Cybermapping and The Writing of Myth
Cybermapping and The Writing of Myth
Introduction..................................................................................................... 1
A
lthough cyberspace has become, in the last twenty years, a reality in
the daily life of millions of human beings, there have been very few
genuine attempts at mapping the new virtual world. What exist are
ephemeral, day-to-day, even hour-to-hour map renderings of network traffics
which, while very useful for the smooth conduct of everyday online business,
are too transient to be adopted as long-term models.
This book is a response to what I perceive to be the inadequacy of the
existing ways of mapping cyberspace and an attempt to formulate a
long-lasting blueprint through which our understanding, our theorizing, and
our practice of cyberspace can be anchored on solid grounds.
I will consider how modern and especially contemporary critical theory
have paved the way to the emergence of virtuality; what is actually meant by
seemingly interchangeable terms such as virtual reality, the new media, cy-
berspace, the matrix, and simulation; how attempts at mapping cyberspace
have fallen short of the requirement for a stable long-term theoretical
framework; how and when the mapping of cyberspace began and how the new
space begged a new map to accommodate a new body; how cyberspace can be
seen as the last contemporary bastion of myth; how this mythical space sur-
vives through writing and is, in itself, a writing, an écriture; and finally how,
in the cyber-polis, cyber users can map new practices that thwart power cen-
ters.
The debate has been one-sided enough to prevent a quiet and clear-headed
assessment—or, for some, re-assessment—of cyberspace. On the one hand,
Neo-Luddites have repeatedly—and many times convincingly—pointed at the
imminent dangers facing humanity after the “machine” has taken over. In
apocalyptic scenarios of varying credibility, the human race gradually disap-
pears or is driven “underground.” On the other hand, techno-junkies have
hailed—with equally convincing terms—the computer age as the harbinger of
liberation, total equality, enlightenment, and absolute truth. I believe that as
long as the “geomapping” of cyberspace is not seriously investigated, both
2 Cybermapping and the Writing of Myth
camps, the technophobes and the technophiles, will remain at loggerheads for
quite some time before a re-appraisal is effected.
This re-assessment, more than two decades after the creation of cyber-
space, I propose to envision through the prisms of myth, writing, and the polis.
Yet this must remain an obvious contribution to the on-going dialogue fever-
ishly taking place around this essentially new and challenging mode of exis-
tence we have come to designate as cyberspace.1
It will be soon clear that I don’t intend—nor would I be able to even if I
wanted—to approach this topic from a technological angle. My aim is to invite
further research in the area, and as such it is essential that this be followed by
further concrete analyses which will fill the shortcomings associated with an
undertaking of this scale. This book is primarily intended for the critical,
cultural, and literary theorist and, above all, for the inquisitive reader who, no
doubt, is wondering about the nature of the new world we, as humans, have
been hastily ushered into.
N O T E
1 John Perry Barlow, in “The Best of all Possible Worlds,” Communications of the ACM
40.2 (Feb. 1997), 68–74, begins his essay by cautioning that, thirty years after the
creation of cyberspace, the wildest forecasts have been given a sound “thrashing” by
reality and that his “one certain prediction” for the next fifty years is that “practically
anything [he says] of it now will seem silly by then” (69).
C H A P T E R O N E
That is perhaps the greatest problem of all. Life as we know it has ended, and yet no
one is able to grasp what has taken its place.
Paul Auster, In the Country of Last Things1
I
t is difficult to argue against the fact that our twenty-first century has
witnessed the emergence of a different breed of human beings under the
sign and aegis of the information age. It is also true that the survival of the
fittest theory has now to be expanded to mean, almost exclusively, the survival
of the electronically fittest. Pierre Lévy, already in 1990, was saying: “We live
one of those rare moments when, through a new technical configuration, that
is, through a new relationship with the cosmos, a new style of humanity is
being invented.”2 The new technical “configuration,” following in the wake of
changes in critical interpretative techniques, has rendered classical notions of
reading and writing, of space and time, and of reality itself, dangerously
obsolete. Lévy announced that “[h]istorical transcendentalism is at the mercy
of a boat trip. Let social groups scatter a new means of communication, and all
the balance of representations and images is transformed.”3 In 1997, Lévy was
again speaking of a shift from one humanity to another which, though still
undetermined, was not fully accepted as a topic to be discussed, questioned,
and aimed at.4 What the new technologies are heralding is no less than the
“brutal” acceleration of the “process of hominization” brought about by the
new techniques of communication through the creation of virtual worlds. The
process of emergence of the human species, far from being over, is just
passing through its apex.5 What is being glimpsed, to Lévy, is the new ability
to think collectively this adventure, as a “space of Knowledge” has been
added, thanks to the new technologies, to the three classical spaces of Earth,
Territory, and Trade. 6 Talking about the relationship between the new
technologies, collective thinking, and the new space, he said:
4 Cybermapping and the Writing of Myth
The role of the computer and that of the digital techniques of communication is not to
“replace mankind,” neither to come close to a hypothetical “artificial intelligence,”
but to favor the construction of collective intelligences where the social and cognitive
potentials of each and every person are permitted to develop and expand in a mutual
relationship.7
Never before, he added a year later, have the changes in technology, economy,
and customs been so fast and so destabilizing to the human race.8
J. Hillis Miller, talking about the new directions to be taken by the journal
Critical Inquiry, insisted on the importance of change and on the study of “the
effects of the new media on the sensibilities, the ethos, the interior life of our
citizens,” adding that it is “not just a description of the new media or an
analysis of their products, along the lines of film studies for cinema, but a
reflection on what sort of citizens the new media will produce or are produc-
ing.”9 Marshall McLuhan, who was equally impressed by the changes taking
place in the twentieth century, stated, as far back as 1958: “We are moving
very rapidly and at high speed naturally from an area in which business has
for, say a century, been our culture, to a situation in which culture is going to
be our business.”10 On a more extreme note, Mark Dery compared the new
technological/informational changes to a complete lift-off toward altogether
different realms: “Escape velocity is the speed at which a body—a spacecraft,
for instance—overcomes the gravitational pull of another body, such as the
Earth. More and more, computer culture, or cyberculture, seems as if it is on
the verge of attaining escape velocity.”11 Even more dramatically, Michael
Heim—probably the most mystically-minded writer on cyberspace—agreed
with Dery when he prophetically said: “Plugged into electric power and com-
puter chips, the human race in this last decade of the twentieth century is
preparing to lift off from nature into another—electronic—space.”12
Modernism and, more obviously, postmodernism and post-structuralism,
have proved to be the uncanny pioneers of the new technologies which have
culminated in cyberspace. Jacques Derrida mentioned, in his “Structure, Sign
and Play in the Discourse of the Human Sciences,” an “event” which had the
form of a “rupture and a redoubling,”13 an idea taken up by Fredric Jameson in
1984 when he posited postmodernism on the “hypothesis of some radical
break or coupure” to be traced to the end of the 1950s or the beginning of the
1960s.14 But Jameson, almost twenty years later, also believed that whereas
the moderns “were obsessed with the secret of time,” the postmoderns are
obsessed with that of space15 and added, in the context of the new spatial
configuration and the information age we live in, that
[i]nstant information transfers suddenly suppress the space that held the colony apart
from the metropolis in the modern period. Meanwhile, the economic interdependence
After the Break 5
of the world system today means that wherever one may find oneself on the globe, the
position can henceforth always be coordinated with its other spaces. This kind of
epistemological transparency no doubt goes hand in hand with standardization and
has often been characterized as the Americanization of the world (if not its
Disneyfication).16
Yet even Derrida’s coupure is not enough to describe the new technology
and the new spaces—cyberspaces—that have emerged as a result. Bruce
Sterling, in the now famous “Manifesto of January 3, 2000,” said: “The central
issue as the new millennium dawns is technocultural.”19 Similarly, Friedrich
Kittler describes the new age in terms of a change in writing and points to the
early seventies as “the last historical act of writing” to have happened with the
design, by Intel engineers, of the first integrated microprocessor. So big is the
change that Kittler has to admit that we do not know, at this stage, what our
writing does. 20 Lévy questions as well the appropriateness of our present
means of interpretation:
[t]he conditions which used to make of critical and objective truth the norm of
knowledge are quickly undergoing transformation…Theories, with their norm of
truth and with the critical activity which accompanies them, give way to models, with
their norm of efficiency and the apropos judgment which presides over their
evaluation. The model is not put on paper, an inert support, it now appears on a
computer.21
The apparent volatility of the new technologies is what has probably made
attempts at fixating or anchoring our bearings an arduous task to say the least.
Yet it is without doubt the massive, en force influence of postmodernism and
post-structuralism that has paved the way for the decentering of solid, tangibly
identifiable, points in the space(s) of writing.
It is first of all an actual decentering of the subject that mostly identifies
the spaces created by the new technologies. Marjorie Worthington describes
the new virtual realities as having created a new kind of subject, almost iden-
6 Cybermapping and the Writing of Myth
tical to what has been called the “postmodern subject.”22 Jameson was more
radical as to the new space we occupy and, as early as 1984, sounded these
prophetic words:
I am proposing the notion that we are here in the presence of something like a
mutation in built space itself. My implication is that we ourselves, the human subjects
who happen into this new space, have not kept pace with that evolution; there has
been a mutation in the object unaccompanied as yet by any equivalent mutation in the
subject.23
Is cyberspace such a beautiful yet terrible beast, able, by its inherent vacuity,
to make us question our assumptions of physical space as ultimate presence?
The suspicion of nothingness looms large whenever cyberspace is used
oppositionally to real physical space. Blanchot’s famous answer to where
literature was going can be interestingly applied to cyberspace: where is space
After the Break 7
going? Space “is going towards itself, towards its essence which is to
disappear.”28
Such dramatic actualization of what was hitherto safely relegated to the
realm of theoretical speculation has inevitably led to the resurgence of a kind
of cyber-Luddism and technophobia. In 1960, Marshall McLuhan ended his
essay, “Effects of the Improvements of Communication Media,” with the
following insightful words:
Many people are terrified at the speed of information movement in our electronic time
which brainwashes whole populations on the one hand, and eliminates long
established roles based on highly specialized knowledge. The interpenetration of
Gutenberg and the electronic galaxies is naturally very destructive at many levels.29
McLuhan, way before the explosion of the information age, had judiciously
brought together writing—Gutenberg—and galaxy-mapping. I will show here
how pertinent this vision is today.
In 1999, Jodi Dean gave voice to the fear of decentering when she said that
we had become repeatedly and fearfully reminded that new technologies are
threatening to destroy reality. Not only a symptom of Luddite technophobia,30
these fears come, according to Dean, from people as diverse as Slavoj Žižek,
Mark Slouka, and R. U. Sirius (Ken Goffman), who share the fear that the new
technologies, from cable television to software programs, disrupt the distinc-
tion between the natural and the virtual.31 AI expert Ray Kurzweil shocked the
world in July 2000 at the ACM (Association for Computing Machinery)
Siggraph conference in New Orleans when he excitedly announced that al-
though “[t]he natural world has had some interesting qualities to it…we can
create a more interesting world which will become more and more compelling
and realistic as we go through the 21st century.” The punch line was probably
his decade-by-decade predictions as to the state of things beginning with
2000: ending in 2050, he calmly assured his listeners that by that time, “[t]he
bulk of thinking…will be non-biological.”32 Yet, as Tyler Stevens pointed out
in 1996, the changes should not come as a total surprise:
[W]e are already used to dealing with digital, intelligent life in the form of digital
representations of other humans. A good number of us set our biological clocks by
when we are able to login and when we can read our e-mail. We are used to
narrativizing our lives, ourselves, for our on-line friends, many of whom we’ve never
met; it’s a small step to asking how we know that our correspondents are cognizant,
conscious, aware, “real.” How do we know, by what heuristics do we discover, that
our correspondents are sentient? By what standard of measurement could we gauge,
in this age of the “intelligent” machine, that our interlocutors are, in a word,
“human”?33
It is very probable that the lack of bearings inherent in the space(s) of the new
8 Cybermapping and the Writing of Myth
technologies is the main culprit behind the mounting fears. Reality, at least,
boasts of recognizable and theoretically mappable territory. In virtual reality,
information has suddenly taken the place of actual physicality.
Yet other voices have sought to redress the balance and to show that
picturing any technology in general and the new technologies in particular as
evil can be vastly detrimental to human progress. On the most mundane level,
cyberspace has helped people communicate with each other in what would
otherwise be a world gradually closing in on itself. Janet Moursund uttered
these simple words about her experience in a virtual world called Sanctuary:
I have been asked for advice, and I have been given information. I have listened to
stories of trivial daily events and of major life crises, incidents of loss and grief and of
elation and triumph. I have talked with different “individuals” from the same multiple
personality household, and learned to recognize them by the way they express
themselves. I’ve petted a kitten, rubbed the ears of a baby dragon, received bunches of
flowers, and been hugged and comforted when I spoke of having had a bad day. For
me, as for the others who come there, SANCTUARY is real.34
To Lévy, the advantages of cyberspace exist on more than one level: the
recreation of social networks through exchange of knowledge, the listening to
and the valuation of singularities, the establishment of a more direct and more
participatory—hence more genuine—democracy leading to the enrichment of
individuals, to the invention of new forms of cooperation and, ultimately, to
the heralding of collective intelligence.35 The new technologies also prove to
be a fertile ground for the construction and the resurgence of myth. Lévy
again: “The products of modern technology, far from being used instrumen-
tally and computationally only, are in fact major sources of the imaginary,
entities fully participating in the institution of perceived worlds.”36
Luddite critique conveniently forgets that there has never been a natural
or non-technological society in the first place. François Dagognet suggests
that the debate about whether nature is becoming technologized is based on a
false dichotomy: namely that there is a category called “nature” and a category
called “technology.” Dagognet argues, in a deconstructionist-like method, that
on the contrary, the category “nature” has not existed for thousands of years,
“not since the first humans deliberately planted gardens or discovered
slash-and-burn farming.”37 Lévy is aware of this fact and adds: “Those who
condemn the information age would never think of criticizing the printing
press or even less writing. It is because the printing press and writing (which
are technologies!) constitute them too much.”38
Lévy also laments the situation where the problematization of issues of
politics and power is sacrificed, by some, on the altar of Luddism:
After the Break 9
Technology embodies with them the contemporary form of evil. Unfortunately, the
image of technology as evil power, ineluctable and separate, shows itself not only to
be false, but catastrophic as well…A priori morally condemning a phenomenon
artificially separated from the collective future and from the world of significations
(of “culture”), this conception forbids to think, at the same time, technology and
techno-democracy.39
It is clear that the new technologies are more than just a handy tool and more
than a lethal weapon threatening to take over the world of the humans. As
Dery judiciously says, the “technophile-versus-technophobe debate” is
rendered futile upon close inspection: the computer is a “Janus machine,” both
an “engine of liberation” and “an instrument of repression.”40
Lévy, however, for all his laudable acumen and insight into the relation-
ship between human culture and technology, and for his contribution to the
ongoing debate with his concept of cognitive ecology, stops short of pre-
senting a model allowing twenty-first-century human beings to come to terms
with the new spaces they have been invited—or, some would say, forced—to
tread. It is my contention that only when the bearings of the cyber-traveler
have been, if not fully defined, at least put within a theorizing framework, that
the prevailing confusion can be cleared. As I will show, cyberspace fills the
mythical void by re-creating an already-there virtual reality through the
magical/mythical medium of writing with the city as model.
But first things first. Familiar and not-so-familiar terms such as virtuality,
the new technologies, and cyberspace mentioned above need to be re-defined
in the context of this book. New terms like matrix and simulation will also be
introduced.
It is appropriate to begin with Miller who, far from shying away from the
advances of the new technologies, boldly put virtual reality on a pedestal
which was hitherto occupied by literature:
Radio, television, cinema, popular music, and now the Internet—these are more
decisive in shaping citizen’s ethos and values, as well as in filling their minds and
feelings with imaginary worlds. It is these virtual realities rather than strictly literary
ones that have most performative efficacy these days to generate people’s feelings,
behavior, and value judgments.41
What are, then, these “virtual realities” Miller speaks of? Webster’s En-
cyclopedic Unabridged Dictionary of the English Language defines “virtual”
as the following:
1. being such in power, force, or effect, though not actually or expressly such.
and
10 Cybermapping and the Writing of Myth
Even at this very basic stage, it is important to note that two elements are
immediately discernible: absence and fiat. It is this combination of power and
unlocatability which gives cyberspace and cybermapping qualities we
associate with, on the one hand, classical myths and, on the other hand, with
contemporary critical theory notions of écriture.43
One of the earliest and most lucid attempts at defining virtuality is Richard
Norton’s 1972 essay “What is Virtuality?” in which he stated that the term
“implies an immediate, if tacit, admission that something is not the case in
fact. But something else is the case and this something else is quite practica-
ble. Is there power in a virtual reality? Yes, indeed there is.”44 Another inter-
esting point he made, and this years before the explosion of the new
technologies, was that “[a]ll virtual events are then actual events in terms of
themselves but virtual events in terms of the actual realities for which they are
the alternatives.”45 In other words, cyberspace is an entity which exists in
itself, as reality exists in itself. The problem arises when the rules and laws we
apply—or the rules and laws we see being applied—in one world conflict with
those of another. The term “virtual reality” (VR) was first coined by Jaron
Lanier, one of the “gurus” of cyberspace, and has recently been defined as “a
real or simulated environment in which the perceiver experiences
telepresence.”46 In the same context, Arthur Kroker and Michael A. Weinstein
define virtual reality as “the dream of pure telematic experience” which, be-
gun “in the cybernetic shadowland of head-mounted scanners, wired gloves,
and data suits,” has now become “the electronic horizon of the twenty-first
century.”47
Simplistic attempts, like those of Julio Bermudez and Debra Gon-
deck-Becker, see “classical reality” as the natural world we live in, whereas
“digital space,” which they equate with a “virtual place,” is a world with
functions not necessarily following or referring to classical reality. It is an
“immaterial world” offering alternative experiences to those of classical real-
ity.48 More to the point, architect Peter Eisenman sees the virtual as “a condi-
tion in real space that contains the oscillation between past and present time,
between figure and ground, between smooth and striated space.”49 This in-
ter-penetration or complementarity is also quite lucidly problematized by
Philippe Queau in his “Virtual Multiplicities”:
The word “virtual” comes from the latin [sic] virtus, virtue, which itself comes from
the latin [sic] vir, man. As for the word “real” it comes from the latin [sic] res,
thing…The virtual is neither the opposite of the real (the unreal) nor the opposite of
the actual (the potential). The virtual is like the leavening in dough. It unites and
combines the poles, the forms and the forces, but only in order to transform them…It
After the Break 11
Lévy points out that virtus also means strength and power: in scholastic
philosophy, what exists potentially and not actually is known as virtual;
virtuality and actuality are, in fact, only two different ways of being. 51
Language is, first of all, a virtualization process which keeps what is alive
prisoner of the here and now and opens up the past and the future; we humans
constantly inhabit a virtual space the moment we use language. Second, all of
our technology, from the beginnings of humanity, is the materialization of a
virtual possibility and without that virtualization no technology is possible.
More, rituals, religions, morality, laws and rules are social mechanisms set up
to virtualize relations built on power, pulsions, instincts, and desires. Finally,
to Lévy, art, the summum and pride of humanity, is the ultimate result of
virtualization, since it “sits at the crossroads of the three great virtualizing and
hominizing currents, namely language, techniques, and ethics.” Art
“fascinates because it puts into play the most virtualizing of all activities.”52
The virtual, if properly defined, bears almost no relation to the false, the
illusory, or the imaginary. The virtual, in fact, is not the opposite of the real;
far from it, it is a mode of being “fecund and powerful,” which allows the
blossoming of creation and opens up mines of meaning under the “platitude of
the immediate physical presence.”53 It is this new “mode” which forms Lévy’s
key concept as it is developed more clearly in his subsequent works: the vir-
tual is not a particular mode of being, it is the “process of transformation”
from one mode of being to another, a “heterogenesis,” a “welcoming of
otherness” on the same lines as the process of hominization mentioned above,
and not, as one may think, the alienation so feared by some.54
Virtualization is not derealization; on the contrary, it is an “identity mu-
tation” where the ontological self sees its center of gravity moved from its
traditional anchoring point.55 The process of self-discovery through virtual-
ization allows humans to “step outside,” to be “out there”; they “deterritori-
alize themselves.” 56 Brian Massumi sums up Lévy’s contribution to the
dialogue on the virtual by acknowledging his emphasis on the “participation”
in the virtual of earlier technologies like writing and his distinction between
various terms like the actual, the possible, and the potential as “an integral part
of any thinking of the virtual.”57
Lanier takes the definition one step further and rhapsodizes about the
different meanings of virtual reality: “A delinquent disassociation from the
truth…A protean, all-encompassing triumph of creativity…An ecstasy or
epiphany brought about by technology…A transcendent perspective brought
about by technology.”58 But it is here that problems begin to appear. What
12 Cybermapping and the Writing of Myth
was, with Lévy, a mode of being or a progression, threatened with others the
concept of physical, tangible reality altogether. Mark Poster refers to discus-
sions about a virtual reality which “so destabilizes the real that the real itself is
understood as ‘virtual,’ as provisional, constructed,” and reality can then be
seen as “always already virtual.”59
The new technologies which I have been mentioning until now in a rather
general context can be equated, maybe for the first time in the history of hu-
man culture, almost exclusively with media. Why this is important to my
thesis is the fact that the new technologies, media, information and the space
in which these three blend—and in which the distinction between them re-
mains blurred—form what is also called cyberspace. Geert Lovink is aware of
the link and says, in his “From Speculative Media Theory to Net Criticism,”
that the Net is the “medium to end all media,” the “Metamedium,” yet be-
moans at the same time the lack of current cyberspace theory. To Lovink, the
media theory of the 1980s was a discourse of “The End” presented within the
context of cyberculture by writers such as William Gibson, Steward Brand,
Timothy Leary, Howard Rheingold, and theorists such as Norbert Bolz and
Friedrich Kittler who took up the pioneering works of Marshall McLuhan.
Yet, “net criticism” and “cyber discourse,” born of the works of those think-
ers, is still, to him, a fledgling discipline.60 David Silver, in his introduction to
cyber studies, traces three stages or generations in the new discipline in the last
fifteen years of the twentieth century: popular cyberculture, when the Internet
was seen as the new frontier; cyberculture studies, when virtual communities
attracted academic scholars; and critical cyberculture studies, which dealt with
issues of identity and digital discourse.61
McLuhan, of course, became famous for his 1964 essay “The Medium is
the Message” in which he explained the title by saying that
it is the medium that shapes and controls the scale and form of human association and
action. The content or uses of such media are as diverse as they are ineffectual in
shaping the form of human association. Indeed, it is only too typical that the “content”
of any medium blinds us to the character of the medium.62
Such was the influence of McLuhan’s theories that even today the fasci-
nating link between the two modes, “real life” and “virtual reality,” is still
discussed in the context of media theory. John Armitage, in his “Resisting the
Neoliberal Discourse of Technology: The Politics of Cyberculture in the Age
of the Virtual Class,” wonders how, if the medium is indeed the message, it is
able to exert such power over human beings who are willing to exchange their
corporeality for virtuality.65 Indeed, one has only to listen to Sterling rhapso-
dizing, in the ISEA (Inter-Society for the Electronic Arts) 1995 conference,
about the new media:
Media is an extension of the senses.
While I agree with Baudrillard that what was the medium is now “intan-
gible” and “diffused,” this does not mean that we should not attempt to map or,
at least, to come up, with a theory upon which such mapping can be under-
taken. But what exactly is cyberspace? After the first Conference on Cyber-
space was held in 1990 at the University of Texas at Austin and the text of the
papers gathered in Cyberspace: First Steps, the marriage of cyberspace to
virtual reality was, as Marie-Laure Ryan puts it, “ratified,”68 and the path made
clear for definitions, enunciations, and theories of cyberspace. Martin Dodge
and Rob Kitchin, in Mapping Cyberspace, define cyberspace as “navigable
space,” from the Greek kyber, and refer to Gibson’s Neuromancer as the
original source. To them, cyberspace is better seen as a collection of con-
tinuously expanding spaces.69
Indeed, for the most commonly and most-widely used definition of cy-
14 Cybermapping and the Writing of Myth
office in Hong Kong, a bar in Kyoto, a café in Kinshasa, a laboratory on the Moon.78
is neither a physical nor even a conceptual space. There are places but nothing
between them, no interspatiality; one navigates a sprawling agglomeration of
webbed-together billboards, of insides without exteriors, of islands of hyperdense
information adrift on etherealized seas.83
Roy Ascott, during the ISEA 2000 conference, preferred to lump the physical
and the informational together in what he calls the new Big Bang, the
combination of “Bits Atoms Neurons and Genes” together as the new media
universe, a universe of “moist” media, the coming together of the silicon
domain of computers and the wet biological world of living systems. Ascott
devises an interesting new name for this convergence, calling it “natrificial”
space, the union of nature and the artificial.84 A year later, Ascott formally
dubs the basis of the new art of the coming century “Moistmedia,” a
“transformative art concerned with the construction of a fluid reality.”85
Clearly some framework has to be put in place in order to hamper—or,
better, to situate in a theoretical framework—the enthusiasm of sometimes
unbridled fantasies. In some extreme cases, writers have put forth scenarios
that are nearer science-fiction than reality: Hans Moravec, first in conjunction
with KurzweilAI.net, gave a picture of the future where beings will totally lose
their geographical boundaries, establishing connections only as informational
entities in cyberspace, finally becoming a bubble of Mind expanding at almost
the speed of light.86
This is not say that theoreticians have not seriously poured over the
problem. Lévy, for instance, has fruitfully compared cyberspace with archi-
tecture and urbanism. Instead of structuring physical space, the programmer
“organizes the space of cognitive functions” such as information, memory,
evaluation, decision, conception, etc.87 Yet he also says that technology is a
dimension, “cut out by the mind, of a heterogeneous and complex collective
future in the city of the world.”88 What Lévy is doing here, and one wonders if
he is successful at it, is desperately trying to get away from the whole problem
of mapping, and attempting to replace it with a space of functions which will
try to mirror the cognitive abilities of the human race, lumping together the
mind, physical dimensions, and urban mapping. Yet one has to be fair: the
conundrum is not to be easily solved: a “space of cognitive functions” is still a
space where human beings go to, or connect to, everyday more and more
frequently. But where do they actually go? What and where is this new “di-
mension” and how can it be mapped in urban-like fashion without it being
possessed of physical existence?
Can the problem be with the subjects themselves? What if, according to
Gilles Deleuze and Félix Guattari, we were not one but many? The two au-
thors begin their famous Mille Plateaux with the following announcement:
After the Break 17
“The two of us wrote Anti-Oedipus together. Since each one of us was several,
there was already quite a crowd…We are no longer ourselves…We have been
aided, aspired, multiplied.”89 Would the dissolution of the individual self be
more conducive to a better understanding of the non-physicality of cyber-
space? In this context, Dyson writes that the cyber experience occurs as flows
of data and the “as if you are there” is becoming a “you are there.” One is “in
cyberspace, not watching it, one is a navigator, a netizen, not a viewer.” The
gap between signifier and signified, Dyson says, between viewer and viewed,
and between real and representation is quickly narrowing.90
But this is hardly new. Postmodernism and post-structuralism had already
done away with classical concepts of the author and Roland Barthes, Jacques
Derrida, and Stanley Fish, just to mention a few, had already shattered the
notion of the innocent and passive reader. The individuated author and the
individuated reader belong to historical fallacies. But the dissolution of the
individual, or the convergence of many individualities into one, poses the
same problems mentioned above, those of a “global brain/mind” which would
pulsate with all the sucked-in individualities willing to donate themselves.
While no one can question the plausibility of such scenarios, critical
and/or cyber theorists try to encompass the many attempts and strive to come
up, if possible, with unifying theories about the nascent cyberspace. It is not
enough—and ultimately counter-productive—to just resort to the old answer
that cyberspace’s confusion is inherent in its essence and that any attempts to
map out cyberspace are doomed to failure. As my thesis unfolds, it will be
clear that such endeavor is not only possible but also highly rewarding in
terms of our positioning in cyberspace.
The “matrix” is yet another term offered in the attempt to pin down the
nature of cyberspace. Derived from the Latin mater, it boasts the following
definitions:
1. that which gives origin or form to a thing, or which serves to enclose it.
3. a mold made by electroforming from a disk recording, from which other disks may
be pressed.
What is indeed interesting in these definitions is the concept that the matrix is
that which comes first, that which gives birth to, the origin of things; an idea
which, if applied to cyberspace, is immediately and irrevocably outrageous to
our whole protological views of the universe. How can cyberspace possibly be
the master mold from which our physical reality was subsequently produced?
18 Cybermapping and the Writing of Myth
Here, of course, we rejoin cyber-fiction movie hits like, among others, “The
Matrix,” “Existenz,” and “The Thirteenth Floor,” where the relationship
between physical reality and virtual reality is turned upside down.92 It is true
that western philosophy, since Plato’s metaphor of the cave, has been
entertaining such notions and has been toying with the attractive idea that our
world is but a reflection of a higher order of things. Yet, even to philosophical
minds, cyberspace as matrix, for all to try and experience, is an awesome and
quite impressive notion to accept. But is the term “matrix” as an alternative to
“cyberspace” easier to picture? In the matrix as Gibson sees it, the physical
and the abstract mix, the objective and the subjective are interchanged: “In the
nonspace of the matrix, the interior of a given data construct possessed
unlimited subjective dimension; a child’s toy calculator…would have
presented limitless gulfs of nothingness hung with a few basic commands.”93
Nothingness and nonspace again present the reader with almost
insurmountable problems. Short of being a mystic, it is highly dubious that a
passage such as the following from Neuromancer’s ending would make much
sense:
‘I’m not Wintermute now.’
‘So what are you.’ He drank from the flask, feeling nothing.
‘Nowhere. Everywhere. I’m the sum total of the works, the whole show.’94
The ultimate nature of the matrix is the undifferentiated dissolution of the self
in the grand scheme of things. In the matrix, no more dualities, no more
oppositions. As Baudrillard says in his “Clone Story”:
The Father and the Mother have disappeared, not in the service of an aleatory liberty
of the subject, but in the service of a matrix called code. No more mother, no more
father: a matrix. And it is the matrix, that of the genetic code, that now infinitely
“gives birth” based on a functional mode purged of all aleatory sexuality.95
matrix as before, the origin of all things, where even the sexes are undiffer-
entiated. The fantasy and utter magic of these two notions can only be ex-
pressed in a discourse which re-invents and re-inscribes myth in the new
dimensions of the new technologies. Baudrillard is aware of this when he
writes:
It is the fantasy of seizing reality live that continues—ever since Narcissus bent over
his spring. Surprising the real in order to immobilize it, suspending the real in the
expiration of its double. You bend over the hologram like God over his creature: only
God has this power of passing through walls, through people, and finding Himself
immaterially in the beyond.97
And it is here that the twin concepts of simulation and simulacra appear in
connection with the tantalizing problem of reality vs. virtuality or “realspace”
vs. cyberspace. Kurzweil, in another futuristic scenario, envisions full
immersion into virtual reality by sending millions of nanobots to nerve fibers
with the job of suppressing signals coming from real senses and placing them
on hold. The nanobots, complete with instructions, will then take over and
present a fully immersing simulation to our senses.98 The illusion would be
perfect, the graphics pristinely “real,” and the switching from one world to
another totally seamless. Instead of entering into a simulated world, we would
be, body and all, the simulation itself. Instead of entering into cyberspace, we
would become part of cyberspace itself as we are now part or reality. Instead
of leaving our bodies behind us, we would take them with us. Our bodies,
instead of remaining physical bodies only, would become cyberbodies; we
would have actually grown cyberbodies. The knowledge of new world(s)
created by simulation would be as filling as that experienced in real life, if not
more. In fact, Lévy believes that “knowledge by simulation” is “undoubtedly
one of the new means of knowledge brought about by informatized cognitive
ecology,” 99 and assures his readers that computerized simulation lets us
explore more complex and more numerous models than those afforded by our
limited memory and mental imagery. Simulation, to him, “does not refer to
some un-realization of knowledge or of our relationship to the world, but
rather to augmented powers of imagination and intuition.”100
All of the above does not fit very well with the dictionary definition of
simulation which gives the Latin simulatio, “a pretense,” as the origin of the
word. Furthermore, “simulation” is:
1. the act or process of pretending; feigning.
It is clear why “simulation” was—and still is, despite the fervent efforts of its
adherents—seen as the representation of a sham reality, incomplete and
supplementary, a margin which is, ultimately, dispensable. Baudrillard
accepts the dictionary definitions given above but gives them a specific twist:
to simulate is “to feign to have what one doesn’t have” and implies an absence.
Yet he warns that things are not that simple and quotes the Littré: “‘Whoever
fakes an illness can simply stay in bed and make everyone believe he is ill.
Whoever simulates an illness produces in himself some of the symptoms’,”
and simulation therefore “threatens the difference between the ‘true’ and the
‘false,’ the ‘real’ and the ‘imaginary’.” 102 Dissimulating is hiding what is,
simulating is showing what is not. The first, as Baudrillard says, “reflects a
theology of truth and secrecy,” the second “inaugurates the era of simulacra
and of simulation, in which there is no longer a God to recognize his own, no
longer a Last Judgment to separate the false from the true, the real from its
artificial resurrection.”103 Simulation is not mere counterfeit, mere sham, mere
faking; it is not a playful one-time happy-go-lucky journey into a cheap
imitation of reality, an ersatz realm on the computer screen or apprehended
through VR goggles. Simulation, in Baudrillard’s term, is a “strategy of the
real, of the neoreal and the hyperreal.”104 What is even more dangerous, in the
Baudrillardian socio-political worldview, is that simulation, by showing a
thing which is not, by consciously showing it as imaginary, is in fact hiding the
truth that it really is and what is referred to as real is not. The famous
Baudrillardian Disneyland analogy makes this clear:
Disneyland exists in order to hide that it is the “real” country, all of “real” America
that is Disneyland…Disneyland is presented as imaginary in order to make us believe
that the rest is real, whereas all of Los Angeles and the America that surrounds it are
no longer real, but belong to the hyperreal order and to the order of simulation.105
If we have indeed entered live into simulation, it is all the more urgent to
map our bearings or, more importantly since we are dealing with shifting
essences, shifting allegiances and self-substituting modes of representation, to
devise a new mapping strategy that goes beyond the vagaries of the moment in
a constantly changing dimension. Far from being awed at the prospect and
daunted by what appears to be insurmountable difficulties, we could, even
with Baudrillard, agree that “[t]his is where seduction begins.”110 Barthes’
injunction that “[i]t is not the ‘person’ of the other which is necessary to me, it
is space: the possibility of a dialectic of desire, of an unpredictability of
jouissance”111 is appropriate in a study which takes cyberspace as a textual
construct. Indeed, it is not necessarily the “person” of cyberspace which I have
in mind, rather it is, paradoxically, its space, i.e., the myriad possibilities of-
fered by a theory of cybermapping among many potential others. Graham
Allen, in his book on intertextuality, writes the following words: “What to
many might seem counterintuitive in Barthes’s treatment of literary books
becomes obvious, inevitable and even ‘natural’ when dealing with hypertext
systems.”112
One clear conclusion to be drawn from the above is that cyberspace as a
new field of study is rife with theoretical possibilities and is fully open to the
gaze of cultural and critical theorists. Ryan’s edited volume on cyberspace
textuality contains these revealing words by Espen Aarseth about the race not
only to conquer cyberspace per se but also the theoretical field of cybertheory
itself:
22 Cybermapping and the Writing of Myth
[T]he race is on to conquer and colonize these new territories for our existing
paradigms and theories, often in the form of “the theoretical perspective of <fill in
your favorite theory/theoretician here> is clearly really a prediction/description of
<fill in your favorite digital medium here>.” This method is being used with
permutational efficiency throughout the fields of digital technology and critical
theory, two unlikely tango partners indeed. But the combinatorial process shows no
signs of exhaustion yet.113
Featherstone and Burrows echo the importance the new technologies have on
contemporary theory and on the representation of the reality we live in: “The
writings which have emerged on cyberspace, cyberbodies and cyberpunk over
the last decade are replete with utopian, dystopian and heterotopian
possibilities. For some, this entails the assumption that we are about to enter a
new era.”114
Three noteworthy attempts are currently being made to map cyberspace,
all of them spearheaded by Dodge, director of the Cyber-Geography Research
initiative. A researcher at the Centre for Advanced Spatial Analysis (CASA) at
University College, London, Dodge and his team produced, until 2001, a web
page called “Mappa.Mundi Magazine” 115 which presented, every month, a
different map of the Internet and of related cyberspace geographies. Among
the maps are “Mostly Cloudy, Clearing Later: Network Weather Maps” which
showed, graphically, network lines superimposed on actual geographical
maps of different countries, with “weather” forecasts using the specialized
jargon of weather reports; “Mapping the Geography of Domain Names,”
which showed areas of concentration of the more than 20 million domain
names116 registered on the Internet also superimposed on real maps, with the
aim of identifying decision-making areas; “The UK Academic Map,” online
since 1994 which gave a visual directory of universities and colleges in the
UK, also based on geographic maps.
Dodge also maintains a page entitled “Cyber-Geography Research” at
http://www.cybergeography.org. He introduces CyberGeography as
the study of the spatial nature of computer communications networks, particularly the
Internet, the World-Wide Web and other electronic “places” that exist beyond our
computer screens, popularly referred to as cyberspace. Cybergeography encompasses
a wide range of geographical phenomena from the study of the physical
infrastructure, traffic flows, the demographics of the new cyberspace communities, to
the perception and visualisation of these new digital spaces.117
As mentioned above, the indefatigable Dodge has also written, with Kitchin,
two books on the subject, Mapping Cyberspace (2000) and Atlas of
Cyberspace (2001).118 The latter contains more than 300 images of dazzling
beauty which, according to the authors, can be printed out and framed for
After the Break 23
aesthetic effect. The overall aim is both technical and artistic, as the table of
contents moves from questioning the ways we can view the images to
mapping infrastructure and traffic, mapping the web, mapping conversation
and community, to finally imagining cyberspace. Kitchin describes, on his
homepage, the aims of the book:
The maps in the Atlas of Cyberspace are important as they are powerful in framing
our conception of the new virtual worlds beyond our computer screens. More and
more of our time and leisure and business activities are spent in virtual space and yet it
is a space that is difficult to comprehend and mentally visualise…Other maps in this
collection are simply beautiful to look at, possessing powerful aesthetic qualities in
their own right.119
To Dodge and Kitchin, their atlas can help users, services providers, and
others interested in network operations, to understand the “various spaces of
online interaction and information” and get a “unique sense of a space that is
difficult to understand from navigation alone.” 120 Dodge and Kitchin use
cartography to classify and represent information that would otherwise be too
large and too complex to comprehend, especially in the case of cyberspace.
More interestingly, the authors are aware that any mapping in general and the
mapping of a brand new space like cyberspace in particular involve decisions
of inclusion and exclusion which will in fact construct a cyberspace tailored to
the cultural, historical, and judgmental values of the cartographers themselves.
They say:
It has long been recognized that mapping is a process of creating, rather than
revealing, knowledge…In other words, a map is imbued with the values and
judgements of the people who construct it. Moreover, they are undeniably a reflection
of the culture and broader historical and political contexts in which their creators live.
As such, maps are not objective, neutral artefacts but are constructed in order to
provide particular impressions to their readers.121
Steve Branigan, expert in computer and network security and vice president of
engineering at Lumeta Corporation has co-authored a paper entitled “What
Can you do with Traceroute?”122 in which the Unix network utility Traceroute
is used for mapping purposes. Lumeta Corp. has devised a visualization
algorithm in order to help them understand their daily databases. While the
generated visualizations take no account of geography, they do however
produce stunning color-coded images highlighting domain names,
autonomous systems, routeable/non-routeable network addresses, leaks in
corporate perimeters, mergers-and-acquisitions activities, small home
networks, and anomalies associated with them. Art galleries have expressed
interest in these generated visualizations, some of which were installed at the
24 Cybermapping and the Writing of Myth
Yet Lévy then affirms, paradoxically, that “to the regular movement of the
page succeeds the perpetual movement of folding and unfolding of a
kaleidoscopic text.”125 How can a kaleidoscopic text be made analogical to a
map of Bordeaux and Toulouse?
Lévy—at least in his early writings,—Dodge, Kitchin, and Branigan,
among others, have undoubtedly pioneered the field of cybermapping yet,
upon looking at the maps produced, one can wonder about three intimately
related problems:
One, most of the maps are time-bound, i.e., they are either historical, de-
picting some network state dating a few years back or, on the contrary, so
“current” that they are only valid the moment they are produced. What is more
serious is that when they are printed they are already outdated. It is true that
the “Mappa Mundi” project gave updated, online maps, but the problem re-
mains the same. The issue of forecasting is also problematic: how can one
accurately predict network movements? Can the tools, terminology, and
methodology of weather forecasting be used in cybermapping with similar
results? The very changeability of networked technologies renders the above
mapping attempts at best a precarious endeavor.
Two, most of the maps presented tend more to be on the quantifiable side
and thus leave little place for theory. A theory, according to Webster’s Dic-
tionary, is “a coherent group of general propositions used as principles of
explanation for a class of phenomena” and “a particular conception or view of
something to be done or of the method of doing it; a system of rules or prin-
ciples.”126 What are the principles which can help us explain the phenomenon
of cyberspace? What is the particular conception or view of cybermapping and
the method of coming up with a mapping theory? More importantly, how do
we, the human species in the twenty-first century, use these maps to get our
bearings in cyberspace? The above maps are as useful to the cyberspace
navigator as a night photograph of car traffic on a busy lane. Dazzling, yes, but
After the Break 25
As we are the first generation of cybernauts, it is our duty to seriously map the
yet-uncharted territories of cyberspace. If this new space does not, as Doherty
says, exist in ways we can yet talk about sensibly, can we not at least read it as
a text is read and extract from it a grammar or, better, a grammatology of
cyberspace? McLuhan wrote that “Alexis de Tocqueville was the first to
master the grammar of print and typography. He was thus able to read off the
message of coming change in France and America as if he were reading aloud
from a text that had been handed to him.”128
Cyberspace is the print and typography revolution of the twenty-first
century. Are we able to master its grammar and from there read the message of
coming change? Dyson accurately says that as the Renaissance maps reduced
the known three-dimensional world to its two-dimensional representation, the
technology of virtual reality is again reducing our two-dimensional ways of
mapping into a “numerical series composed of just two binaries.” This series
26 Cybermapping and the Writing of Myth
of reductions, from the Renaissance to the present age, has allowed, para-
doxically, the handling of the infinite horizons of cyberspace.129 It is in the
same vein that Massumi suggests a new concept of mapping better adapted to
the new virtual spaces, based on a topographical vision of cyberspace. De-
fining topology as “the science of self-varying deformation,” he concedes that
since a topological unity is multiple (because in constant deformation), it is
theoretically impossible to actually diagram and follow every step in a topo-
logical transformation.130 Massumi’s approach, then, is diametrically opposed
to that of Dodge and Kitchin in that it openly acknowledges the dynamic na-
ture of cyberspace and the problematics inherent in every mapping, and tacitly
expects that the issues surrounding the mapping of cyberspace will reshape
our concepts of mapping in general.
Where are we in now in the stage of cyberspace mapping? Even Dodge
and Kitchin acknowledge the fact that we are in the infancy of cybermapping,
saying that at present, it is fair to state that “cartographers of cyberspace are at
the same stage as the cartographers at the start of the Renaissance period,” in
addition to the fact that, unlike the Renaissance cartographers, we are not even
in possession of blueprints.131 Lévy, in a more recent reappraisal, says that the
form and content of cyberspace are “still partially undetermined,” and that the
mobile maps of these fluctuating spaces belong to terra incognita, adding,
with Massumi, that even if cybernauts were able to achieve the immobility
required to get more precise bearings, the virtual landscape itself would con-
tinue to flow, to swirl, and to transform the gazer.132 Lévy’s cartography, then,
short of being a topographical attempt, is content to map a “space of knowl-
edge,” a sort of “anthropological cartography.”133 To achieve this, Lévy has
come up, with his colleague Michel Authier, with the concept of the “Ciné-
carte,” a sort of hypercard which would trace the cybernauts’ progress in the
moving world of signification as they become part of the collective intelli-
gence of cyberspace; the hypercard would be the record of that interaction
between this collective intelligence and its navigation in the informational
universe.134 In 1997, Paul F. Starrs, in “The Sacred, the Regional, and the
Digital,” stressed that “cyberspace is one realm where geographers ought to
bestir themselves to consider how information has become tantamount to
space and is in the process of becoming an actual place.”135
Yet, unbridled theories can be as nefarious as no theories at all. Coun-
tering the hype generated by cyberspace, Cameron Bailey, at the ISEA 1995
conference, was sounding the warning siren: “Faced with the delirious pros-
pect of leaving our bodies behind for the cool swoon of digital communica-
tion, the leading theorists of cyberspace have addressed the philosophical
implications of a new technology by retreating to old ground.”136 Bailey is here
After the Break 27
Chapter four, “Cyberspace as Myth,” shows that myth, far from being
absent from our contemporary lives, has resurrected in cyberspace. Myth also
provides a working framework for a theory of cybermapping;
Chapter five, “Cyberspace as Écriture: the Metaverse,” forms, with
chapter four, the centerpiece and hub around which this whole investigation
rotates. Cyberspace, when approached through writing, proves to be yet an-
other textual space with its unique features. Cyberspace as a new form of
writing is mappable space;
Chapter six, “Cyberspace as City,” uses the city as model and locus of a
writing of myth and of a mythical writing; and
Chapter seven, “Mapping Socio-Cultural Cyberspace,” investigates ways
in which issues of gender, race, class, authority and power, protest, anarchy
and resistance to information oppression can construct maps and islands in
cyberspace.
N O T E S
1 Paul Auster, In the Country of Last Things (New York: Penguin, 1988), 20.
2 Pierre Lévy, Les Technologies de l’intelligence: L’avenir de la pensée à l’ère
informatique (Paris: La Découverte, 1990), 18. All quotations from French sources
appearing below have been freely translated by me.
3 Ibid., 17.
4 Pierre Lévy, L’Intelligence collective: Pour une anthropologie du cyberspace (Paris: La
Découverte, 1997), 11.
5 Ibid., 11–12.
6 Ibid., 21–23.
7 Ibid., 25.
8 Pierre Lévy, Qu’est-ce que le virtuel? (Paris: La Découverte, 1998), 10.
9 J. Hillis Miller, “Moving Critical Inquiry On,” Critical Inquiry 30.2 (Winter 2004),
414–20, 415–16.
10 Marshall McLuhan, “Speed of Cultural Change,” College Composition and
Communication 9.1 (Feb. 1958), 16–20, 20.
11 Mark Dery, Escape Velocity: Cyberculture at the End of the Century (New York: Grove
Press, 1996), 3.
12 Michael Heim, The Metaphysics of Virtual Reality (Oxford: Oxford UP, 1994), xi.
13 Jacques Derrida, Writing and Difference (London: Routledge, 1997), 278.
14 Fredric Jameson, Postmodernism or, The Cultural Logic of Late Capitalism (London:
Verso, 1992), 1.
After the Break 29
55 Ibid., 15–16.
56 Ibid., 18.
57 Brian Massumi, “Line Parable for the Virtual (On the Superiority of the Analog),” in
Beckmann, Virtual Dimension, 305–21, 309.
58 Jaron Lanier, “Virtual Reality: A Techno-Metaphor with a Life of its Own,” Whole
Earth (Fall 1999), 16–18, 17.
59 Mark Poster, “Theorizing Virtual Reality: Baudrillard and Derrida,” in Cyberspace
Textuality: Computer Technology and Literary Theory, Marie-Laure Ryan, ed.
(Bloomington: Indiana UP, 1999), 42–60, 44.
60 Geert Lovink, “From Speculative Media Theory to Net Criticism,” European Media Art
Festival, Osnabrück, Germany (May 7–11, 1997). Online at http://www.emaf.de/1997/
vortrag_e.html [Last accessed Oct. 12, 2006].
61 David Silver, “Looking Backward, Looking Forward: Cyberculture Studies
1990–2000,” in Web Studies: Rewriting Media Studies for the Digital Age, David
Gauntlett, ed. (Oxford UP, 2000), 19–30. Fredric Jameson says in this context: “Besides
the nomadic horde, I believe that another concept in the toolkit of late Deleuze can be
seen as a variation on the ideal schizophrenic, and that is the enormously
influential—and also relatively incomprehensible—theme of virtuality, which has been
saluted as the first original philosophical conceptualization of the computer and
cyberspace” (Jameson, “Temporality,” 711).
62 Marshall McLuhan, Understanding Media: The Extensions of Man (London: Routledge,
1994), 9.
63 Ibid., 9.
64 Ibid., 21.
65 John Armitage, “Resisting the Neoliberal Discourse of Technology: The Politics of
Cyberculture in the Age of the Virtual Class,” Ctheory (Mar. 1, 1999), online at
http://www.ctheory.net/articles.aspx?id=111, as article a068 [Last accessed Oct. 12,
2006].
66 Bruce Sterling, “The Life and Death of Media,” Sixth International Symposium on
Electronic Art (ISEA), Montreal, Canada (Sep. 18–22, 1995).
67 Jean Baudrillard, Simulacra and Simulation (Ann Arbor: The University of Michigan
Press, 2000), 30.
68 Marie-Laure Ryan, “Cyberspace, Virtuality, and the Text,” in Ryan, Cyberspace
Textuality, 78–107, 81.
69 Martin Dodge and Rob Kitchin, Mapping Cyberspace (London: Routledge, 2001), 1.
70 Paul C. Adams, in “Cyberspace and Virtual Places,” Geographical Review 87.2 (Apr.
1997), 155–71, writes: “Gibson’s vision has been prodigious. Today his influence is
found in children’s cartoons, Japanese movies, contemporary novels, and even screen
savers—programs that turn an idle computer screen into graphic art” (165).
71 William Gibson, Neuromancer (London: HarperCollins, 2001), 67.
72 William Gibson, Mona Lisa Overdrive (London: HarperCollins, 1995), 55–56.
73 Ibid., 56.
32 Cybermapping and the Writing of Myth
74 Philip Elmer-DeWitt, “Welcome to Cyberspace: What is it? Where is it? And how do
we get there?” Time (Spring 1995), 4–11, 4.
75 Featherstone and Burrows, Cyberspace, 5–6.
76 Lévy, Intelligence, 30.
77 Qtd in Elmer-DeWitt, “Welcome,” 8.
78 Michael Benedikt, “Cyberspace: First Steps,” in Bell and Kennedy, Cybercultures,
29–44, 29.
79 Ibid., 30.
80 Ryan, Cyberspace Textuality, 86.
81 Ibid., 14.
82 Heim, Metaphysics, 83.
83 Robert Nirre, “Spatial Discursions: Flames of the Digital and Ashes of the Real,”
Ctheory (Feb. 13, 2001), online at http://www.ctheory.net/articles.aspx?id=134, as
article a092 [Last accessed Oct. 12, 2006]. See also Howard Rheingold, Virtual Reality
(New York: Simon and Schuster, 1991).
84 Roy Ascott, “Moistmedia, Technoetics and the Three VRs,” Tenth International
Symposium on Electronic Art (ISEA), Paris, France (Dec. 7–10, 2000), proceedings
online at http://www.isea2000.com/ [Last accessed Oct. 12, 2006].
85 Roy Ascott, “Arts Education @ the Edge of the Net: The Future Will be Moist!” Arts
Education Policy Review 102.3 (Jan.-Feb. 2001), 9–10, 9.
86 Hans Moravec, “The Senses Have no Future,” in Beckmann, Virtual Dimension, 85–95.
87 Lévy, Technologies, 62.
88 Ibid., 219.
89 Gilles Deleuze and Félix Guattari, Capitalisme et Schizophrénie 2: Mille Plateaux
(Paris: Les Éditions de Minuit, 1980), 9.
90 Dyson, “Space,” 31.
91 Webster’s, 884–885.
92 Jason Haslam, in “Coded Discourse: Romancing the (Electronic) Shadow in The
Matrix1,” College Literature 32.3 (Summer 2005), 92–115, writes in this context that
“critics and fans of both the film and the subgenre have portrayed The Matrix as the first
successful filmic translation of the imagery of cyberpunk, which is usually seen as being
founded by, and epitomized in, William Gibson’s 1984 novel Neuromancer” (92).
93 Gibson, Neuromancer, 81.
94 Ibid, 315–16.
95 Baudrillard, Simulacra, 96–97.
96 William Gibson, Count Zero (London: HarperCollins, 1995), 62.
97 Baudrillard, Simulacra, 105.
98 Ray Kurzweil, “Merging Human and Machine,” Computer Graphics World (Aug.
2003), 23–24.
99 Lévy, Technologies, 137.
100 Ibid., 142.
101 Webster’s, 1329.
After the Break 33
127 Michael E. Doherty, Jr., “Marshall McLuhan Meets William Gibson in ‘Cyberspace’,”
CMC Magazine (Sep. 1, 1995), 4.
128 McLuhan, Understanding Media, 13.
129 Dyson, “Space,” 32–33.
130 Massumi, “Line Parable,” 306.
131 Dodge and Kitchin, Mapping, 71.
132 Lévy, Intelligence, 9–13.
133 Ibid., 147.
134 Ibid., 153, 183–85.
135 Paul F. Starrs, “The Sacred, the Regional, and the Digital,” The Geographical Review
87.2 (Apr. 1997), 193–218, 198.
136 Cameron Bailey, “Virtual Skin: Articulating Race in Cyberspace,” Sixth International
Symposium on Electronic Art (ISEA), Montreal, Canada (Sep. 18–22, 1995), later
published in Immersed in Technology, Mary Anne Moser and Douglas MacLeod, eds.
(Cambridge: MIT Press, 1996), 29–50.
137 David Gelernter, “The Second Coming–A manifesto,” Edge 70 (Jun. 15–19, 2000).
Online at http://www.edge.org/documents/archive/edge70.html [Last accessed Oct. 12,
2006].
138 Bell and Kennedy, Cybercultures, 1.
139 Behar, Mapping Cyberspace, 5.
C H A P T E R T W O
Beginnings
We are come not only past the century’s closing, he thought, the millennium’s
turning, but to the end of something else. Era? Paradigm? Everywhere, the signs of
closure. Modernity was ending.
William Gibson, Virtual Light1
C
yberspace has basically been depicted, until now, in three forms: as
text-only, as text and graphics, and as graphics-only. The differences
have been historical, technological, and preferential. Historically, the
processor power necessary to produce smooth real-time graphics was lacking
and text-only was the quickest and most stable way to present other worlds. As
a consequence of text-only output, users had to input their interactions with
the program in text as well.2 As processor power increased, text output was
matched with still graphics which would change as environments changed.
With the introduction of the mouse, “clickable” graphics became the fashion
and gradually took the place of text input. Graphics-only games launched the
whole simulation industry into a new age where real-time graphical exposure
was paramount to a totally immersing experience. Yet, “pockets of resistance”
are still to be found, mainly comprised of purists who vehemently advocate
text-only as the acme of cyberspace and the real realm of the mind.3 I will
show later how text, despite the vagaries or representation, has been and still is
the prime element in cyberspace.
Cyberspace as technology can be traced back to the 1950s in non-digital
form with a company called Avalon Hill which kept players awake for hours,
even days, painstakingly engaging, on detailed table-top maps, in strategic and
tactical warfare recreating battles from Gettysburg to Stalingrad. Players
would go through intricate rules, timetables, and a myriad other variables
regulating movement, terrain, line of sight, weather conditions, wind speed,
etc. In 1973, Gary Gygax and Dave Arneson invented a new game which was
to galvanize table-top players all over the world and create a whole new
36 Cybermapping and the Writing of Myth
–DM: Fine. The moment you cross the gate an iron grating suddenly falls behind you
and blocks your way back.
–Player 3: Zounds! We should have taken a wood log from the forest and we could
have put it below the gate to keep a way out!
–DM: While you’re talking, from the gate to your left has just sprung out a small
battalion of orcs. There are eight of them.4
As seen from the typical encounter above, most of the game is played in the
imagination of the players. One of the early D&D manuals has this to say
about imagination:
The Dungeon Master imagines the setting, the story, the map of the dungeon where
the players will be. He materializes the dungeon in a drawing. The players imagine
themselves to be the characters who will enter the dungeon and play there…Potential
spectators follow in imagination the great adventures also taking place in
imagination!5
As to the dungeon map, carefully hidden by the DM and revealed only as the
players uncover new ground, the manual says the following: “The dungeon is
the play area, drawn as a detailed map, inside of which will take place the
actions and the combats the characters will go through. On this map is marked
the placement of traps, treasures, and monsters.”6 Detailed instructions are
given to the DM for the design of the dungeon and for the display of only bits
Beginnings 37
of the map to the players, never the whole plan; as the players advance in the
dungeon(s), old bits are withdrawn and new ones given.7 More recently, the
Dungeon Master’s Guide, published by the “official” Wizards of the Coast,
gives the following advice to the DM: “When one of the players is drawing a
map as the characters explore a new place, give her a break. Describe the
layout of the place in as much detail as she wants, including dimensions of
rooms,” but also warns: “Of course, when the PCs [player characters] are lost
in a dungeon or walking through fog, the whole point of the situation is that
they don’t know where they are (or where they’re going). In cases such as
these, don’t take pains to help the mapper.”8
Table-top games, as they developed into D&D and RPGs on their way to
becoming computer games, helped place—or replace—in the forefront three
interconnected elements which are still key features of any cybermapping
concept: one, myth suddenly came to be essential, as magic and fantasy realms
proved to be the main attraction to players; two, the storytelling element be-
came the only way to move the story forward: not only did the DM have to
verbally describe the setting and the action, but the players also had to tell each
others and the DM what they wanted to do—with the advent of the computer,
speaking will be replaced by typing or, in other words, by writing; three, the
concept of mapping, probably taken from the fog-of-war uncertainty of actual
war games, evolved into something which will stay, in one form or another,
the main problem to be dealt with in cyberspace: the map, instead of remaining
a stationary entity, became a dynamic positioning device following the players
in the moment, thus forcing them, first, to rely on their memory in order to
remember what paths had already been taken and second, to rely on their
imagination in order to anticipate what might lie ahead. These three elements,
namely, myth, writing, and the dynamic nature of the map are, again, indis-
sociable features of cybermapping.
With the spiriting away of the static, conventional map, the players’ ex-
perience took on a slightly ethereal quality and forced participants to interi-
orize their bearings to the extent that they felt themselves actually inside the
dungeon, actually fighting monsters and looting treasures.9 Such translation
might explain the attraction the game has held over players up until now with
clubs and federations all over the world. But a hard blow was in store for the
pen-and-paper purists: the coming of the computer on the scene would further
change the way mapping was conceived.
In 1972, computer map plotter Will Crowther, husband of Pat Crowther
who had found a secret passage in one of the most famous caves in the Bed-
quilt Cave area in Mammoth Cave, Kentucky, produced the first of what
would be a long and venerable line of “Interactive Fiction” (IF) games, the
38 Cybermapping and the Writing of Myth
You are standing at the end of a road before a small brick building. Around you is a
forest. A small stream flows out of the building and down a gully.
>
The > sign prompts the players to input, through the keyboard, whatever they
want to do and the map, again, is withheld from the player, only to be given on
the spot after such commands as “look” or “examine place.” Yet the computer,
taking the place of the DM, was different in two ways: first, it lacked the
human element and blindly enforced the rules ascribed to it by the
programmer and, second, the team-spirit which reigned in D&D simply
disappeared. The player had become a single, solitary wanderer in the mazes
of caves churned out on-screen by “Advent.” Instead of discussing their
actions, players had to make do with the program’s limited vocabulary, called
the “parser,” and soon learned they could also input abbreviated commands
such as “n” for north, “s” for south, “w” for west, “e” for east, “d” for down,
and “u” for up in order to move around the caves. Players were free to draw
Beginnings 39
their own maps as the game advanced since it invariably involved a lot of
back-tracking. In fact, such was the need for mapping that additional software
was later specifically designed to help in the drawing of rooms, hallways, and
other map features. The “Frobot Magic Adventure Mapper,” the “Interactive
Fiction Mapper,” “Mapper,” and “MapMaker,” to name just some of the most
widely used, added a new dimension to mapping by spiriting away the last
remnant of “physicality” from the game, in this case the pencil and paper.
Mapping was done either by entering information onto the mapping software,
or was performed automatically on screen, the player having only to step into a
room or a hallway in order for the mapping software to update the digital map.
Whichever the method, mapping had entered cyberspace. As Mark J. P. Wolf
pointed out in this context, the player “has a stake in the navigation of space,
as knowledge of the video game’s space is often crucial to a good
performance.” 13 Furthermore, what were noisy, sometimes boisterous
gatherings around a big table laden with paper, pencils, charts, and the
obligatory drinks and sandwiches, plus the continuously rattling sound of
unusually-shaped dice, became a totally silent head-to-head exchange of
written words. It had, in fact, become a contest of writing.
Yet what drew players away from the social gatherings of D&D was a
certain kind of magic which was lacking from the human-to-human encoun-
ters: what was probably the illusion—illusion because behind the “machine”
existed a very human game designer—of trying to “beat the machine,” trying
to overcome not a human mind with all its frailties and idiosyncrasies, but the
cool, inert, unthinking force of matter, binary electrical signals hiding beneath
human-like written words. Mankind’s greatest dream, that of mind controlling
matter was, for the first time in the history of humanity, at the fingertips of
almost any individual. Players became not only adventurers in the game they
were playing, but also humans re-enacting the age-old ritual of mind over
brute force. Back in the 1970s, cyberspace indeed began to fill the mythical
void by re-creating virtual reality through the magical medium of writing.
But cyberspace, with “Advent,” was little more than a makeshift space
with boundaries pre-set by the programmer and with characters the responses
of which were limited to the extent of their parser. When all was said and
done, when puzzles were solved and treasures scavenged, there was little to do
in IF apart from signing off for good and beginning a new game. Surely, this
could not be all of cyberspace. Roy Trubshaw and Richard Bartle, at the
University of Essex, took over where “Advent” had left and devised, in 1979,
“Essex MUD,” short for “Essex Multi-User Dungeon.” The Essex MUD was
only the first of many MUDs (later on the “Dungeon” was transformed, ele-
gantly, into “Dimension” as it had to acquire, for many, more respectability) to
40 Cybermapping and the Writing of Myth
spring later, lasting until the late 1980s. To the usual mapping descriptions of
“Advent” was added a crucial change: players were no longer solitarily
fighting computer-generated orcs and goblins; they connected through phone
lines and/or networks and met, through their characters, together. The realms
were now filled with human beings and it is from that time on that cyberspace
became a social reality. Later, the gaming elements were found to attract less
participants than expected, and little by little users would meet to chat and
discuss other issues as well. MUDs took a new turn in 1990 with the creation,
by Pavel Curtis, of LambdaMOO, the first social MUD accommodating users
who would construct a real world in cyberspace. MUDs that were devoted to
gaming quickly saw the potentials of social gathering in cyberspace and fol-
lowed suit, producing a bevy of MUDs devoted to education, programming,
science, anthropology, literature, and other fields. But the map was still there,
and it was indispensable. What had been a hitherto mythical space inhabited
by unreal denizens and fantastically convoluted mazes filled with deadly traps
was transformed, overnight, into a similar meeting place where, instead, se-
rious academic discussions were being held.
In fact, more than twenty-five years after the creation of “Essex MUD,”
immersive online communities are alive and kicking. The first electronic ur-
ban environment, “Habitat,” was designed in 1986 and could accommodate
20,000 users simultaneously. “Regions,” as they were called, were inhabited
by “toons,” representations of users as blocky images with a torso, legs, arms,
and head. They could also be represented as taking different positions such as
standing and walking. The landscape where these toons—also called “ava-
tars,” but more on this later—existed was made up of simplistic renditions of
houses on green grass under a blue sky. As Michael Ostwald remarked,
“Habitat became more than a poorly rendered computer game, it was an in-
teractive environment, a place with its own currency, newspaper and tradi-
tions.”14
The most famous of these new cyber-environments is undoubtedly “Ac-
tive Worlds,” 15 started in 1995, and now accessed through the Internet at
http://www.activeworlds.com. In their own words, Active Worlds,
the web’s most powerful Virtual Reality experience, lets you visit and chat in
incredible 3D worlds that are built by other users. Think you have what it takes to
build your own world or Virtual Reality game? Active Worlds is the place for you,
where in minutes you can create fascinating 3D worlds that others can visit and chat
in. The Active Worlds Universe is a community of hundreds of thousands of users
that chat and build 3D virtual reality environments in millions of square kilometers of
virtual territory.16
Active Worlds can help them “[c]reate massive amounts of buzz, sell
products, support customers…perform interactive product demos, and
conduct on-line corporate training and other e-learning initiatives.” For
shoppers, a lot is offered:
If you love to shop you will find plenty to do in Active Worlds. @mart, the first “real”
3D virtual mall in cyberspace is designed to resemble a modern shopping mall…With
over 100 stores selling a wide range of products, @mart is a unique e-commerce
experience.
Since Active Worlds is a full cyberspace world, customers can buy either
“traditional” products for their “real life” needs or “virtual” products they can
use in Active Worlds. For the gaming enthusiast, the choices are only limited
by the imagination, ranging from trivia games to bowling, soccer, chess, and
bingo.
The educational side is not forgotten, though, witness the creation of
whole worlds called “Active Worlds Educational Universe” (AWEDU) which
host, in full graphical rendering, simulations of architecture departments from
famous universities to science labs and ThinkQuest projects. Participants
include the Art Center College of Design (California), Bologna University, the
Boston Architectural Center, Canterbury Christ Church University College,
Cornell University, George Washington University, Harvard University,
Indiana University, Loyola University, the National Defense University, the
University of California, the University of Hong Kong, and many others. The
spatial and mapping configuration of Active Worlds is also impressive,
boasting more than “1000 3D virtual reality worlds.”
Interestingly, the most popular worlds are those which display mythical or
fantastic elements: “Mars,” “Metatropolis,” “Atlantis,” “Godzilla,” “The 13th
Floor,” “Pollen World,” “Fantasy World,” “Castles Worlds,” “Knights
World,” “Patagonia,” “AD&DRPG” (Advanced Dungeons and Dragons Role
Playing Game), “Ashmore,” “Avalon,” “Borg,” “Destiny,” “Kakariko,”
“Mutation,” etc.
But is Active Worlds actually a workable cyberspace solution? According
to Active World statistics, there are currently over 1.5 million individual users
worldwide, making more than 1,000,000 hits to their universe per day, with
more than 40,000 users having registered as “citizens.” Sky maps of Alpha-
World, the earliest and most famous world, are on display showing the
population changes from 1996 to 2001 (after 2001, and in Active Worlds’ own
words, AlphaWorld maps became too large to be displayed online) . The total
area of AlphaWorld covers about 400sq kilometers, and would take two hours
for an avatar (the player’s persona in cyberspace) to walk directly from one
end to another.
42 Cybermapping and the Writing of Myth
Interaction between citizens (users who have paid their joining fees) or
between citizens and tourists (users who have not paid fees and who are re-
stricted to certain areas) is simple: once the Active World software is
downloaded and installed, a graphical user interface (GUI) runs in a screen
showing the area in front of the user, like in first-person shooters, and a
communication area, like the one in chat rooms. Users move around with their
avatar names hovering above their head. To communicate, users can click on
other users and type the message in the chat area, or they can simply choose
from a list of names and compose the message. Ralph Schroeder, Avon Huxor
and Andy Smith conducted some insightful research on the geography and
social interaction in Active Worlds. Their focus, though, was on spatial layout,
transportation and mobility, and time. They accurately pinpoint the myth of
the frontier that shaped the American society as one of the prime movers in the
population boom of Active Worlds (at the time of their writing the article, in
2001, there were 500 worlds compared to more than 1000 now). The physical
geography of AlphaWorld is a simple one: it is a flat plain of virtual land
429,038 x 429,038 km in size, 4.4% larger than California. Navigation is
based on a Cartesian system with the center of AlphaWorld at coordinates 0,0,
known as Ground Zero. Things function pretty much like in real life with, of
course, all the liberties afforded by being disembodied in cyberspace. Dis-
tances can be quickly covered by flying. Citizens can build permanent resi-
dences after claiming virtual land according to Active Worlds regulations. A
newspaper, “The New World Times,” is issued; an Alpha World Police De-
partment monitors irregularities such as “avabuse,” or avatar abuse, mainly
done through the medium of writing.17 It is clear that even now, at the begin-
ning of the twenty-first century—and more than twenty years after “Ad-
vent,”—myth and writing make up two of the most important pillars of
successful cyberspace construction.
Interactive Fiction, in the meantime, was not going to lose ground to the
graphical revolution that was slowly sweeping the market as processors grew
in computing power and decreased in price. In 1979, students at MIT founded
Infocom, the company destined to become synonymous with professional
commercial IF. In 1980, “Zork: The Great Underground Empire” became the
most famous IF game of all times, with an opening that soon became the stuff
of legends:
West of House. You are standing in an open field west of a white house, with a
boarded front door.
>
Beginnings 43
The word “novel” comes from the Latin nōvus, meaning “new,”23 and
Gibson’s Neuromancer is, indeed, a “new” “romance,” for, if we look up the
definition of “romance” we find that it is “a narrative depicting heroic or
marvelous achievements, colorful events or scenes, chivalrous devotion, un-
usual or even supernatural experiences, or other matters of a kind to appeal to
the imagination.”24 Neuromancer is almost all of the above. It is, of course, a
narrative which depicts the heroic and marvelous achievements of a hero,
Case, who, amidst many colorful events and more fantastic scenes, chival-
Beginnings 45
rously devotes himself to the rescue of two women, one of them dead and
spirited to the world of the matrix. In an Orpheus-like sacrifice, Case “jacks”
into the matrix and encounters his lost love. The events are, to say the least,
unusual and supernatural, and the end result is definitely appealing to the
imagination. If one adds the term “new” to Gibson’s “romance,” a new literary
genre, the “cyberpunk” novel, has indeed emerged from his novel and con-
tinues, albeit in a different form, to the present day. 25 Jameson, talking about
attempts to think “the impossible totality of the contemporary world system,”
characterizes Gibson’s novel as “a new type of science fiction, called cyber-
punk,” an “exceptional literary realization within a predominantly visual or
aural postmodern production” expressing nothing less than “global paranoia
itself.”26
What theorists of cyberspace owe Gibson is immense. It was probably
Neuromancer which expressed, for the first time, the joy and exhilaration of
being in cyberspace in contrast to real life: “In the bars he’d frequented as a
cowboy hotshot, the elite stance involved a certain relaxed contempt for the
flesh. The body was meat. Case fell into the prison of his own flesh.”27 The
way cyberspace is pictured might have come from descriptions like the fol-
lowing: “Faint kaleidoscopic angles centered in to a silver-black focal
point…If he looked directly at that null point, no outline would form,”28 and
Case’s cyber-fight with the AI defense system is an encounter of epic pro-
portions delivered with a prose that sounds like poetry and a description where
synesthesia blurs the boundaries of the senses: “The roof of his mouth cleaved
painlessly, admitting rootlets that whipped around his tongue, hungry for the
taste of blue, to feed the crystal forests of his eyes, forests that pressed against
the green dome, pressed and were hindered, and spread, growing down.”29 A
kind of epiphany awaits Case as he enters into the heart of cyberspace. In
almost mystical overtones, he surrenders to the crushing emptiness and real-
izes that cyberspace, just like a hologram, contains the sum of everything in
every parcel of it. Omniscience, the prerogative of God, is granted to the ma-
trix “cowboy”:
He knew the number of grains of sand in the construct of the beach (a number coded
in a mathematical system that existed nowhere outside the mind that was
Neuromancer)…He knew the number of brass teeth in the left half of the open zipper
of the salt-crusted leather jacket that Linda Lee wore as she trudged along the sunset
beach, swinging a stick of driftwood in her hand (two hundred and two).30
‘The mythform is usually encountered in one of two modes. One mode assumes that
the cyberspace matrix is inhabited, or perhaps visited, by entities whose
characteristics correspond with the primary mythform of a “hidden people”. The
other involves assumptions of omniscience, omnipotence, and incomprehensibility
on the part of the matrix itself.”
When Case, at the end of the novel, thinks that he has lost Linda forever, he
suddenly discovers, in cyberspace, the truth of the matter:
And one October night, punching himself past the scarlet tiers of the Eastern
Seaboard Fission Authority, he saw three figures, tiny, impossible, who stood at the
very edge of one of the vast steps of data. Small as they were, he could make out the
boy’s grin, his pink gums, the glitter of the long gray eyes that had been Riviera’s.
Linda still wore his jacket; she waved, as he passed. But the third figure, close behind
her, arm across her shoulders, was himself.32
His earlier trip to the matrix and his encounter with Linda had left a trace on
the “vast steps of data.” Linda was not dead, after all, and his visit to her left
not only a mark but his whole self. The old dream of parallel lives, of missed
opportunities being granted anew and, most importantly, the eternal dream of
immortality, are fulfilled. There, in cyberspace, everything is possible and
nothing ever disappears. Memory, forever retained in data banks, is the great
preserver. Compared to this, reality is only a pale shadow of this grand utopian
world called cyberspace.
Neuromancer is, from the excerpts above, what every attempt at de-
scribing cyberspace boils down to: the battle between the flesh and the spirit,
the artistic purity of lines, the mystical synesthesia or the drug-like confusion
of sense, the mystically ethereal weightlessness, the feeling of omniscience,
and the illusion of immortality. Theology, art, poetry, mysticism, power, and
the ontological tragedy of being, all of these vie in Neuromancer to produce a
discourse which will form the backbone of cyberspace.
Published in 1992, Stephenson’s Snow Crash takes Gibson’s Neuro-
mancer one step further and adds a much-needed dose of humor to make cy-
berspace more palatable to the mainstream user. The hero of the novel, “Hiro
Beginnings 47
As events unfold in the novel, Hiro, both as avatar and as real physical person,
has to counteract the evil represented by Raven in and out of the Metaverse,
provoking interesting questions about the nature of what we call reality and
what we recognize now as cyberspace.
But things are never simple in cyberspace. Raven is the chief instrument in
bringing an information virus that affects hackers through the Metaverse:
cyberspace is not only a simulation, it is most importantly a portal through
which information, the essential element in the universe, can circulate. As
such, the battle is fought in and out of the Metaverse, in and out of the written
code, against a writing which wants to write off the data banks of those who
specialize in this writing, namely, hackers. A counter-writing, this virus,
called Snow Crash in the novel, parasites the writing of software and, by the
same token, the writing of the Metaverse itself.
Snow Crash shows, maybe in a more lucid way than Neuromancer, that
cyberspace—the Metaverse—is not necessarily a fake rendition of reality, and
is maybe not the ultimate reality behind our everyday physical dimension. But
the lack of distinction between the two worlds poses interesting questions
about the actual reality of both. In an imaginative tour de force, Stephenson
has a character called Ng wired to the Metaverse while simultaneously living,
and occasionally driving, in real life, a tank-like van. Since Ng’s real body is
wired shut, he can only control his van through the Metaverse, from multiple
monitors set in his cyberspace home, a French colonial villa in prewar Viet-
nam. In this absolute reversal, Ng’s physical body is almost non-existent, a
cumbersome and heavy tool controlled almost exclusively from the Metaverse
through cameras relaying information to cyber-monitors.40 Can the represen-
tation of the body, then, be only a medium through which information circu-
Beginnings 49
N O T E S
15 The company’s name is spelled “Activeworlds,” and the simulated realms “Active
Worlds.”
16 This and following references can be found online at http://www.activeworlds.com
[Last accessed Oct. 12, 2006].
17 Ralph Schroeder, Avon Huxor and Andy Smith, “Activeworlds: Geography and Social
Interaction in Virtual Reality,” Futures 33.7 (Sep. 2001), 569–87.
18 Two good chronologies of the development of the Internet can be found in Dery,
Escape, 4–8, and in Dodge and Kitchin, Mapping, 6–12.
19 See http://www.ifcomp.org [Last accessed Oct. 12, 2006] for the latest competition
news and archives.
20 Lev Manovich, “The Aesthetics of Virtual Worlds: Report from Los Angeles,” in
Digital Delirium, Arthur and Marilouise Kroker, eds. (Montréal: New World
Perspectives, 2001), 288–300, 290–91.
21 Webster’s, 527.
22 Dodge and Kitchin, Atlas, 229.
23 Bernard Auzanneau and Yves Avril, Dictionnaire latin de poche (Paris: Le Livre de
poche, 2000), 405.
24 Webster’s, 1242.
25 See Bruce Sterling’s Mirrorshades: The Cyberpunk Anthology (NY: Arbor House,
1986).
26 Jameson, Postmodernism, 38.
27 Gibson, Neuromancer, 12.
28 Ibid., 216.
29 Ibid., 304.
30 Ibid., 304–305.
31 Gibson, Mona Lisa, 138.
32 Gibson, Neuromancer, 317.
33 Neal Stephenson, Snow Crash (London: Penguin Books, 1993), 17.
34 Ibid., 22.
35 True, Stephenson had the advantage of a technology which, since Gibson’s
Neuromancer, had not only grown exponentially, but had also become practically—and
more intuitively—available to a wider population.
36 Stephenson, Snow Crash, 22.
37 Ibid., 23.
38 Ibid., 23.
39 Ibid., 34. See also John C. Briggs, “Virtual Reality is getting Real: Prepare to Meet your
Clone,” The Futurist 36.3 (May-Jun. 2002), 34–41.
40 Stephenson, Snow Crash, 206–12.
C H A P T E R T H R E E
Disdain the flesh: blood and bones and network, a twisted skein of nerves, veins,
arteries.
Marcus Aurelius, Meditations1
If, today, there can be such an intense fascination with the fate of the body, might this
not be because the body no longer exists?
Arthur and Marilouise Kroker, Body Invaders2
H
umanity’s old dream to go beyond the limitations of the body finds in
cyberspace an interesting testing ground: no longer the prisoner of an
unreliable and vexing body destined to perish, the cyberbody
promises access to immortality. Arthur and Marilouise Kroker ask the
following: “Why then be sad as the body is unplugged from the planet? What
is this if not the more ancient philosophical movement of immanence to
transcendence as the body is on its way to being exteriorized again?” 3
Exteriorized to be reborn in other shapes, in other combinations, in other
configurations. To Dyson, cybernauts are not in the present, for they are
entering a part of the future; they are not humans, for they are cyborgs,
half-beings half-machines; they are not on the earth, for they have entered into
a digital realm; and they are not in their bodies anymore, for they are
approaching what can be seen as pure mind. The new spaces where humans
are treading are “apocalyptic,” “nihilistic,” “impossible,” and presuppose “the
end of organic life.”4 Lévy talks of the new body in cyberspace as being
already “other,” as already exchanging identities with the other bodies around
it:
We are at the same time here and there thanks to the techniques of communication
and telepresence. Medical imaging has made our organic interiority transparent.
Grafts and prostheses are mixing us to others and to artefacts…We are altering our
52 Cybermapping and the Writing of Myth
This new body, which Lévy calls the “hyperbody,” is a multiple body the
frontiers or limits of which have become blurred. Each new technology is
adding like a new kind of skin to the actual visible skin; bodies are becoming
disseminated toward the outside, and each individual body is becoming part
and parcel of an immense hyperbody both hybridized and globalized.
Humanity’s hyberbody “extends its chimerical tissues between the
epidermises, between the spaces, beyond the frontiers and the oceans, from
one shore to the other of the river of life.” 6 On the verge of becoming
etherealized, the virtual body—the “hyberbody,”—becomes, to Lévy, pure
speed, forever surging upward, a “glorious body” akin to that of the free-faller
and the surfer. 7 Far from being a “disincarnation,” the passage from the
physical to the virtual is seen as a “reinvention, a reincarnation, a
multiplication, a vectorization, a heterogenesis of the human,”8 Like Mikhail
Bakhtin’s heteroglossia, the centrifugal effect of the new technologies is
multiplying the body’s voices in kaleidoscopic fashion. As such, the human
body is also, like the computers which heralded the age of the virtual, the site
of hacking practices, the locus of a frenzied obsession with changing,
reworking, and re-programming the human body in order to make it work, as a
program, better, faster, with fewer of the bugs it originally came with (one is
tempted to say shipped with). To Gareth Branwyn, the body is indeed
becoming a hack site, a “nexus where humanity and technology are forging
new and powerful relationships.”9
To others, the presence of the body cannot be cancelled and driven out of
the cyberspace equation: we experience cyberspace, after all, because we have
a very physical brain and physical senses without which we would be dead,
lifeless bodies. Karen A. Franck voices this sobering reality of the physicality
of the body in virtual reality:
My physical body will occupy the virtual and physical worlds simultaneously; actions
I take will have consequences, albeit different ones, in both worlds. As in the physical
world, so in the virtual: perception will be active, depending upon actual or
anticipated physical movements.10
The antipodes of pure mind and pure body, of pure ethereality and of pure
physicality, this still raises the question of bearings: whether cybernauts are
free-floating, desincarnated entities, or bodies firmly anchored to a physical
body and to a physical location, the problem of mapping is unavoidable. At the
ISEA2000 conference, Lucia Leão raised the following questions: “[C]an we
map the cyberspace? What kinds of maps are being created? Do these maps
have any use? Do they rescue their old function, which was to help the navi-
gator?” Leão then proceeds to give an introduction to cartography from
Ptolemy to the labyrinth theme and its variants and then attempts a classifi-
cation of cyberspace maps, citing “infrastructure maps,” “traceroutes maps,”
“websites maps,” “surf maps,” “internet visualization maps,” and “conceptual
or topographical maps,” ending with reflections on artists and maps.12 For all
the useful information presented, however, Leão fails to answer her own
questions, stopping short of really exploring the affinities obviously present
between cyberspace and myth.
But why is talk about cybermapping so difficult, or why does the issue
evade any further exploration and slips, like quicksilver, the moment one tries
to catch it? Is cyberspace, after all, so drastically different a dimension that
language is bound to falter as soon as it tries to picture this other realm? Mi-
chel Serres begins his book Atlas with the following questions: “Without a
plan, how to visit the city? Here we are, lost in the mountains or at sea,
sometimes even on the road, without a guide. Where are we and what to do?
Yes, where to pass by and where to go?”13 Short of a specific plan for the city,
for our city is virtual and multiple, we will strive to devise a practice and a
strategy of mapping cyberspace.
But first, how badly do we need a map? Can we keep on switching from
one reality to another, taking for reference point our everyday real-life bear-
ings? Manovich believes that virtual worlds are accessed through constant,
repetitive shifts between illusion and suspense, or between their own illusory
spaces and real space. From a Brechtian angle, distance is essential as we are
constantly reminded of the artificiality and constructedness of virtual worlds:
we ceaselessly shift between our screens and the world around us. But even
Manovich is aware of the ephemerality of this view, wondering whether cy-
berspace will remain the construction site we know now or whether it will
engulf everything around us.
Indeed, what will happen when there will be no other space to turn our
sight to, when all around will be only cyberspace? Are we now living in the
twilight zone where we can almost seamlessly slide from one reality to an-
other, unaware of the challenges ahead? Are we the last generation to enjoy
54 Cybermapping and the Writing of Myth
the ability to return to real life and to our real physical body? Baudrillard
thinks that simulation, unlike the mechanical prosthetic appendages of the
previous technologies which needed the immediate feedback of the body, is
capable of wrenching us from the physical for good:
[W]hen one reaches a point of no return (deadend) in simulation, that is to say when
the prosthesis goes deeper, is interiorized in, infiltrates the anonymous and
micro-molecular heart of the body, as soon as it is imposed on the body itself as the
“original” model, burning all the previous symbolic circuits, the only possible body
the immutable repetition of the prosthesis, then it is the end of the body, of its history,
and of its vicissitudes. The individual is no longer anything but a cancerous metastasis
of its base formula.14
As the movable real space of cybernauts shrinks, humans lose the use of
locomotion, and Virilio presents the frightening image of what might happen
when, equipped with the modern prostheses, they finally become “invalid,”
bringing to them the world instead of going toward it. Similar to a “squirrel in
its cage,” we helplessly witness the “mobile advance of things” around us.17
How will mapping be of any use when, still according to Virilio, virtual space
will be nothing like space but only a software program? A kind of reversal, a
shrinking of space will take place:
New Maps for a New Body 55
Therefore, four centuries after the invention of Galileo’s telescope and thanks to the
prowess of tele-astronautics, the astronaut will travel from his room, calling to
himself stars controlled less by the effects of gravitational attraction than by those of
the reality generator.18
But Virilio does not lose sight, amidst these rather apocalyptic predictions, of
the question of cybermapping, to him still an almost insurmountable problem,
what he calls “the precise physical localization of the virtual object,” and adds:
“Delocalization” in turn producing an uncertainty as to the place of effective action,
prepositioning becomes impossible, thus putting into question the principle of
anticipation. The WHERE? abandoning its priority over the WHEN? and the HOW?
there remains a doubt, less about the efficacy of the verisimilitude of “virtual reality”
than about the nature of its localization, and thus on the actual possibilities of control
of the virtual environment.19
Virtual reality, because it delocalizes the physical subject, is not the simplistic
navigation in cyberspace; it is in fact the progressive “AMPLIFICATION OF
THE OPTICAL THICKNESS of real world appearances,”20 a thickening of
reality in order to give space to what is called globalization, a duplication of
the reality of the world.
But whether we agree with Virilio or not, the fact remains that cyberspace
is not going to disappear; Neil Spiller, addressing Virilio’s vehement attacks,
remarks that cyberspace “cannot be uninvented,” and that it is now a gradually
ubiquitous feature of our lives. More, Spiller chooses to look at ways in which
this delocalization so feared by Virilio can be put to positive uses. Spiller
believes that the mere existence of cyberspace “makes us address what it
means to be human,” and adds that it “expands our facility to learn, to connect
ideas and to talk and meet people.”21
Lévy, again, takes up the challenge posed by deterritorialization and
builds his theory of collective intelligence precisely on this point: social links
are better built on the relationship to knowledge, and this relationship can best
extend and expand in a “deterritorialized civility,” the merger between the
power of contemporary technology and the most intimate of subjectivities.22
To the deterritorialization of economic, human, and informational currents,
Lévy is proposing to answer with a deterritorialization of humanization itself
and specifically answers Baudrillard’s “kind of universal disappearance” and
Virilio’s “terrifying implosion of space-time”:
This book [Qu’est-ce que le Virtuel?] defends a different hypothesis, not
catastrophist: among the cultural evolutions working at the turn of this third
millennium—and despite their undeniably somber or terrible aspects—is being
expressed a pursuit of hominization.”23
56 Cybermapping and the Writing of Myth
Certeau makes a crucial distinction between space and place, and what catches
our attention is that Virilio’s space is indeed nothing more than a sterile and
passive place where users are potential prisoners. A place is an order where
things are distributed, where things are neatly classified, where no two things
occupy the same place; it is distinct and stable. Being in a place is “just being
there,” inert and lifeless as an object. Space, on the contrary, is dynamic, it is
the locus of vectors of direction, velocities and time variables, where people
and things intersect and dynamically interact. Being in space is practicing a
place, operating in it and through it, and sometimes against it. A street, for
example, is constructed geometrically, as a place, but it becomes a space the
moment pedestrians walk on it; a text is a place waiting to be practiced through
the act of reading. To de Certeau, everyday users construct stories on and
about the places they are living in and transform them into spaces.27
Spaces and places are linked by de Certeau to tours and maps: in a study
conducted in 1975 by C. Linde and W. Labov in New York, users are asked to
describe their apartments.28 Taking this study as an example, de Certeau points
out that two ways of description are used: the tour and the map. The tour is an
active, operational narrative which says that “if you turn left, you will see this
and that.” On the contrary, the map is a static localization of the kind “the
bedroom is to the left of the kitchen.” It is obvious to de Certeau that the tour is
linked to space in terms of operation and is really a speech act, whereas the
map is linked to place and does nothing. A map is only seeing, it is a tableau;
space is acting and movement.29 Cybernauts will quickly recognize their own
presence in cyberspace as belonging to the spatial type: the most common
example of speech acts, of narratives in space, is the universal injunction:
“click on this link, and you will be taken to this or that site” or “type your
name and you will be registered.” Hardly a lot of interactivity, agreed, but the
point is that, contrary to what Virilio wants to portray, cybernauts, like their
real-life counterparts the pedestrians, use tactics whereby their location in a
place, however intangible, however “delocalized” it is, is immediately trans-
formed into a proairetic space linked to a narrative, no matter how short or
how insignificant it appears to be.
Yet even de Certeau is either unwilling to take his own theory further, or is
unaware of the potentiality present in terms of cyberspace mapping. Falling
under the illusion that it is only in real place that ways of resistance (space) can
be applied, he bemoans the fact that the map, since the “birth of the modern
scientific discourse,” has been slowly moving away from its initial tour-like
and space-writing quality, and the end of the atlas as tour is deplored:
The map, a totalizing stage on which elements of diverse origin are brought together
to form the tableau of a “state” of geographical knowledge, pushes away into its
58 Cybermapping and the Writing of Myth
prehistory or into its posterity, as if into the wings, the operations of which it is the
result or the necessary condition. It remains alone on the stage. The tour describers
have disappeared.30
Yet de Certeau is aware that users are, in the final analysis, always able to
transform places into space, static maps into tours. Still, are we the “posterity”
who will produce anew the tour-like quality of cyberspace through our
re-writing of spatial narratives? As de Certeau points out, users rely on history
and memory to construct stories that will re-colonize places and re-spatialize
them: “As operations on places, stories also play the everyday role of a mobile
and magisterial tribunal in cases concerning their delimitation.”31 This means
that story-telling marks out boundaries, actually localizing what is hitherto
simply a place or, to answer Virilio, what the current threat is, that of
“delocalization.” The user is indeed a bricoleur who uses the available means
at hand in order to construct a space that is forged by memories of past actions,
events, and figures. In cyberspace terms, hackers are de facto bricoleurs who
continuously construct a space out of the already-there places defined by rules
and regulations.32
It is to Barthes and Derrida that I will turn for another interesting prob-
lematization of the issue at hand, away from apocalyptic scenarios that detract
from dealing with what is probably an unavoidable shift in the ways we per-
ceive space in and out of reality. Barthes’ statement quoted above, “[i]t is not
the ‘person’ of the other which is necessary to me, it is space: the possibility of
a dialectic of desire, of an unpredictability of jouissance,”33 can be read with
the de Certeau distinction in mind. The concepts of fissure and schizophrenia
are essential elements with Barthes. Every writer is at the middle point be-
tween madness and sanity, between abnormality and normality, between what
is not and what is, between absence and presence. Barthes’ famous statement:
“Any writer will thus say: mad I cannot be, sane I deign not to be, neurotic I
am”34 can be fruitfully applied to the search for new maps for the new body.
The fissure which exists—and which is lamented by so many—between real
life and cyberspace is an essential, almost inherent component of things.
Without it, the seduction of either will be impossible. Talking about the
Marquis de Sade’s écriture, Barthes masterfully writes:
Sade: the pleasure of reading obviously comes from certain ruptures (or from certain
collisions): antipathetical codes (the noble and the trivial, for example) enter in
contact…As the theory of the text says: the language is redistributed. Indeed this
redistribution is always made by cutting. Two edges are traced: one good edge,
conforming, plagiaristic (it is a matter of copying the language in its canonical state,
as it was fixed by the school, by good usage, by literature, by culture), and another
edge, mobile, empty (ready to take any contours), which is never but the locus of its
own effect: there where the death of the language is glimpsed.35
New Maps for a New Body 59
Cyberspace is the product of the last half of the twentieth century; it appears to
many as a subversive agent which threatens to destroy our culture by the sheer
violence of its immersing nature, its lack of compromise with reality and its
awesome threat to the body. Yet it is not this violence to the body and to reality
which keeps it coming and seizing cybernauts, it is the “fading,” the line
in-between, the twilight zone, the place(s) where loss is about to occur but
which never does, the suspense, the uncertainty of the game being played.
It is worthwhile noting that de Certeau and Barthes, the first with his no-
tion of space as a narrative practice, the second with his notion of the pleasure
of the text, ascribe to writing a prominent role. Barthes makes another useful
distinction in his seminal S/Z, that between readerly and writerly texts. The
distinction is crucial in understanding the theory behind cyberspace mapping.
De Certeau’s binaries of place/space, map/tour, seeing/acting, and tab-
leau/movement can make Barthes’ readerly/writerly pair more appropriate in
60 Cybermapping and the Writing of Myth
the context of cyberspace mapping. If real life is a place, a map, an inert tab-
leau, then the user is in passive mode:
This reader is thereby plunged into a kind of idleness—he is intransitive; he is, in
short, serious: instead of functioning himself, instead of gaining access to the magic
of the signifier, to the pleasure of writing, he is left with no more than the poor
freedom either to accept or reject the text: reading is nothing more than a
referendum…We call any readerly text a classic text.38
But the question is: is real life a “classic text”? Are we overly “serious” and
obsessed with the mania of searching for signifieds at all cost? Is our being in
real life nothing more than a “referendum”? One of cyberspace’s undeniable
virtues is to force us to problematize our views of classical reality.
Uncannily, Barthes’ description of writerly texts almost reads like a con-
temporary account of cyberspace:
[T]he writerly text is not a thing, we would have a hard time finding it in a bookstore.
Further, its model being a productive (and no longer a representative) one, it
demolishes any criticism which, once produced, would mix with it: to re-write the
writerly text would consist only in disseminating it, in dispersing it within the field of
infinite difference.39
Indeed, where is cyberspace? Serres’ “Where are we and what to do? Yes,
where to pass by and where to go?” quoted above rings throughout
cyberspace; we have come across cyberspace qua simulation by accident,
fleetingly. It is not a thing which one can put a finger on.
Our maps of cyberspace cannot be unitary or unifying, hence my attempt
to stay clear from such endeavors; our maps, born from language, expressed in
language, a writerly production which defies attempts at place-like localiza-
tions, are always, and forever, plural. Barthes writes the following which can
be read as a description of the present Internet:
To interpret a text is not to give it a (more or less justified, more or less free) meaning,
but on the contrary to appreciate what plural constitutes it…In this ideal text, the
networks are many and interact, without any one of them being able to surpass the
rest; this text is a galaxy of signifiers, not a structure of signifieds; it has no beginning;
it is reversible; we gain access to it by several entrances, none of which can be
authoritatively declared to be the main one; the codes it mobilizes extend as far as the
eye can reach, they are indeterminable.40
Once again, Serres’ use of myth (James Frazer’s Golden Bough and the
Biblical allusions) is striking in the context of such a contemporary topic as
cyberspace, and is yet another pointer toward the relationship between
cybermapping, writing, and myth.
Barthes’ concept of the productive play with the text is echoed, though
differently, by Derrida. To the latter, binary systems always revolve, in
western thought, around the perception that one component in the pair is
preferable to the other, one held as the center and the other relegated to the
margin. The center has been thought of as the stable unity which is able to
keep the whole system in order. Without it, chaos would ensue. In Barthean
terms, the center has taken the role of a readerly outlook and has limited at-
tempts at writerly production. Derrida is aware of the stifling nature of the
concept of center and its effect on structure:
[S]tructure…has always been neutralized or reduced, and this by a process of giving it
a center or of referring it to a point of presence, a fixed origin. The function of this
center was not only to orient, balance, and organize the structure—one cannot in fact
conceive of an unorganized structure—but above all to make sure that the organizing
principle of the structure would limit what we might call the play of the structure.42
It is interesting to note that all the above names are threatened, in one way or
another, by cyberspace: presence, mainly, is the one term which is invariably
used to counter the “absence” of cyberspace, for the latter is thought of as
“unreal,” “virtual,” “fake,” a “simulation,” etc; cyberspace has no real
essence, for it is only a software program; it has no substance except in our
imagination; we as humans lose our specific subjectivity, and identities are
effortlessly switched, the biggest fear being a total loss of individuality in the
apocalyptic vision of an all-containing giant brain; finally it is the essence
itself of God which is threatened by cyberspace for He is the one who creates
worlds and who are we mortals to play His game? The presence of an ultimate
signified which could, in a universe thought to be at the mercy of chaos and
uncertainty, be referred to is essential. This presence, whether God or Reality,
has necessitated the notion of center which has probably been the single most
important concept of Western philosophy, and when Derrida attacked the
hegemony of the center, he also disrupted Western culture’s notion of reality.
What cyberspace is allowing us now, practically, to do, is to apply
deconstructive criticism on the ways in which we view reality. What were
hitherto theoretical forays accessible only to the academic elite is now openly
offering itself to the gaze and practice of millions of cybernauts. Derrida hails
the break in the following words:
Henceforth, it was necessary to begin thinking that there was no center, that the center
could not be thought in the form of a present-being, that the center had no natural site,
that was not a fixed locus but a function, a sort of nonlocus in which an infinite
number of sign-substitutions came into play.44
The center of cyberspace has “no natural site,” and as space it is, in the same
New Maps for a New Body 63
In other words, the new system contains the ultimate signified inside of it, i.e.,
cyberspace contains within itself real life, the latter, as central signified for
thousands of years, “never absolutely present” outside the system. When the
transcendental signified is securely brought back from outside to the inside of
the equation, the structure can once more allow itself to be produced
dynamically and in a writerly manner as a discourse which orbits not around
meaning but around signification, i.e., as a discourse which is not obsessed
anymore by a search for signifieds and stable binary structures located on a
Cartesian grid, but which is content to witness the play of signifiers in a
de-centered continuum. Indeed, as Derrida magisterially says: “The absence
of the transcendental signified extends the domain and the play of
signification infinitely.”46
We can now put in a better context Barthes’ statement quoted above that
the writerly “demolishes any criticism,” for if the absence of the transcen-
dental signified infinitely extends the play of signification, it is clear that any
attempts at actually mapping cyberspace, at trying to pinpoint the topography
of a system which has caused a fundamental rupture in western culture itself,
are bound to fall short of the mark. At best, the results will be relegated to the
museum of oddities. And this is the main reason why this study is only looking
toward a theory of cybermapping, and not at it, for it is only through a gaze
that averts itself and avoids looking directly at the object that more, not less,
can be seen. Derrida’s comments on the Internet as an averted gaze which sees
more than it appears to is very appropriate. In an interview in August 1996, he
said:
The computer installs a new place: one is there more easily projected toward the
exterior, toward the spectacle, toward the face of the written thus snatched from the
presumed intimacy of writing, following a trajectory of extraneousness…in this new
experience of specular reflection, there is more outside and there is no outside
anymore…Think of the “addiction” of those who travel, day and night, in this WWW.
They can no longer do without these journeys across the world by sailing—and
without the sail/veil which crosses them or freezes them in its turn.47
64 Cybermapping and the Writing of Myth
A system where the map, the mapper, and the act of mapping are confounded,
where the infinity of spaces, instead of conjuring up images of apocalypse,
enlarges our consciousness and our vision of reality and virtuality alike.
The above echo not only Gibson’s depiction of cyberspace as “the infinite
neuroelectronic void of the matrix,”48 but also Deleuze and Guattari’s Mille
Plateaux and their concept of the rhizome. The famous opening lines of the
introduction to Mille Plateaux, quoted previously, summarizes the way in
which plurality and multiplicity are dealt with, and it is interesting to see how
Deleuze and Guattari apply their theory of the rhizome to mapping. To begin
with, Mille Plateaux tries, with the rhizome, to steer clear of binary opposi-
tions, those of the “tree” model, and of pseudo-multiplicities, those of the
“root” model, itself a hidden version of the first. The third model, the “rhi-
zome,” offers solutions that parallel those presented by Barthes, Derrida, de
Certeau and Serres, and affords new vistas for a theory of cyberspace map-
ping. The first and second principles of the rhizome read, here again, like a
description of Internet hypertextuality, for in order to fulfill the demands of
connection and heterogeneity, “any point of a rhizome can be connected to
any other point, and indeed must be so,” and a rhizome “can be cut, broken at
any point,” and “takes over following this or that line of itself and other lines
as well.”49
As far as rhizomatic mapping is concerned, Mille Plateaux makes clear
the distinction between cartography and decalcomania. The decal is a mere
imitation which aims at keeping the status quo before the coupure mentioned
previously, having the model of the tree at its center:
All the logic of the tree is a logic of the decal and of reproduction…It consists in
decaling something given as already done, from a structure which surcodes or from an
axis which supports. The tree articulates and hierarchizes decals, the decals are like
the leaves of a tree.50
The tree model works like Nietzsche’s Apollo veil in The Birth of Tragedy: it
nourishes itself from illusions as to the nature of the world and of reality,
attempting to close the eyes to the violence and ultimate uncertainty of raw
life. The rhizome, on the other hand, can be likened to Nietzsche’s Dionysian
furor as both involve an energy which is the opposite of a mere Apollonian
reproduction of reality:
Very different is the rhizome, map and not decal. To make a map, and not a
decal…The map is conducive to the connection of fields, to the de-blocking of bodies
without organs, to their maximal opening on a plane of consistency. The map is itself
part of the rhizome. It is open, it is connectible in all its dimensions, it can be taken
apart, it is reversible and susceptible to constantly receiving modifications. It can be
torn, thrown over; it can adapt to all kinds of montages, can be put into effect by an
New Maps for a New Body 65
The analogy with the Internet is clear: when we “surf” the Net we do not move
from one point to another in a pre-determined manner. The space we construct
while we are in cyberspace is governed by the laws of uncertainty and
surprise. Searches deviate, sometimes fantastically, from their initial starting
point; pages are visited through hyperlinks posted on other pages; options and
ideas spring up phantasmagorically as more and more links are followed. As
in a sea voyage, surfing the Internet is to fall prey to the unpredictability of the
medium itself. And as the sea was both the most difficult space to map and the
space which needed mapping most, so is cyberspace. And as cyberspace is
now a special problem that has to be dealt with, so was the sea until the year
1440, which figures as the title of a chapter in Mille Plateaux, “1440 – The
Smooth and the Striated.” 1440 marks the year of the definitive striation
through the twin concepts of the point and the map:
[T]he sea is the smooth space par excellence, and yet it is the one that has, from the
earliest times, found itself confronted to the exigencies of a gradually stricter striating
process…Maritime space has been striated in function of two acquisitions,
astronomical and geographical: the point, obtained by a number of calculations from
an exact observation of the stars and the sun; the map, which crosses the meridians
and the parallels, the longitudes and the latitudes, thus criss-crossing the known or
unknown regions.55
But then, after this striating process, the sea—and, by the same reasoning,
cyberspace—slowly regains its smooth nature, as it becomes the haven of
nuclear submarines and spy satellites and as such controls, “in the strangest of
reversals,” the striated land. If cyberspace, the “smoothest” of all spaces so far,
acquires bearings, points, and a map, and is eventually striated, criss-crossed
by lines which would determine positions and dimensions instead of
directions and vectors, will it become, by the same paradox, the most
awesome power known to human civilization? As opposed to Virilio’s fear of
“delocalization,” “prepositioning,” and “anticipation,” Deleuze and Guattari
propose a new definition of “deterritorialization”—the term is taken from
Virilio—as being the major feature of smooth spaces; indeed, the smooth
“always possesses a force of deterritorialization superior to the striated.”
Deterritorialization is the movement by which one leaves the territory, leaving
the beaten track for nomadic existence again.56
New Maps for a New Body 67
We invite the reader to taste, feel and move with the words, the tones, the images and
rhythms of this introduction, equipped to then feel some experimental flights
between, across and through the interstitial spaces within the book. Those not brave
enough to fly alone, preferring the more sedate pages of a linear, ‘logically’ framed
book (such loss of jouissance!) will be helped by the User’s Guide.63
What Bell and Kennedy are not able—or not willing—to see is the facile
usurpation of a theoretical discourse in order to describe the otherwise
mundane act of choosing to read a collection of essays either in order or
randomly. “Brave” readers will move from one essay to another with no
specific order and will see the “interstitial spaces,” whereas the “not brave
enough” will read sequentially, like a herd of docile animals, as if reading has
ever been anything else than a reading for jouissance. Clearly, cyberspace is
more than such easy binary oppositions.
On the one hand, vulgarizations of cyberspace in the form of artistic maps
and comments thereon offer nothing new to the serious investigator; on the
other hand, “abstract rhetoric” and facile approximations exasperate everyday
users who are eager to know their whereabouts in cyberspace. The question,
therefore, is not only whether we can map cyberspace or not, whether the
hitherto “smooth” can be “striated,” “localized,” and/or “produced” by its
users; it is also whether a theory of cybermapping can accommodate our
double urge to understand and to use, to be at the same time fascinated by the
wonderful vistas opened by cyberspace and to boldly use this knowledge to
achieve tangible results. This conundrum can be eased if one approaches cy-
bermapping both metaphorically and practically, both through, specifically,
the metaphor of myth and the practice of writing on a city-like model.
Our map, then, will be at one and the same time a mythical writing of the
virtual city we have called cyberspace. The project is new but the means have
been used before. Italo Calvino, in Invisible Cities, has Marco Polo initiate the
great Kublai Khan into the secrets of mythical mapping through language:
Returning from the missions on which Kublai sent him, the ingenious foreigner
improvised pantomimes that the sovereign had to interpret: one city was depicted by
the leap of a fish escaping the cormorant’s beak to fall into the net; another city by a
naked man running through fire unscorched; a third by a skull, its teeth green with
mold, clenching a round, white pearl. The Great Khan deciphered the signs, but the
connection between them and the places visited remained uncertain…But, obscure or
obvious as it might be, everything Marco displayed had the power of emblems,
which, once seen, cannot be forgotten or confused.64
we have visited so far, and we might end up discovering that we are and have
always been a mythical writing ourselves. The seduction of cybermapping can
well be summarized by the following exchange, again, between Kublai Khan
and Marco Polo:
“On the day when I know all the emblems,” he [Kublai] asked Marco, “shall I be able
to possess my empire, at last?”
And the Venetian answered: “Sire, do not believe it. On that day you will be an
emblem among emblems.”65
With this fascinating prospect ahead of us, let us proceed to investigate the
“emblems” provided by myth in the search for ways to map cyberspace.
N O T E S
17 Ibid., 192–93.
18 Ibid., 195.
19 Ibid., 196–97.
20 Paul Virilio, La Bombe informatique (Paris: Galilée, 1998), 24–25.
21 Spiller, Cyber_Reader, 19.
22 Lévy, Intelligence, 26–27.
23 Lévy, Virtuel, 9.
24 Michel de Certeau, The Practice of Everyday Life (Berkeley: University of California
Press, 1988), xiv–xv.
25 Ibid., 115.
26 Ibid., 115.
27 Ibid., 117–18.
28 Charlotte Linde and William Labov, “Spatial Networks as a Site for the Study of
Language and Thought” Language 51 (1975), 924–39.
29 De Certeau, Practice, 118–20.
30 Ibid., 121.
31 Ibid., 122.
32 When using the term “hacker” I am always making the distinction between “hacking”
and “cracking,” the former being the noteworthy endeavor to continuously try and make
software work better, the latter being the spurious defacing/stealing of other users’
property.
33 Barthes, Plaisir, 11.
34 Ibid., 13.
35 Ibid., 14–15.
36 Ibid., 15.
37 Ibid., 15.
38 Roland Barthes, S/Z (Oxford: Blackwell, 1996), 4.
39 Ibid., 5.
40 Ibid., 5–6.
41 Serres, Atlas, 279.
42 Derrida, Writing, 278.
43 Ibid., 279–80.
44 Ibid., 280.
45 Ibid., 280.
46 Ibid., 280.
47 Jacques Derrida, Papier machine: Le ruban de machine à écrire et autres réponses
(Paris: Galilée, 2001), 161. The original French of this quote is, unfortunately,
untranslatable: Derrida is, as usual, playing on the meaning of “voile” which is at the
same time the tissue, the sail, and the veil; at once the text and the net of the World Wide
Web, the cybernauts’ sail, and the veil which hides them from real life.
48 Gibson, Neuromancer, 139.
New Maps for a New Body 71
Cyberspace as Myth
Ariadne’s thread is a line that traces out the corridors of a labyrinth that is already a
kind of writing.
J. Hillis Miller, Ariadne’s Thread: Story Lines1
Part sacred space, part ethereal region, part digital fact, cyberspace involves a
regional geography perhaps best captured in a koan: What is the place where
everyone is but nobody lives?
Paul F. Starrs, The Sacred, the Regional, and the Digital2
We stand awkward between the earthloving beast and the cool, hot electronic angel.
We will feel the dirt in our blood and the sun in our eyes even after they’re gone or
just memories. Even after we’ll have no blood and no flesh eyes. Dirt and sun made
us. We won’t forget.
Greg Bear, Queen of Angels3
J acques Gaillot, bishop of Evreux, France, since 1982, is called back to the
Vatican in 1995 and dispossessed of his French diocese. He is given
instead the diocese of Partenia, in Algeria. But Partenia is not on the map
since the fifth century and actually lies under the sand. Bishop Gaillot, far
from giving up, is helped in 1996 by Léo Scheer, Baudrillard’s friend and
colleague, who swiftly endows him with another virtual diocese, this time on
the Internet. As Starrs notes: “Although there might be no living patron
resident within the geographical confines of Partenia, on the World Wide Web
Partenia had become a virtual diocese, with Gaillot ministering to any and all
who tapped the hypertext link.”4 Scheer said later: “Instead of a metaphysical
idea of a bishop, attached to a real place, we would have a metaphysical idea
of a place, attached to a real bishop,” adding: “The mind of God is imitated by
the virtual structure of the Internet, where the difference between physical
74 Cybermapping and the Writing of Myth
actuality and real existence has at last been breached.”5 Starrs explains:
Surely “God,” if you happen to subscribe to such a notion, can be ascribed more than
a few trappings of cyberspace—trafficking in mysterious ways; operating at highly
variable bandwidths; remaining nearly impossible for most to see; posting rules and
engaging in operations that remain more than a little Delphic; vast in reach but
evanescent in form; evolving quickly, in many guises, in sundry places, with each
claiming the True Faith; administered on earth by an exotic priesthood of acolytes;
difficult to map or locate, and essentially elusive.6
age, Benedikt sees the old mythological themes present in almost all societies
as playing a vital part in late twentieth-century technologically-advanced
cultures. He notes that it is not a coincidence that the new technologies are the
preferred grounds of young people who have been fed on a diet of science
fiction, comic books, and computer games. The new technologies are filled
with myth, magic, and lore and provide the younger generation with ways to
reinscribe themselves in the wider picture of the universe.10 The seduction of
cyberspace comes in part from the relative ease with which cybernauts can
immerse themselves into states of being, into worlds and realms of fantasy and
fiction hitherto restricted to the initiated few. As such, cyberspace is not to be
equated only with the mere triviality of computer gaming:
[C]yberspace’s inherent immateriality and malleability of content provides the most
tempting stage for the acting out of mythic realities, realities once ‘confined’ to
drug-enhanced ritual, to theatre, painting, books and to such media that are always, in
themselves, somehow less than what they reach for, mere gateways. Cyberspace can
be seen as an extension, some might say an inevitable extension, of our age-old
capacity and need to dwell in fiction, to dwell empowered or enlightened on other,
mythic planes, if only periodically, as well as this earthly one.11
almost magically:
[M]odern communications technologies, from trick photography, to the telephone, to
cinema, to radio, to television, to recordings on disks, tapes, or CDs, to the computer
connected to the Internet, fulfill in reality old dreams of magic communication, at a
temporal or spatial distance, with the living or with the dead. I can, any time I like,
hear Glenn Gould play Bach’s Goldberg Variations with fingers long since turned to
dust. I can even hear Alfred Lord Tennyson reciting his poems. Talk about raising
ghosts!”16
3. any invented story, idea, or concept: His rationalizations of his failings are pure
myth.
The etymology given is also highly interesting: “myth” comes from the Greek
mŷthos, meaning “story,” “word.”17
What is striking is the resemblance between myth and simulation as both
involve representations of things which do not have a counterpart in real life,
and both can be fictitious and devoid of separate existence independently of
the act of simulation or the act of myth-making. Cyberspace is seen as an
“alleged” plane of existence without an apparent determinable basis in factual
reality. It does have its peculiar denizens, its demigods, its stories of creation
which have become, with time, the stuff of legend. The other striking feature,
one which I will be exploring later, is the etymological relationship between
myth and story-telling, myth and word, myth and écriture.
But back to the opposition between myth and reality. Mircea Eliade points
out that in the language of the nineteenth century, myth was anything which
was not reality, a semantic legacy from early Christianity’s battles against
paganism: anything which was not justified by the Bible was a “fable.” But in
so-called primitive societies, myth is the opposite of this Judeo-Christian
view, as it expresses an absolute truth, a sacred story, a transhuman revelation:
Being real and sacred, myth becomes exemplary and thus repeatable, for it serves as
Cyberspace as Myth 77
model, and thus as justification of all human actions. In other words, a myth is a true
story which took place at the beginning of Time and which serves as model to human
behavior. By imitating the exemplary actions of a god or a mythical hero, or simply
by telling their adventures, the man of archaic societies detaches himself from profane
time and magically rejoins the Great Time, the time of the sacred.18
Myth explains how “a reality came into existence,” and the potential for using
myth to construct the reality of cyberspace is very tempting; were it not for the
“breakthrough of the sacred” into the everyday world, as Eliade suggests,
reality would not be revitalized and apprehended in its totality. Myth thus
works to give meaning to reality, just like cyberspace works to give meaning
to physical reality, constructing it or, better, re-constructing it from that other
side which has always been present but which is only now so pressingly
available. One can see the affinities which can exist between cyberspace and
Eliade’s re-adjustment of the idea or practice of myth. As cyberspace is
gaining in popularity and as theory is finding many of its pronouncements
being almost magically justified in simulated worlds, cybernauts, like the
so-called primitives of archaic societies, are allowing themselves to be
increasingly detached from the “profane time” of real life and are finding
themselves more and more fascinated by the perceived sacredness of
cyberspace.
In a leap of speculative imagination, will there come a time when cyber-
space will be the model which real life will have to imitate? One is reminded
here of Eusapia, one of the cities Marco Polo describes to Kublai Khan in
Calvino’s Invisible Cities: the inhabitants of Eusapia, to make their passage to
death smoother, have constructed an identical copy of their city and put it,
obviously, underground. The twin city, as necropolis, is “crowded with
big-game hunters, mezzosopranos, bankers, violinists, duchesses, gener-
als—more than the living city ever contained.” Yet, with the passing of time,
the living notice that things are changing in the underground realm:
[T]he dead make innovations in their city; not many, but surely the fruit of sober
reflection, not passing whims. From one year to the next, they say, the Eusapia of the
78 Cybermapping and the Writing of Myth
dead becomes unrecognizable. And the living, to keep up with them, also want to do
everything that the hooded brothers tell them about the novelties of the dead. So the
Eusapia of the living has taken to copying its underground copy.20
Of course, Virilio prefers to see this kind of power as a purely negative and
illusory acquisition that will transform human beings, through the ascendancy
of the media, into a passive audience incapable of meditating on the events
taking place around them.
One of Lévy’s major premises, stated in the introduction to Les Tech-
nologies de l’intelligence, is the equation between, among other things, myth
and technologies: “I will show that the usual categories of the philosophy of
knowledge, like myth, science, theory, interpretation or objectivity are inti-
mately dependent on the dated and situated historical usage of certain intel-
lectual technologies.”24 We can reverse this statement and say that certain
intellectual technologies, and here I mean cyberspace, are tightly dependent
on myth: cyberspace is shaped by myth and, in return, produces mythical ethos
peculiar to our age.
But let us begin with beginnings. Barlow, in 1996, issued his famous
“Declaration of the Independence of Cyberspace,” establishing a mythical
land, the “home of Mind,” which he sees as superseding the corrupt societies
of the physical world. The utopian overtones are unmistakable:
Governments of the Industrial World, you weary giants of flesh and steel, I come
from Cyberspace, the new home of Mind…I declare the global social space we are
building to be naturally independent of the tyrannies you seek to impose on us…It is
an act of nature and it grows itself through our collective actions…Ours is a world
that is both everywhere and nowhere, but it is not where bodies live. We are creating a
world that all may enter without privilege or prejudice accorded by race, economic
power, military force, or station of birth…We will create a civilization of the Mind in
Cyberspace. May it be more humane and fair than the world your governments have
made before.25
This place where the mind but not the body lives is, however, to be
reached through a conscious journey, and cybernauts become the first travel-
ers to that new realm. Indeed, as Dyson points out, the cybernaut is far from
being a passive, time-wasting viewer glued in front of a screen. Contrary to
cinema and television, where consent is turned down to a minimum and
viewers are reduced to mere voyeurs, cyberspace creates “voyagers,” entities
who are journeying “into a space that is already there, pre-existent, with its
own restrictions, its own ‘reality’.”26
Probably the most enthusiastic description of the cybernaut voyager ever
written so far has to be ascribed to Timothy Leary’s essay “The Cyberpunk:
The Individual as Reality Pilot,” published in 1991. The ex-Harvard university
psychologist saw the “cyberpunk” as the re-embodiment, thanks to cyber-
space, of a long-lost original character who is a cross between a genius, a
freethinker, a pioneer, a maverick, and a pilot:
80 Cybermapping and the Writing of Myth
Who is the cyberpunk?…Every stage of history has produced a name and an heroic
legend for the strong, stubborn, creative individual who explores some future frontier,
collects and brings back new information, and offers to guide the gene pool to the next
stage.27
the key to understanding the American mind and culture. Following these
lines, we can also say with a fair amount of certainty that the history of the new
technologies in general and of the Internet in particular is indeed the history of
the colonization of cyberspace, and that the key to understanding the spirit of
cyberspace can be found in humanity’s drive to colonize new territories.
Turner quotes the Italian economist Loria as saying that America holds the
keys which Europe, the Old World, has for centuries sought in vain, and ex-
plains that the colonization of America can be seen as a microcosm of the
evolution of human society from Indian “savagery” to civilization. Here
Turner comes very close to McLuhan’s definition of myth, cited previously, as
“the instant vision of a complex process that ordinarily extends over a long
period.” Turner is thus implicitly giving the colonization of America, through
the expansion of the frontier, a mythical quality: the instant vision of a com-
plex process which has taken millennia for Europe to go through has, almost
magically, been accomplished in the New World.
Following our analogy, we can say that cyberspace offers the key to the
enigmas that were plaguing the “Old World,” representing here real life. What
took millennia to accomplish in real life can be done in a mere fraction of that
time in cyberspace. Indeed, the technological and scientific progress wit-
nessed since the second half of the twentieth century has moved in exponential
leaps. Turner identifies three results of the colonization of the West: one,
cosmopolitanism, two, independence from England, and three, the promotion
of democracy in both worlds. These three results, uncannily, are duplicated in
cyberspace: one, cosmopolitanism has become globalization where the Old
World is one vast global village connected, instantaneously, to all of its parts
like a giant hologram; two, independence from England has become increased
independence from physical reality: the post office, the typewriter, paperwork,
real-life banking, education, books, entertainment, games, are slowly be-
coming obsolete as they are replaced by their digital counterparts; and three,
the promotion of democracy is seen as being fostered by the Internet as it
provides ways of expressing resentment toward totalitarian regimes, of criti-
cizing political practices, of communicating through secured channels, etc.37
Turner also speaks about the character of the colonizers and points out that,
while transforming the wilderness, they also imperceptibly leave behind their
old traits and become peculiarly Americans, that is, they are characterized by
coarseness, strength, acuteness, inquisitiveness, inventiveness, and are quick
to find expedients, all features peculiar to prolonged existence at the frontier.
One would almost read here a description of hackers who, living on the fron-
tier, in cyberspace, match wits with the very software they have collabora-
tively created, always trying to find solutions to bugs, always trying to
Cyberspace as Myth 83
entitled Mundus Novus ensured its author an everlasting fame, despite the
large body of controversy surrounding the legitimacy of naming the new
continent after the Florentine merchant. According to what is described in the
letter, the “New World” is a blessed land: toil is unknown, trees, rivers and
seas give their product freely and abundantly, men live in total innocence and
share all goods in common, including women. One single sentence, coupled
with the title, made of this pamphlet the elixir for all the Western world’s
sorrows: “if paradise on earth exists somewhere, it must not lie too far from
here.”42 To Zweig, a Mundus Novus, especially at that time, was hailed as the
panacea to cure all ills. How similar are we to the inhabitants of Europe at the
beginning of the sixteenth century? Is cyberspace another Mundus Novus that
promises so much, as it did then, in the face of looming catastrophes threat-
ening to obliterate humanity? Is cyberspace as Mundus Novus another para-
dise, not on earth, but in virtuality, since our planet has been so meticulously
mapped that no human being can, for too long, hide?
Yet some have been disillusioned with the myth of cyberspace. Nirre, in
the same article cited previously, is suspicious of the way the myth has gone
from magic to fable, from promises of a better world to mundane concerns,
from connecting to cyberspace and coming out in a fully virtualized body in a
sophistication never seen before to an illusory manufactured simulation, from
dreams of apotheosis and fantastic powers and phoenix-like awakenings to the
loss of all expected charms. But perhaps Nirre and many others were ex-
pecting too much from cyberspace, and have over-inflated the myth to pro-
portions where it was indistinguishable from pure fantasy, for if myth is a
natural and essential attempt to understand the deeper forces at work in a
society, fantasy is only the unbridled imagination let loose (Webster’s Dic-
tionary defines fantasy as “imagination, esp. when extravagant and unre-
strained” and as “the forming of grotesque mental images”43). Cyberspace is
definitely not the panacea that will cure humanity’s ills, despairs, and de-
pressions, just as the American frontier was not the end of all woes. François
de Closets, at the turn of the third millennium, was writing: “In the year 2000,
which, in those old days, represented the absolute future, the computer has
been put back in its place: the best of our slaves, but certainly not our rival,
even less our equal.”44 Cyberspace is neither hell nor heaven, it is neither the
work of the devil nor the work of angels coming to deliver mankind from the
fetters of the flesh; cyberspace is an alternative mode of existence which
challenges our views of the world as we know it, forcing us to re-assess our
notions regarding time and space. As Lévy simply and accurately says: “ We
have dreamed, and maybe sometimes reached, especially since the middle of
the 1980s, a desirable software space open to explorations, to connections
86 Cybermapping and the Writing of Myth
Hackers are the myth-builders of cyberspace. Armed with their brains and
their fecund imagination, they are bricoleurs who make do with whatever is
available. As such, it is not strange to see a strong sense of community and
bondage between hackers, and an ethics of sharing the tools of the trade. Myth
is “intellectual bricolage” and cyberspace, if opposed to the “engineer” nature
of the real world as a place where each thing receives a set position in time and
space, is thus seen as a mythical plane of existence initially pieced together by
hackers and thereafter continuously added to, bricolage-wise, by the millions
of users who, with the means at hand, add a piece here and a piece there to the
formidable edifice. Lévi-Strauss’ engineer prefers a view of reality from the
outside, from “beyond the constraints imposed by a particular state of civili-
zation,” while his bricoleur works from within the system, trying to use what
is already available.52 What Lévi-Strauss says about the “savage mind” and its
relationship to myth and magic throws an interesting light on the reasons why
cyberspace is fulfilling a primeval human need:
[M]agical thought, that ‘gigantic variation on the theme of the principle of Causality’
as Hubert and Mauss called it…can be distinguished from science not so much by any
ignorance or contempt of determinism but by a more imperious and uncompromising
demand for it which can at the most be regarded as unreasonable and precipitated
88 Cybermapping and the Writing of Myth
What cybernauts are doing is not mere escapism from the harsh realities of
everyday life: just as their “savage” counterparts, in so-called primitive
societies, are able to apprehend reality through myth and magic, cybernauts
are given the chance to re-think that same reality through the prism offered by
cyberspace. The “imperious and uncompromising demand” for cyberspace
stems from just that need.
That cyberspace does not have to coincide with reality, both in format and
in content, is obvious. If it were otherwise, cyberspace would be redundant
and would not command the attention it has been getting for years. Further, it
is precisely because the map of cyberspace is untransferrable onto that of
physical reality that it can survive and exert its optimum influence on reality.
Borges’ often-quoted passage on the fallacy of precise mapping provides an
interesting analogy:
In that Empire, the Art of Cartography attained such Perfection that the map of a
single Province occupied the entirety of a City, and the map of the Empire, the
entirety of a Province. In time, those Unconscionable Maps no longer satisfied, and
the Cartographers Guilds struck a Map of the Empire whose size was that of the
Empire, and which coincided point for point with it. The following Generations, who
were not so fond of the Study of Cartography as their Forebears had been, saw that
that vast Map was Useless, and not without some Pitilessness was it, that they
delivered it up to the Inclemencies of Sun and Winters. In the Deserts of the West, still
today, there are Tattered Ruins of that Map, inhabited by Animals and Beggars; in all
the Land there is no other Relic of the Disciplines of Geography.54
Jung cautiously advanced the theory that if the mandala is an archetype, then it
must be a collective phenomenon, and this despite the distinct variants he
exposed throughout more than a hundred pages, and ended up by affirming
that “the symbolism of the mandala is not just a unique curiosity; we can well
say that it is a regular occurrence.”63 Jung is here, of course, hinting at his
collective unconscious theory and trying to tentatively place the mandala as a
universal symbol perceived throughout the ages:
The archetype is, so to speak, an “eternal” presence, and the only question is whether
it is perceived by the conscious mind or not. I think we are forming a more probable
90 Cybermapping and the Writing of Myth
hypothesis, and one that better explains the observed facts, if we assume that the
increase in the clarity and frequency of the mandala motif is due to a more accurate
perception of an already existing “type,” rather than it is generated in the course of the
dream-series.64
Mandalas are also at the center of the futuristic training given to would-be
mind scientists in Pat Cadigan’s Mindplayers:
I rolled over onto my back and stared at the meditation mandala on the ceiling. The
colors reminded me of the colors from the relaxation exercise Segretti had hooked me
into. The program had probably drawn on them, I realized, and for some reason, the
idea was rather comforting.68
And in the bloodlit dark behind his eyes, silver phosphenes boiling in from the edge of
space, hypnagogic images jerking past like film compiled from random frames.
Symbols, figures, faces, a blurred, fragmented mandala of visual information.70
Similarly, cyberspace offers itself like the little crystal globes: each cybernaut
constructs cyberspace as the ideal to be reached, and while doing so, the stone
Fedora, real life, is no longer the same anymore, changing a little bit with
every dream, with every crystal globe being added. On the map of our big
empire, an empire which must make room for the visible and the invisible, for
the present and the absent, for the model and the simulation, for real life and
cyberspace, there must be room for all Fedoras, for all modes of existence. As
Marco Polo explains later to the Khan, “[t]he catalogue of forms is endless:
until every shape has found its city, new cities will continue to be born.”73
Cyberspace’s most important gift is that it has allowed us to tangibly
experience infinity and not to be bound by a stone-like representation of
reality. What has hitherto remained the jealously guarded possession of
mystics and experimenters of mind-enhancing substances can now be made
available for all.
Borges, in “The Book of Sand,” feverishly describes a face-to-face en-
counter with infinity, in this case with a book the pages of which cannot be
counted and can never be found again. Cyberspace puts us in front of a similar
situation: the digital spaces we are faced with are of such a different substance
and texture that they are only limited by the extent we use them, and anyone
who has “surfed” the Internet for a substantial time would understand why its
“pages” follow a route that can never be the same. The book, in Borges’ story,
is called the “Book of Books,” and also the “Book of Sand,” because “neither
this book nor sand has a beginning or an end.” The book comes to the narrator
through a mysterious Bible seller who asks him, after telling him the origin of
the book, to find the first page. The narrator tries but finds that such an easy
action is impossible: pages keep coming out of the cover. Asked to find the
last page, the narrator goes through the same ordeal in vain. The seller at-
tempts an explanation:
This is not possible, yet it is. The number of pages in this book is exactly infinite. Not
one is the first, not one is the last. I do not know why they are paginated in such an
arbitrary way. Maybe to mean that the components of an infinite series can only be
paginated in an absolutely haphazard manner.74
He adds: “If space is infinite, we are in any point in space. If time is infinite,
we are at any point in time.” 75 Is cyberspace infinite space? Is cybertime
infinite time? Probably, as long as we are inside it: actions can be undone as
though nothing were final and second chances were always available;
deletions, unlike our real-life terminations and deaths, can be reversed and the
dead and sick brought back to life and pristine health; items can be copied so
perfectly that the age-old concept of the original simply vanishes;76 one item
can be copied an infinite number of times in a manner reminiscent of mystical
Cyberspace as Myth 93
stories of bi-locality; items can be cut from one place and put anywhere else in
a manner not very different from magical tele-transportation. Can there be any
doubt that cyberspace, through apparently trivial commands, is offering the
mythical equivalent of what humanity has been dreaming of since its
beginning?
But a myth of these dimensions, as we have seen above, is, to many, a
monstrosity, something that cannot be encompassed by our still-budding no-
tions of time and space. The narrator in Borges’ story realizes the extent of
what the book of sand constitutes, not in its substance inasmuch as in its im-
plications on reality:
I understood that the book was monstrous. It meant nothing to realize that I myself
was monstrous, I who was seeing it with my own eyes and was touching it with my
own ten fingers and nails. I felt that it was an object of nightmare, an obscene thing
which defamed and corrupted reality.77
What is more important than the narrator’s understandable fright is the vague
realization, somewhere deep inside, that he himself is similar to the book of
sand, with no essential boundaries in time and space, with no beginning or
end, himself a book the pages of which are infinite, constantly re-written,
never the same. It is therefore obvious why the book of sand, the book of our
own existence, when seen as an infinite entity, becomes an object of
nightmare, obscene, a defamation and corruption of reality: it is simply
because it allows us, like Blanchot’s siren song, to glimpse into our own
infinity, and the whole edifice of reality, patiently constructed through the
millennia, crumbles to pieces before our very eyes. Cyberspace, like a
monstrous mirror, reflects back the very infinity of reality, and the myth of
cyberspace is the instant vision not only of a complex process, as McLuhan
said, but of an infinite process. We live mythically in cyberspace as we
glimpse infinite planes, and the vision is frightening because it allows us to
look back at some original chaos which has been dormant all the time. Hakim
Bey, in his famous Temporary Autonomous Zone writes, Nietzsche-like:
CHAOS NEVER DIED. Primordial uncarved block, sole worshipful monster, inert &
spontaneous, more ultraviolet than any mythology (like the shadows before Babylon),
the original undifferentiated oneness-of-being still radiates serene as the black
pennants of Assassins, random & perpetually intoxicated.78
Before there was any earth or sea, before the canopy of heaven stretched overhead,
Nature presented the same aspect the world over, that to which men have given the
name of Chaos. This was a shapeless uncoordinated mass, nothing but a weight of
lifeless matter, whose ill-assorted elements were indiscriminately heaped together in
one place…Nothing had any lasting shape, but everything got in the way of
everything else; for, within that one body, cold warred with hot, moist with dry, soft
with hard, and light with heavy.79
The labyrinth was to be the prison for the Minotaur who was the fruit of the
union between Minos’ wife Pasiphae and a bull sent forth initially by Poseidon
to be sacrificed by the king—who didn’t, such was the beauty of the bull. The
Minotaur roamed the labyrinth, feasting on young men brought to him every
nine years, and was eventually killed by Theseus with the help of Ariadne and
her golden thread.
It is to Borges that we turn again for an interesting re-reading of the
Minotaur’s story based on Apollodorus’ version of the myth. Asterion, the
Minotaur, finds himself the unknowing prisoner of a peculiar labyrinth:
It is true that I never leave my house, but it is also true that its doors (whose number is
infinite) are open day and night to men and to animals as well…[anyone] will also
find a house like no other on the face of the earth…Even my detractors admit there is
not one single piece of furniture in the house.81
Asterion lives in a house the paths of which, like the monstrous book of sand
above, are infinite, a house which has no equivalent on earth, a house with no
furniture, i.e., with no physical moorings, or with no fixtures that can be used
to accommodate humans from the outside world. Asterion is not a mere beast,
Cyberspace as Myth 95
on the contrary: Borges endows him with a high sensibility with which he tries
to understand the place he has been locked in. Asterion has “meditated on the
house”:
All the parts of the house are repeated many times, any place is another place. There is
no one pool, courtyard, drinking trough, manger; the mangers, drinking troughs,
courtyards, pools are fourteen (infinite) in number. The house is the same size as the
world; or rather, it is the world…Everything is repeated many times, fourteen times,
but two things in the world seem to be only once: above, the intricate sun; below,
Asterion. Perhaps I have created the stars and the sun and this enormous house, but I
no longer remember.82
Asterion’s search for answers echoes our own quest(s) for the nature of reality.
Gibson has one of his characters say, in Count Zero:
‘Yeah, there’s things out there. Ghosts, voices. Why not? Oceans had mermaids, all
that shit, and we had a sea of silicon, see? Sure, it’s just a tailored hallucination we all
agreed to have, cyberspace, but anybody who jacks in knows, fucking knows it’s a
whole universe.’83
If Baudrillard uses the image of Narcissus bending over the spring, Borges has
Asterion inventing a mirror image of himself: “But of all the games, I prefer
the one about the other Asterion. I pretend that he comes to visit me and that I
show him my house…Sometimes I make a mistake and the two of us laugh
heartily.”85 Whether it is Narcissus or Asterion is not an issue to Baudrillard
who says: “We dream of passing through ourselves and of finding ourselves in
the beyond: the day when your holographic double will be there in space,
eventually moving and talking, you will have realized this miracle.” But
Baudrillard hastens to add: “Of course, it will no longer be a dream, so its
charm will be lost.”86 Likewise with Borges who, always ready to add a twist
to his narrative, has Asterion’s double come not in the shape of the self-created
other, but in that of Theseus, not a denizen of Asterion’s world and thus not a
figment of the half-beast-half-man’s imagination, but a man of flesh and
blood, a man from real life. Not surprisingly, Asterion awaits Theseus and
calls him his “redeemer.” When the rather insensitive earthling kills the
Minotaur, he is surprised by the ease of his deed:
96 Cybermapping and the Writing of Myth
‘Would you believe it, Ariadne?’ said Theseus. ‘The Minotaur scarcely defended
himself.’87
It is clear from the above that cyberspace, as is seen by many, is this “artistic,
technical civilization with no weapons and no slavery,” a realm which
desperately wants to be above the destructive passions of the flesh or “meat,”
and which delights in its ritualistic acrobatic jumping and surfing along fluid
hypertextual routes.
Still, Asterion as a figure cannot all by himself account for the creation of
Cyberspace as Myth 97
cyberspace, and the rich mythical lore patiently constructed by humanity over
the millennia provides us with further building blocks with which to map
cyberspace. The ubiquitous pair of one male and one female being the origin
of the human species—the Adam and Eve of the Biblical creation story—has
given cybertheorists food for thought. In cyberspace, creation is present in the
form of the basic digital duality of 1 and 0, as explained in Stephenson’s Snow
Crash: “Computers rely on the one and the zero to represent all things. This
distinction between something and nothing—this pivotal separation between
being and nonbeing—is quite fundamental and underlies many Creation
myths.”90
Not only is this separation pivotal in creation myths, it is even more es-
sential when one is dealing with cyberspace, where everything hinges around
presence and absence: simulation, virtuality, decentering, and the absence of
an ultimate signified. In fact, it is legitimate to say that the second half of the
twentieth century bears the mark of this problematization of presence and
absence. Jameson spoke of five fundamental depths that have been repudiated
in contemporary theory: the hermeneutic model of inside and outside, the
dialectical model of essence and appearance, the Freudian model of latent and
manifest, the existential model of authenticity and inauthenticity, and the
semiotic opposition between signifier and signified. To Jameson, depth in all
five models has been replaced by surface.91 We can also add to these five a
spatial model, born with cyberspace, a model which, contrary to the other five,
has not been repudiated, but has been on the contrary acknowledged as the
supreme spatial model of presence and absence. Yet even a new model, to be
palatable to human beings who, after all, have not physically evolved at the
same speed as their own technologies, has to be clothed with myth, and the old
stories, for lack of new ones, have to be adapted to fit the new models. This, in
a few words, is what Stephenson admirably does, among other things, in Snow
Crash. Eve, in cyberspace mode, is not the one who is tempted by Satan to eat
the forbidden fruit of the tree of knowledge; instead, she is tempted to pluck
out data from the common repository of binary knowledge and thus intro-
duces a metavirus which is the cause of the creation of other viruses.92 As a
result, the whole of the avatars peopling cyberspace take their various shapes
from the software design of the two main characters in the novel, Hiro and
Juanita:
She [Juanita] was the one who figured out a way to make avatars show something
close to real emotion. That is a fact Hiro has never forgotten, because she did most of
her work when they were together, and whenever an avatar looks surprised or angry
or passionate in the Metaverse, he sees an echo of himself or Juanita—the Adam and
Eve of the Metaverse. Makes it hard to forget.93
98 Cybermapping and the Writing of Myth
The above echoes Genesis’ account of the creation of the world and God’s
making humanity after his image. Jeff Noon, in Vurt, uses similar imagery
when describing trips to virtual realms accessed through “simulation
feathers.” “Vurt,” the other side of reality—virtuality,—is equated with the
garden of Eden, and the connection between knowledge, Paradise, and the
Fall, is striking:
Last time I saw my sister, for real, she was sitting opposite me, across an apple
jam-smeared table, with a feather in her mouth, expecting to fly. It was me, the
brother, holding the feather there, turning it all around inside of her mouth. And then
moving it to my own mouth, and Desdemona’s eyes were glazed already by the Vurt,
as I twisted the feather deep, to follow her down. Wherever she was going, I was
going too. I really believed that. We went down together, sister and brother, falling
into Vurt, watching the credits roll; WELCOME TO ENGLISH VOODOO. EXPECT
TO FEEL PLEASURE. KNOWLEDGE IS SEXY. EXPECT TO FEEL PAIN.
KNOWLEDGE IS TORTURE. Last time I saw my sister, close up, intimate, in the
Vurt world, she was falling through a hole in a garden, clutched at by yellow weeds,
cut by thorns, screaming my name out loud.”94
The descent to virtuality finds its best metaphor in the Fall of Adam and
Eve. Gibson constructs a cyber-myth taken from the Bible but twisted to ac-
commodate the new cyberspace model: Paradise is not the place on earth
where God’s newly created Adam and Eve bask in supreme innocence, it is
cyberspace. Out of it is the Fall; back to real space is the casting out of Eden:
“For Case, who’d lived for the bodiless exultation of cyberspace, it was the
Fall.”95 The body, in a curious return to the religious paradigm, is the source of
evil, but here its opposite is not the spirit, but disembodied existence in cy-
berspace, a return to the pure freedom of an a-physical world. Case and his
cowboy buddies live in cyberspace like angels.
But cyberspace is a strange place indeed, and it must in a way contain real
life in it, prior to it, if that is in any sense possible, and Case—as Ng in Snow
Crash in the van episode cited previously—is capable of enjoying the “meat,”
flesh, but from the vantage point of cyberspace. It is as if the flesh or physi-
cality were only pure in cyberspace, as if the body, in mystical parlance, could
only be transcended by the grace of the holy cyber-spirit:
There was a strength that ran in her [Linda]…Something he’d found and lost so many
times. It belonged, he knew—he remembered—as she pulled him down, to the meat,
the flesh the cowboys mocked. It was a vast thing, beyond knowing, a sea of
information coded in spiral and pheromone, infinite intricacy that only the body, in its
strong blind way, could ever read.96
And then the long-awaited union with Linda, the long search for her that
spans, like a barely visible thread, the whole novel, is consummated, but only
Cyberspace as Myth 99
as Orpheus can consummate his love with Eurydice: in the realm of the dead.
Yet both are, in some way, still alive:
The zipper hung, caught, as he opened the French fatigues, the coils of toothed nylon
clotted with salt. He broke it, some tiny metal part shooting off against the wall as
salt-rotten cloth gave, and then he was in her, effecting the transmission of the old
message. Here, even here, in a place he knew for what it was, a coded model of some
stranger’s memory, the drive held.97
Case is amazed to see that the “old message,” that of the flesh, that of physical
existence, is still valid and working in cyberspace, yet he doesn’t know, at this
stage, that even this “coded model” is a plane of existence that owes as much
to virtuality as it does to real life.
As far as origins are concerned, then, myths in cyberspace are reversed
and are seen as the mirror image version of their real life counterparts.
Baudrillard, though with another agenda in mind, writes of such reversals:
“Simulation…is the generation by models of a real without origin or reality: a
hyperreal. The territory no longer precedes the map, nor does it survive it. It is
nevertheless the map that precedes the territory…that engenders the terri-
tory.”98 The territory, real life, comes after and is modeled after the map, after
cyberspace. When Case, at the end of the novel, “jacks in” and sees Linda and
himself waving at him from the far reaches of cyberspace, he realizes that
immortality, in whatever digital shape it may be, can survive real life and it is,
in fact, his own life in the matrix which engenders the events of the novel.
Case’s experience is a satori-like sudden realization that phenomena are, in the
digital complexity of cyberspace, undifferentiated. His enlightenment recalls
that of Govinda in Herman Hesse’s novel Siddhartha when, also at the end,
Govinda sees in the smiling face of Siddhartha the kaleidoscopic vision of
different planes of being:
He no longer saw the face of his friend Siddhartha. Instead he saw other faces, many
faces, a long series, a continuous stream of faces—hundreds, thousands, which all
came and disappeared and yet all seemed to be there at the same time, which all
continually changed and renewed themselves and which were yet all Siddhartha.99
Govinda’s search mirrors our own: trying to resolve the conflict between
Nirvana and Samsara, between the un-nameable, the end of the existence of
the ego, and the world of illusions, the world we live in. When faced with the
riddle of cyberspace, when cyberspace becomes a Zen koan, we strive to
resolve the conflict as well. Which is which? Is cyberspace a world of illusion,
Mara the seducer,100 or is it the answer to our questions and the end of our
quest?
Slavoj Žižek is skeptical about the enthusiasm projected by cyberspace
100 Cybermapping and the Writing of Myth
and problematizes the issue of self and identity, asking whether we are “no-
body and nothing,” only an illusion of self-awareness similar to what is ex-
perienced by hallucinogenic drug-takers:
No wonder, then, that the old heroes of the LSD scene like Timothy Leary were so
eager to embrace virtual reality: does the prospect of VR not offer the drug journey
into the ethereal space of new perceptions and experiences WITHOUT direct
chemical intervention in the brain, i.e. by providing from the outside, through the
computer generation, the scenes that our brain itself had to create when enhanced by
the drug substance?101
Žižek is mainly afraid that we, as human beings, will be, after the genome
project completion, defined as a mere code “that can be compressed onto a
single CD”102 and that our cherished individuality will disappear and melt in a
giant “brain-in-the-vat” scenario. The prospect of downloading “the entire
human brain (once it is possible to scan it completely) onto an electronic
machine more efficient than our awkward brains”103 seems very real to him.
However, Žižek’s fears, like those of others, stem from a hasty reduction of
possibilities into a dark apocalyptic scenario. Stahl Stenslie clarifies the
“brain-in-the-vat” controversy:
Future communication will go beyond the interface as we know it. Not into an absurd
“uploading of the body” or the disappearance of the body in information, but rather in
the re-emerging of the body as interface; an unpredictable, unreliable, unstable, and
emotional interface, susceptible to hormonal flux and biological decay, but with a
“fuzzy” logic guaranteeing information digestion/exchanges in bit rates higher than
any contemporary, “logic” interface.104
Erik Davis goes to the extent of saying that Gnosticism in fact “anticipates
cyberculture” with “its obsession with simulacra and encoded messages, as
well as its almost libertarian hatred of traditional authority and a corre-
sponding emphasis on spiritual autonomy.”106 Lévy, in turn, situates the issue
of this higher reality in the context of his overall theory of collective intelli-
gence, defining it as “an intelligence distributed everywhere, constantly val-
orized, coordinated in real time, leading to an effective mobilization of
competences,” with the aim of “mutually recognizing and enriching peo-
Cyberspace as Myth 101
ple.”107 Lévy adds: “Far from fusing together individual intelligences in a kind
of indistinct magma, collective intelligence is a process of growing up, of
differentiation and of mutual re-energizing of singularities.”108 Gibson, in a
passage cited previously, could not have said this better when Case, only in
cyberspace, recovers a long-lost relationship with the flesh and discovers that
his cyberspace body is in a way more real than the one he carries in real life.
Žižek is aware of the consequences of such meditations: “However, the ulti-
mate lesson of cyberspace is an even more radical one: not only do we lose our
immediate material body, but we learn that there never was such a body—our
bodily self-experience was always-already that of an imaginary constituted
entity.”109
Apocalyptic brain-in-the-vat visions are not, however, conducive to a
dispassionate appraisal of what cyberspace can offer. If we follow the
mythical path, we will see that cyberspace is home to a full-fledged cos-
mogony which can be seen as threatening or as benign as its counterpart in real
life. The Babel story is certainly a recurring motif in the literature of cyber-
space. From the Bible we read the following narrative:
And the whole earth was of one language, and of one speech… And the LORD said,
Behold, the people is one, and they have all one language; and this they begin to do:
and now nothing will be restrained from them, which they have imagined to do. Go to,
let us go down, and there confound their language, that they may not understand one
another’s speech. So the LORD scattered them abroad from thence upon the face of
all the earth: and they left off to build the city. Therefore is the name of it called
Babel; because the LORD did there confound the language of all the earth.110
He took the band, put it on, and Case adjusted the trodes. He closed his eyes. Case hit
the power stud. Aerol shuddered. Case jacked him back out. ‘What did you see, man?’
‘Babylon,’ Aerol said, sadly, handing him the trodes and kicking off down the
corridor.111
Shortly after, Case meets the two surviving founders of Zion who speak a
peculiar language, a mixture of prophecy and technological awareness:
“‘Soon come, the Final Days . . . Voices. Voices cryin’ inna wilderness,
prophesyin’ ruin unto Babylon…We monitor many frequencies. We listen
102 Cybermapping and the Writing of Myth
always. Came a voice, out of the babel of tongues, speaking to us. It played us
a mighty dub’.” 112 The Zionites are Neo-Luddites who are forced to
accompany Case on his quest which will, paradoxically, end with the
unification of the two great AIs, (Artificial Intelligence), Wintermute and
Neuromancer, into the matrix. It is as if Wintermute and Neuromancer were
attempting to reverse the Babel of tongues, to re-instate one unified language.
But Gibson remains skeptical as to whether the end justified the enormous
means in the final dialogue between Case and the newly-formed AI:
‘But you’re the whole thing. Talk to yourself?’
‘There’s others. I found one already. Series of transmissions recorded over a period of
eight years, in the nineteen-seventies. ‘Til there was me, natch, there was nobody to
know, nobody to answer.’113
For Stillman had not left his message anywhere. True, he had created the letters by the
movement of his steps, but they had not been written down. It was like drawing a
picture in the air with your finger. The image vanishes as you are making it. There is
no result, no trace to mark what you have done.114
The Hindu avatar descends to the earth and embodies a concrete manifestation
or principle. In Snow Crash and in Active Worlds, the movement is in the
opposite direction: the real-life user connects to the Metaverse and to the
online community and embodies a concrete manifestation or principle of
reality. As Stephenson himself shows with Ng, it is possible to control real life
from cyberspace; it is possible to forsake the physical body, to keep it barely
functioning and, acquiring a brand new virtual body, a brand new virtual life,
and brand new virtual conditions, to control, if needed, the physical body for
menial chores, as if in contempt. The creation of this perfect virtual world is
the mythical—and deeply tragic—attempt to go back to an Edenic past, and
Ng spares no effort designing it:
He has a large office with French doors and a balcony looking out over endless rice
paddies where little Vietnamese people work. Clearly, this guy is a fairly hardcore
techie, because Y.T. counts hundreds of people out in his rice paddies, plus dozens
more running around the village, all of them fairly well rendered and all of them doing
different things. She’s not a bithead, but she knows that this guy is throwing a lot of
computer time into the task of creating a realistic view out of his office window.118
Yet Stephenson quickly adds that, unlike in the real world where people
physically feel each other, avatars in the Metaverse can’t and, therefore, bow
but do not shake hands because this would painfully remind them of their
virtuality.
But hasn’t the flesh been the principal enemy of the Judeo-Christian tra-
dition for centuries? Obviously, a departure from the physical into a realm of
pure thought and pure rationality could not be too alien to the western mind.
As the movie The Thirteenth Floor brilliantly suggests, we could ourselves be
the avatar(s) of a super-user, a “deity” descended to our real life. The mere
fascination and the stupendous facility and adaptability of such myths to the
medium of cyberspace is worthy of notice. As a new mode of existence, cy-
berspace embodies both our wildest and most spiritual fantasies quickly, ef-
fortlessly, and with a high degree of versatility. An example is the ease with
which Voodoo myth has been adapted by Noon as shown previously and
specially by Gibson where Oungans, Mambos, Loas, Pappa Legba, Ezili
Freda, Baron Samedi, Similor, Madame Travaux, Grande Brigitte and others
rub elbows with advanced technology. In a passage from Count Zero, humans
are “decks,” Danbala is the “program,” and the world is cyberspace:
When Beauvoir or I talk to you about the loa and their horses, as we call those few the
loa choose to ride, you should pretend that we are talking two languages at once. One
of them, you already understand. That’s the language of street tech, as you call it. We
Cyberspace as Myth 105
may be using different words, but we’re talking tech. Maybe we call something
Ougou Feray that you might call an icebreaker, you understand? But at the same time,
with the same words, we are talking about other things, and that you don’t
understand…‘Okay,’ Bobby said, getting the hang of it, ‘then what’s the matrix? If
she’s [Jackie] a deck, and Danbala’s a program, what’s cyberspace?’ ‘The world,’
Lucas said.119
This would be simple and settled yet Ovid takes the problem to its ontological
extreme and Narcissus appears to us not as a foolish teenager tricked by his
106 Cybermapping and the Writing of Myth
Fathomless!
study is access to the information of the world.” 133 The old dream of
omnipresence and omniscience is becoming, everyday, more and more a
reality.
But alongside the myth of rebirth comes that of sacrifice. Indeed, the two
worlds, that of reality and cyberspace, are connected by—and share—a myth
of sacrifice and celebration performed by officiants. Georges Bataille gives an
interesting interpretation of sacrifice:
[T]he destruction operated by sacrifice is not annihilation. It is the thing—only the
thing—which sacrifice wants to destroy in the victim. Sacrifice destroys the links of
real subordination of an object, it tears the victim away from the world of utility and
brings it back to the world of unintelligible fancy.134
lowers of Dionysus, the “mad” female Maenads, were known, during feasts in
honor of the god, to collectively and brutally seize a fawn, tear it to pieces with
their bare hands, and eat it raw, an enactment of their god’s passion, death, and
rebirth.140 Here again, the divine is contagious and is certainly dangerous for,
as Walter F. Otto writes:
[T]he magnificence of the god [Dionysus] to whom all the treasures of the world are
made available is suddenly darkened by deep tenebrae. Behind the enchanted truth
rises another truth, a truth which makes the female dancers tremble and which takes
them to a madness not amiable but sinister.141
Otto explains that Dionysus is not only the “Happy” but also the “Terrible,”
and that he would offer himself in sacrifice to himself: “The obscure truth
which brings madness shows its horrible face less in the actions of the god
than in what he himself goes through.” 142 Our divided stances toward
cyberspace show how this dual nature is at work, not only on a personal and
limited level, but on a worldwide scale on the verge of covering any and all
facets of our existence. Dibbell, talking about D&Ds, compares Dungeon
Masters to shamans who have to “mentally picture” the map of their
dungeons, uncannily creating, with the mere power of the imagination, a
full-fledged realm where characters will wander, battle, and die; and Bey
advocates the return to shamanistic practices in order to deal with the
emerging world(s):
To shed all the illusory rights & hesitations of history demands the economy of some
legendary Stone Age—shamans not priests, bards not lords, hunters not police,
gatherers of paleolithic laziness, gentle as blood, going naked for a sign or painted as
birds, poised on the wave of explicit presence, the clockless nowever.143
Cybernauts of all kinds are daily constructing a writerly text with the
trustworthy tools offered by myth in a tragic attempt to escape the limitations
of time and the fatality of death. Never before have twenty-first-century hu-
man beings been given such an opportunity to mythically re-write their fate,
and this in the seemingly innocuous act of accessing the Internet, “surfing” the
web, sending emails across the planet, and constructing simulations. The
human species’ frenzied virtual activity, where millions are simultaneously
online, is unprecedented. Luddite scenarios about the end of the human race
and other apocalyptic visions misread the obvious: in the absence of myth, in
the absence of God, cybernauts have built, only as bricoleurs can, a new space
teeming with the re-constructed myths that have shaped the collective human
race for millennia. The mythopoeic dimension of cyberspace is being mapped
everyday by the daring colonizers of virtuality, a map as rich in imaginative
meaning as that of the first explorers sailing across the voids of the great
oceans.
Let us now turn now to the characteristics of this writing of myth and see
how it is also a mythical writing, an écriture, a “semiophany,”—as Barthes
called it in not a very different context151—which has so dramatically changed
our view of the universe and which, to take up again Lévi-Strauss’ term, has
allowed almost anybody to share in the construction of a “science of the
concrete,” and to become a bricoleur in the continuously expanding new realm
of cyberspace. Cyberspace as the re-construction—and probably last ha-
ven—of myth is to be informed by cyberspace as écriture.
N O T E S
1 J. Hillis Miller, Ariadne’s Thread: Story Lines (New Haven: Yale University Press,
1992), 10.
2 Starrs, “Sacred,” 193.
3 Greg Bear, Queen of Angels (London: Millennium, 2000), 468.
4 Starrs, “Sacred,” 196. Bishop Gaillot’s page is, almost ten years later, very much alive at
http://www.partenia.org [Last accessed Oct. 12, 2006]. In the section on the history of
Partenia, Gaillot writes: “Since Partenia does not exist anymore, it has become the
symbol of all those who, in society as well as in the Church, have the feeling of not
existing anymore. It is an immense diocese without frontiers where the sun never sets”
(http://www.partenia.org/histoire_f.htm).
5 Qtd in Starrs, “Sacred,” 197.
6 Ibid., 197.
112 Cybermapping and the Writing of Myth
35 Florian Röetzer, “Outer Space or Virtual Space? Utopias of the Digital Age,” in
Beckmann, Virtual Dimension, 121–43, 131.
36 Given originally as an address to the American Historical Association in 1893 and
published later, in 1920, in The Frontier in American History.
37 The abuses of the Internet are, of course, obvious. But take, for example, Phil
Zimmerman’s PGP cryptographic software. A free product, it has helped many
institutions and bodies in the world communicate vital life-saving information in secure,
untampered-with, channels.
38 Adams, “Cyberspace and Virtual Places,” 161.
39 Arthur and Marilouise Kroker, Hacking the Future: Stories for the Flesh-Eating 90s
(Montreal: New World Perspectives, 2001), 12.
40 Ziauddin Sardar, “Alt.Civilizations.Faq: Cyberspace as the Darker Side of the West,” in
Bell and Kennedy, Cybercultures, 732–52, 734.
41 Ibid., 735.
42 Stefan Zweig, Amerigo: Récit d’une erreur historique (Paris: Pierre Belfond, 1994),
23–24.
43 Webster’s, 515.
44 François de Closets et Bruno Lussato, L’Imposture informatique (Paris: Fayard, 2000),
80.
45 Lévy, Technologies, 64.
46 Ibid., 93.
47 Roger Caillois, Le Mythe et l’homme (Paris: Gallimard, 1972), 151.
48 Andrew Richard Albanese, “Cyberspace: The Community Frontier - LJ Talks with
Electronic Frontier Foundation Cofounder John Perry Barlow,” Library Journal 127.19
(Nov. 15, 2002), 42–44.
49 Dibbell, My Tiny Life: Crime and Passion in a Virtual World, ch. 1.
50 Claude Lévi-Strauss, The Savage Mind (Chicago: The University of Chicago Press,
1966), 16. For a more complex study of myth, see Lévi-Strauss’ “The Structural Study
of Myth,” Journal of American Folklore 78.270, (Oct.–Dec. 1955), 428–44. The article
has been translated back into French as “La Structure des mythes” in Lévi-Strauss’
Anthropologie Structurale (Paris: Plon, 1974).
51 Ibid., 16–17.
52 Ibid., 19.
53 Ibid., 10–11.
54 Jorge Luis Borges, “On Exactitude in Science,” in Collected Fictions (New York:
Viking Penguin, 1998), 325.
55 Baudrillard, Simulacra, 1.
56 Webster’s, 870.
57 W. Y. Evans-Wentz, ed., The Tibetan Book of the Dead (Oxford: Oxford UP, 1985),
xxvii.
58 Ibid., 217.
59 Ibid., xxviii–xxix.
114 Cybermapping and the Writing of Myth
60 Ibid., xlviii–xlix.
61 Carl G. Jung, Psychology and Alchemy (Princeton: Princeton UP., 1993), 95–96.
62 Ibid., 98–99.
63 Ibid., 222.
64 Ibid., 221–22. See also Jung’s Das Geheimnis der Goldenen Blüte (The Mystery of the
Golden Flower) translated to French as Commentaire sur le mystère de la fleur d’or
(Paris: Albin Michel, 1979), for examples of European mandalas drawn by patients in
the book’s index (87–107). Jung is careful to say that all the drawings (the earliest dating
from 1916) “have been realized independently of any oriental influence” and “clearly
illustrate the parallelism between oriental philosophy and the unconscious mental
processes in the Occident” (87).
65 Mircea Eliade, Myth and Reality, 25.
66 Bear, Queen of Angels, 318.
67 Ibid., 319.
68 Pat Cadigan, Mindplayers (London: Victor Gollancz, 2000), 35.
69 Dery, Escape, 72.
70 Gibson, Neuromancer, 68.
71 Ibid., 208.
72 Calvino, Invisible, 32–33.
73 Ibid., 139.
74 Jorge Luis Borges, El Libro de arena (Madrid: El Libro de Bolsillo, 2000), 133. My
translation.
75 Ibid., 133–134.
76 See Walter Benjamin’s famous essay “L’Oeuvre d’art à l’époque de sa reproduction
mécanisée,” in Écrits français (Paris: Gallimard, 2003), 177–220.
77 Borges, Libro, 136.
78 Hakim Bey, T.A.Z.: The Temporary Autonomous Zone, Ontological Anarchy, Poetic
Terrorism (NY: Autonomedia, 2003), 3.
79 Ovid, Metamorphoses (Harmondsworth: Penguin, 1980), 29.
80 Ibid., 183.
81 Jorge Luis Borges, Labyrinths (London: Penguin, 2000), 170.
82 Ibid., 171–72.
83 Gibson, Count Zero, 170.
84 Gibson, Neuromancer, 206.
85 Borges, Labyrinths, 171.
86 Baudrillard, Simulacra, 105.
87 Borges, Labyrinths, 172.
88 Auzanneau and Avril, Dictionnaire latin, 580.
89 Lévy, Intelligence, 239.
90 Stephenson, Snow Crash, 195.
91 Jameson, Postmodernism, 12.
Cyberspace as Myth 115
What is a myth today? I will immediately give a very simple first answer perfectly in
line with etymology: myth is a discourse.
Roland Barthes, Mythologies2
T
he different myths re-interpreted in the preceding chapter to fit the
context of a mapping of cyberspace can only be situated within the
framework of language and of a magical use of discourse. Speaking of
myths and mythemes, Lévi-Strauss said: “If we want to account for the
specific characters of mythical thought, we must therefore establish the fact
that myth is simultaneously inside language and beyond it.” 3 Can we,
likewise, attempt to map cyberspace in conjunction with myth and writing? In
this chapter I will try to show how cyberspace is indeed an écriture which
constructs and maps out a space for cybernauts.
Borges, in Atlas, played the following game with the notion of the laby-
rinth where discourse becomes itself an unending maze:
This is the labyrinth of Crete. This is the labyrinth of Crete whose center was the
Minotaur. This is the labyrinth of Crete whose center was the Minotaur that Dante
imagined as a bull with a man’s head in whose stone net so many generations were as
lost as María Kodama and I were lost. This is the labyrinth of Crete whose center was
the Minotaur that Dante imagined as a bull with a man’s head in whose stone net so
many generations were as lost as María Kodama and I were lost that morning, and
remain lost in time, that other labyrinth.4
The starting point is a place, the labyrinth of Crete, and Borges uses language
118 Cybermapping and the Writing of Myth
to construct a narrative, beginning with “whose center was the Minotaur,” and
building over it until that place becomes a space filled with history’s events,
memories, actors, and expectations. From the heart of the labyrinth language
has magically built upon itself to create a vibrant life-like realm. The labyrinth
remains a monological place, closed upon itself, self-reflecting and ultimately
sterile until a narrative discourse, dialogic and reflecting the voices of the
world, reaches out to map out its bearings.
Lévy, in the context of knowledge versus power as the coming order of
cyberspace, also equates the labyrinthine qualities of the new technologies
with writing:
Instead of thickening the bastions of power, let us refine the architecture of
cyberspace, the ultimate labyrinth. On every integrated circuit, on every electronic
chip, we see but cannot read the secret number, the complex emblem of collective
intelligence, scattered irenic message.5
To Lévy, cyberspace has allowed us to genuinely treat the text as it was meant
to be treated, as tissue:
As we tear the text by reading or listening, we ruffle it. We fold it upon itself. We link
the passages which correspond to each other. We sew together the limbs scattered and
dispersed over the surface of the pages or in the linearity of discourse: to read a text is
to recover the textile gestures which gave it its name.6
He adds that cyberspace has also brought writing back, thanks to it basic
programming language, to its original simplicity:
Informatization accelerates the movement begun by writing by reducing any message
to combinations of two elementary symbols, zero and one. These characters are the
least significant possible, identical on all the supports of memory…Information
technology is the most virtualizing of techniques because it is also the most
grammaticalizing.7
Taken back to its bare binary pair of 1 and 0, information technology uses the
two basic building blocks of creation, the mythical Adam and Eve, the
mythical yin and yang of all differentiated beginnings. Any original language,
whether “primitive” or “basic” such as that of IT, is thought to be imbued with
power. Maurice Leenhardt, in 1947, wrote his phenomenal study on the person
and the myth in the Melanesian world. A friend of Lucien Lévy-Bruhl and
Marcel Mauss, he wrote the following lines in Do Kamo:
When a great endeavor succeeds, like the bringing down of a log from the mountain to
the sea to make a boat, they [the inhabitants] immediately explain the success of the
event without mishaps, without broken leg or other damage, by properly saying: the
words (no, action) have been good because we have followed the words (no, action
Cyberspace as Écriture 119
revelation) of someone, and they name a god…they have remained in the mythical.8
Dionysian frenzy which turns us into Maenads not knowing anymore which is
first and which is last. Our writing in cyberspace is that of a book connected to
all other books, a book-plateau, as Deleuze and Guattari say:
We call “plateau” any multiplicity connectable to others through superficial
subterranean stems, in order to form and extend a rhizome. We are writing this book
as a rhizome. We have made it of plateaux. We have given it a circular form, but it
was a way of joking. Every morning we would wake up, and each one of us would ask
himself what plateaux he would take, writing five lines here and ten lines there.11
Like the founders of French surrealism, André Breton and Philippe Soupault,
Deleuze and Guattari were in their own way attempting to get to the source of
the original language, the language before the Fall. Interestingly, the machine
language of cyberspace is, as Stephenson points out in Snow Crash, long
strings of 1s and 0s which bring up myriads of words, colors, and sounds.
Almost all the human sensoria, in cyberspace, can be brought back to this
fundamental language, a process so dazzling in both its simplicity and
complexity that it approaches the realm of myth.
Eliade’s assertion that poetry is a prolongation of myth and is a private,
personal, and secret realm where reality is metamorphosed is, in many ways,
verifiable in cyberspace. If we go back again to Webster’s Dictionary, we read
that the definition of “universe” is:
1. the totality of known or supposed objects and phenomena; all existing things,
including the earth and its creatures, the heavenly bodies, and all else throughout
space; the cosmos; macrocosm.
“Universe” comes from the Latin “universus,” a word made up of unus and
verto, “one” and “to turn.” Now, the word for “verse,” meaning a poem or
piece of poetry comes from the Latin versus, “a line of writing,” which also
comes from the same Latin root verto, to turn, for writing is a turning of
words, images, and figures together. Verto also means to turn back, to switch
and to flip.13 Two modes, two sides of one coin, are therefore present both in
“universe” as a physical world and in “verse” as a mode of writing, as écriture.
Let us recapitulate: if myth is an attempt to explain the phenomena of the
world in a narrative; if myth perpetuates itself in language; if our word for the
known or supposed world is “universe” and our word for poetry is “verse,”
and both share the same root, then myth, language, and the known and un-
known worlds are uncannily, yet unmistakably, related. But is our “one turn”
universe enough to accommodate the new modes of being created by the new
technologies? Language’s “turning” of words to create, like a potter working
Cyberspace as Écriture 121
on a wheel or a glassmaker blowing and turning new forms, myth anew is able
to give the universe yet another turn which will flip it upside down, and create,
as we have seen earlier, a mirror image where gazer and gazed at are irreme-
diably and forever confused.14
The three elements of myth, narrative, and universe are masterfully joined
in Stephenson’s “Metaverse” mentioned earlier. That this Metaverse is, if we
follow the Greek and Latin etymologies, an “after, behind, and/or beyond the
turn/return,” provides us with exciting mirror-like complexities. The rela-
tionship between the Metaverse and metaphorical language is clear in Snow
Crash when a sword-fight occurs between Hiro and a Japanese businessman, a
fight, in fact, between their two avatars:
The Nipponese businessman lies cut in segments on The Black Sun’s floor.
Surprisingly (he looks so real when he’s in one piece), no flesh, blood, or organs are
visible through the new cross-sections that Hiro’s sword made through his body…But
the air does not rush out of him, he fails to collapse, and you can look into the aperture
of a sword cut and see, instead of bones and meat, the back of the skin on the other
side. It breaks the metaphor.15
But programmers and hackers enjoy the added benefit of seeing their work
taking actual shape and performing actual actions that are slowly becoming
more far-reaching as the writing technologies advance. For it is indeed a
writing which is involved, the writing of a code which translates, in a fulgurant
manner, into immediate and measurable results. Like their pen-and-paper or
typewriter forefathers, the “poetry” of code-writers is highly metaphorical; in
fact, it can only be metaphorical since whatever it constructs lives in the realm
of simulation and virtuality. Yet, how potent such metaphorical language is
can be taken as the confirmation that what takes place in real life is not less
bound to the dicta of language. Gibson shows the relation between cyberspace
122 Cybermapping and the Writing of Myth
The fear of losing traditional modes of reading and writing is not grounded in
valid reasons. In fact, what we take as a battle for narrative between the real
and the virtual ignores the fact that the book, writing, and the text have always
been virtual objects and activities. Ryan writes:
As a generator of potential worlds, interpretations, uses, and experiences, the text is
thus always already a virtual object. What the marriage of postmodernism and
electronic technology has produced is not the virtual text itself, but the elevation of its
built-in virtuality to a higher power. In no form is this exponentiation more obvious
then [sic] in hypertext.25
Lévy concurs when he says that writing, because of its virtualizing quality,
“desynchronizes and delocalizes,” and helps bring forth “a mechanism of
communication in which messages are often separated in time and space from
their emitting source, and thus received out of context.”26 The new writing
heralded by cyberspace takes our already-virtualized communicative abilities
to their ultimate development and brings about a revolutionary change:
Compared to old techniques of reading as network, digitalization introduces a small
Copernican revolution: it is not the navigator who follows the reading instructions
and physically moves in hypertext, turning pages, moving weighty volumes,
124 Cybermapping and the Writing of Myth
wandering in libraries, but it is now a mobile and kaleidoscopic text which presents its
facets, turns, folds and unfolds itself at will in front of the reader.27
Virtualization, to Lévy, “brings about the becoming of the text,” and begins
the real “adventure of the text.” Humanity has, finally, “invented writing.”29
Cyberspace is indeed a textual space par excellence. One of the current
manifestations of this textual space is hypertext, defined by Landow in the
context of theorists of textuality as follows:
Like almost all structuralists and poststructuralists, Barthes and Foucault describe
text, the world of letters, and the power and status relations they involve in terms
shared by the field of computer hypertext…Hypertext, as the term is used in this
work, denotes text composed of blocks of text—what Barthes terms a lexia—and the
electronic links that join them…Hypertext denotes an information medium that links
verbal and nonverbal information.30
a future where hypertext becomes the only mode of reading and writing. What
we can equally infer is that all modes of communication and thus of being
might be incorporated in cyberspace. Every unique, non-duplicatable path
each and every reader/cybernaut draws in the flat and smooth sky of
cyberspace will determine, and therefore map up, the lexias making up each
cybertext. As in Borges’ “The Book of Sand,” the awesome monstrosity or
obscenity of cybertextuality resides in the fact that never will anyone be able
to find the first or the last page, and never will anyone be able to find the same
page again, that is, to read and write the same cybertext. Sven Birkerts writes:
Stripping the work of its proud material trappings, its solid three-dimentionality,
[screen technologies] further subject it to fragmentation…We can enter cleanly and
strategically at any number of points; we can elide passages or chapters with an elastic
ease that allows us to forget the surrounding textual tissue.37
Derrida foresaw the end of reading and writing as we have known it and writes
in Of Grammatology of a new age where technological developments have
forced us to re-evaluate our reading and writing habits:
The end of linear writing is indeed the end of the book, even if, even today, it is within
the form of a book that new writings—literary or theoretical—allow themselves to be,
for better or for worse, encased. It is less a question of confiding new writings to the
envelope of a book than of finally reading what wrote itself between the lines in the
volumes. That is why, beginning to write without the line, one begins also to reread
past writing according to a different organization of space…Because we are
beginning to write, to write differently, we must reread differently.38
Faced with the inherent difficulty of mapping a space which defies the
common acceptance of the term, Lévy links that space with language and
coins the term “cosmopedia” as a replacement for “encyclopedia”:
Rather than having to deal with a text with only one dimension, or even with a
hypertexual network, we are faced with a multidimensional space of dynamic and
Cyberspace as Écriture 127
interactive representations. To the face-to-face of the fixed image and the text,
characteristics of the encyclopedia, cosmopedia opposes a very large number of
forms of expression: fixed image, animated image, sound, interactive simulations,
interactive maps, expert systems, dynamic ideographies, virtual realities, artificial
lives, etc.”40
Babble. Babel.
Stillman who, obsessed by the same search for the original pre-Babel lan-
guage, locked up his son, also named Peter, in a dark room for nine years.
After recognizing the failure of his project, Peter Stillman the father burned
his records, accidentally setting fire to the whole house and unwillingly saving
his son from his confinement. The father is tried and found insane, and the son
is sent to a hospital to recover. His speech, however, is forever tainted with the
Babel curse: Peter Stillman the son can only babble:
“Wimble click crumblechaw beloo. Clack clack bedrack. Numb noise, flacklemuch,
chewmanna. Ya, ya, ya. Excuse me. I am the only one who understands these
words…Wimble click crumblechaw beloo. It is beautiful, is it not? I make up words
like this all the time. That can’t be helped. They just come out of my mouth by
themselves. They cannot be translated…I am mostly now a poet. Every day I sit in my
room and write another poem. I make up all the words myself, just like when I lived in
the dark.46
The link between poetry and myth, noted above, is striking. When myth
forsakes its guiding role in societies, it is incorporated—or recuperated—by
literature, by writing. Peter Stillman the son and Peter Stillman the father are
one and the same person representing the search for the pre-Babel language,
its loss, and its re-tracing. As the elderly Stillman leads Quinn the detective in
his walks in New York and spells out the phrase “The Tower of Babel” on the
actual map of the city, cyberspace is constructed by users who write their own
journeys. To Lévy, cyberspace is the computer of Babel:
One could say that there is only one computer, only one support for text, but it has
become impossible to trace its limits, to fix its outline. It is a computer the center of
which is everywhere and the circumference nowhere; a hypertextual computer,
dispersed, alive, pullulating, unfinished, virtual, a computer of Babel: cyberspace
itself.47
The writing of cyberspace takes this anxiety a notch further. In the world
of the matrix, the dichotomy between the basically simple 1s and 0s strings
and the dazzling graphics, sounds, and—soon?—feelings such strings can
produce, is tantamount to pure myth. Stephenson has his protagonist wonder
over a picture of Hammurabi as the latter is given by Marduk, the chief
Babylonian god, some sort of scepter in the shape of a one and a zero; these are
explained as emblems of royal power, the origin of which is “obscure.”48
Power belongs to the one who can go back to the mythical pre-Babel tongue. If
myth, as noted earlier, is the attempt to put in one fulgurant vision the essence
of a concept which has taken millennia to develop, then cyberspace offers an
infinitely varied virtual world through a mere binary code. Hardly a new
concept, true, for most myths speak of an original pair of beings who are either
Cyberspace as Écriture 129
Peter Stillman the father was trying to “work in machine language” but went
crazy; likewise, human beings need a language-buffer, as it were, which will
only imperfectly point to the original parent language, if indeed it does exist.
The proliferation of languages is paralleled, in cyberspace, by a proliferation
of programming languages.51
But at the same time, paradoxically, the proliferation of languages as a
confusion visited by God is also pictured as the gift of speaking in tongues.
Here again the connection between language and myth is striking: glossola-
lia—“speaking in tongues”—is, according to Webster’s Dictionary, “a prayer
characterized chiefly by incomprehensible speech,” from the Greek glossa,
meaning tongue, and -lalia, originally meaning a speech defect specified by
the preceding element, in this case glôssa.52 It is also revealing to find that the
old name for linguistics was “glossology.” One of the most important events
to be recorded in the New Testament was the apostles’ speaking in tongues
during the feast of the Pentecost:
And suddenly there came a sound from heaven as of a rushing mighty wind, and it
filled all the house where they were sitting. And there appeared unto them cloven
tongues like as of fire, and it sat upon each of them. And they were all filled with the
Holy Ghost, and began to speak with other tongues, as the Spirit gave them
utterance.53
The antique punishment recorded in the Old Testament is here repeated but in
a different direction and different motives: glossolalia as defect and as means
of confusion becomes the speaking in tongues as divine gift and as a means of
re-unification and universal understanding through the gospels. The confusion
of the bystanders is also the mirror image, reversed of course, of the confusion
in the Babel story:
130 Cybermapping and the Writing of Myth
Now when this was noised abroad, the multitude came together, and were
confounded, because that every man heard them speak in his own language. And they
were all amazed, and marvelled, saying one to another, Behold, are not all these
which speak Galilaeans? And how hear we every man in our own tongue, wherein we
were born?54
Cyberspace, then, is not only a simple mirror or a hologram which puts two
worlds in specular reflection. The problem of the proliferation of languages,
tongues, and voices in virtuality is elegantly solved with the help of the
post-structuralist theory of the multiplicity of narratives in a chain which does
not end, and which is made of links written by each and every reader. The
pleasure of cyberspace textuality is not only the uncertainty of who will read
what, and in which order, but also who will re-write the offered text. Barthes is
also touching upon the Bakhtinian notion of dialogism and the centrifugal
power of narrative away from a pure reflexivity that can only lead to closure.
Bakhtin, unlike Eliade, ascribes to poetry a centripetal power which, instead of
reaching out, confines poets inside their own unique mythical bubbles.58 His
Cyberspace as Écriture 131
concept of the prose writer, on the other hand, differs markedly from that of
the poet. He writes:
The prose writer does not purify his discourses from their intentions and from the
tonalities of other people, he does not kill in them the embryos of social plurilinguism,
he does not put aside these linguistic figures, these ways of speaking, these virtual
story-telling-personas who appear, in transparence, behind the words and the forms of
his language; but he disposes all these discourses, all these forms, at different
distances from the ultimate semantic core of his work, from the center of his personal
intentions.59
The above can be read by cybernauts as one of the features which have made
cyberspace the point of convergence of different and differing voices from all
over the planet. It is only through a dialogic writing that the global village can
be made possible. Bakhtin says that polylinguism as introduced in the novel
is the discourse of the other in the language of the other, serving to refract the
expression of the author’s intentions. This discourse presents the singularity of being
bivocal. It simultaneously serves two locutors and expresses two different
intentions…Such discourse contains two voices, two meanings [“sens”], two
expressions…In all of these [bivocal discourses] is found the seed of a potential
dialogue, un-deployed, concentrated on itself, a dialogue of two voices, two
conceptions of the world, two languages.60
Mauss’ observation is crucial since it allows us, through the myths and taboos
surrounding the potlatch and through this “exchange of spiritual matter,” to
understand how a virtual writing of cyberspace has been able to engender, in
the space of a few years, an almost full-fledged world bustling with incredible
activity.
Bataille’s The Accursed Share takes up Mauss’ potlatch and excess and
clothes it in even more sumptuous attire. In his first part entitled “Consump-
tion,” Bataille studies various societies and the way their consumption
methods betrayed exuberance. Continuing from where Mauss had left,
Bataille sees the value of the potlatch in terms of loss:
But the wealth that is actualized in the potlatch, in consumption for others, has no real
existence except insofar as the other is changed by the consumption. In a sense,
authentic consumption ought to be solitary, but then it would not have the completion
that the action it has on the other confers on it. And this action that is brought to bear
on others is precisely what constitutes the gift’s power, which one acquires from the
fact of losing.63
What immediately strikes is the Bakhtinian importance of the other, and the
potlatch becomes with Bataille a dialogic exchange where gifts replace words
and are as easily disposed of as in a narrative that is only measured by its
surpassing itself. This surpassing, this going beyond oneself to reach the other,
is also reminiscent of the way myth functions to give humanity, through a
simple narrative, a glimpse of what cannot be understood otherwise. Bataille
writes that the “exemplary virtue of the potlatch is given in this possibility for
man to grasp what eludes him, to combine the limitless movements of the
universe with the limit that belongs to him.” 64 The Aztecs and human
sacrifices, the North American Indians and potlatch, Islam and conquest,
Lamaism and the absence of militarism, the Soviets and industrialization are
all drawn by Bataille on his map of the excesses of civilizations, and one can
Cyberspace as Écriture 133
only wonder how, had he still been alive, he would have added the virtual
society of cyberspace which, in one move, captures the essences of potlatch,
conquest, and hyper-advanced technologies.
At this stage one is reminded of the important role played by fiction both
in the representation of reality and in the creation of cyberspace. Hence the
subversive aspect of virtuality: it is not only that virtuality threatens to di-
minish our hold on everyday reality or that the new technologies are alienating
humanity from itself and giving up control to supposedly autonomous AIs; the
problem is also one of language and power. What cyberspace has created is a
new language, a new discourse which has probably forever altered our view of
reality. Barthes, talking about the subversiveness of the Sadean language,
writes these words equally applicable to our context:
The deepest subversion (counter-censure) does not necessarily consist in saying what
shocks public opinion, morality, the law, or the police, but to invent a paradoxical
discourse (free from all doxa): invention (and not provocation) is a revolutionary act:
the latter can only be accomplished in the foundation of a new language.65
warns that the notion of the supplement arises out of an essential lack:
But the supplement supplements. It adds only to replace. It intervenes or insinuates
itself in-the-place-of, if it fills, it is as if one fills a void. If it represents and makes an
image, it is by the anterior default of a presence…As substitute, it is not simply added
to the positivity of a presence, it produces no relief, its place is assigned in the
structure by the mark of an emptiness.70
Dibbell acutely realizes that cyberspace and writing are one and the same. We
have always been writing a text anyway, an arche-writing barely visible in the
bewildering array of signification continuously inventing itself everyday. But
it is the merit of cyberspace to have made this theoretical truth a tangible fact.
The author, decentered by Derrida and erased by Barthes, passes from the
status of privileged being to that of everyday user, from a professional
craftsperson to an amateur who learns to re-use the powers of narrative.
Barthes, in an interview given in 1975, prophetically wrote:
Cyberspace as Écriture 137
I can imagine a future society, totally unalienated which, on the level of writing,
would only know amateurish activities. Especially on the level of the text. People
would write, would make texts, for the pleasure of it, would profit from the jouissance
of writing without preoccupying themselves with the image they may conjure up in
others.75
Has the Barthean vision been fulfilled? When we sit in front of our screens, we
all become amateur writers again, partaking in the mythical re-creation of
words and commands which do something, whether we use a word processor,
play a game, buy and sell stocks, transfer money, or just send an e-mail. Not
only has the age-old idea of the original been superseded by that of the
legitimate copy, thus doing away with the idea of a single author, but
cyber-writers have also all become de facto hackers, cyber-bricoleurs
tinkering with the world around them with the help of words. We have, as
cyber-writers, acted the ultimate sleight-of-hand and thus precipitated, beyond
all predictions, the demise of a writing which has always tried to produce and
then to control, through its narrative and through the voice of its author, a
logocentric order of things. If the language of pre-cyberspace was Bakhtinian
monologism, a discourse pointing back at itself, the language of cyberspace is
pure dialogism where all participants, in the web of the text, weave a giant and
constantly changing tapestry of signifiers.
Talking about the Sadean discourse and the loss or inter-changeability and
decentering of authorial voice, Barthes says:
[W]ith Sade, it is some libertine who, without any other preeminence except that of an
ephemeral and practical responsibility, arranges the postures and directs the general
movement of the erotic operation; there is always somebody to regulate (but not: to
legify) the exercise, the séance, the orgy, but this somebody is not a subject; director
of the episode, he is only a moment of it, nothing more than…a sentence operator.76
Calvino has Marco Polo describe the city of Marozia which can be taken to
represent the way cybernauts construct the fiat of narrative space(s) as
cyber-writers:
It also happens that, if you move along Marozia’s compact walls, when you least
expect it, you see a crack open and a different city appear. Then, an instant later, it has
already vanished. Perhaps everything lies in knowing what words to speak, what
actions to perform, and in what order and rhythm; or else someone’s gaze, answer,
gesture is enough; it is enough for someone to do something for the sheer pleasure of
doing it, and for his pleasure to become the pleasure of others: at that moment, all
spaces change, all heights, distances; the city is transfigured, becomes crystalline,
transparent as a dragonfly.77
Are the kaleidoscopic nature of cyberspace and the uncertainty of its narrative
forms some of the reasons why it has attracted so much criticism and
138 Cybermapping and the Writing of Myth
antagonism from a culture which puts so much effort into centering itself and
is so anxious at mapping its bearings? Cyber-writing, on the contrary, opens
up the map(s) of cyberspace and refuses to be held and pinned down on a flat
mappa mundi. Absence and presence form the two unshakeable pillars upon
which cybermapping is to be envisioned.
Neuromancer’s injunction to Case, “If your woman is a ghost, she doesn’t
know it. Neither will you” acquires, in the context of cyberspace and the new
writing, an undreamt opportunity for cyber-writers, that of being part of a
collaborative orgy of writing where all, whether existing or not, willingly join
in the game of production of narrative. Gaggi says in this context:
The subject of the author, most significantly, is challenged by hypertext… notions of
intellectual property and authorship, which are very much tied to the fixity and
permanence of the book as an object for which an individual can take responsibility
and credit, are challenged. The speed and ease of comment and response in hypertext
makes it difficult to keep track of the specific contributions of various
writer/readers.78
Gaggi is here echoing Landow’s observation that, following along the lines of
contemporary critical theory, hypertext “reconfigures—rewrites—the author
in several obvious ways…the figure of the hypertext author approaches, even
if it does not entirely merge with, that of the reader.” 79 Both Gaggi and
Landow are in fact restating what Gibson had fictionally predicted in
Neuromancer in the passage cited above.
If all cybernauts have become, with varying degrees, cyber-writers, it is
legitimate to ask, in a study which attempts to map cyberspace, where the
hugely voluminous mass of writing goes or where it is stored. The role of the
librarian, or cyber-librarian, is in the age of cyberspace of critical importance
since everything is, in one way or another, a writing or a variation thereof.
Stephenson envisions, quite humorously, the cyber-librarian of the future, a
software program capable of seamlessly and almost instantaneously finding
information in cyberspace:
“Your information, sir,” the Librarian says.
Hiro startles and glances up. Earth swings down and out of his field of view and there
is the Librarian, standing in front of the desk, holding out a hypercard. Like any
librarian in Reality, this daemon can move around without audible footfalls.
“Can you make a little more noise when you walk? I’m easily startled,” Hiro says.
Borges is faced with the seemingly impossible task of mapping a space which
140 Cybermapping and the Writing of Myth
Obviously, the analogy rests on the way our planet, as a sphere, is built. A
traveler would cross earth and, moving in a straight line, would eventually
reach the point of departure, yet no two voyages would be similar. Cyberspace
takes this analogy to new heights as it provides a sphere which, unlike physical
earth, constantly changes in volume, expanding and retracting according to
what is at the time the movement of networks on the Internet. Cyberspace is
both a myth in the problematization of its origin(s) and end(s), a genesis and
an eschatology in the problematization of its boundaries; and a writing which,
unlike Borges’ twenty-five “orthographical symbols” uses only two, the 1 and
the 0.
Yet another theme can be fruitfully used in our search for ways to map
cyberspace. Unsurprisingly, it will contain within itself the two seeds of myth
and writing, a myth because it will try to explain the universe (both in its
physical and non-physical natures) and allow us to see it as it may really is,
and a writing because reality and virtuality can only be apprehended and
represented through a system of signs. Such theme is the city, and it is ap-
propriate to end this chapter with a marvelously prophetic passage from Cal-
vino’s Invisible Cities:
Cyberspace as Écriture 141
Relegated for long eras to remote hiding places, ever since it had been deposed by the
system of nonextinct species, the other fauna was coming back to the light from the
library’s basements where the incunabula were kept; it was leaping from the capitals
and drainpipes, perching at the sleepers’ bedside. Sphinxes, griffons, chimeras,
dragons, hircocervi, harpies, hydras, unicorns, basilisks were resuming possession of
their city.88
Has our age unleashed the immemorial myths which it had jealously kept in
the prison-house of language? Is Eliade finally right in saying that the modern
world is devoid of myth and that the latter has sought refuge in writing? Yet,
like in Calvino’s delightful account of the city of Theodora in the above
passage, myth has, through cyberspace, taken a sizeable leap and is already
walking the streets of Cyberia.
N O T E S
Harcourt Brace Jovanovich, 1990) and Myth and Metaphor: Selected Essays,
1974–1988 (Charlottesville: Virginia UP, 1990), and George Lakoff’s “The
Contemporary Theory of Metaphor” in Metaphor and Thought, 2nd edition, Andrew
Ortony, ed. (Cambridge: Cambridge UP, 1993), are also of interest as far as the
relationship between metaphor and reality is concerned.
15 Stephenson, Snow Crash, 95. My italics.
16 Michael Riffaterre, “Intertextuality vs. Hypertextuality,” New Literary History 25.4
(Autumn 1994), 779–88, 779. My italics.
17 Gibson, Count Zero, 40.
18 Miller, On Literature, 21.
19 Worthington, “Bodies,” 195.
20 George P. Landow, Hypertext 2.0: The Convergence of Contemporary Critical Theory
and Technology (Baltimore: The Johns Hopkins University Press, 1997), 2.
21 Ibid., 38–39.
22 Jean-François Lyotard, La Condition postmoderne (Tunis: Cérès Editions, 1994), 64.
23 See Sokal (cited above).
24 Miller, “Moving Critical Inquiry On,” 416.
25 Ryan, “Cyberspace,” 96.
26 Lévy, Virtuel, 36.
27 Ibid., 42.
28 Ibid., 46.
29 Ibid., 48.
30 Landow, Hypertext 2.0, 3.
31 Barthes, S/Z, 6.
32 Lévy, Technologies, 29.
33 Ibid., 31.
34 Barthes, S/Z, 14.
35 Ibid., 13.
36 Silvio Gaggi, From Text to Hypertext: Decentering the Subject in Fiction, Film, the
Visual Arts, and Electronic Media (Philadelphia: University of Pennsylvania Press,
1998), 103.
37 Sven Birkerts, “The Fate of the Book,” The Antioch Review 54.3 (Summer 1996),
259–70, 261.
38 Jacques Derrida, Of Grammatology (Baltimore: The Johns Hopkins UP, 1976), 86–87.
39 J. Hillis Miller, “The Ethics of Hypertext,” Diacritics 25.3 (Autumn 1995), 26–39, 31.
40 Lévy, Intelligence, 204.
41 Shawn P. Wilbur, “An Archeology of Cyberspaces: Virtuality, Community, Identity,” in
Bell and Kennedy, Cybercultures, 45–55, 46.
42 Heim, Metaphysics, 3.
43 Kittler, “There is no Software.”
44 Stephenson, Snow Crash, 69.
Cyberspace as Écriture 143
Cyberspace as City
The imminent awakening is poised, like the wooden horse of the Greeks, in the Troy
of dreams.
Walter Benjamin, The Arcades Project1
The Metropolis strives to reach a mythical point where the world is completely
fabricated by man, so that it absolutely coincides with his desires.
Rem Koolhaas, Delirious New York2
A
s builders of cities for millennia and dwellers of megalopolises for
more than a hundred years, twenty-first-century humans have
naturally envisioned the new digital realm as a full urban space where
the storing, exchange, and travel of information mirror the life and movement
of dwellers of real-world cities. Not only does computer memory reside in
“addresses,” but we also speak of the “architecture” of processors, of “buses”
linking, like street and avenues, different processes, of “ports” giving access
not to tankers, ships, or liners, but to external or peripheral hardware or
software, and of “drivers” allowing hardware to be recognized by the
operating system. In addition, even casual cybernauts have heard—or are the
owners—of email “addresses,” Internet “sites,”—which are usually, at the
beginning, “under construction,”—and “domain names.” Beyond these rather
mundane appropriations of the city metaphor, however, lies a more
fundamental need to map out cyberspace on the urban grid, translating, as it
were, the desire to order experiential phenomena onto the realm of the
intangible, the ethereal, and the magical.
The implications of seeing cyber-cities as models of new ways of dealing
with reality have not escaped the attention of architecture theoreticians who
have, sadly, remained silent about the problem of cybermapping. Bermudez
and Gondeck-Becker, building on the theories of Ledoux, Piranese, Woods
146 Cybermapping and the Writing of Myth
and others, have come to the conclusion that since cyberspace offers a totally
new environment where real-world limitations are lessened, digital space does
not have to follow the rules of reality, and it becomes thus acceptable to try
and reflect on the potentials of cyber-architecture by investigating the rules
that are definitely alien to those governing the physical world in which ar-
chitecture has developed for centuries. But the most important point, to
Bermudez and Gondeck-Becker, is that if architecture can loosen up its grip
on hard physical reality, then any other discipline can follow suit. 3 Amy
Bruckman, founder of two virtual communities on the Internet, MediaMOO
and MOOSE Crossing, was writing, in 1996, that the new dimensions offered
by cyberspace present architects with a hitherto unheard-of medium wherein
to explore the limitless possibilities of the virtual. Citing Marcos Novak’s
notion of “liquid architecture,” Bruckman envisions a cyber-city where citi-
zens become creators of their own environment(s).4
Yet Bermudez, Gondeck-Becker, and Bruckman are repeating, in their
own words, what Jameson was writing years before about the way architec-
tural problems lead to theoretical issues in the other disciplines:
It is in the realm of architecture, however, that modifications in aesthetic production
are most dramatically visible, and that their theoretical problems have been most
centrally raised and articulated; it was indeed from architectural debates that my own
conception of postmodernism…initially began to emerge.5
The leap from mutated space and hyperspace to the fantasy of myth and
magic is understandable. Cyberspace as a writing of myth and as a mythical
Cyberspace as City 147
He adds that the need for a Heavenly City is still as pressing as ever and that if
this need is to be fulfilled, it can only be actualized in cyberspace.8 Lévy says
in this respect:
Cyberspace: nomadic urbanity, software civil engineering, liquid ponts et chaussées
of the Space of knowledge…It is an architecture of the interior, an unfinished system
of the collective equipment of intelligence, a whirling city with roofs of signs. The
construction of cyberspace, the converging center of communication and thought of
human groups, is one of the principal esthetic and political stakes of the coming
century.9
stated.”17 Koolhaas’ point is that Manhattan’s driving force was the construc-
tion of a world poised at the antipodes of reality, where steel would mix with
sheer fantasy to create another reality altogether, beginning with the magic of
Coney Island and ending with the dream of world peace as embodied in the
United Nations building. Writing in 1978, could Koolhaas have imagined that
before the end of the century the Manhattan dream, to exist in a totally con-
structed world of fantasy, would be realized? In a world as ambitious as cy-
berspace where steel is replaced by writing, where virtuality is doubled by the
element of language and augmented by myth, can we now “openly” state the
program which will invent, question, and refresh our concepts of reality?
A starting point is how both worlds-as-cities can be represented as form-
ing two mutually including realms. Ernest J. Yanarella, taking Calvino’s In-
visible Cities as model, asks in 1998: “How can these inchoate ‘soft cities’
unfolding before and around us and the ‘hard cities’ of our past be integrated
and democratically controlled?”18 If it is doubtful that the new technological
revolution has passed, as Yanarella says, “largely unacknowledged,” his
comment is interesting in that it explicitly assumes that the cities we live in
now are constructions of the past and that virtual communities, or “soft cities,”
will become the norm. Yanarella’s answer to his own question is that cyber-
space is not meant to be an alternative to human habitation but “merely an-
other form of habitation within a more encompassing built environment
enclosed within an even more encompassing set of relations in nature.”19
Yet the connection with Calvino’s Invisible Cities is too tempting to be
ignored. Linking writing and the city, Calvino says about the city of Tamara:
Your gaze scans the streets as if they were written pages: the city says everything you
must think, makes you repeat her discourse, and while you believe you are visiting
Tamara you are only recording the names with which she defines herself and all her
parts. However the city may really be, beneath this thick coating of signs, whatever it
may contain or conceal, you leave Tamara without having discovered it.20
It is interesting to note that Calvino’s invisible cities are not only “fictitious,”
i.e., pertaining to fiction and to writing, but also, more admirably, that they are
represented as lace, netting, veins, filigree, all features equally applicable to
the “Net” of our Internet and to the “tissue” of the text. This relationship
between the cyber-city and writing is nowhere made more explicit than in
Snow Crash. The “Street,” mentioned previously, is an urban-like virtuality
constructed from scratch with computer programming language, a fact which
does not make it, to its cyber-denizens, less liveable:
Hiro is approaching the Street. It is the Broadway, the Champs Élysées of the
Metaverse…It does not really exist. But right now, millions of people are walking up
and down it…The Street seems to be a grand boulevard going all the way around the
equator of a black sphere with a radius of a bit more than ten thousand kilometers.
That makes it 65,536 kilometers around, which is considerably bigger than
Earth…The only difference is that since the Street does not really exist—it’s just a
computer-graphics protocol written down on a piece of paper somewhere—none of
these things is being physically built.23
which are immediately liveable and hence potentially mappable. The old
dream of giving language magical qualities is fulfilled.
It is indeed as an urban space that cyberspace harbors mythical images and
constructions. Graeme Gilloch, in his Myth and Metropolis, writes: “While the
phantasmagoria of modernity finds its most palpable expression in the archi-
tecture of the city, the individual and collective experiences of the metropolis
are also imbued with mythic forms.”24 The city is not just an urban construc-
tion, but encompasses utopias of ordered and structured existence. It acquires
ontological status and comes to represent humanity’s deepest aspirations,
expectations, and fears. Greg Bear, in Queen of Angels, describes the “Coun-
try of the Mind” virtually accessed by mid-twenty-first-century scientists in
similar urban myth terms:
“It is a region, an unceasing and coherent dreamstate, built up from genetic engrams,
preverbal impressions and all the contents of our lives. It is the alphabet and
foundation on which we base all of our thinking and language, all our symbologies.
Every thought, every personal action, is reflected in this region. All of our myths and
religious symbols are based upon its common contents…“Is it truly a countryside?”
“Something like a countryside or city or some other environment.” “With buildings
and trees, and people, and animals?” “Of sorts. Yes.”25
Gilloch, by equating the city to a monad which contains, in its essence, the
totality of human experience, is exactly re-phrasing one of the definitions of
myth cited previously. The relationship between myth and the city is a
reciprocal one: not only is myth constructing itself through the city, the city is
also feeding and keeping intact the myths it creates itself. Here again the
ambiguity presented by the problem of which comes first is one of the
fundamental lessons taught by cyberspace.
One of the most durable equivalents to the urban myth of cyberspace in
the real world is Paris, a city which has tormented the imagination of thinkers,
writers, and artists throughout the centuries. Indeed, Benjamin writes: “Few
things in the history of humanity are as well known to us as the history of
Paris. Tens of thousands of volumes are dedicated solely to the investigation
of this tiny spot on the earth’s surface.”27 One of the reasons why Paris has
often been seen as the city par excellence is the amount of myth it contains. In
152 Cybermapping and the Writing of Myth
fact, a lot of mapping of Paris has been done with myth as the yardstick,
sometimes actually providing travelers with maps better than those obtained
by pure cartographic means.28 Here again, the writing of myth, in a De Certeau
manner, is better apt to render a space than a place. Benjamin, who devoted his
major work, The Arcades Project, to Paris, says:
Balzac has secured the mythic constitution of his world through precise topographic
contours. Paris is the breeding ground of his mythology…it is from the same streets
and corners, the same little rooms and recesses, that the figures of this world step into
the light. What else can this mean but that topography is the ground plan of this
mythic space of tradition…as it is of every such space, and that it can become indeed
its key.29
The places of Paris become, through Balzac’s writing, alive with innumerable
characters marking their own paths in the city, transforming Paris into a space
where myth springs out of the actions and reactions of its denizens. The city is
constructed by the stories attached to its landmarks, and the more myth-like,
the more secret, the better the topographical mapping. Benjamin again:
To construct the city topographically—tenfold and a hundredfold—from out of its
arcades and its gateways, its cemeteries and bordellos, its railroad stations…just as
formerly it was defined by its churches and its markets. And the more secret, more
deeply embedded figures of the city: murders and rebellions, the bloody knots in the
network of the streets, lairs of love, and conflagrations.30
The city’s convolutes twist and form, like cyberspace, passages and labyrinths
where the unknown becomes secret and the secret becomes myth, the latter
finally resurfacing as a written hieroglyph waiting to be deciphered. The
underworld of real cities is a mirror image of another underworld, or
supraworld, that of cyberspace. Both antipodal realms are built with and on
myth and are peopled by mythological creatures thriving on legendary feats
and prowess. Both worlds—the underworld of the dead and the supraworld of
cyberspace—spill over onto the physical world and taint it, as it were,
unalterably. Benjamin writes:
Our waking existence…is a land which, at certain hidden points, leads down into the
underworld—a land full of inconspicuous places from which dreams arise…By day,
the labyrinth of urban dwellings resembles consciousness; the arcades (which are
galleries leading into the city’s past) issue unremarked onto the streets. At night,
however, under the tenebrous mass of the houses, their denser darkness protrudes like
a threat, and the nocturnal pedestrian hurries past—unless, that is, we have
emboldened him to turn into the narrow lane.31
Our waking existence, our real life, is a realm which hints at virtualities but we
do not have to sleep—or die—in order to access the hidden points of the
labyrinths, entrances to dreams or to the afterworld.
Cyberspace is a dream being realized before our very conscious eyes, a
third mode of existence added to consciousness and unconsciousness. It is not
even the surrealists’ “inner man” mode which was to be accessed through
automatic writing; it is actually dreaming awake. The monstrosity of this
possibility transforms cyberspace into a dream-city the secrets of which await
to be discovered, a dream-city the boundaries of which are never traced for
good but the gates of which are guarded by mythical creatures:
At the entrance to the arcade, to the skating rink, to the pub, to the tennis court:
penates. The hen that lays the golden praline-eggs, the machine that stamps our
names on nameplates and the other machine that weighs us (the modern gnōthi
seauton)…the mechanical fortuneteller—these guard the threshold…They protect
and mark the transitions.32
Caillois thought that when myth loses its moral coercive power, it be-
comes an object of aesthetic pleasure which finds its best representation in the
city, and what he wrote about this phenomenon taking place in Paris can be
easily transposed to cyberspace:
[It is acceptable to affirm] that there exists…a representation of the big city, powerful
enough on the imaginations that its exactitude can never be practically questioned,
created bit by bit by the book, yet widespread enough to be now part of the collective
mental atmosphere and possessing thus a certain coercive power. We can already
recognize there the characters of mythical representation.34
Paris is a world dislocated, through the power of writing, into a myth powerful
enough to create a representation that is collectively accepted and feared as the
harbinger of truths too primordial to be uttered in the light of day. Readers of
Paris know that the city
is not the only one, not even the real one, and that it is only a make-believe stage
brilliantly lit, yet too normal, one that the machinists will never unveil, and which
dissimulates another Paris, the real Paris, the ghostly Paris, nocturnal, ungraspable,
154 Cybermapping and the Writing of Myth
ever more strong because it is secret, and which comes in any place and at any time
dangerously meddling with the other one.35
Gilloch’s use of the term “matrix” brings to mind Gibson’s AI, Neuromancer,
Cyberspace as City 155
The similarity of this experience with “jacking out,” to use Gibson’s term, is
striking, as both real-world flâneurs and their cyber counterparts acutely sense
the relative harshness or uncouthness and inane materiality of the physical
world. It is only in the crowd that the flâneur can regain what is lost; it is only
in cyberspace that the cyber-flâneur surfs the crowded digital expanses like an
invisible spirit in a magical world. Indeed, both types of flâneurs share the
attraction for myth:
The street conducts the flâneur into a vanished time. For him, every street is
precipitous. It leads downward—if not to the mythical Mothers, then into a past that
can be all the more spellbinding because it is not his own, not private…In the asphalt
over which he passes, his steps awaken a surprising resonance.43
Case is able to live, even for a brief moment, in the twilight zone between the
physical and the virtual worlds, and it is this glimpse which allows him, at the
end, to understand that the latter is also the palimpsest of its physical
counterpart.
The question I have raised throughout remains the same: is the mythical
158 Cybermapping and the Writing of Myth
cyber-city we have created and in which we are beginning to live hiding the
real physical polis in which we leave our body or is it the opposite? Is this why
Quinn, in Auster’s trilogy, disappears from the city—and from the physical
world altogether—the moment he learns to walk and write at the same time,
exactly at the moment when he can read the palimpsest he has himself con-
structed; exactly at the moment when, in a terrible flash, he and Case and all
cyber-flâneurs discover that all writings make up the text and none is more or
less real than the other?
The palimpsestic inter-connection between human beings, the city, and
cyberspace is clear when Case looks up at Linda and describes her as having
her hair “drawn back, held by a band of printed silk. The pattern might have
represented microcircuits, or a city map.”47 Gibson was, as early as in 1984,
able to voice the beginning of a theory of cybermapping where cyber-
space—as a pattern, as a veil, as a text-tissue, and as a band of printed
silk—and the city join in a microcircuit-like dimension. Yet he was also aware
that the city model was to be used not only as a place where people live but
also, in a way reminiscent of de Certeau’s theory, as a space where new dis-
courses are constructed: “But he [Case] also saw a certain sense in the notion
that burgeoning technologies require outlaw zones, that Night City wasn’t
there for its inhabitants, but as a deliberately unsupervised playground for
technology itself.”48 The new technologies have, as we have seen, used cy-
berspace as a “playground” on which to test new theories, and it is the city
which serves as the model for these new experimental grounds. Adding to
Koolhaas’ “Manhattanism” project, Gibson goes a step further and sees the
physical city itself as a digital representation:
Program a map to display frequency of data exchange, every thousand megabytes a
single pixel on a very large screen. Manhattan and Atlanta burn solid white. Then they
start to pulse, the rate of traffic threatening to overload your simulation. Your map is
about to go nova. Cool it down. Up your scale. Each pixel a million megabytes. At a
hundred million megabytes per second, you begin to make out certain blocks in
midtown Manhattan, outlines of hundred-year-old industrial parks ringing the old
core of Atlanta.49
If the objects in the physical world have no meaning and can only be defined
in context, in their relationship with one another, cyberspace and the
cyber-city, similarly, do not have objects to be defined per se. If we take this
further, physical reality as a total concept has no object and has to be defined
only in context, this time in its relationship with virtuality. The cyber-city
provides the ultimate missing link without which the rhizomatic model is
unable to go beyond the apparently totalizing nature of the physical world.
With cyberspace, the balance is regained and the virtual is defined and defines
the actual; with cyberspace as the ultimate body without organs, reality is
suddenly stripped from self-reflecting meaning and acquires in the process full
rhizomatic status. Marco Polo, in Calvino’s fictional account, is aware of the
inter-relationship between the cities of the real and those, “invisible,” of his
story-telling narrative. He tells Kublai:
In vain, great-hearted Kublai, shall I attempt to describe Zaira, city of high bastions. I
could tell you how many steps make up the streets rising like stairways, and the
degree of the arcades’ curves, and what kind of zinc scales cover the roofs; but I
already know this would be the same as telling you nothing. The city does not consist
of this, but of relationships between the measurements of its space and the events of
its past.51
world’s past, which have become, like Lévy’s collective intelligence, a shared
memory. As we surf what is now the Internet or as we “jack” into simulations,
we recognize the familiar and build on it as studiously as Benjamin’s
nineteenth-century Paris flâneur:
At the approach of his footsteps, the place has roused; speechlessly, mindlessly, its
mere intimate nearness gives him hints and instructions…Often, he would have given
all he knows about…the site of a surprise attack or even of a barricade, to be able to
catch the scent of a threshold or to recognize a paving stone by touch, like any
watchdog.52
N O T E S
10 Michael Heim, “The Feng Shui of Virtual Worlds,” Computer Graphics World (Jan.
2001), 19–21, 19.
11 Featherstone and Burrows, Cyberspace, 10–11.
12 Gibson, Virtual Light, 85.
13 Röetzer, “Outer Space or Virtual Space?” 128.
14 Ostwald, “Virtual Urban Futures,” 662.
15 Koolhaas, Delirious New York, 243.
16 Ibid., 7.
17 Ibid., 6.
18 Ernest J. Yanarella, “Plato Meets Lawnmower Man in the Virtual Polis: The Case of PS
776,” PS: Political Science and Politics 31.4 (Dec. 1998), 792–96, 795.
19 Ibid., 796.
20 Calvino, Invisible, 14.
21 Benjamin, Arcades, 522.
22 Calvino, Invisible, 73.
23 Stephenson, Snow Crash, 23–24.
24 Graeme Gilloch, Myth and Metropolis: Walter Benjamin and the City (Cambridge:
Polity Press, 1996), 171.
25 Bear, Queen of Angels, 109–10.
26 Cadigan, Mindplayers, 25.
27 Benjamin, Arcades, 82–83.
28 The French surrealists have abundantly supplied the literature on “secret” and/or
“magical” Paris with wonderful texts. Aragon’s Le Paysan de Paris and Breton’s
various works are just a few examples.
29 Benjamin, Arcades, 83.
30 Ibid., 83.
31 Ibid., 84.
32 Ibid., 88. The “penates” are the Roman gods of the household, and “gnōthi seauton” is
Greek for “Know Thyself” (in the Notes section, 961).
33 Calvino, Invisible, 38.
34 Caillois, Mythe, 153.
35 Ibid., 157.
36 Ibid., 158–59.
37 Gilloch, Myth and Metropolis, 169–70. My italics.
38 Gibson, Neuromancer, 305.
39 Gilloch, Myth and Metropolis, 170.
40 Benjamin, Écrits français, 389.
41 Ibid., 390.
42 Benjamin, Arcades, 417.
43 Ibid., 416.
162 Cybermapping and the Writing of Myth
Mapping Socio-Cultural
Cyberspace
I
presented in the previous chapters some of the most important features
that allow us to construct a model for mapping the new virtual space(s).
From the humble beginnings when gamers were imagining dungeons and
battling invisible gnomes and wizards, to hi-tech simulations, myth and
writing have joined to enable human beings to come to terms with a cogent
interpretation of their place and function within the new technologies.
Cyber-citizens have arranged their space(s) according to the tested model of
real-life cities and tried to anchor their bearings as best as they could. They
have hacked their way in, surfed the increasingly high and increasingly
exciting waves of the Internet, spent a sizeable portion of their time
communicating with others across the globe, and engaged in the most fantastic
simulations ever, whether in the name of science, warfare, or simply for the
sake of entertainment. The inescapable fact is that cyberspace does not exist
without these hardy pioneers and their descendants. If the real world has
existed for billions of years without the species homo, not so with cyberspace
which is the first full world created by mankind from scratch, continuously
expanding, universe-like, solely through human agency. It is in cyberspace
that issues which have tormented critical minds over the centuries, issues such
as gender, race, class, power and the revolt against the tyrannical forms
thereof, are divested of all external features and put to the test in the form of
disembodied ideas and voices no less potent, no less human, than in real life.
That cyberspace is not only a testing ground for existing theories but is
also way ahead of them is what worries, as mentioned before, Bailey when she
164 Cybermapping and the Writing of Myth
find their space.”10 Expectedly, the promises offered by the new spaces have
generated extreme pronouncements such as the following by “Legba,” a
participant of LambdaMOO: “We exist in a world of pure communication,
where looks don’t matter and only the best writers get laid.”11 Interestingly,
both myth—in the form of the dream of pure communication fully disengaged
from the flesh—and writing—in the form of the ultimate weapon of seduction
and control—figure prominently in such visions.
Yet, one can argue that cyberspace, as a new geography, has allowed the
same old actors with the same old clichés and stereotypes to come and inhabit
its digital realms. Although Snow Crash’s male standard avatar, the Clint, is
briefly described as “just the male counterpart of Brandy,” and has “an ex-
tremely limited range of facial expressions,” the female avatar, the Brandy, is
given a generous paragraph fully showing that cyberspace is not very different
from gender discrimination as it exists in the real world:
When white-trash high school girls are going on a date in the Metaverse, they
invariably run down to the computer-games section of the local Wal-Mart and buy a
copy of Brandy. The user can select three breast sizes: improbable, impossible, and
ludicrous. Brandy has a limited repertoire of facial expressions: cute and pouty; cute
and sultry; perky and interested; smiling and receptive; cute and spacy. Her eyelashes
are half an inch long, and the software is so cheap that they are rendered as solid
ebony chips. When a Brandy flutters her eyelashes, you can almost feel the breeze.12
She adds: “Far from exploring an ungendered ideal, cyborg imagery has
created exaggeratedly masculine and feminine bodies.”14
If the discursive construction of cyberspace, through its insistence on
mythifying “pure” types, is finding itself proposing more masculine males and
more feminine females, it is also doing the same for most binary oppositions.
As a mythical writing and as a writing of myth, cyberspace quite effortlessly
divests itself from the “dross” of “irregularities” or “bugs” in its system and
can encourage simplistic black-or-white representations. When voice only is
heard, it is all too easy to disembody it and mythify it. Indeed, the construction
Mapping Socio-Cultural Cyberspace 167
Even such a practical attempt like Dodge and Kitchin’s Atlas of Cyberspace
begins with the following warning:
The…way that maps can create false impressions is through omission. For example,
many maps of infrastructure and cyberspace focus their attention—either deliberately
or unconsciously—on the developed world in the West, especially the United
States…Pushing countries to the periphery reinforces, visually at least, the existing
Mapping Socio-Cultural Cyberspace 169
Another attack, in the context of this study, is also launched by Robins who
says that the “mythology of cyberspace is preferred over its sociology.”30 A
utopian vision, cyberspace is alluring because of the rich world it so easily
presents. This is a realm where people don’t die, where most actions are
“undoable,” where even eternity can be envisioned. Obviously, virtuality,
especially when it is only accessible to a well-to-do minority, is bound to make
its users ignore that a real world exists where real humans feel hunger, pain,
and death. Dodge and Kitchin write: “The reality is that cyberspace is
dominated by white, middle-class males from Western nations who can
converse in English, are computer literate, and are generally in their late teens
or early twenties.” 31 Dery uses the word “insulated” to describe such a
phenomenon: “[M]any of Mondo’s readers are sufficiently insulated from the
grimmer social realities inside their high-tech comfort zones to contemplate
the power of positive hedonism without irony.”32 Theoreticians of the virtual
have received their share of attacks when they were perceived as insulating
themselves and their enthusiastic readers from everyday reality. Vivian
Sobchack delivered such an attack on Baudrillard:
I wish Baudrillard a little pain—maybe a lot—to bring him to his senses. Pain would
remind him that he doesn’t just have a body, but that he is his body, and that it is in
this material fact that ‘affect’ and anything we might call a ‘moral stance’ is
grounded…If we don’t keep this subjective kind of bodily sense in mind as we
negotiate our techno-culture, we may very well objectify ourselves to death.33
If the above turns out to be true, then the prospects are far from reassuring. If
language forms, as I have shown, the basic structure of cyberspace, educated
users will have an edge over their less fortunate fellow-citizens and will yield
more power as their knowledge increases. In a virtual world where physical
170 Cybermapping and the Writing of Myth
advantage is not a concern anymore, the battle for survival is fought with
digital wit, software know-how, and informational power. Since everything in
cyberspace is, in some way or another, information, it is the possession of
information that will decide who holds power. It follows quite naturally that
those who control information are in the position to give it and withhold it at
will.
This new social configuration, the first fully informational in the history of
humanity, is not only threatening to consecrate, and probably to seal for good,
the social gap between privileged and unprivileged, but it has also created, and
this in an unprecedented manner, a new class, almost invisible, operating
solely on the acquisition, use, and dissemination of digital information. This
new class, for some, can be defined as the virtual class. Kroker and Weinstein
have defined it at length in “The Political Economy of Virtual Reality:
Pan-Capitalism,” equating it with the appearance of the new technologies as it
“fuses with the high-speed backbone of the Net,” and “[i]ts expression as the
emergent class of post-history is coterminous with the sovereignty of the re-
combinant commodity.”34 The virtual class is the first class to appear outside
of geographical boundaries, thus fully mirroring the cyberspatial characteristic
of non-physicality. Unlocatable yet human, this paradox makes Kroker and
Weinstein ascribe amphibious qualities to the new class:
A mutant class born at that instant when technology acquired organicity and became a
living species, the technological class is itself a product of combinatorial logic. It
stands as the first, self-conscious class expression of the universal net of post-human
bodies.35
Postmodernism heralds the end of history and the end of the human body as
flesh only or, as Case would put it, as “meat” and, in a Kurzweilian-like
scenario, human and machine—or analog and digital—would merge to the
extent of indifferentiation. The end of flesh and the full entry into the pure
realm of the mind is portrayed as a victory over the death instinct.
Are new technologies, such as ultra-sophisticated media and the Internet,
instead of keeping us in touch with world events and allowing us to actively
participate in shaping our future and fighting injustice, acting instead as a
mere screen behind which we have left our impotent bodies for a simulacrum
of decision-making capability? Will the end of the “meat” and the emergence
of the virtual class signal a full de-localization, as we have seen before,
leading to the incapacitation of will and the hijacking of the users’ digital
power? Virilio writes, in the context of televised media at the end of the
twentieth century: “We are in the grips of a videoscopic technology that has
nothing to do with film analysis or the critique of domestic television, a lo-
gistics of perception necessary for the progressive acquisition of the neural
Mapping Socio-Cultural Cyberspace 171
envisioned:
An analytically abstract, fast circulating, highly coded, feedback loop of “good digital
information flows” and “good analytical tools,” Gates’ model of post-human business
is the key interface by which human flesh will migrate to the machine in the digital
future. Once fully operational, the digital nervous system can be quickly installed in
every form of organization.43
To Kroker and Weinstein, Microsoft is not about products but about a certain
model which heralds the coming of a new technological age where human
memory, instead of being contained in physical bodies, will be virtual and
downloadable—and by the same token fully mapped and thus potentially
erasable—enabling the new virtual class, in a cyber-panopticon-like scenario,
full access—past, present, and future—to the totality of that memory.
In that context, Armitage, in a work cited earlier, describes the current
technologies as “Neoliberal,” that is, as a species of liberal fascism charac-
terized by free enterprise, globalization on the economic level, and the rise of
national corporatism. Human beings will be gradually transformed into cy-
bernetic machinery docilely executing the orders of their Neoliberal masters
who will have themselves lost their humanity in a cyborgian mixture of flesh
and machine. To Armitage, all technology is the carrier of totalitarianism and
the new technologies, by allowing humans to adopt a virtual model, looms
high at the pinnacle of control.
The implications to mapping cyberspace as the meeting place for the
digitalized twenty-first-century human are clear: control exists in the virtual
mode as it has existed in the physical one; the will to surveillance has not
abated but, on the contrary, it has adopted the characteristics of the new
technologies such as networking and sharing and has attempted, with varying
success, to infiltrate and occupy these new channels. In a fast-moving and
fast-expanding world such as cyberspace, control has to keep shifting shapes
in order to keep up with the changes in the technology. David Lyon, in his
“Surveillance in Cyberspace,” writes: “Unlike the panopticon, where the body
is subject to surveillance, it is now information flows that are under scrutiny.
Personal data is abstracted from bodies to be re-constituted as data images,
about which automated decisions are routinely made.”44 The physical, as Lyon
says, is translated into the digital, and what were hitherto human experience,
feelings, and emotions suddenly become strings of 1s and 0s neatly archived
in the data banks of control centers. Routes and paths, whether as traces in the
physical world or as traces in organic parts like the brain and the body, are
becoming obsolete because they are deemed transitory and thus unaccountable
for, largely unmeasurable, and mostly non-repeatable. If we remember de
Certeau’s practices of everyday life, it becomes clear that non-repeatability is
174 Cybermapping and the Writing of Myth
both a threat to the establishment and the warrant of the users’ freedom. At-
tempting to freeze these practices and transpose them into binary data tips the
balance in favor of the emerging virtual class and threatens to transform ex-
perience into information.
In 1979, Lyotard was already warning against the shift in emphasis her-
alded by the new technologies and the loss of experience as it is transformed
into binary language:
In this general transformation, the nature of knowledge does not stay intact. It cannot
pass through the new channels and become operational unless it is translated into
quantities of information. We can therefore predict that everything in our constituted
knowledge which is not thus translated will be forsaken, and that the orientation of
new research will limit itself to the translatability condition of the eventual results
into machine language.45
The end of traditional ways of power and the emergence of new means of
surveillance generated by new designs and concepts of space and the ways to
map them are heralded by Baudrillard. Mapping itself is a means of power for
the new technologies:
End of the panoptic system. The eye of TV is no longer the source of an absolute gaze,
and the ideal of control is no longer that of transparency. This still presupposes an
objective space (that of the Renaissance) and the omnipotence of the despotic gaze. It
is still, if not a system of confinement, at least a system of mapping.46
What is apparent is that once mapping concerns are translated onto a space
where humans interact, the problems are bound to increase in complexity.
This, in itself, is not new and has been, as shown before, the object of heated
debate. What is interesting is that if this space is inherently unstable as with
cyberspace, the human element exponentially aggravates the situation: the
hypertextuality of human discursive interaction seamlessly blends with the
hypertextuality and cybertextuality of the new space; fluidity, uncertainty, and
undecidability meet virtuality, open-endedness, and expansibility on a dy-
namic map. Bey, echoing Baudrillard’s viral model, writes in this context:
If we were to imagine an information map—a cartographic projection of the Net in its
entirety—we would have to include in it the features of chaos, which have already
begun to appear, for example, in the operations of complex parallel processing,
telecommunications, transfers of electronic “money,” viruses, guerilla hacking and so
on.49
In this dangerous and highly unstable world, information becomes the only
commodity; surveillance subtly shifts to deterrence; and cyber-control is met
by cyber-anarchy in a virtual battle for survival. To Bey, the new anarchy,
“Post-Anarchism Anarchy,” combines myth, language as “poetic terrorism,”
and mapping the “despatialized” emerging cyberspace(s):
How can we separate the concept of space from the mechanisms of control? The
territorial gangsters, the Nation/States, have hogged the entire map. Who can invent
for us a cartography of autonomy, who can draw a map that includes our desires?
AnarchISM ultimately implies anarchy—& anarchy is chaos. Chaos is the principle
of continual creation . . . & Chaos never died.50
The empty and unlocalized spaces of Virilio can, to Bey, be turned into a
haven: the physical landscape has been hijacked by sites of power and control
and the only refuge left is cyberspace. True, the virtual is also the locus of a
loss, a loss of nature and a loss of identity, but the risk is worth taking and the
“territorial gangsters” are met in cyberspace by the cyber-anarchists who have
honed the skills of moving in an a-physical landscape the map of which is
drawn by desire and chaos. As Bey very well says, the question of land refuses
to disappear, that is, the problematization of a space which is not prone to
mechanisms of control is paramount. Sterling, in “A Brief History of the
Internet,” shares this view: “Why do people want to be ‘on the Internet?’ One
of the main reasons is simple freedom. The Internet is a rare example of a true,
modern, functional anarchy. There is no “Internet Inc.” There are no official
176 Cybermapping and the Writing of Myth
into account precisely that which cannot be accounted for, the text which lies
outside of the accepted discourse, the marginalized and supplementalized
interstices into which we become viruses, virulent stoppers of a speech which
always poses itself as authoritative and final.
As virus, cyber-anarchy is just re-presenting and re-enacting the lessons
learned—and taught—since the break, the post-1960 brisure, and the almost
magical efflorescence of post-structuralism. As early as 1971, Barthes was
writing the following telltale words:
The only possible counter-attack is achieved neither by facing nor by destroying, but
only by stealing: to fragment the old text of culture, of science, of literature, and to
disseminate its traits according to unrecognizable formulas, the same way one masks
stolen merchandise. Faced with the old text, I thus try to erase the false sociological,
historical, or subjective blooming of determinations, visions, and projections; I listen
to the excited movement of the message, not to the message itself, I see…the
victorious deployment of the signifying text, of the terrorist text.56
The post-brisure text as terrorist text, as text of excess, as guerilla text; not
destroying, but subtly and elegantly deconstructing and destabilizing the old
nefarious concepts; appropriating the otherness of the margin by tactically
displacing, transforming, playing with, and disseminating meanings; masking
and masquerading; appearing and suddenly vanishing in an ever-moving and
ever-expanding sphere. Bey writes: “Beyond the temporary autonomous zone,
beyond the insurrection, there is the necessary revolution.”57
It should be clear by now how naturally and how effortlessly was cyber-
space able to acquire, from its inception, the fundamental qualities and capa-
bilities of contemporary textual theories. The effort at upsetting the
established interpretive maps found fertile ground in virtuality, and the some-
times insurmountable difficulties faced by underground movements of protest
against oppressive control are, in cyberspace, addressed from a different
perspective. George Woodcock, in his seminal book on anarchism, both de-
plored the end of anarchism as a movement and gave hope to it as an indi-
vidual endeavor. In the prologue he prophetically wrote that, although the
historical anarchist movement is dead, “it is possible that the theoretical core
of anarchism may still have the power to give life to a new form under
changed historical circumstances.”58
I maintain that cyberspace may be this new major historical circumstance
that could allow the idea of anarchism to take on, with the help of
post-structuralist theories, a new shape and renewed vigor. How else can we
interpret the numerous and daily calls, on the Internet, for the freeing of virtual
territory before it is too late? The “mirroring” of threatened and subsequently
banned protest sites is now an established practice: when authoritarian control
178 Cybermapping and the Writing of Myth
whom the American presence was at very best a mixed blessing.” 61 The
Temporary Autonomous Zone is a forced and at the same time willed
migration to the margins, to the places of real but invisible power, in order to
masquerade as a supplement yet in reality to exist as a necessary presence,
ambulant and ambivalent, that is, disseminated and uncertain, autonomous
and temporary. De Certeau says:
Every culture proliferates in its own margins. Irruptions happen, described as
“creations” relative to stagnations. Bubbles emerging from swamps, a thousand suns
go on and off on the surface of society. In the official imaginary, they appear as
exceptions or as marginalisms…In reality creation is a disseminated proliferation. It
pullulates. A multiform feast infiltrates everywhere.62
Bey similarly writes in Hieroglyphica: “In the Dark Ages the monasteries
made points of light on a map of spilled and featureless ink. In these Lite Ages
we need monasteries of darkness, holes of black light from which nothing
emerges but a thin blue radiance of esotericism and some woodfire smoke.”63
Bey’s points of lights and later, free enclaves on the Net carrying on their
“festal purposes,” echo de Certeau’s “multiform feast,” and both rejoin the
essential Barthean and Derridean principles of game and playfulness.
Mapping this new social—or even anarchic—cyberspace is also one of
Bey’s main concerns:
The TAZ has a temporary but actual location in time and a temporary but actual
location in space. But clearly it must also have “location” in the Web, and this location
is of a different sort, not actual but virtual, not immediate but instantaneous. The Web
not only provides logistical support for the TAZ, it also helps to bring it into being;
crudely speaking one might say that the TAZ “exists” in information-space as well as
in the “real world.”64
Proposition I: This exteriority is first attested by mythology, epic writing, drama, and
games.67
Deleuze and Guattari write that, seen from the point of view of the State, “the
originality of the man of war, his eccentricity, necessarily appear under a
negative form: stupidity, deformity, madness, illegitimacy, usurpation, sin.”68
Expectedly, cyberspace will be painted as a waste of time, as mass hysteria, as
an illegitimate mode of existence, as a usurpation of reality, and, most
importantly, as the cardinal sin against Creation: the arrogant appropriation of
the Creator’s prerogative in creating the world.
The main threat to centers of control and to novice users is that cyberspace
functions on a fundamentally different concept of territory and movement. To
Deleuze and Guattari, nomads situate themselves according to points of ref-
erence, but these points are used or subordinated to wider trajectories; these
points, which to migrants would be points of arrival, are to nomads there only
to be left behind. In cyberspace, hypertexts are never final resting places for
cybernauts: the very essence of hypertextuality resides in the un-stoppable and
ultimately unpredictable movement from one information node to the other.
Another important difference Deleuze and Guattari make between nomadic
space and sedentary space—our cyberspace-physical space pair—is that the
state apparatus, primarily sedentary, distributes closed spaces to individuals
by allotting parts and opening communication channels between them, thus
enabling full surveillance and control; nomadic space, on the contrary, takes
individuals and distributes them in open spaces; communication, if it does take
place, remains within individual free will.69
Paradoxically, nomads in their smooth space do not move. Keeping to a
forever changing trajectory, they ride, as it were, the crest of a wave which,
while immobile, allows them to cross huge distances; the analogy is perfect:
Mapping Socio-Cultural Cyberspace 181
Indeed, cybernauts, far from being the embittered and a-social creatures
cynically portrayed by Neo-Luddites, are the last of the nomads and, as such,
present us with alternative ways to stake our individuality and free choice
amidst mounting informational oppression.
The “war machine” can be translated as Bey’s TAZ, cyber-anarchism, the
smooth space of cyberspace as opposed to the striated space of physical real-
ity. Indeed, Bey makes use of Deleuze and Guattari’s notion of the war ma-
chine in order to bring his TAZ theory forward and come up with what he calls
“psychic nomadism” tactics:
These nomads practice the razzia, they are corsairs, they are viruses; they have both
need and desire for TAZs, camps of black tents under the desert stars, interzones,
hidden fortified oases along secret caravan routes, “liberated” bits of jungle and
bad-land, no-go areas, black markets, and underground bazaars.71
What Bey proposes is the coining of a new term to replace the defunct
“cartography of Control,” what he calls “psychotopography” which, for the
first time, will be able to draw 1:1 maps of reality based on the individual
human mind, and not on state concerns. At a genuine 1:1 projection scale, the
new map will have no room for control because it will be virtually identical to
itself. What can be obtained from these psychotopographic maps will be
approximations and hints, for they can “only be used to suggest, in a sense
gesture towards, certain features.” Bey is “looking for ‘spaces’ (geographic,
social, cultural, imaginal) with potential to flower as autonomous
zones…Psychotopology is the art of dowsing for potential TAZs.”77
Dowsing is the search for underground currents—water, minerals, met-
als—by the use of divining tools, usually a rod, a bricoleur’s creation par
excellence. An uncertain and thus marginalized attempt at mapping what
cannot be seen; a myth, the utopian dream that we can, through magic, escape
the two forces that have oppressed us as humans from the beginning of time:
first, a government where injustice, inequality, and tyranny are the rule and,
second, a nature which, though it bestows the gift of life, is perpetually re-
minding us that it can take it back anytime.
Mapping Socio-Cultural Cyberspace 183
N O T E S
25 Ibid., 17.
26 Graber, 34.
27 Dodge and Kitchin, Atlas, 5.
28 Kevin Robins, “Cyberspace and the World we Live in,” in Bell and Kennedy,
Cybercultures, 77–95, 77.
29 Ibid., 80.
30 Ibid., 92.
31 Dodge and Kitchin, Mapping, 42.
32 Dery, Escape, 39.
33 Vivian Sobchack, “Beating the Meat/Surviving the Text, or How to Get out of this
Century Alive,” in Featherstone and Burrows, Cyberspace, 205–14, 213.
34 Kroker and Weinstein, Data Trash, 78.
35 Ibid., 78. It is interesting to note that the language used below to describe such a class is
highly technical and, ironically, geared to quite a sophisticated, elite readership. Kroker
and Weinstein’s readers are definitely not hungry, illiterate, citizens of third-world
countries.
36 Virilio, Desert Screen, 22.
37 Kroker and Weinstein, Data Trash, 4, 6.
38 Ibid., 6. An interesting parallel can be found in Marshall Berman’s classic All that is
Solid Melts into Air: The Experience of Modernity (London: Verso, 1999), where Robert
Moses’ “expressway world” is pitted against Jane Jacobs’ “shout in the street” in the
struggle for New York; the current struggle for the control or the liberation of
cyberspace is also opposing the information highway to the nomadic spaces.
39 Don Mitchell, “The End of Public Space? People’s Park, Definitions of the Public, and
Democracy,” Annals of the Association of American Geographers 85.1 (Mar. 1995),
108–33, 122–23.
40 McKenzie Wark, “The Virtual Sensoria: Notes on New Media Art,” Sixth International
Symposium on Electronic Art (ISEA), Montreal, Canada (Sep. 18–22, 1995).
41 Gilles Deleuze, “Postscript on the Societies of Control”, October 59 (Winter 1992), 3–7.
42 Kroker and Weinstein, Data Trash, 63–64.
43 Arthur and Marilouise Kroker, “Digital Ideology: E-Theory (1),” Ctheory (Sep. 15,
1999), online at http://www.ctheory.net/articles.aspx?id=116, as article a073 [Last
accessed Oct. 12, 2006].
44 David Lyon, “Surveillance in Cyberspace: The Internet, Personal Data, and Social
Control,” Queen’s Quarterly 109.3 (Fall 2002) 345–56, 349. John Perry Barlow’s article
“Decrypting the Puzzle Palace,” Communications of the ACM 35.7 (Jul. 1992), 25–31,
describes the NSA’s role in using cyberspace for surveillance and intelligence.
45 Lyotard, La Condition postmoderne, 14.
46 Baudrillard, Simulacra, 29.
47 Ibid., 29–30.
48 Ibid., 30.
49 Hakim Bey, T.A.Z., 110.
Mapping Socio-Cultural Cyberspace 185
50 Ibid., 63.
51 Bruce Sterling, “A Short History of the Internet,” originally published as "Internet," in
The Magazine of Fantasy and Science Fiction (Feb. 1993), later available online at
http://w3.aces.uiuc.edu/AIM/scale/nethistory.html [Last accessed Oct. 12, 2006].
52 Bey, T.A.Z., 106–14.
53 Auzanneau and Avril, Dictionnaire latin, 334.
54 Ibid., 666.
55 Bey, T.A.Z., 96.
56 Barthes, Sade, Fourier, Loyola, 15–16.
57 Hakim Bey, Millennium (New York and Dublin: Autonomedia and Garden of Delight,
1996), 30.
58 George Woodcock, Anarchism: A History of Libertarian Ideas and Movements
(Harmondsworth: Penguin Books, 1963), 443. My italics.
59 De Certeau, Practice, 130.
60 Bey, T.A.Z., 99–100. It is interesting to note how Bey rejects his previous enthusiastic
espousal of the Internet in his preface to the second edition of T.A.Z. in 2003: “I think
perhaps the least useful part of the book [T.A.Z.] is its section on the Internet. I
envisioned the Net as an adjunct to the TAZ, a technology in service to the TAZ, a
means of potentiating its emergence. I proposed the term ‘Web’ for this function of the
Net. What a joke. Time magazine identified me as a cyber-guru and ‘explained’ that the
TAZ exists in cyberspace. ‘Web’ became the official term for the
commercial/surveilliance [sic] function of the Net, and by 1995 it had succeeded in
burying the anarchic potential of the Net (if any really existed) under a mass of
advertizing and dot-com scams. What’s left of the Left now seems to inhabit a
ghost-world where a few thousand ‘hits’ pass for political action and ‘virtual
community’ takes the place of human presence. The Web has become a perfect mirror of
Global Capital: borderless, triumphalist, evanescent, aesthetically bankrupt,
monocultural, violent—a force for atomization and isolation, for the disappearance of
knowledge, of sexuality, and of all the subtle senses,” xi. Previously, in Arthur and
Marilouise Kroker’s Digital Delirium, Bey was already beginning to have doubts as to
the future of cyberspace. Venting his frustration in a piece called “Notes for
CTHEORY” (152–55) he wrote: “No matter how much more exploitation of conceptual
space occurs, the structure of the space is now defined for all practical purposes. Hasn’t
something similar happened with the Internet?” (152).
61 Edward Said, Culture and Imperialism (New York: Vintage Books, 1993), 289.
62 Michel de Certeau, La Culture au pluriel (Paris: Seuil, 1993), 213–14.
63 Anonymous, Hieroglyphica (New York: Autonomedia, 2002). Although “anonymous,”
the booklet is believed to be the work of Hakim Bey.
64 Bey, T.A.Z., 107.
65 Barlow, “Declaration,” 18–19.
66 Bey, T.A.Z., 95–96. See also Zhou Yongming, “Living on the Cyber Border: Minjian
Political Writers in Chinese Cyberspace,” Current Anthropology 46.5 (Dec. 2005),
779–803, on the political activities of minjian online writers, and Birgit Bräuchler,
“Islamic Radicalism Online: The Moluccan Mission of the Laskar Jihad in Cyberspace,”
186 Cybermapping and the Writing of Myth
The Australian Journal of Anthropology 15.3 (2004), 267–85, which explores the ways
in which radical Muslim Indonesian groups acquire and develop an extended visibility
and reach through cyberspace.
67 Deleuze and Guattari, Mille Plateaux, 434.
68 Ibid., 437.
69 Ibid., 471–72.
70 Ibid., 472.
71 Bey, T.A.Z., 105.
72 Bey, T.A.Z., 107–8.
73 Bey, T.A.Z., 111.
74 Lévy, Intelligence, 10.
75 Kroker and Weinstein, Data Trash, 1.
76 Bey, T.A.Z., 101.
77 Bey, T.A.Z., 101.
C O N C L U S I O N
Once upon a time, I, Chuang Tzu, dreamt that I was a butterfly, flitting around and
enjoying myself. I had no idea I was Chuang Tzu. Then suddenly I woke up and was
Chuang Tzu again. But I could not tell, had I been Chuang Tzu dreaming I was a
butterfly, or a butterfly dreaming I was now Chuang Tzu? However, there must be
some sort of difference between Chuang Tzu and a butterfly!
The Book of Chuang Tzu1
It was the Cat who persuaded me to write down these memories. I don’t know what to
call it yet…I might just call it after my name, or after what I am. What I have become.
Maybe you’re reading it now. Or maybe you’re playing the feather. Or maybe you’re
in the feather, thinking that you’re reading the novel, with no way of knowing . . . No
matter. The game is over soon. Just one more moment . . . And then it’s gone.
Jeff Noon, Vurt2
W
e have entered into a new age where, like in the story by Zhuang Zi,
reality and virtuality are so similar, and so overwhelmingly real to
our senses, that we hesitate to decide which is anterior, i.e., more
genuine than the other; Zhuang Zi’s impatience, more than two thousand years
ago, is not only understandable but is also a pressing problem today: there
must be some way to differentiate between the two worlds. Yet what has
survived from this wonderful story is not the tomes of Daoist wisdom
produced as much as the seduction created by the tantalizing hint that we
already are on the side of the simulation. Too long have we been occupied by
our own reflection to realize that the mirror’s function is not only to present
another image of ourselves but also to problematize the very existential nature
of this image. We have become, in Derrida’s words, so “attentive, fascinated,
glued to what it is that presents itself,” that “we are not able to see its real
presence which itself is not present [does not introduce itself, ‘ne se présente
pas’].”3
188 Cybermapping and the Writing of Myth
Cyberspace is, beyond doubt, calling us, en masse, and offering its for-
ever-changing vistas for us to explore, to collectively write, and to enact our
fantasies and myths. If our mapping of cyberspace is in fact our creation of
new realms which we may one day inhabit, then what beckons to us from
behind the mirror, what begs to introduce itself, may not be, after all, just our
reflection, but that of a new species of humanity feverishly asking to be born.
N O T E S