• Title/Summary/Keyword: 사이보그

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Conflicts in Human-Cyborg Relationship Described in SF Films (SF 영화에 묘사된 인간-사이보그 관계에서 일어날 수 있는 갈등)

  • Yoo, yang-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.85-86
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    • 2019
  • 인공지능의 지속적인 발달로 자아의식을 가진 사이보그가 개발되며 인간과 동등한 지위를 갖게 되는 존재로 진화하게 될 것으로 예상되고 있다. 사이보그와 인간과의 관계는 인간과 인간과의 관계와 큰 차이가 없는 수준으로 발전할 수 있을 것이다. 감정이 있을 수 있으며 그로 인하여 여러 갈등도 존재할 수 있다. '2001 스페이스 오디세이', 'A.I', '그녀'와 같은 영화 내용들을 통해 미래 사회에 펼쳐질 인간과 사이보그의 관계를 유추해 볼 수 있다. SF 영화에 묘사된 인간과 사이보그와의 관계에서 일어나는 갈등의 사례를 탐색해 본다.

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The Senile Cyborg: Science, Technology, and Aging in Ghost in the Shell: Stand Alone Complex (노쇠한 사이보그: <공각기동대 Stand Alone Complex>로 본 노화와 과학기술)

  • Park, Hyung Wook
    • Journal of Science and Technology Studies
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    • v.13 no.1
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    • pp.41-76
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    • 2013
  • Based on an analysis of the Japanese animation director Kamiyama Kenji's Ghost in the Shell: Stand Alone Complex series, this paper discusses two important subjects in modern technoscience-cyborg and old age. In fact, age has been an important social and political category in the modern world, along with gender, race, and class. However, age has not been a significant research topic for STS scholars. Even though many of these investigators have extensively explored the complex relationship between gender and technoscience, especially after the publication of Donna Haraway's "Cyborg Manifesto" (1991), few of them have been interested in how age is reconfigured by modern science and technology. If women, as Haraway has claimed, can have a different political and cultural outlook by becoming cyborgs, then, can we expect a similar socio-cultural transformation with regard to the interaction between cyborg and old age? Do the elderly experience lesser age discrimination through the growth of biomedicine and technoscience? Indeed, it is believed that seniors are increasingly becoming cyborgs with advancing age, since their declining bodily functions are consistently replaced and assisted by various biomedical technologies. Does this enable them to overcome ageism and age discrimination as well as their alleged physiological and mental limitations? As an answer to this question, Mike Featherstone has asserted that becoming a cyborg in old age could make the wrinkled skin a mere mask and create diverse new possibilities that were hitherto unavailable to an aging person. Based on my reading of Ghost in the Shell, however, I analyze a more complex set of problems when the senile cyborg is created through the encounter between the elderly and technoscience. I argue that while the senile cyborg could challenge traditional family ideology and nationalism it would leave ageism intact and define a new individualistic life form through a body controlled within the globalized internet and capitalist economy.

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Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

사이보그, 인간을 위한 미래

  • Yang, Hyeon-Seung
    • The Science & Technology
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    • no.6 s.409
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    • pp.92-95
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    • 2003
  • '로봇같은 인간'. 시키는 대로 정확히 일을 수행하지만 주체성과 인간의 감성을 기대하기 힘든기계적인 사람을 부를 때 흔히 이런 표현을 쓴다. 그러나 21세기 미래사회에는 이 말의 뉘앙스가 크게 바뀌어야 할 것 같다. 인간처럼 생각하고 느끼는 '휴먼 로봇' '사이보그' 등이 속속 등장하고 있다.

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A Cyborg Companion: Human Being & Machine Being (사이보그 동료: 인간과 기계)

  • Kim, Ji Yeon
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.51-62
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    • 2015
  • Do artifacts function merely as tools? Today tremendous softwares work to assist or guide their users. This paper will apply the theories of Science & Technology Studies(STS) and the agent definition of Floridi & Sanders(2004) to game-bot programmes. Consequently we would see game-bots have had the interactivity, autonomy and adaptability. They are the position of agents even in playing. Further they may be companion relationship in the way that bots and human players compose each other. Then we will be induce to new question, the bots may be political-social. While human actors in computer based rule are the compounds being affected by the artificials, they will be never same to classic human actors.

Characteristics of 'Modern Cyborg' in Animation - Focused on Animations of and - (애니메이션에 나타난 '현대 사이보그' 특성 - <공각기동대>와 <이노센스>를 중심으로-)

  • Seo, Soo-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.150-159
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    • 2007
  • The remark by Andy Clark that the cleverer our world is, the more difficult we perceive our world and ourselves, is very significant to us living in digital world. As the huge power of Technology are dominating the world, the people are drifting with their body fragmented in diverse kinds of chaos, being are faced with the situation that they should reorganize themselves about personal life and ways of thinking in a new technological environment. This paper approach some characteristics of contemporary society through 'Cyborg' which is the product of limitless human desire and technology. The characteristics in modern times, such as boundary disjoint, hybridity, transformation, fusion, communication with image, digital sensitivity, womanness correspond to those of the Cyborg. This paper also investigates the history of modern Cyborg through animation, one of the remarkable medium in digital age and analyze the cyber punk animation, and by Oshii Mamoru, which provoked the extension of the concept of Cyborg. This paper will give a moment to diagnose what this age is like and to present a reference line of our contemporaries exposed to the surplus images and technology.

A Study en the Expression of Cyborg Image in Architectural Design (건축 디자인에서의 사이보그 이미지의 표현에 관한 연구)

  • 김원갑
    • Korean Institute of Interior Design Journal
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    • no.23
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    • pp.26-33
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    • 2000
  • The ideas of cyberspace and bio-mechanic hybrid architecture which has been made in conjunction with the electro-mechanic environment and human body as an organic body are newly illuminated in the main stream of contemporary architecture. This study aims at the analysis of the expression of the image of cyborg as a hybrid of an organic body and machine after modern era and its methods of application to arthitectural design. The results are as following: Cyborg is a hybrid of human and machine that is made according to the principle of cybernetics, and is a kind of bachelor machine in the late 20th century. The cyborg images in modern architecture were expressed as prosthetic object-machine, organic image, pataphysical machine. The cyborg images in contemporary architecture are expressed as auto-control function, organic machine, cyberspace.

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A Study on a Historical Context of the Design Methodology Movement With an Emphasis on Its relations to Cyborg Sciences (디자인 방법론의 역사적 맥락에 대한 연구 - 사이보그 과학과의 관계를 중심으로 -)

  • Park, Hae-Cheon
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.105-118
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    • 2006
  • From a general perspective of design history, the design methodology movement is interpreted in relations to the rationalistic and universal characteristics of modernism. This essay explores a historical context of the movement, focusing on its discursive and practical relations to cyborg sciences that has been shaped by the research and development of military technology in Cold War America. The formation of such relations could be largely devided into two processes: One is the process in which methods and techniques of system science that included operation research, system analysis, and system engineering, were appropriated by the first generation methodologists who had tried to establish "the science of design", and the other is the one in which Herbert Simon's studies on problem solving and artificial intelligence became profoundly embedded in theoretical frameworks of design methodology after the first generation. Examining such processes critically, this essay argues that a design process became finally redefined by the third generation methodology, as a 'feedback loop' of circulation of production and consumption, that is, an apparatus of information-processing which gives a concrete form to the "invisible hand" of markets.

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Hybrid Urbanscapes of PC Bangs and Their Socio-Spatial Effects on Human Bodies (피시방의 혼성적 도시경관과 인간 육체에 대한 사회-공간적 영향)

  • Lee, Hee-Sang
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.710-727
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    • 2007
  • This paper suggests an inquiry into the characteristics and implications of urbanscapes produced by Internet cafes, widely called PC Bangs in Korea, and their effects on the motions and boundaries of human bodies as cyborgs which exist in between actual and virtual spaces or between human and machine spaces in PC Bangs. The paper, which is organised into two main sections, first investigates the streetscapes of PC Bangs as electronic architectural spaces and suggests the urban electronic space of PC Bangs in terms of hypertext space. Then, it looks at the effects of PC Bangs on human bodies which exist as human-machine hybrids or cyborgs in PC Bangs. The paradoxical socio-spatial characteristics of PC Bangs as third, liminal or hybrid spaces between actual and virtual spaces or between human and machine spaces can be explained as follows. Firstly, there appear both nomadic and sedentary landscapes in that people in PC Bangs move in virtual spaces on the one hand, and are static in actual spaces on the other hand. Secondly, both open and closed spaces are shaped in that although PC Bangs act as open or public electronic spaces, they involve invisible social boundaries, forming the gendered space of masculinism. Thirdly, the boundaries of the human body are extended and are shrunk at the same time in that while the sensory boundaries of the body in PC Bangs are extended through electronic networks, its social boundaries are shrunk through the imaginary space of solipsism. Thus and finally, PC Bangs can be characterised not only as social spaces entailing embodied and gendered landscapes, but also as non-places involving the cyborg landscapes of human-machine connections.