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The Culture of Information
ENGL 25 — Winter 2002, Alan Liu
Notes for Class 23

This page contains materials intended to facilitate class discussion (excerpts from readings, outlines of issues, links to resources, etc.). The materials are not necessarily the same as the instructor's teaching notes and are not designed to represent a full exposition or argument. This page is subject to revision as the instructor finalizes preparation. (Last revised 3/6/02 )



Preliminary Class Business

  • Description of Reading Exam 2 on Friday, March 8th

    • Last name only in ID section

    • New section of exam for "mini-essays" on concepts (e.g., "how would you explain 'viral art' to someone?"). Instructions read: "the best answers are ones that cover the major issues of a topic and also give evidence of some detailed knowledge of the readings."

    • How the exam will handle the business books (with the exception of Schumpeter)
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What the "Gothic" Has to Tell Us About Online Identity
(analogy of "skins")

The Amazing Gothic Theme in Writings and Films about Cyberculture:

  • The "Goth" look-and-feel of The Matrix: sunglasses and coats; coffins of the undead; twisty, windy, spooky, or claustrophobic spaces

  • The Villa Straylight in Neuromancer (e.g., Ashpool's room, pp. 182-83)

    Cf., Poe, "Fall of the House of Usher":

    A servant in waiting took my horse, and I entered the Gothic archway of the hall. . . . The room in which I found myself was very large and lofty.  . . . Feeble gleams of encrimsoned light made their way through the trellissed panes, and served to render sufficiently distinct the more prominent objects around. . . . Dark draperies hung upon the walls. The general furniture was profuse, comfortless, antique, and tattered. Many books and musical instruments lay scattered about, but failed to give any vitality to the scene. I felt that I breathed an atmosphere of sorrow. An air of stern, deep, and irredeemable gloom hung over and pervaded all.


  • The "dungeons and dragons" scene of MUDs and computer games (such early MUDs of the late 1970s as "Scepter of Goth" were based on "Dungeons and Dragons" role-playing game). The dungeons-and-dragons scene is supplemented in cyberpunk fiction by the "voodoo" scene (as in Gibson's Mona Lisa Overdrive)

  • Julian Dibbell's "gothic" reporting of "A Rape in Cyberspace":

    • The black "magic" motif (pp. 200, 212-213)

    • The "voodoo" motif (pp. 199, 202)

    • The "undead" motif (p. 211, 213)

    • "Melancholy and the creeps" (p. 213)

    • The involvement of the narrator in the story (from objective to subjective, rational to irrational)

What "Gothic" Means:


Edgar Allan Poe's "The Fall of the House of Usher" (1839) as example of the main themes of "Gothic" literature:

  • The Gothic is an anti-Enlightenment exploration of darkness and irrationality

    "During the whole of a dull, dark, and soundless day in the autumn of the year, when the clouds hung oppressively low in the heavens, I had been passing alone, on horseback, through a singularly dreary tract of country; and at length found myself, as the shades of the evening drew on, within view of the melancholy House of Usher" (also: gloom dungeons, etc.)

    "The room in which I found myself was very large and lofty. The windows were long, narrow, and pointed, and at so vast a distance from the black oaken floor as to be altogether inaccessible from within. Feeble gleams of encrimsoned light made their way through the trellissed panes, and served to render sufficiently distinct the more prominent objects around ; the eye, however, struggled in vain to reach the remoter angles of the chamber, or the recesses of the vaulted and fretted ceiling. Dark draperies hung upon the walls. The general furniture was profuse, comfortless, antique, and tattered. Many books and musical instruments lay scattered about, but failed to give any vitality to the scene. I felt that I breathed an atmosphere of sorrow. An air of stern, deep, and irredeemable gloom hung over and pervaded all."


  • The Gothic is about "doubles" or "doppelgangers"

    —Roderick and Madeleine Usher as doubles:

    "Having deposited our mournful burden upon tressels within this region of horror, we partially turned aside the yet unscrewed lid of the coffin, and looked upon the face of the tenant. A striking similitude between the brother and sister now first arrested my attention ; and Usher, divining, perhaps, my thoughts, murmured out some few words from which I learned that the deceased and himself had been twins, and that sympathies of a scarcely intelligible nature had always existed between them."

    —Roderick as his own uncanny double (or avatar):

    "We sat down ; and for some moments, while he spoke not, I gazed upon him with a feeling half of pity, half of awe. Surely, man had never before so terribly altered, in so brief a period, as had Roderick Usher! It was with difficulty that I could bring myself to admit the identity of the wan being before me with the companion of my early boyhood. Yet the character of his face had been at all times remarkable. A cadaverousness of complexion; an eye large, liquid, and luminous beyond comparison; lips somewhat thin and very pallid, but of a surpassingly beautiful curve ; a nose of a delicate Hebrew model, but with a breadth of nostril unusual in similar formations ; a finely moulded chin, speaking, in its want of prominence, of a want of moral energy; hair of a more than web-like softness and tenuity ; these features, with an inordinate expansion above the regions of the temple, made up altogether a countenance not easily to be forgotten. And now in the mere exaggeration of the prevailing character of these features, and of the expression they were wont to convey, lay so much of change that I doubted to whom I spoke."

    —The imagery of doubling:

    "It was possible, I reflected, that a mere different arrangement of the particulars of the scene, of the details of the picture, would be sufficient to modify, or perhaps to annihilate its capacity for sorrowful impression; and, acting upon this idea, I reined my horse to the precipitous brink of a black and lurid tarn that lay in unruffled lustre by the dwelling, and gazed down — but with a shudder even more thrilling than before — upon the remodelled and inverted images of the gray sedge, and the ghastly tree-stems, and the vacant and eye-like windows."

    —The relationship of the narrator to his story

"A Rape in Cyberspace" as a New "Fall of the House of Usher":

  • LamdaMOO as a scene of irrationality: "surreality and magic" (including irrational architecture)

  • LamdaMOO as a scene of identity doubling:

    —the "voodoo doll" that doubles online identities

    —the doubling of VR and "RL" identities: p. 203
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The Nature of Identity in Cyberspace, According to "A Rape in Cyberspace"

  • In RL, a grid of dualisms positions our identity in ways that enforce social divisions:

    Cf., Donna Haraway, "A Manifesto for Cyborgs":

    " . . . certain dualisms have been persistent in Western traditions; they have all been systemic to the logics and practices of domination of women, people of color, nature, workers, animals—in short, domination of all constituted as others, whose task is to mirror the self. Chief among these troubling dualisms are self/other, mind/body, culture/nature, male/female, civilized/primitive, reality/appearance, whole/part, agent/resource, maker/made, active/passive, right/wrong, truth/illusion, total/partial, God/man. . . . High-tech culture challenges these dualisms in intriguing ways." (pp. 36-37 in Trend)


  • In cyberspace, released from the normal constraints of body, gender, race, age, etc., people are free to create "doubles" of their RL identity.

  • However, only "psychotics" try to maintain a complete break between their RL and VR selves:

    —Mr. Bungle as psychotic: p. 209

    —But compare the attitude of the "wizards" (pp. 205, 209-10)

  • Other people enter a magical, playful, or disturbing space of blurred relationships between identities: VR/RL, male/female, etc.

    —legba's instability of character, p. 203

    —compare the experience of childhood play: 1 | 2
    (David Fernie, "The Nature of Children's Play)

    —compare the experience of imaginative fiction

  • In sum, according to this perspective, computers "make a difference" in identity. They help people play out/imagine different or other selves. They help people internalize the experience of difference.
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References

  • Resources on Gothic literature:
    • The Gothic Literature Page (English Gothic Fiction, 1764 to 1840) (Franz J. Potter)
    • The Literary Gothic Page (literary Gothicism of the 18th and 19th centuries; includes some resources in modern Gothic) (Jack G. Voller, Southern Illinois U. at Edwardsville)

 

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