• Title/Summary/Keyword: view of science

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Anti-brain centrism and the dilemma of functionalism (반두뇌중심주의와 기능주의의 딜레마)

  • Shin, Sang-Kyu
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.79-101
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    • 2011
  • This paper analyzes the central tenet of 'embodied cognition' approaches to the mind which emphasize the essential roles that the body and the environment play in cognitive processes. Those approaches can be best understood through the comparison with the neo-Cartesian conception of the mind, which views the mental and cognitive processes as the same with, or as being realized by the brain processes. However, we can also observe potential tensions among the 'embodied cognition' approaches. This paper highlights a tension between Shapiro's view of embodied cognition and Clark's view of extended cognition by reconsidering them against Block's dilemma of functionalism. Shapiro's view may be regarded as a chauvinistic form of functionalism, whereas Clark's view is a very liberal form of functionalism.

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View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • v.44 no.1
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

Retrieval of Lidar Overlap Factor using Raman Lidar System (라만 라이다 시스템을 이용한 라이다 중첩함수 산출)

  • Noh, Young-M.;Muller, Detlef;Shin, Dong-Ho;Lee, Kyung-Hwa
    • Journal of Korean Society for Atmospheric Environment
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    • v.25 no.5
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    • pp.450-458
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    • 2009
  • The range-dependent overlap factor of a lidar system can be determined experimentally if a Raman backscatter signal by molecule is measured in addition to the usually observed elastic backscatter signal, which consists of a molecular component and a particle component. The direct determination of the overlap profile is presented and applied to a lidar measurement according to variation of telescope field-of-view and distance between telescope and transmitting laser. The retrieval of extinction coefficient by Raman method can generate high errors for heights below planetary boundary layer if the overlap effect is ignored. The overlap correction method presented here has been successfully applied to experimental data obtained in Gwangju, Korea.

View-Dependent Adaptive Animation of Liquids

  • Kim, Jang-Hee;Ihm, In-Sung;Cha, Deuk-Hyun
    • ETRI Journal
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    • v.28 no.6
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    • pp.697-708
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    • 2006
  • Various adaptive mesh refinement techniques are often employed in numerical simulations for increasing spatial and temporal resolution beyond the limits imposed by available CPU time and memory space. Recently, an octree-based adaptive mesh structure was successfully used in fluid animation to place more grid cells efficiently in visually interesting regions of fluids. In an attempt to optimize the use of computational resources further in fluid animation, this paper extends this adaptive technique by modifying the mesh refinement scheme so that the camera's viewing properties are dynamically exploited during the simulation. Based on a simple adaptive mesh structure, we show that the new meshing strategy can save a substantial amount of computation time and memory space by using a view-dependent adaptive approach. The experimental results reveal that the proposed technique provides a good compromise between the computational effort and the simulation's fidelity, and may be used quite effectively in 3D animation production.

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An Effective View Management in a Mediator System for the Integration of Heterogeneous Distributed Database (미디에이터 시스템에서의 이질 분산데이타베이스의 통합을 위한 효율적인 뷰관리 방법)

  • Joo, Kil-Hong;Lee, Won-Suk
    • Journal of KIISE:Databases
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    • v.28 no.4
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    • pp.620-632
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    • 2001
  • This paper proposes a mediator system which can provide a view management function in the today's heterogeneous computing environment including operating system database management systems and other software. while most mediators use view modification mechanism only, the use of view materialization is also considered in this research. In order to optimize the management cost for materialized views the proposed method applies a decay factor for modeling the access behaviors of views In other words, the most recently access pattern gets the highest attention in the optimization process all the necessary it with the CORBA.

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The study about "view" in product esthetics (상품미학에 내재된 시선에 관한 고찰- 근 대적 시선의 형성과정을 중심으로 -)

  • 조현주
    • Archives of design research
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    • v.11 no.3
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    • pp.137-146
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    • 1998
  • Historically, with change of life' s environment, The view to see object and person has been changed. So, as the conception that visual design is a help to produce and spread heteronomous view, this study analyse the view character of recent society as follows. A cityscape, fashion, product, prints(paper goods), advertising give a person special view and a person see the object with the view to be infected to capitalistic consumer' s custom. This origin has been started with the view that in the end of 19 c, capitalism has a visible system to build up capital and that in the make-up of modern civil society, the view was activated as the power of system maintenance and it internalized a person heteronomous view as the object of the power. The product esthetics as to make an effective demand in consumer capitalism after 70' s has shaped the way to produce the 'view desire" through the absorption. When the object is changed to 'the show" , opposite the activation of product esthetics make a person the consumer or outlooker with view of voyeurism. As to this study, the reverse ability of "product esthetics view" in the image to be produced to visual design is revealed through investigating the view as the power. So, an autonomous visual expression way and self-discipline criticism are needed.riticism are needed.

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An Investigation into the QuaIifications Necessary for Science Hands-on Exhibit Guides from the Producer's Point of View

  • Kim, Eun-Sook
    • Journal of The Korean Association For Science Education
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    • v.27 no.8
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    • pp.693-698
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    • 2007
  • Science hands-on exhibits are increasingly popular, especially during vacation time. These exhibits hire guides to help visitors to understand the contents. In this study, the qualifications of the guides are investigated through interviews with the producers who run the exhibit. There were two main questions the researcher was interested in during the interviews. One was the importance of the science background of the guides. The second was the characteristics of guides that the producers consider important for successful exhibits. The results show that a science background is not an important qualification in the view of most of the producers. Many factors other than science, such as accountability or social skills, were considered to be of greater importance than a background in science.

A Study on Architecture Development Methodology for the Improvement in the Connection between User and Developer in the Defence R&D Program (국방 연구개발사업의 "운용자-개발자"간 연계성 향상을 위한 아키텍처 개발 방법에 대한 연구)

  • Choi, Jeong-Hun;Kang, Seok-Joong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.6
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    • pp.1113-1120
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    • 2010
  • In this paper, we have proposed Architecture Development methodology which can connect both operational view and system view. The Functional Architecture can connect both user and developer, and it is located between Activity analysis and System analysis. We suggest the new architecture methodology using the Functional Architecture and it provides effect to analyze the connection between user(military) and developer(enterprise) in Defence R&D and the new Architecture with the feedback analyze activity on a point of system view and the new architecture make the functional architecture.

Semiautomatic 3D Virtual Fish Modeling based on 2D Texture

  • Nakajima, Masayuki;Hagiwara, Hisaya;Kong, Wai-Ming;Takahashi, Hiroki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.18-21
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    • 1996
  • In the field of Virtual Reality, many studies have been reported. Especially, there are many studies on generating virtual creatures on computer systems. In this paper we propose an algorithm to automatically generate 3D fish models from 2D images which are printed in illustrated books, pictures or handwritings. At first, 2D fish images are captured by means of image scanner. Next, the fish image is separated from background and segmented to several parts such as body, anal fin, dorsal fin, ectoral fin and ventral fin using the proposed method“Active Balloon model”. After that, users choose front view model and top view model among six samples, respectively. 3D model is automatically generated from separated body, fins and the above two view models. The number of patches is decreased without any influence on the accuracy of the generated 3D model to reduce the time cost when texture mapping is applied. Finally, we can get any kinds of 3D fish models.

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An Analysis of Fields and Scientific Literacy Content Elements of Scientific Reports in a Popular Portal Site in Korea (국내 포탈사이트 과학 기사 분야와 과학적 소양 내용 요소 분석)

  • Lee, Myeong-Je
    • Journal of Korean Elementary Science Education
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    • v.34 no.3
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    • pp.338-345
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    • 2015
  • The purpose of this study is to analyze science fields and content elements of the science reports in a web portal site of Republic of Korea in view of scientific literacy. The main results of the analysis on the 679 reports sampled in a year are as follows. First, 506 reports in 46 fields were identified. Reports about technology and earth science occupies 16% respectively, and life science occupies 13%, medical science 4%, chemistry, company, others 3% and physics 1%. Almost reports show technology as associate field. Second, the frequency rate of reports including scientific literacy content elements is 52%. Reports related to 'physics' and 'chemistry' as dominant fields show relatively high rate in scientific literacy elements. The element, 'social context' is included in about 96% of the reports. Both 'data and statistics' and 'application' show relatively low rate and large gaps according to dominant fields. A few concluding remarks and proposals follow from these results. First, as almost science reports show the nature of integrated science, scientific literacy acquisition through science reports in internet requires the integrated scientific view. Especially most science reports includes the contents related to technology or medical science, so the point of view in the science-technological literacy is required. Second, the scientific literacy content elements in reports show various rates according to dominant fields. Therefore, science reports need to complement the deficient content elements to carry out the role of science reports as scientific literacy sources.