The lecture started off by outlining what Cyberpunk actuall is
Cyberpunk is typically distinguished from standard science fiction by the inclusion of several prominent tropes, including but not limited to:
The existence and proliferation of cybernetic enhancements or replacements – in other words, cyborgs
•the existence of synthetic or non-organic life forms, of various degrees of sentience (androids, replicants)
•a future society governed under a corporatist or oligarchic dictatorship
•prominent asiatic or oriental influences in subsequent cultural advertising and common language
•graphic violence, sexuality, drug use, and other anti-moralist narratives and archetypes (a natural consequence of the focus on hard-boiled noir characters)
Who wrote/writes cyberpunk?
- William Gibson
- Bruce Sterling
- Neal Stephenson
- John Shirley
- Lewis Shiner
- Rudy Rucker
Who is William Gibson?
http://www.williamgibsonbooks.com/source/source.asp
- born: 17th of March, 1948, in Conway, South Carolina, USA
- grew up in Wytheville, Virginia
- Vietnam draft dodger; moved to Toronto, Canada
- Received a Bachelor of English from University of British Columbia in 1977
- Has written many things, including several ‘trilogies’
The Sprawl Trilogy:
Neuromancer (1984), Count Zero (1986), Mona Lisa Overdrive (1988)
The Bridge Trilogy:
Virtual Light (1993), Idoru (1996), All Tomorrow’s Parties (1999)
The Blue Ant Trilogy:
Pattern Recognition (2003), Spook Country (2007), Zero History (2010)
The street finds its own uses for things…
Neuromancer, 1984: “cyberspace”
Written entirely on a typewriter
Coloured geometrical representations of data
Shadows are security, rumours are almost true
http://www.youtube.com/watch?v=zc26BVmpQsU
Burning Chrome
Aesthetics: gritty, tech heavy, seductive, claustrophobic
Genre: hybrid, draws from film noir and SF
Style: prose is written in fragments that skip around ‘narrative time’
Key Issues: theft, seduction, voodoo/luck, contingent alliances, addiction, fusion of human and machine, tragic desire, the eerie in the everyday
Cyberpunk as a lingua franca of digital culture
huge impact on imagining human-and-machine interconnections
ubiquitous access to information and its lack of security
largely pessimistic view of humans and machines (cunning opportunism) but not large apocalyptic scenarios of other SF
CP gave a language to the way the markets of capitalisms have material impacts on people’s lives and how people get hooked on technologies
Some Examples
http://www.cyberpunkreview.com/
http://www.youtube.com/watch?v=biFMsh2g0OM
No Maps for these Territories (DVD, in library)
http://www.youtube.com/watch?v=aNs9iznzOj8&feature=related
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