This document analyzes technology's power to diminish humanity in Philip K. Dick's novel "Do Androids Dream of Electric Sheep?". It discusses how the electric animals create social stigmas focused more on appearances than humanity. The "empathy box" allows humans a fraudulent religious experience, showing technology can convince people to prioritize artificial experiences over real empathy. Ultimately, the novel challenges the distinction between human and artificial by depicting a world where that difference is nearly undetectable, questioning what truly makes one human.
The document summarizes the 1982 film Blade Runner, directed by Ridley Scott. It presents three main ideas:
1) Blade Runner depicts a dystopian future where humans have become dehumanized and the difference between humans and highly advanced human-like androids (Replicants) is unclear.
2) In this future, humans both fear and depend on Replicants, creating anxiety.
3) Paranoia of the "other" (now represented by technology and Replicants) has led to the enforced alienation of Replicants on Earth and a society dominated by fear and isolation.
Katie King discusses her research into distributed animality and cognition using her avatar in the virtual world Second Life. She explores how identities and knowledge can be distributed across both human and non-human actors through practices like transgendering and interactions with virtual dogs in Second Life. King draws from theorists like Haraway who discuss how human and non-human bodies and cognitions are entangled in complex ways.
Cyberpunk explores the development of a vast computer network and the "cyborgisation" of people who interact with it. Cyberpunk heroes confront powerful systems but do not fully understand them. The Matrix portrays a dystopian future where reality is controlled by invisible masters of information networks. It uses postmodern themes and references the work of Baudrillard to examine society's relationship with technology and perceptions of reality.
Reanimating Cyberpunk in 21st Century Fashion_More Human than HumanKristina Gligorovska
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This document discusses the influence of cyberpunk themes and aesthetics in 21st century fashion. It explores how fashion designers have incorporated elements of cyberpunk seen in works from the 1980s-90s, depicting modified bodies and blurring the lines between human and machine. Examples given include collections by McQueen, Pugh, Owens, and others featuring deconstructed suits alluding to cybernetic beings. The document argues cyberpunk continues to symbolize using technology to overcome bodily limits and shape new virtual bodies for an augmented reality.
The document discusses key concepts related to virtuality, cyberspace, and the World Wide Web. It defines virtual reality, cyberspace, and the Web, explaining that the Web is part of cyberspace, which is a conceptual space experienced through electronically mediated communication. Virtual worlds and video games are described as the most advanced 3D Web "spaces."
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
The document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, real/imaginary space, and in/out of place experiences. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
Both Deus Ex (2000) and The Matrix (1999) follow protagonists that embody characteristics of Nietzsche's bermensch concept and undergo a journey of enlightenment to rebel against oppressive systems and authorities. Both stories involve themes of controlled populations breaking free from ignorance and themes of transcending human limitations. While the designers of Deus Ex may not have intended to create a "superman fantasy," the games do allow players to explore existential questions about what it means to be human in a technological world and take responsibility for one's actions in a godless universe, in line with Nietzschean philosophy.
Playing the game: Role distance and digital performanceeDavidCameron
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This paper explores the connection between the conventions of the live role-based performance of Process Drama, and the mediated performance of online role-playing videogames.
Identity formation within digital/virtual environments is a dominant theme in cyberculture studies. Equally, the adoption of alternate identities through performance is a key concept in Process Drama. Both activities allow participants to become somebody else. Both deal with the identity shifts possible within imagined environments. This mutability of identity
provides a metaphor for considering the episodic nature of in-role performance and out-of-role reflection in both drama and videogames. The prevalence of this metaphor within popular culture texts suggests young peoples perceptions of performance, role and the individual are changing. Increasingly
identity maintenance is mediated through texting, screens, the Internet and multiplayer videogames.
This paper describes a reflexive qualitative analysis of the massively multiplayer online role-playing game Everquest in terms of dramatic performance and role distance, focusing on identity and learning outcomes. It provides a theoretical
connection between the conventions used in the two related educational fields of Process Drama and videogames.
Draft version. This is a preprint version of the article:
Carroll, J., & Cameron, D. (2005). Playing the game: Role distance and digital performance. Applied Theatre Researcher, 6.
Body and Embodiment: Media Extension, Disembodiment, and the CyborgElizabeth Gartley
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The document discusses concepts related to the body, embodiment, media extension, disembodiment, and the cyborg. It defines embodiment as the experience of having a body and explains it is contextual and enmeshed within culture. Media extension refers to media and technology extending human senses and faculties. Biomedia is the intersection of biology and computer science, with the body as a medium. Science fiction explores questions around embodiment, disembodiment, and blurring lines between human and machine. Disembodiment refers to divorcing mind and body through technological integration. The cyborg conceptualizes the relationship between extended bodies, media technologies, and cyberspace.
Walter Benjamin argued that mechanical reproduction frees art from ritual and tradition, threatening its authenticity. Bill Nichols agrees the original cannot be reproduced but says emancipation is limited by economics. For Benjamin, mechanical reproduction changes perception; Nichols says it invites new ways of seeing and organizing society. Nichols later discusses how cybernetic systems replace direct experience and challenge notions of self and reality, with potential for liberation or conservative control depending on their use.
This document discusses various perspectives on identity, place, belonging, time, and creativity in the digital age. It touches on themes of placelessness, detached attachments, networked knowledge, cross-pollination of ideas, omniconnectivity, alternative conceptions of time, slowing down, and DIY culture. Quotes and ideas from different authors and thinkers are presented examining topics like locality, profiles as digital self-representation, perceptions of time, and disrupting standardized time.
The Matrix is a 1999 science fiction film directed by the Wachowskis. It stars Keanu Reeves as Neo, who is told by Morpheus (Laurence Fishburne) that the world he lives in is actually a simulated reality called "the Matrix" created by sentient machines to subdue the human population. The film explores themes of simulated reality and features groundbreaking visual effects like "bullet time". It was a major commercial success and helped establish Warner Brothers as a leader in big-budget science fiction filmmaking.
This document examines self-identity in the virtual world and its implications for the real world. It discusses how in virtual worlds like Second Life, people create avatars to represent themselves and often take on different personas than their real selves. Studies show that people tend to behave according to the characteristics of their avatars. The lines between virtual and real identities are blurring as people spend more time in virtual worlds and conduct economic activities through their avatars. The document argues that from a Christian perspective, people's true identity and worth comes from being made in God's image rather than from any virtual or idealized self.
The document discusses the cyberpunk science fiction novel "Neuromancer" by William Gibson. It analyzes how the novel depicts a near-future dystopian society in a way that encourages critical self-reflection in readers. Specifically, it examines the concepts of entelechy, dialectical tension, and comic correctness in how the novel portrays the relationship between humans and advancing technology.
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This document discusses the history and nature of virtual worlds. It defines virtual worlds as artificial environments that can be experienced through various media like books, videos, and video games. Virtual worlds let people experience a sense of "being there" through spatial immersion. While initially virtual worlds were represented through visuals like cave paintings, over time representations became more literal through literature and physical through places like theme parks. Modern virtual worlds allow for more interaction and define users' identities through their roles and relationships managed by the virtual environment's operators. The document examines how virtual and physical selves intersect and how virtual worlds shape perceptions of where people feel they are located.
This document provides an in-depth summary and analysis of the 1987 science fiction novel "Antibodies" by David J. Skal. The novel explores themes of technology, disembodiment, and the relationship between humans and machines. It tells the story of a woman who joins a cult that believes the body is dispensable and seeks to fully integrate with technology. The document discusses how the novel examines issues of identity, humanity's relationship with emerging technologies, and different visions of a potential posthuman future. It also analyzes the novel's portrayal of these themes and how they relate to broader discussions in philosophy and science fiction around the topics of the body, technology, and what it means to be human.
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This document discusses how online spaces and technologies allow people to construct and explore identities. It explores role-playing games like MUDs, where users can take on different personas. The creation of avatars and multiple online identities is seen as reflecting postmodern views of identity as unstable, relative and able to be reinvented. The online world provides an immaterial space where people can feel more comfortable projecting different aspects of themselves.
Walter Benjamin argued that mechanical reproduction frees art from ritual and tradition, changing its nature and how it is perceived. Bill Nichols responds that while technology increases access, the economic system maintains control. For Benjamin, an original work's authenticity comes from its history and context, which copies lack. Nichols agrees technology cannot replicate authenticity. Benjamin saw new technologies transforming categories of perception, while Nichols examined their impact on film and the potential and limits of cybernetic systems to change society.
An introduction to - and overview of - Donna Haraway's work on Cyborgs and Monstrosity, (and the implications for contemporary and wider social theory)
Playing the game: Role distance and digital performanceeDavidCameron
油
This paper explores the connection between the conventions of the live role-based performance of Process Drama, and the mediated performance of online role-playing videogames.
Identity formation within digital/virtual environments is a dominant theme in cyberculture studies. Equally, the adoption of alternate identities through performance is a key concept in Process Drama. Both activities allow participants to become somebody else. Both deal with the identity shifts possible within imagined environments. This mutability of identity
provides a metaphor for considering the episodic nature of in-role performance and out-of-role reflection in both drama and videogames. The prevalence of this metaphor within popular culture texts suggests young peoples perceptions of performance, role and the individual are changing. Increasingly
identity maintenance is mediated through texting, screens, the Internet and multiplayer videogames.
This paper describes a reflexive qualitative analysis of the massively multiplayer online role-playing game Everquest in terms of dramatic performance and role distance, focusing on identity and learning outcomes. It provides a theoretical
connection between the conventions used in the two related educational fields of Process Drama and videogames.
Draft version. This is a preprint version of the article:
Carroll, J., & Cameron, D. (2005). Playing the game: Role distance and digital performance. Applied Theatre Researcher, 6.
Body and Embodiment: Media Extension, Disembodiment, and the CyborgElizabeth Gartley
油
The document discusses concepts related to the body, embodiment, media extension, disembodiment, and the cyborg. It defines embodiment as the experience of having a body and explains it is contextual and enmeshed within culture. Media extension refers to media and technology extending human senses and faculties. Biomedia is the intersection of biology and computer science, with the body as a medium. Science fiction explores questions around embodiment, disembodiment, and blurring lines between human and machine. Disembodiment refers to divorcing mind and body through technological integration. The cyborg conceptualizes the relationship between extended bodies, media technologies, and cyberspace.
Walter Benjamin argued that mechanical reproduction frees art from ritual and tradition, threatening its authenticity. Bill Nichols agrees the original cannot be reproduced but says emancipation is limited by economics. For Benjamin, mechanical reproduction changes perception; Nichols says it invites new ways of seeing and organizing society. Nichols later discusses how cybernetic systems replace direct experience and challenge notions of self and reality, with potential for liberation or conservative control depending on their use.
This document discusses various perspectives on identity, place, belonging, time, and creativity in the digital age. It touches on themes of placelessness, detached attachments, networked knowledge, cross-pollination of ideas, omniconnectivity, alternative conceptions of time, slowing down, and DIY culture. Quotes and ideas from different authors and thinkers are presented examining topics like locality, profiles as digital self-representation, perceptions of time, and disrupting standardized time.
The Matrix is a 1999 science fiction film directed by the Wachowskis. It stars Keanu Reeves as Neo, who is told by Morpheus (Laurence Fishburne) that the world he lives in is actually a simulated reality called "the Matrix" created by sentient machines to subdue the human population. The film explores themes of simulated reality and features groundbreaking visual effects like "bullet time". It was a major commercial success and helped establish Warner Brothers as a leader in big-budget science fiction filmmaking.
This document examines self-identity in the virtual world and its implications for the real world. It discusses how in virtual worlds like Second Life, people create avatars to represent themselves and often take on different personas than their real selves. Studies show that people tend to behave according to the characteristics of their avatars. The lines between virtual and real identities are blurring as people spend more time in virtual worlds and conduct economic activities through their avatars. The document argues that from a Christian perspective, people's true identity and worth comes from being made in God's image rather than from any virtual or idealized self.
The document discusses the cyberpunk science fiction novel "Neuromancer" by William Gibson. It analyzes how the novel depicts a near-future dystopian society in a way that encourages critical self-reflection in readers. Specifically, it examines the concepts of entelechy, dialectical tension, and comic correctness in how the novel portrays the relationship between humans and advancing technology.
To be there or not to be there that is the questionMatthias W旦lfel
油
This document discusses the history and nature of virtual worlds. It defines virtual worlds as artificial environments that can be experienced through various media like books, videos, and video games. Virtual worlds let people experience a sense of "being there" through spatial immersion. While initially virtual worlds were represented through visuals like cave paintings, over time representations became more literal through literature and physical through places like theme parks. Modern virtual worlds allow for more interaction and define users' identities through their roles and relationships managed by the virtual environment's operators. The document examines how virtual and physical selves intersect and how virtual worlds shape perceptions of where people feel they are located.
This document provides an in-depth summary and analysis of the 1987 science fiction novel "Antibodies" by David J. Skal. The novel explores themes of technology, disembodiment, and the relationship between humans and machines. It tells the story of a woman who joins a cult that believes the body is dispensable and seeks to fully integrate with technology. The document discusses how the novel examines issues of identity, humanity's relationship with emerging technologies, and different visions of a potential posthuman future. It also analyzes the novel's portrayal of these themes and how they relate to broader discussions in philosophy and science fiction around the topics of the body, technology, and what it means to be human.
The Life on the Screen (online identity)Lorena Hevia
油
This document discusses how online spaces and technologies allow people to construct and explore identities. It explores role-playing games like MUDs, where users can take on different personas. The creation of avatars and multiple online identities is seen as reflecting postmodern views of identity as unstable, relative and able to be reinvented. The online world provides an immaterial space where people can feel more comfortable projecting different aspects of themselves.
Walter Benjamin argued that mechanical reproduction frees art from ritual and tradition, changing its nature and how it is perceived. Bill Nichols responds that while technology increases access, the economic system maintains control. For Benjamin, an original work's authenticity comes from its history and context, which copies lack. Nichols agrees technology cannot replicate authenticity. Benjamin saw new technologies transforming categories of perception, while Nichols examined their impact on film and the potential and limits of cybernetic systems to change society.
An introduction to - and overview of - Donna Haraway's work on Cyborgs and Monstrosity, (and the implications for contemporary and wider social theory)
1. Landry Goodgame
Professor Christopher Pizzino
ENGL 4897
23 September 2014
The Tyranny of An Object: Technologys Dehumanization in Do Androids Dream of
Electric Sheep
In Philip K. Dicks novel Do Androids Dream of Electric Sheep?, there are many
pieces of technology that are both foreign to the reader and essential to the
environment of the novel. As defined by Darko Suvin, these differing technologies
are considered novums, or things that present a strange newness (Suvin 4) to
the reader; more than simply being novel, however, a defining characteristic of the
science fiction novum is that its novelty is totalizing in the sense that it entails a
change of the whole universe of the tale (Suvin 64). According to this qualification,
the ultimate novum in Androids is not so much any specific piece of technology, but
the power that the technology expresses, specifically the power to overshadow and
diminish humanity itself.
One of the first novel pieces of technology to which Dick introduces the
reader is the electric ersatz animal. It is through this relationship between Rick
Decker and his electric sheep that the initial expression of technologys power is
revealed. Due to the nuclear war, almost all animal species have become extinct on
earth; therefore, those who own actual live animals have gained a certain
distinguished status, proving to society that they can both afford and maintain a
genuine animal. Decker is not one of these individuals, and his hatred for his own
2. electric sheep, along with his covetousness for a real animal, is apparent from the
books beginning. Decker ponders his need for a real animal upon arriving at the
Rosen Association Building: within him an actual hatred once more manifested
itself toward his electric sheep, which he had to tend, had to care about, as if it lived.
The tyranny of an object, he thoughtit had no ability to appreciate the existence of
another (Dick 42). As defined by Decker, the tyranny of the technology is in its
lack of humanity, humanity defined as the ability to appreciate the existence of
another. However, Deckers interaction with the sheep and desire for a real animal
does not arise out of any innate emotional need such as loyalty or affection; rather,
Decker is purely concerned with using the animal to sustain an image, leading the
reader to ask whether Decker has an appreciation for the animal itself or merely its
purpose. For example, when Decker discusses the possibility of his electric sheep
breaking down, his only concern is that if anyone saw [the malfunctions]theyd
recognize it as a mechanical breakdown [and thus realize the sheep is electric]
(Dick 13). Moreover, Deckers neighbor Barbour is concerned that if others discover
his sheep is electric, theyll look down on him (Dick 13). Through both Decker and
Barbours references to an enigmatic they, the characters reveal an oppressive
societal expectation to display or create an image of humane-ness, namely through
the ownership and upkeep of an animal. If a true novum has a totalizing effect as
stated by Suvin, the novum is not the electric animal, however innovative; rather,
the novelty lies in the power of the electric animal. It is the power and influence of
the electric sheep on humans that has entail[ed] a change of the whole universe of
the tale, creating an entire new set of socioeconomic stigmas that make the human
3. characters in Androids more concerned with proving their humanity than actually
being humane. Therefore, Dick takes the novum of technologys power so far as to
diminish the human-ness of humanity, transforming a characteristically humane
desire for relationship into a sterile compliance to societal norm.
The novum of technologys power not only diminishes humanity, but also
objectifies it. As previously stated by Decker, humanity is defined by its ability to
appreciate the existence of another (Dick 42). This ability to step outside of oneself,
to cease being a completely self-serving creature, can be equated with the
empathy frequently discussed throughout the novel. Dick uses this quality to be
the distinguishing factor between humans and androids; Empathyexist[s] only
within the human condition (Dick 30, italics added). In this vein, the reader comes
upon the empathy boxa piece of technology that allows a human to enter into
the sacred experience of fusing with Mercer, along with countless others, and in
doing so practicing empathy to the utmost degree. However, both irony and
foreshadowing resonate in the technologys name of empathy box. Empathy, the
ability to step outside the boundaries of self and into the experience of another, is
confined within the strict constraints of a box; indeed, the reader sees little to no
actual empathy being expressed between the humans of Androids. Moreover, the
religion of Mercerism is ultimately proven to be a shamthe religions leader,
Wilbur Mercer, is merely a second-rate actor; the environment in which fusion
takes place is an array of cheaply-made sets. No matter how novel the idea of a
technologically driven religion, the true novelty lies in the power the empathy box
has to convince countless humans of the verity of a completely fraudulent
4. experience. If Mercerism is false, the entire experience is self-manufactured from
the psyches of its participants; therefore, in Androids, technology proves itself to be
influential enough to force humans to draw inwardthe opposite of acting
empatheticallyand fuse with the artificial in pursuit of a manufactured and
ultimately meaningless experience. Empathy is no longer a real human
characteristic, but an ineffectual and inhuman objecta box.
Here lies the significance of Dicks novel: through Androids, we see a human
race that has become so invested in making the artificial appear real that the
practice has turned in on itself; the real becomes artificial; the human becomes
inhuman. In such a poignant display of a world in which differences between
humans and robots boil down to nearly undetectable trivialities, Dick challenges the
reader to ask: Is there is any characteristic at all that can be exclusively human?
5. Works Cited
Dick, Philip K. Do Androids Dream of Electric Sheep? 1968. New York: Del Rey, 1996.
Print.
Suvin, Darko. Metamorphoses of Science Fiction: On the Poetics and History of a
Literary Genre. New Haven: Yale UP, 1979. Print.