• Title/Summary/Keyword: 새로운 인간

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Xìng shàn(性善) and emotional intelligence in Mencius (맹자의 성선과 감성 지능)

  • Lee, Kyoung-moo
    • Journal of Korean Philosophical Society
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    • v.129
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    • pp.141-166
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    • 2014
  • Xìng $sh{\grave{a}}n$(性善) theory of Mencius combined xìng(性) that means physical characteristic of human together $sh{\grave{a}}n$(善) that means moral value or moral behavior. Therefore in other to verify the meaning of xìng $sh{\grave{a}}n$(性善) we need to analysis human nature in Psychology and moral norm in Ethics simultaneously. And that necessity justified Moral Psychological approach to xìng $sh{\grave{a}}n$(性善). Mencius combined a priori morality and a priori moral norm and asserted xìng $sh{\grave{a}}n$(性善). And than he presented an example for a basis or a clue of mora norm and explained grounds of moral behavior. But various theory Moral Psychology considered morality as an attachment or derivation of human nature. So another new Moral Psychology is needed to investigate Mencius Xìng $sh{\grave{a}}n$(性善) theory in a viewpoint of Moral Psychology. And than that must managed morality and moral norm as essential problems firstly. That because Mencius considered human as a moral subjectivity and seek the clue or basis morality and moral norm in human nature. And secondly that must managed moral intelligence as a emotional intelligence, because of $li{\acute{a}}ng$ $n{\acute{e}}ng$(良能) $li{\acute{a}}ng$ zhī(良知) of Mencius meaned moral intelligence which was derived from blood tied and moral emotion.

A way of thinking in Ecological Philosophy and the meaning of Forest (생태철학적 사유방식과 산림의 의미)

  • Yi, Sae-Seong
    • Journal of Korean Philosophical Society
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    • v.137
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    • pp.383-407
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    • 2016
  • Considering the long time that modern man has been autonomous, it can be said that the brutal human violence prevalent around the globe today is an 'exceptional situation'. Behavior such as killing animals or devastating the natural environment are thought to be unavoidable. However, if human beings have been 'social animals' pursuing connectedness and seeking meaning in the relationships of others beyond themselves since the beginning of time, how can the incredibly powerful violence which humankind has inflicted on plants, other animals, or the earth itself be explained? With this in mind, I propose the following arguments. First, the crisis of consciousness in the loss of hope for the future of mankind under the technology of modern Western civilization has already come to a dead-end causing Western philosophers to think of ways to discover new opportunities, apparent as ecology and ecological philosophy. Second, as reality has become governed by the technology of modern Western civilization and ecological philosophical rationality fails to co-exist with this reality, an understanding of ecological philosophy should be deepened and continued. In this context, I will investigate the existential conditions for human life to continue in the future in consideration of ecological philosophy and the meaning of Forest.

A Study on Conceptions of Play in Greek Myth and Pre-socratic Philosophy (희랍신화와 고대 자연철학에 나타난 놀이 개념 연구)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.124
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    • pp.295-320
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    • 2012
  • Greek myth is a play of imagination. It represents world with magic eye. The Greek myth of Homer and Hesiod is the story of gods. But it is the world of imagination which was produced to understand the origins and the causes of natural phenomena with the symbolic factors. It is the frame with which we understand the destiny of human beings. As a world of imagination, Myth is not a total fiction but a symbolically revived world with magic eye. Myth is a play which represents the world with imagination. And it is a play which projects new world yet not exists. Myth is the world of free play with reproduction and imagination. Heraclitus elucidated the structure and change of world with the metaphor of play. He tried to define the meaning of being with play. The play is the clue of elucidating the meaning of being. On play the whole world is reflected. He expressed the world has no ultimate end and is changing endlessly. Philosophical speculation understands the world with the metaphor of play. Metaphor is correlated with the philosophical eye which view the world totally. The human beings are happy when they concentrate upon play. The rule of real world doesn't go in the world of play. They have their own rule which goes in the world of play. Ancient mythologists and pre-socratic philosophers dreamed the life free from the restriction of the nature.

A Study on Cinematic Representations of Posthuman Girls in South Korea-Focused on The Silenced and The Witch: Part 1. The Subversion (한국 영화에 나타난 포스트휴먼 소녀의 재현 양상 연구 -<경성학교: 사라진 소녀들>, <마녀>를 중심으로)

  • Kim, Eun Joung
    • Journal of Popular Narrative
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    • v.27 no.3
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    • pp.95-124
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    • 2021
  • As the symbolic images of girls besides its definition have varied according to the age and society, a posthuman girl character recently appears in the digital cinema. This study aims to analyze its cinematic representations and the social contexts in which they are created. For this purpose, the study focuses on what extent the society allows its imagined figurations as a future female body and the meanings revolving around the image of 'technologically body-enhanced female fighter'. Current digital visualization technology has developed to the extent any imaged future humans can be represented, but posthuman girls' representations have its limitation that only a human-like figuration can be allowed in accord with the traditionally idolized image of girls. It is because of the representation logic in which digital cinema is visualized based on perceptual realism that values audiences' experiences. Despite such less critical figuration which does not dare to cross the boundary between the image of human and inhuman, the posthuman girl characters create a new category of the 'dangerous girls' who are both void of sexual femininity and independent of motherhood and heterosexual romance narrative. Of course, they support the modern human-centered belief that humans can take entire control of technology with their moral behaviors and dispel the fear about the negative impact the nature of technology may have on society at large by showing their child-like figuration protecting ethical values. However, the new character of 'unruly girl' exerts her subversive act that seeks to fight against the human-centered liberal humanistic values and melancholic feeling and vulnerability that the neoliberalism and technocracy enforce. When posthuman girl characters are considered to be a marker through which we can see how different social forces are intervening and competing each other in the upcoming posthuman age, the limited figuration of the posthuman girl characters in South Korean movies illustrates the opinionated thoughts toward the instrumentalism in technology but their bloodshed struggles reveal how the corporate or state-governed techno-biopower has oppressively treated and appropriated the human body as the technology-object and also provide a meaningful opportunity to rethink its unethical violence.

A Study on the Museum Renovation in the Preserved Area of Cultural Properties for Sightseeing Resources (관광자원화를 위한 문화재보호구역 내 미술관 리노베이션 계획연구 -사적 제314호 광주 분원리 조선백자도요지 내 폐교를 중심으로-)

  • 정영환;유보현
    • Archives of design research
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    • v.17 no.2
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    • pp.43-54
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    • 2004
  • The appreciation of cultural properties related with what the aspects of society was is mandatory to understand our culture correctly. To make over all cultural properties to our descendants without breakage or damage is our natural duty and national obligation. On the contrary, inhabitants in the preserved area should be restricted and controlled by the cultural property law. The conflict between the inhabitants in the preserved area and the government raises economical problems and damages all the time. Especially it is time to discuss to mediate between them and solve the problems. This feasible study is a proposal to settle them up through renovating abolished school in the preserve area to the museum and a case to preserve the cultual properties as well as habitant's assets in that area.

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Analysis on Kandinsky's work as a case study of Art Therapy (미술치료모델로서의 작품분석연구 - 칸딘스키작품을 중심으로)

  • 방경란
    • Archives of design research
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    • v.17 no.2
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    • pp.383-392
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    • 2004
  • Analysis on Kandinsky's Work as a Case Study of Art Therapy. This study attempts to analyze a work of W. Kandinsky, who placed great emphasis on the relationship between the form and the color of an object, from the viewpoint of art therapy. Most papers related with fine art work analysis approach it from the aesthetical point of view and there are few attempts to interpret art works in terms of art therapy. This study tries to present a new angle to the studies of art therapy Practiced up to now and research is made on its potentiality. With an analysis on the relationship between human psychology, and color and form that convey visual language, research is made on the feasibility of art therapeutic methods through the approaches based on color psychology, Gestalt theory and perception psychology. The final purpose of this study is to apply the results to the development of illustrations, education program for children, and educational instruments and toys that will promote children's healthy emotional growth based on the color psychology and the form psychology of human being. As an initial study, a piece of Kandinsky's work, titled ' CERCLES DANS CERCLE', is analyzed as a case study of art therapy both from theoretical standpoint and from the viewpoint of art therapy. Through this effort, it can be utilized as a new case study of art therapy that will influence human emotion positively and lead to healthful emotional catharsis.

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Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Gene Expression Profiling of Human Salivary Gland Carcinogenesis with cDNA Microarray (인간 타액선 암발생에서 cDNA Microarray를 이용한 유전자발현 Profile연구)

  • Kim, Eun-Cheol;Shin, Min;Lee, Dong-Geun;Lee, Ju-Seok;Park, Myung-Hee
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.23 no.4
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    • pp.306-323
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    • 2001
  • 종양발생에서 유전자 발현을 확인하고 profile 변화를 monitor하는 것은 병리학적 변화의 원인뿐 아니라 질병탐지와 진료의 새로운 목표를 확인하기 위한 새로운 기회를 제공해준다. cDNA microarray는 수천개의 유전자 발현을 동시에 연구할 수 있는 최신의 방법으로 피부, 유방, 간을 비롯한 다른 인체장기에서는 일부 이루어졌으나 array를 이용해 타액선 종양 연구에서는 전혀 이루어지지 않았다. 인간의 타액선 세포의 악성형질전환을 조절하는 분자적 상태를 연구하기 위해 본 연구는 약 2,000개의 유전자가 print된 cDNA microarray를 이용하여 인간 타액선 도관상피세포주(HSG)와 악하선에서 기원한 미분화 선암종(SGT)간에 비교연구를 하였다. Cy3와 Cy5 dye로 각각의 세포주에서 얻은 RNA와 reciprocal hybridize시키고 GenePix 4000 scanner로 스캔하고 GenePix Pro로 분석한 후 log2로 평균발현비율을 전환시켜 최소 2배이상의 발현을 보이는 유전자를 분석대상으로 하였다. 90%이상의 유전자가 비슷한 발현을 보였으며 2배이상의 발현을 보이는 경우 HSG가 SGT에 비해 72개 유전자가, SGT가 HSG에 비해 111개의 유전자 발현이 up-regulation되어 총 10%미만의 발현차이를 보였고 반복된 hybridization 으로부터 얻은 선택된 spot의 Pearson 상관계수는 -0.85이였다. HSG에서는 6번 p 염색체에서 과발현되는 유전자가 가장 많았고, SGT에서는 11번 q 염색체에서 가장 많았는데 HSG에서는 SGT에 비해 9, 13, 17, 18, 20, 21, 22염색체에서 과발현 되는 유전자 수가 많았고, SGT에서는 HSG에 비해 2, 7, 10, 15 염색체에서 유전자 발현 증가가 관찰되었다. HSG와 SGT간의 유전 발현을 기능별로 분석한 결과 몇 가지 주요 경로가 세포악성에 관련됨을 발견하였고, 타액선 도관상피세포에서 선암종을 구별하는데 기여하는 관련된 몇종의 과다 발현된 유전자를 찾았는데 전사인자, 성장인자 및 수용기, 세포골격 및 세포외기질 단백, 세포내 신호전달조절자 및 인자, 세포표면 항원등의 그룹으로 분류할 수 있었다. 따라서 이러한 microarray를 이용한 분자학적 표지자 연구가 악성 타액선 종양 발생과정에서 큰 도움을 줄 수 있을 뿐 아니라 유전자 조절에 의한 진단, 예후, 치료에서의 정확성을 개선시킬 수 있으리라 여겨진다.

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Design of a multimedia interface for the description of human error caused nuclear power plant trips (인적오류로 인한 원자력발전소 고장정지 사건묘사를 위한 멀티미디어 인터페이스 설계)

  • 박근옥
    • Proceedings of the ESK Conference
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    • 1993.10a
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    • pp.65-75
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    • 1993
  • 원자력발전소에서 발생하는 고장정지 사건에 내포된 인적오류의 발생내용을 흥미있고 현장감 있게 묘사시킴과 동시에 종사원들의 인적오류를 저감시키기 위한 새로운 교육훈련방 법으로써 멀티미디어 기술의 사용을 고려하였다. 즉, 컴퓨터 환경하에서 숫자와 텍스트, 음 향 및 음성, 그래픽, 애니메이션, 화상 등의 미디어를 사용하여 인적오류로 인한 고장정지 사건발생의 내용을 전달하는 새로운 교육훈련 방법을 사용하는 것이다. 이를 위하여 고장정 지 사건과 관련한 원자력발전소 구성정보와 종사원의 활동정보를 입출력하기 위한 멀티미디어 인터페이스를 설계하였다. 설계는 멀티미디어 제공환경 구축과 인터페이스 운영논리 설정의 두단계로 구성한 절차에 따라 수행하였다. 멀티미디어 인터페이스는 원자력발전소 구성정보를 설계하여 저장시켜둔 퍼스널 컴퓨터 환경하에서 운영되며, 입력 및 출력의 두가지 인터페이스 를 갖는다. 입력 인터페이스는 인적 오류를 포함한 고장정지 사건의 발생내용을 숫자, 텍스트, 음성 미디어로 받아들여 출력 인터페이스에서 사용될 수 있도록 미디어 결합을 수행하고, 컴퓨터 저장장치에 저장하는 기능을 수행한다. 출력 인터페이스는 저장장치에 기록된 내용을 판독하여 고장정지의 진행경위와 인적오류의 발생내용을 숫자, 문자, 텍스트, 음성, 음향, 그래픽 애니메 이션, 정지화상으로 원자력발전소 종사원들에게 출력시켜 주는 기능을 수행한다. 멀티미디어 출력정보는 사용자가 CRT 화면에 제공되는 버튼 또는 Click Touch 메뉴를 사용함에 따라 이전, 이후의 출력정보로 전이할 수 있도록 하였다.상대적으로 중요한 검사 항목으로 나타났다. 또한 상대적 중요도 결과를 적용한 적성검사 성적이 적용하지 않은 적성검사 성적에 비해 비행성적에 대한 예측 능력이 좋은 것으로 평가되었다.al age)가 있다는 것을 의미하는 것이다. 한편, 생산현장에서는 자동화, 기계화가 진보되어 육체적인 노동이 경감된 결과, 중고령자라도 할 수 있는 작업이 많아지고 있다. 또, VDT (Visual Dislay Terminal) 작업과 같은 정보처리 작업의 수요가 증가하여 그 인재의 부족이 지적되고 있다. 따라서 중고령자의 기능을 조사하여 어떠한 작업에 적합한가를 판단하는 것이 중요한 과제로 되었다. 그러나 노동에는 많은 기능이 관여 하고, 그 내용에 따라서 요구되는 기능이 서로 다르기 때문에 노동적응능력의 기본적인 기능으로 보여지는 것에 좁혀서 작업능력의 연령증가 변화에 대하여다원적 평가를 하는 것이 실제적이라고 할 수 있다. 따라서 본 연구에서는 인간이 가지고 있는 다수의 기능중에서 수지교 치성과 연령증가와의 관계를 조사한다. 만약 연령증가 만으로 수지교치성을 평가 할 수 없는 경우에는 어떠한 요인이 수지기민성의 변화에 영향을 미치는가를 검토한다.t list)에서 자동적으로 사건들의 순서가 결정되도록 확장하였으며, 설비 제어방식에 있어서도 FIFO, LIFO, 우선 순위 방식등을 선택할 수 있도록 확장하였다. SIMPLE는 자료구조 및 프로그램이 공개되어 있으므로 프로그래머가 원하는 기능을 쉽게 추가할 수 있는 장점도 있다. 아울러 SMPLE에서 새로이 추가된 자료구조와 함수 및 설비제어 방식등

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A Becoming-Nonhuman Animal in the Neurological State of Exception: Black Swan and Birdman (신경학적 예외상태에서 비인간적 동물-되기: <블랙스완>과 <버드맨>)

  • Park, Jecheol
    • Cross-Cultural Studies
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    • v.50
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    • pp.1-29
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    • 2018
  • In the contemporary American cinematic landscape, there is a distinctive tendency to depict the disturbing ways in which characters with brain damages perceive, remember, and think about the world. Despite its attempts to examine the socio-political implications of these characters' subjectivities, the previous scholarship on this trend of film was limited in being either too pessimistically deterministic or too euphorically optimistic. Critically reading neuroscientific discourses on the brain-damaged subject from the perspective of Giorgio Agamben's critique of biopolitics, this paper explores how the contemporary American cinema of the impaired brain attempts to mediate the neurologically inexplicable affects of those subjects who are in the neurological state of exception and to express their experiences of a becoming-nonhuman. By closely reading Darren Aronofsky's Black Swan and Alejandro $Gonz{\acute{a}}lez$ $I{\tilde{n}}{\acute{a}}rritu^{\prime}s$ Birdman in this regard, I show how the two films, by employing different sets of cinematic free indirect techniques, express the neurologically impaired subject's affective experience of a becoming-nonhuman animal in different ways, and thereby to a more or less extent act as 'profaned' neuro-biopolitical apparatuses.