Visions of Law and Lawyers in Cyberpunk Science Fiction
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GURPS4E Ultra-Tech.Qxp
Written by DAVID PULVER, with KENNETH PETERS Additional Material by WILLIAM BARTON, LOYD BLANKENSHIP, and STEVE JACKSON Edited by CHRISTOPHER AYLOTT, STEVE JACKSON, SEAN PUNCH, WIL UPCHURCH, and NIKOLA VRTIS Cover Art by SIMON LISSAMAN, DREW MORROW, BOB STEVLIC, and JOHN ZELEZNIK Illustrated by JESSE DEGRAFF, IGOR FIORENTINI, SIMON LISSAMAN, DREW MORROW, E. JON NETHERLAND, AARON PANAGOS, CHRISTOPHER SHY, BOB STEVLIC, and JOHN ZELEZNIK Stock # 31-0104 Version 1.0 – May 22, 2007 STEVE JACKSON GAMES CONTENTS INTRODUCTION . 4 Adjusting for SM . 16 PERSONAL GEAR AND About the Authors . 4 EQUIPMENT STATISTICS . 16 CONSUMER GOODS . 38 About GURPS . 4 Personal Items . 38 2. CORE TECHNOLOGIES . 18 Clothing . 38 1. ULTRA-TECHNOLOGY . 5 POWER . 18 Entertainment . 40 AGES OF TECHNOLOGY . 6 Power Cells. 18 Recreation and TL9 – The Microtech Age . 6 Generators . 20 Personal Robots. 41 TL10 – The Robotic Age . 6 Energy Collection . 20 TL11 – The Age of Beamed and 3. COMMUNICATIONS, SENSORS, Exotic Matter . 7 Broadcast Power . 21 AND MEDIA . 42 TL12 – The Age of Miracles . 7 Civilization and Power . 21 COMMUNICATION AND INTERFACE . 42 Even Higher TLs. 7 COMPUTERS . 21 Communicators. 43 TECH LEVEL . 8 Hardware . 21 Encryption . 46 Technological Progression . 8 AI: Hardware or Software? . 23 Receive-Only or TECHNOLOGY PATHS . 8 Software . 24 Transmit-Only Comms. 46 Conservative Hard SF. 9 Using a HUD . 24 Translators . 47 Radical Hard SF . 9 Ubiquitous Computing . 25 Neural Interfaces. 48 CyberPunk . 9 ROBOTS AND TOTAL CYBORGS . 26 Networks . 49 Nanotech Revolution . 9 Digital Intelligences. 26 Mail and Freight . 50 Unlimited Technology. 9 Drones . 26 MEDIA AND EDUCATION . 51 Emergent Superscience . -
Globalized Digital Networks and Horizontal Information Processing
In Situ Issue 1 In Situ 2009 Article 10 5-2009 Globalization’s Effect on Human Information Processing: Globalized Digital Networks and Horizontal Information Processing Tony Wang University of Pennsylvania This paper is posted at ScholarlyCommons. https://repository.upenn.edu/insitu/vol1/iss1/10 For more information, please contact [email protected]. Globalization’s Effect on Human Information Processing: Globalized Digital Networks and Horizontal Information Processing This article is available in In Situ: https://repository.upenn.edu/insitu/vol1/iss1/10 Wang: Globalization’s Effect on Human Information Processing: Globalize Globalization’s Effect on Human Information Processing: Globalized Digital Networks and Horizontal Information Processing Tony Wang Introduction In July of 2008, Nicolas Carr of the Atlantic wrote an influential article entitled, “Is Google Making Us Stupid?” The predominant consideration of this ironically long article is the “deterioration” of human information processing caused by growth of information technology. The main culprit responsible for this downward trend is the Net, whose operating philosophy mandates the continual expansion of information accessibility, the reducibility of information to small bits, and the encouragement of constant consumption and generation of information. The epitome of this operating philosophy is Twitter, an extremely popular social networking website whose entire premise is based on users submitting updates about their life of no more than 140 characters (this sentence is longer than 140 characters). In true McLuhan style, Carr contends that the Net “remaps” our neural circuitry to emulate the very medium with which we access information. We are able to process more information in a shorter amount of time, but at the cost of being prevented from focusing on long pieces of prose for sustained periods of time: “Immersing myself in a book or a lengthy article used to be easy…. -
I STEVE JACKSON GAMES ,; Ancient Howor Crawls Into the Dark Future
I STEVE JACKSON GAMES ,; Ancient Howor Crawls into the Dark Future By Chris W. McCubbin Edited by Scott D. Haring Cover by Albert Slark Illustrated by Dan Smith GURPS System Design by Steve Jackson Scott Haring, Managing Editor Page Layout, Typography and Interior Production by Rick Martin Cover Production by Jeff Koke Art Direction by Lillian Butler Print Buying by Andrew Hartsock and Monica Stephens Dana Blankenship, Sales Manager Thanks to Dm Smith Additional Material by David Ellis Dickerson Bibliographic information compiled by Chris Jarocha-Emst Proofreading by Spike Y. Jones Playtesters: Bob Angell, Sean Barrett, Kaye Barry, C. Milton Beeghly, James Cloos, Mike DeSanto, Morgan Goulet, David G. Haren, Dave Magnenat, Virginia L. Nelson, James Rouse, Karen Sakamoto, Michael Sullivan and Craig Tsuchiya GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Cull of Cihulhu is a trademark of Chaosium Inc. and is used by permission. Elder Sign art (p. 55) used by permission of Chaosium Inc. GURPS CihuIhuPunk is copyright 0 1995 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A ISBN 1-55634-288-8 Introduction ................................ 4 Central and South America ..27 Hacker ..................................43 About GURPS ............................4 The Pacific Rim ...................27 -
Sample File Table of Contents Runes by Stewart Wieck 3 Stewart Gives Us Insight Into WHITE WOLF's Future
Sample file Table of Contents Runes by Stewart Wieck 3 Stewart gives us insight into WHITE WOLF's future. From the Pack 4 Letters written by you in a column put together for you. Raiko by Nigel D. Findley 6 As Storm Knights quickly learn in this Torg adventure, Nippon corporations can sometimes fall victim to their own machinations. Curse by Richard Worzel 18 Time is proven a fickle beast in this short story based on the Time and Time Again roleplaying game. New Shamanic Totems by Berin Kinsman 23 Expand your spiritual devotions in this addition to the Shadowrun rules. Feature Review: Darksun by Berin Kinsman 26 Take a detailed look into the deadly and wondrous new world from TSR. Pulling No Punches by Greg Porter 28 If you've ever wanted to take a martial arts class, now's your chance, through the teachings of theSample designer offile CORPS. The Silicon Dungeon by Jim Trunzo 35 With reviews of some Christmas computer releases, you can now fly through space and become Conan! Deadly Legacy by Clay Gibson 40 Family members look disconcertingly alike in this AGE of RUIN adventure set in the American south. Items For Any Realm by Robert Wilson 46 A collection of magical items that can be incorporated into any fantasy game. The Scope of Magic by Christopher Barley 50 Some fun new spells that might save your life in the NightLife roleplaying game. Capsule Reviews by Line Reviewers 53 In this issue we take a look at new releases for AD&D, Shadowrun and WFRP. -
Introduction: the Genre of the Non-Place: Science Fiction As Critical Theory 1. for Plato's “Allegory of the Cave,” See Th
Notes Introduction: The Genre of the Non-Place: Science Fiction as Critical Theory 1. For Plato’s “Allegory of the Cave,” see The Republic Book VII. 2. For a thorough analysis of science fiction’s origins, see Brian W. Aldiss and David Wingrove’s Trillion Year Spree: The History of Science Fiction (1986). 3. See William S. Burroughs’s Naked Lunch (1959), the Nova (Or Cut-Up) Trilogy (The Soft Machine [1961], The Ticket that Exploded [1962], and Nova Express [196 4]), The Wild Boys (1971), and the “Red Night” Trilogy (Cities of the Red Night [1981], The Place of Dead Roads [1983], and The Western Lands [1987]; Thomas Pynchon’s V (1963), Mason & Dixon (1997), and Against the Day (2006); John Barth’s Giles Goat-Boy; or, The Revised New Syllabus (1966); Don DeLillo’s White Noise (1985); Kathy Acker’s Don Quixote: Which Was a Dream (1986) and Empire of the Senseless (1988); Italo Calvino’s Cosmicomics (1965) or Invisible Cities (1972); David Foster Wallace’s Infinite Jest (1996); Mark Z. Danielewski’s House of Leaves (2000); and Jonathan Lethem’s The Fortress of Solitude (2003). 4. McHale derives this concept of “projecting worlds” from Thomas Pynchon’s The Crying of Lot 49 (1965). As Oedipa Maas begins to explore the potential existence of a secret mail system known as Tristero, she writes underneath the Tristero horn that she has copied off of a bathroom wall, “Shall I project a world?” (65). Here, Oedipa is contemplating the possible existence of an entire other pattern of reality of which she (and most of the world) remains unaware. -
Futures Studies Jim Dator Hawaii Research Center for Futures Studies Department of Political Science University of Hawaii at Manoa
Futures Studies Jim Dator Hawaii Research Center for Futures Studies Department of Political Science University of Hawaii at Manoa Published as "Futures Studies ," in William Sims Bainbridge, ed., Leadership in Science and Technology. Thousand Oaks, California: Sage Reference Series, 2011, Vol. 1, Chapter Four, pp. 32-40. Who Are Futurists, and What Do They Do? It is a common cliché to assert that all humans are futurists. Without a doubt a distinct human capability is to dream, scheme, plan ahead, and then create the technologies necessary to strive for and perhaps attain the dream. But many other species do so as well. Humans are not unique in this except for the scope of their dreams and the power of their technologies. But if all humans are futurists, then humans are also chemists, physicists, historians, priests and everything else. Yet we still needed physicists and engineers to get to the Moon in spite of eons of dreams and stories about space flight, and it seems even the most fundamental and protestant among us still feel the need for some kind of priests to keep us out of hell, and so it probably is the case that futurists can be useful in helping us think more clearly about the causes and consequences of our dreams and fears about the futures. No one can accurately "predict" exactly what "the future" of anything of consequence will be, though there are many charlatans who say they can, and who are paid big bucks for their "predictions", almost all of which prove not only to be false, but dangerously so. -
Detroit Techno and Dystopian Digital Culture
Hooked on an Affect: Detroit Techno and Dystopian Digital Culture Feature Article Richard Pope Ryerson University Abstract Detroit techno is typically historicized as having grown out of the late 1970s and early 1980s middle-class, consumerist, and aspirational high school social party scene, giving the impression that Detroit techno artists created forward-thinking music as a means to acquire subcultural capital and (re)produce their identities. In this essay, this position is nuanced for a more complex understanding of techno’s relation to the quotidian phenomenological encounter with the dystopian setting of Detroit. Concomitantly, predominant theorizations of affect within the humanities, which emphasize the utopian, hopeful dimensions of affect’s inherent productivity, are supplemented for an understanding of productive energy revolving around affects of dystopia and on a certain hopelessness which scholars, in the years ahead, will increasingly have to negotiate. Keywords: techno, Detroit, dystopia, affect, aesthetic, desire, subculture Richard Pope is a Postdoctoral Fellow at Ryerson University. His recent work examines the dystopian horizon of contemporary capitalism and popular culture. He has published previously in Camera Obscura, Space and Culture, Film-Philosophy, and Cinema Journal (forthcoming). Dancecult: Journal of Electronic Dance Music Culture 2 (1): 24–44 ISSN 1947-5403 ©2011 Dancecult http://dj.dancecult.net DOI 10.12801/1947-5403.2011.02.01.02 Pope | Hooked on an Affect 25 Without sounding too new-agey or metaphysical, I think that Detroit, the actual “location of Detroit, is the instigator behind everything. —Jason Huvaere (in Sicko 2010: 92) It’s the emptiness in the city that puts the wholeness in the music. -
GURPS Undead Is Copyright © 1998, 2001 by Steve Jackson Games Incorporated
DEAD SOULS AND WALKING CORPSES By Sean M. Punch Additional Material by Alison Brooks, C.J. Carella, Steve Jackson, Caroline Julian, Phil Masters, Janet Naylor, S. John Ross and Daniel U. Thibault Edited by Jack Elmy Illustrated by Dan Smith, Kurt Brugel, Kent Burles and Matt Cavotta Additional Illustrations by John Borkowski, Norman Doering, Neil Melville, Shea Ryan and Ray Snyder Cover by Rogério Vilela GURPS System Design wSteve Jackson GURPS Line Editor wSean Punch Design, Production and Typography wJack Elmy Print Buying wPaul Rickert Art Direction wAlain Dawson GURPS Errata Coordinator wAndyVetromile Additional Input: Scott Nickell, Bill Oliver, Mark Reynolds, T. Carter Ross and Emily Smirle Playtesters: Steven Anderson, Peter Dell’Orto, Christopher Dicely, Steve Dickie, James Dunson, Leonardo Holschuh, Robert Huss, Anthony Jackson, Martin Kelly, Peter Meilinger, Mark Reynolds, Brett Slocum, David Summers, Otis Viles, Phillip Weiss and Aerron Winsor . and our thanks to the dozens of great folks, too numerous to list here, who helped out on the Pyramid playtest board. GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Undead is copyright © 1998, 2001 by Steve Jackson Games Incorporated. All rights reserved. ISBN 1-55634-352-3 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES INTRODUCTION .............. -
GURPS Ultra-Tech Is a Sourcebook for Science-Fiction Technology, from the Near Future to the Farthest Reaches of the Imagination
GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It’s a valuable companion to GURPS Space , GURPS Bio-Tech , and GURPS Infinite Worlds , and for any character or campaign that needs advanced technological equipment. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: • Weapons – from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. • Protection – How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . • Medicine – Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. • Transport – Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter- transport booths – lots of ways to get where the action is, for the adventurer on the go! And still more gadgets! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, chameleon suits, repair paste, Dyson spheres – there’s something for every adventure at every tech level. GURPS Ultra-Tech requires the GURPS Basic Set , Fourth Edition. The ideas in this book can be used with any science-fiction game. By David Pulver, with Kenneth Peters Edited by Christopher Aylott, Steve Jackson, Sean Punch, Wil Upchurch, and Nikola Vrtis Cover Art by Simon Lissaman, Drew Morrow, Bob Stevlic, and John Zeleznik Illustrated by -
Futurist Fiction & Fantasy
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Faculty Publications -- Department of English English, Department of September 2006 FUTURIST FICTION & FANTASY: The Racial Establishment Gregory E. Rutledge University of Nebraska-Lincoln, [email protected] Follow this and additional works at: https://digitalcommons.unl.edu/englishfacpubs Part of the English Language and Literature Commons Rutledge, Gregory E., "FUTURIST FICTION & FANTASY: The Racial Establishment" (2006). Faculty Publications -- Department of English. 27. https://digitalcommons.unl.edu/englishfacpubs/27 This Article is brought to you for free and open access by the English, Department of at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Faculty Publications -- Department of English by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. C A L L A L O O FUTURIST FICTION & FANTASY The Racial Establishment by Gregory E. Rutledge “I don’t like movies when they don’t have no niggers in ‘em. I went to see, I went to see “Logan’s Run,” right. They had a movie of the future called “Logan’s Run.” Ain’t no niggers in it. I said, well white folks ain’t planning for us to be here. That’s why we gotta make movies. Then we[’ll] be in the pictures.” —Richard Pryor in “Black Hollywood” from Richard Pryor: Bicentennial Nigger (1976) Futurist fiction and fantasy (hereinafter referred to as “FFF”) encompasses a variety of subgenres: hard science fiction, speculative fiction, fantasy, sword-and-sorcerer fantasy, and cyberpunk.1 Unfortunately, even though nearly a century has expired since the advent of FFF, Richard Pryor’s observation and a call for action is still viable. -
Boundaries in Cyberpunk Fiction: William Gibson's Neuromancer Trilogy, Bruce Sterling's Schismatrix, and Neal Stephenson's Snow Crash
BOUNDARIES IN CYBERPUNK FICTION: WILLIAM GIBSON'S NEUROMANCER TRILOGY, BRUCE STERLING'S SCHISMATRIX, AND NEAL STEPHENSON'S SNOW CRASH by Michelle Toerien Thesis presented in partial fulfilment of the requirements for the degree of Master of Arts at the University of Stellenbosch Supervisor: Mr. R. Goodman March 2000 Stellenbosch University http://scholar.sun.ac.za Declaration: I, the undersigned, hereby declare that the work contained in this thesis is my own original work and that I have not previously in its entirety, or in any part, submitted it at any university for a degree. Signature: Date: Stellenbosch University http://scholar.sun.ac.za ABSTRACT Cyberpunk literature explores the effects that developments in technology will have on the lives of individuals in the future. Technology is seen as having the potential to be of benefit to society, but it is also seen as a dangerous tool that can be used to severely limit humanity's freedom. Most of the characters in the texts I examine wish to perpetuate the boundaries that contain them in a desperate search for stability. Only a few individuals manage to move beyond the boundaries created by multinational corporations that use technology, drugs or religion for their own benefit. This thesis will provide a definition of cyberpunk and explore its development from science fiction and postmodern writing. The influence of postmodern thinking on cyberpunk literature can be seen in its move from stability to fluidity, and in its insistence on the impossibility of creating fixed boundaries. Cyberpunk does not see the future of humanity as stable, and argues that it will be necessary for humanity to move beyond the boundaries that contain it. -
From Ephemeralization and Stigmergy to the Global Brain
Accelerating Socio-Technological Evolution: from ephemeralization and stigmergy to the global brain Francis Heylighen http://pespmc1.vub.ac.be/HEYL.html ECCO, Vrije Universiteit Brussel Abstract: Evolution is presented as a trial-and-error process that produces a progressive accumulation of knowledge. At the level of technology, this leads to ephemeralization, i.e. ever increasing productivity, or decreasing of the friction that normally dissipates resources. As a result, flows of matter, energy and information circulate ever more easily across the planet. This global connectivity increases the interactions between agents, and thus the possibilities for conflict. However, evolutionary progress also reduces social friction, via the creation of institutions. The emergence of such “mediators” is facilitated by stigmergy: the unintended collaboration between agents resulting from their actions on a shared environment. The Internet is a near ideal medium for stigmergic interaction. Quantitative stigmergy allows the web to learn from the activities of its users, thus becoming ever better at helping them to answer their queries. Qualitative stigmergy stimulates agents to collectively develop novel knowledge. Both mechanisms have direct analogues in the functioning of the human brain. This leads us to envision the future, super-intelligent web as a “global brain” for humanity. The feedback between social and technological advances leads to an extreme acceleration of innovation. An extrapolation of the corresponding hyperbolic growth model would forecast a singularity around 2040. This can be interpreted as the evolutionary transition to the Global Brain regime. Evolutionary progress The present paper wishes to directly address the issue of globalization as an evolutionary process. As observed by Modelski (2007) in his introductory paper to this volume, globalization can be characterized by two complementary processes, both taking place at the planetary scale: (1) growing connectivity between people and nations; (2) the emergence of global institutions.