• Title/Summary/Keyword: Sense of space

Search Result 985, Processing Time 0.03 seconds

The Hyper Connection of The Heredity Gene(RNA) and The Goendang with Jong Nang/Tomb Gate (괸당, 정낭(錠木), 묘(墓)의 신문(神門)과 유전자(RNA)의 접목)

  • Kim, Jeong Su;Lee, Moon Ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.3 no.4
    • /
    • pp.1-19
    • /
    • 2017
  • Death culture continues to lead human history with complementarity in the sense that it is half of life culture. The three sacred gates and the two tombs are connected to the olegil space. In this space, the principle of complementarity in which coexistence exist between life and death is hidden in Jeju culture. It is a question and wait. Contrarily, the opposite is complementary. (Contraria Sunt Complementa Latin) This refers to the relationship of each other in relation to one another and in a mutually dependent relationship. The Jong Nang is used as basic logic in DNA codon of human body as well as communication principle. In addition, there is a pattern of similarity of the linkage between the square oval ear of the grave, the Korean Taegeukguk and 卦, the genome (DNA) 卦. The Jong Nang 'Batdam' and 'Sandam' are conneted like 'black dragon ten thousand', and stone walls are connected to each other as the stone network, which is called as the 'Goendam' (and conventionally is told as the 'Goendang') and is related to the Family networks. The relationship between the Tomb of the ancestors and their offspring is believed to be "Soul Synchronizing the Ancestor to Offspring" and becomes "Change in Future", and Genetic factors in the physical blood are transmitted directly to the children. The DNA RNA was represented by the determinant.

Living Lab as User-Driven Innovation Model: Case Analysis and Applicability (사용자 주도형 혁신모델로서 리빙랩 사례 분석과 적용 가능성 탐색)

  • Seong, Jieun;Song, Wichin;Park, Inyong
    • Journal of Korea Technology Innovation Society
    • /
    • v.17 no.2
    • /
    • pp.309-333
    • /
    • 2014
  • To meet the challenge of new type of innovation activities requires us to understand the social context of innovation and the potential needs of innovation users and, based on this, to co-construct technology and society simultaneously. Effective 'demand articulation' activities such as the understanding and utilization of user experiences and socio-technical planning are prerequisites for carrying out post-catch up innovations shaping new trajectories and contributing to solving social problems. Living Lab has recently been emerging particularly in Europe as an 'user-driven innovation model', in which users are active participants in innovation activities. The purpose of this study is to contribute to a theoretical discussion of Living Lab as an user-driven innovation model, to make a brief review of cases of Living Lab and to explore Living Lab's applicability in the Korean context. Living Lab is an open innovation model, in which end suers actively participate in innovation processes in a particular geographical space or region and would be able to solve specific problems of that space or region. In that sense, Living Lab would be able to strengthen the problem-solving capabilities of local communities and to become a pioneer in inducing and realizing a new socio-technical system. Furthermore, Living Lab could become an innovative policy tool reflecting recent major changes in innovation policy paradigms such as post-catch up innovation, demand-oriented innovation, regional innovation, societal innovation, innovation eco-system and socio-technical system transition, and thus make a contribution to exploring a new way of bringing about changes in the Korean society.

A Study on Gilles Clement's Garden View and the 'Garden in motion' - Centering on Conceptual Comparison with William Robinson's Wild Garden - (질 클레망의 정원관(庭園觀)과 '움직이는 정원'에 대한 연구 - William Robinson의 Wild Garden과의 개념비교를 중심으로 -)

  • Kwon, Jin-Wook
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.36 no.2
    • /
    • pp.46-53
    • /
    • 2018
  • The background of this study was to consider regenerative environmental characteristics and develop foundations for conceptual grounds and applications in embodying sustainable garden designs demanded in our age. In doing so, this study aimed to have a conceptual understanding of Clement's garden theory influenced by Robinson's naturalistic distinction and compared it with Robinson's wild garden, and the results are as follows: First, for Clement, garden design included an ecological process to settle in the target site as aesthetics of space being formed by the movement of plants. In this sense, making a 'garden in motion' implies to design possibilities to adapt to nature based on trust in it and allow plant seeds not to be planned but to naturally go and find appropriate habitats. Second, the views to wildness can be separated into microscopic and macroscopic views and each has its own expressive characteristics. Robinson's gardens are small and subordinate and play mollification functions for existing spaces. On the contrary, Clement's gardens are the subject of the space, represent macroscopic strategies, and have top-down approaches embodied as infrastructure to play central roles in the ecology. Third, Robinson's and Clement's views to the operation of garden spaces acknowledge the inseparable relationship between nature's autonomy and gardens' wildness and deliver a value that the preservation of nature is a prerequisite to coexistence with the life we desire. Their gardens are analogized by interventions of environmental possibilism and ecological standpoints mediated by plants based on the perspective of environmental determinism.

Knowledge-poor Term Translation using Common Base Axis with application to Korean-English Cross-Language Information Retrieval (과도한 지식을 요구하지 않는 공통기반축에 의한 용어 번역과 한영 교차정보검색에의 응용)

  • 최용석;최기선
    • Korean Journal of Cognitive Science
    • /
    • v.14 no.1
    • /
    • pp.29-40
    • /
    • 2003
  • Cross-Language Information Retrieval (CLIR) deals with the documents in various languages by one language query. A user who uses one language can retrieve the documents in another language through CLIR system. In CLIR, query translation method is known to be more efficient. For the better performance of query translation, we need more resources like dictionary, ontology, and parallel/comparable corpus but usually not available. This paper proposes a new concept called the Common Base Axis which is adapted to Korean-English Query translation ann a new weighting method in dictionary based query translation. The essential idea is that we can express Korean and English word in one vector space by Common Base Axis and use it in calculating sense distance for query weighting. The experiments show that Common Base Axis gives us good performance without ontology and is especially good for one word query translation.

  • PDF

Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
    • /
    • v.7 no.3
    • /
    • pp.143-164
    • /
    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.6 no.4
    • /
    • pp.1-7
    • /
    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

  • PDF

Trends and Issues in Social Geography in the 2000s in S. Korea: (2) Empirical Researches (2000년대 한국 사회지리학의 경향과 논제들 -(2) 경험적 연구들-)

  • Choi, Byung-Doo
    • Journal of the Korean Geographical Society
    • /
    • v.47 no.5
    • /
    • pp.735-754
    • /
    • 2012
  • Korean society in the 2000 has experienced new many social and spatial issues such as the process of neoliberalism and changes in urban and spatial policies, the development of information and communication technology and reconfiguration of informational social space, radically increasing foreign immigrants and transformation to multicultural society, global warming and environmental injustice, and these new issues have promoted development of social geography in Korea. In addition to a review on them, this paper provides a review on empirical researches on traditional issues which have been dealt with in social geography in the 2000 in Korea. Even though there have been numerous sub-issues, they can be divided into two categories: one is urban and communal social geography including urban housing and residential segregation, urban social problems such as poverty, crime, education, health care, social welfare, urban and rural community building, identity, sense of place, and social movement; the other is social geography of population and migration, including population movement, aged society and social welfare for elderly people, and foreign immigrants and formation of multicultural social space. As some difficult conditions such as path-dependent process of neoliberalism, transformation toward informational, aged, and multicultural society would continue, so social geography in Korea to tackle with these external conditions should deepen its theoretical insights and widen its research issues.

  • PDF

Design and implementation of Robot Soccer Agent Based on Reinforcement Learning (강화 학습에 기초한 로봇 축구 에이전트의 설계 및 구현)

  • Kim, In-Cheol
    • The KIPS Transactions:PartB
    • /
    • v.9B no.2
    • /
    • pp.139-146
    • /
    • 2002
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.

Exploring Differences in the Way of Dealing with Social Relationships in Metaverse and Reality according to Social Inclinations and Behavioral Aspect (사회적 성향과 행동 양상에 따른 현실과 메타버스 내 관계 맺기에 대한 태도 차이 탐구)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.375-387
    • /
    • 2022
  • During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.

Study on Public Design Development Plan for Traditional Culture Transmission Zone -With Focus on Public Design for Gwangju Metropolitan City Daechon-dong Theme Park- (전통문화 전승지구 공공디자인 발전 방안에 관한 연구 -광주광역시 대촌동 테마파크 공공디자인을 중심으로-)

  • Hwang, Yoo-Soon;Lim, Chae-Hyong
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.43-56
    • /
    • 2015
  • Amidst various efforts which have been made to revive a city, the potential discovery related to the development of public design based on copious cultural heritages is extremely significant. Therefore, in this study, qualitative researches were conducted based on bibliographic data and image materials centered on public design of Theme Park in Daechon-dong, Gwangju Metropolitan City. The case studies verifying the identity of Korean public design through countless numbers of research materials. However, it's necessary to pay attention to a common fact because it's essential to find the national legitimacy and regional identity by tiding over problems in standardized urban development through well-designed development plan for history, living and economy bloc among the regional traditional cultural assets while rejecting the meaning in an excessively broad sense. The spaces assigned with significance are cultural contents embedded with cultural original form of the region and there is room for creative development in order to generate city brand value and to activate the space. This study is significant in that the spatial interpretation of Daechon-dong's Theme Park and the methodology of semiotic spatial planning can not only be applied but also in that this study has demonstrated positive effects on space.