This is a general bibliography for cyberspace issues. Many of the books listed are not available from the library - personal copies belonging to Pallas staff may be borrowed at their discretion.
226 references, last updated Mon Feb 26 11:19:12 2001
[St.Lukes Library: 410.28 DAV]
An extensive collection of articles on privacy, law and encryption. Difficult reading, but up-to-date and relevant.
[Personal copy: GBS]
The classic look at how we experience intimate places
[Personal copy: GBS]
Abstract: This paper attempts to clarify terminology discussing the interface between commerce and the Internet. It is also an empirically derived classification system or taxonomy of existing Internet business models. This taxonomy has two main branches - transplanted real-world business models and native Internet business models. The latter part of the paper discusses the role of business, governments, regulation and ideology in the development of I-Commerce and makes some cautious speculations regarding its future.
Abstract: This phenomenological enquiry into cyberspace examines the concept of space and metaphor, explaining ?cyber?space as a figurative term and a figurative space, as something projected as a shared mental concept. Reception theory is used to theorize this figurative space as an ideational object constituted by a ?text-reader? relationship. The performance of ?cyber?space is described as a self-reflexive ideation about meaning making itself, and examined as discursive, liminal, and transformative. Examination includes examples from e-mail, chat, and 3D conference systems.
Abstract: The purpose of this paper is to focus on two main conceptions at the origin of hypertext technology, and contrast the associationist and the connectionist views. From the starting point provided by this conceptual opposition, it surveys the relationships between users and developers of new computerized communication technologies as inscriptions at the interface. Upgrading Brenda Laurel's models of the interface, it proposes a new conception of the personal interface that acknowledges the virtual presence of the designer, and locates the space of the screen as a dialogic space of mutual engagement.
[Main Library 820.94/BAR]
[Personal copy: GBS]
A definitive collection of essays on the nature of cyberspace and virtual reality.
[Personal copy: GBS][excerpts online]
The history of the World Wide Web, as told by its inventor.
[Personal copy: GBS]
[Personal copy: GBS]
Abstract: How does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the introduction of the cyborg's dilemma, a paradoxical situation in which the development of increasingly "natural" and embodied interfaces leads to "unnatural" adaptations or changes in the user. In the progressively tighter coupling of user to interface, the user evolves as a cyborg.
Discussion of the future of books and reading, written by a self-confessed technology sceptic. Insightful and thought provoking, though strongly biased.
[Main Library]
[Personal copy: GBS]
[Main Library: 301.1 BRO]
Deals with a wide range of SF including novels, films and comic books.
[Personal copy: GBS][excerpts online]
[Main Library: 301.1 BUR]
[Personal copy: GBS]
[Personal copy: GBS]
[Main Library]
[Main Library]
[Main Library]
[Main Library 301.243 CAS]
John Naisbitt predicted in his book Megatrends (1980) that high technology would bring the need for "high human touch." This prediction is reflected in today's information-intense world. Due to the rapid development of technology, the library profession faces an uncertain future. Library professionals must use insight to identify technology's potential to benefit the academic library's role in the twenty-first century. This paper focuses on the human-machine connection between academic librarians and Web mining technology with respect to electronic reference service. The connection is featured in processes of: (a) identifying problems of electronic reference service; (b) selecting a technology to solve the problem; and, (c) envisioning the potential of the selected technology for librarianship. Scenarios address pertinent questions, including: (a) What role should librarians play to facilitate implementation of a technology? and, (b) What opportunities do technology offer to the profession in return?
[Personal copy: GBS]
Abstract: At the center of much contemporary discourse is the notion of the "local," as in the issue of local standards and pornography. But some have claimed that cyberspace is a "new place that is not a place", and have thereby seemed to call into question the importance of the local. In this paper I shall attempt to spell out some of the ways in which those on both sides of the debate have been appealing, in ways sometimes more and sometimes less coherent, to ways of thinking about locality, place, and space.In an important way the point of view of the law is modernist; that is, it assumes that a person's identity is unitary, and that a person who acts in a particular way in communicating over a computer network will in other aspects of life act in the same ways. By contrast and whatever the rhetoric that is offered-critics of the use of local standards in the analysis of the actions of those on computer networks tend to argue that identities are fragmented, and that while one is using a network one is operating from a different place, and expressing a different portion or element of one's identity. But if there is something about this postmodern view with which to be sympathetic, it is far too simplistic. This is because it too often fails to recognize the extent to which in the very act of being in cyberspace one is at the same time acting in other places in homes and offices and neighborhoods.
A MUD (Multi-User Dungeon or, sometimes, Multi-User Dimension) is a network-accessible, multi-participant, user-extensible virtual reality whose user interface is entirely textual. Participants (usually called players) have the appearance of being situated in an artificially-constructed place that also contains those other players who are connected at the same time. Players can communicate easily with each other in real time. This virtual gathering place has many of the social attributes of other places, and many of the usual social mechanisms operate there. Certain attributes of this virtual place, however, tend to have significant effects on social phenomena, leading to new mechanisms and modes of behavior not usually seen `IRL' (in real life). In this paper, I relate my experiences and observations from having created and maintained a MUD for over a year.
[Main Library 301.1/DEL]
[Personal copy: GBS]
Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
Comprehensive survey of artificial languages and attempts to standardise the world's language systems.
[Personal copy: Gary]
[Main Library 001.64404/GAC]
[Personal copy: GBS]
[Main Library]
A collection of short stories by the master of cyberpunk.
[Personal copy: GBS]
[Personal copy: GBS]
Third in Gibson's Sprawl trilogy.
[Personal copy: GBS]
A definitive collection of essays on the nature of cyberspace and virtual reality.
[Personal copy: GBS][excerpts online]
Abstract: This paper examines how a textual mode of communication has combined with the new technologies of computer-mediated communication (cmc) to produce interesting new opportunities for social interaction and presentation of self. These opportunities are in turn used in ways that promote the process of community in a text-based electronic environment. This paper first examines some of the common textual adaptations this electronic communications environment engenders. It then examines how one Internet newsgroup, alt.cyberpunk, developed a cooperative narrative in which participants made presentations of self that, in other venues, might be considered "fictional" but must be accepted at face value in a way similar to the manner in which presentations of self are accepted within physical environments. The paper concludes that these new opportunities for self-presentation are engendered by the tightened feedback loop that cmc technologies bring to a textual mode of communication. "Real-time" textual interaction engenders a novel new social environment.
[Main Library]
[Personal copy: GBS]
An almost definitive history of the people, places and computers involved in the creation of the Internet. Readable fascinating stuff!
[Personal copy: GBS]
[Personal copy: Pallas Office]
[Main Library]
[Main Library]
[Personal copy: GBS]
An exploration of how the word processor is changing the way we read and write, and its effects on culture and knowledge.
[Main Library]
[Main Library]
How does our sense of reality change, as we become familiar with Virtual Reality technologies?
[Personal copy: GBS]
[Personal copy: GBS]
Updated version of Heim's classic look at how technology transforms language.
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
[Main Library]
[Main Library 813.09/KET]
[Main Library 791.43085/KUH]
[Main Library 791.43085/KUH]
[Personal copy: GBS]
Abstract: If the medium is the message, what is the message of virtual reality (VR)? This article examines virtual reality communications media. Some forms of VR, for example immersive virtual reality, literally situate the user inside an informed computational space. The essence of VR is the inclusive relationship between the participant and the virtual environment. Communication takes place through direct experience in the immersive, digital environment. Thus, these environments may directly implicate what we can say about our very ability to know, that is, about consciousness itself. In this sense, VR brings metaphysical inquiry within the purview of an empirical testbed that conjoins human psychology, or the psychological "presence" of the knowing self, with configurable digital phenomena to define "there." This essay argues that a fundamental message of VR may be to illumine timeless philosophical inquiries concerning the nature of knowing and being and thus direct our attention to what Aristotle called the eternal question: What is reality? VR directs our attention to the nature of reality by directing our attention to consciousness as the experience of being.
[Personal copy: GBS
Abstract: A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence. Traditional media such as the telephone, radio, television, film, and many others offer a lesser degree of presence as well. This article examines the key concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Six conceptualizations of presence found in a diverse set of literatures are identified and a detailed explication of the concept that incorporates these conceptualizations is presented. Existing research and speculation about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are then outlined. Finally, suggestions concerning future systematic research about presence are presented.
[Personal copy: GBS]
A wide-ranging collection of cyberpunk fiction, non-fiction and criticism.
[Personal copy: GBS]
Discusses cultural policy and censorship, identity & communication.
[Main Library: 301.2 MACG]
[Main Library 301.1 MIC]
[Main Library 801.95/MIL]
[Personal copy: GBS]
[Main Library]
[Main Library]
Essays on the impact of technology on reading and writing.
[Personal copy: GBS]
[Personal copy: GBS]
[Normal Loan 001.64 PLA]
[Main Library]
Examines the seductive influence of computer technology, and the dangers inherent in relying on technology.
[Main Library]
The classic exposition of the open source software movement and the Internet gift culture.
[Personal copy: GBS]
[Main Library 809.3876/CRI]
[Personal copy: GBS]
[Personal copy: GBS]
Abstract: How will the availability of information over the Internet affect authors and their readers and publishers? Decisions over access to electronic information are being made on national and international levels with little regard for new technologies and their impact on new markets. New regulations may indeed only restrict access to information and impede the application of new technologies by authors and their audiences. Additionally, these legal solutions may only retard the development of more appropriate models for cyberspace.
[Main Library, Social Sciences Bibliography 016.32107/SAR]
Abstract: Cyberspace is a new form of living space generated virtually in the Internet. It relates to urban planning in two aspects. One is the presentation of actual town plans using cyberspace. The other is the definition of cyberspace as a new form of urban space and our contribution to its planning and construction from urban-planner's viewpoint. In the first half of this study we aim to grasp the spatial characteristics and the present status of cyberspace.Cyberspace has unique spatial order where physical distance is no more valid and accessibility depends thoroughly on the topological linkage. It is also unique in that spaces can be easily modified and different places can be united. However, the existing cyberspace appears to be a vast chaotic space filled with various kinds of information. Among this collection of information exist many cyber cities that simply imitate the real world with delicate images and still contents. Most of them fail to utilise the unique spatial features of cyberspace.
The latter half of this study inquires the outlook for construction of useful cyberspace and proposes a structural model. In particular, we propose to actively involve these spatial features to the planning of cyber cities and spaces. In order to create a useful and enjoyable cyberspace, we should design the spatial structure in the way that it utilises the unique characteristics of cyberspace. As a conclusion, we state the possible relationship between urban planning and cyberspace in the future.
[Personal copy: GBS]
[Main Library 791.43085/SOB]
Abstract:The explosive development of various communication forms on the Internet has led to the establishment of an interesting glossary and vocabulary by the users.It is the intention of the proposed paper to examine some of the metaphors that have developed in this context (e.g."surfing the net", "entering" and "leaving", "moving" etc.) in order to attempt to determine some of the social implications of this vocabulary that have arisen from the need to navigate this newly perceived space. Indeed, the concepts of "cyberspace" and "hyperspace" clearly denotes problematic spatial relations that have been linked to "the postmodern condition" (cfr. Frederic Jameson).
The theoretical framework will be Michel de Certeau's theories on spatial and temporal metaphors in "The Practice of Everyday Life". He emphasizes the function of space as "a practiced place" dominated by two main directions for metaphors in this connection: observation oriented (the map) and movement oriented (the tour).
Metaphors about cyberspace are mainly of the first kind, which suggests an early stage in the development and mapping of this new "practiced place". The second stage, that of mapping and description is, however, clearly taking both practical and organisational forms.
The paper will concentrate on some of these forms and attempt to sketch out some potential developments in this field.
A definitive collection of essays on the nature of cyberspace and virtual reality.
[Personal copy: GBS][excerpts online]
[Personal copy: GBS]
[Personal copy: GBS]
Classic documentary of the Internet subculture.
[Main Library]
[Personal copy: GBS]
[Personal copy: GBS]
[Personal copy: GBS]
Contains notes on the predominance of the Web in wired culture, and examines the culture and economics of warez trading and traders.
[Personal copy: GBS]
Examines the psychology of Internet use, looking at how we regard ourselves online and how we use the Internet to extend our personalities.
[Main Library]
[Main Library 001.64404/WAL]
[Main Library 001.53/WAR]
Explores the relationship between the Internet and the heaven visualised by Dante. Proposes that the realm of cyberspace is analagous to the spiritual dimension of medieval times.
[Personal copy: GBS]
Abstract: It has become an automatic laugh. Jay Leno, David Letterman, or any other comedic talent can crack a joke about Al Gore "inventing the Internet," and the audience is likely to respond with howls of laughter. Even Gore himself participates in the merriment: in a recent episode of Leno's Tonight Show, Vice President Al Gore was seen holding the cue cards. The joke? "Al Gore invented cue cards" - a clear reference to Gore's supposed claim about the invention of the Internet. In his September 26, 2000 town hall meeting held as part of MTV's "Choose or Lose" series before a group of students at the Media Union at the University of Michigan, Gore joked, "I invented the environment." The students erupted in laughter. Gore is at once the object and progenitor of the humor.
This article explores how the perception arose that Gore in essence padded his resume by claiming to have invented the Internet. We will then explore Gore's actual record, in particular as a U.S. Senator in the late 1980s, as an advocate for high-speed national networking. Finally we will examine this case as an example of the trivialization of discourse and debate in American politics.
Abstract: Futurist sensationalism, journalistic attention, constructivist theory, and appeal to technical determinism, all make the genre of literature on cyberspace, described as postmodern, visible and possibly influential. This paper takes issue with assertions in this literature that Internet communication alters cultural processes by changing the basis of social identity, and that it provides alternate realities that displace the socially grounded ones of everyday synchronous discourse. A main theme of the postmodern perspective on cyberspace is that Internet technology liberates the individual from the body, and allows the separate existence of multiple aspects of self which otherwise would not be expressed and which can remain discrete rather than having to be resolved or integrated as in ordinary social participation. The concepts under review presume a prior definition of self as a psychological unity, when the term is open to many definitions including the one that the self is a product of varying social contexts and is normally managed to accommodate them. Arguments from phenomenological hermeneutics are available to counter the plausibility of programming multiple selves, as the postmodern literature on cyberspace suggests can be done. The notion of fragmentation contradicts a substantial body of theory in social interaction based in the premise of coconstruction. Evidence of the socially grounded nature of interaction exists everywhere in cyberspace. Empirical examples include: list discourse that illustrates the situated significance of authentic identity in Internet professional groups; secondary research suggesting electronic communication is most successful as one genre in a communication repertoire; cases of home page self-presentation mediated through socially defined links; and evidence that the "virtualness" and alleged anonymity of Internet are illusory and therefore could not over time support a plausibly disembodied, depoliticized, fragmented "self".
Abstract: The current approach to the enforcement of copyright restrictions on intellectual properties to be distributed by electronic means (particularly, via the Web) aims at blocking unauthorised duplication by means of increasingly sophisticated protection systems (encryption, watermarks, net-active software, etc.). The paper argues that an approach of this kind runs counter to current technological trends, and that it should be eventually replaced by a model in which unauthorised duplication is not done because it is not convenient on the user's part, not because it is not possible. Such model rejects the pay-per-view concept in favour of a relatively expensive membership fee by which the user of an `Open Global Library' acquires the personal right to unlimited downloading. The fee is anchored to a range of intrinsically non-copyable services, to discourage `eavesdropping' by non-members, and coupled with a reward scheme to distribute part of the membership fee to the authors of the intellectual properties. Implications and open problems for advertising, private enterprise and environmental protections are discussed.