Page 80 - Cyberculture and New Media
P. 80

Mahmoud Eid                        71
                             ______________________________________________________________
                                     Cyberspace  is  a  global  network  of  computers,  linked  through
                             communications  infrastructure  that  facilitates  interaction  between  remote
                             actors.  Cyberspace  is  hardware  and  software,  and  it  is  images  and  ideas;
                             these  are  inseparable.  Cyberspace  can  be  divided  generally  into  three
                             domains:  the  Internet,  intranets  and  virtual  reality.  The  Internet  is  a  vast
                             collection of computers linked to networks within larger networks spanning
                             the  globe.  It  is  a  huge,  anarchic,  self-organizing  and  relatively  un-policed
                             system, which allows unlimited access to other connected people, and the
                             information  stored  on  public  databases  and  computer  sites.  The  Internet
                             consists  of  several  separate  but  interconnected  networked  spaces,  each
                             consisting of thousands of individual networks. These spaces are all linked
                             through  common  communication  protocols  (i.e.,  ways  of  exchanging
                             information).  Intranets  have  the  same  general  architectural  form  as  the
                             Internet, allowing the transfer of multimedia data, but are private, corporate
                             networks  linking  the  offices,  production  sites,  and  distribution  sites  of  a
                             particular company or group of linked institutions around the world. These
                             are  closed  networks;  using  specific  lines  leased  from  telecommunications
                             providers,  with  no,  or  very  limited,  public  access  to  files.  Virtual  reality
                             technologies  partially  or  totally  immerse  users  in  an  interactive,  visual,
                             artificial,  computer-generated  environment.  Instead  of  being  spectators
                             watching a static screen, users participate in an environment that responds.
                             Virtual  reality  has  three  essential  components:  it  is  inclusive;  it  is
                                                                  5
                             interactive; and the interaction is in real time.
                                     Through  social  interaction  in  the  electronic  environment  of
                             cyberspace,  a  new  kind  of  culture  has  developed,  referred  to  as
                             “cyberculture.”  The  concept  of  cyberculture  refers  to  the  unique  culture
                             associated  with  computer-mediated  communication  (CMC)  and  online
                             interaction.  This  includes  the  emergence  of  special  forms  of  language  and
                             symbols,  and  the  development  of  rituals,  conventions,  norms,  and  rules  of
                             conduct for CMC. Cyberspace technologies not only constitute a site for new
                             cultural formations, but also affect pre-existing elements of culture, situated
                             in other kinds of spaces; more and more, we are likely to find mainstream
                                                                       6
                             culture mimicking cyberculture in a variety of ways.
                                     Given  that  cyberspace  provides  new  kinds  of  human  interactions
                             that  do  not  always  fit  with  non-cyber  interactions  and  that  require  a  new,
                             broader  perspective  on  what  constitutes  reality,  the  very  existence  of
                             cyberspace  necessitates  a  re-definition  of  human  values  and  assumptions
                                                          7
                             about people’s moral perspectives.  Human values and assumptions are part
                             of the cultural context we live in. Therefore, Bell argues that “setting up a
                             distinction  between  cyberspace  and  cyberculture  is  a  false  dichotomy”
                             because  “cyberspace  is  always  cyberculture,  in  that  we  cannot  separate
                                                            8
                             cyberspace from its cultural contexts.”
   75   76   77   78   79   80   81   82   83   84   85