• Title/Summary/Keyword: 프레게

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수 미결정성, 동일성 기준 그리고 종

  • Gwon, Byeong-Jin
    • Korean Journal of Logic
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    • v.7 no.1
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    • pp.101-117
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    • 2004
  • 베나세라프는, 프레게의 플라톤주의를 비판하기 위하여 서로 다른 집합 순서열들이 수 순서열로 간주될 수 있다는 수 미결정성 논제를 주장한다. 이에 대하여 신프레게주의자인 헤일은 수 미결정성 논제를 정면으로 부정하는 논증을 제시하였다. 본 논문에서 필자는 헤일의 논증에서 핵심적인 역할을 하는 형이상학적 원리가 수용되기 어려운 것임을 보이고자 한다.

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Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.51-60
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    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

Frege's Critiques of Cantor - Mathematical Practices and Applications of Mathematics (프레게의 칸토르 비판 - 수학적 실천과 수학의 적용)

  • Park, Jun-Yong
    • Journal for History of Mathematics
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    • v.22 no.3
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    • pp.1-30
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    • 2009
  • Frege's logicism has been frequently regarded as a development in number theory which succeeded to the so called arithmetization of analysis in the late 19th century. But it is not easy for us to accept this opinion if we carefully examine his actual works on real analysis. So it has been often argued that his logicism was just a philosophical program which had not contact with any contemporary mathematical practices. In this paper I will show that these two opinions are all ill-founded ones which are due to the misunderstanding of the theoretical place of Frege's logicism in the context of contemporary mathematical practices. Firstly, I will carefully examine Cantorian definition of real numbers and Frege's critiques of it. On the basis of this, I will show that Frege's aim was to produce the purely logical definition of ratios of quantities. Secondly, I will consider the mathematical background of Frege's logicism. On the basis of this, I will show that his standpoint in real analysis was much subtler than what we used to expect. On the one hand, unlike Weierstrass and Cantor, Frege wanted to get such real analysis that could be universally applicable. On the other hand, unlike most mathematicians who insisted on the traditional conceptions, he would not depend upon any geometrical considerations in establishing real analysis. Thirdly, I will argue that Frege regarded these two aspects - the independence from geometry and the universal applicability - as those which characterized logic itself and, by logicism, arithmetic itself. And I will show that his conception of real numbers as ratios of quantities stemmed from his methodological maxim according to which the nature of numbers should be explained by the common roles they played in various contexts to which they applied, and that he thought that the universal applicability of numbers could not be adequately explicated without such an explanation.

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A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment (게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.77-88
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    • 2020
  • Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

Comparing Performance between OpenGL and Unity 3D on Desktop Environment (데스크탑에서의 OpenGL과 Unity 3D간의 성능 비교)

  • Kim, Min-Sang;Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1017-1019
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    • 2017
  • 데스크탑 성능의 상향과, 그래픽 소프트웨어의 발전으로 더욱 현실적이고 자연스러운 컴퓨터 그래픽을 지원하는 게임에 대한 수요가 증가하고 있다. 3D 게임 내에서 사용자들의 게임 수행 능력과 컴퓨터 그래픽의 자연스러움은 초당 프레임 수(FPS)에 비례하므로, 더 높은 초당 프레임 수를 보장한다면 발전된 게임 수행 능력을 기대할 수 있다. 따라서 본 논문에서는 크로스 플랫폼을 지원하는 대표적인 게임 엔진인 Unity 3D와 오픈 그래픽 라이브러리인 OpenGL 간의 초당 프레임 수를 비교한다. 이를 바탕으로 추후 3D 물체에 대한 자연스러운 움직임에 대한 연구를 수행할 수 있을 것으로 예상한다.

On the Concept of Identity in the Tractatus (『논리-철학 논고』의 동일성 개념에 관하여)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.19 no.2
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    • pp.253-293
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    • 2016
  • In Wittgenstein's Tractatus, the concept of 'identity' gives rise to several puzzles as follows. What is an equation(Gleichung) in the Tractatus? Is an equation identical with so called an identity statement? Frege asserts that identity is not a relation between signs but one between objects or of a thing to itself. Then how does Wittgenstein criticize this Frege's conception? Furthermore Wittgenstein explicitly criticizes about Russell's definition of identity. Then What is the point of such Wittgenstein's critique? In a nutshell, what is early Wittgenstein's idea on the nature of identity? In this paper, I will endeavor to answer these questions.

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스트레인게이지를 이용한 고속화차 대차프레임의 정하중시험 및 진동가속도 측정시험

  • 홍재성;함영삼;백영남
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.05a
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    • pp.114-114
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    • 2004
  • 주)태양금속에서 고속화차 용접구조형 대차를 채택하여 화차론 제작하였는데 한국철도기술연구원에서는 대차의 구조강도론 검증하기 위해 구조해석을 시행한 후 스트레인게이지를 실재 대차에 장착하여 정하중 시험을 시행하였고 또한 진동가속도계를 차체 및 대차프레임에 장착하여 주행안전성과 관련된 진동성능시험을 시행하였다. 본 논문은 새로 개발된 용접구조형 대차 및 이를 장착한 화차에 대해 대차프레임의 강도 검증과 화차의 안정성 여부를 판단하기 위한 시험을 시행한 결과에 대한 내용이다.(중략)

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Puzzles of Propositional Attitudes: Zalta's Eclectic Solution (명제 태도의 퍼즐들: Zalta의 타협안)

  • Park, Woo-Suk
    • Annual Conference on Human and Language Technology
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    • 1994.11a
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    • pp.70-81
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    • 1994
  • 뜻 (sense)과 지시체의 구별을 근간으로 하는 프레게류 의미론에 의하면, 같은 지시체를 갖는 이름들의 인지적 의미는 서로 다를 수 있다. 그 반면, 프레게의 뜻을 어떤 이름의 지시체를 결정함에 있어 매개적인 역할을 하는 존재자라 보고 단호히 거부하는 소위 직접 지칭론자들은 문맥에 관계없이 같은 지시체를 갖는 이름들은 동일한 인지적 의미를 갖는다고 주장한다. 그러나 일단 뜻을 배척하고나면, 명제 태도 문맥에서 왜 같은 지시체를 갖는 이름들이 대치될 수 없는지를 설명하기가 어렵고, 따라서 명제 태도의 퍼즐들은 직접 지칭론의 아킬레스건이 되어 왔다. 최근 Zalta는 다소의 수정을 통해 프레게와 직접 지칭론자 양자의 중요한 통찰들을 희생하지 않으면서 양자의 관점을 종합하는 것이 가능하며, 실제로 자신의 해결책은 명제 태도의 퍼즐들을 훌륭하게 해결해 준다고 주장한다. 본 논문은 Zalta의 절충안을 비판적으로 검토함으로써 선결되어야 할 쟁점들을 부각시키고자 한다.

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An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.