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노베르그-슐츠(C. Norberg-Schulz)의 '장소성' 이론에 대한 비판적 고찰 - 하이데거(Martin Heidegger)의 "개방성(Openness)"과 "틈새내기(Rift-design)" 사유를 근거로 - (A Critical Review on C. Norberg Schulz's Theory of the 'Placeness' - Centering around Heidegger's Thought of "Openness" -)

  • 이승헌;이동언
    • 건축역사연구
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    • 제12권3호
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    • pp.149-162
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    • 2003
  • Schulz accepted the existentialist view based on Heidegger's thought and at the same time the objectivist view making fixed this living world, evoking controversies for discussion. He could not see various presentations of the meaning of place because he perceived elements of this world individually. Thus Schulz's mixed system of understanding is sternly different from Heidegger's thought. First, Heidegger suggests that place as existential space represents the occasion revelation of incidents in Dasein. While Schulz recognizes that place is a systematic space predetermined for Dasein. Second, Heidegger interprets the placeness as creative openness in which elements comprising this world face and interact with each other into one. In contrast, Schulz defines each of the elements through signification and regards it as invariable and static. Third, Heidegger perceives that the placeness is expressed with sustainable, complex images through "rift-design" which seeks dynamic interactions between the ground and the world. While Schulz attempts to take "Genius Loci" or "habituated scene" through "gathering" as a concept he regards static and then visualize such structural two factors, producing certain internal images of place. However, limits of Schulz's theory prevent us from exerting complete imagination and discovering the inner creative world of the object. Thus the ultimate goal of paying attention to the placeness, that is, the recovery of individual identity, fails due to the prevalence and abstraction of objectified thinking. In contrast, Heidegger's thought about "openness" is a useful means of realizing the placeness. Openness may be referred to a dynamic coordination in which the earth and the world sustain each other under incessant mutual tensions, but not sticking o each other. "Rift-design" is an openness strategy to cause tense relations by preventing structuralization intentively. This is a creative design that allows seeing original seams of the object.

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The World as Seen from Venice (1205-1533) as a Case Study of Scalable Web-Based Automatic Narratives for Interactive Global Histories

  • NANETTI, Andrea;CHEONG, Siew Ann
    • Asian review of World Histories
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    • 제4권1호
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    • pp.3-34
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    • 2016
  • This introduction is both a statement of a research problem and an account of the first research results for its solution. As more historical databases come online and overlap in coverage, we need to discuss the two main issues that prevent 'big' results from emerging so far. Firstly, historical data are seen by computer science people as unstructured, that is, historical records cannot be easily decomposed into unambiguous fields, like in population (birth and death records) and taxation data. Secondly, machine-learning tools developed for structured data cannot be applied as they are for historical research. We propose a complex network, narrative-driven approach to mining historical databases. In such a time-integrated network obtained by overlaying records from historical databases, the nodes are actors, while thelinks are actions. In the case study that we present (the world as seen from Venice, 1205-1533), the actors are governments, while the actions are limited to war, trade, and treaty to keep the case study tractable. We then identify key periods, key events, and hence key actors, key locations through a time-resolved examination of the actions. This tool allows historians to deal with historical data issues (e.g., source provenance identification, event validation, trade-conflict-diplomacy relationships, etc.). On a higher level, this automatic extraction of key narratives from a historical database allows historians to formulate hypotheses on the courses of history, and also allow them to test these hypotheses in other actions or in additional data sets. Our vision is that this narrative-driven analysis of historical data can lead to the development of multiple scale agent-based models, which can be simulated on a computer to generate ensembles of counterfactual histories that would deepen our understanding of how our actual history developed the way it did. The generation of such narratives, automatically and in a scalable way, will revolutionize the practice of history as a discipline, because historical knowledge, that is the treasure of human experiences (i.e. the heritage of the world), will become what might be inherited by machine learning algorithms and used in smart cities to highlight and explain present ties and illustrate potential future scenarios and visionarios.

대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구 (Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion)

  • 윤경희;조우현
    • 복식
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    • 제63권7호
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

2011 대구세계육상선수권대회 운동역학 프로젝트 수행 경과보고 (Sport Biomechanics Research Project at IAAF World Championships Daegu 2011)

  • 배영상;박영진;박종진;이중숙;채원식;박승범
    • 한국운동역학회지
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    • 제21권5호
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    • pp.503-510
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    • 2011
  • The purpose of this study was to find the biomechanical research project result carried out at 2011 IAAF World championship in Daegu. This project was approved by the International Amateur Athletic Federation(IAAF) and financially supported by the Ministry of Culture, Sports and Tourism(MCST) and, Korea Association of Athletics Federations(KAAF). The total number of the project members was 20, including the members of the Scientific Committee, the Korean Society of Sport Biomechanics(KSSB) and graduate students as assistants. The objective of this project has been to analyze the performance in the track events(100 m, 110 mH) and field events(Long Jump, High Jump, Triple Jump, Pole Vault, Javelin Throw and Shot Put). This project was focused on the biomechanical research only. This kind of analysis has been carried out at major competitions for more than a decade, as it provides coaches and athletes with very useful information as an aid to training programmes and competition preparation. The biomechanical analysis of the top athletes in the world in each specialty serves as a reference for assessing technique and rationalizing the results achieved. The results will be disseminated world-wide and coaches will be in a better position to design training strategies in line with current world trends.