Technology Forecast: Unleashing Enterprise Mobiliy
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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 Virtual Reality Modeling Language (VRML) and Java
The Virtual Reality Modeling Language and Java Don Brutzman Code UW/Br, Naval Postgraduate School Monterey California 93943-5000 USA [email protected] Communications of the ACM, vol. 41 no. 6, June 1998, pp. 57-64. http://www.web3D.org/WorkingGroups/vrtp/docs/vrmljava.pdf Abstract. The Virtual Reality Modeling Language (VRML) and Java provide a standardized, portable and platform- independent way to render dynamic, interactive 3D scenes across the Internet. Integrating two powerful and portable software languages provides interactive 3D graphics plus complete programming capabilities plus network access. Intended for programmers and scene authors, this paper provides a VRML overview, synopsizes the open development history of the specification, provides a condensed summary of VRML 3D graphics nodes and scene graph topology, describes how Java interacts with VRML through detailed examples, and examines a variety of VRML/Java future developments. Overview. The Web is being extended to three spatial dimensions thanks to VRML, a dynamic 3D scene description language that can include embedded behaviors and camera animation. A rich set of graphics primitives provides a common-denominator file format which can be used to describe a wide variety of 3D scenes and objects. The VRML specification is now an International Standards Organization (ISO) specification (VRML 97). Why VRML and Java together? Over twenty million VRML browsers have shipped with Web browsers, making interactive 3D graphics suddenly available for any desktop. Java adds complete programming capabilities plus network access, making VRML fully functional and portable. This is a powerful new combination, especially as ongoing research shows that VRML plus Java provide extensive support for building large-scale virtual environments (LSVEs). -
Postmodern Orientalism. William Gibson, Cyberpunk and Japan
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. POSTMODERN ORIENTALISM William Gibson, Cyberpunk and Japan A thesis presented in fulfillment of the requirements for the degree of Doctor of Philosophy in English at Massey University, Albany, New Zealand Leonard Patrick Sanders 2008 ABSTRACT Taking the works of William Gibson as its point of focus, this thesis considers cyberpunk’s expansion from an emphatically literary moment in the mid 1980s into a broader multimedia cultural phenomenon. It examines the representation of racial differences, and the formulation of global economic spaces and flows which structure the reception and production of cultural practices. These developments are construed in relation to ongoing debates around Japan’s identity and otherness in terms of both deviations from and congruities with the West (notably America). To account for these developments, this thesis adopts a theoretical framework informed by both postmodernism as the “cultural dominant” of late capitalism (Jameson), and orientalism, those discursive structures which produce the reified polarities of East versus West (Said). Cyberpunk thus exhibits the characteristics of an orientalised postmodernism, as it imagines a world in which multinational corporations characterised as Japanese zaibatsu control global economies, and the excess of accumulated garbage is figured in the trope of gomi. It is also postmodernised orientalism, in its nostalgic reconstruction of scenes from the residue of imperialism, its deployment of figures of “cross-ethnic representation” (Chow) like the Eurasian, and its expressions of a purely fantasmatic experience of the Orient, as in the evocation of cyberspace. -
Evaluation of Vrml for Modeling Virtual Worlds
ABSTRACT EVALUATION OF VRML FOR MODELING VIRTUAL WORLDS By Chen Zhao The purpose of this study is to experience creating 3D virtual scenes in World Wide Web using Virtual Reality Modeling Language (VRML), to explore the status of VRML development, and to research the applicability and potential of VRML. This thesis introduces the VRML language basics, reviews VRML development and supporting tools, and discusses the advantages and disadvantages of VRML and its future. VRML allows the users to control the interactions between the user and a 3D graphic model. It can be used in applications such as recreating a historical site or constructing chemistry molecules. However a lack of wide spread efficient business use of VRML has slowed its development. At the present stage, more sophisticated authoring tools along with high-speed computer and high-speed network resources are needed before VRML will become more widely used on the Internet. EVALUATION OF VRML FOR MODELING VIRTUAL WORLDS A Thesis Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Master of Sciences Department of Computer Sciences and System Analysis by Chen Zhao Miami University Oxford, Ohio 2000 Advisor ______________________ Dr. Douglas Troy Reader ______________________ Dr. Stanley Toops Reader _______________________ Dr. Mike Zmuda Table of Contents 1. Introduction 1 1.1 Definitions of VRML 1 1.2 Description of VRML 1 1.3 History of VRML 2 2. VRML Related Technologies 5 2.1 Requirements For Viewing a VRML World 6 2.2 Tools For Creating VRML Scenes 7 3. VRML Language Specifications 8 3.1 Major Features of VRML 97 8 3.2 VRML 97 Language Basic Structure 9 4. -
Netflix, Apple, Google and Facebook
BROADBAND CONVERGENCE: MEDIA CONTENT TELEVISION’S NEWCOMERS: NETFLIX, APPLE, GOOGLE AND FACEBOOK Trevor Barr This paper essentially deals with innovation related to Internet Television, not Internet Protocol Television (IPTV), which is so widely seen as a major new application for NBN Co. It constructs four business models of Internet television related to the recent innovation offered by four American based corporations, each of whom is relatively new to television. It offers an analysis of Netflix as the aggregation model, Apple TV as continuing its iPhone walled garden business model but this time for television, Google TV where convergence for television would be free, and also of movies becoming available on Facebook, the progressively more ubiquitous social media site. None of these players are original television content creators. All are highly dependent for content on the established commercial television networks in the USA, whose management face complex dilemmas as to whether it embraces the opportunity to make more programming available to new outlets, but at no risk to their programming rights, or to their lucrative advertising base. The development of Internet television, and how it comes to compete or co-exist with IPTV, may be a broadband game changer, not only in the USA but also eventually for Australia. INTRODUCTION A popular genre of media industry conferences in the United States canvasses the possible long-term effects of recent innovations in the television industry. Three of the largest communications corporations in the world, namely Apple, Google and Facebook, have recently entered the United States television markets. However, the boldest challenge to date has come from a newer and much smaller US company, Netflix. -
CEDA's Top 10 Speeches
National South Australia and the Level 13, 440 Collins Street Northern Territory Melbourne VIC 3000 Level 5 GPO Box 2117 2 Ebenezer Place Melbourne VIC 3001 Adelaide SA 5000 Telephone 03 9662 3544 Telephone 08 8211 7222 Email [email protected] Email [email protected] New South Wales Victoria and Tasmania and the ACT Level 13 TOP 10 SPEECHES CEDA’S Level 14 440 Collins Street The John Hunter Building Melbourne VIC 3000 9 Hunter Street GPO Box 2117 Sydney NSW 2000 Melbourne VIC 3001 GPO Box 2100 Telephone 03 9662 3544 Sydney NSW 2001 Email [email protected] Telephone 02 9299 7022 Email [email protected] Western Australia Level 5 Queensland 105 St Georges Terrace 2011–2016 AND INNOVATION DISRUPTION Level 17, 300 Adelaide Street Perth WA 6000 Brisbane QLD 4000 PO Box 5631 GPO Box 2900 St Georges Tce Brisbane QLD 4001 Perth WA 6831 Telephone 07 3229 9955 Telephone 08 9226 4799 Email [email protected] Email [email protected] CEDA’s Top 10 Speeches 10Disruption and innovation 2011–2016 A collection of speeches on disruption and innovation highlighting the pace of change CEDA’s Top 10 Speeches Disruption and innovation 2011–2016 About this publication CEDA’S Top 10 speeches: Disruption and innovation 2011–2016 © CEDA 2016 ISBN: 0 85801 308 8 This publication is a collection of edited transcripts. The views expressed in this document are those of the authors, and should not be attributed to CEDA. Persons who rely upon the material published do so at their own risk. -
Web-Based Collaborative Design Environment
Web-based Collaborative Design Environment by Hai Ning Bachelor of Architecture Tsinghua University, 1997 Bachelor of Engineering in Computer Science Tsinghua University, 1997 Submitted to the Department of Architecture in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture Studies at the Massachusetts Institute of Technology June 1999 @ 1999 Hai Ning. All rights reserved. The author hereby grants to MIT permission to reproduce and publicly distribute, including via electronic copies, all or any of this thesis. Signature of Author taP~N~ng D partment of Architecture arv 1999 Certified by William I itchell Professor of Architecture and Media Arts and Science Thesis Advisor. Accepted by Roy Strickland Associate Professor of Architecture Chairman, Departmental Committee on Graduate Students L7~71011 LRoAchE Thesis Readers: William L. Porter Norman B. and Muriel Leventhal Professor of Architecture and Planning Department of Architecture and Planning, Massachusetts Institute of Technology John R. Williams Associate Professor of Civil and Environmental Engineering Department of Civil and Environment Engineering, Massachusetts Institute of Technology Web-based Collaborative Design Environment by Hai Ning Submitted in the Department of Architecture on May 1999 in PartialFulfillment of the Requirements for the Degree of Master of Science in Architecture Studies. Abstract This thesis explores the collaborative design process facing the challenge of the new era of information technology. Architecture design is often a tremendous collaboration process participated by multi-professions. Successful communication of requirement and intent are critical factors that could determine the overall success of the project both in concept and detailed design. In the information technology revolution, communication becomes the center of this new movement. -
Curriculum Vitae Mark D. Pesce 504/47 Cooper
Curriculum Vitae Mark D. Pesce 504/47 Cooper Street Surry Hills NSW 2010 Australia +61 418 653 187 (m) [email protected] www.playfulworld.com Teaching and Curriculum Development Experience October 2003 – Jan 2006 Senior Lecturer, Emerging Media and Interactive Design, Digital Media Programme at the Australian Film Television and Radio School Reviewed and revised AFTRS curriculum to incorporate up-to-date practices in interactive media, including DVD and Web production methodologies, design skills and technologies. Curriculum put into effect at start of 2004 academic year for both Graduate Diploma and MA students. Responsibilities include course & curriculum design, staffing, development, facilities and educational planning. In January 2005, the Interactive Media programme admitted its first graduate students. Courses taught include: Digital Basics Introduction to Digital Technologies Producing for Digital Media Developing the Digital Documentary Interactive Media for Cinematographers Interactive Television DVD Design & Production Delivering for Digital Media The Story in the Game Java for Mobile Devices June 2003 – Present Senior Mentor, X|Media|Lab, Sydney & Melbourne The Cross-Media Lab is a biannual series of workshop/conference events where new media professionals present their works-in-progress to a team of industry leaders for comment and critique. The cross-media philosophy is that every project has the best chance for success if it is designed to exploit the resonances between “old” media and “new” media. The goal of X|M|L is to foster a generation of world- class new media creatives within Australia. September ‘98 – June 2000 Visiting Professor & Chair, Interactive Media Program at the School of Cinema-Television, University of Southern California.