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Economy, Politics & Culture in CyberSpace Dr. Özgür Uçkan January 2009

Economy, Politics & Culture in Cyberspace

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Network economy-ICT and economic change-knowledge economy-Cyberspace & Network culture: virtuality & information speed, digital visual culture, virtual self, posthuman, virtual communities, cybercultures, infowar, e-topias, cyber cities, net-art, cyber performances etc.

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Economy, Politics &

Culture in CyberSpace

Dr. Özgür Uçkan

January 2009

net-worldnet world

GLOBAL GAME

net speednet-speed

new rules of the game

Economic Transformation Technological Revolutiong

New Global Economy

New Rules of the GameNew Rules of the Game

FastLinked

SlowIsolatedLinked

Continuous Learning% 100 Trustable

IsolatedStatic< % 100 Trustable

New Opportunities New ChallengesSource:World Bank

knowledge economy

“(Basic economic resource) is knowledge and will be knowledge…”

Peter F Drucker Post Capitalist Society

“An economy that makes effective use of knowledge f it i d i l d l t Thi

Peter F. Drucker, Post-Capitalist Society

for its economic and social development. This includes tapping foreign knowledge as well as adapting and creating knowledge for its specific p g g g pneeds.”

Knowledge for Development, WBI

pillars of the knowledge economy

1. Economic incentive and institutional regime that provides incentives for the efficient use of existing and new knowledge and the flourishing of

1. Economic incentive and institutional regime that provides incentives for the efficient use of existing and new knowledge and the flourishing of new knowledge and the flourishing of entrepreneurship

2. Educated, creative and skilled people

new knowledge and the flourishing of entrepreneurship

2. Educated, creative and skilled people, p p

3. Dynamic information infrastructure

, p p

3. Dynamic information infrastructure

4. Effective national innovation system

5. and a fifth and “missing” pillar: (K l d ) C lt

4. Effective national innovation system

5. and a fifth and “missing” pillar: (K l d ) C lt(Knowledge) Culture(Knowledge) Culture

dynamic information infrastructure

""Building a dynamic information infrastructure, and a Building a dynamic information infrastructure, and a competitive and innovative information sector of the economycompetitive and innovative information sector of the economy, , th t f t i t f ffi i t d titi i f ti dth t f t i t f ffi i t d titi i f ti dthat fosters a variety of efficient and competitive information and that fosters a variety of efficient and competitive information and communications services and tools available to all sectors of communications services and tools available to all sectors of society. This includes not only "highsociety. This includes not only "high--end" information and end" information and communication technologies (ICTs) such as the Internet and mobilecommunication technologies (ICTs) such as the Internet and mobilecommunication technologies (ICTs) such as the Internet and mobile communication technologies (ICTs) such as the Internet and mobile telephony but also other elements of an informationtelephony but also other elements of an information--rich society rich society such as radio, television and other media, computers and other such as radio, television and other media, computers and other devices for storing processing and using information and a rangedevices for storing processing and using information and a rangedevices for storing, processing and using information, and a range devices for storing, processing and using information, and a range of communication services.“of communication services.“

Final Report of the Knowledge Economy Forum Final Report of the Knowledge Economy Forum -- Paris, February 19Paris, February 19--22, 200222, 2002

ICT impact

•• Strong impact on productivity and economic Strong impact on productivity and economic growthgrowth

Gl b li ti f b iGl b li ti f b i•• Globalization of businessGlobalization of business

•• Networking of information technologyNetworking of information technology

•• New products, services and processNew products, services and process

Transparency Accountability Participation:Transparency Accountability Participation:•• Transparency, Accountability, Participation: Transparency, Accountability, Participation: eGovernanceeGovernance

global Internet use snapshotglobal Internet use snapshot

Source: Internet Works, www.iwks.com

Pew internet survey, December 2006

• 17% of world population use Internet17% of world population use Internet• 91% of Internet surfers use e-mail• 91% use search engines• 67% read news online• 67% read news online• 66% visit government web sites• 39% read blogs

Photo: Kimi Iwasakihttp://www.flickr.com/photos/quimix/149816828/

Internet industry: strategic partnerships

Internet industry partnerships

Source: OECD

1985-1998 1998

fuel for the new economy: immaterial investments

10% 10%

9%

8,0%

9,0%

10,0%

3,3%2 7% 2,9%4,0%

5,0%

6,0%

7,0%

2,7%

0,0%

1,0%

2,0%

3,0%

USA F EU

Source: D. Foray, OECD

USA France EU

After 1998, investing to knowledge in developed countries (education Research&Development software human resources etc ) increase(education, Research&Development, software, human resources etc.) increase.

These investments supply the fuel for the new economy.

intellectual vs. tangible assets

Source: 1000ventures.com

THREAT

0 4

global bandwidth

USA / Canada

56 Gbps

0.4

Asia /Pacific

Europe

56 Gbps

LatinAmerica Africa

0.1 GbpsNote:Gbps= Gigabits (1’000 Mb) per secondNote: Gbps= Gigabits (1 000 Mb) per second.

Source: ITU adapted from TeleGeography

.

Internet Density Map, Carnegie Mellon University

INTERACTIVITY & CONVERGENCE

Full Internet Map

Nervous system network

YeastYeast protein interaction network

Internet backbone network

position of individual toward media

Old Media New MediaOld Media New MediaRole Spectator UserBehavior Passive ActiveFunction Consumer ProducerFunction Consumer ProducerLocation Physical Space Everywhere

(home, office, etc.) (Network)Kaynak: New Paradigm Learning Corporation, 1997y g g p ,

ConvergenceDefinition:

Convergence has been made possible by digitalization which allows different types of content (audio, video, text) to be stored in the same format and delivered through a wide variety of technologies(computers, mobile phones, televisions, etc).

The e a e the efo e t o b oad definitions of con e genceThere are therefore two broad definitions of convergence:• technological and • media or content.

Technological convergence refers to the trend for some set of technologies initially having distinct functionalities to evolve to having those that overlap; it occurs when multiple products come together to form one product with the advantages of all of them – eg your

fcomputer as purveyor of voice as well as text and graphics; cell phones that provide text and graphics as well as voice.

Convergence in the media refers to the removal of entry barriers across the IT telecoms media and consumer electronics industries across the IT, telecoms, media and consumer electronics industries, creating one large ‘converged’ industry.

Why does convergence matter?

Around the world, countries are competing for leadership in the global knowledge economy. Success in this race will depend upon how g y p pquickly countries can leverage the opportunities for innovation,investment and economic growth presented by convergence.

Convergence between the telecoms, IT, consumer electronics, broadcasting and creative content sectors is now starting to have a real impact in the globe.

It has the potential to deliver an unparalleled degree of choice, fl ibilit d i t (b th d flexibility and convenience to users (both consumers and businesses) in terms of the way in which they access and exploit information, communication and new media content, services and applications.

Convergence has the potential both to create and to destroy value. Deloitte predicts that worldwide, it will lead to $1 trillion shift in valuations and revenues in the converging sectors by 2010. Assuch it represents both a disruptive threat and a huge such, it represents both a disruptive threat and a huge opportunity for companies of any nation, across a wide and fast moving global sector...

ICT & collision of industries

Source: New Paradigm Learning Corporation, 1996

“City of Bits”: urban information systems

Cyber Architecture

M-House, Red Sky Vacation Retreats

Michael Jantzen

Internet Observatory

underground living

‘the taisei company's’ ambitious plan for subterranean living imaginatively titl d li it f Ali i titled alice city from Alice in Wonderland offers a utopia that is almost as fantastical as the book.

“Offth R d 5 d”“OfftheRoad_5spead”Lars Spuybroek, TROD

Venedik Bienali7. Mimarlık Bienali

2000

TV.com

::the electronic journal::

::the travel mate::e a e a e

wearable computers

wearable computers

wearable computer fashion show at MIT

CYBERCULTURE SCENE

1950s: sybernetic, computer...

“Beat Generation”

computer counter-culture8888888b.

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ISSUE #0 888888

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rOTTEN 888 # # # # # # ## # # # #

ethercat 888 # # # # # # # # # # # #

Gateways 888 # # # # ##### # # # ###### #

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Kleptic 888 #### #### # # # # # # ######

d88P

“Computing 4 The People”.d88P

.d88P" 'The people's choice for Net Terrorism'

888P"

computer counter-culture

“The fact is that a few of us saw what was happening and we wrestled the

“We are still enthusiastic about the Net the way Walt Whitman was aboutwas happening and we wrestled the

power of LSD away from CIA, and now the power of computers away from IBM, just as we rescued psychology away from the doctors and

Net, the way Walt Whitman was about trains and the telegraph. He thought they would unite us, make us all a community. He couldn’t predict the trains would go to concentrationpsychology away from the doctors and

analysts.”Timothy Leary

trains would go to concentration camps.”

Andrei Codresku

William Gibson

Bruce Sterling

Philip K. Dick / Ridley Scott

Neil Stephenson

CYBERSPACE / VIRTUAL REALITY

“ Program a map to display frequency data exchange

cyberspace

Program a map to display frequency data exchange, every thousand megabytes a single pixel on a very large screen. Manhattan and Atlanta burn solid white. Then they start to pulse, the rate of traffic threateningThen they start to pulse, the rate of traffic threatening to overload your simulation. Your map is about to go nova. Cool it down. Up your scale. Each pixel a million megabytes. At a hundred million megabytes per g y g y psecond, you begin to make out certain blocks in midtown Manhattan, outlines of hundred-year-old parks ringing the old core of Atlanta.”

William Gibson, Harper Collins, 1993 (1984), p. 57

cyberspace

“A new universe, a parallel universe created and sustained by the world’s computers and communication lines A world in which the global trafficcommunication lines. A world in which the global traffic of knowledge, secrets, measurements, indicators, entertainment, and alter-human agency takes on form: sights, sounds, presence never seen on the surface of g , , pthe earth blossoming in a vast electronic night.”

Michael Benedikt, Cyberspace: First Steps, 1991

cyberspace

“Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… A graphical representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity Lines of light ranged in theUnthinkable complexity. Lines of light ranged in the non-space of the mind, clusters and constellations of data. Like city lights, receding...”

(William Gibson, "Neuromancer", 1984, p. 51)

cyberspace

“Cyberspace is the ‘place’ where a telephone conversation appears to occur. Not inside your actual phone... Not inside the other person’s phone… The place between the phones. The indefinite place out there, where the two of you, two human beings, actually meet and communicate Although it is notactually meet and communicate… Although it is not exactly ‘real’, ‘cyberspace’ is a genuine place. Things happen there that have very genuine consequences. This ‘place’ is not ‘real’ but it is serious it is earnest ”This place is not real , but it is serious, it is earnest.

(Bruce Sterling, “The Hacker Crackdown", 1992, p. xi-xii)

“It is the Broadway, the Champs Élyseés of the M t It i th b illi tl lit b l d Th

cyberspace

Metaverse. It is the brilliantly lit boulevard… The dimensions of the Street are fixed by a protocol, hammered out by the computer graphics ninja overlords of the Association for Computing Machinery’soverlords of the Association for Computing Machinery s Global Multimedia Group… Like any place in Reality, the Street is subject to development. Developers can build their own small streets feeding off the main one.build their own small streets feeding off the main one. They can build buildings, parks, signs, as well as things that do not exist is Reality, such as vast hovering overhead light shows and special neighborhoods g p gwhere the rules of three-dimensional spacetime are ignored. Put a sign or a building on the street and the hundred million richest, hippest, best-connected people on the earth will see it every day of their lives..”

(Neil Stephenson, “Snow Crash", 1992, p. 24-25)

virtual reality

“Artificially stimulated perception” – Marjan Kindersley

“Virtual Reality won’t merely replace TV. It will eat it alive” – Arthur C. Clark.

“This will represent the greatest event in human evolution. For the first time, mankind will be able to deny reality and substitute its own preferredtime, mankind will be able to deny reality and substitute its own preferred version.” – J.G. Ballard

“A VR is a computer world that tricks the sense or mind. A virtual glove might give you the feel of holding your hand in water or mud or honey. A VR b it i ht k f l if th h t dVR cybersuit might make you feel as if you swam through water or mud or honey. VR grew out of cockpit simulators used to train pilots and may shape the home and office multimedia systems of the future. The idea of advanced VR systems as future substitutes for sex and drugs and classroom training is the stock and trade of modern science fiction orclassroom training is the stock and trade of modern science fiction or ‘cyberpunk’ writing.” – Bart Kosko

“Used today in architecture, engineering and design, tomorrow in mass-market entertainment, surrogate travel, virtual surgery and cybersex, by the next century ‘VR’ will have transformed our lives.” – Howard Rheingold

Lawnmoverman2

DarkCityCity

Videodrome

Matrix

Johny The Mnemonic

Cube

VIRTUAL COMMUNITIES

a brief history of virtual communities

•1975 MSGGROUP Mailing List •1992 “HTTP://” and “URL”•1975 – MSGGROUP Mailing List

•1979 – SF-Lovers Mailing List

•1980 – MUD (Multi User Dungeon)

•1981 – “Usenet” term used on ARPAnet

•1992 – HTTP://” and URL”

•1992 – “Cypherpunk” (Crypto cultural group)

•1992 – Project Gutenberg

•1993 – Wired Magazine

•1982 – “Newsgroup” term used on ARPAnet

•1985 – Chain e-mails

•1986 – The Well ( Whole Earth ‘Lectronic Link)

•1986 – “Netiquette”

•1993 – “Surf” term used for wander on the Net

•1993 – AOL.com gives access to the newsgroups

•1993 – HTML

•1993 – “Netizen”1986 Netiquette

•1988 – “@ ! Party” (Internet and Usenet party)

•1989 – IRC (Internet Relay Chat)

•1990 – EFF (Electronic Frontier Foundation)

1993 Netizen

•1993 – “Cybersex” term used for the first time

•1994 – Epic (Electronic Privacy Information Center)

•1994 – “SPAM”

•1991 – “CyberSpace” term applied to the Internet.

•1991 – TIN (Newsreader)

•1992 – WWW

•1994 – Yahoo!

•1995 – CDA (Communication Desency Act / S.314)

•1995 – “Chat Room”

•1995 Lycos

a brief history of virtual communities

•1995 – Lycos

•1995 – DejaNews

•1996 – Compuserve.Com

•1996 – WebTV

•1996 – ICQ (I Seek You)

•1998 – Google

•1999 – Melissa Virus

•1999 – Napster1999 Napster

•1999 – FreeNet (Ian Clark)

•2000 – Gnutella

•2000 – Love Bug Virus

•2001 – Yahoo! bought E-groups

•2002-now- mobility & broadband – smartmobs…

“The words community and communication have the same root. Wherever you put aThe words community and communication have the same root. Wherever you put acommunications network, you put a community as well. And whenever you take away that network –confiscate it, outlaw it, crash it, raise its price beyond affordability- then you hurt that community.”

B. Strerling, The Hacker Crackdown

online games

Social Networks

and after

• Web 2.0 Web3.0, 4.0, etc.• MARC MARCML (or Memo MemoML)

and after…

• MARC MARCML (or Memo MemoML)

• Search engine Semantic Web• Descritives FRBR (Functional Requirements for ( q

Bibliographic Records - http://en.wikipedia.org/wiki/FRBRoo ), OntologiesUser accounts Avatars• User accounts Avatars

• 217 millions users on neopet > Myspace;• Habbo users > Facebook; • There are more videos on CyWorld than

YouTube;• “Target” is always “younger”…

Source : FredCavazza : http://www.fredcavazza.net/2007/11/07/l%e2%80%99invasion-des-nouvelles-plateformes-sociales/

virtual communities

“When you think of a title for a book, you are forced to think of something short and evocative, like well, ‘The Vi t l C it ’ th h t titlVirtual Community,’ even though a more accurate title might be: ‘People who use computers to communicate, form friendships that sometimes form the basis of communities, but you have to be careful to , ynot mistake the tool for the task and think that just writing words on a screen is the same thing as real community.’””

Howard RheingoldHoward Rheingold

2002-2009- Mobility what’s next ?2002 2009 …. Mobility … what s next…. ?

Smart mobs emerge when communication and computing technologies amplify human talents for cooperation. The impacts of smart mob technology already appear to be both beneficial and destructive, used by some of its earliest adopters to support democracy and by others to some of its earliest adopters to support democracy and by others to coordinate terrorist attacks. The technologies that are beginning to make smart mobs possible are mobile communication devices and pervasive computing - inexpensive microprocessors embedded in everyday objects and environments. Already, governments have fallen, youth subcultures have blossomed from Asia to Scandinavia, new industries have been born and older industries have launched furious counterattacksand older industries have launched furious counterattacks.

Street demonstrators in the 1999 anti-WTO protests used dynamically updated websites, cell-phones, and "swarming" tactics in the "battle of Seattle." A million Filipinos toppled President Estrada through public demonstrations organized through salvos of text messages.demonstrations organized through salvos of text messages.

The people who make up smart mobs cooperate in ways never before possible because they carry devices that possess both communication and computing capabilities. Their mobile devices connect them with other information devices in the environment as well as with other people's

fp p

telephones. Dirt-cheap microprocessors embedded in everything from box tops to shoes are beginning to permeate furniture, buildings, neighborhoods, products with invisible intercommunicating smartifacts. When they connect the tangible objects and places of our daily lives with the Internet, handheld communication media mutate into wearable remote control devices for the physical world.remote control devices for the physical world.

Howard Rheingold, SmartMobs / The Next Social Revolution, PerseusPublishing, 2002

VRML chatVRML chat

virtual agora

“The most recent incarnation of the agora is neitherThe most recent incarnation of the agora is neither the shopping mall nor the closed electronic environment, but may just be the Internet itself. The agora does not necessarily provide a sense of place,

th it id f t l ti drather it provides a sense of passage, translation and personal freedom. If the Internet can achieve the right balance of interaction, leisure and commerce it may in time develop into a genuine community space. While it p g y pcontinues to mirror the malls, theme parks and office buildings of the Cartesian world it will never become the mythical ‘place of meeting’ described by Homer in the Iliad ”the Iliad.

Michael Ostwald, “Virtual Urban Futures”, in The Cyberculture Readers,

ed. By David Bell-Barbara M. Kennedy, 2000, p. 673

VIRTUAL BODY / POSTHUMAN

prosthesis

prosthesis

posthuman

Stelarc

Stelarc

Stelarc

Stelarc

Stelarc

The exoskeleton allows peopleBionic legs give soldiers a boost:

Source: http://www.me.berkeley.edu/hel/bleex.htm

The exoskeleton allows people to carry heavy loads.

US researchers have developed strap-on robotic legs to allow people to carry heavy loads over long distances.

From the movie “matrixFrom the movie matrix revolutions”

VIRTUAL LANGUAGES:

html-dhtml-shtml-xml-vrml-java-flash-php-cgi etc...

NETART

http://www.digicult.org

www.ctheory.net

VIRTUAL POWER / VIRTUAL OPPOSITION

virtual power – virtual war

virtual power / virtual citizen

virtual opposition / network guerillas

virtual opposition / network guerillas

virtual opposition / network guerillasDennis RitchieDennis Ritchie

Ken Thompson

Kevin Mitnick

Analyser

Richard Stallman

John DraperKevin Poulsen

Mark Abene