The Melancholy Android
Title | The Melancholy Android PDF eBook |
Author | Eric G. Wilson |
Publisher | State University of New York Press |
Pages | 182 |
Release | 2012-02-01 |
Genre | Social Science |
ISBN | 0791481328 |
The Melancholy Android is a psychological study of the impulses behind the creation of androids. Exploring three imaginative figures—the mummy, the golem, and the automaton—and their appearances in myth, religion, literature, and film, Eric G. Wilson tracks the development of android-building and examines the lure of artificial doubles untroubled by awareness of self. Drawing from the works of philosophers Ficino, Kleist, Freud, and Jung; writers Goethe, Coleridge, Shelley, and Poe; and movies such as Metropolis, The Mummy, and Blade Runner, this book not only offers a range of sites from which to analyze the relationship between mind and machine, but also considers a pressing paradoxical dilemma—loving machines we want to hate.
The Melancholy Android
Title | The Melancholy Android PDF eBook |
Author | Eric G. Wilson |
Publisher | State University of New York Press |
Pages | 182 |
Release | 2012-02-01 |
Genre | Social Science |
ISBN | 0791481328 |
The Melancholy Android is a psychological study of the impulses behind the creation of androids. Exploring three imaginative figures—the mummy, the golem, and the automaton—and their appearances in myth, religion, literature, and film, Eric G. Wilson tracks the development of android-building and examines the lure of artificial doubles untroubled by awareness of self. Drawing from the works of philosophers Ficino, Kleist, Freud, and Jung; writers Goethe, Coleridge, Shelley, and Poe; and movies such as Metropolis, The Mummy, and Blade Runner, this book not only offers a range of sites from which to analyze the relationship between mind and machine, but also considers a pressing paradoxical dilemma—loving machines we want to hate.
Science Fiction Literature through History [2 volumes]
Title | Science Fiction Literature through History [2 volumes] PDF eBook |
Author | Gary Westfahl |
Publisher | Bloomsbury Publishing USA |
Pages | 681 |
Release | 2021-07-19 |
Genre | Literary Criticism |
ISBN |
This book provides students and other interested readers with a comprehensive survey of science fiction history and numerous essays addressing major science fiction topics, authors, works, and subgenres written by a distinguished scholar. This encyclopedia deals with written science fiction in all of its forms, not only novels and short stories but also mediums often ignored in other reference books, such as plays, poems, comic books, and graphic novels. Some science fiction films, television programs, and video games are also mentioned, particularly when they are relevant to written texts. Its focus is on science fiction in the English language, though due attention is given to international authors whose works have been frequently translated into English. Since science fiction became a recognized genre and greatly expanded in the 20th century, works published in the 20th and 21st centuries are most frequently discussed, though important earlier works are not neglected. The texts are designed to be helpful to numerous readers, ranging from students first encountering science fiction to experienced scholars in the field.
Pop Music and Easy Listening
Title | Pop Music and Easy Listening PDF eBook |
Author | Stan Hawkins |
Publisher | Routledge |
Pages | 532 |
Release | 2017-07-05 |
Genre | Music |
ISBN | 1351553771 |
What defines pop music? Why do we consider some styles as easier listening than others? Arranged in three parts: Aesthetics and Authenticity - Groove, Sampling and Industry - Subjectivity, Ethnicity and Politics, this collection of essays by a group of international scholars deals with these questions in diverse ways. This volume prepares the reader for the debates around pop's intricate historical, aesthetic and cultural roots. The intellectual perspectives on offer present the interdisciplinary aspects of studying music and, spanning more than twenty-five years, these essays form a snapshot of some of the authorial voices that have shaped the specific subject matter of pop criticism within the broader field of popular music studies. A common thread running through these essays is the topic of interpretation and its relation to conceptions of musicality, subjectivity and aesthetics. The principle aim of this collection is to demonstrate that pop music needs to be evaluated on its own terms within the cultural contexts that make it meaningful.
Parables of the Posthuman
Title | Parables of the Posthuman PDF eBook |
Author | 19122 PA |
Publisher | Wayne State University Press |
Pages | 163 |
Release | 2015-10-12 |
Genre | Philosophy |
ISBN | 0814341446 |
A philosophical reading of video gaming that focuses on what it means to be a player. In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthumanapproaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, includingFallout 3, Half-Life 2, BioShock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are "about" subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come. Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.
I, Yantra
Title | I, Yantra PDF eBook |
Author | Signe Cohen |
Publisher | State University of New York Press |
Pages | 325 |
Release | 2024-02-01 |
Genre | History |
ISBN | 143849663X |
What does it mean to be human? I, Yantra examines ancient Indian narratives about robots and mechanically constructed beings to explore how their Hindu, Jain, and Buddhist authors approached this question. Making translations of many of these texts available in English for the first time, author Signe Cohen argues that they shed considerable light on South Asian religious notions of humanity, self, and agency. She also documents connections between ancient and modern responses to the ethical problems of what precisely constitutes a sentient being and what rights such a being should have. Situated at the intersection of humanities and bioethics, this cross-disciplinary study will be of interest to scholars of South Asian languages and literature as well as specialists in religion and technology.
MOVING CAMERAS AND LIVING MOVIES
Title | MOVING CAMERAS AND LIVING MOVIES PDF eBook |
Author | STEVE ESOMBA, Dr. |
Publisher | Lulu.com |
Pages | 241 |
Release | 2013-03-12 |
Genre | Art |
ISBN | 1291351574 |
I can say with absolute certainty that, everybody enjoys watching movies, cinema, films and television. But few, if any, know how a film is made: a film has inbuilt special effects or 'tricks'to make it appealing to audiences. MOVING CAMERAS AND LIVING MOVIES reveals to you ALL about films & Filmmaking; it is a hard and tasking enterprise involving tens of thousands of workers and millions of investment dollars. After reading MOVING CAMERAS...your love for movies will triple. Movie technicians and camera gurus have a license to mould, alter, and manipulate the screen to produce or induce rain, sunlight, snow, fire, or fly any object in space in defiance of gravity or even cause 'accidents'or 'raise' the dead to life. Learn the fascinating, exciting world of film, actresses, actors, fashion, and fictional entities.