
Cyberspace is an interconnected
digital environment. It is a type of
virtual world
A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
popularized with the rise of the
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent
information technology
Information technology (IT) is a set of related fields within information and communications technology (ICT), that encompass computer systems, software, programming languages, data processing, data and information processing, and storage. Inf ...
infrastructures,
telecommunications networks and
computer
A computer is a machine that can be Computer programming, programmed to automatically Execution (computing), carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic set ...
processing systems. Others consider cyberspace to be just a notional environment in which communication over
computer network
A computer network is a collection of communicating computers and other devices, such as printers and smart phones. In order to communicate, the computers and devices must be connected by wired media like copper cables, optical fibers, or b ...
s occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term ''cyberspace'' was able to represent the many new ideas and phenomena that were emerging.
As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as ''cybernauts''.
The term ''cyberspace'' has become a conventional means to describe anything associated with general
computing
Computing is any goal-oriented activity requiring, benefiting from, or creating computer, computing machinery. It includes the study and experimentation of algorithmic processes, and the development of both computer hardware, hardware and softw ...
, the
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
and the diverse
Internet culture. The U.S. government recognizes the interdependent network of
information technology infrastructures and
cyber-physical systems operating across this medium as part of the US national
critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as
cyberethics. Many view the
right to privacy as most important to a functional code of cyberethics.
[Richard A. Spinello]
''"Cyberethics: Morality and Law in Cyberspace"''
/ref> Such moral responsibilities go hand in hand when working online with global networks, specifically when opinions are involved with online social experiences.
According to Chip Morningstar and F. Randall Farmer, cyberspace is defined more by the social interactions involved rather than its technical implementation. In their view, the computational medium in cyberspace is an augmentation of the communication channel between real people; the core characteristic of cyberspace is that it offers an environment that consists of many participants with the ability to affect and influence each other. They derive this concept from the observation that people seek richness, complexity, and depth within a virtual world.
Etymology
The term ''cyberspace'' first appeared in the visual arts in the late 1960s, when Danish artist Susanne Ussing (1940–1998) and her partner architect Carsten Hoff (b. 1934) constituted themselves as Atelier Cyberspace. Under this name the two made a series of installations and images entitled "sensory spaces" that were based on the principle of open systems adaptable to various influences, such as human movement and the behaviour of new materials.
Atelier Cyberspace worked at a time when the Internet did not exist and computers were more or less off-limit to artists and creative engagement. In a 2015 interview with Scandinavian art magazine ''Kunstkritikk'', Carsten Hoff recollects that although Atelier Cyberspace did try to implement computers, they had no interest in the virtual space as such:
In the same interview, Hoff continues:
The works of Atelier Cyberspace were originally shown at a number of Copenhagen venues and have later been exhibited at The National Gallery of Denmark in Copenhagen as part of the exhibition "What's Happening?"
The term ''cyberspace'' first appeared in fiction in the 1980s in the work of cyberpunk science fiction author William Gibson, first in his 1982 short story " Burning Chrome" and later in his 1984 novel '' Neuromancer''. In the next few years, the word became prominently identified with online computer networks. The portion of ''Neuromancer'' cited in this respect is usually the following:
Now widely used, the term has since been criticized by Gibson, who commented on the origin of the term in the 2000 documentary '' No Maps for These Territories'':
Metaphorical
Don Slater uses a metaphor
A metaphor is a figure of speech that, for rhetorical effect, directly refers to one thing by mentioning another. It may provide, or obscure, clarity or identify hidden similarities between two different ideas. Metaphors are usually meant to cr ...
to define cyberspace, describing the "sense of a social setting that exists purely within a space of representation and communication ... it exists entirely within a computer space, distributed across increasingly complex and fluid networks." The term ''cyberspace'' started to become a de facto synonym for the Internet, and later the World Wide Web
The World Wide Web (WWW or simply the Web) is an information system that enables Content (media), content sharing over the Internet through user-friendly ways meant to appeal to users beyond Information technology, IT specialists and hobbyis ...
, during the 1990s, especially in academic circles and activist communities. Author Bruce Sterling, who popularized this meaning, credits John Perry Barlow as the first to use it to refer to "the present-day nexus of computer and telecommunications networks". Barlow describes it thus in his essay to announce the formation of the Electronic Frontier Foundation
The Electronic Frontier Foundation (EFF) is an American international non-profit digital rights group based in San Francisco, California. It was founded in 1990 to promote Internet civil liberties.
It provides funds for legal defense in court, ...
(note the spatial metaphor) in June 1990:
As Barlow and the EFF continued public education efforts to promote the idea of "digital rights
Digital rights are those human rights and Natural and legal rights, legal rights that allow individuals to access, use, create, and publish digital media or to access and use computers, other Consumer electronics, electronic devices, and teleco ...
", the term was increasingly used during the Internet boom of the late 1990s.
Virtual environments
Although in the present-day, loose use of the term ''cyberspace'' no longer implies or suggests immersion in a virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
, current technology allows the integration of a number of capabilities (sensors, signals, connections, transmissions, processors, and controllers) sufficient to generate a virtual interactive experience that is accessible regardless of a geographic location. It is for these reasons cyberspace has been described as the ultimate tax haven.
In 1989, Autodesk, an American multinational corporation that focuses on 2D and 3D design software, developed a virtual design system called Cyberspace.
Recent definitions of Cyberspace
Although several definitions of cyberspace can be found both in scientific literature and in official governmental sources, there is no fully agreed official definition yet. According to F. D. Kramer ,there are 28 different definitions of the term ''cyberspace''.
The most recent draft definition is the following:
The Joint Chiefs of Staff of the United States Department of Defense
The United States Department of Defense (DoD, USDOD, or DOD) is an United States federal executive departments, executive department of the federal government of the United States, U.S. federal government charged with coordinating and superv ...
define cyberspace as one of five interdependent domains, the remaining four being land, air, maritime, and space. ''See United States Cyber Command''
Cyberspace as an Internet metaphor
While cyberspace should not be confused with the Internet, the term is often used to refer to objects and identities that exist largely within the communication network itself, so that a website
A website (also written as a web site) is any web page whose content is identified by a common domain name and is published on at least one web server. Websites are typically dedicated to a particular topic or purpose, such as news, educatio ...
, for example, might be metaphorically said to "exist in cyberspace". According to this interpretation, events taking place on the Internet are not happening in the locations where participants or servers are physically located, but "in cyberspace". The philosopher Michel Foucault
Paul-Michel Foucault ( , ; ; 15 October 192625 June 1984) was a French History of ideas, historian of ideas and Philosophy, philosopher who was also an author, Literary criticism, literary critic, Activism, political activist, and teacher. Fo ...
used the term '' heterotopias'' to describe such spaces which are simultaneously physical and mental.
Firstly, cyberspace describes the flow of digital data through the network of interconnected computers: it is at once not "real"since one could not spatially locate it as a tangible objectand clearly "real" in its effects. There have been several attempts to create a concise model about how cyberspace works since it is not a physical thing that can be looked at. Secondly, cyberspace is the site of computer-mediated communication (CMC), in which online relationships and alternative forms of online identity are enacted, raising important questions about the social psychology of Internet use, the relationship between "online" and "offline" forms of life and interaction, and the relationship between the "real" and the virtual. Cyberspace draws attention to remediation of culture through new media technologies: it is not just a communication tool, but a social destination, and is culturally significant in its own right. Finally, cyberspace can be seen as providing new opportunities to reshape society and culture through "hidden" identities, or it can be seen as borderless communication and culture.
The "space" in cyberspace has more in common with the abstract, mathematical meanings of the term (see space
Space is a three-dimensional continuum containing positions and directions. In classical physics, physical space is often conceived in three linear dimensions. Modern physicists usually consider it, with time, to be part of a boundless ...
) 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 Internet 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 web servers), 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.
Video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s differ from text-based communication in that on-screen images are meant to be figures that actually occupy a space and the animation shows the movement of those figures. Images are supposed to form the positive volume that delineates the empty space. A game adopts the cyberspace metaphor by engaging more players in the game, and then figuratively representing them on the screen as avatars. Games do not have to stop at the avatar-player level, but current implementations aiming for more immersive playing space (i.e. Laser tag) take the form of augmented reality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
rather than cyberspace, fully immersive virtual realities remaining impractical.
Although the more radical consequences of the global communication network predicted by some cyberspace proponents (i.e. the diminishing of state influence envisioned by John Perry Barlow) failed to materialize and the word lost some of its novelty appeal, it remains current .
Some virtual communities
A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual commu ...
explicitly refer to the concept of cyberspacefor example, Linden Lab calling their customers " Residents" of Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
while all such communities can be positioned "in cyberspace" for explanatory and comparative purposes (as did Sterling in ''The Hacker Crackdown'', followed by many journalists), 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 US Department of Defense (DoD). The use of cyberspace as a metaphor has had its limits, however, especially in areas where the metaphor becomes confused with physical infrastructure. It has also been critiqued as being unhelpful for falsely employing a spatial metaphor to describe what is inherently a network.
Alternate realities in philosophy and art
Predating computers
A forerunner of the modern ideas of cyberspace is the Cartesian notion that people might be deceived by an evil demon that feeds them a false reality. This argument is the direct predecessor of modern ideas of a brain in a vat and many popular conceptions of cyberspace take Descartes's ideas as their starting point.
Visual arts
The visual arts are art forms such as painting, drawing, printmaking, sculpture, ceramics (art), ceramics, photography, video, image, filmmaking, design, crafts, and architecture. Many artistic disciplines such as performing arts, conceptual a ...
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
Aniconism is the cultural absence of artistic representations ('' icons'') of the natural and supernatural worlds, or it is the absence of representations of certain figures in religions. The prohibition of material representations may only extend ...
). 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 La Ciotat''), and immersive computer simulations.
Influenced by computers
Philosophy
American counterculture exponents like William S. Burroughs (whose literary influence on Gibson and cyberpunk in general is widely acknowledged) and Timothy Leary were among the first to extol the potential of computers and computer networks for individual empowerment.
Some contemporary philosophers and scientists (e.g. David Deutsch in ''The Fabric of Reality'') employ virtual reality in various thought experiment
A thought experiment is an imaginary scenario that is meant to elucidate or test an argument or theory. It is often an experiment that would be hard, impossible, or unethical to actually perform. It can also be an abstract hypothetical that is ...
s. For example, Philip Zhai in ''Get Real: A Philosophical Adventure in Virtual Reality'' connects cyberspace to the Platonic tradition:
Note that this brain-in-a-vat argument conflates cyberspace with reality
Reality is the sum or aggregate of everything in existence; everything that is not imagination, imaginary. Different Culture, cultures and Academic discipline, academic disciplines conceptualize it in various ways.
Philosophical questions abo ...
, while the more common descriptions of cyberspace contrast it with the "real world".
Cyber-Geography
The “Geography of Notopia” (Papadimitriou, 2006) theorizes about the complex interplay of cyber-cultures and the geographical space. This interplay has several philosophical and psychological facets (Papadimitriou, 2009).
A New Communication Model
The technological convergence of the mass media
Mass media include the diverse arrays of media that reach a large audience via mass communication.
Broadcast media transmit information electronically via media such as films, radio, recorded music, or television. Digital media comprises b ...
is the result of a long adaptation process of their communicative resources to the evolutionary changes of each historical moment. Thus, the new media became (plurally) an extension of the traditional media in cyberspace, allowing to the public access information in a wide range of digital devices. In other words, it is a cultural virtualization of human reality as a result of the migration from physical to virtual space (mediated by the ICTs), ruled by codes, signs and particular social relationships. Forwards, arise instant ways of communication, interaction and possible quick access to information, in which we are no longer mere senders, but also producers, reproducers, co-workers and providers. New technologies also help to "connect" people from different cultures outside the virtual space, which was unthinkable fifty years ago. In this giant relationships web, we mutually absorb each other's beliefs, customs, values, laws and habits, cultural legacies perpetuated by a physical-virtual dynamics in constant metamorphosis (ibidem). In this sense, Professor Doctor Marcelo Mendonça Teixeira created, in 2013, a new model of communication to the virtual universe, based in Claude Elwood Shannon (1948) article "A Mathematical Theory of Communication".
Art
Having originated among writers, the concept of cyberspace remains most popular in literature and film. Although artists working with other media have expressed interest in the concept, such as Roy Ascott, "cyberspace" in digital art is mostly used as a synonym for immersive virtual reality and remains more discussed than enacted.
Computer crime
Cyberspace also brings together every service and facility imaginable to expedite money laundering. One can purchase anonymous credit cards, bank accounts, encrypted global mobile telephones, and false passports. From there one can pay professional advisors to set up IBCs (International Business Corporations, or corporations with anonymous ownership) or similar structures in OFCs (Offshore Financial Centers). Such advisors are loath to ask any penetrating questions about the wealth and activities of their clients, since the average fees criminals pay them to launder their money can be as much as 20 percent.
5-level model
In 2010, a five-level model was designed in France. According to this model, cyberspace is composed of five layers based on information discoveries: 1) language, 2) writing, 3) printing, 4) Internet, 5) Etc., i.e. the rest, e.g. noosphere, artificial life, artificial intelligence, etc., etc. This original model links the world of information to telecommunication technologies.
See also
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Further reading
* Branch, J. (2020).
What's in a Name? Metaphors and Cybersecurity.
''International Organization.''
References
Sources
*Cyberculture, The key Concepts, edited by David Bell, Brian D.Loader, Nicholas Pleace and Douglas Schuler
* Christine Buci-Glucksmann, "L’art à l’époque virtuel", in Frontières esthétiques de l’art, Arts 8, Paris: L’Harmattan, 2004
* William Gibson. ''Neuromancer:20th Anniversary Edition''. New York:Ace Books, 2004.
* Oliver Grau: ''Virtual Art. From Illusion to Immersion'', MIT-Press, Cambridge 2003. (4 Auflagen).
* David Koepsell, ''The Ontology of Cyberspace'', Chicago: Open Court, 2000.
*
*Irvine, Martin
"Postmodern Science Fiction and Cyberpunk"
retrieved 2006-07-19.
*Slater, Don 2002, 'Social Relationships and Identity Online and Offline', in L.Lievrouw and S.Livingston (eds), The Handbook of New Media, Sage, London, pp533–46.
*
*Sterling, Bruce. ''The Hacker Crackdown: Law and Disorder On the Electronic Frontier.'' Spectra Books, 1992.
*Zhai, Philip. ''Get Real: A Philosophical Adventure in Virtual Reality''. New York: Rowman & Littlefield Publishers, 1998.
*Teixeira, Marcelo Mendonça (2012). Cyberculture: From Plato To The Virtual Universe. The Architecture of Collective Intelligence. Munich: Grin Verlag.
External links
by John Perry Barlow
Peculiarities of Cyberspace
by Albert Benschop
Sex, Religion and Cyberspace
by Richard Thieme
Brains in a vat
philosophical argument against the idea that we could be in cyberspace and not know it by Hilary Putnam
Hilary Whitehall Putnam (; July 31, 1926 – March 13, 2016) was an American philosopher, mathematician, computer scientist, and figure in analytic philosophy in the second half of the 20th century. He contributed to the studies of philosophy of ...
Cyberspace as a Domain
In which the Air Force Flies and Fights, Speech by Secretary of the Air Force Michael Wynne
{{William Gibson
Cyberpunk themes
History of the Internet
Hyperreality
Information Age
Virtual reality
William Gibson
1980s neologisms