Facets of Cyberspace
Cyberspace is a frequently-used term in today's society which carries a number
of different meanings. It is generally accepted that it has something to do
with computers and the 'virtual world' created within the networks across the
globe. Resources and information relating to cyberspace abound; following is
a small collection of those resources which collectively attempt to define cyberspace
from a number of perspectives and disciplines.
Click the name of a section to expand a list of related resources.
There are a variety of attempted definitions of cyberspace, spanning from
the technical architecture which makes its existence possible to discussions
of the people who inhabit it in an attempt to vicariously define cyberspace
itself. Following is a small selection of definitions which are along the
generally-accepted vein of cyberspace's meanings:
- William Gibson's definition from Neuromancer (1984)
- Cyberspace: A consensual hallucination experienced daily by billions of
legitimate operators, in every nation, by children being taught mathematical
concepts... A graphical representation of data abstracted from the banks
of every computer in the human system. Unthinkable complexity. Lines of
light ranged in the nonspace of the mind, clusters and constellations of
data. Like city lights, receding.
- William Gibson, in an
interview with Dan Josefsson (1995)
- "Cyberspace is a metaphor that allows us to grasp this place where
since about the time of the second world war we've increasingly done so
many of the things that we think of as civilization. Cyberspace is where
we do our banking, it's actually where the bank keeps your money these days
because it's all direct electronic transfer."
- David
G.W. Birch & S. Peter Buck, Hyperion (c/o the Electronic Frontiers
Foundation site, n.d.)
- "Cyberspace is an extension of the idea of virtual reality. Instead
of seeing computer data converted into pictures that come from human experience
(as in a flight simulator), or extensions from human experience (such as
the "desktop" metaphor used with personal computers), cyberspace
comprises computers, telecommunications, software and data in a more abstract
form."
- Webopedia
(Last Modified: 2002)
- A metaphor for describing the non-physical terrain created by computer
systems. Online systems, for example, create a cyberspace within which people
can communicate with one another (via e-mail), do research, or simply window
shop.
- GetNetWise
(n.d.)
- Refers to the various information resources that are available through
computer networks and the Internet, as well as to "communities"
which have developed through their common use of such resources, and to
the culture which is developing in such electronically connected communities.
May also be used to distinguish the physical world from the digital, or
computer-based world.
Networked computer systems provide the foundations for a new type of existence,
a new environment in which to exist. Starting in the late 1960s, networked
computers began changing the way that people worked and played, until today,
when they entirely change the way that people live. This vast network of computers
and electronic devices is a large part of what is today thought of as cyberspace.
It is these systems which provide the location, the 'space', the world which
we may inhabit and call cyberspace.
Searching for the history of cyberspace tends to lead one to numerous articles
about the history of the Internet, and in particular the physical computers
and networks which make it up. It seems that for a large percentage of people,
cyberspace and the Internet are synonymous.
- Netizens:
An Anthology - Ronda & Michael Hauben (1996)
- A handbook describing the history of the Internet from a technical and
informational perspective (rather than a personal/political one).
- The
Internet's History and Development - Scott Ruthfield (1995)
- Appearing in ACM Crossroads, a student magazine for the Association for
Computing Machinery, this historical piece describes the military roots
of the Internet's development.
- Martin
Dodge & Rob Kitchin's Atlas of Cyberspace - Mapping Cyberspace
Using Geographic Metaphors
- This page of the amazing collection of maps and diagrams explaining the
Internet attempts to represent the entire network in relation to the geographic
location of the servers, networks and connections which make it up.
There is no doubt that science fiction helps us to both understand and in
indeed form cyberspace. How far away is science fiction from science fact?
All too often it is only a matter of time. Not only can science fiction be
used to help us understand existing cyberspace concepts, in some cases it
also helps us form our perception of cyberspace, and then create it in that
image.
- Tron
- One of the very early movies to really look at 'life in cyberspace', albeit
from a perspective of treating it like a game (a serious one at that). Presents
a world where the computer is 'alive' within itself and a person is 'abducted'
into that world.
- Neuromancer (plus Count Zero and Mona Lisa Overdrive), by William
Gibson
- Widely acclaimed as the novels that defined by cyberspace and cyberpunk
(especially Neuromancer), this series was pivotal in introducing
the world to the idea of electronic existence and virtual reality. Gibson's
was the first use of the word 'cyberspace' and future definitions are shaped
by the roots he created for the term.
-
- Blade Runner
- Ridley Scott's 1982 movie depicting a very 'tech-noir' environment where
technology and real life met head-on. This movie was one of the first 'realistic'/negative
looks at the future of technology and cyberculture (robotics/cyborgs etc).
There are numerous
resources analysing Blade Runner.
- Stephen King's The
Lawnmower Man
- Released in 1992, this movie was one of the more popular early movies
to construct a visual picture of what 'cyberspace' might look like. The
fully-immersive virtual reality in Lawnmower Man became the accepted vision
of what computing in the future would look like.
- Hackers
- Hackers, the 1995 movie directed by Iain Softley was a relatively mainstream
attempt to introduce people to the hacker culture and the world they lived
in. It provided a very visual 'cyberspace' in which the hackers 'worked',
probably based on Gibson's "clusters and constellations of light. Like
city lights, receding."
- The Matrix
Trilogy
- The Matrix trilogy is a series of modern science-fiction movies portraying
'levels' of reality through a simulated version of Earth which most of its
inhabitants believe is real (fully-immersive virtual reality from birth).
It brought cyberspace and cyberculture back to the forefront of public thought
and discussion, including the re-popularisation of the 'hacker' culture.
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When people interact online, with their new, online personality, they do
so in new and interesting ways. The culture of the interacts which take place
on the Internet, via mobile phones and SMS, over email, instant messaging
and in online multi-user dimensions (MUDs) is a new creation which evolves
daily. Looking at this culture can give us insight into what cyberspace really
is and what it means to the people who inhabit it.
- Cyberspace
and the Virtual Public - McKenzie Wark (1999)
- An interesting discussion about the use of technology to augment our lives,
and the increasing amount of time we spend with technologies like the Internet,
television and radio (specific focus on Australia).
- Electronic
Democracy Toolkit - Howard Rheingold (1996)
- Discusses the use of online tools and applications (and the Internet in
general) to affect and enhance offline (real-world) democracy and other
political systems.
- Encouraging
Cyberculture - Roger Clarke (1997)
- Clarke discusses the authority models which apply in cyberspace and the
inappropriateness of most offline structures. He covers the development
of cyberculture, and how 'civil' online behaviour can be encouraged and
nurtured to form communities via the Internet and associated technologies.
- Quaking
In My Boots - Mary-Anne Breeze (1997)
- Appearing in the second
issue of the 'Cybersociology
Magazine', this article examines the formation and existence of the
gaming community, focusing on the game Quake. It talks about the evolution
of a special dialect/language, the transference of offline values into the
online world, and indeed about the community's spill-over into the real
world (physical meet-ups of gamers).
- The
Online Identity: How MUDs Shape Fantasy Into Reality - Kalvin MacLeod
(1999)
- Discusses the effects of online involvement in MUDs on the offline identity
of participants. Talks about the distribution of identity across a number
of environments (both on and offline) and across time.
'Cyberspace' itself suggests a spatial metaphor for this entirely
electronic 'world' which we have created and now inhabit. Understanding cyberspace
as a physical, spatial environment is a common thread amongst researchers,
users and even the creators of cyberspace, and shapes the majority of discourse
related to the subject. How can we arrive at such a conclusion from a collection
of networked computers which we will likely never directly see?
- Martin
Dodge & Rob Kitchin's Atlas of Cyberspace
- "[A]n atlas of maps and graphic representations of the geographies
of the new electronic territories of the Internet, the World-Wide Web and
other emerging Cyberspaces... These maps of Cyberspaces - cybermaps - help
us visualise and comprehend the new digital landscapes beyond our computer
screen, in the wires of the global communications networks and vast online
information resources"
- Small Pieces, Loosely
Joined: A Unified Theory of the Web - David Weinberger (2002)
- In chapter
2, Weinberger discusses the perception of the Internet, the Web and
Cyberspace in spatial metaphors. He talks about 'measured' space and 'lived'
space (i.e. measured space being the result of cutting reality into small,
equal-sized chunks like meters, lived space being defined by things within
it, such as 'downtown' being a place in the middle of a city). He talks
about how this universal grid of measured space doesn't apply to the Web,
because the Web is not in fact 'spatial' so much as it is 'place-ial' -
it represents a place.
- Information
Architecture: From Craft to Profession - Earl Morrogh (2002)
- In discussions relating to the creation of information 'spaces' online,
Earl talks about the spatial metaphors of 'wayfinding' and 'navigation'
and how they are staples of the Information Architecture's professional
perspective. He talks about giving "occupants of an information space
... a sense of place in order to remain oriented" and states that "real-world
or place-based concepts, such as environment and space, are helpful to both
information architects and users in visually summarizing complex information
systems."
- Hypertext
and Spatial Consciousness - Karen Steigman (1999)
- Steigman talks about, among other things, bringing the public space into
the private space via cyberspace (and hypertext), and about how attempting
to describe cyberspace in a cartographic or geographic manner will unavoidably
apply political connotations to the resultant perception and understanding
of the inhabitants. She talks about how "defining and delineating borders
and boundaries ... create a certain subject and allow it to exist in relation
to those boundaries."
Taking the spatial perception of cyberspace one step further, virtual reality
environments create complete electronic representations of reality, within
this network of computers. Are we gods if create our own world? Virtual reality
offers endless possibilities and opportunities, but creating an entire world
may be a lot harder than it appears.
- Colonizing
Virtual Reality - Chris Chesher (1994)
- Chesher talks about the introduction of VR and subsequent attempts to
make the general public accept it as a 'parallel reality.' He talks about
the process of popularising the technology, even without many working systems
in existence, let alone in the public eye. The essay also covers negative
issues of early VR adoption like its relation to mentally ill people.
- Erotic
Ontology of Cyberspace, from The Metaphysics of Virtual Reality
- Michael Heim (1993)
- Discusses what cyberspace and VR really are, and what they create. Talks
about the connection between our existing, real-world beliefs and perceptions
and their likely effects on VR, despite it being infinitely flexible. He
talks about the 'erotic' allure of the power to create worlds and the ability
to 'do anything' in cyberspace, deciding that "This is Eros" after
all.
- The
Two Paths of Virtual Reality - John Suler (1999)
- A very interesting look at virtual reality and the so-called reality that
it creates. Touches on 'what is reality', and talks about how VR has the
ultimate flexibility of not needing to be confined to the normal constraints
of reality.
- Virtually
There - Jaron Lanier (2001)
- Lanier talks about the use of virtual reality as a replacement for video-conferencing
and discusses the idea of 'tele-immersion', where communicating parties
are immersed in a shared virtual world, rather than existing on the ends
of a video/audio connection. He talks about the difficulties of re-creating
a reality where multiple people can be co-present in a realistic manner,
without causing confusion or discomfort to those people.
- Urban Simulation
- Interesting site which covers the idea of recreating virtual representations
of community in all forms. They list examples of 'urban simulations' including:
art/design, entertainment, historic studies, litigation, real estate, security
and transportation. Includes a section containing a number of interesting
research
papers and articles.
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