Introduction to Cyberpunk
University of Baltimore
Before the technology even existed for today's virtual "global village", writers and directors were imagining the potential for this new frontier, with writers from William Gibson and Philip K. Dick to Vernor Vinge and Neal Stephenson creating the ideas we live in today. We will survey the terrain of cyberspace, in both its current form and in the imagination of storytellers, as we confront the question: how are these evolving technologies changing our idea of humanity itself? Studying these "myths" of cyberspace is an interdisciplinary endeavor. We will draw upon literary texts and criticism, postmodern theory, film, games, and social/psychological critiques of the Internet and related phenomena to connect the dots in our image of cyberspace. The range of content we can focus on is seemingly infinite, and students are expected to steer conversation through their own engagement as citizens of the virtual world.
Multiplayer Game Design
University of Baltimore at Shady Grove
This course will explore the games of the future in which we now live: virtual worlds in which one can go online and take on another identity, connect with a virtual bot, band with elves battling through the land of Warcraft, or join a chat community with people from around the world -- people who may or may not be what they seem. These are the realities of the Internet Age, in which cyberpunk visions extend into new digital narratives, out of which new myths have materialized: The Matrix, Ghost in the Shell, Minority Report, and many more, appearing both in popular culture and on the Internet. We will survey the terrain of virtual world gaming, in both its current form and in the imagination of storytellers, as we confront the questions of designing the next stage. We'll look at the history of collaborative and competitive play in gaming systems throughout the digital age, and study the design challenges and methods for multiplayer games.
Sequential Art: A Serious Look at "Comics"
Approved for Fall 2006. Designed by Anastasia Salter, Approved by Dorothea Dietrich.
Corcoran College of Art and Design
The big screen is filled with recent examples of comics adapted for a mass "film" audience. From X-Men and Spiderman to Sin City and Ghost World, these films have reminded us that comic works do more than fill a niche countercultural role. We will be looking at the cultural and literary place of "sequential art," whether it takes the form of editorial cartoons in the New Yorker or alternative graphic novels. As we journey through the development of comics from zines and the golden age of superhero comics to current very niche avant garde publications and web comics, we will consider their particular appeal as well as their future role in a digital age.
The Summer Blockbuster
Approved for Summer 2006. Designed by Anastasia Salter, Approved by Richard Selden.
Continuing Education: Noncredit Cultural Studies Course
Corcoran College of Art and Design
As Hollywood has transformed from the Golden days of the studio system to a modern celebrity driven system with far fewer releases, the idea of the blockbuster has become ubiquitous. We will investigate the character and definition of this genre, using Tom Shone's Blockbuster and the work of film critics as our guide. Topics will include the role of the blockbuster in mass culture, the film critic versus the film viewer, and the nature of spectacle.
Canceled for Summer 2006
Cyborgs, Gods and Dwarves: The Myths of Cyberspace
Spring 2006. Designed by Anastasia Salter, Approved by Dorothea Dietrich.
Corcoran College of Art and Design
This course will explore the science fiction world of the future in which we now live: a world in which one can go online and take on another identity, connect with a virtual bot, band with elves battling through the land of Warcraft, or join a chat community with people from around the world -- people who may or may not be what they seem. These are the realities of the Internet Age, in which cyberpunk visions extend into new digital narratives, out of which new myths have materialized: The Matrix, Ghost in the Shell, Minority Report, and many more, appearing both in popular culture and on the Internet. We will survey the terrain of cyberspace, in both its current form and in the imagination of storytellers, as we confront the question: how are these evolving technologies changing our idea of humanity itself?
Politics, Advertising, and Mass Media
Fall 2005. Designed by Anastasia Salter, Approved by Dorothea Dietrich.
Corcoran College of Art and Design
This course provides an overview of the techniques advanced by media theorists for understanding the continual impact of the pervasive media surrounding us. We will first gain a historical perspective on media theory, reading excerpts from the works of landmark theorists and modern commentators. After we have reviewed the theory, we will move on to practical analysis. Students will be expected to keep aware of their media environment by watching the news and popular media as much as possible. We will look at examples of political rhetoric drawn from many sources; including such popular periodicals as Time Magazine; the websites and advertising of political parties and special interest groups; and the “spoof” advertisements offered by Adbusters.