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Cyberpunk

Cyberpunk
William Gibson's Sprawl trilogy novels are famous early cyberpunk novels. Cyberpunk is a subgenre of science fiction in a future setting, noted for its focus on "high tech and low life".[1][2] It features advanced technology and science, such as information technology and cybernetics, coupled with a degree of breakdown or radical change in the social order.[3] Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.—Lawrence Person[7] Style and ethos[edit] Primary exponents of the cyberpunk field include William Gibson, Neal Stephenson, Bruce Sterling, Pat Cadigan, Rudy Rucker, and John Shirley.[8] Setting[edit] Shibuya, Tokyo.[11] Of Japan's influence on the genre, William Gibson said, "Modern Japan simply was cyberpunk Protagonists[edit] Media[edit] Literature[edit]

http://en.wikipedia.org/wiki/Cyberpunk

Related:  PerceptionRésistance

Cybernetics Cybernetics is a transdisciplinary[1] approach for exploring regulatory systems, their structures, constraints, and possibilities. Cybernetics is relevant to the study of systems, such as mechanical, physical, biological, cognitive, and social systems. Cybernetics is applicable when a system being analyzed incorporates a closed signaling loop; that is, where action by the system generates some change in its environment and that change is reflected in that system in some manner (feedback) that triggers a system change, originally referred to as a "circular causal" relationship. Some say this is necessary to a cybernetic perspective.

List of cyberpunk works The following is a list of works commonly ascribed to the cyberpunk genre of science fiction. While some of these works—such as Neuromancer and Blade Runner—have become accepted as archetypal examples of cyberpunk, the classification of others can be debated. Furthermore, works published after 1993 are increasingly likely to be labeled "postcyberpunk", a term first applied to Neal Stephenson's Snow Crash.[1] Consequently, all categorizations are likely to be incomplete, contested or provisional. Notable precursors[edit] Print media[edit] Novels[edit] Mythology Some (recent) approaches have rejected a conflict between the value of myth and rational thought, often viewing myths, rather than being merely inaccurate historical accounts, as expressions for understanding general psychological, cultural or societal truths. Etymology[edit] The English term mythology predates the word myth by centuries.[5] It appeared in the 15th century,[7] borrowed whole from Middle French mythologie. The word mythology "exposition of myths" comes from Middle French mythologie, from Late Latin mythologia, from Greek μυθολογία mythologia "legendary lore, a telling of mythic legends; a legend, story, tale," from μῦθος mythos "myth" and -λογία -logia "study

[JEU VIDEO] Watch Dogs The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Players control Aiden Pearce, a highly skilled grey hat hacker who can hack into the "ctOS", a centralized operating system which manages the hyper-connected city of Chicago, and formed after a Northeast blackout of 2003 was caused by a hacker. A online multiplayer mode is also provided in the game, allowing up to eight players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting. Development on the game began in 2009. As part of their research for the open world, the developers conducted field research around Chicago throughout development and captured footage for the design team. Development duties were shared between many of Ubisoft's studios worldwide.

Ignorance Ignorance is a state of being uninformed (lack of knowledge).[1] The word ignorant is an adjective describing a person in the state of being unaware and is often used as an insult to describe individuals who deliberately ignore or disregard important information or facts. Ignoramus is commonly used in the UK, Ireland, and the US as a term for someone who is willfully ignorant. Ignorance is distinguished from stupidity, although both can lead to "unwise" acts. Writer Thomas Pynchon articulated about the scope and structure of one's ignorance: "Ignorance is not just a blank space on a person's mental map. It has contours and coherence, and for all I know rules of operation as well.

Reality Not to be confused with Realty. Philosophers, mathematicians, and other ancient and modern thinkers, such as Aristotle, Plato, Frege, Wittgenstein, and Russell, have made a distinction between thought corresponding to reality, coherent abstractions (thoughts of things that are imaginable but not real), and that which cannot even be rationally thought. By contrast existence is often restricted solely to that which has physical existence or has a direct basis in it in the way that thoughts do in the brain. Reality is often contrasted with what is imaginary, delusional, (only) in the mind, dreams, what is false, what is fictional, or what is abstract.

Rationality Determining optimality for rational behavior requires a quantifiable formulation of the problem, and making several key assumptions. When the goal or problem involves making a decision, rationality factors in how much information is available (e.g. complete or incomplete knowledge). Collectively, the formulation and background assumptions are the model within which rationality applies. Illustrating the relativity of rationality: if one accepts a model in which benefitting oneself is optimal, then rationality is equated with behavior that is self-interested to the point of being selfish; whereas if one accepts a model in which benefiting the group is optimal, then purely selfish behavior is deemed irrational. It is thus meaningless to assert rationality without also specifying the background model assumptions describing how the problem is framed and formulated. Theories of rationality[edit]

[ARG] Campaign timeline of the Year Zero alternate reality game February 2007[edit] February 12, 2007 Fans found that a new Nine Inch Nails tour T-shirt contained highlighted letters that spell out the words "I am trying to believe."[2][3] It was discovered that iamtryingtobelieve.com was registered as a website, and soon several related websites were found in the IP range (Another Version of the Truth, Be the Hammer, 105th Airborne Crusaders, and Church of Plano), all describing a dystopian vision of the world fifteen years in the future.[4]Consolidated Mail Systems found through reference on the Another Version of the Truth forums.[4] February 14, 2007

Deference Politics[edit] Smolenski (2005) examines deference in colonial Pennsylvania, to see how claims to political authority were made, justified, and accepted or rejected. He focuses on the "colonial speech economy," that is, the implicit rules that determined who was allowed to address whom and under what conditions, and describes how the qualities that inspired deference changed in the province from 1691 to 1764. The Quaker elite initially established a monopoly on political leadership based on what they believed to be their inherent civic virtue grounded in their religious and social class. By 1760, this view had been discredited and replaced with the general consensus that civic virtue was an achieved, not an inherent, attribute and that it should be determined by the display of appropriate manliness and the valor of men who were willing to take up arms for the common defense of the colony. Sociology[edit]

[ARG] Characters and organizations in the Year Zero alternate reality game In the Year Zero alternate reality game several characters and organizations are mentioned. Most of them have websites, though some of them physically cannot be able to create a website (The Presence), and some hold websites of their subsidiary organizations (U.S. Bureau of Morality). Major characters and organizations[edit] Solutions Backwards Initiative[edit] Autonomism (political doctrine) Autonomism is a doctrine which supports acquiring or preserving political autonomy of a nation or a region. It is not necessarily opposed to federalism, quite to the contrary. Having said that, souverainism necessarily implies autonomism, but not vice versa. Examples of autonomist parties include Action démocratique du Québec in Canada (Quebec), New Democratic Macau Association in China (Macau), Parti progressiste martiniquais (Martinique) in France, Scottish National Party in the United Kingdom, Lega Nord in Italy (Northern Italy) and Popular Democratic Party of Puerto Rico in the United States (Puerto Rico). Autonomism is a policy defended by the Action démocratique du Québec (ADQ), a provincial party which aims to obtain certain federal capacities and to give the title of autonomous State to the province of Quebec.

Free will Though it is a commonly held intuition that we have free will,[3] it has been widely debated throughout history not only whether that is true, but even how to define the concept of free will.[4] How exactly must the will be free, what exactly must the will be free from, in order for us to have free will? Historically, the constraint of dominant concern has been determinism of some variety (such as logical, nomological, or theological), so the two most prominent common positions are named incompatibilist or compatibilist for the relation they hold to exist between free will and determinism. In Western philosophy[edit] The underlying issue is: Do we have some control over our actions, and if so, what sort of control, and to what extent? These questions predate the early Greek stoics (for example, Chrysippus), and some modern philosophers lament the lack of progress over all these millennia.[11][12] Below are the classic arguments bearing upon the dilemma and its underpinnings.

Noumenon Etymology[edit] The Greek word noumenon (νοούμενoν), plural noumena (νοούμενα), is the middle-passive present participle of νοεῖν (noein), "I think, I mean", which in turn originates from the word "nous" (from νόος, νοῦς, perception, understanding, mind). A rough equivalent in English would be "something that is thought", or "the object of an act of thought". Arthur Schopenhauer Life[edit] Schopenhauer's birthplace house, ul. Św.

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