TECHNOPHOBIA OR TECHNOPHILIA? : A STUDY OF
CYBERPUNK SCIENCE FICTION
Dr. Ramesh Chougule
Assistant Professor, Department of English
Dr. Babasaheb Ambedkar Marathwada University,
Sub-Campus, Osmanaba, Maharashtra, India-413501
CYBERPUNK SCIENCE FICTION
Dr. Ramesh Chougule
Assistant Professor, Department of English
Dr. Babasaheb Ambedkar Marathwada University,
Sub-Campus, Osmanaba, Maharashtra, India-413501
Cyberpunk
Science Fiction provides a fruitful insight into the technologically mediated
aspects of the postmodern experience. In the mid-eighties, a movement in
science fiction started known as Cyberpunk Science Fiction which includes the
writers like William Gibson, Rudy Rucker, Bruce Sterling, John Shirley, Pat
Cadigan, Lewis Shiner etc. These writers have written novels on Virtual
Reality, computer networks, Artificial Intelligences, Cyborgs, Androids, and
biotechnology situated in often ruthless urban settings. Cyberpunk represents
society interested in technology as new experience. Its aim is to picture dark
near future, located twenty or thirty years. Bruce Sterling, the spokesperson
of the cyberpunk movement in science fiction, claims that “cyberpunk helped to
bridge the Yawning cultural gulf between the sciences and the humanities, the
formal world of art and politics, and the culture of science, the world of
engineering and industry” (Bruce Sterling 1986: xii). Cyberpunk science fiction is postmodern genre
in the sense that it “disrupts the boundaries between nature and technology to
understand the meaning of this emphasis on technology and technological
resilience” (Tiziana Terranova 1996: 24). It is the effort of the project to
represent postmodern culture saturated by new technologies and effect of these
technologies on society. The novelists chosen for the study include William
Gibson and Rudy Rucker who excel in depicting techno-culture and new
technologies’ effect on society. The project discusses the writers like William Gibson and
Rudy Rucker, perhaps the best-known cyberpunk writers.
William Gibson writes about the
Japanese culture in his ‘Sprawl Tetralogy’ whereas Rudy Rucker resists the
notion of writing about Japan. The relationship between body and technology is
at the centre of cyberpunk science fiction. In the postmodern era, the
technology invades body and vice versa. Certain alterations are done in the
human body by implanting eye lenses, biochip and prosthetic additions. These
characters are called cyborgs. William Gibson and Rudy Rucker’s novels offer
abundant material for posthumanism and cyborgs. In Gibson’s Neuromancer, almost every character is wired. Case, Molly and
McCoy are in one way or another are connected with machines. Case lives a life
of computer console whereas Molly’s eyes are covered by artificial dark glasses
to enhance her strength and reflexes. McCoy Pauley is a software construct
replicating the consciousness of human being. Virek in Count Zero lives in a Virtual reality world while his body grows in
a huge tank. Virek’s sick body is kept alive in a vat, has his own mental
reality constructed for him: “As her fingers closed around the cool brass knob,
it seemed to squirm, sliding along a touch-spectrum of texture and temperature
in the first second of contact. Then it became metal again, green painted iron,
sweeping out and down, along a line of perspective, an old railing she grasped
now in wonder. A few drops of rain blew into her face. Smell of rain and wet
earth. A confusion of small details, her own memory...warring with the
perfection of Virek’s illusion. Below her lay the unmistakable panorama of
Barcelona, smoke hazing the strange spires of the church of the Sagrada
Familia. She caught the railing with her other hand as well, fighting
vertigo....You are disoriented. Please forgive me. Joseph Virek was perched
below her on one of the park’s serpentine benches. You must forgive my reliance
on technology. I have been confided for over a decade to a vat. In some hideous
industrial suburb of Stockholm” (CZ 24-25). The characters living in paraspace
enjoy the movement from one parallel world to the other. Bobby Newmark, for
instance, permanently jacked into his own cybernetic world construct in Mona Lisa Overdrive, “Gentry said that
the Count [Bobby Newmark] was jacked into what amounted to a mother-huge
Microsoft; he thought the slab was a single solid lump of biochip. If that were
true, the thing’s storage capacity was virtually infinite...he could have
anything in there’, Gentry said, pausing to look down at the unconscious face.
He spun on his heel and began his pacing again. ‘A world. Worlds. Any number of
personality-constructs...’ ‘Like he’s living in a stim.’ Cherry asked. ‘That’s
why he’s always in REM?’ ‘No,’ Gentry said, ‘It’s not simstim. It’s completely
interactive. And it’s a matter of scale. If this is aleph-class biosoft, he
literally could have anything at all in there. In a sense, he could have an
approximatiuon of everything...’ (MLO 162-163).
In Rudy Rucker’s Ware Series,
the content of the human brain is transferred into a live robot. Cobb’s
thoughts, software and brain are transferred into the bopper to achieve
immortality and omniscience.
The breakdown of boundaries between
natural and artificial is another feature of cyberpunk science fiction. Like
technology invades body, it also invades nature. The opening line of Neuromancer “The sky above the port was
the color of television tuned to a dead channel” (NM 1) is an instance of the
invasion of nature by technology. William Gibson’s significance lies in his invention of
term “cyberspace,” a chronotope for the narrative description of the
interaction of information as spatial relationships between visualized
entities. He describes computer programs and the data stored by large
corporations and institutions in visual terms. In Sprawl
Trilogy, not only artificial intelligences (Neuromancer and Wintermute) but
also humans (Case, Molly) inhabit cyberspace. In Rucker’s Realware alien called Shimmer sends Phil in hyperspace where he
meets his father. Shimmer and other six aliens have created paraspace where
Omnipotence resides. Shimmer and other aliens try to create their community by
distributing allas to human beings. Aliens extract personality waves from the
one who comes in contact with allas. And the one who rebels Shimmer is sent to
hyperspace. Humans like Phil feels sad to see difficulties faced by the humans
on the Earth. All characters can move from Paraspace to the Earth easily. Thus
William Gibson and Rudy Rucker evolve cyberspace as a new holistic movement in
sciences as a whole. Thus Nature, Technology and society are woven together to
indicate a new organisational model of interconnection which is universally
applicable.
Both William Gibson and Rudy Rucker
are concerned with the effects of technology on the human life though both
differ in their approach. William Gibson portrays human being’s urge to become
immortal by using technology whereas Rudy Rucker seems to suggest the same in
his earlier two novels but at the end of Ware
Series he shows the positive effect of technology on humans. William Gibson
is considered as more pessimistic analyst of technology’s effects on human
society. He is distinguished by the radical position he has advanced in
relation to the problems technology poses. He has paid particular attention to
the negative aspects technology’s relationship to civilization and its
predominantly deleterious effect on the human condition. His views are of
considerable relevance in that he provides us with a theoretical background of
cyberpunk in his Neuromancer. Rudy Rucker begins with the negative effects
of technology in his earlier novels of Ware series and ends with the positive
note in his Realware.
Both
William Gibson and Rudy Rucker tend to concentrate on the negative effects of
technology on human being. In this connection Daniel Dinell writes, “Besides
their intimate connection to weapons development and military training,
cyberspace technologies are driven by the divine aspirations of Technologists.
As we’ve seen, the central dogma underlying these heavenly dreams is the
cybernetic belief that a human mind-thoughts, attitudes, memories - consists
entirely of information patterns that can be digitized and transferred into a computer,
which will sustain that mind-pattern identity forever in a pleasurable virtual
environment. Yet the dream of digitized immortality in an engineered heaven is
often treated as a curse in science fiction, as in Software and Neuromancer”
(Daniel Dinello, 172).
Cyberpunk
science fiction novels attach zero value to its apocalypses: they are neither
good nor evil. The destructive vent, whether nuclear war or natural or man-made
disaster, that results in an altered landscape takes place out of sight at some
point before the narration begins and has little moral or epistemological
impact. The typical cyberpunk reaction to these off-stage cataclysms is in fact
profound indifference. Sponsler writes in this connection, “In the
quintessential cyberpunk novel, Gibson's Neuromancer,
for example, the Sprawl-a huge, sprawling, urban zone that stretches down the
eastern sea-board of the US-is in some unexplained way the product of rampant
urban growth that is set against the desolation of the central and western
regions of the United States, which have by some unexplained means been turned
into the howling wasteland that we see in Mona Lisa Overdrive. All our
attention is focused on the bustling Sprawl and diverted away from both the
wastelands and what might have caused them. In Gibson's work, and in other
cyberpunk stories, disaster is taken for granted; it is a kind of white noise
in the background, humming behind all the action” (Sponsler 1993 : 254).
Larry
McCaffery’s remark on cyberpunk works summarizes the position taken by Rudy
Rucker and William Gibson: “The works of ‘cyberpunk’ writers like William
Gibson and Bruce Sterling, mainstream figures like William S. Burroughs, Thomas
Pynchon, and Don DeLillo, various industrial sculptors and performance artists,
as well as most contemporary science fiction films, strike a common note - the
uneasy recognition that our primal urge to replicate our consciousness and
physical beings (into images, words, machine replicants, computer symbols) is
not leading us closer to the dream of immortality, but is creating merely a
pathetic parody, a meta-existence or simulacra of our essences that is
supplanting us, literally taking over our physical space and our roles with
admirable proficiency and without the drawbacks of human error and waste”
(Larry McCaffery 1991: 15-16). In Rudy Rucker’s Software Cobb Anderson aspires to become immortal and succumbs to
the lure of electronic immortality by boppers. Cobb’s brain/software/individual
consciousness is modified through interaction with computer networks. In this
way Cobb’s body is invaded by the technology in order to redefine the nature of
humanity as a species. In this connection Tiziana Terranova writes, “In
posthumanist and cyberpunk SF scenarios, the natural body is increasingly
colonized and invaded by invisible technologies and the natural outcome of this
colonisation is inevitably the abandonment of the body altogether” (Tiziana
Terranova 158). In the beginning Cobb feels that by transferring his
personality into the machine, he will enjoy technological immortality. However,
he apprehends his foolish activity and ends his life along with the machines
created by him. William Gibson’s Neuromancer
tells the same story that Tessier-Ashpool has created Artificial Intelligence
in order to become immortal. However, the same Artificial Intelligence tries to
enslave the human beings and to become all powerful.
To sum up, William Gibson and Rudy Rucker suggest us
to use technology in a balanced way, it beneficial and useful for the
betterment of the society. The very useful kind of function will be performed
in a less techno-oriented cyberculture.
If the science and technology deploy less, the future will be bright for
society. Cyberpunk depicts a doomed and desperate world that reiterates
globalization, multinational corporate domination, powerless and pliable
masses, and environmental degradation. It offers a consensus vision of the
imminent deployment of technology in the service of capitalism writ large.
William Gibson’s novels depict “not the rural American frontier, but the
electronic undergirding of a dark, hyper industrialized landscape. Cyberspace itself
was a luminous electronic universe, but one inhabited by potentially vicious
anthropomorphized computer systems and dominated by large corporations” (Fred
Turner 162). Rudy Rucker also depicts the life of the dilapidated urban people
living on both the earth and the moon.
The present research paper informs and
enlightens decisions about technology. Technology helps society in the most
beneficial ways. It is essential on the part of society how devices,
techniques, people, institutions, goals, and values are intertwined. To build a
better future, it is essential to understand the complex world that empowers
those who design, fund, market, distribute, regulate, use, and dispose of or
recycle technology. Making informed decisions about technology is not simply a
process of maximizing benefits and minimizing problems; it requires careful
reflection on the values that are at stake and thoughtful deliberation about
the best strategies to realize those values. Technology constitutes the world
in various ways. The research paper explores the variety of ways by which
machines and techniques are embedded in society and thereby shape institutions,
relationships, and values. This exploration provides a basic understanding of
how technology and society are intertwined, an understanding that is essential
to any attempt to shape the future. Both William Gibson and Rudy Rucker present
a future world based on the emerging trends in electronic and information
technology and try caution us how imbalance use of technology brings havoc and
disturbance in the life of human beings. Human beings try to acquire omnipotent
power with the help of recent developments in technology at the cost of human
values and human identity. No doubt, technology helps us in solving some of the
problems in society for a better future. However, the same technology creates
new problems and constraints. The challenge of taking advantage of the benefits
of technology while minimizing the negative consequences of doing so is one
that faces all of us, because all of us make decisions that shape or direct the
development and use of technologies. For Gibson and
Rudy Rucker, cyberspace and paraspace are the fictional tools to explore not
only the emerging possibilities of digital technologies, but also the deeply dystopian
tendencies of American life in the early 1980s. The protagonists of their
novels and inhabitants of both the moon and the earth “struggled to survive in
the shadows of a world where large corporations had ruined the natural
environment, where government seemed to be breaking down and local Mafias
taking over, and where physical suffering was routine” (Fred Turner 163).
***********
REFERENCES:
1. Dinello, Daniel. Technophobia!:Science Fiction Vision of
Posthuman Technology.
Austin: University of Texas Press, 2005.
2. Gibson, William. Neuromancer (NM). London: Voyager, 1984, reprint 1995.
3. _____________. Count Zero (CZ). New York: Ace Books, 1986.
4._____________.Mona
Lisa Overdrive(MLO).NewYork:Bantam Books, 1988.
5. _____________. Virtual Light (VL). New York: Bantam Books, 1993.
6. _____________. Idoru (I). London: Penguin Books, 1997.
7. ____________. All
Tomorrow’s Parties(ATP).London:Pengui Books, 2000.
8.
McCaffery, Larry. Storming the Reality
Studio: A Casebook of Cyberpunk and
Post-modern Science Fiction. Durhan: Duke University Press, 1991.
9.
Rucker, Rudy. Mondo 2000 User’s Guide to
the New Edge. New York Harper-Perennial, 1992.
10.
_____________. Autobiography.
Contemporary Authors, Vol. 228, 2004.
11.
_____________. The Ware Tetralogy (WT). Prime Books, 2010.
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the Ruins: The Geopolitics of Urban Decay and Cybernetic”
Science Fiction Studies, Vol. 20, No.
2 (Jul., 1993).
13.
Sterling, Bruce. Preface to the
Mirrorshades: The Cyberpunk Anthology. New York: Ace Books, 1986.
14.
Terranova, Tiziana. The Intertextual Presence of Cyberpunk in Cultural and Subcultural Accounts
of Science and Technology. Ph. D. Thesis submitted to Goldsmith’s College,
University of London, 1996.
15. Turner, Fred. From Counterculture to Cyberculture. London: The University of Chicago Press Ltd., 2006.
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