Dissertations / Theses on the topic 'Cyberpunk'
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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 textSjöqvist, Joachim. "Kausalitet i fiktiva miljöer : En narratologisk analys av tre cyberpunk-romaner." Thesis, Linnéuniversitetet, Institutionen för språk och litteratur, SOL, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-17906.
Full textO'Toole, Sharon. "Cyberpunk visions : coping with converging technologies and transformations of human freedom /." For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2004. http://uclibs.org/PID/11984.
Full textBould, Mark Douglas. "Cyberpunk in retrospect : postmodernism and transcendence in science fiction after 1980." Thesis, University of Reading, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297701.
Full textÁlvarez, Tostado Ana Paula. "Poética del cyberpunk en la narrativa breve mexicana: soledad y resistencia." Tesis de maestría, Universidad Autónoma del Estado de México, 2020. http://hdl.handle.net/20.500.11799/109398.
Full textConsejo Nacional de Ciencia y Tecnología UAEM
Alphin, Caroline Grey. "Living on the Edge of Burnout: Defamiliarizing Neoliberalism Through Cyberpunk Science Fiction." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/88796.
Full textDoctor of Philosophy
A dominant trend in cyberpunk scholarship draws from Fredric Jameson’s diagnosis of postmodernism as the logic of late capitalism, using Jameson’s spatial pastiche, schizophrenic temporality, and waning of affect, along with Jameson’s characterization of Baudrillard’s simulacrum to interpret postmodern cultural artifacts. For many cultural critics, the city of cyberpunk is thoroughly postmodern because parallels can be drawn between the cyberpunk city and the postmodern condition. However, very little work has considered the ways in which cyberpunk can defamiliarize the necro-spatial and necro-temporal logic of neoliberalism. This project moves away from more traditional disciplinary aesthetic methods of analyzing power and urban systems, such as interpretation and representation. It problematizes the biopolitical present in three different ways. First, by weaving in and out of an analysis of the narratives, discourses, and spatio-temporalities of cyberpunk and neoliberalism, I seek to produce epistemological interferences within these genres/disciplines, and thus, to disrupt the conceptual and lived biopolitical status-quo of late-capitalism. Second, this study problematizes accelerationism as a viable alternative to leftist politics and suggests in the end that accelerationism is a form of neoliberal resilience. And, finally, this study works towards offering a biopolitics that theorizes death in terms of ordinariness and suggests that biopolitics is still a useful analytic within neoliberalism. Methodologically, the project utilizes an interdisciplinary approach, pulling from political theory, genre studies, discourse analysis, and digital ethnographic research. Professionals and scholars interested in contesting neoliberalism will benefit from this study as it offers ways to problematize neoliberalism’s reality construction.
Dall'Acqua, Giulia <1990>. "L’uomo e la macchina: visioni cyberpunk a confronto tra America e Giappone." Master's Degree Thesis, Università Ca' Foscari Venezia, 2017. http://hdl.handle.net/10579/9507.
Full textLavigne, Carlen J. "Mirrorshade women: feminism and cyberpunk at the turn of the twenty-first century." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21937.
Full textCette 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. Les romans sont examinés dans leurs contextes historiques; leur contenu est comparé aux tendances et controverses de plus grande envergure du féminisme contemporain, et leurs thèmes affichés comme images manifestes du discours féministe à la fin du vingtième siècle. L'étude présentera en fin de compte des arguments appuyant l'approche de la littérature cyberpunk féministe comme véhicule exceptionnel pour l'examen des questions féminines contemporaines et pour l'analyse de la science-fiction féministe en tant que source complexe d'idées politiques.
Causo, Roberto de Sousa. "Ondas nas Praias de um Mundo Sombrio: New Wave e Cyberpunk no Brasil." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-12032014-123051/.
Full textThe objective of this study is to provide an analysis of the two main literary movements in English-written science fiction associated to postmodernism, the New Wave of the 1960s and the Cyberpunk Movement of the 1980s, establishing comparisons with science fictional production of the same periods in the First and Second Waves of Brazilian science fiction. Issues of literary politics will be constantly considered, as a way to relativize the theoretical charge of the arguments, trying to establish that intentions, proceedings, and literary programs exist inserted in personal, social, and even national contexts. This approach is supported by the French sociologist Pierre Bourdieus concept of Field of Power, and also by a number of readers of his ideas. Taking from the works of critics and theoreticians such as Clive Bloom, Scott McCracken, Ken Gelder, Michel de Certeau, and Robert Scholes, this work claims that science fiction as a literary genre of popular roots can play out the role of a literature that performs a criticism of modernity without relying on those formal aspects associated with postmodernist literature, including fragmentary prose and the mixing of genres and literary codes. The research leads to a reflection concerning the situation of genre fiction vis-à-vis postmodernist fictions propensity for metafiction and experimentalism.
Farwick, Christine. "Welcome to the interzone writing/reality in cult fiction of the 1980s and 1990s." Frankfurt, M. Berlin Bern Bruxelles New York, NY Oxford Wien Lang, 2004. http://d-nb.info/1002141680/04.
Full textKneale, James Robert. "Lost in space? : readers' constructions of science fiction worlds." Thesis, University College London (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.309071.
Full textFerreira, Alberto José Viralhadas. ""Futurshocked Zombies or Hopeful Monsters" : discursos (pós)-humanistas em Neuromancer de William Gibson." Master's thesis, Porto : [Edição de Autor], 2009. http://hdl.handle.net/10216/13692.
Full textFerreira, Alberto José Viralhadas. ""Futurshocked Zombies or Hopeful Monsters" : discursos (pós)-humanistas em Neuromancer de William Gibson." Dissertação, Porto : [Edição de Autor], 2009. http://aleph.letras.up.pt/F?func=find-b&find_code=SYS&request=000193047.
Full textTerranova, Tiziana. "The intertextual presence of cyberpunk in cultural and subcultural accounts of science and technology." Thesis, Goldsmiths College (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.338666.
Full textSouza, Alexandro Carlos de Borges. "A representação do jornalista nas histórias em quadrinhos: Cyberpunk e novo jornalismo numa leitura crítica de Transmetropolitan." Universidade Federal da Paraíba, 2013. http://tede.biblioteca.ufpb.br:8080/handle/tede/4482.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Journalists, as an interpretative comunity, or tribe, define themselves through social traces and the mastery of pratical knowledges which allow them to claim an especific professional field. This journalistic culture is also rich of myths and social representations that try to legitimate the role played by the journalist into society. These myths very often cover their professional reality. Born in the papers, the modern comics have a tradition in represent journalists as comic characters. This representation, especially in superheroes, adventure and similar comics, has served to strenght the professional image passed by the myths. But, through time, as comics have narrative and themathically matured themselves, this representation has been problematized, unmasking the ideology behind the myths. This research tries to show this phenomenon through a study of case about a comic book called Transmetropolitan. This comic shows the adventures of a journalist called Spider Jerusalem, who lives at a chaotic metropolis in search of his stories. Our work was divided in two parts. The first one is a bibliographical review about themes that this study is based upon. In the second, it was made a content analysis of three editions of Transmetropolitan, and the data was used to guide our critical review of the comic. We argue that this comic book brings a contracultural vision about contemporary society and the role of the journalist, supported by the cyberpunk narrative and the style of report used by New Journalism to problematize this myths.
Os jornalistas, como comunidade interpretativa, ou tribo, se definem por meio de traços sociais e pelo domínio de saberes práticos que permitem a reivindicação de um campo profissional específico. Esta cultura jornalística também é rica em mitos e representações sociais que buscam legitimar o papel desempenhado pelo jornalista na sociedade, mitos estes que muitas vezes mascaram a realidade profissional. Nascidos dos jornais, os quadrinhos modernos têm tradição na representação de jornalistas como personagens. Esta representação, especialmente nos quadrinhos de super-heróis, de aventura e gêneros correlatos, serviu por muito tempo para reforçar a imagem profissional contida no mito. Porém, à medida que esses quadrinhos amadureceram narrativa e tematicamente, essa representação passou a ser problematizada, expondo a ideologia por trás desses mitos. Esta pesquisa busca mostrar esse fenômeno por meio de um estudo de caso sobre a série em quadrinhos Transmetropolitan. Este quadrinho de ficção científica narra as aventuras do jornalista Spider Jerusalem por uma metrópole urbana caótica na busca de suas pautas. O estudo se dividiu metodologicamente em duas partes. Na primeira, uma pesquisa bibliográfica exploratória sobre os temas que embasam o estudo. Na segunda, uma análise de conteúdo das três primeiras edições de Transmetropolitan, para em seguida realizarmos a leitura crítica do material a partir dos dados coletados. Defendemos que esses quadrinhos se apóiam numa visão contracultural em relação à sociedade contemporânea e ao papel do jornalista nela, ao recorrer à narrativa cyberpunk e um estilo de reportagem defendido pelo Novo Jornalismo para problematizar esses mitos.
Borotto, Quiroz Isabel Ximena. "Estudio de la identidad cyberpunk en tres personajes de la novela Ygdrasil de Jorge Baradit." Tesis, Universidad de Chile, 2007. http://repositorio.uchile.cl/handle/2250/109017.
Full textMartins, Diôgo Lemes. "Cenários distópicos de mundos utópicos : cidades cyberpunk e os horizontes ficcionais do urbanismo na globalidade." reponame:Repositório Institucional da UnB, 2014. http://repositorio.unb.br/handle/10482/16814.
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O subgênero literário de ficção científica chamado de cyberpunk, desenvolvido no início da década de 1980, sempre possuiu um forte interesse pelos ambientes urbanos. Uma leitura de importantes romances cyberpunk mostra a maneira pela quais ideias comuns sobre teoria urbana, tais como as cidades globais, as cidades em rede, o desenvolvimento dos sistemas de comunicação, o crescimento da pobreza, da marginalidade urbana e, consequentemente, o crescimento da segregação espacial, fizeram das cidades um cenário de risco e protótipo para catástrofes vindouras, que foram incorporados a esta literatura e da qual se percebe uma determinada “vanguarda” sobre o que pensavam seus autores sobre a vida e o desenvolvimento urbano. A partir da análise dos romances conhecidos como “a trilogia do Sprawl” de William Gibson, este trabalho tem como foco, a forma como o cybepunk criou a paisagem de uma cidade futurística, caótica e distópica, como um espelho para as nossas próprias experiências e ambientes sociais. Por fim, a análise percebe como esse estratagema poético e racional compreende os problemas atuais e futuros desafios do planejamento urbano, abordando o crescente medo de se viver na cidade, o uso da tecnologia como solução para problemas urbanos e a criação de novas cidades "privatizadas", como as “u-cities” e as “charter cities”. ______________________________________________________________________________ ABSTRACT
The literature subgenre of science fiction known as cyberpunk, created in the early 80’s, has always had a strong interest in urban settings. A reading of major cyberpunk novels shows the way in which common ideas of urban theory, such as global cities, network cities, the development of communication systems, the increase of poverty, urban marginality and, consequently, the growth of spatial segregation, made the cities a scenario of risk and prototype for upcoming disasters, which have been incorporated into this literature and that which is perceived a certain "vanguard" of what the authors thought about life and urban development. From the analysis of William Gibson’s novels known as “the sprawl trilogy”, this work focuses on how cyberpunk created the landscape of a futuristic, dystopic and chaotic city as a mirror to our own experiences and social environments. Finally, the analysis realizes how this poetic and rational artifice understand the current problems and future challenges of urban planning, addressing the growing fear of living in the city, the use of technology as solution for urban problems and the creation of new "privatized" cities known as “u-cities” and “charter cities”.
Forsberg, Daniel. "The Future Societies of Ira Levin and William Gibson." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7776.
Full textNikolayeva, Tetyana, Tetiana Nikolaeva, and Yixuan Guo. "In-depth study of Cyberpunk and Retro-Futurism styles with the aim of development an integrated design project concept." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/17925.
Full textHarrison, Katherine. "Discursive skin : Entanglements of gender, discourse and technology." Doctoral thesis, Linköpings universitet, Tema Genus, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-64127.
Full textSyftet med denna studie är att undersöka relationen mellan genus, diskurs och teknik och hur denna relation bidrar till att konstruera vissa typer av kroppsnormer, speciellt som vår samtid infärgas av informationsteknik och bioteknik. Utgångspunkten för denna studie är att ’intra-action’ mellan genus, diskurs och teknik spelar en central roll i utformningen av samtida identiteter. Studien bygger på närläsningar av material från tre fallstudier: cyberpunk-litteratur, in/fertilitetets-bloggar och Världs-hälsoorganisationens riktlinjer för namngivning av bioteknik. Kombinationen av de tre fallstudierna ger ett unikt perspektiv på relationen mellan genus, diskurs och teknik. Den visar hur relationen skiftar mellan olika sammanhang, och hur denna är kulturellt villkorad och därmed tillåter vissa kroppsliga normer att upstå och cirkulera. Denna undersökning består av tre empiriskt grundade texter, en mer teoretisk text och en kappa. Den försten analysen visar hur innovativa cyberpunk berättelser inte bara utmanar föreställningar kring det mänsklig / icke-mänskliga gränser, utan också själva genren i sig och dess kulturella konventionerna kring genus. Det specifika format webbloggen (eller blogg) i den andra fallstudien tillåter kvinnors upplevelser av infertilitet att höras och producerar genreöverlappningar och igen-kännanden som utmanar samtida normativ diskurser om reproduktiv kvinnlighet. Den tredje fallstudien undersöker tilldelningen av ett så kallat Internationellt generiskt namn till nya biotekniska produkter, och konsekvenserna detta får för konstruktionen av patienternas genusifierade kroppar. Slutligen bidrar den teoretiska texten till befintliga feministiska analyser av ’teknovetenskap’ genom att föreslå ett nytt verktyg som kallas ’abject/noise’ för att undersöka störningar i diskursiva och kroppsliga sammanhang. Detta verktyg testats sedan också analytiskt på dokumentar som rör tilldelningen av Internationellt generiskt namn till ny bioteknik. Genom hela avhandlingen läggs tonvikten på ’situerad kunskap’, både gäller hur genus, diskurs och teknik förstås kontextuellt, hur normer blir till och hur forskaren positionerar sig.
Toerien, Michelle. "Boundaries in cyberpunk fiction : William Gibson's Neuromancer trilogy, Bruce Sterling's Schismatrix, and Neal Stephenson's Snow crash." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/51639.
Full textENGLISH ABSTRACT: Cyberpunk literature explores the effects that developments in technology will have on the lives of individuals in the future. Technology is seen as having the potential to be of benefit to society, but it is also seen as a dangerous tool that can be used to severely limit humanity's freedom. Most of the characters in the texts I examine wish to perpetuate the boundaries that contain them in a desperate search for stability. Only a few individuals manage to move beyond the boundaries created by multinational corporations that use technology, drugs or religion for their own benefit. This thesis will provide a definition of cyberpunk and explore its development from science fiction and postmodern writing. The influence of postmodern thinking on cyberpunk literature can be seen in its move from stability to fluidity, and in its insistence on the impossibility of creating fixed boundaries. Cyberpunk does not see the future of humanity as stable, and argues that it will be necessary for humanity to move beyond the boundaries that contain it. The novels I discuss present different views concerning the nature of humanity's merging with technology. One view is that humanity is moving towards a posthuman future, while some argue that humanity is not discarded, but that these characters have merely evolved to the next step in the natural development of humankind. Both these views deal with constant change, a notion advocated by both postmodernism and cyberpunk.
AFRIKAANSE OPSOMMING: "Cyberpunk" literatuur ondersoek die uitwerking wat tegnologiese ontwikkeling in die toekoms op die lewens van individue sal hê. Tegnologie word gesien as tot moontlike voordeel vir die samelewing, maar dit kan ook 'n gevaarlike wapen wees wat gebruik kan word om die mens se vryheid in te perk. Die meerderheid van die karakters in die romans wat ek bespreek verkies om die grense wat hulle inperk te handhaaf in 'n desperate strewe na stabiliteit. Slegs 'n paar individue kry dit wel reg om verby die grense te breek wat deur multinasionale organisasies geskep word vir hul eie gewin. In hierdie tesis kyk ek na 'n definisie van "cyberpunk" en ek ondersoek die invloed van wetenskapsfiksie en postmodernisme op die ontwikkeling van die beweging. Die invloed van postmodernistiese denke kan gesien word in "cyberpunk" se fokus op veranderlikheid eerder as stabiliteit. "Cyberpunk" sien nie die toekoms van die mens as stabiel nie, en die argument is dat dit nodig is vir die mens om verby die grense te beweeg wat vryheid inperk. Die romans wat ek bespreek bevat verskillende sieninge oor die tipe samesmelting wat die mens en tegnologie sal hê. Sommige voel dat die kategorie "mens" permanent agterlaat gaan word, terwyl ander argumenteer dat individue slegs sal ontwikkel tot die volgende stap in die natuurlike ontwikkeling van die mens. Voortdurende verandering is die fokus van beide hierdie standpunte, en dit is ook die belangrikste fokus van beide "cyberpunk" en postmodernisme.
Sällström, Sällström. "Förändring av cyberpunkgenrens stereotypiska nattema." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8189.
Full textNguyen, Mikael, and Johannes Wasberg. "En Urban Värld." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18743.
Full textIn this bachelor thesis we have examined technology such as projection mapping and projection, and how these could be used in the future with support from research sources such as science fiction, cyberpunk and futurism. In the thesis, we take a closer look at how these genres throughout history have speculated about different technologies and their ways of thinking, mainly with inspiration from cyberpunk, where we focus on the urban and its technology. We have with the help of a speculative design perspective as a basis and approach, created a prototype of a city based on a possible future where projection mapping has been developed and become a very common technology for society. During the course of the project, we have used methods such as mindmap, brainstorming, prototyping and speculative design to work our way forward. We have worked with these methods before and felt that they were the most effective for our project. We finally came up with a design that shows a possible future city where projection mapping is used everywhere to show advertising and the like on lots of buildings. This has been done using programs such as the Adobe programs to create what is projected and the mapping done in the HeavyM program, which is a program solely for projection mapping.
Blatchford, Mathew. "An analysis of selected ""cyberpunk"" works by William Gibson, placed in a cultural and socio-political context." Doctoral thesis, University of Cape Town, 2005. http://hdl.handle.net/11427/6721.
Full textMiranda, Huereca Rafael. "The evolution of cyberpunk into postcyberpunk: The role of cognitive cyberspaces, wetware networks and nanotechnology in science fiction." Doctoral thesis, Universitat Autònoma de Barcelona, 2011. http://hdl.handle.net/10803/288302.
Full textGallinaro, Angelo Massimo. "Futuristic Violence & Fancy Suits di David Wong: una proposta di traduzione." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.
Find full textMocabee, Keith. "Anxiety in William Gibson's "Blue Ant" Trilogy| The Construction of Space, Time, and Community in the Post-Cyberpunk Literary Environment." Thesis, Southern Illinois University at Edwardsville, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10250021.
Full textWilliam Gibson is well known for his science fiction writing within the cyberpunk literary genre, which often evoke themes of economic disparity, environmental desolation, and the breakdown of the contracts between state and populace allowing corporate power to emerge dominant. In his most recent series of novels, commonly dubbed the Blue Ant trilogy, Gibson focuses on themes of national decay compounded by the real-time emergence of post-national corporate power that degrades or usurps control over borders, identities, and infrastructures.
My intent is to examine how Gibson's writing attempts to address the issue of the rise of post-national corporate power by singling out instances of anxiety in the white Western discursive sphere, and how Gibson's Blue Ant trilogy has difficulty addressing this anxiety due to a historically constituted, culturally imposed barrier that prevents both the narrative and the characters inside it from being able to articulate them. This essay further attempts to explore this barrier, best understood as a reinforcement of white, Western cultural hegemony, can be deconstructed and understood as a subjective position as opposed to a universal, and moved beyond it.
Andersson, Sapir Erika. "Cowboys, meat-puppets och razor-girls : Ett genusperspektiv på kroppen i William Gibsons Neuromancer." Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85671.
Full textMilitsi, Anna. "Undoing Gender Interpellations in Role-Playing Videogame Spaces : The case of Cyberpunk 2077 as a case of resistance from a feminist post-constructionist perspective." Thesis, Umeå universitet, Umeå centrum för genusstudier (UCGS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-188326.
Full textTobin, Stephen Christopher. "Visual Dystopias from Mexico’s Speculative Fiction: 1993-2008." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1437528785.
Full textFerrara, Garro David. "El cuerpo humano entre el arte y los medios de masas en el tránsito del siglo XX al XXI." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/2925.
Full textFerrara Garro, D. (2008). El cuerpo humano entre el arte y los medios de masas en el tránsito del siglo XX al XXI [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/2925
Palancia
Mestriner, Rogério Secomandi. "Redes interdiscursivas e convergência de mídias: uma análise de Brilho Eterno de uma Mente Sem Lembranças." Universidade Federal de São Carlos, 2011. https://repositorio.ufscar.br/handle/ufscar/5592.
Full textFinanciadora de Estudos e Projetos
With digital media's broad dissemination towards society, confirmed by the market expansion of electronic games and the growing digital inclusion due to Web 2.0 advances and mobile telephony, the audiovisual expression transforms itself in meaningful ways, having its effect noticed mainly at the structure of many films, such as Eternal Sunshine of the Spotless Mind (EUA, 2004), directed by Michel Gondry. This study intends to elaborate how the incorporation of certain specificities of digital media which can be seen as an actual cinematographic tendency, analyzing some of earlier works from this director to point out his manners towards the virtual world and sort it out his unique vision in an authorial and consistent body of work. We‟re interested in studying specifically the convergence process between cinematographic narrative and digital media, starting by the analysis of multilinear structures that illustrate this process. The final objective is to cast new lights over this new standard of audiovisual entertainment that rises with the coming of digital media.
Com a vasta disseminação das mídias digitais à sociedade, comprovada pela expansão do mercado de jogos eletrônicos e a crescente inclusão digital propiciada pelo avanço da Web 2.0 e a telefonia móvel, a expressão audiovisual se transforma de forma significativa, sendo que seus efeitos são notados principalmente na estrutura de diversos filmes, como Brilho Eterno de Uma Mente Sem Lembranças (Eternal sunshine of the spotless mind, EUA, 2004), de Michel Gondry. A presente pesquisa pretende elaborar como essa incorporação de determinadas especificidades das mídias digitais podem ser vistas como uma tendência cinematográfica atual, analisando alguns dos trabalhos anteriores do diretor a fim de apontar seu trato com o mundo virtual e evidenciar sua visão única dentro de uma obra autoral e consistente. Interessa estudar especificamente o processo de convergência entre a narrativa cinematográfica e as mídias digitais, a partir da análise das estruturas multilineares que ilustram esse processo. O objetivo final é lançar novas luzes sobre esse novo padrão do entretenimento audiovisual que surge com a chegada das mídias digitais.
Weber, Janean Rae. "The “Extreme Makeover” of the American Woman: A Feminist Analysis of Cosmetic Surgery in Television." Miami University Honors Theses / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=muhonors1114721791.
Full textAmiard, Jean-François. "L’hybridation, de nouvelles formes cinématographiques amenées par les dernières technologies dans l’esthétique des films." Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030039/document.
Full textHybridisation, which is overwhelmingly present in many fields, has particularly influenced the evolution of cinematographic art. Although the first generations of film-makers seemed to have invented everything in this new art form, the cinema has always borrowed from the most modern technologies and the latest forms of artistic expression, while at the same time the media were taking up a larger and larger place in our everyday lives. The study of the links between them, which multiplied over the decades, allows us to understand the mechanisms contributing to the gradual abolition of the dividing lines between the media and artistic disciplines. However, the present research is not limited to the examination of works resulting from the most recent technological developments, since it also refers back to the avant-garde pioneers of the 1920’s, who set the basis for hybridisation. It is therefore centered around two main axes : on the one hand, the historical axis since cinema history has been profoundly marked by the vicissitudes of our time, and on the other hand the pluridisciplinary axis, including diverse forms of artistic expression and various media. More specifically, amid the wealth of cinematographic productions, this study proposes to take stock of the state of hybrid cinema at the turn of the century, using a corpus composed of 12 films, made in France, the United States, Canada and Japan between 1983 and 2004 and which go hand in hand with Fritz Lang’s Metropolis [1927]. Finally, it can be seen that this study has been inspired by the numerous and pertinent works and reports which have preceded it
Scott, Ron. "Artificial intelligence and cyberpunk." Thesis, 1997. http://hdl.handle.net/1957/33211.
Full textGraduation date: 2000
Li, Hui-Chun, and 李蕙君. "Vision and Speed: Contemporary Cyberpunk Literature and Cyberculture." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/995g9z.
Full text國立中山大學
外國語文學系研究所
104
Cyberpunk literature constructs both a utopian society based on advanced technology and a dystopian society ruled by totalitarian, technocratic, militarist and late capitalist regimes; it thus envisions a better future as it, at the same time, unveils postmodern conditions and anxieties. If literature’s ultimate task is to communicate feelings, ideas, and states of mind, speed as one of contemporary cyberculture’s major symptoms inhibits such communication. Depictions of privileging ocular perceptions as repetitively represented in cyberpunk narratives are reflective of such reduction of scope of human experiences. This dissertation delves into the notions of speed and vision as demonstrated by cybercultural practices and contemporary cyberpunk literature writers William Gibson and Vernor Vinge. Dealing with cybercultural issues—such as accelerated cyberculture, spectacular mediatization, fantasy, symptoms of malaise in cybernauts, transcendence and boredom, mass surveillance, the shaping of synapses, and analogico-digital practices—cyberpunk fiction constantly incorporates diversified perspectives to extend its understanding of the contemporary world. Going against the grain of seeing cyberculture as a potentially risky practice to the shaping of humanity and history, as is demonstrated in Guy Debord’s and Paul Virilio’s concepts of technological and digital dystopia and of a society turning into ideological spectacles, Bernard Stiegler envisions that a new paradigm of perception and of knowledge will emerge from analogico-digital practices. I approach the works of the contemporary cyberpunk writers with Gibson’s idea of the phantasmagoric aspect of cyberculture and examine how cyberpunk writers inform and represent a society that is mediated by images and in which lived time is colonized by real time. I decode the creative analogico-digital practices consistently manifested and portrayed in cyberculture and cyberpunk narratives and explore how these practices can be related to the issues of speed, vision, fantasy, media, metaphysics, and memory. In doing so I make evident that these cultural practices as forms of resistance gradually are turned into a politically contested site in which lived lives are erased by real time and culture is commodified, while they also provide us with new formations of knowledge. The alternative knowledge is a seed to reverse engineer an industrialized programming, which is a means to making the poison of machine vision and speed into the cure of humanity.
Olender, Jenna. ""View from the edge" : vernacular theory and cyberpunk fandom /." 2005.
Find full textMuñoz, Zapata Juan Ignacio. "Le cyberpunk vernaculaire de l’Amérique latine : dystopies, virtualités et résistances." Thèse, 2009. http://hdl.handle.net/1866/3240.
Full textHeirs to the tradition of Borgesian fantasy, impregnated by a reality built upon pre-Columbian myths and the industrial residues of modernity, and developed in the age of globalisation, postmodernism, videogames, digital cinema and animation, Latin American cyberpunk is cultivated from Mexico to Argentina, passing through Cuba and other countries not usually recognized in the world of science fiction like Paraguay and Bolivia. Barely perceived in the works of certain canonical writers such as Ricardo Piglia, Carmen Boullosa or Edmundo Paz-Soldán, cyberpunk manifests itself fully in the writings of young interdisciplinary artists and constant fanzine collaborators. This sub-genre adaptation in a continent better known not only for “lo real maravilloso” and magical realism, notwithstanding other more recent generations of writers such as “McOndo” and “Crack”, tries to elaborate a series of responses to questions issued from the historical and artistic moment of contemporary life: how to place Latin American identity within the new worldwide cultural mapping by means of a literature searching to reinvent itself within the mainstream space and the marginality of its own genre? What are the strategies of assimilation and resistance adopted by these young Latin American cyberpunk writers in the face of literary and cinematographic Anglo American cyberpunk? Can one speak of an aesthetic and philosophical impact on Latin American culture, normally perceived not as a producer but rather a passive consumer of this sort of cultural production? This thesis intends to deal with these questions in reflecting on one of the constituent devices of cyberpunk: dystopia in conjunction with post-identitary discourses in Latin America. An almost mimetic representation of Latin America’s sociocultural and historical space through violence and political, military ethnic or sexual repression, dystopia is a means to articulate certain spatial figures in national myths and identity politics within the context of globalisation. This latter sociocultural reality, along with the aesthetic ideology that conveys it throughout cyberpunk, enters in conflict with those discourses of national identity, leading us to reflect on post-identity issues. Relying on works on dystopia and identity in Anglo American cyberpunk, as well as on Latin American cultural studies, I will peruse a corpus made up of the novels La primera calle de la soledad (1993) by Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) by Fausto Fawcett, Ygdrasil (2005) by Jorge Baradit, and the films No muera sin decirme adónde vas (1992) by Eliseo Subiela and La sonámbula (1998) by Fernando Spiner. In these works, dystopia meshes with virtual reality narratives and covers aspects of the identity such as national and sexual myths, memory, trauma as well as minorities utopian projects.
Lambert, Hélène. "Dichotomie protéiforme : l'homme et les autres dans la littérature cyberpunk." Thesis, 2009. http://spectrum.library.concordia.ca/976733/1/MR67268.pdf.
Full textHsien, Mei Ai, and 梅璦先. "The Virtual Reality in Cyberpunk film:The Matrix Trilogy as Illustrations." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80341235782793278243.
Full text臺北市立教育大學
視覺藝術研究所
94
Abstract Keyword:cyberpunk、virtual reality、simulacra/simulacrum This essay begins with collating the development of cyberpunk fictions and foucs on the important topics of the cyberpunk films appeared since the eighties: virtuality and reality; discussing the topics and tasks the mankind has to face in the digital era. Although the basic aspect of the science fiction films is to be one of the cultural entertainment products, it's undeniable that some science fiction films could elaborate powerful criticizing potential and bring up allegory、criticism、query or contrast to the real world. Nowadays, the information and images construct the reality of the society,【The Matrix 】trilogy undertake the arrangement of reality and virtualize the certain phenomenon of the information society. Therefore, the main purpose of this study is to discuss the following: 1. Cyberpunk films as a link of the visual culture and the sub-category of science fiction films, what are their characteristics and the topics to be expressed? 2. Could【The Matrix】be classifed as one of the cyberpunk films? 3. To distinguish the expressing topics, intensions and levels in 【The Matrix】 4. What are the cultural contributions of【The Matrix】and the reflection generated from【The Matrix】 ? The second chapter is mainly to analyze「Cyberpunk」and「Virtual Reality」these two parts based on available documents. Under the topic of 「Cyberpunk」, the sequence consists in the definition of cyberpunk、the cyberpunk in literature style and film style、the relationship between cyberpunk and post-modernism and the development of sub-culture of cyberpunk. As for the section of「Virtual Reality」, first introduce the virtualy reality in the level of technology level, next explain the essence of virtual reality, finally express the concepts of 「Reality Virtualization」、「Virtual Invasion」and「Simulation」generated from the influence of the cyber reality technology in generalized scope. The third chapter analyze the elements of cyberpunk in【The Matrix】trilogy which include the control system、existing space and the relations between human, machinery and technology...etc., to explain the cyberpunk identity of【The Matrix】. Chapter Four explore the topics regarding to virtual reality in【The Matrix】trilogy: virtual technology、virtual space、virtual identity、virtual experience and the philosophy implication of virtuality and reality that the film would like to transmit. Finally, analyze the changes brought by【The Matrix】trilogy and its important significance in the cultrual sector, and furthermore conclude with the reflection generated by the film. Cyberpunk films undeniably create unthinkable paradox circumstances. Today the technology strike is still in ascendant, the cybe punk films from Hollywood have brought the philosophy utterance into ordinary civilian without boundary. The issue of virtual reality has become a paradigm, which requires further research indispensably.
Holloway, Heather. "The evolution of cyberspace as a landscape in cyberpunk novels." 2004. http://www.georgiasouthern.edu/etd/commentframe.php?sid=24&fid=archive/Fall2004/hhollowa/holloway%5Fheather%5Fd%5F200408%5Fmae.pdf.
Full text"A thesis submitted to the Graduate Faculty of Georgia Southern University in partial fulfillment of the requirements for the degree Master of Arts." ETD. INDEX WORDS: William Gibson, Neal Stephenson, Neuromancer, Snow crash, science fiction, cyberpunk, cyberspace, metaphysics, cyberculture, transrealism. Includes bibliographical references (p. 71-73).