Cyberspace Meaning
Cyberspace Meaning
(Source- https://www.newworldencyclopedia.org/entry/Cyberspace)
Cyberspace is a global domain within the information environment consisting of the
interdependent network of information technology infrastructures (ITI) including
the Internet, telecommunication networks, computer systems, and embedded
processors and controllers. The term originates in science fiction, where it also
includes various kinds of virtual reality (which is the experience of "being" in the
alternate reality, or the simulated "being" in such a reality").
Contents
1 Origins of the term
o 1.1 Metaphorical
2 Cyberspace as an internet metaphor
3 Alternate realities in philosophy and art
o 3.1 Predating computers
o 3.2 Influenced by computers
3.2.1 Philosophy
4 Cyberspace and virtual reality
5 Notes
6 References
7 External links
8 Credits
While cyberspace itself is a neutral space that allows for the rapid communication of
ideas, the use of this space will determine its value and benefit for humankind. While
the free use of this space is indeed valuable, especially as this cyberspace binds all
humankind together in inseparable, interdependent relationships, the free use of this
space also calls for its responsible use in order to ensure its value for humanity's
overall pursuit of freedom and happiness. Thus, cyberspace mandates the
responsible use of technology and reveals the need for a value-based perspective of
the use of such technology.
Gibson later commented on the origin of the term in the 2000 documentary No
Maps for These Territories:
All I knew about the word "cyberspace" when I coined it, was that it seemed like an
effective buzzword. It seemed evocative and essentially meaningless. It was
suggestive of something, but had no real semantic meaning, even for me, as I saw it
emerge on the page.
Metaphorical
The term Cyberspace started to become a de facto synonym for the Internet, and later
the World Wide Web, during the 1990s. Author Bruce Sterling, who popularized this
meaning,[1] credits John Perry Barlow as the first to use it to refer to "the present-day
nexus of computer and telecommunications networks."
The "space" in cyberspace has more in common with the abstract, mathematical
meanings of the term than physical space. It does not have the duality of positive
and negative volume (while in physical space for example a room has the negative
volume of usable space delineated by positive volume of walls, Internet users cannot
enter the screen and explore the unknown part of the Net as an extension of the
space they are in), but spatial meaning can be attributed to the relationship between
different pages (of books as well as webservers), considering the unturned pages to
be somewhere "out there." The concept of cyberspace therefore refers not to the
content being presented to the surfer, but rather to the possibility of surfing among
different sites, with feedback loops between the user and the rest of the system
creating the potential to always encounter something unknown or unexpected.
Some virtual communities explicitly refer to the concept of cyberspace, for example,
Linden Lab calling their customers "Residents" of Second Life, while all such
communities can be positioned "in cyberspace" for explanatory and comparative
purposes (as Sterling did in The Hacker Crackdown and many journalists afterwards),
integrating the metaphor into a wider cyber-culture.
The metaphor has been useful in helping a new generation of thought leaders to
reason through new military strategies around the world, led largely by the U.S.
Department of Defense (DoD).[4] The use of cyberspace as a metaphor has had its
limits, however, especially in areas where the metaphor becomes confused with
physical infrastructure.
Visual arts have a tradition, stretching back to antiquity, of artifacts meant to fool the
eye and be mistaken for reality. This questioning of reality occasionally led some
philosophers and especially theologians to distrust art as deceiving people into
entering a world which was not real (see Aniconism). The artistic challenge was
resurrected with increasing ambition as art became more and more realistic with the
invention of photography, film (see Arrival of a Train at a Station) and finally,
immersive computer simulations.
Influenced by computers
Philosophy
Some contemporary philosophers and scientists (such as David Deutsch in The Fabric
of Reality) use virtual reality in various thought experiments. Philip Zhai connects
cyberspace to the platonic tradition:
The difference between the two can be further described using an analogy of
physical (space itself is not physical though) space and concepts of reality. On one
hand, human beings presuppose a frame of reference called "space." Whether the
space people live in is an empty container like a repository (Newtonnian concept) or
people exist in space according to the relationship between things
(Leibnizian concept) is debatable; likewise, human beings relate to reality through
perception (Kantian concept of space as a form of intuition) or through a nexus of
meanings (concept of "lived space" in Phenomenology). Either way, human beings
presuppose a plane of experience called "space." Within this space, humans
physically experience reality through their five senses.
Notes
1. ↑ Principia Cybernetica, Cyberspace. Retrieved July 16, 2019.
2. ↑ John Perry Barlow, A Declaration of the Independence of
Cyberspace. Retrieved July 16, 2019.
3. ↑ Merriam-Webster Dictionary online, cyberspace Retrieved July 16, 2019.
4. ↑ Cyber Conflict Studies Association, CCSA. Retrieved July 16, 2019.
5. ↑ Alexander Laurence, An Interview with John Shirley, 1994. Retrieved July 16,
2019.
6. ↑ Douglas Rushkoff, Cyberia: Life in the Trenches of Cyberspace (Clinamen Press
Ltd, 2002, ISBN 1903083249).
7. ↑ Philip Zhai, Get Real: A Philosophical Adventure in Virtual Reality (New York,
NY: Rowman & Littlefield Publishers, 1998, ISBN 978-0847689835).
References
Buci-Glucksmann, Christine. L’art à l’époque virtuel. In "Frontières esthétiques de
l’art," Arts 8. Paris: L’Harmattan, 2004.
Deutsch, David. The Fabric of Reality. Penguin Books, 1998. ISBN 014027541X
Gibson, William. Neuromancer. New York, NY: Ace Books, 1986. ISBN 978-
0441569595
Grau, Oliver. Virtual Art: From Illusion to Immersion. Cambridge, MA: MIT-Press,
2003. ISBN 978-0262072410
Ippolito, Jon. "Cross Talk: Is Cyberspace Really a Space?" In Artbyte, 12-24. 1999.
Rushkoff, Douglas. Cyberia: Life in the Trenches of Cyberspace. Clinamen Press
Ltd, 2002. ISBN 1903083249
Sterling, Bruce. The Hacker Crackdown: Law and Disorder On the Electronic
Frontier. Bantam Books, 1992. ISBN 978-0553080582
Zhai, Philip. Get Real: A Philosophical Adventure in Virtual Reality. New York, NY:
Rowman & Littlefield Publishers, 1998. ISBN 978-0847689835
External links
All links retrieved July 1, 2019.
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