Cyberpunk - Terminal Chic ?
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Paradise Lost , Book III, Line 18
_Paradise Lost_, book III, line 18 %%%%%%%%%%%%%%%%%%%%%%%% ++++++++++Hacker's Encyclopedia++++++++ ===========by Logik Bomb (FOA)======== <http://www.xmission.com/~ryder/hack.html> ---------------(1997- Revised Second Edition)-------- ##################V2.5################## %%%%%%%%%%%%%%%%%%%%%%%% "[W]atch where you go once you have entered here, and to whom you turn! Do not be misled by that wide and easy passage!" And my Guide [said] to him: "That is not your concern; it is his fate to enter every door. This has been willed where what is willed must be, and is not yours to question. Say no more." -Dante Alighieri _The Inferno_, 1321 Translated by John Ciardi Acknowledgments ---------------------------- Dedicated to all those who disseminate information, forbidden or otherwise. Also, I should note that a few of these entries are taken from "A Complete List of Hacker Slang and Other Things," Version 1C, by Casual, Bloodwing and Crusader; this doc started out as an unofficial update. However, I've updated, altered, expanded, re-written and otherwise torn apart the original document, so I'd be surprised if you could find any vestiges of the original file left. I think the list is very informative; it came out in 1990, though, which makes it somewhat outdated. I also got a lot of information from the works listed in my bibliography, (it's at the end, after all the quotes) as well as many miscellaneous back issues of such e-zines as _Cheap Truth _, _40Hex_, the _LOD/H Technical Journals_ and _Phrack Magazine_; and print magazines such as _Internet Underground_, _Macworld_, _Mondo 2000_, _Newsweek_, _2600: The Hacker Quarterly_, _U.S. News & World Report_, _Time_, and _Wired_; in addition to various people I've consulted. -
2. Mondo 2000'S New Media Cool, 1989-1993
UvA-DARE (Digital Academic Repository) The web as exception: The rise of new media publishing cultures Stevenson, M.P. Publication date 2013 Link to publication Citation for published version (APA): Stevenson, M. P. (2013). The web as exception: The rise of new media publishing cultures. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:02 Oct 2021 2. Mondo 2000’s new media cool, 1989-1993 To understand how it was possible for the web to be articulated as an exceptional medium when it surfaced in the 1990s - that is, as a medium that would displace its mass and mainstream predecessors while producing web-native culture - one must see the historical and conceptual ties between web exceptionalism and cyberculture. -
DEAD CHANNEL SURFING: Cyberpunk and Industrial Music
DEAD CHANNEL SURFING: Cyberpunk and industrial music In the early 1980s from out of Vancouver, home of cyberpunk writer William Gibson and science fiction film-maker David Cronenberg, came a series of pioneering bands with a similar style and outlook. The popular synth-pop band Images in Vogue, after touring with Duran Duran and Roxy Music, split into several influential factions. Don Gordon went on to found Numb, Kevin Crompton to found Skinny Puppy, and Ric Arboit to form Nettwerk Records, which would later release Skinny Puppy, Severed Heads, Moev, Delerium and more. Controversial band Numb ended up receiving less attention than the seminal Skinny Puppy. Kevin Crompton (now called Cevin Key) joined forces with Kevin Ogilvie (Nivek Ogre) and began their career by playing in art galleries. After their friend Bill Leeb quit citing ‘creative freedom’ disputes, they embarked on a new style along with the help of newly recruited Dwayne Goettel. Leeb would go on to found Front Line Assembly with Rhys Fulber in 1986. The style of music created by these bands, as well as many similar others, has since been dubbed ‘cyberpunk’ by some journalists. Cyberpunk represents an interesting coupling of concepts. It can be dissected, as Istvan Csiscery-Ronay has shown, into its two distinct parts, ‘cyber’ and ‘punk’. Cyber refers to cybernet- ics, the study of information and control in man and machine, which was created by U.S. American mathematician Norbert Wiener fifty years ago. Wiener fabricated the word from the Greek kyber- netes, meaning ‘governor’, ‘steersman’ or ‘pilot’ (Leary, 1994: 66). The second concept, punk, in the sense commonly used since 1976, is a style of music incorporating do-it-yourself (d.i.y) techniques, centred on independence and touting anarchist attitudes. -
Colonizing Virtual Reality
Colonizing Virtual Reality http://eserver.org/cultronix/chesher/ Colonizing Virtual Reality Construction of the Discourse of Virtual Reality, 1984-1992 Chris Chesher Introduction New technologies do not appear from nowhere as a mystical spark of inspiration from the mind of one individual. Nor are they inevitably accepted for their self-evident benefits. A technology emerges through a process involving broader cultural, linguistic, institutional and technological contexts. One clear illustration of this process can be drawn with the appearance of "virtual reality" in 1989, and the subsequent popularization of the idea through the media. On June 7, 1989 the computer-aided design software company Autodesk and the eclectic computer company VPL announced a new technology called "virtual reality."1 In marketing this new technology (which represented a major shift in thinking about the nature of computers), the developers and promoters drew on a range of tropes: VR is shared and objectively present like the physical world, composable like a work of art, and as unlimited and harmless as a dream. When VR becomes widely available, around the turn of the century, it will not be seen as a medium used within physical reality, but rather as an additional reality. VR opens up a new continent of ideas and possibilities. At Texpo 89 we set foot on the shore of this continent for the first time. --VPL Research at Texpo 89, in Rheingold, p.154. The above quote draws several analogies to introduce Virtual Reality. The statements do not describe the nature or features of an actual product--they introduce the new idea by comparison to familiar, comfortable cultural icons. -
The Emic Sociology of New Edge Celebrating Augmentation And
New edge : technology and spirituality in the San Francisco Bay Area Zandbergen, A.D. Citation Zandbergen, A. D. (2011, May 25). New edge : technology and spirituality in the San Francisco Bay Area. Retrieved from https://hdl.handle.net/1887/17671 Version: Not Applicable (or Unknown) Licence agreement concerning inclusion of doctoral License: thesis in the Institutional Repository of the University of Leiden Downloaded from: https://hdl.handle.net/1887/17671 Note: To cite this publication please use the final published version (if applicable). Chapter One: The Emic Sociology of New Edge Celebrating Augmentation and Dissociation In the first editorial of the magazine Mondo 2000, founded in 1989 by Ken Goffman (1952) and Allison Kennedy in Berkeley, the editors describe the magazine as "New Edge, not New Age". As Goffman told me in an interview, with the term ‘New Edge’ he wanted to articulate a simultaneous embrace and rejection of New Age.21 Informed by the understanding that New Age is largely about the rejection of high-tech, the term New Edge expressed the dedication of the magazine creators and editors to explore New Age spirituality via ‘edgy’ technoscientific concepts and products. In this first chapter, I seek to understand how 'technology' and 'New Age spirituality' are made relevant to each other from the perspective of New Edge. What is it about 'New Age spirituality' that invites New Edgers to relate it to 'technology', and what is it about 'technology' that New Edgers deem related to 'spirituality'? And what kinds of 'technology' and what kinds of 'spirituality' are thereby related? Without seeking to answer this question in an all-encompassing way, in this chapter I focus in particular on the gnostic epistemology of New Age and the way this gnosticism is made to correlate with high-tech. -
CHAPTER FIVE the Virtual Body in Cyberspace
116 CHAPTER FIVE The Virtual Body in Cyberspace This chapter speculates about the body on the electronic frontier. In one sense, this frontier is an imaginary construction that identifies a horizon of contemporary cultural thought. But in another sense it is a real space on the fringe of mainstream culture: the "electronic frontier" names the space of information exchange that already exists in the flow of databases, telephone and fiber-optic networks, computer memory, and other parts of electronic networking services.1 The frontier metaphor suggests the possibility of a vast, unexplored territory. Computer enthusiasts, also known as hackers, populate frontier villages; advance scouts/pilgrims include the by now infamous computer viruses, worms, and Trojan horses that were designed very simply to "map" the network into which they were released. In elaborating the Western frontier metaphor, John Perry Barlow explains that in the new small towns, "Main Street is a central minicomputer.... Town Meetings are continuous and discussions range on everything from sexual kinks to depreciation schedules. "2 In a more material sense, the electronic frontier includes workstations, file servers, networks, and bulletin boards, as well as the code of application programs, information services such as Prodigy and CompuServe, and online databases.3 This frontier functions as the infrastructure of the computer/information industry and, as such, structures the further development and dissemination of computer technologies and services. One of the most publicized computer applications of the last decade has been the construction of "virtual environments," now more widely known as "virtual reality."4 Since 1987, virtual reality (VR) has further evolved into an industry in itself; it is also at the heart of an emergent (sub)culture that includes computer-generated realities, science fiction, fictional sciences, and powerfully evocative new visualization technol- 117 ogies.5 My guiding question for this chapter concerns the role of the body in this formation. -
A Cyberpunk Timeline
A Cyberpunk Timeline Last Update: May 2007 1926 Metropolis released. 1928 Early use of the word "punk" to signify a criminal 1938 Dave and Lucile Packard move into a house at 36 Addison Avenue, Palo Alto, California. Bill Hewlett rents cottage behind the house and Bill and Dave begin part time work in the garage with $538 in working capital. The company name is decided with a coin toss. The new partnership is known as Hewlett Packard. (June) 1948 The word "cybernetics" coined by Norbert Wiener 1955 The Naked Lunch published 1956 The Stars My Destination (aka Tiger! Tiger!) published 1960 The word "cyborg" coined by Manfred Clynes 1964 Nippon Apattchi-zoku [The Japanese Apache] by Sakyo Komatsu published 1965 MIT researcher Lawrence G. Roberts & Thomas Merrill connected A TX-2 computer in Massachusetts to the Q-32 in Palo Alto, California with a low speed dial-up telephone line creating the first (however small) wide-area computer network ever built. (Jan.) 1966 The Moon Is a Harsh Mistress published 1967 Velvet Underground releases White Light/White Heat 1968 Do Androids Dream of Electric Sheep published Lawrence Roberts and the DARPA funded community refine the overall structure and specifications for the ARPANET, and bring it live. The Internet is born. (Aug.) 1969 Ken Thompson, Dennis Ritchie and colleagues at Bell Labs create the Unix operating system on a DEC-PDP-7 microcomputer. (June) 1970 The Stooges release Funhouse ... From the Rise of Dr. Adder to the Fall of Johnny Mnemonic ... 1972 Pong debuts K.W. Jeter completes Dr. Adder -
The Web As Exception: the Rise of New Media Publishing Cultures
UvA-DARE (Digital Academic Repository) The web as exception: The rise of new media publishing cultures Stevenson, M.P. Publication date 2013 Link to publication Citation for published version (APA): Stevenson, M. P. (2013). The web as exception: The rise of new media publishing cultures. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:28 Sep 2021 Works cited Andrews, Robert. 2006. “9/11: Birth of the Blog.” Wired. http://www.wired.com/techbiz/media/ news/2006/09/71753. Ankerson, Megan Sapnar. 2010. “Web Industries, Economies, Aesthetics: Mapping the Look of the Web in the Dot-com Era.” In Niels Brügger, ed. Web History. New York, Peter Lang: 173-194. Anuff, Joey. 1995. “How to Read Wired Magazine.” Suck, October 6. -
Cyberculture Evolution
Cyberculture Evolution Jon Lebkowsky & R.U. Sirius 1996 Two of the principal fathers of technocluture, electronic media activist Jon Lebkowsky and cyber-theoretician R.U. Sirius, have known each other almost from the virtual beginning. Lebkowsky, co-creator of the Austin- based subculture media system Fringeware, Inc., met the co-founder and editor of Mondo 2000 -- the now- defunct slick magazine that juxtaposed computer culture with drugs, sex, and graphic art -- back in the early days of the WELL (Whole Earth 'Lectronic Link), one of the first online communities. The two independent thinkers together created the late online Mondo 2000 conference on the WELL, which Lebkowsky adds "had its 15 minutes as the white-hot, way-kool core of cyberculture". Currently, on Thursday nights on Hotwired, Lebkowsky hosts the Electronic Frontiers Forum (EFF), a kind of an Internet think tank to which Net activists (and the online public) are invited to discuss the ramifications of politics both in and on the wired world. He's also working with EFF-Austin and EFF-Houston to organize a cyber rights conference slated for fall. Though Sirius left Mondo 2000 shortly before its collapse in 1995, he remains a ubiquitous Internet presence -- a search for his name turns up 30,000 matches at URLs all over the world. Sirius pens a regular column for Japan Esquire and is a contributing editor at a wide range of publications from Wired to the zine bOING bOING . His latest book, Cyberpunk Handbook: The Real Cyberpunk Fake Book (Random House, 1995), was co- authored with ex-Mondo colleague St. -
Cyberpunk and Cyberculture: Science Fiction and the Work of William Gibson
Cyberpunk and Cyberculture: Science Fiction and the Work of William Gibson DANI CAVALLARO THE ATHLONE PRESS CYBERPUNK AND CYBERCULTURE This page intentionally left blank CYBERPUNK AND CYBERCULTURE SCIENCE FICTION AND THE WORK OF WILLIAM GIBSON DANI CAVALLARO THE ATHLONE PRESS London & New Brunswick NJ First published in 2000 by THE ATHLONE PRESS 1 Park Drive, London NW11 7SG and New Brunswick, New Jersey © Dani Cavallaro 2000 Dani Cavallaro has asserted her right under the Copyright, Designs and Patents Act 1998 to be identified as the author of this work British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library ISBN 0 485 00412 7 HB 0 485 00607 3 PB Library of Congress Cataloging in Publication Data A catalog record for this book has been requested Distributed in the United States, Canada and South America by Transaction Publishers 390 Campus Drive Somerset, New Jersey 08873 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying or otherwise, without prior permission in writing from the publisher. Typeset by RefineCatch Limited, Bungay, Suffolk Printed in Great Britain by Athenaeum Press Ltd, Gateshead To Paddy, with love This page intentionally left blank CONTENTS Preface ix A brief guide to the book xvii Introduction: Science fiction and cyberpunk 1 1 Cyberpunk and virtual technologies 23 2 Cyberpunk, technology and mythology 41 Technology and mythology: -
Oink, Mnemotechnics and the Private Bittorrent Architecture
Digital desire and recorded music: OiNK, mnemotechnics and the private BitTorrent architecture Andrew Sockanathan PhD Thesis Goldsmiths College Centre for Cultural Studies 1 I declare that the work presented in this thesis is my own ___________________ Andrew Sockanathan 2 Abstract This thesis centres on the P2P internet protocol BitTorrent, music filesharing, and nascent forms of collective action developing through private BitTorrent communities. The focus is on one of these communities, a music filesharing website called ‘OiNK’. Founded in 2005, it was the first of its kind to garner membership in the hundreds of thousands, was emblematic of user-led movements to improve the quality, efficiency and availability of digital media online, and was very publically shut down in 2007. Making critical use of Simondon’s notion of ‘individuation’, two interrelated techno- historical impulses are identified as central to the ‘in-formation’ of both BitTorrent and OiNK. Firstly, through research into the development of the global music industry’s ‘productive circuit’ of manufacturing, distribution, retail and radio, it is shown how consumers were gradually excluded from having a say in how, what and where they could consume. Secondly, a history of ‘OiNK-style’ filesharing is gleaned, not from P2P, but from research into small, decentralised ‘online’ communities that emerged throughout the 1980’s and 1990’s, where enthusiasts learned how to use software and hardware to manage the storage, reproduction, uploading and sharing of information. This thesis shows how BitTorrent exposed these previously exclusive practices to masses of consumers who were dissatisfied with both retail/broadcasting and public P2P, through the new possibility of private BitTorrent communities. -
Stevenson the Cybercultural Moment and the New Media Field Final
The cybercultural moment and the new media field Author Michael Stevenson University of Amsterdam [email protected] Abstract This article draws on Pierre Bourdieu's field theory to understand the regenerative 'belief in the new' in new media culture and web history. I begin by noting that discursive constructions of the web as disruptive, open and participatory have emerged at various points in the medium's history, and that these discourses are not as neatly tied to economic interests as most new media criticism would suggest. With this in mind, field theory is introduced as a potential framework for understanding this (re)production of a belief in the new as a dynamic of the interplay of cultural and symbolic forms of capital within the new media field. After discussing how Bourdieu's theory might be applied to new media culture in general terms, I turn to a key moment in the emergence of the new media field - the rise of cybercultural magazines Mondo 2000 and Wired in the early 1990s - to illustrate how Bourdieu's theory may be adapted in the study of new media history. Keywords web history, field theory, Mondo 2000, Wired, Web 2.0 !1 Introduction Why did the World Wide Web seem set to revolutionize the media landscape in the early 1990s, years before it was accessible to mainstream audiences? What led to the belief that the web was an 'exceptional' medium, a belief that it would inevitably provide a more participatory, open and transparent alternative to mass media? To what extent is this belief sustained, and how? In the mid-1990s, high-profile CEOs and industry commentators argued that an internet- powered ‘democratization’ was happening whether or not we liked it (Negroponte, 1995; Markoff, 1994).