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Dijital Hikaye Anlatıcılığı Bağlamında Yapay Zekanın Sinemaya Etkisi: Sunspring ve It’s No Game Filmlerinin Analizi

Year 2019, Uluslararası Dijital Çağda İletişim Sempozyumu Özel Sayısı, 39 - 56, 11.02.2019
https://doi.org/10.17680/erciyesiletisim.483510

Abstract

21. yüzyılda dijitalleşmenin en önemli göstergelerinden biri, bilgisayarlaşmanın her çevreyi
domine etmeye başlamasıdır. Elektronik cihazların birbirleriyle ağlar üzerinden iletişime
geçtiği ve kullanıcının istediği zaman belirli ağlar üzerinden istediği işlemleri yapabildiği
bu “yaygın bilişim” düzeninin kurulmasında, makine öğrenme yöntemlerinin gelişmesi
önemli ölçüde pay sahibidir. Bilgisayar sinir ağlarının derin öğrenme aracılığıyla ilerlemeler
göstermesi, kültürel alanda da gelişmelere yol açmıştır. Dijital hikaye anlatıcılığı; dijital
araçlar aracılığıyla ağ bağlantılı katılım veya etkileşim biçimlerine sahip, dijital platformlar
üzerinden sunulan ve tüketilen hikayeleri içermektedir. Internet dijital çağın anlatıları için
önemli bir platform sunmakla birlikte, sanal ve artırılmış gerçekliklerin yanı sıra yapay
zeka da hikaye anlatma ve anlamlandırma süreçlerini etkilemektedir. Uzun yıllar boyunca
bilimkurgu anlatılarında bahsi geçen yapay zeka, genellikle geleceğin bize neler getireceği
konusu üzerinden yorumlanırken artık bugünkü hayatımızın içine giren bir yapıya
kavuşmuştur. Yazılı ve görsel medyanın alanlarına dahil olan yapay zeka; kitap yazımından
müzikal bir eser yaratımına, video oyunlarından müzelere dek birçok kültürel alanda yeni
ufuklara yelken açmaktadır. Bugüne kadar anlattığı binlerce hikayede yapay zekayı konu
edinen sinema da, bu gelişmenin dışında tutulamaz.
Bu çalışma kapsamında dijital hikaye anlatıcılığında yeni bir aşama olan yapay zeka
teknolojisinin sinema endüstrisine ve anlatım olanaklarına yönelik etkisi, “Sunspring” ve
“It’s No Game” isimli iki kısa film üzerinden incelenecektir. Adı geçen filmler, anlatıları
açısından analize tabi tutulacaktır.  

References

  • Ardalan, D. (2017). Innovation in Action: Impact Through Storytelling and Partnerships. Erişim: 26 Ekim 2018, https://www.unssc.org/news-and-insights/blog/ innovation-action-impact-through-storytelling-and-partnerships/.
  • Avcıoğlu, A. (2017). Algoritmaların Savaşı. Arka Pencere Mecmua, 1, 110-111.
  • Barnett, D. (2016). Today Hollywood, tomorrow the world - AI program writes SCREENPLAY. Erişim: 24 Ekim 2018, https://www.express.co.uk/news/ science/681599/WATCH-video-AI-computer-program-writes-SCREENPLAYfilm-movie-script.
  • Berman, R. (2016). AI Computer Wrote This Movie, and It’s, Uh, Interesting. Erişim: 24 Ekim 2018, https://bigthink.com/robby-berman/a-computer-wrote-thismovie-and-its-uh-interesting.
  • Bordwell, D. (1985). Narration in the Fiction Film. Madison: University of Wisconsin.
  • Branigan, E. (1992). Narrative Comprehension and Film. New York: Routledge.
  • Buchanan, B. G. (2005). A (Very) Brief History of Artificial Intelligence, AI Magazine, 26(4), 53-60, Erişim: 12 Kasım 2018, https://www.aaai.org/ojs/index.php/ aimagazine/article/view/1848.
  • Carter, J. (2018). How artificial intelligence is creating new ways of storytelling. Erişim: 23 Ekim 2018, https://www.techradar.com/news/how-artificialintelligence-is-creating-new-ways-of-storytelling.
  • Chatman, S. (2008). Öykü ve Söylem: Filmde ve Kurmacada Anlatı Yapısı (Ö. Yaren, Çev.). Ankara: De Ki Basım Yayın.
  • Chu, E., Dunn, J., Roy, D., Sands, G., Stevens, R. (2017). AI in Storytelling: Machines as Cocreators, Erişim: 26 Ekim 2018, https://www.mckinsey.com/industries/ media-and-entertainment/our-insights/ai-in-storytelling.
  • Clark, L. (2015). DeepMind’s AI is an Atari gaming pro now. 23 Ekim 2018, https:// www.wired.co.uk/article/google-deepmind-atari.
  • Featherstone, M. (2009). Ubiquitous Media: An Introduction. Theory, Culture & Society, 26(2-3), 1–22.
  • Goodfellow, I., Bengio, Y., Courville, A. (2016). Deep Learning. Massachusetts: MIT Press.
  • Guo, Y., Liu, Y., Oerlemans, A., Lao, S., Wu, S., Lew, M. S. (2016). Deep learning for visual understanding: A Review. Neurocomputing Volume, 187, 27–48.
  • Hartley, J., McWilliam, K. (2009). Computational Power Meets Human Contact. J.
  • Hartley, K., McWilliam (Der.). Story Circle: Digital Storytelling Around the World. (s. 3-16). West Sussex: Wiley Blackwell.
  • Hinchman, L.P., Hinchman, S.K. (1997). Introduction. L.P. Hinchman, S.K. Hinchman (Der.). Memory, Identity, Community: The Idea of Narrative in The Human Sciences. (s. 13-32). New York: State University of New York.
  • Kalchbrenner, N., Danihelka, I., Graves, A. (2015). Grid Long Short-Term Memory. Erişim: 1 Kasım 2018, Cornell University Library: https://arxiv.org/ abs/1507.01526.
  • Kırel, S. (2012). Kültürel Çalışmalar ve Sinema. İstanbul: Kırmızı Kedi Yayınevi.
  • Kızrak, M. A., Bolat, B. (2018). Derin Öğrenme ile Kalabalık Analizi Üzerine Detaylı Bir Araştırma [Elektronik sürüm]. Bilişim Teknolojileri Dergisi, 11(3), 263- 286.
  • Luger, G. F. ve Stubblefield, W. A. (1998). Artificial Intelligence: Structures and Strategies for Complex Problem Solving. Massachusetts: Addison Wesley Longman.
  • Manovich, L. (2006). Soft Cinema OS. Erişim: 23 Ekim 2018, Cornell University Ağ Sitesi: https://ecommons.cornell.edu/handle/1813/3915.
  • Neapolitan, R. E., Jiang, X. (2018). Artificial Intelligence With an Introduction to Machine Learning. Boca Raton: CRC Press.
  • Newell, A., Simon, H. (1972). Human Problem Solving. New Jersey: Prentice- Hall.
  • Newitz, A. (2016). Movie written by algorithm turns out to be hilarious and intense. Erişim: 24 Ekim 2018, https://arstechnica.com/gaming/2016/06/an-aiwrote-this-movie-and-its-strangely-moving/.
  • Newitz, A. (2017). An AI wrote all of David Hasselhoff’s lines in this bizarre short film. Erişim: 24 Ekim 2018, https://arstechnica.com/gaming/2017/04/an-aiwrote-all-of-david-hasselhoffs-lines-in-this-demented-short-film/.
  • Nilsson, N. J. (1998). Artificial Intelligence: A New Synthesis. Massachusetts: Morgan Kaufmann.
  • Reagan, A. J., Mitchell, L., Kiley, D., Danforth, C. M., Dodds, P. S. (2016). The Emotional Arcs of Stories are Dominated by Six Basic Shapes [Elektronik Sürüm]. EPJ Data Science, 5(31), 1-12.
  • Russell, S. J., Norvig, P. (2005). Artificial Intelligence: A Modern Approach. New Jersey: Prentice-Hall.
  • Sample, I. (2017). ‘It’s able to create knowledge itself’: Google unveils AI that learns on its own, Erişim: 23 Ekim 2018, https://www.theguardian.com/science/2017/ oct/18/its-able-to-create-knowledge-itself-google-unveils-ai-learns-all-onits-own.
  • Say, C. (2018). 50 Soruda Yapay Zeka. İstanbul: Bilim ve Gelecek Kitaplığı.
  • Schalkoff, R. I. (1990). Artificial Intelligence: An Engineering Approach. New York: McGraw-Hill.
  • Schmidhuber, J. (2015). Deep Learning in Neural Networks: An Overview. Neural Network, 61, 85-117.
  • Shoemaker, N. (2016). Japanese AI Writes a Novel, Nearly Wins Literary Award, Erişim: 23 Ekim 2018, http://bigthink.com/natalie-shoemaker/a-japaneseai-wrote-a-novel-almost-wins-literary-award.
  • Smith, J. R. (2016). IBM Research Takes Watson to Hollywood with the First “Cognitive Movie Trailer”. Erişim: 23 Ekim 2018, https://www.ibm.com/blogs/ think/2016/08/cognitive-movie-trailer/.
  • Şeker, A., Diri, B., Balık, H. H. (2017). Derin Öğrenme Yöntemleri ve Uygulamaları Hakkında Bir İnceleme [Elektronik sürüm]. Gazi Mühendislik Bilimleri Dergisi, 3(3), 47-54.
  • Tapaswi, M., Zhu, Y., Stiefelhagen, R., Torralba, A., Urtasun, R., Fidler, S. (2016). MovieQA: Understanding Stories in Movies through Question-Answering. Erişim: 1 Kasım 2018, Cornell University Library: https://arxiv.org/pdf/1512.02902.
  • Wang, X., Chen, W., Wang, Y. F., Yang Wang, W. (2018). No Metrics Are Perfect: Adversarial Reward Learning for Visual Storytelling. Erişim: 26 Ekim 2018, Cornell University Library: https://arxiv.org/pdf/1804.09160.
  • Yaren, Ö. (2013). Sinemada Anlatı Kuramı. Z. Özarslan (Der.). Sinema Kuramları-2: Sinemayı Aydınlatan Kuramlar. (s. 167-192). İstanbul: Su Yayınları.
  • Goodwin, R. (Yapımcı), Benjamin (Senarist) ve Sharp, O. (Yönetmen). (2016). Sunspring [Kısa Film]. ABD: Youtube.
  • Goodwin, R. (Yapımcı), Benjamin (Senarist) ve Sharp, O. (Yönetmen). (2017). It’s No Game [Kısa Film]. ABD: Youtube.

The Impact of Artificial Intelligence On Cinema in the Context of Digital Storytelling: An Analysis of Sunspring and It’s No Game

Year 2019, Uluslararası Dijital Çağda İletişim Sempozyumu Özel Sayısı, 39 - 56, 11.02.2019
https://doi.org/10.17680/erciyesiletisim.483510

Abstract

One of the most important indicators of digitalization in the 21st century is that
computerization begins to dominate the environment. The development of machine
learning methods has a significant share in establishing this “ubiquitous computing”
scheme where electronic devices communicate with each other over networks, and
where the user can do whatever he/she wants through certain networks at any time.
The fact that computer neural networks progress through deep learning has led to
improvements in the cultural fields. Digital storytelling includes stories involving
networked forms of participation or interaction via digital means, stories that are
presented and consumed through digital platforms. With the Internet offering an
important platform for digital narratives, Artificial Intelligence as well as virtual
and augmented realities affect the processes of storytelling and meaning. Artificial
Intelligence has been a part of science fiction fantasies for many years. But nowadays
it is possible to see some of these fantasies turning into reality. Artificial Intelligence
is influencing various fields of written and visual media. From the writing of books
to the creation of a musical work, from video games to museums, many cultural
areas sail into new horizons. The cinema, which has been talking about artificial
intelligence in thousands of stories until today, can not be excluded from this
development.
In this study, the effect of artificial intelligence technology, which is a new stage in
digital storytelling, to the movie industry and narrative facilities will be examined
through two short films called “Sunspring” and “It’s No Game”.The films mentioned
will be subject to analysis in terms of their narratives.

References

  • Ardalan, D. (2017). Innovation in Action: Impact Through Storytelling and Partnerships. Erişim: 26 Ekim 2018, https://www.unssc.org/news-and-insights/blog/ innovation-action-impact-through-storytelling-and-partnerships/.
  • Avcıoğlu, A. (2017). Algoritmaların Savaşı. Arka Pencere Mecmua, 1, 110-111.
  • Barnett, D. (2016). Today Hollywood, tomorrow the world - AI program writes SCREENPLAY. Erişim: 24 Ekim 2018, https://www.express.co.uk/news/ science/681599/WATCH-video-AI-computer-program-writes-SCREENPLAYfilm-movie-script.
  • Berman, R. (2016). AI Computer Wrote This Movie, and It’s, Uh, Interesting. Erişim: 24 Ekim 2018, https://bigthink.com/robby-berman/a-computer-wrote-thismovie-and-its-uh-interesting.
  • Bordwell, D. (1985). Narration in the Fiction Film. Madison: University of Wisconsin.
  • Branigan, E. (1992). Narrative Comprehension and Film. New York: Routledge.
  • Buchanan, B. G. (2005). A (Very) Brief History of Artificial Intelligence, AI Magazine, 26(4), 53-60, Erişim: 12 Kasım 2018, https://www.aaai.org/ojs/index.php/ aimagazine/article/view/1848.
  • Carter, J. (2018). How artificial intelligence is creating new ways of storytelling. Erişim: 23 Ekim 2018, https://www.techradar.com/news/how-artificialintelligence-is-creating-new-ways-of-storytelling.
  • Chatman, S. (2008). Öykü ve Söylem: Filmde ve Kurmacada Anlatı Yapısı (Ö. Yaren, Çev.). Ankara: De Ki Basım Yayın.
  • Chu, E., Dunn, J., Roy, D., Sands, G., Stevens, R. (2017). AI in Storytelling: Machines as Cocreators, Erişim: 26 Ekim 2018, https://www.mckinsey.com/industries/ media-and-entertainment/our-insights/ai-in-storytelling.
  • Clark, L. (2015). DeepMind’s AI is an Atari gaming pro now. 23 Ekim 2018, https:// www.wired.co.uk/article/google-deepmind-atari.
  • Featherstone, M. (2009). Ubiquitous Media: An Introduction. Theory, Culture & Society, 26(2-3), 1–22.
  • Goodfellow, I., Bengio, Y., Courville, A. (2016). Deep Learning. Massachusetts: MIT Press.
  • Guo, Y., Liu, Y., Oerlemans, A., Lao, S., Wu, S., Lew, M. S. (2016). Deep learning for visual understanding: A Review. Neurocomputing Volume, 187, 27–48.
  • Hartley, J., McWilliam, K. (2009). Computational Power Meets Human Contact. J.
  • Hartley, K., McWilliam (Der.). Story Circle: Digital Storytelling Around the World. (s. 3-16). West Sussex: Wiley Blackwell.
  • Hinchman, L.P., Hinchman, S.K. (1997). Introduction. L.P. Hinchman, S.K. Hinchman (Der.). Memory, Identity, Community: The Idea of Narrative in The Human Sciences. (s. 13-32). New York: State University of New York.
  • Kalchbrenner, N., Danihelka, I., Graves, A. (2015). Grid Long Short-Term Memory. Erişim: 1 Kasım 2018, Cornell University Library: https://arxiv.org/ abs/1507.01526.
  • Kırel, S. (2012). Kültürel Çalışmalar ve Sinema. İstanbul: Kırmızı Kedi Yayınevi.
  • Kızrak, M. A., Bolat, B. (2018). Derin Öğrenme ile Kalabalık Analizi Üzerine Detaylı Bir Araştırma [Elektronik sürüm]. Bilişim Teknolojileri Dergisi, 11(3), 263- 286.
  • Luger, G. F. ve Stubblefield, W. A. (1998). Artificial Intelligence: Structures and Strategies for Complex Problem Solving. Massachusetts: Addison Wesley Longman.
  • Manovich, L. (2006). Soft Cinema OS. Erişim: 23 Ekim 2018, Cornell University Ağ Sitesi: https://ecommons.cornell.edu/handle/1813/3915.
  • Neapolitan, R. E., Jiang, X. (2018). Artificial Intelligence With an Introduction to Machine Learning. Boca Raton: CRC Press.
  • Newell, A., Simon, H. (1972). Human Problem Solving. New Jersey: Prentice- Hall.
  • Newitz, A. (2016). Movie written by algorithm turns out to be hilarious and intense. Erişim: 24 Ekim 2018, https://arstechnica.com/gaming/2016/06/an-aiwrote-this-movie-and-its-strangely-moving/.
  • Newitz, A. (2017). An AI wrote all of David Hasselhoff’s lines in this bizarre short film. Erişim: 24 Ekim 2018, https://arstechnica.com/gaming/2017/04/an-aiwrote-all-of-david-hasselhoffs-lines-in-this-demented-short-film/.
  • Nilsson, N. J. (1998). Artificial Intelligence: A New Synthesis. Massachusetts: Morgan Kaufmann.
  • Reagan, A. J., Mitchell, L., Kiley, D., Danforth, C. M., Dodds, P. S. (2016). The Emotional Arcs of Stories are Dominated by Six Basic Shapes [Elektronik Sürüm]. EPJ Data Science, 5(31), 1-12.
  • Russell, S. J., Norvig, P. (2005). Artificial Intelligence: A Modern Approach. New Jersey: Prentice-Hall.
  • Sample, I. (2017). ‘It’s able to create knowledge itself’: Google unveils AI that learns on its own, Erişim: 23 Ekim 2018, https://www.theguardian.com/science/2017/ oct/18/its-able-to-create-knowledge-itself-google-unveils-ai-learns-all-onits-own.
  • Say, C. (2018). 50 Soruda Yapay Zeka. İstanbul: Bilim ve Gelecek Kitaplığı.
  • Schalkoff, R. I. (1990). Artificial Intelligence: An Engineering Approach. New York: McGraw-Hill.
  • Schmidhuber, J. (2015). Deep Learning in Neural Networks: An Overview. Neural Network, 61, 85-117.
  • Shoemaker, N. (2016). Japanese AI Writes a Novel, Nearly Wins Literary Award, Erişim: 23 Ekim 2018, http://bigthink.com/natalie-shoemaker/a-japaneseai-wrote-a-novel-almost-wins-literary-award.
  • Smith, J. R. (2016). IBM Research Takes Watson to Hollywood with the First “Cognitive Movie Trailer”. Erişim: 23 Ekim 2018, https://www.ibm.com/blogs/ think/2016/08/cognitive-movie-trailer/.
  • Şeker, A., Diri, B., Balık, H. H. (2017). Derin Öğrenme Yöntemleri ve Uygulamaları Hakkında Bir İnceleme [Elektronik sürüm]. Gazi Mühendislik Bilimleri Dergisi, 3(3), 47-54.
  • Tapaswi, M., Zhu, Y., Stiefelhagen, R., Torralba, A., Urtasun, R., Fidler, S. (2016). MovieQA: Understanding Stories in Movies through Question-Answering. Erişim: 1 Kasım 2018, Cornell University Library: https://arxiv.org/pdf/1512.02902.
  • Wang, X., Chen, W., Wang, Y. F., Yang Wang, W. (2018). No Metrics Are Perfect: Adversarial Reward Learning for Visual Storytelling. Erişim: 26 Ekim 2018, Cornell University Library: https://arxiv.org/pdf/1804.09160.
  • Yaren, Ö. (2013). Sinemada Anlatı Kuramı. Z. Özarslan (Der.). Sinema Kuramları-2: Sinemayı Aydınlatan Kuramlar. (s. 167-192). İstanbul: Su Yayınları.
  • Goodwin, R. (Yapımcı), Benjamin (Senarist) ve Sharp, O. (Yönetmen). (2016). Sunspring [Kısa Film]. ABD: Youtube.
  • Goodwin, R. (Yapımcı), Benjamin (Senarist) ve Sharp, O. (Yönetmen). (2017). It’s No Game [Kısa Film]. ABD: Youtube.
There are 41 citations in total.

Details

Primary Language Turkish
Journal Section Presented Proceeedings
Authors

Batu Anadolu 0000-0002-7420-3818

Publication Date February 11, 2019
Submission Date November 15, 2018
Published in Issue Year 2019 Uluslararası Dijital Çağda İletişim Sempozyumu Özel Sayısı

Cite

APA Anadolu, B. (2019). Dijital Hikaye Anlatıcılığı Bağlamında Yapay Zekanın Sinemaya Etkisi: Sunspring ve It’s No Game Filmlerinin Analizi. Erciyes İletişim Dergisi(1), 39-56. https://doi.org/10.17680/erciyesiletisim.483510