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History of the Future

History of the Future. 11: Cyberpunk and the 1980s. This Session. Overview of 1980s Focus on elements found in Gibson & Card New trends in the future Framing of “Cyberpunk” movement Including earlier depictions of computer Real-world developments in technology. The 1980s.

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History of the Future

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  1. History of the Future 11: Cyberpunk and the 1980s

  2. This Session • Overview of 1980s • Focus on elements found in Gibson & Card • New trends in the future • Framing of “Cyberpunk” movement • Including earlier depictions of computer • Real-world developments in technology

  3. The 1980s • Global Politics dominated by Cold War • Early 80s – intensification • Late 80s – collapse of USSR • Domestic politics shift • Conservative revival gains pace • Growing social inequality (yuppies) • Brashness & materialism in pop culture • Strong reaction in “alternative” media • Lots of new consumer technology

  4. The Reagan Years • “Morning in America” • Feel-good appeal • Budget shifts • Social programs cut • Military programs grow; high-tech buildup • Large tax cut (“supply-side economics”) • Recession follows • “Rustbelt” industries crumble • Cold War revives • Promise to defeat “Evil Empire”

  5. Strategic Defense Initiative • Pitched to Reagan as magic shield • Did he believe? We may never know. • Science fiction authors help to promote • Ben Bova (editor of Omni) • Jerry Pournell (author, computer columnist) • also Edward Teller (hydrogen bomb physicist) • Massive plans • Lasers, killer satellites • Massive software, network challenges • Few independent scientists support • America spends many billions • Soviets start to get worried

  6. Nuclear War Re-emerges • Arms-race intensifies • Nuclear Cruise Missiles based in Europe • Trident submarines • Missiles more accurate, more warheads • Anti-nuclear movement grows • Large demonstrations common • Theme common in popular culture • Missile Command video game • Wargames film (1983)

  7. Rightwing SF • Enjoys something of a revival • General mood, Star Wars movie may help • Many stories of survivalist or libertarian bent • Fervently pro-technology, pro-space travel, anti-government • Generally militarist • Specialized sub-genre • Baen Books – publisher • Writers: Jerry Pournelle, David Drake, etc.

  8. Rise of Japan • Will computers follow TVs? • 5th Generation Project • breakthroughs in artificial intelligence sought • Advances feared in software, processors • Japanese pursue “software factory” approach • They have all the coolest electronics • Japanese pop culture becomes dweeb-cool • Very futuristic – comics, videos • Cartoonish fashion, clothes

  9. Japan: The Pop Group Synth-pop, Asian-influenced futurism meets Tokyo chic

  10. Shifts in Pop Culture • Music and fashion subcultures fragment • Punks • Post-Punk (including “New Romantics”) • Many others -- Heavy Metal, Rap, Techno • New entertainment forms • MTV arrives in early-80s • Atari and home videogames in late-70s • Escapism is common thread A “Haircut” Band

  11. The Future Changes Slowly • Many suspicious of Glasnost, is it just PR? • Genuine progress in arms control late 80s • Cruise missiles eliminated • Treaties to reduce warhead levels • Nobody predicts sudden collapse of Soviet union • CIA or science fiction writers • 1980s future suddenly looks very dated

  12. New Trends in the Future • Virtual Reality (new term circa 1982) • Immersion in simulated world • Key theme of cyberpunk fiction • Idea spreads rapidly into mainstream culture • Genetic Engineering • Recombinant DNA is new technology • Though cloning often appeared in 70s • Nanotechnology • Creation of machines at molecular level • Creeps as theme at end of 80s

  13. Cyberpunk: The Idea • Term coined in by Bruce Bethke • punk part reflects streetwise attitude • Tone tends to be dark, cynical • Virtual Reality as central idea • Other themes • Alteration of human bodies, genes • Popular culture, media power • Critical of corporate power • Often romantic, rebellious

  14. Cyberpunk: The Movement • First self-conscious movement since “New Wave” • Neuromancer (1984) is defining statement • Gibson & Bruce Sterling are key proponents • Push to shake-up science fiction • Sterling publishes “Cheap Truth” magazine • Fame soon spreads beyond genre • Largely faded as movement by late-80s • Influence remains strong on later work • Neal Stephenson’s Snowcrash (1994) is popular

  15. Computers in SF • Common by mid-1950s • Futuristic technology lags history • Big, expensive, central computers • Used mostly for mathematics • Nobody much predicts • Personal computer • Microchips, miniaturization • Interactive graphics • Main extrapolation is artificial intelligence • Often arrives spontaneously

  16. Cybernetics • Coined by Norbert Weiner, 1947 • Popular 1948 book, “Cybernetics” • From Greek – “steersman” • Idea tied to automation • Generalization of feedback, as control principle • Animals, machines – both seek goals • Idea gets tied to Artificial Intelligence • Also “cyber” is popular prefix

  17. Networking: Real Life • First networks military • SAGE air-defense system in mid-1950s • Networking research funded in 1960s • ARPANet built for computer science researchers • Ties together existing computers • “Computer Utility” idea popular in late-60s • Pipe computer power into homes, offices • Thousands of terminals on one big computer • Never really pans out

  18. Networking, Reality II • Idea of terminal (rather than personal computer) lasts into early 1980s • Academic attention given to “computer conferencing” from late 70s • Commercial “videotext” networks of mid-80s • News, reference material, home shopping and banking • Limited, controlled by big corporations • All fail in US – slow, expensive, not useful

  19. Networking: Fiction • Little realistic treatment pre-1980 • Much more focus on AI than networks • John Brunner, Shockwave Rider, 1975 invents idea of computer “worm” • Vernor Vinge, “True Names” (1981) • Hackers adventures in virtual environment • Comic-book story; anti-government ideas • Influential on libertarian new activists of 90s

  20. The Information Society • 1960s: idea of “Knowledge Worker” popular in 1960s • Increasing importance of science, technology, education • 1970s: post-industrial society • Popular phrase • Associated with micro revolution, new faith in automation (idea from 50s resurfaces) • 1980: Toffler publishes “Third Wave” • Utopian, libertarian, decentralized future • Very influential

  21. The Micro Revolution • Integrated Circuit (silicon chip) technology • Used from mid-1960s for computers • Initially just a few components on chip • Rapid Progress • Densities grow, Moore’s law coined • RAM chips from 1970

  22. The Microprocessor • Intel 4004 is first one • Intel introduces 8080 microprocessor in 1972 • Simple but usable “computer on a chip” • Forms heart of inexpensive electronic devices • MIPS offers Altair computer as kit in 1975 • Useless but expandable • Personal computing takes off among electronics hobbyists

  23. Home Computers • Apple II, 1977 • First mass produced micro • Purchased for home, school, office • Cheaper home machines follow • VIC 20, Atari 800, Commodore Amiga, etc.

  24. Actual Use Unclear • “Computer literacy” is main selling point • Designed to be programmed • BASIC built in • Talk of “home productivity” applications • Balance checkbook • Organize recipes • Videogames become main use! • Many converted from arcade

  25. Hackers • Term originally has positive association • geeky pranksters at MIT • By mid-1980s means electronic vandals • Sometimes credited with superhuman powers • Media fascination continues into 1990s • Problem for science fiction • Actual hacking very boring

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