CYBERPUNK: A SYMBIOSIS BETWEEN LITERATURE AND TECHNOLOGY
Keywords:
Bethke, Cyberpunk, Cyborg, Gibson, Neuromancer, PosthumanAbstract
Technology is as old as our progenitor invented simple instruments for fulfilling the daily needs. With the passage of time as the human mind kept on developing, these instruments were becoming more complex day-by-day, and the process continues and will continue till the human exists. Complex is the symbiosis of humans and technology. Today there will hardly be an action for which technology is not required directly or indirectly. A number of thinkers have been criticizing this over-indulgence, but the fact remains that technology continues to lure various disciplines, and the adherents of these disciplines embrace it. So, the literature chooses not to remain untouched. It has developed sub-genres like science-fiction and Cyberpunk. The latter is solely dedicated to technology. In fact, it is alleged that several technological terms and concepts are inherited from literature. The present paper is an attempt to find the relationship between literature and technology with special reference to Cyberpunk.
References
Armitage, John. (Ed.). (2001). Virilio Live: Selected Interviews. London: Sage.
Bethke, Bruce. Cyberpunk. Infinity Plus. Retrieved January 9, 2015, from http://www.infinityplus.co.uk/stories/cpunk.htm
Blake, Victoria. (2013). Cyberpunk: Stories, Software, Wetware, Evolution and Revolution. Portland: Underland. EPUB file.
Clynes, Manfred, and Kline, Nathan. (1960). Cyborgs and Space. Astronautics. Sept. 1960: 26.
Connor, Steven. (1997). Postmodernist Culture: An Introduction to Theories of the Contemporary. 2nd ed. London: Blackwell.
Cyborg. Oxford Dictionaries. Retrieved January 11, 2015, from http://www.oxforddictionaries.com/definition/english/cyborg
Gibson, William. (1989). Neuromancer. New York, Berkley.
Heise, Ursula. Between Technophobia and Utopia: Science and Postmodern Literature. Columbia. Retrieved January 9, 2015, from http://www.columbia.edu/cu/21stC/issue-2.3/heise.html
Hayles, N. Katherine. (1999). How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press.
Inspector Steel. Comic Vine. Retrieved January 11, 2015, from http://www.comicvine.com/inspector-steel/4005-68175/
Kirtchev, Christian As. (2005). A Cyberpunk Manifesto. Cyberpunk Project. Retrieved January 9, 2015, from http://project.cyberpunk.ru/idb/cyberpunk_manifesto.html
McCarthy, John. Basic Questions. Retrieved January 9, 2015, from http://www-formal.stanford.edu/jmc/whatisai/node1.html
Sandberg, Anders, and Bostrom, N. (2008). Whole Brain Emulation: A Roadmap. Oxford University.
Shelley, Mary. (2008). Frankenstein, or the Modern Prometheus. Project Gutenberg. EPUB file.
Sophia. (2012). What is Cyberpunk? Collective Cyberpunk Community. Retrieved January 9, 2015, from http://www.cyberpunkforums.com/viewtopic.php?id=361
Zizek, Slavoj. (2007). How to Read Lacan. New York: W.W. Norton.
Downloads
Published
Issue
Section
License
Copyright Notice
Submission of an article implies that the work described has not been published previously (except in the form of an abstract or as part of a published lecture or academic thesis), that it is not under consideration for publication elsewhere, that its publication is approved by all authors and tacitly or explicitly by the responsible authorities where the work was carried out, and that, if accepted, will not be published elsewhere in the same form, in English or in any other language, without the written consent of the Publisher. The Editors reserve the right to edit or otherwise alter all contributions, but authors will receive proofs for approval before publication.
Copyrights for articles published in World Scholars journals are retained by the authors, with first publication rights granted to the journal. The journal/publisher is not responsible for subsequent uses of the work. It is the author's responsibility to bring an infringement action if so desired by the author.