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Second, cybernetic space has been used in
distinction to the abridged cyberspace to
emphasize the way in which electronic commu-
nication and information processing capacities
interact with the real world (Mitra and Schwarz,
2001). Far from creating a separate virtual
realm, information processing capacities are
regularly embedded in everyday devices so that
they are able to respond and either be pro-
grammed or learn about patterns of use – offer-
ing the prospect of a world of ‘ubiquitous
computing’ (sometimes abbreviated to ‘ubi-
comp’). Increasingly, life in the urbanizedwest
depends on these embedded processors, which
regulate temperatures, elevators, traffic and an
array of taken-for-granted processes. With the
variety of wireless technologies, devices can
communicate with each other without the user
necessarily being aware that an automated elec-
tronic conversation is occurring. They use ‘soft’
adaptive computational processing that creates
‘a technical substrate of unconscious meaning
and activity’ embedded in the environment
(Thrift and French, 2002, pp. 312, 322). These
devices would create ‘smart’ environments or
‘ambient intelligence’ that can keep track
of users and will tailor interactions to suit
the users. Thus they will communicate and
remember past purchases, preferences, previ-
ous visits and past actions. This, the designers
believe, will be used to provide customized
menus or facilities. Cybernetics points out that
this builds adaptive, reflexive capacity into the
very environment, rather than vesting it solely
in human agents. mc
Suggested reading
Andrejevic (2003, 2005); Cuff (2003);
McCullough (2004); Thrift (2004).
cyberspace A term that has followed a rapid
arc from subcultural obscurity to media ubi-
quity, and is now often seen as academically
misleading. It was famously coined in the
novelNeuromancerby William Gibson, first
published in 1984 (see Gibson, 1986). In his
novel, he offered a futuristic vision:
Cyberspace. A consensual hallucination
experienced daily by billions of legitimate
operators, in every nation, by children being
taught mathematical concepts ... A graphic
representation of data abstracted from banks
of every computer in the human system.
Unthinkable complexity. Lines of light
ranged in the nonspace of the mind, clusters
and constellations of data. Like city lights,
receding into the distance ...
Gibson was writing (on a Remington typewriter,
before the first widely available Graphical
User Interfaces even appeared on desktop com-
puters) about the emergence of a networked
and immersive environment. Gibson’s vision is
replete with spatialmetaphorsand imaginaries
for interactive fora created out of data and
information. In other novels, he models online
worlds on the walled city of Kowloon (Idoru)
or a variety of urban dystopias.
The use of cyberspace in this phase was
connected to dystopian cyberpunk science
fiction that broke from conventions of seeing
technology as promising an ever-brighter
and cleaner modernity (Burrows, 1997;
Featherstone and Burrows, 1997; Kitchin
and Kneale, 2002), to one that saw it as con-
nected to or enabling social and personal frag-
mentation, woven amidstlandscapesstriated
by effects ofpowerandinnovation, but also
decay and dispossession.
This gave impetus to seeing flows and
exchanges of data and information not merely
throughspacebut as creating online worlds
where data were manipulated as virtual arte-
facts (see alsovirtual reality). The represen-
tations andmapsof cyberspace created by
programmers and writers did indeed precede
theterritoryin Baudrillard’s sense (see also
simulacra) – they were vital in its creation, in
giving information specific forms and idioms
for use. The mapping of cyberspace spawned
new technologies to locate and understand
data, and set up an intriguing dialogue with
cartographic concepts now applied to
imagined objects (see Crampton, 2003;
Dodge and Kitchin, 2001a).
From this beginning, cyberspace entered
wider academic and popular parlance, along
witha stringofother spatial metaphors for infor-
mationnetworks. Thus the 1990s saw the rise
of discourses imagining what Kitchin (1998)
called the ‘world in the wires’ through spatial
metaphors such as ‘chat rooms’, informational
highways, ‘electronic frontiers’ and ‘cybersa-
lons’ (seevirtual geographies). Indeed, new
virtual worlds were designed where ‘avatars’ or
online representations of users could interact in
virtual realms (see, e.g., Anders, 1998). The
possibilities for new realms of interaction
attracted a great deal of attention in the mid-
1990s. The possibilities of playing withiden-
titiessuch asgenderascriptions were pursued
alongside questions of the formation of online
communitieswithout spatial proximity in the
realworld.Farfromthecyberpunkchaosofearly
accounts, many online worlds developed in the
new millennia became mainstream, and quite
Gregory / The Dictionary of Human Geography 9781405132879_4_C Final Proof page 139 31.3.2009 9:45pm
CYBERSPACE