689 research outputs found

    WHEN THE INHUMAN BECOMES HUMAN: AN EXAMINATION OF THE MUSICAL PORTRAYAL OF THE ROBOT IN TWENTY-FIRST CENTURY SCIENCE-FICTION CINEMA THROUGH AN ANALYSIS OF THE FILM SCORES OF \u3cem\u3eAUTOMATA\u3c/em\u3e, \u3cem\u3eEX MACHINA\u3c/em\u3e, AND \u3cem\u3eTHE MACHINE\u3c/em\u3e

    Get PDF
    Science fiction film has been telling stories about artificial anthropomorphic robots and androids for almost a hundred years, spawning films, such as Metropolis (1927), Ghost in the Shell (1951), and Blade Runner (1982). Each of these science-fiction films was complemented by a musical score that helped to create an onscreen world dominated by a dystopian view of the future. Influenced by the generations of prior science-fiction films, Automata (2014), The Machine (2013), and Ex Machina (2015) are all concerned with the same narrative in which humanity is in decline while artificial robots are rising up and experiencing life in a way that humans are no longer capable of doing. These three films were all chosen as exemplars of recent science- fiction films with stories about robots versus humans. Further, this difference between robots and humans is paralleled in the film\u27s musical scores. Humans are represented by depressive musical themes with dull and cold timbres that symbolize how empty they have become. Robots, on the other hand, are represented by bright and lively timbres that symbolize how the robots are living more vibrant lives than humans. This thesis traces themes for humans and robots through several important moments and tropes in each film: the state of humanity, the first encounter with the robot, the quality of life for robots and humans, and the eventual conflict that erupts between artificial and organic life. This conflict ends with the arrival of a robotic Eve figure, a sole female robot that is set apart by the film score as a special being, the start of a new age that is dominated by robotic life. These films choose to portray female robots and promote the idea of Eve because the female is seen as a mysterious Other to be feared; in the same way, humans fear these female robots because of their Otherness. Analysis and conclusions were achieved through transcription of the film scores, interviews with the film composers, analysis connecting the score to the visual scene, and constructing a historical context that connects the three films to their predecessors. Future research can expand on these findings by adding more science fiction films to the film pool, examining just how far the musical difference between humans and robots can be traced in film. Unlocking the musical themes assigned to humans and examining how they change over time can reveal how humans perceive themselves, for better or worse. This study is also meant to serve as a gateway for more science fiction films to be studied through their music, as some film\u27s have hidden meanings that can only be understood by examining the music and how it interacts with the visual scene. A study of Automata, The Machine, and Ex Machina manifests how humanity is making way for the robotic Eve and the next stage of evolution for the world

    Robotics in Germany and Japan

    Get PDF
    This book comprehends an intercultural and interdisciplinary framework including current research fields like Roboethics, Hermeneutics of Technologies, Technology Assessment, Robotics in Japanese Popular Culture and Music Robots. Contributions on cultural interrelations, technical visions and essays are rounding out the content of this book

    Spartan Daily, April 29, 2003

    Get PDF
    Volume 120, Issue 60https://scholarworks.sjsu.edu/spartandaily/9856/thumbnail.jp

    Embodied cognition: A field guide

    Get PDF
    The nature of cognition is being re-considered. Instead of emphasizing formal operations on abstract symbols, the new approach foregrounds the fact that cognition is, rather, a situated activity, and suggests that thinking beings ought therefore be considered first and foremost as acting beings. The essay reviews recent work in Embodied Cognition, provides a concise guide to its principles, attitudes and goals, and identifies the physical grounding project as its central research focus

    “How Do You Know Who You Are?”: Marjorie Prime on Envisioning Humanity Through the Faculty of AI-Powered Memory as Reconstructive Tissue

    Get PDF
    In reference to the theme of the issue devoted to literary extremities, Jordan Harrison’s play Marjorie Prime raises thought-provoking questions about the potential benefits and drawbacks of advanced AI technology by exploring the nature of memory, identity, and mortality, as well as the ethical implications of creating artificial intelligence that can mimic human behavior and emotions. This article argues that the play positions its AI character—a computerized hologram of Marjorie’s late husband Walter—at the intersection of two divergent perspectives on memory reactivation enhanced by AI-powered technology. While, on the one hand, the humanoid is seen as a potent tool which helps to reduce the cognitive impairment caused by dementia, on the other hand, there is a concern that technological interventions may trigger episodic memory change, testifying to the plastic, and thus reconstructive, character of this foundational human faculty. The article seeks to negotiate the interplay of benefits and dangers of technology-assisted memory reactivation by exploring two divergent ideas represented by Marjorie’s daughter Tess and her son-in-law Jon regarding what would comfort their mother, and, ultimately, their differing ways of comforting each other and themselves individually as the carers of an elderly person. In analyzing how creative and destructive forces exhibited by AI-powered digital tools cross-inhabit the declining memory inflicted by dementia, the article unpacks both the vast potential and the limits of technology while attempting to answer uncomfortable questions about the essence of human existence posed by aging and dementia

    Scoring Alien Worlds: World music mashups in 21st-Century tv, film and video games

    Get PDF
    This article provides three case studies of the use of world music resources to build alien worlds in mainstream screen media with Sci-Fi or Fantasy settings. The case studies—the TV series Battlestar Galactica: Blood and Chrome, the film Avatar and the Massively Multiplayer Online Role-Playing Game (MMORPG) video game World of Warcraft— show how composers and associated music professionals in the early twenty-first century increasingly draw on such sonic materials to generate a rich sense of sonic otherness and note the means they employ to sidestep such music’s existing geographical and cultural references. Each case study explores a contrasting subject position—composer, music consultant and consumer—to better trace not only the creation of such soundtracks but also what senses disparate groups of ordinary listeners subsequently make of them. The examples suggest that outside the sphere of big-budget cinema there is a growing confidence in both the creation and reception of such sonic projections, and that, when sufficiently attracted by what they hear, listeners may actively seek out ways to follow-up on the expressive characterisations put forward in such soundtracks. Three broad types of mashup are uncovered, those that work with world music ingredients by insinuation, integration and creolisation

    Columbia Chronicle (10/25/2004)

    Get PDF
    Student newspaper from October 25, 2004 entitled The Columbia Chronicle. This issue is 40 pages and is listed as Volume 38, Number 5. Cover story: Diversity up at Columbia Editor-in-Chief: Andrew Greinerhttps://digitalcommons.colum.edu/cadc_chronicle/1619/thumbnail.jp
    • 

    corecore