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What Does Cyberspace Mean?

Cyberspace refers to the virtual computer world, and more specifically, an


electronic medium that is used to facilitate online communication.
Cyberspace typically involves a large computer network made up of many
worldwide computer sub networks that employ TCP/IP protocol to aid in
communication and data exchange activities.

Cyberspace’s core feature is an interactive and virtual environment for a


broad range of participants.

In the common IT lexicon, any system that has a significant user base or
even a well-designed interface can be thought to be “cyberspace.”

Techopedia Explains Cyberspace


Cyberspace allows users to share information, interact, swap ideas, play
games, engage in discussions or social forums, conduct business and create
intuitive media, among many other activities.

The term cyberspace was initially introduced by William Gibson in his 1984
book, Neuromancer. Gibson criticized the term in later years, calling it
“evocative and essentially meaningless.” Nevertheless, the term is still
widely used to describe any facility or feature that is linked to the Internet.
People use the term to describe all sorts of virtual interfaces that create
digital realities.

More on Cyberspace

In many key ways, cyberspace is what human societies make of it.

One way to talk about cyberspace is related to the use of the global Internet
for diverse purposes, from commerce to entertainment. Wherever
stakeholders set up virtual meeting spaces, we see the cyberspace existing.
Wherever the Internet is used, you could say, that creates a cyberspace. The
prolific use of both desktop computers and smartphones to access the
Internet means that, in a practical (yet somewhat theoretical) sense, the
cyberspace is growing.
Another prime example of cyberspace is the online gaming platforms
advertised as massive online player ecosystems. These large communities,
playing all together, create their own cyberspace worlds that exist only in
the digital realm, and not in the physical world, sometimes nicknamed the
“meatspace.”

To really consider what cyberspace means and what it is, consider what
happens when thousands of people, who may have gathered together in
physical rooms in the past to play a game, do it instead by each looking into
a device from remote locations. As gaming operators dress up the interface
to make it attractive and appealing, they are, in a sense, bringing interior
design to the cyberspace.

In fact, gaming as an example, as well as streaming video, shows what our


societies have largely chosen to do with the cyberspace as a whole.
According to many IT specialists and experts, including F. Randall Farmer
and Chip Morningstar, cyberspace has gained popularity as a medium for
social interaction, rather than its technical execution and implementation.
This sheds light on how societies have chosen to create cyberspace.

Theoretically, the same human societies could create other kinds of


cyberspace—technical realms in which digital objects are created,
dimensioned and evaluated in technical ways. For example, cyberspaces
where language translation happens automatically in the blink of an eye or
cyberspaces involving full-scale visual inputs that can be rendered on a 10-
foot wall

In the end, it seems that the cyberspaces that we have created are pretty
conformist and one-dimensional, relative to what could exist. In that sense,
cyberspace is always evolving, and promises to be more diverse in the years
to come.

Cyber Architecture in Cyberspace


From the 1920s to 60s, the whole notion that architecture is about the
experimental modulation of space and time - that is the "fourth dimensional"
- captivated architectural theory.

Architecture seen for its symbolic content or "message system" has taken on
a life of its own. Not only have architecture drawings generated art markets
in their own right - as illustrated conceptual art, buildings have begun to
become arguments in architectural discourse about architecture, as
propositions, narratives, and inquiries that happen also to be inhabitable.

In the avant-garde guise, the movement goes by the name of


Deconstructivism, or Post-Structuralism. Its interest is neither a building as
an object of beauty nor inhabitation, Architecture becomes an object of
information, a collection of ciphers and "moves", junctions and disjunctions,
reversals and iterations, metaphorical woundings and healings, and so on,
all to be "read".

Architecture, in its physical form, is no longer an important issue, the


meaning or what can be read reigns supreme. Would the next step of cyber
architecture in cyberspace be a logical approach. Furthermore, cyberspace
can provide and do what architects have been dreaming of all the time, e.g.
build a castle in the air without being constrained by gravity.

Architecture in cyberspace provides an opportunity for architects to explore


and test out and idea before actually building it. It allows the user to do
walkthroughs and provides a more realistic view of what it would be like in
real life. It allows different professionals to interact and simulate an idea
before actually building. It allows theories and concepts to be realised and
explained even with a physical body and thus generates newer ideas never
though possible. It is like paper architecture, except that it is much more.

Fundamentally, the idea of architecture per se as a ground for discourse and


theorising works fine. But the question remains whether there is architecture
in cyberspace.

Cyberspace architecture can be easily related to a physical parallel. It is like


the museum in real life and a model in cyberspace. But buildings in
cyberspace are constructed from programming language and not bricks and
mortar.

Although there is so much hype about cyberspace in the media, how cyber
can architecture be? An article recently posted in the newsgroup,
alt.architecture, stated that “After all, Internet is just an electronic
billboard!”, the author said that users were becoming irritated by animations
which took up considerable time when downloading web pages…he wrote,
“Just get to the point!”. This applies to cyber architecture too, if the design
remains in bits and bytes, architects often face a difficult question of “So
what?”.

Cyber Architecture in Physical Space


In relating to cyberspace, architects like Steven Holl instead of proposing a
scheme in cyberspace chose to use it as a metaphor in physical space. Using
work performed in cyberspace and translating it to the elements of his
architecture as a metaphor, Holl endowed meanings into physical parts of his
architectural work, simply because one cannot live in cyberspace.

Although cyberspace can try to imitate the physical space, it can never be
real. Comparing a cybercafe in physical space and a cybercafe@cyberspace,
one cannot taste a cup of cappuccino in cyberspace. Even in "The machine
stops" by E.M. Foster, one purchases a cup of cappuccino by a simple click
on the computer - it is the physical component of the "machine" that is
churning out the drink.

Architecture can be defined fundamentally as the art of science of a building;


style of building

Cyberspace, as defined in the introduction, is a parallel in computer and


communication forms, that which is made up of electronic bits. Although the
limits of a cyberspace are constantly expanding, and the capabilities of
cyberspace are improving, it can be switched off in a split second. Although
one can use virtual goggles, virtual gloves and so on, it is the physical
components that make cyberspace present.

The fundamental justification for cyberspace in physical space, as far as


architecture is concerned, is defined by the limits of what cannot be done in
cyberspace. As long as one cannot step through the computer screen,
architecture must still be in a physical environment.

CONCLUSION

To be truthful to cyber architecture, one has to look into what can be


done, in architecture, in cyberspace and in physical space. Thus
focusing into that direction.

Because of the virtual reality, our perception has changed such that there
could be a change in the physical world. It is not as simple as putting ten
monitors or an electronic information kiosk at the entrance to a building but
one which has impact on the whole relationship of spaces.

Architecture and Cyberspace


Introduction

In this new century, we are forced to re-examine certain aspects of the


education and practice of architecture, as well as what constitutes our notion
of three dimensional spaces designed for the human experience. As the
digital world expands, we find that the study and practice of architecture
become more complex. A rigorous investigation of the possibilities of
architecture in a digital space requires an understanding of cyberspace and
of the different tendencies of three-dimensional calculation. You can predict,
without any doubts, an era of complexity in the education and practice of
architecture. All of the rules of digital design will change, forcing a re-
evaluation of the architect's role in the digital era. The architects of this new
century need to keep up with technological advances in order to make the
most out of the practice of architecture by taking advantage of the new
design tools at their disposal. Currently many architects see visual
computation of architecture as a simple representation and they ignore its
potential. They need to see beyond this notion and start seeing it as the
architecture itself. Due to the introduction of the computer into the
architectural environment, this question has arisen: is the object created in
the computer only a representation? Certainly not. In fact, a complex model
generated by the computer, more than a representation or an idea that we
have formed of the external world or of a certain object, is a simulation, that
is to say an appearance of something that is not, and it is more near the
reality of what can be imagined. To this point, Nicholas Negroponte states
"the real thing is not an expression of itself, it is itself." (Negroponte, 60)
The architect and philosopher Paul Virilio argues that "after the seduction of
the simulation comes the disappointment of substitution." (Virilio, 103) With
this he means that preferring the virtual being over the real being is the
same thing as to "take the shadow for the substance … to prefer the
metaphor, the clone to a substantial being." (Virilio, 103) I recognize the
ambiguity of the role that cyberspace can play in architecture which provides
the design and practice of architecture with different options. Therefore it is
my intention to test and analyze the two major qualities that I can see in the
junction between cyberspace and architecture through the use of virtual
reality. In the first case, virtual reality is treated as only a tool and in the
second case it is treated as a space.

The role of cyberspace

The concept of cyberspace can be restricted to that of a digital space in


which we are momentarily present. Cyberspace is accessible to anyone who
is able to consciously project their presence inside of it. Its shape is based
on our own visions of form in the digital, visual, or imaginary space. This
means that cyberspace is not an isolated and inaccessible world; but rather
this world is within reach of everyone; the only requirement is to have the
equipment (computer and tools) and simple directions to follow. According to
Peter Anders, "in cyberspace, all objects are symbolic. On a different scale
they make reference to the physical world alluding to it often through
metaphors. This connection is necessary to help the user guide itself inside
the symbolic space. Our scale of abstraction helps us to understand the
connections to our physical world, showing forms to classify the objects of
cyberspace and to understand its meanings." (Anders, 47) Any object in
cyberspace can have one or more meanings and its characteristics can be
variable. A cyberspatial architecture is definitively a semiotic type of
architecture, but the simbology can be infinite. The task of the cyberspace
architect is to insinuate the semiotic codes that produce meaning so that the
user won't get lost in a world of many symbols that are very difficult to
understand.

The role of virtual reality

The concept behind virtual reality is the one of transmitting a sensation of


"being there." (Negroponte, 117) The effect of virtual reality is achieved
when disconnecting the person of its physical atmosphere, substituting it
completely for a virtual one, electronically built, where the geometry of the
space allows a projection free of obstructions, which has an important effect
in the architectural perception. Our perception of the world is three-
dimensional. For this reason we are attracted to the three-dimensionality.
The advance toward the virtual world is accelerating, and there is growing
evidence of its commercial viability. VRML became, overnight, a standard for
the modeling and publication of three-dimensional spaces that can be
experienced in real time through the Internet. Architecture and Cyberspace
Audra Magermans Intelligent Agent 4.3.1 architecture.magermans.01 Virtual
reality provides the subject with an illusion of being present in a simulated
world. It allows the user to change the virtual world actively, because it is
providing him/her with control over a false reality.

Virtual reality as a tool

"Design is the projection of something that is not there." (Anders, 49) A


proposed building only exists in the architect's mind and it is only after it is
represented that it exists in the physical world. (Anders, 49) Virtual reality is
the ideal platform today; not only for the practice of architecture but also for
its education. I want to be able to take advantage of virtual reality as a tool
for the practice of architecture and at the same time, be able to transmit this
knowledge to architecture students. As a ‘Tool,’ we can create a virtual
environment with the sole purpose of simulation. These simulations can help
us test theories as well as concepts, helping us to visualize them in an
effective and photorealistic way. In virtual reality, users can be introduced to
an atmosphere of visual, aural, and tactile feedback that makes this space
feel real, and allows the body to move as if it were in the physical space.
Cyberspace could be used to create new means for the three-dimensional
experience. Let us remember that the architect doesn't have any difficulty
visualizing three-dimensional buildings of the two-dimensional
representations of plans, sections and elevations, but many times has
difficulty helping the client visualize it. The multimedia applications facilitate
the architect's task to achieve this, since they allow the architect and the
client to work jointly in this environment. They can visualize the building
together during the design process. This way, the client has an active role in
the design, since he is able to see clearly the consequences of the decisions,
and the architect is able to transmit his ideas in an effectively. Virtual reality
is an important tool in the design of virtual spaces, and at the same time, it
is a great utility to design physical spaces. The power to experience the
space before it is built allows us to locate design flaws, to corroborate
theories, and to understand how the space will appear after it is built. Lev
Manovich proposes that in order for both spaces to be continuous, the scale
of the representation should be the same as the scale of the physical space.
This, in fact, is "the tradition of the simulation and not that of the
representation." (Manovich, 112) "The tradition of the simulation spreads to
combine the virtual and physical spaces; not to separate them." Both spaces
have the same scale and their limits are not emphasized therefore the
spectator is free of moving around the physical space. For this reason the
"spectator exists in one, same coherent space; the physical space and the
virtual space that continues it." (Manovich 112) The benefit of considering
the virtual space only as a design tool is that the user is aware of its
condition and knows the limitations that he/she might encounter. The
accuracy of a simulation can be more forgiven because the space being
generated is intended to represent and not to generate. However, as
Manovich states, "'realism' is the concept that inevitably accompanies the
development and assimilation of three-dimensional graphics: the ability to
simulate any object in such a way that its image generated by the computer
is almost indistinguishable from a photograph. Achieving photo-realism is
the primordial goal in the field of the graphics generated by a computer."
(Manovich, 184) Manovich believes that once we came to accept the
photographic image as reality, the way to its future simulation was open.
(Manovich, 200)

The Virtual House

The Virtual House is an elaborate computer model with photorealistic


presence. It is the representation of the design of a house. This house is
virtual because it exists in cyberspace. The materials used to construct it are
pixels and voxels [1] (Benedikt, 155), and its means of representation are
constant but yet have variables that allow modifications in real time. Th
modifications however, have been planned and programmed in advance and
only these specific modifications are allowed. In the Virtual House Project
[2], we are using cyberspace to explore a house that hasn't been built yet.
The components of the building (walls, doors, windows, etc.) are located in a
conventional way; exactly like we would expect the physical buildings to be
seen. We understand this point of view thanks to our shared convictions on
the buildings -- a room without exits would seem strange to most of the
observers.

Cyber Security

Cybersecurity is the practice of protecting systems, networks, and programs


from digital attacks. These cyberattacks are usually aimed at accessing,
changing, or destroying sensitive information; extorting money from users
via ransomware; or interrupting normal business processes.
Implementing effective cybersecurity measures is particularly challenging
today because there are more devices than people, and attackers are
becoming more innovative.

A successful cybersecurity approach has multiple layers of protection spread


across the computers, networks, programs, or data that one intends to keep
safe. In an organization, the people, processes, and technology must all
complement one another to create an effective defense from cyber attacks.
A unified threat management system can automate integrations across
select Cisco Security products and accelerate key security operations
functions: detection, investigation, and remediation.
People
Users must understand and comply with basic data security principles like
choosing strong passwords, being wary of attachments in email, and backing
up data.

Why is cyber security important?


In today’s connected world, everyone benefits from advanced cyberdefense
programs. At an individual level, a cybersecurity attack can result in
everything from identity theft, to extortion attempts, to the loss of important
data like family photos. Everyone relies on critical infrastructure like power
plants, hospitals, and financial service companies. Securing these and other
organizations is essential to keeping our society functioning.

Everyone also benefits from the work of cyberthreat researchers, like the
team of 250 threat researchers at Talos, who investigate new and emerging
threats and cyber attack strategies. They reveal new vulnerabilities, educate
the public on the importance of cybersecurity, and strengthen open source
tools. Their work makes the Internet safer for everyone.

Types of cyber security threats

Phishing

Phishing is the practice of sending fraudulent emails that resemble emails


from reputable sources. The aim is to steal sensitive data like credit card
numbers and login information. It’s the most common type of cyber attack.
You can help protect yourself through education or a technology solution
that filters malicious emails.

Social engineering

Social engineering is a tactic that adversaries use to trick you into revealing
sensitive information. They can solicit a monetary payment or gain access to
your confidential data. Social engineering can be combined with any of the
threats listed above to make you more likely to click on links, download
malware, or trust a malicious source.

Ransomware

Ransomware is a type of malicious software. It is designed to extort money


by blocking access to files or the computer system until the ransom is paid.
Paying the ransom does not guarantee that the files will be recovered or the
system restored.

Malware

Malware is a type of software designed to gain unauthorized access or to


cause damage to a computer.

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