Wednesday, December 13, 2006

Reflective post

It is my first time to experience the integration of weblogging into education. I always thought that the weblogs function as manifestations of personal feelings or sharing of the same interests. But here weblog is a platform learn and build up more dimension to the course, it make the course more interactive. We can read other students work and exhange comments to gap the inadequacy in our own studying and reading through this online community. It give us a a chance to explore more and reach further whereas in real space, it would be much harder just by doing it alone. It also induces inspiration though discussing the issues in the course interactively.

On top of that, I’m amazed by Donna Haraway’s idea of cyborg. I’ve never thought of that before. Realizing that the technologies we use and encounter in our daily life indeed turn us into cyborg in some extent, even as small and common as things like wearing contact lens is kind of freaky in some way. But it inspire me to think more about what role are we playing in such advanced technological era, and what it leads us to. How are we going to see ourselves as human?

Thursday, December 07, 2006

Tutorial presentation

This week topic is Self. Gov II: Resistance is Fertile, and I’ve chosen the reading written by Matthew Soar, “The First things First Manifesto and the politics of culture jamming: towards a cultural economy of graphic design and advertising” to present this week topic.

We are living in world considered to be soaked in massive advertisements and media graphic images. It has been long claimed that ‘advertising and design are readily distinguishable from other economic institutions because of their declared expertise in creating specially cultural forms of communication.’ Graphic designers, however, are act as cultural intermediaries and play an important role in ‘lending traction to the contemporary routines of capital accumulation by articulating values and tastes to the promotion, in particular, selling of ideas and events, services and products’. However, it’s all becomes way consumer capitalism and commercialism. In Matthew Soar’s article, he investigates the “The First Things First Manifesto” as ‘a call for social responsibility’ of the graphic design professionals in creating media images as well as identifying their professional as ‘potent agents of positive social change’ which aims to resist the production of “junk”,– badly conceived and executed design work, and “Culture Jamming” as the act of transforming existing mass media to produce political, and most likely negative commentary about itself.

In respect to the dominant of media images becomes overwhelming and people are becoming less aware of the mechanism and manipulation of advertising, ‘The First Thing First Manifesto’ is something of a mission statement signed by famous designers, art directors first conceived in 1964 and updated version re-released in 1999, which recognizes the power of graphic design and argues for a politically responsible use of certain graphic design talents not just for selling things. Culture Jamming, indeed, is a resistance movement (to the perceived hegemony of popular culture) or subversion of dominant visual media (which already exist) through parody. Matthew Soar mentions about “Ad-busting” in his article which is considered to emerge from culture jamming to look at in terms of the ethical practice of graphic designers in 21st century and rather than just having advertising as a means of selling something to people. Since advertising is recognized as a really powerful tool to convey messages and influence people making decision, and thus it is thought in the ‘First Thing First‘, graphic designers may also use that tool to affect some sort of political change.

However, some of the designers like Glaser and Helfand do feel that ‘the degree that (the manifesto) has any impact on culture at large is not so certain’ and ‘designer per se are usually in a very weak position in regard to what they do’ since they ‘don’t make the determinations’ and ‘decides what is to be sold or the strategy’ and it’s hard to define about 'the potential harm or good’ they can effect through their work practice.

So here raise an important question: Isn’t it the case that culture jamming like Adbusting is reactive rather than proactive? That means iwhen they don’t initiate things but rather wait for something to happen and react to it, which is something already are exist. Does it matter that they don’t have the power to be proactive or to make a statement on their own?


Reference:
Soar, Matthew. “The First things First Manifesto and the politics of culture jamming: towards a cultural economy of graphic design and advertising.”Cultural Studies 16.4 (2002): 570-92

Leaver, Tama. “Self. Gov II: Resistance is Fertile.” Self.Net Lecture 9. University of Western Australia. Apr. 20, 2006

Thursday, November 30, 2006

Playing Politics Workshop Response

After examining the two simulation game ‘September 12th’ and ‘New York Defender’, it is crystal clear that the games are designed to convey political parodies on the U.S. tactics on war against terrorists after the 911 event by means of playing. In the 'September 12th', for example, once you start air strike, you cause collateral damage not only killing the terrorists but also the innocent civilian and destroying their homes, resulting in violence against violence generating endless wars. You will see more and more civilian in the game becomes terrorists after each air strike, and the situation goes uncontrollable. I think the simulation games are effective in some ways to communicate with people about political issues via the Internet. Just like those traditional printed political satire cartoons we always see on newspapers and magazines everyday, the simulation games are alternative expressions of such satire, an ‘onlined’ version with interactive interface and thus seem more entertaining.

However, simulation games as a media to convey political message does not always yield the same effect on players. Since such media effects depend on the people’s predispositions on political issues, as Doris Graber refers, it is always “perceiver determined”, depending on the degree of their political interest and awareness. Therefore, if people have either highest or lowest prior interest or awareness in politics in general, I don’t think they will affect by the political cues hidden in the games, and the simulation games is less likely to arouse them to further look into what the games are trying to “say”. As for me, I’m kind of a moderate type so I have enough interest to play the games and weak enough belief to be affected by the political message the games conveyed, thus will more likely to find out more about the games and its political statements.

On top of that, from the aspect of game-playing, the simulation games are not designed to let players win. They are not as playable as any other video game; they are indeed ‘dead games’[1] (Lee). Unlike the popular fun-quest games, are “entertaining games with non-entertainment goals" (Lee). Thereby, fun-questing players are unlikely to be driven to find out the political statement behind the simulation games since they find them boring. They are less fun to the players (as reflected noted in the comments of 'New York Defender’) as there are not so much ‘pleasure’ (since it’s doomed to lose), no (bodily) rewards, and no sequences.


____________________________________________________________________

[1] Shuen-shing Lee,""I Lose, Therefore I Think": A Search for Contemplation Amid Wars of Push-Button Glare." Game Studies 3.2 (2003). http://gamestudies.org/0302/lee/

Friday, November 03, 2006

Meun-Driven Identity Workshop

Response on Q1&2


By examining the signing up procedures for the Hotmail, Yahoo! Mail and Second Life free account service, it proves that Lisa Nakamura’s argument on internet, in fact, is a space where identities are enacted, and it is the subversion of the utopian belief that ‘cyberspace is a potential for erasing social inequalities’ true.

There are similar basic personal particulars like name/username, and password to fill in for if you want to sign up for accounts in Hotmail, Yahoo!Mail and Second Life. When choosing a username, only aphetic letter (English) is allowed to fill in, and no non-English are permitted. It is assumed that the user are all English speaking and they understand the language. However, there are also fields such as gender, race and class which are categorized into different options and are required to fill in order to complete the signing up procedure. Once again, it proves that the design of the internet interface and its content is highly categorized and revealing certain ‘categorized’ identities are criteria to join those services. The following are some of my observation in respect to the Nakamura’s argument:

With regard to the gender category, only two options are available – either male or female. It presumes that there are only two genders among the users. It singles out the possibilities of the user as a transsexual and it seems that identities are defined only by two kinds of genders and gender only (as somehow you can’t leave the gender box blank because it is stated that “Fields marked with an asterisk * are required”.) Moreover, the problem of racism and ethno-centrism is also hidden in these websites in several ways, for example, when registering a Hotmail account, the first question asked is about the country or region of the user, from which our identities is highly reduced at the first place to ‘country-based’; and “United State” is always set as the first option rather than a blank drop menu to choose from. If ever the menu is designed for the sake of ‘user-friendliness’, it’s underlying nothing but the US citizens are the expected most common users and likewise, more important than any other countries’ citizens. As for Yahoo!Mail in the ‘Preferred Content’, it puts “Yahoo!US” at the default option.

Identities in terms of gender, age, race, body shape/height and living habits, religion and ethnic background are also asked to be revealed as the ‘basics’ in Lavalife. Again, the field of country always put “U.S.A.” and “Canada” (which are white people dominant countries) onthe top followed by Australia, disregarding the alphabetical order of the country names. Besides, most of the photos shown in the website are photos of young white people, and Asian are not as popular. It is assumed that white people are the targeted users. What’s more is when you register as female, male users’ online profiles and photos will be delivered at sight. Therefore, heterosexuality is presumed among users. I hardly see signs of other sexualities like homosexuals, gay or lesbian. Furthermore, users have to identify their ethnic background in order to register. Again, the white option comes first, followed by black and Asian. All these identities are ‘menu-driven’ and there are stereotyping of identities, in particular, in terms of race and sexuality, of which are polarized into white people and their countries, heterosexual, young, as dominant on one polar (which always come first in the field of options upon choosing) and the other side as ‘colour’ people and their countries, homosexuals and old as marginal identities. There, users can select to meet certain ‘categorized identities’ while neglecting certain ‘categorized group’ of people who may also have the same quality, which indeed is a process of marginalization. Through this, identities are constructed and driven by the menu whist social inequalities still exist in cyberspace.

Thursday, November 02, 2006

Belated Hallo

Hello everyone. This is Wendy from Hong Kong. I've joined this tutorial blog not so long ago but forgot to post an introduction. Sorry about that. I have posted something up here before, but I don't know if you will be still using and checking out this blog, if so, please take a look at my post and hope there will still be some interactions.

Cheers

Gattaca Blogged Response

Workshop III -- Gattaca Blogged Response

Does genetic screening and manipulation as presented in Gattaca evoke a new eugenics? Does this scenario seem credible given current scientific trends? How are class, race and gender explored in Gattaca?


Eugenics have been existing long ago in human history advocating the improvement of human hereditary traits to create healthier and more intelligent humans to save society’s resources and lessen human suffering by means of different kinds of human intervention, such as ‘selective bleeding’ in early age, ‘birth control’ led by the state as ‘eugenics-based program’ in recent decades like in Singapore where female university graduates, who are considered as “the intelligent”, were offered grants towards hospitalization during labour, housing and children’s education, while “the less educated non-graduated” females/ parents were encouraged to sterilize after their first child for their “inferior” or “less intelligent” genes. Eugenics is always tainted with racism and classism since it is perceived as a cultural choice of what should be determined as “desirable” human traits and “beneficial” to the society in terms of race and social class.


There is also a coercive genetic screening in China for couples who wish to marry and have a child to prevent certain genetic diseases carriers pass the diseases on their children. Such eugenics has evolved along with the advanced technology of vitro fertilization, and then genetic engineering, resulting in liberal eugenics which supposed to be less associated with racism and classism, but more focus on using reproductive and genetics technology to reduce the role of chance in reproduction, for example, eliminaing the chance of getting congenital disorder, to improve human beings.


Gattaca evokes a new eugenics shares some similarities with Liberal eugenics of reducing the chance of undesirable genes heredity, but more than that, with not only physical characteristics such as skin, hair and eye colour and congenital diseases, it takes the extreme that even personality and behaviour can be determined through genetic manipulation. The society in Gattaca is generally dominant by a genetic determinist ideology in which genetic essentialism is accepted as the true state of the world. Such new eugenics in the movie has barely negative eugenics like coercive sterilization or abortion disencourges reproduction of “bad” genes but only positive eugenics of which preliminary genetic screening allows human’s offspring conceived in a way that they are designated “fit” to the society. But by the same token, such genetic determinism shapes belief that a person’s innate genetic makeup exclusively determines his/her personality, behaviour and physical appearance, in turn one’s destiny. It is used as a mechanism to screen out inferior genetic profile or the designated genetic “unfit” individuals to the society, for example, Vincent as the “in-valid”. Thereby, in Gattaca, a new class structure has arisen based not on social status or skin color but on one’s genetic profile. In the movie, Vincent is a while male born in a middle-class family (since his family can afford to pay for the genetic enhancement technologies) but suffers from genetic discrimination because he’s a genetically unenhanced, a “god’s child”. Then again, how a society and who decides a person’s genetic profile an inferior or ‘unfit’?


It seems that in Gattaca, issues of social class, race and gender are wiped out, and the DNA is the only factor that remains and determines your class in society. It does not matter what your gender and skin color is, as long as you have the right genes, the superior genes, you can do what ever you choose to. For instance, all the employees working in Gattaca wearing matching black suits making men and women alike. The costuming in Gattaca make the gender boundary blurrier, and suggests homogeneity and uniformity, probably implying a homogenous society and loss of diversity resulted from the new eugenics of genetic essentialism. The DNA profile becomes an identity card, and its ultimate factor in determining one’s access to the world, and how the world might accept you or deny you. For example, a job interview of Vincent is only a blood test to determine whether he fits the job; he could only work as a janitor at Gattaca before he obtains his “borrow ladder” status; and after he’s genetically enhanced, he works as a navigator to arrange offworld expeditions. However, I think discrimination against the genetically unenahnced in Gattaca is akin to racism or classism in contemporary society.


With current technology, I don't believe the genetic selection technology is advanced enough to extract all the genetic defectiveness in a non-born child. Although “Gene therapy” nowadays can be used to treat people who already have a genetic disorder or to correct genes in sperm, eggs, or embryonic cells, still it has few more decades to go before our knowledge of human genetics is mature enough to combine with the gene therapy to produce a “genetic designer baby”. I see glimpses of possibility, and perhaps, in the future, technology could advance to a point where genetic manipulation on human is possible and will be widely accepted. And questions like would people take this choice or will they shy away from it as it is a counter-religious action where in our society, birth is ingrain into life as it is suppose to be a natural process with minimal science intervention as possible, and consequences of unrestricted human-gene therapy in a society as illustrated in Gattaca still remain unanswered.

Friday, October 27, 2006

Wendy's Critical Annotated Webliography

"Cyberpunk is a genre of science fiction that literally imagined our future. Identify the central themes of cyberpunk fiction."


I began to search for sources online with keywords “cyberpunk fiction central theme” returned with a lot of sources; unfortunately I found the results were too broad; forums were also found, however they bear relatively low credibility.


“What is Cyberpunk?”[1] manifests some of the important central themes which constitute a cyberpunk text such as “negative impact of technology on humanity”, “fusion of man and machine”, “corporate control over society”, “story focuses on the underground” and “ubiquitous access to information”. It gave me a simple account on the central themes of cyber punk text and it’s a good starting point to locate more sources by using these keywords.


To understand cyberpunk more, I took a brief look at Veronica Hollinger[2]’s article and realized that the movement holds a common ground with the idea “posthumanism” and “postmodernism”. I also noticed that the movie Blade Runner adapted from Philip K. Dick’s classic science fiction novel Do Androids Dream of Electronic Sheep? was always used as a typical example of the film sub-genre cyberpunk, and it happened to be a movie I watched and like a lot, thereby, I refined my search alternating “cyberpunk”, “posthumanism”, “postmodernism” or “blade runner” and yielded more satisfactory results.
Tama Leaver[4] and “Baudrillard” together with “cyberpunk film” hoping to explore more about the concepts of “cybrog” and “realism” interrelating to cyberpunk.


It was partly through surfing one of the results “Realizing Theory: Cyberpunk Film, Haraway, and Baudrillard” that led me to Dhamee’s article “Cyborgs and Feminists”[5]. The highlight of this article in particular is that it draws the parallel among Donna Haraway’s cyborg, Feminism and cyberpunk. Exemplifying Gibson's novels, it points out Heim’s argument that the increased interface of human and machine “carries both liberating and sinister implications” and “the sinister side of cyborg culture involves a mutation if not a loss of humanity” which however, echoes with the “cyborg escape” that Tama argues, and also with Haraway’s concept of “the cyborg can be empowering, particularly for women” since such (body and mental) “modification can lead to increased strength and control over nature” (the innate gender). The representations of femininity, the cyborg image, within cyberpunk texts act as a tool of combats the oppressive male/female dichotomy. This article presents an interesting perspective of how feminism produced an influential body in cyberpunk text and thus the concept of ‘posthumanism’.

“Cyberpunk and Feminism”[6] gave me a clearer vision that cyberpunk feminism emphasizes more on the “the extreme individualism of its characters, both men and women”; while the mainstream feminism focuses on the differences between man and woman. It points out that that “individualism is sometimes rebellious and anarchic, sometimes egocentric and superomistic”. Molly from Neuromancer is a typical example to such feminism since she’s depicted as “strong and ruthless, violent and independent”, which usurps the traditional ideological gender role dichotomies.


Baudrillard’s concept of “hyperreality” seems to be my next focus in the search of the discussion of cyberpunk’s central theme. Paul "nEo"[7] Martin examines the postmodernism in another cyberpunk text The Matrix. He deploys Jean Baudrillard's idea of “postmodern simulacrum” to investigate the concept of reality in cyperpunk -- “the virtual replacing the real” and “the real is said to be nothing more than simulation” in most cyberpunk texts. He quotes what Appignanesi states “the people of today are living what has already been lived and reproduced with no reality anymore but that of the cannibalized image” and this coincides with the concept of ‘being and simulation’ and ‘hyperreality’ in postmodernism, where in the cyperpunk text, the people in “the matrix” lives in a world look more real than the real, “a simulation of cannibalized image”. His point of view cohere with what Hollinger states cyberpunk “recognizes the paradigm-shattering role of technology in post-industrial society” resulting in a decentralized, media-dominated society in which ideas are copies of each other without real origin, leading to fragmentation of subjectivity and identity.
The concept of ‘dystopia’ in the article “Cyberpunk – Future shock: Night City 2020”[8] coheres with previous Leaver’s discussion about the lack of ‘natural’ and an ‘ecocidal’ world in the cyberpunk texts representing a “dystopian urban decay”. It states that cyberpunk fiction focus on potential hazards of scientific progress. The possibly “dehumanising effects of the future technology gives rise to postmodern anomie in “cyberpunk dystopia”, which depicting a destructed late-capitalist, post-industrial, media situated Western society which are usually diminish people, “battered and worn-out”, like large cities with complex architecture or vast wastelands devastated by war and pollution. The article denotes the strong political qualities cyberpunk dystopias carries, however, is on the contrary of Hollinger’s conclusion that “cyberpunk forecloses any possibility of political engagement whithin the framework of postmodern”. It provides very real life example of the possibility of such cyberpunk dystopia. This will be useful for my discussion of the representation in the cyberpunk texts.


The above online sources provides give me a comprehensive account of what cyberpunk is and its central theme to build up my premise of discussion in the aid of some cyberpunk texts’ example.



References

[1] SFAM’s ‘What is Cyberpunk?’ (May 2006)
http://www.cyberpunkreview.com/what-is-cyberpunk/
(accessed 22/10/2006)

[2] Hollinger, Veronica. Cybernetic Deconstructions: Cyberpunk and Post-modernism. Mosaic. 23,2, spring 1990: p29-44

[3] Tama Leaver’s “Post-Humanism and Ecocide in William Gibson's Neuromancer and Ridley Scott's Blade Runner". 12019: Off-World (1997)
http://www.devo.com/bladerunner/index.html
(accessed 22/10/2006)
[4] Kunzro, Hari. “You are Cyborg” Wired 5.02 (Feb 1997)
http://www.wired.com/wired/archive/5.02/ffharaway.html8
(accessed 22/10/2006)

[5] Dhamee, Yousuf . “Cyborgs and Feminists”. Cyberspace and Critical Theory. (Apr, 2005)
http://www.cyberartsweb.org/cpace/cpace/cyborg/ydcyborg.html
(accessed 22/10/2006)

[6] “Cyberpunk – Future shock: Night City 2020”
http://hem.passagen.se/replikant/cyberpunk.htm
(accessed 22/10/2006)

[7] Paul "nEo" Martin, “Postmodern Motifs and Ambience in Cyberpunk Films” The Cyber Punk’s Project (Oct 2006)
http://project.cyberpunk.ru/idb/cyberpunk_films_postmodern_motifs_and_ambience.html
(accessed 22/10/2006)

[8] “Cyberpunk – Future shock: Night City 2020”
http://hem.passagen.se/replikant/cyberpunk.htm
(accessed 22/10/2006)

Wendy's Critical Annotated Webliography

"Cyberpunk is a genre of science fiction that literally imagined our future. Identify the central themes of cyberpunk fiction."


I began to search for sources online with keywords “cyberpunk fiction central theme” returned with a lot of sources; unfortunately I found the results were too broad; forums were also found, however they bear relatively low credibility.


“What is Cyberpunk?”[1] manifests some of the important central themes which constitute a cyberpunk text such as “negative impact of technology on humanity”, “fusion of man and machine”, “corporate control over society”, “story focuses on the underground” and “ubiquitous access to information”. It gave me a simple account on the central themes of cyber punk text and it’s a good starting point to locate more sources by using these keywords.


To understand cyberpunk more, I took a brief look at Veronica Hollinger[2]’s article and realized that the movement holds a common ground with the idea “posthumanism” and “postmodernism”. I also noticed that the movie Blade Runner adapted from Philip K. Dick’s classic science fiction novel Do Androids Dream of Electronic Sheep? was always used as a typical example of the film sub-genre cyberpunk, and it happened to be a movie I watched and like a lot, thereby, I refined my search alternating “cyberpunk”, “posthumanism”, “postmodernism” or “blade runner” and yielded more satisfactory results.
Tama Leaver[3] ’s article brings together the common central themes of the two quintessential cyberpunk texts Neuromancer and Blade Runner. He points out that both texts depicting “‘human’ has transformed into ‘post-human’ and ecological systems have been supplanted by technological constructs”. The themes of “loss” and “escape” dominate and overlapping one another in both texts. The escape he refers to take the form of physical-wise and mental-wise – an escape from the “limitations of an ‘ecocidal’ environment” and a “cyborg escape” from the (impaired) human boby into the cyberspace respectively; while the lost is connoted in a symbolic level which he draws reference of the ‘absence/ lack of nature’ in the texts, that is, the ‘loss of nature’ to “humanity’s ‘ecocide’, the destruction of the last remnant of Eden, the Earth, has thus caused a sense of spiritual loss” – both represents the idea of body-invasion and mind-invasion brought up in Hollinger’s article, which goes along with the same concept of “posthuminism”. Here, I come to the realization that both cyberpunk texts explore the “inhumanity” in “humans”, and the “humanity” in “non-humans” as the increased interface of human and machine decenters the human body and the self, the boundary of the oppositions human/machine becomes blur and even broken down. The underlying issue is not whether we can give a machine the qualities of the human like what in science fiction, but whether the human has lost humanity; whether is has become, in fact, a cyborg. On top of that, according to Tama, ‘cyberpunk’ is the combination of cybernetic and punk where since ‘cyber’ refers to the setting of “a post-apocalyptic, ecocidal world where of techno-fetishism and post-humanism”; and ‘punk’ depicts “the central characters are usually anti-heroes struggling against extremely powerful multinational corporations or military organizations”. Thereby, it sheds light to another theme of cyberpunk also touches the ‘late-capitalist ideology’ underlying the human applications of advanced science and technology, the reshaping of and modeling upon the “self” that have produced the various robots, androids, cyborgs, and “artificial enhanced” beings, in a complex process of commercialization, technologisation and globalization. His article provides a very insightful textual analysis on both text with ample examples and delves into different themes of cyberpunk helps developing the premise of my discussion.


Hollinger mentions in her article that Csicsery contends that cyberpunk is “a paradox of realism” and has a “legitimate international artistic style” which “captured by film Blade Runner and philosopher Baudrillard”. (40) This jotted my memory of the film that the female protagonist replicant Rachael’s human qualities are the result of implanted memories (“memory”) and what she sees from the photographs that provide an historical past of her childhood. The photograph she sees with her eyes and her “memory” as a form of vision representing “hyperreal”; it’s the fulfillment of Baudrillard’s discourse on “I think, therefore I am”, and likewise in the film, the replicant Pris says, “I think, Sebastian, therefore I am.” Consequently, I added more keywords in my searching like “Haraway cyborg”[4] and “Baudrillard” together with “cyberpunk film” hoping to explore more about the concepts of “cybrog” and “realism” interrelating to cyberpunk.


It was partly through surfing one of the results “Realizing Theory: Cyberpunk Film, Haraway, and Baudrillard” that led me to Dhamee’s article “Cyborgs and Feminists”[5]. The highlight of this article in particular is that it draws the parallel among Donna Haraway’s cyborg, Feminism and cyberpunk. Exemplifying Gibson's novels, it points out Heim’s argument that the increased interface of human and machine “carries both liberating and sinister implications” and “the sinister side of cyborg culture involves a mutation if not a loss of humanity” which however, echoes with the “cyborg escape” that Tama argues, and also with Haraway’s concept of “the cyborg can be empowering, particularly for women” since such (body and mental) “modification can lead to increased strength and control over nature” (the innate gender). The representations of femininity, the cyborg image, within cyberpunk texts act as a tool of combats the oppressive male/female dichotomy. This article presents an interesting perspective of how feminism produced an influential body in cyberpunk text and thus the concept of ‘posthumanism’.

“Cyberpunk and Feminism”[6] gave me a clearer vision that cyberpunk feminism emphasizes more on the “the extreme individualism of its characters, both men and women”; while the mainstream feminism focuses on the differences between man and woman. It points out that that “individualism is sometimes rebellious and anarchic, sometimes egocentric and superomistic”. Molly from Neuromancer is a typical example to such feminism since she’s depicted as “strong and ruthless, violent and independent”, which usurps the traditional ideological gender role dichotomies.


Baudrillard’s concept of “hyperreality” seems to be my next focus in the search of the discussion of cyberpunk’s central theme. Paul "nEo"[7] Martin examines the postmodernism in another cyberpunk text The Matrix. He deploys Jean Baudrillard's idea of “postmodern simulacrum” to investigate the concept of reality in cyperpunk -- “the virtual replacing the real” and “the real is said to be nothing more than simulation” in most cyberpunk texts. He quotes what Appignanesi states “the people of today are living what has already been lived and reproduced with no reality anymore but that of the cannibalized image” and this coincides with the concept of ‘being and simulation’ and ‘hyperreality’ in postmodernism, where in the cyperpunk text, the people in “the matrix” lives in a world look more real than the real, “a simulation of cannibalized image”. His point of view cohere with what Hollinger states cyberpunk “recognizes the paradigm-shattering role of technology in post-industrial society” resulting in a decentralized, media-dominated society in which ideas are copies of each other without real origin, leading to fragmentation of subjectivity and identity.
The concept of ‘dystopia’ in the article “Cyberpunk – Future shock: Night City 2020”[8] coheres with previous Leaver’s discussion about the lack of ‘natural’ and an ‘ecocidal’ world in the cyberpunk texts representing a “dystopian urban decay”. It states that cyberpunk fiction focus on potential hazards of scientific progress. The possibly “dehumanising effects of the future technology gives rise to postmodern anomie in “cyberpunk dystopia”, which depicting a destructed late-capitalist, post-industrial, media situated Western society which are usually diminish people, “battered and worn-out”, like large cities with complex architecture or vast wastelands devastated by war and pollution. The article denotes the strong political qualities cyberpunk dystopias carries, however, is on the contrary of Hollinger’s conclusion that “cyberpunk forecloses any possibility of political engagement whithin the framework of postmodern”. It provides very real life example of the possibility of such cyberpunk dystopia. This will be useful for my discussion of the representation in the cyberpunk texts.


The above online sources provides give me a comprehensive account of what cyberpunk is and its central theme to build up my premise of discussion in the aid of some cyberpunk texts’ example.



References

[1] SFAM’s ‘What is Cyberpunk?’ (May 2006)
http://www.cyberpunkreview.com/what-is-cyberpunk/
(accessed 22/10/2006)

[2] Hollinger, Veronica. Cybernetic Deconstructions: Cyberpunk and Post-modernism. Mosaic. 23,2, spring 1990: p29-44

[3] Tama Leaver’s “Post-Humanism and Ecocide in William Gibson's Neuromancer and Ridley Scott's Blade Runner". 12019: Off-World (1997)
http://www.devo.com/bladerunner/index.html
(accessed 22/10/2006)
[4] Kunzro, Hari. “You are Cyborg” Wired 5.02 (Feb 1997)
http://www.wired.com/wired/archive/5.02/ffharaway.html8
(accessed 22/10/2006)

[5] Dhamee, Yousuf . “Cyborgs and Feminists”. Cyberspace and Critical Theory. (Apr, 2005)
http://www.cyberartsweb.org/cpace/cpace/cyborg/ydcyborg.html
(accessed 22/10/2006)

[6] “Cyberpunk – Future shock: Night City 2020”
http://hem.passagen.se/replikant/cyberpunk.htm
(accessed 22/10/2006)

[7] Paul "nEo" Martin, “Postmodern Motifs and Ambience in Cyberpunk Films” The Cyber Punk’s Project (Oct 2006)
http://project.cyberpunk.ru/idb/cyberpunk_films_postmodern_motifs_and_ambience.html
(accessed 22/10/2006)

[8] “Cyberpunk – Future shock: Night City 2020”
http://hem.passagen.se/replikant/cyberpunk.htm
(accessed 22/10/2006)

Saturday, October 21, 2006

So how about that course, huh?

Well, why not do this backwards? I actually quite liked the unit as a whole. It (particularly the workshops) provided me with a great deal of amusement if nothing else. It's nice to have a unit where I can let my inner geek run free. Unfortunately, I think the unit might have suffered a bit because the inner geek of many arts students is buried further than the unit could reach. I think that the unit could have gone a lot further, and been substantially more interesting for a handful of us, if there was an assumption of a greater level of background knowledge of the technology and ideas floating around. That said, the people taking the unit are mostly Arts students :P

I'm quite happy to concede that I'm a cyborg as defined inside the course. But I'm not sure if that judgment really has any practical relevance at all. Maybe I've been doing English and cultural theory for too long.

Weblogs. Weblogs were an interesting one. I think the idea of incorporating them into the course was a great one. I know they have serious potential for helping to exchange ideas, comedy, build community, etc. But I think that they weren't used as fully as they could have been. I felt a bit sorry for Lara actually, because she was interacting with us solely through the blog, and gave incredibly detailed and thoughtful analyses of each week's worth of readings and a few other things as we went along, but I don't think any one else on the blog really made an effort to engage with her, or with each other, even when we asked specific questions in our posts. I think this might also have been a property of Blogger though, because it's not really conducive to carrying on conversation-style discussion without threaded commenting and notification of comments. Basically I think setting up a LiveJournal (or one of the other LJ based journals) community would have been a better way to go.

Anyway, thanks for the unit people

Tom