![]() ![]() The result of this project is the present volume of twelve student essays that were first presented at the conference, and then selected and revised for publication. Rabkin, professor at the University of Michigan (USA) and an international expert in the field. In the summer term of 2009, students from the University of Göttingen and the University of Siegen participated in two parallel courses entitled “Of Body Snatchers and Cyberpunks: American Science Fiction Film from the 1950s to the Present” and met for an undergraduate conference in Göttingen where they presented and discussed their research on American science fiction film together with Eric S. Since its beginnings, science fiction has served as an intellectual playground where pressing issues such as scientific and technological progress, population growth, nuclear power, environmental protection, or genetic engineering have been projected onto different times and spaces in order to warn about inherent dangers, offer solutions, or to simply speculate about and experiment with the future. ![]() In addition, the book explores how film affects technologies and science fiction themes have begun to slip outside the boundaries of science fiction media and have entered the social realm - through 'special effects' that are rudimentary forms of artificial intelligence, through 'real' robots that are becoming a growing industry, and in the construction of our urban spaces which are deliberately modeled upon utopian images drawn from science fiction. Ranging from film examples such as Matrix Reloaded and Avatar to game examples such as Doom 3, one aim is to explore how similar themes of technological advancement in the hands of corporations and governments are conveyed across the different media technologies - the cinema and computer games. This book is concerned especially with exploring a diverse range of experiences that science fiction can offer its audience. The central concern is with technology: special effects technology used to create the special effects in media such as films and computer games and the way the media examples themselves image and thematize the role of new technology within their narratives. This book focuses on developments that have taken place in science fiction media over the last two decades. ![]() This collection of essays explores how science fiction films and computer games attempt to come to grips with the changing conceptions of the world around us, and our identity within it. ![]()
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