• Title/Summary/Keyword: 창발

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Framework for Innovative Mechanical Design Using Simulated Emergent Evolution (창발적 기계설계를 위한 컴퓨터기반 프레임워크)

  • Lee, In-Ho;Cha, Ju-Heon;Kim, Jae-Jeong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.26 no.4
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    • pp.701-710
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    • 2002
  • The framework, described in this paper, involves artificial evolutionary systems that re -produce aimed solutions through a simulated Darwinian evolution process. Through this process the framework designs structures of machines innovatively and emergently especially in the stages of conceptual and basic design. Since the framework simulates the evolution of nature, it inevitably involves processes that converse the natural evolution to the artificial evolution. For the conversion, based on several methods as the building block modeling, Artificial Life, evolutionary computation and the law of natural selection, we propose a series of processes that consists of modeling, evaluation, selection, evolution etc. We have demonstrated the implementation of the framework with the design of multi-step gear systems.

The Interpretation of Korean Traditional Garden in the View of Complexity Theory - Focusing on Soswaewon Garden - ('복잡성(Complexity) 이론'에 의한 한국 전통정원의 해석 - 한국의 명원 소쇄원을 중심으로 -)

  • Jang, Il-Young;Shin, Sang-Sup
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.2
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    • pp.75-85
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    • 2010
  • The purpose of this study is to attempt new analysis on Soswaewon Garden(瀟灑園) where is Korea's traditional garden, focusing on which the tendency of its change is a relational-formation tool similar to the Eastern Mode of Thought, with paying attention to conversion as the new view of world. Accordingly, the aim is to reanalyze by connecting with Soswaewon Garden based on the theory of complexity, which tries to look at the whole through relationship rather than characteristics in individual components. Given summarizing findings, those are as follows. First, it was found that complexity shown in space and open system of physical dimension was characterized by 'event(situation)', 'non-determination' and 'homogeneous relationships between part and whole', and a variety of techniques introduced the nature positively. In particular, it was found that there were many cases of topographic usage, since the Soswaewon Garden selected its construction site proactively and was a product from architectural works in compliance with a given flow of natural topography. This has a nature of open text in the situation of emergent behaviors. Second, it was found that complexity shown in experiences and open system on the invisible dimension was characterized primarily by 'event(situation)' and 'relationships of interactive response between actors and environment', and various techniques appeared as a space for interactive combination of nature and daily experiences. This is typical of bilateral harmony based on interactions between subject and object, and between mankind and nature, and becomes also a space to accommodate temporary emergent behaviors in our life. Third, the compositional elements are reconstituted as space of organic property with dismantling steady relations. Especially, 'Soswaewon Garden's 48 poems(瀟灑園四十八詠)' will be the origin of the emotionally spatial experience to the current performers. Ultimately, the performer in the space of Soswaewon Garden simultaneously becomes a creator of space, and will generate new space with intertextuality with environment. Therefore, Soswaewon Garden becomes a place of binding me and the other together while maintaining mutual relationship based on organic thinking between a human being and nature and between the whole and a part.

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.35-44
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    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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A Union Model of Human and Agent for Processing the Information of the Complex System (복잡계 정보 처리를 위한 사람과 에이전트의 결합 모델)

  • 고성범;김동근
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.752-763
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    • 2003
  • In the large scale B2B transaction like buying ´Express-Train´ or selling ´Daewoo Motor`, a tremendous amount of variables and factors of chaos functionate in it directly or indirectly. To get the effective information processing on the so called complex system like this, it should be possible to unite the human´s ability on the implicit information processing and the agent´s ability on the explicit information processing. In this paper, we suggested a union model for uniting these two heterogeneous abilities and showed how the suggested model can be used for processing the information of such a complex system as B2B negotiation.

A Study on Applying Amphibious Warfare Using EINSTein Model Based on Complexity Theory (복잡계이론 기반하 EINSTein 모형을 이용한 상륙전 적용에 관한 연구)

  • Lee, Sang-Heon
    • Journal of the military operations research society of Korea
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    • v.32 no.2
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    • pp.114-130
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    • 2006
  • This paper deals with complexity theory to describe amphibious warfare situation using EINSTein (Enhanced ISAAC Neural Simulation Tool) simulation model. EINSTein model is an agent-based artificial "laboratory" for exploring self-organized emergent behavior in land combat. Many studies have shown that existing Lanchester equations used in most war simulation models does not describe changes of combat. Future warfare will be information warfare with various weapon system and complex combat units. We have compared and tested combat results with Lanchester models and EINSTein model. Furthermore, the EINSTein model has been applied and analyzed to amphibious warfare model such as amphibious assault and amphibious sudden attack. The results show that the EINSTein model has a possibility to apply and analyze amphibious warfare more properly than Lanchester models.

Evolutionary Neural Network based on DNA coding method for Time series prediction (시계열 예측을 위한 DNA코딩 기반의 신경망 진화)

  • 이기열;이동욱;심귀보
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.4
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    • pp.315-323
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    • 2000
  • In this paper, we propose a method of constructing neural networks using bio-inpired emergent and evolutionary concepts. This method is algorithm that is based on the characteristics of the biological DNA and growth of plants, Here is, we propose a constructing method to make a DNA coding method for production rule of L-system. L-system is based on so-called the parallel rewriting nechanism. The DNA coding method has no limitation in expressing the produlation the rule of L-system. Evolutionary algotithms motivated by Darwinaian natural selection are population based searching methods and the high performance of which is highly dependent on the representation of solution space. In order to verify the effectiveness of our scheme, we apply it one step ahead prediction of Mackey-Glass time series, Sunspot data and KOSPI data.

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A Cinematographic Approach in Interactive Storytelling: An Analysis of the Film (인터렉티브 스토리텔링 연구: 영화 <안티크라이스트>를 중심으로)

  • Kim, Jin-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.172-184
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    • 2011
  • The purpose of this paper is to explore a cinematographic approach in interactive storytelling on the film . The film contains an allegory of the Genesis myth and the origins of sin. However the narrative cannot firmly construct without spectators' intervention. The narrative of this film is generated not deterministic but interactive and emergent. In this study, I analyze key interfaces, which encourage spectators' participations which cause the effects of interactive storytelling. These study results will contribute to broaden the horizontal level to film as interactive storytelling.

A Study of Cooperative Mechanism in Social Games (소셜게임의 협력 매커니즘 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.3-12
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    • 2012
  • This study discusses how players make the mutually cooperative mechanism in Social Games. In SNG, many players exchange helps each other. That mechanism is not only one-off but also repetitive process. In the perspective of reciprocity in Evolutionary psychology and Mythology, this study analyzes mutual cooperation in several game texts most well known in the SNG field. According to the field study results, four cooperative mechanisms were extracted. These 4 principles apply to every digital game design for emerging of cooperative storytelling among players.

Emergence of Inter-organizational Collaboration Networks : Relational Capability Perspective (기업 간 협업 네트워크의 창발 : 관계 역량을 중심으로)

  • Park, Chulsoon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.40 no.4
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    • pp.1-18
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    • 2015
  • This paper proposes relational capability as a main driver of constructing inter-organizational collaboration networks. Based on social network theory and relational view literature, three components of relational capability are constructed and implemented by an agent-based model. The components include organizational capability, structural capability, and trust between a partner and a focal firm. These three components are updated by two micro mechanisms: structural mechanism and relational mechanism. Structural mechanism is a feedback loop in which the relational capability increases structural capability and vice versa. Relational mechanism is a learning-by-doing process in which a focal firm experiences success or failure of collaboration and the experience increases or decreases cumulative trust in a partner firm. Result of agent-based simulation shows that a collaboration network emerges through interactions of firm's relational capabilities and the characteristics of emerged networks vary with the contribution of structural capability and trust to relational capability. Specifically, in case structural capability contributes more to relational capability, the average degree centrality and collaboration proportion increases as time passes and enters into an equilibrium state. In that case, almost every firms participated in the network collaborates each other so that the emerged network becomes highly cohesive. In case trust contributes more to relational capability, the results are reversed. In an equilibrium state, the balance of contribution between structural capability and trust makes an emerged network larger and maximizes average degree centrality of the network.