• 제목/요약/키워드: Creature

검색결과 90건 처리시간 0.027초

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

  • 김설한;정진우;김효남
    • 한국초등과학교육학회지:초등과학교육
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    • 제17권1호
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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
    • 한국멀티미디어학회논문지
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    • 제12권6호
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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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    • 제3권4호
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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.

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

  • 김현;조준면
    • 로봇학회논문지
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    • 제5권1호
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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.

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

  • 석혜정;이윤진
    • 한국콘텐츠학회논문지
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    • 제11권12호
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    • pp.19-27
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    • 2011
  • 역대 최고의 흥행작인 영화 '아바타'에서 등장하는 휴머노이드 크리처는 실제 배우의 얼굴을 알아볼 수 있도록 디자인 되어 주제에 관련된 CG와 실사가 조화를 이루며 영화의 사실감을 더한다. 영화에서 뿐만 아니라 근래의 다양한 미디어에서 실제 인물을 알아볼 수 있는 휴머노이드 크리처의 디자인이 많이 사용될 것으로 예상된다. 본 연구에서는 인물인식을 위한 휴머노이드 크리처 디자인을 위하여, 대상과의 유사성을 위한 프로토타입으로부터의 편차를 과장하는 캐리커처의 주요한 컨셉을 응용한다. 또한 대상의 특징 요소를 추출하는 기준을 제시하고 그 결과에 의해 과장된 인물의 이미지를 다른 생명체와 합성하여 제작 결과를 실험하였다.

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

  • 복도훈
    • 대중서사연구
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    • 제27권2호
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    • pp.13-44
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    • 2021
  • 이 글은 코로나19바이러스 팬데믹을 통한 감염의 공포와 인간 종의 급격한 위상 변화를 H. P. 러브크래프트의 소설과 『Project LC. RC』를 통해 살펴보고자 한다. 전 지구적 기이함이라고 할 수 있는 팬데믹 사태와 기후변화는 생태계 내에서의 인간 종의 지위와 역사를 근본적으로 되묻는다. 러브크래프트의 위어드 픽션에 등장하는 공포의 크리처와 우주적 무관심주의는 오늘날의 전 지구적 기이함을 밝히는데 도움을 준다는 점에서 동시대적이다. 그러나 러브크래프트의 인종주의는 그의 우주적 공포의 정체에 대한 보다 근본적인 질문을 던지도록 한다. 『Project LC. RC』는 러브크래프트의 소설에서 논란이 되는 인종주의와 여성혐오를 다시 쓰는 문화적 변용의 작업이다. 변용은 러브크래프트적인 공포에 감염되면서도 그것의 변이를 창출하는 작업이다. 이 글은 우선 그러한 변용을 유도하는 러브크래프트의 소설이 갖는 창조적 힘에 주목했다. 그리고 이러한 전제 아래 이서영, 은림, 김보영의 러브크래프트 소설 다시쓰기의 의미를 비체, 식물 크리처, 공생의 이미지와 모티프 분석을 통해 밝히고자 했다. 구체적으로는 남근적인 공포를 환기하는 러브크래프트의 크리처는 여성주의적 다시쓰기를 통해 여성들의 절망을 끌어안고 위무하는 비체의 이미지(『낮은 곳으로 임하소서』), 여성에게 피난처를 제공하는 식물적인 크리처(<우물 속의 색채>), 돌봄과 공생의 크리처(『역병의 바다』)로 뒤바뀐다. 이러한 다시쓰기는 노동, 돌봄, 연대와 같은 가치를 작품 속에 구현한다는 점에서 동시대적 의의가 있다. 결론에서는 앞서의 수정주의적 글쓰기로 축소되지 않는 러브크래프트 소설의 창조적 변용의 또 다른 힘에 주목하고자 했다.

중세 기독교 사상에서의 유한과 무한 - 아우구스티누스를 중심으로 -

  • 안가경;임종록;한정순
    • 한국수학사학회지
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    • 제14권2호
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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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현대 패션쇼에 나타나는 인형과 인형이미지의 내적 의미 (The Internal Meanings of Dolls and Dolls' Images Expressed in Modern Fashion Show)

  • 유주연;권기영
    • Human Ecology Research
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    • 제52권1호
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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.

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

  • 남조현;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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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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환경문제 해결을 위한 환경친화적 발전의 원리와 방향성 (Principles and Directions of Eco-friendly Development for Settlement of Environmental Problems)

  • 김대희;김현수;강정옥;최영창
    • 농촌지도와개발
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    • 제4권1호
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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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