N. Katherine Hayles
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How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
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published
1999
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12 editions
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Writing Machines
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published
2002
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6 editions
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How We Think: Digital Media and Contemporary Technogenesis
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published
2012
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9 editions
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My Mother Was a Computer: Digital Subjects and Literary Texts
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published
2005
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9 editions
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Electronic Literature: New Horizons for the Literary
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published
2008
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9 editions
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Unthought: The Power of the Cognitive Nonconscious
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Chaos and Order: Complex Dynamics in Literature and Science
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published
1991
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6 editions
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Chaos Bound: Orderly Disorder in Contemporary Literature and Science
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published
1990
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5 editions
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The Cosmic Web: Scientific Field Models and Literary Strategies in the 20th Century
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published
1985
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4 editions
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Comparative Textual Media: Transforming the Humanities in the Postprint Era
by
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published
2013
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9 editions
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“If my nightmare is a culture inhabited by posthumans who regard their bodies as fashion accessories rather than the ground of being, my dream is a version of the posthuman that embraces the possibilities of information technologies without being seduced by fantasies of unlimited power and disembodied immortality, that recognizes and celebrates finitude as a condition of human being, and that understands human life is embedded in a material world of great complexity, one on which we depend for our continued survival.”
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
“Virtuality is the cultural perception that material objects are interpenetrated by information patterns. The definition plays off the duality at the heart of the condition of virtuality—materiality on the one hand, information on the other. Normally virtuality is associated with computer simulations that put the body into a feedback loop with a computer-generated image. For example, in virtual Ping-Pong, one swings a paddle wired into a computer, which calculates from the paddle’s momentum and position where the ball would go. Instead of hitting a real ball, the player makes the appropriate motions with the paddle and watches the image of the ball on a computer monitor. Thus the game takes place partly in real life (RL) and partly in virtual reality (VR). Virtual reality technologies are fascinating because they make visually immediate the perception that a world of information exists parallel to the “real” world, the former intersecting the latter at many points and in many ways. Hence the definition’s strategic quality, strategic because it seeks to connect virtual technologies with the sense, pervasive in the late twentieth century, that all material objects are interpenetrated by flows of information, from DNA code to the global reach of the World Wide Web.”
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
“Junk is the “ideal product” because the “junk merchant does not sell his product to the consumer, he sells the consumer to his product. He does not improve and simplify his merchandise. He degrades and simplifies the client.”
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
― How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
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