Coelynn McIninch

November 2007

Paper #3

 

Human Communication?

 

            We are living in an information age with the whole world connected through an invisible conceptual space. Our direct physical interaction with technology and our communal use of Cyberspace has created a social dependence on technology. We live in the Age of Information and of Communication because electrical media instantly and constantly creates a total field of interacting events in which all we participate(McLuhan). The new types of, and uses for technology are altering the way we communicate, interact and create.

            We have come a long way since 1968 when Doug Engelbart first introduced the idea of information-space by creating the first graphic user interface and a handy little pointer he called a mouse. The idea sounds so simple to us today but this basic concept was a major turning point in our techo-social history. Engelbarts idea turned the blank screen into an interactive virtual space. The user was endowed with the ability to reach in and touch information, to manipulate data with a wave (and click) of the hand. Data was given a familiar visuals and terminology to make the transition and utilization more instinctive: ideas organized in folders, displayed in windows and disposed of in the trash. Our place in this digital space represented by a small arrow dancing around the screen in perfect mime of our own bodies. 

            The invention of the user interface was the first major step towards total immersion in the digital world and the total amputation of the self. Creative advances in the structure of interactivity and graphics have created a machine worth living in. (Johnson). MySpace, Facebook, chat-room, Blogspot, website, Cyberspace: the language of the Internet is a perfect indication of our perception of Cyberspace as an external physical space. We are so completely invested in this Metaverse(Levy) that we rarely acknowledge the true nature of Cyberspace as rapid-fire patterns of billions of switches turning on and off each second in hard drives and servers all over the world. Just blips of electricity translated, processed, conveyed and displayed.

            The ability to connect to the entire world at once and from practically anywhere can be overwhelming. Globally extending the self beyond the body and projecting it into the digital metaverse (Levy) leaves the user with a separation anxiety of the self, the only remedy being to continuously tap into the displaced electrical world to reestablish the umbilical link to the digital self. Consequently this also leaves the user, or participant, constantly distract from, and disassociated from, the physical world.

            Our society relies on certain physical, visual and auditory clues to help communicate each members needs and desires, resulting in a set of mutually accepted rules of conduct.  Once any one of the senses is removed from the equation, negotiation of all needs and desires becomes more difficult. Communication online or through text messaging does not require facial expressions or vocal intonations, all conveyance of emotion and intent must be rendered visually. To the casual observer, anyone sitting at their computer, absorbed in an online game or chatting with friends appears to be completely devoid of emotion. As a generation, we have amputated our senses. According to Marshall McLuhan, We have to numb our central nervous system when it is extended and exposed, or we will die. Thus the age of anxiety and of electric media is also the age of unconsciousness and of apathy. Hours are lost to surfing, navigating, hunting, watching, staring at a glowing box practicing interpersonal communication without ever physically speaking to, or seeing, another person. Considering the early age at which children are being taught to use computers, the Art of conversation may become a thing of the past.

            When you go to almost any public space today there is a certain irony to be found in how few people are actually participating in that public space. An employee on the cell phone, a child playing Spiderman II on the Gameboy, a teenager listening to his iPod, customers surfing on their laptops all of them in public space, physically, and in private space mentally. The odd twist to this dynamic is that the actual number of people invisibly connected to that space could measure in the hundreds. The public space has been relocated and private space is portable.

            Cell phone innovations and usage have progressed too fast for our society to generate a proper set of etiquette rules for the technology. Years ago any person wandering the streets speaking out loud would have been avoided as a crazy person. Now, wherever you go there are people speaking and gesticulating to invisible persons, sharing intimate details about their life to the open air without even realizing someone else is listening. Historically all new technologies go through a certain gestation period during which we gradually adapt to the eccentricities associated with its use but the turnover rate of new technology may actually be forcing us to use even more technology to speed up our own adaptation i.e.: increased text messaging necessitates new phones with keyboards so we can type faster. The increase in text messaging use may at first seem like a step backwards in technology when in fact it is simply a perfect complement to the way we prefer to communicate.  The telephone requires complete participation unlike the written and printed page and Americans thrive on multi-tasking so they are drawn to a communication form that affords them the luxury of participation on their own terms in their own good time

            According to Marshall McLuhan The phonetically written word sacrificed worlds of meaning and perception that were secured by forms like the hieroglyph and the Chinese ideogram. Oddly enough, the current trend in messaging is gradually moving closer to symbolic representation.  As evidenced by the following example of the Star Spangled Banner translated from English to tXt lingo using the online site http://www.transl8it.com:

O sA, cn u C, by d dawns erly lyt, w@ so proudly we hailed @ d twilight's lst gleaming, who's broad stripes n brite **, thru d perilous fyt, Oer d ramparts we watchd, wr so gallantly streamin? n d rockets red glare, d bombs bursting n air, Gave proof thru d nyt dat r flag wz stil der. O sA, dz dat (*) spangled banner yet ~~~ Oer d l& of d fre, n d hom of d brave?

Or by a bit of social commentary from a drink coaster at The Outback Steak House that playfully states: 2 much tXting mAks U 1 bad spLR This visual/literal shorthand evolved in a desperate attempt to compensate for the absence of vocal and visual clues that would normally exist in face-to-face conversation while at the same time maintaining the apparent speed of vocal conversation.

            There are many debates at to whether or not all this texting is damaging to literacy. The real question we should be asking is whether or not future generations will need the current alphabet at all.  Civilization is built on literacy because literacy is a uniform processing of a culture by a visual sense extended by space and time by the alphabet. (McLuhan) Could that literacy become fully symbolic? Writer Neal Stephenson in his Sci-Fi novel The Diamond Age describes a future world that relies on Mediaglyphs or graphic representations of ideas.  In his view of the future, the old alphabet still exists but is only used as a formality and a sign of aristocratic status. Much like students today being taught Latin

            The Internet is an emergent technology (Johnson), a virtually endless web of ideas linked together seemingly at random. The successful display and distribution of these ideas is based partly on the technical clarity of the messages design and partly on chance. The technical clarity is in the programming and interface design. Chance is the odds that one person finds a site and shares it with another person or links it to their site, and they tell two friends, and they tell two friends, and so on.  This is how patterns of information and cyber communities emerge (Johnson).

            The global exchange of ideas in cyberspace is creating a huge stockpile of free information accessible to anyone who taps into the information network. With sites like Wikipedia, You Tube, MySpace etc. participants are coming together to create a massive collective intelligence (Levy). Or, as founder Jimmy Wales likes to say: free access to the sum of all human knowledge. Access to the network is the only barrier to education. Old, young, rich, poor, all have a chance to explore and participate. Everyone has a voice. Writers can self publish on their websites and advertise for free.  Flicker gives everyone a chance to share his or her personal view of the world and sites like Craigs list act as information crossroads for exchange outside of the cyberspace.  The Internet as tool has created a democratic leveling of the educational playing field. If you need to know something, all you have to do is ask and the answer appears in front of you.

            With wireless technology, voice recognition software and access to the Internet, you could literally stand on your front lawn at three in the morning, ask the question how do I boil water? and your laptop will light up with two million possible solutions to your question. But, how do you decide which one to listen to? Who is right? Are they all right? Are there really two million people out there who have responded to your question?

            The conceptual nature of cyberspace is a confusing one. We perceive cyberspace as being simultaneously public and private, public because of its accessibility and private because of its anonymity. The tendency of electric media is to create a kind of organic interdependence among all the institutions of society . . .(McLuhan). You can do your Christmas shopping, kill the evil overlord, manage you personal business, marry a virtual wife and pour out you soul in text, all without leaving the comfort of home. We are no longer on the outside looking at the world go by. We are on the inside, controlling all facets of experience. The basic act of controlling all information with a click and drag from the comfort of your own home creates sense of security and hubris. The perceived comfort and visual control also generates a certain level of gullibility and trust in the durability of information, images and ideas that have been written, uploaded and stored in cyberspace. How many photos and important emails are stored on your computer or in a server somewhere outside of your home just waiting to be printed out when you happen to find the time? What happens if the server crashes? You could loose several years worth of memories. Thats like storing you family photos in a shoebox . . . in the backyard.

             With the arrival of electric technology, man extended, or set outside himself, a live model of the central nervous system itself. (McLuhan) but, there is an important distinction between interactivity (which emerged from the properties of media technology) and participation (which emerged from the protocols and social practices surrounding media)(Jenkins). The virtual world used to be a world apart from us but somehow; this invisible community creation seems to be creeping out into the real world a bit more each day. Online communities like Second Life are creating a unique problem, from a psychological standpoint and a legal standpoint.  Second Life is a 3D interactive environment with more registered users than the entire population of Massachusetts, It is modeled after the physical world. Participants create a fictional name and a 3D representation for this new identity. Residents own houses, have jobs, visit clubs, and create goods for sale in virtual malls. There is even a Second Life court system for solving disputes between residents. Participants are thriving on the convincing reality and versatility of the Second Life interface. Universities are using Second Life to teach online classes. IBM holds board meetings in Second Life. Record companies release new records, Major performers have concerts of previously unreleased songs. The residents create the content and virtual terrain and of Second Life which gives them the feeling of ownership.  This ownership encourages participation. Its hard to resist participating in a fantasy where you have no real risks, you never grow old and you can change who you are with a click of the mouse. Your own identity is prosthetic. "Our brains are not specialized for 21st-century media, there's no switch that says, Process this differently because it's on a screen."(Reeves) To enhance the simulation and grant users more natural control over the interface, researchers in Japan are working on a machine that enables the user to control their avatar with a thought. The goal is to create a full sensory suit that enables residents to physically interact with the interface. This online society is already so close to reality that one participant, Doug McMahon, has started a blog called A Constitution for the Metaverse (http://metaconsti.blogspot.com/) as an attempt to negotiate a communal set of rules for conduct within this new virtual society.                

            "The main threats to our survival result from the almost total disjunction between the power of our technologies and the wisdom required to use them over the long period during which their effects will last." (Primak and Abrams.) We used be relatively unaware of the subtle shifts of social adaptation to technological advances because they happened gradually over the course of an entire generation. Now, global connectivity and the rapid exchange of ideas is forcing us to, to adapt to the personal, social and legal, complexities of multiple industries wide advances occurring every three to five years. Theorists, artists, scholars and industry leaders have attempted to make order of this rapidly changing techno-social dynamic unfortunately, the likelihood that any one of their books on the subject will make it to print before being rendered obsolete are fairly slim.

 

The world is at your fingertips but so is the off button.

 

 

 

 

 

Works Cited:

 

Allucqure, Rosanne Stone. War of Desire and Technology at the Close of The Mechanical Age, Cambridge: MIT Press, 1996

 

Alter, Alexandra. Is This Man Cheating on His Wife? Alexandra Alter on the toll one

man's virtual marriage is taking on his real one and what researchers are discovering about the surprising power of synthetic identity.

10 August 2007 Wall Street Journal Online <http://online.wsj.com/article/SB118670164592393622.html?mod=pj_main_hs_coll>

 

Jenkins, Henry. Convergence Culture.  New York: NYU Press, 2006

 

Lvy, Pierre. Cyberspace as a meta evolutive step Planetwork 2000 Conf. 14

May 2000, Golden Gate Club: San Francisco

http://www.planetwork.net/2000conf/presenters/levy_text.html

 

McLuhan, Marshall. Understanding Media: The Extensions of Man.  Cambridge: MIT Press, 1996

 

Primack, Joel R. and Nancy Ellen Abrams. View From the Center of the Universe - Discovering Our Extraordinary Place in the Universe. 

New York: Riverhead Penguin, 2006

 

Tabuchi ,Hiroko. Making 'Second Life' more like real life Newsvine.com 21 Nov. 2007 <http://www.newsvine.com/_news/2007/11/21/1113145-making-second-life-more-like-real-life>