• Title/Summary/Keyword: Cyborg

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Cyborg Image Expressed in Fashion Illustration (패션 일러스트레이션에 표현된 사이보그 이미지)

  • Kim, Soon-Ja
    • Fashion & Textile Research Journal
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    • v.13 no.6
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    • pp.866-876
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    • 2011
  • We find ourselves living in a post-human era when technology and images coexist with humans. A cyborg, a combination of an organic body and a machine could be called a human fused with a machine. It could be understood as a new species where humans and machines have combined rather than simple protoplasm or an organic body. The purpose of this study is to demonstrate that a concept of a body in post humanism era is finding expression in fashion illustration through cyborg images. The concepts of post humanism and cyborg are analysed by means of research into literature and characteristics in which cyborg images as post humans are expressed through art, and images of a cyborg body in fashion illustration and their meanings are explored with the foregoing as a framework of reference. Cyborg image reflects new images and concept of a human in post humanism. The cyborg body images in fashion illustration are expressed through the addition of mechanical images, digital virtual body, monster image by means of hybrid combination, distorted physical transformation and fragmented body and body absence. And cyborg image in fashion illustration shows the extension of body concepts through the technology and uncertain and ambiguous identity.

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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Cyborg Feminism Expressed in Fashion Design (패션에 표현된 사이보그 페미니즘 시각)

  • Kim, Soon-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.1
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    • pp.89-103
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    • 2011
  • The recent innovations in technoscience have changed the patterns of everyday lives for women and their politics of identity. Among the various debates on a women's relationship to technoscience, Donna J. Haraway's theory of the cyborg has been one of the most influential, as it provides new modes of conceiving subjectivity as well as new notions of women's shared experiences. For Haraway, the cyborg is an image of a female subject that will lead the future of science and technology as an amalgamation of non-hierarchical differences. This study examines the characteristics and meanings for the distortion, anti-aesthetic body, and clothing in fashion design through the cyborg feminism theory. Characteristics and meanings of the cyborg in fashion designs find their expression through mechanical images, distorted physical transformations, reconstruction of a destructed body, expression of an anatomical and heterogeneous body, and the persona image. Such expressions are not simply an act of distorting and destroying a body image but extending the category of a body, but of going beyond the limit of a real body and create a new body.

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.

Reinterpretation of Snowpiercer : Posthuman, Cyborg, and the New World

  • Kim, Hye Yoon
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.29-36
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    • 2020
  • We aim to reinterpret Bong Joon-ho's Snowpiercer through theory of posthumanism. Posthuman is a compound word of 'post' and 'human', which means transcendent-man. However, we would like to extend the meaning of posthuman or cyborgs as not only to "new human figure, or transcendent-man" but as to "human living in a digital age of converged technology". Through the extension of the meaning of posthuman, we would be able to not only find posthuman in Science Fiction movies but also apply it to our real world. Also, through the extended meaning, we will reinterpret all the elements from the film as cyberspace and as posthuman or cyborgs. Moreover, through examination of these "cyborg figures" in Bong Joon-ho's Snowpiercer (2013), we argue that the film is criticizing posthumanism in the reality that these days, people are losing the humanity due to the combination with the machine. It seems that he claims of the collapse of the current system, suggesting new human generation as the solution.

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.

Wearable Computer (패션으로 만나는 컴퓨터)

  • Ahn, Young-Moo
    • Journal of Fashion Business
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    • v.11 no.4
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    • pp.173-182
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    • 2007
  • The concept of wearable computer says to be able to connect to network freely without restrict of place and time through the garment that contain the wire and circuit. Thereby we can realize the ubiquitous circumstances. Wearable computer plays a role of center in controlling the electronic equipments under the ubiquitous circumstances and also it will become the main stream of the future computer development. The current wearable computer displays ugly appearance by attaching the parts of computer on the garment instead of installing them in the box. However, as size of computer components are minimized and it's speed is getting faster, it is certain that wearable computer will evolve as fashionable computer, still retaining garment's original purpose such as fitting and fasion even though the computer is being installed to the clothing. This study reviewed about components, future market share, developed goods, human-being becoming cyborg, application area, restrict and on-going research of wearable computer.

A Study of Body-in-Pieces Images in Fashion Design (패션 디자인에 나타난 파편화된 신체 이미지 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Society of Costume
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    • v.59 no.9
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    • pp.43-54
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    • 2009
  • The purpose of this study was to clarify the meanings of the images of the body-in-pieces in fashion design. This study focusing on the body-in-pieces based theoretically in that, and started to figure out the meanings in western art history. Body-in-pieces images were brought in art to express symbolic meanings to destroy the past, sexual fetish, unconsciousness, desire, fantasy, and to disorganize male-subjective idealistic female image. While in fashion design, body-in-pieces images categorized in three, erotic image, cyborg image, abjection image. First, erotic images in fashion design are fragmented body image, such like lip, hair, eye and etc. Second, cyborg image was represented by 3-dimentional molding image made of metallic materials, and last, abjection image representing death image used skeleton and bone image induced uncanny and sadistic feelings. Body-in-pieces images in fashion design are related to fetishism, uncanny, disorganizing traditional femininity.