"The Infinite Plasticity of the Digital"
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The Brain in a Vat in Cyberpunk: the Persistence of the Flesh
Stud. Hist. Phil. Biol. & Biomed. Sci. 35 (2004) 287–305 www.elsevier.com/locate/shpsc The brain in a vat in cyberpunk: the persistence of the flesh Dani Cavallaro 1 Waterside Place, London NW1 8JT, UK Abstract This essay argues that the image of the brain in a vat metaphorically encapsulates articu- lations of the relationship between the corporeal and the technological dimensions found in cyberpunk fiction and cinema. Cyberpunk is concurrently concerned with actual and imaginary metamorphoses of biological organisms into machines, and of mechanical appara- tuses into living entities. Its recurring representation of human beings hooked up to digital matrices vividly recalls the envatted brain activated by electric stimuli, which Hilary Putnam has theorized in the context of contemporary epistemology. At the same time, cyberpunk imaginatively raises the same epistemological questions instigated by Putnam. These concern the cognitive processes associated with the collusion of human and mechanical creatures, and related metaphysical and ethical issues spawned by such processes. As a philosophical trope, the brain in a vat would appear to pivot on the notion of a disembodied subject consisting of sheer mentation. However, literary and cinematic interpretations of the image in cyberpunk persistently foreground the obdurate materiality of the flesh—often in its most grisly and grotesque incarnations. # 2004 Elsevier Ltd. All rights reserved. Keywords: Brains in vats; Materiality; Disembodiment; Cyborgs; Cyberpunk What is here proposed is that the brain in a vat image, an important trope in contemporary epistemology, is also an intriguing metaphor for one of cyberpunk’s pivotal preoccupations: namely, the relationship between the body and technology. -
The Disappearing Human: Gnostic Dreams in a Transhumanist World
religions Article The Disappearing Human: Gnostic Dreams in a Transhumanist World Jeffrey C. Pugh Department of Religious Studies, Elon University, Elon, NC 27244-2020, USA; [email protected] Academic Editor: Noreen Herzfeld Received: 25 January 2017; Accepted: 18 April 2017; Published: 3 May 2017 Abstract: Transhumanism is dedicated to freeing humankind from the limitations of biological life, creating new bodies that will carry us into the future. In seeking freedom from the constraints of nature, it resembles ancient Gnosticism, but complicates the question of what the human being is. In contrast to the perspective that we are our brains, I argue that human consciousness and subjectivity originate from complex interactions between the body and the surrounding environment. These qualities emerge from a distinct set of structural couplings embodied within multiple organ systems and the multiplicity of connections within the brain. These connections take on different forms, including structural, chemical, and electrical manifestations within the totality of the human body. This embodiment suggests that human consciousness, and the intricate levels of experience that accompany it, cannot be replicated in non-organic forms such as computers or synaptic implants without a significant loss to human identity. The Gnostic desire to escape our embodiment found in transhumanism carries the danger of dissolving the human being. Keywords: Singularity; transhumanism; Merleau-Ponty; Kurzweil; Gnosticism; AI; emergence; technology 1. Introduction In 1993, the mathematician and science fiction writer Vernor Vinge gave a talk at the Vision 21 symposium sponsored by NASA introducing the idea of the Singularity, an evolutionary moment when we would create the capacity for superhuman intelligence that would transcend the human and take us into the posthuman world (Vinge 1993). -
Oblivion's Edge Jeremy Strandberg
Lawrence University Lux Lawrence University Honors Projects 5-12-1998 Oblivion's Edge Jeremy Strandberg Follow this and additional works at: https://lux.lawrence.edu/luhp Part of the Fiction Commons, and the Liberal Studies Commons © Copyright is owned by the author of this document. Recommended Citation Strandberg, Jeremy, "Oblivion's Edge" (1998). Lawrence University Honors Projects. 53. https://lux.lawrence.edu/luhp/53 This Honors Project is brought to you for free and open access by Lux. It has been accepted for inclusion in Lawrence University Honors Projects by an authorized administrator of Lux. For more information, please contact [email protected]. ivion's Jeremy Strandberg Submitted for Honors in Independent Study 5/12/98 Prof. Candice Bradley, Advisor The year is 2042 ... ( Tech no Io g y i s a part of us ... High tech is stylish and chic. Computers have crept into every aspect of life, and billions of users are jacked brain frrst into the internet. Biosculpting can make people look any way they desire. Cybernetic implants-eyes, ears, and prosthetic limbs-break the limits of the human form. Biotechnology feeds billions while saving the lives of millions more. The train from New York to Miami takes under three hours, and there's a bustling tourist trade on Luna. The Veil has thinned ... Supernatural and paranormal phenomena are on the rise. There has been a resurgence of spirituality and superstition. Meditation is taught in grade school Psychic powers are accepted as fact, and most people have encountered a ghost or spirit at least once. Alchemists and fringe scientists are kept on salary by corporations. -
Mirrorshade Women: Feminism and Cyberpunk
Mirrorshade Women: Feminism and Cyberpunk at the Turn of the Twenty-first Century Carlen Lavigne McGill University, Montréal Department of Art History and Communication Studies February 2008 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of Doctor of Philosophy in Communication Studies © Carlen Lavigne 2008 2 Abstract This study analyzes works of cyberpunk literature written between 1981 and 2005, and positions women’s cyberpunk as part of a larger cultural discussion of feminist issues. It traces the origins of the genre, reviews critical reactions, and subsequently outlines the ways in which women’s cyberpunk altered genre conventions in order to advance specifically feminist points of view. Novels are examined within their historical contexts; their content is compared to broader trends and controversies within contemporary feminism, and their themes are revealed to be visible reflections of feminist discourse at the end of the twentieth century. The study will ultimately make a case for the treatment of feminist cyberpunk as a unique vehicle for the examination of contemporary women’s issues, and for the analysis of feminist science fiction as a complex source of political ideas. Cette étude fait l’analyse d’ouvrages de littérature cyberpunk écrits entre 1981 et 2005, et situe la littérature féminine cyberpunk dans le contexte d’une discussion culturelle plus vaste des questions féministes. Elle établit les origines du genre, analyse les réactions culturelles et, par la suite, donne un aperçu des différentes manières dont la littérature féminine cyberpunk a transformé les usages du genre afin de promouvoir en particulier le point de vue féministe. -
The Virtual Worlds of Japanese Cyberpunk
arts Article New Spaces for Old Motifs? The Virtual Worlds of Japanese Cyberpunk Denis Taillandier College of International Relations, Ritsumeikan University, Kyoto 603-8577, Japan; aelfi[email protected] Received: 3 July 2018; Accepted: 2 October 2018; Published: 5 October 2018 Abstract: North-American cyberpunk’s recurrent use of high-tech Japan as “the default setting for the future,” has generated a Japonism reframed in technological terms. While the renewed representations of techno-Orientalism have received scholarly attention, little has been said about literary Japanese science fiction. This paper attempts to discuss the transnational construction of Japanese cyberpunk through Masaki Goro’s¯ Venus City (V¯ınasu Shiti, 1992) and Tobi Hirotaka’s Angels of the Forsaken Garden series (Haien no tenshi, 2002–). Elaborating on Tatsumi’s concept of synchronicity, it focuses on the intertextual dynamics that underlie the shaping of those texts to shed light on Japanese cyberpunk’s (dis)connections to techno-Orientalism as well as on the relationships between literary works, virtual worlds and reality. Keywords: Japanese science fiction; cyberpunk; techno-Orientalism; Masaki Goro;¯ Tobi Hirotaka; virtual worlds; intertextuality 1. Introduction: Cyberpunk and Techno-Orientalism While the inversion is not a very original one, looking into Japanese cyberpunk in a transnational context first calls for a brief dive into cyberpunk Japan. Anglo-American pioneers of the genre, quite evidently William Gibson, but also Pat Cadigan or Bruce Sterling, have extensively used high-tech, hyper-consumerist Japan as a motif or a setting for their works, so that Japan became in the mid 1980s the very exemplification of the future, or to borrow Gibson’s (2001, p. -
Space and the Re-Purposing of Materials and Technology in William Gibson's Neuromancer and Virtual Light Submitted by Grigori
Space and the Re-Purposing of Materials and Technology in William Gibson’s Neuromancer and Virtual Light Submitted by Grigorios Iliopoulos A thesis submitted to the Department of American Literature and Culture, School of English, Faculty of Philosophy of Aristotle University of Thessaloniki, in partial fulfillment of the requirements for the degree of Master of Arts in English and American Studies. Supervisor: Dr. Tatiani Rapatzikou June 2020 Iliopoulos 2 Abstract This thesis explores the relationship between space and technology as well as the re-purposing of tangible and intangible materials in William Gibson’s Neuromancer (1984) and Virtual Light (1993). With attention paid to the importance of the cyberpunk setting. Gibson approaches marginal spaces and the re-purposing that takes place in them. The current thesis particularly focuses on spotting the different kinds of re-purposing the two works bring forward ranging from body alterations to artificial spatial structures, so that the link between space and the malleability of materials can be proven more clearly. This sheds light not only on the fusion and intersection of these two elements but also on the visual intensity of Gibson’s writing style that enables readers to view the multiple re-purposings manifested in thε pages of his two novels much more vividly and effectively. Iliopoulos 3 Keywords: William Gibson, cyberspace, utilization of space, marginal spaces, re-purposing, body alteration, technology Iliopoulos 4 Acknowledgements I would like to thank my supervisor, Dr. Tatiani Rapatzikou, for all her guidance and valuable suggestions throughout the writing of this thesis. I would also like to express my gratitude to my parents for their unconditional support and understanding. -
Cyberspace Operations
Updated December 15, 2020 Defense Primer: Cyberspace Operations Overview force; (2) compete and deter in cyberspace; (3) strengthen The Department of Defense (DOD) defines cyberspace as a alliances and attract new partnerships; (4) reform the global domain within the information environment department; and (5) cultivate talent. consisting of the interdependent network of information technology infrastructures and resident data, including the Three operational concepts identified in the DOD Cyber internet, telecommunications networks, computer systems, Strategy are to conduct cyberspace operations to collect and embedded processors and controllers. The DOD intelligence and prepare military cyber capabilities to be Information Network (DODIN) is a global infrastructure used in the event of crisis or conflict, and to defend forward carrying DOD, national security, and related intelligence to disrupt or halt malicious cyber activity at its source, community information and intelligence. including activity that falls below the level of armed conflict. Defending forward may involve a more aggressive Cyberspace operations are composed of the military, active defense, meaning activities designed to disrupt an intelligence, and ordinary business operations of the DOD adversary’s network when hostile activity is suspected. in and through cyberspace. Military cyberspace operations use cyberspace capabilities to create effects that support Cyber Mission Force operations across the physical domains and cyberspace. DOD began to build a Cyber Mission Force (CMF) in 2012 Cyberspace operations differ from information operations to carry out DOD’s cyber missions. The CMF consists of (IO), which are specifically concerned with the use of 133 teams that are organized to meet DOD’s three cyber information-related capabilities during military operations missions. -
The Cyberspace Concept Cyberpunk: the Idea William Gibson Computer
Cyberpunk: The Idea Term coined in by Bruce Bethke The Cyberspace Concept punk part reflects streetwise attitude Tone tends to be dark, cynical Immersion in computer generated, shared worlds is a key theme Social Informatics Other themes Alteration of human bodies, genes Thomas Haigh Popular culture, music, media power Week 10 Critical of corporate power Often romantic, rebellious Social Informatics - Cyberspace 1 Social Informatics - Cyberspace 2 William Gibson Computer Technology in SF Creates idea of cyberspace Common by mid-1950s Best known in novel Necromancer, 1984 Futuristic technology lags history Early appearance in short story “Burning Chrome” Big, expensive, central computers Science fiction writer then living in Used mostly for mathematics Canada Nobody much predicts No particular knowledge of computers Personal computer Writes Neuromancer & earlier stories on manual typewriter Microchips, miniaturization Imagines technology in very visual, Interactive graphics impressionistic kind of way Main extrapolation is artificial intelligence Vivid, spatial, seedy (film noir influence) Often arrives spontaneously Social Informatics - Cyberspace 3 Social Informatics - Cyberspace 4 Networking: Science Fiction Gibson’s Cyberspace Famously defined as “consensual hallucination” for Little realistic treatment pre-1980 exchange of data Very much like real space John Brunner, Shockwave Rider, 1975 invents idea of computer “worm” Big mainframes are like skyscrapers Valuable data is protected Vernor Vinge, “True -
Defining Cyberspace (Finding Real Virtue in the Place of Virtual Reality)
Defining Cyberspace (Finding Real Virtue in the Place of Virtual Reality) Thomas C. Folsom* The law has neither defined cyberspace nor its values. As a result, the attempt to apply legal rules of “ordinary” space to cyberspace fails to address either the ordinary or the extraordinary features of the new space. This Article proposes that cyberspace be defined as an embodied switched network for moving information traffic, further characterized by degrees of access, navigation, information-activity, augmentation (and trust). Legal conflicts, whether sounding in contract, trademark, copyright, personal jurisdiction, choice of law, or some other basis, occasionally occur in an objective cyberspace whose values can be sufficiently operationalized for legal analysis. If cyberspace were so defined, the law could better respond to new technological uses. I. INTRODUCTION ................................................................................... 77 A. Preliminary Note on Law and Technology .............................. 78 B. Preliminary Note on Modern Moral Realism.......................... 79 II. CYBERSPACE AND THE INTERNET ....................................................... 80 A. The Internet as a Gateway to Cyberspace................................ 81 B. Cyberspace as an Activity Set .................................................. 84 1. Access ............................................................................... 87 2. Navigation......................................................................... 88 3. Information-Activity -
Mapping Notions of Cyberspace
MAPPING NOTIONS OF CYBERSPACE: OPTIMISM, SKEPTICISM, AND THE ISSUES OF IDENTITY AND SPIRITUALITY A thesis presented to the faculty of the College of Communication of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Putut Widjanarko June 2005 This thesis entitled MAPPING NOTIONS OF CYBERSPACE: OPTIMISM, SKEPTICISM, AND THE ISSUES OF IDENTITY AND SPIRITUALITY BY PUTUT WIDJANARKO has been approved for the School of Telecommunications and the College of Communication by Drew McDaniel Professor of Telecommunications Greg Shepherd Interim Dean, College of Communication WIDJANARKO, PUTUT. M.A. June 2005. Telecommunications Mapping Notions of Cyberspace: Optimism, Skepticism, and the Issues of Identities and Spirituality (151 pp.) Director of Thesis: Drew McDaniel This is a literature survey on concepts of the Internet and cyberspace and their influence, both on society at large and at the individual level. On society, it discusses the optimistic and skeptic views on the impact of the Internet. At the personal level, it discusses issues of self and identity, and spirituality and religiosity. Except for spirituality and religiosity issues of the Internet, this work chose one author to represent each category: Howard Rheingold for the optimistic view, Clifford Stoll for the skeptic view, and Sherry Turkle for the issues of self and identity. The author’s critiques on those notions are offered in the last chapter. The author argues that the diversity of notions on the Internet can be put in a broader historical and social context. These notions reflect the ever-present questions about the relationship between human and its technologies. Approved: Drew McDaniel Professor of Telecommunications To Elin, Faikar, Hanum and Ranti ACKNOWLEDGEMENTS Praise be to Allah, the Cherisher and Sustainer of the Worlds. -
Staša Sever Prostheses, Cyborgs and Cyberspace – the Cyberpunk Trinity 2
DOI: 10.4312/elope.10.2.83-93 Staša Sever University of Ljubljana Faculty of Arts, Slovenia Prostheses, Cyborgs and Cyberspace – the Cyberpunk Trinity Summary This article will explore three elements that have collectively become the sine qua non of our lives: prostheses, cyborgs and cyberspace. The main concern of the article is to show the close connection between the technology-saturated reality of today and the literature of cyberpunk as the prototypical representative of merging the human and the technological. This will enable us to explore the interaction between literature and reality in the formation of the cyborg of today. Key words: prostheses, cyberspace, cyborg, cyberpunk, literature Proteze, kiborgi in kiberprostor – kiberpankovska trojica Povzetek V članku bom raziskovala tri elemente, ki zaznamujejo naše današnje življenje: proteze, kiborgi in kiberprostor. Osrednja tema je pokazati povezavo med s tehnologijo prežeto realnostjo današnjega časa in literaturo kiberpanka, ki predstavlja prototip stapljanja človeka s tehnologijo. To nam bo omogočilo raziskavo interakcije med književnostjo in resničnostjo pri oblikovanju kiborga sedanjosti. Ključne besede: proteze, kiberprostor, kiborg, kiberpank, literatura UDK 82 – 312.9.09:004:316.728 LITERATURE 83 Prostheses, Cyborgs and Cyberspace – the Cyberpunk Trinity 1. Introduction Today we are surrounded by numerous technologies that span all levels of our lives. The hardware, the software and the growing speed of data transfer, all packed into the perpetually shrinking form of screens and keyboards, which create our daily reality, have gradually evolved into extensions of our bodies – they are our prostheses that define our lives as cyborgs in the world of cyberspace data streams surrounding us.1 As N. -
Practices of Place-Making Through Locative Media Artworks1
AUTHOR’S COPY | AUTORENEXEMPLAR Practices of place-making through locative media artworks1 GEMMA SAN CORNELIO and ELISENDA ARDE´ VOL E-Mails: [email protected]; [email protected] Abstract In recent years, the vast increase in information flows has made it possible to instantly connect location-dependent information with physical spaces. These technologies have provided new forms of the representation of space as much as new forms of perception through tools and techniques used in land surveying, remote sensing, etc. From a critical point of view, pervasive computing, location-based applications, or, in other words, “locative me- dia” provide an interesting framework to understand how these technol- ogies relate to our understanding of space and place. Concretely, we want to examine how the uses of locative media in social-oriented artworks in- teract with people’s sense of place. This article therefore discusses contem- porary theories on space related to media and technology with a specific focus on the conceptualization of the notion of place. It also relates these theories to the study of different locative media artworks: Canal Accessible (2006), Bio Mapping (2004), Disappearing Places (2007), and Coffee Deposits (2010). We contend that locative media artworks act upon dis- tinctive ways to understand the mediation of technology in current place- making practices. Keywords: locative media, digital art, place, space, cartography, place- making, new media, visual ethnography Locative media and art practices The term “locative media” usually refers to media technologies that in- volve location; thus providing a link or some information related to a specific place via devices such as GPS, mobile phones, PDAs, laptops and applications of augmented reality.