• Title/Summary/Keyword: 근사 체험

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On Religious Significance of the Near-Death Experience (재고해 보는 근사 체험(Near-Death Experience)과 그 종교적 의미)

  • Choe, Jun-Sik
    • Journal of the Daesoon Academy of Sciences
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    • v.19
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    • pp.213-250
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    • 2005
  • Until 1970's, mankind have not had definite perspectives on what life after the death was like, which is one of the most important problems for them. Their concepts of the 'life and death problem' has been distorted by the dogmas of the established religions such as Buddhism or Christianity on heaven and hell. But the mankind came to have wholly different views on the life after death thanks to the studies by Raymond Moody Jr. or Elizabeth Quebler-Ross in the mid-1970's. This is the studies on the so-called 'near-death experience(NDE)' which made humankind be able to have scientific approach to the life after death for the first time in their history. What attracts our attention at this point is, however, that the arguements of the NDErs on humman destiny accurately coincide with those of the established religions. In the NDE, most of the experiencers have an encounter with the personal being, symbolized by the Light, through whom they learnt that the devotion(or love) to the neighborhood and the gain of the wisdom are the sole meaning of life. With this result, we can recognize why essential virtues maintained by the established religions until now such as ultimate compassion, unconditional love, forgiveness, or insightful learning are so significant, and that our studies of the NDE are very important in this respect.

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Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.