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Cyberculture
Sociologyindex, Sociology Books 2012, Cyborgs,
Cyberculture and Cyborgs
Internet has changed individuals, cultures
and is changing the world. New global cultural forms are emerging ever so quickly.
Cyberspace interaction, like chatroom communication, video-conferencing, bulletin boards
and blogs are bringing about a cathartic change in culture globally.
What is 'cyberculture'? Is cyberculture different from culture? Can 'virtual
communities' affect 'real communities'?
- the social construction of cultural difference in new media, cyberspace, and
cyberculture;
- a critical approach to cyberculture;
- analytical consideration of the cultures, economies, and discourses that are
integral components of the social networks that constitute cyberculture.
Cyberculture refers to the cultures of on-line communities, and it includes
cultural issues relating to other "cyber areas" like cybernetics and digital
revolution. Cyberculture also includes associated artistic and cultural movements, such as
cyberpunk and transhumanism.
Transhumanism is a philosophy that humanity can strive to higher levels, both
physically, mentally and socially.
Cyberpunks are people using technology and information in ways that deviate from
the expected norms and mores and laws of society.
Students of cyberculture study political, philosophical, sociological, and
psychological issues thrown up by the networked interactions of human beings.
Syllabus - Cyberculture: A Sociological Analysis for Educator
Professor Robert Runt, University of Lethbridge, Canada - home.uleth.ca/
The topics include
1) The Limits and Possibilities of Innovative Technologies: Hype, Cynicism, and Grounded
Projection, The Contradictory Forces Of Democratization and Commodification, The
"Information Age", The Virtual Classroom, 2) Cyber Culture: Is There A Cyber
Culture?, Cyber Culture And Individual Identity, Cyber Culture And Canadian Identity,
Cyber Culture And Society.
From Counterculture to Cyberculture: Virtual Community Discourse and the
Dilemma of Modernity - Sorin Adam Matei, Department of Communication, Purdue
University
Abstract: Virtual communities are discussed as expressions of the modern tension between
individuality and community, emphasizing the role that counterculture and its values
played in shaping the virtual community project. This article analyzes postings to the
WELL conferences and the online groups that served as incubators and testing ground for
the term "virtual community," revealing how this concept was culturally shaped
by the countercultural ideals of WELL users and how the tension between individualism and
communitarian ideals was dealt with. The overarching conclusion is that virtual
communities act both as solvent and glue in modern society, being similar to the
"small group" movement.
Cyberculture by Pierre Lévy (Translated by Robert Bononno),
Publisher: Minneapolis: University of Minnesota Press - Pierre Lévy's Cyberculture is a
guide to the cultural and philosophical aspects of the digital age, and also the
theoretical issues of cyberculture.
From Counterculture to Cyberculture - Fred Turner
Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism
In the early 1960s, computers haunted the American popular imagination. Bleak tools of the
cold war, they embodied the rigid organization and mechanical conformity that made the
military-industrial complex possible. But by the 1990sand the dawn of the
Internetcomputers started to represent a very different kind of world: a
collaborative and digital utopia modeled on the communal ideals of the hippies who so
vehemently rebelled against the cold war establishment in the first place.
From Counterculture to Cyberculture is the first book to explore this extraordinary and
ironic transformation. Fred Turner here traces the previously untold story of a highly
influential group of San Francisco Bayarea entrepreneurs: Stewart Brand and the
Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book
Awardwinning Whole Earth Catalog, the computer conferencing system known as WELL,
and, ultimately, the launch of the wildly successful Wired magazine, Brand and his
colleagues brokered a long-running collaboration between San Francisco flower power and
the emerging technological hub of Silicon Valley. Thanks to their vision,
counterculturalists and technologists alike joined together to reimagine computers as
tools for personal liberation, the building of virtual and decidedly alternative
communities, and the exploration of bold new social frontiers.
Shedding new light on how our networked culture came to be, this fascinating book reminds
us that the distance between the Grateful Dead and Google, between Ken Kesey and the
computer itself, is not as great as we might think.
Cyberculture and Cyborgs
The cyborg has come to to be the mascot of cyberculture. The cyborg
represents a new structure of technological fusion. Pacemakers, synthetic knee and hip
joints, anabolic steroids, and countless other technological advancements have enhanced
the quality of daily life and increased life expectancy dramatically. As Donna Haraway
asserts in her discussion of feminism, science, and technology, Simians, Cyborgs, and
Women, "we are all cyborgs" and the cyborg holds the promise of freedom from
established categories of difference by removing the physical/social distinctions based
upon class, race, sexuality, and most importantly for Haraway, gender. Thus her lament
"I would rather be a cyborg than a goddess" attests to the liberatory potential
offered by the infusion of technology into cybercultural social structure.
Haraway's vision of the cyborg as harbinger of a postgender world has not necessarily come
to fruition in this era of technological fusion. Cyberculture has not fulfilled the
promise of boundary transcendence but rather reclaims technology as a positive image of
capitalism. In fact, it is arguable that cybernetic fusion serves to "express
nostalgia for a time of masculine superiority". In many instances cybernetic fusion
posits a realm where previously contested paradigms have become reinstitutionalized.
Cyborg
A cyborg is essentially a man-machine system in which the control mechanisms of the human
portion are modified externally by drugs or regulatory devices so that the being can live
in an environment different from the normal one. The New York Times, 1960.
Manfred Clynes and Nathan Kline used the term cyborg in an article about the advantages of
self-regulating human-machine systems in outer space.
The cyborg is seen today as an organism that has technologically enhanced abilities.
Cyborgs in fiction portray human contempt for over-dependence on technology threatening
free will. Cyborgs are also often portrayed with physical or mental abilities far
exceeding humans.
Real cyborgs, unlike fictional cyborgs are more frequently people who use cybernetic
technology to repair or overcome the physical and mental constraints of their bodies, a
man or woman with bionic, or robotic, implants.
"Cyborg" is a science-fictional shorting of "cybernetic organism". The
idea is that, in the near future, we may have more and more artificial body parts - arms,
legs, hearts, eyes - and digital computing and communication supplements. The logical
conclusion is that one might become a brain in a wholly artificial body. And the step
after that is to replace your meat brain by a computer brain.
Prostheses like the C-Leg and the more advanced iLimb are considered by some to be the
first real steps towards the next generation of real-world cyborg applications.
Additionally cochlear implants and magnetic implants which provide people with a sense
that they would not otherwise have had can additionally be thought of as creating cyborgs.
In 2002, under the heading Project Cyborg, a British scientist, Kevin Warwick, had an
array of 100 electrodes fired in to his nervous system in order to link his nervous system
into the internet. With this in place he successfully carried out a series of experiments
including extending his nervous system over the internet to control a robotic hand, a form
of extended sensory input and the first direct electronic communication between the
nervous systems of two humans.
Cyborgs in medicine
There are two types of cyborgs in medicine: these are the restorative cyborg and the
enhanced cyborg.
Restorative technologies restore lost function, organs, and limbs. The key
aspect of restorative cyborgization is the repair of broken or missing processes to revert
to a healthy or average level of function. There is no enhancement to the original
faculties and processes that were lost.
The enhanced cyborg follows a principle, and it is the principle of optimal
performance: maximising output (the information or modifications obtained) and minimising
input (the energy expended in the process) . Thus, the enhanced cyborg intends to
exceed normal processes or even gain new functions that were not originally present.
Retinal implants are another form of cyborgization in medicine. The theory behind retinal
stimulation to restore vision to people suffering from retinitis pigmentosa and vision
loss due to aging (conditions in which people have an abnormally low amount of ganglion
cells) is that the retinal implant and electrical stimulation would act as a substitute
for the missing ganglion cells (cells which connect the eye to the brain).
The "cyborg soldier" often refers to a soldier whose weapon and survival systems
are integrated into the self, creating a human-machine interface. A notable example is the
Pilot's Associate, first developed in 1985, which would use Artificial Intelligence to
assist a combat pilot. The push for further integration between pilot and aircraft would
include the Pilot Associate's ability to "initiate actions of its own when it deems
it necessary, including firing weapons and even taking over the aircraft from the pilot.
(Gray, Cyborg Handbook).
Social cyborgs
More broadly, the full term "cybernetic organism" is used to describe larger
networks of communication and control. For example, cities, networks of roads, networks of
software, corporations, markets, governments, and the collection of these things together.
A corporation can be considered as an artificial intelligence that makes use of
replaceable human components to function. People at all ranks can be considered
replaceable agents of their functionally intelligent government institutions, whether such
a view is desirable or not.
Cyborg proliferation in society
Many people could be making the transition to cyborg sooner than they thought. Applied
Digital Solutions leads in the development of the human implant RFID chip. This small,
rice sized chip has been marketed to help track medical records and keep credit
information safe and convenient. Although there is a large community that is critical of
this technology, RFID technology has done well in the past as a tracking chip in the
industrial world (RFID's reduction for out-of-stock study at Wal-Mart, RFID radio), and
for tracking pets and endangered wildlife (USDA Bets the Farm on Animal ID Program). This
in effect turns all chipped people or organisms into cyborgs, which is also a source of
discomfort to some. The critics of this movement claim that chipping people is an invasion
of privacy
Cyborgization of the humankind
Fiction writers and futurists envisioning future technologically enhanced humans as
"cyborgs" -- creatures that will have human biological bodies as their legacy
core, but will hopefully have many important [and complex] biological parts directly
replaced with improved technological equivalents (and a variety of new ones added).
So while people have been playing with the images of cyborg future of their bodies, they
have overlooked the ongoing process of functional cyborgization they were already taking
part in.
In the scenario of physical integration of biological and technological structures, a
cyborg can (and has been) defined as a physically mixed system -- an organism with a
sufficiently large infusion of technological parts.
A functional cyborg ( should we call it a fyborg? funorg? fuborg? ) may be defined as a
biological organism functionally supplemented with technological extensions.
If you do not pay attention, the stream of technological supplements may turn you into a
functional cyborg through cyborgization before you notice it.
Resource Centre for Cyberculture Studies -
com.washington.edu/rccs/intro.asp
Center for Digital Discourse and Culture -
cddc.vt.edu/index2.html
Fibreculture is a forum for the exchange of
articles, ideas and arguments on Australian IT policy in a broad, cultural context. it
concerns the philosophy and politics of new media arts, information and creative
industries, national strategies for innovation, research and development, education, and
media and culture - fibreculture.org/
Cyberculture, Identity and Gender Resources. -
fragment.nl/resources
CYBER-CULTURE, SOCIOLOGY & ANTHROPOLOGY. -
lastplace.com/page200.htm
Online Publications Towards Cybersociety and
"Vireal" Social Relations Home: - socio.ch/intcom/index_intcom.htm
Sarah J. Zupko's Cultural Studies Center. -
popcultures.com/subjects/cyberculture.html
Articles, features and message boards explore
the way the Internet has changed individuals, cultures and the world. -
suite101.com/welcome.cfm/internet_society
Internet Identity and Community Cites and Sites
of Interest. My dissertation focused on cyberspace interaction, specifically on chatroom
communication. - uky.edu/~halbert/research/internet.html
Anthropologists have always been at the cusp of cultural exploration. Never before however
have we had the opportunity to watch new global cultural forms emerge so quickly. -
carleton.ca/~bgiven/cyberant.htm
Cyberstudies page. -
acsu.buffalo.edu/~reymers/cyberstudies.html
Cyber Anthropology Project: a resource page for
an anthropological approach to research on and about the internet. -
casnws.scw.vu.nl/cap/links.htm
What happens to democratic space when it is
cyber? Author: Carol Reid University of Western Sydney. -
ultibase.rmit.edu.au/Articles/online/reid1.htm
Felix Stalder is Associate Director of Probe,
the think thank of the McLuhan Program in Culture and Technology. - mrf.hu/digid
Ieva Cepulkauskaite Digital "third
world" and its borders Internet is a world-wide mean of translation, enabling
transmission of information, co-operation and interaction among individuals. -
sociumas.lt/Eng/Nr18/third.asp
The
impact of net culture on mainstream societies: a global analysis -
in.arxiv.org/abs/cs.CY/9903013
Negotiating
the Global and the Local: How Thai Culture Co-opts the Internet. This paper argues that
the relation between computer-mediated communication technologies and local cultures is
characterized neither by a homogenizing effect, nor by an erecting of barriers. -
firstmonday.dk/issues/issue5_8/hongladarom
iStuff: The Next Generation of Popular Culture. The Internet is
creating a new form of Popular Culture: talksonline.com/
University of Michigan Law School - Law 897: The Law in Cyberspace -
personal.umich.edu/~jdlitman/classes/cyber.htm
Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable
computer, published by Doubleday, 2001.
Communities in Cyberspace
To date, there appears to have been only limited discussion of 'culture' in the context
of the Internet. Terms like 'electronic commerce', 'digital libraries' and 'electronic
publishing' are much more common. A term which is close to the idea of CyberCulture is
'electronic or virtual community'. The most useful reference is still Howard Rheingold's
1994 book, 'The Virtual Community'.
There is a wide variety of bases whereby communities can come into being and sustain
themselves. These include:
existing geographical communities based on physical proximity;
communities of interest;
communities based on religion, philosophy or political outlook;
communities driven by particular social or economic issues
conventional formal organisations, particularly companies and partnerships (supported by
'Intranets');
clusters of companies operating within strategic relationships (supported by 'Extranets').
An example well-known to the author is a community of researchers in the Information
Systems discipline, ISWorld Net. Some of the early history from its foundation in July
1994 until early 1996 has been chronicled. The community's population numbers 5-10,000
worldwide. The two primary media for participation are an e-list for announcements, which
has 3-5,000 subscribers, and a set of some 200 community-service web-pages established and
maintained by some 100 volunteers.
The community is driven by a leader/visionary, but the contributions are highly dispersed
among the volunteers. The majority of the service-value has been provided by perhaps 2% of
the overall community, but hundreds more have at least posted to the e-list, and many
hundreds have accessed and in many cases bookmarked the web-pages. There are well over
1,000 hotlinks to ISWorld Net web-pages from other pages around the world.
The volunteer force is very heavily english-speaking, and virtually all of the content is
in English. The heavy majority of volunteers are in North America, with modest numbers in
Australia, the United Kingdom, New Zealand, and a scatter of Continental European and
'advanced' Asian countries.
Strenuous attempts have been made to ensure that the community services do not contain
undue cultural biases. Given the strongly 'internationalist', but particularly
Anglo-Saxon-American, style of the world's I.S. discipline, the attempt has achieved some
success. There is, however, only limited and slow penetration in Continental Europe and
advanced Asian nations (due to cultural concerns) and in less developed countries (due to
slow emergence of the discipline there, mis-match between services and needs, cultural
differences, and, importantly, infrastructure).
The initiative has been free-standing since its inception; but the possibility exists that
it will forge an alliance, or formally join with, a more conventional professional
association in the near future. If so, it will be negotiating from a position of strength,
because of the enormous volume of electronic traffic it generates, and the extent to which
it is perceived to be the life-blood of the disciplinary virtual community.
ENCOURAGING CYBERCULTURE
Roger Clarke
Principal, Xamax Consultancy Pty Ltd, Canberra
Visiting Fellow, Department of Computer Science, Australian National University
This paper is at anu.edu.au/people/Roger.Clarke/II/EncoCyberCulture.html
Abstract
Many of the challenges presented by the information infrastructure are not readily
amenable to legislative and other hierarchical solutions. They require gentler,
community-based measures as an adjunct to, and even an alternative for, formal regulatory
action.
Communities in cyberspace need means of achieving cohesion and maintaining relationships,
while avoiding unduly dysfunctional behaviour by community-members and outsiders. This
paper's purpose is to investigate the means whereby such a 'cyberculture' can be brought
about.
It commences by considering formal and semi-formal authority in cyberspace. It then
discusses the processes and structures of electronic communities, including a series of
mini-case studies of community behaviour in some recent contexts. Examples are provided of
existing and emergent mechanisms whereby civilised behaviour can be encouraged. Some
inadequacies in existing technologies are identified, and an approach suggested whereby
future products, services, protocols and architectures can better support culture in
cybserspace.
Introduction
A culture exists when a group of people exhibits cohesion through the sharing of values,
language, rituals and icons. 'CyberCulture' is used in this document to refer to the
concept of a group or groups of people achieving cohesion by means of the information
infrastructure.
For all practical purposes, 'information infrastructure' currently means the Internet.
That may well change; but if the telcos persist with their broadcast-style 'cable-TV'
philosophy, with high-bandwidth down and only low-bandwidth up the line, the Internet may
remain as the only basis for CyberCulture to develop.
A series of questions present themselves. Are present Internet services adequate to
support the development of culture? If not, are enhanced and new services in the offing
that will support culture? Is the notion of a single culture relevant; or will we see the
emergence of multiple cultures?
The Internet is at the crossroads between community and commerce. Can it be matured fast
enough for the infrastructure to support both, with minimal disturbance by each of the
other?
The Internet (aka 'the Electronic Frontier') is resisting formal authority. Is anarchy a
tenable organisational form in the long-term?
Formal authority in the narrowly legalistic and jackbooted form that we regard as normal
in physical spaces, may well prove unworkable in the virtual medium. Can we make do
without it? Can CyberCulture deliver a sufficient set of equilibrating mechanisms?
This paper is a voyage of investigation. The community of netizens is struggling to come
to terms with itself. This author is also struggling, and hence no apologies are offered
for the many imprecisions of expression, for the many tentative, insufficiently analysed
and argued statements, and for the many personal judgements, that are embedded in this
paper. It is hoped that, by starting, he, and the community, will improve their
understanding.
The audience to which the paper is addressed is participants in Internet communities,
providers of Internet services, and executives and managers responsible for policies
relating to information, information technology and information infrastructure, within
university, public sector and private industry.
The paper commences with a brief review of formal and semi-formal authority in the
Internet context, followed by comments on communities and community authority.
A series of mini-case studies is then assessed, in a search for commonalities in emergent
CyberCulture. These include content-regulation, Spam and Cookies. Lessons are drawn from
these cases, and suggestions made as to ways in which community-based control mechanisms
can be encouraged.
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