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Cyberdelic
Cyberdelic (from " cyber-" and "psychedelic") was the fusion of cyberculture and the psychedelic subculture that formed a new counterculture in the 1980s and 1990s. Cyberdelic art was created by calculating fractal objects and representing the results as still images, animations, underground, algorithmic music, or other media. Cyberdelic rave dance parties featured psychedelic trance music alongside laser light shows, projected images, and artificial fog, while attendees often used club drugs. Advocates Timothy Leary, an advocate of psychedelic drug use who became a cult figure of the hippies in the 1960s, reemerged in the 1980s as a spokesperson of the cyberdelic counterculture, whose adherents called themselves "cyberpunks", and became one of the most philosophical promoters of personal computers (PC), the Internet, and immersive virtual reality. Leary proclaimed that the "PC is the LSD of the 1990s" and admonished bohemians to " turn on, boot up, jack in". In contra ...
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Cyberpunk
Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction. Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel ''Neuromancer'' helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Other influential cyb ...
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Cyberculture
Internet culture is a culture based on the many way people have used computer networks and their use for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, and social media. Due to the massive adoption and widespread use of the Internet, the impact of Internet culture on society and non-digital cultures has been extensive. The encompassing nature of the Internet culture has led to the study of different elements such as social media, gaming and specific communities, and has also raised questions about identity and privacy on the Internet. The cultural history of the Internet is a story of rapid change. The Internet evolved in parallel with rapid and sustained technological advances in computing and data communication, and widespread access as the cost of infrastructure dropped by several orders of magnitude. As technology advances, Internet culture changes; in particular, the introduction of smartphones h ...
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CAVE Crayoland
A cave or cavern is a natural void in the ground, specifically a space large enough for a human to enter. Caves often form by the weathering of rock and often extend deep underground. The word ''cave'' can refer to smaller openings such as sea caves, rock shelters, and grottos, that extend a relatively short distance into the rock and they are called ''exogene'' caves. Caves which extend further underground than the opening is wide are called ''endogene'' caves. Speleology is the science of exploration and study of all aspects of caves and the cave environment. Visiting or exploring caves for recreation may be called ''caving'', ''potholing'', or ''spelunking''. Formation types The formation and development of caves is known as ''speleogenesis''; it can occur over the course of millions of years. Caves can range widely in size, and are formed by various geological processes. These may involve a combination of chemical processes, erosion by water, tectonic forces, microorgani ...
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Cyberart
Cyberarts or cyberart refers to the class of art produced with the help of computer software and hardware, often with an interactive or multimedia aspect. Overview The term "cyberarts" is vague and relatively new; nevertheless much of the work described by this term is rarely described any other way. For instance, a common type of cyberart which is produced programmatically by applying a set of design rules to a natural or preexisting process. A program could produce a few million such 'works of art' in a minute. The word "CyberArts" is claimed as a registered trademark by Miller Freeman Inc., promoter of a series of muti-media technology conferences known as CyberArts International during the early 1990s. ″Recent works of bioart propose to connect the viewer, transformed into a user, with different biological organisms by pirating their biometric data using digital interfaces. These immersive aesthetic propositions are based on a plural conception of the human body, forged i ...
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Aesthetics
Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed through judgments of taste. Aesthetics covers both natural and artificial sources of experiences and how we form a judgment about those sources. It considers what happens in our minds when we engage with objects or environments such as viewing visual art, listening to music, reading poetry, experiencing a play, watching a fashion show, movie, sports or even exploring various aspects of nature. The philosophy of art specifically studies how artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people like some works of art and not others, as well as how art can affect moods or even our beliefs. Both aesthetics and the philosophy of art try to find answers for what exa ...
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Ethos
Ethos ( or ) is a Greek word meaning "character" that is used to describe the guiding beliefs or ideals that characterize a community, nation, or ideology; and the balance between caution, and passion. The Greeks also used this word to refer to the power of music to influence emotions, behaviors, and even morals. Early Greek stories of Orpheus exhibit this idea in a compelling way. The word's use in rhetoric is closely based on the Greek terminology used by Aristotle in his concept of the three artistic proofs or modes of persuasion. It gives credit to the speaker, or the speaker is taking credit. Etymology and origin ''Ethos'' (, ; ''plurals:'' ''ethe'', ; ''ethea'', ) is a Greek word originally meaning "accustomed place" (as in "the habitats of horses/", ''Iliad'' 6.511, 15.268), "custom, habit", equivalent to Latin ''mores''. ''Ethos'' forms the root of ''ethikos'' (), meaning "morality, showing moral character". As an adjective in the neuter plural form ''ta ethika.'' ...
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Transhumanism
Transhumanism is a philosophical and intellectual movement which advocates the enhancement of the human condition by developing and making widely available sophisticated technologies that can greatly enhance longevity and cognition. Transhumanist thinkers study the potential benefits and dangers of emerging technologies that could overcome fundamental human limitations as well as the ethics of using such technologies. Some transhumanists believe that human beings may eventually be able to transform themselves into beings with abilities so greatly expanded from the current condition as to merit the label of posthuman beings. Another topic of transhumanist research is how to protect humanity against existential risks, such as nuclear war or asteroid collision. Julian Huxley was a biologist who popularised the term transhumanism in an influential 1957 essay. The contemporary meaning of the term "transhumanism" was foreshadowed by one of the first professors of futurology, a ma ...
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Crypto-anarchism
Crypto-anarchism or cyberanarchism is a political ideology focusing on protection of privacy, political freedom, and economic freedom, the adherents of which use cryptographic software for confidentiality and security while sending and receiving information over computer networks. In his 1988 "Crypto Anarchist Manifesto", Timothy C. May introduced the basic principles of crypto-anarchism, encrypted exchanges ensuring total anonymity, total freedom of speech, and total freedom to trade. In 1992, he read the text at the founding meeting of the cypherpunk movement. Terminology "Crypto-" comes from the Ancient Greek ''κρυπτός'' kruptós, meaning "hidden" or "secret". This is a different use of the prefix than that employed in words like ' crypto-fascist' or 'crypto-Jew' where it indicates that the identity itself is concealed from the world; rather, many crypto-anarchists are open about their anarchism and promotion of tools based in cryptology. Motives One motive of cr ...
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Nootropic
Nootropics ( , or ) (colloquial: smart drugs and cognitive enhancers, similar to adaptogens) are a wide range of natural or synthetic dietary supplement, supplements or drugs and other substances that are claimed to improve cognitive function or to promote Relaxation (psychology), relaxation, particularly boosting mood, executive functions, attention, memory, creativity, or motivation in healthy individuals. The use of cognition-enhancing supplements by healthy individuals in the absence of a medical indication spans numerous controversial issues, including the Medical ethics, ethics and fairness of their use, concerns over adverse effects, and the drug diversion, diversion of prescription drugs for non-medical uses. Nonetheless, the international sales of cognitive- or mood-enhancing supplements have continued to grow over time and in 2012 reached 0.69 billion. With sales supported by global health trends, the market is expected to reach US$33.85 billion by the year 2030, at ...
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Hacker Ethic
The hacker ethic is a philosophy and set of moral values within hacker culture. Practitioners believe that sharing information and data with others is an ethical imperative. The hacker ethic is related to the concept of freedom of information, as well as the political theories of anti-authoritarianism, socialism, liberalism, anarchism, and libertarianism. While some tenets of the hacker ethic were described in other texts like '' Computer Lib/Dream Machines'' (1974) by Ted Nelson, the term ''hacker ethic'' is generally attributed to journalist Steven Levy, who appears to have been the first to document both the philosophy and the founders of the philosophy in his 1984 book titled '' Hackers: Heroes of the Computer Revolution.'' History The hacker ethic originated at the Massachusetts Institute of Technology in the 1950s–1960s. The term "hacker" has long been used there to describe college pranks that MIT students would regularly devise, and was used more generally to describ ...
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Technophilia
Technophilia (from Greek τέχνη - ''technē'', "art, skill, craft" and φίλος - ''philos'', "beloved, dear, friend") refers generally to a strong enthusiasm for technology, especially new technologies such as personal computers, the Internet, mobile phones, and home cinema."Technophilia." The American Heritage® Dictionary of the English Language, Fourth Edition. 2003. Houghton Mifflin Company 23 Sep. 2012 http://www.thefreedictionary.com/technophilia The term is used in sociology to examine individuals' interactions with society and is contrasted with technophobia. On a psychodynamic level, technophilia generates the expression of its opposite, technophobia.Richards, Barry. "Technophobia and Technophilia." British Journal of Psychotherapy 10.2 (1993): 188–95. Print. Technophilia and technophobia are the two extremes of the relationship between technology and society. The technophile regards most or all technology positively, adopts new forms of technology enthusiastic ...
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Antitechnology
Neo-Luddism or new Luddism is a philosophy opposing many forms of modern technology. The term Luddite is generally used as a pejorative applied to people showing technophobic leanings. The name is based on the historical legacy of the English Luddites, who were active between 1811 and 1816. Neo-Luddism is a leaderless movement of non-affiliated groups who resist modern technologies and dictate a return of some or all technologies to a more primitive level. Neo-Luddites are characterized by one or more of the following practices: passively abandoning the use of technology, harming those who produce technology harmful to the environment, advocating simple living, or sabotaging technology. The modern neo-Luddite movement has connections with the anti-globalization movement, anarcho-primitivism, radical environmentalism, and deep ecology. Neo-Luddism is based on the concern of the technological impact on individuals, their communities, and/or the environment, Neo-Luddism stipulates t ...
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