• Title/Summary/Keyword: 암묵적 프레임

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흄의 원리와 암묵적 정의

  • Choi, Won-Bae
    • Korean Journal of Logic
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    • v.10 no.2
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    • pp.23-46
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    • 2007
  • 이 논문의 목적은 "왜 프레게는 공리 V 대신 흄의 원리를 기본 원리로 삼지 않았을까?"라는 물음에 답하는 데 있다. 이 물음은 프레게 철학의 해석에 관한 물음이기도 하지만, 최근의 새로운 논리주의의 기획이 정당한가를 묻는 물음이 기도 하다. 이 물음에 답하기 위해, 나는 프레게 철학의 틀 안에서 흄의 원리를 공리로 삼는 방안과 정의로 삼는 방안을 차례로 살펴보았다. 우리 논의를 통해 흄의 원리를 공리로 간주하는 방안은 프레게의 논리주의 기획이나 공리관과 어울리지 않으며, 그것을 정의로 간주하는 방안 또한 그의 정의관과 어울리지 않는다는 점을 밝힌다. 나아가 흄의 원리를 기수 개념의 암묵적 정의로 간주하려는 시도가 해결해야 할 문제가 어떤 것인지를 규명하였다.

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The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.

The Point of View and Frame in The VR Movie-Focusing on (VR 영화의 시점과 프레임-VR단편영화<동두천>을 중심으로)

  • Kim, Seonah
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.518-529
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    • 2020
  • is a VR short documentary based on a real case of a Korean female sex worker Yoon Geum-yi who was killed by the US military in 1992. This study examines the mix of the first person point of view and the application of the second cadre added in the implicit frame shown in . With the development of VR technology and deepening the understanding of Virtual Cinematography, storytelling of VR films will also become diverse and interesting.

The effect of media modality and the valence of risk messages on affective risk perception and behavioral intention (미디어 형식과 위험 메시지 구성이 감정적 위험인식과 행위의도에 미치는 영향)

  • Lee, Jae-Shin
    • Korean Journal of Cognitive Science
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    • v.23 no.4
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    • pp.457-485
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    • 2012
  • The current study explores how media modality and message frame interact to form individuals' affective risk perception and behavioral intention. Specifically, participants were exposed to positive and negative messages on irradiated foods in text, audio, and audio/video formats and their affective risk perception and purchase intention were measured. Results indicate that individuals' affective risk perception and purchase intention were influenced by media modality and message frame. The significant interaction effects between the two variables were also observed. The results indicate that the appropriate media modality should be carefully selected based on the message content for effective risk communication.

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Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Study on the Cause of Generalized Quadrangle Frame in Comics (만화에서 사각형 칸의 일반화 원인에 대한 분석)

  • Kim, Jony
    • Cartoon and Animation Studies
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    • s.23
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    • pp.51-66
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    • 2011
  • Rodolphe Toepfer invented cartoon frames and following cartoonists developed this idea. But cartoon frames defineed before in historical documens and artifacts give a hint of the structure of a cartoon frame. In historical documents and artifacts show various form of the quadrangle frames. Now we see the cartoon frame is a result of historical things. Artists input in the framework, dubbed as a cartoon frame, all kinds of icons that belong to cartoon's language. Readers accept messages that artists want to say by considering this formation. Although cartoon frames are similar to camera frames they are more flexible than other general frames. By this flexibility, different shapes of frame influence reader's experiences. Applying these various cartoon frames extends function of framework. And if used by many cartoonists, you gradually get a rule. A time-tested rule standardizes it. In theory, shapes of frame are changeable in many ways. But frequently used frames are standardized in just one formation. In the process, I think it is a tacit rule of human lifestyle. That is a quadrangle. Why is the quadrangle chosen by a long term polished rule of frame? This study is to realise why a quadrangle form is used and its relation to human lifestyle.

A Framework for Knowledge Propagation Analysis using Social Network (사회연결망을 이용한 지식전파 분석의 프레임워크)

  • Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.6
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    • pp.97-106
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    • 2014
  • A company regards knowledge shared and used within a corporate organization as intellectual capital linked to corporate competences. A great deal of research has been conducted in the past to identify knowledge sharing among knowledge workers. Some papers focus on information technology for automated, efficient, and explicit knowledge sharing. Other papers emphasize the role of social networks to identify the flow of tacit knowledge. Though the role of CoP(Community of Practice) is emphasized to facilitate knowledge management among workers, it is not an easy task to identify the potential members of CoP without voluntary participation of the workers. In this study we adopt a social network approach to analyze knowledge propagation and to identify the potential members of CoP. We suggest a framework for classifying knowledge workers and the result of feasibility study.

Development of BSKT For Cultivating Tacit Knowledge Transfer (암묵지전이 활성화를 위한 BSKT(Brokering Systems for tacit Knowledge Transfer)개발)

  • Hong, Jong-Yi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.1
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    • pp.39-48
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    • 2016
  • The tacit knowledge transfer cultivate the value and mount of tacit knowledge. The tacit knowledge transfer plays the most important role for improving the competitiveness of the organization. Despite the tacit knowledge transfer is very important, the research related with tacit knowledge transfer has not been actively carried out. The barriers to tacit knowledge transfer interfere with the tacit knowledge transfer. The barriers to tacit knowledge transfer are lack of understanding knowledge experts, heavy over-work, insufficient compensation, trust shortage and knowledge stickiness. In order to overcome the barrier of the tacit knowledge transfer, it is necessary to promote knowledge broker. The knowledge broker is the foundation for the tacit knowledge transfer and the critical success factor for efficient tacit knowledge transfer. However, most research related on the knowledge broker had focused on the degree, centrality and density of the knowledge network. The framework is needed to performance indicator for diagnosing the tacit knowledge transfer. Therefore, we suggest the knowledge broker framework based on the social network analysis.

Framework for Technology Valuation of Early Stage Technologies (초기단계 기술의 가치평가 방법론 적용 프레임워크)

  • Park, Hyun-Woo;Lee, Jong-Taik
    • Journal of Korea Technology Innovation Society
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    • v.15 no.2
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    • pp.242-261
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    • 2012
  • Early stages of technology valuation have been often overlooked or under-represented. The early stage technologies are even riskier due to their inadequacy of commercial development and market applicability. More than 95% of patents fail to earn any revenues so that the majority of patents were valueless. Technology transfers from laboratories at universities and research institutes to industrial firms have increased to acquire value from invented technologies. Technology transfer, a process of transferring discoveries and innovations resulted from research to commercial sectors, typically comprises several steps: disclosing the discoveries and innovations, i.e., intellectual property (IP), evaluating the IP's economic prospects, securing a patent, copyright or trademark for the IP, commercializing the technology through licensing, forming a joint venture, or selling. At each of those stages in the research and development of technology, the value of technology would play a very important role of making decision on the movement toward the next step, however, the financial value of technology is not easy to determine due to a great amount of uncertainty in the course of research and development, and commercialization. This paper refers to technology embodied as devices, equipment, software or processes primarily developed at public research institutions such as universities. Sometimes it is also as the result of externally financed projects contracted with industry. Nearly always technology developed at public research entities results in laboratory prototypes. When it is required to define the technology transfer contract terms for the license of the university patrimonial rights to external funding companies or other interested parties, a question arises: what is the monetary value? In this paper, we present a method for technology valuation based on the identification of specific value points related to its development. The final technology value must be within previously defined value limits. This paper consists of the review of issues related to technology transfer and commercialization, the identification of characteristics of technologies in the early stage of technology development, the formulation of framework of methods to value the early stage technologies, and the conclusion and implication of the previous review.

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