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Encyclopedia of Computer Science and Technology

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378 popular culture <strong>and</strong> computingHogarth, Paul. “Hillary, Obama <strong>and</strong> the YouTube Election.” Beyond-Chron, March 21, 2007. Available online. URL: http://www.beyondchron.org/news/index.php?itemid=4322. Accessed November8, 2007.Jakoda, Karen A. B., ed. Crossing the River: The Coming <strong>of</strong> Age <strong>of</strong>the Internet in Politics <strong>and</strong> Advocacy. Philadelphia: Xlibris,2005.Nagourney, Adam. “Internet Injects Sweeping Change into U.S. Politics.”New York Times, April 2, 2006, p. 1 ff. Available online. URL:http://www.nytimes.com/2006/04/02/washington/02campaign.html?_r=1&or ef=slogin. Accessed November 8, 2007.Rainie, Lee, <strong>and</strong> John Horrigan. “Election 2006 Online.” Pew Internet& American Life Project, 2007. Available online. URL:http://www.pewinternet.org/pdfs/PIP_Politics_2006.pdf.Accessed November 8, 2007.TechPresident: Personal Democracy Forum. Available online.URL: http://www.techpresident.com/. Accessed November 8,2007.popular culture <strong>and</strong> computing<strong>Computer</strong> technology first came to public consciousnesswith the wartime ENIAC <strong>and</strong> the first commercial machinessuch as Univac in the early 1950s. The war had shown thedestructive side <strong>of</strong> new technologies (particularly atomicpower), but corporate <strong>and</strong> government leaders were soonpromoting their beneficial prospects. Just as atomic energyadvocates promised to provide power that was abundant,cheap, <strong>and</strong> clean, the computer, or “giant brain” was toutedfor its ability to solve problems that had been beyondhuman capabilities.Ominous MachinesHowever, the computer, too, had its shadow in the popularconsciousness. With their mysterious flashing lights<strong>and</strong> white-coated programmer/priests, mainframe computerswere <strong>of</strong>ten seen as modern embodiments <strong>of</strong> the “madscientist” trope, as in the movie Colossus: The Forbin Project(1970), where American <strong>and</strong> Soviet supercomputersjoined forces to take over the world. Artificial intelligencealso usurped humanity in the more mystical 2001: A SpaceOdyssey (1968).On the domestic front, the mainframe computer alsobecame a symbol <strong>of</strong> misgivings about the bureaucraticstate <strong>and</strong> corporate conformity. The romantic comedy filmDesk Set, featuring Katharine Hepburn as a beleagueredcorporate librarian, at first seems to confirm these fears,only to reveal that the computer had been misunderstood<strong>and</strong> would bring about a happier future for all. (IBM, incidentally,provided much <strong>of</strong> the technical support for thefilm.)The counterculture <strong>of</strong> the 1960s seemed much less sanguineabout the digital future. To many <strong>of</strong> the generation <strong>of</strong>activists starting with the Free Speech Movement in 1964,computers were the tools <strong>of</strong> the military-industrial complex,<strong>and</strong> computing facilities were sometimes picketed oreven physically attacked.However, a computer-savvy wing <strong>of</strong> the counterculturewas also rising (see hackers <strong>and</strong> hacking). Activistsbegan to see the machines as a tool for community organization<strong>and</strong> communication, as in 1973 with CommunityMemory, the first computer bulletin board system, accessedby teletype terminals.Getting PersonalBy the late 1970s the personal computer had arrived.On the one h<strong>and</strong>, PCs would seem not to fit the mainframestereotype. After all, the desktop machines aresmall <strong>and</strong> designed to be accessible helpers in everydaylife <strong>and</strong> work. Still, they could be connected to networks<strong>and</strong> perhaps used to take over the Pentagon’s doomsdayweapons—as in the movie War Games (1983). As fear<strong>of</strong> what malicious or criminal hackers could do took amore practical turn in the 1990s, such movies as The Net<strong>and</strong> Sneakers created a higher-tech incarnation <strong>of</strong> the spythriller. Finally, the series <strong>of</strong> movies beginning with TheMatrix extrapolated from the ultrarealistic movie effects<strong>and</strong> games <strong>of</strong> the coming century to raise the question <strong>of</strong>whether consensus reality could actually be a huge computersimulation.Meanwhile, the figure <strong>of</strong> the computer “geek” or “nerd”has become a staple character in movies <strong>and</strong> TV shows—clever, socially inept, but indispensable for keeping themodern world running. In some eyes, the entrepreneurialsuccess <strong>of</strong> Silicon Valley <strong>and</strong> the dot-coms placed Bill Gates<strong>and</strong> his colleagues in the same mold as Thomas Edison <strong>and</strong>Henry Ford a century earlier.Digitization <strong>of</strong> CultureBy the turn <strong>of</strong> the new century the network that had beenportrayed as the domain <strong>of</strong> hackers <strong>and</strong> spies had becomethe all-pervasive World Wide Web. Today computers <strong>and</strong>the Internet are not only reflected in American popular culture—theyare pr<strong>of</strong>oundly reshaping it. <strong>Computer</strong> games(particularly see online games) have become vast, persistentsocial worlds, as are sites like MySpace <strong>and</strong> Facebook(see social networking).With the blending <strong>of</strong> formerly distinct media (see digitalconvergence) <strong>and</strong> the fluid sharing <strong>and</strong> re-creation<strong>of</strong> images (see user-created content <strong>and</strong> mashups),the digital world now permeates mainstream culture—or,one might say, the culture itself has become digitized.Meanwhile the line between fact <strong>and</strong> fiction, creator <strong>and</strong>viewer, expert <strong>and</strong> amateur has become increasinglyblurred.Further ReadingFishwick, Marshall William. Probing Popular Culture: On <strong>and</strong> Offthe Internet. Binghamton, N.Y.: Haworth Press, 2004.Friedman, Ted. Electric Dreams: <strong>Computer</strong>s in American Culture.New York: NYU Press, 2005.King, Brad, <strong>and</strong> John Borl<strong>and</strong>. Dungeons <strong>and</strong> Dreamers: The Rise <strong>of</strong><strong>Computer</strong> Game Culture from Geek to Chic. Emeryville, Calif.:McGraw-Hill/Osborne, 2003.“Machines (<strong>and</strong> more) in Movies, Books <strong>and</strong> Music.” BerkshirePublishing Group. Available online. URL: http://www.berkshirepublishing.com/Human<strong>Computer</strong>InteractionAndPopCulture/list.asp. Accessed August 17, 2007.Nelson, Theodore H. <strong>Computer</strong> Lib/Dream Machines: You Can <strong>and</strong>Must Underst<strong>and</strong> <strong>Computer</strong>s Now. Chicago: Nelson, 1974.(Exp<strong>and</strong>ed, reprinted by Micros<strong>of</strong>t Press, 1987).

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