• Title/Summary/Keyword: ultimate reality

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Ultimate Reality in Daesoon Thought as Viewed from Perennial Philosophy (영원철학(The Perennial Philosophy)으로 본 대순사상의 궁극적 실재)

  • Heo, Hoon
    • Journal of the Daesoon Academy of Sciences
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    • v.32
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    • pp.137-173
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    • 2019
  • Modern scientists are trying to find the basic unit of order, fractal geometry, in the complex systems of the universe. Fractal is a term often used in mathematics or physics, it is appropriate as a principle to explain why some models of ultimate reality are represented as multifaceted. Fractals are already widely used in the field of computer graphics and as a commercial principle in the world of science. In this paper, using observations from fractal geometry, I present the embodiment of ultimate reality as understood in Daesoon Thought. There are various models of ultimate reality such as Dao (道, the way), Sangje (上帝, supreme god), Sinmyeong (神明, Gods), Mugeuk (無極, limitlessness), Taegeuk (太極, the Great Ultimate), and Cheonji (天地, heaven and earth) all of which exist in Daesoon Thought, and these concepts are mutually interrelated. In other words, by revealing the fact that ultimate reality is embodied within fractal geometry, it can be shown that concordance and transformation of various models of ultimate reality are supported by modern science. But when the major religions of the world were divided along lines of personality (personal gods) and non-personality (impersonal deities), most religions came to assume that ultimate reality was either transcendental or personal, and they could not postulate a relationship between God and humanity as Yin Yang (陰陽) fractals (Holon). In addition, religions, which assume ultimate reality as an intrinsic and impersonal being, are somewhat different in terms of their degree of Holon realization - all parts and whole restitution. Daesoon Thought most directly states that gods (deities) and human beings are in a relationship of Yin Yang fractals. In essence, "deities are Yin, and humanity is Yang" and furthermore, "human beings are divine beings." Additionally, in the Daesoon Thought, these models of ultimate reality are presented through various concepts from various viewpoints, and they are revealed as mutually interrelated concepts. As such, point of view regarding the universe wherein Holarchy becomes a models in a key idea within perennial philosophy. According to a universalized view of religious phenomena, perennial philosophy was adopted by the world's great spiritual teachers, thinkers, philosophers, and scientists. From this viewpoint, when ultimate reality coincides, human beings and God are no longer different. In other words, the veracity of the theory of ultimate reality that has appeared in Daesoon Thought can find support in both modern science and perennial philosophy.

A Study on the Meaning of Mugeuk(無極) and Taegeuk(太極) in Daesoon Thoughts (대순사상에서의 무극(無極)과 태극(太極) 그리고 대순(大巡)의 의미 고찰)

  • Park, Jae-hyun
    • Journal of the Daesoon Academy of Sciences
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    • v.22
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    • pp.433-469
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    • 2014
  • Identifying the ontological characteristics of "ultimate reality" is highly important in a specific religion or thought because it is believed to contain the logic that explain the wholistic phenomenon in the entire universe. The "ultimate reality" is called "Lee(理)", "Dao(道)", "Taegeuk; the Great Ultimate(太極)", "Mugeuk; NonUltimate(無極)", "Gong(空)", "Haven", "SangJe(上帝)", "God" in many different religions or thoughts. Taegeuk(太極), Mugeuk(無極) and Daesoon(大巡) are believed to contain the logic that explain the wholistic phenomenon in the entire universe in Daesoon Thoughts which we can see in the GooCheon SangJe(九天上帝)'s saying that "Even if the logic is so high, it comes from the surface of Taegeuk and Mugeuk and cannot be separated from every phenomenon in our life(理雖高出於太極无極之表 不離乎日用事物之間)" and Doju(道主) Cho, Jeong San's saying that "The reasion that Dao is called Dao is that it is settled to be Mugeuk and moved to be Taegeuk(道之謂道也者定而无極 動而太極)" and Dojeon(都典) Park Wu-dang's saying that "Daesoon(大巡) is circle(圓), circle is Mugeuk(無極), Mugeuk is Taegeuk(太極)". Mugeuk contains the logic of transcendence and Taegeuk contains the logic of immanance. And Nae-confucianism admit the Ultimate Reality or logic have both characteries of Mugeuk and Taegeuk and don't admit that Taegeuk comes from Mugeuk. Therefore, Mugeuk and Taegeuk are in complementary relations. These Nae-confucianism's idea about Mugeuk and Taegeuk corresponds with Deasoon Thought. Daesoon Thoughts also admit that Ultimate Reality, GooCheon SangJe can be understood with both Mugeuk and Taegeuk. That is, GooCheon SangJe, the Suprime God is transcendent from this world(Mugeuk) and also manage the whole universe using the logic of Taegeuk(太極). Daesoon(大巡) unite Mugeuk and Taegeuk using the concept of circulation. The logic of Mugeuk and Taegeuk is both two as well as one, and one as well as two. It is not dualism nor monism. It is non-dualism and super-dualism. These logic of coexistence is the core of Mugeuk and Taegeuk. And this logic is reflexed in Daesoon Thoughts' core proposition that "Daesoon(大巡) is circle (圓), circle is Mugeuk(無極), Mugeuk is Taegeuk(太極)".

A Study on the Great Nest of Being in Major Systems of Religious Thought in the World: With Daesoon Thought as a Comparison (세계 주요 종교사상의 존재의 대둥지(The Great Nest of Being) 고찰 - 대순사상과 비교하여 -)

  • Heo, Hoon
    • Journal of the Daesoon Academy of Sciences
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    • v.35
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    • pp.147-180
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    • 2020
  • 'The Great Nest of Being (The Great Chain of Being)' is a key ontological concept in Perennial Philosophy. The Great Nest of Being shows the depth of the world's religions that have existed historically, and in this context, they represent holarchies of existence and consciousness. This paper examines the nests of various beings in order to grasp the depths of the world's mainstream religions, and reveals that the great nest of being that appear in the Daesoon Thought has the characteristic of synthesizing other nests that have emerged previously in history. According to Perennial Philosophy, the differences among different religions in regards to ultimate reality are not differences in reality but merely differences in semantics. In other words, these differences are only 'different expressions of the same ultimate reality.' Thus, linguistically, ultimate reality in the great nest of being can be summarized as the 'same in what is signifié (signified, 記意)' and 'different in the signifiant (signifier, 記標).' As stated in a preceding study; however, ultimate reality in Daesoon Thought is both transcendent and personal, as well as intrinsic and impersonal. This fact is specifically stated in the Four Tenets (4大 宗旨) of Daesoon Thought. In other words, the Tenets of Daesoon implicitly acknowledge not only the concepts of reality and the direction that emerges from the base of existence in existing systems of religious thought, but also can encompass the ideologies of those systems of religious thought. Considering the four quadrants as the Kosmos (AQAL), it encompasses a universal ideology. Therefore, the tenets of Daesoon Thought encompass the same significance (meaning) of the major systems of religious thought throughout the world in regards to ultimate reality and provide a clue to the solution to the presence of different signifiers (signs).

A Comparative Study Concerning the Idea of 'Conscience' in Daesoon Thought and Heidegger: Focusing on the Tendency of 'Conscience' to Return to Itself (대순사상과 하이데거의 '양심' 개념에 대한 비교연구 - 근원을 향한 '양심'의 회귀적 특성에 대한 논의를 중심으로 -)

  • Kim, Dae-hyeon
    • Journal of the Daesoon Academy of Sciences
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    • v.28
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    • pp.243-265
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    • 2017
  • In this research, I define 'conscience' in Daesoon thought as the 'Restorative capability of returning to one's roots.' The notion of conscience forms a structure of separation and return, and it is connected to the ascetic aim of realizing human perfection. The conscience opens up potential possibilities and leads realization of potential possibilities by returning to the the point of origin. In the middle of separation and return, the conscience acts as the power of subjectivity possessed by human beings which is known as 'In jon (Human Nobility)' in Daesoon thought. The concept of conscience in Daesoon thought is connected with the subjectivity of In jon and free will as well as the character of subjectivity. This shares commonalities with critical thinking, modern characteristics, and the subjectivity of Heidegger's existentialism. Heidegger describes human fate from an existentialist vantage point using terms such as dasein, Geworfenheit, and Entwurf, and establishes human existence as an act of self-recovery from within in a lonely existential establishment. Daesoon thought implies that humanity is the root of ultimate reality, and this description is in sharp contrast with the thrownness (Geworfenheit) of Heidegger's subjectivity. Therefore, Daesoon thought can be seen as unique in its characterization of humanity as being connected to the root of ultimate reality, autonomy, and independent existence.

Uncanny as Aesthetic Experience (심미적 경험으로서의 언캐니)

  • Lee, Joo-eun
    • Psychoanalysis
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    • v.28 no.3
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    • pp.69-75
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    • 2017
  • This paper interprets the work of Hans Bellmer, who took pictures after making a doll and distorting its form, and Diane Arbus, who took documentary photographs of unusual and marginalized people, as uncanny anxiety referred to by Freud. Through these two photographers' works, this paper examined how anxiety was used as an aesthetic strategy, and discussed the uncanny as an aesthetic experience. Uncanny refers to the phenomenon of familiar things being repressed and returning to their original place, or the phenomenon of familiarity being alienated due to repression. The aesthetic strategy of uncanny is used to bring a blind spot in reality that can be easily missed with an ordinary vision into the fore, by allowing for the slight shock to an appreciator. The ultimate goal of uncanny aesthetics is to promote both inner and external changes as well as to expand the scope of imagination, through freely crossing the borders between consciousness and unconsciousness, sympathy and antipathy, and reality and fiction.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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A Study on the Aspect of Evolution and the Pursuit of Reality appeared in Cognizance of Paintings on the Pre-chosun Dynasty (조선전기 회화인식(繪畫認識)에 나타난 진(眞) 추구와 전개양상 고찰)

  • Park, Man-Gyu
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.403-432
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    • 2009
  • In this paper, I examined two things. First explore the of the reality(眞) in poems written on paintings and discussion on paintings in men of letters of Pre-chosun dynasty, furthemore, it analyzes the meaning and thought. To explain it, I would like to analyse the discourse surrounding the reality(眞) in poems written on paintings and discussion on paintings, and concept of the borrowing(假) and the unreal(幻). First of all, I examine the ways that the view of nature of Confucians is pertinent to the abiding in reverence and the investigation of principles of confucians, also painting is necessarry condition for their moral and spiritual self-cultivation. In the discourse surrounding the reality, it is to suggest from 'natural reality (天眞)' to escape from the reality(眞), and proceeds to examine the transformation of reality(眞) in mind(人心). Furthermore I examine the meaning of transform and delicate difference between borrowing(假) and the unreal(幻). In this process, concept of the borrowing(假) and the unreal(幻) is divided into the two meaning. False(假) is to become the Borrowing and painting, the unreal(幻) is change into the act of recognition. In conclusion, I examined the significant transformation of the reality(眞) and the unreal(幻). The reality(眞) has been recognized as a important concept, it is diverged into the Nature, outer things and painting mind, and the object of ultimate value in appreciation and painting of Pre-chosun dynasty.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

A Study on the Augmented Reality Display for Educating Power Tiller Operator using Chroma-key (크로마키를 이용한 증강현실 영상출력 연구)

  • Kim, Yu Yong;Noh, Jae Seung;Hong, Sun Jung
    • Journal of agriculture & life science
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    • v.51 no.1
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    • pp.205-212
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    • 2017
  • This study aimed to output augmented reality display using chroma-key so that power tiller simulator can be operated smoothly while wearing the head mounted display. In this paper, we propose a chroma-eliminating image filtering method. Experimental results show that the maximum and minimum values of hue, saturation and intensity were 0.52, 0.153, 0.57, 0.16, 1, and 0.12, respectively. A keypad was used to set the initial position of augmented reality adjusted with the front, back, top, bottom, left, and right buttons. The initial position value is always maintained and managed according to the trailer attachment and detachment. Finally, we show that the augmented reality merged with virtual image and the acquired image of operation device using coordinate values obtained from the HMD and the position tracking sensor as relative coordinates in Unity program that is the ultimate game development platform.