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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

"View from the edge" : vernacular theory and cyberpunk fandom /

Olender, Jenna, January 2005 (has links)
Thesis (M.A.)--Memorial University of Newfoundland, 2005. / Bibliography: leaves 93-102.
12

Förändring av cyberpunkgenrens stereotypiska nattema / Modification of the cyberpunk-genre's night theme

Sällström, Sällström January 2013 (has links)
Cyberpunkgenren definieras som en genre med en uttalad mörk framtidsbild med dystopiska inslag där bioteknik och artificiell intelligens är återkommande inslag och där majoriteten av verken som berör genren utspelar sig på natten. Syftet med denna studie har varit att undersöka om förändringar av det stereotypiska nattelementet som cyberpunkgenren förknippas med anses vara genrebrytande. Förändringen som gjordes var att nattbelysningen byttes ut mot dagsbelysning i en cyberpunkmiljö. För att genomföra detta skapades en stereotypisk cyberpunkmiljö med hjälp av datorgrafik som sedan presenterades i två versioner, en i nattbelysning och en i dagsbelysning. Bilderna visades därefter upp för en informantgrupp som var kunnig inom science fiction och cyberpunkgenren och som därefter fick besvara ett antal frågor under semistrukturerade kvalitativa intervjuer.
13

Traversing virtual spaces : body, memory and trauma in cyberpunk /

Holz, Martin, January 2006 (has links)
Texte remanié de: Dissertation--Cologne, Allemagne--Philosophische Fakultät der Universität zu Köln, 2005. / Notes bibliogr.
14

Theorizing kineticism in cyberbodies : embodiment and sexuality in the technological culture of cyberspace /

Nandy, Samita. January 2003 (has links)
Thesis (M.A.)--York University, 2003. Graduate Programme in Communication and Culture. / Typescript. Includes bibliographical references. Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR45963
15

Traversing virtual spaces body, memory and trauma in cyberpunk

Holz, Martin January 2005 (has links)
Zugl.: Köln, Univ., Diss., 2005
16

Kyborg jako reprezentace vztahu člověka a technologie ve vizuální kultuře / Cyborg as a Representation of the Relationship Between Man and Technology in Visual Culture

Petričák, Filip January 2020 (has links)
This master thesis deals with the topic of the relationship between man and technology, which is represented by cyborg characters in visual culture. The aim is to create a stereotype of individual cyborg characters from selected cyber-punk works, on the basis of which I can reflect the vision and ideas of the relationship between the organic and technical in the future world. This work is divided into four chapters - the first chapter focuses on cyber-punk as a sub-genre of sci-fi, in the second I define the cyborg character and the postmodern theoretical background, which are related to the cyborg, in the third chapter I present the theoretical basis for the analysis of characters and specify methodological procedures, in the final chapter I analyze the individual works.
17

Tělesné modifikace v kyberpunkové literatuře / Body modification in cyberpunk literature

Dudziaková, Marie January 2012 (has links)
The diploma thesis Body Modifications in Cyberpunk Literature deals with the representation and role of body modifications in selected works of cyberpunk literature. The issue analysis is carried out by means of combination of quantitative and qualitative approaches. The first part of the thesis covers both areas theoretically and provides essential insight into the issue. In addition, the author develops her own definition of body modification and provides its genesis. In the research part, the author first explores a body of selected literary cyberpunk works obtained through a pilot research, namely novels Neuromancer, Snow Crash, Schismatrix and Blade Runner and short stories collections Mirrorshades and Burning Chrome. Furthermore, the author quantitatively evaluates 503 mentions of body modifications in a given sample, using 25 variables. The qualitative analysis, structured in 7 thematic areas, amplifies the quantitative findings and among other things deals with the role of body modifications in the construction of cyberpunk literary texts and their overlapping with reality. Keywords Body modification, cyberpunk, literature
18

Cyberspace vs Green Space: Nature’s Psychological Influence in Neuromancer, Blade Runner 2049, and The Stone Gods

Castle, Zackery 01 May 2022 (has links)
Cyberpunk science fiction is often set in dystopian futures where capitalism and rapid technological growth have rendered the planet ecologically devastated. The people of these worlds are host to numerous mental illnesses that many attempt to cure with drugs, entertainment, or other aspects of their fast-paced existences, but these solutions are rarely successful. When characters come to embrace the remnants of the natural world, however, they typically show signs of mental healing as the result of exposure to nature. This thesis analyzes William Gibson’s Neuromancer, Denis Villeneuve’s Blade Runner 2049, and Jeanette Winterson’s The Stone Gods alongside research from the fields of ecopsychology and ecotherapy to better understand the relationship between mental health and nature within the cyberpunk genre.
19

Bleeding Chrome: Technology and the Vulnerable Body in Feminist Post-Cyberpunk Science Fiction

Allan, Kathryn 09 1900 (has links)
<p> Emerging out of feminist and cyberpunk science fiction of the 1980s, feminist post-cyberpunk SF is a subgenre that is rife with anxieties over novel technologies (such as cloning, genetically modified foods, nanotechnology, virtual reality, telepresence, and artificial intelligence), as they infiltrate daily life and threaten to transform the definition of human being. In this project, Larissa Lai's Salt Fish Girl, Nalo Hopkinson's Midnight Robber, Tricia Sullivan's Maul, and Laura Mixon's Proxies are read as indicative examples of feminist post-cyberpunk, as they all give voice to the increasing shared cultural preoccupation with technology and the body. The thesis is particularly interested in the way these texts expose - and insist upon - the vulnerability of the fleshy body, rather than perpetuate notions of technophilia and technological transcendence. Drawing on the (corporeal) feminist theory of Elizabeth Grosz and Margrit Shildrick (in particular her theorization of the vulnerable body), and on the feminist posthumanist work of N. Katherine Hayles and Elaine Graham, this thesis focuses attention on issues of technological embodiment and the changing definition of what constitutes human corporeal experience and embodiment. Ultimately, the thesis proposes that feminist post-cyberpunk condemns the exploitation and control of, what Shildrick terms, the "visibly vulnerable" body and insists on recognizing the vulnerability of the flesh as a defining trait of what constitutes human being.</p> / Thesis / Doctor of Philosophy (PhD)
20

En Urban Värld

Nguyen, Mikael, Wasberg, Johannes January 2019 (has links)
I detta kandidatarbete har vi undersökt kring tekniken projection mapping och projicering och hur dessa skulle kunna användas i framtiden med hjälp av forskningskällor från science fiction, cyberpunk och futurism. I undersökningen kollar vi närmare på hur dessa genre under historien spekulerat kring olika tekniker och dess tankesätt med mestadels inspiration från cyberpunk, där vi satt oss in i det urbana och dess teknik. Vi har sedan, med hjälp av på ett spekulativt designperspektiv som grund och förhållningssätt, fått fram en prototyp av en stad som är baserad i en möjlig framtid där projection mapping har utvecklats och är en väldigt allmän teknik för samhället. Under arbetets gång har vi använt oss utav metoder som mindmap, brainstorming, prototypskapande och spekulativ design för att jobba oss framåt. Dessa metoder har vi arbetat med tidigare och kände att de var mest effektiva för vårt projekt. Vi kom tillslut fram med en gestaltning som visar på en möjlig framtida stad där projection mapping används överallt för att visa reklam och liknande på massa byggnader. Detta har gjort med hjälp av program som Adobe programmen för att skapa det som projicerats och mappningen har gjort i programmet HeavyM, som är ett program enbart gjort för projection mapping. / In 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.

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