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自現象學觀點探析賽博空間之模式-以動畫《攻殼機動隊》為例

The Analysis of the Reconstruction of Cyber Space Modefrom the Perspective of Phenomenology - A Case study of Animation《Ghost in the Shell》

摘要


賽博空間(Cyberspace)是人類通過虛擬技術及科技,人為虛構與模擬而顯現的空間,亦有利於思維自由構繪和想像的空間;此空間主要是信息及通訊內部的概念空間、符號空間、想像空間,而非真切存在的自然環境或是物理空間。本研究以《攻殼機動隊》(Ghost in the Shell)1995-2017年系列作品為主要研究文本,其動漫畫等敘事文本影響者眾;通過現象學(Phenomenology)、鏡像階段(mirror stage)、賽博空間等學理論述相合,加以整合文獻資料,解析賽博空間並歸納其特性。透研究歸納「賽博空間」之特性有三:(1)由概念符號及思維觀念構建;(2)通過載體或媒介虛擬,成為虛擬的循環空間;(3)其空間形態複製現實,且與現實空間相近。賽博時空依賴實存世界的事物存在,且意識與感知相連,自載體進入賽博空間「入口」,社團群體空間即為成形,多數參與者即視此處為「聖地」,「死亡」則藉由載體的虛擬特性,在賽博時空重複循環,並在賽博空間裡成就「在場」。《攻殼機動隊》動漫畫系列說明每個人都擁有自己的個人所認知的賽博時空,也反映人類形塑世界的創造性與認知性。「人類」始終是虛擬世界裡的參與主體,在不斷追尋「存在」的過程當中,《攻殼機動隊》及電影、動漫畫等載體乃成為閱聽眾超越現實,也成為閱聽眾試圖理解本身關於「真實」、「存在」與「自我」的虛擬場域。在諸多賽博龐克動畫系列中所指涉的載體「擬像」世界裡,現實世界閱聽眾的「自我」反在「虛擬」的過程中消解。

關鍵字

賽博空間 實存時空 入口 聖地 死亡

並列摘要


Cyberspace is a space revealed by human beings through virtual technology and science, as well as artificial fiction and simulation. It is also conducive to the construction and free thinking and imagination. This space is mainly the conceptual space, symbol space and imagination space inside information and communication, rather than the real natural environment or physical space. The anime series of Ghost in the Shell published from 1995 to 2017, of which the narrative text has influenced many works published after them, were taken as the main text for research in the study. Through the combination of the concepts and theory of phenomenology, mirror stage and Cyberspace, relevant literature was integrated, and Cyberspace was analyzed with its characteristics induced. Through induction, it was found that Cyberspace had 3 characteristics: (1) Cyberspace is constructed by conceptual symbols and the concepts in thinking; (2) Cyberspace becomes a virtual cyclical space through the virtualization process on carriers or media; (3) Its spatial conditions are copied from the reality and are similar to the real space. The existence of Cyberspace is based on the things in the real world, and consciousness is connected to perception. The group space of a circle is formed when a carrier enters the "entrance" of Cyberspace, and most of the participants will regard this place as a "sanctuary". "Death" repeats and cycles in Cyberspace through the nature of virtuality of the carrier, and it results in the "presence" in Cyberspace. The contents of Ghost in the Shell comics and animation series together show that everyone has his/her own cognized Cyberspace, reflecting the creativity and cognitive natures of human beings in the process of shaping the world. "Human beings" are always the main participants in virtual worlds. In the process of constantly pursuing the "existence", many carriers such as Ghost in the Shell, movies animation and comics allow the audience to transcend the reality, and they are also the virtual venue for the audience to attempt to understand their "reality", "existence" and "selves". In the "simulacrum" worlds indicated by multiple cyberpunk animation series, the "selves" of the audience in the real world dissolve during the process of "virtualization" on the contrary.

並列關鍵字

Cyberspace actual space and time entrance sanctuary Death

參考文獻


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