JOURNAL BROWSE
Search
Advanced SearchSearch Tips
Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game-
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Cartoon and Animation Studies
  • Volume , Issue ,  2015, pp.279-306
  • Publisher : Korean Society of Cartoon and Animation Studies
  • DOI : 10.7230/KOSCAS.2015.41.279
 Title & Authors
Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game-
Kim, Dae-Woo;
  PDF(new window)
 Abstract
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.
 Keywords
Software-Cyborg;Virtual Ego;Virtual Body;Replication;Multi-Ego;Wibeomenswi;
 Language
Korean
 Cited by
 References
1.
김선희, 사이버시대의 인격과 몸, 아카넷, 2004

2.
마이클 하임, 여명숙 역, 가상현실의 철학적 의미, 책세상, 1997

3.
아드레바쟁, 박상규 역, 영화란 무엇인가?, 사문난적, 2008

4.
한스모라벡, 마음의 아이들: 로봇과 인공지능의 미래, 김영사, 2011

5.
와타나베 슈우지, 나카무라 아키노리, 김성재 옮김, 왜 게임에 빠질까, 길벗, 2014

6.
존 페리, 김영정 옮김, 대화: 개인의 동일성과 불명성에 관한, 철학과 현실사, 2000

7.
전경란, 디지털게임이란 무엇인가, 커뮤니케이션북스, 2014, p33

8.
클라우디아 스프링거, 정준영 역, 사이버 에로스: 탈산업시대의 육체와 욕망, 한나래, 1998

9.
김용진, "디지털테크놀러지 환경에서의 신체성 연구", 홍익대학교 미학전공 석사학위논문, 2007

10.
고창택, 사이버세계의 존재론, 철학(2005,2), p1-25

11.
김선희, 사이버 공간이 다중자아 현상을 일으키는 존재론적 구조, 철학(2003,1) p171-191

12.
김진숙, 투사적 동일시의 의미와 치료적 활용, 한국심리학회지 상담 및 심리치료 통권 21호 2009, p765-790

13.
이종한, 영화의합성과 디지털애니메이션의 가상성에 관한연구 화애니메이션연구 통권 제8호, 2005, p347

14.
조상영, 케빈워릭과 스텔락의 사이보그 실험과 퍼포먼스에서 보여 지는 위버멘쉬(초인간) 신체성 고찰, 기초조형학연구, 2006, p193-202

15.
진경아, 인터렉티브 아트에 확장된 사이보그 신체성, 한국디자인학회학술발표대회, 2010, p220-221

16.
유현석, 영화흥행 변수에 관한 연구, 문화정책논총 제 13집, 2001, p183-213

17.
백승영, "니체를 둘러싼 오해와 편견을 넘어서", 중앙대학교 대학원신문, 2003년 4월 4일 http://gspress.cauon.net/news/articleView.html?idxno=9802

18.
김원회, "가능성에서 비롯된 공포, 언틸 던 프리뷰 버전", 게임동아, 2015년,8월,7일, http://media.daum.net/digital/others/newsview?newsid=20150807153005447

19.
온리플스, 게임리뷰(untildawn), http://onlyps.co.kr/archives/3428

20.
나무위키, https://namu.wiki, 키워드: 언틸 던, 2015. 10. 25