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      가상세계의 틈 파고들기 = Exploring the Fissures in Virtual Worlds

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      https://www.riss.kr/link?id=A108404965

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      다국어 초록 (Multilingual Abstract)

      This paper attempts to analyze how users explore and experience the fissures which accidently occur because of technological errors in Virtual Reality(VR). It begins with the question “Does the world exist if I am not watching it?” raised in Parallel Ⅱ, a video work by Harun Farocki. Since virtual reality is the simulation of our physical world, it seems like we have control over our actions in VR, but in fact, we need to move according to the constructed world, not ourselves. In other words, VR viewers are constantly forced to move and act according to what they are shown. This is how the virtual world resembles our physical world, i.e. reality. VR technology tends to embody a specific type of realism extending the order of the world. Although it corresponds to our spatial sense based on the physical experiences, there are also some moments that make users face up to the technological imperfections which I call “fissures.” In this regard, the virtual world as a simulation of reality could be revealed when users find the fissures which are not intended and see through them what led to the world without us. This is how this act of seeing entangles with recent post-Anthropocentrist theories. To elaborate on the idea, the notion of ancestralité suggested by Quentin Meillassoux and “black” as emptiness by Eugene Thacker are brought into this discussion. Also, in addition to Farocki’s work, some contemporary artworks and cultural tendencies are analyzed as examples illustrating users’ actions exploring the fissures in virtual worlds.
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      This paper attempts to analyze how users explore and experience the fissures which accidently occur because of technological errors in Virtual Reality(VR). It begins with the question “Does the world exist if I am not watching it?” raised in Paral...

      This paper attempts to analyze how users explore and experience the fissures which accidently occur because of technological errors in Virtual Reality(VR). It begins with the question “Does the world exist if I am not watching it?” raised in Parallel Ⅱ, a video work by Harun Farocki. Since virtual reality is the simulation of our physical world, it seems like we have control over our actions in VR, but in fact, we need to move according to the constructed world, not ourselves. In other words, VR viewers are constantly forced to move and act according to what they are shown. This is how the virtual world resembles our physical world, i.e. reality. VR technology tends to embody a specific type of realism extending the order of the world. Although it corresponds to our spatial sense based on the physical experiences, there are also some moments that make users face up to the technological imperfections which I call “fissures.” In this regard, the virtual world as a simulation of reality could be revealed when users find the fissures which are not intended and see through them what led to the world without us. This is how this act of seeing entangles with recent post-Anthropocentrist theories. To elaborate on the idea, the notion of ancestralité suggested by Quentin Meillassoux and “black” as emptiness by Eugene Thacker are brought into this discussion. Also, in addition to Farocki’s work, some contemporary artworks and cultural tendencies are analyzed as examples illustrating users’ actions exploring the fissures in virtual worlds.

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      참고문헌 (Reference)

      1 율, 예스퍼, "하프 리얼: 가상 세계와 실제 규칙 사이에 존재하는 비디오게임" 비즈앤비즈 2014

      2 제임슨, 프레데릭, "정크스페이스 | 미래 도시" 문학과지성사 2020

      3 김세린, "자신의 욕망과 흥미를 시각화하는 3D 생산자-김을지로3D 아티스트 〈Quarantine Etudes〉 프로젝트 인터뷰"

      4 피셔 마크, "자본주의 리얼리즘: 대안은 없는가" 리시올 2018

      5 새커, 유진, "이 행성의 먼지 속에서: 철학의 공포" 필로소픽 2022

      6 메이야수, "유한성 이후" 도서출판비 2010

      7 한경훈 ; 김현택, "사이버멀미의 유발원인과 감소방법" 한국인지및생물심리학회 23 (23): 287-299, 2011

      8 볼프강 벨슈, "미학의 경계를 넘어" 향연 2005

      9 한국과학기술한림원, "메타버스의 구현과 긍정적활용을 위한 극복과제와 해결방안은 무엇인가?" KAST (97) : 2021

      10 로도윅, 데이비드, "디지털 영화 미학" 커뮤니케이션북스 2012

      1 율, 예스퍼, "하프 리얼: 가상 세계와 실제 규칙 사이에 존재하는 비디오게임" 비즈앤비즈 2014

      2 제임슨, 프레데릭, "정크스페이스 | 미래 도시" 문학과지성사 2020

      3 김세린, "자신의 욕망과 흥미를 시각화하는 3D 생산자-김을지로3D 아티스트 〈Quarantine Etudes〉 프로젝트 인터뷰"

      4 피셔 마크, "자본주의 리얼리즘: 대안은 없는가" 리시올 2018

      5 새커, 유진, "이 행성의 먼지 속에서: 철학의 공포" 필로소픽 2022

      6 메이야수, "유한성 이후" 도서출판비 2010

      7 한경훈 ; 김현택, "사이버멀미의 유발원인과 감소방법" 한국인지및생물심리학회 23 (23): 287-299, 2011

      8 볼프강 벨슈, "미학의 경계를 넘어" 향연 2005

      9 한국과학기술한림원, "메타버스의 구현과 긍정적활용을 위한 극복과제와 해결방안은 무엇인가?" KAST (97) : 2021

      10 로도윅, 데이비드, "디지털 영화 미학" 커뮤니케이션북스 2012

      11 김지훈, "디지털 글리치 비디오에서의 유물론과 혼종성" 한국영상학회 14 (14): 21-41, 2016

      12 이하림, "경험한 적 없는 것에 대한 노스탤지어와 잔재의 이미지" 연세대학교 커뮤니케이션대학원 2019

      13 LaFrance, Adrienne, "What an AI’s Non-Human Language Actually Looks Like"

      14 "Westworld Season 1 | Official Website for the HBO Series"

      15 Cole, Ross, "Vaporwave Aesthetics : Internet Nostalgia and the Utopian Impulse" 5 (5): 297-326, 2020

      16 곽수아, "VR 박물관의 기술적 결함: 불완전한 기록, 얽혀있는 역사, 그리고 서로를 만드는 박물관과 관람객 외"

      17 Robertson, Douglas, "This is how Facebook’s shut-down AI robots developed their own language? and why it’s more common than you think"

      18 Gaudenzi, Sandra, "The Living Documentary: from representing reality to co-creating reality in digital interactive documentary" Goldsmiths (Centre for Cultural Studies), University of London 2013

      19 Galloway, Alexander, "The Interface Effect" Polity 2012

      20 "Sooah Kwak(Artist website)"

      21 Elsaesser, Thomas, "Simulation and the Labour of Invisibility: Harun Farocki’s Life Manuals" 12 (12): 214-229,

      22 Farocki, Harun, "Parallel II"

      23 Ernst, Wolfgang, "Old Media, New Media: A History and Theory Reader" Routledge 52-71, 2016

      24 Bishop, Claire, "Antagonism and Relational Aesthetics" 110 (110): 51-79, 2004

      25 Jütte, Robert, "A History of the Senses: From Antiquity to Cyberspace" Polity 2004

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