A Thesis on Gibson and Cyberpunk
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Haitian Voudoun and the Matrix
The Ghost in the Machine : Haitian Voudoun and the Matrix Steve Mizrach William Gibson's Count Zero It would seem that there are no two things more distinct than the primal, mystic, organic world of Haitian Voudoun, and the detached, cool, mechanical world of the high-tech future. Yet William Gibson parlayed off the success of his first SF cyberpunk blockbuster Neuromancer to write a more complex, engaging novel in which these two worlds are rapidly colliding. In his novel Count Zero, we encounter teenage hacker extraordinaire Bobby Newmark, who goes by the handle "Count Zero". Bobby on one of his treks into cyberspace runs into something unlike any other AI (Artificial Intelligence) he's ever encountered - a strange woman, surrounded by wind and stars, who saves him from "flatlining". He does not know what it was he encountered on the net, or why it saved him from certain death. Later we meet Angie Mitchell, the mysterious girl whose head has been "rewired" with a neural network which enables her to "channel" entities from cyberspace without a "deck" - in essence, to be "possessed". Bobby eventually meets Beauvoir, a member of a Voudoun/cyber sect, who tells him that in cyberspace the entity he actually met was Erzulie, and that he is now a favorite of Legba, the lord of communication... Beauvoir explains that Voudoun is the perfect religion for this era, because it is pragmatic : "It isn't about salvation or transcendence. What it's about is getting things done". Eventually, we come to realize that after the fracturing of the AI Wintermute, who tried to unite the Matrix, the unified being split into several entities which took on the character of the various Haitian loa, for reasons that are never made clear. -
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. -
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. -
Oblivion's Edge Jeremy Strandberg
Lawrence University Lux Lawrence University Honors Projects 5-12-1998 Oblivion's Edge Jeremy Strandberg Follow this and additional works at: https://lux.lawrence.edu/luhp Part of the Fiction Commons, and the Liberal Studies Commons © Copyright is owned by the author of this document. Recommended Citation Strandberg, Jeremy, "Oblivion's Edge" (1998). Lawrence University Honors Projects. 53. https://lux.lawrence.edu/luhp/53 This Honors Project is brought to you for free and open access by Lux. It has been accepted for inclusion in Lawrence University Honors Projects by an authorized administrator of Lux. For more information, please contact [email protected]. ivion's Jeremy Strandberg Submitted for Honors in Independent Study 5/12/98 Prof. Candice Bradley, Advisor The year is 2042 ... ( Tech no Io g y i s a part of us ... High tech is stylish and chic. Computers have crept into every aspect of life, and billions of users are jacked brain frrst into the internet. Biosculpting can make people look any way they desire. Cybernetic implants-eyes, ears, and prosthetic limbs-break the limits of the human form. Biotechnology feeds billions while saving the lives of millions more. The train from New York to Miami takes under three hours, and there's a bustling tourist trade on Luna. The Veil has thinned ... Supernatural and paranormal phenomena are on the rise. There has been a resurgence of spirituality and superstition. Meditation is taught in grade school Psychic powers are accepted as fact, and most people have encountered a ghost or spirit at least once. Alchemists and fringe scientists are kept on salary by corporations. -
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. -
Mirrorshade Women: Feminism and Cyberpunk
Mirrorshade Women: Feminism and Cyberpunk at the Turn of the Twenty-first Century Carlen Lavigne McGill University, Montréal Department of Art History and Communication Studies February 2008 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of Doctor of Philosophy in Communication Studies © Carlen Lavigne 2008 2 Abstract This study analyzes works of cyberpunk literature written between 1981 and 2005, and positions women’s cyberpunk as part of a larger cultural discussion of feminist issues. It traces the origins of the genre, reviews critical reactions, and subsequently outlines the ways in which women’s cyberpunk altered genre conventions in order to advance specifically feminist points of view. Novels are examined within their historical contexts; their content is compared to broader trends and controversies within contemporary feminism, and their themes are revealed to be visible reflections of feminist discourse at the end of the twentieth century. The study will ultimately make a case for the treatment of feminist cyberpunk as a unique vehicle for the examination of contemporary women’s issues, and for the analysis of feminist science fiction as a complex source of political ideas. Cette étude fait l’analyse d’ouvrages de littérature cyberpunk écrits entre 1981 et 2005, et situe la littérature féminine cyberpunk dans le contexte d’une discussion culturelle plus vaste des questions féministes. Elle établit les origines du genre, analyse les réactions culturelles et, par la suite, donne un aperçu des différentes manières dont la littérature féminine cyberpunk a transformé les usages du genre afin de promouvoir en particulier le point de vue féministe. -
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. -
Souvenirs Du Futur Le Robot Dans Le Steampunk Français
Souvenirs Du futur Le robot dans le Steampunk Français SOREAU CAROLINE MEMOIRE DE MASTER 2 – SOUTENU EN MAI 2014 SOUS LA DIRECTION DE NICOLAS DEVIGNE ET EDDIE PANIER 1 Université de Valenciennes et du Hainaut-Cambrésis Faculté de Lettres Langues Arts et Sciences Humaines Département Arts Plastiques Page de garde : Didier Graffet, Notre Dame 1900, Acrylique sur toile 65 x 100 cm, 2013 2 3 Remerciements En préambule de ce mémoire, je tiens d'abord à remercier M. Nicolas DEVIGNE, qui s’est montré d’une grande disponibilité et d’une aide précieuse tout au long de mon Master et aux différentes étapes de la réalisation de ce mémoire. Pour sa rigueur et son exigence, aussi, qui m’ont poussée à toujours plus de réflexion. M. Eddie PANIER, pour sa confiance en mes capacités, ses encouragements et les lectures précieuses qu’il a pu me conseiller tout au long de ces deux années de travail. Mme. CHOMARAT-RUIZ, pour son engagement au sein du Master Recherche et ses nombreux conseils. Mes parents et mon compagnon, toujours présents, y compris quand je peine à avoir confiance en mon travail et à croire en moi, au point d’en devenir invivable (je plaide coupable !) Pour leurs longues heures passées à relire ces pages et à essayer de comprendre « l’obscur » mouvement steampunk dans le but de pouvoir toujours dialoguer avec l’automate que je deviens lorsque je travaille. Pour leur présence, tant dans les bons que dans les mauvais moments. Mes différents relecteurs, qui ont pris le temps de relever nombre de mes coquilles. -
3 Sprawl Space
3 Sprawl Space The New Shorter Oxford English Dictionary lists the following under “sprawl”: 1 v.i. Orig., move the limbs in convulsive effort or struggle; toss about. Now, lie, sit, or fall with the limbs stretched out in an ungainly or awkward way; lounge, laze. […] b Of a thing: spread out or extend widely in a straggling way; be of untidily irregular form […]. (New Shorter OED 1993) The second part of the entry refers to the transitive verb, for which the agency has shifted semantically and lies elsewhere, as “sprawl(ing)” is inflicted on something, and “usu[ally] foll[owed] by out” (ibid.), sig- nalling the expansiveness of the motion. As a noun, “sprawl” also oc- curs in combination with “urban” (meaning “Of, pertaining to, or con- stituting a city or town”) which renders “urban sprawl” as “the uncon- trolled expansion of urban areas” (ibid.). Considering the etymology, one might think that the notion of “sprawl” has relaxed with regard to living subjects as actants. When it comes to things, however, dead matter comes to life, things seem to appropriate agency and expand, taking up more space; or they already are where they should not be. The resulting form is a disorderly one that deviates from an established order: “Sprawl” usually refers to an outward movement and is not perceived as very pleasant or becoming. In short, most of the above may already explain why “sprawl” is of in- terest to cyberpunk and to William Gibson in particular: matter ac- quires lifelike agency and potentially decenters the subject; it moves in space and upsets a given order; it is messy. -
"The Infinite Plasticity of the Digital"
"The Infinite Plasticity of the Digital" http://reconstruction.eserver.org/043/leaver.htm Ever since William Gibson coined the term "cyberspace" in his debut novel Neuromancer , his work has been seen by many as a yardstick for postmodern and, more recently, posthuman possibilities. This article critically examines Gibson's second trilogy ( Virtual Light , Idoru and All Tomorrow's Parties ), focusing on the way digital technologies and identity intersect and interact, with particular emphasis on the role of embodiment. Using the work of Donna Haraway, Judith Butler and N. Katherine Hayles, it is argued that while William Gibson's second trilogy is infused with posthuman possibilities, the role of embodiment is not relegated to one choice among many. Rather the specific materiality of individual existence is presented as both desirable and ultimately necessary to a complete existence, even in a posthuman present or future. "The Infinite Plasticity of the Digital": Posthuman Possibilities, Embodiment and Technology in William Gibson's Interstitial Trilogy Tama Leaver Communications technologies and biotechnologies are the crucial tools recrafting our bodies. --- Donna Haraway, "A Cyborg Manifesto" She is a voice, a face, familiar to millions. She is a sea of code ... Her audience knows that she does not walk among them; that she is media, purely. And that is a large part of her appeal. --- William Gibson, All Tomorrow's Parties <1> In the many, varied academic responses to William Gibson's archetypal cyberpunk novel Neuromancer , the most contested site of meaning has been Gibson's re-deployment of the human body. Feminist critic Veronica Hollinger, for example, argued that Gibson's use of cyborg characters championed the "interface of the human and the machine, radically decentring the human body, the sacred icon of the essential self," thereby disrupting the modernist and humanist dichotomy of human and technology, and associated dualisms of nature/culture, mind/body, and thus the gendered binarism of male/female (33). -
Space and the Re-Purposing of Materials and Technology in William Gibson's Neuromancer and Virtual Light Submitted by Grigori
Space and the Re-Purposing of Materials and Technology in William Gibson’s Neuromancer and Virtual Light Submitted by Grigorios Iliopoulos A thesis submitted to the Department of American Literature and Culture, School of English, Faculty of Philosophy of Aristotle University of Thessaloniki, in partial fulfillment of the requirements for the degree of Master of Arts in English and American Studies. Supervisor: Dr. Tatiani Rapatzikou June 2020 Iliopoulos 2 Abstract This thesis explores the relationship between space and technology as well as the re-purposing of tangible and intangible materials in William Gibson’s Neuromancer (1984) and Virtual Light (1993). With attention paid to the importance of the cyberpunk setting. Gibson approaches marginal spaces and the re-purposing that takes place in them. The current thesis particularly focuses on spotting the different kinds of re-purposing the two works bring forward ranging from body alterations to artificial spatial structures, so that the link between space and the malleability of materials can be proven more clearly. This sheds light not only on the fusion and intersection of these two elements but also on the visual intensity of Gibson’s writing style that enables readers to view the multiple re-purposings manifested in thε pages of his two novels much more vividly and effectively. Iliopoulos 3 Keywords: William Gibson, cyberspace, utilization of space, marginal spaces, re-purposing, body alteration, technology Iliopoulos 4 Acknowledgements I would like to thank my supervisor, Dr. Tatiani Rapatzikou, for all her guidance and valuable suggestions throughout the writing of this thesis. I would also like to express my gratitude to my parents for their unconditional support and understanding. -
PDF Download Mona Lisa Overdrive Ebook, Epub
MONA LISA OVERDRIVE PDF, EPUB, EBOOK William Gibson | 308 pages | 05 Oct 1998 | Bantam Doubleday Dell Publishing Group Inc | 9780553281743 | English | New York, United States Mona Lisa Overdrive PDF Book Her father has sent her to live in London while the Yakuza war is going on. Like its predecessor, there are different threads of stories which are closely tied to one another, and takes place seven years after its predecessor. Home 1 Books 2. While the first two books were connected only by the shared universe and minor characters, the third actively borrows from the previous ones. He's the author, we are the readers. Apparently, three-quarters of humanity was jacked in, watching the show. Concepts introduced and threads left dangling from both books are dealt in this one, favourite characters make an appearance, and the story is so much better than Count Zero. But the most awesome thing is the human thread through the whole trilogy. And behind the intrigue lurks the shadowy Yazuka, the powerful Japanese underworld, whose leaders ruthlessly manipulate people and events to suit their own purposes. The novel connects the trilogy into one connected flow, fifteen years after Neuromancer and eight years after Count Zero. It all comes together. Aug 26, Dale rated it liked it. One of them touched PLAY and she slid into the Angie- world, pure as any drug, slow saxophone and limo-glide through some European city, That's not to say that there aren't plenty of SF predicted futures for the world that involve a sort of Utopian society where experiences are increasingly shared and cooperative than individually ring-fenced and private, but it's very easy to discredit them on the grounds of communist and socialist critique and all the heavy baggage that comes along with that.