Rhetoric & Technical Communication
Rhetoric & Technical Communication
Toscano, Aaron, Ph.D., Associate Professor, Dept. of English

Resources and Daily Activities

  • Conference Presentations
    • PCA/ACA Conference Presentation 2022
    • PCAS/ACAS Presentation 2021
    • SEACS 2021 Presentation
    • SEACS 2022 Presentation
    • SEACS 2023 Presentation
    • South Atlantic MLA Conference 2022
  • Dr. Toscano’s Homepage
  • ENGL 2116-014: Introduction to Technical Communication
    • February 13th: Introduction to User Design
    • February 15th: Instructions for Users
      • Making Résumés and Cover Letters More Effective
    • February 1st: Reflection on Workplace Messages
    • February 20th: The Rhetoric of Technology
    • February 22nd: Social Constructions of Technology
    • February 6th: Plain Language
    • January 11th: More Introduction to Class
    • January 18th: Audience & Purpose
    • January 23rd: Résumés and Cover Letters
      • Duty Format for Résumés
      • Peter Profit’s Cover Letter
    • January 25th: More on Résumés and Cover Letters
    • January 30th: Achieving a Readable Style
      • Euphemisms
      • Prose Practice for Next Class
      • Prose Revision Assignment
      • Revising Prose: Efficiency, Accuracy, and Good
      • Sentence Clarity
    • January 9th: Introduction to the Class
    • Major Assignments
    • March 13th: Introduction to Information Design
    • March 15th: More on Information Design
    • March 20th: Reporting Technical Information
    • March 27th: The Great I, Robot Analysis
  • ENGL 4182/5182: Information Design & Digital Publishing
    • August 21st: Introduction to the Course
      • Rhetorical Principles of Information Design
    • August 28th: Introduction to Information Design
      • Prejudice and Rhetoric
      • Robin Williams’s Principles of Design
    • Classmates Webpages (Fall 2017)
    • December 4th: Presentations
    • Major Assignments for ENGL 4182/5182 (Fall 2017)
    • November 13th: More on Color
      • Designing with Color
      • Important Images
    • November 20th: Extra-Textual Elements
    • November 27th: Presentation/Portfolio Workshop
    • November 6th: In Living Color
    • October 16th: Type Fever
      • Typography
    • October 23rd: More on Type
    • October 2nd: MIDTERM FUN!!!
    • October 30th: Working with Graphics
      • Beerknurd Calendar 2018
    • September 11th: Talking about Design without Using “Thingy”
      • Theory, theory, practice
    • September 18th: The Whole Document
    • September 25th: Page Design
  • ENGL 4183/5183: Editing with Digital Technologies
    • August 24th: Introduction to the Class
    • August 31st: Rhetoric, Words, and Composing
    • Major Assignments for ENGL 4183/5183 (Fall 2022)
      • Rhetoric of Fear
    • November 16th: Voice and Other Nebulous Writing Terms
      • Finding Dominant Rhetorical Appeals
    • November 2nd: Rhetorical Effects of Punctuation
    • November 30th: Words and Word Classes
    • November 9th: Cohesive Rhythm
    • October 12th: Choosing Adjectivals
    • October 19th: Choosing Nominals
    • October 26th: Stylistic Variations
    • October 5th: Midterm Exam
    • September 14th: Verb is the Word!
    • September 21st: Coordination and Subordination
    • September 28th: Form and Function
    • September 7th: Sentence Patterns
  • ENGL 4275: Rhetoric of Technology
    • April 13th: Authorities in Science and Technology
    • April 15th: Articles on Violence in Video Games
    • April 20th: Presentations
    • April 6th: Technology in the home
    • April 8th: Writing Discussion
    • Assignments for ENGL 4275
    • February 10th: Religion of Technology Part 3 of 3
    • February 12th: Is Love a Technology?
    • February 17th: Technology and Gender
    • February 19th: Technology and Expediency
    • February 24th: Semester Review
    • February 3rd: Religion of Technology Part 1 of 3
    • February 5th: Religion of Technology Part 2 of 3
    • January 13th: Technology and Meaning, a Humanist perspective
    • January 15th: Technology and Democracy
    • January 22nd: The Politics of Technology
    • January 27th: Discussion on Writing as Thinking
    • January 29th: Technology and Postmodernism
    • January 8th: Introduction to the Course
    • March 11th: Writing and Other Fun
    • March 16th: Neuromancer (1984) Day 1 of 2
    • March 18th: Neuromancer (1984) Day 2 of 2
    • March 23rd: Inception (2010)
    • March 25th: Writing and Reflecting Discussion
    • March 30th & April 1st: Count Zero
    • March 9th: William Gibson’s Neuromancer (1984)
  • ENGL 6166: Rhetorical Theory
    • April 12th: Knoblauch. Ch. 4 and Ch. 5
    • April 19th: Jacques Derrida’s Positions
    • April 26th:  Feminisms and Rhetorics
    • April 5th: Knoblauch. Ch. 3 and More Constitutive Rhetoric
    • February 15th: Isocrates (Part 2)
    • February 1st: Aristotle’s On Rhetoric Books 2 & 3
      • Aristotle’s On Rhetoric, Book 2
      • Aristotle’s On Rhetoric, Book 3
    • February 22nd: St. Augustine’s On Christian Doctrine [Rhetoric]
    • February 8th: Isocrates (Part 1)-2nd Half of Class
    • January 11th: Introduction to Class
    • January 18th: Plato’s Phaedrus
    • January 25th: Aristotle’s On Rhetoric Book 1
    • March 15th: Descartes, Rene, Discourse on Method
    • March 1st: Knoblauch. Ch. 1 and 2
    • March 22nd: Mary Wollstonecraft
    • March 29th: Second Wave Feminist Rhetoric
    • May 3rd: Knoblauch. Ch. 6, 7, and “Afterword”
    • Rhetorical Theory Assignments
  • ENGL/COMM/WRDS: The Rhetoric of Fear
    • February 14th: Fascism and Other Valentine’s Day Atrocities
    • February 21st: Fascism Part 2
    • February 7th: Fallacies Part 3 and American Politics Part 2
    • January 10th: Introduction to the Class
    • January 17th: Scapegoats & Conspiracies
    • January 24th: The Rhetoric of Fear and Fallacies Part 1
    • January 31st: Fallacies Part 2 and American Politics Part 1
    • Major Assignments
    • March 7th: Fascism Part 3
  • LBST 2212-124, 125, 126, & 127
    • August 21st: Introduction to Class
    • August 23rd: Humanistic Approach to Science Fiction
    • August 26th: Robots and Zombies
    • August 28th: Futurism, an Introduction
    • August 30th: R. A. Lafferty “Slow Tuesday Night” (1965)
    • December 2nd: Technological Augmentation
    • December 4th: Posthumanism
    • November 11th: Salt Fish Girl (Week 2)
    • November 13th: Salt Fish Girl (Week 2 con’t)
    • November 18th: The Hitchhiker’s Guide to the Galaxy (Part 1)
      • More Questions than Answers
    • November 1st: Games Reality Plays (part II)
    • November 20th: The Hitchhiker’s Guide to the Galaxy (Part 2)
    • November 6th: Salt Fish Girl (Week 1)
    • October 14th: More Autonomous Fun
    • October 16th: Autonomous Conclusion
    • October 21st: Sci Fi in the Domestic Sphere
    • October 23rd: Social Aphasia
    • October 25th: Dust in the Wind
    • October 28th: Gender Liminality and Roles
    • October 2nd: Mary Shelley’s Frankenstein
    • October 30th: Games Reality Plays (part I)
    • October 9th: Approaching Autonomous
      • Analyzing Prose in Autonomous
    • September 11th: The Time Machine
    • September 16th: The Alien Other
    • September 18th: Post-apocalyptic Worlds
    • September 20th: Dystopian Visions
    • September 23rd: World’s Beyond
    • September 25th: Gender Studies and Science Fiction
    • September 30th: Mary Shelley’s Frankenstein
    • September 4th: Science Fiction and Social Breakdown
      • More on Ellison
      • More on Forster
    • September 9th: The Time Machine
  • LBST 2213-110: Science, Technology, and Society
    • August 22nd: Science and Technology from a Humanistic Perspective
    • August 24th: Science and Technology, a Humanistic Approach
    • August 29th: Collins & Pinch’s The Golem (Science), Ch. 2
    • August 31st: Collins & Pinch’s The Golem (Science), Ch. 3 and 4
    • December 5th: Video Games and Violence, a more nuanced view
    • November 14th: Boulle, Pierre. Planet of the Apes. (1964) Ch. 27-end
    • November 16th: Shelley, Mary. Frankenstein. 1818. Preface-Ch. 8
    • November 21st: Shelley, Mary. Frankenstein. 1818. Ch. 9-Ch. 16
    • November 28th: Shelley, Mary. Frankenstein. Ch. 17-Ch. 24
    • November 30th: Violence in Video Games
    • November 7th: Boulle, Pierre. Planet of the Apes Ch. 1-17
    • November 9th: Boulle, Pierre. Planet of the Apes, Ch. 18-26
    • October 12th: Lies Economics Tells
    • October 17th: Brief Histories of Medicine, Salerno, and Galen
    • October 19th: Politicizing Science and Medicine
    • October 24th: COVID-19 Facial Covering Rhetoric
    • October 26th: Wells, H. G. Time Machine. Ch. 1-5
    • October 31st: Wells, H. G. The Time Machine Ch. 6-The End
    • October 3rd: Collins & Pinch’s The Golem at Large (Technology), Ch. 7 and Conclusion
    • September 12th: Collins & Pinch’s The Golem (Science), Ch. 7 and Conclusion
    • September 19th: Collins & Pinch’s The Golem at Large (Technology), Prefaces and Ch. 1
    • September 26th: Collins & Pinch’s The Golem at Large (Technology), Ch. 2
    • September 28th: Collins & Pinch’s The Golem at Large (Technology), Ch. 5 and 6
    • September 7th: Collins & Pinch’s The Golem (Science), Ch. 5 and 6
  • New Media: Gender, Culture, Technology (Spring 2021)
    • April 13th: Virtually ‘Real’ Environments
    • April 20th: Rhetoric/Composition Defines New Media
    • April 27th: Sub/Cultural Politics, Hegemony, and Agency
    • April 6th: Capitalist Realism
    • February 16: Misunderstanding the Internet
    • February 23rd: Our Public Sphere and the Media
    • February 2nd: Introduction to Cultural Studies
    • January 26th: Introduction to New Media
    • Major Assignments for New Media (Spring 2021)
    • March 16th: Identity Politics
    • March 23rd: Social Construction of Gender and Sexuality
    • March 2nd: Foundational Thinkers in Cultural Studies
    • March 30th: Hyperreality
    • March 9th: Globalization & Postmodernism
    • May 4th: Wrapping Up The Semester
      • Jodi Dean “The The Illusion of Democracy” & “Communicative Capitalism”
      • Social Construction of Sexuality
  • Science Fiction in American Culture (Summer I–2020)
    • Assignments for Science Fiction in American Culture
    • Cultural Studies and Science Fiction Films
    • June 10th: Interstellar and Exploration themes
    • June 11th: Bicentennial Man
    • June 15th: I’m Only Human…Or am I?
    • June 16th: Wall-E and Environment
    • June 17th: Wall-E (2008) and Technology
    • June 18th: Interactivity in Video Games
    • June 1st: Firefly (2002) and Myth
    • June 2nd: “Johnny Mnemonic”
    • June 3rd: “New Rose Hotel”
    • June 4th: “Burning Chrome”
    • June 8th: Conformity and Monotony
    • June 9th: Cultural Constructions of Beauty
    • May 18th: Introduction to Class
    • May 19th: American Culture, an Introduction
    • May 20th: The Matrix
    • May 21st: Gender and Science Fiction
    • May 25th: Goals for I, Robot
    • May 26th: Isaac Asimov’s I, Robot
    • May 27th: Hackers and Slackers
    • May 30th: Inception
  • Teaching Portfolio
  • Topics for Analysis
    • A Practical Editing Situation
    • American Culture, an Introduction
    • Efficiency in Writing Reviews
    • Feminism, An Introduction
    • Fordism/Taylorism
    • Frankenstein Part I
    • Frankenstein Part II
    • Futurism Introduction
    • How to Lie with Statistics
    • Isaac Asimov’s “A Cult of Ignorance”
    • Langdon Winner Summary: The Politics of Technology
    • Marxist Theory (cultural analysis)
    • Oral Presentations
    • Oratory and Argument Analysis
    • Our Public Sphere
    • Postmodernism Introduction
    • Protesting Confederate Place
    • Punctuation Refresher
    • QT, the Existential Robot
    • Religion of Technology Discussion
    • Rhetoric, an Introduction
      • Analyzing the Culture of Technical Writer Ads
      • Rhetoric of Technology
      • Visual Culture
      • Visual Perception
      • Visual Perception, Culture, and Rhetoric
      • Visual Rhetoric
      • Visuals for Technical Communication
      • World War I Propaganda
    • The Great I, Robot Discussion
      • I, Robot Short Essay Topics
    • The Rhetoric of Video Games: A Cultural Perspective
      • Civilization, an Analysis
    • The Sopranos
    • Why Science Fiction?
    • Zombies and Consumption Satire
  • Video Games & American Culture
    • April 14th: Phallocentrism
    • April 21st: Video Games and Neoliberalism
    • April 7th: Video Games and Conquest
    • Assignments for Video Games & American Culture
    • February 10th: Aesthetics and Culture
    • February 17th: Narrative and Catharsis
    • February 24th: Serious Games
    • February 3rd: More History of Video Games
    • January 13th: Introduction to the course
    • January 20th: Introduction to Video Game Studies
    • January 27th: Games & Culture
      • Marxism for Video Game Analysis
      • Postmodernism for Video Game Analysis
    • March 24th: Realism, Interpretation(s), and Meaning Making
    • March 31st: Feminist Perspectives and Politics
    • March 3rd: Risky Business?

Contact Me

Office: Fretwell 255F
Email: atoscano@uncc.edu
Science Fiction in American Culture (Summer I–2020) » June 8th: Conformity and Monotony

June 8th: Conformity and Monotony

Overview

  • Essay #1 Final is due by 11:00 pm tonight (on Canvas)
  • Black Mirror: “Fifteen Million Merits”

I do like Black Mirror, but I haven’t gotten around to anything past season 2. The show can be intense for American audiences, so keep that in mind if you venture further. I chose “Fifteen Million Merits” because, although this is a British show (so you might need the subtitles on to understand what they’re saying), there is much in the episode relevant to American culture. As you watch the episode, make connections to similar texts you know about. Also, consider the vocabulary below:

  • simulacrum: the replication (upon replication) of a subject without being able to find the concrete beginning; similarity, likeness. In postmodern theory it refers to a copy or simulation of an item, event, or idea for which the original referent (the reality or real thing) does not exist.
  • synecdoche: a rhetorical device that uses a term that refers to a part of something to mean the entirety of something. For instance, people used to say “nice threads” when referring to somethings clothing or outfit. Or people might say “the White House” when referring to the entire Executive Branch of the Federal Government.
  • hyperreality: More real than real!?! Or, as White Zombie would say, “More Human than Human.” The idea of “hyperreality” is often associated with a viewer (an audience in general) believing the media-generated simulation is real or more real than an actual event, personality, condition, or, ultimately, an experience.
  • foreshadow—to hint or present a situation that will be clarified or expanded upon later in a story.
  • irony—(although there are various definitions) actively working against one’s stated or assumed goals; to destabilize oneself by actions contrary to one’s professed worldview.
  • sarcasm—stating one thing but meaning another (usually obvious) thing opposite of the statement.

Below is an excerpt from an interview I did with a video gamer. Notice how “real” immersive video games feel to Brent during his experience as a helicopter gunner while playing Battlefield Vietnam (Electronic Arts). (Toscano, p. 17, 2011)

Brent’s penchant for first-person shooters suggests that he enjoys embodying the avatar’s persona: As the helicopter “gunner” in Battlefield Vietnam (Electronic Arts), Brent is in an Army attack chopper firing on the Vietcong listening to Creedance Clearwater Revival’s “Fortunate Son” and the Rolling Stones’ “Satisfaction”—two popular songs from the Vietnam Era. Brent was never in Vietnam, but the music and his sense of attacking the VC from a software-engineered helicopter helps him better incorporate the soldier’s persona from representations he has seen in films such as Platoon (1986) and Full Metal Jacket (1987), popular war movies he watches. The video game is a synecdoche of experience and a simulacrum at best. Unlike real war, Brent’s only risk is temporary eye strain and not serious injury or death—he is engaged in a fictional world. Juul (2005) points out that “games project fictional worlds through a variety of different means, but the fictional worlds are imagined by the player, and the player fills in any gaps in the fictional world” (p. 121). What makes the video game a figured world is that the world of the helicopter gunner is simulated via the video game’s programming and accepted by gamers who enter the “text” for this virtual experience. Like Brent’s situation above regarding what it feels like to be in Vietnam, a gamer’s interpretations come from other sources—culture. Video games (and gamers) are products of the culture(s) from which they come, and we can read the culture—its values, fears, and “history”—in video games.

Black Mirror: “Fifteen Million Merits”

Instead of direct quotes, I want to draw your attention to particular instances in the episode. Notice all the screens the characters interact with, and try to think about where they are. Is there an outside somewhere? Also, notice how the characters indulge in the fake, hyperreality of the screens, which is something Bing is upset about at the end.

  • Notice the screens around Bing’s room when he wakes up. There’s an animated rooster crowing.* What technologies do you use to wake, fall asleep, stay asleep, etc.?
    *If you’ve ever been to Key West, FL, you’ll find roosters and chickens all over the island. The roosters crow throughout the day and not just at dawn.
  • The first contestant song we hear on “Hot Shot,” the reality singing/talent show is “I Have a Dream,” which is an ABBA song. Think of this as representing the fact we assume we can live in our own world with our own soundtrack.
  • The exercise bikes they ride are metaphors for monotonous work that we have to do to make money. Think about the phrases people associate with work: “the daily grind,” “9-to-5,” “going the extra mile,” etc. Some jobs are great, and some jobs, well, it’s a paycheck.
    • Along the line of hyperreality, many stationary exercise bikes now provide videos that allow users to follow the road.
  • Dustin, the dirt bag who rides next to Bing loves those shows that humiliate people. TruTV seems to exist only to broadcast such shows.
    • There’s a social comment here that could be we (not everyone of us) are comfortable with our situation when we see others in worse situations.
    • Also, think about the people you know who find a way to complain EVERY TIME they go out to eat. Dustin denigrates the workers in yellow suits for distracting him for a second while watching his shows.
    • He even relishes in the video game that allows players to mow down the zombie-like workers in yellow suits. Relate this to what players can do in video games today.
  • The episode comments on advertising, specifically, our over saturation of advertising. In this future, your default is to watch, and you have to pay to skip ahead.
    • An interpretation of the default being opt-in relates to the fact that we’re born into society; we don’t choose to enter. Our default is we’re opted into the culture.
    • When Bing first talks to Abi (in the restroom…I guess this future doesn’t have an HB2-type law), he’s bombarded by an advertisement for porn: “Hey regular user..”
    • It seems that the ads cater to your feelings, so, as his body responds to being attracted to Abi, an ad pops up to meet his needs.
  • The episode ends with Bing’s rant against consumerism. He believes we blindly consumer worthless products.
    • Bing tells Abi we buy “stuff…goofy things we purchase.”
    • Ever been to a tourist shop in Myrtle Beach? If so, you know the worthless thing people sell and make tons of money on.
    • When Bing goes on, he bypasses having to drink Cuppliance, the beverage that makes contestants conform to the judges’ and the show’s norms. The others have to drink the Kool Aid.
    • Bing’s rant is that the system has commodified everything–even rebellion. The irony is that the judges turn his rebellion into a commodity and give him a show to host. With the extra merits, Bing gets to live in a more spacious room with a bigger screen to help create the illusion he’s viewing nature.
    • Even Bing’s Shard is commodified because one can outfit an avatar with it…for a price!

The conclusion is bleak. One interpretation is that we need to make more money to buy bigger and better illusions. Commodities are comforts we can indulge in. Check out the Zombies and Consumption Satire page if you’re interested in that connection.

A Note on Beauty

The next show from The Twilight Zone is “Eye of the Beholder” and comments on cultural standards of beauty. “Fifteen Million Merits” also has this comment. Abi gets selected to get on the show first because she’s deemed prettier than some of the others who have been there longer. No matter how entrenched the bureaucracy, you can get ahead if you’re pretty.

  • Most of the characters create avatars that display conventionally attractive characteristics.
    • It’s possible to interpret Bing’s attraction to Abi as just another iteration of the boy-falls-in-love-with-pretty-girl narrative. After all, Abi conveys conventional beautiful characteristics and conforms to white female standards. Of course, media predominantly use conventionally attractive actors…even when commenting on how culture shouldn’t make us conform to limited ideals of beauty.
    • Another interpretation is that Abi makes Bing feel something. He pretty much goes through the motions until he sees her. She’s something real to him, and it’s a welcomed change from the fake he accesses through technology.
  • Abi sings well, but she’s not wanted for her singing; instead the judges want her to be a sex worker.
  • Notice that even the female judge, Charity, supports the other judges’ desire for her to do porn. She claims “some of us girls might watch you.”
    • However, Charity does shed a tear, signaling she feels bad for pushing Abi that way, but, what can she do? She must conform to the business model that appeals to the male gaze.
    • If you’ve seen A Handmaid’s Tale, you’ll know Aunt Lydia, who’s reprehensible because she helps the patriarchy condition women for a life of servitude.

In the end, Abi turns into an interchangeable sex worker, demeaned by a faceless man on “Wraith Babes.” Her personality is gone; in fact, Charity tells her she won’t feel any shame because “We medicate against that.” Compare that to Rikki’s sex work in The House of Blue Lights in “Burning Chrome.”

Future Stuff

Make sure you turn your Essay #1 Final in on Canvas before 11:00 pm.

I have you watching TV Shows and a film this week. On Thursday, I’ve scheduled Isaac Asimov’s “Bicentennial Man,” which will carry over to next week (our last week). You also have your draft of Essay #2 Due next Monday, 6/15. Don’t forget to do your posts by Friday, June 12th.

Remember, this is a 5-week summer class, so we have a very quick turnaround time for assignments. Stay on top of your work, so you don’t get behind.


Works Cited

Toscano, Aaron. “Enacting Culture in Gaming: A Video Gamer’s Literacy Experiences and Practices.” Current Issues in Education, vol. 14, no. 1, 2011, pp. 1-30.

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