Lit 80, Fall 2013

Tag: gibson

Information is Power

Jaron Lanier’s Who Owns the Future? highlights how the information age we live in is going to affect who is in charge of our future. He hypothesizes multiple scenarios that suggest the government or the siren servers could fill this role . William Gibson and Bruce Sterling’s The Difference Engine allows readers to see a potential world in which the information aged occurred earlier and as such has resulted in a change of society. In their suggested society, information is a dominant power that is greater “than land or money, more than birth” (Gibson and Sterling 1991). The people within society that possess sums of information have formed guilds based solely around knowledge. Although there were societies, like the X-Society, based on the principle of advancing knowledge in the true timeline, very few had any sway with politics or society. In this hypothetical society, they not only influence it, but are in charge of it. Lords are no longer gentleman of high birth, but rather are men whose information resulted in industrial change. These men have “the very globe at their feet” and impact the decisions made by even Queen Victoria (22).

In Lanier’s novel he suggests that the Golden Rule and people’s inherent desire to live in a society without theft will result in a similar etiquette for electronic information . Unfortunately, it appears as if he is too opportunistic because in the world Gibson and Sterling create, someone’s information is just as useful if not more useful than the person from which it came. As some people rise in society others have become obsolete. When Mick is betrayed by Houston he explains to Sybil that Houston has no need for Mick’s services “so long as he’s got my information” (57). Later, Wakefield is frightened at the prospect of his information being erased because he knows once his information is gone so too does he. Though some of society immensely benefit from the information, many more suffer as a result.

 

Gibson, William, and Bruce Sterling. The Difference Engine. New York: Bantam, 1991.

Changed The Game

Are video games a medium?

There is an apparent answer isn’t there?

Although you may think there is, it is a controversial debate with both supporters and opponents. In fact, when I told my roommate what my assignment was he immediately responded “video games don’t teach anybody anything” and he asked me to explain why I thought they did. Rather than replying I told him to read my blog post.

My method of answering this question is based on the definition of medium. According to Merriam-Webster the definition of medium is “a means of effecting or conveying something.” Based on this definition I suggest that video games should be included under the umbrella of media.

From cave paintings to motion pictures, forms of media have co-evolved with society to more accurately and effectively communicate “something” to people. Similarly to any form of media, video games send direct messages, but what sets video games apart from other forms of media is how they communicate them. Video games are an interactive form of media that allows players to be a part of the game and to make choices. Yes, one can argue that in board games like dungeons and dragons this is equally true and that with proper imagination a reader can become part of a book just as easily. However, in How to Do Things with Video Games Ian Bogost highlights that “videogames are computational, so the model worlds and sets of rules they produce can be far more complex” and much more realistic (Bogost 2011). The dungeon master asking you to slay a dragon is much different than a mission given to you in Call of Duty. Missions in these games challenge your morality. In 2009, Call of Duty: Modern Warfare 2 presented a controversial mission entitled “No Russian” where the user is told to massacre hundreds of civilians. This is different than the dragon because the player has to pull the trigger, witness the pain, and hear the suffering of the victims. However, game play allows for the user to not participate and act as a bystander (which is arguably just as bad). Decisions like this make gamers reflect on themselves and who they are. Not all the lessons of video games are as deep and thought provoking though. Pokémon for example, allows players to control an avatar that is an adolescent traveling the world with animal-like companions. Through this journey the player learns about independence, fiscal responsibility, and the importance of treating “animals” with kindness.

Image from Flickr

Image from Flickr

 

Understanding the relevance of video games as a medium is not limited to lessons learned, but includes how video games are impacting society. Scholars in the field of media ecology have started investigating the effects video games have on life. In McKenzie Wark’s Gamer Theory, he proposes that “the game…is the sole remaining ideal” in life, and the world we live in is “gamespace” (Wark 008). He elucidates his point by describing the world of “The Sims.” In this world there is no such thing as idle time because every action is just a part of the overall plan to advance the life of your avatar. Although video games are more notably abstract, you find more parallels between our world and The Sims’ world than expected. In today’s society, more and more people are focused on advancing their lives to achieve a goal, but when “[they can do what [they] secretly wanted to do all those years ago… [they]can’t remember” what it was (Wark 017). The game’s designer, Will Wright explains how “The Sims” also acts as a parody of consumerism because players spend all their time acquiring objects that are meant to save time. Just like in “The Sims”, today’s society is overwhelmed by the compulsion to have the next big thing, but all of this time spent on these objects defeats their initial intent to save time. It is not just what games are saying about our lives that needs to be studied, but how these games are affecting our psyches and lives. The most popular topic in this genre is the potential correlation between violent video games and shootings in America. Is this truly the case? Or is this as baseless as schools banning Catcher in the Rye after the Lennon shooting? Millions of people have read Catcher in the Rye or played a violent video game and only a small percentage have participated in a shooting. Rather than focusing on this, I believe that the attention should be shifted to studying military training, especially those of drone pilots. Earlier I discussed how video games challenge our morality, but is it possible that games could potentially dull that sense? Pilots use video game simulations during training, and then when they execute missions their stations resemble that of a hardcore gamer. Bogost argues that technology is “changing how we perceive, conceive of, and interact with our world… it structures and informs our understanding and behavior” (Bogost 2011). By making it a less realistic scenario, is the military using technology to isolate morality from killing? (Though one could use this same argument to defend that video games correlate with shootings, there is an inherent difference between the two. This is intentional training, with the purpose of training to kill).

With the introduction of more mobile technology, video games are no longer limited to time spent at home. Sony has allowed for game play to transfer from console to handheld and the Facebook app has allowed for players to harvest their “Farmville” crops on the go. With the ability to keep this connection with video games at all times it has become harder to “jack out” and return to reality (Gibson 1984). Perhaps the break suggested by Wii during gameplay is not just advocating exercise, but jacking players out to remind players what reality is. As video games become more accessible, it becomes a medium for a more diverse population. Although gaming was once thought to represent a niche audience, times have changed. Video games are “woven into everyday life,” but not everyone is aware (Bogost 2011). Unfortunately, as suggested in The Matrix, “no one can be told [this]. You have to see it for yourself” (The Matrix 1999). So now this leaves you with one question. Which pill will you take?

 

Works Cited
Bogost, Ian. How to Do Things with Videogames. Minneapolis: University of Minnesota, 2011. Print.
Gibson, William. Neuromancer. New York: Ace, 1984. Print.
The Matrix. Prod. Andy Wachowski and Larry Wachowski. Dir. Andy Wachowski and Larry Wachowski. By Andy Wachowski and Larry          Wachowski. Perf. Keanu Reeves and Laurence Fishburne. Village Roadshow Pictures, 1999.
Wark, McKenzie. Gamer Theory. Cambridge, MA: Harvard UP, 2007. Print.

World Cloud / Tag Cloud Examples

Here’s a word cloud created from the entire text of Neuromancer by William Gibson. Its interesting to see the large and most frequent words that pop up, and how they coincide with some of the main themes we discussed in class. Its also interesting to think about what tag clouds like these assume from the reader and from the media, in the sense that they assume that the number of times a specific word occurs in the text is directly related to importance.

This word cloud was created on tagxedo.com

This word cloud was created on tagxedo.com

 

This is another tag cloud, showing President Bush’s speech following the attacks on Sept. 11, 2011. Again its interesting to see the main points of the speech visualized by “importance.” It also could give us a visualization and fast way to view the main points and periods of history the United States have gone through, through the eyes of the Presidents.

 

These tag clouds can be found at http://chir.ag/projects/preztags/

These tag clouds can be found at http://chir.ag/projects/preztags/

 

 

Neuromancer, Life, and Identity

A recurrent theme within Neuromancer is the nature of life. Can a program be alive? What provides a being with its identity? Does identity demand a body?

Case resents his physical body, and is plagued by its shortcomings. He suffers from a physical dependency on stimulants, SAS when arriving in space, and all the natural limitations of a corporeal body. He resents this “meat” that he is contained within, suggesting that his identity is defined by his mind, and his body is an accessory. And yet, for most of the novel, Case cannot escape from his body. He is still affected by adrenaline, still feels the aftershocks of his stimulant hangovers, still risks critically damaging his brain. No matter how he dissociates, he remains tied to his body. It is, after all, the vessel his brain was built to fit.

But what about a being which has no body? Neuromancer exists only as a sea of information, yet he insists that he has developed his own identity. He and the personalities he cultivates are able to grow and develop, to think independent of the parameters established around them. They are certainly closer to human than the Dixie Flatline, who cannot create new ideas or store long term memory. Even the Flatline is on the cognitive level of some humans following serious injury. We dismiss him as a program because we know why he cannot create or remember, but he appears by all rights to have a sense of identity just as a human would. He thinks, he remembers, he even desires to be erased. Whether or not these things are human, it is obvious that they are cognizant entities, discrete from the world around them. That could be justification enough to call them life.

And indeed they appear to be as real within their world as the flesh of ours. It is while trapped in cyberspace with Neuromancer’s Linda that Case rekindles ties with “the meat” which he so often dismissed.

“It was a place he’d known before; not everyone could take him there, and somehow he always managed to forget it. Something he’d found and lost so many times. It belonged, he knew– he remembered–as she pulled him down, to the meat, the flesh the cowboys mocked. It was a vast thing, beyond know- ing, a sea of information coded in spiral and pheromone, infinite intricacy that only the body, in its strong blind way, could ever read.”

As he is rekindling these feelings, supposedly unique to flesh and bone, his physical body is in fact dead. It is unlikely, then, that Case’s physical body is reacting to this at all. Neuromancer built his world from people’s memories, so it stands to reason that what Case is feeling originates from something he once felt in the physical world. But if an AI can recreate even these most “human” aspects of life and emotion so convincingly that Case himself cannot tell the difference, then what, if anything, differentiates these entities from humans? Would an existence in that world be any less fulfilling than the physical world we inhabit? Perhaps the entities are simply new life, with new minds housed within new bodies of data. Who are we to judge?

 

Neuromancer-Novel Response

Computers and digital media as we see them nowadays were uncommon during the early 1980s. Many people struggled at concepts such as the personal computer (PC), the internet, networking etc. Thus it was not odd at all that William Gibson’s science fiction novel “Neuromancer” was met with huge fanfare and gave people the opportunity to glimpse into the world of digital technology they have never experienced before.

When Neuromancer first came out, it was undeniably the avant-garde in the digital science fiction genre. Although novelists before Gibson’s time were talking about similar thoughts in their writings, their ideas were bound by factors such as politics and economic depressions. For instance, although the book “1984”, written in 1932, does talk about possible technological advances in its future, its general atmosphere is majorly shrouded in political oppression and people’s fear of democratic socialism. Neuromancer is a true science fiction novel in that readers can genuinely appreciate the high-tech world and all of its consequences (if not aftermaths) without being limited by the social and political context as is in the real world.

Furthermore, the book also introduced brand new terminology that we now seem to be especially familiar with. One of Gibson’s breakthroughs with Neuromancer was the introduction of the word “cyberspace”. In fact, the word would have a long-lasting impact on the entertainment industry around the globe even decades after it was introduced. Movies series such as “The Matrix”, “The Terminator” etc. not only heavily relied on “cyberspace” as a world surrounded by artificial intelligence (AI), but also extended the boundaries of the word into virtual reality etc.

The cyberpunk genre seeks to combine “high tech and low life” [1], a phenomenon which was prevalent in the 1980s. Neuromancer itself, with a lucid story, provokes questions that people eventually had to answer as more and more technological advancements at that time period came into being. Will people eventually misuse the advancements of science? (i.e. Case, despite having implanted organs that stop him from metabolizing drugs, uses new organs to get back into his drug life.) Will people get punished in unusual ways in the future? (Case gets his CNS damaged after stealing from his employer.) Do AI’s ultimately become much smarter than mankind? (The superconsciousness as a result of the merge between WIntermute and Neuromancer.) Can AI’s possibly overpower people? (Wintermute kills Armitage/Corto.) Though it seems that the book is answering yes to all these questions, the author’s main intention is to lead the reader into reflecting how life in the 1980s can coexist with emerging new technologies, and how this coexistence can develop in a positive way.

In a nutshell, Neuromancer was a stunning novel, “an archetypal cyberpunk work” [2] that not only includes an entertaining plot, but also reflects upon its time of new technological inventions.

Sources

[1] Anonymous. (2009). What is cyberpunk? Cyberpunked: Journal of Science, Technology, & Society. Retrieved from http:\\www.cyberpunked.org/cyberpunk

[2] Seed, David (2005). Publishing. Blackwell. p. 220.

Neuromancer Response: Drawing the line between man and machine

We live in an age where technology that was once considered “futuristic” is now a reality. Computers have become extensions of our independent intelligence, allowing us to access the research of others, have questions answered, become educated, and perform a range of tasks within seconds. The division between mind and machine is also progressively shrinking. With the increasing usage of portable devices such as laptops, GPS systems, and particularly smartphones, we have access to outside sources of intelligence at nearly any place and any time. Dr. Ray Kurzweil, a director of engineering at Google, claims that we could be uploading our minds to computers in as little as thirty years. By doing so, we would be creating, as he calls it, “digital immortality”. We would essentially be extracting our minds, thus conserving all our knowledge and life experiences, allowing our “self” to live on past our biological life span. But would it really “live” on? Or is there more to “living” than just the information stored in our brains? Dr. Kurzweil also discusses creating “mindfiles” that would preserve our personalities as well, posing the question of whether it is possible to create an artificial human. And if so, where is the line between man and machine drawn?

In 1984, William Gibson contemplated the idea of splitting the mind and body through computers in his novel “Neuromancer”. He creates several characters that display human characteristics—such as having a sense of humor, laughing, problem solving, interacting with others, and even having desires—yet whose being is artificial, their intelligence contained within a ROM or computer algorithm. Dixie, for example, would be considered a friend of Cases, a being who he interacts with repeatedly, who relays sarcastic remarks–giving him a sense of personality–and who even has a dying wish. Yet, Dixie is not “human”. Though “he” had once lived, the information from his brain is separate from a body and exists in a ROM. This raises the question—what makes us truly human? Dixie and other characters such as Finn, Armitage, and Wintermute possess qualities that make them individualistic, that allow us to sympathize with them, and that give them depth. They are not just a voice spitting out data; they contain algorithms that allow them to theoretically “think”, to process interactions with humans and respond to them accordingly. Is this enough? Is it the brain, not the body, which makes us who we are? And if this were the case, where it is the information in our brain that makes us who we are, then would uploading that information to a computer—an artificial brain—subsequently maintain our humanistic traits? We become unsettled by the idea of living amongst machines in what could be the near future, but when it comes down to it—are we really that different?

Sources:

Gibson, William. Neuromancer. New York: Berkley Publishing Group, 1984. Print.

Woollaston, Victoria. “We’ll be uploading our entire MINDS to computers by 2045 and our bodies will be replaced by machines within 90 years, Google expert claims.” Daily Mail. 19 Jun 2013: n. page. Web. 4 Sep. 2013. <http://www.dailymail.co.uk/sciencetech/article-2344398/Google-futurist-claims-uploading-entire-MINDS-computers-2045-bodies-replaced-machines-90-years.html>.

Neuromancer Novel Response

Today, majority of the major operations that occur daily whether in the stock market, newsroom, hospital room, and even the classroom, are being aided or often run by technology and computers. Just as Donna Haraway predicted in her “Cyborg Manifesto,” technology has wedged itself into almost all daily activities in today’s society and has led to the formation of what I believe are two kinds of Cyborgs: people physically connected to machines and technology and those mentally attached to their devices.

The novel Neuromancer by William Gibson delves into this topic of “cyborgism” along with the harmony and often dissonance between man and machine. It poses many theoretical questions that are becoming more and more pertinent today, as the gap between human and machine grows smaller. It poses questions like: what defines something or someone is human? Or regarding how the body and mind is split, especially when technology is engrained directly into the body. One of the biggest questions that has arisen from this novel is whether a new being can be created, whether human, cyborg, or something else and the implications of this. In the novel, this can be seen everywhere and in everyone. A prime example can be seen with Molly, who through extensive surgeries has acquired prosthetics, fingernail implants, and mental switches that render her a ‘super-ninja’ assassin. Is Molly classified as a human? A cyborg? Another character, Julius, also has extensive surgeries done to him, which switch out his DNA and allow him to continue living way past the age of 150. The same can be seen, in a less obvious manner, with Case who through surgeries has obtained new drug resistant organs, along with the ability to zap into cyberspace and a virtual matrix.

All of these technological enhancements or changes to the human body is part of a societal stigma Gibson predicted, in which people would become ‘technologically addicted’ and continue to transform and alter their bodies with technology. Although it may seem crazy for someone to undergo some of the surgeries found in the novel, delving deeper into today’s society elucidates that Gibson may not have been to far off in his prediction. Today, mentally people have become more and more engrained with technology, with micro computers (smartphones) at their side at all times. It may not be a full out addiction, but there are noticeable mental effects that occur from being away from technology that can often be seen as symptomatic for an addiction. Gibson’s theory of completely altering the human body with technology also holds true today with the advent of 3-D printing, especially in the medical field. Today, and definitely in the next decade, scientists will be able to print out fully functional human organs and transplant them into people, just as Case had pancreas and liver transplants. With this advent, along with the computer mapping of the human brain, who is to say a new breed of human, cyborg, or new species can’t be created. The implications of this have very serious consequences on society in all aspects from politics to ethics. Maybe Gibson’s dystopian society wasn’t that far off after all.

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