Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as "cybernauts".

The term cyberspace has become a conventional means to describe anything associated with general computing, the Internet and the diverse Internet culture. The U.S. government recognizes the interdependent network of information technology infrastructures and cyber-physical systems operating across this medium as part of the US national critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as cyberethics. Many view the right to privacy as most important to a functional code of cyberethics.Richard A. Spinello, "Cyberethics: Morality and Law in Cyberspace" Such moral responsibilities go hand in hand when working online with global networks, specifically when opinions are involved with online social experiences.

According to Chip Morningstar and F. Randall Farmer, cyberspace is defined more by the social interactions involved rather than its technical implementation.Morningstar, Chip and F. Randall Farmer. The Lessons of Lucasfilm's Habitat. The New Media Reader. Ed. Wardrip-Fruin and Nick Montfort: The MIT Press, 2003. 664-667. Print In their view, the computational medium in cyberspace is an augmentation of the communication channel between real people; the core characteristic of cyberspace is that it offers an environment that consists of many participants with the ability to affect and influence each other. They derive this concept from the observation that people seek richness, complexity, and depth within a virtual world.

Etymology

The term cyberspace first appeared in the visual arts in the late 1960s, when Danish artist Susanne Ussing (1940–1998) and her partner architect Carsten Hoff (b. 1934) constituted themselves as Atelier Cyberspace. Under this name the two made a series of installations and images entitled "sensory spaces" that were based on the principle of open systems adaptable to various influences, such as human movement and the behaviour of new

Atelier Cyberspace worked at a time when the Internet did not exist and computers were more or less off-limit to artists and creative engagement. In a 2015 interview with Scandinavian art magazine Kunstkritikk, Carsten Hoff recollects that although Atelier Cyberspace did try to implement computers, they had no interest in the virtual space as such:

In the same interview, Hoff continues:

The works of Atelier Cyberspace were originally shown at a number of Copenhagen venues and have later been exhibited at The National Gallery of Denmark in Copenhagen as part of the exhibition "What's Happening?"

The term cyberspace first appeared in fiction in the 1980s in the work of cyberpunk science fiction author William Gibson, first in his 1982 short story "Burning Chrome" and later in his 1984 novel Neuromancer. In the next few years, the word became prominently identified with online computer networks. The portion of Neuromancer cited in this respect is usually the following:

Now widely used, the term has since been criticized by Gibson, who commented on the origin of the term in the 2000 documentary No Maps for These Territories:

Metaphorical Don Slater uses a metaphor to define cyberspace, describing the "sense of a social setting that exists purely within a space of representation and communication ... it exists entirely within a computer space, distributed across increasingly complex and fluid networks." The term cyberspace started to become a de facto synonym for the Internet, and later the World Wide Web, during the 1990s, especially in academic circlesVanderbilt University, "Postmodernism and the Culture of Cyberspace" , Fall 1996 course syllabus and activist communities. Author Bruce Sterling, who popularized this meaning, Principia Cybernetica "Cyberspace" credits John Perry Barlow as the first to use it to refer to "the present-day nexus of computer and telecommunications networks". Barlow describes it thus in his essay to announce the formation of the Electronic Frontier Foundation (note the spatial metaphor) in June 1990:John Perry Barlow, "Crime and Puzzlement," June 8, 1990

As Barlow and the EFF continued public education efforts to promote the idea of "digital rights", the term was increasingly used during the Internet boom of the late 1990s.

Virtual environments Although in the present-day, loose use of the term cyberspace no longer implies or suggests immersion in a virtual reality, current technology allows the integration of a number of capabilities (sensors, signals, connections, transmissions, processors, and controllers) sufficient to generate a virtual interactive experience that is accessible regardless of a geographic location. It is for these reasons cyberspace has been described as the ultimate tax haven.

In 1989, Autodesk, an American multinational corporation that focuses on 2D and 3D design software, developed a virtual design system called Cyberspace.Andrew Pollack, New York Times, "For Artificial Reality, Wear A Computer," April 10, 1989

Recent definitions of Cyberspace

Although several definitions of cyberspace can be found both in scientific literature and in official governmental sources, there is no fully agreed official definition yet. According to F. D. Kramer, there are 28 different definitions of the term cyberspace.

The most recent draft definition is the following:

The Joint Chiefs of Staff of the United States Department of Defense define cyberspace as one of five interdependent domains, the remaining four being land, air, maritime, and space. See United States Cyber Command

Cyberspace as an Internet metaphor

While cyberspace should not be confused with the Internet, the term is often used to refer to objects and identities that exist largely within the communication network itself, so that a website, for example, might be metaphorically said to "exist in cyberspace". According to this interpretation, events taking place on the Internet are not happening in the locations where participants or servers are physically located, but "in cyberspace". The philosopher Michel Foucault used the term heterotopias to describe such spaces which are simultaneously physical and mental.

Firstly, cyberspace describes the flow of digital data through the network of interconnected computers: it is at once not "real"since one could not spatially locate it as a tangible objectand clearly "real" in its effects. There have been several attempts to create a concise model about how cyberspace works since it is not a physical thing that can be looked at. Secondly, cyberspace is the site of computer-mediated communication (CMC), in which online relationships and alternative forms of online identity are enacted, raising important questions about the social psychology of Internet use, the relationship between "online" and "offline" forms of life and interaction, and the relationship between the "real" and the virtual. Cyberspace draws attention to the remediation of culture through new media technologies: it is not just a communication tool, but a social destination, and is culturally significant in its own right. Finally, cyberspace can be seen as providing new opportunities to reshape society and culture through "hidden" identities, or it can be seen as borderless communication and culture.

The "space" in cyberspace has more in common with the abstract, mathematical meanings of the term (see space) than physical space. It does not have the duality of positive and negative volume (while in physical space, for example, a room has the negative volume of usable space delineated by positive volume of walls, Internet users cannot enter the screen and explore the unknown part of the Internet as an extension of the space they are in), but spatial meaning can be attributed to the relationship between different pages (of books as well as web servers), considering the unturned pages to be somewhere "out there." The concept of cyberspace, therefore, refers not to the content being presented to the surfer, but rather to the possibility of surfing among different sites, with feedback loops between the user and the rest of the system creating the potential to always encounter something unknown or unexpected.

Video games differ from text-based communication in that on-screen images are meant to be figures that actually occupy a space and the animation shows the movement of those figures. Images are supposed to form the positive volume that delineates the empty space. A game adopts the cyberspace metaphor by engaging more players in the game, and then figuratively representing them on the screen as avatars. Games do not have to stop at the avatar-player level, but current implementations aiming for more immersive playing space (i.e. Laser tag) take the form of augmented reality rather than cyberspace, fully immersive virtual realities remaining impractical.

Although the more radical consequences of the global communication network predicted by some cyberspace proponents (i.e. the diminishing of state influence envisioned by John Perry BarlowJohn Perry Barlow, "A Declaration of the Independence of Cyberspace" , February 8, 1996) failed to materialize and the word lost some of its novelty appeal, it remains current .FindLaw Legal News site , Tech and IP: Cyberspace section, retrieved November 14, 2006.

Some virtual communities explicitly refer to the concept of cyberspacefor example, Linden Lab calling their customers "Residents" of Second Lifewhile all such communities can be positioned "in cyberspace" for explanatory and comparative purposes (as did Sterling in The Hacker Crackdown, followed by many journalists), integrating the metaphor into a wider cyber-culture.

The metaphor has been useful in helping a new generation of thought leaders to reason through new military strategies around the world, led largely by the US Department of Defense (DoD).Cyber Conflict Studies Association, CCSA The use of cyberspace as a metaphor has had its limits, however, especially in areas where the metaphor becomes confused with physical infrastructure. It has also been critiqued as being unhelpful for falsely employing a spatial metaphor to describe what is inherently a network.

Alternate realities in philosophy and art

Predating computers A forerunner of the modern ideas of cyberspace is the Cartesian notion that people might be deceived by an evil demon that feeds them a false reality. This argument is the direct predecessor of modern ideas of a brain in a vat and many popular conceptions of cyberspace take Descartes's ideas as their starting point.