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By Philip Elmer-Dewitt
Time, February 8, 1993
In the 1950s it was the beatniks, staging a coffeehouse rebellion
against the 'Leave it to Beaver' conformity of the Eisenhower era.
In the 1960s the hippies arrived, combining antiwar activism with
the energy of sex, drugs and rock 'n' roll. Now a new subculture is
bubbling up from the underground, popping out of computer
screens like a piece of futuristic HYPERTEXT (see indentation).
Hypertext - In this article, words printed in color [not
here] are defined or expanded upon in marginal entries coded to
the same color. In a computer hypertext article, electronic
footnotes like these actually pop up on the screen whenever you
point your cursor at a "hot" word and click the button of your
mouse.
They call it cyberpunk, a late-20th century term pieced together
from CYBERNETICS (the science of communication and control
theory) and PUNK (an antisocial rebel or hoodlum). [Well I guess
we can stop the debatre on alt.cyberpunk now =) ] Within this odd
pairing lurks the essence of cyberpunk culture. It's a way of
looking at the world that combines an infatuation with high-teck
tools and a disdain for conventional ways of using them.
Originally applied tooa school of hard-boiled science-fiction
writiers and then to certain semitough computer hackers, the word
cyberpunk now covers a broad range of music, art, psychedelics,
smart drugs and cutting-edge technology. The cult is new enough
that fresh offshoots are sprouting every day, which infutiated the
hardcore cyberpunks, who feel they got there first.
Cybernetics -- Norbert Wiener of MIT was designing
systems for World War II antiaircraft guns when he realized that hte
critical component in a control system, whether animal or
mechanical, is a feedback loop that gives a controller information
on the results of its actions. He called the study of these control
systems cybernetics (from Kybernetes, the Greek word for
Helmsman [Anybody want to deconstruct this one]) and helped
pave the way for electronic brains that we call computers.
Punk -- Cyberculture borrows heavily from the
rebellious attitude of punk music, sharing with such groups as the
Sex Pistols a defiance of mainstream culture and an urge to turn
modern technology against itself.
Stewart Brand, editor of the hippe-era 'Whole Earth Catalog,'
describes cyberpunk as "technology with attitude." Science-fiction
writier Bruce Sterling calls it "an unholy alliance of the technical
world with the underground of pop culture and street level
anarchy." Jude Milhon, a cyberpunk journalist who writes under
the byline of St. Jude, defines it as "the place where the worlds of
science and art overlap, the intersection of the futureand now."
What cyberpunk is about, says Rudy Rucker, a San Jose State
University mathematician who writes science-fiction books on the
side, is nothing less than "the fusion of humans and machines."
As in any counterculture movement, some denizens would deny
that they are part of a "movement" at all. Certainly they are not as
visible from a passing car as beatniks or hippies once were.
Ponytails (on men) and tattoos (on women) do not a cyberpunk
make -- though dressing all in black and donning mirrored sun-
glasses will go a long way. ANd although the biggest cyberpunk
journal claims a readersh approaching 70,000, there are probably
no more than a few thousand computer hackers, futurists, fringe
scientists, computer savvy artists and musicians, and assorted
science-fiction geeks [hmmm where do I fit in] around the world
who actually call themselves cyberpunk.
Nevertheless, cyberpunk may be the defining counterculture of the
compute age. It embraces, inspirit at least, not just the nearest
thirtysomething hacker hunched over his [sic] terminal but also
nose-ringed twentysomethings [wait - was that an insult???]
gathered at clandestine RAVES, teenagers who feel about the
Macintosh computer the way their parents felt about Apple
Records, and even preadolescent vidkids fused like Krazy Glue to
their Super NIntendo and Sega Genesis games -- they training
wheels of cyberpunk [Look Ma! no hands.]. Obsessed with
technology, especially technology that is just beyond their reach
(like BRAIN IMPLANTS), the cyberpunks are future oriented to a
fault. They already have one foot in the 21st century, and time is
on their side. In the long run, we will all be cyberpunks. [ugh -
Goddess Save Us All ]
RAVES -- organized on the fly (sometimes by
electronic mail) and often held in warehouses, raves are huge,
nomadic dance parties that tend to last all night, or until the police
show up. Psychedelic mood enhancers and funny accessories
(white cotton gloves, face masks) are optionals. [what, no
ubiquitous Cat-in-the-Hat has?]
BRAIN IMPLANTS -- Slip a microchip into snug
contact with your gray matter (a.k.a. wetware) and suddenly gain
instant fluency in a foreign language or arcane subject.
The cyberpunk look -- a kind of SF surrealism tweaked by coputer
graphics -- is already finding its way into galleries, music videos
and Hollywood movies. Cyberpunk magazines, many of which
are "zines," cheaply published by desktop computer and
distributed by electronis mail, are multiplying like cable-TV
channels. The newest, a glossy, big-budget [where'd all the
money go to?] entry called "WIRED," premiered last week with
Bruce Sterling on the cover and ads from the likes of Applie
Computer and AT&T [Boo... Hisss...]. Cyberpunk music, including
ACID HOUSE and INDUSTRIAL, is popular enough to keep
several record companies and scores of bands cranking out CDs.
Cyberpunk-oriented books are snapped up by eager fans as soon
as they hit the stores. (Sterling's latest, "The Hacker Crackdown,"
quickly sold out its first hard-cover printing of 30,000.) A piece of
cyberpunk performance art, Tubes, starring Blue Man Group, is a
hit off-broadway. And cyberpunk films such as "Blade Runner,"
Videodromve, Robocop, Total REcall, Terminator 2, and The
Lawnmower Man have moved out of the cult market and into the
mall.
Acid House -- White-hot danced music that falls
somewhere between disco and hip-hop.
INDUSTRIAL -- Mixing rhythmic machine clanks,
electornic feedback and random radio noise, industrial music is
"the sounds our culture makes as it comes unglued," says
cyberpunk writer Gareth Branwyn.
Cyberpunk culture is likely to get a boost from, of all things, the
Clinton-Gore Administration, because of a shared interest in what
the new regime calls America's "data highways" and what the
cyberpunks call CYBERSPACE. Both terms describe the globe-
circling, interconnected telephone network that is the conduit for
billions of voice, fax, and computer-to-computer
commmunications. The incoming Administration is focused on the
wiring, and it has made strenghtening the networks high-speed
data liks a priority. The cyberpunks look at those wires from the
inside; they talk of the network as if it were an actual place -- a
VIRTUAL REALITY that can be entered, explored and
manipluated.
CYBERSPACE -- SF writier William Gibson
called it "a consensual hallucination ... a graphic representation of
data abstracted from the banks of every cojputer in the human
system." You can get there simply by picking up the phone.
VIRTUAL REALITY -- An interactive technology that
creates an illusion, still crude rather than convincing, of being
immersed in an artificial world. The user generally dons a
computerized glove and a head-mounted display equipped with a
TV screen for each eye. Now available as an arcade game.
Cyberspace plays a central role in the cyberpunk world view. The
literature is filled with "console cowboys" who prove their mettle by
donning virtual reality headgear and performing heroic feats in the
imaginary "matrix of cyberspace. Many of the punks' real-life
heroes are also computer cowboys of one sort or another.
"Cyberpunk", a 1991 book by two New York TIMES reporters,
John Markoff and Katie Hafner, features profiles of three canonical
cyberpunk hackers, including Robert Morris, the Cornell graduate
student whose computer virus brought the huge network called the
internet to a halt.