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Cybercrip Art

Disability, Digital Practice, and Embodied Resistance

  • 2026
  • Book

About this book

This book offers a crip perspective on the interplay between digital media and embodied experience. It champions the insights of disabled people, arguing for a cyberspace that is inclusive, sensual, and creatively rich. This book intertwines personal narrative with contemporary art, crip theory, cyberfeminism, and philosophy, presenting a nuanced understanding of how alternative embodiments thrive in digital spaces. This book is not only a personal narrative but also a critical, theoretical exploration that invites readers to rethink the boundaries of digital and physical embodiment.

Table of Contents

  1. Frontmatter

  2. 1. Digital Digits

    Anna Hughes
    In this chapter, the author shares their journey of creating a digital hand using the open-source programme Blender, exploring the complexities of representation and the potential of digital practices in redefining bodily experiences. The author delves into the theoretical frameworks of representation, meaning-making, and crip theory, drawing on the works of Jean-François Lyotard, Jean Baudrillard, and Karen Barad. The chapter also discusses the role of affect and the potential of digital bodies to evoke meaningful responses. The author's personal narrative of living with chronic illness and the impact it has on their artistic practice is interwoven throughout the text, providing a unique and insightful perspective on the intersection of digital art, embodiment, and disability. The chapter concludes with a reflection on the potential of digital practices to challenge dominant systems of meaning-making and to create new possibilities for embodied experiences.
  3. 2. Fleshing Out a Disembodied Hand: Digital Emancipation and Embodiment

    Anna Hughes
    This chapter explores the concept of digital emancipation and its relationship with embodiment, particularly in the context of chronic illness. The author delves into the idea of disembodiment, discussing how technology can offer a sense of freedom from the constraints of a sick body. The narrative is deeply personal, drawing from the author's own experiences with Hypermobile Ehlers-Danlos Syndrome (hEDS) and Postural Orthostatic Tachycardia Syndrome (POTS). The chapter also examines the role of digital tools like Blender in creating art and expressing creativity despite physical limitations. It critiques neoliberal models of disability and their impact on individuals, highlighting the pressures to overcome physical limitations and the societal expectations placed on disabled people. The author discusses the potential of cyberfeminism and the grotesque body as frameworks for understanding and embracing the complexities of chronic illness. The chapter concludes with a reflection on the author's journey and the ongoing struggle for meaningful inclusion and support for disabled individuals.
  4. 3. Abject Horror: Experiments in Gory Textures

    Anna Hughes
    This chapter explores the creation of lifelike digital textures using Blender, focusing on the author's personal journey of exploring their own body through digital art. The author delves into the technical aspects of creating textures, including the use of subsurface scattering and particle formations, and discusses the emotional resonance of abject horror in virtual spaces. The chapter also touches on the author's experience with a chronic illness and how it has influenced their approach to digital art. The author's exploration of digital textures and abject horror culminates in a powerful discussion of the emotional resonance of virtual spaces and the potential for digital art to evoke deep emotional responses. The chapter concludes with a reflection on the author's personal journey and the transformative power of digital art.
  5. 4. Excessive Movement

    Anna Hughes
    This chapter explores the creation of a digital hand as a means of expression and connection for someone living with Ehlers-Danlos Syndrome (EDS). The author discusses the challenges of joint hypermobility and the pain it causes, contrasting it with the freedom of movement in a digital space. The digital hand serves as a prosthetic extension, allowing the author to reach out and connect with others in new ways. The text delves into the politics of disability, challenging the notion of a 'complete' body and emphasizing the importance of bodily agency. It also examines the role of technology in disability activism, highlighting how digital tools can be used to create and adapt to one's needs. The chapter concludes by advocating for a more inclusive and flexible understanding of disability, one that embraces the complexities and variations of embodied experiences.
  6. 5. Predicting the Future

    Anna Hughes
    This chapter explores the creation of a digital hand as a tool for navigating and expressing the complexities of chronic illness. The author delves into the use of 3D modeling software to create a digital hand, examining how this process allows for a more expansive understanding of the body and its place in dimensional space. The chapter also discusses the concept of 'fictioning' as a method for exploring potential realities and challenging conventional perceptions of time and embodiment. Additionally, the author reflects on the role of technology in enabling and augmenting creative practices, particularly for those with chronic illnesses. The chapter concludes with a vision for a future where digital technology and embodiment intersect to create new possibilities for expression and understanding.
  7. Backmatter

Title
Cybercrip Art
Author
Anna Hughes
Copyright Year
2026
Electronic ISBN
978-3-032-15942-7
Print ISBN
978-3-032-15944-1
DOI
https://doi.org/10.1007/978-3-032-15942-7

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