Cyberpunk 2.0: Fiction and Contemporary (2Nd Edition, Reviewed, Translated to English and Updated)
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Dark Webs Goth Subcultures in Cyberspace
Dark Webs Goth Subcultures in Cyberspace Jason Whittaker University College Falmouth The rapport between Goth subcultures and new technologies has often been a subject of fascination for those who are both part of that subculture and external observers. William Gibson, who provided much of the impetus for such intersec- tions via his contributions to cyberpunk, made the connection between technol- ogy and Gothic rather embarrassingly explicit in his 1986 novel, Count Zero. Less mortifying was the crossover that occurred in the late eighties and nineties between Goth and Industrial music, particularly via bands such as Nine Inch Nails or Frontline Assembly, exploiting a hardcore techno sound combined with a strongly Goth-influenced aesthetic.1 This connection between the Gothic and technoculture has contributed to the survival of a social grouping that Nick Mercer, in 21st Century Goth (2002), refers to as the most vibrant community online, and is also the subject of several studies by Paul Hodkinson in particular. This paper is not especially concerned with the Gothic per se, whether it can tell us something about the intrinsic nature of the web or vice versa, but more with the practice of a youth subculture that does indeed appear to be flourishing in cyberspace, particularly the phe- nomenon of net.Goths that has emerged in recent years. Claims that sites and newsgroups form virtual communities are, of course, not specific to Goths. With the emergence of the Internet into popular consciousness in the early to mid- nineteen-nineties following the invention of the World Wide Web, commenta- tors such as Howard Rheingold in The Virtual Community (1995) made grand claims for the potential of online or virtual communities. -
The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
BLADE RUNNER 2049 “I Can Only Make So Many.” – Niander Wallace REPLICANT SPRING ROLLS
BLADE RUNNER 2049 “I can only make so many.” – Niander Wallace REPLICANT SPRING ROLLS INGREDIENTS • 1/2 lb. shrimp Dipping Sauce: • 1/2 lb. pork tenderloin • 2 tbsp. oil • Green leaf lettuce • 2 tbsp. minced garlic • Mint & cilantro leaves • 8 tbsp. hoisin sauce • Chives • 2-3 tbsp. smooth peanut butter • Carrot cut into very thin batons • 1 cup water • Rice paper — banh trang • Sriracha • Rice vermicelli — the starchless variety • Peanuts • 1 tsp salt • 1 tsp sugar TECHNICOLOR | MPC FILM INSTRUCTIONS • Cook pork in water, salt and sugar until no longer pink in center. Remove from water and allow to cool completely. • Clean and cook shrimp in boiling salt water. Remove shells and any remaining veins. Split in half along body and slice pork very thinly. Boil water for noodles. • Cook noodles for 8 mins plunge into cold water to stop the cooking. Drain and set aside. • Wash vegetables and spin dry. • Put warm water in a plate and dip rice paper. Approx. 5-10 seconds. Removed slightly before desired softness so you can handle it. Layer ingredients starting with lettuce and mint leaves and ending with shrimp and carrot batons. Tuck sides in and roll tightly. Dipping Sauce: • Cook minced garlic until fragrant. Add remaining ingredients and bring to boil. Remove from heat and garnish with chopped peanuts and cilantro. BLADE RUNNER 2049 “Things were simpler then.” – Agent K DECKARD’S FAVORITE SPICY THAI NOODLES INGREDIENTS • 1 lb. rice noodles • 1/2 cup low sodium soy sauce • 2 tbsp. olive oil • 1 tsp sriracha (or to taste) • 2 eggs lightly beaten • 2 inches fresh ginger grated • 1/2 tbsp. -
A Dark New World : Anatomy of Australian Horror Films
A dark new world: Anatomy of Australian horror films Mark David Ryan Faculty of Creative Industries, Queensland University of Technology A thesis submitted in fulfillment of the degree Doctor of Philosophy (PhD), December 2008 The Films (from top left to right): Undead (2003); Cut (2000); Wolf Creek (2005); Rogue (2007); Storm Warning (2006); Black Water (2007); Demons Among Us (2006); Gabriel (2007); Feed (2005). ii KEY WORDS Australian horror films; horror films; horror genre; movie genres; globalisation of film production; internationalisation; Australian film industry; independent film; fan culture iii ABSTRACT After experimental beginnings in the 1970s, a commercial push in the 1980s, and an underground existence in the 1990s, from 2000 to 2007 contemporary Australian horror production has experienced a period of strong growth and relative commercial success unequalled throughout the past three decades of Australian film history. This study explores the rise of contemporary Australian horror production: emerging production and distribution models; the films produced; and the industrial, market and technological forces driving production. Australian horror production is a vibrant production sector comprising mainstream and underground spheres of production. Mainstream horror production is an independent, internationally oriented production sector on the margins of the Australian film industry producing titles such as Wolf Creek (2005) and Rogue (2007), while underground production is a fan-based, indie filmmaking subculture, producing credit-card films such as I know How Many Runs You Scored Last Summer (2006) and The Killbillies (2002). Overlap between these spheres of production, results in ‘high-end indie’ films such as Undead (2003) and Gabriel (2007) emerging from the underground but crossing over into the mainstream. -
Ho! Let's Go: Ramones and the Birth of Punk Opening Friday, Sept
® The GRAMMY Museum and Delta Air Lines Present Hey! Ho! Let's Go: Ramones and the Birth of Punk Opening Friday, Sept. 16 Linda Ramone, Billy Idol, Seymour Stein, Shepard Fairey, And Monte A. Melnick To Appear At The Museum Opening Night For Special Evening Program LOS ANGELES (Aug. 24, 2016) — Following its debut at the Queens Museum in New York, on Sept. 16, 2016, the GRAMMY Museum® at L.A. LIVE and Delta Air Lines will present the second of the two-part traveling exhibit, Hey! Ho! Let's Go: Ramones and the Birth of Punk. On the evening of the launch, Linda Ramone; British pop/punk icon Billy Idol; Seymour Stein, Vice President of Warner Bros. Records and a co-founder of Sire Records, the label that signed the Ramones to their first record deal; artist Shepard Fairey; and Monte A. Melnick, longtime tour manager for the Ramones, will participate in an intimate program in the Clive Davis Theater at 7:30 p.m. titled "Hey! Ho! Let’s Go: Celebrating 40 Years Of The Ramones." Tickets can be purchased at AXS.com beginning Thursday, Aug. 25 at 10:30 a.m. Co-curated by the GRAMMY Museum and the Queens Museum, in collaboration with Ramones Productions Inc., the exhibit commemorates the 40th anniversary of the release of the Ramones' 1976 self-titled debut album and contextualizes the band in the larger pantheon of music history and pop culture. On display through February 2017, the exhibit is organized under a sequence of themes — places, events, songs, and artists —and includes items by figures such as: Arturo Vega (who, along with the Ramones, -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Yūrei” W Japońskich Survival Horrorach : Analiza Wybranych Przykładów
Dominika Staszenko Motyw „yūrei” w japońskich survival horrorach : analiza wybranych przykładów Replay. The Polish Journal of Game Studies 1, 29-38 2014 Dominika Staszenko Uniwersytet Łódzki Motyw yūrei w japońskich survival horrorach — analiza wybranych przykładów Wprowadzenie W japońskiej mitologii określenie yūrei odnosi się do duchów zmarłych, które z ja- kichkolwiek przyczyn powróciły na ziemię i szukają kontaktu z ludźmi [Kijewska, 2012]. Według tradycyjnych wierzeń najczęstszym powodem ich przybycia do świata doczesnego są silne związki uczuciowe z bliskimi oraz pragnienie wykonania nie- dokończonych zadań. Należy podkreślić, że chociaż zdarzają się opowieści o yūrei, w których powrót motywowany jest pozytywnymi odczuciami, takimi jak miłość czy troska, to znacznie większa część przekazów odnosi się do duchów kierujących się chęcią zemsty i zadośćuczynienia za wyrządzone krzywdy. Istoty, których jedynym celem pobytu na ziemi jest krwawy odwet, noszą nazwę onryō. Termin yūrei pierwot- nie odnosił się do wszystkich powracających duchów zmarłych, jednakże obecnie czę- ściej utożsamiany jest z postacią mściwej istoty, wymierzającej karę żyjącym. Z tego względu określenie yūrei i onryō stosuję wymiennie. Japończycy od wieków wierzą, że w świecie żywych mogą przebywać byty nadna- turalne. Takie przekonanie ma swoje źródło w systemach praktyk religijnych, takich jak buddyzm czy sintoizm. Wiara w wędrówkę dusz, opiekuńczą moc duchów zmar- łych przodków czy niemal nieograniczoną możliwość wpływania istot nadnatural- nych na egzystencję żyjących sprawia, że japońska mitologia staje się inspiracją nawet dla współczesnych tekstów kultury, ponieważ zawiera szereg uniwersalnych moty- wów, które doskonale łączą tradycję z nowoczesnością. 29 Czym jest survival horror? Wraz ze wzrostem popularności filmów grozy, opierających się na motywie pośmiert- nej zemsty, postać onryō zaczęła pojawiać się również w grach wideo z gatunku survi- val horror. -
John Zorn Artax David Cross Gourds + More J Discorder
John zorn artax david cross gourds + more J DiSCORDER Arrax by Natalie Vermeer p. 13 David Cross by Chris Eng p. 14 Gourds by Val Cormier p.l 5 John Zorn by Nou Dadoun p. 16 Hip Hop Migration by Shawn Condon p. 19 Parallela Tuesdays by Steve DiPo p.20 Colin the Mole by Tobias V p.21 Music Sucks p& Over My Shoulder p.7 Riff Raff p.8 RadioFree Press p.9 Road Worn and Weary p.9 Bucking Fullshit p.10 Panarticon p.10 Under Review p^2 Real Live Action p24 Charts pJ27 On the Dial p.28 Kickaround p.29 Datebook p!30 Yeah, it's pink. Pink and blue.You got a problem with that? Andrea Nunes made it and she drew it all pretty, so if you have a problem with that then you just come on over and we'll show you some more of her artwork until you agree that it kicks ass, sucka. © "DiSCORDER" 2002 by the Student Radio Society of the Un versify of British Columbia. All rights reserved. Circulation 17,500. Subscriptions, payable in advance to Canadian residents are $15 for one year, to residents of the USA are $15 US; $24 CDN ilsewhere. Single copies are $2 (to cover postage, of course). Please make cheques or money ordei payable to DiSCORDER Magazine, DEADLINES: Copy deadline for the December issue is Noven ber 13th. Ad space is available until November 27th and can be booked by calling Steve at 604.822 3017 ext. 3. Our rates are available upon request. -
Katsuhiro Otomo Grand Prix D’Angoulême 2015
KATSUHIRO OTOMO Grand Prix d’ANGOULÊME 2015 En choisissant d’attribuer le Grand Prix de la 42e édition du Festival international de la bande dessinée à Katsuhiro Otomo, la communauté des auteur(e)s qui a exprimé ses suffrages lors des deux tours du vote organisé par voie électronique en décembre 2014 puis janvier 2015 a accompli un geste historique. C’est la première fois en effet que cette récompense, la plus prestigieuse du palmarès du Festival, est attribuée à un auteur japonais, soulignant ainsi la place prise par le manga dans l’histoire du 9e art. Katsuhiro Otomo couronné, c’est le meilleur du manga qui se voit ainsi légitimement célébré en Europe. Né au Japon en 1954, Katsuhiro Otomo se met à dessiner professionnellement très tôt, au sortir de l’adolescence, et signe dès les années 70 ses premiers récits courts, souvent d’inspiration SF ou fantastique. Ainsi Domu - Rêves d’enfant (1981), traduit bien plus tard en langue française, qui se signale déjà par une maîtrise narrative, des innovations formelles et une science du cadrage remarquables chez un si jeune auteur. Le travail d’Otomo, d’emblée, exprime son goût de toujours pour le cinéma, qu’il aura par la suite de multiples occasions de satisfaire en devenant également cinéaste. Mais c’est à partir de 1982, alors que le jeune mangaka a déjà derrière lui près d’une décennie d’expérience, que le phénomène Otomo se déploie véritablement. Dans les pages du magazine Young, alors qu’il n’a que 28 ans, il entreprend un long récit post-apocalyptique d’une intensité et d’une ampleur visionnaire saisissantes : Akira. -
Bornoftrauma.Pdf
Born of Trauma: Akira and Capitalist Modes of Destruction Thomas Lamarre Images of atomic destruction and nuclear apocalypse abound in popular culture, familiar mushroom clouds that leave in their wake the whole- sale destruction of cities, towns, and lands. Mass culture seems to thrive on repeating the threat of world annihilation, and the scope of destruction seems continually to escalate: planets, even solar systems, disintegrate in the blink of an eye; entire populations vanish. We confront in such images a compulsion to repeat what terrifies us, but repetition of the terror of world annihilation also numbs us to it, and larger doses of destruction become necessary: increases in magnitude and intensity, in the scale and the quality of destruction and its imaging. Ultimately, the repetition and escalation promise to inure us to mass destruction, producing a desire to get ever closer to it and at the same time making anything less positions 16:1 doi 10.1215/10679847-2007-014 Copyright 2008 by Duke University Press positions 16:1 Spring 2008 132 than mass destruction feel a relief, a “victory.” Images of global annihilation imply a mixture of habituation, fascination, and addiction. Trauma, and in particular psychoanalytic questions about traumatic rep- etition, provides a way to grapple with these different dimensions of our engagement with images of large-scale destruction. Dominick LaCapra, for instance, returns to Freud’s discussion of “working-through” (mourning) and “acting out” (melancholia) to think about different ways of repeating trauma. “In acting-out,” he writes, “one has a mimetic relation to the past which is regenerated or relived as if it were fully present rather than repre- sented in memory and inscription.”1 In other words, we repeat the traumatic event without any sense of historical or critical distance from it, precisely because the event remains incomprehensible. -
Westminsterresearch the Artist Biopic
WestminsterResearch http://www.westminster.ac.uk/westminsterresearch The artist biopic: a historical analysis of narrative cinema, 1934- 2010 Bovey, D. This is an electronic version of a PhD thesis awarded by the University of Westminster. © Mr David Bovey, 2015. The WestminsterResearch online digital archive at the University of Westminster aims to make the research output of the University available to a wider audience. Copyright and Moral Rights remain with the authors and/or copyright owners. Whilst further distribution of specific materials from within this archive is forbidden, you may freely distribute the URL of WestminsterResearch: ((http://westminsterresearch.wmin.ac.uk/). In case of abuse or copyright appearing without permission e-mail [email protected] 1 THE ARTIST BIOPIC: A HISTORICAL ANALYSIS OF NARRATIVE CINEMA, 1934-2010 DAVID ALLAN BOVEY A thesis submitted in partial fulfilment of the requirements of the University of Westminster for the degree of Master of Philosophy December 2015 2 ABSTRACT The thesis provides an historical overview of the artist biopic that has emerged as a distinct sub-genre of the biopic as a whole, totalling some ninety films from Europe and America alone since the first talking artist biopic in 1934. Their making usually reflects a determination on the part of the director or star to see the artist as an alter-ego. Many of them were adaptations of successful literary works, which tempted financial backers by having a ready-made audience based on a pre-established reputation. The sub-genre’s development is explored via the grouping of films with associated themes and the use of case studies.