著者
濱野 靖一郎
出版者
法政大学国際日本学研究所
雑誌
国際日本学 = INTERNATIONAL JAPANESE STUDIES (ISSN:18838596)
巻号頁・発行日
vol.8, pp.345-363, 2010-08-10

Carl Shmitt defined sovereignty as the subject of decision making in exceptional situations, and hence set forth decisionism. That, in Japan, was set forth by Rai Sanyo in the Edo Period, as the decision making ken, which is the very condition for the monarch to function as a ruler.This essay focuses on the idea of ken as the premise of decision making, and how it was developed throughout the Edo Period. In Japan, the idea of ken has been debated in relation to the interpretation of the 29th article in chapter 9 of Lunyu.If we follow Zhū Xī’s interpretation, ken would obtain a double meaning: the actual judgment, and the validity of its outcome. This essay tracks what changed since in the interpretation of ken in Japan, in the context of analyzing Lunyu, which was carried out by numerous figures from Kumazawa Banzan to Ogyu Sorai.That change, in short, reaches the point where ken is established as judgment. The process of decision making was divided into that of decision and judgment, and while decision was being rejected, judgment substantiated its prevail. While politics came to shun the idea of judgment by an individual, Sorai established judgment on the sphere of personal life. Sorai then clarified the double meaning embedded by Zhū Xī with two analogies: one is the deed of saints, which is always right; another is the judgment of ordinary people, which no positive consequence is guaranteed.Using the explanation above, Sanyo presents the idea of ken to the world of politics. Here, ken is something that allows political decision making but does not guarantee the outcome, because a monarch is not a saint but merely an ordinary person.
著者
ジャコフスキ カロル Karol Zakowski
雑誌
法と政治 (ISSN:02880709)
巻号頁・発行日
vol.64, no.4, pp.121(1576)-143(1554), 2014-02-28
著者
浜松トップガン事務局
出版者
浜松トップガン事務局
巻号頁・発行日
vol.67, pp.1-8, 2020-12-11
著者
篠田 貴大 坂本 眞人
出版者
宮崎大学工学部
雑誌
宮崎大学工学部紀要 (ISSN:05404924)
巻号頁・発行日
no.49, pp.177-189, 2020-09

In recent years, entertainment computing has received increasing attention in Japan. In this study, we focused on projection mapping. Projection mapping is a technology for creating a new space by synthesizing space and video using a projector. Many people have been fascinated by the work that combines dancer performance and projection mapping. However, in these tasks, it is necessary for the performer to accurately match the motion of the image object in the projection mapping, and it is difficult for many people. Therefore, we propose a participatory projection mapping that changes interactively according to the user's movement in order to entertain not only the people who view the projection mapping but also the performers. In this study, we focused on sports and implemented projection mapping that can perform pitching of baseball and lifting of soccer according to the user's skeleton coordinates using Kinect. Also, if the user hides from Kinect's field of view and then enters Kinect's field of view again, there is a problem that the re-following of the user's skeleton coordinates is not performed well. We approached the problem by using a cascade classifier to detect users. We asked five users to experience the projection mapping proposed in this study, and conducted a questionnaire to obtain evaluation. From the results of the questionnaire, we think that we could get a certain evaluation as to whether the performers could enjoy as well as the people who saw the projection mapping. Future tasks include the implementation of tutorial screens and texture mapping to make the operation easier to understand, so that even small children and people with physical disabilities can experience it.
著者
中村 正行
出版者
信州大学
巻号頁・発行日
1994-03-20

信州大学博士(工学)・学位論文・平成6年3月20日授与(乙第3号)・中村正行
著者
上岡 広樹
出版者
三重大学
巻号頁・発行日
2019-03

三重大学大学院工学研究科 電気電子工学専攻 有機エレクトロニクス研究室