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EN
Neuromancer (1984) by William Gibson is considered the first novel representing cyberpunk, a sub-genre of science fiction literature. A vision of a world from some near future, modernized, and at the same time degraded by technology, has been reflected in numerous films. The importance of the role that the cinema itself played in the shaping of the aesthetics of the cyberpunk prose should also be remembered. The example of Neuromancer shows that this influence was not limited to inspirations with plots of such films as Escape from New York (1981) by John Carpenter, but that – most importantly – it manifested itself in the specifically “cinematic” visuality of Gibson’s literary language.
PL
Neuromancer (1984) Williama Gibsona uważany jest za pierwszą powieść reprezentującą podgatunek literatury fantastycznonaukowej zwany cyberpunkiem. Charakterystyczna dla tego nurtu wizja świata niedalekiej przyszłości, zmodernizowanego, a zarazem zdegradowanego przez technologię, znalazła odbicie w licznych filmach. Warto jednak pamiętać również o tym, jak istotną rolę samo kino odegrało w kształtowaniu się estetyki cyberpunkowej prozy. Przykład Neuromancera pokazuje, że ten wpływ nie ograniczał się do inspiracji wątkami fabularnymi z takich obrazów jak Ucieczka z Nowego Jorku (Escape from New York, 1981) Johna Carpentera, lecz przede wszystkim dawał o sobie znać w specyficznie „filmowej” wizualności języka literackiego, którym posługiwał się Gibson.
PL
"Avalon" (2001) należy do gatunku opisywanego jako cyber-punk i jawi się jako koprodukcja idealnie zrównoważona. Film wyreżyserował Japończyk Mamoru Oshii, najlepiej znany jako twórca "Ghost in the Shell" (1995), produkcji uważanej za sztandarowe dokonanie anime – gatunku, który narodził się w Japonii, ale zyskał popularność na całym świecie. Avalon ma w całości polską obsadę, główną rolę odtwarza Małgorzata Foremniak, a aktorzy mówią po polsku. Film został nakręcony w Polsce (za zdjęcia odpowiedzialny był Grzegorz Kędzierski), a następnie poddany obróbce cyfrowej w studiach japońskich. Mazierska zastanawia się, jak spotkanie tych dwóch kultur zostało filmie zaprezentowane i jak je oceniła publiczność polska oraz międzynarodowa.
EN
'Avalon' (2001) belongs to a genre described as cyber-punk. It also appears to be a perfectly balanced co-production. It was directed by Japanese director Mamoru Oshii, best known for 'Ghost in the Shell' (1995), regarded as one of the hallmarks of anime, a genre which originated in Japan, but became popular across the world. It has an entirely Polish cast, including the actress playing the main role, Małgorzata Foremniak, using their original language. It was shot in Poland and photographed by a Polish cinematographer, Grzegorz Kędzierski, but was subsequently digitally retouched in Japanese studios. Mazierska’s main question is how is the meeting of these two cultures reflected in the film’s text and how was it judged by Polish and transnational audiences.
EN
This article presents an analysis of the space, or rather non-space of a virtual city described by William Gibson in his cyberpunk novel Neuromancer. It is proposed that the concept of the city in the book was based on the figure of a mirror and mirror image, a play of ‘the same’ with ‘the other one’: the physically, materially and thus spatially existing city is reflected in cyberspace (non-space), with the cybercity copying but at the same time distorting the image of the material city. These distortions are further discussed in the text. The mirror model of the cybercity and its urban planning is juxtaposed with other variants based on the figures of the jungle, underground and depth.
EN
Video games are often analysed as textual objects. This default literary point of view, while providing valuable conclusions, fails to observe some essential points that are realised in different modes of narration. Here I will analyse the Cyberpunk 2077 video game from a musical perspective. I will be “listening to” the game rather than “reading” it. This kind of hermeneutical approach will highlight certain ideas of CP2077. I will focus on the issue of dehumanisation, and show that musically the game places special emphasis on this. I will point out the musical characteristics that can affect players and interpret the rationale behind it.
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EN
This work aims at developing an analysis of Philip Kindred Dick’s favorite topics, combined with the fi ction and reality elements that contribute to the depth of the author’s narrative cosmos and his style of writing, which can be defined as “post-modern”. Following closely the analysis proposed by Gerard Genette, the work proceeds with analyzing the narrator and the discourse focus; character analysis; speech type; scene timing, the time of the plot, of the story, of the reading. It is then followed by a suggestion for a mediological analysis of Do Androids Dream of Electric Sheep? in relation to its metamorphosis and split between the original version and the author’s posthumous version of the film.
PL
Praca ta ma na celu poszerzenie analizy ulubionych tematów Philipa Kindreda Dicksa połączonych z elementami fikcji i rzeczywistości, które przyczyniają się do pogłębienia kosmosu narracyjnego autora i jego stylu pisania, uznawanego za postmodernistyczny. Idąc wiernie śladem literackiej analizy przedstawionej przez Gerarda Genette’a, autor przystępuje do analizy narratora i precyzyjności wypowiedzi; analizy bohaterów, typologi wypowiedzi, długości sekwencji, czasu historii, czasu opowiadania i czytania. Później następuje propozycja analizy mediologicznej dzieła Do Androids Dream of Electric Sheep? w jego metamorfozie i rozszczepieniu pomiędzy wersją oryginalną i pośmiertną wersją filmową tego samego autora.
EN
Cyberpunk is one of the latest genres in the development of science fiction. The genre emerged during the 80s and 90s, and in it the characters are confronted by an abundance of images and interface values. As a result, these images and values have become key identifying motifs of this genre. Referring to the theoretical conceptualizations of Adam Roberts about novum, and Lieven De Cauter on capsules and capsulization, the present study argues that the reason for the abundance of images and interface values is due to their facilitation of the consumption of novelties in cyberpunk cities. Within a scientific and rational discourse, images and interface values combine familiar and unfamiliar concepts and package them both as convenient commodities to be consumed by the characters of cyberpunk fiction. One of the key outcomes of such a combination, the study argues, is that the characters of cyberpunk fiction rely on the consumption of images and interface values as a convenient means to handle the overwhelming presence of technological and cybernetic advancements in the represented cities. This outcome turns the need to see and consume the cyberpunk world through images and interface values into an ideological necessity-or what can also be called a defense mechanism-for the characters against the technological shock of cybernetic advancements; a necessity whose qualities will be discussed in the study, as well.
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Cyberprzestrzeń i zmysły

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EN
As the author of this article claims, science fiction as a worldcentric convention, creates a fictitious world through the activation of the difference between the norm and the extraordinariness. A configuration of possible worlds arises, in the center of which the current world of fiction is. Science fiction enjoys a great variety of possibilities of confronting worlds. A particularly interesting variant is realized by the cyberpunk containing creations of simulated space or cyberspace.
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Český literární kyberpunk a otázka žánru

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EN
This article attempts to outline the “genre field“ of cyberpunk. It is argued that several aspects have to be taken into consideration when the field is being mapped out. In the specific case of Czech cyberpunk it is the way science fiction in general is conceived in society (both by fans and academic discourse), the level of knowledge as far as its Anglo-American counterparts are concerned, the position of computer technology within society, the publishing opportunities, and the pressure from other sub-genres of the fantastic. All this and more amounts to what the article labels as “subgenre” and concludes that, at least in the case of science fiction, a genre involves not only a reservoir of aesthetic and plot devices, but above all it is to be viewed as a culturally specific sedimentation of a historically specific cultural situation.
PL
W artykule pokazano liczne możliwości podjęcia analizy językoznawczej filmów zawierających wątki futurystyczne i cyberpunkowe. Dokonany przeze mnie wybór materiału badawczego był nietypowy. Większość wybranych seriali telewizyjnych nie stanowi klasycznego przykładu analizowanej przeze mnie literatury i jej adaptacji. Próbowałem odnaleźć i opisać popkulturowe produkty tylko zainspirowane literaturą futurystyczną i cyberpunkową; takie, które nie muszą spełniać wszystkich warunków stawianych pracom tego nurtu, np. Westworld (HBO), Doctor Who (BBC) and Mr. Robot (USA Network). Moim celem było zebranie i omówienie interesujących jednostek językowym i ich najróżniejszych złożonych zastosowań, które mogą interesować badaczy retoryki i językoznawców. Niektóre audiowizualne utwory opisałem jedynie pokrótce. Stanowić mają one zaproszenie do dalszych badawczych aktywności: Black Mirror (Channel 4 / Netflix), Extant (CBS).
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The purpose of this paper was to show a number of linguistic analysis possibilities of futuristic and cyberpunk movie themes. My choice of material was untypical; Many of my chosen TV-shows were not the classical example of analyzed type of literature and its adaptations. I attempted to find and describe popculture products inspired by futuristic and cyberpunk literature, which don’t have to meet all the conditions for being defined as cyberpunk work, for example: Westworld (HBO), Doctor Who (BBC), and Mr. Robot (USA Network). My goal was to collect and discuss interesting language units and their combinations which may be used as material in rhetoric and linguistic studies. Some of the examples used were only succinctly described as an invitation to further scholarly activities: Black Mirror (Channel 4 / Netflix), Extant (CBS).
EN
This text analyses Altered Carbon series treated as a new, up dated incarnation of the cyberpunk genre, initiated in the 1980s by authors such as: William Gibson, Rudy Rucker, Lewis Shiner, John Shirley and Bruce Sterling. Altered Carbon uses the main threads of classic cyberpunk novels, reactivating fears and concerns related to the future of the world dominated by advanced technologies. At the same time it questions a post-cyberpunk perspective, related to assimilation of technologies by the society and getting rid of all doubts connected with advanced technology creations present in everyday life. This enables to single out a new kind of cyberpunk, which can be defined as cyberpunk after post-cyberpunk. Grim vision of the world can be interpreted as a warning against thoughtless implementation and development of technologies without bearing in mind possible consequences of such practices.
EN
Since 1959, when C.P. Snow delivered his seminal lecture The Two Cultures on the lack of understanding between scholars working in the humanities and their colleagues from science departments, the gap between the two groups has been one of the most notorious clichés of contemporary Western culture. The aim of this article is to show that this seemingly insurmountable abyss between sciences and the humanities that was brought to the forefront during the mid-20th century is slowly receding into history. Literature studies today is heavily indebted to modern science. Biology (especially evolutionary biology), physics (especially quantum physics), and ecology (especially the Anthropocene studies) are among the most important subjects scholars of literature have to take into account. In order to prove this point I shortly describe literary genres which introduce modern science to the readers: science fiction, cyberpunk, solarpunk, lablit, quantum fiction, and cli-fi. I also refer to the newly-emerged schools of criticism-science fiction studies, ecocriticism and evocriticism-to show how scholars discuss these texts within the framework of the humanities. Additionally, I give a sample discussion of one of the cli-fi’s classics, J.G. Ballard’s The Drowned World and also shortly discuss two science fiction novels concerned with the civilisational conflict between science and humanities: Stanislaw Lem’s His Master’s Voice and Margaret Atwood’s Oryx and Crake.
EN
Tomasz Safjanowski From Literary Fiction to Artistic Practice. Cyberparent Visions of Virtual Reality Modern art is experiencing a particular renaissance of interest in connection with virtual reality (VR). The number of VR projects shown in exhibition space, art galleries, prestigious festivals and art fairs which concentrate on new technologies has steadily increased. The digitally simulated fascination with those environments is not new: VR technology was already explored in the sixties of the twentieth century. One of the sources that had a significant impact on virtual reality systems was the cyberpunk fantasy of the eighties and nineties. It has provided inspiration to artists, scientists and designers, and has become an area and a way to reflect on the possible applications and likely paths of VR technology development in the near future. The article presents selected examples of descriptions of virtual reality in cyberspace writers.
Rocznik Lubuski
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2016
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vol. 42
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issue 2
133-151
PL
Kryzys dyskursu antropocentrycznego, wespół z ekspansywnym rozwojem technologii cyfrowych sprawił, że człowiek przestał być — paradoksalnie — stawiany w centrum namysłu ponowoczesnej humanistyki. Jego miejsce zajęły formy świadomości nie-ludzkiej, pośród których ważką rolę odgrywają istoty hybrydyczne i będące efektem zabiegów cyborgizacji. Najnowsza sztuka — zwłaszcza jej nurt sytuujący się w ramach paradygmatu cyberkulturowym — usiłuje poddać obserwowane społecznie tendencje namysłowi artystycznemu w sposób syntopijny, tj. łącząc refleksję estetyczną z etyczną i technologią. Zawarte w tekstach kultury obrazy „poza-ludzkiej” przyszłości, zwłaszcza odczytywane z perspektywy manifestów posthumanistycznych ukazują świat przyszłości coraz bardziej odległy od dotychczasowych futurystycznych wizji. Szczególna rola w tym procesie przypadła popularnemu obiegowi kultury, w którym namysł nad technologicznymi uwarunkowaniami współczesnej egzystencji wyraża obawy jednostki przed dominacją techniki. Z tego względu w tekstach popkultury eksponowane miejsce zajmują następujące zagadnienia: − cyborgizacja, traktowana jako nieuchronna konsekwencja rozwoju technologicznego; − konieczność redefinicji utrwalonej kulturowo opozycji naturalne — sztuczne; − przemiany współczesnej wrażliwości technologicznej pod wpływem cyfryzacji rzeczywistości społecznej. Trudno jednakże oprzeć się zarazem wrażeniu, że w cyberpunku mamy do czynienia nie tyle ze zrefleksjonowaniem tez autorów posthumanistycznych manifestów, co wykorzystaniem przywoływanych przez nich figur wyobraźni do tworzenia opowieści eksploatujących społeczne nadzieje i lęki, związane z ekspansywnym rozwojem technologicznym
EN
Crisis of the anthropocentric discourse, together with expansive development of digital data, caused a situation, where human was - paradoxically - no longer placed in the center of post-modern humanities consideration. Its place was taken by forms of nonhuman consciousness, among whose hybrid-beings and the ones who are an effect of cyborgism play an important role. Modern art - especially its current, which situates itself in a framework of cyberculture paradigm - attempts to submit the noticed social tendencies to the artistic consideration in a cyber-cultural way, which is combining aesthetic and ethic reflection and technology. Images of non-human future contained in cultural writings, especially read from the posthumanistic manifests perspective, picture the world of future more and more distant from foregoing visions. A specific role in this process was ascribed to the pop-cultural circulation, in which consideration over technological conditioning of modern existence expresses one’s anxieties towards dominance of technology. For this reason in the pop-cultural texts exposed places are taken by following questions: − cyborgism treated as an inevitable consequence of the technological development; − a need to redefine culturally preserved opposition between natural and artificial; − changes in modern technological sensitivity under the influence of digitization of social reality. However, in the meantime it is difficult to resist the impression, that in cyberpunk we deal not with afterthought thesis of post-humanistic authors of manifests, but with using evoked by them figures of imagination to create stories, which exploit social hopes and anxieties connected with expansive development of technology.
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