History of the Future
Download
Report
Transcript 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
Global Politics dominated by Cold War
Domestic politics shift
Conservative revival gains pace
Growing social inequality (yuppies)
Brashness & materialism in pop culture
Early 80s – intensification
Late 80s – collapse of USSR
Strong reaction in “alternative” media
Lots of new consumer technology
The Reagan Years
“Morning in America”
Budget shifts
Social programs cut
Military programs grow; high-tech
buildup
Large tax cut (“supply-side economics”)
Recession follows
Feel-good appeal
“Rustbelt” industries crumble
Cold War revives
Promise to defeat “Evil Empire”
Strategic Defense Initiative
Pitched to Reagan as magic shield
Did he believe? We may never know.
Science fiction authors help to promote
Massive plans
Ben Bova (editor of Omni)
Jerry Pournell (author, computer columnist)
also Edward Teller (hydrogen bomb physicist)
Lasers, killer satellites
Massive software, network challenges
Few independent scientists support
America spends many billions
Soviets start to get worried
Nuclear War Re-emerges
Arms-race intensifies
Anti-nuclear movement grows
Nuclear Cruise Missiles based in
Europe
Trident submarines
Missiles more accurate, more
warheads
Large demonstrations common
Theme common in popular
culture
Missile Command video game
Wargames film (1983)
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.
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
Japan: The Pop Group
Synth-pop, Asian-influenced futurism meets Tokyo chic
Shifts in Pop Culture
Music and fashion subcultures
fragment
New entertainment forms
Punks
Post-Punk (including “New
Romantics”)
Many others -- Heavy Metal, Rap,
Techno
MTV arrives in early-80s
Atari and home videogames in late70s
Escapism is common thread
A “Haircut” Band
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
New Trends in the Future
Virtual Reality (new term circa 1982)
Genetic Engineering
Immersion in simulated world
Key theme of cyberpunk fiction
Idea spreads rapidly into mainstream culture
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
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
Cyberpunk: The Movement
First self-conscious movement since “New Wave”
Push to shake-up science fiction
Neuromancer (1984) is defining statement
Gibson & Bruce Sterling are key proponents
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
Computers in SF
Common by mid-1950s
Nobody much predicts
Futuristic technology lags history
Big, expensive, central computers
Used mostly for mathematics
Personal computer
Microchips, miniaturization
Interactive graphics
Main extrapolation is artificial intelligence
Often arrives spontaneously
Cybernetics
Coined by Norbert Weiner, 1947
Idea tied to automation
Popular 1948 book, “Cybernetics”
From Greek – “steersman”
Generalization of feedback, as control principle
Animals, machines – both seek goals
Idea gets tied to Artificial Intelligence
Also “cyber” is popular prefix
Networking: Real Life
First networks military
Networking research funded in 1960s
SAGE air-defense system in mid-1950s
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
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
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
The Information Society
1960s: idea of “Knowledge Worker” popular in
1960s
1970s: post-industrial society
Increasing importance of science, technology,
education
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
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
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
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.
Actual Use Unclear
“Computer literacy” is main
selling point
Talk of “home productivity”
applications
Designed to be programmed
BASIC built in
Balance checkbook
Organize recipes
Videogames become main use!
Many converted from arcade
Hackers
Term originally has positive
association
By mid-1980s means
electronic vandals
geeky pranksters at MIT
Sometimes credited with
superhuman powers
Media fascination continues
into 1990s
Problem for science fiction
Actual hacking very boring