Cyborgization and Virtual Worlds

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Author :
Publisher : Mnemoclave
ISBN 13 : 1944373195
Total Pages : 38 pages
Book Rating : 4.9/5 (443 download)

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Book Synopsis Cyborgization and Virtual Worlds by : Matthew E. Gladden

Download or read book Cyborgization and Virtual Worlds written by Matthew E. Gladden and published by Mnemoclave. This book was released on 2017-09-05 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Cyborg

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Author :
Publisher :
ISBN 13 :
Total Pages : 312 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Cyborg by : Steve Mann

Download or read book Cyborg written by Steve Mann and published by . This book was released on 2001 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Steve Mann is a cyborg. He sees the entire world, including himself, through a video lens--the WearComp system. He can control what he sees, liberating his imaginative space from the visual stimuli-billboards and flashing neon signs--that threaten to overwhelm us. While recognizing the danger that human beings could be controlled by technology and the corporations that produce it for profit, Mann is also fascinated by the vast possibilities presented by the wearable computer"--Back cover

Automation and Utopia

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Author :
Publisher : Harvard University Press
ISBN 13 : 0674984242
Total Pages : 337 pages
Book Rating : 4.6/5 (749 download)

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Book Synopsis Automation and Utopia by : John Danaher

Download or read book Automation and Utopia written by John Danaher and published by Harvard University Press. This book was released on 2019-09-24 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Automating technologies threaten to usher in a workless future. But this can be a good thing—if we play our cards right. Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.

How We Became Posthuman

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Author :
Publisher : University of Chicago Press
ISBN 13 : 0226321398
Total Pages : 364 pages
Book Rating : 4.2/5 (263 download)

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Book Synopsis How We Became Posthuman by : N. Katherine Hayles

Download or read book How We Became Posthuman written by N. Katherine Hayles and published by University of Chicago Press. This book was released on 2008-05-15 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

Virtual Kombat (3) – Cyborg

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Author :
Publisher : HarperCollins UK
ISBN 13 : 1781129924
Total Pages : 94 pages
Book Rating : 4.7/5 (811 download)

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Book Synopsis Virtual Kombat (3) – Cyborg by : Chris Bradford

Download or read book Virtual Kombat (3) – Cyborg written by Chris Bradford and published by HarperCollins UK. This book was released on 2020-09-01 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt: As game becomes reality, can Scott save his world in time? The heart-pounding finale to the Virtual Kombat series.

Interface Fantasy

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Publisher : MIT Press
ISBN 13 : 0262266490
Total Pages : 185 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Interface Fantasy by : Andre Nusselder

Download or read book Interface Fantasy written by Andre Nusselder and published by MIT Press. This book was released on 2009-09-11 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.

International Handbook of Virtual Learning Environments

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1402038038
Total Pages : 1611 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis International Handbook of Virtual Learning Environments by : Joel Weiss

Download or read book International Handbook of Virtual Learning Environments written by Joel Weiss and published by Springer Science & Business Media. This book was released on 2007-11-24 with total page 1611 pages. Available in PDF, EPUB and Kindle. Book excerpt: The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.

Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics

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Author :
Publisher : IGI Global
ISBN 13 : 1799892336
Total Pages : 352 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics by : Greguric, Ivana

Download or read book Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics written by Greguric, Ivana and published by IGI Global. This book was released on 2021-10-22 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are currently living in an age of scientific humanism. Cyborgs, robots, avatars, and bio-technologically created beings are new entities that exist alongside biological human beings. As with many emerging technologies, many people will find the concept foreign and frightening. There is a strong possibility that these entities will be mistreated. Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics discusses the ethics of human cyborgization as well as emerging technologies of robots and avatars that exhibit human-like qualities. The chapters build a strong case for the necessity of cyborg ethics and protocols for preserving the vitality of life within an ever-advancing technological society. Covering topics such as cyborg hacking, historical reality, and naturalism, this book is a dynamic resource for scientists, ethicists, cyber behavior professionals, students and professors of both technological and philosophical studies, faculty of higher education, philosophers, AI engineers, healthcare professionals, researchers, and academicians.

The Cyborg Subject

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Publisher : Springer
ISBN 13 : 1137584491
Total Pages : 247 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis The Cyborg Subject by : Garfield Benjamin

Download or read book The Cyborg Subject written by Garfield Benjamin and published by Springer. This book was released on 2016-06-25 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book outlines a new conception of the cyborg in terms of consciousness as the parallax gap between physical and digital worlds. The contemporary subject constructs its own internal reality in the interplay of the Virtual and the Real. Reinterpreting the work of Slavoj Žižek and Gilles Deleuze in terms of the psychological and ontological construction of the digital, alongside the philosophy of quantum physics, this book offers a challenge to materialist perspectives in the fluid cyberspace that is ever permeating our lives. The inclusion of the subject in its own epistemological framework establishes a model for an engaged spectatorship of reality. Through the analysis of online media, digital art, avatars, computer games and science fiction, a new model of cyborg culture reveals the opportunities for critical and creative interventions in the contemporary subjective experience, promoting an awareness of the parallax position we all occupy between physical and digital worlds.

Virtual Futures

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Publisher : Routledge
ISBN 13 : 1134784597
Total Pages : 142 pages
Book Rating : 4.1/5 (347 download)

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Book Synopsis Virtual Futures by : Joan Broadhurst Dixon

Download or read book Virtual Futures written by Joan Broadhurst Dixon and published by Routledge. This book was released on 2005-07-20 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Futures explores the ideas that the future lies in its ability to articulate the consequences of an increasingly synthetic and virtual world. New technologies like cyberspace, the internet, and Chaos theory are often discussed in the context of technology and its potential to liberate or in terms of technophobia. This collection examines both these ideas while also charting a new and controversial route through contemporary discourses on technology; a path that discusses the material evolution and the erotic relation between humans and machines. Virtual Futures brings together diverse fields such as cyberfeminism, materialist philosophy, postmodern fiction, computing culture and performance art, with essays by Sadie Plant, Stelarc and Manuel de Landa (to name a few). The collection heralds the death of humanism and the ride of posthuman pragmatism. The contested zone of debate throughout these essays is the notion of the posthuman, or the possibility of the cyborg as the free human. Viewed by some writers as a threat to human life and humanism itself, others in the collection describe the posthuman as a critical perspective that anticipates the next step in evolution: the integration or synthesis of humans and machines, organic life and technology. This view of technology and information is heavily influenced by Anglo American literature, especially cyberpunk, Pynchon and Ballard, as well as the materialist philosophies of Freud, Deleuze, and Haraway, Virtual Futures provides analyses by both established theorists and the most innovative new voices working in conjunction between the arts and contemporary technology.

A Play of Bodies

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Author :
Publisher : MIT Press
ISBN 13 : 0262345447
Total Pages : 249 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis A Play of Bodies by : Brendan Keogh

Download or read book A Play of Bodies written by Brendan Keogh and published by MIT Press. This book was released on 2018-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

The Oxford Handbook of Feminist Theory

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Publisher : Oxford University Press
ISBN 13 : 0190623616
Total Pages : 1088 pages
Book Rating : 4.1/5 (96 download)

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Book Synopsis The Oxford Handbook of Feminist Theory by : Lisa Disch

Download or read book The Oxford Handbook of Feminist Theory written by Lisa Disch and published by Oxford University Press. This book was released on 2018-02-01 with total page 1088 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Oxford Handbook of Feminist Theory provides a rich overview of the analytical frameworks and theoretical concepts that feminist theorists have developed to analyze the known world. Featuring leading feminist theorists from diverse regions of the globe, this collection delves into forty-nine subject areas, demonstrating the complexity of feminist challenges to established knowledge, while also engaging areas of contestation within feminist theory. Demonstrating the interdisciplinary nature of feminist theory, the chapters offer innovative analyses of topics central to social and political science, cultural studies and humanities, discourses associated with medicine and science, and issues in contemporary critical theory that have been transformed through feminist theorization. The handbook identifies limitations of key epistemic assumptions that inform traditional scholarship and shows how theorizing from women's and men's lives has profound effects on the conceptualization of central categories, whether the field of analysis is aesthetics, biology, cultural studies, development, economics, film studies, health, history, literature, politics, religion, science studies, sexualities, violence, or war.

Novacene

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Publisher : MIT Press
ISBN 13 : 0262539519
Total Pages : 155 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Novacene by : James Lovelock

Download or read book Novacene written by James Lovelock and published by MIT Press. This book was released on 2020-11-10 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating new study from the originator of the Gaia Theory, “who conceived the first wholly new way of looking at life on earth since Charles Darwin” (Independent) One of the world’s leading scientific thinkers offers a vision of a future epoch in which humans and artificial intelligence unite to save the Earth. James Lovelock, creator of the Gaia hypothesis and the greatest environmental thinker of our time, has produced an astounding new theory about future of life on Earth. He argues that the Anthropocene—the age in which humans acquired planetary-scale technologies—is, after 300 years, coming to an end. A new age—the Novacene—has already begun. In the Novacene, new beings will emerge from existing artificial intelligence systems. They will think 10,000 times faster than we do and they will regard us as we now regard plants. But this will not be the cruel, violent machine takeover of the planet imagined by science fiction. These hyperintelligent beings will be as dependent on the health of the planet as we are. They will need the planetary cooling system of Gaia to defend them from the increasing heat of the sun as much as we do. And Gaia depends on organic life. We will be partners in this project. It is crucial, Lovelock argues, that the intelligence of Earth survives and prospers. He does not think there are intelligent aliens, so we are the only beings capable of understanding the cosmos. Perhaps, he speculates, the Novacene could even be the beginning of a process that will finally lead to intelligence suffusing the entire cosmos. At the age of 100, James Lovelock has produced the most important and compelling work of his life.

Communication in the Age of Virtual Reality

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Publisher : Routledge
ISBN 13 : 1135693579
Total Pages : 402 pages
Book Rating : 4.1/5 (356 download)

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Book Synopsis Communication in the Age of Virtual Reality by : Frank Biocca

Download or read book Communication in the Age of Virtual Reality written by Frank Biocca and published by Routledge. This book was released on 2013-02-01 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?

Player and Avatar

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Publisher : McFarland
ISBN 13 : 1476667195
Total Pages : 239 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Player and Avatar by : David Owen

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-07-03 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Cyborg Mind

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Author :
Publisher : Berghahn Books
ISBN 13 : 178920111X
Total Pages : 262 pages
Book Rating : 4.7/5 (892 download)

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Book Synopsis Cyborg Mind by : Calum MacKellar

Download or read book Cyborg Mind written by Calum MacKellar and published by Berghahn Books. This book was released on 2019-04-09 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the development of new direct interfaces between the human brain and computer systems, the time has come for an in-depth ethical examination of the way these neuronal interfaces may support an interaction between the mind and cyberspace. In so doing, this book does not hesitate to blend disciplines including neurobiology, philosophy, anthropology and politics. It also invites society, as a whole, to seek a path in the use of these interfaces enabling humanity to prosper while avoiding the relevant risks. As such, the volume is the first extensive study in cyberneuroethics, a subject matter which is certain to have a significant impact in the 21st century and beyond.

Modified: Living as a Cyborg

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1351107828
Total Pages : 331 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis Modified: Living as a Cyborg by : Chris Hables Gray

Download or read book Modified: Living as a Cyborg written by Chris Hables Gray and published by Taylor & Francis. This book was released on 2020-10-07 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.