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Cyberculture: From digital to virtual representation 2A ( 6 points, SCA Band 1, 0.125 EFTSL)


Leader: Anne Marsh

Not offered in 2006.

Synopsis: This unit will introduce students to a variety of cybercultural representations including computer games, virtual realities, interactive world wide web sites such as Multi-User Dimensional Spaces, electronic publishing, multi-media and installation art, and video, film and TV productions which address these forms of representation. A range of critical and theoretical texts will be considered with particular attention paid to the construction of the individual/subject in virtual space. The unit will provide students with a critical and historical understanding of the myths and stereotypes that recur in cyberculture and its representations.

Objectives: Upon successful completion of this unit students will: 1. have developed a thorough knowledge of the various modes and genres encountered in cyberculture 2. have gained a critical insight into the different ways of seeing encountered in digital and virtual representatives 3. have developed an understanding of the critical and theoretical debates related to cyberculture, new technologies and visions of the future; and 4. have developed skills in critical analysis that can be applied to the investigation of cyberculture.

Assessment: Essay (2250 words): 50% + Internet project (equivalent 2250 words): 50%

Contact Hours: 2 hours (1 x 1 hour lecture and 1 x 1 hour tutorial) per week

Prerequisites: Any first year unit in Theory of Art and Design, Visual Culture or Cultural Studies

Prohibitions: VSA2460, VSA3460, CLS2460, CLS3460, TAD3460