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xirdalium

a blog … in the strict sense of the term …

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god talks/blogs

xirdalium Posted on Tuesday, 1st August 2006 by zephyrin_xirdalSunday, 6th July 2014

Sir Timothy Berners-Lee
Embrace this quote from ↑Sir Timothy Berners-Lee’s blog

When I invented the Web, I didn’t have to ask anyone’s permission. Now, hundreds of millions of people are using it freely. I am worried that that is going [to] end in the USA.

“When I invented the Web,” what a statement! And now we definitely know that in our academical papers we have to spell “Web” with an uppercase “W”. Just like we have to spell “Internet” with a capital “I”—the latter custom needed a lengthy academical discussion to come into being. There can’t be a discussion on the correct spelling of “Web” now. Why? Hell, because the creator-god wrote so. Apart from this, everyone into the net-neutrality discussion, don’t miss timbl’s comments: ↑Neutrality of the Net and ↑Net Neutrality: This is serious.

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appropriating cyberpunk

xirdalium Posted on Tuesday, 1st August 2006 by zephyrin_xirdalFriday, 6th July 2012

Cargo Cult
 

In his article ↑“The economies of online cooperation: Gifts and public goods in cyberspace” (↵Kollock 1999) ↑Peter Kollock says about digital goods:
 

Online communities exist within a radically different environment. The setting is a (1) network of (2) digital (3) information, and each of these three features drives important changes. It is a world of information rather than physical objects. Further, it is digital information, meaning that it is possible to produce an infinite number of perfect copies of a piece of information, whether that be a computer program, a multimedia presentation, or the archives of a long e-mail discussion. As Negroponte (1995) put it, the setting is one of bits rather than atoms. […]
 

The value of a public good can also shift as one moves to online interaction. The fact that many of the public goods produced on the Internet consist of digital information means that the goods exhibit pure indivisibility—one person’s use of the information in no way diminishes what is available for someone else.

Well, the same is true for knowledge in general, consequently for anthropological knowledge in particular, too. Since 1999, when I met ↑Kurt Beck [meanwhile ↑Chair of Anthropology at the University of Bayreuth] for the first time, I appropriated the concept of cultural appropriation from him. It quickly became my pet paradigm and the whole ↵maxmod-project is built upon and around it. But as knowledge is indivisible, Kurt has the concept still, too
[see his current project ↑“Bedford’s appropriation—The social organisation of craftsmen’s innovation in Sudan”]. Knowledge and ideas are gifts not to be given, but to be shared.
 

The mentioned project is what should occupy me during the majority of my working time. But, as the faithful reader may have noticed till now, I am prone to reading and watching cyberpunk. So I appropriated cyberpunk for my project and more or less privately started to fuse the concept of cultural appropriation, [cyber]anthropology, cyberculture, and cyberpunk. This fusion I will celebrate next term.
 

In here I already mentioned that I will teach two courses during the upcoming winterterm (↵teaching appropriation and ↵teaching cyberpunk), now the websites for both courses are online: ↑Appropriation and ↑Cyberpunk. Until now the sites only carry the courses’ abstracts (in English and German), the dates of the sessions, and general information. The final schedules of topics do not exist yet, I will work them out in the next days and weeks. During that time the sites will be used as a collection of material on the respective topics—I already started to compile my bibliography of choice on appropriation [scroll down to the bottom of the course’s website]—apart from that: have a nice holiday ;-)

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bombenkrater discussion

xirdalium Posted on Monday, 31st July 2006 by zephyrin_xirdalSunday, 14th October 2012

more aspective thoughts on cyberculture
 
Wireframe of mountainbike by Simon Chalk
 

First of all a big tnx to Jens and ↑warauduati for pondering
↵bombenkrater fusion on such a scale and for posting
↵extensive comments—which in turn induced intensive pondering at my side … exactly the way I envision blogs like this to “work”… warauduati wrote:
 

I think the basic problems I have are that I am not quite sure as far I should think of the ↑Bombenkrater being a case study or a general statement on cyberculture as part of culture.

Your first missile heads right home upon a true anthropological core issue: “What is culture? How is culture defined?” Do not expect me to be able to settle this now, once and for all—I will try an answer nevertheless, which basically will revolve around the distinction of “culture” and “cultures“. The German philosopher Herder already used the plural form, Tylor, whose definition stemming from 1871 is most quoted, never uses the plural and sees “culture” as being synonymous to “civilization”—which in turn is neglected by most of the people who quote Tylor’s definition. Do we have both, culture and cultures? In their most known works contemporary celebrities of academia like Appadurai and Castells in my view clearly speak of culture at a large, at a grand scale. Hereby I do not imply that they are not aware of the existence of cultures. But they are painting the big picture, “Modernity at large” (↵Appadurai 1996) and “The information age” (↵Castells 2000a, ↵b, and ↵c,) entertain a global perspective—already the titles are telltale in this respect. Speaking of cyberculture Escobar does the same in his seminal article “Welcome to cyberia” (↵1994) wherein he deals with the interrelationships between humanity and computer-/biotechnology. For an overview of concepts of cyberculture please consult Macek’s “Defining cyberculture (v. 2)” (↵2005). Alas, again a grand scale is maintained, as: “The thesis deals with early cyberculture as a wide social and cultural movement closely linked to advanced information and communication technologies (ICT[s]), their emergence and development and their cultural colonization.” [emphasis mine]
 

There is nothing wrong with those grand-scale, bird’s-eye-perspectives, because “the global” is an empirical reality contemporary anthropology has to count in and deal with. But anthropologists are neither forced to begin with such a scale, nor to reach it as an ultimate goal—although the latter oftentimes is desired. I will put it in other words and thereby will try to answer your question if I view the Bombenkrater as “a case study or a general statement on cyberculture”: First of all the Bombenkrater is just something I observed, then associated it with other ideas and finally lured me into drawing conclusions. But if approached methodologically correct anthropologer-style the Bombenkrater could well become a case study allowing to tentatively phrase general statements on cyberculture. In my current view the Bombenkrater community is one particular manifestation of cyberculture, one of the many cybercultures “out there”, which may well be interrelated and -connected, or correllated with other cybercultures, drawing upon and/or contributing to cyberculture [singular!] at the grand scale. That is exactly what I suspect “to be the case”. With the entry “bombenkrater fusion” I as well maintain a grand perspective of cyberculture and tentatively try to shape it by the aspects cultural appropriation, cybernetics as a tacit but paradigmatical cultural topos, and the issues pondered and influentially diffused by the genre called cyberpunk. I am not at all at odds with Appadurai, Castells, Escobar, and Macek [in alphabetical order], but am trying to fuse their views with my views gained from my fieldwork on- and offline, plus until now quite eclectical observations like the Bombenkrater.
 

You talk about the era of cyberculture and I think you mean this special case. Then again I reflect and I see that we are almost all infected by some sort of multimedial, computer-based reception appropriating all kinds of things in everyday life vice-versa fitting things into the computer-based representation.

Same thing here, the mutual impact and influence between technologies on the one hand and human culture and society on the other hand is an almost global phenomenon, just as you phrased it. But not everybody is affected, or infected, by the same range of particular things. The interesting task is to isolate a definable group whose members are enough affected by the same kind of things, have developed enough shared ideas, and so on, to allow us to speak of a culture they share—homogeneity of course not implied. I suspect that the people at the Bombenkrater constitute such a group, just as I more than suspect that the MP-modding community does. Now my tentative extrapolation is that all those groups have something in common on an abstract level: they are manifestations of cyberculture in the sense of my broader perspective. [Besides, I do not hesitate to confess that talking about “the era of cyberculture” was a bit of bigmouthing.]
 

My first spontaneous questions was: when did cyberpunk get started? Besides a definition including computer-based whatsoever I think you could date back cyberpunk more than a hundred years. Then again it wouldn’t be “cyber” anymore, or would it?

You are of course right, and there are several attempts at a definition and chronological marking down of the genre at hand. But that’s not the point, the point is the question of impact. With what did the impact of cyberpunk on cyberculture at large start? With the artefacts produced by the 1980s’ literary movement called cyberpunk, I guess, because the people who created and shaped all technologies and artefacts “cyber-“, as we know them today, have read and seen that stuff and were influenced by it. Let’s have a look at computergames. “A gamer’s manifesto” complains about too many games being “set against the backdrop of a post-apocalyptic future. I understand that lots of game designers remember the futuristic cyborg movies of their childhood.” (↵Wong & Haimoimoi 2005) Here I again sense the influence of cyberpunk—observed by an emic voice from inside gaming culture.
 

Follow-up questions are: Which cyberpunk artefacts resurface in particular manifestations of cyberculture, how did they get transformed, with what have they fused, what innovations have been thrown into, what are the shared results now residing in the bodies and brains of a given community’s members? To understand all that is the cyberanthropologist’s task.
 

Pai Mei
 

This task of unearthing and understanding the diffusion, transformation, and recontextualization of certain topoi is, I think, a bit easier if you are philologically oriented and deal with artefacts in contrast to lived culture. But to a certain degree the cyberanthropologist has to do that, too. Take for example Tarantino’s “Kill Bill”, a fulminant remix of all kinds of pop-culture topoi and references. To me personally the chapter “Pai Mei’s cruel tutelage” stands out, as here mythical themes are remixed which play a role in gamemodding [see ↵equilibrium], and have to do with ↵appropriation by mastership. A nice heuristical start to track down Tarantino’s Pai Mei are the wikipedia-entries ↑Pai Mei and ↑Bak Mei. [↑2R was inspired by bombenkrater fusion to write a blog-entry on his pet subject, the cultural appropriation of martial arts—see his ↑anthropology and martial arts. Just to please him I took my example from this area.]
 

But how far has the cyberanthropologist to go, how deep have this matters to be fathomed? The answers won’t be found at the library, the field has them. Go back there when you are stuck in the librarians’ labyrinthian mazes. In the field methodological decisions have to be made again and again, e.g. how deep should you participate and immerse yourself into the community’s culture and practices? For example I wouldn’t drive my bike over that particular ledge at the Bombenkrater. My loyal Steppenwolf surely would survive the feat, but I am not so sure about myself.
 

Another question was: what is the higher thesis or theory on your essay? I can follow and understand your argumentation. But can you understand cyberculture equal to culture? Reading again I understand that cyberculture is actually an aspect of culture. Does cyberculture then refer to the whole sub-culture of bikers at the Bombenkrater or do we only talk about a specific group of people here?

The higher thesis is that there are cybercultures informed by cyberculture as I sketched it abstractly. Or, the other way round, the anthropological scrutinization of cybercultures, followed up by comparative analysis allows us by extrapolation to generate an abstract model of cyberculture—which of course will have the shape of my sketch ;-)
 

If “individual and communal identities are constructed and expressed” by the terms of this specific example, is someone at the Bombenkrater excluded by the fact that he is just into biking and by case uses the same spot? Or is he still part of the same cyberculture, because he knows the terms of the group?

Maybe a network-metaphor approach would really help out here. Let us imagine for a moment that we had constituted defining terms, parameters, qualities of the social network in question, had sensibly defined how to weigh different kinds of relationships, and so on, in short: we would already possess a sound methodology, based on grounded theory, of how to approach the Bombenkrater community, and of how to chart it as a social network. Then, when viewing the resulting chart, the dispersion of the interrelationships’ density could help us to “see” who belongs to the core and who is maybe some kind of affiliated member.
 

Vice-versa, as Jens also questioned, does a gamer become a biker or skater in real because of having done so in the virtual world?

Honestly, again, I do not know yet. but I doubt that this kind of cause-effect relations can be validated empirically.
 

If someone only games or absorbs the computer-based media, is he a part of the same cyberculture, because he knows the terms of the specific lifestyle that combines real and virtual?

You know that I abhorr the dichotomy real-virtual, do you (see Knorr ↵2004: 253-269 or even better in this respect ↵Knorr 2006)? But to answer your question, I’d tentatively say yes. If I’d say “no”, I’d imply homogeneity, in this case that all practices are equally shared by those sharing a set of cultural ideas. And I won’t do that.
 

Futurebike by designerbrett
 

Your argumentation, if I understand it right, states that bikers at the Bombenkrater use computer-based images and ideas to transform the way of use of the environment and of technology vice-versa use the environment and their doings-with-it to fit into the computer-based representation. In each case definitely a kind of appropriation, either way. The difference between “real” and “virtual” actually is not that much of a difference but “aspects of the same Lebenswelten”. Because of this type of appropriation we can call the crystallising lifestyle … cyberculture. This way the definitions of …
 

Cyberpunk = “Fast-paced science fiction involving futuristic computer-based societies.” (The Free Dictionary by Farlex) and
 


Cyberculture = “The culture arising from the use of computer networks, as for communication, entertainment (…).” (The Free Dictionary by Farlex)?
 


… would actually be confirmed, except for the “fiction” and the “futuristic”, which are frail to the fact, that the dichotomy of real and virtual is actually compensated or, let’s say, neutralised.

I do not think that they do anything out of the motive to fit something “into the computer-based representation.” Rather computergames, computer-generated or -postproduced imagery and sound [music included], the possibilities of the Internet-infrastructure, and doing tricks on bicycles all fit into their shared set of cultural ideas and practices.
 

I’m afraid, but I do not take the definitions you quoted to be feasible for the discussion. In respect to “cyberpunk” I recommend ↵Collins 2002 and ↵2004, ↵Sterling 1986, Sterling’s ↑Cyberpunk in the nineties, ↑Sfam’s heuristical What is cyberpunk?, and the ↵cyberpunk reading list ;-)
 

In respect to “cyberculture” I recommend ↵Escobar 1994, ↵Gauntlett 2000, ↵Hine 2000: 14-40, ↵Castells 2001b, ↵Wilson & Peterson 2002, Budka & Kremser 2004, and
↵Macek 2005.
 

On a higher level this lifestyle, the manifestations of cyberculture, could then be a conscious othering in the real world to escape from a homogenised global world, but on the other hand a conscious assimilation into the homogenised virtual world to bridge heterogeneous barriers. I don’t know if this makes sense at all, but I am just looking for an appropriation of your argumentation to a higher degree …

D’oh!—that indeed was a hard one. But I guess one could say so ;-) [Meaning that I didn’t get the idea yet]
 
Surreal bike by ray
 

image credits: ↑wireframe of mountainbike by Simon Chalk, Pai Mei from Tarantino’s “Kill Bill vol. 2”, ↑futurebike by designerbrett, and ↑surreal bike by ray
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online pooja

xirdalium Posted on Wednesday, 26th July 2006 by zephyrin_xirdalFriday, 6th July 2012

Meenakshi
 

In his blog-entry ↑“Meenakshi Blesses the Internet” ↑Scott Carney tells us:
 

It was only a matter of time before the goddess Meenakshi descended from her lofty perch and began to distribute her blessings over the World Wide Web. The Meenakshi temple in Madurai is one of the most sacred sites for Hindus yet not everyone is able to make a pilgrimage into central Tamil Nadu to be blessed by the goddess.
 

The answer came when the CEO of Winways, Mr. R Sivarajah teamed up with the temple staff and created a ↑website where members can put in advanced requests for temple priests to say prayers for special occasions, birthdays or anniversaries. For an additional fee prasadam, eatable sugar coated blessings, can be mailed anywhere in the globe.

via entry at boingboing
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ha long

xirdalium Posted on Wednesday, 26th July 2006 by zephyrin_xirdalFriday, 6th July 2012

Ha Long
 

And she did it yet again! After ↵balineros and ↵mecaniqueros my old army course of studies buddy ↑Joanna Michna has left the Americas and did a movie in the north of Vietnam, called ↑“Ha Long Bay’s floating hamlets”:
 

Especially in February Ha Long Bay feels very mystical. Between wafts of mist bizarre rocks tower above the water. According to a legend at this very place an enormous dragon once defended the humans against intruders. During the battle his tail divided the land, the remains then got surrounded by water. That way about 2000 little islands were created—most of them uninhabited or uninhabitable. Nevertheless approximately 1600 people have settled in the area. They are living in floating hamlets and live by and on the sea. The movie accompanies a young couple struggling to build a home and an existence in Ha Long Bay’s swimming villages.
 

In addition to ↑the documentary’s homepage a making of and the ↑transcript are online as well [everything in German]. The movie will be aired on 29 July 2006 at 21:35h. Tune your TV-set to Germany’s high-quality channel arte.
 

Ha Long
 

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rematrix

xirdalium Posted on Thursday, 20th July 2006 by zephyrin_xirdalThursday, 12th July 2012

Supermoves
 

↑“The Supermoves Matrix Music Video” [37:22min | .avi | 294MB] is a remix of the whole The-Matrix trilogy.
 

via entry at cyberpunkreview
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bombenkrater fusion

xirdalium Posted on Sunday, 16th July 2006 by zephyrin_xirdalTuesday, 2nd October 2012

bikers, trickjumpers, and an aspective vision of cyberculture
 

Bombenkrater München
 

At the city of Munich’s southern fringe, bordering to the rich people’s pseudo-gated-community Grünwald, there is a quite remarkable location to be found right at the river Isar’s shore. In between the forest’s majestic trees there is a literal chaos of ramps, ridges, holes, rootwork, and hillocks. There you can see youngsters and not-so youngsters—the latter coming close to belonging into my age-set—speeding and jumping havoc on mountain-, downhill-, and BMX-bikes. The site’s local name is “Bombenkrater” [German for bomb shell impact crater], because the unique structure of the terrain was created during World War II when the U.S. Air Force tried to hit a chemical facility and the nearby bridge across river Isar, but missed badly. During the 1980s, when BMX-bikes became en vogue, the site for the first time was appropriated as a training and tricking ground by artists on two muscle-powered wheels. Somehow the bikers never gave the place away again, but handed it over to the next generations, now mainly riding mountain- and downhill-bikes, but the BMXs are still there as well. Over and above the basis produced by the U.S.-bombs, the terrain is furtherly and continuously reworked and “improved” by means of shovels and hatchets. The occasional flood waters “helping out” as well. Nearly all around the year you can see bikers doing amazing drops, jumps, and tricks down there. “Bombenkrater” has become something like a local household name, both meaning the place and the bunch of local riders to be found there on a regular basis. If you do not have the good fortune to be able to go down there whenever you like and watch the stunts live, head over to the community’s website ↑Bombenkrater München and have a look at the extensive material stored there.
 

BMXgrind
 

A good friend of mine, by far deeper into mountainbiking than I ever was, just recently asked me if I had seen the “long video” of the Bombenkrater. I had seen several clips from the website, but couldn’t remember a 25min-piece. So he shoved me into a basket-chair on his balcony, placed a glass of beer into my hand, his laptop on my knees and forced me to watch ↑“trail porn II” [25:39min | .avi | 173MB]. What this people are able to do on their bicycles is truly striking. The footage was not entirely shot at the Bombenkrater, but also at other locations, at purely artificial sites, during contests, and within the city itself. “Streeting” is the bike-analogon to skating, if you wish, really worthwhile to watch. I did not know for example that it is possible to grind with a bike, too. There are beautiful scenes, shot after sunset, featuring sparks dramatically flying from a BMX’s alloy frame while grinding along a concrete ledge. There is much more in the movie, but I won’t repeat it here [go and watch yourself, please], instead I will relate the the pieces of evidence that made this entry go into the ‘fieldnotes’ category and not into ‘off topic’.
 

Apart from the literal contents of the clip I very much enjoyed the very high and professional production values. Absolutely comparable to those of top-notch trickjumping-movies shot in digital gamespace [see ↵infinite trajectory and ↵event horizon 2]. But there are more similarities on a slightly less abstract level, concerning style, camera angles, editing, use of after effects, music, sound, and the peculiar kind of visual humour in particular. And then suddenly the shock … there are not only ↵meatspace-biking-scenes within “trail porn II”, but also scenes from “Counter Strike” (CS—↵Minh Le & Cliffe 2000). What the hell have scenes from CS, a team-based tactical first-person shooter (FPS), to do inside a videoclip showing off amazing stunts on MTBs and BMXs? To fathom this I went back to bombenkrater.de and scrutinized its contents.
 

Kratercase
 

The website consists of nested subsections, delivering all kinds of information on the place itself, the crew and its activities. For example the ↑local riders section has links to profiles. All links but one lead to subpages, which are not standardised, but highly customized in appearance. Obviously the people profiled do not envision the subpages as mere information dumpsters, but as a means of personal expression online. In the “Misc” category of the bombenkrater-website’s ↑photo section I found pictures showing casemods. Among them there is a computer with a window in the shape of the Bombenkrater-München logo. Meatspace hardcore bike-tricking intermingles with practices stemming from computer- and online-culture. Now you may suspect that this is evidence for the overlapping of distinct spheres, but meanwhile I prefer another perspective.
 

In the academical discussion dealing with researching online communities the issue of in how far the offline contexts of community members have to be surveyed, taken into account, and drawn upon for an ethnography, is highly contested. When I had plunged to a certain depth into the Max-Payne-modding community, I came to the conclusion that for this particular case interaction mediated online suffices for the ethnographer’s needed access. First of all, neglecting singular exceptions, the community members themselves exclusively interact online with each other. Last but not least because of the fact that here we are dealing with a truly transnational community, its members being literally scattered all over the globe. Secondly the mutual trust, the personal and social proximity between the members of the community’s core is of such a high degree that information about their offline contexts is exchanged and discussed not only on a regular, but highly reliable basis.
 

For example, I do positively know that certain members of “my online tribe”—which initially condensated around the shared interest in modifying commercial computergame-software, mind!—are adept skateboarders and/or martial artists, others are deeply enmeshed into the art and practice of graffiti-spraying—the latter being a social and cultural practice, too—especially if driven beyond the boundaries of legality. Another instance of appropriating urban landscape. Perfectly matching how kr33p once described his stance towards trickjumping-servers for “Quake III Arena” (Q3A—↵ID Software 1999):
 

If you could join a jump server you would see. I used to compare it to going to a virtual skate park where you and the other players sit around and talk about different tricks, explaining to each other how to do them, attempting them several times and then when you finally are able to complete the trick on a regular basis you actually feel good and feel like showing everyone else how to do it.

This quote contains a whole array of valuable cues concerning gamer culture:
The skate-park metaphor, the feeling of “hanging out together” there, the values of sharing and reciprocity, and the practice of collectively and informally exchanging and passing on the embodied knowledge of doing trick-moves, which hardly can be verbalized [see ↵snaking and strafejumping]. By talking about embodied knowledge and performance it becomes quite obvious that one aspect which joins the likes of hardcore computergamers, Q3A-trickjumpers, skateboarders, inline-skaters, mountain- and downhillbikers is of course the flow-experience. But the flow-model can not account to the whole intricate phenomenon observed, it only sheds light upon an aspect. For example it neglects the cultural practice of appropriating and reworking environments—be them of the “natural”, urban, or digital kind. For my argument here I would like to focus on this very aspect of appropriation, because it has to be emphasised that Q3A-gamespace was not meant for trickjumping. Neither were the city’s stairs, walls, handrails, and concrete benches for skating, nor the place called Bombenkrater for doing tricks on mountain bikes. All three spaces have been culturally appropriated in unpredictable ways.
 

Another point is that in all the mentioned milieus technology plays a decisive role. In particular that appropriable, modifiable, and reworkable kind of “lo-hi-tech”. I will explain what I mean by this composed term. What makes a given technology to be regarded as hi-tech? Being state-of-the-art or cutting-edge in its peculiar context, right? The bikes used by the people riding the Bombenkrater are cutting-edge in their own respect. This machines are highly customized and modified and thereby made able to serve in the task of appropriating the Bombenkrater’s landscape ↵by mastership and in an artistic fashion. “Artistic” in the twofold meaning of “artiste” as a skilled and adept performer—or a gymnast of sorts—and performance as art. Now for the “lo-” part. A mountain bike does not constitute a closed, unaccessable system with which only members of the hermetic circles can tinker, possessing esoterical knowledge and tools, having access to gigantic resources, themselves being shrined away behind the walls of industrial complexes or science laboratories. The streetwise are able to deconstruct, modify, and rebuild a mountain bike. This makes the technology of the bikes in question “lo-“. Although “the street” will never be able to construct this bikes from scratch, because for producing the very parts industrial power, infrastructure, and technology are indispensable. Even in the case of selfmade parts the home constructor is dependent on the industry, as machine tools like milling cutters and engine lathes are needed. Both kinds of machines in turn can not be manufactured by garage-bricoleurs. To a certain extent computer hardware falls into the same category of lo-hi-tech, as the succesful practices of overclocking and casemodding show [see ↵the taming of the boomslang and ↵lo tek nexus].
 

While diving into the information on the Bombenkrater there of course were more associations coming to my mind, e.g. with ↑William Gibson‘s ↑bridge trilogy, prominently featuring the guild of bike-messengers, and to transient0’s brillant ↑“A Coder in Courierland”. This associations brought me to a path which ultimately led me to the conclusion that we have to broaden a definition of cyberculture, not restricting it to things having to do with the impact of computer- and Internet-technology and/or bio- and nano-technology upon culture and society [see ↵Escobar 1994], even going beyond the notion of ↵cybernetics as a tacit but paradigmatical cultural topos, and including everything reflected and/or informed by artefacts [literature, movies, computergames] belonging to the genre of cyberpunk.
 

Cyberpunk not only reflects and ponders upon all the above mentioned issues, but tremendously influenced, and still influences, the way technologies are created, viewed, and used. Cyberpunk ideas and topoi experience an enormous worldwide diffusion via all kinds of media channels. Those narratives and images are not only informing visions of our contemporary world, but also practices of how to live within this world, and how individual and communal identities are constructed and expressed. Furthermore cyberpunk very early on clearly communicated that meatspace and cyberspace are not world’s apart, not distinct universes, not separate realities as the unholy dichotomy real-virtual so often seems to imply. Rather they are aspects of the same Lebenswelten. Case, the main protagonist in Gibson’s “Neuromancer” (↵Gibson 1984) is equally at home on- and offline, he acts and lives in cyberspace as well as in meatspace. Just as the mountain bikers of the Bombenkrater do. Playing online FPS-games, engaging in gamer- and Internet-culture, casemodding, producing digital movies of stunts [no matter if done in game- or physical space], appropriating and reworking technology and environments, are all aspects of the same kind of lifestyles, manifestations of cyberculture. That is the way we have to view cyberculture, just as the anthropology of religion sees ritual and belief not as forming a sphere of their own, but as being aspects of culture. Seen from a sociocultural anthropological vantage point this is not the information age, but the era of cyberculture.
 

But how to theoretically approach this phenomenon? In a nutshell my broader and abstract perspective on what cyberculture is comprises a set of interwoven aspects, namely the cultural appropriation of technologies and environments, and community and identity building and expression on the basis of shared practices revolving around appropriation. Furthermore all of that is multimedially informed and given shape by ideas and topoi reflected and re-/produced in cyberpunk, which that way are simultaneously modified, recreated, and added upon. Less abstract, on the more tangible level of ethnography, the anthropologist’s task is to fathom and get a vision of what lies behind the observed practices and interactions of a given community—the flesh with which the skeleton of the mentioned abstract principles gets clothed in everyday real life. The task is to understand the metaphorical and symbolical web of ideas built and rebuilt by ever-changing, interlocking feedback loops of the associative kind.
 

All this trails of thoughts may well bear similarities to jumping into midair on a bike and then trying to touch down without having the hands on the steering rod. But it can be done. See …
 

No hands
 

the pics and the videoclip “trail porn II”—from where the BMX-grind screencap stems—are by SE, from Bombenkrater München
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Posted in fieldnotes | Tagged appropriation, quake, tricking, urban | Leave a reply

beatrice tobler

xirdalium Posted on Monday, 3rd July 2006 by zephyrin_xirdalFriday, 6th July 2012

↑Beatrice Tobler is curatoress at the ↑Museum für Kommunikation, Bern, Switzerland. Currently she is occupied with a project generating a game-platform for linking ten European museums for communication. At ↑her website there are interesting links to projects, and ↑her publications are all available online.

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teaching cyberpunk

xirdalium Posted on Sunday, 2nd July 2006 by zephyrin_xirdalFriday, 6th July 2012

The second course I will teach during the upcoming winterterm will deal with my ideas of possible connections between cyberpunk and anthropology as jotted down in previous entries: ↵writing culture and cyberpunk, ↵anthropology voight-kampff style, ↵anthropology’s shades. Here’s the abstract:
 

This course is based on a maybe deviant idea, it is an experiment, but by far not the first one in sociocultural anthropology. Since the 1980s experimental writing, even literary ethnographies are asked for again and again. Maybe even since a decade earlier modern anthropology is prompted to deliver social and cultural critique. In principle contemporary anthropology is able to do so, as actual, relevant, and pressing issues have been taken up as topics since quite some time already. For instance technology or urban subcultures nowadays are perfectly legitimate subjects. Especially in very recent times the calls for engaging anthropology, for interfering with societal and political discourses have become louder and louder. Writers always have interfered … likewise in the 1980s a literary movement emerged , finally becoming a very influential genre. Cyberpunk is fiction, but not necessarily science fiction, although it renders dystopian futures or alternate realities filled with extrapolated technology. The influence of technology on human societies and the dealing with technology are central themes of cyberpunk. Up to body-invasive technology, culminating to the question “What is human?”—one of the core conundrums of every kind of anthropology. But cyberpunk writers do not only extrapolate from existing technology. Contemporary politics, economics, religion, and social structure are led to seemingly logical consequences and are rendered in artistically inflated ways. The results are literary worlds appearing to be all to possible. This worlds are created not merely for the purpose of entertainment, but for practicing cultural and social critique, cyberpunk’s ultimate goal. The course aims at a clarification of the relationships between cyberpunk and contemporary anthropology. Vehement willingness to read is required.
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teaching appropriation

xirdalium Posted on Saturday, 1st July 2006 by zephyrin_xirdalFriday, 6th July 2012

As cultural appropriation definitely is my favourite paradigm I will teach a course on it during the upcoming winter term. Here’s the abstract:
 

With sociocultural anthropology opening itself up to modernity and the global, the paradigm of cultural appropriation of worldwide diffusing goods achieved a prominent place. This model for further discussion emerged from observing local rededications of artefacts completely unanticipated by the creators of the artefacts in question. Therefore cultural appropriation is a counterdraft to interpretations of globalisation as either culturally leveling or as abetting cultural fundamentalism. The perspective of the concept of appropriation furthers the understanding of global sociocultural interweavements. Admittedly the focus of most studies done so far is on the cognitive-intellectual process of ascribing new meanings, not so much on the actual reworking of industrial artefacts. Recent anthropological studies have started to close this gap. In opposition to perspectives of adaptation, assigning economically, psychologically, and culturally passive consumer-roles to the protagonists, the perspective of appropriation emphasises action and creativity giving birth to innovation.
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Cover of 'Cyberanthropology' (Knorr 2011)

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