You may have noticed my critical tone, regarding my MA
degree. Nearly one year later, I continue to research
and refine my ideas and now have a slightly different
perspective. The MA had its problems, some of which affected
all students, and some of which were pretty much unique
to me and my interests. There were serious staffing problems,
and the level of theoretical/critical insight was not
what I expected for a postgraduate degree. I now place
this in a wider context, as follows.
My main research interest was the cultural study of the
Internet. In Web Studies (David Gauntlett ed, 2000),
Silver suggests that there are three stages to cyberculture:
1) Popular Cyberculture
Early 1990s; idealistic, utopian, journalistic and mostly
descriptive rhetoric
2) Cyberculture Studies
People started to ask questions about online communities
and personal identity; the psychology of 'cyberspace'
3) Critical Cyberculture Studies
Late 1990s; focuses on four main areas:
· Social, economic and cultural interactions
· Examining the stories we tell about those interactions
· Examining the factors which make interaction possible
and/or thwarts it
· Assessing the design process which becomes the interface
between the network and the user
During my MA, I was only exposed to the first and second
stages of cyberculture studies. There were two reasons
for this. Firstly, the staffing problem I referred to.
Ultimately, there's not much that can be said about that
except that it was unfortunate.
Secondly - and this is of critical interest - cyberculture
studies is still emerging. The first and second phases
currently outweigh the third, and there are a large number
of "very similar, tedious and repetitive academic articles
that basically all say 'cyberspace…you can play with identity…nobody
knows who you really are…gosh', but fail to develop any
theoretical insights beyond this once-engaging thought"
(Gauntlett, p 15). After several months ploughing through
the preliminary literature, I formed the same conclusion.
I was tired with the subject, and moved to another area
of research and creative practice: digital video.
Since then, I have refined my ideas about cyberculture.
There are "half-baked and slightly out-of-date pieces
on how the Internet is going to transform democracy, politics,
relationships and other stuff" (ibid, p 6). They still
exist, and continue to influence current thinking. It's
the academic equivalent of the commercial dot com era.
The naïve enthusiasm will eventually disappear, replaced
with a more considered and intelligent outlook.
I particularly struggled with two areas. First, unexamined
references to Jean Baudrillard. His ideas seem to describe
'cyberspace' and 'virtual reality' very closely. They
are domains of 'simulation', where the digital façade
replaces material reality. However, Baudrillard's work
needs closer examination. If it is flawed - which I believe
it is - then it is a strange way to justify digital media.
Second, I struggled with the rhetoric that underlies
'virtual reality' technology; I felt that it was philosophically
naïve. My perspective on these two areas is now as follows.
I regard both 'cyberspace' and 'virtual reality' as particular
planes of interaction. They can be absorbing
and immersive, but that does not mean there is nothing
else to consider. Like a photographic depth of field they
are a narrow perceptual domain, beyond which everything
is temporarily unfocussed. I read books where serious
critics used this to develop ideas about changing your
identity, and escaping the parameters of the physical
body and its particular gender. The fact is, eventually
you switch the computer off and your 'depth of field'
returns to normal, materially based experience.
Technology manipulates the space between content and
audience; a computer monitor becomes a middle ground where
the two can meet. This 'middle ground' is increasingly
fetishised. It exists - and is experienced - separately
from the people that create it.
Walter Benjamin examined the new significance of 'art'
when it can be easily reproduced; he was particularly
interested in photography. His analysis equally applies
to digital art - there are questions about authenticity
and artificiality. More pertinently, his analysis concerned
the situation where human agency no longer exists. Machines
and now computers can generate and reproduce 'art'; computers
can generate interactive domains that have affective value.
And yet: if you focus beyond the experiential plane of
the computer monitor, you have to acknowledge the wider
'depth of field' - the psychological, sociological, and
political ideas and ideologies that underlie it; the people
that made it and what they were trying to do, and why.
Digital media of all kinds operates at both the sociological
and aesthetic level. Both must be taken into account;
'techno-culture' is not a hermetically sealed domain.
Applied to the Internet, this is the third and emerging
phase of 'critical cyberculture'.