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Saturday, December 8, 2018

Sociology of the Internet

From Wikipedia, the free encyclopedia

The sociology of the Internet involves the application of sociological theory and method to the Internet as a source of information and communication. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime.

The Internet—the newest in a series of major information breakthroughs—is of interest for sociologists in various ways: as a tool for research, for example, in using online questionnaires instead of paper ones, as a discussion platform, and as a research topic. The sociology of the Internet in the stricter sense concerns the analysis of online communities (e.g. as found in newsgroups), virtual communities and virtual worlds, organizational change catalyzed through new media such as the Internet, and social change at-large in the transformation from industrial to informational society (or to information society). Online communities can be studied statistically through network analysis and at the same time interpreted qualitatively, such as through virtual ethnography. Social change can be studied through statistical demographics or through the interpretation of changing messages and symbols in online media studies.

Emergence of the discipline

The Internet is a relatively new phenomenon. As Robert Darnton wrote, it is a revolutionary change that "took place yesterday, or the day before, depending on how you measure it." The Internet developed from the ARPANET, dating back to 1969; as a term it was coined in 1974. The World Wide Web as we know it was shaped in the mid-1990s, when graphical interface and services like email became popular and reached wider (non-scientific and non-military) audiences and commerce. Internet Explorer was first released in 1995; Netscape a year earlier. Google was founded in 1998. Wikipedia was founded in 2001. Facebook, MySpace, and YouTube in the mid-2000s. Web 2.0 is still emerging. The amount of information available on the net and the number of Internet users worldwide has continued to grow rapidly. The term 'digital sociology' is now becoming increasingly used to denote new directions in sociological research into digital technologies since Web 2.0.

Research trends

According to DiMaggio et al. (1999), research tends to focus on the Internet's implications in five domains:
  1. inequality (the issues of digital divide)
  2. public and social capital (the issues of date displacement)
  3. political participation (the issues of public sphere, deliberative democracy and civil society)
  4. organizations and other economic institutions
  5. cultural participation and cultural diversity
Early on, there were predictions that the Internet would change everything (or nothing); over time, however, a consensus emerged that the Internet, at least in the current phase of development, complements rather than displaces previously implemented media. This has meant a rethinking of the 1990s ideas of "convergence of new and old media". Further, the Internet offers a rare opportunity to study changes caused by the newly emerged - and likely, still evolving - information and communication technology (ICT).

Social impact

The Internet has created new forums of social interaction and social relations including social networking websites such as Facebook and MySpace and sites such as meetup.com and Couchsurfing which facilitate offline interaction. 

Though virtual communities were once thought to be composed of strictly virtual social ties, researchers often find that even those social ties formed in virtual spaces are often maintained both online and offline 

There are ongoing debates about the impact of the Internet on strong and weak ties, whether the Internet is creating more or less social capital, the Internet's role in trends towards social isolation, and whether it creates a more or less diverse social environment.

It is often said the Internet is a new frontier, and there is a line of argument to the effect that social interaction, cooperation and conflict among users resembles the anarchistic and violent American frontier of the early 19th century.

In March 2014, researchers from the Benedictine University at Mesa in Arizona studied how online interactions affect face-to-face meetings. The study is titled, "Face to Face Versus Facebook: Does Exposure to Social Networking Web Sites Augment or Attenuate Physiological Arousal Among the Socially Anxious," published in Cyberpsychology, Behavior, and Social Networking. They analyzed 26 female students with electrodes to measure social anxiety. Prior to meeting people, the students were shown pictures of the subject they were expected to meet. Researchers found that meeting someone face-to-face after looking at their photos increases arousal, which the study linked to an increase in social anxiety. These findings confirm previous studies that found that socially anxious people prefer online interactions. The study also recognized that the stimulated arousal can be associated with positive emotions and could lead to positive feelings.

Recent research has taken the Internet of Things within its purview, as global networks of interconnected everyday objects are said to be the next step in technological advancement. Certainly, global space- and earth-based networks are expanding coverage of the IoT at a fast pace. This has a wide variety of consequences, with current applications in the health, agriculture, traffic and retail fields. Companies such as Samsung and Sigfox have invested heavily in said networks, and their social impact will have to be measured accordingly, with some sociologists suggesting the formation of socio-technical networks of humans and technical systems. Issues of privacy, right to information, legislation and content creation will come into public scrutiny in light of these technological changes.

The impact on children

Technological devices can be used intensively.

Researchers have investigated the use of technology (as opposed to the Internet) by children and how it can be used excessively, where it can cause medical health and psychological issues. The use of technological devices by children can cause them to become addicted to them and can lead them to experience negative effects such as depression, attention problems, loneliness, anxiety, aggression and solitude. Children constantly playing video games or taking part in internet activities correlates with "ill-being". Studies conducted on the use of television by children have also shown negative affects it has on them, such as causing them to have an unhealthier sleeping quality or for them to have a decrease in their ability to pay attention. There are educational shows children can watch, but the ones that stand out the most to them are the ones that contain inappropriate actions or words and that is where children begin to develop behavioral issues if they decide to mimic what they see or hear. Some video games contain violent elements, which cause children to partake in aggressive actions if they imitate what they see. Technology has changed over the years and it not only includes the use of television, but now comprises the use of iPads and cell phones due to modernization occurring worldwide. Obesity is another result from the use of technology by children, due to how children may prefer to use their technological devices rather than doing any form of physical activity. Parents can take control and implement restrictions to the use of technological devices by their children, which will decrease the negative results technology can have if it is prioritized as well as help put a limit to it being used excessively.

Children can use technology to enhance their learning skills - for example: using online programs to improve the way they learn how to read or do math. The resources technology provides for children may enhance their skills, but children should be cautious of what they get themselves into due to how cyber bullying may occur. Cyber bullying can cause academic and psychological affects due to how children are suppressed by people who bully them through the Internet. When technology is introduced to children they are not forced to accept it, but instead children are permitted to have an input on what they feel about either deciding to use their technological device or not. Social exclusion in the classroom occurs to children who associate themselves more with using computers, which causes them to exclude themselves from the classroom's everyday context due to how they grow more attached to the device. Children who are socially popular are the ones who try and get away from using any form of technological skills they can possibly develop due to how they believe technological devices, such as a computer can be a threat to their social identities. The routines of children have changed due to their use of the technological device they have been introduced to, but "while the children's health and quality of life benefited from the technology, the time demands of the care routines and lack of compatibility with other social and institutional timeframes had some negative implications". Children prioritizing their technological device has put a limit on their capabilities to take part in employment, school and in having a social life overall.

Technology can have negative impacts on the lives of children and can be an essential learning tool that can encourage cognitive, linguistic and social development. Children that use technological devices have had greater gains in problem-solving, intelligence, language skills and structural knowledge in comparison to those children who have not incorporated the use of technology in their learning. In research conducted, "studies did find improvements in student scores on tests closely related to material covered in computer-assisted instructional packages", which demonstrates how technology can have positive influences on children by improving their learning capabilities. Problems have arisen between children and their parents as well when parents limit what children can use their technological devices for, specifically what they can and cannot watch on their devices, making children frustrated. Studies have found that "the average child in this country spends over 6 hours each day with some form of mediated communication", meaning that children spend more time with their technological device rather than spending that time with their family or friends. The introduction of technology to children has the positive outcome of increasing a child's learning capabilities, but can have the negative outcome of affecting a child's behavior in acting more isolated from the rest of society.

Political organization and censorship

The Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States became famous for its ability to generate donations via the Internet, and the 2008 campaign of Barack Obama became even more so. Increasingly, social movements and other organizations use the Internet to carry out both traditional and the new Internet activism.

Governments are also getting online. Some countries, such as those of Cuba, Iran, North Korea, Myanmar, the People's Republic of China, and Saudi Arabia use filtering and censoring software to restrict what people in their countries can access on the Internet. In the United Kingdom, they also use software to locate and arrest various individuals they perceive as a threat. Other countries including the United States, have enacted laws making the possession or distribution of certain material such as child pornography illegal but do not use filtering software. In some countries Internet service providers have agreed to restrict access to sites listed by police.

Economics

While much has been written of the economic advantages of Internet-enabled commerce, there is also evidence that some aspects of the Internet such as maps and location-aware services may serve to reinforce economic inequality and the digital divide. Electronic commerce may be responsible for consolidation and the decline of mom-and-pop, brick and mortar businesses resulting in increases in income inequality.

Philanthropy

The spread of low-cost Internet access in developing countries has opened up new possibilities for peer-to-peer charities, which allow individuals to contribute small amounts to charitable projects for other individuals. Websites such as Donors Choose and Global Giving now allow small-scale donors to direct funds to individual projects of their choice. 

A popular twist on Internet-based philanthropy is the use of peer-to-peer lending for charitable purposes. Kiva pioneered this concept in 2005, offering the first web-based service to publish individual loan profiles for funding. Kiva raises funds for local intermediary microfinance organizations which post stories and updates on behalf of the borrowers. Lenders can contribute as little as $25 to loans of their choice, and receive their money back as borrowers repay. Kiva falls short of being a pure peer-to-peer charity, in that loans are disbursed before being funded by lenders and borrowers do not communicate with lenders themselves. However, the recent spread of cheap Internet access in developing countries has made genuine peer-to-peer connections increasingly feasible. In 2009 the US-based nonprofit Zidisha tapped into this trend to offer the first peer-to-peer microlending platform to link lenders and borrowers across international borders without local intermediaries. Inspired by interactive websites such as Facebook and eBay, Zidisha's microlending platform facilitates direct dialogue between lenders and borrowers and a performance rating system for borrowers. Web users worldwide can fund loans for as little as a dollar.

Leisure

The Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments such as MUDs and MOOs being conducted on university servers, and humor-related Usenet groups receiving much of the main traffic. Today, many Internet forums have sections devoted to games and funny videos; short cartoons in the form of Flash movies are also popular. Over 6 million people use blogs or message boards as a means of communication and for the sharing of ideas. 

The pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other websites. Although governments have made attempts to censor Internet porn, Internet service providers have told governments that these plans are not feasible. Also many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity. 

One area of leisure on the Internet is online gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing video games to online gambling. This has revolutionized the way many people interact and spend their free time on the Internet.

While online gaming has been around since the 1970s, modern modes of online gaming began with services such as GameSpy and MPlayer, to which players of games would typically subscribe. Non-subscribers were limited to certain types of gameplay or certain games. 

Many use the Internet to access and download music, movies and other works for their enjoyment and relaxation. As discussed above, there are paid and unpaid sources for all of these, using centralized servers and distributed peer-to-peer technologies. Discretion is needed as some of these sources take more care over the original artists' rights and over copyright laws than others.

Many use the World Wide Web to access news, weather and sports reports, to plan and book holidays and to find out more about their random ideas and casual interests. 

People use chat, messaging and e-mail to make and stay in touch with friends worldwide, sometimes in the same way as some previously had pen pals. Social networking websites like MySpace, Facebook and many others like them also put and keep people in contact for their enjoyment. 

The Internet has seen a growing number of Web desktops, where users can access their files, folders, and settings via the Internet. 

Cyberslacking has become a serious drain on corporate resources; the average UK employee spends 57 minutes a day surfing the Web at work, according to a study by Peninsula Business Services.

What Einstein meant by ‘God does not play dice’


21 November, 2018

Jim Baggott is an award-winning British popular science writer and author, with more than 25 years’ experience writing on topics in science, philosophy and history. His latest book is Quantum Space: Loop Quantum Gravity and the Search for the Structure of Space, Time, and the Universe (2018). He lives in Reading, UK.
Brought to you by curio.io, an Aeon partner

Edited by Nigel Warburton

<p>Is or is not? Albert Einstein and Nils Bohr attend the Solway conference in 1920 in Brussels, Belgium. <em>Photo courtesy Wikipedia</em></p>
Is or is not? Albert Einstein and Nils Bohr attend the Solway conference in 1920 in Brussels, Belgium. Photo courtesy Wikipedia

‘The theory produces a good deal but hardly brings us closer to the secret of the Old One,’ wrote Albert Einstein in December 1926. ‘I am at all events convinced that He does not play dice.’

Einstein was responding to a letter from the German physicist Max Born. The heart of the new theory of quantum mechanics, Born had argued, beats randomly and uncertainly, as though suffering from arrhythmia. Whereas physics before the quantum had always been about doing this and getting that, the new quantum mechanics appeared to say that when we do this, we get that only with a certain probability. And in some circumstances we might get the other.

Einstein was having none of it, and his insistence that God does not play dice with the Universe has echoed down the decades, as familiar and yet as elusive in its meaning as E = mc2. What did Einstein mean by it? And how did Einstein conceive of God?

Hermann and Pauline Einstein were nonobservant Ashkenazi Jews. Despite his parents’ secularism, the nine-year-old Albert discovered and embraced Judaism with some considerable passion, and for a time he was a dutiful, observant Jew. Following Jewish custom, his parents would invite a poor scholar to share a meal with them each week, and from the impoverished medical student Max Talmud (later Talmey) the young and impressionable Einstein learned about mathematics and science. He consumed all 21 volumes of Aaron Bernstein’s joyful Popular Books on Natural Science (1880). Talmud then steered him in the direction of Immanuel Kant’s Critique of Pure Reason (1781), from which he migrated to the philosophy of David Hume. From Hume, it was a relatively short step to the Austrian physicist Ernst Mach, whose stridently empiricist, seeing-is-believing brand of philosophy demanded a complete rejection of metaphysics, including notions of absolute space and time, and the existence of atoms.

But this intellectual journey had mercilessly exposed the conflict between science and scripture. The now 12-year-old Einstein rebelled. He developed a deep aversion to the dogma of organised religion that would last for his lifetime, an aversion that extended to all forms of authoritarianism, including any kind of dogmatic atheism.

This youthful, heavy diet of empiricist philosophy would serve Einstein well some 14 years later. Mach’s rejection of absolute space and time helped to shape Einstein’s special theory of relativity (including the iconic equation E = mc2), which he formulated in 1905 while working as a ‘technical expert, third class’ at the Swiss Patent Office in Bern. Ten years later, Einstein would complete the transformation of our understanding of space and time with the formulation of his general theory of relativity, in which the force of gravity is replaced by curved spacetime. But as he grew older (and wiser), he came to reject Mach’s aggressive empiricism, and once declared that ‘Mach was as good at mechanics as he was wretched at philosophy.’

Over time, Einstein evolved a much more realist position. He preferred to accept the content of a scientific theory realistically, as a contingently ‘true’ representation of an objective physical reality. And, although he wanted no part of religion, the belief in God that he had carried with him from his brief flirtation with Judaism became the foundation on which he constructed his philosophy. When asked about the basis for his realist stance, he explained: ‘I have no better expression than the term “religious” for this trust in the rational character of reality and in its being accessible, at least to some extent, to human reason.’

But Einstein’s was a God of philosophy, not religion. When asked many years later whether he believed in God, he replied: ‘I believe in Spinoza’s God, who reveals himself in the lawful harmony of all that exists, but not in a God who concerns himself with the fate and the doings of mankind.’ Baruch Spinoza, a contemporary of Isaac Newton and Gottfried Leibniz, had conceived of God as identical with nature. For this, he was considered a dangerous heretic, and was excommunicated from the Jewish community in Amsterdam.

Einstein’s God is infinitely superior but impersonal and intangible, subtle but not malicious. He is also firmly determinist. As far as Einstein was concerned, God’s ‘lawful harmony’ is established throughout the cosmos by strict adherence to the physical principles of cause and effect. Thus, there is no room in Einstein’s philosophy for free will: ‘Everything is determined, the beginning as well as the end, by forces over which we have no control … we all dance to a mysterious tune, intoned in the distance by an invisible player.’

The special and general theories of relativity provided a radical new way of conceiving of space and time and their active interactions with matter and energy. These theories are entirely consistent with the ‘lawful harmony’ established by Einstein’s God. But the new theory of quantum mechanics, which Einstein had also helped to found in 1905, was telling a different story. Quantum mechanics is about interactions involving matter and radiation, at the scale of atoms and molecules, set against a passive background of space and time.

Earlier in 1926, the Austrian physicist Erwin Schrödinger had radically transformed the theory by formulating it in terms of rather obscure ‘wavefunctions’. Schrödinger himself preferred to interpret these realistically, as descriptive of ‘matter waves’. But a consensus was growing, strongly promoted by the Danish physicist Niels Bohr and the German physicist Werner Heisenberg, that the new quantum representation shouldn’t be taken too literally.

In essence, Bohr and Heisenberg argued that science had finally caught up with the conceptual problems involved in the description of reality that philosophers had been warning of for centuries. Bohr is quoted as saying: ‘There is no quantum world. There is only an abstract quantum physical description. It is wrong to think that the task of physics is to find out how nature is. Physics concerns what we can say about nature.’ This vaguely positivist statement was echoed by Heisenberg: ‘[W]e have to remember that what we observe is not nature in itself but nature exposed to our method of questioning.’ Their broadly antirealist ‘Copenhagen interpretation’ – denying that the wavefunction represents the real physical state of a quantum system – quickly became the dominant way of thinking about quantum mechanics. More recent variations of such antirealist interpretations suggest that the wavefunction is simply a way of ‘coding’ our experience, or our subjective beliefs derived from our experience of the physics, allowing us to use what we’ve learned in the past to predict the future.

But this was utterly inconsistent with Einstein’s philosophy. Einstein could not accept an interpretation in which the principal object of the representation – the wavefunction – is not ‘real’. He could not accept that his God would allow the ‘lawful harmony’ to unravel so completely at the atomic scale, bringing lawless indeterminism and uncertainty, with effects that can’t be entirely and unambiguously predicted from their causes.

The stage was thus set for one of the most remarkable debates in the entire history of science, as Bohr and Einstein went head-to-head on the interpretation of quantum mechanics. It was a clash of two philosophies, two conflicting sets of metaphysical preconceptions about the nature of reality and what we might expect from a scientific representation of this. The debate began in 1927, and although the protagonists are no longer with us, the debate is still very much alive.

And unresolved.

I don’t think Einstein would have been particularly surprised by this. In February 1954, just 14 months before he died, he wrote in a letter to the American physicist David Bohm: ‘If God created the world, his primary concern was certainly not to make its understanding easy for us.’
 

Cyberpunk derivatives

From Wikipedia, the free encyclopedia

A number of cyberpunk derivatives have become recognized as distinct subgenres in speculative fiction. These derivatives, though they do not share cyberpunk's computers-focused setting, may display other qualities drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a particular approach to social themes.

One of the most well-known of these subgenres, steampunk, has been defined as a "kind of technological fantasy", and others in this category sometimes also incorporate aspects of science fantasy and historical fantasy. Scholars have written of these subgenres' stylistic place in postmodern literature, and also their ambiguous interaction with the historical perspective of postcolonialism.

American author Bruce Bethke coined the term "cyberpunk" in his 1980 short story of the same name, proposing it as a label for a new generation of punk teenagers inspired by the perceptions inherent to the Information Age. The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey, and others. Science fiction author Lawrence Person, in defining postcyberpunk, summarized the characteristics of cyberpunk thus:
Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.
The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined cyberpunk subculture; where the small cyber movement shares themes with cyberpunk fiction and draws inspiration from punk and goth alike, cyberculture is much more popular though much less defined, encompassing virtual communities and cyberspace in general and typically embracing optimistic anticipations about the future. Cyberpunk is nonetheless regarded as a successful genre, as it ensnared many new readers and provided the sort of movement that postmodern literary critics found alluring. Furthermore, author David Brin argues, cyberpunk made science fiction more attractive and profitable for mainstream media and the visual arts in general.

Futuristic derivatives

Biopunk

Biopunk emerged during the 1990s and focuses on the near-future unintended consequences of the biotechnology revolution following the discovery of recombinant DNA. Biopunk fiction typically describes the struggles of individuals or groups, often the product of human experimentation, against a backdrop of totalitarian governments or megacorporations which misuse biotechnologies as means of social control or profiteering. Unlike cyberpunk, it builds not on information technology but on biorobotics and synthetic biology. As in postcyberpunk however, individuals are usually modified and enhanced not with cyberware, but by genetic manipulation of their chromosomes.

Nanopunk

Nanopunk refers to an emerging subgenre of speculative science fiction still very much in its infancy in comparison to other genres like that of cyberpunk. The genre is similar to biopunk, but describes a world in which the use of biotechnology is limited or prohibited, and only nanites and nanotechnology is in wide use (while in biopunk bio- and nanotechnologies often coexist). Currently the genre is more concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself. Still, one of the most prominent examples of nanopunk is Crysis video game series. And much lesser famous examples is Generator Rex and Transcendence.

Postcyberpunk

As new writers and artists began to experiment with cyberpunk ideas, new varieties of fiction emerged, sometimes addressing the criticisms leveled at the original cyberpunk stories. Lawrence Person wrote in an essay he posted to the Internet forum Slashdot in 1998:
The best of cyberpunk conveyed huge cognitive loads about the future by depicting (in best "show, don't tell" fashion) the interaction of its characters with the quotidian minutia of their environment. In the way they interacted with their clothes, their furniture, their decks and spex, cyberpunk characters told you more about the society they lived in than "classic" SF stories did through their interaction with robots and rocketships.

Postcyberpunk uses the same immersive world-building technique, but features different characters, settings, and, most importantly, makes fundamentally different assumptions about the future. Far from being alienated loners, postcyberpunk characters are frequently integral members of society (i.e., they have jobs). They live in futures that are not necessarily dystopic (indeed, they are often suffused with an optimism that ranges from cautious to exuberant), but their everyday lives are still impacted by rapid technological change and an omnipresent computerized infrastructure.
Person advocates using the term "postcyberpunk" for the strain of science fiction he describes. In this view, typical postcyberpunk stories explore themes related to a "world of accelerating technological innovation and ever-increasing complexity in ways relevant to our everyday lives" with a continued focus on social aspects within a post-third industrial-era society, such as of ubiquitous dataspheres and cybernetic augmentation of the human body. Unlike cyberpunk its works may portray a utopia or to blend elements of both extremes into a more mature (to cyberpunk) societal vision. Rafael Miranda Huereca states:
In this fictional world, the unison in the hive becomes a power mechanism which is executed in its capillary form, not from above the social body but from within. This mechanism as Foucault remarks is a form of power, which "reaches into the very grain of individuals, touches their bodies and inserts itself into their actions and attitudes, their discourses, learning processes and everyday lives." In postcyberpunk unitopia 'the capillary mechanism' that Foucault describes is literalized. Power touches the body through the genes, injects viruses to the veins, takes the forms of pills and constantly penetrates the body through its surveillance systems; collects samples of body substance, reads finger prints, even reads the ‘prints’ that are not visible, the ones which are coded in the genes. The body responds back to power, communicates with it; supplies the information that power requires and also receives its future conduct as a part of its daily routine. More importantly, power does not only control the body, but also designs, (re)produces, (re)creates it according to its own objectives. Thus, human body is re-formed as a result of the transformations of the relations between communication and power.
The Daemon novels by Daniel Suarez could be considered postcyberpunk in that sense. In addition to themes of its ancestral genre postcyberpunk might also combine elements of nanopunk and biopunk. Often named examples of postcyberpunk novels are Neal Stephenson's The Diamond Age and Bruce Sterling's Holy Fire. In television, Ghost in the Shell: Stand Alone Complex has been called "the most interesting, sustained postcyberpunk media work in existence". In 2007, SF writers James Patrick Kelly and John Kessel published Rewired: The Post-Cyberpunk Anthology. Like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill defined.

Retrofuturistic derivatives

As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, playing off the cyberpunk label, and focusing on technology and its social effects in different ways. Many derivatives of cyberpunk are retro-futuristic, based either on the futuristic visions of past eras, especially from the first and second industrial revolution technological-eras, or more recent extrapolations or exaggerations of the actual technology of those eras.

Steampunk

The word "steampunk" was invented in 1987 as a jocular reference to some of the novels of Tim Powers, James P. Blaylock, and K. W. Jeter. When Gibson and Sterling entered the subgenre with their 1990 collaborative novel The Difference Engine the term was being used earnestly as well. Alan Moore's and Kevin O'Neill's 1999 The League of Extraordinary Gentlemen historical fantasy comic book series (and the subsequent 2003 film adaption) popularized the steampunk genre and helped propel it into mainstream fiction.

The most immediate form of steampunk subculture is the community of fans surrounding the genre. Others move beyond this, attempting to adopt a "steampunk" aesthetic through fashion, home decor and even music. This movement may also be (perhaps more accurately) described as "Neo-Victorianism", which is the amalgamation of Victorian aesthetic principles with modern sensibilities and technologies. This characteristic is particularly evident in steampunk fashion which tends to synthesize punk, goth and rivet styles as filtered through the Victorian era. As an object style, however, steampunk adopts more distinct characteristics with various craftspersons modding modern-day devices into a pseudo-Victorian mechanical "steampunk" style. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.

Dieselpunk

Dieselpunk

Dieselpunk is a genre and art style based on the aesthetics popular between World War I and the end of World War II. The style combines the artistic and genre influences of the period (including pulp magazines, serial films, film noir, art deco, and wartime pin-ups) with retro-futuristic technology and postmodern sensibilities. First coined in 2001 as a marketing term by game designer Lewis Pollak to describe his role-playing game Children of the Sun, dieselpunk has grown to describe a distinct style of visual art, music, motion pictures, fiction, and engineering. Examples include the movies Iron Sky, Rocketeer, K-20: Legend of the Mask, Sky Captain and the World of Tomorrow and Dark City, and the games Crimson Skies, Greed Corp, Gatling Gears, BioShock and its sequel BioShock 2, The Legend of Korra and Skullgirls.

Other proposed retrofuturistic derivatives

There have been a handful of divergent terms based on the general concepts of steampunk. These are typically considered unofficial and are often invented by readers, or by authors referring to their own works, often humorously.

A large number of terms have been used by the GURPS roleplaying game Steampunk to describe anachronistic technologies and settings, including stonepunk, bronzepunk, sandalpunk, candlepunk, and transistorpunk. These terms have seen very little use outside GURPS.

Stonepunk

Stonepunk refers to works set roughly during the Stone Age in which the characters utilize Neolithic Revolution–era technology constructed from materials more or less consistent with the time period, but possessing anachronistic complexity and function. The Flintstones franchise and its various spin offs, Roland Emmerich's 10,000 BC, and the flashback scenes in Cro fall under this category. Literary examples include Edgar Rice Burrough's Back to the Stone Age and The Land that Time Forgot, and Jean M. Auel's "Earth’s Children" series, starting with The Clan of the Cave Bear.

Clockpunk

Clockpunk portrays Renaissance-era science and technology based on pre-modern designs, in the vein of Mainspring by Jay Lake, and Whitechapel Gods by S. M. Peters. Examples of clockpunk include The Blazing World by Margaret Cavendish,[26] Astro-Knights Island in the nonlinear game Poptropica, the 2011 film version of The Three Musketeers, as well as the videogames Thief: The Dark Project, Syberia and Assassins Creed 2.

The term was coined by the GURPS role playing system.

Rococopunk

Rococopunk is a whimsical punk derivative that thrusts punk attitude into the late baroque period. Although it is a fairly recent derivative, it is a style that is visually very similar to the New Romantic movement of the 1980s (particularly such groups as Adam and the Ants). As one steampunk scholar put it, "Imagine a world where the Rococo period never ended, and it had a lovechild with Sid Vicious. Rococopunk has most recently been featured on The X Factor through the artist known as Prince Poppycock. Fashion designer Vivienne Westwood, often known as "the Queen of Punk Fashion", also mixes Rococo with punk stylings.

Raypunk

Raypunk is a distinctive (sub)genre which deals with scenarios, technologies, beings or environments, very different from everything that we know or what is possible here on Earth or by science. Covers space surrealism, parallel worlds, alien art, technological psychedelia, non-standard "science", alternative or distorted/twisted reality and so on. Predecessor to atompunk with similar "cosmic" themes but mostly without explicit nuclear power or exactly described technology and with more archaic/schematic/artistic style, dark, obscure, cheesy, weird, mysterious, dreamy, hazy or etheric atmosphere (origins before 1880-1950), parallel to steampunk, dieselpunk and teslapunk.

Nowpunk

Nowpunk is a term invented by Bruce Sterling, which he applied to contemporary fiction set in the time period (particularly in the post-Cold War 1990s to the present) in which the fiction is being published, i.e. all contemporary fiction. Sterling used the term to describe his book The Zenith Angle, which follows the story of a hacker whose life is changed by the September 11, 2001 attacks.

Decopunk

Decopunk is a recent subset of Dieselpunk, centered around the art deco and Streamline Moderne art styles, and based around the period between the 1920s and 1950s. In an interview at CoyoteCon, steampunk author Sara M. Harvey made the distinctions "shinier than dieselpunk, more like decopunk", and "Dieselpunk is a gritty version of steampunk set in the 1920s–1950s. The big war eras, specifically. Decopunk is the sleek, shiny very art deco version; same time period, but everything is chrome!" Its fandom arose around 2008. Possibly the most notable examples of this are the first two BioShock games, and the cartoon Batman: The Animated Series which included neo-noir elements along with modern elements such as the use of VHS cassettes.

Atompunk

Atompunk (sometimes called "atomicpunk") relates to the pre-digital short twentieth century, specifically the period of 1945–1965, including mid-century Modernism, the Atomic Age, Jet Age and Space Age, Communism and concern about it exaggerated as paranoia in the U.S. along with Neo-Soviet styling, underground cinema, Googie architecture, Sputnik and the Space Race, early Cold War espionage, superhero fiction and comic books, the rise of the US military/industrial powers and the fall-out of Chernobyl. Its aesthetic tends toward Populuxe and Raygun Gothic, which describe a retro-futuristic vision of the world. Notable examples of Atompunk in popular media include the Fallout and S.T.A.L.K.E.R. series of videogames, both receiving widespread distribution and critical acclaim.

Steelpunk

Steelpunk focuses on the technologies that had their heyday in the late 20th century. In a post describing Steelpunk on the SFFWorld website it is characterised as being “about hardware, not software, the real not the virtual, megatech not nanotech. The artefacts of Steelpunk aren’t grown, printed or programmed, they’re built. With rivets.” Examples given in the post include Mad Max, Iron Man and Snowpiercer. Other writers suggest Harry Harrison’s Stainless Steel Rat series, the Heinlein juveniles and the film Sky Captain and the World of Tomorrow.

Cyberprep

Cyberprep is a term with a very similar meaning to postcyberpunk. The word is an amalgam of the prefix "cyber-", referring to cybernetics, and "preppy", reflecting its divergence from the punk elements of cyberpunk. A cyberprep world assumes that all the technological advancements of cyberpunk speculation have taken place but life is utopian rather than gritty and dangerous. Since society is largely leisure-driven, advanced body modifications are used for sports, pleasure and self-improvement. An example would be Scott Westerfeld's Uglies series.

Other proposed fantastic derivatives

Elfpunk

Elfpunk is subgenre of urban fantasy in which traditional mythological creatures such as faeries and elves are transplanted from rural folklore into modern urban settings and has been seen in books since the 1980s including works such as War of the Oaks by Emma Bull, Gossamer Axe by Gael Baudino, and The Iron Dragons' Daughter by Michael Swanwick. During the awards ceremony for the 2007 National Book Awards, judge Elizabeth Partridge expounded on the distinction between elfpunk and urban fantasy, citing fellow judge Scott Westerfeld's thoughts on the works of Holly Black who is considered "classic elfpunk—there's enough creatures already, and she's using them. Urban fantasy, though, can have some totally made-up f*cked-up [sic] creatures".

Mythpunk

Catherynne M. Valente uses the term "mythpunk" to describe a subgenre of mythic fiction which starts in folklore and myth and adds elements of postmodern literary techniques. As the -punk appendage implies, mythpunk is subversive. In particular, it uses aspects of folklore to subvert or question dominant societal norms, often bringing in a feminist and/or multicultural approach. It confronts, instead of conforms to, societal norms. Valente describes mythpunk as breaking "mythologies that defined a universe where women, queer folk, people of color, people who deviate from the norm were invisible or never existed" and then "piecing it back together to make something strange and different and wild".

Typically, mythpunk narratives focus on transforming folkloric source material rather than retelling it, often through postmodern literary techniques such as non-linear storytelling, worldbuilding, confessional poetry, as well as modern linguistic and literary devices. The use of folklore is especially important because folklore is "often a battleground between subversive and conservative forces" and a medium for constructing new societal norms. Through postmodern literary techniques, mythpunk authors change the structures and traditions of folklore, "negotiating—and validating—different norms".

Most works of mythpunk have been published by small presses, such as Strange Horizons, because "anything playing out on the edge is going to have truck with the small presses at some point, because small presses take big risks". Writers whose works would fall under the mythpunk label include Ekaterina Sedia, Theodora Goss, Neil Gaiman, Sonya Taaffe, Adam Christopher, and the anonymous author behind the pen name "B.L.A. and G.B. Gabbler". Valente's novel Deathless is a good example of mythpunk, drawing from classic Russian folklore to tell the tale of Koshchei the Deathless from a female perspective.

Swordpunk

Another punk subgenre that depicts a highly technological society where societal issues remain stagnant around the middle ages. It could be considered a more extreme version of swordpunk where society is pushed further back and technology centuries forward, coexisting feudal kingdoms and sword fights with gene recombination, AI and such.

Posthuman

From Wikipedia, the free encyclopedia

Posthuman or post-human is a concept originating in the fields of science fiction, futurology, contemporary art, and philosophy that literally means a person or entity that exists in a state beyond being human. The concept addresses questions of ethics and justice, language and trans-species communication, social systems, and the intellectual aspirations of interdisciplinarity.

Posthumanism is not to be confused with transhumanism (the nanobiotechnological enhancement of human beings) and narrow definitions of the posthuman as the hoped-for transcendence of materiality. The notion of the posthuman comes up both in posthumanism as well as transhumanism, but it has a special meaning in each tradition. In 2017, Penn State University Press in cooperation with Stefan Lorenz Sorgner and James Hughes (sociologist) established the "Journal of Posthuman Studies" in which all aspects of the concept "posthuman" can be analysed.

Posthumanism

In critical theory, the posthuman is a speculative being that represents or seeks to re-conceive the human. It is the object of posthumanist criticism, which critically questions humanism, a branch of humanist philosophy which claims that human nature is a universal state from which the human being emerges; human nature is autonomous, rational, capable of free will, and unified in itself as the apex of existence. Thus, the posthuman position recognizes imperfectability and disunity within him or herself, and understands the world through heterogeneous perspectives while seeking to maintain intellectual rigour and a dedication to objective observations. Key to this posthuman practice is the ability to fluidly change perspectives and manifest oneself through different identities. The posthuman, for critical theorists of the subject, has an emergent ontology rather than a stable one; in other words, the posthuman is not a singular, defined individual, but rather one who can "become" or embody different identities and understand the world from multiple, heterogeneous perspectives.

Critical discourses surrounding posthumanism are not homogeneous, but in fact present a series of often contradictory ideas, and the term itself is contested, with one of the foremost authors associated with posthumanism, Manuel de Landa, decrying the term as "very silly." Covering the ideas of, for example, Robert Pepperell's The Posthuman Condition, and Hayles's How We Became Posthuman under a single term is distinctly problematic due to these contradictions. 

The posthuman is roughly synonymous with the "cyborg" of A Cyborg Manifesto by Donna Haraway. Haraway's conception of the cyborg is an ironic take on traditional conceptions of the cyborg that inverts the traditional trope of the cyborg whose presence questions the salient line between humans and robots. Haraway's cyborg is in many ways the "beta" version of the posthuman, as her cyborg theory prompted the issue to be taken up in critical theory. Following Haraway, Hayles, whose work grounds much of the critical posthuman discourse, asserts that liberal humanism—which separates the mind from the body and thus portrays the body as a "shell" or vehicle for the mind—becomes increasingly complicated in the late 20th and 21st centuries because information technology puts the human body in question. Hayles maintains that we must be conscious of information technology advancements while understanding information as "disembodied," that is, something which cannot fundamentally replace the human body but can only be incorporated into it and human life practices.

Post-posthumanism and post-cyborg ethics

The idea of post-posthumanism (post-cyborgism) has recently been introduced. This body of work outlines the after-effects of long-term adaptation to cyborg technologies and their subsequent removal, e.g., what happens after 20 years of constantly wearing computer-mediating eyeglass technologies and subsequently removing them, and of long-term adaptation to virtual worlds followed by return to "reality." and the associated post-cyborg ethics (e.g. the ethics of forced removal of cyborg technologies by authorities, etc.).

Posthuman political and natural rights have been framed on a spectrum with animal rights and human rights. Posthumanism broadens the scope of what it means to be a valued life form and to be treated as such (in contrast to certain life forms being seen as less-than and being taken advantage of or killed off); it “calls for a more inclusive definition of life, and a greater moral-ethical response, and responsibility, to non-human life forms in the age of species blurring and species mixing. … [I]t interrogates the hierarchic ordering – and subsequently exploitation and even eradication – of life forms.” 

Transhumanism

Definition

According to transhumanist thinkers, a posthuman is a hypothetical future being "whose basic capacities so radically exceed those of present humans as to be no longer unambiguously human by our current standards." Posthumans primarily focus on cybernetics, the posthuman consequent and the relationship to digital technology. The emphasis is on systems. Transhumanism does not focus on either of these. Instead, transhumanism focuses on the modification of the human species via any kind of emerging science, including genetic engineering, digital technology, and bioengineering.

Methods

Posthumans could be completely synthetic artificial intelligences, or a symbiosis of human and artificial intelligence, or uploaded consciousnesses, or the result of making many smaller but cumulatively profound technological augmentations to a biological human, i.e. a cyborg. Some examples of the latter are redesigning the human organism using advanced nanotechnology or radical enhancement using some combination of technologies such as genetic engineering, psychopharmacology, life extension therapies, neural interfaces, advanced information management tools, memory enhancing drugs, wearable or implanted computers, and cognitive techniques.

Posthuman future

As used in this article, "posthuman" does not necessarily refer to a conjectured future where humans are extinct or otherwise absent from the Earth. As with other species who speciate from one another, both humans and posthumans could continue to exist. However, the apocalyptic scenario appears to be a viewpoint shared among a minority of transhumanists such as Marvin Minsky and Hans Moravec, who could be considered misanthropes, at least in regard to humanity in its current state. Alternatively, others such as Kevin Warwick argue for the likelihood that both humans and posthumans will continue to exist but the latter will predominate in society over the former because of their abilities. Recently, scholars have begun to speculate that posthumanism provides an alternative analysis of apocalyptic cinema and fiction, often casting vampires, werewolves and even zombies as potential evolutions of the human form and being.

Posthuman god

A variation on the posthuman theme is the notion of a "posthuman god"; the idea that posthumans, being no longer confined to the parameters of human nature, might grow physically and mentally so powerful as to appear possibly god-like by present-day human standards. This notion should not be interpreted as being related to the idea portrayed in some science fiction that a sufficiently advanced species may "ascend" to a higher plane of existence—rather, it merely means that some posthuman beings may become so exceedingly intelligent and technologically sophisticated that their behaviour would not possibly be comprehensible to modern humans, purely by reason of their limited intelligence and imagination.

Operator (computer programming)

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Operator_(computer_programmin...