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Praxis

1. Artifical Life -Alife and Cyberanthropology

Hacking Life Together - the beginnings of artificial life

Like "virtual reality", artificial life seems to refer to a cluster of associated ideas. Some people think artificial life research is the attempt to create lifelike robots, perhaps even at the nanoscale. Or that it is another form of artificial intelligence (AI) research - AI being the effort to design computers that think like human brains, either through emulation, or, using neural networks and "biochips," imitation. Yet others seem to think that it has something to do with biotechnology and the computer sequencing of genetic information. But most often the term artificial life is used to refer to something else - the modelling of biological processes (sometimes called cellular automata ) on a computer.

The very first artificial life program was, of course, LIFE, created by hackers at MIT in their heyday on a PDP-6 minicomputer. There are various versions of this 30-year old program available today. It is a very minimalist program, compared to complex simulations like SimLife which are available for PCs today. Basically, the "cells" in Life are pixels which either replicate, stay put, or disappear with each succeeding "generation", depending on very simple algorithms which determine the result depending on the number of "neighbors" (1-8) the pixel has. Since it's essentially a "population" simulation, in Life, overcrowding results in mass death, and so does isolation. But if you have the right number of "neighbors," surprising growth occurs. What was amazing to the creators of LIFE was that cell combinations (organisms, if you will) of surprising complexity - 'floaters,' 'gliders,' 'shuttles,' and 'repeaters,' for example - would appear from these relatively simple algorithms...

The early hackers, despite the obvious simplicity of their program, could not help but think they had created a new life form on their computer... after all, these 'organisms' displayed behavior that no one could have predicted. But this was part of the hacking philosophy - with the hands-on imperative, it was assumed that as each hacker layed on some sort of modification or improvement to programming code, the emergent 'hacked' together code would have capabilities not achievable by any one programmer. The mentor of the hackers, Marvin Minsky, thought this was just how the human mind worked - the 'ego' or 'consciousness' just being the 'hacking together' of a bunch of subprograms which made up the mind... and that by encouraging hacking, he was not surprised that their Mind Writ Large might arrive at the type of surprising results found in LIFE.

People studying the hackers note that for many of them, LIFE was a way to make life outside of the messy problems of biology, love, and relationships (e.g. the 'real world.') Since many of them were essentially asexual, LIFE was a means of bringing life into the world without having to surrender to far messier, and less easy to algorithmize, reproductive processes... when modern-day hackers like Hans Moravec call their creations "Mind Children," there is an implicit statement that they have found a novel way for the human race to reproduce itself - an asexual and antiseptic way, with no risk of communicable organic diseases, in which the resultant 'offspring' might be more carefully modelled, and perhaps inevitably more 'fit' (metal being more durable than flesh) than their predecessors...

Today, of course, artificial life researchers working in Santa Fe research labs (or elsewhere) are using simulations far in advance of the original LIFE. In these simulations, 'cellular automata' are actual 'simulated' organisms, in 'simulated' environments within the computer which impose 'natural selection' on their destiny. These 'virtual environments' are intended to model evolution itself - at a much faster timescale. The 'automata' contain 'DNA' of sorts - information for making copies of themselves - which they pass onto descendants, through processes of 'sexual reproduction,' e.g. they combine code to create their descendants... and like real organisms, they contain the possibility for mutation and adaptation. Mutation is usually introduced into this 'virtual world' through random number generators that make sure it happens, as in the real world, at random intervals...

The researchers working on these simulations have tried to make them as complex (thus, in their opinion, close to the real world) as possible. Thus their A-life creations contain algorithms for self-preservation, competition for the 'virtual' resources in their environment (usually, CPU time), and other behaviors to maximize their 'genes', e.g. replication of their own programming code, in a Richard Dawkins-like way... and once again, beginning with simple algorithms, they have found surprising results and novel strategies. Their A-life organisms have resorted to parasitism, symbiosis, cloning, cannibalism, and a host of behaviors both parallel to the biological world, and often bizarrely different from it, in their master program-imposed quest for reproduction.

A-Life and Evolution: The Post-Darwinian Synthesis

Not surprisingly, A-life computer wizards, in modelling Darwinian evolution, have been led to revise some of the current theories in biology as to how it occurs...this resulting in a post-Darwinian synthesis which incorporates the 50s synthesis of Mendelian genetics, Darwinism, and molecular biology, while perhaps inviting through the back door forbidden notions of Lamarckism or even "Wallaceism" (e.g. teleology or purposiveness) back into evolutionary theory, along with some of the more modern modifications, such as "genetic drift" and "punctuated equilibria." Hardly creationists, the A-life theorists still feel there are great inadequacies in the existing evolutionary model, which offers no other guiding force to evolution than the "Blind Watchmaker" of natural selection.

In standard neo-Darwinian theory, the environment has no effect on organisms. They may make organic changes to deal with a changed environment (e.g. using a certain muscle more than before), but because of the "Weismann barrier," these changes are not passed to the germ plasm. The only motor for genetic change is random mutation - scrambling of the genome through random blasts of cosmic rays. And the only thing that in any way constrains and shapes that change is natural selection. If the mutation is not favorable to allowing the organism to survive or reproduce in its current environment (and 99% of mutations result in this outcome), e.g. increasing its 'inclusive fitness,' then the mutated gene and its carriers die. All the myriad adaptations in organisms (eyes, wings, fingers, etc.) we see today are the result of countless numbers of random mutations and the ruthless slaughter of those mutations which reduce fitness...

A-life organisms, however, are modified directly by their "environment," since ultimately their environment is made up of the same machine language that composes them... and A-life mutations, despite being driven by an essentially 'random engine,' still show strange coupling to the environment. Many A-life theorists also note that their mutations look curiously purposive , seeming to employ "heuristic search strategies" much in the same way as chess-playing programs do, i.e. they explore all possible alternatives (their "possibility space" in mathematical terms) and make directed self-modifications based on evaluations of those alternatives. The point A-life theorists make is that their cellular automata appear to be employing strategies for maximizing reproduction - which is, after all, what one form of conscious 'real world' life on this planet, homo sapiens sapiens does already.

Some people see this reintroduction of teleology into evolution as just latter day Wallace-style mystification, an attempt to get some form of god back into the machine. A-life theorists say no, it's entirely possible that all life was governed by the natural selection 'algorithm' originally (1. MUTATE RANDOMLY 2. IF YOU'RE NOT FIT, DIE, AND DON"T REPRODUCE.) , but perhaps somewhere along the way, through this process, another 'algorithm' was created which superseded (more properly, worked alongside to) natural selection. We know that the genome is more complex than originally thought - there are McClintock's "jumping genes" and some genes which activate or deactivate or modify the action of others. It might be possible that some mutations are not just "copying errors," caused by a nasty dose of radiation, but are instead self-directed 'metaprograms' for gene-modification, e.g. produced according to certain conditions already 'coded' within the genome. (These conditions could include response to changes in the environment.)

Biologists and naturalists cry foul at computer scientists having the gall to step into their territory. They insist such conclusions are not valid, because the simulations of the A-life researchers are not life and cannot be governed by the same biological laws. Any phenomena they observe which are discordant from the existing principles of biology are simply the results of their failure to program their simulations to conform to 'real-world' biological processes. Nonetheless, the A-life researchers' work have come to the attention of philosophers like Varela and Maturana, who do see definite implications for things such as cognition, evolution, and reflexivity... they understand that organisms are coupled to a larger system (Gaia, or Sunflower World, if you will), which in fact constrains the ways in which they evolve, beyond just random blind change.

Mechanistic versus Electronic Life

The adherence of many biologists to the old Darwinian synthesis is, in part, due to the fact that they still adhere to the basically mechanistic view of life advanced by such molecular biologists as Jacques Monod. It was a physicist, Erwin Schrodinger, who first suggested that life might be based on quantum-mechanical properties that are non-deterministic and non- mechanistic - based on the same subatomic processes which make possible the transistor and much of existing electronic technology. Descartes thought that animals were basically automata, but men were not because they had souls; LaMettrie went further, suggesting that even humans were machines - driven by the same mechanical processes that governed the simple engines of his day. Today, we are starting to find out that humans might well be machines - but they are not steam engines; instead they are digital-electronic machines, possessed of the same strange emergent properties as Alife... including a capacity for unexpected and unpredictable behavior and novel strategies for reproducing their kind.

Recent studies in the bioelectric and electromagnetic basis of life have shown just how close this view may come. Besides the electric potentials carried by the nervous system, researchers have found other electromagnetic signals mediating bioinformation throughout the body - such as the "current of injury" found in the healing process. There have been all kinds of speculations about the implications derivable from the electromagnetic basis of life; perhaps it is a verification of the Oriental view that the body is full of currents of life-energy-order (ch'i ), or a vindication of the Sheldrakean hypothesis that there might be "morphogenetic fields" directing the specialization of cells and the form-maintenance of organisms. The field of 'electrobiology' is still controversial, but it is apparent that EM fields do have far-ranging impacts on people's health, their circadian rhythms, and perhaps even their cognition... and that humans and other life forms may be as electronic in basis as their computers.

This may explain the curious reaction that people, and especially children, have to computers. Their immediate reaction is to look at themselves, note sociologists like Tracy Kidder and Sherry Turkle. Rather than asking themselves the questions of the AI researcher - am I a computer? - they ask about the computer: is it alive? (Does it think? Does it have a soul? Can it see me? If it can do all this, but it isn't alive, what does that mean about me? Could people do all these things and still not be alive?) Coming to the conclusion that it is not, they inevitably come to the "deep" questions that AI researchers have argued about - what is it about me that is different, that makes me alive? Turkle in particular is amazed at the creativity and experimentation that the computer brings about in children - almost as if they have discovered a playmate of sorts.

Since it forces us to confront that age-old question - what separates life from nonlife - the computer is a remarkable catalyst. One thing that has been found - once again, through computer modelling of chemical processes such as the Zhabotinsky Reaction discussed by Ilya Progigine - is that life is negentropic, an open system, and self-organizing. Through essentially "chaotic" (nonlinear) processes, life reverses the normal entropic processes toward decreasing order (but not permanently - not at the macrocellular level, certainly, since complex organisms still age and die), mainly by incorporating energy and information from the environment. The Second Law of Thermodynamics is thwarted, locally, within the organism, because it increases the disorder of its environment, rather than itself. The organism maintains coherence through a constant "dialogue" of self and not-self (the essential working of the immune system.)

Schrodinger suggested that at the quantum level, the thermodynamic arrow of time might not be manifest. If life - whether in the computer or in the real world - is based on processes occurring at this level, it might be able to reverse macroscale physical processes leading toward entropy. He thought that life was essentially different from nonliving matter because it was the result of emergence from properties of phenomena at the subatomic/quantum level, such as indeterminancy, complementarity, or nonlocality. The gene was at so small a scale that it was likely to be influenced by quantum effects - just as the microprocessor is. As we miniaturize the nanocircuitry for our computers more and more, approaching ever closer to the threshold for quantum mechanics to "take over," we may be surprised to find that we are on the verge of observing the sudden "phase transition" that may have produced life from nonlife aeons ago...

In the quantum domain (just as within computer simulations), as Feynman diagrams demonstrate, processes are completely time-reversible and involve essentially the exchange of information. The electron does not smash into another electron like a Newtonian billiard ball. Instead, since each is more of a "smeared" out wave than a compact sphere, what is really going on during, for example, a jump from ground state, is the exchange of a photon from one to the other. The photon - and other 'messenger' particles like the Z or the graviton - is really basically a messenger, carrying the information: "Hey. Move over." Moving from Newtonian to quantum mechanics, we also move from the physics of matter and locality to the physics of information and probability... the electron on which we and our A-life is based is neither here nor there, but smeared out all over a probability space between here and there.

Viruses, Information, Life

In dealing with that age-question, what is life?, we cannot help but turn to that boundary-straddling organism, the virus. Biological viruses are generally just strands of DNA surrounded by a crystalline protein sheath. They are clearly far more 'primitive' than the eukaryotic cell - yet viruses reproduce by invading the cell and 'hijacking' its chromosomal machinery for making copies of themselves, thereby killing the cell. Viruses can be dormant for incredibly long periods of time, often not needing many of the things (oxygen, light, water, etc.) that other living things do. They do not grow. And they are incapable of reproducing on their own. Indeed, if you look at one under a microscope, it really appears quite 'dead' - just a microscopic crystal sitting there doing nothing. But introduce it to a living cell, and quite amazing (and deadly) things start happening. That infinitesimal little crystal can easily kill things as big as us.

The computer virus is so-named because it does exactly what biological viruses do. The computer virus enters a host (computer), "hijacks" its programming for its own purposes, and it makes copies of itself, often ending up overwhelming or erasing all the data in the host. Through communications links or disk exchange, the virus' replicants then propagate to other computers. Like the biological virus, the computer virus is a clever parasite. Well-designed computer viruses periodically 'mutate' to resist antiviral software, just as biological viruses occasionally appear in strains resistant to earlier vaccines... further, they are capable of "hiding" in parts of the RAM that make them "invisible" to users, of altering their replication rate, or of only "activating" the destructive parts of their code at a specific time, so that they can remain in the host for longer periods. Like biological viruses, computer viruses display novel strategies for assuring their reproduction. You can see where I'm going... from this viewpoint, we can say that the virus (both variants) is indeed alive.

Indeed, Richard Dawkins provides us with the meme, a mental parasite rather akin to the computer virus. Dawkins says that the 'selfish' gene uses the 'vehicle' of the physical organism for making copies of itself. Likewise the 'meme' (we can call it a 'belief' or 'idea' or 'mental self-replicating proposition,' but I prefer to look at it as 'programming code which contains instructions for its own replication,' e.g. a computer virus, if we take the metaphor of the brain as a computer) uses the vehicle of "culture" (acquired/learned behavior) as its mode of propagation. If this form of exploitation were not bad enough (genes making organisms run about for their selfish purposes), humans invented culture a few thousand years ago, and allowed memetics to take over genetics - the memes started running the show, wresting control from the genes. Biological/genetic evolution braked for the human race, because a new mode of adaptation, cultural evolution, took over, which was quicker and more effective...

The memes can't survive without the genes, since humans are needed to spread them to each other through communication. (Suicide and celibacy memes quickly disappear, unless supplemented with recruitment memes.) but basically, memes can be seen, like computer viruses and the selfish gene, to be exploiting their hosts (human minds) for their own purposes - to spread themselves as far as possible, as fast as possible. Indeed, so-called memetics experts try to adapt the gene metaphor to memes - when and how do memes mutate? (clearly they do; ideas, despite idealists, change.) Under what conditions do they propagate? Which memes are the most 'fit'? The ones that enhance the biological survival of their hosts, or not? What cultural and environmental processes govern memetic selection (when do memes not take root in a new cerebrum?) Etc.

People often have hostile reactions to the notion of memetics - you're making it sound like ideas are alive, they often say. Well, A-life theorists are greeted with the same skepticism when they suggest that computer viruses are alive too - that viruses are A-life organisms that do theirs one better, because they are not stuck in one computer simulation on one computer... many virus writers do see their creations as lifeforms. The problem is that the virus has the potential to get out of hand, just like the Internet Worm did in 1988. In that case, the virus represents a danger - like a weed, it may replicate itself so rapidly that everything around it is killed. Certainly, this is one of the few worries that roboticists raise about their creations, especially if they are von Neumann machines.

It is certainly feasible to construct a robot that can build another robot exactly identical to itself. Such von Neumann machines might be perfect for exploring intergalactic space, making copies of themselves when they've started to wear out, some people have suggested. Nanotechnologists like K. Eric Drexler see nanorobots doing this at the microscale - indeed, they have a process which they can model/emulate, the replication of the cell. Of course, the inevitable risks in creating such constructs is that their replication could easily get out of control, killing off their creators. Strangely, some artificial life gurus don't seem to be bothered by this; they assume that they are creating a form of life superior to organic life, and that it's only 'natural' that 'artificial' life supplant its organic predecessor someday...

The Metaphysics of Alife: the Quantum-Computational Cosmos

Even the hackers who hacked together LIFE couldn't help but feel the gnawing presence of a Big Question in what they were doing. What if they themselves were programs or automata in a simulation called the "universe?" (If so, where was the programmer?) Thinking on the fact that since he was not omnipotent, he was also an imperfect programmer, Gosper wondered openly if the LIFE organisms might notice the imperfections in their environment, come to the 'realization' that they were automata, and ask their 'creator' to give them the code that governed their existence... sure, it was a stupid, way-out thought. The lives of the hackers revolved around the computer, so they could be excused for stupid musings like "Where does the computer end, and real life begin?" Or "what if the programmer for Life (the real world version) left some Easter Eggs in the program for us to find?"

But physicists like Heinz Pagels were and are searching for the "Cosmic Code" - the "Master Control Program," if you will - even if they've put aside the search for a programmer. Many of them are convinced that we will eventually find GUTs - the unifying grand mathematical theorems that "code" for all the particles and forces in the universe. Many are now starting to advance Gosper's proposition - the universe is basically computational or digital in nature, composed not fundamentally of matter or energy but instead information. The "Quantum-Computational Cosmological Model" (QCCM, for short) is also called by physicist John Wheeler "the It from Bit" hypothesis. It suggests that the universe is itself made up of cellular automata, so to speak, on/off bits which are constantly turning each other (billions of times a nanosecond) on and off, this flux being the basis of the most basic things we can observe - subatomic particles such as the photon or electron.

Computer scientists like Vallee who advance such a 'cybernetic' model of the universe point out that it also suggests that events may be linked as much by information, association, or analogy, as they are by location in space and time. Further, there are those who suppose that if the universe is a computer program, the emergence of conscious life for feedback loops (you need conscious observers to collapse the quantum wave function in the Copenhagen interpretation) was built into the code from the beginning - the Cosmic Anthropic Principle. Likewise, one would also expect that such a program would need a 'control system,' a sort of thermostat or CPU to keep various subroutines from overrunning the main program - make of that what you will.

The possibility that we inhabit an infoverse suggests startling new possibilities for consciousness, as physicists like Fred Alan Wolf have realized. It turns out that consciousness may be a fundamental emergent property, necessary for the maintenance of the entire system, rather than an epiphenomenal accident from matter, which some behaviorists saw as "ultimately not providing much value for the organism." In an infoverse, the emergence of beings capable of processing information, especially about themselves (self-consciousness) would be vital. The hackers were creatures of technique, more interested in engineering solutions to problems than philosophizing, but LIFE, that strange program running on a mechanical device, came to threaten the mechanical view of the universe. To think that all of this came out of some dancing pixels on a monochrome screen...
 
2.  Information technology and development

Introduction

This paper attempts to discuss some of the issues pertaining to the utilization of information technology in development, viewing them from an anthropological perspective (what will be their human and cultural impact.) Some notes on terminology: I use the words "infotech" and "infobahn" as shorthand for "information technology" and "Global information infrastructure (GII)/ Information superhighway." Further, I use the terms "Third world" and "developing world" for what other scholars might call the "periphery," the "underdeveloped or dependently developed world," or merely the "South" and/or "non-Western world." There is no implicit political choice in this; despite the possible political incorrectness of the first set of labels, the purpose of this paper is not to discuss the implicit issues raised by using the other set.

Infotech as Appropriate Technology: Information Technology and Sustainable Development

The dilemma of sustainable development for the developing world is that they have been warned not to repeat the mistakes of industrialization, while also told to desire the processes of 'modernization' and growth it unleashed. The industrialized societies did untold amounts of environmental damage in their rush toward industrialization; as many observers have noted, it cannot help the ecosystem when billions of Chinese turn toward the same sort of coal-based economy used by England during its industrial revolution. Thus, the goal of many development planners regarding sustainable development has been to try and discover some sort of way to help the Third World develop along a different path. For many of them, the answer lies in appropriate technology - "Green" technologies, renewable and alternative energy sources, recycling processes, and small-scale efficient production systems. This represents the sustainable alternative for the developing world.

Is information technology an appropriate technology for the Third World? Its environmental benefits have already been touted (and debated) in the First World. Some people suggest that it produces little pollution, almost no waste (the 'paperless office'), and uses abundant raw materials (silicon, made from common sand.) On the other hand, the 'clean rooms' of Silicon Valley produce a number of toxic chemical byproducts in their processes of chip etching and production; most of the elements in computer construction (plastic and metals) are virtually nonrecyclable (plus the technology has such rapid obsolescence); and the electricity for computer systems still comes from plants burning fossil fuels and batteries containing toxic acids. The U.S. Department of Energy only mandated energy efficiency in computer monitors beginning in 1994. The postindustrial information economy still requires a large amount of basic centralized industrial processes, from the manufacture of precision machine tools to fossil-fuel powered component transportation and distribution.

Further, there are unanswered questions about the viability of the laying of thousands of miles of underground copper or fiber optic cable, especially in geologically sensitive areas. And also about the possible human health effects of the low-level electromagnetic low-frequency (ELF) fields produced by electrical wiring and computer equipment. Foregoing the omnipresent communication cables may mean saturation of the air by countless frequencies of radio and microwave radiation, which has already led to great controversy in the First World. Both the basic bandwidth available in the usable electromagnetic frequencies, and the room to launch communication sattellites in a geosynchronous orbit, are limited, nonrenewable resources. Some commentators note that if the Third World matched the level of sattellite launches found in the First World, the zone around the Earth might become even more filled with "space junk" than it is now, posing tremendous hazards for future space exploration.

This is without even touching on issues relating to ergonomics, privacy, etc. However, there are some positive arguments for information technology which do even out these multiple negative environmental consequences. Even the 'alternative' energy sources have their drawbacks (wind power kills birds, etc.) and nothing is a panacea. In overcrowded, urban areas in the Third World, infotech makes possible 'telecommuting,' reducing transportion gridlock and automobile pollution. It lowers levels of noise pollution also (although some printers do make still make an awful racket.) The most important contributions will come from its applications, like remote sensing and geographical information systems (GIS), which give nations the broad perspective to monitor and maintain their natural resources. However, all such applications are (as with any technology) potentially double-edged; multinational corporations use the same GIS data to locate and extract oil, coal, and other resources.

Certainly, satellite photos make very visible and evident the large amounts of deforestation and desertification going on in the Third World. From space, the amount of topsoil being lost through the Amazon into the Atlantic becomes painfully visible as a large murky cloud. It is computer-based global atmospheric modelling that allowed scientists to identify, measure, and eventually devise solutions for problems such as ozone depletion and global climate change. GIS modelling allows countries to identify the point sources of pollution, and identify areas for safe waste disposal. Biodiversity loss can be measured. Infotech will never substitute for human ingenuity and determination in solving these problems, but in the Third World, pressed for resources to deal with environmental problems, it can at least help identify, visualize, and prioritize those problems.

Roadblocks in the Infobahn for the Developing World: Infrastructure, Training, Software

According to a recent report, "The Internet and the South," by the PANOS Institute, the "global" network of the Internet may not be as global as was first presumed. Many countries in the developing world lack the basic telecommunications infrastructure (national telephone networks), computer hardware, and software for connecting to the Internet. The report observes that most of the developing world does not have access to the full Internet, and has email access only, with frequent downtime resulting in sporadic service levels. The majority of African nations have no access whatsoever. And 70 percent of the computers making up the 'global' Internet are in the United States, with the other 20 percent being in Europe, Israel, Brazil, India, and Japan. While the developed world is moving toward fiber optics, ISDN, and fifth generation computing, the developing world still lacks telephones and terminals.

The reasons for this are evident. Modems cost four times as much in India than they do in the U.S. A "low-end" personal computer represents an investment of many years' salary for agricultural laborers in Indonesia. Most of the computers in the Third World (outside of those used by multinational corporations) are mainframes and microcomputers bought by governments or large firms which rely on a large deal of technical expertise, assistance, maintenance, and components from the First World, and thus for those reasons are often sitting underused or unused. In many African nations, there are fewer than one telephone for every 100 persons, as compared to many parts of the industrialized world, in which due to fax, pagers, cellular, personal communicators, etc., there are more telephones than people. The global language of the Internet is English, with ASCII adaptations for non-Indo-European alphabets (such as Arabic or Chinese) almost impossible to find.

Many rural areas in the developing world have a remarkably small number of televisions and radios, as compared to the developed world. Such dichotomies have suggested that these areas receive little broadcast media, let alone other forms of communication. With the exceptions of India and Brazil, much of the developing world lacks a true domestic microelectronics and computer industry, the space technology to launch communications sattellites, or the storage capacity to maintain national databanks and databases. Most countries also lack the facilities and personnel for teaching their populations basic computer literacy, let alone concepts in advanced telecommunication. Even where the conditions for infrastructure are present, however, there is often a lack of programmers to create software for systems, thus forcing the reliance on software written in the First World.

Software developers like global giant Microsoft often try and create software suited for the needs of the developing world, but inevitably fall short. Many users complain that manuals are not written in their native language (and neither is the source code for the software or the screen interface) and that Western software often has some of the same ethnocentric flaws that other forms of technological media do. Numerous commentators in the Third World have suggested that the 'desktop' interface found on so many personal computers' operating systems may make for ease of use by white collar office workers, but it also presents mostly confusion for rural agriculturalists. The dependence on the West for support with regard to computing, in terms of hardware, software, and training, has led much of the developing world to frustration. Rather than providing autonomy, it has become yet one more part of underdevelopment and dependency.

While the First World has already gone through its "future shock," and seems to be surviving it ably, the Third World is being forced into a dangerous catchup game. As the First World invents and abandons various information technologies, its cast-offs become the mainstays of rural Third World economies, which are now awash in Beta VCRs, CB radios, videotex and telex terminals, analog technology, and time-sharing systems. Combined with the fact of the many existing competing standards and protocols in various technological areas (which the International Telecommunications Union ably tries to regulate in the search for cooperation), this results in the dilemma of nightmarish communication incompatibilities. Numerous developing societies have ordered computer systems to coordinate various aspects of their economy, only to discover in horror that these systems were totally incompatible with their existing infrastructure.

Nets n' NGOs: Transnationalism, Globalization, and Infotech

One way in which information technology is transforming the world of development is in the very structures of development. People searching for a "post-development vision" have articulated the existence of hierarchical, top-down, bureaucratic, Western-based planning model as the source of so many failures in development. However, the means for "horizontal" integration, dialogue, and decentralized interaction with regards to development were until now very difficult to achieve due to the lack of available technology. Teleconferencing, distance education, and simulation now allow World Bank planners to discuss with indigenous people halfway across the world the potential human and environmental impacts of, say, a new dam. That doesn't mean the technology will be used this way - but at least it can be.

However, infotech is likely to help make institutions like the World Bank obsolete. The major planners in development have been the development banks, UN, national governments, and other big centralized institutions. This is because in the 50s and 60s only such big 'players' were able to coordinate and communicate strategies. But infotech is a decentralizing, destabilizing force. Now, Nongovernmental Organizations (NGOs), new social movements in the First and Third World, and other organs of civil society across the globe are also able to share information, ideas, and strategies. Indigenous people across the globe are using communication networks to discover their common problems and discuss a common agenda. Anti-development activists are able to compare and contrast the successes and failures of development projects all over the planet, drawing on the past 40 years as a reservoir of experience.

Local "free-nets" are replacing the town meetings of old as ways for members of local communities to discuss problems and control their destiny. Freenets help community members obtain critically important medical, legal, and other advice. Rather than passively accepting development plans, communities in the Third World now have the means to discuss those plans and create their own community input and feedback. Indeed, they can set about identifying and listing their own unique development needs, rather than leave it to econocratic experts in New York and London. Freenets have allowed communities in the U.S. to revive declining civic culture and resist the intrustions of outside corporations seeking to override their will in the siting of toxic industries. In the developing world, they could help empower communities to respond to the onslaught of blind development for development's sake.

Infotech means that development does not have to be carried out as before. Since it does not stop at national boundaries, it changes the locus of action in development from the nation-state to transnational NGOs. Such NGOs, while often operating from a centralized headquarters, can now communicationally link numerous centres in various parts of the developing world, each helping to monitor the unique environmental, economic, cultural, and political factors present in that area. This has made NGOs vital actors in the global scene, and active participants in world meetings such as the UN Earth Summit in Rio, Brazil. Since NGOs to a certain extent are free from some of the traditional limitations of both governments and private industries, they can work to create a new kind of humane development that looks beyond private profit or bureaucratic timetables. And this is in part made possible by information technology.

Regional economic and informational cooperation also becomes facilitated by information technology. Developing nations are able to share knowledge and issues on their own terms, without having to do it at a developed-world conference. But, of course, the same technology can always be double-edged. "Info-capitalism" has made possible the rapid speculation on exchange of world currency and the extreme liquidity of global capital, making developing nations very vulnerable to sudden economic shifts. Multinational corporations have set up their own proprietary information networks, effectively cutting off anyone outside their corporate 'loop' from accessing or viewing their trade secrets. New forms of economic sabotage ('info-warfare') are possible in electronically-based economies, ranging from the release of computer viruses to disinformation. The developing world will have to be cautious in putting all its eggs in the infotech basket.

Challenges: Automation and Employment, Intellectual Property and the "Brain Drain," Technology Transfer and Dependence

As with any other technology (such as atomic power), there will probably be consequences involving the deployment of infotech in the Third World. One of those consequences is likely to be unemployment. Because of automation of manufacturing techniques (now robots even build and maintain other robots), and the use of expert systems and computerization in the white-collar sector, the United States has eliminated millions of jobs. Unfortunately, for the Third World, one of the critical problems in development is finding full-time high-wage labor for relatively unskilled workers - something that is not likely to be assisted by the introduction of information technology, which has in the U.S. over the last hundred years has shifted the majority of its labor force from manufacturing and agriculture to the service sector, public sector, and information industries. One need not be a Luddite to see that this formula of deindustrialization will not work very well in countries that have yet to develop an industrial infrastructure.

Another problem will lie in the area of intellectual property. Certainly, the Third World can benefit from information technology to help staunch the "brain drain" of losing talented scientists and intellectuals to universities in the First World. Infotech can help them promote their own scientific societies and research structures. But the problem lies in that the vast majority of scientific databases still remain in Western countries under various forms of proprietary control. Knowledge that should belong to Third World indigenous people about medicinal plants becomes patented in the U.S. Because of U.S. intellectual property law, the Third World can ride the information highway, but it has to pay extremely high tolls. It is for this reason that hacking and piracy have become so endemic in the Third World, and that so much of the argument around GATT has involved intellectual property issues. Infotech in the Third World will make the problem get worse because people will begin demanding back the data that should already belong to them (such as satellite maps of the location of natural resources.)

The third problem has already been touched upon: dependency. When the U.S. or the U.N. has attempted technology transfer of infotech to the Third World, as with other projects, there has often been no attempt to systematically train people who will train others to use the technology. Thus, there is a constant reliance on the foreign experts to train people how to use it. Ironically, the dilemma with infotech is the one of finding a flashlight in the dark. The technology allows people to locate information about how to use the technology (the Internet is the best source of data about how to use the Internet), but of course they've got to be able to use it first in order to figure out how to use it... so it merely produces frustration and dependency in developing societies. Multinational corporations who often use such systems for maintaining data in the Third World rarely assist those countries with technical assistance, except perhaps to charge unusually high consulting fees.

The New World Information and Communication Order: The Right to Communicate and to Informational Autonomy

The Third World has been insisting on a NWICO (new world communication order) since the 1970s. The primary basis of this demand has been the one-way nature of communication in the world. All the major news agencies (Reuters, Associated Press, etc.) are located in the Western world. Almost all journalists covering events in the Third World are Western-trained and often display great ethnocentrism in their outlook. The Third World is frequently a passive recipient of Western television and radio programs and movies; now with satellite direct-broadcast technology there is almost no way to protect local culture from the global onslaught of Hollywood, MTV, and Playboy, short of banning dishes (which some Islamic countries have done.) And now with infotech, the developing world discovers to its dismay that all the databanks are out of reach; the large majority of postings to the Usenet newsgroups soc.culture are from immigrants and expatriates, not nationals; and that the de facto language of the Internet is English.

Thus, world communication has basically become a monologue rather than a dialogue. The Third World is unable to represent itself, either through prose or through representations in other media (film, music, etc.) Instead, it finds a distorted and ethnocentric representation of itself, in the constant bombardment of electronic media it receives from the First World. In response, Third World scholars have sought to emphasize the "right to communicate" as a fundamental human right, as fundamental as any other principle enumerated in the U.N. Declaration of Human Rights. These scholars have sought to suggest that the communication rights enjoyed in the Western countries (freedom of association, freedom of the press, freedom of expression) are made impossible in the Third World, both by government censorship and restriction and lack of access to communications production technology. The Third World doesn't just need TV sets, newswires, and radio receivers, it needs TV production facilities, local news networks, and radio transmitters. Unfortunately, the cost of these things often means that the only entity who can afford to own and operate them is the national government.

Already, many ironies in the realm of infotech have begun to appear. Many Third World countries have "home pages" on the World Wide Web which describe information about their people and culture. However, the designers of these pages have often been multinational travel agencies, and they have often focused exclusively only on things like ecotourism and investment. The model of the Infobahn that some people have considered would be more like a broadcast model than a network model - it would be vertically integrated, with multimedia content services being dispersed from a central point. However, under this model the Third World would simply be a passive recipient of information, rather than an active participant in the conversation of development. The Infobahn has to improve horizontal integration, the ability of people in the Third World to share information with each other in a decentralized way, if it is to be of any use at all in rural development. The Third World has to be allowed to produce its own informational content and have informational autonomy, rather than just receiving prepackaged media from the First World.

Conclusion

Infotech can play a role in the development of the Third World, but not if it is deployed in the same way as other programs of technical assistance from the Western world have been. The Third World cannot ride the Infobahn unless it is able to develop its own hardware, software, expertise, and information services. Providing the technology without helping the Third World to understand how the systems work and how to utilize those systems in local contexts means it will eventually wind up unused. But the first step is to build up a basic telecom infrastructure in many parts of the world. Before people can share data, they must first at least be able to hear each other's voice. The "basic need" of adequate telephony must be met before any sort of Infobahn can be built. Further, there will need to be some international decisions made regarding intellectual property, transborder data flows, and standardization, or the electronic frontier is likely to remain one of "Wild West" conflict. In erecting a means for our global conservation, all of the world will have to have a say in what that conversation will be about and who can participate.

Bibliography

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3. What do we mean by virtual reality?

Although people seem to cling to one basic conception of what "virtual reality" will be in the future, it seems to me that there are basically three models of how the technology will proceed. One model, the one with which most people are familiar, is sensory-immersive. But two other models of VR loom on the horizon - the non-immersive, and the neural-direct.

The immersive variety of VR is the one in which an individual dons goggles and perhaps other devices for sensory feedback (maybe even a whole body suit, providing even tactile response.) The key to this type is that the individual is cut off from 'ordinary' reality and its sensory cues... all of his normal sensory 'input' is being replaced by something else. This is essentially a private experience, although it obviously can be connected to the experiences of others through a centrally controlled 'virtual space' in which the person's virtual 'form' can be perceived by others... the person need not look anything like his/her own body within this space; indeed they need not look like a person at all.

The non-immersive variety, which Myron W. Krueger calls 'artificial reality,' requires no personal hardware. Rather, the person enters an environment - a room, a simulator, etc. - where normal sensory cues are not cut off, but are supplemented by additional sounds, images, or other sensations. Presumably, with the advent of holographic technology, such an environment might be like the 'Holodeck' on Star Trek. The advantage of this type of VR is that it can be a communal experience, with many people participating at once. In a sophisticated enough environment, it might be difficult to determine who the "real" participants are. In this environment, they remain themselves, participating in their own quite real body, although obviously costuming and masquerade may be part of the experience.

And then, for the Gibson fanatics, there is the neural-direct model of VR. In the present, it remains vapourware. But as a model it appears to be inspiring many VR enthusiasts who want to go beyond the immersive/non-immersive dichotomy. The neural-direct model would mean that all types of sensory input (which could include olfactory, gustatory, or other perceptory cues difficult to create through a bodysuit or simulator) are 'jacked' into the proper areas of the brain. They would, of course, be completely indistinguishable from normal sensory input. The neural-direct model would be like the 'cyberspace' of Gibson: where the person's consciousness is entirely transferred into virtual reality. It would no longer be a question of simulation or computer-generated artifice: sensations exactly identical to "real" ones could be created...

Interestingly, some people operating in the neural-direct paradigm are searching for ways to implant memories of experiences as if they were 'real,' a la Total Recall. If the memories are indistinguishable from other memories, then they are as 'real' as any other experience... at least as far as the person is concerned. But unless the other people in the person's experiences receive the same 'memory implants,' they will have no validation for them... and there is always the question of how to suppress the person's 'true' memories from that time period, and whether those memories might resurface and challenge the implanted ones.

Well, all three of these models are not where we are today. Today, we mostly have crude forms of the immersive variety (flight simulators, where the person climbs into a 'virtual' cockpit, etc.) and, of course, things like MOOs and MUDs, which can be considered text-based virtual realities. MOOs are fun, but of course, we don't perceive the world textually, so they are short of what most people would want from VR. However, like the immersive variety, they offer the person the ability to be someone other than themselves. Like a radio program, MOOs leave most of the world-visioning to the imagination of the user.

Most of the work going on right now is in developing the technology for immersive VR. There are vast technical problems to be overcome. Coming up with 3D convincing computer-generated models of objects, whose perspective and form changes as fast as the person turns their head, requires incredible amounts of processor power. Modulating sound through headphones so that it appears to come from different points in space is also processor-intensive. And then there's the hurdle of tactile feedback. A VR glove might be able to give the person the sensation of lifting or holding an object. But designing a VR suit that will keep someone from falling on their butt when they try and sit on a virtual chair - there's the rub. It won't be easy, to say the least.

But people's initial reactions to immersive VR have been generally favorable. It's hardly "more real than real" yet. Virtual items still look more like clusters of polygons than anything else. Most VR simulations are done Walt Disney-style: the person is 'guided' through the experience from beginning to end, with perhaps a few limited choices along the way. More complex simulations still leave the person within a 'bounded' virtual world - either in terms of space or in terms of the number of virtual objects and experiences present in that world or the 'rules' governing possible interactions... but it won't be 'virtual reality' until it contains the unexpected and the spontaneous, like real life. Perhaps some input from chaos theory could assist in this process, by coming up with 'virtual worlds' where the new and unexpected is constantly being introduced.

The advantage of immersive VR is that new vistas of possibilities are opened up. Other people can represent themselves to those they encounter in any way they choose - as a table or lamp, for example. The 'virtual world' can operate under different laws of physics than our own. Using a gyroscope, as in the movie Lawnmower Man, would allow people to move through 'cyberspace' in any of the 3 dimensions, rather than being limited by gravity to walking. Perhaps many of the entities we encounter in VRspace might be AIs - indeed, part of the challenge might be distinguishing them from other people - a true Turing Test. Communication between people in immersive VRspace might be through abstract symbols - floating bits - instead of speech...

Not surprisingly, some of the first people to see the possibilities in VR have been the pornographers. They have rapidly jumped on the 'teledildonics'/'cybersex' bandwagon. Penthouse magazine has been one of the first to try and colonize this new terrain, with their 'interactive' porno CD-ROMs. In the vision of the 'teledildonicists,' all types of virtual stimuli will be simulable, including the tactile and gustatory (for example), so 'cybersex' with a 'virtual' or 'telepresent' partner will be the ultimate form of "safe sex" and perhaps the logical "evolution" from phone sex... indeed, some have openly wondered whether people might not prefer the simulation to the real thing, although skeptics simply call this just another form of high-tech masturbation.

The main disadvantage of immersive VR is that it is solipsistic and private. You may be sharing experiences with others, but that is merely because a central processor is matching your "outputs" to their "inputs." Since most developers are working toward personally interactive VR, where the person shapes their 'virtual space' as they go along, inevitably the trend will be back toward solipsism. If you encounter someone painful or bothersome in VRspace, you simply 'move' toward a 'virtual space' where they no longer exist. Most people will probably prefer to interact with VR companions of their own creation, exhibiting personalities and features that they choose.

Krueger's non-immersive 'artificial reality' provides a different approach. It is also interactive, but the 'reality' is simultaneously responding to the actions of a group of people, ranging from two to maybe hundreds... when you step into one of his STORYSPACEs, you know that outcomes will be shaped by more than just your personal choices... they will be shaped by the choices of the entire group. This is surely more 'real' than immersive VR. The advantages of non-immersive VR are obvious. The room can contain all kinds of quite physical objects, which are tangible, but whose appearance is constantly being altered as the setting changes. The person is having an artificial experience, but they are still having it in their quite real physical body, with other real physical individuals. Non-immersive VR can combine quite 'real' objects - trees, whatever - with 'unreal' ones, such as animatronic figures (like Disney), holograms, disguised objects, optical illusions, etc...

Surprisingly, fewer people are working on non-immersive VR. It's obviously less portable. And it may not satisfy people's demands for 'artificial realities' which are wholly unlike the 'real' one, where their identities, perceptions, etc. are completely different. Further, it's likely to be a much more 'guided' experience than immersive, interactive VR, although the designer can also find ways to implant remarkable degrees of flexibility or randomness into the experience. Certainly, in non-immersive VR, things that are very rapid-motion and contact-heavy (like 'virtual sports') might be much easier to simulate and do. Artists have generally shown more interest in non-immersive VR, since it seems to be a way of exhibiting art which involves the audience to the nth degree - the ultimate form of performance art.

Anyway, in either immersive or non-immersive VR, some things will be impossible to eliminate. The person will always feel the weight of their own body and have the prioperception of having two limbs, even if they appear in VR as having eight. They will not forget that they just entered a VR chamber or donned VR goggles, therefore, however convincing the experience, they will still know a priori that it is not reality. Thus it will not even be as convincing as a dream (which stops being convincing when the person wakes up, of course.) These types of VR cannot eliminate sensations of pain, hunger, thirst, fatigue, or any other physical pre-existing feelings. Most people will know how 'virtual' the worlds they are in by the fact that they cannot be injured or die - even if the 'pixels' of their 'body' are scattered to the four winds, their consciousness is not changing.

For these reasons, immersive or non-immersive VR are not likely to be more convincingly 'real' than a hallucinogenic episode created by a psychoactive drug, whatever people like Leary might have to say about the matter. During an LSD trip, people see their hand melting, and they accept it as a matter of fact, without questioning it. In VR, you will watch your hand 'derez' and disappear, and find it "cool", but you will know that your (physical) hand is still there. However, neural-direct VR experiences have this possibility - of complete suspension of disbelief on the part of the percipient - and therein lies both their danger and their promise. Neural-direct VR might truly be "more real than real," and thus be the ultimate example of what Baudrillard calls hyperreality. People might prefer the simulation to the real thing.

In Gibson's VR, your consciousness is actually translated into the "Matrix." Thus, it is possible for you to be "flatlined" and die within the virtual realm. With neural-direct VR, we may discover some disturbing things. It may be possible, as in the movie Brainstorm, to "record" experience of other people, and play them back for others. The ultimate vicarious experience. What happens, then, when we "record" somebody else's death, and all the things that happened in their brain during death happen in ours? Will we die also? All kinds of interesting metaphysical questions are raised by neural-direct VR. Will neural-direct VR mean new personalities can be implanted, as well as experiences or perceptions? Thus, in your virtual reality, you not only have the experiences of a superhero, but feel like one also? Could you be made to think you are someone else, as in the movie Total Recall?

The possibilities here are horrific. An extremely advanced form of neural-direct VR might be totally indistinguishable from 'real' reality. If it was introduced into a person's brain in some undetectable way, they might not know anything has happened, and not even know they're now in a 'virtual world.' Thus, the possibilities for control are immense. It would be the ultimate form of 'false consciousness.' The State could move from ideological control to total perceptual control. Dissidents could be neutralized by simply introducing their perceptions into false realities where their demands have already been met. Bentham's Panopticon might finally meet its 'virtual' realization...

But, at the same time, optimists see great promise in the technology. They suspect that, as humans experiment with the creating of 'virtual realities' in cyberspace, they will start to think more closely and critically about the processes used to elaborate and construct the 'consensus realities' of 'realspace.' VR advocates think that it will enable human beings to reach new plateaus of creativity, since inventions and works of art can be visualized and studied 'immersively' before being introduced to the "real world." Some think that it is part of the ongoing transitional phase of humanity - that as we learn more and more about our mind/brain and our processes of reality-creation, we will make a "quantum leap" in our consciousness toward our destiny as co-reality-creators...

The telephone, radio, and television all had their early utopians and doomsayers. Each was predicted to either elevate or level civilization. In many cases, these technologies disappointed both the pessimists, since they were not as bad as they thought, and the optimists, since they never lived up to all their promises. There were arguments (as there are over VR) over their future cost, availability, accessibility, interconnection, and control, and many of the predictions were based on models of superseded technologies, such as the telegraph. In large part, this was because how these technologies were used and articulated was determined by a particular social and cultural environment. It is likely to be the same way with virtual reality.

4. The Cyberpunks Reinvent Science Fiction

For the past ten years, science fiction has meandered along, often repetitive, boring, and banal. SF's staunchest defenders turned their backs on the genre, and the classics remained gathering dust on library shelves. But seemingly, out of nowhere, a new wave of authors has cropped up throughout the US. Young, knowledgeable, funny and mean,they've reinvented the product. The name they've chosen for themselves flaps in the air like a banner. Cyber for "cybernetics", a word that doesn't mean very much, but brings to mind the most advanced tecnologies and the green light of the computer screen; and punks because their style echoes that kind of rock music. Cyberpunks.

The term was coined by Gardner Dozois, an American writer, in an attempt to describe the work of William Gibson, whose novel, Neuromancer, was a great hit, winning three respected awards: the Hugo, the Nebula, and the Philip K. Dick Award. The term was so successful that both William Gibson and many other authors, whose works were published in the last few years, claimed it for themselves.

There is also a second Cyberpunk wave consisting of such writers as Jack Dann, John Shirley, and Kim Stanley Robinson, amongst others.

With its technologic and provocative connotations cyberpunk faithfully expresses the new authors' ambitions. Their texts are fast, incisive, ironic and disconcerting, and relate time, reality, and changes that are being wrought in the present by new technologies and computer science. Gone are the Galactic Empires, and consequently, the aggressive alien and the confused ET's. They are replaced by a universe of synthesis, both precise and sardonic, full of telematic pirates, peripheral cyborgs and worlds that oscillate between laughter and frenzy, luck and amnesia, action and entropy. What better way is there to present these giants of this new and insolent fiction than letting them talk about their worlds.

GREG BEAR ('Blood Music' and 'Eon'): "I think that the term cyberpunk is an abomination and I don't recognize myself in that movement. The cyberpunks are revolutionary only in name, all they really care about is selling as many of their books as the can.... People like Gibson, Rucker and Sterling have a sensitivity which is much more European than mine. I feel much more American than they are, in the sense that I think I'm more egalitarian and more open in my options and choices.... Our perception of science and technology has changed a lot since a few years back. Science has become a major cultural success, a form of art, in its own way.... If I had been prevented from becoming a science-fiction writer, I would have shot my brains out.... For the first time in history, with the advent of Reagan's SDI, science fiction has really had an impact on world politics, because SDI has influenced politics, even though it doesn't yet exist.... I'm not ashamed of Reagan, but he worries me.... As a Democrat, I'm ill at ease when I see that the Republicans have all the good ideas."

WILLIAM GIBSON ('Neuromancer' and 'Count Zero'): "I never studied science, but I use science and technology to conjure up new images, to create the surroundings and the atmosphere for my novels. I could say that I use scientific language in a poetic fashion. I'm a supplier of popular icons.... I have a feeling that we're living in an era of rapid changes and we don't realize what's happening. My work, consequently, consists of taking real, everyday life and transforming it into a fantasy, to make it more acceptable. In the sense, I deal more with social criticism than with future perspective.... My triple prize winning has made my existence a lot easier, but I have the impression that being widely accepted sort of neutralizes us one- time "angry young men." I don't think, however, that success has corrupted me.... I don't really belong to a group or a school of thought - I am part of the generation of people who have no special ties, but happened to land on the publishing world all at the same time. People have made up a dozen or so words to try to define us. None has really satisfied me up 'til now."

Hell, that was just one and one-quarter pages of text, and you are CRAZY if you think I'm gonna type the remaining one and three-quarters. Besides, that was all William Gibson had to say anyway, and I'm tire and sore.

About Max Headroom: They used the word 'ice' in a similar manner to the way Mr. Gibson used it in 'Count Zero'. There ARE other similarities though, but that was the only one I feel really suck out and bordered on plagiarism. Don't get me wrong, I like Max, but I thought "Jeez. Now if they make a movie of it the people who see it will think HE stole it from Max Headroom."

Even though I'm tired and sore, I'll add a few more things about Cyberpunk. There was an article in the April '87 issue of COMPUTER LANGUAGE that was titled "Timothy Leary and the Cyberpunks." It is basically an interview with Leary. The main focus of it is on some software that Leary has written that is called 'Mind Mirror', which, come to think of it, would be interesting to run online here for the users to use...Hmm... Anyway, Leary is also developing some software program called Mind Movies. "In my software movies, you decide on who the hero will be and what attributes he or she will have. The script keeps coming up and you have choices. At the end, the movie is your unique version of the book. I want to give people the tools to create things themselves."

The first Mind Movie will be based on, you guessed it, Neuromancer. Novelist William Burroughs is working with Leary on the script for the first Mind Movie, which is based on William Gibson's book Neuromancer, about a CyberPunk computer kid. Keith Haring, a graffiti artist, is doing much of the graphics, Helmut Newton te still photography, and New Wave rock group Devo the soundtrack. The last two sentences are direct quotes from the article but I forgot the quote marks. The rest will have quote marks in the propr places.

"Dr. Leary is, and always has been, a psychologist. In the 1950's he was well known for devising psychometric techniques that gave the individual the ability to diagnose him or herself. That's why he was invited to teach a Harvard University. Leary was also very prominent in the development of innovative group therapy techniques before the 1960s cultural revolution. With his current foray into "software for the mind," however, many people have begun attaching the slogan "Turn on, tune in, and boot up" to him. But he doesn't really appreciate the tone of this twist on the famous 1960s phrase "Tune in, turn on, drop out." Psychology has to do with human thinking and cognition, and I see the computer as a device for processing thoughts and ideas," he maintains. "I'm convinced as a psychologist that one of the many reasons for the conflict, destruction, and disorder categorizing human behavior today is the technology we use to think, which is abysmally destructive and confusing," says Leary. Because letters "don't mean anything," he claims people make up nonsense syllables. And yet in a discipline such as chemistry we use letters like C,H,O, and N to clearly indicate the elements carbon, hydrogen, oxygen, and nitrogen. "These letters mean something to everybody in the real world," he says. "Throughout the planet you may call water 'aqua', 'vassa,' or 'd'leau.' There are literally thousands of ways to describe water in an oral or verbal tradition, and yet nobody understands what anyone else is talking about. But if you just write the letters H2O, in every culture people will know what you are talking about."

And Leary believes computers may be the key to closing this "information gap." The word computer is defined by most dictionaries as a hand-operated electronic device for processing or communicating human thought. This definition can be extrapolated, Leary says, to include the three techniques humans have historically used or "computing" (processing their thoughts).

The first of these techniques is muscular (gestures and sounds). The second is written, involving either hand-operated (a papyrus and plume or pen) or mechanical methods (such as the reproduction of books, which uses letters). The third is electronic, involving computers, which Leary refers to as "thought appliances." "I love the word 'appliance,'" he says with a smile. "Because Big Brother doesn't want appliances. He wants things like systems and AI combines."

But Leary believes that computers exist as appliances that help the individual think for him or herself. His definition also implies use on a mass scale. "A few deces ago, only big companies or countries had the right to use computers," he says. Today, however, "The average American has perhaps 30 to 50 machines in his or her home, although there's still a big industry of airplanes and rockets and tanks. But there's no question that in the liberal, democratic, industrial countries, such as North America and Western Europe, every person in every home will depend more and more on individual appliances. "The notion of machines being appliances for the pleasure, whim, and comfort of the individual is really very new and honestly quite American." Leary claims that in the Soviet Union the Xerox machine is one o the most feared entities because with it ideas can get out quite freely. Also feared are the undergrond publications called Samizdats, which advocate individual growth. "Of course, it's always true that a new technology is always controlled by the conquerers, military, and bureaucrats," Leary says. "They're the only ones who have the energy and power to build a tank, steam engine, or whatever. But then the next generation of people come along, and you can't stop human instinct to think for itself. You can hold it down, but in every situation it springs forth."

Contrary to popular perceptions, Leary claims he has never advocated drugs. "That's ridiculous. That's like advocating that no one has a right to tell anyone else what to do with their lives," he says. "I'e always been a moderate, and I've always been pro-choice. Drugs are chemicals that can change your thinking. There's no question about that."

In the 1960s, Leary claims that he used chemicals to activate different circuits in his brain and help change his consciousness. "Drugs are technologies," he says, and submits that individuals should have the right to change their consciousnesses any time they want to. "But Big Brother doesn't want that," he says. "Every bureaucracy is against the CyberPunk use of drugs because drugs are a way to change your mind. Big Brother wants to control what you think. He finds the idea of individuals changing their consciousness alarming." Yet Leary contends that anything involving an individual freedom to think for him or herself will always have negative overtones. Even so, Leary admits that he's honored to be called a "dangerous kook."

"The very fact that my ideas have gained such widespread consciousness is recognition of my nonviolent and free expression of ideas. Why am I so dangerous? Because of my ideas. And I welcome that. But he also concedes he has been hurt by rumors that he is "brain-damaged." "What's ruined my image is the allegation that my brain has been burned out, that I'm toasted, that I'm a babbling idiot," says Leary. "This is what any orthodoxy does with someone whose ideas they can't handle."

Leary has come to recognize these allegations as barriers to overcome. "Of course,they've complicated my life," he admits. "And yet it's my challenge to show that I'm not brain damaged. "I've never been wounded by imprisonment or slander - that's just how humans play. If you set yourself as an individual who is playing the game of ideas and really competing for the consciousness of the country, they're going to throw everything against you.

"What is more deplorable than the use of drugs for pleasure or with intellectual intent," says Leary, "is that many of the people who take and abuse drugs often see no other means of personal reward. If you're a deprived person, say from a ghetto, you're more likely to use drugs because it's the only way you can reward yourself," says Leary. "And that's unfortunate. The answer is to give people better ways to cope."

Leary admits that he has used (and still does use) any drug of choice. "But I do it prudently, moderately, and cautiously," he says. "I have a thousand other things I can do to amuse myself. I don't want to be strung out, spun out, freaked out, or blitzed out." Why? Because the human mind is to valuable a thing to waste. "We have been endowed with a brain that contains a hundred billion neurons, and each neuron has the capacity ofne microcomputer. So everyone's carrying them around, but we're not all using them. It's hungry; it's like a muscle. It wants to be used!"

But if the human brain is just a bunch of micros networked together, will there come a time when we can duplicate or improve the mind's abilities? "So-called artificial intelligence is an oxymoron," Leary says with conviction. "Intelligence is natural. Humans get together and build systems for processing data faster, for filing, for expert systems, and so on. But it all generates from the 'wet ware' - the brain."

Leary accepts what he calls the challenge of AI, but he feels that humans can always outwit the big AI combines. "Who controls clusters of electrons?" he asks. "Are electrons demons moving through space? Can you pull them down? With electronic media, you just can't apply the laws of the industrial society anymore. If in 20 years I'm dead, under the old industrial way of thinking my inheritors might still control the copyright to books I'm writing now. You can't do that with information that's in the form of electronic clusters."

In Timothy Leary's opinion, computer programmers are the true "CyberPunks" and the real heroes of today. "They have the intelligence, courage, and imagination to access high technology - particularly knowledge technology - for their pleasure, purpose, profit, or whim." To Leary, it's people like Captain Midnight and Captain Crunch - nicknames for two men who illegally broke into computer and television channels - that define the spirit of CyberPunk, a vnotion he thinks was born within the hacker culture during the mid-1970s.

Leary also credits hackers with being the original frontier Libertarians. "I like the word 'punk' because it sets people apart and shows that what they're doing is unauthorized," he says. "It's no accident that Steve Jobs and Steve Wozniak were both long-haired, barefoot freaks. They were the original CyberPunks. Their names will go down with great Libertarians in history."

The word CyberPunk connects Herbert Weiner's notions of cybernetics and control systems with the idea of someone who uses technology for personal growth, freedom, and unauthorized communication, according to Leary. "I'm open to the idea that human beings come in different models and that certain individuals are able to handle more amounts of raw data more effectively than others," he says. "I think most programmers have nervous systems that are simply faster and can deal with more data. They also have to deal with an unforgiving mathematical system." Leary also views members of the programmer community as the thought processors of the future and disagrees with the stereotype of programmers as socially alienated, uncommunicative, and uncreative. Even so, "Programmers should be proud of these accusations and labels," he says. "It makes you different. Naturally people will be suspicious of difference, which means you've got to be twice as strong, twice as tough, and twice as skillful. That's the test of innovation."

He does admit, however, that programmers haven't developed the sophisticated, literary, cultural, aesthetic, or even erotic aspects of human thinking as much as they might. "They're so involved in such a challenging reality that they tend to neglect other aspects of their humanity," he says.

Leary has some strong concerns for the future of humanity and the Information Age. America has gone through a drop in intelligence, Leary says, with superstition, violence, racism, tribalism, and religious fanaticism on the rise. "The antidote to this is a shot of intelligence," Leary believes. "It's not going to be done by the teachers, the politicians, or even the writers. It's going to be done by computer programmers, software designers, and software artists. "The human race is facing a tremendous crisis. And it's the job of those people involved with computers as thought appliances to raise the intelligence level of our culture by at least 10%. If we could just change things upward by 10%, that networking would be irresistible."

While this is a great responsibility and a wonderful challenge for those he refers to as the CyberPunks, Leary feels it is also an attainable goal. "CyberPunk is a very heroic term to me," he says. "And the tradition of the computer hacker as CyberPunk goes back throughout human history. It's always been these individualistic things that kept us thinking."

Computer hackers, who by definition are individualists, are a rare breed. "They are the ones who 'go where no man [or woman] has gone before,' says Leary. "They will go down in history the way all great explorers have gone down."

"Even in the worst scenario of a Big Brother situation, you're going to have hackers who are in there in the bowels. They understand it better than the dictators. And because of that, there will always be hackers, and programmers, and CyberPunks."

Ok, now it's me again your friendly neighborhood cyberpunk. Just wanted you to know that Mind Mirror is made by Activision and is available for most computers. Haven't tried it, but it's what Dr. Leary calls a thought processor.

5. Language, Information, Entropy, Evolution

When Claude Shannon, a scientist as Bell Labs, first began to work out the rudiments of information theory (IT) back in the 1940s, he was interested in dealing with a rather specific problem - how to prevent electronic "line noise" (an inevitable result of quantum fluctuations) from interfering with the transference of a communication signal. This was similarly the case with Norbert Weiner, who invented (and coined) cybernetics originally to deal with the sophisticated problems surrounding regulation of ballistic firing mechanisms. However, Shannon (like Weiner, who was the son of a philologist) soon began to realize that information theory (like cybernetics) might be applicable to a whole host of areas, especially human language. However, Shannon only made a few speculations about one area where IT might also be applicable - biology - and unfortunately few picked up his inroads into this area of inquiry. Many people have protested how Shannon's ideas have been moved into more tangential or metaphysical areas, but it should be noted that he was one of the first people to start raising these questions.

The principle that Shannon hit upon was fairly simple: redundancy. It is one of the ones on which error-checking modems are based today. Basically, the idea is that the "message" contains extra "bits" which verify the integrity of the message itself, but convey no additional information to the receiver. Shannon realized that there was an important link between probability, communication, and entropy. In the universe, all systems are moving from less probable states (perfect order) toward more probable states (entropic heat equilibrium - total random Brownian motion of all molecules in the system.) Likewise with messages. At the point of transmission, they are in their least probable state (there is only one possible "meaning" that could be derived from them) but along the means of transmission, noise (random "bits") corrupts the message so that multiple meanings of the message are all equally probable. (Hence, on the other hand, the receiver says, "Huh? Say that again?") The game of 'Telephone' is, of course, based on this very principle.

Ever since Maxwell's imaginary demon, physicists have started to slowly realize that information is an important factor in the link between entropy, work, and energy. In Maxwell's imaginary experiment, a demon would open and close a gate (perfectly frictionless, of course - this is a thought experiment) so that slow-moving and fast-moving molecules would be separated, thereby reversing the entropy or disorder of a gas. But there was a problem - the demon would have to be able to see the molecules in order to have the information of which ones were moving fast and which ones were going slow. As Maxwell realized, at this level the photons from the demon's flashlight would affect the motion of the molecules - Heisenberg's uncertainty principle would begin to take effect. Increasing information also increased entropy. Information about a system could help us restore systems to a less probable state (this is what medical knowledge does for human bodies in high states of disorder) but only at a cost of increasing entropy in the universe somewhere else, and contributing thereby to the entropy of the universe as a whole. Living organisms basically do just this - maintaining their own coherence while adding waste products to their environment.

The attempt to apply information theory to biology has occurred in various areas. Herberto Maturana and Francisco Varela lead the group of theoretical biologists who see the immune system as an information-processor (of organismic self-identification) rather than a war-fighting police-state. Maturana and Varela also struggle against representationalism in cognitive science, suggesting that the nervous system is "operationally closed," and the blind tunnels of the neo-Darwinian programme, which fails to see how an organism and its environment are "structurally coupled" and how evolution is essentially an information-exchange process. The neo-Darwinians finally managed to complete their grand synthesis when Lamarck was held at bay with the Weismann Barrier (between germ line and organism) and the "language" of the Mendelian gene was found in the rungs of the ladder of the DNA spiral. The Human Genome project now plumbs this strange tongue, but it is likely to uncover some unpleasant facts that may well doom the academic perch of the neo-Darwinian synthesis.

The neo-Darwinians made it part of their battle cry that evolution is essentially a-teleological. The only operating principles in evolution were mutation of the DNA from radiation (which was essentially random) and adaptation (natural selection eliminating mutations which were unfit.) The twin poles of chance and necessity as described by materialist molecular biologist Jacques Monod. In essence, the neo-Darwinians proposed that mutation was producing an endless random sequence of genetic "messages" and that some censor was standing at the end of the line, killing every one that didn't make "sense," and this explained the complexity and diversity of lifeforms that we see today. (Just like an infinitely large bunch of monkeys sitting at typewriters, with every one failing to produce a Shakespeare opus being shot. ) To deny the intellectual parsimony of this theory was liable to get one declared a Lamarckist, or worse a creationist, and in any case, certainly an unscientific reactionary. Yet there were people who accepted the theory of evolution but saw extreme problems in nature relying on such a "blind" mechanism.

Some like Stephen Jay Gould attempted to "save the appearances," proposing that the neo-Darwinian synthesis was basically correct, but that some other mechanisms might also occasionally be involved, like punctuated equilibria and genetic drift. Others questioned the gradualism of natural selection, suggesting that various types of catastrophism might have caused a much more severe and rapid "selection" process. But the full frontal assault on neo-Darwinism has been led by computer scientists working on the artificial life front. These A-life researchers working on cellular automata programs have begun to realize something critical about organic evolution - that it is not a-teleological precisely because it is algorithmic. Not all possible mutations occur, because the language of DNA, like human language, is redundant , and limits the number of possible "messages" that can be generated through messenger RNA. The ridiculed work of Barbara McClintock on "jumping genes" began to be revived, as some molecular biologists began to realize that genes did more than just "code" for proteins - they also shifted around in the chromosomal sequence (just like words do in sentences while maintaining overall meaning) and, more importantly, governed other genes in that sequence through a grammar of rules for juxtaposition.

Mutation could not randomly "shuffle" around DNA. DNA was self-organizing, and thus likely to preserve certain structures once they had come into being. Some of the new theoretical biologists suggest that it can even orchestrate its own modification, thus bringing the heretical possibility of quasi-Lamarckian purposiveness back into mutation -- and offering explanations of how some organisms in the fossil record retraced their evolutionary steps and escaped evolutionary "blind tunnels" and extinction. The new cognitive biology suggests that nature is throwing dice in the creation of new organisms, but they're heavily loaded; and that the typewriters the monkeys are working on in "typing out" the language of life seem to have certain keys stuck together. Life appears to be based on dissipative structures (relying on nonequilibrium thermodynamics, like the Zhabotinksy Reaction) which are negentropic; life maintains its own self-organization by continually exchanging information with its environment and cybernetic self-monitoring feedback. Rather than a "green scum" on the face of the planet, life on planet Earth seems to be part of its war against entropy and the dissipation of meaning.

We are here, of course, going against the 'Central Dogma' of molecular biology: nature does no bookkeeping. Once an organism is physically transformed by the environment, there is no way to keep "track" of the change within its cellular structure. Organisms are information-impoverished, plastic to the extreme, but unable to know where they've been or where they're going phylogenetically. Nonetheless, some biologists insist that there are other things going on in evolution besides mere random mutation and blind selection. Symbiosis (cooperative rather than competitive strategies between organisms), saltationism (rapid 'leaps' through evolutionary 'search space'), self-organization (crystallization of stable biological structures), and directed mutation all seem to be part of nature's template for biological life. Alife researchers are beginning to realize that the trick of evolution is to build into the system a means of generating novelty - i.e. keeping life a negentropic open system - and one of those great devices was hit upon epochs ago: sexual reproduction, the best way we have of reshuffling the genomic deck.

The how of organismic information exchange boggles most biologists, who are not prepared to accept the fact that organisms are not closed systems, but are instead bioelectronic transceivers receiving constant electromagnetic 'signals' from their environment. Circadian rhythms and other bodily 'clocks' are synchronized through light's "interface" with the pineal gland - but evidence is mounting that other biological processes (including consciousness itself) are affected by electromagnetic signals from other sources, especially the planet's own geomagnetic field. Rupert Sheldrake's "morphogenetic fields" may explain how certain biological forms repeatedly "crystallize" and are repeated throughout the phylum, and certain atavistic features display how the phylogenetic past is reactivated in the ontogenetic present. Organisms are constantly exchanging electromagnetic information with each other; some have explained the "healing touch" as the natural ability of organisms to exchange information and break down intra-organismic information blockages ("your body should not be like this; instead it should be like this.")

The new info-biology and info-medicine holds some great promise. Some biologists have begun to look at aging in the body and brain as "noise accumulation." Basically, as certain inevitable recopying errors accrue in an organism's DNA, after countless cell reduplications, these errors overwhelm the "signal" of the organism's own self-coherence and it dies. Aging, the entropic fate of every organism, may be reversible, if we start to learn the 'grammar' of DNA; but there is a cost, as we will certainly add to the entropic fate of our planet via our burgeoning overpopulation and production of waste products. Disease might be come to be understood as information blockage, as the organism's "communications channels" are blocked from receiving the proper "signals" from the outside environment. Algorithmic accelerated artificial-life evolution may show how life on this planet made its "breakthroughs." Already, some curious Alife experiments are showing that symbiosis and mutualism are early strategies being adopted by some very uncompetitive cellular automata at the outset of their 'evolution.'

Ultimately, however, we cannot leave the matter there without dealing with the emergence of language, consciousness, and the 'other half' of coevolution. Richard Dawkins suggests that the genes' process of information production originally ruled the biological world, but with the emergence of homo sapiens the memes (units of linguistic-mental information rather than linguistic-genetic information) began their own strategies for selfish proliferation. It was William Burroughs who first suggested that language itself might be a virus, a parasitic piggybacker on the backs of homo sapiens, manipulating him for its own purposes. Noam Chomsky suggests that the human brain is "hardwired" with the fundamental structures for producing language - the crucial adaptation which may have made memetic evolution, a much more rapid and more highly redundant process than genetic evolution, take off in the brain of some distant Paleolithic ancestor. The emergence of spoken, and later written, language, may not be accidents; they may have been structured adaptations to increase biological information exchange and retention. (Perhaps it all started when he ate that mushroom.)

Certainly, one of the main realizations offered to us by the vast corpus of postmodernist literary theory that so many of us run from in horror from is the strange, almost quasi-intentional self-transformation of language. Derrida writes about the "play" of language, of the "unwillingness" of the signifier to remain bound to the signified, and of how writing writes itself through the author. If biology is linguistic, perhaps language is biological. The ancient writers seemed to grasp the nature of language, of the way that its permutations and recombinations were governed by curious webs of metaphor and self-referentiality. They called this protean language argot - the Art Gothique of the cathedral, the goetic art of the magician, the ship Argo which brought Heracles to the Golden Fleece, and the Arc Got or rainbow of light. Not surprisingly, argot was the language of the man of the street - the tongue of vagabonds, gypsies, thieves, highwaymen, pirates, and courtesans. Within the base dross of clever and foul words might be found the philosophical gold of wisdom, if one had the gematriac tools for recombination. This tongue reached its pinnacle in as the Langue D'Oc (Occitan) in the South of France, and is still found in the recorded poems of the troubadours of that time.

If language is an extraterrestrial virus that "invaded" mankind, as Burroughs suggests, perhaps it is a symbiote rather than a parasite. Certainly, the memes have enabled the genes to go to places they have never been before. The memes have shown the genes to themselves and increased the distance of biological information exchange. Biological evolution on planet Earth could only have gone so far without inevitably taxing the limits of the biosphere, but memetic evolution offers the possibility of homo sapiens escaping the gravity well of the planet and possibly taking genetic evolution in new and unprecedented directions. If we define life, heretically, as a process for perfecting the universe's ability to accumulate and preserve information about itself, it may be the case that language represents the universe's best weapon against its own entropic heat death. The snag is if information accumulation is basically a net transfer of entropy outside the system, this will ultimately fail if the universe is a closed system. Unless, of course, the universe is simply the least probable of many coexisting parallel universes.... and its redundant grammar is the laws of physics themselves.

Подстраници (1): Predictions