Digital counter-culture chapter 4 gere Flashcards

1
Q

Alvin Toffler (book - future shock)

A

proclaimed the need to understand the future as much as the past and predicted that culture would be increasingly mediated by technology.

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2
Q

the technological means to realize the post-industrial information society were developed.

A

firstly with the simultaneous appearance of the minicomputer and of networked computing, then with the development of the personal computer.

The last, in particular, became the technology that, simul- taneously, enabled the development of a paradigm of computing congenial to a new generation of users with new needs and cultural
perceptions, but also fit for the new realities of a restructured capitalism.

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3
Q

possibilities arising out of military-funded research

A

including real-time, graphical computing and networking, as well as the tendency, inspired also by military needs, towards miniaturization, which in turn enabled the development of cheaper, smaller computers.

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4
Q

the problem with the possibilities arising out of military-funded research

A

was that such developments were firmly embedded in the technocratic, cybernetic context of Cold War computing, which, in the light of the use of computers in the Vietnam War, was a target of opprobrium for many of those opposing the status quo.

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5
Q

effective shift in the paradigm through which computers were perceived required cultural trans- formations as much as technological ones.

this shift was accomplished through -

A

1) the set of adjustments and changes in the information discourses that had emerged after the War, which re-oriented them in directions appropriate for new ways of thinking.
- including the emergence of ‘second order’ Cybernetics and of the beginnings of new discourses such as Complexity and Artificial Life in the late 1960s.
2) the circumstances that brought these disparate elements together, in particular the coincidental proximity of one of the centres of the microelectronics industry, Silicon Valley in Northern California, to San Francisco, a little further to the north, which had itself become, by the late 1960s, a centre of the counter-culture.

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6
Q

William Shockley

A

Bell labs engineer set up a company to exploit the invention of transistors.

his management skills were unequal to his engineering brilliance, and within three years eight of his most important engineers, including his most gifted employee, Robert Noyce, had left to start their own company, Fairchild Semiconductors.

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7
Q

the transistor

A

did the electronic switching work of the valve far more efficiently, as well as being far smaller and consuming far less electricity. It was almost immediately adopted by producers of consumer electronics, such as televisions and radios, and by the late 1950s was starting to be used in computers.

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8
Q

Robert noyce

A

started Fairchild Semiconductors

they concentrated on producing transistors to make money, Fairchild also put a lot of research into trying to solve the problems inherent in the technology.

  • Some of the systems used for guidance in military planes had up to 20,000 transistors, and, with the kinds of usage associated with such systems, the connections between transistors often came loose.
  • the more complex machines became and the more wiring they involved the slower they became.
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9
Q

what was the solution to the problems presented in relation to military uses

A

the solution was to make the entire circuit out of one block of a semi- conducting material, such as silicon or germanium,

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10
Q

San Francisco

A

roughly 80 kilometres to the north, was becoming a centre of the so-called counter-culture.

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11
Q

youth culture came as a result of

A

The combination of high employment resulting from post-war economic prosperity, and the coming of age of the ‘baby boom’ generation born in the 1940s and 1950s, meant that young people wielded an unprecedented degree of economic and, by extension, cultural power.

a dominant perception was such that issues were the result of the mismanegement of previous generations

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12
Q

the late 1960s saw the development of movements opposed to the previous generation’s ways of thinking and acting.

these movements included

A

black panthers

militant groups

the feminist movement

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13
Q

Counter-culture

A

an alternative society based on values other than those supposed to be dominant at that time, found expression in various ways and places.

largely white phenomenon, among whose most notable characteristics were an interest in self-realization, often involving the use of drugs, LSD or ‘acid’ in particular, a devotion to rock music and performance

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14
Q

Whole earth project (founded by Stewart Brand)

A

a non-profit alternative education organization, which had been started by Bob Albrecht, who had originally worked for the Control Data Corporation. It was a venture aimed at giving people access, through regular ‘catalogs’, to the tools and ideas with which to lead counter-cultural or alternative lifestyles, and as such was a great success.

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15
Q

The Last Whole Earth Catalog

A

It presents a valuable insight into the broad and heterogeneous sources of alternative thinking. As well as sources for agricultural implements, building and craft tools, musical instruments, aids to physical and mental self-help, and for the care of animals, it also contains
a great deal of philosophy of various sorts.

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16
Q

Autopoiesis

A

An autopoietic system is one that is organized so that the components from which it is composed work towards maintaining its composition. Such systems produce the components by which they are defined and then recursively regenerate these components in order to maintain their identity.

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17
Q

John Conway

A

a mathematician at Cambridge, England, developed what he called the ‘Game of Life’. This was a rule-based cellular automaton, which, through the application of a number of simple but subtle rules, could generate complex and fascinating states over time. This seemed to demonstrate that complexity and order could be generated out of sets of simple rules.

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18
Q

the Whole Earth Catalog

A

also helped to create the context in which the personal computer was realized, and in which interactive multimedia became available as a consumer product.

the counter culture opened up a space in which the personal computer could be developed

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19
Q

spacewar

A

original computer game built by hackers at MIT,

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20
Q

‘augmentation of human resources in Command and Control through Multiple Media Man-Machine Interaction’.

A

This was intended as a kind of three-dimensional virtual space that a user could interact with.

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21
Q

Theodor holm (Ted) Nelson

A

Nelson was a philosophy graduate who had come into contact with computers while studying for a sociology masters degree at Harvard in 1960. His remarkably prescient, and at the time, eccentric, perception of their possibilities, led him to try to build a word-processing system before either the name or the concept existed.

he laid out his vision for what he called ‘hypertext’, by which he referred to non-linear, linked texts. Nelson attempted to realize his ideas by developing ‘Xanadu’. This was a software framework, greatly influenced by Vannevar Bush

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22
Q

Xanadu

A

This was a software framework, greatly influenced by Vannevar Bush that would enable access to all the world’s textual information, and make it possible to link and examine texts in parallel and to produce new versions.

23
Q

Senator Mike Mansfield proposed

A

that ‘none of the funds authorized . . . may be used to carry out any research project or study unless such a study has a direct and apparent relationship to a specific military function or operation’.

24
Q

the Mansfield Amendment

A

affected those working in the kinds of computer research which had been largely funded by ARPA and had benefited from ARPA’s open-ended remit.

25
Q

Xerox

A

was becoming alarmed at the idea of the ‘paperless office’, the revolution in business life that computers were, apparently, about to bring about. To meet this challenge Xerox decided to become part of the computer revolution itself. To this end it set up XeroxPARC on the West Coast of the United States.

26
Q

Xerox marketed the Alto, and a later version of their ideas, the ‘Star’,

A

‘Star’, as business machines and priced them accordingly. Though the ideas the machines manifested were greeted favourably, the inept marketing meant that they did not succeed.2

27
Q

Hacking

A

computer world counterculture
developed in computer laboratories at MIT, then at Stanford.

consisting of young men dedicated to undertaking elegant ‘hacks’, that is, to finding out what computers were capable of, rather than criminal acts, as the term later came to mean

The early hackers at MIT and Stanford established one of the central archetypes of computing subculture, which continues to this day, that of the intellectually advanced but socially and sexually awkward male, who is prepared to devote most of his time to an engagement with the possibilities of digital technology, to the exclusion of almost anything else.

28
Q

Phreaking

A

illegally manipulating or ‘hacking’ the phone system, was exploited by some for its political possibilities.

29
Q

blue box

A

a device for making free phone calls

30
Q

Altair

A

The machine in question was in kit form, was hard to assemble, and, when assembled, did more or less nothing. It could be programmed by flicking switches, but, lacking any kind of output device, the only visible evidence of operating was of a series of lights flashing on the front. Despite this almost total lack of appar- ent usefulness, MITS was inundated with orders for the machine

31
Q

apple 1

A

It was just a board loaded with chips. But owing to Wozniak’s programming and hardware skills it was recognized as an excellent piece of hardware, which, when plugged in to a keyboard and a TV monitor could allow the user to achieve what seemed then extra- ordinary things, such as display graphics.

32
Q

apple 2

A

far more sophisticated, incorporating a version of the BASIC programming language, and the ability to output colour graphics all housed in an elegant casing. Though it still had to be plugged into the TV, it was clearly a complete working computer.

33
Q

the success of apple alerted IBM because

A

o both the possibilities of the personal computer, and the threat it might pose to their own domination of the industry. By 1981 they had, with unseemly haste by IBM standards, produced their own machine, the IBM PC

34
Q

IBMs strategy

A

IBM confounded many expectations by adopting some of the hacker ways of doing things, such as making available the machine’s technical specifications, and encouraging others to write software for it.

35
Q

the main beneficiary to IBM’s strategy

A

Microsoft. They supplied the operating system for the PC, for a flat fee, but were able to make lucrative licensing deals with producers of PC clones

36
Q

Jobs and the Xerox parc

A

Realizing that Xerox itself had little intention of marketing these ideas effectively, Jobs, in a sleight of hand, negotiated a licensing agreement that allowed Apple to use the PARC interface on their computers. Lisa, the first Apple computer to incorporate the PARC-style interface (though re- engineered and developed by Apple engineers) was warmly received on its release in 1983, but was a slow and expensive machine.

37
Q

Macintosh

A

developed in parallel with the Lisa, and announced in a now-legendary advertising spot during the 1984 Superbowl. The Apple Macintosh, with its bit-mapped graphics, graphical user interface, ease of interaction and stylish look defined the shape of the personal computer.

38
Q

Windows

A

the Microsoft operating system which ran on most IBM and IBM-compatible personal com- puters, which looked and worked remarkably like the Macintosh.

39
Q

WIMP

A

(windows, icons, mouse, pointer) interface led to the computer’s infiltration into many new or relatively under-exploited areas, including graphic design, printing and publishing, sound production, image manipulation and production, as well as extending its traditional relationship with business.

40
Q

CD rom

A

the compact disc became a platform on which games and multimedia could be stored and accessed.

41
Q

Hyper Card

A

a hypermedia-programming environment intended for general use. Using the metaphor of the Rolodex card index, and integrated with a simple scripting language, HyperTalk, HyperCard enabled users to build working software, databases, hypertexts and more, as well as to integrate different forms of media and control other devices.

42
Q

Noe-liberalism and counter culture did

A

elevated the individual over the collective. Both also proclaimed the necessity of freeing the individual’s capacity to act from the tyranny of organi- zations and bureaucracies.

43
Q

Electronic frontier foundation (John Perry Barlow, along with Lotus founder Mitch Kapor and Stewart Brand,)

A

dedicated to the preservation of free speech and freedom of expression on the Internet. Invoking one of the central tropes of American history, that of the frontier, the EFF deals with all aspects of freedom of expression in the new media, including defending hackers who have run foul of the law. The EFF eschews strategies such as lobbying in Washington, and relies on support from computer professionals. One of the areas that most exercises the EFF is that of cryptography.

The EFF was, and remains vigilant to the threats to free speech and the rights of privacy such proposals represent, and have been instrumental in keeping debate going on such topics.

44
Q

cyber punks or crypto anarchists

A

are engaged in actively using encryption technology to undermine or subvert official channels of communication.

45
Q

complexity theory

A

brought together a number of elements that had been anticipated in earlier instantiations of the counter-culture, including neo-liberal economics, Cybernetics, ecology, mysticism and technology.

46
Q

Telecosm

A

predicts the end of the computer and the beginnings of a world dominated by wireless, broadband and network technology, with far reaching social consequences.

47
Q

MUDs

A

mutli-user domains or dungeons

allowed users to enter shared virtual spaces to communicate and role play using text.

48
Q

BITNET

A

(Because It’s Time Network) connected IBM mainframes around the educational community and the world to provide mail services, beginning in 1981.

49
Q

ARPNET

A

ARPANET was split into two separate networks, ARPANET and MILNET and then, in 1989 by its dissolution. This heralded the start of the Internet as an entity in its own right, composed of many different networks, all held together by agreed transmission protocols.

50
Q

the modem

A

modulates and demodulates between digital and analogue data, thus allowing personal computers to communi- cate at high speed over phone lines.

51
Q

WELL - Whole earth lectronic link

A

was a BBS or bulletin board service that allowed people to communicate in a variety of ways online, mainly in the form of conferences in which ideas on topics could be shared, as well as e-mail, and instant communica- tion.

52
Q

WWW

A

the method of displaying texts, images, video, animation and sound, so that they can be viewed on any computer as long as it is both connected to the Internet and has the right software.

53
Q

Mosiac

A

did not achieve wide interest because of the comparative difficulty of using the software needed to access the www. This changed with the development in 1993 of a graphical browser called ‘Mosaic’ by Marc Andreessen and his team at the National Center For Supercomputing Applications (NCSA) at the University of Illinois at Urbana-Champaign. This made accessing the Web considerably easier, as it could run on different machines, and also opened it out to allow the incorporation of different kinds of media.

54
Q

Wired magazine

A

Wired was, from the start, intended to be a mainstream publication appealing to anybody interesting in aspects of digital culture. Wired was, and remains, not only successful – with a circulation of nearly 450,000 – but also manages to be both mainstream and left field. It has become the most influential and powerful force for constructing and disseminating a particular ideology of technology, and granting it legitimacy.

is thus the most accessible articulation of the particular Northern Californian inflection of the counter-culture out of which has emerged a powerful and influential ideology that combines a belief in the transformative powers of technology and in the positive and self-regulatory capacities of the market.