Chapter
ten rounds out this volume with a survey of literary and cinematic attempts
to confront the impact of computer technology on our identities and
societies. Beginning with literary depictions of technologies, ranging
from Frankenstein to Neuromancer, the authors explore
texts that decry computers as weakening the power of human bodies, strengthening
the control of corporations over public life, and speeding the pace
of human existence beyond our ability to cope. Turning to film, the
chapter describes the contest between human and machine in movies ranging
from 2001: A Space Odyssey, Tron, WarGames, Blade Runner, AI: Artificial
Intelligence, to The Matrix Trilogy. While reviewing other
texts like magazine advertisements and comic strips, this chapter emphasizes
the power of pop culture to shape our understanding and usage of computer
technology, while inspiring today's engineers to imagine the machines
of tomorrow.
While the chapter outlines pieces of literature and film to illustrate
ways in which popular culture reflects social responses to technology,
there are plenty of other media from which students may draw their
analysis. The week before classroom discussion of chapter ten, ask
students to select one newspaper cartoon that humorously addresses
an issue addressed in the course. Students shall reproduce the cartoon
on an overhead transparency (or create handouts) and offer a 1-2 minute
oral summary of the cartoon's purpose and implications.
While certain cartoons such as Dilbert, PC and Pixel,
Foxtrot, and Adam@Home will appear to be obvious choices
for this activity, invite your students to focus on cartoons whose
characters and message do not typically confront technological issues.
The purpose of this activity, after all, is to outline ways in which
all sorts of pop culture texts address the impact of technology on
our lives.
While giving their presentations, students should consider the following
questions: how does the cartoonist seek to provide "equipment for
living" to the reader? In other words, in what ways does the cartoon
help the reader deal with some manner of tension, regret, guilt, or
apparent failing in regards to technology? For excellence in this
presentation, the student should make at least one reference to one
of the pieces of literature or film discussed in the chapter.
Longo, R. (Writer). (1995). Johnny Mnemonic [Film]. Culver
City, CA: TriStar Pictures.
This film serves as a bookend of sorts to the more simplified depiction
of cyberspace suggested in chapter
one, when we proposed viewing the 1982 film, Tron.
While Johnny Mnemonic is not a great film by any means, its
depiction of the online environment as a graphically rich site of
physical sensations continues to intrigue students more than a decade
after the film's release. Compare and contrast Tron and Johnny
Mnemonic. How have our perceptions and expectations of cyberspace
changed? Is there any likelihood that Johnny Mnemonic's imagination
of the online environment may come to pass?
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