• Title/Summary/Keyword: Imagination

Search Result 713, Processing Time 0.026 seconds

Thought Experiments: on the Working Imagination and its Limitation (사고실험 - 상상의 작용과 한도에 대해)

  • Hwang, Hee-sook
    • Journal of Korean Philosophical Society
    • /
    • v.146
    • /
    • pp.307-328
    • /
    • 2018
  • The use of thought experiments has a long history in many disciplines including science. In the field of philosophy, thought experiments have frequently appeared in the pre-existing literature on the contemporary Analytic Philosophy. A thought experiment refers to a synthetic environment where the designer of the experiment-with his or her intuition and imagination-tests common-sense knowledge. It can be understood as a conceptual tool for testing the validity of the common understanding of an issue or a phenomenon. However, we are not certain about the usefulness or efficacy of a thought experiment in knowledge production. The design of a thought experiment is meant to lure readers into believing as intended by the experiment itself. Thus, regardless of the purpose of a thought experiment, many readers who encounter the experiment could feel deceived. In this paper, to analyze the logic of thought experiments and to seek the source of uneasiness the readers and critics may feel about thought experiments, I draw lessons from three renowned thought-experiments: Thomson's 'ailing violinist', Putnam's 'brain in a vat', and Searle's 'Chinese room'. Imaginative thought experiments are usually constructed around a gap between the reality and the knowledge/information at hand. From the three experiments, several lessons can be learned. First, the evidence of the existence of a gap provided via thought experiments can serve as arguments for counterfactual situations. At the same time, the credibility and efficacy of the thought experiments can be damaged as soon as the thought-experiments are carried out with inappropriate and/or murky directions regarding the procedures of the experiment or the background of the study. According to D. R. Hofstadter and D. C. Dennett(1981), the 'knob setting' in a thought experiment can be altered in the middle of a simulation of the experimental condition, and then the implications of the thought experiment change altogether, indicating that an entirely different conclusion can be deduced from thought experiment. Lastly, some pre-suppositions and bias of the experiment designers play a considerable role in the validity and the chances of success of a thought experiment; thus, it is recommended that the experiment-designers refrain from exercising too much of their imagination in order to avoid contaminating the design of the experiment and/or wrongly accepting preconceived/misguided conclusions.

Chronopolitics in the Cinematic Representations of "Comfort Women" (일본군 '위안부'의 영화적 기억과 크로노폴리틱스)

  • Park, Hyun-Seon
    • Journal of Popular Narrative
    • /
    • v.26 no.1
    • /
    • pp.175-209
    • /
    • 2020
  • This paper examines how the cinematic representation of the Japanese military "comfort women" stimulates 'imagination' in the realm of everyday life and in the memory of the masses, creating a common awareness and affect. The history of the Japanese military "comfort women" was hidden for a long time, and it was not until the 1990s that it entered the field of public recognition. Such a transition can be attributed to the external and internal chronopolitics that made possible the testimony of the victims and the discourse of the "comfort women" issue. It shows the peculiar status of the comfort women history as 'politics of time'. In the same vein, the cinematic representations of the Japanese military "comfort women" can be found in similar chronopolitics. The 'comfort women' films have shown the dual time frame of the continuity and discontinuity of the 'silence'. In Korean film history, the chronotope of the reproduction of "comfort women" can be divided into four phases: 1) the fictional representations of "comfort women" before the 1990s 2) documentaries in the late 1990s as the work of testimony and history writing, 3) melodramatic transformation in the feature films in the 2000s, and 4) the diffusion of media and categories. The purpose of this article is to focus on the first phase and the third phase in which the issue of 'comfort women' is represented in the category of popular fiction films. While the "comfort women" representations before 1990 were strictly adhering to the framework of commercial movies and pursued the sexual exploitation of "comfort women" history, the recent films since the 2000s are experimenting with various attempts in the style of popular imagination. Especially, the emergence of 'comfort women' feature films in the 2000s, such as Spirit's Homecoming, I Can Speak, and Herstory, raise various questions as to whether we are "properly" aware of issues and how to remember and present the "cultural memory" of comfort women. Also, focusing on the cinematic representation strategies of the 2000s "comfort women", this article discusses the popular politics of melodrama, the representation of victims and violence, and the feature of 'comfort women' as meta-memory. As a melodramatic imagination and meta-memory for the historical trauma, the "comfort women" drama shows the historical, political, and aesthetic gateways to which the "comfort women" problem must pass. As we have seen in recent fiction films, the issue of "comfort women" goes beyond transnational relations between Korea and Japan; it demands a postcolonial task to dismantle the old colonial structure and explores a transnational project in which women's movements and human rights movements are linked internationally.

The Accuracy Analysis of 3D Image Generation by Digital Photogrammetry (수치사진측량 기반 3차원영상생성 정확도 분석)

  • 강준묵;엄대용;임영빈
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
    • /
    • 2003.10a
    • /
    • pp.157-162
    • /
    • 2003
  • The 3D Image which embodies real object to 3D space of computer enables various geometrical analysis as well as visualization of complex 3D shape by giving sense for the real and cubic effect that can not be offered in 2D image. Human gives real object to same physical properties in 3D space imagination world of computer, and it is expected that this enables offering of various information by user strengthening interface between human-computer to observe object in real condition. In this study, formal style routine of 3D image creation applying digital photogrammetry was designed for more practical, highly trusty 3D image creation, and the system was emboded using object-oriented technique which strengthen user interface. Also, the discontinuity information about rock slope using 3D image is acquired that is orientation, persistence, spacing and aperture etc.

  • PDF

The Effect of Sociodrama on Adolescents' Self-image (청년의 자아상에 적용된 사회극의 효과)

  • 이정숙
    • Journal of Families and Better Life
    • /
    • v.13 no.4
    • /
    • pp.151-164
    • /
    • 1995
  • The self-image of the adolescence which the reality helps to develope character formation mental health and adaptability. The purpose of this study is to find out how the self-awareness and self-image of the adolescence could be changed through the sociodrama in which their inner aspects such as dream imagination mental state etc. may be expressed extempore. The sociodrama has been performed 14 times by 6 volunteer students from June 13 to Dec. 20 1994 They also had interviews and answered questinnaires. The result shows that the drama is helpful for the experimental group in such a way to establish the self-image to take the opportunity to introspect themselves and to be aware of their own problems.

  • PDF

An Exploratory Study on the Performance Indicators for Management that Reveals Creativity (창조성 발현 경영을 위한 성과지표에 대한 탐색적 연구)

  • Oh, Hyung-Sool;Seong, Baek-Seo;Kim, Seon-Min
    • Journal of the Korea Safety Management & Science
    • /
    • v.10 no.2
    • /
    • pp.61-70
    • /
    • 2008
  • The CEOs of global companies have been realized the imagination and creativity that can be obtained from the corporate culture is the crucial competitive power for sustainable growth. Thus, most domestic companies take an increasing interest in how to make creativity efficiently. This paper, however, argues that the proper application of performance indicators can engender creativity and innovation in organizations without costly investing on creativity. Assuming that creativity is actually dominated by the emotion of human resources rather than the rationality, this paper suggests the performance indicators developed based on the viewpoint of the characteristics of human needs and the relationship between the human needs and the attribute of works. The performance system which consists of activity, sociality and creativity is presented and the performance indicators for each category are also suggested to improve the spontaneity and creativity of human resources.

Predicting Future Technology Development in the Fusional Aspect of Brain Science and Artificial Intelligence (뇌과학과 인공지능 융합 미래 기술 발전 방향 예측)

  • Yoon, C.W.;Huh, J.D.
    • Electronics and Telecommunications Trends
    • /
    • v.33 no.1
    • /
    • pp.1-10
    • /
    • 2018
  • Artificial intelligence, which is based on deep learning, is emerging as a fundamental technology that will bring about future social changes. Artificial intelligence technology in IT is an essential intelligent system, and will overcome the performance limit of computing systems, and is expected to be the foundation for the development of computing environment destructively. The development of artificial intelligence technology in developed countries is a direction toward convergence with brain science. In this article, we will look at the prospect of artificial intelligence as the manifestation of imagination, as well as the technology and policy trends of artificial intelligence both at home and abroad, and discuss the direction of future technology development in terms of fusion with brain science.

Several imageries classification with EEG

  • Choi, Kyoung-Ho;Jung, Sung-Jae;Kim, Il-Hwan
    • Proceedings of the KIEE Conference
    • /
    • 2004.11c
    • /
    • pp.450-452
    • /
    • 2004
  • Every movement, perception and thought we perform is associated with distinct neural activation patterns. Neurons in the brain communicate with each other by sending electrical impulses that produce currents. These currents give rise to electrical fields that can be measured outside the head. It shows some variation on the electroencephalographic signals. In recent devices, the EEG signals measured from head surface are a sum of all the momentary brain activation. With these EEG signals, it is difficult to distinguish the patterns correlated with a certain event from the signals. However, the system must discriminate some patterns with some events especially for any kind of device as a brain control interface system. In this experiment, the sensory-motor cortex of humans has been extensively studied. Activation related to several movements on both sides of the sensory-motor cortices in imaginary. The activation patterns during imagination of several movements resemble the activation patterns during preparation of movements. The result represents the system based on the optimal filters discriminated at least 60% of mental imageries.

  • PDF

The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.33-43
    • /
    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

  • PDF

Application of Microbeam Technique to Atmospheric Science

  • Ma Chang-Jin
    • Proceedings of the Korea Air Pollution Research Association Conference
    • /
    • 2005.11a
    • /
    • pp.67-74
    • /
    • 2005
  • Microbeam PIXE, often called micro-PIXE, is a powerful tool tot analyzing a wide range of elements for various samples, as well as, it has important applications of interest to the atmospheric science. In this study, qualitative elemental imagination for various atmospheric environmental species was attempted using micro-PIXE. Here, we present the results of an application of micro-PIXE to the study of atmospheric environment. The detailed spatial resolution of multiple elements lot various samples like individual ambient particles, individual raindrops, individual fog droplets, and individual snow crystals could be successfully achieved by scanning 2.6 MeV H+ micro beam (1-2 ${\mu}m$) accelerated by 3 MV single-end accelerator.

  • PDF

The Study of Expression Methods in Modern Fashion Design from the Perspective of the Theory of Formative Form (조형형태론적 관점에서 살펴본 현대 패션디자인의 표현방법 연구)

  • Kwon, Gi-Young
    • Journal of the Korean Home Economics Association
    • /
    • v.47 no.3
    • /
    • pp.45-54
    • /
    • 2009
  • The purpose of this study is to understand the meanings of formative methods (re-creative expressions, abstractive expressions, conceptual expressions, and adaptive expressions) as they are adapted to fashion design. Re-creative expression is the representation of real objects from nature or the environment, sometimes in a humorous or surrealistic way. Abstractive expression is the use of reconstructed forms extracted from the basic characteristics of natural things, which take on variety of appearances based on the designer’'s creativity and imagination. Conceptual expression refers to the representation of ideas, concepts, and other products of the human mind. And, adaptive expression is a method of design that is focused on function driving the form of clothing. Modern fashion design is a fluid hybrid of these various types of expression that serves as an extension of the designers’' aesthetic values.