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篇名 自現象學探析賽博時間之模式-以動畫《攻殼機動隊》為例
卷期 21
並列篇名 The Analysis of the Reconstruction of Cyber Time Mode - A Phenomenological Study on Animation 《Ghost in the Shell》
作者 鐘敻洋陳信安詹玉艷
頁次 015-034
關鍵字 攻殼機動隊現象學賽博時間存在複製現實虛擬循環Ghost in the ShellPhenomenologyCybertimeExistenceCcopied realityVirtual cycle
出刊日期 202012

中文摘要

本研究以《攻殼機動隊》(Ghost in the Shell)1989-2020年動漫畫及系列作品為主要研究文本,其動漫畫等敘事文本影響者眾;通過賽博龐克(Cyberpunk)、賽博空間(Cyberspace)、現象學(Phenomenology)等學理論述相合,加以整合文獻資料,解析賽博時間並歸納其特性,經研究歸納「賽博時間」,其特性有三:(1)「賽博時間」為虛擬時間,且為「個人意識」所推動;(2)「賽博時間」由心理意識界定;(3)「賽博時間」以主觀意識呈現「存在」。虛擬賽博時空與現實社會成為分離的兩端,令閱聽眾將現實遠拋於後,成為另一種虛擬的「真實」。《攻殼機動隊》系列之敘事文本成為載體或媒介物,亦是賽博時空的「入口」,就此對閱聽者顯現其「存在」,賽博時間成為「存在」的主觀性表述。在賽博時間裡,僅存的「意識」作出自主性「選擇」,在敘事文本中,成就「顯現」及「在場」。賽博時間經個人意識連通,藉由閱聽眾感知而存在,載體成為通往賽博時空的「入口」;在網絡時空連接下,載體成為複製現實與虛擬循環的發生地。

英文摘要

The anime series of Ghost in the Shell published from 1989 to 2020, 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 Cyberpunk, Cyberspace and phenomenology, relevant literature was integrated, and Cybertime was analyzed with its characteristics induced. Through induction, it was found that Cybertime had 3 characteristics: (1) “Cybertime” is virtual time,and it is driven by self-consciousness; (2) ’’Cybertime” is defined by the consciousness of psychology; (3) “Cybertime” presents “existence” with subjective consciousness. The virtual Cybertime and Cyberspace and the real society become the two ends of separation, which let the audience throw the reality far away and then form up another virtual “reality”. The narrative text of Ghost in the Shell seriesbecomesa carrier or medium, and it is also the “entrance” of Cyberspace. Its “existence11 is shown to the audience through this process, and Cybertime then becomes the subjective expression of the “existence”. In Cybertime, the remained “consciousness” of the audience makes autonomous “selections” and realizes “manifestation” and “appearance”. Through the connection to individual consciousness, Cybertime exists by being perceived by audience, and the carrier becomes the “entrance” to Cyberspace; Being connected to Cyberspace, the carrier thus becomes the place where copied reality and virtual cycles occur.

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