Humanity in Cybernetic Environments

Humanity in Cybernetic Environments
Edited by Daniel Riha

ISBN:  978-1-904710-71-4

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Daniel Riha

PART I:   Technology-Governance-Gender & Distance
Surveillance Narratives: From Lack to Overload
Kristin Veel

Technology, Environment, the Masculine and the Feminine in Distance Cultures
Oksana Cheypesh

PART II: Time and Place
Memonautica: Online Representations Of The Yugoslav Past
Martin Pogačar

PART III: Avatars-Bodies and Identity
Practical Identity in Cyberspace
Mark Grover

The Interpolated Cyborg: Theorising The Avatar in Haunting  Ground
Ewan Kirkland

The Baroque Body: A Social Commentary on the Role of Body Modification in Scott Westerfeld´s Uglies Trilogy
Kristi N. Scott and M. Heather Dragoo

PART IV: Merger and Embodiment
Cyborg Art as a Critical Sphere of Inquiry into Increasing Corporeal Human-Technology Merger
Elizabeth Borst

Interactive Dance: The Merger of Media Technologies and the Dancing Body
Zeynep Gündüz

PART V: Critical Philosophies
Consciousness, Embodiment, and Communication: Nietzsche’s Bioinformatics
Daniel White

Technoscientific Schizophrenia vs. Technoscientific Paranoia: Subsumption in he Schizoid Double Pull
Tamar Sharon

PART VI: The Literature of Cyberspace
Gender Resistance: Interrogating the Punk in Cyberpunk
Katherine Harrison

Cyber-Shamanism as a Theory of Simulacra in Ygdrasil, a Novel by Jorge Baradit
Juan Ignacio Munoz

When Differences become Unimportant: Casshern and the True Social of Cyberpunk
Maria Poulaki

PART VII: Robots-Cyborgs and Replicants
Beholding the Uncanny: Replicants, Cyborgs and Clones in Science Fiction
Michael J. Klein

My Self, My Avatar, My Rights: Rights of Avatar Identity and Integrity in Virtual Worlds
David Lindsay, Melissa de Zwart and Francesca Collins

What does a Scanner see? Techno-Fascination and Unreliability in the Mind-Game Film
Laura Schuster

PART VIII: Education-Science and Game Design
Creating the Digital Sandbox: Implications of Spatial Construction in Cyberspace
Alex DiGiacinto

Social Sciences as Multimedia Games
Peter Ludes

Game Design Technology as a Tool for Research and Education in Cultural History
Daniel Riha

PART IX: Character-Community & Anthropology
Shared Space: Seeking Real Insights From Virtual Friendships
Jordan J. Copeland

A Phenomenological Analysis of Social Networking
Leighton Evans

Cyber-Communities in Their Quest for Free Culture: User-Generated Portals in the in the Anthropological Perspective
Anna Maj and Michal Derda-Nowakowski

Character as Virtual Reality Experiment in Identity
Lynda Williams