N. Katherine Hayles

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N. Katherine Hayles



Average rating: 4.01 · 2,686 ratings · 242 reviews · 33 distinct worksSimilar authors
How We Became Posthuman: Vi...

4.08 avg rating — 904 ratings — published 1999 — 12 editions
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Writing Machines

3.83 avg rating — 213 ratings — published 2002 — 6 editions
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How We Think: Digital Media...

3.73 avg rating — 141 ratings — published 2012 — 9 editions
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My Mother Was a Computer: D...

3.82 avg rating — 126 ratings — published 2005 — 9 editions
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Electronic Literature: New ...

3.76 avg rating — 126 ratings — published 2008 — 9 editions
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Unthought: The Power of the...

3.98 avg rating — 102 ratings6 editions
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Chaos and Order: Complex Dy...

3.83 avg rating — 48 ratings — published 1991 — 6 editions
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Chaos Bound: Orderly Disord...

3.92 avg rating — 37 ratings — published 1990 — 5 editions
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The Cosmic Web: Scientific ...

4.13 avg rating — 31 ratings — published 1985 — 4 editions
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Comparative Textual Media: ...

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3.85 avg rating — 20 ratings — published 2013 — 9 editions
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More books by N. Katherine Hayles…
Quotes by N. Katherine Hayles  (?)
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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.”
N. Katherine Hayles, 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.”
N. Katherine Hayles, 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.”
N. Katherine Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics

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