‘ The body is neither a very efficient nor a very durable structure. It malfunctions often and fatigues quickly; its performance is determined by its age. It is susceptible to disease and is doomed to a certain and early death’. (Stelarc, 2000, p.561)
‘ It is time to question whether a bipedal, breathing body with binocular vision and a 1400cc brain is an adequate biological form. It cannot cope with the quantity, complexity and quality of information it has accumulated…, it is biologically ill-equipped to cope with its new extra-terrestrial environment ’. (Stelarc, 2000, p.561)
Lister et al. use the term ‘cyberculture’ in two distinct ways (2003, p.385):
‘ culture and technology’ from cybernetics, of how people live with technology in digital, mechanical and industrial structures
theoretical study of the culture and technology of this ‘cyberculture’, and in particular an interest in the profound interrelationship between computer technology and culture in the contemporary world
‘ the circuit serves to reduce the possibilities of motion and action and to amplify the remaining actions through a delicate balance of feedback mechanisms… Cybernetically, then, interactivity is a false description of a process of the programmed elimination of possible actions, not of creating possibilities of actions’
From environmental audio to embodied audio cyborg?
‘ The second best part about the Nike+ running — the cool, video-game like part — is that you not only run, but you also get points for running . Your score ever-increases. Better still, if you set goals for yourself, you even get awesome virtual trophies and ribbons , resplendent in their vector beauty... And the coolest part about Nike+ running? Like any good online game, you can challenge your friends. First to 100 miles? Fastest 5-mile time? Your call’ http://www.cabel.name/2006/08/multiplayer-game-of-year.html
‘ cyberculture in general is a highly physicalist environment in which the lines dividing biology from technology are erased by biotechnology, art and surgery. If cyberculture has a bias, then, it is not towards disembodiment but towards physicality’
How do you use computers as part of your everyday life as a ‘mundane cyborg practice?
Do you feel as though you are part of a growing technoculture or cyberculture?
What is the ordinariness or extraordinariness of human-computer-internet action?
Bibliography Benedictus, L. (2006) Last.fm, Martin Stiksel [WWW] Available at http://www.guardian.co.uk/weekend/story/0,,1939028,00.html (Accessed 6 November 2006). Lister, M. (et al.) (2003) New Media: A Critical Introduction , London and New York, Routledge. Mitchell, W. J. (2003) Me++: The Cyborg Self and the Networked City , Cambridge, Mass., MIT Press. Moores, S. (2005) Media/Theory , London and New York, Routledge. Murphie, A. and Potts, J. (2003) Culture & Technology , Basingstoke, Palgrave. Petersen, S. M. (2007) Mundane Cyborg Practice: Material Aspects of Broadband Internet Use, Convergence 13:1. pp.79-91. Stelarc (2000) From Psycho-Body to Cyber-Systems: Images as Post- Human Entities, in Bell, D. and Kennedy, B. (Eds) The Cybercultures Reader , London and New York, Routledge.