Undergraduate Course: Japanese Cyberpunk: Non-Western futuristic fantasy in popular visual genres (ASST10142)
|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
|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.
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)
||Other requirements|| None
Course Delivery Information
|Academic year 2017/18, Not available to visiting students (SS1)
|Learning and Teaching activities (Further Info)
Lecture Hours 20,
Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
|Assessment (Further Info)
|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%)
||Verbal feedback throughout the course, based on class discussions. Also individual written feedback on presentation.
|No Exam Information
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.
|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.
|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
|Keywords||Japanese Cyberpunk,visual genres,multimodal discourse
|Course organiser||Dr Yoko Sturt
Tel: (0131 6)50 4228
|Course secretary||Mr David Horn
Tel: (0131 6)50 4227