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Cyberspace

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet.[1][2] The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs.[3] The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging.[4][5] As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.

For other uses, see Cyberspace (disambiguation). Not to be confused with Cyberchase.

The term cyberspace has become a conventional means to describe anything associated with general computing, the Internet and the diverse Internet culture. The United States government recognizes the interconnected information technology and the interdependent network of information technology infrastructures operating across this medium as part of the US national critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as cyberethics. Many view the right to privacy as most important to a functional code of cyberethics.[6] Such moral responsibilities go hand in hand when working online with global networks, specifically, when opinions are involved with online social experiences.[7]


According to Chip Morningstar and F. Randall Farmer, cyberspace is defined more by the social interactions involved rather than its technical implementation.[8] In their view, the computational medium in cyberspace is an augmentation of the communication channel between real people; the core characteristic of cyberspace is that it offers an environment that consists of many participants with the ability to affect and influence each other. They derive this concept from the observation that people seek richness, complexity, and depth within a virtual world.

Alternate realities in philosophy and art[edit]

Predating computers[edit]

A forerunner of the modern ideas of cyberspace is the Cartesian notion that people might be deceived by an evil demon that feeds them a false reality. This argument is the direct predecessor of modern ideas of a brain in a vat and many popular conceptions of cyberspace take Descartes's ideas as their starting point.


Visual arts have a tradition, stretching back to antiquity, of artifacts meant to fool the eye and be mistaken for reality. This questioning of reality occasionally led some philosophers and especially theologians[29] to distrust art as deceiving people into entering a world which was not real (see Aniconism). The artistic challenge was resurrected with increasing ambition as art became more and more realistic with the invention of photography, film (see Arrival of a Train at La Ciotat), and immersive computer simulations.

Branch, J. (2020). "" International Organization.

What's in a Name? Metaphors and Cybersecurity.

Cyberculture, The key Concepts, edited by David Bell, Brian D.Loader, Nicholas Pleace and Douglas Schuler

"L’art à l’époque virtuel", in Frontières esthétiques de l’art, Arts 8, Paris: L’Harmattan, 2004

Christine Buci-Glucksmann

. Neuromancer:20th Anniversary Edition. New York:Ace Books, 2004.

William Gibson

: Virtual Art. From Illusion to Immersion, MIT-Press, Cambridge 2003. (4 Auflagen).

Oliver Grau

The Ontology of Cyberspace, Chicago: Open Court, 2000.

David Koepsell

Ippolito, Jon (December 1998 – January 1999). "Cross Talk: Is Cyberspace Really a Space?". Artbyte: 12–24.

Irvine, Martin. , retrieved 2006-07-19.

"Postmodern Science Fiction and Cyberpunk"

Slater, Don 2002, 'Social Relationships and Identity Online and Offline', in L.Lievrouw and S.Livingston (eds), The Handbook of New Media, Sage, London, pp533–46.

Graham, Mark (2011). "Time machines and virtual portals". Progress in Development Studies. 11 (3): 211–227.  10.1.1.659.9379. doi:10.1177/146499341001100303. S2CID 17281619.

CiteSeerX

Sterling, Bruce. The Hacker Crackdown: Law and Disorder On the Electronic Frontier. Spectra Books, 1992.

Zhai, Philip. Get Real: A Philosophical Adventure in Virtual Reality. New York: Rowman & Littlefield Publishers, 1998.

Teixeira, Marcelo Mendonça (2012). Cyberculture: From Plato To The Virtual Universe. The Architecture of Collective Intelligence. Munich: Grin Verlag.

by John Perry Barlow

A Declaration of the Independence of Cyberspace

by Albert Benschop

Peculiarities of Cyberspace

by Richard Thieme

Sex, Religion and Cyberspace

philosophical argument against the idea that we could be in cyberspace and not know it by Hilary Putnam

Brains in a vat

In which the Air Force Flies and Fights, Speech by Secretary of the Air Force Michael Wynne

Cyberspace as a Domain