Monthly Archives: May 2017

Worried South Korea speeds up building missile defence system over North Korea WW3 fears – Daily Star

Posted: May 17, 2017 at 2:05 am

SOUTH Korea is desperate to speed up its defensive weapons programme in the wake of Kim Jong-un's latest missile launch.

AFP//REUTERS/EPA

Nuke-mad Kim urned up the heat on brewing World War 3 tensions as he launched an IRBM missile over the weekend.

Now South Korean President Moon Jae-in has ordered his military to get marching on national security preparations.

Newly inaugurated Moon brought forward deadlines on the Korean Air and Missile Defence (KAMD) in response to the test-fire.

North Korean missiles are a threat to the region and very destabilizing

Moon called an emergency Security meeting after North Korea launched its Hwasong-12 on May 14 and then told his army to get a move on.

President Moon called the intermediate-range missile launch a grave challenge, South Korean news agency Yonhap reported.

But the US is clearly confident that South Korea is up to the task, as a Pentagon spokesman confirmed that its missile defence system THAAD can zap nukes from the North.

Kim Jong-un used the annual "Day of the Sun" parade in Pyongyang to make a chilling display of the country's burgeoning nuclear power and military might

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Military vehicles carrying missiles believed to be North Korean KN-08 Intercontinental Ballistic Missiles

Capt Jeff Davis said: This system [THAAD] has the ability to defeat North Korean missiles.

North Korean missiles are a threat to the region and very destabilizing,"

Mr Davis confirmed that the recently-installed THAAD defence system has an initial ability but not the full operational seamless capability that we want.

Joint US and South Korean forces have flexed their muscles in an aggressive display of military power, sure to heighten tensions on the Korean border to unbearable levels

1 / 31

South Korean K1A2 tanks fire live rounds

In April, South Korea announced it would spent $3 billion on defence gadgets, including spy satellites rented from other countries.

South Korea is developing a three-tier programme to tackle the missile threat from its northern neighbour: Korea Massive Punishment and Retaliation Plan (KMPR), the Kill Chain pre-emptive strikes, and KAMD.

Weapons experts told Yonhap news that North Korea is still years away from developing an ICBM.

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Putin’s tanks fall from the SKY as North Korea ups World War 3 threat – Daily Star

Posted: at 2:05 am

RUSSIAN tanks literally fell from the sky as the country rehearsed battling a NATO army in preparation for World War 3.

GETTY/EPA

Vladimir Putins troops were seen taking part in terrifying war drills this weekend as they prepare to go toe-to-toe against allied forces.

This involved testing dropping BMD-4M tanks attached to parachutes from the back of Ilyushin Il-76 cargo planes.

On the same day, NATO forces also flexed their muscles in a battlefield show of strength.

The forces from Germany, the United States, France, Austria, Ukraine and Poland took part in the Strong Europe Tank Challenge in the German town of Grafenwoehr.

The contest is designed to test soldiers in battle scenarios, including how well they identify vehicles and manoeuvres.

GETTY

Putin has an arsenal of state-of-the-art weaponry at his fingertips. Could this be the hardware that wages WW3?

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The T-90 tank: equipped with a 125mm smoothbore cannon and remote controlled anti-aircraft gun

The President cannot imagine that Russia is pleased

For months, thousands of NATO soldiers have been heading to Russias doorstep in a bid to fend off Putins so-called aggressive stance.

British forces have been part of this massive military contingent, including a number of vehicles and Warrior tanks that were sent to Estonia in March.

Just last night a global conflict inched a bit nearer as North Korea fired a ballistic missile into the Sea of Japan.

Shortly afterwards, a statement from the White House condemned the regime with reference to Russia.

EPA

The Russian army have been preparing for their annual Victory Day parade, which celebrates the defeat of the Nazis in World War Two. Tanks, troops and nuclear missiles are to be paraded through Moscow on the 9th May

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A Russian T-72 tank rolls through central Moscow

EPA

It said: The President has been briefed on the latest missile test by North Korea.

With the missile impacting so close to Russian soil in fact, closer to Russia than to Japan the President cannot imagine that Russia is pleased.

North Korea has been a flagrant menace for far too long. South Korea and Japan have been watching this situation closely with us.

The United States maintains our iron-clad commitment to stand with our allies in the face of the serious threat posed by North Korea.

Let this latest provocation serve as a call for all nations to implement far stronger sanctions against North Korea.

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Could psychedelics become an accepted treatment for mental health problems? – Telegraph.co.uk

Posted: at 2:04 am

Feildings breakthrough study last year gives credence to the idea that, when administered in a safe, controlled environment, drugs previously thought a menace to society could be used for emphatic good.

In fact, she believes things like LSD, magic mushrooms and MDMA may have the power to cause awakenings in the brain that could make, mental illnesses including depression, anxiety, PTSD, OCD and even degenerative brain diseases all potentially treatable. Yet while the medical community are now largely on side, and microdosing is becoming more widely known, lawmakers remain steadfast.

The war on drugs is a completely false battle. Sensible drugs policies should help people, not punish them, meaning we should move towards a system of regulation and education rather than outlawing everything, says Feilding, who is not in favour of total decriminalisation but believes many substances need to be downgraded to allow for medical experimentation.

At the moment a psilocybin dose costs 1500 because providers have to clear so many hoops to deliver it. That needs to change.

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What if the Other Part of Immersive VR is Psychedelic Drugs? – Edgy Labs (blog)

Posted: at 2:04 am

VR is still struggling for mainstream acceptance. While some developers worry about effective marketing, others are using nootropic supplements and psychedelic drugs to delve deeper into immersive VR.

We recently covered Facebook Spaces, a VR experience focused on social interaction. Initially, we thought it might be a great platform to which Facebook could release content and friends all over the world, no matter how far away from each other, could truly enjoy their time together.

After all, as VR attempts to recreate your natural experience of the world, making connections with people and forming memories of direct experiences are some of the tenants of immersion within our shared reality.

Facebook Spaces may hang around, but Facebook also recently announced that they would be shuddering their Oculus Story Studio, their internal VR content production unit.

Given the loosely explored ideas well cover in this article, perhaps Facebook acts too soon.

In the Voices of VR podcast, RoadtoVRs Kent Byeinterviews Eric Metzner of Nootroo, a self-described Techno-optimistic Futurist who uses nootropic supplements and psychedelics in conjunction with VR (an Oculus Rift) to explore the boundaries of mental presence.

Metzner says that VR is now in a state where we can create true immersion for the human mind. Early on in the podcast, he asks, what is it about our brains that is so easily tricked?' or essentially, what needs to be provided to create immersive VR?

In order to answer that, Metzner has used the nootropics and psychedelics we mentioned along with like-minded explorers (psychonauts) from r/RiftIntoTheMind while delving into VR. He looked back into fledgling VR immersion research in the 1970s through the 1990s, as well as biohacking with the Northpaw device, and using EEG sensors while inside VR.

With all of these, Metzner is able to increase sensory awareness and gather neurofeedback from his VR experiences. He has been able to push the limits of his minds capability, too, as hes taught himself to type with one hand and read up to 1000 words per minute using Rapid Visual Presentation.

Metzner says immersion needs to be inclusive. The sensory modality needs to be accommodating, meaning:

Metzner adds that the VR world doesnt necessarily have to mimic ours. That is, lifeforms in VR could be cartoon characters or even ethereal blobs as long as everything fits within the perceived model of the virtual world.

As we covered before, the CIA has experimented with these same psychedelics under the Project MKUltra umbrella.

Instead of trying to immerse subjects in a marketable VR experience, the CIA was trying to mind control methodologies. Compared with what these psychedelics are being used to accomplish today, it certainly seems that the CIAs goals were firmly rooted in a modernist ideologyone that ignores the possibilities for mind enhancement that these drugs offer.

In fact, VR explorers (and I call them that because they are indeed exploring a psychological realm perhaps no one has ventured into before) have used psychedelics to accomplish some mind-bending feats.

Take Logan, for example, who, while on psychedelic mushrooms, felt like a god lookng down on the creatures within Minecraft VR.

Other psychonauts talk of having epiphanies while tripping. What could better describe immersive VR than perhaps learning something about your actual self while living outside your normal reality?

Per Vices coverage: Just like Neo taking the Red Pill so does taking a drug change the way you perceive the world, even if that world is a computer fabricated reality, says @Tardigrade1, moderator of r/RiftIntoTheMind. Psychedelics in particular make the VR experience overwhelmingly real.

Using these drugs hasnt just helped technophiles engage with VR. You have probably heard of the practice of microdosing by business executives.

The Netflix original show Stranger Things is what inspired us to look deeper into Project MKUltra, and surprisingly, we found many similarities between the shows depiction of the character Elevens experiences and to what these VR psychonauts subject themselves.

If we think of VR as a sensory deprivation tank, mind-expanding drugs may help round out certain physical, biological, and hardware aspects to make a truly immersive VR experience.

VR and psychedelic drugs could help blur the lines between human consciousness and technological augmentation.

Despite this use of drugs being an obvious slippery slope and difficult to regulate. We feel its inevitable. Think of a Minority Report type underground sanctuary for this sort of fantastical disassociation (with less Tom Cruise, hopefully).

Technology wont create demand for this, it will just be a different iteration: People will want it because it makes VR better just like some people want drugs because theymake reality better.

Like any technology, its utility depend on its use. VR has the therapeutic capacity to help treat an addicts addiction and it also has the capacity to encourage it.

Eventually, there will be demand for these drugs in conjunction with VR experiences. Perhaps even mixed reality will encourage this sort of relaxed consciousness. The question, for us, is how do we deal with it? How will we regulate it? Or will we treat enhanced VR with the same zero-tolerance War on Drugs stance we have now?

We can imagine a brothel without a single, physical prostitute. Will these sorts of activities be okay because they dont affect the physical world? Or will crimes and nefarious acts in VR eventually be considered a transgression in the physical world?

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Scientists Are Giving People Psychedelics to Understand Consciousness – Seeker

Posted: at 2:04 am

Some people claim they reach a higher state of consciousness when they take psychedelics, but is this really what's happening?

To find out, a recent study gave volunteers intravenous doses of either LSD, psilocybin or ketamine. Then they did exactly what you'd think they'd do: lock their tripping volunteers in a loud, claustrophobic machine to scan their brains.

The researchers found their brain activity was more random and less integrated, which could explain the randomness of thought that reportedly happens under the influence of psychedelics. They also found that these compounds affected parts of the brain that deal with perception. Essentially, parts of the brain that didn't normally communicate were saying, "Hey There!," creating what they called a "mixing of the senses" - sort of like a chemically induced synaesthesia.

The researchers called this a "higher state of consciousness," which coincidentally is what hippies or monks might call this state of mind. But the researchers made a point to say that "higher" does not mean "better" or more "desirable." Instead, this is just the first time we've measured brain-signal diversity that's higher than normal. And that more research is likely needed!

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Nootropics Market Forecast And opportunities Trends, Size, Drivers 2016 2022 Brisk Insights – Thrasher Backer

Posted: at 2:03 am

According to the recent report published by Brisk Insights, theGlobal Nootropics Market is expected to provide sustainable growth opportunities during the forecast period from 2017 to 2025. This latest industry research study analyzes the Nootropics market by various product segments, applications, regions and countries while assessing regional performances of numerous leading market participants.

Full report available: Global Nootropics market forecast 2017-2025 report athttp://www.briskinsights.com/report/nootropics-market

The report titled Nootropics Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Forecast 2017 2025 offers a holistic view of the Nootropics industry encompassing numerous stakeholders including raw material suppliers, providers, distributors, consumers and government agencies, among others. Furthermore, the report includes detailed quantitative and qualitative analysis for the global Nootropics market considering market history, product development, regional dynamics, competitive landscape, and key success factors (KSFs) in the industry.

The report includes a deep-dive analysis of key countries including the U.S., Canada, the U.K., Germany, France, China, Japan, India, Australia, Mexico, Brazil and South Africa, among others. Thereby, the report identifies unique growth opportunities across the world based on trends occurring in various developed and developing economies.

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Product popularity and adoption based on various country-level dynamics

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Competitive landscape based on revenue, product offerings, years of presence, number of employees and market concentration, among others.

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Claude Speeed announces trance-inspired second LP Infinity Ultra on Planet Mu – FACT

Posted: at 2:02 am

Hear the hypnotic Fifth Fortress now.

Claude Speeed returns to Planet Mu with his second album Infinity Ultra due this summer.

The follow-up to his Sun Czar Temple EP and the first full-length since 2014s My Skeleton on LuckyMe, Speeed describes the album as conceiving an interior territory: an abstract space to process the oppression, confusion and insanity of the contemporary age; and to formulate an honest emotional and artistic response a psychic jumping off point into an uncertain future.

What that translates to musically is a collision of abstracted trance, faded rave, noise, math rock and drone with inspirations ranging from sleep paralysis to childrens anime.

You can get an idea from the first single Fifth Fortress which brings to mind Lorenzo Senni and Planet Mu labelmate Konx-Om-Paxs Caramel, while maintain a tension all its own.

Look for Infinity Ultra on July 14 via Planet Mu and find the tracklist and artwork below.

Tracklist: 01. BCCCC 02. Serra 03. Windows 95 04. Ambien Rave 05. Alternate Histories [feat. Kuedo] 06. Moonchord Supermagic 07. 800 Super NYC 08. XY Autostream 09. Fifth Fortress 10. VZJD 11. Entering The Zone 12. Center Tech 13. Spirits 14. Contact 15. Dreamdream

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80000 fans attend The Best of Armin Only in Netherlands – Trance Hub – Trance Hub (satire) (press release) (blog)

Posted: at 2:02 am

Two times 40,000 fans from 97 different countries in a sold-out Amsterdam ArenA, a behemoth LED screen (1200m2), two-hundred crew members, two-thousand blasts of fireworks and so much more. Its no surprise that The Best Of Armin Only truly was Armin van Buurens biggest solo show ever.

Armin van Buuren: Im still shaking from all this. This show, this crowd It was absolutely phenomenal. Im a bit bummed out that it has gone by so quickly, but I enjoyed this so, so much. Id like to thank everyone for their support and all of their hard work, my fans of course and also Alda, 250K, DLP, Armada and Corrino Media Group. The Best Of Armin Only isnt just my ultimate highlight. Its ours!

The livestream on arminonly.tv, Facebook Live and Dutch television station RTL 4, which reeled in over 4.8 million viewers from all over the globe, showed the full extent of The Best Of Armin Only. Joined on stage by 22 artists, 45 dancers, ten acrobats, four trampolinists and a drum band of fifty-six strong, Armin van Buuren went all out on all fronts for The Best Of Armin Only. It is without doubt a show tantamount to the artistic stature of Armin van Buuren.

Past Saturday, before the start of the second show at the Amsterdam ArenA, Armin van Buuren launched his The Best Of Armin Only album. The album captures the essence of all of Armin van Buurens previous Armin Only shows and contains its highlights as well as the new music played during The Best Of Armin Only. The album is also available in a special box, which includes four photo cards, a custom-made sound box and 56 pages of exclusive photo material in addition to the two CDs.

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Heavy Metal, Trance Come Together In Craig Connelly’s Latest ‘Elevate’ – Dance Music Northwest

Posted: at 2:02 am

Todays political climate is rather turbulent to say the least. With tensions rising across the globe over threats of war, immigration reform, unbalancedeconomies and more, were entering a time of uncertainty. Protests have become an almost daily occurrence, some more peaceful than others. Just this last Monday, here in Seattle and Portland,thousands took to the streets to make their voices heard as part of May Day:A day of political marches marred byviolence in recent years. Also making a stand against the establishment? Famed trance DJ/producer Craig Connelly and English heavy metal vocalist Renny Carroll.

An unlikely meeting of worlds, the two artists joined forces to create Elevate, the latest single off One Second Closer,Connellys debut studio album. Featuring an uplifting, progressive melody and Carrolls gritty vocals, Elevate calls for its listeners to make a stand and elevate as one. We want the world to be as one. We got the power to see it done, Carroll strongly proclaims throughout the track. Elevates message is taken a step further with last weeks release of the tracks music video, available below.

A music video portraying a politicalrevolution is a rarity in trance, let alone electronic dance music. However,Elevates visual story is just that. Shot entirely in black and white, Connelly and friends don bandanas and, led by an emotionally charged Carroll, come together to destroyposterssaying resist change, give up, obey and other words meant to silence a society.

The combination of music and visuals helps create an uplifting trance anthem of a new kind, and not one that focuses on mendingheart break, promotinga unifiedglobal movement for change. As the world becomes increasingly edgier it seems, itll be interesting to see if more artists, from all genres,promote the same goal throughsong, and video,too.

What do you think about the song and video? Will you join Craig Connellys revolution?

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Cyberpunk derivatives – Wikipedia

Posted: at 2:01 am

A number of cyberpunk derivatives have become recognized as distinct subgenres in speculative fiction.[1] These derivatives, though they do not share cyberpunk's computers-focused setting, may display other qualities drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a particular approach to social themes.

The most successful[citation needed] of these subgenres, Steampunk, has been defined as a "kind of technological fantasy",[1] and others in this category sometimes also incorporate aspects of science fantasy and historical fantasy.[2] Scholars have written of these subgenres' stylistic place in postmodern literature, and also their ambiguous interaction with the historical perspective of postcolonialism.[3]

American author Bruce Bethke coined the term "cyberpunk" in his 1980 short story of the same name, proposing it as a label for a new generation of punk teenagers inspired by the perceptions inherent to the Information Age.[4] The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey, and others. Science fiction author Lawrence Person, in defining postcyberpunk, summarized the characteristics of cyberpunk thus:

Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.[5]

The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined cyberpunk subculture; where the small cyber movement shares themes with cyberpunk fiction and draws inspiration from punk and goth alike, cyberculture is much more popular though much less defined, encompassing virtual communities and cyberspace in general and typically embracing optimistic anticipations about the future. Cyberpunk is nonetheless regarded as a successful genre, as it ensnared many new readers and provided the sort of movement that postmodern literary critics found alluring. Furthermore, author David Brin argues, cyberpunk made science fiction more attractive and profitable for mainstream media and the visual arts in general.[6]

Biopunk emerged during the 1990s and focuses on the near-future unintended consequences of the biotechnology revolution following the discovery of recombinant DNA. Biopunk fiction typically describes the struggles of individuals or groups, often the product of human experimentation, against a backdrop of totalitarian governments or megacorporations which misuse biotechnologies as means of social control or profiteering. Unlike cyberpunk, it builds not on information technology but on biorobotics and synthetic biology. As in postcyberpunk however, individuals are usually modified and enhanced not with cyberware, but by genetic manipulation of their chromosomes.

Nanopunk refers to an emerging subgenre of speculative science fiction still very much in its infancy in comparison to other genres like that of cyberpunk.[7] The genre is similar to biopunk, but describes a world in which the use of biotechnology is limited or prohibited, and only nanites and nanotechnology is in wide use (while in biopunk bio- and nanotechnologies often coexist). Currently the genre is more concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself. Still, one of the most prominent examples of nanopunk is Crysis video game series. And much lesser famous examples is Generator Rex and Transcendence.[8]

As new writers and artists began to experiment with cyberpunk ideas, new varieties of fiction emerged, sometimes addressing the criticisms leveled at the original cyberpunk stories. Lawrence Person wrote in an essay he posted to the Internet forum Slashdot in 1998:

The best of cyberpunk conveyed huge cognitive loads about the future by depicting (in best "show, don't tell" fashion) the interaction of its characters with the quotidian minutia of their environment. In the way they interacted with their clothes, their furniture, their decks and spex, cyberpunk characters told you more about the society they lived in than "classic" SF stories did through their interaction with robots and rocketships. Postcyberpunk uses the same immersive world-building technique, but features different characters, settings, and, most importantly, makes fundamentally different assumptions about the future. Far from being alienated loners, postcyberpunk characters are frequently integral members of society (i.e., they have jobs). They live in futures that are not necessarily dystopic (indeed, they are often suffused with an optimism that ranges from cautious to exuberant), but their everyday lives are still impacted by rapid technological change and an omnipresent computerized infrastructure.[5]

and advocates using the term "postcyberpunk" for this strain of science fiction. In this view, typical postcyberpunk stories explore themes related to a "world of accelerating technological innovation and ever-increasing complexity in ways relevant to our everyday lives" with a continued focus on social aspects within a post-third industrial-era society, such as of ubiquitous dataspheres and cybernetic augmentation of the human body. Unlike cyberpunk its works may portray a utopia or to blend elements of both extremes into a more mature (to cyberpunk) societal vision. Rafael Miranda Huereca states:

In this fictional world, the unison in the hive becomes a power mechanism which is executed in its capillary form, not from above the social body but from within. This mechanism as Foucault remarks is a form of power, which "reaches into the very grain of individuals, touches their bodies and inserts itself into their actions and attitudes, their discourses, learning processes and everyday lives." In postcyberpunk unitopia 'the capillary mechanism' that Foucault describes is literalized. Power touches the body through the genes, injects viruses to the veins, takes the forms of pills and constantly penetrates the body through its surveillance systems; collects samples of body substance, reads finger prints, even reads the prints that are not visible, the ones which are coded in the genes. The body responds back to power, communicates with it; supplies the information that power requires and also receives its future conduct as a part of its daily routine. More importantly, power does not only control the body, but also designs, (re)produces, (re)creates it according to its own objectives. Thus, human body is re-formed as a result of the transformations of the relations between communication and power.[9]

The Daemon novels by Daniel Suarez could be considered postcyberpunk in that sense. In addition to themes of its ancestral genre postcyberpunk might also combine elements of nanopunk and biopunk.[10] Often named examples of postcyberpunk novels are Neal Stephenson's The Diamond Age and Bruce Sterling's Holy Fire. In television, Ghost in the Shell: Stand Alone Complex has been called "the most interesting, sustained postcyberpunk media work in existence".[11] In 2007, SF writers James Patrick Kelly and John Kessel published Rewired: The Post-Cyberpunk Anthology. Like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill defined.[12]

As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, playing off the cyberpunk label, and focusing on technology and its social effects in different ways. Many derivatives of cyberpunk are retro-futuristic, based either on the futuristic visions of past eras, especially from the first and second industrial revolution technological-eras, or more recent extrapolations or exaggerations of the actual technology of those eras.

The word "steampunk" was invented in 1987 as a jocular reference to some of the novels of Tim Powers, James P. Blaylock, and K. W. Jeter. When Gibson and Sterling entered the subgenre with their 1990 collaborative novel The Difference Engine the term was being used earnestly as well.[13]Alan Moore's and Kevin O'Neill's 1999 The League of Extraordinary Gentlemen historical fantasy comic book series (and the subsequent 2003 film adaption) popularized the steampunk genre and helped propel it into mainstream fiction.[14]

The most immediate form of steampunk subculture is the community of fans surrounding the genre. Others move beyond this, attempting to adopt a "steampunk" aesthetic through fashion, home decor and even music. This movement may also be (perhaps more accurately) described as "Neo-Victorianism", which is the amalgamation of Victorian aesthetic principles with modern sensibilities and technologies. This characteristic is particularly evident in steampunk fashion which tends to synthesize punk, goth and rivet styles as filtered through the Victorian era. As an object style, however, steampunk adopts more distinct characteristics with various craftspersons modding modern-day devices into a pseudo-Victorian mechanical "steampunk" style.[15] The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.[16]

Dieselpunk is a genre and art style based on the aesthetics popular between World War I and the end of World War II. The style combines the artistic and genre influences of the period (including pulp magazines, serial films, film noir, art deco, and wartime pin-ups) with retro-futuristic technology[17][18] and postmodern sensibilities.[19] First coined in 2001 as a marketing term by game designer Lewis Pollak to describe his role-playing game Children of the Sun,[18][20] dieselpunk has grown to describe a distinct style of visual art, music, motion pictures, fiction, and engineering. Examples include the movies Iron Sky, Rocketeer, K-20: Legend of the Mask, Sky Captain and the World of Tomorrow and Dark City, and the games Crimson Skies, Greed Corp, Gatling Gears, BioShock and its sequel BioShock 2, The Legend of Korra and Skullgirls.[21]

There have been a handful of divergent terms based on the general concepts of steampunk. These are typically considered unofficial and are often invented by readers, or by authors referring to their own works, often humorously.

A large number of terms have been used by the GURPS roleplaying game Steampunk to describe anachronistic technologies and settings, including stonepunk, bronzepunk, sandalpunk, candlepunk, and transistorpunk. These terms have seen very little use outside GURPS.[22]

Stonepunk refers to works set roughly during the Stone Age in which the characters utilize Neolithic Revolutionera technology constructed from materials more or less consistent with the time period, but possessing anachronistic complexity and function. The Flintstones franchise and its various spin offs, Roland Emmerich's 10,000 BC, and the flashback scenes in Cro fall under this category. Literary examples include Edgar Rice Burrough's Back to the Stone Age and The Land that Time Forgot, and Jean M. Auel's "Earths Children" series, starting with The Clan of the Cave Bear.[23]

Clockpunk portrays Renaissance-era science and technology based on pre-modern designs, in the vein of Mainspring by Jay Lake,[24] and Whitechapel Gods by S. M. Peters.[25] Examples of clockpunk include Astro-Knights Island in the nonlinear game Poptropica, the 2011 film version of The Three Musketeers, the game Thief: The Dark Project, and the game Syberia.

The term was coined by the GURPS role playing system.[22]

Nowpunk is a term invented by Bruce Sterling, which he applied to contemporary fiction set in the time period in which the fiction is being published, i.e. all contemporary fiction. Sterling used the term to describe his book The Zenith Angle, which follows the story of a hacker whose life is changed by the September 11, 2001 attacks.[26]

Elfpunk is subgenre of urban fantasy in which traditional mythological creatures such as faeries and elves are transplanted from rural folklore into modern urban settings and has been seen in books since the 1980s including works such as War of the Oaks by Emma Bull, Gossamer Axe by Gael Baudino, and The Iron Dragons' Daughter by Michael Swanwick. During the awards ceremony for the 2007 National Book Awards, judge Elizabeth Partridge expounded on the distinction between elfpunk and urban fantasy, citing fellow judge Scott Westerfeld's thoughts on the works of Holly Black who is considered "classic elfpunkthere's enough creatures already, and she's using them. Urban fantasy, though, can have some totally made-up f*cked-up [sic] creatures".[27]

Catherynne M. Valente uses the term "mythpunk" to describe a subgenre of mythic fiction which starts in folklore and myth and adds elements of postmodern literary techniques. As the -punk appendage implies,[28] mythpunk is subversive. In particular, it uses aspects of folklore to subvert or question dominant societal norms, often bringing in a feminist and/or multicultural approach. It confronts, instead of conforms, to societal norms.[29] Valente describes mythpunk as breaking "mythologies that defined a universe where women, queer folk, people of color, people who deviate from the norm were invisible or never existed" and then "piecing it back together to make something strange and different and wild".[28]

Typically, mythpunk narratives focus on transforming folkloric source material rather than retelling it, often through postmodern literary techniques such as non-linear storytelling, worldbuilding, confessional poetry, as well as modern linguistic and literary devices. The use of folklore is especially important because folklore is "often a battleground between subversive and conservative forces" and a medium for constructing new societal norms. Through postmodern literary techniques, mythpunk authors change the structures and traditions of folklore, "negotiatingand validatingdifferent norms".[29]

Most works of mythpunk have been published by small presses, such as Strange Horizons,[30] because "anything playing out on the edge is going to have truck with the small presses at some point, because small presses take big risks".[28] Writers whose works would fall under the mythpunk label include Ekaterina Sedia, Theodora Goss, Neil Gaiman, Sonya Taaffe, Adam Christopher, and the anonymous author behind the pen name "B.L.A. and G.B. Gabbler". Valente's novel Deathless is a good example of mythpunk, drawing from classic Russian folklore to tell the tale of Koshchei the Deathless from a female perspective.[31]

"Dreampunk" is a fledgling genre of post-modern, dystopian fiction that concentrates on the alchemical power of dreams and the exploration of countercultures. Dreampunk is influenced by other punk genres such as steampunk and cyberpunk but also from more classical literary genres, mythology, process-oriented psychology, Jungian archetypes and shamanic traditions. Dreampunk, as the name suggests, is inspired by dreams, and thus uses "dream logic" or fairy tales to convey themes and meaning. A complex and nuanced genre of fiction, dreampunk narratives are layered and can be interpreted on many levels, with superficial narrative elements suitable for all audiences as well as deep and chilling archetypal references that are more intriguing for readers interested in alchemy, psychoanalysis or the occult. Works cited as dreampunk include many of the works of filmmaker David Lynch and Lewis Carroll's Alice series.[32][bettersourceneeded]

Works concerned specifically with dreampunk themes include the works of EC Steiner,[33] an Atlanta-based artist, designer and sometimes storyteller, and Yelena Calavera,[34] a writer, journalist and multimedia storyteller from Johannesburg, South Africa. Calavera's extensive writing[35] actively aims to flesh out the dreampunk genre and publish literary titles that best articulate the main themes of the genre.

Decopunk is a recent subset of Dieselpunk, centered around the art deco and Streamline Moderne art styles, and based around the period between the 1920s and 1950s. In an interview[36] at CoyoteCon, steampunk author Sara M. Harvey made the distinctions "shinier than dieselpunk, more like decopunk", and "Dieselpunk is a gritty version of steampunk set in the 1920s1950s. The big war eras, specifically. Decopunk is the sleek, shiny very art deco version; same time period, but everything is chrome!" Its fandom arose around 2008.[citation needed] Possibly the most notable examples of this are the first two BioShock games, and the cartoon Batman: The Animated Series which included neo-noir elements along with modern elements such as the use of VHS cassettes.

Atompunk (sometimes called "atomicpunk") relates to the pre-digital short twentieth century, specifically the period of 19451965, including mid-century Modernism, the Atomic Age, Jet Age and Space Age, Communism and concern about it exaggerated as paranoia in the USA along with Neo-Soviet styling, underground cinema, Googie architecture, Sputnik and the Space Race, superhero fiction and comic books, the rise of the US military/industrial powers and the fall-out of Chernobyl.[37][38] Its aesthetic tends toward Populuxe and Raygun Gothic, which describe a retro-futuristic vision of the world.[37] Among the most notable examples is the Fallout video game series and the film Fido.

Cyberprep is a term with a very similar meaning to postcyberpunk. The word is an amalgam of the prefix "cyber-", referring to cybernetics and "preppy", reflecting its divergence from the punk elements of cyberpunk. A cyberprep world assumes that all the technological advancements of cyberpunk speculation have taken place but life is utopian rather than gritty and dangerous.[39] Since society is largely leisure-driven, uploading is more of an art form or a medium of entertainment[citation needed] while advanced body modifications are used for sports, pleasure and self-improvement. An example would be Scott Westerfeld's Uglies series.

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Cyberpunk derivatives - Wikipedia

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