Cyberpunk, Technoculture, and the Post-Biological Self
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A Very Short History of Cyberpunk
A Very Short History of Cyberpunk Marcus Janni Pivato Many people seem to think that William Gibson invented The cyberpunk genre in 1984, but in fact the cyberpunk aesthetic was alive well before Neuromancer (1984). For example, in my opinion, Ridley Scott's 1982 movie, Blade Runner, captures the quintessence of the cyberpunk aesthetic: a juxtaposition of high technology with social decay as a troubling allegory of the relationship between humanity and machines ---in particular, artificially intelligent machines. I believe the aesthetic of the movie originates from Scott's own vision, because I didn't really find it in the Philip K. Dick's novel, Do Androids Dream of Electric Sheep (1968), upon which the movie is (very loosely) based. Neuromancer made a big splash not because it was the "first" cyberpunk novel, but rather, because it perfectly captured the Zeitgeist of anxiety and wonder that prevailed at the dawning of the present era of globalized economics, digital telecommunications, and exponential technological progress --things which we now take for granted but which, in the early 1980s were still new and frightening. For example, Gibson's novels exhibit a fascination with the "Japanification" of Western culture --then a major concern, but now a forgotten and laughable anxiety. This is also visible in the futuristic Los Angeles of Scott’s Blade Runner. Another early cyberpunk author is K.W. Jeter, whose imaginative and disturbing novels Dr. Adder (1984) and The Glass Hammer (1985) exemplify the dark underside of the genre. Some people also identify Rudy Rucker and Bruce Sterling as progenitors of cyberpunk. -
Fudge Space Opera
Fudge Space Opera Version 0.3.0 2006-August-11 by Omar http://www.pobox.com/~rknop/Omar/fudge/spop Coprights, Trademarks, and Licences Fudge Space Opera is licenced under the Open Gaming Licence, version 1.0a; see Appendex A. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan, Ann Dupuis, with additional material by other authors as indicated within the text. Available for use under the Open Game License (see Appendix I) Fudge Space Opera Copyright 2005, Robert A. Knop Jr. Open Gaming Content Designation of Product Identity: Nothing herein is designated as Product Identity as outlined in section 1(e) of the Open Gaming License. Designation of Open Gaming Content: Everything herein is designated as Open Game Content as outlined in seciton 1(d) of the Open Gaming License. Fudge Space Opera -ii- Fudge Space Opera CONTENTS Contents 1 Introduction 1 1.1 Why “Space Opera”? . ......... 1 1.2 WhatisHere ........................................ .......... 2 1.3 TheMostImportantThing .............................. ............ 2 2 Character Creation 3 2.1 GeneralNotes........................................ .......... 3 2.2 5-PointFudge....................................... ........... 3 3 Combat 7 3.1 Default Combat Options . .......... 7 3.2 Basic Armor and Weapon Mechanics . ........... 7 3.3 Cross-WeaponScaleAttacks. .............. 8 3.4 Suggested Weapon Scales . ........ 9 3.5 DamagetoPassengers ................................. ............ 9 3.6 GiantSpaceBeasts.................................... ........... 9 3.7 When To Use Fudge Scale .......................................... 10 3.8 RangedWeapons....................................... ......... 11 3.9 Explosions........................................ ............ 12 3.10 Missiles and Point Defense . .............. 12 -iii- Fudge Space Opera CONTENTS 3.11 Doing Too Many Things at Once . -
Living in the Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture
Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture Kacmaz Erk, G. (2016). Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture. The International Journal of New Media, Technology and the Arts, 13-25. Published in: The International Journal of New Media, Technology and the Arts Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2016 Gul Kacmaz Erk. Available under the terms and conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License (CC BY-NC-ND 4.0). The use of this material is permitted for non-commercial use provided the creator(s) and publisher receive attribution. No derivatives of this version are permitted. Official terms of this public license apply as indicated here: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. -
Near-Death Experiences and the Theory of the Extraneuronal Hyperspace
Near-Death Experiences and the Theory of the Extraneuronal Hyperspace Linz Audain, J.D., Ph.D., M.D. George Washington University The Mandate Corporation, Washington, DC ABSTRACT: It is possible and desirable to supplement the traditional neu rological and metaphysical explanatory models of the near-death experience (NDE) with yet a third type of explanatory model that links the neurological and the metaphysical. I set forth the rudiments of this model, the Theory of the Extraneuronal Hyperspace, with six propositions. I then use this theory to explain three of the pressing issues within NDE scholarship: the veridicality, precognition and "fear-death experience" phenomena. Many scholars who write about near-death experiences (NDEs) are of the opinion that explanatory models of the NDE can be classified into one of two types (Blackmore, 1993; Moody, 1975). One type of explana tory model is the metaphysical or supernatural one. In that model, the events that occur within the NDE, such as the presence of a tunnel, are real events that occur beyond the confines of time and space. In a sec ond type of explanatory model, the traditional model, the events that occur within the NDE are not at all real. Those events are merely the product of neurobiochemical activity that can be explained within the confines of current neurological and psychological theory, for example, as hallucination. In this article, I supplement this dichotomous view of explanatory models of the NDE by proposing yet a third type of explanatory model: the Theory of the Extraneuronal Hyperspace. This theory represents a Linz Audain, J.D., Ph.D., M.D., is a Resident in Internal Medicine at George Washington University, and Chief Executive Officer of The Mandate Corporation. -
Modern Mythopoeia &The Construction of Fictional Futures In
Modern Mythopoeia & The Construction of Fictional Futures in Design Figure 1. Cassandra. Anthony Fredrick Augustus Sandys. 1904 2 Modern Mythopoeia & the Construction of Fictional Futures in Design Diana Simpson Hernandez MA Design Products Royal College of Art October 2012 Word Count: 10,459 3 INTRODUCTION: ON MYTH 10 SLEEPWALKERS 22 A PRECOG DREAM? 34 CONCLUSION: THE SLEEPER HAS AWAKEN 45 APPENDIX 77 BIBLIOGRAPHY 90 4 Figure 1. Cassandra. Anthony Fredrick Augustus Sandys. 1904. Available from: <http://culturepotion.blogspot.co.uk/2010/08/witches- and-witchcraft-in-art-history.html> [accessed 30 July 2012] Figure 2. Evidence Dolls. Dunne and Raby. 2005. Available from: <http://www.dunneandraby.co.uk/content/projects/69/0> [accessed 30 July 2012] Figure 3. Slave City-cradle to cradle. Atelier Van Lieshout. 2009. Available from: <http://www.designboom.com/weblog/cat/8/view/7862/atelier-van- lieshout-slave-city-cradle-to-cradle.html> [accessed 30 July 2012] Figure 4. Der Jude. 1943. Hans Schweitzer. Available from: <http://www.calvin.edu/academic/cas/gpa/posters2.htm> [accessed 15 September 2012] Figure 5. Lascaux cave painting depicting the Seven Sisters constellation. Available from: <http://madamepickwickartblog.com/2011/05/lascaux- and-intimate-with-the-godsbackstage-pass-only/> [accessed 05 July 2012] Figure 6. Map Presbiteri Johannis, Sive, Abissinorum Imperii Descriptio by Ortelius. Antwerp, 1573. Available from: <http://www.raremaps.com/gallery/detail/9021?view=print > [accessed 30 May 2012] 5 Figure 7. Mercator projection of the world between 82°S and 82°N. Available from: <http://en.wikipedia.org/wiki/Mercator_projection> [accessed 05 July 2012] Figure 8. The Gall-Peters projection of the world map Available from: <http://en.wikipedia.org/wiki/Gall–Peters_projection> [accessed 05 July 2012] Figure 9. -
Astrosociology and Science Fiction: a Synergy
Astrosociology and Science Fiction: a Synergy Simone Caroti Purdue University 500 Oval Drive West Lafayette, IN 765-426-4380; [email protected] Abstract. Both astrosociology and science fiction have claimed outer space as their preferred turf. Astrosociology did so in order to study the impact of space on human societies, and to develop a set of protocols that earthbound governments can utilize to prepare us for the next phase of humanity’s adventure outside our home planet. Science fiction, on the other hand, found in outer space a fitting environment for dramatizing in a work of fiction the potential outcomes attending the kind of decision astrosociology is trying to foster in actuality. This paper explores the relationship between the two fields, and examines ways in which science fiction can contribute to the creation of an astrosociological consciousness. Particular attention will be given to the most relevant commonality that the two fields share: both astrosociology and science fiction are earthbound disciplines, areas of inquiry created by those who never left earth for those who never left earth. They can potentially function as partners in the endeavor of educating the bulk of humanity on the subject of space flight and space colonization. Keywords: Astrosociology, Science Fiction, Astrosocial Phenomena, Astrosocial Triggers, Definitions. PACS: 87.23.Ge; 89.65.s; 89.65.Ef INTRODUCTION My purpose in this paper is twofold: on the one hand, I will attempt to give a functional working definition of both astrosociology (AS) and science fiction (SF), with a view to identifying their respective areas of competence. On the other hand, I will try to develop a series of protocols through whose agency science fiction can either become an astrosociological discipline or open itself up to an astrosociological perspective. -
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. -
Introduction
INTRODUCTION The wuxia film is the oldest genre in the Chinese cinema that has remained popular to the present day. Yet despite its longevity, its history has barely been told until fairly recently, as if there was some force denying that it ever existed. Indeed, the genre was as good as non-existent in China, its country of birth, for some fifty years, being proscribed over that time, while in Hong Kong, where it flowered, it was gen- erally derided by critics and largely neglected by film historians. In recent years, it has garnered a following not only among fans but serious scholars. David Bordwell, Zhang Zhen, David Desser and Leon Hunt have treated the wuxia film with the crit- ical respect that it deserves, addressing it in the contexts of larger studies of Hong Kong cinema (Bordwell), the Chinese cinema (Zhang), or the generic martial arts action film and the genre known as kung fu (Desser and Hunt).1 In China, Chen Mo and Jia Leilei have published specific histories, their books sharing the same title, ‘A History of the Chinese Wuxia Film’ , both issued in 2005.2 This book also offers a specific history of the wuxia film, the first in the English language to do so. It covers the evolution and expansion of the genre from its beginnings in the early Chinese cinema based in Shanghai to its transposition to the film industries in Hong Kong and Taiwan and its eventual shift back to the Mainland in its present phase of development. Subject and Terminology Before beginning this history, it is necessary first to settle the question ofterminology , in the process of which, the characteristics of the genre will also be outlined. -
Space and the American Imagination
https://ntrs.nasa.gov/search.jsp?R=19940030850 2020-06-16T11:10:49+00:00Z f I NASA-CR-I 96131 SPACE AND THE AMERICAN IMAGINATION.. ....... Howard E. McCurdy Outli.ne of Chapters_ N94-35356 (NASA-CR-196131) SPACE AND THE AMERICAN IMAGINATION Progress Report, Mar. - May 1994 (American Unclas Univ.) 70 p G3/99 0013686 Submitted:tothe lqati0nal Aeronautics and Space _dministration under cohtract NASW -4798 May 31, 1994 CQntents Introduction The introduction will set out the principal theme of the book: that the rise of the U.S. space program was due to a concerted effort by science writers, engineers, industrialists, and civic and political leaders to create a popular culture of space exploration based on important elements of American social life (such as frontier mythology, fears about the cold war, and the rise of the consumer culture). Much of the disillusionment with the NASA space program which set in during the third decade of space flight can be traced to a widening gap between popular expectations and the reality of space exploration. I. The influence of imagination and popular culture on public policy in general: the abolitionist movement, the regulation of food and drugs, the conservation movement, the "winged gospel," cultural fashions in psychology, and administrative reform. How popular culture inspires public policy and sets limits on the ability of public officials to carry it out. 2. Public support for space exploration: the highs and lows of public support traced through opinion polls and media coverage of the NASA space program; making the case for disenchantment. 3. -
The Virtual Worlds of Japanese Cyberpunk
arts Article New Spaces for Old Motifs? The Virtual Worlds of Japanese Cyberpunk Denis Taillandier College of International Relations, Ritsumeikan University, Kyoto 603-8577, Japan; aelfi[email protected] Received: 3 July 2018; Accepted: 2 October 2018; Published: 5 October 2018 Abstract: North-American cyberpunk’s recurrent use of high-tech Japan as “the default setting for the future,” has generated a Japonism reframed in technological terms. While the renewed representations of techno-Orientalism have received scholarly attention, little has been said about literary Japanese science fiction. This paper attempts to discuss the transnational construction of Japanese cyberpunk through Masaki Goro’s¯ Venus City (V¯ınasu Shiti, 1992) and Tobi Hirotaka’s Angels of the Forsaken Garden series (Haien no tenshi, 2002–). Elaborating on Tatsumi’s concept of synchronicity, it focuses on the intertextual dynamics that underlie the shaping of those texts to shed light on Japanese cyberpunk’s (dis)connections to techno-Orientalism as well as on the relationships between literary works, virtual worlds and reality. Keywords: Japanese science fiction; cyberpunk; techno-Orientalism; Masaki Goro;¯ Tobi Hirotaka; virtual worlds; intertextuality 1. Introduction: Cyberpunk and Techno-Orientalism While the inversion is not a very original one, looking into Japanese cyberpunk in a transnational context first calls for a brief dive into cyberpunk Japan. Anglo-American pioneers of the genre, quite evidently William Gibson, but also Pat Cadigan or Bruce Sterling, have extensively used high-tech, hyper-consumerist Japan as a motif or a setting for their works, so that Japan became in the mid 1980s the very exemplification of the future, or to borrow Gibson’s (2001, p. -
Science Fiction Stories with Good Astronomy & Physics
Science Fiction Stories with Good Astronomy & Physics: A Topical Index Compiled by Andrew Fraknoi (U. of San Francisco, Fromm Institute) Version 7 (2019) © copyright 2019 by Andrew Fraknoi. All rights reserved. Permission to use for any non-profit educational purpose, such as distribution in a classroom, is hereby granted. For any other use, please contact the author. (e-mail: fraknoi {at} fhda {dot} edu) This is a selective list of some short stories and novels that use reasonably accurate science and can be used for teaching or reinforcing astronomy or physics concepts. The titles of short stories are given in quotation marks; only short stories that have been published in book form or are available free on the Web are included. While one book source is given for each short story, note that some of the stories can be found in other collections as well. (See the Internet Speculative Fiction Database, cited at the end, for an easy way to find all the places a particular story has been published.) The author welcomes suggestions for additions to this list, especially if your favorite story with good science is left out. Gregory Benford Octavia Butler Geoff Landis J. Craig Wheeler TOPICS COVERED: Anti-matter Light & Radiation Solar System Archaeoastronomy Mars Space Flight Asteroids Mercury Space Travel Astronomers Meteorites Star Clusters Black Holes Moon Stars Comets Neptune Sun Cosmology Neutrinos Supernovae Dark Matter Neutron Stars Telescopes Exoplanets Physics, Particle Thermodynamics Galaxies Pluto Time Galaxy, The Quantum Mechanics Uranus Gravitational Lenses Quasars Venus Impacts Relativity, Special Interstellar Matter Saturn (and its Moons) Story Collections Jupiter (and its Moons) Science (in general) Life Elsewhere SETI Useful Websites 1 Anti-matter Davies, Paul Fireball. -
9. List of Film Genres and Sub-Genres PDF HANDOUT
9. List of film genres and sub-genres PDF HANDOUT The following list of film genres and sub-genres has been adapted from “Film Sub-Genres Types (and Hybrids)” written by Tim Dirks29. Genre Film sub-genres types and hybrids Action or adventure • Action or Adventure Comedy • Literature/Folklore Adventure • Action/Adventure Drama Heroes • Alien Invasion • Martial Arts Action (Kung-Fu) • Animal • Man- or Woman-In-Peril • Biker • Man vs. Nature • Blaxploitation • Mountain • Blockbusters • Period Action Films • Buddy • Political Conspiracies, Thrillers • Buddy Cops (or Odd Couple) • Poliziotteschi (Italian) • Caper • Prison • Chase Films or Thrillers • Psychological Thriller • Comic-Book Action • Quest • Confined Space Action • Rape and Revenge Films • Conspiracy Thriller (Paranoid • Road Thriller) • Romantic Adventures • Cop Action • Sci-Fi Action/Adventure • Costume Adventures • Samurai • Crime Films • Sea Adventures • Desert Epics • Searches/Expeditions for Lost • Disaster or Doomsday Continents • Epic Adventure Films • Serialized films • Erotic Thrillers • Space Adventures • Escape • Sports—Action • Espionage • Spy • Exploitation (ie Nunsploitation, • Straight Action/Conflict Naziploitation • Super-Heroes • Family-oriented Adventure • Surfing or Surf Films • Fantasy Adventure • Survival • Futuristic • Swashbuckler • Girls With Guns • Sword and Sorcery (or “Sword and • Guy Films Sandal”) • Heist—Caper Films • (Action) Suspense Thrillers • Heroic Bloodshed Films • Techno-Thrillers • Historical Spectacles • Treasure Hunts • Hong Kong • Undercover