CYBERSPACE
Cyber space is
the world created by the Internet. The Internet grew out of an American
military project called DARPAnet. You can look at all the things people do in
this 'world', like banking, insuring their cars, socialising (Facebook etc),
finding things (Google etc). You can also take a look at some of infrastructure
that makes the internet work, like domain name servers, ISP's, ICANN and the
like. There are figures available for the size of the Internet economy and
there have been a number of high profile news stories, such as Wikileaks, that
demonstrate the pervasive influence 'cyberspace' now has on our lives. In order
to avoid over loading your audience, you may want to give a brief over view of
what it is and then take one or two things that interest you and cover them in
more depth, as an example of the way that cyberspace has changed our lives.
Cyberspace is interconnected
technology. The term entered the popular culture from science fiction and the
arts but is now used by technology strategists, security professionals,
government, military and industry leaders and entrepreneurs to describe the
domain of the global technology environment. Others consider cyberspace to be
just a notional environment in which communication over computer networks
occurs.
The word became popular in the 1990s
when the uses of the Internet, networking, and digital
Communication was all growing dramatically and the term
"cyberspace" was able to represent the many new ideas and phenomena
that were emerging. It has been called the largest unregulated and uncontrolled
domain in the history of mankind, and is also unique because it is a domain
created by people vice the traditional physical domains.
The parent term of cyberspace is "cybernetics", derived
from the Ancient Greek κυβερνήτης
(kybernētēs, steersman, governor, pilot, or rudder), a word
introduced by Norbert Wiener for his pioneering work in electronic
communication and control science. This word cyberspace first appeared in the
art installation of the same name by danish artisStu sanne Ussing, 1968). 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.
They are sometimes referred to as cybernauts. The term cyberspace has become a
conventional means to describe anything associated with the Internet and the
diverse Internet culture. The United States government recognizes the
interconnected information technology and the interdependent network of
information technology infrastructures 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. 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.
ORIGINS OF CYBERSPACE
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 to us, "cyberspace" was simply about
managing spaces. There was nothing esoteric about it. Nothing digital, either.
It was just a tool. The space was concrete, physical. And in the same interview
Hof continues: Our shared point of departure was that we were working with
physical settings, and we were both frustrated and displeased with the architecture
from the period, particularly when it came to spaces for living. We felt that
there was a need to loosen up the rigid confines of urban planning, giving back
the gift of creativity to individual human beings and allowing them to shape
and design their houses or dwellings themselves – instead of having some clever
architect pop up, telling you how you should live. We were thinking in terms of
open-ended systems where things could grow and evolve as required. For
instance, we imagined a kind of mobile production unit, but unfortunately the
drawings have been lost.
It was a kind of truck with a nozzle at the
back. Like a bee building its hive. The nozzle would emit and apply material
that grew to form amorphous mushrooms or whatever you might imagine. It was
supposed to be computer-controlled, allowing you to create interesting shapes
and sequences of spaces. It was a merging of organic and technological systems,
a new way of structuring the world. And a response that counteracted industrial
uniformity. We had this idea that sophisticated software might enable us to
mimic the way in which nature creates products – where things that belong to
the same family can take different forms. All oak trees are oak trees, but no
two oak trees are exactly alike.
And then a whole new material – polystyrene foam – arrived on the
scene. It behaved like nature in the sense that it grew when its two component
parts were mixed. Almost like a fungal growth. This made it an obvious choice
for our work in Atelier Cyberspace.
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 "Whast ’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 oNf euromancer cited in
this respect is usually the following Cyberspace. A consensual hallucination
experienced daily by billions of legitimate operators, in every nation, by
children being taught mathematical concepts... A graphic representation of data
abstracted from the banks of every computer in the human system. Unthinkable
complexity. Lines of light ranged in the nonspace of the mind, clusters and
constellations of data. Like city lights, receding.
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:
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.
Don Slater uses a metaphor 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, 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 (note the spatial metaphor) in June
1990: In this silent world, all conversation is typed. To enter
it, one forsakes both body and place and becomes a thing of words alone. You
can see what your neighbors are saying (or recently said), but not what either
they or their physical surroundings look like. Town meetings are continuous and
discussions rage on everything from sexual kinks to depreciation schedules.
Whether by one telephonic tendril or millions, they are all connected to one
another.
Collectively, they form what their inhabitants call the Net. It
extends across that immense region of electron states, microwaves, magnetic
fields, light pulses and thought which sci-fi writer William Gibson named
Cyberspace.
As Barlow, and the EFF, continued public education efforts to
promote the idea of "digital rights", the term was increasingly used
during the Internet boom of the late 1990s.
Although the present-day, loose use of the term
"cyberspace" no longer implies or suggests immersion in a virtual
reality, 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 ultimateta x haven. In 1989,
Autodesk, an American multinational corporation that focuses on 2D and 3D
design software, developed a virtual design system called 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. See in particular the following
links: "Cyber power and National Security: Policy Recommendations for a
Strategic Framework," in Cyberpower and National Security, FD Kramer, S.
Starr, L.K. Wentz (ed.), National Defense University Press, Washington (DC) 2009.
RECENT DEFINITIONS OF CYBERSPACE
Cyberspace is a global and dynamic domain (subject to constant
change) characterized by the combined use of electrons and electromagnetic
spectrum, whose purpose is to create, store, modify, exchange, share and
extract, use, eliminate information and disrupt physical resources. Cyberspace
includes: a) physical infrastructures and telecommunications devices that allow
for the connection of technological and communication system networks,
understood in the broadest sense (SCADA devices, smartphones/tablets,
computers, servers, etc.); b) computer systems (see point a) and the related
(sometimes embedded) software that guarantee the domain's basic operational
functioning and connectivity; c) networks between computer systems; d) networks
of networks that connect computer
systems (the distinction between networks and networks of networks
is mainly organizational); e) the access nodes of users and intermediaries
routing nodes; f) constituent data (or resident data). Often, in common
parlance (and sometimes in commercial language), networks of networks are
called Internet (with a lowercase i), while networks between computers are
called intranet. Internet (with a capital I, in journalistic language sometimes
called the Net) can be considered a part of the system a). A distinctive and
constitutive feature of cyberspace is that no central entity exercises control
over all the networks that make up this new domain Just as in the real world
there is no world government, cyberspace lacks an institutionally predefined
hierarchical center. To cyberspace, a domain without a hierarchical ordering
principle, we can therefore extend the definition of international politics
coined by Kenneth Waltz: as being "with no system of law enforceable.
“This does not mean that the dimension of power in cyberspace is absent, nor
that power is dispersed and scattered into a thousand invisible streams, nor
that it is evenly spread across myriad people and organizations, as some
scholars had predicted. On the contrary, cyberspace is characterized by a
precise structuring of hierarchies of power.
The Joint Chiefs of Staff of the United States Department of
Defense define cyberspace as one of five interdependent domains, the remaining
four being land, air, maritime, and space. See United States Cyber Command
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, 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 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 object, and 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 were 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.
Cyberspace is the "place" where a telephone conversation
appears to occur. Not inside your actual phone, the plastic device on your
desk. Not inside the other person's phone, in some other city. The place between the phones.
in the past twenty years, this electrical "space," which was once
thin and dark and one-dimensional—little more than a narrow speaking-tube,
stretching from phone to phone—has flung itself open like a gigantic
jack-in-the-box. Light has flooded upon it, the eerie light of the glowing
computer screen. This dark electric netherworld has become a vast flowering
electronic landscape. Since the 1960s, the world of the telephone has
cross-bred itself with computers and television, and though there is still no
substance to cyberspace, nothing you can handle, it has a strange kind of
physicality now. It makes good sense today to talk of cyberspace as a place all
its own.
CYBERSPACE AS AN INTERNET METAPHOR
The "space" in cyberspace has more in common with the
abstract, mathematical meanings of the term (see space) 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 games 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 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 as of 2006.
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 did Sterling in The
Hacker Crackdown, followed by many journalists), integrating the metaphor
into a widecry ber-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. 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 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 theologian to
distrust art as deceiving people into entering a world which was not real. The
artistic challenge was resurrected with increasing ambition as art became more
and more realistic with the invention of photography, film and immersive
computer simulations.
ADVANTAGES AND DISADVANTAGES OF CYBERSPACE
ADVANTAGES
Some
advantages of cyberspace are informational resources, entertainment, and social
networking.
The
Internet is a virtual library of information. You can get any kind of
information on any topic that you desire, it will be available on the
Internet. There are search engines like Google and Yahoo and they are at your
service 24 hours a day and 7 days a week. You can get information like who was
the first person to fly a plane or the dollar’s current value.
Entertainment
is another popular reason why many people prefer to surf the Internet. You can
download games and music instead of going out of your comfort zone to get the
latest and the hottest game or CD. There are numerous games that can be
downloaded for free. The industry of online gaming has grown drastically. Also, some
of the celebrity websites are some of the uses people do. Like viewing their
twitters or my space pages. Even celebrities are using the Internet effectively
to connect with their fans.
Social
networking also plays a major role in cyberspace. One cannot imagine an online
life without Facebook or Twitter. Social networking has become so popular among
youth that it might one day replace physical networking. It has evolved as a
great medium to connect with millions of people with similar interests. Apart
from finding long-lost friends, you can also look for job, business
opportunities on forums, communities etc. Besides, there are chat rooms where
users can meet new and interesting people. Some of them may even end up finding
their life partners.
Some
disadvantages may be theft of personal information, spamming, and virus
threats.
DISADVANTAGES
If
you use the Internet for online banking, social networking or other services,
you may risk a theft to your personal information such as name, address, credit
card number etc. Unscrupulous people can access this information through
unsecured connections or by planting software and then use your personal
details for their benefit. Needless to say, this may land you in serious
trouble.
Spamming refers to sending unwanted e-mails in bulk, which provide no purpose and needlessly obstruct the entire system. Such illegal activities can be very frustrating for you as it makes your Internet slower and less reliable.
Spamming refers to sending unwanted e-mails in bulk, which provide no purpose and needlessly obstruct the entire system. Such illegal activities can be very frustrating for you as it makes your Internet slower and less reliable.
Internet
users are often plagued by virus attacks on their systems. Virus programs are a
head headache and may get activated if you click a harmless link. Computers
connected to the Internet are very prone to targeted virus attacks and may end
up crashing.
The
disadvantages outweigh the advantages more because of the security and dangers
that is entitles within. You never know who is accessing your personal
information and what they will do with it.
See also: ASTERIOD
See also: ASTERIOD
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