Author: Chris Hables Gray
Publisher: Routledge
ISBN: 1135221928
Category : Computers
Languages : en
Pages : 264
Book Description
The creator of the cult classic Cyborg Handbook, Chris Hables Gray, now offers the first guide to ""posthuman"" politics, framing the key issues that could threaten or brighten our technological future.
Cyborg Citizen
Scrappers
Author: Robert A. Faust
Publisher: Bloomsbury Publishing
ISBN: 1472819276
Category : Games & Activities
Languages : en
Pages : 154
Book Description
More than 150 years have passed since the apocalypse that nearly destroyed the Earth. Today, the planet is a torn remnant of its former glory, ravaged by nuclear fallout and mutagens. New lifeforms – Mutants and Synthetics – challenge True Humanity for dominance, while warring factions compete for survival and supremacy, and all must carve out their place in this brutal landscape, or else perish as billions before them. Scrappers is a skirmish miniatures game set in the wastelands, where players assemble Scrapper Crews and send them out to scavenge scraps of Ancient technology and battle rival factions. Explorers, cultists and raiders clash with mutated creatures, robotic soldiers and embittered True Humans in this wargame of salvage and survival in the ruins of the future.
Publisher: Bloomsbury Publishing
ISBN: 1472819276
Category : Games & Activities
Languages : en
Pages : 154
Book Description
More than 150 years have passed since the apocalypse that nearly destroyed the Earth. Today, the planet is a torn remnant of its former glory, ravaged by nuclear fallout and mutagens. New lifeforms – Mutants and Synthetics – challenge True Humanity for dominance, while warring factions compete for survival and supremacy, and all must carve out their place in this brutal landscape, or else perish as billions before them. Scrappers is a skirmish miniatures game set in the wastelands, where players assemble Scrapper Crews and send them out to scavenge scraps of Ancient technology and battle rival factions. Explorers, cultists and raiders clash with mutated creatures, robotic soldiers and embittered True Humans in this wargame of salvage and survival in the ruins of the future.
New York Magazine
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 156
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Publisher:
ISBN:
Category :
Languages : en
Pages : 156
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Cyborgization and Virtual Worlds
Author: Matthew E. Gladden
Publisher: Mnemoclave
ISBN: 1944373195
Category : Games & Activities
Languages : en
Pages : 38
Book Description
Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.
Publisher: Mnemoclave
ISBN: 1944373195
Category : Games & Activities
Languages : en
Pages : 38
Book Description
Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.
Robot Ecology and the Science Fiction Film
Author: J. P. Telotte
Publisher: Routledge
ISBN: 1317233018
Category : Performing Arts
Languages : en
Pages : 120
Book Description
This book offers the first specific application in film studies of what is generally known as ecology theory, shifting attention from history to the (in this case media) environment. It takes the robot as its subject because it has attained a status that resonates not only with some of the key concerns of contemporary culture over the last century, but also with the very nature of film. While the robot has given us a vehicle for exploring issues of gender, race, and a variety of forms of otherness, and increasingly for asking questions about the very nature and meaning of life, this image of an artificial being, typically anthropomorphic, also invariably implicates the cinema’s own and quite fundamental artificing of the human. Looking across genres, across specific media forms, and across closely linked conceptualizations, Telotte sketches a context of interwoven influences and meanings. The result is that this study of the cinematic robot, while mainly focused on science fiction film, also incorporates its appearance in, for example, musicals, cartoons, television, advertising, toys, and literature.
Publisher: Routledge
ISBN: 1317233018
Category : Performing Arts
Languages : en
Pages : 120
Book Description
This book offers the first specific application in film studies of what is generally known as ecology theory, shifting attention from history to the (in this case media) environment. It takes the robot as its subject because it has attained a status that resonates not only with some of the key concerns of contemporary culture over the last century, but also with the very nature of film. While the robot has given us a vehicle for exploring issues of gender, race, and a variety of forms of otherness, and increasingly for asking questions about the very nature and meaning of life, this image of an artificial being, typically anthropomorphic, also invariably implicates the cinema’s own and quite fundamental artificing of the human. Looking across genres, across specific media forms, and across closely linked conceptualizations, Telotte sketches a context of interwoven influences and meanings. The result is that this study of the cinematic robot, while mainly focused on science fiction film, also incorporates its appearance in, for example, musicals, cartoons, television, advertising, toys, and literature.
New York Magazine
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 188
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Publisher:
ISBN:
Category :
Languages : en
Pages : 188
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
The Uncanny
Author: Bruce Grenville
Publisher: arsenal pulp press
ISBN: 9781551521169
Category : Art
Languages : en
Pages : 294
Book Description
The Uncanny: Experiments in Cyborg Culture documents the image of the cyborg in all its imaginative guises. The title is from a 1919 essay by Sigmund Freud, which describes "the uncanny" as that which is familiar and strange at the same time.
Publisher: arsenal pulp press
ISBN: 9781551521169
Category : Art
Languages : en
Pages : 294
Book Description
The Uncanny: Experiments in Cyborg Culture documents the image of the cyborg in all its imaginative guises. The title is from a 1919 essay by Sigmund Freud, which describes "the uncanny" as that which is familiar and strange at the same time.
Robots
Author: Rebecca Stefoff
Publisher: Marshall Cavendish
ISBN: 9780761426011
Category : Juvenile Nonfiction
Languages : en
Pages : 150
Book Description
Provides a brief history of robotics, describes tasks for which robots are useful, and suggests future development.
Publisher: Marshall Cavendish
ISBN: 9780761426011
Category : Juvenile Nonfiction
Languages : en
Pages : 150
Book Description
Provides a brief history of robotics, describes tasks for which robots are useful, and suggests future development.
Modified: Living as a Cyborg
Author: Chris Hables Gray
Publisher: Taylor & Francis
ISBN: 1351107828
Category : Computers
Languages : en
Pages : 331
Book Description
Building off the highly successful The Cyborg Handbook, this new collection of essays, interviews, and creative pieces brings together a set of compelling personal accounts about what it means to live as a cyborg in the twenty-first century. Human integration with complex technologies goes back to clothes, cooking, and language, but has accelerated incredibly in the last few centuries, with interest spreading among scientists, coders, people with sophisticated implants, theorists, and artists. This collection includes some of the most articulate of these voices from over 25 countries, including Donna Haraway, Stelarc, Natasha Vita-More, Steve Mann, Amber Case, Michael Chorost, Moon Ribas, Kevin Warwick, Sandy Stone, Dion Farquhar, Angeliki Malakasioti, Elif Ayiter, Heesang Lee, Angel Gordo, and others. Addressing topics including race, gender, sexuality, class, conflict, capitalism, climate change, disability and beyond, this collection also explores the differences between robots, androids, cyborgs, hybrids, post-, trans-, and techno-humans, offering readers a critical vocabulary for understanding and discussing the cyborgification of culture and everyday life. Compelling, interdisciplinary, and international, the book is a perfect primer for students, researchers, and teachers of cyberculture, media and cultural theory, and science fiction studies, as well as anyone interested in the intersections between human and machine.
Publisher: Taylor & Francis
ISBN: 1351107828
Category : Computers
Languages : en
Pages : 331
Book Description
Building off the highly successful The Cyborg Handbook, this new collection of essays, interviews, and creative pieces brings together a set of compelling personal accounts about what it means to live as a cyborg in the twenty-first century. Human integration with complex technologies goes back to clothes, cooking, and language, but has accelerated incredibly in the last few centuries, with interest spreading among scientists, coders, people with sophisticated implants, theorists, and artists. This collection includes some of the most articulate of these voices from over 25 countries, including Donna Haraway, Stelarc, Natasha Vita-More, Steve Mann, Amber Case, Michael Chorost, Moon Ribas, Kevin Warwick, Sandy Stone, Dion Farquhar, Angeliki Malakasioti, Elif Ayiter, Heesang Lee, Angel Gordo, and others. Addressing topics including race, gender, sexuality, class, conflict, capitalism, climate change, disability and beyond, this collection also explores the differences between robots, androids, cyborgs, hybrids, post-, trans-, and techno-humans, offering readers a critical vocabulary for understanding and discussing the cyborgification of culture and everyday life. Compelling, interdisciplinary, and international, the book is a perfect primer for students, researchers, and teachers of cyberculture, media and cultural theory, and science fiction studies, as well as anyone interested in the intersections between human and machine.
10xDNA – Mindset for a thriving Future
Author: Frank Thelen
Publisher: Frank Thelen
ISBN: 3982176433
Category : Business & Economics
Languages : en
Pages : 344
Book Description
Digitalization was just the beginning, the biggest revolution for mankind starts now Flying cars, autonomous driving, 3D-printed houses and lab-grown meat - what sounds like a science fiction movie, is already a reality. We are on the verge of a new age. Building upon digitalization, technologies like artificial intelligence, 5G, robotics, quantum computing and synthetic biology will bring profound changes to the world we know today. The impact on our everyday lives and our economy will be immense. The Internet-Era alone created companies worth over 7 trillion dollars - but only the US and China reaped the benefits. The upcoming era of exponential progress offers many new opportunities. Europe needs a mindset shift, a unique 10xDNA to take advantage of these prospects. 10xDNA will inform and inspire those who wish to understand how our world will change in the next decade. Instead of fearing the unknown, we should embrace the opportunities to build a strong, fair and diverse Europe. Are you ready to unleash your 10xFuture?
Publisher: Frank Thelen
ISBN: 3982176433
Category : Business & Economics
Languages : en
Pages : 344
Book Description
Digitalization was just the beginning, the biggest revolution for mankind starts now Flying cars, autonomous driving, 3D-printed houses and lab-grown meat - what sounds like a science fiction movie, is already a reality. We are on the verge of a new age. Building upon digitalization, technologies like artificial intelligence, 5G, robotics, quantum computing and synthetic biology will bring profound changes to the world we know today. The impact on our everyday lives and our economy will be immense. The Internet-Era alone created companies worth over 7 trillion dollars - but only the US and China reaped the benefits. The upcoming era of exponential progress offers many new opportunities. Europe needs a mindset shift, a unique 10xDNA to take advantage of these prospects. 10xDNA will inform and inspire those who wish to understand how our world will change in the next decade. Instead of fearing the unknown, we should embrace the opportunities to build a strong, fair and diverse Europe. Are you ready to unleash your 10xFuture?