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