• Title/Summary/Keyword: 체화된 공간

Search Result 15, Processing Time 0.024 seconds

Perception and action: Approach to convergence on embodied cognition (지각과 행위: 체화된 인지와의 융복합적 접근)

  • Lee, Young-Lim
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.555-564
    • /
    • 2016
  • Space perception is generally treated as a problem relevant to the ability to recognize objects. Alternatively, the data from shape perception studies contributes to discussions about the geometry of visual space. This geometry is generally acknowledged not to be Euclidian, but instead, elliptical, hyperbolic or affine, which is to say, something that admits the distortions found in so many shape perception studies. The purpose of this review article is to understand perceived shape and the geometry of visual space in the context of visually guided action. Thus, two prominent approaches that explain the relation between perception and action were compared. It is important to understand the fundamental information of how human perceive visual space and perform visually guided action for the convergence on embodied cognition, and further on artificial intelligence researches.

The application of embodied turtle schemes for the task of the spatial visualization (공간 시각화 과제에 체화된 거북 스킴 적용에 관한 연구)

  • Lee, Ji Yoon;Cho, Han Hyuk;Song, Min Ho
    • The Mathematical Education
    • /
    • v.52 no.2
    • /
    • pp.191-201
    • /
    • 2013
  • The theory of embodied cognition assumes that behaviors, senses and cognitions are closely connected, and there is a growing interest in investigating the significance of embodied cognition in the field of mathematics education. This study aims to applicate the embodied turtle metaphor and expressions when students visualize three-dimensional objects. We used MRT(Verdenberg & Kuse, 1978) & SVT for this research and both tests turned out that turtle schemes are useful to the students in a low level group. In addition, students found turtle schemes more useful in SVT which requires constructing three-dimensional objects, than in MRT which requires just rotating the image of three-dimensional objects in their mind. These results suggest that providing students who are less capable of spatial visualizing with the embodied schemes like turtle metaphor and expressions can be an alternative to improve their spatial visualization ability.

A Study on Legal Argument to the Overstorage Charge on the Long Storage Containers (장기체화 화물에 대한 경과보관료 적용에 관한 법률쟁점 - 부산지방법원 2011. 8. 18. 2009가합14442 판결 평석 -)

  • Ji, SangGyu
    • Journal of Korea Port Economic Association
    • /
    • v.28 no.4
    • /
    • pp.275-298
    • /
    • 2012
  • Terminal operators have provided special services such as loading, discharging, stowage of cargo to the owner, and carriers of the sea, which contribute the domestic and international logistics. For smooth flow of logistics, container terminal should reserve spaces for inbound and outbound logistics. However, if it is unable to provide the spaces, which can be caused by labour strikes or terminal lockouts and so on, national logistic system and financial management of terminal operators can be seriously affected. In order to minimize these kinds of problems, terminal operators impose high rate of charges ("overstorage charge") to the accumulated cargoes and/or containers, which are stipulated in terminal service agreement. Nevertheless, if there is no terminal service agreement with an owner of cargo and/or container, any kind of charge can cause legal problems (conflict ??) between the cargo and terminal operator. In this regard, I would like to study on the definition of overstorage charge and the legal issue of it based on the Busan district court's judgment. In particular, I will propose a special right of commercial lien and public auction for terminal operators to settle accumulated cargoes in container terminal.

A Study on Architecture and Urban Regeneration in Korea through the Perception of Body (몸의 지각론에 의한 유휴시설의 건축도시 재생에 관한 연구)

  • Hyung, Hyung-Chir;Joh, Hahn
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.210-221
    • /
    • 2017
  • First, we can define how our body perceives the external world and embodies its senses through the philosopher Merleau - Ponty. These philosophical orientations of Merleau-Ponty also appear to urban theorists such as Jane Jacobs, Gordon Cullen, and Juhani Pallasmaa. In other words, after the Second World War, people began to pay attention to human emotions and perceptions while opposing human rational thinking. Especially, they reject the abstract space of modernism and explore the everyday city space where the local character of the area lives. This place is a space where the collective memory of the group is shared over several generations. So, in this space, people's active perceptual system works actively. In the sense of this continuity of time, their ideas intersect with the concept of urban. Specifically, Jacobs criticizes massive development and proposes the development of a small block-based city with a commonality of old and new. In addition, we argue that urban space can be a visually interesting object through the continuous visual concept of urban theorist Cullen. In particular, he rediscovers the value of traditional urban space through visual experience between architecture and urban facilities. Finally, the architectural city theorist, Pallasmaa., criticizes the visual centrality of modern cities and thinks about the value of multidisciplinary space that can be experienced in architecture. This study examines the space of reproduction in detail on the perspective of the body philosophy and urban theorists. In other words, the play space inherits the natural city time, so when our body experiences this play space, we can actively sense and perceive the various senses. So we can invoke the active external actions of our bodies. Through the analysis of the size of the reconstruction space of the architectural city, various types of body senses and responses can be. Yoon Dongju Literary Museum, which renovated the old water tank of the city, can recognize the unfamiliar sense of body in everyday life through the traces and smells of water in the past and the restrained visuality. In addition, Seonyudo Park, which regenerates the waste water purification plant, can experience a phenomenal phenomenon through water space, old concrete and traces of steel. Finally, with the most recently played Seoul Road 7017 can experience interesting urban spaces in terms of a variety of plants, a human scale space creating movement, and a continuous visual.

Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.95-110
    • /
    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

Metaverse as a future living environment of Homo Culturalis (문화적 인간의 미래 생활환경으로서 메타버스)

  • Lee, Arum;Oh, Min Jung
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.2
    • /
    • pp.167-176
    • /
    • 2022
  • In this paper, the metaverse is viewed as a future space for the living environment of Homo Culturalis. Although the metaverse is perceived as a digital 'virtual' space, it should be understood as an extension of the real space. A human dreams of a reincarnation in the digital space, but a human has a body that cannot be completely separated from the physical environment. This means that human activities are not disconnected from reality and more specifically the human existence ought to be found in the socio-cultural context of reality. If the way of life in Metaverse becomes increasingly common, humans should be able to access this metaverse as a reality. Therefore, in this paper, the metaverse that creates the world of creation, play, and empathy, becomes considered as the world of human life of Homo Culturalis, where the realization of human desires and desires in that world are made.

Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.57-65
    • /
    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.335-341
    • /
    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

Transfiguration in Fashion Design - Focused on Stationary Space Isolated from the Body - (탈(脫)신체적 패션 디자인에 관한 고찰 - 몸과 유리된 고정 공간의 형성을 중심으로 -)

  • Yim, Eun-Hyuk
    • Journal of the Korean Society of Costume
    • /
    • v.57 no.4 s.113
    • /
    • pp.70-80
    • /
    • 2007
  • Clothes and human body are inseparably related. Aesthetic consciousness of the body determines the form of clothing, reflecting the time and culture as well as the individual and society. Clothes can even reorganize the meaning of the body, while transcending their instrumental functions of protecting, expanding and deforming the body. Using 'body' to analyze the clothing form, my study develops a framework by which to classify transfiguration in fashion design. In order to inquire tile formative style and aesthetic values expressed in transfiguration in fashion, my study examines subjects from the discourse on the body to the fashion collections of the late 20th and 21st century. The results of the study are as follows. Transfiguration signifies absence of body which questions the three dimensional construction of the body in more conventional clothing system. Transfiguration is expressed in non-figural forms which implies metaphorical plasticity and abstract extensity. Transfiguration in fashion stresses a will-to-form rather than mere bodily proportion and structure, which explores trans-extensity that goes beyond the boundary of the body. Ultimately, this phase also betrays the correspondence between signifiant and $signifi\acute{e}$ in sartorial convention. Aesthetic ideal of the body is visualized in the form of a dress. Some clothes prioritize the body, particularly the feminine bodily curves, while others focus on the clothing itself as abstract and sculptural forms. Fashion continues to explore forms and images that transcend the traditional representations of the clothed body. As a type of intimate architecture, fashion always mediates the dialogue between clothes and body, or fashion and figure. My study suggests a framework to analyze bodily representation in transfiguration in fashion, focusing on the relationship between the clothes and body.

The Korean Strategy for the Science and Technology Park of the Developing Countries : The cases of Ecuador and Kazakhstan (개발도상국의 과학기술단지(STP) 건립을 위한 한국의 전략 : 에콰도르, 카자흐스탄의 사례를 중심으로)

  • Kim, Jong Jin;Choi, Jong In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.7 no.4
    • /
    • pp.131-141
    • /
    • 2012
  • The miracle of Korean economic development is the benchmarking for the developing countries. Among them, the STP of Science and technology area is very important case they tring to learn from Deadeok, Korea. Ecuador and Kazakhstan have the huge natural resources and they have interested in the model of Daedeok STP. This paper study about their needs and Daedeok's capability, and effective implementing factors. This paper suggest a six one based on the Daedeok Innopolis experiences for the successful local STP. First, most important thing is human resource development strategy for the knowledge and technology transfer. Second, the construction of Engineering Center for the collaboration of industry and academy is needed. This is important to have a bargaining power to the appropriate technology transfer. Third, they need a hardware and software infrastructure to the technology commercialization. It include a incubator, manager, and complimentary asset. Fourth, they have to connect with market closely for the venture creation and growth. Fifth, the clustering is realized by the STP construction. Lastly, leadership is critical factor to the absorptive capacity.

  • PDF