Science-fiction and Information Technologies
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i202, Thomas Haigh, Session 19 1
The Cyberspace Concept
I202: Fall 2003Thomas Haigh
Session 19
i202, Thomas Haigh, Session 19 2
Cyberpunk: The Idea
Term coined in by Bruce Bethkepunk part reflects streetwise attitudeTone tends to be dark, cynical
Immersion in computer generated, shared worlds is a key themeOther themes
Alteration of human bodies, genesPopular culture, music, media powerCritical of corporate powerOften romantic, rebellious
i202, Thomas Haigh, Session 19 3
William GibsonCreates idea of cyberspace
Best known in novel Necromancer, 1984Early appearance in short story “Burning Chrome”
Science fiction writer then living in CanadaNo particular knowledge of computers
Writes Neuromancer & earlier stories on manual typewriterImagines technology in very visual, impressionistic kind of way
Vivid, spatial, seedy (film noir influence)
i202, Thomas Haigh, Session 19 4
Computer Technology in SFCommon by mid-1950s
Futuristic technology lags historyBig, expensive, central computersUsed mostly for mathematics
Nobody much predictsPersonal computerMicrochips, miniaturizationInteractive graphics
Main extrapolation is artificial intelligenceOften arrives spontaneously
i202, Thomas Haigh, Session 19 5
Networking: Fiction
Little realistic treatment pre-1980Much more focus on AI than networksJohn Brunner, Shockwave Rider, 1975 invents idea of computer “worm”
Vernor Vinge, “True Names” (1981)Hackers adventures in virtual environmentComic-book story; anti-government ideasInfluential on libertarian new activists of 90s
i202, Thomas Haigh, Session 19 6
Gibson’s CyberspaceFamously defined as “consensual hallucination” for exchange of dataVery much like real space
Big mainframes are like skyscrapersValuable data is protected
“Walls”, “gates” “mazes” of “ice”Need speed, reflexes to fly throughIllicit programs are like illegal weapons
“I felt like a punk who'd gone out to buy a switch. blade and come home with a small neutron bomb.”
Death in cyberspace can be real deathWorks well for story
Actual function, purpose is not totally clear
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i202, Thomas Haigh, Session 19 7
CyberneticsCoined by Norbert Weiner, 1947
Popular 1948 book, “Cybernetics”From Greek – “steersman”
Idea tied to automationGeneralization of feedback, as control principleAnimals, machines – both seek goals
Idea gets tied to Artificial Intelligence
Also “cyber” is popular prefix
A “cyberman” from the TV series Dr. Who
i202, Thomas Haigh, Session 19 8
CyborgCyborg = CYBernetic ORGanism
Combination of human and artificial parts in a single systemPopular science fiction idea from 1970s
Intimate connection to technologyHigh tech in 1980s is becoming much more domestic & personal
CD player or Nintendo rather than nuclear powerGibson imagines symbolic extensions
“jacking into the matrix”Implants such as blades, communicatons, retinal displays
Hands and arm in Burning Chrome
i202, Thomas Haigh, Session 19 9
Cyberpunk: The Movement
First self-conscious movement since “New Wave”
Neuromancer (1984) is defining statementGibson & Bruce Sterling are key proponents
Push to shake-up science fictionSterling publishes “Cheap Truth” magazineFame soon spreads beyond genre
Largely faded as movement by late-80sInfluence remains strong on later workNeal Stephenson’s Snowcrash (1994) is popular
i202, Thomas Haigh, Session 19 10
Virtual RealityVirtual Reality (new term circa 1982)
Immersion in simulated worldMuch interest in driven by cyberpunk fictionIdea spreads rapidly into mainstream culture
Typical components areStereo, head-mounted displayPowerful, real-time 3D graphics hardwareSensor to detect head motionData gloves to sense hand motion
Computer industry saw as next big thing around 1990
Lots of researchers want to work onFlurry of VR startups
i202, Thomas Haigh, Session 19 11
VR Disappoints in Real Life3D graphics make amazing progress
Specialist 3D hardware becomes commonplaces in late 1990sUsed almost entirely for games
Nobody really figures out applications in spreadsheets, presentations, etc.
Some real applications for immersive 3DArchitectural walkthroughsAstronaut training, etc.
Mainstream applications lackingImmersion makes people sick3D user interfaces are harder to useNobody figures out a new interface paradigm
i202, Thomas Haigh, Session 19 12
Hackers
Term originally has positive association
geeky pranksters at MIT
By mid-1980s means electronic vandals
Sometimes credited with superhuman powersMedia fascination continues into 1990s
Problem for science fictionActual hacking very boring
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i202, Thomas Haigh, Session 19 13
Cyberspace in the 1990sGradually loses association with VR
Becomes a description of shared social space on the Internet
Key idea: a network is a place of its ownDifferent from prevalent idea of earlier technologies
Postal systemsTelephone network
These bring two or more real places into contactBut nobody much talks about “postalspace” as being where catalog companies are basedor “telephoneworld” as where psychic hotlines operate
i202, Thomas Haigh, Session 19 14
Network as a PlaceIf we consider “cyberspace” as a place, it is natural for it to have its own
Laws and governmentCitizensCultural norms, language and customsBusinesses
The Electronic Freedom Frontier is one group pushing idea of net as cyberspace
They think its natural state is freedom and governments should keep out of the way
i202, Thomas Haigh, Session 19 15
Idea Pops Up Everywhere
Journals are published in cyberspaceCompanies do business in cyberspaceExperts specialize in “cyberspace” lawPoliticians campaign in cyberspaceBush calls for “A National Strategy to Secure Cyberspace”
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i202, Thomas Haigh, Session 19 17
Very Powerful MetaphorGuides ideas about regulation
E.g. Congress bans states from taxing transactions that happen in “cyberspace”
Guides expectations of usersE.g. things are usually free in cyberspace
Ties in with “virtual community idea”Various manifestos written for “netizens”, etc.Idea that move to net is like founding a new country
i202, Thomas Haigh, Session 19 18
Dual Realities
The Internet does allow real social processesOf kinds previous carried out primarily in real places
ConversationBuying and sellingDevelopment of shared culture, etc
Though these were sometimes done by mail, in print, on telephone, etc.
But everyone “in cyberspace” is also in some kind of real spaceThis creates some fundamental tensions
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i202, Thomas Haigh, Session 19 19
One Example: Censorship
Legal status of obscenity in US depends explicitly on standards of local community
When material is viewed on web, what is jurisdictionState/nation of viewState/nation of producerState/nation of web hosting firmOr some new universal law of cyberspace?
Similar issues in many areasGambling servicesTaxation of e-commerceLibel
Laws vary greatly between US, Britain, etc.If something is published on web, where can you sue?
i202, Thomas Haigh, Session 19 20
Another Example: Piracy
China and Russia have weak piracy enforcementPirated CDs and DVDs freely soldBut importation to USA is relatively limited
Electronic swapping is increasing threatCyberspace crosses national bordersBooks, games readily available from Russian web serversFile swapping networks like Kazza bring together hundreds of thousands of people
But music industry is fighting backSubpoena identities of file swappersProsecute under US law
i202, Thomas Haigh, Session 19 21
Many things hard to regulate
For example, spamCurrent laws are state by stateNational US law is in progress
Some offer stiff penaltiesJail or large fines
Problem is enforcementSpam is hard to traceInternational enforcement is currently impossibleGeographical location of spammer may never even be known
i202, Thomas Haigh, Session 19 22
More on these issues later…
Next 2 sessions: virtual communitiesIdea of real societies forming onlineEarly text based systems, modern games
Later sessionsIssues of hacking and spamIntellectual property in cyberspacePrivacy
Do rights to privacy exist in cyberspaceInternational Issues