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 Undergraduate Course: Japanese Cyberpunk: Non-Western futuristic fantasy in popular visual genres (ASST10142)
Course Outline
| School | School of Literatures, Languages and Cultures | College | College of Humanities and Social Science |  
| Credit level (Normal year taken) | SCQF Level 10 (Year 4 Undergraduate) | 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 multi-modal 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 multi-modal 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 2019/20, Not available to visiting students (SS1) | Quota:  None |  | Course Start | Semester 2 |  Timetable | Timetable | 
| Learning and Teaching activities (Further Info) | Total Hours:
200
(
 Lecture Hours 20,
 Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
176 ) |  
| Assessment (Further Info) | Written Exam
0 %,
Coursework
80 %,
Practical Exam
20 % |  
 
| Additional Information (Assessment) | 1 x take-home exam essay of c. 3,000 words (70%) 1 x presentation based on primary source materials (20%)
 Class participation (10%)
 |  
| Feedback | Verbal feedback throughout the course, based on class discussions. Also individual written feedback on presentation. |  
| 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.Employ strong multimodal analysis skills to explore sociocultural, sociolinguistic, and dynamic narratives of popular visual genres across media.Understand 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.
 Sato, K. (2004). How Information Technology Has (Not) Changed  Feminism and Japanism: Cyperpunk in the Japanese Context.  Comparative Literature Studies, 41(3), 335-355.  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
 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.
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Additional Information
| Graduate Attributes and Skills | -  Visual and critical analysis techniques -  Independent research skills
 -  Presentation and communication skills
 -  Organisation and planning skills
 -  Communicate with peers, senior colleagues and specialists
 
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| Keywords | Japanese Cyberpunk,visual genres,multimodal discourse |  
Contacts 
| Course organiser | Dr Yoko Sturt Tel: (0131 6)50 4228
 Email:
 | Course secretary | Mrs Vivien MacNish Porter Tel: (0131 6)50 3528
 Email:
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