Instagram Photo Diary: Museum of Science

Documenting a day at the Museum of Science, with a special spotlight on the POPnology exhibit.

Photos and text by Alex Hanson

My mom and I took a trip to the Museum of Science in Boston yesterday, and had a total blast interacting with the exhibits and taking photos along the way. Below, find my Instagram photo diary of the trip. 

Out of This World

Spacey illustrations by Sonja Katanic.

Illustrations and Captions by Sonja Katanic

Couch Surfing

When you finally feel at home somewhere, your new habitat, and it’s just in time for you leave. The feeling of floating there, suspended in this state, this longing to stay forever is unbearable.

day-13

Space Girl

This is a piece of art I did that is completely different to any self-portraits I’ve ever done. It is not who I am, nor who I will be. It is my ideal, who I wish I could be. Unshackled of any earthly responsibilities, the epitome of calmness and serenity, and most importantly, anxiety-free. She is a character I think about a lot, and one I even created a constellation in the sky for.

space-girl-web-size.jpg

Find more of Sonja’s art on her Instagram page @spicy_astro_babe.

Take-Home Museum Exhibit Celebrates Female Sci-Fi Writers

Catalysts, Explorers, and Secret Keepers: Women in Science Fiction aims to immerse the reader in a world of science lore that was built by women.

By Julia Arciga

Illustration: “Scholars’ Tower” by Julie Dillon (2014), courtesy of Catalysts, Explorers & Secret Keepers: Women of SF Kickstarter page

From Mary Shelley’s Frankenstein to her more contemporary counterparts, women have always had a full, strong voice in the written science-fiction realm. Now, The Museum of Science Fiction’s Journal of Science Fiction is creating a full anthology celebrating women in sci-fi storytelling.

Catalysts, Explorers, and Secret Keepers: Women in Science Fiction is a “take-home exhibit” from the museum that aims to immerse the reader in a world of science lore that was built by women.

“Ultimately we want to highlight and underscore [the role of women in sci-fi] with this project,” said Monica Louzon, managing editor for the Journal of Science Fiction. “I see a blog post about the issue here and there, and some women have won Hugos this year and that brought a lot of attention to women in sci-fi— but women writing science fiction is nothing new.” Continue reading “Take-Home Museum Exhibit Celebrates Female Sci-Fi Writers”

Cyborgs and Technofeminism: The World of He, She, and It

This is far from just a simple cybernetic love story.

By Melody Xu

Collage by Alex Hanson, using the cover art from He, She, and It

The year is 2059. After the Two Week War of 2017 which nearly destroyed human civilization as we know it, the world is now run by twenty-seven enterprises — commonly referred to as the multis — which have formed their own social hierarchies and standards of living. However, most of the population lives in the barren and nearly destroyed world (the glop) that exists outside of the multis’ enclave, a place that is overrun by poverty and crime. Despite the huge gap between the rich and the poor, technology has never been more advanced. People in this new world communicate by plugging themselves into machines and projecting themselves into Cyberspace. This is the world of He, She, and It.

In this 1991 cyberpunk novel by Marge Piercy, the story starts with artificial intelligence expert Shira, who lives in one of these multis, Yakamura-Stichen (Y-S), losing custody of her son Ari to her ex-husband in an emotional custody battle. Afterwards, she decides to live the heavily controlled confines of Y-S in order to return to her hometown of Tikva (which means hope in Hebrew). Tikva is one of the few last “free towns” left in the world, remaining unallied with any of the twenty-seven corporations. However, in Piercy’s future world, where information is even more precious than gold, Tikva has been under the attack of “information pirates”, dangerous computer programmers set on unlocking the secrets of the town’s mainframe. The cyborg Yod was illegally created for the single reason of combating these attacks. However, before Yod can protect the city to his full capacity, the cyborg must be able to pass as a human and Shira is tasked to help it with its socialization. During their time together, they eventually fall into a romantic relationship and become allies in both fighting to protect Tikva and for custody of Avi again. Continue reading “Cyborgs and Technofeminism: The World of He, She, and It”

Nancy Drew and the Secret to Keeping It Fresh

Long before I knew what a feminist was, when I was a mere indoorsy only child with a library card and a beige Windows 98 desktop, I was already a fan of Nancy Drew.

By Ariana DiValentino

Gif by Alex Hanson

Long before I knew what a feminist was, when I was a mere indoorsy only child with a library card and a beige Windows 98 desktop, I was already a fan of Nancy Drew.

Wishing to combine my affinity for the mystery novels with my already fully-fledged attachment to the computer, I remember telling my grandmother (also a Nancy Drew fan from her childhood) that I wished there were Nancy Drew PC games. And like a grandmotherly miracle worker, sure enough, she procured one for my 7th birthday.

I was instantly hooked, and so was the rest of my family. It took several of us to get through that first game— Stay Tuned for Danger, about a soap opera star who has been receiving death threats. But I flew through every other game in the series, and 15 years later, I’m still looking forward to diving into the next game over a long weekend.

What I immediately loved about the games, which are made by an independent gaming studio in Bellevue, Washington called Her Interactive, was that they were far richer both in game environment and in story than any other roleplay game I had played as a child. My cousins and I had come up on, primarily, Barbie games, but Barbie Detective and Barbie Spy were no match for the complex mysteries and puzzles put before Nancy Drew. They were exciting and intriguing, with more focus on writing and art than any game I’d played before (keeping in mind that this was 2002). Gameplay relied more on following actual leads and solving layered puzzles than fast reflexes or finding random items with the assumption that you’ll find a use for them later, like most PC mystery games up to this point. Continue reading “Nancy Drew and the Secret to Keeping It Fresh”

11 STEAM Snapchat Accounts to Follow

Your Snapchat feeds are about to get STEAM-y (STEAM: that’s STEM, plus art).

By Erin Winick and Alex Hanson Continue reading “11 STEAM Snapchat Accounts to Follow”

Hotwiring Haute Couture: Tech in Your Wardrobe and on The Runway

Wearable technology is likely to be a key element in the way we remember the fashion of the ‘10s.

By Julia Arciga

Feature image: The Dior Eyes virtual reality headset, courtesy of Dazed 

The trends of fashion eras—the ‘20s, ‘50s, ‘60s—are reflective of the society and zeitgeist of their respective moments in history. What will the kids of the year 2070 define our fashion era as? What are our society’s defining details? Wearable technology is likely to be a key element in the way we remember the fashion of the ‘10s.

Technology is involved and integrated in our lives at almost every level and in almost every aspect. Fashion is no different. What are some examples of this? Light-up sneakers. Fitbits. Apple Watches. Those rings that vibrate and light up when you get a text message. There are even entire websites devoted to wearable technology. Having your tech with you is no longer enough—having it on your body is the hot new thing. One part of it is the practicality: Fitbits monitor steps and motivate people to get up and moving. Apple Watches and those cool tech rings allow the wearer to know what’s happening on their smartphone without having to look at it. Continue reading “Hotwiring Haute Couture: Tech in Your Wardrobe and on The Runway”