Academic literature on the topic 'Cyberpunk'
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Journal articles on the topic "Cyberpunk"
Lemos, André. "Apropriação, desvio e despesa na cibercultura." Revista FAMECOS 8, no. 15 (April 10, 2008): 44. http://dx.doi.org/10.15448/1980-3729.2001.15.3119.
Full textLucas, Ricardo Jorge De Lucena, and Lucas Bernardo Reis. "O cyberpunk ocidental e oriental: as distâncias textuais entre Blade Runner e Tetsuo." Revista Memorare 8, no. 1 (July 21, 2021): 160. http://dx.doi.org/10.19177/memorare.v1e12021160-177.
Full textLucas, Ricardo Jorge De Lucena, and Lucas Bernardo Reis. "O cyberpunk ocidental e oriental: as distâncias textuais entre Blade Runner e Tetsuo." Revista Memorare 8, no. 1 (July 21, 2021): 160. http://dx.doi.org/10.19177/memorare.v8e12021160-177.
Full textKlatt, Jöran. "Cyberpunk." Indes 3, no. 1 (March 2014): 75–83. http://dx.doi.org/10.13109/inde.2014.3.1.75.
Full textMyerson, Sasha. "Global cyberpunk." Science Fiction Film & Television 13, no. 3 (October 1, 2020): 363–86. http://dx.doi.org/10.3828/sfftv.2020.21.
Full textGerry Canavan. "Superseding Cyberpunk." Science Fiction Studies 40, no. 1 (2013): 169. http://dx.doi.org/10.5621/sciefictstud.40.1.0169.
Full textRebecca Holden. "Feminist Cyberpunk." Science Fiction Studies 40, no. 3 (2013): 555. http://dx.doi.org/10.5621/sciefictstud.40.3.0555.
Full textAbbott, Carl. "Cyberpunk Cities." Journal of Planning Education and Research 27, no. 2 (December 2007): 122–31. http://dx.doi.org/10.1177/0739456x07305795.
Full textChen, Zhixiu, and Huiying Luo. "Research on the Enhancement of Chongqing Cyberpunk Cultural Tourism Experience under the Background of Culture and Tourism Integration." Proceedings of Business and Economic Studies 7, no. 3 (July 10, 2024): 140–48. http://dx.doi.org/10.26689/pbes.v7i3.7482.
Full textTatsumi, Takayuki. "The Future of Cyberpunk Criticism: Introduction to Transpacific Cyberpunk." Arts 8, no. 1 (March 25, 2019): 40. http://dx.doi.org/10.3390/arts8010040.
Full textDissertations / Theses on the topic "Cyberpunk"
Rojas, Francisca M. 1976. "Cyberpunk visions of the future city." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/69760.
Full textIncludes bibliographical references (leaves 112-116).
As a future-oriented practice, urban design compels us to imagine, anticipate, design and plan our cities of tomorrow. In fact, 20* century urban planning has generated a number of influential visions of urban futures - from Howard, Le Corbusier, and Wright, to Fuller, Archigram, and Soleri. Yet for more than twenty years, urban planning has exhibited a conspicuous lack of critical projection about the future of urban life and form. This present lack of futurist vision is particularly remarkable when considering the rapid advancements in information technology (IT) that have begun to affect the nature of a wide range of interactions at the various scales of urban life. Of particular interest to urban planning and design is whether or not, and how, IT contributes to the transformation of social and spatial relationships. The future consequences of how IT and other postmodern forces are changing cities have been explored by a subset of science fiction dubbed, Cyberpunk. Writers of cyberpunk fiction have extrapolated the present urban condition to expose a cautionary dystopian vision of cities and urban life in the near-future. Generally, cyberpunks envision the technologically- enhanced future city as an anarchic physical environment of exclusion, sprawl, surveillance, degradation, dematerialization, submission, and resistance. This study examines the images of a potential urban future, with particular attention placed upon the future of urban form, through detailed readings of cyberpunk fiction and film. While a far cry from the communitarian utopias of the previous century that have served as models for the cities we live in today, the cyberpunk vision of the future city does present urban planning and design with cautionary tales from which the profession may begin to examine its current practices and inform its designs for an electronically mediated future.
by Francisca M. Rojas.
M.C.P.
Oneto, Manuela. "Cyberpunk : un mouvement artistique sous influence mécanique." Paris 8, 2010. http://www.theses.fr/2010PA083208.
Full textUp to now, the critics always seem to have implicitly defined Cyberpunk as a literary movement, almost hiding the existence of different art groups directly deriving from this wave. They did not consider the fact that Cyberpunk is a complex movement, spreading as a virus through many different networks: from literature to politics, from theatrical performances to cinema and music, from the psychedelic universe to the world of entertainment. Therefore, in this thesis we are asking ourselves under which conditions can Cyberpunk really exist as an art trend? If the matter of machines, of man-machine interaction, and the consequent mutation, finds a central role in the art movements of the 20th century, it represents the essential question of the Cyberpunk movement, since the machina is not only an equipment to be deliberately used, but also more deeply it becomes an instrument of contamination that could dangerously threat our society. Our purpose is then to examine under which conditions the machine becomes machination, a virus able to spread along with the risks concerning the importance of this infection process on our socio-cultural behaviours. The mechanisms that allowed the machine to become a fundamental means of artistic expressions through cyberpunk artistic groups that developed a real underground wave in Europe and America, such as the FURA DELS BAUS in Spain, the MUTOID WASTE COMPANY in Italy, the SURVIVAL RESEARCH LABORATORIES in England and the SEEMEN in California. Finally, in our hypothesis Cyberpunk imposed the metaphor of the transformation of social conditions, appearing as the mirror of a mutant society transformed by the machina, which contaminates both our body and our culture by means of its cultural mutations
Calvert, Bronwen. "Virtual bodies : technology and embodiment in cyberpunk fiction." Thesis, University of East Anglia, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273464.
Full textGil, Alexandre Vasilenskas. "Corpos distópicos: o dualismo grotesco na cinematografia cyberpunk." Universidade do Estado do Rio de Janeiro, 2011. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=3484.
Full textThis thesis aims to analyze corporeality in cyberpunk cinema. This cinema is defined by a new form of dualism associated to the presuppositions of the grotesque aesthetics. It is a little individualized body and open to the interchange with the external world and defined by a new form of conflict between memory and organicity. The thesis shall also discuss the social context of cyberpunk, which aimed to combine countercultural discussions of the 1960s with discussions coming from the contemporary technologies and their effects on the new conceptions of corporeality and the body/mind dualism.
Mamedova, Lala, Elfana Gasumova, and Gulchohra Salehzadeh. "The futurist direction in fashion industry – cyberpunk style." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/17922.
Full textКиберпанк – стилистическое направление в литературе, кино, одежде, интерьере и других сферах современной жизни, основанное на эстетике фантастических фильмов, игр, представлениях о мире будущего. Это особая картина мира с невероятными технологиями, научными достижениями, роботами – варианты предлагали уже десятки создателей игр, кинолент, романов. Футуризм коснулся одежды, обуви, макияжа, прически – получился уникальный вариант эстетики с элементами минимализма, спортивного стиля, не лишенный комфорта. Основная цель дизайнеров – воплотить в повседневных образах высокие технологии, подчеркнуть отличия стиля киберпанк характерными цветами, формами, аксессуарами, фасонами.
Holz, Martin. "Traversing virtual spaces body, memory and trauma in cyberpunk." Heidelberg Winter, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?id=2838320&prov=M&dok_var=1&dok_ext=htm.
Full textHolz, Martin. "Traversing virtual spaces : body, memory and trauma in cyberpunk /." Heidelberg : Universitätsverlag Winter, 2006. http://catalogue.bnf.fr/ark:/12148/cb40222376s.
Full textIncarico, Irene. "Il cyberpunk in Italia: testimonianze letterarie e linguaggi mediatici." Doctoral thesis, Università degli studi di Trieste, 2009. http://hdl.handle.net/10077/3046.
Full textIl cyberpunk è un movimento nato negli anni Ottanta tra Stati Uniti e Canada come risposta rivoluzionaria alla situazione stagnante della fantascienza americana. Il suo stretto legame con le novità della scienza, dalla cibernetica militare alla pirateria informatica, la sua estetica tesa verso il post-apocalittico e il post-umano e la sua carica innovativa stilistico-linguistica faranno di questa corrente letteraria una vera e propria rivoluzione pop che finirà per penetrare ogni campo mediatico, dal cinema alla musica, dalle arti visive all’intrattenimento fino ad arrivare alla moda e alle manifestazioni culturali. E in Italia? È esistito anche un cyberpunk italiano? La risposta è si. Un si che si avvale di numerose testimonianze letterarie e culturali. Sicuramente tardivo, talvolta di dubbia qualità e spesso carente in originalità, il cyberpunk italiano nasce e si afferma costantemente sospeso tra imitazione e innovazione, contaminazione e plagio, recupero avanguardistico e omaggio. Ma non è scevro di opere interessanti, sia per il loro valore intrinseco, sia per la loro capacità di aiutarci a comprendere paure e desideri della nostra epoca.
XXI Ciclo
1981
Londero, Rodolfo Rorato. "FUTURO ESQUECIDO: A RECEPÇÃO DA FICÇÃO CYBERPUNK NA AMÉRICA LATINA." Universidade Federal de Santa Maria, 2011. http://repositorio.ufsm.br/handle/1/3980.
Full textO objetivo deste trabalho é discutir a recepção da ficção cyberpunk latino-americana, ou melhor, a recepção latino-americana da ficção cyberpunk. Surgida nos anos 1980, no contexto sócio-econômico norte-americano, a ficção cyberpunk representa vários tópicos ligados ao local e momento de produção: os Estados falidos e o neoliberalismo; a emergência do ciberespaço e a livre circulação do capital para além das fronteiras nacionais; o cenário distópico, a descrença no futuro e o fim dos grandes relatos históricos como propõe a pósmodernidade lyotardiana; etc. Estas características levam a identificar a ficção cyberpunk como representação suprema do capitalismo tardio (Jameson). Entretanto, como pensar a ficção cyberpunk na América Latina, ou seja, num lugar que se encontra ao mesmo tempo dentro e fora do sistema mundial? A hipótese que este trabalho apresenta aponta para o viés utópico da ficção cyberpunk latino-americana, inexistente na versão norte-americana. A representação da utopia nesta ficção somente é possível devido aos lugares que se encontram fora do sistema mundial: os grupos urbanos marginalizados, as etnias indígenas, os enclaves ecológicos, os movimentos religiosos, etc. Este trabalho organiza-se em quatro capítulos: no primeiro capítulo se discute a ficção científica, gênero que abarca a ficção cyberpunk, contrapondo seus valores (efemeridade, particularidade e imitação) aos da literatura mainstream (eternidade, universalidade e originalidade); no segundo capítulo se aborda o modelo marxista base-superestrutura, considerado pertinente para analisar as relações entre texto e contexto; no terceiro capítulo se verifica o tipo de recepção realizado pela ficção cyberpunk latino-americana, elegendo a revista argentina Neuromante Inc. como caso exemplar desta recepção; e no quarto capítulo se analisa alguns romances para comprovar a hipótese: Mañana, las ratas (1977), de José B. Adolph; Silicone XXI (1985), de Alfredo Sirkis; Flores para un cyborg (1996), de Diego Muñoz Valenzuela; 2010: Chile en llamas (1998), de Darío Oses; El viaje (2001), de Rodrigo Antezana Patton; El delirio de Turing (2003), de Edmundo Paz Soldán; De cuando en cuando Saturnina (2004), de Alison Spedding; A mão que cria (2006), de Octavio Aragão; La segunda enciclopedia de Tlön (2007), de Sergio Meier; Os dias da peste (2009), de Fábio Fernandes; e Cyber Brasiliana (2010), de Richard Diegues.
Rose, Margaret Anne. "Plotting the networked self : cyberpunk and the future of genre." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=83839.
Full textBooks on the topic "Cyberpunk"
1952-, Sirius R. U., and Nagel Bart, eds. Cyberpunk handbook: The real cyberpunk fakebook. New York: Random House, 1995.
Find full textBrown, Steven T. Tokyo Cyberpunk. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069.
Full textFlorin, Braghiș, and Tolici Roman, eds. Nekrotitanium: Cyberpunk moldovenesc. Chișinău, MD: Cartier, 2010.
Find full textMurphy, Graham J., and Lars Schmeink, eds. Cyberpunk and Visual Culture. New York: Routledge, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315161372.
Full textBruce, Sterling, ed. Mirrorshades: The cyberpunk anthology. New York: Arbor House, 1986.
Find full text1954-, Sterling Bruce, ed. Mirrorshades: The cyberpunk anthology. London: Paladin, 1988.
Find full textBook chapters on the topic "Cyberpunk"
Yaszek, Lisa. "Feminist Cyberpunk." In The Routledge Companion to Cyberpunk Culture, 32–40. London; New York : Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9781351139885-5.
Full textKilgore, Christopher D. "Post-Cyberpunk." In The Routledge Companion to Cyberpunk Culture, 48–55. London; New York : Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9781351139885-7.
Full textBüyükgümüs, Simge. "CYBR." In Handbuch Zeitschriftenforschung, 511–20. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839451137-037.
Full textBrown, Steven T. "Introduction." In Tokyo Cyberpunk, 1–12. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069_1.
Full textBrown, Steven T. "Machinic Desires." In Tokyo Cyberpunk, 13–53. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069_2.
Full textBrown, Steven T. "Desiring Machines." In Tokyo Cyberpunk, 55–110. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069_3.
Full textBrown, Steven T. "Consensual Hallucinations and the Phantoms of Electronic Presence in Kairo and Avalon." In Tokyo Cyberpunk, 111–55. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069_4.
Full textBrown, Steven T. "Conclusion Software in a Body." In Tokyo Cyberpunk, 157–85. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230110069_5.
Full textLacy, Mark. "Cyberpunk International Politics?" In Theorising Future Conflict, 211–27. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003219576-12.
Full textKelly, James Patrick. "Who Owns Cyberpunk?" In Strange Divisions and Alien Territories, 144–55. London: Macmillan Education UK, 2012. http://dx.doi.org/10.1007/978-0-230-36027-3_10.
Full textConference papers on the topic "Cyberpunk"
Eklundh, Henrik. "Cyberpunk 2077." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3368827.3388964.
Full textPiechink, Agnieszka. "Cyberpunk 2077 teaser." In ACM SIGGRAPH 2013 Computer Animation Festival. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503559.
Full textSun, Jialu, and Zhaotong Zhou. "Impact of the Game Cyberpunk 2077 on Cyberpunk Culture." In 2021 International Conference on Education, Language and Art (ICELA 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220131.117.
Full textXu, Chengkai, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, and Fang Liu. "Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements in the 21st-century Cyberpunk Video Games." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002894.
Full textGreen, Tim. "Moving Cyberpunk 2077 to D3D12." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464664.
Full textDybisz, Bartłomiej, and Michał Witanowski. "Shadows Optimizations in Cyberpunk 2077." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464679.
Full textSikachev, Peter, Szymon Slega, Kamil Nowakowski, and Karol Kowalczyk. "Transparency Rendering in Cyberpunk 2077." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464629.
Full textSikachev, Peter, Giovanni De De Francesco, Kamil Nowakowski, and Karol Kowalczyk. "Area Light Sources in Cyberpunk 2077." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464630.
Full textSilva, Bruno C. da, Lucas M. Freitas, José G. R. Maia, and Windson V. de Carvalho. "Analisando a Narrativa de Ambiente Transumana em Jogo." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.225844.
Full textZhang, Honghai, and Mengruo Zhang. "Research on Cyberpunk Images in the Visual Digital Media." In 2020 International Conference on Computer Vision, Image and Deep Learning (CVIDL). IEEE, 2020. http://dx.doi.org/10.1109/cvidl51233.2020.00015.
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