• Title/Summary/Keyword: 사회적 현실

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영화속의 책

  • Jeong, Seong-Il
    • The Korean Publising Journal, Monthly
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    • s.221
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    • pp.18-19
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    • 1997
  • 책은 영화의 일부로 흡수되거나 아니면 영화 속에서 동화되기를 거부하며 전혀 다른 기호로 남아 있다. 우리들은 현실 속에서 책을 읽고, 현실의 체계를 그대로 관철시키거나 아니면 현실로부터 떠나게 하는 상상적 유혹을 받는다. 영화가 사회의 거울이듯 책도 다르지 않다.

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Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.1-15
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    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

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가상과 현실

  • Ju, Sang-Hyeon
    • TTA Journal
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    • s.133
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    • pp.44-49
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    • 2011
  • 인간은 누구나 지구상의 수십억 인구 중 하나의 구성원으로 살아가고 있으며, 그 현실은 자신의 마음대로 움직여주지 않을 뿐만 아니라, 그 활동반경 역시 제한적일 수 밖에 없다. 시간과 공간, 그리고 환경이라는 현실적 제약으로부터 탈피하기 위해 우리는 가상이라는 기술을 이용한다. 가상을 통해 우리는 원하는 대로 현실과 동떨어진 세계를 체험하는 흥미나 오락위주의 기술을 발전시켜 왔지만, 현실과 괴리, 게임 중독, 사회 부적응 등의 부작용을 가져왔다. 그러나, 최근 가상기술이 인간의 생활, 경제, 훈련, 교육, 의료, 국방 등에 다양하게 적용되면서 더 이상 가상기술이 현실과 독립적으로 떨어진 것이 아닌 현실과 혼합된 형태의 서비스로 변화해 왔다. 다시 말해 현실의 시공간적 제약을 가상으로만 해결하는 것이 아니라, 현실환경을 배경으로하는 서비스로 진화한 것이다. 가상쇼핑을 통해 실제물건을 구매하고, 가상드레스를 입어보고 맞춤형 의복을 만들어 내거나, 루부르박물관을 가상으로 투어하고, GPS를 이용하여 자신의 위치에서 가장 가까운 커피숍을 찾는 등 점차 가상기술이 현실로 침투해 오고 있다. 이제 보여야 믿는다 (seeing is believing)는 말은 구시대적 발상이 되었다. 보인다고 실제로 있는 것이 아니고, 안보인다고 진짜 없는 것도 아니다. 사람조차도 가상으로 만들어 실제의 사람들과 공존하는 세계를 보여준 "써로게이트"라는 영화가 아직은 먼 미래의 기술처럼 생각되겠지만, 이러한 혼합세계에 다가가기 위한 기술적 접근이 초보단계에서 이루어지고 있으며, 본 고에서는 이를 위한 가상현실 기반기술의 개발현황과 국가 정책방향에 대하여 살펴보고자 한다.

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The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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Distancing Philosophy from the Real Ruling Power, a Philosophical Belief or an Opportunist Behavior Compromising with Reality? - centered on Kim Tae-Gil - (현실 권력과의 거리두기 철학(함), 철학적 소신인가 현실 타협적 기회주의 행태인가 -김태길을 중심으로-)

  • Sunwoo, Hyun
    • Journal of Korean Philosophical Society
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    • v.129
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    • pp.111-140
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    • 2014
  • In this paper, the main subjects with which I deal are as follows: (1) Is Distancing Philosophy from the real ruling power a way of practical-philosophical resistance, based on social reformation as a axiological directivity of Kim Tae-Gil's ethical thought, though it is negative type of resistance? Or is it a sort of transformed value-free opportunist behavior which allows antidemocratic ruling group to coerce the people into submission, assuming an uncompromising stand seemingly? (2) Is Kim's defense argument on the opening of the course of National Ethics and the all-out activation of National Ethics education under Park's Yushin Regime derived from his own philosophical belief? Or is it brought out from the external conditions and circumstances surrounding Kim Tae-Gil which forces him to participate in the national undertaking for the settlement of the course of National Ethics in the university? The 'provisional' answers about the two subjects are as follows: (1) Kim's Distancing Philosophy is a type of practical philosophical revolt against the dictatorship power under Yushin Regime, though it is negative form of resistance. We can accept this philosophical elucidation above all by confirming the fact that the reform of reality is the main ethical trait running through his entire ethical thought system. However distancing philosophy disclose the crucial limits to allow itself to boil to the philosophical practice compromising with real ruling power eventually, though it is intended upon its own social ethical directivity and conviction. (2) The primary factor which affects Kim to propose such an advocation argument on the course of National Ethics and the education of National Ethics is the external conditions and circumstances surrounding him, especially the power-relation between he and ruling group and intimate human relation between he and his superior philosophers who carries out the role of a ideologue for the Yushin Regime, rather than his own philosophical belief. But no matter what primary factor, Kim's action to make a advocating argument to support the course and the education of National Ethics is to blame, on that account that he cannot adequately his social responsibility and role given to him as a reformist moral philosopher who will pursue the realization of righteous democratic society. Along with that, It is not too enough to criticize him sharply for such defending action. The reason is that his supporting stance for National Ethics education is brought out, by not adhering closely to the philosophical way of distancing from the dictatorial power devoid of political legitimacy and moral justification.

Brutal history of 'The Others' : Yeon Sang-Ho's Animation ('타자'들의 잔혹사 : 연상호 애니메이션)

  • Seo, Soo-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.267-286
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    • 2014
  • Yeon Sang-Ho's Animation occupies an exceptional place in Korean Animation, being categorized as the kind of realism representing the pitiable actuality rather than the liberal and creative imagination. His animation appreciated as 'stories much more real than the reality' mainly depicts the world of 'the others' who resides on the periphery of the society in a rough and straightforward way. Yeon Sang-Ho's Animation represents the emotions and desire of characters as well as the heartless real world refusing the fantasy, through which it reflects the portraits of people living in post-capitalistic era seen from the microscopic view. This article investigates the textual characteristics, defining his animation as the Brutal history of 'The Others'. Two conditions which constitute the actual world in his works are the absurd social system and the characters who are afflicted with the trauma, belonging to the lower classes. Therefore, the landscape of real life which contains vicious victim, corrupted monster and being as 'homo sacer' looks like a painting of hell. Yeon Sang-Ho's Animation summons the shadow of ourselves which has been negated or neglected through the figure of 'the others' produced in post-capitalistic era and exposes our bare face and the uncomfortable truth by displaying the affected area of out society plainly. Furthermore, his works demonstrate the possibility of Korean animation as a representational language of facing the reality and searching for the truth.

쟁점으로 읽는 '97년의 지성사-사회학

  • Lee, Eun-Jin
    • The Korean Publising Journal, Monthly
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    • s.226
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    • pp.10-10
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    • 1997
  • 현실문제에 고민하는 이들은 사회학이 현실을 이해하는 데 도움을 주길 원한다. 이런 고민은 정보사회에 대한 낙관적 흐름과 생태학적 위험, 경제적 위기에 대한 비관적 흐름에 관심을 갖게 한다.

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과학과 윤리 - 지식 이전에 인간 도덕성 갖춰야

  • Hwang, Yong-Ju
    • The Science & Technology
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    • v.30 no.2 s.333
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    • pp.18-19
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    • 1997
  • 고도산업사회에서 전문가의 역할은 절대적이며 그 사회의 주체가 되어야 한다. 기술자는 자긍심을 갖고 현실에 참여해야 하며 협력하는 사회의 기초적인 역할을 감당해야 한다. 협력의 기초는 정직성과 근면성 그리고 신뢰성이라 할 수 있다.

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