• Title/Summary/Keyword: Argument reality

Search Result 47, Processing Time 0.027 seconds

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.2
    • /
    • pp.146-154
    • /
    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

A Study on the Use of Hangeul Identifier in Java (Java에서 한글 식별자 사용에 관한 연구)

  • Yang, Dan-Hee
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.10
    • /
    • pp.53-60
    • /
    • 2017
  • The use of 'Idumunja' for programs is inevitable before Unicode came out. However, even now that Unicode has been established as an international standard in both name and reality, there has been an insistence that the use of Hangeul identifiers should be avoided. This study surveyed the students for the reasons why they prefer to use English identifiers and for the notations that can substitute the function of English capital letters in using Hangeul identifiers. Then, we discussed the vanity of argument that the use of English identifiers is a global trend, and proposed two notations for the use of Korean identifiers. In order to improve the productivity of software, programmer's job satisfaction, and the ease of maintenance, the use of Hangeul identifiers should become rapidly common.

Implementation of 'Eye View' Application for book information providing service using Marker technology and AR (마커 기술 및 AR을 이용한 도서 정보 제공 서비스를 위한 'Eye View' 어플리케이션의 구현)

  • Cho, Young-Ju;Kim, Jin-Hyuk;So, Yoon-Jeong;Chung, Il-Yong
    • Journal of Digital Contents Society
    • /
    • v.18 no.2
    • /
    • pp.257-266
    • /
    • 2017
  • Recently, a variety of books have been published in various fields, and the range of selection for both online and offline bookstores have been widened. However, there is a vinyl packaging phenomenon to prevent damage being made to the books in bookstores. This makes it difficult to have a look through on the contents of the book, affecting consumers' purchasing decisions. These factors causes the annual average reading volume to decrease. Therefore, in this paper, we would like to propose a "bookmark" application to provide consumers with book information service using AR and Marker technology, tackling the decrease in sales caused by the problem.

4th Industrial Revolution and Magnetics (1) (4차 산업혁명과 자기학(1) - 4차 산업혁명의 개황 -)

  • Kim, Hi-Jung
    • Journal of the Korean Magnetics Society
    • /
    • v.27 no.3
    • /
    • pp.104-113
    • /
    • 2017
  • K. Suwab, a chairman of the World Economic Forum (WEF), reported the emerging of the $4^{th}$ industrial revolution by the convergence of artificial intelligence and robot as well as the fusion of true and virtual reality in the WEF 2016. He suggested the $4^{th}$ industrial revolution would change greatly the paradigm of industry and society in the future, and damage the security and quality of the human job severely. In this review the argument of terminology, the impacts on economics, industry technologies and jobs by the $4^{th}$ industrial revolution have been discussed. And the role of magnetics on the 2-4th industrial revolutions was reviewed briefly.

Fantasy Ethics Disguised with Humor in American Minority Literature: John Leguizamo's Freak (미국 소수인종 문학에 유머로 위장된 환상의 윤리학: 존 레기자모의 『괴물』 중심 연구)

  • Kim, Bong Eun
    • English & American cultural studies
    • /
    • v.14 no.2
    • /
    • pp.49-75
    • /
    • 2014
  • This paper argues that John Leguizamo disguises ethical intention with humor in his one-person show, Freak. The argument proceeds in three stages. First, on the basis of Slavoj ${\check{Z}}i{\check{z}}ek^{\prime}s$ theory that fantasies teach us how to desire discussed in The Sublime Object of Ideology, I analyze how and why Leguizamo exaggerates and thus de-constructs the ideological fantasies about Latin Americans in Freak. Through this analysis the ridiculous exaggeration of the fantasies and their deconstruction emerges as the means to surface the trauma caused by the fantasies, internally and externally curing and reconciling the audience. Second, I apply ${\check{Z}}i{\check{z}}ek^{\prime}s$ theory of the quilting point introduced in Looking Awry: An Introduction to Jacques Lacan through Popular Culture to reveal how "blots" in Freak form "black holes" in the audience's consciousness to smash their established view of the reality, inducing them to encounter with "the real." The investigation into Leguizamo's use of humor as the quilting point illuminates how he invites the audience to look awry beyond the popular fantasy at "the real" America. Third, on the ground of Emmanuel Levinas's theory that theaters are the space of ethics, namely "ethotopos" to emphasize responsible actions discussed in "Ethics as First Philosophy," I assert that Leguizamo disguises his ethical message with humor so as for the audience to recognize their responsibility for others in America and take action towards change.

Elementary Teachers' Perception on Student Competencies, Teacher Role, and Instruction in the Forthcoming Educational Environmental Change

  • KO, Yujung;HAN, Insook;KWON, Hoilym;SHIN, Won Sug
    • Educational Technology International
    • /
    • v.20 no.1
    • /
    • pp.109-135
    • /
    • 2019
  • Rapid development of educational technology requires fundamental changes not only in the form of instruction and role of teachers in school education but also in the competency development of students. Specifically, the emergence of new technologies such as makerspace, virtual reality (VR), and robotics has made it more challenging for teachers and students in the 21st century. However, even with the argument for the changes, less has been discussed about how much in-service teachers are aware of and how they are preparing for such changes. Therefore, this study intends to explore what would be required to students and teachers, and for instructional changes with more technologies available through the lens of elementary school teachers. The study results suggest, similar to previous studies, in-service elementary teachers recognize that student competencies such as creativity, collaboration, communication, and problem-solving skills are important. They also perceived that teacher change in role and attitude, and for instructional method and classroom culture are crucial as catalysts of change. Unique and interesting finding from this study is about the importance of nurturing digital citizenship in technology-infused learning environment. The digital citizenship has been less highlighted in the past, but this study revealed it should be treated as a priority.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
    • /
    • no.56
    • /
    • pp.45-70
    • /
    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

A Reflection on the Consumer Culture in the Post-COVID 19 Era from the Lens of Christian Education: Learning from the Drama, Penthouse (포스트 코로나 시대의 소비문화에 대한 기독교교육의 성찰 : 드라마 「펜트하우스」를 중심으로)

  • Won, Shin-Ae
    • Journal of Christian Education in Korea
    • /
    • v.66
    • /
    • pp.113-145
    • /
    • 2021
  • As a contemporary exponent of Bauderillard's Simulation and Simulacra, this paper aims to reflect on the 'consumer culture' criticized by Baudrillard from the lens of Christian Education in reading the Drama, Penthouse related to the notions of the consumption-ideology, the desire and violence of image in the post-Covid 19 era. As Baudrillard begins to realize that the concept of simulation rooted from mass media in the modern society, he explains mass media as the emerging of Simulation or the process of Simulation will lead to the impulsion of reality, which ends up with vanishing the original reality. Baudrillard is explaining in his argument that the process of Simulation proceeds among various areas of the contemporary society being manipulated by mass media. While Simulation is the process of producing the hyperreality characterized by the excess of images that seems more real than the original reality, Simulation brought about Simulacra as excess reality or consequently exploding reality. Christian educators in the post-Covid 19 must know how to deal with critical theory by considering positive ways of avoiding questioning of how to articulate what the norm of universal consensus is in the specific situation. In other words, it should be noted that the nature of the ruling ideology and the ideology of consumption has been influenced or manipulated by mass media. Christian educators especially have to help young people in seeing the messages from the images of the screens, television, soap-opera, and commercial advertising making reality as Simulacre which is more real than the original reality. When the medium becomes the message, the power of medium makes the consumer not reach communication with it. This is the main reason in the controversy about the images on television drama, Penthouse and the impact of images on people's mind. As an exponent of McLuhan's belief that "the medium is the message", Baudrillard argues although the message and a subject of Simulacra(excessive reality) is unexpectedly disappearing, the medium itself is vanished through the silence of image. However, the task of Christian education has to fuel how we teach, learn, share and pass on the Word of God as the Message. Furthermore, it is worth noting that the Message of God cannot be vanished or burst with the impulsion of it, but exists forever. With Baudrillard's ideas of Simulation and Simulacra in mind, the work of Christian education as an observation platform can better engage the reflection on a consumer society of consumerism that makes Church community and a consumer irresistible against the Fake world.

Sijo seen through present-day succession and transfiguration of classics (고전의 현대적 계승과 변용을 통해 본 시조)

  • Na Jung-Soon
    • Sijohaknonchong
    • /
    • v.24
    • /
    • pp.173-197
    • /
    • 2006
  • Works recreated modernly succeeding classics often appear in novels, plays and movies. Observing 'modern succession and transfiguration of classics', 1 became curious about 'recreation of classics' in Sijo genre, and in that interest this thesis begins the argument. I identified that many Sijo are recreations of classics, and also classical literature are continually being transformed into modern Sijo. Especially Sijo of Lee Guang-Soo in 1920s and Sijo of Cho Un In 1940s are pioneering works. Thereafter modern Sijo have been continuously recreated from classics. This paper is about what are the meanings of modern Sijo in this category, and how should they advance. Also this argument will indicate how Sijo will be created in the future. Transforming classics into modern works is a valuable task, because it succeeds traditional culture and connects the classics' age to the modem age. For example, the Sijo of Lee Guang-Soo and Cho Un have significance in terms of literature history. The problem lies in modern Sijo that is creatively experimenting with classics succeeding those. Many modem Sijo are created attaching too much importance to the technique of contents, not comprehending the structural principles and formal aesthetics of Sijo. Thus, Sijo that adopt classics modernly reveals the limit of creation. Furthermore, recreating Sijo with the original contents untouched has no meaning at all. From this standpoint, modern Sijo recreated from classics can be reasonable only when they reflect the life, culture. and reality of present and comprehend the formal aesthetics of Sijo.

  • PDF

Reflection on the Definitions and Research Tasks for the Startup Studies (창업학의 정의와 연구과제에 대한 탐색적 연구)

  • Jeong, Heonbae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.11 no.3
    • /
    • pp.77-85
    • /
    • 2016
  • The Startup Studies have been developed, fundamentally, by involving interdisciplinary research fields such as studies of Business, Education, Psychology, Sociology, Economic and even Engineering. It looks like a simple combination of a disparate group of studies but practically built in identical and protocole field of studies. In spite of the social and academic importance, the startup studies are too harsh reality caused by poor logical support, absence of basic words definitions, confusion of academic consensus regarding the identity of Startup studies and Entrepreneurship. In this paper is logical foundation in science for the development of Startup studies defining basic concepts and identities in Startup studies and entrepreneurship. As conclusion, we were discussed the identity of the Startup and Startup studies to support its argument presented on the field of research and education.

  • PDF