Cyberpop


Book Description

Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA,The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (TombRaider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.




Superheroes and Excess


Book Description

Finding the superhero genre in need of further investigation from philosophical standpoints that value excess as a creative drive, rather than denigrate it as a problem to be resolved, this book opens up discussions that highlight different approaches to ‘the creative excess of being’ as expressed through the genre. While superheroes are an everyday, culturally dominant phenomena, philosophical methods and investigations have a reputation for lofty superiority. Across 13 chapters, this book facilitates a collision between the superhero genre and the discipline of philosophy, resulting in a voyage of exploration where each illuminates the other. The contributions in this book range from new voices to recognized scholars, offering superhero studies a set of critical interventions that are unusual, conceptually diverse, theoretically grounded and varied in practice. These chapters consider ‘excessive’ traits of superheroes against schools of thought that have attempted to conceptualize and understand excess by analysing texts and figures across a variety of mediums, such as The Fantastic Four, Captain America, The Vision, Logan, Black Panther and Super Hero Girls. With its unique approach to the superhero genre, this book will be an invaluable read for students and scholars working on comic studies, transmedia studies, cultural studies, popular culture and superhero studies.




Cyberfigurations


Book Description




Cyberpop


Book Description

Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.




Compendium of Innovative E-government Practices


Book Description

"The main objective of developing the UN/DESA Compendium of Innovative E-government Practices as an ongoing project is to create a venue for promoting innovative e-government solutions, services and products developed and yet to be developed by governments. The Compendium also enables South- South and North-South information-sharing of their respective experiences and innovative practices. In both cases, the focus is on hastening innovation and creating public value for the citizenry."--Provided by publisher.




Joke-Performance in Africa


Book Description

Jokes have always been part of African culture, but never have they been so blended with the strains and gains of the contemporary African world as today. Joke-Performance in Africa describes and analyses the diverse aesthetics, forms, and media of jokes and their performance and shows how African jokes embody the anxieties of the time and space in which they are enacted. The book considers the pervasive phenomenon of jokes and their performance across Africa in such forms as local jests, street jokes, cartoons, mchongoano, ewhe-eje, stand-up comedy, internet sex jokes, and ‘comicast’ transmitted via modern technology media such as the TV, CDs, DVDs, the internet platforms of YouTube, Facebook, and other social arenas, as well as live performances. Countries represented are Egypt, Kenya, Malawi, Morocco, Nigeria, and Zambia, covering the North, West, East and Southern Africa. The book explores the description of the joke form from various perspectives, ranging from critical discourse analysis, interviews, humour theories, psychoanalysis, the postcolony and technauriture, to the interactive dramaturgy of joke-performances, irrespective of media and modes of performance. Containing insightful contributions from leading African scholars, the book acquaints readers with detailed descriptions of the diverse aesthetics of contemporary African jokes, thereby contributing to the current understanding of joke-performance in Africa. It will appeal to students and scholars of African studies, popular culture, theatre, performance studies and literary studies.




SEAFLOOR OBSERVATORIES


Book Description

The oceans cover 70% of the terrestrial surface, and exert a pervasive influence on the Earth's environment but their nature is poorly recognized. Knowing the ocean's role deeply and understanding the complex, physical, biological, chemical and geological systems operating within it represent a major challenge to scientists today. Seafloor observatories offer scientists new opportunites to study multiple, interrelated natural phenomena over time scales ranging from seconds to decades, from episodic to global and long-term processes. Seafloor Observatories poses the important and apparently simple question, "How can continuous and reliable monitoring at the seafloor by means of Seafloor Observatories extend exploration and improve knowledge of our planet?" The book leads the reader through: the present scientific challenges to be addressed with seafloor observatories the technical solutions for their architecture an excursus on worldwide ongoing projects and programmes some relevant scientific multidisciplinary results and a presentation of new and interesting long-term perspectives for the coming years. Current results will yield significant improvements and exert a strong impact not only on our present knowledge of our planet but also on human evolution.




African Media Cultures


Book Description




The Routledge Handbook of CoFuturisms


Book Description

The Routledge Handbook of CoFuturisms delivers a new, inclusive examination of science fiction, from close analyses of single texts to large-scale movements, providing readers with decolonized models of the future, including print, media, race, gender, and social justice. This comprehensive overview of the field explores representations of possible futures arising from non-Western cultures and ethnic histories that disrupt the “imperial gaze”. In four parts, The Routledge Handbook of CoFuturisms considers the look of futures from the margins, foregrounding the issues of Indigenous groups, racial, ethnic, religious, and sexual minorities, and any people whose stakes in the global order of envisioning futures are generally constrained due to the mechanics of our contemporary world. The book extends current discussions in the area, looking at cutting-edge developments in the discipline of science fiction and diverse futurisms as a whole. Offering a dynamic mix of approaches and expansive perspectives, this volume will appeal to academics and researchers seeking to orient their own interventions into broader contexts.




The Handbook of Visual Culture


Book Description

Visual culture has become one of the most dynamic fields of scholarship, a reflection of how the study of human culture increasingly requires distinctively visual ways of thinking and methods of analysis. Bringing together leading international scholars to assess all aspects of visual culture, the Handbook aims to provide a comprehensive and authoritative overview of the subject. The Handbook embraces the extraordinary range of disciplines which now engage in the study of the visual - film and photography, television, fashion, visual arts, digital media, geography, philosophy, architecture, material culture, sociology, cultural studies and art history. Throughout, the Handbook is responsive to the cross-disciplinary nature of many of the key questions raised in visual culture around digitization, globalization, cyberculture, surveillance, spectacle, and the role of art. The Handbook guides readers new to the area, as well as experienced researchers, into the topics, issues and questions that have emerged in the study of visual culture since the start of the new millennium, conveying the boldness, excitement and vitality of the subject.