Tuesday, April 30, 2024

Cybernetic

Cybernetic (pronounced sahy-ber-net-ik)

(1) Of or relating to cybernetics (the theoretical study of communication and control processes in biological, mechanical, and electronic systems, especially the comparison of these processes in biological and artificial systems).

(2) Of or relating to computers and the Internet (largely archaic (ie "so 1990s").

1948 (in English): From the Ancient Greek κυβερνητικός (kubernētikós) (good at steering, a good pilot (of a vessel)), from κυβερνητική τέχνη (kubernētikḗ tékhnē) (the pilot’s art), from κυβερνισμός (kubernismós) or κυβέρνησις (kubérnēsis) (steering, pilotage, guiding), from κυβερνάω (kubernáō) (to steer, to drive, to guide, to act as a pilot (and the ultimate source of the Modern English "govern").  Cybernetic & cybernetical are adjectives, cybernetics, cyberneticist & cybernetician are nouns and cybernetically is an adverb; the noun cybernetics is sometimes used as a plural but functions usually as a as singular (used with a singular verb)  

Although it's undocumented, etymologists suspect the first known instance of use in English in 1948 may have been based on the 1830s French cybernétique (the art of governing); that was in a paper by by US mathematician and philosopher Norbert Wiener (1894-1964) who was influenced by the cognate term "governor" (the name of an early control device proposed by Scottish physicist James Clerk Maxwell (1831–1879)), familiar in mechanical devices as a means of limiting (ie "governing") a machine's speed (either to a preferred rate or a determined maximum).  That was obviously somewhat different from the source in the original Greek kubernētēs (steersman) from kubernan (to steer, control) but the idea in both was linked by the notion of "control".  The French word cybernétique had been suggested by French physicist and mathematician André-Marie Ampère (1775-1836), (one of the founders of the science of electromagnetism and after whom is named the SI (International System of Units) unit of measurement of electric current, the ampere (amp)) to, describe the then non-existent study of the control of governments; it never caught on.  From cybernetics came the now ubiquitous back-formation cyber which has, and continues, to coin words, sometimes with some intellectual connection to the original, sometimes not: cybercafé, cybercurrency, cybergirlfriend, cybermania, cybertopia, cyberculture, cyberhack, cybermob, cybernate, cybernation, cyberpet, cyberphobia, cyberpunk, cybersecurity, cybersex, cyberspace, cyberfashion, cybergoth, cyberemo, cyberdelic et al.

Feedback

MIT Professor Norbert Wiener was an American mathematician and philosopher and one of the early thinkers developing the theory that the behaviour of all intelligent species was the result of feedback mechanisms that perhaps could be simulated by machines.  Now best remembered for the word cybernetics, his work remains among the foundations of artificial intelligence (AI).

The feedback loop at its most simple.

Cybernetics was an outgrowth of control theory, at the time something of a backwater in applied mathematics relevant to the control of physical processes and systems.  Although control theory had connections with classical studies in mathematics such as the calculus of variations and differential equations, it became a recognised field only in the late 1950s when the newly available power of big machine computers and databases were applied to problems in economics and engineering.  The results indicated the matters being studied manifested as variants of problems in differential equations and in the calculus of variations.  As the computer models improved, it was recognised the theoretical and industrial problems all had the same mathematical structure and control theory emerged.  The technological determinism induced by computing wasn’t new; the embryonic field had greatly been advanced by the machines of the eighteenth and nineteenth centuries.

Cybernetics can be represented as a simple model which is of most use when applied to complex systems.  Essentially, it’s a model in which a monitor compares what is happening with what should be happening, this feedback passed to a controller which accordingly adjusts the system’s behavior.  Wiener defined cybernetics as “the science of control and communications in the animal and machine”, something quite audacious at the time, aligning as it did the working of machines with animal and human physiology, particularly the intricacies of the nervous system and the implication the controller was the human brain and the monitor, vision from the eyes.  While the inherently mechanistic nature of the theory attracted critics, the utility was demonstrated by some success in the work of constructing artificial limbs that could be connected to signals from the brain.  The early theories underpinned much of the early work in artificial intelligence (AI).

Of cyberpunks and cybergoths

A cyberpunk Lindsay Lohan sipping martinis with Johnny Depp and a silver alien by AiJunkie.

The youth subcultures “cyberpunk” and “cybergoth” had common threads in the visual imagery of science fiction (SF) but differ in matters of fashion and political linkages.  Academic studies have suggested elements of cyberpunk can be traced to the dystopian Central & Eastern European fiction of the 1920s which arose in reaction to the industrial and mechanized nature of World War I (1914-1918) but in its recognizably modern form it emerged as a literary genre in the 1980s, characterized by darkness, the effect heightened by the use of stark colors in futuristic, dystopian settings, the cultural theme being the mix of low-life with high-tech.  Although often there was much representation of violence and flashy weaponry, the consistent motifs were advanced technology, artificial intelligence and hacking, the message the evil of corporations and corrupt politicians exploiting technology to control society for their own purposes of profit and power.  Aesthetically, cyberpunk emphasized dark, gritty, urban environments where the dominant visual elements tended to be beyond the human scale, neon colors, strobe lighting and skyscrapers all tending to overwhelm people who often existed in an atmosphere of atonal, repetitive sound.

Cybergoth girls: The lasting legacy of the cybergoth's contribution to the goth aesthetic was designer colors, quite a change to the black & purple uniform.  Debate continues about whether they can be blamed for fluffy leg-warmers.

The cybergoth thing, dating apparently from 1988, thing was less political, focusing mostly on the look although a lifestyle (real and imagined) somewhat removed from mainstream society was implied.  It emerged in the late 1990s as a subculture within the goth scene, and was much influenced by the fashions popularized by cyberpunk and the video content associated with industrial music although unlike cyberpunk, there was never the overt connection with cybernetic themes.  Very much in a symbiotic relationship with Japanese youth culture, the cybergoth aesthetic built on the black & purple base of the classic goths with bright neon colors, industrial materials, and a mix of the futuristic and the industrial is the array of accessories which included props such as LED lights, goggles, gas masks, and synthetic hair extensions.  Unlike the cyberpunks who insisted usually on leather, the cybergoths embraced latex and plastics such as PVC (polyvinyl chloride), not to imitate the natural product but as an item while the hairstyles and makeup could be extravagantly elaborate.  Platform boots and clothing often adorned with spikes, studs and chains were common but tattoos, piercings and other body modifications were not an integral component although many who adopted those things also opted to include cybergoth elements. 

Although there was much visual overlap between the two, cyberpunk should be thought of as a dystopian literary and cinematic genre with an emphasis on high-tech while cybergoth was a goth subculture tied to certain variations in look and consumption of pop culture, notably the idea of the “industrial dance” which was an out-growth of the “gravers” (Gothic Ravers), movement, named as goths became a critical mass in the clubs built on industrial music.  While interest in cyberpunk remains strong, strengthened by the adaptability of generative AI to the creation of work in the area, the historic moment of cyberpunk as a force in pop culture has passed, the fate of many subcultures which have suffered the curse of popularity although history does suggest periodic revivals will happen and elements of the look will anyway endure.

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