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題名:穿越不可承受之矛盾:論電腦龐克與網路文化之科技主體,空間與時間
作者:黃涵榆 引用關係
作者(外文):Han-yu Huang
校院名稱:國立臺灣大學
系所名稱:外國語文學系研究所
指導教授:張惠娟
學位類別:博士
出版日期:2001
主題關鍵詞:關鍵字: 1.矛盾(ambivalence)2.人工智慧(artificial intelligence)3.人造生命(artificial life)4.肉體(body)5.網路文化(cyberculture)6.電腦龐克(cyberpunk)7.塞爆空間(cyberspace)8.合成人(cyborg)9.歷史(history)10.空缺(lack)11.記憶(memory)12.大對體(Other)13.後人類(posthuman)14.後現代(postmodernity)15.科幻小說(science fiction)16.主體性(subjectivity)17.空間性(spatiality)18.病癥(symptom)19.時間性(temporality)20.虛擬實境(virtual reality)1. ambivalence2. artificial intelligence3.artificial life4. body5. cyberculture6. cyberpunk7. cyberspace8. cyborg9. history10. lack11. memory12. the Other13. posthuman14. postmodernity15. science fiction16. the subject(ivity)17. spatiality18. symptom19. temporality20. virtual reality
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本論文之基礎觀點在於當前科技文化現實包含「敘述危機」,且具有複雜、矛盾與不確定之本質。本論文將採用「病癥式閱讀」檢視電腦龐克與網路文化:亦即,詮釋任何單一言談、文本、論述與實踐所暴露之意識形態之偏差、矛盾與空缺,審視所反映之整體科技文化象徵體系之危機。此一閱讀策略認定必須依賴「科技大對體」之框架,始得重新理解界定電腦文化中「主體性」、「空間性」與「時間性」等概念。研究目標在於揭露與穿越文本、概念與意識形態等層面之病癥,衡量如何發揮其詮釋與策略性效用,深化網路文化之理解,並形塑整合科技、空間、歷史與「後人類」主體等議題之文化研究模式。
本論文分為四章。第一章將電腦龐克置於科幻小說與後現代之環節,所強調之主題為「界限模糊現象」(特別是文類與體裁之混雜)、擬態與景觀文化、以及更不容忽略之科技霸權。第二章之分析對象為電腦龐克與其他科技文化論述所描繪想像之科技生命,包含「合成人」、「人工智慧」、「人造生命」、「記憶體」與「電腦巫毒」。本章亦將針對肉體/心靈、人類/機器與生/死等區分、記憶之特質、自我與對體之對立狀態、與後人類情境等議題進行哲學化之討論。第三章檢視各種與塞爆空間與虛擬實境相關之論述與發明,企圖將兩者之論述場域重新置放於西方「向虛驅力」(the drive to virtuality)之傳統加以評斷。本章強調空間化與主體化為不可分割之範疇;兩者皆以「可視性」(visibility)/「不可視性」、「在場」/「不在場」之動態交互擺盪為基礎;必須深入思考此一情境始得超越「電腦烏托邦」(cyber-utopian)與「反電腦烏托邦」(cyber-dystopian)兩者同等簡化之想像。第四章首先處理針對電腦龐克之諸多「噩耗」及其意識形態之病癥。本章之關注亦包含死亡、終結、歷史、後人類等環環相扣之普遍性概念,策略性利用「變異」(becoming)、「空缺」與「填補空缺」等原則推演出得以闡釋電腦龐克與網路文化之歷史意義與後人類情境之模式。
整體而言,本論文涉及有關肉體、心靈、記憶、意識、潛意識、主體性、空間性、真實、虛擬、生命、演化與歷史等主題之各類科幻、哲學、科技、社會、文化與精神分析論述。本論文之終極目標在於示範負責任、有遠見之網路文化研究應有之作為。
關鍵字: 1.矛盾(ambivalence); 2.人工智慧(artificial intelligence); 3.人造生命(artificial life); 4.肉體(body); 5.網路文化(cyberculture); 6.電腦龐克(cyberpunk); 7.塞爆空間(cyberspace); 8.合成人(cyborg); 9.歷史(history); 10.空缺(lack); 11.記憶(memory); 12.大對體(Other); 13.後人類(posthuman); 14.後現代(postmodernity); 15.科幻小說(science fiction); 16.主體性(subjectivity); 17.空間性(spatiality); 18.病癥(symptom); 19.時間性(temporality); 20.虛擬實境(virtual reality)
This essay begins from a basic observation that contemporary techno-cultural realities involve a “narrative-crisis” and are complex, ambivalent and indeterminate in nature. My two main objects of study, cyberculture and cyberpunk, will be examined by means of “a symptomatic reading”: each enunciation, text, discourse, and practice under examination will be interpreted as betraying its own ideological limitations and contradictions, responding to the overall techno-cultural, symbolic system in crisis, and pointing to some lacks to be filled. Such a reading posits “the technological Other” as an irreducible category with respect to the conceptions of subjectivity, spatiality, and temporality in cyberculture. The objective is to expose and then “work through” textual─as well as conceptual and ideological─symptoms, assess how they may generate interpretive and strategic values for our deeper understanding of cyberculture, and formulate a more workable, rather than finalized, model for thinking together technology, space, history and the (post)human subject.
The whole essay is divided into four chapters. Chapter One places cyberpunk, an essential part of cyberculture, in the contexts of science fiction and postmodernity. The main topics to be highlighted include “boundary-blurring phenomena,” especially generic and stylistic hybridity, the culture of simulation and the spectacle, and, the most important, the dominance of technological order. Chapter Two offers a critical analysis of various “technological beings” such as cyborgs, AIs, ALs, memory constructs and cybervoodoos imagined and imaged by cyberpunk and other contemporary techno-cultural discourses. Discussions are elaborated philosophically with respect to some fundamental distinctions like body/mind, human/machine, and life/death, the nature of memory, the antagonism of self and Other, and the posthuman condition in general. The arguments in this chapter center around how and why those representations of the technological beings under examination betray their own symptomatic ambivalence. Chapter Three examines various discourses and inventions related to “cyberspace” and “Virtual Reality” and expands the discursive formations of both categories by means of relocating them in the Western tradition of “the drive to virtuality.” The processes of spatialization and subjectification are judged together: the dynamic interplay of visibility and invisibility, presence and absence is highlighted in order to calculate the possibility of stepping beyond both cyber-utopian and cyber-dystopian reductive, unequivocal imaginaries. The last chapter first takes issue with the “death-announcements” of cyberpunk and exposes their ideological symptoms. The next focus is placed upon a more general level: the relevance of “death” (or “end”) to the conception of “history,” especially under the “posthuman” condition. The principle of “becoming,” as well as of “lack” and “lack-filling,” is strategically appropriated to formulate a subtler and more comprehensive model for explicating the “history lesson” of cyberpunk and cyberculture and its significance to a deeper understanding of the posthuman condition.
As a whole, this essay covers a wide spectrum of science-fictional, philosophical, technological, socio-cultural, and psychoanalytic discourses on body, mind, memory, consciousness, the unconscious, subjectivity, spatiality, reality, virtuality, life and death, evolution, and history. The best that this essay can achieve is to demonstrate what a responsible and insightful cultural study should do with the techno-cultural realities in cyberculture, however complex and indeterminate they are.
Key Words: 1. ambivalence; 2. artificial intelligence; 3. artificial life; 4. body; 5. cyberculture; 6. cyberpunk; 7. cyberspace; 8. cyborg; 9. history; 10. lack; 11. memory; 12. the Other; 13. posthuman; 14. postmodernity; 15. science fiction; 16. the subject(ivity); 17. spatiality; 18. symptom; 19. temporality; 20. virtual reality
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