Home >> Computers >> Internet >> Cyberspace


  Culture
E-zines
Geeks and Nerds
  Hacking
Law
Online Communities
  Politics and Issues


Internet, the metaphorical abstraction utilized around philosophy and computing, is a (virtual) reality which represents a Noosphere/World 2 both "inside" computers & "on" computer networks.

Origins of the Word

A word "cyberspace" (the portmanteau of cybernetics and space) was coined by William Gibson, the Canadian science fiction writer, in 1982 in his novelette "Burning Chrome" in Omni magazine and was subsequently popularized in his novel Neuromancer. "Meatspace" is a term coined later as an opposite of "cyberspace".

When net should non exist as confused by using the rattling Internet, the term is typically utilized just to refer to objects & identities that survive largely inside the computing network itself, then that a web site, for example, may become metaphorically said to "exist in cyberspace." Based on data from this interpretation, cases ingesting place using your internet browser come non so occurrent inside a countries in which a participants or even the servers are physically placed, however "in cyberspace". This becomes the sensible viewpoint it used to be that distributed services (e.g. Freenet) get far flung, & a physical identity & location of the participants become impossible to determine imputable anonymous or pseudonymous communication. A laws of any particular united states state would so non use.

Besides aiding a layman's suspension of disbelief within fictional works, a profits of this like ambitously ambiguous metaphor is in big section due to the inconspicuously of the profession of Computer Programmer into various specialized vocations. When [http://three.org/ippolito/home.html John Ippolito] put it:

"These days there is no reason to expect a video editor to know HTML, a web designer to know perl, a database programmer to understand packet switching.

So to introduce his readers to cyberspace —the global fabric that supposedly knits toghether all these seperate threads— Gibson fell back on something our culture had prepared everyone to understand: a chase sequence through an imagined space. It would seem, therefore, that the metaphor of cyberspace is not merely a narrative of convenience but a practical necessity".
Too when existence the construct utilized around philosophy & computing, internet has been unremarkably utilized around popular culture, for example

A anime Digimon is placed inside a version of internet known as the "Digital World". A Digital Globe occurs as parallel universe made up of information from either a Internet. Similar to internet, except that humans may physically enter this globe instead of simply utilizing the computer. In the maths mystery cartoon Cyberchase, the action will require place around Internet, managed per benevolent ruler, Motherboard. These are utilized as a conceit to allow plot line to choose place within virtual worlds -- "Cybersites" -- on any theme & in which specific maths conception may be better explored. In the moving picture Tron, a coder was transferred to a program globe, in which computer program were personalities, resembling the forms of their creators. A idea of "the matrix" in the pic The Matrix resembles a complex form of net in which population come "jacked in" from either the real life, & potty produce anything & wash anything it desire therein cyber globe.

Although internet occurs as most common idea it potty mean many different types of virtual reality. In a rest of this article i might choose two or three, starting sustaining a simplest then increasing its complexness one at a time until reaching the logical extremity.

Cyberspace As a Metaphor: Text-Based Internet-Surfing

a word “cyberspace� is presently utilized within a primarily metaphorical feel & is mostly associated by owning the Internet. Whenever i sit prior to of the computer & let it run in, something prefer magic happens before u.s.the.; in case i am aright hooked higher you could bring higher an environment of hypertext by having a thrust of the mouse. It feels prefer that behind a screen, there is a possibly super vast reservoir of data that is universally in the making. Such the reservoir is someplace, out there. I am sure caring that population world health organization generate facts, & wharehouses wherein trading tools lives, are non behind a screen or even in a disk drive, however i personally notwithstanding require the computer as a gateway to an additional place in which more humans keep close at hand done similar items. Conceptually, you tend to envision the intangible “space� existing between on text & there, & suppose that i personally may access that “space� by using computer-depending technologies. You send messages to others by e-mail, or talk to others around the chat room. You play chess on-line interactively as in case a competitor were perfect prior to united states, though invisible. By participating inside an on-line teleconference, we personal experience a bit of kinda presence of more conference participants. However in which come i? In which come victims sustaining whom i communicate? Since you potty email of these a second withinside a certain way, however come reciprocally separated fallowing completely, i personally tend to envisage the expected of such an electronic connection in terms of spatial property. Unremarkably, i personally call for even even it “cyberspace� that connects & separates u.s.a. at a equivalent period whilst i am engaged in a networked electronic communicative activities -- a “space� that seems to open higher or close down when the computer display is activated or deactivated. Therein feel, what i personally develop from either internet is mostly text-depending facts by using graphic ocular help. However a construct of spatial property is according to a notion of “volume duality�, when Zettl calls it. The space has caring & veto components. A caring volume has substance, when a veto volume is empty & delineated by items sustaining substance. E.g., a room has the blackball volume of usable space delineated by caring volume of bulwarks. However text-depending Internet does not stand such duality. Once you surf a Internet for its textual contents, you underst& i am spatially placed before of a computer display, & we just can't enter a screen and choose the unknown section of the Net as an extension of the space i am around. I underst& that a volume duality doesn't touch a textual sources, because a screen itself belongs to a caring side of a space, & a gap between the screen and united states of america belongs to the veto side; that is, the duality is already exhausted prior to i assume the textual contents on the screen. When for the gap between 2 words around the textual web page, it just functions to separate 2 symbols, & symbols are non considered essential a cappella.

Whenever you scroll through a text web site by page, nonetheless, you will attribute a spacial meaning to the interval between 2 web sites in case i personally assume the unturned web sites to become someplace “out there.� A guide of the word “page� may besides figuratively implicates the spacial interpretation. What is more, words like “files�, “folders�, “windows�, and “sites� might potentially indicate that there become a spacial moral force at operate behind the scenes. However a exclusively role one nonliteral metaphors is organizing a textual contents, & a contents themselves are non nonliteral. A word “cyberspace� on this button refers, so, does'nt to the content existence presented to the surfboarder, however like to the moral force that enables u.s.a. to surf among different units of contents. I personally design a nonliteral structure into the emblematical modems which i understand clearly are non nonliteral or even spacial.

So, “cyberspace� understood non when something otherwise “space� however when 1 rather space, is metaphoric. A select few of u.s. call for it "nonphysical� space as if space allows a nonphysical version, but it remains unclear how space can be non-physical in its original sense. The metaphorical use of the term seems to be based on our understanding of the electronic connectivity, for the purpose of storing and delivering symbolic meaning, as a means of gathering and separating contents. In such a case, the word “space� might suggest a collage of positive and negative volumes, or the interplay between presence and absence of meaning. It directs us to regard the delivered meaning-complexes as delineated by operational units that are not given as symbolically meaningful, and that correspond to our actions of clicking, scrolling, typing, etc. These actions create “gaps� between our mental operations that articulate different units of meaning carried by symbols.

The prefix “cyber� is derived from our understanding of a cybernetic process as a self-reflexive dynamic system that uses a negative feedback circuit to stabilize an open-ended process. Here the notion of cyberspace applies such an understanding of the self-reflexive mechanism in cybernetics to the meaning-making process of the hypermedia. Thus cyberspace suggests a possibly infinite number of occasions of grouping and separating, surfing and routing, constructing and destroying, etc. This open-ended quality resembles the perceived infinity of the physical space that cannot be pictured as being bounded by something. It is impossible to imagine that it would reach a final closure. Similarly, the experience of always having a potential to encounter something unknown or unexpected seems to be inherent in the surfing process. This is a process of perpetual interactions.

In the context of such a metaphor, how can we understand the notion of cyber-culture? In fact, there is a tendency in the media to equate cyberspace with cyber-culture, and forget the hard-cored phenomenological aspect of cyberspace. When some journalists attempt to play the role of cultural critics on the Internet, they frequently convey a message that cyberspace is equivalent to a digital community or a digital city. That is, a web of personal relationships, where civic democracy is based on a balance of diversity and unity, or of coherence and openness. But such an equation between cyberspace and a web of personal relationships does not help us envision the possibilities of cyberspace and cyber-culture, because it prevents us from asking the question of how cyberspace allows for the rise of cyber-culture; nor does it help us understand the fact that the metaphoric nature of text-based cyberspace has been carried over to the current understanding of the formation of the so-called “cyber-culture�.

One assumption behind the notion of cyber community as currently held is that a community, as a cultural entity, can be formed solely on the act of communicating a shared set of social values. But in the real world, we don’t consider such an act alone a sufficient condition for cultural identity. It seems that the physical proximity, geographically and ethnically understood, is more basic for the formation of cultural identity among those with shared values. The rhetoric of cyber community has yet to be justified by solid analysis before it can hope to become a conceptual tool that helps us understand cyberspace and cyber-culture adequately.

Cyberspace As an Incomplete Replica: Video-Based Game-Playing

Video-based game playing differs from text-based communicating in regard to the meaning of spatiality, as long as the “gap� on the screen is a representation of the negative volume of space in the setting of the game. Video images are meant to be figures that actually occupy a space and the animation is meant to reproduce the movement of those figures in motion. Images are supposed to form the positive volume that delineates the empty space. Video images have to be able to move across the screen, on which the physical space of the game-player merges with the purported space surrounding the game figures.

A game cannot adopt itself to the cyber-culture metaphor unless it first reaches out to engage more players in the game, and then allows players to be figuratively represented on the screen. These figurative surrogates that act on behalf of the players are called “avatars.� But since an avatar represents the player in an objectified manner, the alleged identity between the player’s actual body and the avatar is no more than a stipulation. In such a case, there is no primordial space constitution at the ontological level. The Husserlian constitutive act of consciousness does not take the space surrounding the avatar and the space surrounding the player’s body as one and the same space.

If we now call it “cyberspace� that allows avatars to move around as symbolic representations of the actual participant’s bodies, then the metaphoric use of the word that suggests an open-ended potential of meaning-generating and reserving would become obsolete. A notion of digital community discussed above would now demand a representation of the alleged community members by avatars. However, since the sense of participation depends strongly on the participant’s self-identity as an un-mediated subjective person from her first-person perspective, the objectified avatar necessarily creates an ontological gap that cannot be filled by stipulation, and the talk about cyber-culture remains metaphorical and flashy.

Cyberspace As a 3-D Immersive Environment: Interacting with Synthetic Entities

Video games don’t have to stop at the avatar-player level. Once an immersive environment is furnished in the game that separates the player from the natural environment, the objectified space will be incorporated into the first-person perspective. It will replace the original space, and the artificial space will be extending from the center of the player’s field of vision to unlimited possibilities, and thus cyberspace is experienced as the only space with no other level of spatiality being constituted. The 3-D images will be made to change according to a pattern such that the player’s movement will be experienced as moving in a stand-alone world; this world has a potential to evolve by itself, and can extend to the unknown remoteness. It is experientially equivalent to the physical world we are familiar with before we enter cyberspace. In his book, Get Real: A Philosophical Adventure in Virtual Reality, Philip Zhai suggested a game-playing scenario as follows:

Suppose you and your partner are going to play the game for the first time. Before you get started, you will each be instructed to wear a helmet (or goggles) so that you won't be able to see anything except the animated video images on two small screens right in front of your eyes, and to hear anything except sounds from two earphones next to your ears. So you see 3-D animation and hear stereo sound. You need also, perhaps, to wear a pair of gloves that will both monitor your hand movement and give you different amount of pressure against your palm and fingers corresponding to your changing visual and audio sensations in the game. You are now situated in a motion tracker so that you can move freely without leaving the place and your body's movement can be detected and the signals can be fed into the computer; the computer also processes all visual, audio information as well. So you are totally wired to play an interactive game with your partner, mediated by cyberspace. Your partner is in another room, wired to the same computer, doing the same.

As soon as the game gets started, you begin to see with your eyes, hear with your ears, and feel with your hands and with the whole body, a self-contained environment isolated from the actual environment. In other words, you are immersed in cyberspace. Let us assume a typical type of game contents as follows. Your partner and you, each holding a shooting gun, are ready to fire at each other. The 3-D images are so realistic, and your body movements are coordinated with your images on the screen in such a way that you can hardly tell the difference between the animated images and your original body. Your partner looks as real as yourself. There are perhaps a few trees or rocks between you and your partner. There may also be a house you can get in and out, or what not. You can touch the leaves of the tree, and feel the hardness of the wall. So you run, turn, hide, get nervous, bumped, scared, or excited; you hear noises from different directions; when your partner shoots at you, you feel the hit on the corresponding spot of your body; you hesitate and pull the trigger to fire back...back and forth…back and forth...until one of you gets a "deadly" shot, bleeding, and loses the game. Now the game stops but you don't feel a sharp pain or feel like dying even if you are the loser. Actually you will shortly get unwired and come back to the actual world, alive and amazed.

In such a game-playing experience, the players must take the cyberspace as the actual space in order to get involved in the process. They must suspend the judgment whether the perceived spatiality is “real� or “illusory� and ignore what their memory tells them concerning the difference between the current immersive experience of the game and a real situation. They must respond to the objectified entities in cyberspace exactly like they do in the real world, since they visually, aurally, and kinetically experience their own bodies in the same cyberspace. The consciousness must undertake a Husserlian non-reflective act of space constitution in the same way it does for the actual space. At this point, cyberspace has realized itself as it is originally meant to be. It isolates the player from the actual space with the immersive environment; it represents the totality of the positive and negative volumes of virtual reality.

As soon as we enter into such a virtual environment that enables us to interact with one another while we are constituting the very spatiality itself, we can anticipate the formation of cyber-culture in a non-metaphoric sense. If we communicate with one another in cyberspace in such a way for the purposes of conversation, value-sharing, feeling-expressing, or project-oriented cooperation, etc., then a cyber-community can be literally formed. A cyber-culture will then follow its own destiny of rise and fall.

The idea of a fully immersive cyberspace, such as that depicted in the matrix, is often used as a possible situation in epistemology intended to demonstrate the possibility of skepticism and present one argument for it. This is perhaps one of the most popular arguments in all of philosophy, for a discussion of it see brain-in-a-vat. It should be noticed however that the brain-in-a-vat argument is unlike cyberspace as concieved here as it talks about the sense organs being bypassed and the reality experience being fed into the brain directly. One difficulty with cyberspace as a philosophical tool to promote skepticism is that it requires the existence of a 'real world' outside of cyberspace wheras a hardline skeptic would say that it is possible for there to be no 'real world' at all.

Cyberspace As an Augmented Habitat: Teleoperation

Cyber-culture as discussed above is significant, but it is still non-consequential at the ontological level. The more exciting thing is that cyberspace and virtual reality can go even further. Combining it with the technology of teleoperation, we can enter into cyberspace and interact with artificial objects to manipulate the actual physical process. When I perform an act of picking a stone in cyberspace, for example, a robotic surrogate body of mine in the real world will pick up a real stone. Since all of our physical contact with the natural world for the sake of survival and prosperity is hardly more than asserting physical force to objects, robots can, in principle, perform all tasks of the same kind. So we can build the foundational part of the virtual world in which we are able to accomplish all agricultural and industrial works without ever leaving cyberspace.

Therefore, virtual reality with the capability of facilitating teleoperation will have all the necessary components of the actual world. Furthermore, if we were put into the immersive environment of cyberspace by our parents before we know anything about the actual world, and trained to do everything by teleoperation only, we will take cyberspace as the default habitat, and be unable to function well in the natural environment. As a result, we would develop a natural science about that unknown virtual world, if we are not the designer of its infrastructure and don’t know the design principles of this virtual world. Here is what Zhai wrote in his book:

"Let united states believe the united states where everyone is hooked as much as the network of VR infrastructure. It use at times been thus hooked higher since it left their mother's uterus. Immersed around internet & maintaining their life by teleoperation, it develop never imagined that life can be any different from either that. A number 1 individual that thinks of a possibility of an guide globecome rather ours would be ridiculed per majority one citizens, upright rather the couple enlightened ones within Plato's allegory of the cave. It cook or even even even even even even even even even dine out, sleep or stay higher through a night, date or mate, require showers, travel for business or pleasure, conduct research project, philosophize, attend film, see romances & science fiction, win contests or lose, get hitched with or stay individual, keep close at h& toddlers or own none, develop old, and die of accidents or diseases or whatever: the equivalent life span when ours."

"Since it is whole immersed, & it run all about necessary for their survival & prosperity when it is immersed, it don't understand that it is leading the kinda life that can be hold illusive or even synthetic from either outsiders like united states of america. It would use at times there is no way of caring that, unless it were told & shown a undeniable grounds to believe. Or even it would keep close at hand to hold off for their philosophers to help the two stretch their minds by demonstrating such the possibility across logical thinking."

"The other interesting possibility is that their technology would lead to the invention of their have version of VR, which gives the babies an chance to reflect on the nature and severity of 'reality' inside the real way, even as i am okay, doing at this moment. So it would even ask a equivalent nature and severity of questions when i am request at present."

"Whenever there were such the loose kingdom, might i say it is inside the state of 'collective hallucination'? There is no, whenever by calling it a hallucination i personally mean to understand that ours is non the equivalent. What in case I personally ask wise shoppers: 'How can that you indicate us that this imagined united states is non a a single i am inside correct okay,?' That is, how else launder i personally understand that i am non exactly victims citizens immersed inside VR? Sequentially to separate ourselves from either either such a possibility, let united states of america take a look at the basic laws of physical science in this virtual gloexist as develop been programmed to be different from ours. Believe their gravity is twice up to ours. Then their 'physical' objects of the equivalent molecular structure whenever ours may accelerate, say, twice once convenient when it is around loose fall, & twice when heavily when it try to lift the children. At a equivalent period, it might watch lights like infrared or even ultraviolet light, which i personally can't watch. Their man of science may formulate a law of gravity based on data from their observations. Due to the easily-coordinated interface, it might teleoperate items within my actual globe smoothly & so process their basic economy swell."

"Caring a lot one from either my 'outside' point of learn from, might you thereby judge that their man of science come incorrectly patch ours perfect? Naturally non, because it would keep around when heavy the understanding to tell united states that my man of science come incorrectly. What is more, from either their point of look at, it is non doing any teleoperation, however come controlling a process directly; i personally, non it, come as a matter of fact doing teleoperation. In case i personally tell a children that their VR outfit gives the babies distorted version of reality, it would tell u.s.a., by exactly the equivalent logic, that my want of such outfits disables u.s.a. from either seeing items when it is. It would ridicule u.s.a. & say, 'Smart shoppers don't potentially underst& what uv and infrared look such as!'"

When cyberspace reaches the stage of Teleoperation, cyber-cultures in every sense would be able to develop just in the same way traditional cultures do in the actual world. Therefore everything we can say about traditional cultures in general would apply to cyber-cultures, and there is no need to discuss every specific mode of cyber-culture in such a circumstance. After all, as Zhai pointed out in his book, the basic idea is simple: ontologically and functionally, the goggles are equivalent to our natural eyes, and the bodysuit is equivalent to our natural skin; there is no relevant difference between them that makes the natural real while the artificial unreal. But the significant difference lies in their relationship to human creativity: we were given one world, but make and choose the other.

Cyberspace As an Arena of Artistic Creativity: Non-Consequential Re-Creation

If we only had the foundational part of virtual reality serving our practical purposes, virtual reality would be no more than an efficient tool for manipulating physical processes. What will fascinate us more is the expansive part of virtual reality. This part of VR will unlock our inner energy of artistic creativity for building a synthetic world as a result of our free imagination.

This expansive part does not have the same ontological status as the foundational part since, first of all, virtual objects in it do not have their counterparts in the actual world based on physical causality. In this expansive part, we may encounter all kinds of virtual objects as a result of digital programming. We can perceive virtual rocks with or without weight, virtual stars that can disappear at any time, virtual wind that produces music, and so on. We can also have virtual animals like or unlike animals we have seen before in the actual world. Secondly, we can "meet" virtual "individual beings" whose behavior is totally determined by the program. They are not agents, do not have a first-person perspective, and do not perceive or experience anything.

Therefore, in this expansive part, events are neither related to the causal process in the actual world nor initiated by an outside conscious agent. This is a world of pure simulation, or a world of ultimate re-creation. In such a world, cyberspace is a sea of meaning, and it’s so deep that any imaginable mode of artistic or recreational culture would have a chance to grow out of it.

History

Early philosophical conceptions

Before cyberspace became a technological possibility many philosophers suggested the posibility of a virtual reality similar to cyberspace. In The Republic, Plato sets out his allegory of the cave which is widely cited as one of the first conceptual realities. He suggests that we are allready in a form of virtual reality which we are decieved into thinking is true reality. True reality for Plato is only accesible through mental training and is the reality of the forms.

These ideas are central to Platonism and neo platonism. Perhaps the conception closest to our modern ideas of cyberspace is Descartes thought that people might be deceived by an evil demon which feeds them a false reality. This argument is the direct predesessor of the modern ideas of brain in a vat and many popular conceptions of cyberspace take Descartes ideas as their starting point.

Early philosophers also suggested the existence of a virtual cyberspace that was created by life like artistic representations. Some philosophers came to distrust art because it deceived people into entering a world which was not real and sited examples of artists whose paintings, sculptures and even literature could deceive people and animals. These ideas where reserected with increasing force as art became more and more realistic and with the invention of photography, film and finally emersive computer simulations.

Modern Philosophy and Cyberspace

Perhaps one of the first indications of cyberspace becoming a topic of deep human consequence arose during the 1978 Nova Convention, in a conversation between William S. Burroughs, Brion Gysin, Timothy Leary, Les Levine & Robert Anton Wilson about the nature of evolution, time, space and mind. One of the underlying themes in the convention was the disenchantment with the Blue Sky Tribe and the initial cravings for "cyber topics" such as transhumanism, Gaia theory and Decentralisation.

William S. Burroughs' quotes from the convention:

"Period occurs as resource, & instance is is running off retired. I am stuck in that dimension of period."

''"This is the space age, & i am on text to last.. Still, the space program has been restricted to a mediocre elite group world health organization —at nifty expense— develop never to return to the moon within an aqua-lung. Nowadays, it're non really wanting to find space, it're wanting to find extra period. Prefer a lungfish, & a walk-to catfish; it weren't wanting to find the dimension different from either h2o, it were wanting to find other fluids".''

The Geography of Cyberspace Directory
Directory to aid exploration of the geography of the Internet, the Web and other Cyberspaces.

Cyberspace Independence Declaration
John Perry Barlow's Declaration "Governments of the Industrial World, you weary giants of flesh and steel, I come from Cyberspace, the new home of Mind. On behalf of the future, I ask you of the past to leave us alone. You are not welcome among us. You have no sovereignty where we gather...."

CMC Information Sources
Directory of information sources about online communication and the Internet. Known as "The December List" since 1992 and is a comprehensive collection of information sources about the Internet and computer-mediated communication.

1971 Prediction of the Web/Telesphere
The cyberspace concept was described (and referred to as "telepresence") in the 108pp book "Man in the Telesphere". The complete text is now provided on-line.

IDLMAP Map of the Internet - Internet Map
See your cube on The Map of the Internet. Browse the entire Cyberspace at Internet Domain List Map - IDLMAP.

Psychotechnology Online
This is where psychology and technology merge to formulate an exploration into how we live, love, work, and play online.

The Turing Game
The Turing Game is a participatory, collaborative learning experience about issues of online identity.

Net World Map
A survey site attempting to find the geographic location of visitors to it.

The Debate over Internet Governance - an Introduction
Information on understanding the nature of the debate over ICANN and internet governance.

Impacts of the Internet/Online on the Lives of Users -- Survey and Report
Study about how Internet/online impacts the lives of users -- Encompasses marriages, family, friendships, health, predators, cybersex, online romance and Internet addictions -- based on AOL survey


Computers: Education: Internet: FAQs, Help, and Tutorials: Internet Beginners Guides
Computers: Internet: On the Web
Science: Social Sciences: Linguistics: Semiotics: Media Semiotics: Semiotics of Cyberspace
Society: Subcultures: Cyberculture





© 2005 GeneralAnswers.org