Douglass Rushkoff - Cyberia

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Douglas Rushkoff
Cyberia
Life in the Trenches of Hyperspace
Preface to the 1994 paperback edition
A lot has happened in the year or so since I wrote this book. More
than usually
happens in a year. Thanks to technologies like the computer, the modem,
interactive media,
and the Internet, we no longer depend on printed matter or word of mouth to
explore the
latest rages, innovations, or discoveries. By the time a story hits the
newstands, most insiders
consider it old news" and are already hard at work on the next flurry of
culture-bending
inventions and activities.
Cyberia is about a very special moment in our recent history -- a
moment when
anything seemed possible. When an entire subculture -- like a kid at a rave
trying virtual
reality for the first time -- saw the wild potentials of marrying the latest
computer
technologies with the most intimately held dreams and the most ancient
spiritual truths. It is a
moment that predates America Online, twenty million Internet subscribers,
Wired magazine,
Bill Clinton, and the Information Superhighway. But it is a moment that
foresaw a whole lot
more.
This book is not a survey of everything and everyone cyber" but
rather a tour through
some of the regions of this new, fledgling culture to which I was lucky
enough to gain
access. Looking back, it is surprising to see how many of these then-absurd
notions have
become accepted truths, and disheartening to see how many of the most
optimistic appraisals
of our future are still very far from being realized.
Cyberia follows the lives and translates the experiences of the
first few people who
realized that our culture was about to take a leap into the unknown. Some of
them have
succeeded beyond their wildest expectations and are now practically
household names. Others
have met with catastrophe. Still others have simply faded from view, their
own contributions
to the cyberian renaissance already completed.
The people in this book, and thousands of others like them around
the world,
understand the implications of our technologies on our culture, thought
systems, spiritual
beliefs, and even our biological evolution. They still stand as the most
optimistic and
forward-thinking appraisers of our civilization's fate. As we draw ever
nearer to the
consensually hallucinatory reality for which these cyberians drew the
blueprints, their
impressions of life on the edge become even more relevant for the rest of
us. And they make
more sense.
Douglas Rushkoff
New York City, 1994
Introduction
Surfing the Learning Curve of Sisyphus
On the most rudimentary level there is simply terror of feeling
like an immigrant in a
place where your children are natives--where you're always going to
be behind the
8-ball because they can develop the technology faster than you can
learn it. It's what I
call the learning curve of Sisyphus. And the only people who are
going to be
comfortable with that are people who don't mind confusion and
ambiguity. I look at
confusing circumstances as an opportunity--but not everybody feels
that way. That's
not the standard neurotic response. We've got a culture that's
based on the ability of
people to control everything. Once you start to embrace confusion
as a way of life,
concomitant with that is the assumption that you really don't
control anything. At best
it's a matter of surfing the whitewater.
--John Barlow, lyricist for the Grateful Dead and cofounder of the
Electronic
Frontiers Foundation
The kid who handed me the brightly colored flyer must have figured
I was younger or
at least more open-minded than I really am. Or maybe he had me pegged from
the beginning.
Sure, I had done a little experimenting" in college and had gotten my world
view a bit
expanded, but I was hardly ready to immerse myself in a subculture as odd,
or as influential,
as this one turned out to be.
The fractal-enhanced map-point" leaflet announced a giant, illegal
party -- a rave,"
where thousands of celebrants would take psychedelics, dance to the blips of
computer-generated music, and discuss the ways in which reality itself would
soon conform to
their own hallucinatory projections. No big deal. Bohemians have talked this
way for years,
even centuries. Problem is, after a few months in their midst, I started
believing them.
A respected Princeton mathematician gets turned on to LSD, takes a
several-year
sabbatical in the caves of the Himalayas during which he trips his brains
out, then returns to
the university and dedicates himself to finding equations to map the shapes
in his psychedelic
visions. The formulas he develops have better success at mapping the weather
and even the
stock market than any have before.
Three kids in San Francisco with a video camera and a broken hotel
magnetic key
encoder successfully fool a bank cash machine into giving them other
people's money.
A new computer conferencing system immerses people so totally in
their virtual
community" that an alterego takes over a man's willpower, and he finds
himself out of
control, randomly propositioning women who happen to be online."
A science fiction writer, after witnessing the spectacle of a child
in hypnotic symbiosis
with a video arcade game, invents a fictional reality called Cyberspace -- a
consensual
hallucination" accessed through the computer, where one's thoughts manifest
totally, and
reality itself conforms to the wave patterns.
Then, in a bizarre self-fulfilling prophecy, the science fictional
concept of a reality that
can be consciously designed begins to emerge as a held belief--and not just
by kids dancing
at all night festivals. A confluence of scientists, computer programmers,
authors, musicians,
journalists, artists, activists and even politicians have adopted a new
paradigm. And they want
to make this your paradigm, too.
The battle for your reality begins on the fields of digital
interaction. Our growing
dependence on computers and electronic media for information, money, and
communication
has made us easy targets, if unwilling subjects, in one of the most bizarre
social experiments
of the century. We are being asked to spend an increasing amount of our time
on a very new
sort of turf----the territory of digital information. While we are getting
used to it by now, this
region is very different from the reality we have grown to know and love. It
is a boundless
universe in which people can interact regardless of time and location. We
can fax paper''
over phone lines, conduct twenty-party video-telephone conversations with
participants in
different countries, and even "touch'' one another from thousands of miles
away through new
technologies such as virtual reality, where the world itself opens to you
just as you dream it
up.
For example, many of these computer programs and data libraries are
structured as
webs, a format that has come to be known as hypertext.'' To learn about a
painter, a
computer user might start with a certain museum. From the list of painters,
he may select a
particular portrait. Then he may ask for biographical information about the
subject of the
portrait, which may reveal a family tree. He may follow the family tree up
through the
present, then branch off into data about immigration policies to the United
States, the
development of New York real estate, or even a grocery district on the Lower
East Side. In a
hypertext video game, a player might be a detective searching a room. In the
room is a chest
of drawers. Select a drawer. The drawer opens, inside is a note. Point to
the note, and text
appears. Read the note, see a name. Select the name, see a picture. One item
in the picture is
a car. Select the car, go for a ride through the neighborhood. See an
interesting house, go
inside...
Maybe this isn't all that startling. It has taken several decades
for these technologies
take root, and many of us are used to the way they work. But the people I
met at my first
rave in early 1990's San Francisco claimed they could experience this same
boundless,
hypertext universe without the use of a computer at all. For them,
cyberspace can be accessed
through drugs, dance, spiritual techniques, chaos math, and pagan rituals.
They move into a
state of consciousness where, as if logged onto a computer, the limitations
of time, distance,
and the body are perceived as meaningless. People believe that they move
through these
regions as they might move through computer programs or video
games--unlimited by the
rules of a linear, physical reality. Moreover, they say that our reality
itself, aided by
technology, is about to make a wholesale leap into this new, hypertextual
dimension.
By handing me that damned rave promotional flyer, a San Franciscan
teenager made it
impossible for me to ignore that a growing number of quite intelligent, if
optimistic, people
are preparing themselves and the rest of us for the wildest possible
implications of our new
technologies. The more time I spent with these people, the less wild these
implications
seemed to me. Everywhere I turned, the conclusions were the same. Quantum
physicists at the
best institutions agree that the tiniest particles making up matter itself
have ceased to behave
with the predictability of linear equations. Instead, they jump around in a
discontinuous
fashion, disappearing, reappearing, suddenly gaining and losing energy.
Mathematicians,
likewise, have decided that the smooth, geometric model of reality they have
used since
Euclid first drew a triangle on papyrus is obsolete. Instead, using
computers, they churn out
psychedelic paisley patterns which they claim more accurately reflect the
nature of existence.
And who appears to be taking all this in first? The kids dancing to
electronic music at
underground clubs. And the conclusion they have all seemed to reach is that
reality itself is
up for grabs. It can be dreamt up.
Now this all may be difficult to take seriously; it was for me--at
first. But we only
need to turn to the arbiters of reality--mainstream scientists--to find this
confirmed. The
ability to observe phenomena, they now believe, is inextricably linked to
the phenomena
themselves. Having lost faith in the notion of a material explanation for
existence, these
quantum physicists and systems mathematicians have begun to look at the ways
reality
conforms to their expectations, mirroring back to them a world changed by
the very act of
observation. As they rely more and more on the computer, their suspicions
are further
confirmed: This is not a world reducible to neat equations and pat answers,
but an infinitely
complex series of interdependencies, where the tiniest change in a remote
place can have
systemwide repercussions.
When computers crunch data from real-world observations, they do
not produce
simple, linear graphs of an orderly existence but instead churn out phase
maps and diagrams
whose spiraling intricacy resembles that of an ancient mosaic, a coral reef,
or a psychedelic
hallucination. When the entire procession of historical, biological, and
cosmological events is
reanalyzed in the light of modern mathematical discoveries like the fractal
and feedback
loops, it points toward this era--the turn of the century--as man's leap out
of history altogether
and into some sort of timeless dimension.
Inklings of what this dimension may be like come to us through the
experience of
computer hackers and psychedelic tripsters, who think of themselves not as
opposite ends of
the spectrum of human activity but as a synergistic congregation of creative
thinkers bringing
the tools of high technology and advanced spirituality into the living rooms
of the general
public. Psychedelics can provide a shamanic experience for any adventurous
consumer. This
experience leads users to treat the accepted reality as an arbitrary one,
and to envision the
possibilities of a world unfettered by obsolete thought systems,
institutions, and neuroses.
Meanwhile, the cybernetic experience empowers people of all ages to explore
a new, digital
landscape. Using only a personal computer and a modem, anyone can now access
the
datasphere. New computer interface technologies such as virtual reality
promise to make the
datasphere a place where we can take not only our minds but our bodies along
for the ride.
The people you are about to meet interpret the development of the
datasphere as the
hardwiring of a global brain. This is to be the final stage in the
development of Gaia,'' the
living being that is the Earth, for which humans serve as the neurons. As
computer
programmers and psychedelic warriors together realize that "all is one,'' a
common belief
emerges that the evolution of humanity has been a willful progression toward
the construction
of the next dimensional home for consciousness.
We need a new word to express this boundless territory. The kids in
this book call it
Cyberia.
Cyberia is the place a businessperson goes when involved in a phone
conversation, the
place a shamanic warrior goes when traveling out of body, the place an acid
house'' dancer
goes when experiencing the bliss of a techno-acid trance. Cyberia is the
place alluded to by
the mystical teachings of every religion, the theoretical tangents of every
science, and the
wildest speculations of every imagination. Now, however, unlike any other
time in history,
Cyberia is thought to be within our reach. The technological strides of our
postmodern
culture, coupled with the rebirth of ancient spiritual ideas, have convinced
a growing number
of people that Cyberia is the dimensional plane in which humanity will soon
find itself.
But even those of us who have never ventured into a house club,
physics lab or
computer bulletin board are being increasingly exposed to words, images and
ideas that shake
the foundations of our most deeply held beliefs. The cyberian paradigm finds
its way to our
unsuspecting minds through new kinds of arts and entertainment that rely
less on structure
and linear progression than on textural experience and moment-to-moment
awareness.
Role-playing games, for example, have no beginning or end, but instead
celebrate the
inventiveness of their players, who wind their way through complex fantasies
together, testing
strategies that they may later use in their own lives, which have in turn
begun to resemble the
wild adventures of their game characters. Similarly, the art and literature
of Cyberia have
abandoned the clean lines and smooth surfaces of Star Trek and 2001: A Space
Odyssey in
favor of the grimy, posturban realism of Batman, Neuromancer, and
Bladerunner, in which
computers do not simplify human issues but expose and even amplify the
obvious faults in
our systems of logic and social engineering.
Not surprisingly, the reaction of traditionalists to this
expression has been harsh and
marked by panic. Cyberians question the very reality on which the ideas of
control and
manipulation are based; and as computer-networking technology gets into the
hands of more
cyberians, historical power centers are challenged. A bright young hacker
with enough time
on his hands can break in to almost any computer system in the world.
Meanwhile,
do-it-yourself technology and a huge, hungry media empire sews the seeds of
its own
destruction by inviting private citizens to participate through 'zines,
cable shows, and
interactive television. The hypnotic spell of years of television and its
intense public relations
is broken as people learn to deconstruct and recombine the images intended
to persuade them.
The result is that the population at large gains the freedom to reexamine
previously accepted
policies and prejudices.
Using media viruses,'' politically inclined cyberians launch into
the datasphere, at
lightning speed, potent ideas that openly challenge hypocritical and
illogical social structures,
thus rendering them powerless.
A new scientific paradigm, a new leap in technology, and a new
class of drug created
the conditions for what many believe is the renaissance we are observing
today. Parallels
certainly abound between our era and renaissances of the past: the computer
and the printing
press, LSD and caffeine, the holograph and perspective painting, the wheel
and the spaceship,
agriculture and the datasphere. But cyberians see this era as more than just
a rebirth of
classical ideas. They believe the age upon us now might take the form of
categorical
upscaling of the human experience onto uncharted, hyperdimensional turf.
The people who believe all this, so far, are on the outermost
fringes of popular culture.
But, as we witnessed in the 1960s, the beliefs of fringe cultures can
trickle up through our
youth into the mainstream. In fact, we may soon conclude that the single
most important
contribution of the 1960s and the psychedelic era to popular culture is the
notion that we have
chosen our reality arbitrarily. The mission of the cyberian counterculture
of the 1990s, armed
with new technologies, familiar with cyberspace and daring enough to explore
unmapped
realms of consciousness, is to rechoose reality consciously and
purposefully.
This book is meant to provide a guided tour through that vision:
Cyberia. It is an
opportunity to take part in, or at least catch up with, a movement that
could be reshaping
reality. The cyberian explorers we will meet in the next chapters have been
depicted with all
their human optimism, brilliance, and frailty. Like the first pioneers of
any new world, they
suffer from the same fears, frustrations, and failures as those who stay
behind and watch from
the safety of familiarity. These are not media personalities but human
beings, developing their
own coping mechanisms for survival on the edges of reality.
Whether or not we are destined for a wholesale leap into the next
dimension, there are
many people who believe that history as we know it is coming to a close. It
is more than
likely that the aesthetics, inventions, and attitudes of the cyberians will
become as difficult to
ignore as the automatic teller machine and MTV. We all must cope, in one way
or another,
with the passage of time. It behooves us to grok Cyberia.
Most people think it's far out if we get virtual reality up and
running. This is much
more profound than that. This is the real thing. We're going to
find out what "being''
is. It's a philosophical journey and the vehicles are not simply
cultural but biology
itself. We're closing distance with the most profound event that a
planetary ecology
can encounter, which is the freeing of life from the chrysalis of
matter. And it's never
happened before--I mean the dinosaurs didn't do this, nor did the
procaryotes
emerging. No. This takes a billion years of forward moving
evolution to get to the
place where information can detach itself from the material matrix
and then look back
on a cast-off mode of being as it rises into a higher dimension.
--Terence McKenna, author, botanist, and psychedelic explorer
PART 1
Computers: Revenge of the Nerds
Chapter 1
Navigating the Datastream
Craig was seven when he discovered the catacombs.'' His parents
had taken him on a
family visit to his uncle, and while the adults sat in the kitchen
discussing the prices of sofas
and local politics, young Craig Neidorf--whom the authorities would
eventually prosecute as a
dangerous, subversive hacker--found one of the first portals to Cyberia: a
video game called
Adventure.
Like a child who wanders away from his parents during a tour of the
Vatican to
explore the ancient, secret passages beneath the public walkways, Craig had
embarked on his
own video-driven visionquest. As he made his way through the game's many
screens and
collected magical objects, Craig learned that he could use those objects to
see'' portions of
the game that no one else could. Even though he had completed whatever tasks
were
necessary in the earlier parts of the game, he was drawn back to explore
them with his new
vision. Craig was no longer interested in just winning the game--he could do
that effortlessly.
Now he wanted to get inside it.
I was able to walk through a wall into a room that did not
exist,'' Craig explains to
me late one night over questionably accessed phone lines. "It was not in the
instructions. It
was not part of the game. And in that room was a message. It was a message
from the creator
of the game, flashing in black and gold...''
Craig's voice trails off. Hugh, my assistant and link-artist to the
telephone net, adjusts
his headset, checks a meter, then acknowledges with a nod that the
conversation is still being
recorded satisfactorily. Craig would not share with me what the message
said--only that it
motivated his career as a cyberian. This process--finding something that
wasn't written about,
discovering something that I wasn't supposed to know--it got me very
interested. I searched in
various other games and tried everything I could think of--even jiggling the
power cord or the
game cartridge just to see what would happen. That's where my interest in
playing with that
kind of thing began ... but then I got an Apple.''
At that point, Cyberia, which had previously been limited to the
other side of the
television screen, expanded to become the other side of the computer screen.
With the help of
a telephone connection called a modem,'' Craig was linked to a worldwide
system of
computers and communications. Now, instead of exploring the inner workings
of a packaged
video game, Craig was roaming the secret passages of the datasphere.
By the time he was a teenager, Craig Neidorf had been arrested.
Serving as the editor
of an on-line magazine'' (passed over phone lines from computer to
computer) called Phrack,
he was charged with publishing (legally, "transporting'') a dangerous,
$79,000 program
document detailing the workings of Bell South's emergency 911 telephone
system
(specifically, the feature that allows them to trace incoming calls). At
Neidorf's trial, a Bell
South employee eventually revealed that the program'' was actually a
three-page memo
available to Bell South customers for less than $30. Neidorf was put on a
kind of probation
for a year, but he is still raising money to cover his $100,000 legal
expenses.
But the authorities and, for most part, adult society are missing
the point here. Craig
and his compatriots are not interested in obtaining and selling valuable
documents. These kids
are not stealing information--they are surfing data. In Cyberia, the
computer serves as a
metaphor as much as a tool; to hack through one system to another and yet
another is to
discover the secret rooms and passageways where no one has ever traveled
before. The web
of interconnected computer networks provides the ultimate electronic neural
extension for the
growing mind. To reckon with this technological frontier of human
consciousness means to
reevaluate the very nature of information, creativity, property and human
relations.
Craig is fairly typical of the young genius-pioneers of this new
territory. He describes
the first time he saw a hacker in action:
I really don't remember how he got in; I was sitting there while
he typed. But to see
these other systems were out there was sort of interesting. I saw things
like shopping
malls--there were heating computers you could actually call up and look at
what their
temperature settings were. There were several of these linked together. One
company ran the
thermostat for a set of different subscribers, so if it was projected to be
82 degrees outside,
they'd adjust it to a certain setting. So, back when we were thirteen or so,
we talked about
how it might be neat to change the settings one day, and make it too hot or
too cold. But we
never did.''
But they could have, and that's what matters. They gained access.
In Cyberia, this is
funhouse exploration. Neidorf sees it as like when you're eight and you
know your brother
and his friends have a little treehouse or clubhouse somewhere down in the
woods, and you
and your friends go and check it out even though you know your brother would
basically kill
you if he found you in there.'' Most of these kids get into hacking the same
way as children
of previous generations daringly wandered through the hidden corridors of
their school
basements or took apart their parents' TV sets. But with computers they hit
the jackpot:
There's a whole world there--a whole new reality, which they can enter and
even change.
Cyberia. Each new opening leads to the discovery of an entirely new world,
each connected
to countless other new worlds. You don't just get in somewhere, look around,
find out it's a
dead end, and leave. Tom Sawyer and Becky Thatcher were fascinated by a few
winding
caves; cyberkids have broken through to an infinitely more complex and
rewarding network.
Each new screen takes them into a new company, institution, city,
government, or nation.
They can pop out almost anywhere. It's an endless ride.
As well as being one of the most valuable techniques for navigating
cyberspace,
hacking the vast computer net is the first and most important metaphor in
Cyberia. For the
first time, there is a technical arena in which to manifest the cyberian
impulses, which range
from pure sport to spiritual ecstasy and from redesigning reality to
downright subversion.
Crashing the System
David Troup gained his fame in the computer underground for a
program he wrote
called The Bodyguard, which helps hackers maintain their chain of
connections through a
long series of systems breaches. Through another ingeniously exploited
communications
system glitch, we spoke as he relaxed on his living room couch in Minnesota.
From the sound
of his voice I knew he was using a speaker phone, and I heard several of his
friends milling
about the room, popping open beers, and muttering in agreement with Troup,
摘要:

DouglasRushkoffCyberiaLifeintheTrenchesofHyperspacePrefacetothe1994paperbackeditionAlothashappenedintheyearorsosinceIwrotethisbook.Morethanusuallyhappensinayear.Thankstotechnologieslikethecomputer,themodem,interactivemedia,andtheInternet,wenolongerdependonprintedmatterorwordofmouthtoexplorethelatest...

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