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History of the Future

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History of the Future 11: Cyberpunk ... in Pop Culture Music and fashion ... superhuman powers Media fascination continues into 1990s Problem for science fiction ... – PowerPoint PPT presentation

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Title: History of the Future


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 Stephensons 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, Moores 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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