Posts Tagged ‘Dungeons and Dragons’

A Rock Legend Passes – Meat Loaf Dies Aged 74

January 21, 2022

One of the big stories today, which isn’t about the military build-up around Ukraine and Boris Johnson and his wretched parties, has been the death of Meat Loaf. One of the things that surprised me in the news items about him was that he was in 65 or so films. I was aware that he played Eddie, a zombie in the Rocky Horror Picture Show. I’d also seen him as a man suffering from testicular cancer who joins the underground boxers in the 1990s film Fight Club, based on the book by Chuck Palahniuk. But I wasn’t aware of any others, and certainly not that he’d been in so many.

He’s best known, however, for Bat Out Of Hell, which is now a Rock classic. I can remember the exciting amongst the rockers and metal freaks I was at school with when it came out. It even got played at a school assembly by one of the teachers. He wasn’t disapproving, just using it to illustrate some point about different moods in music. Bat Out Of Hell, in contrast to other, more soothing pieces, was pure, raw aggression. It was, but not violence. It was loud, fast, melodic rock. His co-writer, Jim Steinman, appeared on a Beeb rockumentary a few years ago. The interviewer commented on the operatic quality of the piece. Steinman agreed, and said that it was because he was listening to a lot of opera at the time.

Bat Out Of Hell came out just as the Satanism scare was beginning, and the real-life modern witch-hunters went to absurd lengths to claim that there was a terrible Satanic conspiracy to corrupt American youth. Dungeons and Dragons was supposed to include real spells and was turning young people to crime, sex, and suicide. I’ve friends who were into it, and that very definitely wasn’t the case. D&D was an imaginary Tolkienesque world of goblins, orcs, giants and wizards, but these were the staple characters of children’s fantasy. For the vast majority of youngsters, it was just a great way to spend a couple of evening with your friends. Rock music was particularly singled out for condemnation. Now there are metal bands, which I think genuinely are aggressively anti-Christian. But for many, it’s just theatre, as Satanic as a Hammer Horror flick. Bat Out Of Hell got some of this, because the album cover showed a motorcycle erupting out of a grave watched by a demon. This was occult imagery. It is, but again, it’s fantasy occult imagery. You could and can see pretty much the same kind of imagery on any genre horror, fantasy or sword and sorcery paperback. And there’s absolutely no mention of the occult or the Devil in the track itself. I bought the sheet music awhile ago and I’ve played it. What it tells me is that Meat Loaf liked the dark imagery of rock, and had a taste for awesome motorbikes. As for groups labelled Satanic, back in the ’90s the accusation was levelled at the American band Ossuary. Or it was until they issued a statement explaining that they were all good children of the Roman Catholic church, and their songs attacked the preachers who were bringing the church into disrepute. Then someone had the idea of checking with their parish priest, who confirmed what they said.

But to me, one of the most memorable of Meat Loaf’s appearances on British TV was when he outwitted Clive Anderson. Anderson had his own chat show, Clive Anderson Talks Back, in which he made light banter poking fun at his guests. Sometimes he went too far, and offended them. He did that to the Bee Gees. There’s a clip of them walking off, one by one, after he told them their music was rubbish. Anderson was left with his mouth hanging open, looking pleadingly at them. Finally only one was left, and as he turned to go, Anderson said to him, ‘You’re not going as well, are you?’ ‘Sorry,’ the pop musician replied, ‘but I don’t do lone interviews.’ That never happened to Meat Loaf, but he did think of a getting a few chuckles from his name. ‘What should I call you – Meat? Mr Loaf? What do your children call you?’ Meat Loaf had answer to that: ‘Mostly they call me ‘Dad’.’ as Jazz Club would say on the Fast Show ‘Grrreat.’

Farewell, Big Guy. You will be missed, and rock is poorer without you.

The sheet music for the album Bat Out Of Hell, which was written and composed by Steinman, arranged for piano with guitar tablature and lyrics, has been published by International Music Publications Ltd. Apart from the title track, it has ‘You Took the Words Right Out of My Mouth (Hot Summer Night), Heaven Can Wait, All Revved Up With No place to Go, Two Out of Three Ain’t Bad, Paradise by Dashboard Light and For Crying Out Loud’.

The cover image was dreamed up by Steinman, and painted by fantasy artist and comics legend Richard Corben.

Way back in the ’90s there was a slew of tribute bands – the Bootleg Beatles, Elton Jack and so on. Meat Loaf did not escape. His was called ‘Fat Out Of Hell’.

May he, like Elvis, keep ’em rocking.

Grim Jim on the Role-Playing Games Based on the Terran Trade Authority Handbooks

May 6, 2021

The Terran Trade Authority handbooks were a series of SF art books by Stuart Cowley published in the late ’70s and early ’80s beginning with Spacecraft 2000-2100. Cowley took various paintings of spacecraft, published originally as covers for paperback SF novels, and turned them into a future history and typology of these fictional spacecraft. I’ve only got the first book, Spacecraft 2000-2100, but I think there were others on space wrecks, star liners and great space battles. The books were the fictional publications of a future governmental organisation, the Terran Trade Authority, and its subsidiary, the Terran Defence Authority, which regulated trade between Earth and the other planets and civilisations, as well as providing for the planet’s defence. In this future, humanity was only just expanding into interstellar space, but had encountered two nearby alien civilisations on Proxima and Alpha Centauri. These aliens were markedly similar to humans, although not so similar that their ships didn’t need modification for human use. These similarities were so strong that there was speculation about a deep kinship or common origin for the three different species.

I came across the book when I was on holiday and was really blown away by the art. This was by such great SF artists as Chris Foss, Angus McKie, Bob Layzell and others. And even now, about forty years later, the books are fondly remembered by SF fans. What I didn’t know is that they also spawned two Role-Playing Games set in their fictional universe, one published by Morrigan Press.

I found this video by Grim Jim, a game designer, who’s also a fan of these great books. Here he talks about the RPGs, which unfortunately failed to make much of an impact. According to him, the Morrigan RPG gamebook has been long out of print. If you want to play it, you’re therefore reduced to either finding a second hand copy somewhere, or pirating it. Normally he wouldn’t recommend the latter, but this is really the only option for people who want to play it. He talks about the mechanisms of the game system used, which seems to have been a generic game system. For some reason the book replaced the awesome paintings of the original TTA handbooks with computer art. This is fine, but doesn’t have the paintings’ quality. G J speculates that Morrigan may have had to use computer art because of problems over the copyright for the paintings. It seems that by the time Morrigan published the book, the copyright had reverted back to Cowley.

I’m not really into games, but a number of my friends are very much into RPGs, like the classic Dungeons and Dragons and so on. One of these is Traveller, an SF game which I think came out in the 1970s a few years before the TTA handbooks and the games based on them. People are still putting up videos on YouTube about the TTA books and their spaceships, including one which recreated them zooming through space through CGI. This isn’t politics, but I thought people would enjoy this video about a great piece of SF art and literature.

Archaeology Recreates Bronze Age Welsh Round Barrow in ‘Minecraft’

July 7, 2020

Here’s a piece of archaeology news from yesterday’s I for Monday, 6th July 2020. An archaeologist and his daughter have recreated a Bronze Age burial mound on Anglesey, Bryn Celli Ddu, in the computer game ‘Minecraft’. The article, ”Minecraft recreates Bronze Age landmark’, by Madeleine Cuff, runs

An archaeologist has recreated one of the UK’s most famous Bronze Age landmarks on the computer game Minecraft, in an attempt to entertain his 11-year-old daughter during lockdown.

Dr Ben Edwards and his daughter Bella have created a digital version of Bryn Celli Ddu, a 3,000-year-old burial mound on Anglesey.

The pair were assisted by Dr Seren Griffiths, a colleague of Dr Edwards at Manchester Metropolitan University, and Dr Ffion Reynolds of Cadw, the Welsh Government’s historic environment service.

Their digital invention is now being shared with classrooms around the world to help students learn more about ancient civilisations and cultures.

Minecraft is a compute game created by Microsoft, where players can explore a 3D world, discovering natural resources, craft tools and build houses or other structures. Dr Edwards had to draw on his daughter’s greater technical expertise to recreate the ancient site with modern-day technology.

“Bella had to show me how to do a lot of things, because she uses it more than me,” he told BBC News, adding that Bella said the final version was “very realistic”.

Bryn Celli Ddu, which loosely translates as “mound in the dark grove”, is thought to date back to the Bronze Age. The main burial mound is positioned so that during the summer solstice the dawn sunrise shines right through the main passageway.

This is interesting, as Minecraft has been used by its players for a long time to recreate structures and objects that have zilch to do with the game itself. There used to be a number of videos on YouTube put up by people, who had used the game to do this. I remember one fan of Dr. Who had even recreated the TARDIS.

While the reconstruction of Bryn Celli Ddu in Minecraft is clearly useful for getting schoolchildren interested in archaeology, I can also see adult archaeologists using it. There is professional software available for mapping archaeological sites and monuments, but this is so expensive only institutions like universities can really afford it. A friend of mine, who’s into role-playing games like Dungeons and Dragons introduced me a few weeks ago to a piece of software that has been developed to enable players to create maps of the fictional landscapes of their games. While not exactly cheap, it’s definitely much cheaper than the academic software for archaeologists and geographers. I remarked then how useful the game software could be to serious archaeologists in their recreations of ancient landscapes.

Now it seems that Minecraft could be the same. I think it would be too crude for a finished recreation of a monument, but it might help archaeologists when they are beginning an analysis by allowing them to do so at rough, initial stage.

Ozzy Osbourne Tells Trump to Stop Using his Music

June 30, 2019

Here’s another great story from yesterday’s I, for 29th June 2019. According to the article ‘Trump warned off Osbourne songs’ on page 11, the dark god of Rock has told the Orange Generalissimo not to use his songs for his rallies or campaigns. The article runs

Ozzy and Sharon Osbourne have ordered Donald Trump not to use the heavy metal star’s music for his political campaigns.

The US President, who is running for re-election in 2020, used Osbourne’s 1980 hit Crazy Train in a video mocking his Democrat rivals.

The clip,  posted to the president’s Twitter page on Thursday, opened with footage of the previous evening’s Democratic debate as the Black Sabbath front man’s song played.

Sharon Osbourne criticised Mr Trump’s use of the song and said he was now “forbidden” from using any of Ozzy’s music.

Rock and Roll!

I don’t think this necessarily comes from any deep aversion to the Republican Party on the Osbournes’ part. If I remember correctly, they stayed at the White House at Bush’s invitation when the soon-to-be butcher of Iraq was elected president. I think it may simply be a case of Osbourne wishing to be seen to be politically neutral, rather than allied with any single party. And I also think a good part of it is also a natural desire not to have his music associated with Trump because of the Cheeto President’s vicious racism and intolerance.

But it also seems very strange to me that the Republicans have decided they like Rock/Metal after the way they and the Moral Majority went after it in the 1980s. This was when the right-wing guardians of western, and specifically American morality started turning their ire on Role Playing Games and rock/pop music. The group Mothers Against Dungeons and Dragons declared that the game was responsible for the suicide of a very troubled young man, and was corrupting kids all over America. Bored teenagers meeting in their parents’ living rooms to play table-top games as wizards, dwarves, orcs, elves, women warriors etc were being enticed into Satanism and the occult.

Ditto with Rock and Metal. The Organisation of Senators’ Wives were running around demanding the record companies put labels on their products to indicate if they had offensive lyrics. Black Sabbath were, I believed, sued by one mother, whose son had tragically taken his life. She claimed the lad had been prompted to do it from listening to the track ‘Suicide Solution’. In fact, as I’ve been told by Ozzy fans, the song is about someone considering suicide, who then rejects it. It is not a glamorisation, and the case was thrown out of court. Rock and Metal were also being blamed for rising crime, juvenile delinquency, and spreading sexual perversions and promiscuity amongst the young. And, of course, Satanism and the occult.

This was part of the Satanism scare in America and Europe at the time. There were supposedly multigenerational groups of Satanists responsible for the horrific abuse of children, including human sacrifice. The claims started with a series of books by people claiming to have survived such abuse, like Michelle Remembers. These launched a very real witch hunt, in which numerous children were taken into care on the flimsiest of evidence, and entirely innocent people were accused as their Satanic abusers. Again the evidence against these was often extremely tenuous to non-existent. It often consisted of little more than memories, which had been recovered under hypnosis by their psychiatrists. A British government report in the 1990s effectively put a stop to it over here, by concluding that such Satanic sects didn’t exist.

Rock and Heavy Metal was an obvious target for the scare, because so many bands used occult or Satanic imagery. This reached its nadir in an infamous edition of ITV’s The Cook Report, in which the investigative journalist asked Ozzy if he really was a Satanist. ‘I find it hard enough to conjure myself out of bed in the morning, let alone evil spirits’, said the great man. On the other side of the Pond, Dee Snyder, the front man of rockers Twisted Sister, was called in to give evidence about the influence of rock music on the young to a congressional inquiry. ‘Wasn’t he worried about the effect unsuitable music has on children?’, they asked him. ‘Yes, of course,’ he replied, ‘and as a parent I’m very careful what my children listen to.’

Rock music 1. The overly censorious moral watch dogs zero.

Given this, and Rock and Metal’s strong association with excess and rebellion, it amazes me that the Republicans have tried to co-opt, because it seems to contradict everything the Religious Right stands for. I know they’re trying to reach out to the young, and many Rockers are politically right-wing, but there’s still a contradiction there.

But all this aside, it’s great that Ozzy and Sharon are standing up to Trump and his very real Fascism. Party on! Excellent!

Comics and Political Satire: Diceman’s ‘You Are Ronald Reagan’

October 13, 2016

diceman-reagan-cover

I’ve written a several pieces about comics and political satire and comment. The 1960s counterculture produced underground comics, which dealt with taboo subjects. These included sex, and issues of sexual orientation, such as homosexuality, as well as explicit political commentary and satire. These continued well into the 1980s and 1990s. Over here, adult strips with a strong political content included Crisis, many of the Knockabout stable of comics, and Pete Loveday’s Russell: The Saga of a Peaceful Man. Mainstream comics, such as 2000 AD, also contained elements of satire and political comment, particularly in the strips created and written by veteran recidivist and script droid Pat Mills.

Way back in the 1980s, 2000 AD also launched a spin-off, aimed at the RPG crowd. This followed adventure game books, like the Wizard of Firetop Mountain, in which the reader also played the central character in the adventure, and their decisions reading the book/game determined how it ended for them. 2000 AD’s Diceman was similar, but the games were in comic strip form, rather than simple, unillustrated text. Most of the games were straightforward strips using 2000 AD characters like Slaine, Nemesis the Warlock and Rogue Trooper. There was also the ‘Diceman’ strip of the title, which was about a 1930s occult private eye in America, hunting down weirdness and assorted monsters and human villains assisted by his own occult monster, Astragal, the demon of the dice. The strip was set amongst the grim tenements of Depression era New York, though it could go further afield into Nazi Germany, and so also had more than a little similarity to the Indian Jones films then playing in cinemas. It was based on the writings and life of Charles Hoy Fort, the writer and researcher of the bizarre and weird, such as falls of frogs and other strange events. Fort was the inspiration for the magazine The Fortean Times, which continued Fort’s work of documenting the bizarre and the scientifically ‘damned’. The Fortean inspiration behind Diceman probably came from the fact that many of those involved in the British comics scene, like the late Steve Moore, were also contributors to the FT.

Most of the strips seem to have been written by Pat Mills, and the readership seems to have been somewhat more mature than that of the parent magazine, 2000 AD. So in a couple of them, Pat Mills let rip and dealt explicitly with two of the politicos then running amok on the world stage. These were Maggie Thatcher and Ronald Reagan. Illustrated by the great underground comic artist, Hunt Emerson, these were ‘Maggie Thatcher: A Dole-Playing Game’, and ‘You Are Ronald Reagan’. I found the issue with the latter yesterday looking through a pile of old magazines. Published in issue 5 of the magazine in 1986, the game had the reader take over the brain of the American president and journey back in time to avert an impending nuclear war. During the game you were faced with such tasks as deciding whether to send the troops into Nicaragua, negotiating arms reductions with the Soviet president, Mikhail Gorbachev, researching your family tree to boost your popularity with the American electorate, and trying to prevent a full scale nuclear war with Russia. While also trying to sort out what to do about Britain and Maggie’s plea to turn it into America’s 51st State. The reader also had to successfully maintain the illusion that they were indeed the real Ronald Reagan. If they didn’t, they were fried in the electric chair as a Commie infiltrator. Along with Maggie and various aides, one of the whom looked like an American eagle, was Reagan’s buddy, Bonzo the Superchimp, named after Reagan’s co-star in the film Bedtime for Bonzo.

Some idea of the style – both visual and narrative – of the strip can be seen in the sample page below.

diceman-reagan-1

The strip mostly has a light touch, even when Reagan fails to avert World War 3 and civilisation is ended in a nuclear holocaust. But it dealt with extremely serious issues. For example, nearly all of the options for solving the crisis in Nicaragua involved military force to a greater or lesser extent, and all of them would result in misery for the people of that nation. Which were illustrated with the same depiction of starving peasants and crying children for all of the choices. As with many of Mills’ strips, it was based on solid research, with some of the books consulted listed at the end of the strip, along with the terrifying real incidents where the world had come close to nuclear war through mistakes and stupidity.

The strip was also similar to some of the computer games then being created for the new generation of home computers, like the Commodore 64 and ZX Spectrum. Some of these also had a satirical slant, including one called The Tebbitt. This followed the Tolkienesque adventure game format, but you played a politician running around Whitehall trying to solve political issues. Hence the title, in which the name of one of Thatcher’s cabinet thugs, Norman Tebbitt, was substituted for The Hobbit.

Sadly, Diceman didn’t last long. There are still underground comic strips and graphic novels with a strong political content. Counterpunch a few weeks ago carried an article about one attacking the current situation in America. And two years ago Mills announced another graphic novel containing an anthology of strips to counter the establishment propaganda about the First World War. Role-Playing Games like Dungeons and Dragons and various others based on H.P. Lovecraft’s Cthulhu mythos are still played, despite being overtaken by video and computer games. And Judge Dredd and 2000 AD and its other characters, like Slaine and the A.B.C. Warriors have survived into the 21st Century. Unfortunately, so have the Conservatives, Neoliberal economics, a political cult based around Reagan and Thatcher as visionary politicians, for whom it is tantamount to horrible blasphemy to criticise. And Obama and the Conservatives in this country also seem to want to pitch the world into another nuclear confrontation with Russia, this time over the Middle East.

Perhaps it’s time for a few more politically orientated satirical strips. Maybe one in which you play David Cameron, and have to avoid destroying the economy, making millions homeless and starving, and trying not to break up the UK while fighting the EU. All the while breaking trade unions, protecting the rich and powerful, and keeping the population as poor and desperate as possible. With the option of doing it all again as Theresa May.

Police to Interview Suspects By Bodycam

November 17, 2015

According to an article in The Canary last week, the government is considering passing legislation to allow the rozzers to interview suspects in the street instead of in an interview room back at the cop shop. These interviews will, however, be recorded by bodycam.

The article begins

Pilot plans to allow police officers to interview suspects on the streets via body cameras, rather than at police stations, has raised concerns among civil liberties groups.

Currently, while the formal caution that police recite when arresting somebody states clearly that anything they say may be used in evidence against them, officers are not formally able to interview someone until they have been taken to a police station. Crucially, once at the police station, the suspect has the right to independent legal advice, and they are entitled to pre-interview disclosure.

This pre-interview disclosure is vitally important as it is designed to ensure the person and their legal representative understand why the person has been deprived of their liberty, the nature of the allegations made against them, and the reason why they have been arrested. Without this disclosure, and access to a solicitor, the suspect is extremely vulnerable, especially if unfamiliar with the complexities of the law.

Unsurprisingly, given the cuts to the police service, these proposals have nothing to do with access to justice, and are primarily concerned with saving money. Hampshire Chief Constable, and national police spokesman for body-worn video, Andy Marsh stated:

‘I think this will lead to swifter, fairer and more importantly cheaper justice.’

The emphasis seems to be most definitely on cheaper justice, with fairness coming a very poor second. The article quotes two critics of the scheme, who point out that current practice is based on decades of experience of the abuse of police powers. And that the people, who will suffer through this innovation won’t be the experienced, hardened crims, but inexperienced suspects unsure of their rights and the law.

The full article can be read at: http://www.thecanary.co/2015/11/11/fears-raised-cheaper-justice-policing-plans/

A number of points can be made here. Firstly, there’s the danger of serious breaches of justice in allowing the police to interview suspects away from the interview room and the presence of a lawyer to represent them. The government seems to think that allowing the interview to be recorded by bodycam will somehow be an acceptable substitute for removing established procedures involving formal, recorded interviews. It looks simply like they’re desperate to get convictions, and are willing to use this technology as a pretext for removing established judicial safeguards. Hey, it’s all recorded on camera, so it’s properly supervised. It can be wrong, can it?’ This seems to be the attitude.

It also shows how the government seems to be believe that increased surveillance technology is automatically a solution. Now, I’m very much aware that there is the view that Paris was targeted by ISIS for their butchery, instead of London, because the City of Light had much less CC TV coverage. But surveillance cameras, as the French also knew, carried their own dangers of creating a pervasive, surveillance state. Alan Moore when he wrote V for Vendetta in the 1980s placed surveillance cameras on the streets in his Fascist future Britain, thinking that this would really scare its readers. Well, it’s now thirty years or so after the strip, and surveillance cameras are everywhere and no one takes any notice, a fact the great man himself has remarked on. I’m sure surveillance cameras have an important use, but they should be adjuncts to, not substitutes for, traditional policing.

I also wonder what will be done about recorded interviews in which the individual is left off without charge. Will they still be retained? What about a person’s right to privacy, and not to have the state keep records on them when they are innocent? There have been cases where innocent citizens have found that the rozzers have continued to keep files on them even after they were released and declared innocent. I’m very much afraid something similar could happen here.

And there is the danger of the wider misuse of such technology as the Tories make Britain become ever more authoritarian and Fascistic. Way back in the 1970s the police were required to compile useful intelligence on potential suspects. This ended up with the bluebottles deciding someone was suspicious, based no more on the fact that they were a Punk, or a pregnant teenager. And one of Cameron’s brilliant ideas was for the cops to take the names and particulars of strikers on picket lines. He’s had to climb down on that, but given the backing the Tories have always received from rabidly anti-union groups, I doubt believe this has gone away. Not completely. So there’s a real threat to civil liberties there.

And lastly, there’s the rather more fantastic threat that this is the start of something like the Borg. They’re the cyborg race from Star Trek, who have merged into a single, collective intelligence – a group creature, so that their society resembles a giant ant’s nest. We’re nowhere near that level of cybernetics yet, but one of the more interesting comments about the Google Glass computer spectacles was that it practically made the wearer one of the Borg. Google Glass were the hi-tech specs that allowed you to surf the internet while walking about, and for your on-line friends to see what you were seeing. I can remember back in the 1990s there was a similar experimental arrangement being tried out by the computer geeks at one of the American unis. A friend of mine, who played Shadowrun, a Dungeons and Dragons-type game based in the world of cyberpunk and computer hacking, seemed unsurprised when I told him about it. He called the technology and the people who used them ‘gargoyles’, which was the term used in the game for people, who used cyberspace technology to experience the sensations experienced by another person.

So, in the game’s parlance, this technology effectively makes the rozzers the justice ministry’s gargoyles. And with others seeing what they see, it’s almost ‘1984’ and the Borg. It’s just that they haven’t been mentally connected to the internet yet, so they aren’t yet like the Robomen of the Dalek Invasion of Earth.

But it’s early days yet. Give the Tories time. They are Borg. Resistance is futile. We will be assimilated.

Readings for the Cyber Age

October 15, 2013

Neil Spiller, ed., Cyber_Reader: Critical Writings for the Digital Era (London: Phaidon 2002)

Cyber Reader

Information technology is one of the most powerful scientific development of the past century. It, and the related fields of cybernetics and robotics, have profound implications for the nature of the brain, consciousness, sex, gender, humanity, life and even reality itself through the ways scientists, engineers and games designers have managed to simulate, model or recreate these aspects of our existence in the virtual worlds of cyberspace. This book is a collection of texts by scientists, engineers, philosophers and Science Fiction novelists exploring the theoretical and scientific underpinnings of information technology and cybernetics, and exploring the technologies’ philosophical implications and their impact on our lives in the future. The texts include extracts from

Babbage Engine

A Model of Charles Babbage’s Analytical Engine of 1871

Charles Babbage, ‘Of the Analytical Engine, 1864’, discussing his manufacture of his famous ‘Difference Engine’;

E.M. Forster’s pioneering SF story, The Machine Stops, of 1909, in which a future society that has become absolutely reliant for every aspect of its citizen’s existence on a vast machine has to come to terms with its end when that machine finally breaks down.

Vannevar Bush’s ‘As We May Think’, from 1945. Bush was the originator of the concept of hypertext in his idea of the memex machine. This was to be library reading desk that would call up microfilms and project their contents onto a screen. The user could, however, create trails between texts using various levers on the device. In this article, published in the Atlantic Monthly, Bush predicted the kind of devices he felt were just around the corner.

Turning's Man Cover

J. David Bolter’s ‘Essays of Operation’ from 1989, which provides a short description of Alan Turing’s Turing Machine and Johnny Von Neumann’s Design for Computers.

Norbert Wiener’s Organisation of the Message of 1950. Wiener was the father of cybernetics through his book, Cybernetics, or Control and Communication in the Animal and the Machine of 1948. In the extract from the Organisation of the Message included in this collection Wiener’s expresses his opinion that there is no difference between the transmission of information and the transmission of material, and looks forward to what we would now call teleportation.

JCR Licklider’s ‘Man-Computer Symbiosis’ of 1960, which analyses humans’ relationship to computers as analogous to the symbiotic relationship between bees and flowering plants.

Douglas Engelbart’s ‘Augmenting Human Intellect: A Conceptual Framework’ of 1962, which laid the basis for modern interactive hypermedia. It was Engelbart’s research, which created the foundations for the computer mouse, teleconferencing, e-mail and distributed client-server networks and the internet.

Marshall McLuhan’s ‘The Gadget Lover: Narcissus as Narcosis’ of 1964. McLuhan was the Canadian media guru, who coined the phrases ‘the medium is the message’ and ‘the global village’. In his exploration of the myth of Narcissus, McLuhan considered that the artificial, mechanical extension of the human self through technology created a sense of numbness. He believed that the media had created a state where everybody was somehow nearby. This allowed people in a sense to leave their physical bodies. For some this could be liberating, as it left the physical realm, and gender and disability behind. On the negative side, it meant that people no longer had the terrible fear of war.

Gordon Pask’s ‘The Architectural Relevance of Cybernetics’ of 1969. Pask was an architect and the inventor of ‘Conversation Theory’. This explores ideas of the ‘observer’ and ‘users’ and their influence on the complex outcomes of cybernetic systems. The extract contained in the book is his account of Cedric Price’s and Joan Littlewood’s attempts to create the Fun Palace, constructed from huge steel columns and beams, which could be radical reconfigured.

Cedric Price’s ‘Generator Project’ of 1976. This was an attempt by Price to create an ‘intelligent’ building that ‘knew itself’ and ‘dreamt’ cybernetically. The various components of the building were fitted with a logic circuit linked to a central computer, in order to assist in the building’s reconfiguration. Price’s team were afraid that the human users would not fully utilise the building’s potential for radically altering its own structure. They therefore programmed the system so that it would register its own boredom, and make suggestions for possible alterations.

Paul Virilio, ‘The Aesthetics of Disappearance’ of 1980. Virilio is a French architect and one of the leading Postmodern critical theorists. In his Aesthetics of Disappearance, Virilio used the figure of the aircraft engineer and obsessive recluse, Howard Hughes, to express his own views on the disappearance of technology as it becomes faster, smaller and increasingly invisible. He stated that due to technology, the world was speeding up, and time was being ‘jump-cut’. He also believed that Einstein’s Theory of Relativity had destroyed static relationships, and that things now existed only in relationship to something else.

Gilles Deleuze and Felix Guattari, A Thousand Plateaux: Capitalism and Schizophrenia, 1980. Deleuze was professor of philosophy at Paris University at Vincennes, and Guattari was a psychoanalyst and political activist, who practiced at the experiment psychiatric clinic, La Borde. In A Thousand Plateaux, Deleuze and Guattari analysed the ‘spacescape’ created by computer technology. They saw reality in terms of the rhizome and Riemannian manifold, metaphors for the complex interrelationships between things that changed over time. These ideas strongly influenced the annual ‘Virtual Futures’ conferences held at Warwick University in the 1990 by scholars exploring the philosophical implications of cybernetic research.

Neuromancer Cover

It also includes a chapter from William Gibson’s pioneering 1984, SF novel, Neuromancer. Gibson is one of the founders of Cyberpunk. His outlaw heroes have been altered so that they can access the vast, virtual information world of Cyberspace. Spiller included the extract because it had been so massively influential, that it was now difficult to know whether it had predicted modern Virtual reality, or merely described what was already happening.

Donna Haraway, ‘A Cyborg Manifesto’, of 1985. Haraway is a socialist feminist, who sees cyberculture as a way of removing the old dualisms of male/female, white/black, animal/machine and heterosexual/homosexual. She believes the modern feminists, in championing the underdog, have actually reinforced these dualism and the existing system of exploitation. She believed that the cyborg was ‘committed to partiality, irony, intimacy and perversity. It is oppositional, utopian, and completely without innocence’, and with no conception of the Biblical story of the Garden of Eden with its gender divides and division of labour.

Drexler Cover

K. Eric Drexler’s ‘Engines of Abundance’, from his 1990 book, Engines of Creation. This laid the foundations of nanotechnology, and looked forward to the development of atomic and molecular machines that could build anything out of anything, so that rocket engines could be built in vats.

Carbon Nanotubes

Computer Visualisation of Carbon Nanotubes, developed under the direction of Deepak Srivastava at NASA’s advance Supercomputing Division

Greg Bear’s 1990 novel, Queen of Angels. A cyberpunk novel set in 2047, this follows Public Defender Mary Choy as she goes to a Caribbean island to bring back to Los Angeles an insane mass-murderer. On the island, she secretly uses nanotechnology to build a gun on her hotel dressing table.

Difference Engine Cover

William Gibson’s and Bruce Stirling’s ‘Steampunk’ SF novel, The Difference Engine, of 1991. this explores what the world would have been like, if Charles Babbage’s Difference Engine had been built, and Victorian Britain and France become steam-driven computer societies.

Wearable Computer 1

A Wearable Computer System developed by MIT

Howard Rheingold’s ‘The Origins of Drama and the Future of Fun’ in his Virtual Reality of 1991. Rheingold was the editor of the Whole Earth Review, the successor to the 1960’s counterculture Whole Earth Catalog. His book, Virtual Reality, was one of the first popular books on the new, Virtual worlds now possible through computers, head-mounted displays and data gloves. Rheingold optimistically believed that this technology would allow us to recreate any experience we wished, a view that was attacked by Benjamin Woolley a year later in Woolley’s own Virtual Worlds.

Manuel De Landa’s ‘Policing the Spectrum’, from his War in the Age of Intelligent Machines of 1991. This was a history of weaponry from the machines of the Renaissance to the computerised technology used in the first Gulf War. He analysed their development in the terms of nonlinear emergent dynamics, and the apparent spontaneous emergence of order out of chaos. This results in curiously life-like behaviour in inorganic matter. De Landa has therefore developed the notion of the machine phylum, in which matter and energy in states in vastly disorganised states result in the self-assembly of machines. He sees the process by which machines are built by humans as similar to industrious insects pollinating and independent species of machine flower that does not possess its own reproductive organs.

Marcos Novak’s ‘Liquid Architectures in Cyberspace’, from the 1991 book Cyberspace: First Steps, edited by Michael Benedikt. Cyberspace: First Steps was a collection of essays by a variety of scholars and writers, including cultural commentators, artists, anthropologists, systems engineers, architects and software designers. Novak at the time was an assistant professor at the University of Texas. Novak has been credited as one of the first architects to show how his discipline could use cyberspace and its technologies to create new forms of architectural space. In ‘Liquid Architectures’ Novak argued that architecture that could and was built is only a small part of what architects actually produce. Through history there has always been architectural designs that could not be, and were never intended to be built. The ‘liquid architecture in cyberspace’ was Novak’s idea of the deliberately impossible structures architects could now design and build in Virtual reality.

Daniel C. Dennett’s ‘An Empirical theory of the Mind: The Evolution of Consciousness’ from Consciousness Explained, 1992. Dennett considered that consciousness was an emergent property of the brain, a feature that spontaneously arose from the brain’s structure and operation, but which could not be predicted. he drew an analogy between it and the way geese fly in ‘V’ formation, another emergent property that cannot be predicted from an examination of individual geese. In the chapter ‘An Empirical Theory of Consciousness’, Dennett argued that the brain and its components are analogous to parallel computer networks, all of which were capable of pretending to be other machines. It was an attempt to explain the emergence of consciousness, and humans’ ability to move from one mode of thought to another.

Neal Stephen’s 1992 SF novel, Snow Crash. This is set in the Virtual world of the Metaverse, and the Street, the Virtual space at the heart of it. Attached to the Street are various spaces where gravity and linear time do not exist. The novel is about the attempts of the central character, the appropriately named Hiro Protagonist, to combat the Snow Crash virus infecting this Virtual world. Although the book is set in Cyberspace, the book also has overtones of Augmented Reality, in which it is possible, using goggles, to see both real and Virtual space simultaneously.

Stephen Levy, ‘The Strong Claim’ in Artificial Life: The Quest for a New Creation, 1992. Artificial Life was a book tracing the development of the concept and the personalities and minds behind it. It combined science writing with biography. The concept of artificial life is based on the idea that as biological life is the manipulation of information, it should similarly be possible to replicate this in computers, which also manipulate information. Levy began his account of the idea’s development with the ‘finite automata’ of John Von Neumann before going on to John Horton Conway’s Game of Life. This is a version of cellular automata, and has been used to create Virtual creatures, which interact with each other and develop. These Virtual creatures are the Strong Claim, which this extract from Levy’s book explores.

Roger Lewin, ‘Life in a Computer’ in Complexity: Life at the Edge of Chaos, 1993. Lewin’s book, Complexity, discussed the changing patterns and order that can emerge from complex systems, such as the weather or colonies of animals. Genetic algorithms, invented by the American computer scientist John Holland, are algorithms designed to achieve optimum criteria. These are constructed according to genetic principles to achieve optimum performance by negotiating ‘fitness landscapes’ in the same way living organisms have done in their evolutionary development. In the extract reproduced here, Lewin discussed the use of genetic algorithms to construct the automata, or Virtual creatures with the capacity to evolve by Tom Ray in a simulated ecology of artificial life.

Pixel Juice Cover

The chapter, ‘Stash Rider’s, from Jeff Noon’s Vurt, 1993. Noon is a former pop musician, painter, and playwright. During his career he was playwright-in-residence at Manchester’s Royal Exchange. Vurt was a cyberpunk novel set in a future Manchester, in which people use an all-purpose nanotechnological smart lubricant, Vaz, to mend their bodies, physiologies and machines. The Vurt of the book’s title is a psychedelic drug taken by using a feather to tickle the back of the throat. As well as ordinary humans, Mancester also has a population of half-human dogmen, shadowcops and robocrusties, second-class citizens who are the products of a previous fecundity affecting humans, animals and objects in a bio-technological disaster. The book is based on Norbert Wiener’s idea that the brain is similar to the computer. This was developed by some cognitive psychologists into the suggestion that the brain could similarly be programmed and dissected as a series of programmes.

PK Dick Religion

A Page from Robert Crumb’s The Religious Experience of Philip K. Dick, depicting the strange Gnostic experiences that occurred to Dick in March 1974, and which formed the basis of his book, Valis.

Techgnosis Cover

Erik Davis, Techgnosis: magic, memory, and the Angels of Information, 1993. Davis here argued that underlying modern information and image-rich culture was the ancient, human urge to create mythologies placing events and objects within a cosmological hierarchy, imbuing them with order and meaning. The book is therefore an exploration of the connections and similarities between the new technologies of cyberspace and ancient, arcane and scientifically discredited concepts.

Metropolis

The evil robot from Fritz Lang’s classic Metropolis, which mixed Science Fiction with religious imagery. The inverted pentagram behind the robot links her and her creator to world of black magic.

Scott Bukatman, ‘Terminal Resistance/ Cyborg Acceptance’, in Terminal Identity: The Virtual Subject in Postmodern Science Fiction, 1993. Bukatman is Assistant Professor in the Media Arts Program at the University of New Mexico, and the consulting editor for the academic journal, Science Fiction Studies.In Terminal Identity he examines the way space and technology in SF. He considers that modern society is in crisis, as the established relationships between humanity, space, machines, and gender and sexuality and the way they are represented have been broken down. He argues that in the past there was a dichotomy between the external, rational world and the internal world of the mind, which was full of ghosts, fantasies and Virtual beings. Digital technology has reversed this relationship, so that it is now the external world that is full of the strange, fantastic and unreal. Modern information technology offers a kind of transcendence, at the cost of the violation of the purity of the flesh, as the body is invaded by the products of technology.

Anne Balsamo, ‘Feminism for the Incurably Informed’ in South Atlantic Quarterly’, 1993. Anne Balsamo is Professor of Literature, Communication and Culture at Georgia Tech in Atlanta, and the author of the 1996 book, Technologies of the Gendered Body. ‘Feminism for the Incurably Informed’ is a feminist reading of Pat Cadigan’s SF novel, Synners. The Synners of the title are people, who take images from the brains of performers and rearticulate them for mass consumption, in a shifting, Virtual world, that is also always being reconfigured, repackaged and resold. Balsamo identifies Cadigan’s recurring motif of ‘change for the machines’, as encapsulating the issues that surround digital technology and its effect on the gendered body. She believes that humans have now become used to using machines as part of their identity, and wonders what this actually means and whether we can avoid being excessively reliant on them.

Sherry Turkle, ‘Constructions and Reconstructions of the Self in Virtual Reality’, 1994. Turkle is a clinical psychologist and the Abby Rockefeller Mauze Professor of the Sociology of Science in the Program in Science, Technology and Society at MIT. Turkle uses Allucquere Rosanne Stone’s concept of the ‘consensual locus’ to explore the formation of identities in Multi-User Dungeons in Role-Playing Games such as Dungeons and Dragons. The ‘consensual locus’ is a person’s online persona, and their real-world personal interactions. She considers the consensual locus and the different realities it creates constitute a means for therapeutic interactions in the Virtual worlds of online Role-Playing Games. In an argument that should delight many fans of the RPG, she contradicts the image of them as lonely, socially retarded, rather sad individuals. she instead shows that the Virtual scenarios encountered in the games allow them to negotiate similar social situations in reality.

Kevin Kelly, ‘An Open Universe’, from Out of Control, 1994. Kelly is the former editor and publisher of the Hippie Whole Earth Review, and is the executive editor of Wired magazine. In Out of Control Kelly speculated on the vast possibilities that would arise through the hybridization of the biological with digital technology to form what Kelly calls ‘the neo-biological’. Kelly feels that this would result in the appearance of biological machines that would use emergent behaviour to evolve in relation to each other, rather than according to the strict parameters laid down by their programmers. The chapter included in the book examined the similarities between genes and their potential to create a massive ‘gene space’ of infinite possibilities through their capacity for recombination, and parallel computing, in which programs also evolve rather than proceed linearly. Kelly discusses the definition of artificial life by one of its pioneers, Chris Langton, and the way the genetic model can therefore be used to create forms of it, which evolve according to a changing ‘fitness landscape’.

Johnny Mnemonic

Keanu Reeves enters Cyberspace in this scene from Johnny Mnemonic, scripted by William Gibson.

Greg Egan, Permutation City, 1994. Egan is a Science Fiction writer and computer programmer. In his novel, Permutation City, Egan examines the concept of Strong AI: the claim that computers may be able to develop true artificial intelligence similar to that of humans, and what it would be like to exist as a disembodied intelligence, downloaded onto a computer. One of the book’s main characters, Paul Derham, creates a computer copy of himself as part of his research into Strong AI. The book describes the differences between the relative speeds and virtual capabilities of Virtual and real space, as well as the possibility of creating copies of one’s personality to form ‘conscious’ avatars in Cyberspace, as Derham does in the book.

William Mitchell, ‘Soft Cities’, from City of Bits: Space, Place, and the Infobahn, 1995. Mitchell is another architect, who has investigated the potential impact of cyberspace on their discipline. He is Dean of the School of Architecture and Planning at MIT. In City of Bits Mitchell was one of the first researchers to consider the impact cyberspace and e-commerce would have on the structure and morphology of cities. The new cities formed by the impact of digital technology would be more than their visible, built environment. They would be connected to Virtual reality via the information superhighways.

Wearable Computer 2

Members of MIT’s Wearable Computing Project, modelling some of their inventions.

Karen A. Franck, ‘When I Enter Virtual Reality, What body Will I Leave Behind?, in Architectural Design, 1995. Franck is a professor in the School of Architecture and also the Department of Social Science and Policy Studies at the New Jersey Institute of Technology in Newark. Franck is interested in the body and gender, and in the essay collected in this book examined the extent to which people left them when they entered cyberspace. She considered that rather than losing them when they entered cyberspace, people split their bodies, with parts of them coming with us and allowing us to experience the Virtual realm. She believes cyberspace offers the opportunity to construct an area free of the gender stereotypes and ideas of beauty of normal space. Virtual reality offers a new kind of protection for the body, when people enter cyberspace, that allows them to experience more of, and understand, the other.

John Frazer, ‘A Natural Model for Architecture/ The Nature of the Evolutionary Model’, from An Evolutionary Architecture, 1995. Frazer was a unit master at the Architectural Association in London, Director of Computer-Aided Design at the University of Ulster, at which he received a personal Chair in 1984, as well as lecturing at Cambridge University. He was one of the founders of Autographics Software Ltd in 1983, which pioneered microprocessor graphics. Impressed by information ecologies and the spaces between objects, Frazer and his colleagues have developed computer architectural experiments using genetic algorithms, cellular automata, emergent behaviour, complexity and feedback loops to create a dynamic architecture, whose forms are beyond the total control of architect that programmes them. He models his approach to the built environment to the multi-celled structures found in nature. His own evolutionary architecture uses a ‘genetic code script’, with rules for the code’s development, the code’s mapping to a Virtual model, the characteristics of the environment for the model’s development, and the selection criteria. Spiller in his introduction to Frazer’s chapter notes that ‘he goes beyond the usual notions of architectural beauty and aesthetics’, although his work is not without them. Frazer was also pioneering in recognising the potential computers have for allowing architects design buildings, and create varied spaces in both the real, and Virtual worlds.

Nicholas Negroponte, ‘Iconographics’, from Being Digital, 1995. Negroponte is director of the Media lab at MIT, and the founder of Wired magazine, for which he also writes. Being Digital was Negroponte’s account of the revolution in digital technology. He stated he wanted to write the book, as it was aimed at parents, politicians and executives, who at that time did not have access to the digital media in which it could otherwise be published. He also wanted to revisit some of the old ideas in his Wired column, and see whether they were still true due to the very rapid changes in the technology and its application that can occur in a short space of time. Surprisingly, and heartening for the defenders of hardcopy books now under attack from their digital competitors like Kindle, Negroponte was of the opinion that the printed page still had the greater capacity to stimulate the imagination than the computer screen.

Stelarc Arm

Performance Artist and Cyborg Stelarc with his artificial third arm.

Stelarc, ‘Towards the Post-Human: From Psycho-body to Cyber-system’, Architectural Design, 1995. Stelarc is an Australian performance artist, several of whose performances involved him being suspended in public spaces on meat hooks. He believes that the body has now been rendered obsolete by technology, and that it must be hollowed, hardened, dehydrated and often anaesthetised. He has also used medical, cybernetic and Virtual reality technology and procedures to explore and enhance the body’s own capabilities. He has amplified his brainwaves, heartbeat, blood flow and muscle signals during his performances, as well as filming the interior of his lungs, stomach and colon. He has a prosthetic ‘third arm’ attached to his stomach, which operates through the movements of the muscles there. In another performance, he attached galvanic stimulators to his body and wired himself up to the internet. A search programme looked through the net for images of body parts. When it found them, those parts were stimulated electronically. viewers of the performance about the globe in three different cities could also stimulate his body remotely. He has also had a third ear grafted, with a proximity sensor that makes it make a loud screech if any comes close. He was one of the researchers into the Transhuman condition, who was interviewed, along with that master of transgressive literature, J.G. Ballard, in BBC 3’s excellent and stimulating series, Grave New Worlds.

John Perry Barlow, A Declaration of the Independence of Cyberspace, 1996. Barlow is a former rancher, and lyricist for the LSD-influenced hippy band, the Grateful Dead. He has written for a number of publications, including Communications of the ACM, Mondo 2000, the New York Times, Time, and been on the editorial board of Wired. He was one of the co-founders of the Electronic Frontier Foundation in 1990. He wrote the ‘Declaration of the Independence of Cyberspace’ in response to the passage of the Telecom Reform Act in America in 1996. This made it illegal to use any of the seven dirty words forbidden in broadcast media on-line, to discuss abortion or to talk about any bodily function except in the most clinical terms.

Lawnmower Man

The sex scene from the 1992 SF film, Lawnmower Man.

Mark Dery, ‘Robocopulation: Sex Times Technology Equals the Future’, from Escape Velocity: Cyberculture at the End of the Century, 1996. Dery is a cultural critic, who has written on the numerous subcultures that have arisen through computer technology in a number of magazines, including Wired, Rolling Stone, Mondo 2000, The Village Voice and New York Times, and edited the book Flame Wars. Escape Velocity explored these new technological subcultures of cyberpunks, net hippies, techno-pagans and others. In the chapter ‘Robocopulation’, he explored the way artists in the past, as well as people in the present, have tried to use and explore the sensual and sexual possibilities of the machine. These have included the French painter, Francis Picabia, who tried to depict in his art a ‘mechanomorphic’ sensuality. Dery also described the new digital technology of ‘teledildonics’, where the participants are separate from and remote from each other, but experience the sensations of sex through special electronic suits fitted with sensors and stimulators. He also discussed the way the internet has been extensively used to broadcast pornographic images and the sexual conversations of Cybersex.

Terminator

Everyone’s favourite menacing cyborg: Arnie as the Terminator.

Hans Moravec, ‘The Senses Have No Future’, 1998. Moravec is the director of the Carnegie Mellon University Mobile Robot Laboratory. He is supposed to have built his first robot when he was ten years old. His work attempts to give robots three-dimensional spatial awareness through a variety of sensors. He was made famous, or infamous, for his 1988 book, Mind Children: The Future of Robot and Human Intelligence. In this book, Moravec predicted that by the middle of this century, if not sooner, it would be possible to download human consciousness, either into cyberspace or into a robotic body. Moravec himself believes this will be necessary if humans are to keep pace with the rapid evolution of machine intelligence. The book points out that Moravec views have been challenged at two points. First, Moravec believes that during the downloading process the brain would be destroyed as it is gradually scanned and copied, layer by layer, until the brain case is empty. If current technological trends continue, however, Greg Egan’s view of the copying process in Permutation City may be more accurate, and the process may not involve the destruction of the original human. Furthermore, Erik Davis in Techgnosis notes that psycho-neuro-immunologists argue that consciousness arises from the entire body. Meditators and mystics across the world also consider that there are many different states of consciousness that cannot be identified with the conceptual activity examined by cognitive science and which Moravec wishes to simulate.

Michael Heim, ‘The Virtual Reality of the Tea Ceremony’, The Virtual Dimension, 1998. Heim teaches internet and new media design at the Art Center College of Design in Pasadena, California, where he also directs at Tai Chi group. Heim views the computer as introducing a new technologized space of thought that it contemplatively ordered, erotic and poetic. He has stated that cyberspace is a metaphysical laboratory for examining our sense of the real. He believes that as western science has progressed, it has become increasingly similar to eastern mysticism. He cites as examples of this the liquid metaphors used to describe the transmission of information, and fractal computer interfaces that are curiously similar to Zen gardens. He is afraid that the navigators and builders of cyberspaces are in danger of performing unsymbolic and thoughtless work work, to which a similar philosophy exists in the tea ceremony. He therefore argues that the tea ceremony may give cyberspace more of a sense of place and move it away from being blandly ubiquitous.

Anthony Dunne, ‘Hertzian Space’, Hertzian Tales: Electronic Products, Aesthetic Experience and Critical Design, 1999. Anthony is a Senior Research Fellow at the Royal College of Art in London. He and his design partner, Fiona Raby, create designs for products and architectural elements that respond to the electromagnetic spectrum. They deliberately reject the ‘form-porn’ aesthetic in which the skin of a product is designed to conceal a set of very ordinary components, and to become as obsolete as swiftly as possible. They are in favour of a design philosophy in which nothing is overwrought, accentuated or just there for its own sake. They note that many objects react to and respond to the electromagnetic impulses all around us, such as the ring of the telephone when it receives its signal, or a computer mouse that can quack like a duck, tweet, or laugh like a baby if so designed. In Hertzian Tales Dunne describes his aspirations, the people he admires and who have influenced him, and his concepts of the ‘post-optimal object’, ‘para-functionality’ and ‘infra-ordinary space’. The book’s introduction is by Gillian Crampton Smith, the former Professor of Computer Related Design at the RCA. She notes that objects are rarely purely functional, but also have ritual or symbolic meanings. This fact has largely been ignored in the design of computer technology. She views Dunne’s work as introducing an ‘aesthetics of use’ into electronic objects, through the interactivity made possible by computers. This in turn seeks to produce a more nuanced cooperation with the object, which may in turn enhance social contact and everyday experience. Dunne, Raby and Smith therefore hope that such computerised products will encourage the user to enter a new space of communal interaction, rather than the lonely and self-obsessed spaces they see as often produced by the technology.

Margaret Wertheim, The Pearly Gates of Cyberspace, 1999. Wertheim is a science journalist specialising in the relationship between physics and religion. Wertheim considers that the internet and Virtual reality are portals into a new, religious space – a ‘soul space’. This is in contrast to the way the industrial revolution and the secular spaces of modernism collapsed the old, medieval dualist concept of space, divided between heaven and Earth. Wertheim goes on to show the parallels between the conceptions of space in Dante’s Divine Comedy, and the renaissance ‘theatres of memory’ mnemonic devices explored by Frances Yates in her book, the Art of Memory. Dante’s Cornices acted as mnemonic device for memorising the place of things and ideas in the cosmic hierarchy, while his trilogy is also full of less elevated references to contemporary politics and gossip. Contemporary cyberspace also possesses a ‘low code’ content, which, along with its elusive phenomenological character, makes it a ‘new soul space’. Cyberspace is only partly located in real, physical space, and so lies outside the multitude of dimensions and hyperspace posited by physicists and scientists. It is a realm beyond physical law. Her conception is the complete opposite of Stelarc’s, which far from viewing Cyberspace as the modern version of an ancient concept, sees it as a completely modern innovation that has rendered the old ideas about the body obsolete.

The last extract in the anthology is Spiller’s own article, ‘Vacillating Objects’, from Architectural Design, 1999. Spiller was the guest editor of the ‘Architects in Cyberspace’ edition of Architectural Design in 1995 through his interest in invigorating architecture through Cyberspace and the blurred boundary between the real and the Virtual. His own research has included the changing status of architectural drawings, smart materials, computer-aided manufacturing, emergent systems, responsive environments, the architectural design of Cyberspace, interactivity, cybernetics, evolving systems and algorithmic design, as well as cellular automata and complexity. Spiller was interested in using algorithms as a way creating responsive, non-prescriptive architectural designs. Algorithms offered a way to describe fluctuating conditions in responsive environments. That edition of Architectural Review was the architectural publication to describe the immense potential information technology offered architects since the 1960s. It included articles by philosophers, architects, performance artists, theorists of digital art and psychologists. It was followed by Digital Dreams and ‘Architects in Cyberspace 2’. He predicts that the architecture of the future ‘will be an architecture of ecological wefts, technological distortions and digital necromancy’. He believes it will mix objects not often connected with each other for aesthetic or practical reasons, or for exploration. Objects, some of which will be invisible, will simultaneously flit across a variety of terrain and so demolish the idea of the privileged site plan as the objects become ubiquitous and doppelgangered.

Cyberspace, Architecture and Post-Modernism

Phaidon are publishers of books on art, and so, as you’d expect from such a publisher, the book contains a profuse number of beautiful illustrations. Spiller’s job as an architect, and the various other contributors to the anthology, who are also members of the profession -Gordon Pask, Cedric Price, Paul Virilio, Marcos Novak, William Mitchell, Karen A. Franck John Frazer and Anthony Dunne – explains why Phaidon, rather than a science publisher, should publish it. Several of the contributors – Deleuze, Guattari, and Virilio, for example, are also key figures in Post-Modern philosophy. They and their ideas have recently come under attack. Spiller notes that Deleuze and Guattari are extremely difficult to understand. In fact the American mathematician, Alan Sokal, and his Belgian colleague Bricmont, have demonstrated in their book, Intellectual Impostures, that much Post-Modern philosophy is actually nonsensical. They took a number of leading Post-Modern philosophers and showed that they misunderstood the scientific concepts they included in their writings. These did not add anything to their arguments, but were simply there to make their confused, often incoherent prose seem far more intellectually profound than it really was. It has been widely known for some time that Post-Modernism originally arose in architecture, where it was defined by the inclusion, or quotation, of historic architectural features in modern buildings, before it moved into philosophy. What is new, which this book demonstrates, is how the founders of Post-Modernism were influenced by the new information technology, and, in Virilio’s case, cyberspace.

The selected texts include some of the classic works on information technology, cyberspace and its effect on humanity, such as those of Babbage, Forster, Bush, Bolter, Wiener, Licklider, Engelbart, McLuhan, Moravec, Stelarc and, most famously, Gibson’s Neuromancer. Before Reading University’s professor of Cybernetics, Kevin Warwick, experimented with being a cyborg, Stelarc was very nearly the real thing, wiring himself up to the Net, and giving himself another, prosthetic arm and ear. When he announced his intention to have this last added to his anatomy on Radio 3’s Grave New Worlds, it made the poor continuity announcer feel quite ill. She was heard after the programme saying something along the lines of, ‘And if that hasn’t made you feel too bad, you can recover by listening to one of the great pieces of classical music on next’. Others have talked the talk about cyborgs, but Stelarc really did walk the walk.

Stelarc Body

Graphic from Stelarc’s performance, ‘Involuntary Body/ Third Hand’.

Philosophical Objections to Downloading

Many, perhaps most, of the pieces, are highly controversial. The possibility of downloading one’s intelligence into a computer rests on the identification of mind with brain, and this is open to strong criticism on philosophical and neurological grounds. Many philosophers, such as the former neurologist Raymond Tallis, have pointed out that the brain is not a computer. This is just the latest metaphor used to describe the most complex organised structure in the universe. Previous centuries have described it in terms of a telephone exchange, or a series of fountains. Daniel C. Dennett’s attempts to explain consciousness in terms of brain function and evolutionary history has also been criticised. Despite the book’s title, it does not actually explain how consciousness arises, only how various parts of the brain perform particular cognitive or mental functions.

Genderless Societies Unpopular, Shown in Criticism of Star Trek Episode by Gay Fans

Some of the feminist ideas about Cyberspace and cyborgisation are also probably too radical to be acceptable for most people. Feminism is about raising the status of women and promoting greater equality between the sexes, particularly with the intention of giving women greater freedom to pursue careers and occupations previously only open to men. Although this naturally involves the redefinition of the gender roles, I doubt very many would want humanity to move beyond gender altogether. The controversy surrounding one episode of Star Trek: The Next Generation, which acted as a metaphor for homosexuality and related gender issues is an illustration of this. In the episode, ‘The Outcast’ the crew of the Enterprise encounter the J’naii, a race that has evolved out of gender. Occasionally, however, a throwback occurs, which is either male or female. These individuals are persecuted by the state. If found, they are captured and forcibly given therapy and medical intervention to make them a normal member of their sexless race. One of the J’naii, who has been on the Enterprise assisting with its latest task on the planet, is just such a throwback. It is a female, and in love with Riker. She is arrested, and taken away. Riker attempts to free her in a raid, but it is too late. The person has already been treated and so can have no romantic interest in him as a member of a race with gender.

Jnali Trek

Riker pursues a forbidden romance with a genderless alien in the Star Trek:TNG episode ‘The Outcast’.

Star Trek: The Next Generation was lampooned when it first appeared for being ‘politically correct’. It was firmly anti-racist and anti-sexist. The phrase ‘Where no man has gone before’ in the opening dedication had been altered to ‘Where no-one has gone before’. The ship’s security officer, Tasha Yar, was a woman, and the Federation stood for inter-planetary multiculturalism, rather than simply the multi-racial tolerance, mixed with 1960s American values of the Classic Trek series. There was pressure at the time for the series to promote a pro-gay stance. The gay members of the SF milieu, such as the organisation of gay SF fans, the Gaylaxians, wanted the producers to introduce gay characters and stories. They hoped, for example, for an episode in which Picard would perform a ship’s marriage for a same-sex couple. David Gerrold, one of the script editors and writers on the original series, who went on to become the script editor for the 1980s Buck Rogers show, was supportive. This was, however, too radical a step for the producers and the TV networks. The episode with Riker and his paramour from a genderless society was therefore seen as a compromise, an attempt to present a pro-gay message, albeit metaphorically.This episode angered rather than satisfied the show’s gay fans. They were particularly upset by the suggestion that somehow gays were opposed to gender, and wished to create a genderless society.

Some of the ideas about the creation of alternative bodies and identities in Cyberspace is also morally dubious. One of the examples of this cited by Truckle is of an individual, who came on-line claiming to be severely disabled woman. This person could only communicate using the keyboard through a probe mounted on their head. This person became popular and attracted many friends. One of these tried to track her down and meet her in person. When they did so, this disabled woman turned about to be a fit and well man. ‘Her’ friends, especially the women, were understandably upset and felt betrayed. Even more seriously, there is the problem of paedophiles grooming their young victims on-line, by pretending to be other youngsters.

Virtual Personas Little Different from Conventional Strategies for Real-Life Anonymity

It’s also true that the creation of different, Virtual personas on-line isn’t radically different to the strategies people have adopted throughout history in real life. Conmen are once example of this, but far more benign examples have been the way authors have adopted pseudonyms to get their work published. The great German satirist, Kurt Tucholsky, wrote under a series of pseudonyms and personas, some of which argued with each other in the Weimar press. If you do it on-line, it called using sock-puppets. Many of those, who adopted pseudonyms and fake personas were women authors, who would otherwise not have been published if their true gender and identity had been known, such as George Eliot. Another example from Science Fiction literary history is James Tiptree junior. Tiptree was the author of a number of prize winning short stories between 1967 and 1977, and was lauded as the equal of Robert Silverberg and Ursula Le Guin. He was the author of such great stories as ‘Love is the Plan, the Plan is Death’. Outside of his writing career, he had a high-power job in Washington. He was finally unmasked in 1977 by a fan, Jeffrey D. Smith, as Alice Sheldon. Sheldon had travelled widely in Africa as a child, been a professional painter, and the first woman to go through the US Air Force Intelligence School. With her husband she helped form the CIA. She had used the techniques taught to her as a spy to construct the false persona of Tiptree.

In the world of the Role-Playing Game, whether real or on computer, it’s also the case that changes of identity and gender are taken as fun, rather than anything more profound or serious. I’ve known a number of RPGers, who’ve played on board and computer games as members of the opposite sex without any deeper interest in issues of gender and identity. They were just interested in playing a particular character, that happened to be of the opposite sex, in an adventure game.

Robocop 2

The Cybernetic hero of the film, Robocop.The story of a policeman, Murphy, who is transformed into a cyborg policeman after being brutally gunned down and his attempts to bring the criminals and the corrupt businessmen behind them and his transformation to justice. Murphy as the Robocop is initially very much a machine, until he rediscovers his own humanity during a dream. It represents the terrible dehumanisation that could result from such radical mechanisation of the human body.

Danger of Dehumanisation in Cyborg Enhancement

As for cyborgisation, while this does offer immense opportunities for personal enhancement and augmentation, it also presents serious ethical dangers. I doubt many people would object to the idea of immortality or longevity offered by the prospect of nanomachines repairing the damage to their cells caused by the aging process, such as has been suggested by that great Transhumanist, Ray Kurzweil. On the other hand, there is the terrible danger of complete depersonalisation as advanced technology replaces everything we most value and cherish about humanity. The end result of this process is the emotionless, depersonalised machine creatures of Science Fiction, the Daleks and Cybermen of Doctor Who, and the Borg with their collective hive mind in Star Trek. The Cybermen were the result of a conversation between their creator and his mother. They had been talking about spare part surgery, and the monsters’ creator found himself wondering if this would result in a creature that didn’t know whether it was a man or machine. He depicted them without emotion, because he believed that they would not need them through living in a completely technological environment. Few people would want to join them in their machine hell.

Much Modern Architecture Ugly

Modern architecture is also contentious. While the chapters on computer-aided design and Cyberspace and computer design philosophies are fascinating, it’s unfortunately true that much of modern architecture actually isn’t very attractive. One only has to read the ‘Nooks and Corners’ column in Private Eye to read what their writer, ‘Piloti’, thinks of many of the great contemporary architects, such as Richard Rogers, and their attempts to deconstruct architecture. The results of this have been some truly unattractive buildings of the type Prince Charles once memorably and notoriously described as ‘monstrous carbuncles’.

Despite these criticisms, the pieces presented here are thought-provoking, stimulating and present powerful insights into way computers and digital age have revolutionised modern culture and society, and their immense potential for radically changing not just society, but humanity and its conception of self and reality, as well as the alternative world that would have resulted had Babbage’s great machine actually been built.