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The first cyborg and First World War bodies as anti-war propaganda
This article discusses a play published in The Strand Magazine during the First World War which features a cyborg presenting anti-war and pacifist messages,
used by The Strand to create anti-German propaganda. The article draws on theories of disability, cyborgs and the posthuman, and from new research on wartime fiction magazines. The importance of the cyborg character,
Soldier 241, for the literary history of science fiction is explored by focusing on the relations between the mechanical and the impaired body, and on the
First World War as a nexus for technological, surgical and military development. As a cyborg, this character reflects politicized desires that the wartime authorities did not acknowledge: a longing for the end of war, and
refusal to countenance a society that rejected the impaired body
Anthropology as Science Fiction, or How Print Capitalism Enchanted Victorian Science
Global Challenges (FSW
The Influence of Manga on the Graphic Novel
This material has been published in The Cambridge History of the Graphic Novel edited by Jan Baetens, Hugo Frey, Stephen E. Tabachnick. This version is free to view and download for personal use only. Not for re-distribution, re-sale or use in derivative works. © Cambridge University PressProviding a range of cogent examples, this chapter describes the influences of the Manga genre of comics strip on the Graphic Novel genre, over the last 35 years, considering the functions of domestication, foreignisation and transmedia on readers, markets and forms
Ethic design for robotics: place man and cultural context on the center of the project. Case study on robotics in museums.
A reflection about Roboethics and its declinations has been conducted starting from the analysis of the robot semantic and the cultural perception that has arisen towards these machines. The analysis faces also the meanings, the technological limits and the expectations about Robotics today, laying the foundations to define a design approach that put the man at the centre of the project, with its community and the context. As a case study is introduced Virgil, example of museum robotic activity carried out in the spirit of ethic design for a specific Cultural Heritage, which consist in the Savoia’s Royal Residences, in Piedmont, Italy
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