Lit 80, Fall 2013

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Media Archaeology Chat Reflection

After reading Chapter One on the book of Media Archaeology [1], written by Jussi Parikka and subsequently attending a symposium with the same person on Friday, I gained a more comprehensive understanding about media effects in our society, specifically, how the nature of a medium influences us as well as our environment.

One element that Dr. Parikka was talking about during the symposium which I especially liked was the impact, both deleterious and benign, of the physical essence of media in our lives. In terms of ourselves, our habits are concretely shaped by repeated utilization of the same form, or physical essence, as Parikka dubs it, of media. For example, having read more hard-copied books back during childhood, we simultaneously grew more accustomed to the presence of written media that we could touch and hold. Thus it is not surprising that most of us find it more comfortable and maybe even more reasonable to obtain a hard-copy of specific media, whether that be a newspaper, manual, textbook etc., rather than perusing said media on digital devices, such as PCs, laptops, and tablets.

Additionally, detrimental effects of the physical essence of media can be seen by environmental influence, specifically the creation of “dirty energy”, some mediums create in our world. Dr. Parikka talked about how an old watermill in his hometown in Finland got converted into a Google Data storage, and how the storage used hydroelectric energy as well as other forms of power sources to operate on a full scale, possibly polluting the ecosystem at the expense of creating more digital data “clouds” for Google users. Thus, we can see that the transmission of media, often considered invisible, often has an apparent physical essence to it. This physicality of media is also expressed in Neuromancer, where both hardware and software are abundant in the cyberpunk world.

Another very interesting aspect brought up by the authors during our discussion session was that whether a medium would become well-known or obsolete in mostly dependent on accident, which means that the fate of a medium customarily happens by accident, and cannot be physically manipulated into any direction. A classic example is the introduction of SMS text messaging in Europe, with phone companies at that time advertising the many advantages of text messaging. What the companies didn’t realize, however, was that the rapid proliferation of texting was not due to people’s recognition of it as a more advantageous method of remote communication than phone calls or other media, but that texting was simply cheaper and a better way to save money for households. This piece of history strongly demonstrated that how well-known a media can really become happens mostly accidentally.

The graphic-novel Daytripper that we will read and discuss this week in class presents some additional insights into media archaeology by furnishing different accounts of alternate history.

Sources:

[1] Parikka, Jussi, Media Archaeologyhttp://www.ucpress.edu/book.php?isbn=9780520262744. Accessed Oct. 16, 2013

The Difference Engine-A Novel Response

In the early 1900’s, complex electric circuits came into being and boomed with the help of inventions such as the Edison’s tinfoil dictation machine, light bulb, and Bell’s telephone. Half a century later, the late twentieth century ushered a new information era with the inventions of the computer, internet and advances  in telecommunication and digital data transfer systems. Although it is irrefutably clear about the technological significance and the rich potential legacy the first emerging computer has left mankind, what would happen if a more primitive computer had been invented in the 1800’s, more than a century earlier? Would it change the information age as we see it now?

In their novel The Difference Engine , William Gibson and Bruce Sterling attempt to introduce us to exactly that kind of alternate history, specifically, a Great Britain in its Victorian age where Babbage actually manages to successfully invent the difference engine (computer). Gibson and Sterling, in the book’s settings, not only draw parallels to current technology and real people, such as surveillance systems, credit cards, Charles Darwin and “clackers” (hackers), but also delve into the imaginary aspects to give us a newer glimpse of other “more weird” inventions, such as the use of “punch cards” to program computing engines.

It is interesting to note that Gibson included many symbols and references that occur both in The Difference Engine and in Neuromancer , another novel where he defines the cyberpunk/cyberspace genre. Both books depict a society in which masses of people completely support and rely on fast emerging technology to live their daily lives. For example, in Neuromancer, almost all people can and do transfer between the real physical world and a digital cyberspace, whereas most people support a dominating Industrial Radical Party for rapid technology boom in The Difference Engine. There are, however, clear differences between these two as well. Neuromancer provides us with two domains, the real and the digital, which are bases on the 1980’s (when Gibson wrote his novel), whereas as The Difference Engine focuses more into historical aspects and educational guesses of an alternate piece of history that had not happened in real time.

Another aspect Gibson and Sterling delineate in The Difference Engine is that rapidly emerging new technologies causes intense industrial competition between countries. Those countries that cannot keep up with the fast pace of the information era will be eventually made obsolete. The novel implies this fact by exploiting on Japan’s rapid industrial rise in the twentieth century in real history. In the books settings, Britain aids Japan, who is desperate to boom to the point of even doing anything in return for the British, to become a leading nation in information technology and computer engines.

The Difference Engine, in a nutshell, gives us a comprehensive view into alternate history of early digital technological boom and its potential widespread effects on the industry and the society.

 

Sources:

Gibson, William, Bruce Sterling, The Difference Engine.

The Difference Engine–Technology of the Future in the Past

We live in a world where technology is an integral part of our lives—but how would our world be different if technology had developed at a different time? Better yet, how would the past be different if the technology that we use almost subconsciously on a daily basis had been available? In their novel The Difference Engine William Gibson and Bruce Sterling explore what the late 1800s would have been like if Charles Babbage had been successful in building a mechanical computer. Throughout the novel, the authors implement prototypes for technologies that are common in our world today—such as credit cards, social security numbers, calculators, and projectors. Some of the emerging technologies are even more advanced than what we have today, such as the ability to trace someone’s personal history simply by obtaining their “number”.

The entire novel in itself can be viewed as a prototype for the world Gibson created in his other novel Neuromancer. Both plots, when simplified, are elaborate heists to obtain a key to information—whether that key is a box of plastic cards or hacking into a computer system. Similarly, both novels contain depth in their settings. Neuromancer’s is more obvious, as the characters alternate between reality and cyberspace, and furthermore different layers of consciousness within cyberspace. In The Difference Engine, while the characters remain in reality, there are different dimensions established between social classes and the world’s they inhabit. In the cases of both novels, these different dimensions become intertwined through the characters’ interactions. The comparison between the two is interesting, as it demonstrates how technology—regardless of its level of progression—has a timeless impact on how its usage affects our interactions with our environment and others.

Which brings us back to the question of what our world would be like today if the Babbage Engine had succeeded—would we be far off from the world presented in Neuromancer?

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?

 

Black Mirror of the Future

As a seminal work in the cyberpunk genre, Neuromancer shows its negative attitude towards the digital age in the future. The cyberspace or Matrix makes me think of the movie Matrix, as they both shows a picture that in the future human can send his/her into the cyberspace to do all the things we now can do in reality and also things we cannot do in reality. I believe this is possible as what we the world is just what we feel. Our brains get signals from the outer world by our eyes, ears, noses and so on to and it is these signals that make us feel that we live in the reality. For example, the feel of our breath makes our brains know that we are still alive. However, for a dead man, if we can keep his brain alive and give the brain all the signals a alive man can get, then the brain will still believe that he is alive. Even someone told the man the truth, he may not believe he has dead just as Neo in Matrix cannot believe that he is just a virtual man in the beginning. So I agree with the opinion in the article “There is Only Cyberspace”. What we live in is just cyberspace consists of our signals our brains receive.

In my opinion, Neuromancer is an alert to tell us to take care of the social problems coming with the development of technologies such as hacking, AI, privacy protection etc. There are many of these movies that shows that advanced technologies could be disasters without control just like Terminator. But the AIs in Neuromancer very far from us as what we can do now to AIs is just make them do what we have write in the codes. Now we know little and almost nothing about how our brains works. So it is impossible to create AI like Wintermute in several thousands of  years as nature spend billions of years to create the intelligence of human. What I believe is that things like terminator will not happen but they are an alert to make us keep thinking about the relationship between technology development and human.

Neuromancer: Novel Response

Aside from its bizarrely accurate foresight, Neuromancer is an interesting novel because of the questions and ideas that it brings up regarding the relationship between humans and technology. In a mere set of decades, our society has transformed from a largely disconnected, isolated set of communities to a thoroughly interconnected digital network; in some way or the other, we are constantly transmitting or receiving data in our daily lives. Whether it is the infrastructures of our cities (traffic, navigation, consumerism, etc.) or keeping ourselves updated on our array of electronic devices, urbanized areas are almost completely dependent on technology. Additionally, the technology we are using is tending towards a more profound integration into our biological systems; new inventions are changing the way we perceive information from our environments. The implementation of QR codes, “Google Glasses,” and other marvels that augment reality are steps toward the complete unification of man and machine.

This is an idea that Neuromancer focuses on for the majority of the novel. Where exactly is the delineation between human and technology?  As we become more dependent on our devices to orient ourselves in our changing environments, will we lose the characteristics that we currently consider makes us “human?” The characters in Gibson’s novel all feature some sort of technological miracle; they have been able to cure their drug addictions, develop veritable superpowers (fingernails, cybernetic implants), and even achieve immortality. Additionally, Gibson introduces characters who are able to willfully suspend their consciousness or jack into an alternate form of reality, “the matrix.” Such examples represent the extremes of technological integration – it is understandable that Gibson chooses to represent the characters’ reliance on technology similar to drug dependence.

The reader may find it very difficult to classify certain characters as human or technology. Most notably, Dixie Flatline – who is deceased but has his mind and consciousness stored onto a ROM – is able to interact with Case and Molly and the other characters of the novel. Would we consider him a human? Though he is not the physical manifestation of McCoy Pauley, he is still able to access his mind. Perhaps he is not human because he cannot create or learn new thoughts. This distinction could be a vital part of the definition of a human being. Additionally, characters that have serious prosthetics (Molly, for example) cause readers to wonder how much technological additions/replacements would be necessary to cross the threshold of man to machine. When does a character like Molly cease being human and become a super intelligent bio-computer?

We probably will not have such drastic technological advances as presented in Gibson’s novel in the foreseeable future. However, these examples illustrate important phenomena that are occurring in our present lives: we are co-evolving with the technology that we produce at an alarmingly fast rate, which has both useful benefits (such as increased perception and function) and dangerous risks of total dependence on technology and a lack of a separate, human identity.

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.

What is Human?

In Neuromancer readers encounter humans with modifications that pose the question “What is human?”  First off,  the genetic, mechanical, and biological modifications that people undergo do not make them any less human. You have to consider the context in which these modification are occurring. In this version of Earth, these modifications appear to be a common occurrence and although they seem strange to us, the modifications are a norm rather than taboo. In fact, I believe there is a parallel between the characters like Molly and Julius with modern people and their modifications. The Lizard Man and Cat Man have made many modifications to themselves to be something else. Even though our society sees this as taboo, we do not question their humanity. These modifications are similar to how Molly made changes to herself because she wanted to be something else, something more than a prostitute. These modification are a bit more extreme, but like I mentioned the context must be considered.  In comparison to Julius, you can look at anyone who has had a series of Botox Treatments and other plastic surgeries to maintain a more youthful appearance. Rather that plastic surgery, Julius has found a way to stay youthful without changing his looks. Actually, one could argue that he is more human than the people today who have all of these surgeries, but that’s just because a lot of times it can look unnatural. In my opinion, modifications can be made as long as they remain a biological being. I suggest this as my boundary for modifications because of an episode of “Teen Titans” when the character Cyborg almost loses the parts of him that “make him human.” He knows that although he is part machine that there are still parts of him that make him human, and he like all humans do not want to lose their humanity.

 

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