Wednesday, October 21, 2009

ON-LINE ESSAY - Item 3 due Friday week 12


CHOSEN TOPIC:

THE IDEA OF THE INTERNET AS CYBERSPACE HAS BEEN A PART OF OUR CONTEMPORARY CULTURE FOR SOME TIME, PARTICULARLY IN THE POPULAR MEDIUM OF FILM. BUT IS THE CONCEPT OF
CYBERSPACE STILL RELEVANT TO OUR CONTEMPORARY SOCIETY? DISCUSS WITH REFERENCE TO YOUR OWN EXPERIENCE OF CONTEMPORARY MEDIA.


To analyse this statement effectively, it is vital to establish an understanding of the term cyberspace and its relation to the internet and our contemporary culture, before addressing its' relevance to our contemporary society, reflected through popular mediums such as film and my experience to contemporary media.

The research of this relatively new phrase 'cyberspace', coined by cyberpunk science fiction author William Gibson, revealed diverse and varied opinions that have circulated since Gibsons' novel titled Neuromancer was released in 1984. British critical thinkers Manuel Castells and Donna Haraway's writings (consolidated by author and lecturer David Bell) in Cyberculture Theorists, note that Gibson used the term to describe "the imaginary 'datascape' which his characters entered by 'jacking in' - connecting their consciousness directly to networked computers." (2007, p.2). For the purposes of this essay though, I will try and quote the most current factual and common definitions.
  • Firstly cyberspace is defined by the Australian Oxford Dictionary as "the notional environment in which electronic communication occurs; virtual reality." (2004, p.312)
  • Another definition of cyberspace is given in on-line lecture notes from Griffith University, Parkwood as "a conceptual space where words, relationships, data, wealth and power are manifested by people using Computer Mediated Communication technologies..." (Stockwell, Dr S. 2009. 1501HUM New Communication Technologies Lecture (2) Notes - A Short History of Computing and the Internet).
  • Lastly (but definitely not least) a concept delivered in a ProQuest Social Science Journal titled Cyberspace and Virtual Places explains a "metaphor used to understand computer networks is cyberspace. In a word, the metaphor of cyberspace is about disembodiment. A system of nodes is a kind of space, defined by interaction ..." (Adams, 1997).
Furthermore the internet (not to be confused with the Web which I liken to the 'mind') is the network of networked computers utilizing a globally unique address space sharing the the same set of communications protocols - the 'brain'.

Therefore we may deduct that cyberspace is a virtual 'space' experienced by and contributed to by millions of people around the globe within the internet. Human relationships and the contents of their minds through computer networks.

Subsequently our contemporary culture, that is what we think, what we say, what we do, the foods we eat, the restaurants we dine in, the music we listen to, how we vote, the clothes we wear, the movies we watch - generally who we are, is part of this internet as cyberspace.

Contemporary culture depicts cyberspace in many mediums, particularly in the popular medium of film. Many films have showcased the idea of cyberspace, such as Johnny Mnemonic (a 1995 cyberpunk film, loosely based on the short story of the same name by William Gibson), Tron (a 1982 American science fiction film by Walt Disney Pictures where a man/gladiator is trapped inside a world inside a computer - an electronic arena - fighting inside the video world he created), eXistenZ (a 1999 film that explores the world of games and how obsessive play can warp reality, showcasing a game that requires a 'bio-port' into the spine where players plug the organic gaming device that immerses them in virtual reality), to name a few, but by far the most popular* seems to be the 1999 science fiction-action film the Matrix. The Matrix is a film that"pushes the boundaries of computer-generated effects as it explores a possible future
world where machines dominate humans but keep them in ignorant bliss of their real state. The machines in Matrix create a totally illusory reality for people, constructing their identities to suit the purposes of the machine ..." (Stockwell, Dr S. 2009. 1501HUM New Communication Technologies Lecture (11) Notes - Virtual Philosophy).
An example of a recent film exploring internet as cyberspace (released this month) is Surrogates, an action-thriller where people live their lives remotely via a robotic surrogate representation of themselves. (Just for the record, not the cutting edge and revolutionary standard of special effects pioneered in the Matrix - nor plot for that matter).

This concept of cyberspace that our culture depicts in the medium of film brings this exploration to virtual reality. Virtual reality, as Dr Stephen Stockwell referenced in a Griffith University Lecture, is "an example of imagery becoming part of reality ..." (1501HUM New Communication Technologies Lecture 11, 2009 - Virtual Philosophy)..

Like Plato's Allegory of the Cave theory, our vision or version of reality is probably 'imperfect', as it is shown to us via other people's imagery and perception, or their desired perception for us. Our reality could be our response of what is 'virtually' given to us. It is worth remembering that Immersive Virtual Reality (Stockwell, Dr S. 2009. 1501HUM New Communication Technologies Lecture 11 - Virtual Philosophy) is not real, but the senses and feeling experienced are real, so is it reality or not? I suppose this is our fascination with this topic and the reason we explore it through various mediums, including film.

I believe that contemporary society realizes that the effects and implications of cyberspace is part of our culture and we are a part of it. Maybe because of our explorations, we deem cyberspace as a logical positivism and deal with it as true and real because we have proven to ourselves that in fact this intangible space is real, now and for our future.

Ultimately the concept of cyberspace is relevant to our contemporary society as it mirrors our contemporary society. It is represented through our culture in the choices we make and the way we live and subsequently represented through our society by way of the films we produce and watch. The future is already promising anticipations for the cyber society, based on current trends documented in the paper The Cyber Future - 92 ways our lives will change by the year 2025 by Edward Cornish, technology such as Infotech - a chip implanted somewhere in our bodies holding credit card details, identification, passport, diary etc and then there is the ultra tiny computer - a nanomachine - that may contain intelligence that could be injected into our bodies to perform such tasks as repairing muscle and brain cells. (1996, p.2).

My own experience with contemporary media is reflected in Daniel Downes book Interactive Realism where he aptly writes:

"a student searching he web for information" or "banking on-line" or "downloading a movie or music file from the Internet - reflect a level of sophistication in the lives of people who rely on computers for the most basic of tasks. Representations of computers are representations of the tools we use in contemporary life. On the Internet, media 'collapse', in the sense that all media (visual, auditory, textual) are used at the same time, complicating the ways in which we process information. Individuals routinely engage in practices that were once considered .... unavailable to the general public. Such practices have become, in a profound sense, sites of convergence of business, technology, regulation, and culture. ...The more people use such media in everyday life (instead of passively consuming media content) and the more such media use is socially reinforced, the more it can affect who we see ourselves to be. Computer programs are scripts or blueprints for world - and self-construction. Because of this, they provoke thinking about the boundaries between matter, life, and mind. Through digital communication, we create new collective and individual identities, as well as new environments for human interaction." (2005. p.4)

Furthermore, due to a recent university assignment, I have also recently 'produced' (and I use this term very lightly) a fictional news report via my mobile phone, uploaded it with added sound effects to the website www.ireport.com. The ireport website is a site in which anyone can upload 'news' reports. Ireport can offer this because of their disclaimer that advises users that the content is not checked or verified. Therefore this use of contemporary media empowers my usage, and potential influence in our culture.

My other experiences with contemporary media are numerous - which is the 'norm' of course for our times and my current contemporary culture. Facebook, Blogging, texting, digital gaming to audio recording, are all part of my life. With this comes the benefits as well as the pit-falls, such as creative commons, privacy, identity fraud, and even a future threat to mainstream journalism - but that is a whole separate essay!









LIST OF REFERENCES:

Adams, Paul C. 1997. Cyberspace and virtual places. Geographical Review 87, no. 2, (April 1): 155-171. http://www.proquest.com.libraryproxy.griffith.edu.au/ (accessed October 21, 2009).

Australian Oxford Dictionary 2004 (2nd ed). Ed. Bruce Moore, Oxford University Press, Australia.

Bell, David. 2007. Cyberculture Theorists Manuel Castells and Donna Haraway, Routledge. Abingdon, Oxon.

Cornish, Edward. 1996. The Cyber Future - 92 ways our lives will change by the year 2025. World Future Society. U.S.A.

Downes, Daniel. 2005. Interactive Realism the poetics of cyberspace, McGill-Queen's University Press. Montreal & Kingston.

Stockwell, Dr S. 2009. 1501HUM New Communication Technologies Lecture (2) Notes - A Short History of Computing and the Internet. Griffith University, Parkwood. https://learning.secure.griffith.edu.au/webapps/blackboard/content/listContent.jsp?course_id=_71280_1&content_id=_945745_1

Stockwell, Dr S. 2009. 1501HUM New Communication Technologies Lecture (11) Notes - Virtual Philosophy. Griffith University, Parkwood.


BIBLIOGRAPHY:




Fishwick, M.W. 2002. Popular Culture in a New Age. The Haworth Press. New York.

Hakken, David. 1999. Cyborgs@Cyberspace. Routledge. New York.

Jordan, Tim. 1999. Cyberpower. Routledge. London.


















Silver, D. & Massanari, A. 2006. Critical Cyberculture Studies. New York University Press. New York.


Strate, L. & Jacobson, R. 1997. Communication and Cyberspace - Social Interaction in an Eletronic Enironment. Hampton Press, Inc. New Jersey








Footnote:
* Most popular graded by a continual reference to this film in various readings for this essay, as well as overwhelming response to the question raised of most popular cyberspace film to many members of my community.

Thursday, October 15, 2009

WK11: THURSDAY LECTURE "Virtual Philosophy"


As Dr Stephen Stockwell has authority on Political Campaigning, he referenced this and its imagery as an example of imagery becoming part of reality and not just a representation or a replacement of it (reality).

Like Plato's Allegory of the Cave 'theory', our vision or version of reality is 'imperfect'. It is shown to us via other people's imagery/perception or their desired perception for us.

What is Reality? Is it our response of what is 'virtually' given to us?

Some interesting 'theories' are broached in movies such as 'Matrix' and 'Exertions' and another recent movie is 'Surrogates' - although this is a pretty bad movie (sorry Bruce Willis).

It is worth remembering that 'Immersive Virtual Reality' is NOT real, BUT... the senses and feeling experiences ARE real...... So is it reality or not?

Dr Stockwell also touched on the 'Construction of Virtual Reality' (audio/touch etc) and the 'Applications of Virtual Reality' (Militery training/education/weather simulation/surgery etc).
The interaction of this technology through HMD (head mounted displays) and the Data Glove giving 6 degrees of movement via, for example, an LCD screen is not widespread due to some problems....therefore other technologies such as VRML to give a 3D sensation of moving through the virtual environment, are being produced....

Finally the term ' Logical Positivism' was introduced. It was explained as humans only dealing with the true and the real which we can PROVE to be true and real. This lead to some of our problems with various issues including proving and dealing with our 'climate change issue'.

Friday, October 9, 2009

WK10: The University of NSW -study of mobile use amongst young Australians


I thought I would include this in my blog as we have been talking about research and the study of new communication technologies (this week was the video game).

A researcher from the University of New South Wales is conducting and investigation on "Young, Mobile, Networked: Mobile Media and Youth Culture in Australia". They hope to learn how young Australians make use of mobiles to create and maintain friendship networks, to share and create media, and, more generally, how mobile use fits into the everyday lives of young Australians.

As participants we will receive a copy of the final report - which I believe would be very interesting and help with individual 'market research' and 'business plans' undertaken for a product and means of advertising etc.....not to mention useful information for a university teaching a course of relevance.

I felt socially responsible to be taking part in such an investigation ...... but just for the record I was a little disappointed - when reading the consent form half way through the tapped participation - when I discovered that I was not actually in the research groups target demographic of 18-30! I guess the 'young' part of the topic should have given it away.....I still think I am 25 when there are no mirrors around!

Thursday, October 8, 2009

WK10: Assignment - 1000 word essay - due in week 12


I have had some difficulty in deciding on a topic, and wanting to K.I.S.S - I decided not to choose a topic of my own because the 1000 word limit suggests, in conjunction with a brief from Jules, that it is our understanding of a topic once researched that is required and our viewpoint, not a thesis requiring the pursue-al of new answers.

At this stage my choice of topic is:
2. The idea of the internet as cyberspace has been a part of our contemporary culture for some time, particularly in the popular medium of film. But is the concept of cyberspace still relevant to our contemporary society? Discuss with reference to your own experience of contemporary media.

Some initial research from the library databases (mainly Jstor) has produced some interesting journal articles and I have some lecture notes that I can reference for this topic as well. This topic seems very relevant to this course and finally this topic appealed to me because I would like to have an informed opinion about it.

WK10: THURSDAY LECTURE - The Great Game/Studying the Video Game


I must admit, in my ignorance, I thought this weeks lecture would not be relevant to me until Josh opened his lecture explaining that we would be looking at Why and How we study the 'video game'.

Demographics and Market Delivery where the main focus areas.

Josh explained that prior to 2005 no real or in-depth research has been carried out on the demographics in relation to video gaming usage. It was in 2005 that the Nelson Active Game Marketing Group found that the previously perceived conception that 80% of 'gamers' where 18-25 year old males.

Their survey found that 59% of gamers where actually 18-40 year old males and a staggering 41% of gamers where females.

Now males and female gamers differ not only in their choice of game genre's but also in their mode of playing these games.

Males tend to dominate the console, on-line, pc etc delivery of games and females tend to dominate the mobile phone and Wii delivery of games. The Arcade game is frequented equally by both male and female gamers. I think Josh's conclusion that this could be because both male and female gamers know they may be able to 'meet' fellow gamers in this environment, is quite viable.

Females are probably attracted to more fitness and nurturing style of games because females are generally more fitness orientated and nurturing. Males are probably attracted to more first person shooter (FPS) and strategy style games because they are, well..... male.

The above brings about many questions, so the Why we would want to study a video game is then followed by How to study the 'video game'.

Josh suggested 3 methods to study the video game.
1. Social Science Approach
2. Humanities Approach
3. Industry & Engineering Approach

Interesting to note:
* Advancement of the video game, brings about the need for New Technology - eg. faster video graphic cards etc etc etc etc.
* Gamers have been found to be better at split decision making, have better peripheral vision, better short term memory and better manual dexterity skills. NB: what is not know is if these gamers had a predisposition to these attributes or if they where developed through gaming.
* Mediums like the Wii are being used in retirement villages for fitness - Which I think is great. BUT what is not great (in my opinion) is the usage of the Wii in primary schools for abled students and in gyms..... Crazy .... Stupid.

Anyway, the study of the video game can give a world of useful information for a variety of 'areas' for a variety of uses.

Friday, October 2, 2009

BREAK WK: "Level 26" - The first interactive digi-novel

Level 26 is the first ever interactive digi-novel - A book, movie and website!

It is not just a book, it's a crime thriller novel by CSI's creator Anthony E Zuiker with interstitial video episodes. It pushes the boundaries of traditional publishing by providing the reader with 'calls-to-action' that immerse you further into the action and put you inside the mind of the serial killer.

Hmmm - interesting.....


Mr Zuiker (during an interview in September 09) said "...when the book [is] finished...., I wanted the experience to continue online and in a social community." Cool.

BREAK WK: Watch out for the SHOE PHONE!

No, not referring to 1960's Maxwell Smart, but speaking of current
telecommunications.

Flinders University's Dr Paul Gardner-Stephen says his handmade shoe phone is the first that actually works. It can be walked on for long distances without breaking and is even aviation-approved. He wants the technology commercialized to relay medical information on patients with chronic conditions. He also made a cone of silence that was as functional as the original.

Have a look at www.realshoephone.com

and check out the ABC report on the shoephone's potential use:

Thursday, October 1, 2009

BREAK WK: Australian Web Week - Sydney Oct 2-9

This could be of interest if in Sydney between October 2nd and 9th.

“Australian Web Week celebrates the best of the Australian web industry - sites and applications, designers and designs, innovative Australians taking it to the world. Over ten days professionals across the industry from around the country and the from around the world will come together to connect, learn and celebrate the strength of the Australian web industry.

Featuring workshops, conferences, networking events, meetups, awards nights, exhibitions, parties, immersive mobile experiences, and more, Australian Web Week will be the focal point of the local web industry in 2009.

Australian Web Week bridges the gap between web industry professionals and the broader web-interested community. Web Week not only features events for people who work on the web, but events for the general public showcasing the Australian industry's expertise and exciting local companies and individuals making a global impact, including exhibitions, mobile web based interactive experiences and more.

Australian Web Week is organized by Web Directions, world leading conferences for the web industry. Web Directions, founded in Australia, now hold events in Japan, the US and the UK for thousands each year.”