Get An introduction to cybercultures PDF

By David Bell

ISBN-10: 020319232X

ISBN-13: 9780203192320

ISBN-10: 041524658X

ISBN-13: 9780415246583

ISBN-10: 0415246598

ISBN-13: 9780415246590

An advent to Cybercultures presents an obtainable consultant to the most important varieties, practices and meanings of this rapidly-growing box. From the evolution of and software program to the emergence of cyberpunk movie and fiction, David Bell introduces readers to the major points of cyberculture, together with electronic mail, the net, electronic imaging applied sciences, computing device video games and electronic lighting tricks. every one bankruptcy includes "hot hyperlinks" to key articles in its significant other quantity, The Cybercultures Reader, feedback for extra examining, and information of correct websites.
Individual chapters examine:
• Cybercultures: an introduction
• Storying cyberspace
• Cultural stories in our on-line world
• group and cyberculture
• Identities in cyberculture
• our bodies in cyberculture
• Cybersubcultures
• discovering cybercultures

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What’s important about it for us is that he adds readers in his project on cyberpunk fiction, rather than relying solely on textual analysis. While the readers he talked to often found Gibson’s descriptions of cyberspace ‘vague’, they fleshed this vagueness out by referring to their own experiences of information technology. In light of this, Kneale’s interest is in ‘the intersection of . . writing technologies and virtual technologies’ (206) – how readers rewire Gibsonian cyberspace into Barlovian cyberspace, by adding in their contact with ‘the really existing matrix’.

Larry McCaffery concurs, noting the writers’ simultaneous embeddedness in popular culture and technoculture: The cyberpunks were the first generation of artists for whom the technologies of satellite dishes, video and audio players and recorders, computers and video games (both of particular importance), digital watches, and MTV were not exoticisms, but part of a daily ‘reality matrix’. They 24 MATERIAL AND SYMBOLIC STORIES 11111 2 3 4 5 6 7 8 9 10111 1 2 3 4 15111 6 7 8 9 20111 1 2 3 4 5 6 7 8 9 30111 1 2 3 4 5 6 7 8 9 40111 1 2 311 were also the first generation of writers .

We now need to ask some further questions, about what we might call networked aesthetics – how has the Internet brought about a restyling of the HCI? As we saw when telling symbolic tales, the ‘matrix’ imagined in cyberspace brings with it all kinds of imaginary images, of cities of data and so on. How have these impacted on and intermingled with the form and style of websites, network interfaces and so on? At the level of aesthetics, are we getting the cyberspace we imagine? Cubitt’s got an interesting point about the impact of networking, which he equates with the disappearance of the computer: 42 EXPERIENTIAL STORIES 11111 2 3 4 5 6 7 8 9 10111 1 2 3 4 15111 6 7 8 9 20111 1 2 3 4 5 6 7 8 9 30111 1 2 3 4 5 6 7 8 9 40111 1 2 311 The machines themselves have been urged into a background, their networks eliminating the sense that each terminal is a stand-alone device.

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An introduction to cybercultures by David Bell


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