語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Cyberfigurations: Constructing cyber...
~
Matrix, Sidney Eve.
FindBook
Google Book
Amazon
博客來
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media./
作者:
Matrix, Sidney Eve.
面頁冊數:
286 p.
附註:
Co-Advisers: Naomi Scheman; John Mowitt.
Contained By:
Dissertation Abstracts International63-12A.
標題:
Cinema. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3076326
ISBN:
0493967028
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
Matrix, Sidney Eve.
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
- 286 p.
Co-Advisers: Naomi Scheman; John Mowitt.
Thesis (Ph.D.)--University of Minnesota, 2003.
This dissertation is an analysis of cyberculture and its popular cultural productions or <italic>cyberfigurations</italic>. 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 (<italic>GATTACA, The Matrix</italic>), popular literature (William Gibson's <italic> Neuromancer</italic>, Scott Westerfeld's <italic>Polymorph</italic>), advertising for digital products and services (Apple Computer's “1984/McIntosh” campaign, AT&T's “mLife” campaign), and 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 (<italic>Tomb Raider</italic>). Each close reading illustrates the ways in which cyberfigurations operate to invent representations of digital lifestyles and identities, encourage participation in digital capitalism and commodity cyberculture, fetishize computers and communication technologies, and celebrate a “high tech” aesthetic. At the same time, it is suggested that cyberfigurations are in an inherently ambiguous and shifting relationship to the status quo, which they reflect, reify, reproduce, but at the same time revise, upgrade and challenge. It is argued that cyberfigurations oftentimes function as forms of social criticism, creatively inspiring users, audiences, or players to <italic>think different</italic> [sic] about the technofuture and the digitalization of everyday life. To analyze and appreciate the ambiguity, irony, and paradox inherent in cyberfigurations, a <italic> cyberpoetic</italic> methodology is introduced for the study of new media forms, which reflects the author's positionality as implicated in, critical of, and fascinated by cyberculture's popular media.
ISBN: 0493967028Subjects--Topical Terms:
854529
Cinema.
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
LDR
:03141nam 2200301 a 45
001
937281
005
20110511
008
110511s2003 eng d
020
$a
0493967028
035
$a
(UnM)AAI3076326
035
$a
AAI3076326
040
$a
UnM
$c
UnM
100
1
$a
Matrix, Sidney Eve.
$3
785894
245
1 0
$a
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
300
$a
286 p.
500
$a
Co-Advisers: Naomi Scheman; John Mowitt.
500
$a
Source: Dissertation Abstracts International, Volume: 63-12, Section: A, page: 4502.
502
$a
Thesis (Ph.D.)--University of Minnesota, 2003.
520
$a
This dissertation is an analysis of cyberculture and its popular cultural productions or <italic>cyberfigurations</italic>. 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 (<italic>GATTACA, The Matrix</italic>), popular literature (William Gibson's <italic> Neuromancer</italic>, Scott Westerfeld's <italic>Polymorph</italic>), advertising for digital products and services (Apple Computer's “1984/McIntosh” campaign, AT&T's “mLife” campaign), and 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 (<italic>Tomb Raider</italic>). Each close reading illustrates the ways in which cyberfigurations operate to invent representations of digital lifestyles and identities, encourage participation in digital capitalism and commodity cyberculture, fetishize computers and communication technologies, and celebrate a “high tech” aesthetic. At the same time, it is suggested that cyberfigurations are in an inherently ambiguous and shifting relationship to the status quo, which they reflect, reify, reproduce, but at the same time revise, upgrade and challenge. It is argued that cyberfigurations oftentimes function as forms of social criticism, creatively inspiring users, audiences, or players to <italic>think different</italic> [sic] about the technofuture and the digitalization of everyday life. To analyze and appreciate the ambiguity, irony, and paradox inherent in cyberfigurations, a <italic> cyberpoetic</italic> methodology is introduced for the study of new media forms, which reflects the author's positionality as implicated in, critical of, and fascinated by cyberculture's popular media.
590
$a
School code: 0130.
650
4
$a
Cinema.
$3
854529
650
4
$a
Mass Communications.
$3
1017395
650
4
$a
Women's Studies.
$3
1017481
690
$a
0453
690
$a
0708
690
$a
0900
710
2 0
$a
University of Minnesota.
$3
676231
773
0
$t
Dissertation Abstracts International
$g
63-12A.
790
$a
0130
790
1 0
$a
Mowitt, John,
$e
advisor
790
1 0
$a
Scheman, Naomi,
$e
advisor
791
$a
Ph.D.
792
$a
2003
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3076326
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9107768
電子資源
11.線上閱覽_V
電子書
EB W9107768
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入