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Monthly Archives: June 2016
Cyberpunk – Wikipedia, the free encyclopedia
Posted: June 19, 2016 at 3:43 am
Cyberpunk is a subgenre of science fiction in a future setting that tends to focus on the society of the proverbial "high tech low life";[1][2] featuring advanced technological and scientific achievements, such as information technology and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order.[3]
Cyberpunk plots often center on conflict among artificial intelligences and among megacorporations, and tend to be set in a future Earth, rather than in the far-future settings or galactic vistas found in novels such as Isaac Asimov's Foundation or Frank Herbert's Dune.[4] The settings are usually post-industrial dystopias but tend to feature extraordinary cultural ferment and the use of technology in ways never anticipated by its original inventors ("the street finds its own uses for things").[5] Much of the genre's atmosphere echoes film noir, and written works in the genre often use techniques from detective fiction.[6]
Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.
Primary exponents of the cyberpunk field include William Gibson, Neal Stephenson, Bruce Sterling, Bruce Bethke, Pat Cadigan, Rudy Rucker, John Shirley and Philip K. Dick (author of Do Androids Dream of Electric Sheep, from which the film Blade Runner was adapted).[8]
Blade Runner can be seen as a quintessential example of the cyberpunk style and theme.[4]Video games, board games, and tabletop role-playing games, such as Cyberpunk 2020 and Shadowrun, often feature storylines that are heavily influenced by cyberpunk writing and movies. Beginning in the early 1990s, some trends in fashion and music were also labeled as cyberpunk. Cyberpunk is also featured prominently in anime and manga:[9]Akira, Gunnm, Ghost in the Shell, Serial Experiments Lain, Dennou Coil, Ergo Proxy and Psycho Pass being among the most notable.[9][10]
Cyberpunk writers tend to use elements from hardboiled detective fiction, film noir, and postmodernist prose to describe the often nihilistic underground side of an electronic society. The genre's vision of a troubled future is often called the antithesis of the generally utopian visions of the future popular in the 1940s and 1950s. Gibson defined cyberpunk's antipathy towards utopian SF in his 1981 short story "The Gernsback Continuum," which pokes fun at and, to a certain extent, condemns utopian science fiction.[13][14][15]
In some cyberpunk writing, much of the action takes place online, in cyberspace, blurring the border between actual and virtual reality.[16] A typical trope in such work is a direct connection between the human brain and computer systems. Cyberpunk settings are dystopias with corruption, computers and internet connectivity. Giant, multinational corporations have for the most part replaced governments as centers of political, economic, and even military power.
The economic and technological state of Japan in the 80s influenced Cyberpunk literature at the time. Of Japan's influence on the genre, William Gibson said, "Modern Japan simply was cyberpunk."[12] Cyberpunk is often set in urbanized, artificial landscapes, and "city lights, receding" was used by Gibson as one of the genre's first metaphors for cyberspace and virtual reality.[17]
One of the cyberpunk genre's prototype characters is Case, from Gibson's Neuromancer.[18] Case is a "console cowboy," a brilliant hacker who has betrayed his organized criminal partners. Robbed of his talent through a crippling injury inflicted by the vengeful partners, Case unexpectedly receives a once-in-a-lifetime opportunity to be healed by expert medical care but only if he participates in another criminal enterprise with a new crew.
Like Case, many cyberpunk protagonists are manipulated, placed in situations where they have little or no choice, and although they might see things through, they do not necessarily come out any further ahead than they previously were. These anti-heroes"criminals, outcasts, visionaries, dissenters and misfits"[19]call to mind the private eye of detective fiction. This emphasis on the misfits and the malcontents is the "punk" component of cyberpunk.
Cyberpunk can be intended to disquiet readers and call them to action. It often expresses a sense of rebellion, suggesting that one could describe it as a type of culture revolution in science fiction. In the words of author and critic David Brin:
...a closer look [at cyberpunk authors] reveals that they nearly always portray future societies in which governments have become wimpy and pathetic ...Popular science fiction tales by Gibson, Williams, Cadigan and others do depict Orwellian accumulations of power in the next century, but nearly always clutched in the secretive hands of a wealthy or corporate elite.[20]
Cyberpunk stories have also been seen as fictional forecasts of the evolution of the Internet. The earliest descriptions of a global communications network came long before the World Wide Web entered popular awareness, though not before traditional science-fiction writers such as Arthur C. Clarke and some social commentators such as James Burke began predicting that such networks would eventually form.[21]
The science-fiction editor Gardner Dozois is generally acknowledged as the person who popularized the use of the term "cyberpunk" as a kind of literature [according to whom?], although Minnesota writer Bruce Bethke coined the term in 1980 for his short story "Cyberpunk," which was published in the November 1983 issue of Amazing Science Fiction Stories.[22] The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, Pat Cadigan and others. Of these, Sterling became the movement's chief ideologue, thanks to his fanzine Cheap Truth. John Shirley wrote articles on Sterling and Rucker's significance.[23]John Brunner's 1975 novel The Shockwave Rider is considered by many[who?] to be the first cyberpunk novel with many of the tropes commonly associated with the genre, some five years before the term was popularized by Dozois.[24]
William Gibson with his novel Neuromancer (1984) is likely[according to whom?] the most famous writer connected with the term cyberpunk. He emphasized style, a fascination with surfaces, and atmosphere over traditional science-fiction tropes. Regarded as ground-breaking and sometimes as "the archetypal cyberpunk work,"[7]Neuromancer was awarded the Hugo, Nebula, and Philip K. Dick Awards. Count Zero (1986) and Mona Lisa Overdrive (1988) followed after Gibson's popular debut novel. According to the Jargon File, "Gibson's near-total ignorance of computers and the present-day hacker culture enabled him to speculate about the role of computers and hackers in the future in ways hackers have since found both irritatingly nave and tremendously stimulating."[25]
Early on, cyberpunk was hailed as a radical departure from science-fiction standards and a new manifestation of vitality.[26] Shortly thereafter, however, some critics arose to challenge its status as a revolutionary movement. These critics said that the SF New Wave of the 1960s was much more innovative as far as narrative techniques and styles were concerned.[27] Furthermore, while Neuromancer's narrator may have had an unusual "voice" for science fiction, much older examples can be found: Gibson's narrative voice, for example, resembles that of an updated Raymond Chandler, as in his novel The Big Sleep (1939).[26] Others noted that almost all traits claimed to be uniquely cyberpunk could in fact be found in older writers' worksoften citing J. G. Ballard, Philip K. Dick, Harlan Ellison, Stanisaw Lem, Samuel R. Delany, and even William S. Burroughs.[26] For example, Philip K. Dick's works contain recurring themes of social decay, artificial intelligence, paranoia, and blurred lines between objective and subjective realities, and the influential cyberpunk movie Blade Runner (1982) is based on his book, Do Androids Dream of Electric Sheep?. Humans linked to machines are found in Pohl and Kornbluth's Wolfbane (1959) and Roger Zelazny's Creatures of Light and Darkness (1968).[citation needed]
In 1994, scholar Brian Stonehill suggested that Thomas Pynchon's 1973 novel Gravity's Rainbow "not only curses but precurses what we now glibly dub cyberspace."[28] Other important[according to whom?] predecessors include Alfred Bester's two most celebrated novels, The Demolished Man and The Stars My Destination,[29] as well as Vernor Vinge's novella True Names.[30]
Science-fiction writer David Brin describes cyberpunk as "the finest free promotion campaign ever waged on behalf of science fiction." It may not have attracted the "real punks," but it did ensnare many new readers, and it provided the sort of movement that postmodern literary critics found alluring. Cyberpunk made science fiction more attractive to academics, argues Brin; in addition, it made science fiction more profitable to Hollywood and to the visual arts generally. Although the "self-important rhetoric and whines of persecution" on the part of cyberpunk fans were irritating at worst and humorous at best, Brin declares that the "rebels did shake things up. We owe them a debt."[31]
Fredric Jameson considers cyberpunk the "supreme literary expression if not of postmodernism, then of late capitalism itself".[32]
Cyberpunk further inspired many professional writers who were not among the "original" cyberpunks to incorporate cyberpunk ideas into their own works,[citation needed] such as George Alec Effinger's When Gravity Fails. Wired magazine, created by Louis Rossetto and Jane Metcalfe, mixes new technology, art, literature, and current topics in order to interest today's cyberpunk fans, which Paula Yoo claims "proves that hardcore hackers, multimedia junkies, cyberpunks and cellular freaks are poised to take over the world."[33]
The film Blade Runner (1982)adapted from Philip K. Dick's Do Androids Dream of Electric Sheep?is set in 2019 in a dystopian future in which manufactured beings called replicants are slaves used on space colonies and are legal prey on Earth to various bounty hunters who "retire" (kill) them. Although Blade Runner was largely unsuccessful in its first theatrical release, it found a viewership in the home video market and became a cult film.[34] Since the movie omits the religious and mythical elements of Dick's original novel (e.g. empathy boxes and Wilbur Mercer), it falls more strictly within the cyberpunk genre than the novel does. William Gibson would later reveal that upon first viewing the film, he was surprised at how the look of this film matched his vision when he was working on Neuromancer. The film's tone has since been the staple of many cyberpunk movies, such as The Matrix (1999), which uses a wide variety of cyberpunk elements.
The number of films in the genre or at least using a few genre elements has grown steadily since Blade Runner. Several of Philip K. Dick's works have been adapted to the silver screen. The films Johnny Mnemonic[35] and New Rose Hotel,[36][37] both based upon short stories by William Gibson, flopped commercially and critically.
In addition, "tech-noir" film as a hybrid genre, means a work of combining neo-noir and science fiction or cyberpunk. It includes many cyberpunk films such as Blade Runner, Burst City,[38]The Terminator, Robocop, 12 Monkeys, The Lawnmower Man, Hackers, Hardware, and Strange Days.
Cyberpunk themes are widely visible in anime and manga. In Japan, where cosplay is popular and not only teenagers display such fashion styles, cyberpunk has been accepted and its influence is widespread. William Gibson's Neuromancer, whose influence dominated the early cyberpunk movement, was also set in Chiba, one of Japan's largest industrial areas, although at the time of writing the novel Gibson did not know the location of Chiba and had no idea how perfectly it fit his vision in some ways. The exposure to cyberpunk ideas and fiction in the mid 1980s has allowed it to seep into the Japanese culture.
Cyberpunk anime and manga draw upon a futuristic vision which has elements in common with western science fiction and therefore have received wide international acceptance outside Japan. "The conceptualization involved in cyberpunk is more of forging ahead, looking at the new global culture. It is a culture that does not exist right now, so the Japanese concept of a cyberpunk future, seems just as valid as a Western one, especially as Western cyberpunk often incorporates many Japanese elements."[39] William Gibson is now a frequent visitor to Japan, and he came to see that many of his visions of Japan have become a reality:
Modern Japan simply was cyberpunk. The Japanese themselves knew it and delighted in it. I remember my first glimpse of Shibuya, when one of the young Tokyo journalists who had taken me there, his face drenched with the light of a thousand media-sunsall that towering, animated crawl of commercial informationsaid, "You see? You see? It is Blade Runner town." And it was. It so evidently was.[40]
Cyberpunk has influenced many anime and manga including the ground-breaking Akira, Ghost in the Shell, Ergo Proxy, Battle Angel Alita, Megazone 23, Neo Tokyo, Goku Midnight Eye, Cyber City Oedo 808, Bubblegum Crisis, A.D. Police: Dead End City, Angel Cop, Extra, Blame!, Armitage III, Texhnolyze, Neon Genesis Evangelion and Psycho-Pass.
There are many cyberpunk video games. Popular series include the Metal Gear series, Megami Tensei series, Deus Ex series, Syndicate series, and System Shock and its sequel. Other games, like Blade Runner, Ghost in the Shell, and the Matrix series, are based upon genre movies, or role-playing games (for instance the various Shadowrun games). CD Projekt RED are currently developing a cyberpunk game, Cyberpunk 2077.[41]
Several role-playing games (RPGs) called Cyberpunk exist: Cyberpunk, Cyberpunk 2020 and Cyberpunk v3, by R. Talsorian Games, and GURPS Cyberpunk, published by Steve Jackson Games as a module of the GURPS family of RPGs. Cyberpunk 2020 was designed with the settings of William Gibson's writings in mind, and to some extent with his approval[citation needed], unlike the approach taken by FASA in producing the transgenre Shadowrun game. Both are set in the near future, in a world where cybernetics are prominent. In addition, Iron Crown Enterprises released an RPG named Cyberspace, which was out of print for several years until recently being re-released in online PDF form.
In 1990, in a convergence of cyberpunk art and reality, the United States Secret Service raided Steve Jackson Games's headquarters and confiscated all their computers. This was allegedly because the GURPS Cyberpunk sourcebook could be used to perpetrate computer crime. That was, in fact, not the main reason for the raid, but after the event it was too late to correct the public's impression.[42] Steve Jackson Games later won a lawsuit against the Secret Service, aided by the new Electronic Frontier Foundation. This event has achieved a sort of notoriety, which has extended to the book itself as well. All published editions of GURPS Cyberpunk have a tagline on the front cover, which reads "The book that was seized by the U.S. Secret Service!" Inside, the book provides a summary of the raid and its aftermath.
Cyberpunk has also inspired several tabletop, miniature and board games such as Necromunda by Games Workshop. Netrunner is a collectible card game introduced in 1996, based on the Cyberpunk 2020 role-playing game. Tokyo NOVA, debuting in 1993, is a cyberpunk role-playing game that uses playing cards instead of dice.
"Much of the industrial/dance heavy 'Cyberpunk'recorded in Billy Idol's Macintosh-run studiorevolves around Idol's theme of the common man rising up to fight against a faceless, soulless, corporate world."
Some musicians and acts have been classified as cyberpunk due to their aesthetic style and musical content. Often dealing with dystopian visions of the future or biomechanical themes, some fit more squarely in the category than others. Bands whose music has been classified as cyberpunk include Psydoll, Front Line Assembly, Clock DVA and Sigue Sigue Sputnik. Some musicians not normally associated with cyberpunk have at times been inspired to create concept albums exploring such themes. Albums such as Gary Numan's Replicas, The Pleasure Principle and Telekon were heavily inspired by the works of Philip K. Dick. Kraftwerk's The Man-Machine and Computer World albums both explored the theme of humanity becoming dependent on technology. Nine Inch Nails' concept album Year Zero also fits into this category. Billy Idol's Cyberpunk drew heavily from cyberpunk literature and the cyberdelic counter culture in its creation. 1. Outside, a cyberpunk narrative fueled concept album by David Bowie, was warmly met by critics upon its release in 1995. Many musicians have also taken inspiration from specific cyberpunk works or authors, including Sonic Youth, whose albums Sister and Daydream Nation take influence from the works of Phillip K. Dick and William Gibson respectively.
Vaporwave and Synthwave are also influenced by cyberpunk. The former has been interpreted as a dystopian[44] critique of capitalism[45] in the vein of cyberpunk and the latter as a nostalgic retrofuturistic revival of aspects of cyberpunk's origins.
Furthermore, many dubstep producers, such as Machine Man and Ghosthack, have found inspiration in cyberpunk themes for their works.
Some Neo-Futurism artworks and cityscapes have been influenced by cyberpunk, such as [12] the Sony Center in the Potsdamer Platz public square of Berlin, Germany,[46]Hong Kong, and Shanghai.[47]
Several subcultures have been inspired by cyberpunk fiction. These include the cyberdelic counter culture of the late 1980s and early 90s. Cyberdelic, whose adherents referred to themselves as "cyberpunks", attempted to blend the psychedelic art and drug movement with the technology of cyberculture. Early adherents included Timothy Leary, Mark Frauenfelder and R. U. Sirius. The movement largely faded following the dot-com bubble implosion of 2000.
Cybergoth is a fashion and dance subculture which draws its inspiration from cyberpunk fiction, as well as rave and Gothic subcultures. In addition, a distinct cyberpunk fashion of its own has emerged in recent years[when?] which rejects the raver and goth influences of cybergoth, and draws inspiration from urban street fashion, "post apocalypse", functional clothing, high tech sports wear, tactical uniform and multifunction. This fashion goes by names like "tech wear", "goth ninja" or "tech ninja". Important designers in this type of fashion[according to whom?] are ACRONYM, Demobaza, Boris Bidjan Saberi, Rick Owens and Alexander Wang.
The Kowloon Walled City in Hong Kong (demolished in 1994) is often referenced as the model cyberpunk/dystopian slum as, given its poor living conditions at the time coupled by the city's political, physical, and economic isolation has caused many in academia to be fascinated by the ingenuity of its spawning.[48]
As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, some of which could be considered as playing off the cyberpunk label, others which could be considered as legitimate explorations into newer territory. These focused on technology and its social effects in different ways. One prominent subgenre is "steampunk," which is set in an alternate history Victorian era that combines anachronistic technology with cyberpunk's bleak film noir world view. The term was originally coined around 1987 as a joke to describe some of the novels of Tim Powers, James P. Blaylock, and K.W. Jeter, but by the time Gibson and Sterling entered the subgenre with their collaborative novel The Difference Engine the term was being used earnestly as well.[49]
Another subgenre is "biopunk" (cyberpunk themes dominated by biotechnology) from the early 1990s, a derivative style building on biotechnology rather than informational technology. In these stories, people are changed in some way not by mechanical means, but by genetic manipulation. Paul Di Filippo is seen as the most prominent biopunk writer, including his half-serious ribofunk. Bruce Sterling's Shaper/Mechanist cycle is also seen as a major influence. In addition, some people consider works such as Neal Stephenson's The Diamond Age to be postcyberpunk.
Cyberpunk works have been described as well-situated within postmodern literature.[50]
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Cyberpunk – Wikipedia
Posted: at 3:43 am
Da Wikipedia, l'enciclopedia libera.
Il cyberpunk una corrente letteraria e artistica nata nella prima met degli anni ottanta del XX secolo, nell'ambito della fantascienza, di cui divenuto un sottogenere. Il nome si fa derivare da cibernetica e punk e fu originariamente coniato da Bruce Bethke come titolo per il suo racconto Cyberpunk, pubblicato nel 1983[1], anche se lo stile fu reso popolare ben prima della sua pubblicazione dal curatore editoriale Gardner Dozois. Il cyberpunk tratta di scienze avanzate, come l'information technology e la cibernetica, accoppiate con un certo grado di ribellione o cambiamento radicale nell'ordine sociale.
talvolta definita genericamente "cyberpunk-fantasy" o "cyberfantasy" un'opera di genere fantasy che riguardi internet o il cyberspazio.[senzafonte]
Tra gli esponenti pi noti vengono comunemente indicati William Gibson, per i racconti e romanzi fortemente innovativi e caratteristici dal punto di vista stilistico e delle tematiche, e Bruce Sterling, per l'elaborazione teorica. Sterling ha definito a posteriori il cyberpunk come un nuovo tipo di integrazione. Il sovrapporsi di mondi che erano formalmente separati: il regno dell'high tech e il moderno pop underground.[2]
Il curatore editoriale di fantascienza Gardner Dozois generalmente riconosciuto come la persona che ha reso popolare il termine "cyberpunk" come genere di letteratura, malgrado lo scrittore del Minnesota Bruce Bethke avesse coniato il termine nel 1980 per il suo racconto "Cyberpunk" che fu pubblicato nel numero del novembre del 1983 di Amazing Science Fiction Stories.[3] Il termine fu rapidamente riutilizzato come etichetta da applicare alle opere di William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey e altri. Questi scrittori in realt avevano deciso di chiamarsi Mirrorshades Movement' (movimento degli occhiali a specchio). Di questi, Sterling divenne il principale ideologo, grazie alla sua fanzine Cheap Truth. John Shirley scrisse articoli sull'importanza di Sterling e Rucker.[4]
William Gibson con il suo romanzo Neuromante (1984) di gran lunga il pi celebre autore connesso al termine cyberpunk. Egli enfatizz lo stile, una fascinazione per le superfici, l'aspetto del futuro e l'atmosfera oltre i topoi della fantascienza tradizionale. Considerato come l'opera che "ruppe il ghiaccio" e talvolta "l'archetipo dell'opera cyberpunk",[5]Neuromante fu insignito dei premi Hugo, Nebula e Philip K. Dick. Segu il debutto popolare dei romanzi di Gibson Gi nel ciberspazio (Count Zero, 1986) e Monna Lisa Cyberpunk (Mona Lisa Overdrive, 1988), costituenti la celeberrima Trilogia dello Sprawl. In base al Jargon File, "l'ignoranza pressoch totale di Gibson riguardo ai computer e all'odierna cultura hacker gli permise di speculare intorno al ruolo dei computer e degli hacker nel futuro in modi che gli hacker trovarono naif in modo irritante e tremendamente stimolanti al tempo stesso."[6]
Secondo lo stesso Gibson,[7] il cyberpunk non fu mai un vero e proprio movimento, quanto piuttosto una sensibilit comune ad alcuni autori, identificabili in quelli raccolti nella prima antologia del cyberpunk intitolata Mirrorshades (1986).
Non esistono dichiarazioni d'intenti firmate da pi autori, e si deve principalmente a Bruce Sterling l'idea di un movimento formale. William Gibson ha affermato: "Non sono mai stato davvero convinto che il Cyberpunk fosse mai stato un movimento letterario in senso formale. Questa visione viene distorta dal piacere di Sterling nell'utilizzare la retorica di un movimento radicale, pur sospettando che un certo elemento di umoristica autoconsapevolezza si perda nella traduzione"[8]; e poco pi avanti "Per Cyberpunk io intendo una tendenza della cultura pop degli ultimi dieci anni circa, qualcosa che noi possiamo scorgere nella narrativa, fumetti, musica, cinema, videoclip, moda".[8]
Secondo Gibson, il suo principale esponente, e significativa parte della critica, il cyberpunk, almeno in quanto corrente d'avanguardia, si pu considerare concluso gi alla met degli anni ottanta. Il suo successo in seguito avrebbe spinto molti altri autori a sfruttarne le tematiche, anche per scopi commerciali, favorendo appunto la nascita di un nuovo genere. In ogni caso la sua crescente popolarit tra lettori ed autori ha reso ormai stabilmente il cyberpunk un importante sottogenere della letteratura fantascientifica, con forti influenze estetiche sul cinema, sul fumetto e pi in generale sulla cultura mediatica.
Come movimento letterario, il cyberpunk nasce come una filiazione diretta della fantascienza americana, ma subito evidente un allontanamento dal mainstream di questa letteratura di genere. Nel contesto della letteratura di fantascienza, la linea che porta al cyberpunk quella che parte da Aldous Huxley e da 1984 di George Orwell e che passa per i maggiori modelli di James Ballard e soprattutto di Philip K. Dick.
Il cyberpunk, come tutte quelle correnti che possono essere inserite nel clima postmoderno, si caratterizza per la grande variet di fonti da cui attinge per l'elaborazione del proprio immaginario. Un clima culturale molto favorevole alle ibridazioni di generi. proprio grazie a questo clima che fu possibile ad autori come William S. Burroughs, esponente di spicco della Beat Generation, di essere tra gli ispiratori del movimento.
Altri elementi concorrono alla scelta dei temi della prima produzione cyberpunk. Evidenti sono gli influssi della psichedelia degli anni sessanta e settanta, con le sue promesse di nuove percezioni offerte dalla chimica e dalle droghe sintetiche, di aprire nuove porte verso mondi fino ad allora relegati alla sfera dell'inconscio.
Queste visioni sono spesso associate a particolari interpretazioni del romanticismo, soprattutto William Blake, ma non solo, un parallelo spesso messo in evidenza dalla critica. Orlin Damyanov, ad esempio, mette in relazione il romanticismo del Frankenstein di Mary Shelley con Neuromante di William Gibson. In questo confronto, messo in evidenza da pi critici, emerge uno degli elementi di maggior interesse del cyberpunk: lo spostamento dell'attenzione sulla percezione soggettiva, seppure condivisa, spazi virtuali che cessano di essere tali almeno nel significato letterale del termine. Il mondo cessa di essere una tensione al divenire, storicamente comprensibile coi suoi rapporti di causa ed effetto come lo aveva disegnato il Romanticismo, per diventare, come ha scritto Valmerz, "il dispiegarsi di un codice nella sfera della comunicazione".[senzafonte][9]
Un altro dei maggiori temi del cyberpunk il rapporto che emerge tra l'essere umano e la tecnologia, che tende ad esprimersi prioritariamente nel rapporto con il corpo umano, mostruoso o, in modo aggiornato, cyborg. Nei racconti degli autori di Mirrorshades sono molto frequenti i personaggi che presentano innesti meccanici nel proprio corpo. Tecnologie che diventano parte integrante del corpo umano, aumentano le sue capacit, consentono azioni altrimenti impossibili. Il corpo umano cessa in questo modo di essere qualcosa di immutabile, naturale, e diventa un elemento modificabile e tecnologico, recuperando una visione del corpo in realt molto antica, gi presente nella cultura popolare medievale[10]
Anticipato e prefigurato sotto certi aspetti nelle opere di Philip K. Dick, all'aspetto tecnologico tipico della fantascienza il cyberpunk aggiunge una forte connotazione politica e sociale.
I romanzi cyberpunk sono ambientati in un futuro prossimo, in un mondo decadente e ipertecnologico dominato dalle grandi multinazionali commerciali, le Zaibatsu, spalleggiate dalla Yakuza, la potente mafia giapponese. I protagonisti, in genere degli hacker, sono in costante fuga da questa cupa realt e trovano la loro ragion d'essere in un mondo virtuale parallelo, il cyberspazio, teatro delle loro battaglie.
Lo stile narrativo caratterizzato dall'apparente assenza di un intreccio ben definito il racconto si concentra sulle azioni dei personaggi e dall'uso di un linguaggio barocco che mischia tecnicismi informatici ed espressioni gergali della strada, molto difficile da rendere in una traduzione.
Elenco degli autori presenti nella raccolta Mirrorshades del 1986, e che secondo quanto dichiarato da William Gibson sarebbero da ritenersi gli unici autori cyberpunk originali:
Alcuni autori e opere che sono stati ritenuti precursori del genere cyberpunk (in ordine cronologico di pubblicazione delle opere):
Il cyberpunk ha avuto una notevole influenza sulla narrativa fantascientifica e non, dal cyberpunk sono ritenuti derivati (o paralleli) lo steampunk, che propone argomenti cyberpunk in un'ambientazione storica, lo splatterpunk e il postcyberpunk, un filone non omogeneo di nuovi autori che si propone un aggiornamento delle tematiche cyberpunk, con relativi sottogeneri quali biopunk e nanopunk. Imparentato e, almeno parzialmente, discendente il gothicpunk. In Italia le istanze del cyberpunk sono germinate nell'avanguardia del connettivismo.
"Atompunk" un'espressione utilizzata da Bruce Sterling per definire delle opere accostabili al cyberpunk e ambientate in un'epoca pre digitale, dal 1945 al 1965, caratterizzata dall'uso dell'energia atomica, dall'esplorazione spaziale e dalla paranoia anticomunista negli Stati Uniti.[14] Spesso l'ambientazione post apocalittica, come nella serie di videogiochi Fallout.
Clockpunk un termine coniato in un supplemento del gioco di ruolo GURPS[15] e si riferisce a storie di fantascienza ambientate in un mondo rinascimentale dove le invenzioni di Leonardo da Vinci sono state non solo costruite e usate, ma anche migliorate. Il maggiore autore clockpunk Jay Lake[16]. Nel clockpunk si assiste al trionfo della meccanica e dei congegni a orologeria, portati fino a conseguenze retrofuturistiche.[15]
Proposto inizialmente quale genere dai creatori del gioco di ruolo Children of the Sun,[17] il dieselpunk riferibile alle opere di immaginazione ispirate ai pulp magazine della met del Novecento ed ambientato in un mondo analogo allo steampunk, bench specificamente caratterizzato dall'ascesa del potere del petrolio e dalla percezione tecnocratica, incorporando elementi neo-noir e condividendo temi pi con il cyberpunk che con lo steampunk.[18] Bench la rilevanza del dieselpunk come genere non sia del tutto priva di contestazioni, quale quintessenza della narrativa dieselpunk sono state suggerite[19][20] opere che vanno dal film retrofuturistico Sky Captain and the World of Tomorrow al videogioco dell'Activision Return to Castle Wolfenstein (2001).
Catherynne M. Valente coni il termine mythpunk per indicare un sottogenere del fantasy in cui elementi mitologici si fondono completamente con la realt comune. I maggiori scrittori mythpunk sono Catherynne M. Valente, Ekaterina Sedia, Theodora Goss, Sonya Taaffe e Neil Gaiman.[21][22] Il mythpunk differisce dal fantasy mitologico perch quest'ultimo usa elementi mitologici senza fonderli con la nostra realt. Nelle ambientazioni mythpunk, le creature mitologiche sono viste come normali e non creano stupore negli esseri umani. Spesso, inoltre, le creature mitologiche sono rielaborate in chiave moderna.
Sono state definite Stonepunk tutte quelle storie che presentano una tecnologia retrofuturistica e anacronistica ispirata a quella neolitica. Un esempio popolare rappresentato dalla serie tv I Flintstones, ma anche dai romanzi della saga I figli della Terra di Jean M. Auel e dal romanzo Back to the Stone Age (1937) di Edgar Rice Burroughs.[23]
Il cyberpunk considerato, in senso ristretto, come il movimento letterario della prima met degli anni ottanta non produsse un filone cinematografico, dato che tra i suoi promotori non vi erano cineasti. L'unica trasposizione cinematografica di un romanzo cyberpunk di William Gibson (escludendo qui New Rose Hotel per motivi di attinenza) il film Johnny Mnemonic del 1995, girato a molti anni di distanza e ritenuto in generale poco fedele alla storia originale e "banalizzante"[24] (malgrado il contributo alla sceneggiatura da parte dello stesso Gibson). Ad ogni modo vari film influenti, tra cui anzitutto Blade Runner e in seguito la trilogia di Matrix, sono stati visti come esempi di cyberpunk.[25] Volendo ampliare l'ambito fino a comprendere film che trattano temi tipici del cyberpunk come la contaminazione tra corpo e digitale, tra la carne e l'artificiale, allora si potrebbe indicare David Cronenberg come uno dei pi attivi cineasti.[26]
Una lista di film che hanno a che fare col cyberpunk. Alcuni sono tratti o ispirati da autori cyberpunk, altri precedono il filone.
Il primo gioco di ruolo cyberpunk fu Cyberpunk (Mike Pondsmith, 1984), pubblicato dalla R. Talsorian Games e che ottenne un ottimo successo. Negli anni successivi venne supportato da diversi supplementi e da un paio di ambientazioni basate su licenza, Hardwired basata sull'omonimo romanzo di Walter Jon Williams (edito in Italia come Guerrieri dell'interfaccia) e When Gravity Falls basata sull'omonimo romanzo di George A. Effinger (edito in Italia come L'inganno della gravit). Nel 1990 venne pubblicata con altrettanto successo la seconda edizione, Cyberpunk 2020, ed altri editori tentarono di seguirne il successo, nel 1989 la ICE pubblic Cyberspace e la FASA Shadowrun, seguiti l'anno dopo dal supplemento per GURPS GURPS Cyberpunk[30] della Steve Jackson Games, mentre alcuni giochi di fantascienza pi vecchi cercano di aggiornarsi ai temi cyberpunk, come per esempio 2300AD della GDW con il supplemento Earth/Cybertech Sourcebook (1989).[31]
Di questi altri regolamenti l'unico altro a ottenere un buon successo fu Shadowrun, che mescola i temi del fantasy classico con quelli del cyberpunk, immaginando un futuro in cui la magia era riemersa da uno stato dormiente e che nel 2005 arrivato alla quarta edizione. Cyberpunk venne pubblicato fino alla chiusura della R. Talsorian Games nel 2000, una terza edizione venne pubblicata dalla nuova R. Talsorian Group nel 2005, senza incontrare il successo delle precedenti edizioni.[31]
Altri giochi di genere cyperpunk sono:
Nella musica EBM e Aggrotech sono presenti molte tematiche cyberpunk; alcuni tra i principali sono Clock Dva, Front Line Assembly, Velvet Acid Christ, Front 242, Haujobb e molti altri.
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Cyberpunk Wikipdia
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Un article de Wikipdia, l'encyclopdie libre.
Le cyberpunk (association des mots cyberntique et punk) est un genre de la science-fiction trs apparent la dystopie et la hard science-fiction. Il met souvent en scne un futur proche, avec une socit technologiquement avance (notamment pour les technologies de l'information et la cyberntique).
Le courant cyberpunk provient d'un univers o le dingue d'informatique et le rocker se rejoignent, d'un bouillon de culture o les tortillements des chanes gntiques s'imbriquent.
Bruce Sterling
Les mondes cyberpunks sont empreints de violence et de pessimisme; ils sont souvent lugubres, parfois ironiquement grinants; les personnages sont des antihros dsabuss, cyniques et cupides. C'est en ce sens que l'on qualifie les univers cyberpunk de dystopies. Il a depuis essaim ses thmatiques dans de nombreux mdias, notamment dans la bande dessine, le cinma, la musique, les jeux vido et les jeux de rle.
En opposition avec les rcits de science-fiction se droulant dans une perspective plus large: voyages dans l'espace, dcouverte de nouveaux espaces, conflits mettant en jeu l'univers connu et inconnu. Le cyberpunk est un confluent et conflit des thmatiques du hacker, de l'intelligence artificielle et des multinationales se droulant la plupart du temps dans un futur proche sur Terre; Le lieu o l'histoire se droule possde des caractres dystopiques, punk, en ce sens que les personnages faisant leur possible pour se dbrouiller dans un univers dsorganis, o le futur est dj pass, se retrouvant dans la zone d'incertitude sparant une presque-apocalypse et l'univers post-apocalyptique, voient leurs actions se heurter des intrts inamovibles, impalpables. L'assimilation du terme punk est aussi induite par le slogan de ce mouvement, No Future!, et par son esthtique la fois familire et particulirement agressive (en particulier celle de la branche dite no-punk comprenant notamment le mohawk, la coupe iroquois). L'implication politique anarchiste vaut surtout par son opposition l'organisation des pouvoirs totalement dpourvue d'thique, trs fortement dnonce et la plupart du temps combattue.
Les crivains cyberpunk empruntent divers lments aux romans noirs, policiers et rcits post-modernistes pour exprimer un cot underground, chaotique et nihiliste d'une socit entirement informatise voire robotise. Cette vision trouble et tourmente du futur est souvent l'antipode de ce qu'elle fut dans les annes 1940. Dans son livre "The Gernsback Continuum", William Gibson exprime avec sarcasme le mpris de la culture cyberpunk envers le roman utopique. Dans les uvres cyberpunk, l'action prend le plus souvent place en ligne, dans le cyberespace, ce qui a tendance souvent brouiller les frontires entre virtuel et ralit.
Neuromancien de William Gibson est le roman canonique du genre [2]. L'auteur y a le gnial pressentiment de ce qui va devenir le fait marquant, dans le domaine des technologies, de la dcennie suivante: Internet. Il fait vritablement uvre d'anticipation, en imaginant un futur o la technologie, au dveloppement hypertrophique, finit par envahir irrmdiablement lenvironnement humain, par le remplacer; un univers froid o linformatique rvle son pouvoir de contrle, renforant celui des autorits, o elle sacre son omniprsence en venant sinscrire au cur des organismes humains, au moyen de tout un arsenal de gadgets lectroniques.
Il constitue frquemment une vision plutt pessimiste de notre avenir. Ainsi y sont dcrits des problmes tels que la pollution, l'essor de la criminalit, la surpopulation, le dcalage de plus en plus grand entre minorit de riches et majorit de pauvres.
Le cyberpunk dresse un portrait sinistre et noir du monde qui serait alors entirement domin par des programmes informatiques et o les multinationales ont, pour la plupart, remplac toute forme de gouvernement. L'tat conomique et technologique du Japon dans les annes 1980 a largement inspir et contribu cette littrature. Les paysages artificiels, sur-urbaniss ainsi que les nons et autres enseignes lumineuses caractrisent le visuel cyberpunk.
Ce que devrait nous apporter la science dans les dcennies venir se retrouve dans la littrature cyberpunk. Tous les domaines technologiques sont abords, mme si les technologies relatives l'informatique et l'lectronique sont le plus souvent mises en avant. Le concept de Techno-acclration y est important: la technologie avance plus vite que la pense (et la socit): l'humain semble tre dpass par la Machine.
Les uvres cyberpunks popularisent l'ide de la fusion de l'humain et du spirituel avec la machine, donnant ainsi naissance des tres hybrides, constitus de chair et de mtal. La notion de membres artificiels, c'est--dire de prothses intelligentes, plus rsistantes et plus sensibles que des membres naturels, a t introduite avec le cyberpunk. De manire gnrale, nombre de personnages de romans cyberpunk possdent un corps dont les facults ont t augmentes artificiellement, que ce soit par des nanomachines ou des drogues. On peut supposer qu'une telle fascination pour les machines vient de la dcouverte par le grand public, la fin des annes 1970, de la puissance de calcul des ordinateurs mergents et des possibilits que l'informatique promet alors.
Possibilit commune d'une histoire rcrite comme dans Blade Runner ou de l'ensemble du monde sensible qui est faux comme dans Matrix. Dans Jusqu'au bout du monde de Wenders les personnages deviennent accrocs l'usage d'une machine enregistrant leur propre rve [3].
Il nait un nouveau type de personnage, lhomme de la rue, solitaire et marginal, contraint de sadapter une volution technologique rapide et incessante, et de sen sortir le moins mal possible. Ce personnage sans racines, surdou de llectronique mais pas des relations humaines, travaille parfois pour de grandes socits, mais le plus souvent pour son compte; spcialiste de linfiltration de banques de donnes, de la cration de virus informatiques, et de la prise de drogues suspectes, cest un mauvais garon sous tous rapports, un punk de lge cyber.
Les anti-hros du genre cyberpunk se dcouvrent souvent pions manipuls dans un imbroglio de socits secrtes, services gouvernementaux, syndicats du crime, tout cela plus ou moins dirig par les cadres suprieurs de multinationales devenues plus puissantes que des tats; elles ont leurs propres lois, possdent des territoires, et contrlent la vie de leurs employs de la naissance la mort. Leurs dirigeants sont souvent dnus de tout sens moral.
Les personnages des romans cyberpunk sont insignifiants comparativement au pouvoir quasi-divin que possdent les mga-corporations: ils sont face elles les grains de sable dans l'engrenage. Cette lutte de David contre Goliath est celle du hacker contre la multinationale et constitue un thme rcurrent des romans cyberpunks (comme Grav sur chrome, William Gibson, 1986).
Bien que certains ouvrages soient ancrs sur des thmes politiques, une large part de cette littrature penche vers un nihilisme apolitique [rf.ncessaire].
Les auteurs de romans cyberpunks prirent leur inspiration de nombreuses sources. Il est possible de faire remonter les influences du mouvement jusqu'au Frankenstein de Mary Shelley [4]. En prface l'anthologie Mozart en verres miroirs (Mirrorshades: A Cyberpunk Anthology), Bruce Sterling nomme plusieurs auteurs dont Harlan Ellison, Samuel Delany, Norman Spinrad, Michael Moorcock, Brian Aldiss, J. G. Ballard et surtout Phillip K. Dick en source pour le genre [5].
Le terme cyberpunk a t popularis par Gardner R. Dozois, diteur du Asimov's Science Fiction Magazine. C'est le 30 dcembre 1984, dans le Washington Post, qu'un article de Dozois intitul SF in the Eighties qualifie de cyberpunk le style de l'uvre de l'crivain William Gibson, et plus particulirement de son roman Neuromancien (1984). Il dcrivait aussi tout un groupe de jeunes auteurs bizarres crivant dans le fanzine Cheap Truth: Bruce Sterling, William Gibson, Lewis Shiner, Pat Cadigan et Greg Bear. Le mouvement cyberpunk tait n. Le terme avait cependant t employ plus tt, en novembre 1983, par l'crivain amricain Bruce Bethke, comme titre d'une de ses nouvelles publies en novembre 1983 dans le magazine Amazing Science Fiction Stories[6].
Les innovations technologiques prsentes dans la littrature cyberpunk sont prsentes dans beaucoup de mdia qui ne sont pas classs comme cyberpunks. Johnny Mnemonic, bien qu'inspir de la nouvelle ponyme de William Gibson, n'est pas considre comme cyberpunk et pour certains auteurs marque plutt l'illustration de la fin de celui-ci [rf.ncessaire]. Par exemple des films d'action.
Le cyberpunk a influenc certaines sries tlvises sans que celles-ci soient futuristes. Par exemple, un des pisodes de X-files qui, bien qu'il se droule dans le prsent, utilise le thme cyberpunk; l'pisode Clic mortel (Kill Switch), dont le scnario a t crit par William Gibson, fait rfrence au tlchargement de conscience travers Internet par des hackers informatiques vivant en marge de la socit.
Autres exemples marquants:
La srie amricaine Mr. Robot (2015- en production, Sam Esmail), qui se droule dans notre monde, la socit hyper-connecte des annes 2010, peut-tre vue comme une srie cyberpunk[8]. Elle reprend en effet plusieurs concepts et lments propres au genre: multinationale surpuissante, omniprsence de l'informatique, hros solitaire et drogu, hackers contestataires, contrle des masses par les mdias et la technologie...
Rapidement, le genre toucha le monde des jeux de rle sur table avec des titres comme Cyberpunk 2013 qui fit connatre R. Talsorian Games plus connu sous sa seconde version Cyberpunk 2020 et qui muta paralllement en 1986 par lajout d'lments de Fantasy en Shadowrun (FASA, Jeux Descartes). En parallle, des versions gnriques apparurent tel GURPS: Cyberpunk (Steve Jackson Games) et CyberAge (un univers du jeu de rle SimulacreS).
En 1996, sort le jeu Netrunner, cr par le clbre Richard Garfield, qui met en scne les tentatives de piratage d'un runner (pirate informatique) contre une corporation. Une rinterprtation du jeu est sortie en 2012, nomme Android: Netrunner.
De nombreuses adaptations d'univers cyberpunk ont t produites. On peut citer le fait que William Gibson prsida lui-mme l'adaptation d'un de ses romans avec le jeu de rle Neuromancer produit en 1988 par Interplay. Indirectement, les films Blade Runner et la srie Max Headroom eurent aussi des adaptations en jeu vido. Le jeu de rle papier Shadowrun reu jusqu' quatre adaptations vido-ludiques.
Plusieurs titres originaux inspirs du cyberpunk virent le jour dans diffrents types comme Beneath a Steel Sky (jeu d'aventure pointez-cliquer), Snatcher (jeu d'aventure japonais) en 1988, Syndicate (Jeu de stratgie en temps rel) en 1993, System Shock en 1994 et sa suite System Shock 2 en 1999 et E.Y.E.: Divine Cybermancy (Tir subjectif) en 2011.
L'exemple le plus frquent de jeu vido l'univers cyberpunk russi, en termes de succs d'estime et de vente, restera probablement la srie des Deus Ex, lance en 2000 sous l'impulsion de Warren Spector (alors Ion Storm), hritiers assums des jeux System Shock dont il fut galement l'un des crateurs. Tous les ingrdients habituels y sont: prothses, piratage, une socit sombre et dsespre dans un futur proche, etc.
Square Enix s'est galement inspir du courant cyberpunk pour crer l'univers de Final Fantasy VII, sorti en 1997. On y retrouve en effet une intrigue se droulant sur une plante semblable la Terre, bien que plus avance technologiquement, contrle par une firme hgmonique aux dirigeants peu scrupuleux, la Shinra. Le sige de cette socit se trouve Midgar, une cit urbanise l'extrme, dans laquelle les personnes les plus aises vivent dans des habitations construites sur une gigantesque plaque 50mtres au-dessus du sol, alors que la partie la plus modeste de la population est contrainte de vivre dans des taudis, situs sous la plaque et privs des rayons du soleil[9]. L'univers du jeu accorde galement une place prpondrante la technologie, notamment par le biais de la Shinra, qui tire sa position dominante d'une technologie capable de convertir l'nergie terrestre (nergie Mako) en lectricit d'une part, et qui d'autre part utilise la robotique, principalement des fins militaires[10]. Le protagoniste du jeu, Cloud Strife, a galement t employ au sein des forces paramilitaires du conglomrat Shinra, frachement reconverti en mercenaire solitaire au dbut de l'intrigue, il incarne parfaitement cet anti-hros rcurrent dans les uvres cyberpunk. Son opposition avec la Shinra, dans un premier temps, est galement symptomatique du thme rcurrent de la lutte entre deux forces trs ingales[11]. On note galement la prsence d'une rflexion environnementale grce la prsence d'Avalanche, un groupe d'co-terroristes, visant empcher la Shinra de poursuivre l'exploitation de l'nergie Mako. Barret Wallace, le leader de ce groupe a en outre une prothse mcanique semblable une mitraillette, la place du bras droit[12], ce qui clt les principaux parallles que l'on peut faire entre Final Fantasy VII et la culture cyberpunk.
Le mme studio avec la pariticipation de sa filiale Eidos Montral dveloppera Deus Ex: Human Revolution en 2011, o le thme central du jeu est l'essor des socits dans la mondialisation, l'espionnage, la survie de l'homme, la pauvret et l'thique dutranshumanismeavec le remplacement artificiel de parties du corps humain qui est aussi un thme compatible avec le cyberpunk.
Atlus a repris des lments cyberpunks dans plusieurs de ses jeux, notamment Shin Megami Tensei II o la socit de Tokyo Millenium est divise entre les riches et puissants fidles du Centre (l'gale de la multinationale cyberpubk) et les infidles qui doivent survivre dans un environnement mtallique, dvast et sans ressources. Un autre exemple serait Devil Summoner: Soul Hackers, o la Phantom Society exploite le rseau Paradigm X pour voler les mes des habitants de la ville ultramoderne Amami City. L'objectif de la Phantom Society est de se servir des mes fauches comme source d'nergie pour invoquer Manitou et ainsi conqurir le monde. noter que le hros de Soul Hackers est un jeune hackeur en marge de la socit, ce qui renforce la ressemblance.
C'est dans les anime et les manga que le cyberpunk eut la plus grande influence [13].
Il peut y avoir contestation au sujet de la classification des diffrents sous-genres du cyberpunk: par exemple, on considre le steampunk et le biopunk comme des sous-genres mais, les caractristiques de ces sous-genres du cyberpunk tant relativement vastes et encore assez proches des caractristiques dfinissant le cyberpunk, un chevauchement peut aisment survenir lors d'une identification d'une uvre au cyberpunk et ses sous-genres.
Le cyberpunk tant un genre assez vaste, il est parfois problmatique de dissocier clairement les sous-genres des simples facettes varies de ce genre. Le modle de terminologie "~punk" peut tre utilis pour nommer des spcialits du cyberpunk ou de ses sous-genres qui ne sont pas vritablement identifies comme spares, soit par le manque de diffrences, soit par le manque d'utilisation de pareils termes. Par exemple, le terme "arcanepunk" peut faire rfrence la relative alliance de la technologie et de la magie dans un univers cyberpunk.
Ds le milieu des annes 1980, les auteurs comme Gibson et Sterling annonaient que le mouvement cyberpunk tait dj moribond, rcupr par Hollywood, digr et recrach sous une forme dpourvue de son lment punk. cet gard, un article de Lewis Shiner, publi dans le New York Times et intitul Confessions of an ex-Cyberpunk, fera date, et entranera une longue rponse de la part de Bruce Sterling: Cyberpunk in the Nineties, dans laquelle il dplore, tout en s'en amusant, que cette tiquette lui colle encore la peau, mais revendique toujours haut et fort les valeurs vhicules par le mouvement.
Pour certains, c'est le refus du mouvement d'imaginer un meilleur futur qui est la cause de la courte dure du mouvement[15]. C'est Neal Stephenson, dans son roman Le Samoura virtuel (Snow Crash) paru en 1992, qui enterre dfinitivement le cyberpunk dans les toutes premires pages . Cependant, cette opinion est conteste par les gens mettant en avant les uvres de nouveaux auteurs comme Richard Morgan.
On peut ventuellement expliquer la diminution du nombre d'uvres cyberpunk par le fait que certains thmes abords, qui taient auparavant futuristes et prcurseurs, sont de plus en plus vrais dans nos socits modernes. Notamment aux thmes, qui furent novateurs mais ne le sont plus, de l'mergence d'un rseau mondial de communication (Internet), du terrorisme de masse, du pouvoir de l'tat qui s'amoindrit au profit des grandes entreprises, des prothses et implants, etc. Ainsi, en 2007, Charles Stross publie le roman Halting State(en) dont l'histoire se situe dans un futur moyennement proche (2016) mais dont les problmatiques contemporaines refltent l'actualit de 2005-2006. Il faut peut-tre alors plus parler de rorientation d'une partie du cyberpunk que d'une fin.
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Cyberpunk 2077 – PC – IGN
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Cyberpunk 2077 is based on renowned pen-and-paper-RPG designer Mike Pondsmith's Cyberpunk system and created by CD Projekt (the acclaimed development group behind the hit RPG The Witcher.) Players are thrown into the dark future of the year 2077 and into a world where advanced technologies have become both the salvation and the curse of humanity. A multi-threaded, nonlinear story designed for mature players takes place in the sprawling metropolis of Night City and its surroundings. Along the way, visit places well known from Cyberpunk 2020, including a combat zone completely taken over by gangs, the legendary Afterlife joint and the nostalgic Forlorn Hope.
Freedom of action and diversity in gameplay is delivered thanks to the sandbox nature of the game and mechanics inspired by the Cyberpunk pen-and-paper system, fine tuned to meet the requirements of a modern RPG. Players experience the world through their own unique characters chosen from different classes -- be they blood-thirsty mercenaries or cunning hackers that they will equip with vast selection of cybernetic implants and deadly weapons. Gameplay will pump adrenaline through players' veins and be consistent with the celebrated Cyberpunk spirit -- rebellion, style, edge, uncertainty. And of course, a cyberpunk reality cannot be deprived of murderous steel -- guns, rifles, implants, dozens of gadgets and other varied pieces of equipment needed to survive on the streets of Night City.
NOTE: This game has been officially announced as a title in production and is likely planned for release on the PC platform, but it has not yet been officially announced for any specific system. Please check back for official info.
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Cyberpunk 2077 Soundtrack – Bullets by Archive – YouTube
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As known from the Official Cyberpunk 2077 Teaser Trailer. Download track from Itunes store. -- Lyrics here --
Come touch me like I'm an ordinary man Have a look in my eyes Underneath my skin there is a violence It's got a gun in its hands
Ready to make Ready to make Read- Ready to make sense of anyone anything Anyone anything Anyone anything Anyone anything Anyone anything Anyone anything
Black holes living in the side of your face Razor wire spinning around you [+echo] Blistering sky Blistering sky Blistering sky Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why
Personal responsibility Personal responsibility Personal responsibility Personal responsibility
Come find me Let me be the lesser of a beautiful man Without the blood on his hands Come and make me a martyr Come and break my feeling With your violence Put the gun in my hand
Ready to take... Ready to take... Ready to take... Ready to take... ...Out anyone, anywhere Anyone, anywhere Anyone, anywhere Anyone, anywhere Anyone, anywhere
Black holes living in the side of your face Razor wire spinning around you [+echo] Blister in sky Blister in sky Blister in sky Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why
Personal responsibility Personal responsibility Personal responsibility Personal responsibility
Black holes living in the side of your face Razor wire spinning around you [+echo] Blistering sky Blistering sky Blistering sky Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why Bullets are the beauty of the blistering sky Bullets are the beauty and I don't know why
Personal responsibility Personal responsibility Personal responsibility Personal responsibility
---
(C) Island Records & Background Art by CD Project RED.
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VA Learning University – Talent Management System
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SINGLE SIGN-ON Internal (SSOi) If you are using a government computer and are logged onto the VA network, look for the TMS-SSOi link in your browsers Favorites list in the VA Shortcuts folder. After establishing the connection between TMS and SSOi, you will be able to launch TMS without having to remember or reenter your TMS user name and password, and instead can sign in using your VA network logon information.
Building Ethical Environments at VA Get an overview of VA ethical standards, how to apply these standards throughout your career at VA, and how to encourage others and lead by example.
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Transcranial magnetic stimulation – Wikipedia, the free …
Posted: at 3:42 am
Transcranial magnetic stimulation (TMS) is a magnetic method used to stimulate small regions of the brain. During a TMS procedure, a magnetic field generator, or "coil", is placed near the head of the person receiving the treatment.[1]:3 The coil produces small electric currents in the region of the brain just under the coil via electromagnetic induction. The coil is connected to a pulse generator, or stimulator, that delivers electric current to the coil.[2]
TMS is used diagnostically to measure the connection between the brain and a muscle to evaluate damage from stroke, multiple sclerosis, amyotrophic lateral sclerosis, movement disorders, motor neuron disease and injuries and other disorders affecting the facial and other cranial nerves and the spinal cord.[3]
Evidence suggests it is useful for neuropathic pain[4] and treatment-resistant major depressive disorder.[4][5] A 2015 Cochrane review found not enough evidence to make any conclusions in schizophrenia.[6] For negative symptoms another review found possible efficacy.[4] As of 2014, all other investigated uses of rTMS have only possible or no clinical efficacy.[4]
Matching the discomfort of TMS to distinguish true effects from placebo is an important and challenging issue that influences the results of clinical trials.[4][7][8][9] The greatest risks of TMS are the rare occurrence of syncope (fainting) and even less commonly, induced seizures.[7] Other adverse effects of TMS include discomfort or pain, transient induction of hypomania, transient cognitive changes, transient hearing loss, transient impairment of working memory, and induced currents in electrical circuits in implanted devices.[7]
The use of TMS can be divided into diagnostic and therapeutic uses.
TMS can be used clinically to measure activity and function of specific brain circuits in humans.[3] The most robust and widely accepted use is in measuring the connection between the primary motor cortex and a muscle to evaluate damage from stroke, multiple sclerosis, amyotrophic lateral sclerosis, movement disorders, motor neuron disease and injuries and other disorders affecting the facial and other cranial nerves and the spinal cord.[3][10][11][12] TMS has been suggested as a means of assessing short-interval intracortical inhibition (SICI) which measures the internal pathways of the motor cortex but this use has not yet been validated.[13]
For neuropathic pain, for which there is little effective treatment, high-frequency (HF) repetitive TMS (rTMS) appears effective.[4] For treatment-resistant major depressive disorder, HF-rTMS of the left dorsolateral prefrontal cortex (DLPFC) appears effective and low-frequency (LF) rTMS of the right DLPFC has probable efficacy.[4][5] The Royal Australia and New Zealand College of Psychiatrists has endorsed rTMS for treatment resistant MDD.[14]
The FDA approved use of a single-pulse TMS device for treating migraine with aura on the basis of a randomized, double-blinded study in 164 people; 39% of the treatment arm were pain free two hours after treatment vs 22% of people in the control arm.[15]
Although TMS is generally regarded as safe, risks increase for therapeutic rTMS compared to single or paired TMS for diagnostic purposes.[16] In the field of therapeutic TMS, risks increase with higher frequencies.[7]
The greatest immediate risk is the rare occurrence of syncope (fainting) and even less commonly, induced seizures.[7][17]
Other adverse short-term effects of TMS include discomfort or pain, transient induction of hypomania, transient cognitive changes, transient hearing loss, transient impairment of working memory, and induced currents in electrical circuits in implanted devices.[7]
During a transcranial magnetic stimulation (TMS) procedure, a magnetic field generator, or "coil" is placed near the head of the person receiving the treatment.[1]:3 The coil produces small electric currents in the region of the brain just under the coil via electromagnetic induction. The coil is positioned by finding anatomical landmarks on the skull including, but not limited to, the inion or the nasion.[18] The coil is connected to a pulse generator, or stimulator, that delivers electric current to the coil.[2]
Nexstim obtained 510(k) FDA clearance of Navigated Brain Stimulation for the assessment of the primary motor cortex for pre-procedural planning in December 2009.[19]
Nexstim obtained FDA 510K clearance for NexSpeech navigated brain stimulation device for neurosurgical planning in June 2011.[20]
MagVenture received FDA 510K clearance to market its MagVita Therapy System as a medical device for the delivery of repetitive Transcranial Magnetic Stimulation as a treatment for major depressive disorder in July 2015.[21]
Neuronetics obtained FDA 510K clearance to market its NeuroStar System for use in adults with treatment-resistant major depressive disorder (December 2008).[22]
The use of single-pulse TMS was approved by the FDA for treatment of migraines in December 2013.[23] It is approved as a Class II medical device under the "de novo pathway".[24]
In 2013, several commercial health insurance plans in the United States, including Anthem, Health Net, and Blue Cross Blue Shield of Nebraska and of Rhode Island, covered TMS for the treatment of depression for the first time.[25] In contrast, UnitedHealthcare issued a medical policy for TMS in 2013 that stated there is insufficient evidence that the procedure is beneficial for health outcomes in patients with depression. UnitedHealthcare noted that methodological concerns raised about the scientific evidence studying TMS for depression include small sample size, lack of a validated sham comparison in randomized controlled studies, and variable uses of outcome measures.[26] Other commercial insurance plans whose 2013 medical coverage policies stated that the role of TMS in the treatment of depression and other disorders had not been clearly established or remained investigational included Aetna, Cigna and Regence.[27]
Policies for Medicare coverage vary among local jurisdictions within the Medicare system,[28] and Medicare coverage for TMS has varied among jurisdictions and with time. For example:
The United Kingdom's National Institute for Health and Care Excellence (NICE) issues guidance to the National Health Service (NHS) in England, Wales, Scotland and Northern Ireland. NICE guidance does not cover whether or not the NHS should fund a procedure. Local NHS bodies (primary care trusts and hospital trusts) make decisions about funding after considering the clinical effectiveness of the procedure and whether the procedure represents value for money for the NHS.[33]
NICE evaluated TMS for severe depression (IPG 242) in 2007, and subsequently considered TMS for reassessment in January 2011 but did not change its evaluation.[34] The Institute found that TMS is safe, but there is insufficient evidence for its efficacy.[34]
In January 2014, NICE reported the results of an evaluation of TMS for treating and preventing migraine (IPG 477). NICE found that short-term TMS is safe but there is insufficient evidence to evaluate safety for long-term and frequent uses. It found that evidence on the efficacy of TMS for the treatment of migraine is limited in quantity, that evidence for the prevention of migraine is limited in both quality and quantity.[35]
TMS uses electromagnetic induction to generate an electric current across the scalp and skull without physical contact. A plastic-enclosed coil of wire is held next to the skull and when activated, produces a magnetic field oriented orthogonally to the plane of the coil. The magnetic field passes unimpeded through the skin and skull, inducing an oppositely directed current in the brain that activates nearby nerve cells in much the same way as currents applied directly to the cortical surface.[36]
The path of this current is difficult to model because the brain is irregularly shaped and electricity and magnetism are not conducted uniformly throughout its tissues. The magnetic field is about the same strength as an MRI, and the pulse generally reaches no more than 5 centimeters into the brain unless using the deep transcranial magnetic stimulation variant of TMS.[37] Deep TMS can reach up to 6cm into the brain to stimulate deeper layers of the motor cortex, such as that which controls leg motion.[38]
From the BiotSavart law
it has been shown that a current through a wire generates a magnetic field around that wire. Transcranial magnetic stimulation is achieved by quickly discharging current from a large capacitor into a coil to produce pulsed magnetic fields between 2 and 3 T.[39] By directing the magnetic field pulse at a targeted area of the brain, one can either depolarize or hyperpolarize neurons in the brain. The magnetic flux density pulse generated by the current pulse through the coil causes an electric field as explained by the Maxwell-Faraday equation,
This electric field causes a change in the transmembrane current of the neuron, which leads to the depolarization or hyperpolarization of the neuron and the firing of an action potential.[39]
The exact details of how TMS functions are still being explored. The effects of TMS can be divided into two types depending on the mode of stimulation:
MRI images, recorded during TMS of the motor cortex of the brain, have been found to match very closely with PET produced by voluntary movements of the hand muscles innervated by TMS, to 522mm of accuracy.[42] The localisation of motor areas with TMS has also been seen to correlate closely to MEG[43] and also fMRI.[44]
The design of transcranial magnetic stimulation coils used in either treatment or diagnostic/experimental studies may differ in a variety of ways. These differences should be considered in the interpretation of any study result, and the type of coil used should be specified in the study methods for any published reports.
The most important considerations include:
With regard to coil composition, the core material may be either a magnetically inert substrate (i.e., the so-called air-core coil design), or possess a solid, ferromagnetically active material (i.e., the so-called solid-core design). Solid core coil design result in a more efficient transfer of electrical energy into a magnetic field, with a substantially reduced amount of energy dissipated as heat, and so can be operated under more aggressive duty cycles often mandated in therapeutic protocols, without treatment interruption due to heat accumulation, or the use of an accessory method of cooling the coil during operation. Varying the geometric shape of the coil itself may also result in variations in the focality, shape, and depth of cortical penetration of the magnetic field. Differences in the coil substance as well as the electronic operation of the power supply to the coil may also result in variations in the biophysical characteristics of the resulting magnetic pulse (e.g., width or duration of the magnetic field pulse). All of these features should be considered when comparing results obtained from different studies, with respect to both safety and efficacy.[45]
A number of different types of coils exist, each of which produce different magnetic field patterns. Some examples:
Design variations in the shape of the TMS coils allow much deeper penetration of the brain than the standard depth of 1.5-2.5cm. Circular crown coils, Hesed (or H-core) coils, double cone coils, and other experimental variations can induce excitation or inhibition of neurons deeper in the brain including activation of motor neurons for the cerebellum, legs and pelvic floor. Though able to penetrate deeper in the brain, they are less able to produce a focused, localized response and are relatively non-focal.[7]
Early attempts at stimulation of the brain using a magnetic field included those, in 1896, of Jacques-Arsne d'Arsonval in Paris and in 1910, of Silvanus P. Thompson in London.[47] The principle of inductive brain stimulation with eddy currents has been noted since the 20th century[citation needed]. The first successful TMS study was performed in 1985 by Anthony Barker and his colleagues at the Royal Hallamshire Hospital in Sheffield, England.[48] Its earliest application demonstrated conduction of nerve impulses from the motor cortex to the spinal cord, stimulating muscle contractions in the hand. As compared to the previous method of transcranial stimulation proposed by Merton and Morton in 1980[49] in which direct electric current was applied to the scalp, the use of electromagnets greatly reduced the discomfort of the procedure, and allowed mapping of the cerebral cortex and its connections.
TMS research in animal studies is limited due to early FDA approval of TMS treatment of drug-resistant depression. Because of this, there has been no specific coils for animal models. Hence, there are limited number of TMS coils that can be used for animal studies.[50] There are some attempts in the literature showing new coil designs for mice with an improved stimulation profile.[51]
Areas of research include:
It is difficult to establish a convincing form of "sham" TMS to test for placebo effects during controlled trials in conscious individuals, due to the neck pain, headache and twitching in the scalp or upper face associated with the intervention.[4][7] "Sham" TMS manipulations can affect cerebral glucose metabolism and MEPs, which may confound results.[61] This problem is exacerbated when using subjective measures of improvement.[7] Placebo responses in trials of rTMS in major depression are negatively associated with refractoriness to treatment, vary among studies and can influence results.[62]
A 2011 review found that only 13.5% of 96 randomized control studies of rTMS to the dorsolateral prefrontal cortex had reported blinding success and that, in those studies, people in real rTMS groups were significantly more likely to think that they had received real TMS, compared with those in sham rTMS groups.[63] Depending on the research question asked and the experimental design, matching the discomfort of rTMS to distinguish true effects from placebo can be an important and challenging issue.[4][7][8][9]
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TMS | Event Transportation > Simplified
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Tension myositis syndrome – Wikipedia, the free encyclopedia
Posted: at 3:42 am
Tension myositis syndrome (TMS), also known as tension myoneural syndrome, is a name given by John E. Sarno to a condition he describes as characterized by psychogenic musculoskeletal and nerve symptoms, most notably back pain.[1][2][3] Sarno, a Professor of Clinical Rehabilitation Medicine at New York University School of Medicine and Attending Physician at The Rusk Institute of Rehabilitation Medicine at New York University Medical Center, has described TMS in four books,[4][5][6][7] and has stated that the condition may be involved in other pain disorders as well.[2] The treatment protocol for TMS includes education, writing about emotional issues, resumption of a normal lifestyle and, for some patients, support meetings and/or psychotherapy.[1][8] In 2007, David Schechter (a medical doctor and former student and research assistant of Sarno's) published a peer-reviewed study of TMS treatment showing a 54% success rate for chronic back pain. In terms of statistical significance and success rate, the study outperformed similar studies of other psychological interventions for chronic back pain.[1]
The TMS diagnosis and treatment protocol are not accepted by the mainstream medical community.[9][10] However, TMS and Sarno's treatment methods have received national attention, including a segment on ABC's 20/20;[10] an episode of Larry King Live;[11] an interview with Medscape;[2] and articles in Newsweek,[12]The Seattle Times,[13] and The New York Times.[9] Prominent medical doctors who support TMS treatment include Andrew Weil[14][15] and Mehmet Oz.[16] Notable patients treated for tension myositis syndrome include Senator Tom Harkin, John Stossel,[3]Howard Stern,[17] and Anne Bancroft.[9]
Back pain is frequently mentioned as a TMS symptom,[1][8][18][19] but Sarno defines TMS symptoms much more broadly than that:
Below is a list of criteria for diagnosing TMS, according to Schechter and Sarno:
Schechter and Sarno state that if a patient is unable to visit a medical doctor who is trained in TMS, then the patient should see a traditional medical doctor to rule out serious disorders, such as fractures, tumors and infections.[13][20]
The treatment protocol for TMS includes education, writing about emotional issues and resumption of a normal lifestyle. For patients who do not recover quickly, the protocol also includes support groups and/or psychotherapy.[1][8]
Sarno's protocol for treatment of TMS is used by the Harvard RSI Action Group, a student volunteer organization, as part of their preventative education and support program for people with repetitive strain injury, also referred to as "RSI".[21]
Education may take the form of office visits, lectures and written and audio materials. The content of the education includes the psychological and physiological aspects of TMS.[1][8] According to Schechter, the education allows the patients to "learn that their physical condition is actually benign and that any disability they have is a function of pain-related fear and deconditioning, not the actual risk of further 're-injury.'"[1]
Sarno states that each patient should set aside time daily to think and write about issues that could have led to the patient's repressed emotions. He recommends the following two writing tasks:
Schechter developed a 30-day daily journal called "The MindBody Workbook" to assist the patient in recording emotionally significant events and making correlations between those events and their physical symptoms. According to Sarno and Schechter, daily repetition of the psychological process over time defeats the repression through conscious awareness.[22]
To return to a normal lifestyle, patients are told to take the following actions:
Sarno uses support meetings for patients who do not make a prompt recovery. Sarno states that the support meetings (a) allow the patients to explore emotional issues that may be causing their symptoms and (b) review concepts covered during the earlier education.[8]
Sarno says that about 20% of his patients need psychotherapy. He states that he uses "short-term, dynamic, analytically oriented psychotherapy."[8] Schechter says that he uses psychotherapy for about 30% of his patients, and that six to ten sessions are needed per patient.[1]
Alan Gordon, LCSW has created a TMS recovery program on the TMS Wiki, which includes various articles, exercises, and segments from sessions exemplifying therapeutic concepts.
While psychogenic pain and pain disorder are accepted diagnoses in the medical community, the TMS modality is more controversial.
A non-peer-reviewed 2005 study by Schechter at the Seligman Medical Institute (SMI), co-authored with institute director Arthur Smith, found that treatment of TMS achieved a 57% success rate among patients with chronic back pain.[23]
A peer-reviewed[24] 2007 study with Schechter, Smith and Stanley Azen, Professor and Co-Director of Biostatistics in the Department of Preventative Medicine at the USC Keck School of Medicine, found a 54% success rate for treatment of TMS (P<.00001). The treatment consisted of office visits, at-home educational materials, writing about emotional issues and psychotherapy. The average pain duration for the study's patients was 9 years. Patients with less than 6 months of back pain were excluded to "control for the confounder that most back pain episodes typically resolve on their own in a few weeks."[1]
Schechter, Smith and Azen also compared their results to the results of three studies of other psychological treatments for chronic back pain. The three non-TMS studies were selected because of (a) their quality, as judged by the Cochrane Collaboration, and (b) the similarity of their pain measurements to those used in the TMS study. Of the three non-TMS studies, only one (the Turner study) showed a statistically significant improvement. Compared to the 2007 TMS study, the Turner study had a lower success rate (26%-35%, depending on the type of psychological treatment) and a lower level of statistical significance (P<.05).[1]
Schechter, et al. state that one advantage of TMS treatment is that it avoids the risks associated with surgery and medication, but they caution that the risks of TMS treatment are somewhat unknown due to the relatively low number of patients studied so far.[1]
According to Sarno, TMS is a condition in which unconscious emotional issues (primarily rage) initiate a process that causes physical pain and other symptoms. His theory suggests that the unconscious mind uses the autonomic nervous system to decreases blood flow to muscles, nerves or tendons, resulting in oxygen deprivation, experienced as pain in the affected tissues.[2][8][25] Sarno theorizes that because patients often report that back pain seems to move around, up and down the spine, or from side to side, that this implies the pain may not be caused by a physical deformity or injury.[7]
Sarno states that the underlying cause of the pain is the mind's defense mechanism against unconscious mental stress and emotions such as anger, anxiety and narcissistic rage. The conscious mind is distracted by the physical pain, as the psychological repression process keeps the anger/rage contained in the unconscious and thereby prevented from entering conscious awareness.[19][26] Sarno believes that when patients recognize that the symptoms are only a distraction, the symptoms then serve no purpose, and they go away. TMS can be considered a psychosomatic condition and has been referred to as a "distraction pain syndrome".[20]
Sarno is a vocal critic of conventional medicine with regard to diagnosis and treatment of back pain, which is often treated by rest, physical therapy, exercise and/or surgery.[5]
Notable patients who have been treated for TMS include the following:
The TMS diagnosis and treatment protocol are not accepted by the mainstream medical community.[9][10] Sarno himself stated in a 2004 interview with Medscape Orthopaedics & Sports Medicine that "99.999% of the medical profession does not accept this diagnosis."[2] Although the vast majority of medical doctors do not accept TMS, there are prominent doctors who do. Andrew Weil, a notable medical doctor and alternative medicine proponent, endorses TMS treatment for back pain.[14][15]Mehmet Oz, a television personality and Professor of Surgery at Columbia University, includes TMS treatment in his four recommendations for treating back pain.[16] Richard E. Sall, a medical doctor who authored a book on worker's compensation, includes TMS in a list of conditions he considers possible causes of back pain resulting in missed work days that increase the costs of worker's compensation programs.[29]
Critics in mainstream medicine state that neither the theory of TMS nor the effectiveness of the treatment has been proven in a properly controlled clinical trial,[6] citing the placebo effect and regression to the mean as possible explanations for its success. Patients typically see their doctor when the pain is at its worst and pain chart scores statistically improve over time even if left untreated; most people recover from an episode of back pain within weeks without any medical intervention at all.[30] The TMS theory has also been criticized as too simplistic to account for the complexity of pain syndromes.[10] James Rainville, a medical doctor at New England Baptist Hospital, said that while TMS treatment works for some patients, Sarno mistakenly uses the TMS diagnosis for other patients who have real physical problems.[31]
Sarno responds that he has had success with many patients who have exhausted every other means of treatment, which he says is proof that regression to the mean is not the cause.[10]
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Talk:Neurohacking – Wikipedia, the free encyclopedia
Posted: at 3:42 am
Merge proposal for Neurohacking and Biohacking?
Wiki already cover biohacking, and the methods, technology and ontology are identical. ARAlexramonsky (talk) 10:10, 27 April 2010 (UTC)
There three articles seem incredibly similar and they are also in need of clean-up / expansion. Why not combine them and explain all the specific techniques within one article. I did a popularity check via google on the three terms and their variants:
From this view of things, I would suggest that we merge everything into neurohacking. What does everyone else think? --Ben Houston 22:12, 27 February 2006 (UTC)
I respect your idea, especially after reviewing your user page. I hope that mine will reflect a similar contribution some day. Having said that, I would like to defend the wetware hacker article. It is more developed then neurohacking, and I think that it is interlinked with the definition of wetware that I revised recently. I would like to assit with your goal of Improving the Cybernetic End of Human-Computer Interaction. Bocaj 02:17, 1 March 2006 (UTC)
No, dont merge. there is a clear difference. Wetware hacking is modifying the existing brain. Neurohacking includes the hacking of a simulation of a brain (which exists after mind uploading). There is a difference. Also, wireheading only involves the hacking of the existing brain - and only in one specific way. Crippled Sloth 23:35, 30 March 2006 (UTC)
Rather than merging it might make more sense to further narrow and separate the definitions. Wetware hacking being more along the lines of social engineering based upon communicating via normal spoken, written, and imaging routes, done by individuals or groups, targeting individuals or groups. With nothing done to augment that, no drugs, no physical coercion, no devices, beyond devices used to transmit normal human communications, done in much the same manner as computer hacking but in a human communication sense. So humans seeking to alter the nature of humanity via the effective use of memory memes, would be a prime example of wetware hacking. So the logic follows, hardware hacking (computer hardware), software hacking(computer software running on computer hardware), wetware hacking(those things that use computer hardware and software). Preceding unsigned comment added by 2001:44B8:23C:6D00:F44B:E181:2429:15F0 (talk) 05:40, 20 August 2015 (UTC)
I believe that a merger would not necessarily be helpful and may actually confuse the issue further. Remember that 'neurohacking' is not just about the brain; it is about neurons. You can neurohack your leg or your finger if you want to. Interrupting the signal of a nerve in order to stop pain anywhere is neurohacking. There is also a problem that serious practitioners are finding that people relate N-hacking more to the sci-fi/horror movies than the real life therapy or research [there used to be a similar problem in cryonics], and if we are aiming to be clear and informative here it's helpful to use terms such as DBS [deep brain stimulation] instead of 'wireheading'. AJ Ramonsky
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