• Title/Summary/Keyword: Creature

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The Relationship between Inductive-Deductive Reasoning Ability and Mental Capacity and Perseveration Error of Elementary School Students (초등학교 학생들의 귀납-연역적 추론 능력과 정신 용량 및 보속 오류와의 관계)

  • 김설한;정진우;김효남
    • Journal of Korean Elementary Science Education
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    • v.17 no.1
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    • pp.47-60
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    • 1998
  • The purpose of this study was to analyze the problem solving strategies of elementary school students and to find out correlations between the functional mental capacity, the perseveration error and the Creature Card Task solving ability. To study this purpose, four categories were selected through pilot test. The sample consisted of 231, the 4th grade students and the 5th grade students in Inchon, Korea and selected 32 students among them. Three instruments were used in this study, Creature Card Task, FIT(Figural Intersection Test) and WCST(Wisconsin Card Sorting Test). Researcher interviewed 32 students about Creature Card Task solving strategies and tests with FIT, WCST. Major findings of the study are as follows: 1. Creature Card Task solving strategies of the selected 4th & 5th grade students were different. Some students solved problems during individual interviews. 2. Creature Card Task solving abilities were significantly correlated with the functional mental capacity and the perseveration error.

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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The Origin of Artificial Species: Genetic Robot

  • Kim Jong-Hwan;Lee Kang-Hee;Kim Yong-Duk
    • International Journal of Control, Automation, and Systems
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    • v.3 no.4
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    • pp.564-570
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    • 2005
  • This paper provides a basis for investigating 'The Origin of Artificial Species,' as a robot can be considered as an artificial creature. To design an artificial creature, its general internal architecture is presented and its artificial chromosomes are proposed as its essential components. Rity as an artificial creature is developed in a virtual world of PC to test the world's first robotic 'chromosomes,' which are a set of computerized DNA (Deoxyribonucleic acid) codes for creating robots (artificial creatures) that can have their own personality, and can ultimately reproduce their kind, or even evolve as a distinct species. The effectiveness of the artificial chromosomes is demonstrated by implanting the genetic code into two Ritys living in a virtual world, in order to define their personality.

Robotic system as artificial creatures for long-term relationship with users (사용자와의 지속적 관계 유지를 위한 인공생명체 로봇 시스템)

  • Kim, Hyun;Cho, Joon-Myun
    • The Journal of Korea Robotics Society
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    • v.5 no.1
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    • pp.1-6
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    • 2010
  • For the personal robot to serve humans as a companion in our daily life, it is obviously important that the robot should have a long-term relationship to users. In this paper, we introduce a simple idea on how to make the long-term relationship by using just low-cost and simple robots. We also describe the robotic artificial creature system to implement this idea. The artificial creature robots respond not only physical environment changes but also the logical information changes in the virtual world such as the Web. They consist of a control robot and several simple robots, which show users various group behaviors. Users have a relationship with them by observing these behaviors, rather than interacting with them. We separate physical robots and software applications in order that artificial creature robots can have more various behaviors made by various software applications. Finally, we implemented the system using a robot simulator to show some example cases.

Applying Caricature Concept for Face Recognizable Humanoid Creature Design (인물인식을 위한 휴머노이드 크리처 디자인의 캐리커처 컨셉 적용)

  • Suk, Hae-Jung;Lee, Yun-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.19-27
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    • 2011
  • The humanoid creatures like Na'Vi in 'Avatar' remind the audience of a few actors' faces in the movie, enhance realism in film through combining CG and Live action which are related to the story. The design of face-recognizable humanoid creature is expected to be used in many ways; not only in film, but also in newest media. This research proposes to apply the main concept of Caricature which is 'exaggeration' of distinctive face elements from their prototypes for 'likeness' with the subjects. Also, it provides the idea of extracting the distinctive features of a face and combining the exaggerated subject as those features with an imaginary creature-other species, alien, etc. Finally, it proves the effectiveness of the design process with some experiments.

Infection and Mutation - On the H. P. Lovecraft's fiction and "Project LC. RC" (감염과 변이 -H. P. 러브크래프트의 소설과 『Project LC. RC』에 대하여)

  • Bok, Do-Hoon
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.13-44
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    • 2021
  • This article describes the fear of infection through the Covid19 pandemic and the rapid phase change of human species with H. P. Lovecraft's fiction and "Project LC. RC". Pandemic and climate change, which can be called global weirding, fundamentally question the status and history of human species in the ecosystem. The horror creature and cosmological indifferentism in Lovecraft's weird fiction are contemporary in that they help shed light on today's global weirding. But Lovecraft's racism allows him to ask more fundamental questions about the logjam of his cosmic horror. "Project LC. RC" are a Korean writers's works of cultural variation that rewrites controversial racism and misogyny in Lovecraft's fiction. Such variation becomes the task of creating a mutation in Lovecraft as it becomes infected with the affection of Lovecraft's writing. This article first noted the creative power of Lovecraft's fiction that induces such a mutation. And under this premise, this article wanted to reveal the meaning of Lee Seo young, Eun rim, and Kim Bo young's recreates of Lovecraft's fiction through the analysis of images and motifs of abject, plant creature and symbiosis. Specifically, Lovecraft's creature, which evokes phallic fear, turns into an image of an abject embracing and comforting women's despair("I Want You to Stay Low"), a plant creature that provides women with refuge("Color in the Well"), and a creature of care and symbiotic life("A Sea of Plague"). This recreate/rewriting has contemporary significance in that it embodies values such as labor, care, and solidarity in their works. The conclusion noted another power of creative variation in Lovecraft's fiction, which is not reduced to recreate/rewriting.

중세 기독교 사상에서의 유한과 무한 - 아우구스티누스를 중심으로 -

  • 안가경;임종록;한정순
    • Journal for History of Mathematics
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    • v.14 no.2
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    • pp.55-60
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    • 2001
  • In this paper we introduce three kinds of theory on the origin of the world, the formation theory, the emanation theory and the creation of nothing. Especially through Augustinus, great scholar of patristic philosophy in the Middle Ages, how the relationship between the God and the creature was shown with the concept of the infinity and the finite.

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The Internal Meanings of Dolls and Dolls' Images Expressed in Modern Fashion Show (현대 패션쇼에 나타나는 인형과 인형이미지의 내적 의미)

  • Yoo, Ju Yeon;Kwon, Gi Young
    • Human Ecology Research
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    • v.52 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to analyze the internal meanings of dolls and dolls' images expressed in modern fashion show. Dolls are used as sacred object, decoration object, playing object, personified object or cherished object. The expression types of doll image in modern fashion are as following; substitutes of multi-ego, object of sexual desire, objectified creature, and medium of transcending fantasy. First, dolls image as substitutes of multi-ego had been expressed in magical expression, disgusting mask, transparent mannequin, expressionless, horror, conflict, loss of identity, exaggeration or escapism. Second, as object of sexual desire, dolls image are expressed as naked baby, ambiguous expression, naked body, voluminous body, emphasized specific bodypart, heavy makeup or wax doll of sexy actresses. Third, as objectified creature, dolls are human body in passive form. Human bodies are disassembled and reassembled as dolls. Such dolls reflect serious reality. They wrap up human like product and objectify it. Fourth, dolls image expressed as medium of transcending fantasy recollects youth age or expresses imagination on ambiguous virtual reality. Like this, dolls have value as creatures in various fields of modern fashion. Dolls contribute a lot in creating important inspiration. Dolls also expose internal mentality and represent ego. Externally, dolls express human shape becoming more and more materialized and objectified by advancing scientific technology in digital capitalistic society.

A Study on the office space of a new concept from the viewpoint of property of the contemporary office space (현대 오피스 공간의 특성으로 본 신 개념 오피스 공간에 관한 연구)

  • Nam, Jo-Hyun;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.255-259
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    • 2007
  • Contemporary society is a digital and information-oriented society and a change by digital and information-oriented has made a new society principle and creature. The principle and creature has made society changed having influence on office space. The 21st century business space attachs great importance to the public space as the value of work place, namely, the place of gathering and client meeting which is society space and a thing which grants it with the biggest investment worth is a new order. This kind of society change has been making an appearance in contemporary office space as features of Narrative, Nodal, Neighbourly, Nomadic. These kinds of trends which are not exclusive mutually are stipulated as new trials to business space holding a lot of overriding features in common. These kinds of features brought into relief according to society change can be seen as key words speaking for contemporary office space and have a significance to contemplate and study for the office space of a new concept made an appearance together with society change. It is expected to contribute to revitalization programs with the far-reaching effect of understanding about ideal office work circumstances and work shape which the 21st century wants standing on the features of these new concepts.

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Principles and Directions of Eco-friendly Development for Settlement of Environmental Problems (환경문제 해결을 위한 환경친화적 발전의 원리와 방향성)

  • Kim, Dae-Hee;Kim, Hyun-Soo;Kang, Jeong-Ok;Choe, Young-Chang
    • Journal of Agricultural Extension & Community Development
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    • v.4 no.1
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    • pp.211-229
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    • 1997
  • An environmental problem is the greatest barrier to pursuit of mankinds existence and development. The major traits of this problem are totality and complexity, therefore the finding of environmental problem's solutions is very difficult. The eco-friendly development that pursuing the ecological principles is the direction of environmental problem's solutions. Environmentally sound and sustainable development, deep ecological thought or environmentalism, the following of god's creation order and the old oriental thought are patterns and principles of eco-friendly development. Every creature has one ecological niche from the ecological principles of adoption, competition, evolution, variety, circulation, harmony and equilibrium. Ecological niche means that every creature has ecological status and duty. Therefore finding the mankinds ecological niche is important because it is desirable directions for eco-friendly development to solve environmental problems.

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