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.
Visual arts have a tradition, stretching
back to antiquity, of artifacts meant to
fool the eye and be mistaken for reality. This questioning of reality occasionally led some philosophers and especially theologians to distrust art as deceiving people into entering a world which was not real (see
Aniconism). The artistic challenge was resurrected with increasing ambition as art became more and more realistic with the invention of photography, film (see
Arrival of a Train at La Ciotat), and immersive computer simulations.
Influenced by computers Philosophy American
counterculture exponents like
William S. Burroughs (whose literary influence on Gibson and cyberpunk in general is widely acknowledged) and
Timothy Leary were among the first to extol the potential of computers and computer networks for individual empowerment. Some contemporary philosophers and scientists (e.g.
David Deutsch in
The Fabric of Reality) employ virtual reality in various
thought experiments. For example, Philip Zhai in
Get Real: A Philosophical Adventure in Virtual Reality connects cyberspace to the Platonic tradition: Note that this
brain-in-a-vat argument conflates cyberspace with
reality, while the more common descriptions of cyberspace contrast it with the "real world".
Cyber-geography The “Geography of Notopia” (Papadimitriou, 2006) theorizes about the complex interplay of cyber-cultures and the geographical space. This interplay has several philosophical and psychological facets (Papadimitriou, 2009).
A new communication model The
technological convergence of the
mass media is the result of a long adaptation process of their communicative resources to the evolutionary changes of each historical moment. Thus, the new media became an extension of the traditional media in cyberspace, allowing the public access to information in a wide range of digital devices. In other words, it is a cultural virtualization of human reality as a result of the migration from physical to virtual space (mediated by the ICTs), ruled by codes, signs and particular social relationships. Forwards, arise instant ways of communication, interaction and possible quick access to information, in which we are no longer mere senders, but also producers, reproducers, co-workers and providers. New technologies also help to "connect" people from different cultures outside the virtual space, which was unthinkable fifty years ago. In this giant relationships web, we mutually absorb each other's beliefs, customs, values, laws and habits, cultural legacies perpetuated by a physical-virtual dynamics in constant metamorphosis (ibidem). In this sense, Professor Doctor Marcelo Mendonça Teixeira created, in 2013, a new model of communication to the virtual universe, based in Claude Elwood Shannon (1948) article "A Mathematical Theory of Communication".
Art Having originated among writers, the concept of cyberspace remains most popular in literature and film. Although artists working with other media have expressed interest in the concept, such as
Roy Ascott, "cyberspace" in
digital art is mostly used as a synonym for
immersive virtual reality and remains more discussed than enacted.
Computer crime Cyberspace also brings together every service and facility imaginable to expedite money laundering. One can purchase anonymous credit cards, bank accounts, encrypted global mobile telephones, and false passports. From there one can pay professional advisors to set up IBCs (International Business Corporations, or corporations with anonymous ownership) or similar structures in OFCs (Offshore Financial Centers). Such advisors are loath to ask any penetrating questions about the wealth and activities of their clients, since the average fees criminals pay them to launder their money can be as much as 20 percent.
5-level model In 2010, a five-level model was designed in France. According to this model, cyberspace is composed of five layers based on information discoveries: 1) language, 2) writing, 3) printing, 4) Internet, 5) Etc., i.e. the rest, e.g.
noosphere,
artificial life, artificial intelligence, etc., etc. This original model links the world of information to telecommunication technologies. ==See also==