A Poetics of Virtuality
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Hackers Wanted : an Examination of the Cybersecurity Labor Market / Martin C
CHILDREN AND FAMILIES The RAND Corporation is a nonprofit institution that EDUCATION AND THE ARTS helps improve policy and decisionmaking through ENERGY AND ENVIRONMENT research and analysis. HEALTH AND HEALTH CARE This electronic document was made available from INFRASTRUCTURE AND www.rand.org as a public service of the RAND TRANSPORTATION Corporation. INTERNATIONAL AFFAIRS LAW AND BUSINESS NATIONAL SECURITY Skip all front matter: Jump to Page 16 POPULATION AND AGING PUBLIC SAFETY SCIENCE AND TECHNOLOGY Support RAND Purchase this document TERRORISM AND HOMELAND SECURITY Browse Reports & Bookstore Make a charitable contribution For More Information Visit RAND at www.rand.org Explore the RAND National Security Research Division View document details Limited Electronic Distribution Rights This document and trademark(s) contained herein are protected by law as indicated in a notice appearing later in this work. This electronic representation of RAND intellectual property is provided for non-commercial use only. Unauthorized posting of RAND electronic documents to a non-RAND website is prohibited. RAND electronic documents are protected under copyright law. Permission is required from RAND to reproduce, or reuse in another form, any of our research documents for commercial use. For information on reprint and linking permissions, please see RAND Permissions. This report is part of the RAND Corporation research report series. RAND reports present research findings and objective analysis that address the challenges facing the public and private sectors. All RAND reports undergo rigorous peer review to ensure high standards for re- search quality and objectivity. H4CKER5 WANTED An Examination of the Cybersecurity Labor Market MARTIN C. LIBICKI DAVID SENTY C O R P O R A T I O N JULIA POLLAK NATIONAL SECURITY RESEARCH DIVISION H4CKER5 WANTED An Examination of the Cybersecurity Labor Market MARTIN C. -
The Brain in a Vat in Cyberpunk: the Persistence of the Flesh
Stud. Hist. Phil. Biol. & Biomed. Sci. 35 (2004) 287–305 www.elsevier.com/locate/shpsc The brain in a vat in cyberpunk: the persistence of the flesh Dani Cavallaro 1 Waterside Place, London NW1 8JT, UK Abstract This essay argues that the image of the brain in a vat metaphorically encapsulates articu- lations of the relationship between the corporeal and the technological dimensions found in cyberpunk fiction and cinema. Cyberpunk is concurrently concerned with actual and imaginary metamorphoses of biological organisms into machines, and of mechanical appara- tuses into living entities. Its recurring representation of human beings hooked up to digital matrices vividly recalls the envatted brain activated by electric stimuli, which Hilary Putnam has theorized in the context of contemporary epistemology. At the same time, cyberpunk imaginatively raises the same epistemological questions instigated by Putnam. These concern the cognitive processes associated with the collusion of human and mechanical creatures, and related metaphysical and ethical issues spawned by such processes. As a philosophical trope, the brain in a vat would appear to pivot on the notion of a disembodied subject consisting of sheer mentation. However, literary and cinematic interpretations of the image in cyberpunk persistently foreground the obdurate materiality of the flesh—often in its most grisly and grotesque incarnations. # 2004 Elsevier Ltd. All rights reserved. Keywords: Brains in vats; Materiality; Disembodiment; Cyborgs; Cyberpunk What is here proposed is that the brain in a vat image, an important trope in contemporary epistemology, is also an intriguing metaphor for one of cyberpunk’s pivotal preoccupations: namely, the relationship between the body and technology. -
Five Accessories That Will Help Your Street Style Look Stand Out
(https://www.fashionforte.co.uk) Five Accessories that Will Help your Street Style Look Stand Out Posted on February 16, 2017 (https://www.fashionforte.co.uk/five- accessories-that-will-help-your-street-style-look-stand-out/) by Codelia Mantsebo (https://www.fashionforte.co.uk/author/codelia/) Facebook Twitter Google+ A great outt is all about nishing touches and as every street style maven knows, a well-chosen accessory is what pulls it all together. Make sure your fashion week outt (https://www.fashionforte.co.uk/london-fashion-week-streetstyle/) is a masterpiece with some nal details. Here are our top ve add-ons guaranteed to make your street style look stand out With every great street style look, there’s at least one accessory that helps make the look whole. So when it comes to creating a stand out outt, attention to detail is all important. We’re listing the most swoon-worthy accessories that will help you join the Instagram A list. Clutching it A post shared by The Styleograph (@thestyleograph) (https://www.instagram.com/p/BO-xzR_jLtn/) on… Ditch the oversized handbag in favour of a, chic clutch bag. They add detail to any outt and are a perfect nishing touch. To make your outt stand out, opt for medium sized clutch bags with attention- grabbing details. We’re talking bold colours, fringing, studs or fur. Fur clutches are particularly popular among Fashion Week goers. Play around with dierent shapes and maybe try a fold-over clutch bag. The lack of handle makes for a perfect street style shot as you clutch on to it. -
New Alt.Cyberpunk FAQ
New alt.cyberpunk FAQ Frank April 1998 This is version 4 of the alt.cyberpunk FAQ. Although previous FAQs have not been allocated version numbers, due the number of people now involved, I've taken the liberty to do so. Previous maintainers / editors and version numbers are given below : - Version 3: Erich Schneider - Version 2: Tim Oerting - Version 1: Andy Hawks I would also like to recognise and express my thanks to Jer and Stack for all their help and assistance in compiling this version of the FAQ. The vast number of the "answers" here should be prefixed with an "in my opinion". It would be ridiculous for me to claim to be an ultimate Cyberpunk authority. Contents 1. What is Cyberpunk, the Literary Movement ? 2. What is Cyberpunk, the Subculture ? 3. What is Cyberspace ? 4. Cyberpunk Literature 5. Magazines About Cyberpunk and Related Topics 6. Cyberpunk in Visual Media (Movies and TV) 7. Blade Runner 8. Cyberpunk Music / Dress / Aftershave 9. What is "PGP" ? 10. Agrippa : What and Where, is it ? 1. What is Cyberpunk, the Literary Movement ? Gardner Dozois, one of the editors of Isaac Asimov's Science Fiction Magazine during the early '80s, is generally acknowledged as the first person to popularize the term "Cyberpunk", when describing a body of literature. Dozois doesn't claim to have coined the term; he says he picked it up "on the street somewhere". It is probably no coincidence that Bruce Bethke wrote a short story titled "Cyberpunk" in 1980 and submitted it Asimov's mag, when Dozois may have been doing first readings, and got it published in Amazing in 1983, when Dozois was editor of1983 Year's Best SF and would be expected to be reading the major SF magazines. -
Readercon 14
readercon 14 program guide The conference on imaginative literature, fourteenth edition readercon 14 The Boston Marriott Burlington Burlington, Massachusetts 12th-14th July 2002 Guests of Honor: Octavia E. Butler Gwyneth Jones Memorial GoH: John Brunner program guide Practical Information......................................................................................... 1 Readercon 14 Committee................................................................................... 2 Hotel Map.......................................................................................................... 4 Bookshop Dealers...............................................................................................5 Readercon 14 Guests..........................................................................................6 Readercon 14: The Program.............................................................................. 7 Friday..................................................................................................... 8 Saturday................................................................................................14 Sunday................................................................................................. 21 Readercon 15 Advertisement.......................................................................... 26 About the Program Participants......................................................................27 Program Grids...........................................Back Cover and Inside Back Cover Cover -
Permadeath in Dayz
Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies. -
Newsclowntext.Pdf
THE NEWS CLOWN A NOVEL BY THOR GARCIA n EQUUS © Thor Garcia, 2012 ISBN 978-0-9571213-2-4 Equus Press Birkbeck College (William Rowe), 43 Gordon Square, London, WC1 H0PD, United Kingdom Typeset by lazarus Cover design by Ned Kash Printed in the Czech Republic by PB Tisk All rights reserved . Composed in Aldus, designed by Hermann Zapf (1954), named for the fifteenth- century Venetian printer Aldus Manutius. AUTHOR’S NOTE: The characters and situations in this work are wholly fictional and imaginary and do not portray, and are not intended to portray, any actual persons or parties. Any similarity to actual persons or events is coincidental, and no reference to the present day is intended or should be inferred. In Memory Elizabeth Bennett (1968 - 1993) Michael J. Gallant (1955 - 2005) THE NEWS CLOWN 1. Page 11 SHOCK CLAIM: Clown Says ‘I’m The Greatest!’ THOR declares his intention to explode “journalism” at its core, bringing the city to its knees in a rain of shame & indictments. He explains his work at CITIES NEWS SERVICES, covering BAY CITY’S crime & mayhem, his duty to bear witness. Introduction to the NEWS EDITOR KATE UHLI & the founding editor, DICK (10 news articles) TRIMBLES. 2. Page 24 LOADED: Clown Boards Midnight Train to Oblivion! THOR & JERRY visit CANDACE & HEATHER’S apartment. JERRY tells a story about an affair involving CANDACE & HEATHER’S mother & their family being threatened by the Russian mafia. HUGH arrives, everyone gets loaded & goes to play pool. Back at the apartment, THOR shares an intimacy with HEATHER, after which (1 news article) she tells him to leave. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
William Gibson Fonds
William Gibson fonds Compiled by Christopher Hives (1993) University of British Columbia Archives Table of Contents Fonds Description o Title / Dates of Creation / Physical Description o Biographical Sketch o Scope and Content o Notes File List Catalogue entry (UBC Library catalogue) Fonds Description William Gibson fonds. - 1983-1993. 65 cm of textual materials Biographical Sketch William Gibson is generally recognized as the most important science fiction writer to emerge in the 1980s. His first novel, Neuromancer, is the first novel ever to win the Hugo, Nebula and Philip K. Dick awards. Neuromancer, which has been considered to be one of the influential science fiction novels written in the last twenty-five years, inspired a whole new genre in science fiction writing referred to as "cyberpunk". Gibson was born in 1948 in Conway, South Carolina. He moved to Toronto in the late 1960s and then to Vancouver in the early 1970s. Gibson studied English at the University of British Columbia. He began writing science fiction short stories while at UBC. In 1979 Gibson wrote "Johnny Mnemonic" which was published in Omni magazine. An editor at Ace books encouraged him to try writing a novel. This novel would become Neuromancer which was published in 1984. After Neuromancer, Gibson wrote Count Zero (1986), Mona Lisa Overdrive (1988), and Virtual Light (1993). He collaborated with Bruce Sterling in writing The Difference Engine (1990). Gibson has also published numerous short stories, many of which appeared in a collection of his work, Burning Chrome (1986). Scope and Content Fonds consists of typescript manuscripts and copy-edited, galley or page proof versions of all five of Gibson's novels (to 1993) as well as several short stories. -
The Machineries of Uncivilization: Technology and the Gendered Body
The Machineries of Uncivilization: Technology and the Gendered Body in the Fiction of Margaret Atwood and William Gibson by Annette Lapointe A thesis submitted to the Faculty of Graduate Studies of The University of Manitoba in partial fulfillment of the requirements of the degree of DOCTOR OF PHILOSOPHY Department of English, Film, and Theatre University of Manitoba Winnipeg Copyright © 2010 by Annette Lapointe For Patricia Lapointe reader, teacher, literary guide my mom Table of Contents Acknowledgements iv Abstract v Introduction Factory Girl @ the Crossroads 1 Chapter 1 Cyborg Pathology: Infection, Pollution, and Material Femininity in Tesseracts 2 15 Chapter 2 Girls on Film: Photography, Pornography, and the Politics of Reproduction 56 Chapter 3 Meat Puppets: Cyber Sex Work, Artificial Intelligence, and Feminine Existence 96 Chapter 4 Manic Pixie Dream Girls: Viral Femininity, Virtual Clones, and the Process of Embodiment 138 Chapter 5 Woman Gave Names to All the Animals: Food, Fauna, and Anorexia 178 Chapter 6 The Machineries of Uncivilization: Gender, Disability, and Cyborg Identity 219 Conclusion New Maps for These Territories 257 Works Cited 265 iii Acknowledgements Many thanks to Dr. Mark Libin, my dissertation adviser, for all of his guidance in both my research and my writing. Dr Arlene Young guided me to a number of important nineteenth century texts on gender and technology. My foray into disability studies was assisted by Dr. Nancy Hansen and by Nadine Legier. melanie brannagan-frederiksen gave me insight into the writings of Walter Benjamin. Patricia Lapointe read every draft, provided a sounding board and offered a range of alternate perspectives. The Histories of the Body Research Group guided me through to literary and non-literary approaches to body studies. -
A Review of New Historical Drama from the BBC
Eras Edition 9, November 2007 – http://www.arts.monash.edu.au/eras ‘Time-warp Television’ – A review of new historical drama from the BBC: Life on Mars, created by Mathew Graham, Tony Jordan and Ashley Pharoah, BBC, 2006. Robin Hood, created by Foz Allan and Dominic Minghella, BBC, 2006. Torchwood, created by Russell T. Davies, BBC, 2006. Robin Hood in an anorak and touting an anti-war message? Costume drama in the gritty back streets of 1970s Manchester? Clearly this is not your father’s BBC. While there is still plenty of Austen and Dickens for the purist, the BBC, long the home of waistcoats, mutton chops and empire waists, has breathed some new life into the historical drama with two series that seem to engage as much with the way we respond to history as to the historical setting itself. A cult and critical hit, Life on Mars, follows Manchester Police Detective Sam Tyler (played by John Simm) who is ‘transported’ back to 1973 after being hit by a car. Used to being a Detective Chief Inspector with expensive digs, a well-cut suit, and police-work governed by political correctness and computers, Sam finds himself demoted, dressed in a leather jacket, living in a dingy room with a Murphy-bed, and working with DCI Gene Hunt. Hunt, played with joyful relish by Philip Glenister, is the very antithesis of modern policing. He is unabashedly racist, sexist, homophobic and not above bashing the uncooperative suspect mid-interview. All guts and reaction, he is the ying to Sam’s yang, as it becomes clear that DI Tyler has lost the ability to trust his instincts. -
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2012 Jessica L. Aldred Library and Archives Bibliotheque et Canada Archives Canada Published Heritage Direction du 1+1 Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-94206-2 Our file Notre reference ISBN: 978-0-494-94206-2 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distrbute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation.