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BCM325 - Future Cultures - Week Two

Cyberculture and Cybernetics, Visions and Visionaries

Christopher Moore

on 18 January 2018

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Transcript of BCM325 - Future Cultures - Week Two

Cybernetics and Cyberculture
What are the questions that we can ask of the logic, thinking and the imagination of the representations of cyberculture?

A play in introductory scene and three acts
Rossum´s Universal Robots
Vennevar Bush (1940)
The Future of Man in the Electronic Age
Marshall McLuhan
1967 interview 6min
1977 ABC Interview
[Vannevar Bush (1945) ‘As We May Think’]
Ted Nelson -- Vannevar Bush Symposium 1995
Ted Nelson and Hypertext
ARPANET logical map, March 1977
Cyber - Greek origins: Kubernetes 'to steer' or 'steersman'
"... machines, organisms, and human society were all seen as self-organizing control systems, which, operating in a certain environment, pursued their goals (hitting a target, increasing order, achieving better organization, or reaching the state of equilibrium) by communicating with this environment, that is, sending signals and receiving information about the results of their actions through feedbackloops. Gerovitch 2009
Cyberculture in comics - an illustrated history

A cyberpunk mod for fallout 4

A series of four podcast on robot ethics

A dramatic audio play of a cyberpunk retelling of a Lovecraft story

A machinima exploring issues of privacy and surveillance

Produce a catalogue of BCMS/DIGC digital artifacts

A video guide Digital Literacy

A memology exploring issues of body and gender in cybersex

A robot that uses Instagram

A twitterbot that retweets cyberculture material

An app that ‘disrupts’ an industry or professional practice

A map of range of influence of social, cultural and technologies

An illustrated and annotated guide to cybernetic skeumorphs

A video series documenting how computers make ideas a reality

Build a robot that Instagram images of light and difference

Research report: do computers discriminate

Explain your ideas for the
independent research project
and digital artifact
signup and begin posting to slack
nominate 3 topics/concepts/technologies or practices to be added to the stack list
Week Two Seminar
Week Two Blogs - due before Wednesday, Week 3
Assembling a VR team across DIGC310 and DIGC335
Virtual Yellow House
Cybernetics in Popular Culture
(Representation versus Reality)

Westworld (1973)

Westworld (2016)

Fallout 4 (2016)
Cybernetic Perspective
Systems have goals

Systems aim towards goals

Environments detour goals

Systems use feedback to correct
Feedback Loop
Cybernetics is a methodology for circular causal systems
Systems are defined by boundaries and goals

Systems require sensors

Systems depend on information flow between the environment and sensors

Systems respond to information through feedback loops
The research project you are working on in DIGC335 Cybercultures, for example, can be the basis for your board game and dossier in DIGC310 Digital Game Cultures.

The Digital Artifacts that you began in BCM112 or DIGC202 can be reiterated and reworked to become part of your research in DIGC330 Digital Asia, and so on.
Students are expected to document dead-ends. Nothing is lost, nothing is a fail, even if you abandon your early ideas and take off in a new directly, so long as you fully explain your reasons, research your options and clearly detail the new direction in the project blogs and submitted documentation.
The key element and mandatory requirement is reiteration: the version that you worked on previously must be transformed, updated, and expanded.
The Digital Artifact is a program of study, not an individual assignment; this means that you can build your learning, knowledge, creativity and digital skills across multiple subjects in the BCMS and the Digital Major.
Cybernetics is '...the science of observing systems'
- Heinz von Foerster
Psychology - cybernetics of communication

Science - methodologies of description

Constructivism - society constructs reality

Post-modernism - the receiver creates meaning
Second order cybnertics
the cybernetics of cybernetics

Cybernetic systems involve their observers and creators as part of the system, including their politics.

Autonomic, self-consistent, self-referential, and self-organizing systems include the observer.

We never see how a systems works by standing outside it because we are always engaged cybernetically with the system being observed; t when observing a system, we affect it and are affected by it.
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