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Cyberfigurations: Constructing cyber...
~
Matrix, Sidney Eve.
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Cyberfigurations: Constructing cyberculture and virtual subjects in popular media.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Cyberfigurations: Constructing cyberculture and virtual subjects in popular media./
Author:
Matrix, Sidney Eve.
Description:
286 p.
Notes:
Co-Advisers: Naomi Scheman; John Mowitt.
Contained By:
Dissertation Abstracts International63-12A.
Subject:
Cinema. -
Online resource:
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.
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Source: Dissertation Abstracts International, Volume: 63-12, Section: A, page: 4502.
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Thesis (Ph.D.)--University of Minnesota, 2003.
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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.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3076326
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