• Title/Summary/Keyword: 소프트웨어 사이보그

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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.

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.