm)를 넘어 예술사회에서 인정받지 못한다고 하더라도 나 자신이 자아도취라도 된 작품을 하고 싶다. 물론 예술 사회의 인정도 받고 자연생태계의 무공해적 균형과 조화된 것이라면 더욱 이상적이겠다. 인간중심적 세계관은 환경파괴의 기초사상이다. 나 중심일 때 사회가 파괴되고 인간이란 동물이 지구상의 모든 생물의 중심이라고 생각할 때 자연생태계는 파괴된다. 이러한 의미에서 자연 중심적 사고방식을 기초로 자연적인 재료와 방법으로 무공해적 작품을 하는 것이 나의 목표이자 내 작품의 주제이다.

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A heterogeneous Simulation Environment Based on DEVS Formalism and High Level Architecture (DEVSim-HLA: DEVS 형식론과 High Level Architecture에 기반을 둔 이 기종 시뮬레이션 환경)

  • 김용재
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.03a
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    • pp.38-42
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    • 1998
  • 본 논문에서는 DEVS 형식론과 High Level Architecture에 기반을 둔 이 기종 시뮬레이션 환경의 구축에 대해 기술한다. DEVS 형식론은 여러 가지 방법으로 기술된 모델들을 동일한 형식론으로 간주하기 위해 사용되었다. 즉, 이산사건 모델링을 위한 세가지 세계관(world view)으로 기술된 시뮬레이션 모델들을 DEVS 형식론으로의 변환을 통해 전체적으로는 DEVS 형식론만을 사용한 것과 동일한 형태로 표현되도록 하였다. High Level Architecture는 시뮬레이션 수행시의 상호 연동성을 보장하기 위해 사용되었다. 이때, DEVS 형식론과 High Level Architecture에서의 시뮬레이션 시간 진행 방법이 다르기 때문에 이의 해결을 Synchronizer, EOS 방법을 제안하였다.

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A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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Studies on Shamanistic Symbols in Kim Ki-Duk's Film (김기덕 영화에 나타나는 무속적 상징에 관한 연구)

  • Kim, Byoung-Sun;Han, Hye-Mi
    • Korean journal of communication and information
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    • v.50
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    • pp.94-120
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    • 2010
  • This Studies interpret Kim Ki-duk's film in terms of shamanistic world views. In this studies, the ritual properties of Kim Ki-duk's film were trying to reveal. To do this, Kim Ki-duk's entire 14 works were analysed. Specifically, shamanistic characters, their actions, themes, ways of storytelling, mis-en-scenes, and visual settings were focused on. The results show, fantastic and ritual properties were represented directly and the very archetypes of Korean cultural shamanistic symbols were embedded in his films. Shamanistic symbols and narratives in Kim Ki-duk's films were related to the main themes of harmony between suppressing men and suffered women. This symbols and narratives could be interpreted through the sacrifices of characters, exorcistic behaviors, expressions of death etc. In the long run, as visionary or anti-realistic author, Kim Ki-duk has been performing shamanistic ceremonies(in Korean "Gut") with his whole works. With these findings, processes from preparations to completions of Gut-Pan (Shamanistic ceremony) in Kim Ki-Duk's works were tried to reconstruct.

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A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

A study on the semi-public space and spatial hierarchy understood from the viewpoint of new paradigm (뉴 패러다임 관점에서 해석한 공간의 위계구조와 준공적 공간에 관한 연구)

  • 신문영
    • Archives of design research
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    • no.16
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    • pp.27-38
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    • 1996
  • Environmental design is the process of creating and suggesting a new culture retlectmg the spirits and scientific know ledges of an age, so il is important for a designer, who deals environment, to perceive the present trend of science, The goal of this study is to suggest a way to recover the vanishing image in current urban environment from the viewpoint of changing world-view, The process of this study is as follows. 1. According to spatial hierarchy, the role of each space and the importance of each space in correlation with human are considered. 2. The method to undersk, nd the space from the viewpoint of new paradigm and the direction of environmental design's access are suggested. 3. The notion that introduction of semi public space In urban environment is consistent with new paradigm is demonstrated and the semi public space's role of stimulation of urban activity is emphasized. The result of this study shows a possibility that semi public space, introduced by understanding of a space on the basis of new paradigm, expands the territory of life and overcomes tile negative environmental problem like disorder, increase of entropy.

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