Postgraduate Course: Japanese Cyberpunk: Non-Western futuristic fantasy in popular visual genres (ASST11051)
|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
|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 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)
||Other requirements|| None
Course Delivery Information
|Academic year 2018/19, Not available to visiting students (SS1)
|Learning and Teaching activities (Further Info)
Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
|Assessment (Further Info)
|Additional Information (Assessment)
||1 x 3500 word essay (75%)
1 x presentation on primary materials related to one of the seminar topics (25%)
|No Exam Information
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.
|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). AnimÚ 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.
|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
|Course organiser||Dr Yoko Sturt
Tel: (0131 6)50 4228
|Course secretary||Miss Charlotte McLean
Tel: (0131 6)50 4114