3,573 research outputs found

    Technoculture

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    Resensi buku untuk edisi bulan April ini adalah tentang pengenalan suatu kajian milenium baru yang disebut 'Teknokultur'. Dampak perkembangan teknologi informasi menghasilkan arus milenium baru kajian interdisipliner antara teknologi informasi dan kaitannya dengan media, seni, politik, budaya, dan kebijakan di banyak perguruan tinggi dunia, terutama di Amerika. Resensi buku kali ini berasal dari publikasi edisi khusus Media Internasional Australia bertahun 2001 yang menggabungkan kajian budaya dan kebijakan. Kata 'technoculture' mengisyaratkan era baru pada abad ke-21 ini, di mana eksistensi manusia mengalami perubahan radikal dengan datangnya globalisasi dan era informas

    Asian Roboticism: Connecting Mechanized Labor to the Automation of Work

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    Abstract This article reconsiders the present-day automation of work and its transformation of who we are as humans. What has been missing from this important conversation are the social meanings surrounding Asian roboticism or how Asians have already been rendered as “robotic” subjects and labor. Through this racial gendered trope, I assess whether industrial automation will lessen, complicate, or exacerbate this modern archetype. By looking at corporate organizational practices and public media discourse, I believe that Asian roboticism will not simply vanish, but potentially continue to affect the ways such subjects are rendered as exploitable alienated robots without human rights or status

    The Rejection of Techno-Culture in the "Alita Battle Angel" Movie by Robert Rodriguez: An Application of Jean Francois Lyotard’s Postmodernism Theory

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    This research aimed to describe The Rejection of Technoculture in the Alita: Battle Angel Movie by using Jean Francois Lyotard Theory. This research used the Descriptive Qualitative Method. The source of the data in this research is Alita: Battle Angel Movie directed by Robert Rodriguez that is published in 2019. The data was collected through watching the movie carefully several times, pausing every scene to read the conversation text, screen shooting the image that related, and taking a note about the data. This research is analyzed by identifying characters that represented the Technoculture, Displaying and interpreting the data about Technoculture by using Postmodernism theory by Jean Francois Lyotard Theory and Drawing the conclusion. The result of this research found that Alita, Zapan, Grewishka are characters that represented the Technoculture (Cyborg and Human Relationship and Hedonism) represented in the Alita: Battle Angel Movie through the power of science and technology, individualism, and rationality. The Rejection of Technoculture depicted through the character of Alita that her power is not evolved from technology but originating from the legendary martial art called Punzer Kuntz before her body is combined with Ido's technological tools. Technology is not necessarily having an important role in the human body as described by the heroine character, Alita herself, whose overall strength did not come from technology. Alita in this movie is a parody because she is a robot that humanized herself.  In fact, she shows many aspects of his humanity that humans are busy degrading themselves

    Technoculture (La)

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    PRAESENTIA EX MACHINA: The Millennial Technoculture, Liveness and Theatre

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    This work examines the modern technoculture, its component parts and the changing role of theatre in Anglo-American culture. Our contemporary society is marked by the ubiquity of digital technologies and has become reliant on their commodities. The emerging Millennial Generation has matured with many of these devices and has embraced the modern technoculture. Many changes in daily life brought on by new technologies are obvious, but fundamental shifts remain obscured by the nature of technology itself. These subtle transformations are cumulative and have caused a technological disorientation with broad reaching implications. Liveness, initially defined as that which is unrecorded, has been perceived in many new technological formats. This phenomenon, combined with pervasive digitization of information and entertainment has minimized the cultural significance of the theatrical arts. Theatre, however, offers a form of liveness that cannot be digitized. In its varied iterations, theatre may be a vital forum for combating technological disorientation and fostering pertinent social discourse as the technoculture develops

    Revisiting digital technologies: envisioning biodigital bodies

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    In this paper the contemporary practices of human genomics in the 21st century are placed alongside the digital bodies of the 1990s. The primary aim is to provide a trajectory of the biodigital as follows: First, digital bodies and biodigital bodies were both part of the spectacular imaginaries of early cybercultures. Second, these spectacular digital bodies were supplemented in the mid-1990s by digital bodywork practices that have become an important dimension of everyday communication. Third, the spectacle of biodigital bodies is in the process of being supplemented by biodigital bodywork practices, through personal or direct-to-consumer genomics. This shift moves a form of biodigital communication into the everyday. Finally, what can be learned from putting the trajectories of digital and biodigital bodies together is that the degree of this communicative shift may be obscured through the doubled attachment of personal genomics to everyday digital culture and high-tech spectacle.Keywords: genomics, biodigital, bodies, spectacle, everyda

    Technoculture: Subjectivity in the Net of Music

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    Shaggy Modernism

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    A short paper situating James Hutchinson's artwork 'Shaggy Modernism' within the history of craft and computing

    Simulation, history and experience in Oshii’s Avalon and military-entertainment technoculture

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    This essay takes Mamoru Oshii’s Avalon (2001) as a starting point for consideration of the impact of simulational interactive media on contemporary technoculture. The connections made in the film between virtual reality games and military research and development, and its quasi-simulational modelling of various historical ‘Polands’ in re-sequencing a dystopian end of history are the most valuable resources it brings to this study of how simulation’s predominant development represents a major challenge to the forms of critical cultural reflection associated with narrative-based forms of recording and interrogating experience.Analysis of the methods and rhetorics of simulation design in the military-industrial (and now military-entertainment) complex will elaborate the nature and stakes of this challenge for today’s globalising technoculture of ‘militainment’
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