Exoskeleton ProjectCurator: Isabel Pedersen, PhD | October 2016 - ongoing | This collection relates to a case study on the emergence of the Exoskeleton across academic, government, military and popular culture discourses. This unique collection supports a critical analysis of representations of exoskeletons, a kind of wearable technology that covers the individual in a powered suit bringing about enhanced capabilities (e.g., run faster, lift weights, fly). Exoskeletons include exosuits and soft robotics that sheath the body. This collection also foregrounds incredible advancements for people with mobility challenges, who may be empowered to walk, move, and act in transformative new ways. Most of these technologies are in pre-release, housed in well-funded academic research centres. Often glorified in film franchises, including those drawn from the Marvel Universe, exoskeletons contribute to an ‘imagined future’ that frames society as progressing toward a way of living that will be much more technologically immersive. Exoskeletons are a trope of Militainment. Aside from film, this collection also includes gameplay clips from Call of Duty: Advanced Warfare to foreground another way that fictional exoskeletons contribute to the idea. Most of the artifacts for this collection are fed by four interdependent discursive domains: popular science journalism, state-legitimized military advertising, advertising for differently-abled citizens and recent science fiction films. Celebrated both as an exciting prop of fictional superheroes and as a hyped real-world technology for human enhancement, exoskeletons both generate and promote value systems including militarism, popular science boosterism through the military industrial entertainment complex, and transhumanism.