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In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
The dawning era of nanotechnology promises to transform life as we know it. Visionary scientists are engineering materials and devices at the molecular scale that will forever alter the way we think about our technologies, our societies, our bodies, and even reality itself. Colin Milburn argues that the rise of nanotechnology involves a way of seeing that he calls “nanovision.” Trekking across the technoscapes and the dreamscapes of nanotechnology, he elaborates a theory of nanovision, demonstrating that nanotechnology has depended throughout its history on a symbiotic relationship with science fiction. Nanotechnology’s scientific theories, laboratory instruments, and research programs...
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
Whenever an august figure departs the world of cricket, The Daily Telegraph records a decorous tribute. There will certainly be an obituary – in days of yore penned by the doyen of cricket writers, E.W. Swanton, in recent times unafraid to be a lot more whimsical, waspish, and even extremely funny. There will often be an appreciation by one of the paper’s stable of cricket correspondents, such as Derek Pringle, Michael Henderson or Scyld Berry, most likely drawing on their memories of having played against the subject or watched his deeds. And sometimes a hero’s demise will prompt a heartfelt tribute from someone whose only qualification as an elegist is their own eloquence, as John Ma...
This volume offers innovative ways to think about speculation at a time when anticipation of catastrophe shapes public discourse. Its chapters interrogate hegemonic ways of shaping the present through investments in the future, while also looking at speculative practices that reveal transformative potential.
This study, from a variety of analytical approaches, examines ways in which contemporary Japanese film presents a critical engagement with Japan's project of modernity to demonstrate the 'crisis' in conceptions of identity. The work discusses gender, the family, travel, the 'everyday' as horror, and ways in which animated films can offer an ideal space in which an ideal conception of identity may emerge and thrive. It presents close, theoretically-informed textual analyses of the thematic issues contemporary Japanese films raise, through a wide range of genres, from comedy, family drama, and animation, to science fiction and horrror by directors such as Kurosawa Kiyoshi, Morita Yoshimitsu, Miike Takashi, Oshii Mamoru, Kon Satoshi, and Miyazaki Hayao, in language that is accessible but precise.
Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning.
Poetry, or poiēsis, has long been understood as a practice of making. But how are experiments in the making of poetic forms related to formal making in science and engineering? The Limits of Fabrication takes up this question in the context of recent developments in nanoscale materials science, investigating concepts and ideologies of form at stake in new approaches to material construction. Tracing the direct pertinence of fields crucial to the new materials science (nanotechnology, biotechnology, crystallography, and geodesic design) in the work of Shanxing Wang, Caroline Bergvall, Christian Bök, and Ronald Johnson back to the midcentury development of Charles Olson’s “objectist” p...