Postgraduate Course: Japanese Cyberpunk: Non-Western futuristic fantasy in popular visual genres (ASST11051)
Course Outline
School | School of Literatures, Languages and Cultures |
College | College of Humanities and Social Science |
Credit level (Normal year taken) | SCQF Level 11 (Postgraduate) |
Availability | Not available to visiting students |
SCQF Credits | 20 |
ECTS Credits | 10 |
Summary | This option course is designed to provide students with a wide-ranging knowledge of Japanese cyberpunk in contemporary visual genres such as anime and film. |
Course description |
The course aims to create an awareness of the ways in which multimodal forms of Japanese cyberpunk are evolved by media-mix of visual contents in the marketplace.
Topics to be covered will include the relation between humanity and futuristic technology, the relationship between linguistic and multimodal analysis, the relations between paper media and audiovisual media and interpretation, and post-apocalyptic visions of techno cityscape, race, music, and gender stereotypes.
Occasional cyberpunk film viewing to be encouraged during the course.
|
Entry Requirements (not applicable to Visiting Students)
Pre-requisites |
|
Co-requisites | |
Prohibited Combinations | |
Other requirements | None |
Course Delivery Information
|
Academic year 2017/18, Not available to visiting students (SS1)
|
Quota: None |
Course Start |
Semester 2 |
Timetable |
Timetable |
Learning and Teaching activities (Further Info) |
Total Hours:
200
(
Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
196 )
|
Assessment (Further Info) |
Written Exam
0 %,
Coursework
100 %,
Practical Exam
0 %
|
Additional Information (Assessment) |
1 x 3500 word essay (75%)
1 x presentation on primary materials related to one of the seminar topics (25%) |
Feedback |
Not entered |
No Exam Information |
Learning Outcomes
On completion of this course, the student will be able to:
- identify main themes and issues associated with Japanese cyberpunk.
- use multimodal analysis method to explore sociocultural, sociolinguistic, and dynamic narratives of popular visual genres across media.
- be familiarized with the notion of multimodality and its relationship to the contemporary visual contents of science fiction, manga, anime, video game and film.
|
Reading List
Auger, E. (2013). Tech-noir Film: A Theory of the Development of Popular Genres. Bristol: University of Chicago Press.
Balsamo, A. M. (1996). Technologies of the gendered body: reading cyborg women. Durham: Duke University Press.
Bolton, C. (2007). Robot Ghosts and Wired Dreams: Japanese Science Fiction from Origins to Anime. Univ Of Minnesota Press.
Chalmers, D. (n.d.). The Matrix as Metaphysics. Retrieved 18 July 2015, from http://consc.net/papers/matrix.html
Chatman, S. B. (1978). Story and discourse: narrative structure in fiction and film. Ithaca, NY: Cornell University Press.
Chris Hables. Gray. (2002). Cyborg citizen: politics in the posthuman age. New York; London: Routledge.
Donna Jeanne. Haraway. (1991). Simians, cyborgs and women: the reinvention of nature. London: Free Association.
Featherstone, M., & Burrows, R. (1995). Cyberspace/cyberbodies/cyberpunk: cultures of technological embodiment. London: Sage.
Hayles, K. (1999). How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago; London: University of Chicago Press.
Johnson, B. D. (2011). Science Fiction for Prototyping: Designing the Future with Science Fiction. San Rafael, Calif.: Morgan & Claypool Publishers.
Joseph. Schneider. (2005). Donna Haraway: live theory. London: Continuum.
Napier, S. (2001). Animé from Akira to Princess Mononoke: experiencing contemporary Japanese animation. Basingstoke: Palgrave.
Napier, S. (2005). Anime from Akira to Howl¿s moving castle: experiencing contemporary Japanese animation (Updated edition, [revised edition]..). New York; Basingstoke: Palgrave Macmillan.
Silvio, C. (1999). Refiguring the Radical Cyborg in Mamoru Oshii's "Ghost in the Shell", Science Fiction Studies, Vol. 26, No. 1 (Mar., 1999), pp. 54-72. (n.d.). Retrieved from http://www.jstor.org.ezproxy.is.ed.ac.uk/stable/pdf/4240752.pdf?acceptTC=true&jpdConfirm=true
Sato, K. (2004). How Information Technology Has (Not) Changed Feminism and Japanism: Cyperpunk in the Japanese Context. Comparative Literature Studies, 41(3), 335¿355.
Seed, D. (2005). A companion to science fiction. Malden, Mass: Blackwell Pub.
Steven T. Brown. (2010). Tokyo cyberpunk: posthumanism in Japanese visual culture (First edition..). New York: Palgrave Macmillan.
Teppo, M., & Rambo, C. (2013). Cyberpunk: Stories of Hardware, Software, Wetware, Evolution, and Revolution. Underland Press. |
Additional Information
Graduate Attributes and Skills |
- To identify main themes and issues associated with Japanese cyberpunk.
- To employ strong multimodal analysis skills to explore sociocultural, sociolinguistic, and dynamic narratives of popular visual genres across media.
- To be familiarized with the notion of multimodality and its relationship to the contemporary visual contents of science fiction, manga, anime, video game and film. |
Keywords | Japanese Cyberpunk,visual genres,multimodal discourse |
Contacts
Course organiser | Dr Yoko Sturt
Tel: (0131 6)50 4228
Email: |
Course secretary | Mr Alan Binnie
Tel: (0131 6)51 1822
Email: |
|
© Copyright 2017 The University of Edinburgh - 6 February 2017 6:22 pm
|