• Title/Summary/Keyword: 순간적인 거짓말

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A Study of Inducing spontaneous deceptive behavior in virtual environment (가상현실공간에서의 순간적 거짓행동 유발연구)

  • Jung, Kyu-Hee;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.125-129
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    • 2008
  • Lying has been such a wrong act in human society, but at the same time we are perpetrating lying surprisingly often in the interpersonal situation. Like this, between what we think and what we do about telling lie is pretty different, and these differences are came from ambivalent attitudes stemmed from different sources which is divided into the implicit and the explicit attitude. We find manipulative liars by simulated racing task by using virtual environment. Implicit Association Test was applied to them to see implicit beliefs, and used self-reported questionnaires to identify explicit attitude about lying. As a result they could manipulate the explicit measures but could not maneuver their own implicit attraction to lie Liars' deceptive behaviors usually occur in subtle and covert way so that it has been hard to notice and to know what lead them to lie. However, as we know those spontaneous process is linked with deception, triggering them lie, it became no more veiled, unpredictable actions.

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Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.