Bleecker, Julian C. (Author)
This dissertation titled ``The Reality Effect of Technoscience'' by Julian C. Bleecker investigates the social, cultural and political meaning of three technology-based popular culture artifacts: Virtual Reality technology; film-based special effects as seen in the science-fiction film _Jurassic Park_, and; the simulation games SimCity2000 TM. Individually, these three artifacts serve as points of entry for discerning how these specific forms of computer-based visual and computer-based knowledge representation reveal the cultural politics of cities, indicate how popular notions of the possibilities offered by genetic science and engineering arise, and offer insights into how historical and contemporary social institutions shape how advanced imaging technologies are built and inform their possible uses. Collectively, I use these artifacts as instances of ``The Reality Effect of Technoscience''---_ the process by which a specific artifact attains a sense of tangible, social, political and cultural reality that is contingent on other social agents' engagement with the artifact_. My investigation begins by determining who and what makes up the social, cultural and political character of these specific technology artifacts. It is my overall objective to reveal how, in these particular examples, these constitutive ``agents''---the who and what---operate to give the artifact substantial meaning such that the artifact becomes ``real.'' In my approach, a computer program or an article in a popular science journal, for example, are ``agents'' that inform the meaning making process in a way that is on par with human scientists or science-fiction film fans. These are examples of the human and non-human agents which, through their activities, contribute to the ``Reality Effect'' of these artifacts. Through their activities these agents ``socialize'' these artifacts, which is tantamount to making the artifacts socially relevant, or making the artifact ``matter.'' My research determines that artifacts become ``real'' through the activities of agents who engage in the task of giving the artifact meaning proper to the idiom in which the agent operates. These many- layered, fraught and heady engagements occur throughout a large matrix of social, political and cultural activities. My research reveals such engagements through a close investigation of the practices relevant to the artifact in question.
...MoreDescription Studies the social, cultural, and political meaning of virtual reality technology, film-based special effects, and simulation games. Cited in Diss. Abstr. Int. A 65/12 (2005): 4696. UMI pub. no. 3157631.
Thesis
Martins, Susana Santos;
(2003)
Unnatural Futures: Imagining the High-Tech in Contemporary American Culture
(/p/isis/citation/CBB001562016/)
Book
François Jarrige;
(2014)
Technocritiques: Du refus des machines à la contestation des technosciences
(/p/isis/citation/CBB984451034/)
Article
Wittkower, D. E.;
Selinger, Evan;
Rush, Lucinda;
(2013)
Public Philosophy of Technology: Motivations, Barriers, and Reforms
(/p/isis/citation/CBB001201749/)
Article
Wilken, Rowan;
(2007)
The Haunting Affect of Place in the Discourse of the Virtual
(/p/isis/citation/CBB001031204/)
Book
Turkle, Sherry;
(2008)
The Inner History of Devices
(/p/isis/citation/CBB000950320/)
Book
Daniel Herbert;
(2014)
Videoland: Movie Culture at the American Video Store
(/p/isis/citation/CBB003458613/)
Article
Kirby, David A.;
(2003)
Science Consultants, Fictional Films, and Scientific Practice
(/p/isis/citation/CBB000651030/)
Article
Malone, Cheryl Knott;
(2002)
Imagining Information Retrieval in the Library: Desk Set in Historical Context
(/p/isis/citation/CBB000300417/)
Article
Beinart, William;
McKeown, Katie;
(2009)
Wildlife Media and Representations of Africa, 1950s to the 1970s
(/p/isis/citation/CBB000932644/)
Article
Tsutsui, William M.;
(2007)
Looking Straight at THEM!: Understanding the Big Bug Movies of the 1950s
(/p/isis/citation/CBB000720352/)
Article
Moore, Rick Clifton;
(2006)
Ambivalence to Technology in Jeunet's Le Fabuleux Destin d'Amélie Poulain
(/p/isis/citation/CBB000720274/)
Article
Terzian, Sevan G.;
Grunzke, Andrew L.;
(2007)
Scrambled Eggheads: Ambivalent Representations of Scientists in Six Hollywood Film Comedies from 1961 to 1965
(/p/isis/citation/CBB000830317/)
Book
Berkowitz, Edward D;
(2010)
Mass Appeal: The Formative Age of the Movies, Radio and TV
(/p/isis/citation/CBB001550395/)
Article
Jessica Dickson;
(2016)
Do Cyborgs Desire Their Own Subjection? Thinking Anthropology With Cinematic Science Fiction
(/p/isis/citation/CBB878724770/)
Article
Frank, Scott;
(2003)
Reel Reality: Science Consultants in Hollywood
(/p/isis/citation/CBB000640419/)
Article
Kozlovic, Anton Karl;
(2003)
Technophobic Themes in Pre-1990 Computer Films
(/p/isis/citation/CBB000640417/)
Article
Steinke, Jocelyn;
(2005)
Cultural Representations of Gender and Science: Portrayals of Female Scientists and Engineers in Popular Films
(/p/isis/citation/CBB000660447/)
Chapter
Morrey, Douglas;
(2011)
Houellebecq, Genetics and Evolutionary Psychology
(/p/isis/citation/CBB001202037/)
Article
Hudson, Dale;
(2013)
“Of Course There Are Werewolves and Vampires”: True Blood and the Right to Rights for Other Species
(/p/isis/citation/CBB001201821/)
Book
Wright, David C;
Austin, Allan W.;
(2010)
Space and Time: Essays on Visions of History in Science Fiction and Fantasy
(/p/isis/citation/CBB001033215/)
Be the first to comment!