Living in the Present with Vintage Computers, and Reading the Past as a Netrunner: On Reading William Gibson’s All Tomorrow’s Parties

Having just finished William Gibson’s All Tomorrow’s Parties (1999) and thus concluding his Bridge Trilogy, I cannot say with anything resembling certainty that I have read or not read these novels before. As I said when I began writing a few notes on my blog about Virtual Light and Idoru, I have a creepy feeling of having been in these novels before, of having read them sometime and some place. If I have encountered these novels directly before, the memory source for those encounters is locked away in some inaccessible part of my memory. Anyways, if I did read them before and there should be some memory, I am hopeful that it is still there and simply inaccessible to my mind’s eye in the present and not eradicated by some biological injury.

Despite my memory’s misgivings and uncertainty, I can certainly say that I enjoyed this vision of the future/present/near past illustrated in the fast and sharp language Gibson lays down in these three novels. In All Tomorrow’s Parties, we experience Laney’s virtuosity as a netrunner who builds alliances/buys alliances that out maneuvers the 0.001%er Harwood. Laney’s ability as a psychopharmacologically enhanced cyborg who can see the flows of data, understands what we have all just recently learned about the power of metadata, and seizes the accreting eddies and currents of information, narrative, and inevitability leading to something bigger, powerful, and otherwise unseen–an undertow of history.

Laney as netrunner seems an analog of what we have all become in one way or another. We manage our flows of information with RSS feed aggregators, news readers, the Facebook wall, the Twitter feed, the timeline, hashtags, tagging, Friend lists, Google+ Circles, subscriptions, etc. Before all of this, there was talk in the magazines about creating intelligent agents–small programs that would scour the Internet for the information and news that we would like to learn more about (perhaps through keywords and other coded instructions)–that helped manage what we read and saw while also managing our precious pre-broadband bandwidth.

It is worth noting that in both cases, watching the firehose of feed data now or harvesting news bits with intelligent agents, all data written by someone for the info consumption of others is a practice of historic preservation, archivization, observing what has come before. Taken one step further, none of us experience the present due to our biological senses and cognition systems that delay our experiencing the world beyond ourselves. Thus, the netrunner (and ourselves as modern netizens) are a further step away–observer experiences, reports multimodally over the Internet, we experience the multimodal report. To go further on this point or digress on the transformation of these experiences by the media and modal channels involved would likely cover several volumes, so I will end the digression here.

There are times when I feel like Laney must have felt in his dank cardboard hovel in the Japanese train station. Surrounded by his own filth and barely holding on to life with a ritual of cough syrup and sugars to keep his body barely operational but well enough that he could remain plugged into the data feed via his VR eye goggles. Trying to keep up what is going on in the world, going on with family and friends, going on professionally via the numerous and multiplying channels of social and broadcast media is daunting. It is a burden–a heavy one at that. Any attempt that I make at streamlining, modulating, organizing, and taming these never ceasing feeds of information makes me feel overwhelmed, lacking control, and otherwise wasted. My own compulsion to try to keep up, to interact, and to communicate in kind leaves me feeling dread over joy more often than not.

At least in Laney’s case in All Tomorrow’s Parties, he is working toward a goal of swinging the nodal point away from Harwood and towards something different, perhaps altruistic and thus the many Rei Toei’s are born of nanotech assemblers in the many Lucky Dragon establishments.

Another interesting image for me and my work as a researcher of our shared digital culture is the Bad Sector shop on the San Francisco side of the bridge. Chevette finds Tessa outside the Bad Sector shop working on her tiny video drone, God’s Little Toy (an increasingly ubiquitous and problematic technology today ranging from privacy violation to public safety in the air and on the ground). Later, Rydell goes to the Bad Sector to obtain two cables for Rei Toei’s holographic projector. Inside the Bad Sector shop, Gibson describes its Jurassic technologies–lingering on audio recording media going back to the beginning and vintage personal computers–particularly those encased in beige. Of course, the shop’s name refers to a bad sector on computer readable magnetic media–a physically unreadable or damaged location on the media platter–floppy or hard disk.

For media archivists, the bad sector is like a burned or rotted page in an ancient manuscript. There is the possibility that the data might exist copied by the manipulations of digital technology far more quickly than that by a human scribe, but if no copy or backup exists, the bad sector–depending on the type of magnetic media, its data density, etc–could leave some information permanently inaccessible. Although, I can imagine a bad sector can, in some very particular circumstances, tell us things about how technology-as-culture was developed and continues to develop (the physicality of drive mechanisms, error correction algorithms, the application of scientific principles to avoid physical destruction of the drive media, the deformities or problems with a given writer’s computer setup, how that writer’s computer influenced the development of cultural works–lost drafts, overwritten work, etc.). So, the bad sector can be seen as a loss on the one hand and potentially a gain for understanding on the other.

My office at City Tech (and the previous labs of vintage computer that I have built up, sold off, donated over the years beginning at my childhood home in Brunswick, GA, my flea market booth at Duke’s Y’all Come Flea Market in Darien, GA, my home in Norcross, GA, the Special Collections of Georgia Tech’s Library Archives, and now my college in Brooklyn, NY) is kind of like the Bad Sector on the bridge. It is cobbled together. It is incomplete. It is bricolage. It is pieced and held together with equal parts ingenuity and duct tape. Unlike the Bad Sector in All Tomorrow’s Parties, it is mine and not something bought and sold by off-bridge investors. Like the bridge in the novel, my vintage/retro computing lab is a community effort–I get and give, others get and give. I work on it and at it to remember where we have come from and to reflect on how our past innovations inform and continue to speak to our current digital culture. I want its archive to provide testimony about who we were and who we have become as human beings and thinking organisms. It is part of my research and pedagogy.

William Gibson’s Bridge Trilogy (Virtual Light, Idoru, and All Tomorrow’s Parties) is an impressive vision. My deja vu or amnesia–depending on your point of view–about the novels might say more about how much like the present some themes and images in Gibson’s novels speak to the way things were and are in the real world.

What Do We Call Their Union: On Reading William Gibson’s Idoru

Continuing with William Gibson’s Bridge Trilogy, I read Idoru (1996) this past Sunday.

My sense of deja vu was as pronounced as when I read Virtual Light, but I still cannot bring myself to say with absolute certainty that I had read these books before. I tend to believe that my triangulation of these narratives from conference going and secondary literature reading have implanted the seeds of these novels in my memory–with roots long, but stem and leaves stunted–almost translucent.

Idoru circles the entertainment-industrial complex’s creation of celebrity, fandom’s eclipsing of the actual cultural production of celebrity, personal metadata and its uses for surveillance and control, and another trajectory of emergent AI/personality construct–in this case the idoru, Rei Toei.

Rei Toei is like a more advanced version of the vocaloid, Hatsune Miku. Her entrance into the real world might be more aligned today with 3D printing technologies and robotics like Danny Choo’s Smart Doll (though, I’m sure Mr. Choo would do equally interesting and exciting things if he got his hands on a packet of self-assembling nanomachines described in the novel). Or, in 2009, a Japanese man married Nene Anegasaki, a character from the Nintendo DS game Love Plus (Telegraph story, BoingBoing video). These bonds are so strong that in 2012, a Japanese groom and his bridge destroyed his Nintendo DS and Love Plus game cartridge, which held his saved game data with (again) Nene Anegasaki (Kotaku story, Twitter post).

I recalled David Levy’s Love and Sex with Robots: The Evolution of Human-Robot Relationships (2008), which explores how humanity’s relationships with its technologies–especially those anthropomorphized or imbued with human qualities–has and continues to change over time.

In regard to Rez’s desire to wed Rei Toei, on the one hand, the union is of celebrity–albeit two forms of it: a human male musician and an AI construct gendered female and given form holographically (machinery and bandwidth permitting). What should we call this sameness?

On the other hand, it is a union of biological and technical, human and computer, human and technology, human and entertainment, human and the Other. What should we call this difference?

However, the wedding of human-AI construct seems pedestrian, a reinscription of heteronormativity. It is a capitulation to heteronormative culture instead of an embrace of the newness, the otherness, the differentness brought about by human-technology co-evolution (thinking of Bruce Mazlish’s The Forth Discontinuity).

Considering its heteronormative trajectory, what is Rez and Rei Toei’s marriage produce? Seems like there’s talk about some kind of becoming or emergence. This brings to mind arguments like Leo Bersani’s in “Is the Rectum a Grave?” or Christine Overall’s in Why Have Children? It should go without saying that a child need not be the result of a union/marriage/partnership, but if we follow the heteronormative logic of Rez and Rei Toei marriage, what might their desire be–merging, emergence, becoming, creating?

Regardless, I welcome these new developments, their possibilities, and how we account for them with language. But, I hope that the new is unshackled from simply repeating what has come before.

Déjà vu or Reality: On Reading William Gibson’s Virtual Light

Over the weekend, I began reading William Gibson’s “Bridge Trilogy” beginning with his novel, Virtual Light (1993).

Reading the novel, I had a tremendous sense of déjà vu that was impossible to shake. I asked myself these questions in response to this strange feeling that persisted during the hours of reading and after:

Have I read this before? This is entirely possible. I used to have copies of the Bridge Trilogy novels, but I sold them before moving to Liverpool for graduate school. As I look back on my blog–or am reminded of things I have wrote about on my blog when I occasionally receive and respond to a comment on something long forgotten–I have read a number of things that I cannot now recall in my memory.

Have I read so much secondary literature about it that I feel as if I have read it? This is definitely a possibility, because I read through a lot of secondary literature on Gibson’s oeuvre as I was writing my dissertation and in preparing for my research trip to the University of California, Riverside Library in 2012. In academia, I have found myself circling works through the secondary literature. I learn bits and pieces through summary and arguments that I then piece together in my mind as a kind of jigsaw puzzle version of the work in question. You triangulate the narrative and characters from that data that you have. Of course, this is not the same as having read the real thing, but it is akin to how we know about some Greek dramas and ancient philosophies–the surviving references instead of the thing itself.

Are there so many aspects of the present (or recent past) like those we encounter in Virtual Light that I feel as if the novel mirrors the present? Besides the image of the bridge and its bricolage/assemblage/community, Virtual Light has augmented reality, navigation systems, cracking car computer/communication system, SWATTING (of a kind), armed drones, an erased Middle Class, a San Francisco dependent upon the service industry, and a security-industrial complex. I recently read Bruce Sterling’s The Hacker Crackdown (1992), which seems to figure into the novel by anecdote and theme (differentiating hackers/merry pranksters from hackers/criminalization). The connection between the themes of his over two-decade old novel and the present is strong. Maybe it should be required reading for contemporary security analysts.

So, have I read it before? I’m still not sure, but I’m left with a strange feeling about the novel and the present.

My SFRA 2015 Conference Presentation: The Cyberspace Deck as a Mechanism: Gibson’s Sprawl Trilogy as a Voyager Expanded Book

The presentation that I will be giving tomorrow afternoon at 1:00PM at the annual Science Fiction Research Association Conference (this year at Stony Brook University on June 25-27, 2015) will be nothing like the title and abstract that I submitted earlier this year, but that’s a good thing. Over the past several months, my reading and research has focused on one small corner of that original abstract: The Voyager Company’s Expanded Book Edition of William Gibson’s Neuromancer with Count Zero and Mona Lisa Overdrive (1992). I began to see the cyberspace deck as an important image and mechanism connecting Gibson’s fictional world with our contemporary shift from written to digital culture.

Above,  you can watch a demo video that will accompany my presentation as a backdrop to my talk, and below, you can find my paper’s abstract, useful links, and my works cited list for reference. I will have handouts of this information available at the session tomorrow, too.

Title:

The Cyberspace Deck as a Mechanism: Gibson’s Sprawl Trilogy as a Voyager Expanded Book

Abstract:

Instead of focusing on the epistemology or ontology of cyberspace, this paper explores the cyberspace deck in William Gibson’s fictions as a mechanism of inscription. It does this by charting Gibson’s inspiration in the Apple IIc, his comparison of it to the first Apple PowerBooks, and the publication of his cyberspace deck-infused fictions as the Voyager Company Expanded Book edition in 1992. Through discussing these connections, it addresses other issues of importance for the current shift from written culture to digital culture, such as the effect of reading on screens as opposed to print, and the effect of digital culture on the human brain.

Useful Links:

Conference Demo Video (embedded above): http://youtu.be/fU8K2DuTfeE

Google Glass, iPad, PowerBook 145 Demo Video: https://youtu.be/-XrIqLdx3EU

Mini vMac Emulation Software: http://gryphel.com/c/minivmac/index.html

Emaculation Emulation Community: http://www.emaculation.com/doku.php

Works Cited

Casimir, Jon. “Voyager Seeks to Improve Thinking.” Sydney Morning Herald (23 May 1995): n.p. Web. 18 May 2015.

DeStefano, Diana and Jo-Anne LeFebre. “Cognitive Load in Hypertext Reading: A Review.” Computers in Human Behavior 23 (2007): 1616-1641. Web. 22 June 2015.

Gibson, William. “Afterword.” Neuromancer with Count Zero and Mona Lisa Overdrive. Santa Monica, CA: Voyager Company, 1992. n.p. 3.5” Floppy Disk.

—. Burning Chrome. New York: EOS, 2003. Print.

—. Count Zero. New York: Ace, 1987. Print.

—. Mona Lisa Overdrive. New York: Bantam, 1989. Print.

—. Neuromancer. New York: Ace, 1984. Print.

—. Neuromancer with Count Zero and Mona Lisa Overdrive. Santa Monica, CA: Voyager Company, 1992. 3.5” Floppy Disk.

—. Package. Neuromancer with Count Zero and Mona Lisa Overdrive. Santa Monica, CA: Voyager Company, 1992. 3.5” Floppy Disk.

Kirschenbaum, Matthew G. Mechanisms: New Media and the Forensic Imagination. Cambridge, MA: MIT Press, 2008. Print.

Markley, Robert. “Boundaries: Mathematics, Alientation, and the Metaphysics of Cyberspace.” Configurations 2.3 (1994): 485-507. Web. 23 June 2015.

Matazzoni, Joe. “Books in a New Light.” Publish (October 1992): 16-21. Print.

Mazlish, Bruce. The Fourth Discontinuity: The Co-Evolution of Humans and Machines. New Haven: Yale UP, 1993. Print.

Sellen, Abigail J. and Richard H.R. Harper. The Myth of the Paperless Office. Cambridge, MA: MIT Press, 2002. Print.

Virshup, Amy. “The Teachings of Bob Stein.” Wired (April 2007): n.p. Web. 5 Jan. 2015.

Wolf, Maryanne. Proust and the Squid: The Story and Science of the Reading Brain. New York: Harper Perennial, 2007.

Let’s Play Neuromancer, the First in a Series of Video Game Long Play Walk-Throughs

One of the happy uses of Youtube is watching video gameplay without having to actually play the game. It is a vicarious experience, but I find it enjoyable when I don’t have a lot of time to devote to play.

This will be the first in a long series of “Let’s Play” video game long play walk-throughs that I found on Youtube. Most of these games are ones that I remember playing and that also have to do with science fiction and fantasy themes. In fact, you will find that most games, especially the earlier titles that I mention, are based in science fictional worlds. Writing this series has given me more ideas about thinking of early video gaming. Does the cyberpunk movement figure into the way video games were conceived early in their development? Does the technology of video games inspire the software of video gaming? These are questions that I hope to write more about in the future. In the meantime, let’s look at some interesting video games.

The first is the Neuromancer. Crowley9 on Youtube has posted a series of gameplay videos from the classic game. The video above is the first of a series. You can find all of the videos here.

Neuromancer was recommended by Timothy Leary for its then-innovative game play and interface. It features a chiptune soundtrack by Devo, and it allows gamers to enter the near-future world as Case (or a similarly styled character that you can name).

Neuromancer Comes

As first reported on JoBlo, and repeated on Slashfilm, Hayden Christensen is cast as Case in the upcoming Neuromancer film helmed by Joseph Kahn.  First, I have a terrible feeling about Christensen playing Case, and I’m not just talking about his abysmal performances in the the Star Wars prequels (did anyone see Life as a House in 2001).  Case exudes a shut-the-fuck-up, I-don’t-give-a-shit, who-the-fuck-woke-me-up attitude.  Just look at Christensen, the best look he can give is a blank stare and a fake laugh.

More importantly the issue I take with this production of Neuromancer is that I believe its time has past.  Don’t get me wrong, I love cyberpunk, and I think Rudy Rucker and Marc Laidlaw’s recent “The Pefect Wave” novelette in Asimov’s (January 2008) is par excellence!  The thing is that William Gibson’s Neuromancer is twenty-four years old.  It was mind-blowing SF at its initial publication, and it heralded the beginning of cyberpunk.  Additionally, it furthered the postmodern project in SF.  Neuromancer is still future-oriented SF, but without a proper script and a dedicated director who “gets” cyberpunk and Neuromancer, it will, as others have pointed out, become the next Johnny Mnemonic film.  Another point about timing has to do with Gibson’s own recent SF.  His last novel, Spook Country, is SF, but it’s about the past (and not in a steampunk kind of way).  Gibson locates the future in the recent past in that novel (see also his short story, “The Gernsback Continuum”).

Of course, I’m speaking as a fan rather than as a critic regarding the production of Neuromancer.  I welcome any and all narratives whether they are textual, filmic, or otherwise.  However, professionally, I would prefer to talk about something hard-hitting, interesting, and well executed than something that I would consider a dead weight to American culture.