cyberpunk

cyberpunk: /si'ber-puhnk/ n.,adj.  [orig. by SF writer
   Bruce Bethke and/or editor Gardner Dozois] A subgenre of SF
   launched in 1982 by William Gibson's epoch-making novel
   "Neuromancer" (though its roots go back through Vernor Vinge's
   "True Names" (see the {Bibliography} in Appendix C) to
   John Brunner's 1975 novel "The Shockwave Rider").  Gibson's
   near-total ignorance of computers and the present-day hacker
   culture enabled him to speculate about the role of computers and
   hackers in the future in ways hackers have since found both
   irritatingly na"ive and tremendously stimulating.  Gibson's work
   was widely imitated, in particular by the short-lived but
   innovative "Max Headroom" TV series.  See {cyberspace},
   {ice}, {jack in}, {go flatline}.

   Since 1990 or so, popular culture has included a movement or
   fashion trend that calls itself `cyberpunk', associated especially
   with the rave/techno subculture.  Hackers have mixed feelings about
   this.  On the one hand, self-described cyberpunks too often seem to
   be shallow trendoids in black leather who have substituted
   enthusiastic blathering about technology for actually learning and
   *doing* it.  Attitude is no substitute for competence.  On the
   other hand, at least cyberpunks are excited about the right things
   and properly respectful of hacking talent in those who have it.
   The general consensus is to tolerate them politely in hopes that
   they'll attract people who grow into being true hackers.



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