Mondo 2000

Mondo 2000
Author: R. U. Sirius
Publsiher: Harper Perennial
Total Pages: 324
Release: 1992
Genre: Computers
ISBN: STANFORD:36105008869393

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Annotated selections from past issues of MONDO 2000.

MONDO 2000

MONDO 2000
Author: Anonim
Publsiher: Unknown
Total Pages: 260
Release: 1997
Genre: Cybernetics
ISBN: STANFORD:36105113577899

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Mondo Nano

Mondo Nano
Author: Colin Milburn
Publsiher: Duke University Press
Total Pages: 424
Release: 2015-03-02
Genre: Computers
ISBN: 9780822376330

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In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.

Contested Bodies

Contested Bodies
Author: John Hassard,Ruth Holliday
Publsiher: Routledge
Total Pages: 201
Release: 2003-10-04
Genre: Social Science
ISBN: 9781134644186

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Contested Bodies brings together a number of different accounts and perspectives on the body, drawing out some of the key connections and disjunctures from this most contested of topics.

Gendered Bodies and New Technologies

Gendered Bodies and New Technologies
Author: Amanda du Preez
Publsiher: Cambridge Scholars Publishing
Total Pages: 215
Release: 2009-10-02
Genre: Social Science
ISBN: 9781443815413

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In this era of ubiquitous information flow, heightened mobility and limitless consumer convenience, human interaction with new technologies has become increasingly seamless. In the process, the human body is effectively and steadily reduced to just another interface, or a “second life”, so to speak. What is easily forgotten during this translucent transaction is that being human also necessarily implies being embodied. In other words, to constitute a body in its non-negotiable physicality is still what it entails to be human (amongst other things). To live daily in and through the complicated and dynamic intersection between “mind” and “body”, psychology and physiology―also known as embodiment―is what makes us human.

Quantum Jump

Quantum Jump
Author: W. R. Clement
Publsiher: Insomniac Press
Total Pages: 485
Release: 1998
Genre: Abstraction
ISBN: 9781897414484

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Quantum Jump was written for individuals trying to make sense of the rapid social and political changes overtaking their lives. Clement explains how our civilization is undergoing a translation similar to the European Renaissance, the development of managed agriculture or the invention of writing. Each of these eras brought about new world-views and broadened the intellectual scope through which we perceive our world. The Renaissance was triggered by the discovery of perspective OCo the means to manipulate three dimensions OCo and implemented by the bill of exchange and new mathematics. Our newest era began in 1900 with the discovery that the universe exists in many more than three dimensions. Exploration of this realm via mathematics and computers will drive the immediate future. This is a guide to surviving the jump from the industrial age to the onrushing era of hyperspace. The changes wrought by this era transition are already formidable OCo the rise of global capitalism and new industries, the collapse of the Soviet Union OCo but they are only the beginning. History shows that era transitions are juggernauts, imposing massive individual, cultural and social adaptation. Clement analyzes current responses, from retreats into tribalism to the erection of a ''New World Order'' of global corporatism and trading blocs; he concludes that neither is viable. Instead, he points to skills like tangential and lateral thinking that will better equip individual readers with the points of view required in tomorrow's world."

Futurenatural

Futurenatural
Author: Jon Bird,Barry Curtis,Melinda Mash,Tim Putnam,George Robertson,Lisa Tickner
Publsiher: Routledge
Total Pages: 319
Release: 1996-03-21
Genre: Art
ISBN: 9781134913053

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Brings together leading theorists of culture and science to discuss the concept of 'nature'. Recent developments in biotechnologies, electronic media and ecological politics are discussed .

Cyberpunk in a Transnational Context

Cyberpunk in a Transnational Context
Author: Takayuki Tatsumi
Publsiher: MDPI
Total Pages: 122
Release: 2019-08-20
Genre: Social Science
ISBN: 9783039214211

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Mike Mosher’s “Some Aspects of Californian Cyberpunk” vividly reminds us of the influence of West Coast counterculture on cyberpunks, with special emphasis on 1960s theoretical gurus such as Timothy Leary and Marshall McLuhan, who explored the frontiers of inner space as well as the global village. Frenchy Lunning’s “Cyberpunk Redux: Dérives in the Rich Sight of Post-Anthropocentric Visuality” examines how the heritage of Ridley Scott’s techno-noir film Blade Runner (1982) that preceded Gibson’s Neuromancer (1984) keeps revolutionizing the art of visuality, even in the age of the Anthropocene. If you read Lunning’s essay along with Lidia Meras’s “European Cyberpunk Cinema,” which closely analyzes major European cyberpunkish dystopian films Renaissance (2006) and Metropia (2009) and Elana Gomel’s “Recycled Dystopias: Cyberpunk and the End of History,” your understanding of the cinematic and post-utopian possibility of cyberpunk will become more comprehensive. For a cutting-edge critique of cyberpunk manga, let me recommend Martin de la Iglesia’s “Has Akira Always Been a Cyberpunk Comic?” which radically redefines the status of Akira (1982–1993) as trans-generic, paying attention to the genre consciousness of the contemporary readers of its Euro-American editions. Next, Denis Taillandier’s “New Spaces for Old Motifs? The Virtual Worlds of Japanese Cyberpunk” interprets the significance of Japanese hardcore cyberpunk novels such as Goro Masaki’s Venus City (1995) and Hirotaka Tobi’s Grandes Vacances (2002; translated as The Thousand Year Beach, 2018) and Ragged Girl (2006), paying special attention to how the authors created their virtual landscape in a Japanese way. For a full discussion of William Gibson’s works, please read Janine Tobek and Donald Jellerson’s “Caring About the Past, Present, and Future in William Gibson’s Pattern Recognition and Guerilla Games’ Horizon: Zero Dawn” along with my own “Transpacific Cyberpunk: Transgeneric Interactions between Prose, Cinema, and Manga”. The former reconsiders the first novel of Gibson’s new trilogy in the 21st century not as realistic but as participatory, whereas the latter relocates Gibson’s essence not in cyberspace but in a junkyard, making the most of his post-Dada/Surrealistic aesthetics and “Lo-Tek” way of life, as is clear in the 1990s “Bridge” trilogy.