
Synesthesia
and Cyberspace

"Identity will be a matter of
freedom and choice;
Freedom will be a matter of choice
of identity.
The cyberpunk hacker
Tutors
Dr Steve Goodman
Mr Keith Piper
Dr
David Chapman
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Introduction
Cyberpunk science fiction culture, pervades with notions of computer hackers having direct mental access to cyberspace (Neuromancer 1984), with artificial intelligence living and functioning within it, in a posthuman, post biological world were amalgamation between human and machine are commonplace, were gender and disembodiment are central themes derived from the very real fears of our own ongoing technological and cultural expansion. These issues and topics are the central concepts that my practical piece will run along using these as issues to create the soundscapes to explore the fictional acoustic cyberspace of the cyberpunk genre. “Certain
central themes spring
up repeatedly in cyberpunk. The theme of body invasion: prosthetic
limbs,
implanted circuitry, cosmetic surgery, genetic alteration. The even
more
powerful theme of mind invasion: brain-computer interfaces, artificial
intelligence, neurochemistry- techniques radically redefining the
nature of
humanity, the nature of self.”
Storming
the reality studio p346
The
term cyberspace refers to an information space in which data is
configured in such a way as to give the illusion, in which he/she can
be linked
together with a large number of users via a puppet-like simulation
which
operates in a feedback loop to the operator.
(Cyberspace,
Cyberbodies, Cyberpunk p2) Cyberspace is
a mediated realm of actual digitalized information, Gestalt
gathered as an amerceable
environment. The experiential depth of this virtually existing
collection of
data is defined by the level in which the user can immerse themselves
within
this information metaspace. The word
Cyberspace was first
coined by William Gibson in his book “Neuromancer” were people
travelled
through interwoven computer networks of data, these electronic world is
often
referred to and envisioned by science fiction as an opposition to the
real
world, were 3d Euclidian spaces of information and data are navigable
in an
immersive electric environment.
Chapter
1-
Role of the
body
in cyberspace The term “virtual reality” (VR) was first coined by Jaron
Lanier, the
former head of vpl research Inc. in California, and has recently been
defined
as a real or simulated environment in which the perceiver experiences
Tele-presence Cyberspace/Cyberbodies/Cyberpunk
P5 A Cyborg
is a
cybernetic organism hybridised as both man and
machine, this discussion focuses on the body in cyberspace. In
cyberpunk
culture the post human cyborg, were man and machine are joined and
married
derives a fictional perspective of whole body immersion. The topic of
Cyberbodies has been slowly elevated from science fiction to science
interest
with research in wearable electronic, prosthetics and human computer
interfaces
pushing past the vision of big cumbersome VR helmets and The new technological environments of virtual reality and
cyberspace
confuse the boundaries between internal and external worlds, creating
the
illusion that internal and external realities are one and the same.
(Cyberspace/Cyberbodies/Cyberpunk p144) However
Cyberbodie and cyberculture discourse academically
has been extrapolated by feminism gender and cultural studies from such
minds
as Sadie plant, Donna Haraway, Sandy
Stone, Katherine Hayles. With interest into
internet communities, hypertext communication in cyberspace from the
likes of Ellen Strenski,
Janet Murray, Marie-Laure Ryan, George landow
The Virtual as Gibsonien The idea of the virtual again is much characterised by notions portrayed from a Gibsonien perspective in popular mainstream culture, disappearing into the “net”, uploading consciousness and existing as a virtual bodies. Although in the far future full virtualised immersion again will entail this imaginative perspective. The virtual has many meanings, and really the idea is not a new one, since the dawn of time a virtual world has been imagined, a collection of ideas, an underworld, a netherworld, pure thought, an information metaspace region not bound by time and space. This idea is not essentially a new one. However the technological progress of the digital medium has allowed us to touch, see and feel the ethereal cyberspace underworld and brought this notion back into contemporary interest. “Gibsonian
cyberspace
represents an imagined merger between the internet and VR cyberspace”
Cyberspace, Cyberbodies, Cyberpunk p7 In Neuromancer, cyberspace among other science fiction is described, as a fully transgressable information metaspace in which the body freely moves, bound not by space and time. This surfing, design and navigation of different reality’s, (Leary) by the virtualized entity are often theorized as a hyperembodiement. The difference however is that embodiment and disembodiment seem to be both a polemic of existence to the virtual bodie situated in cyberspace. The body in cyberspace changes configurations, moving temporally, becoming virtual brings about a need for new methodological approaches and understandings required to grasp the potential of this virtualization. “The virtualization of the body is therefore not a form of disembodiment but a re-creation, a reincarnation, a multiplication, vectorization, and hetrogenesis and alienation, actualization and commodity reification” becoming virtual reality in the digital age p67 The Virtual as potential Contry to the popular culture view that virtual is not real; the virtual philosophically represents a field of potential.
To often we draw away from the main point of our excersise being the question, How can we make internet navigation and immersion more wholesome and a full-bodied experience through what we know is capable with what technology we’ve got?
Chapter 2-
Virtual
reality Cyberspace VR does not Re-present, VR Tele-presentsVirtual reality, traditionally defined as an interactive ethereal immersion experience generated by a computer, (Marie-Laure Ryan) is often portrayed as an externally collective intelligence visualised and conceptualized by the cyberpunk mythology in science fiction. It also holds closely to the conceptualized cultural envisioning behind Marshall Mcullans notion of a global village as a global digitalized communication network. Thus the mainstream illusion is that virtual reality is analogous to 3d Euclidian space that’s fantasized and romanticised by cyberpunk ideology. One
of the ironies of
the digital revolution is that as more and more media go digital, the
means by
which people interface with these media are becoming increasingly
analogic in
form. The desktop metaphor, the room metaphor, digital gloves and body
suits.
The increasingly sensory mix of how we interact with digital systems;
all are
movements towards a powerful user illusion based on an analogy with a
familiar
world of objects located in space. Cyberspace is digital, but the way
we
interface with digital computer systems that mediate our use of
cyberspace
still depends on analogy. The
cyberspace
lexicon (Bob Cotton and Richard Oliver)
Could it
be
considered Marshal
McMullan and William Gibson are both visionaries that share the same
ideological vision of a global information cyberspace? An
interesting
cyberpunk claim
comes from Tim Leary who stated William Gibson…. “Has
produced nothing less than the underlining myth, the
core legend, of the next stage of human evolution. He is performing the
philosophic function that Dante did for feudalism and that writers like
Mann,
Tolstoy (and) Melville…did for the industrial age.” (Leary, cited in
kellner,
1995; 298) It could
be
said that William
Gibson ideas behind the cyberspace immersive environment related
closely to
Marshall Mcullans ideas of the global village and the Internet. However
technological discrepancies between the actual and fictional vary,
science
fiction has always allowed important ideas, fears and narratives to be
investigated and extrapolated, and they always provide foundations of
cultural
and scientific inquiry to future events. “The
dense
information environment created by the
computer is at present still concealed from it by a complex screen or
mosaic
quilt of antiquated activities that are now advertised as the new field
for the
computer.” (Mcluhan and fiore. 1968:89) Marshall
sees
and acknowledges the
realism of the actual global information network that makes the
internet, being
that collectively as an information archive of data, the internet is a
kind of
hyper mind in which, all thoughts, all information of all man and woman
is
shared regardless of copyright or legislation and that any reality
conveyed is
sharable in an endless stream of information. However this information
sea is
not validated as true or even raw data in the trustiest sense of the
word. Its collectively
collectable virtuality of electronic information, (Pierre) containing
hundreds
of years of information, un censurable and effectively freeform and
intangible,
just as the electrons zooming down this cable are intangible to your
hands, yet
the cable is. “Electric
circuitry has overthrown the regime of time and
space and pours upon us instantly and continuously the concerns of all
other
men, it has reconstituted dialogue on a global scale” (pg 16
Marshall
Mcluhan the medium is the massage) Although
notions around the
virtual from Pierre levy to theories of Deleuze and Guattari, borrow
and build
upon each others notions of affect, sensation and philosophical
interpretations
concerning ideals of being, My attempts is to track and explore the
polemic’s
of two very different concepts of how the conception of the body as a
virtual
object and its relationship to a virtualized cyberspace have been
viewed. My
main task is establishing a theoretical context in which to explore the
discourse surrounding cyberspace in relation to the Telematic-sense of
user
immersion experience, and its relationship to Synesthesia.
Chapter
3-
Synesthesia
and Cyberspace Digital
media
have given us a new way in which to
communicate (Leary 1995), in which
multimedia communication has evolved in electronic media with sound and
light
such as the development from radio to TV and then Internet. All these
things
created huge cultural changes that rocked peoples worlds both on a
personal
level and globally, after all most houses contain a tv, but now that’s
being
replaced by the computer if not already. Reciprocal
telecommunications of the global network have
enabled an evolution of communication; these new cybernetic systems of
interaction, interface, immersion and feedback have slowly encompassed
more
senses from text, sound, touch, and light. Feeding the senses and
developing
more and more a whole sensory hyper-embodiment interface. For now when
I call my
partner I can see her as well as hearing her on my mobile phone, were
as 8
years ago the technology enabled me just to her. It’s about developing
a more
multisensory full body approach when devising better interfaces. The
Historical
development of
Synesthesia has been from the perspective of physiology, neuroscience,
Art and
science with researchers Dr Hugo at the royal academy of arts in “The characteristics of certainty vary
according to the philosophers chosen system” Art and Theory 1900-2000 p454 However now more than ever Synesthesia has been realised both trans-disciplinary between the science and arts as and important key in our understanding of the technology of perception, sensation and affect. It’s now clear that Synesthesia can be used as a conceptual modal for also understanding computer interfaces, immersion design with military and industrial economic applications. The
psychological relationship between the senses provides
an understanding between the inter relationship of possible modality
assemblages as different amalgamations. Surmised as an interaction
dynamic
between the senses, the audio-visual of experience
and the proprioception-haptic kinaesthesia of electroplastic media
mediate
between consciousness and pure subjective experience. When immersed
within
cyberspace as an entity prosthetically detached, New and exotic modes
of being,
communication and cultural processes often occur pushing theoretical
discourse
to the limit and demanding new innovative approaches conceptually. The
fact that “natural” visual perception is never pure.
Vision always cofunctions with other senses, from which it receives a
continuous feed and itself feeds into: hearing, touch, proprioception,
to name
only the most prominent. Tele-Matic Hypermedia The
building
picture of the role
of the body in cyberspace and a definition of this of how Synesthesia
is
connected to cyberspace lies between the Gibsonian conception of the
virtual
and a Marshal Mcullan based notion of the techno-cultural effects of
cyberspace
technology. Just as cyberculture science fiction provides an
informative
purpose of inquiry from a cultural social studies standpoint, this
project has
defined the notion of two very different but related approaches’s to
precisely
pinpoint theoretically the meaning of the virtual and cyberspace. Synesthesia, (Greek,
SYN=together +
AISTHESIS= perception) which is where one sense becomes mixed with
another. The
question of
the domination of
sight in perception, (Plato-circa 430bc) Has been the bane of cognitive
processing research for interfaces that has forced a working between
trans-disciplinary
science’s, bridging
practice with theory, in which the outcome of these innovative new
technologies
has realistic potential to redefine the relations between the senses. There is
no
reality but the
reality that the author places on to it, you can only talk about the
reality by
drawing on your reality that you inherent as experience and mnemonic
programming that you live in. Any reality is an opinion. No matter how
much
academia or vocal intellectual gymnastics used, there is still a
defence and
offence into the reality that is inhabited by the speaker or researcher
that
inhabits his cave. |