Tuesday, May 28, 2019
Shaping Identity in William Gibsons Neuromancer Essay -- Numbers Gibs
Shaping Identity in William Gibsons NeuromancerThe number one is not a thing. Math has no definitive reality. Numbers are a social construct, a system of symbols designed to express the abstractions through which properly developed societies apologise aspects of reality. It follows that, as humanity seeks to understand more of what it is to exist, bigger numbers are needed. Soon, we need machines to understand the numbers. Society plants a base on information technology, efficiency, and a mechanical precision that is startling. What is desirable in a product is distilled to a formulaic essence and packaged neatly. Humans, too, are boiled down to science. Glossy shots, fierce lipstick, concrete biceps, and an ever-decreasing waistline set the standard. People are reduced to little more than the sum of their parts, a pair of matchstick legs, a rippled midsection, the right position and right make-up. Information technology makes the dissimilation of these trends mercilessly easy In response to the Atkins Diet, tens of thousands of Americans strike carbohydrates from their diets. A cell phone that simply calls someone is old at best people need infinite text messaging and a built-in digital camera (with no roaming charges) so that they can netmail pictures of their new car to their friends in California, New York, or Antarctica. Jessica Simpson mistakes canned tuna for chicken and millions of viewers laugh at her in unison. Still, one is not a thing. These societal constructs chip away at the very humanity of the people who live amidst them. In William Gibsons Neuromancer, a motley cast of characters face this refrigerating steel reality, that their humanity is being systematically stripped, and that even attempts to take advantage... ... as perceived in Mary Shelleys Frankenstein and William Gibsons Neuromancer. 1996. Retrieved November 16th, 2004. http//www.geocities.com/Paris/5972/gibson.html.Meyer, Chuck. Human Identity in the age of Computers Cyberpunk Identity. April 1997. Retrieved November 20th, 2004. http//fragment.nl/mirror/Meyer/CyberpunkIdentity.htm. Myers, Tony. The Postmodern Imaginary In William Gibsons Neuromancer. 2001. Retrieved November 20th, 2004. http//www.postanarki.net/myers.htm. Saffo, Paul. Consensual Realities in Cyberspace. Phrack Magazine. 1989. Retrieved November 16th, 2004. http//www.phrack.org/show.php?p=30&a=8. Shaw, Debbie. THEREFORE I AM - TECHNOLOGY & adult male IDENTITY. Updated January 1997. Retrieved November 16th, 2004. http//learning.unl.ac.uk/humanIT/cybersf/ident.htm
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