ISSN 1068-5723 March 22, 1993 Volume 1 Issue 1
"EDUCATION, CYBERSPACE, AND CHANGE"
by
J. L. LEMKE City University of New York
Brooklyn College School of Education Brooklyn, New York 11210
ABSTRACT Possible new directions for education and related social and cultural changes are discussed from the viewpoint of post- modern perspectives on learning, information technologies, and the dynamics of complex systems. A new model of educa- tion in cyberspace rather than in school and classrooms is formulated, together with key questions for a new educa- tional research agenda. The potential impact of these changes on cultural values and on the way humans interact with the natural and built environment are considered.
INTRODUCTORY NOTE This article was originally written to provide a starting point for discussions of new perspectives on education made possible by advanced technologies. That discussion was con- ducted as an "electronic salon" on the internet organized by Chris Bigum and Bill Green of Deakin University in Australia in conjunction with a major conference held there in 1992. The perspective and style of the contributions was explicit- ly post-modernist. Some minor changes have been made to make this version more accessible to a wider readership.
A FRAMEWORK: ECOSOCIAL DYNAMICS
The functions of scholarship are not limited to the produc- tion and
validation of new knowledge and new theoretical perspectives. As scholars we also have a
responsibility to articulate the social and cultural changes that new develop- ments make
possible, or even conceivable. These are not pre- dictions, they are options; and we must
argue for them on the basis of value choices as well as factual determinations and
theoretical interpretation. We have only a very limited repertory of metaphors for change.
Change is most often spoken of in the language of movement. Whether as the progress of
forward movement, retrogression, circularity, or the dialectic of `two steps forward, one
step back', all these metaphors embody a decep- tive semantics in which change seems
voluntary, like walk- ing, in which all directions seem equally "there" in
princi- ple, in which past steps determine where we are but not where we go next, and in
which there is always "somewhere" to go to. Scientific discourses are not immune
to these ways of talk- ing (classical physics carries them to their utter limits), but
they have evolved in highly specialized contexts alien to common experience. In their
spectrum of divergence from common sense, they have elaborated some useful new metaphors
for social and cultural change. I have described these in detail elsewhere and suggested
their possible usefulness for models of cultural dynamics (Lemke, in press). Here I will
only briefly sketch a few of these which I plan to use as a framework for this discussion.
Organic growth is another possible metaphor for change, very different from the metaphor
of motion. It belongs to a fam- ily of metaphors for the dynamics of complex systems that
includes embryological development, ecological succession, biological evolution, and the
postmodern physics of so- called chaotic systems (more specifically the nonlinear dynamics
of systems with complex webs of internal self- coupling among their constitutive
processes). These sorts of systems share many dynamical features, and they have also been
described generically as autopoietic, self-organizing, or non-equilibrium dynamic open
systems (see Lemke, in press, and references therein, especially Salthe 1985, 1989;
Harrison 1982; Odum 1983; Jackson 1989; Prigogine 1980, 1984 also cited below; less
technically, on chaotic systems, Gleick 1987). They include hurricanes, rainforests,
cities, and organisms, as well as stars, flames, and even dripping faucets. In all cases
the system is never a NOW, it is al- ways a TRAJECTORY of development over time. It is not
the butterfly, but the larva-pupa-butterfly trajectory; not the person-now, but the
zygote-embryo-child-adult-dotard trajec- tory. The trajectories of particular systems
follow an average type-trajectory of development for their kind, modulated by
individuations. The type-trajectory for the kinds of systems we are interested in
cumulates and modifies over genera- tions; it evolves. Evolution takes place when some
initially unique individuation becomes typical, and that happens, in- terestingly, when
latent possibilities for divergence along the trajectory (potential side-routes not
previously taken) are activated by novel environments. Once the developmental trajectory
has evolved to follow a particular series of stages, changes in the later course of
development require divergences earlier than the last relevant branching point, or
bifurcation. One consequence of this is that children, in the course of development, can
potentially advance cultural evolution, precisely insofar as they do NOT recapitulate all
the stages of intellectual development of the previous gen- eration. The earlier the
divergence, the more profound the possible changes in how the trajectory may ultimately
devel- op. It is probably fundamentally wrong to imagine that the way to
"progress" is to educate each generation up to maturity to be exactly like its
predecessors, and then expect them to radically innovate. That model is a recipe for
inhibiting social and cultural change. Encouraging children to do the bizarre, the
unthinkable, the immoral, and even the impos- sible, would probably not rock social
stability more than a very little bit, but it could produce individuations that history
(i.e. the rest of us and our successors) would ultimately edit into fundamental
sociocultural change. Another basic lesson of these models of postmodern dynamics is that
it is SYSTEMS that develop, and that systems are al- ways systems of interdependent
processes and activities (not aggregations of interacting "things" or
"persons" as such). The trajectory-system for which one can formulate a dynamics
is always a bit arbitary in its boundaries, because to exist it must transact with a
sustaining, conditioning environ- ment, together with which it forms a supersystem on a
larger scale, just as it is constituted in turn of interacting sub- systems at smaller
scales. All dynamical analysis must be ACROSS SCALES (of time, space, energy-transfer,
information- transfer) as well as over the durational, or trajectory "time" that
these processes themselves engender. So it is again fundamentally wrong to imagine that
human so- cial systems have an autonomous cultural dynamics; they can- not. Human social
systems are inextricably interdependent with (and in many cases co-extensive with) systems
of material processes that include the physical-chemical- biological ecosystem (both its
biotic and abiotic com- ponents), up the scale hierarchy, at least to Gaia (the planet as
a quasi-living, and conceivably quasi-conscious system; cf. Lovelock 1989), and probably
beyond. Cultural practices are always also material processes; they construe meaning and
assign valuation, but they also participate in eco-physical couplings (as well as in
systems of purely semiotic relations) and co-evolve over time as parts of a larger,
unitary "ecosocial system" (Lemke, in press). My concern in this paper is with
ecosocial change, with changes in the practices and institutions we call education in the
context of changes in the practices and institutions we call information technologies. But
both these foci must be embedded in much larger and more complex systems, if we are to
truly imagine the nature of likely and possible changes.
DEVELOPMENT UP TO NOW: SCHOOL v. CYBERSPACE
Ecosocial dynamics readily accommodates the classic princi- ple
of "uneven development", i.e. within the same system, at the same stage of
overall wide-scale development, different subsystems will have followed different
trajectories of local-scale development, and the system as a whole will be
"patchy": a mosaic of elements that show diversity of every sort, including the
co-existence of contradictory elements, often from different periods of evolutionary
history. In the same city you will find architecture, and even plumbing, from different
decades and different centuries, side by side. In the same system of personal semiotic
practices you can find a monarchical religion, a bourgeois economics, a classically
socialist politics, and a postmodern epistemological stance, all happily co-habiting. In
our postindustrial societies you can find on-line database tech- nologies and
textbook-based schooling. Schools as we presently understand them hardly existed much
before the 19th century, and it is hard to imagine that they will continue to exist in any
recognizable form by the end of the 21st. All social institutions, as part of their
legitimization, endow themselves with an aura of perpetuity. Modernism imagines that what
are in their origins essential- ly 19th century bourgeois institutions continue to be in-
finitely flexible and adaptable, their principles so in- herently correct that they will
continue to serve useful functions in all possible futures, forever and ever, world
without end (_pace_ Ozymandias). The fundamental assumptions of academic education are
incom- patible with the present, much less the likely future needs of a postmodern
society. Schools will continue to exist in patches, but they will grow sparser, less
relevant to the system as a whole, to its futures. This trend has been evi- dent at least
since the 1960s, when anti-establishment views had a substantial hearing (e.g. Illich,
1971). The dominant information technology in the Age of Schooling was the printed book.
The technology advanced until large numbers of books could be had at reasonable cost by
large numbers of people (subsidized by the death of forests, the toxic pollu- tion from
paper mills and synthetic inks). This information availability made read-only print
literacy a cultural prac- tice of gradually widening social value to individuals and
institutions. Schools were instituted to teach reading, and with textbooks came curricula
that, in principle at least, still consist essentially of learning to read one subject-
specific register or another. Academic examinations are basically tests of what is
supposed to be read in textbooks. Schooling today is a full-service institution. Like the
fam- ily, it serves a multitude of economic, social, political, and ideological functions.
But as a mode of education, it still relies heavily on its assumption that education is
about reading textbooks. Apart from some areas of higher ed- ucation, textbooks (i.e.
books written for and read only by school students and their teachers) are pretty much all
that is read in schools. Textbooks are the specialized technology of print publishing for
selecting and organizing a very small subset of all the information around. Great
political (and pseudo-intellectual) battles are waged about what gets into them, and how
much of it. The currently dominant ideology of curricular selection and priority holds
that there are, in every subject, certain key abstract concepts which once
"grasped" by students, can then be transferred or applied to novel situations
throughout the rest of their lives. Postmodern, semiotic constructivist epistemologies
undermine the logic and the interpretations of evidence for this older theory (see, e.g.
Lave 1988, von Glasersfeld 1991; Lemke, forthcoming), which in retrospect seems not much
more than a rationalization for the academic status quo. People learn to do things by
DOING them; not by talking about concepts abstracted from doing them. What we actually do
learn in school is simply what we DO in school. The fact that academics can construct
post-hoc similarities between school activity types (semiotic practices) and those in the
rest of human life does not imply that developing individu- als will automatically
reconstruct the historically con- tingent ways in which their culture has decided that two
distinct activity types involve applications of "the same" concept. It is only
AFTER we have learned new activities that we can be taught to construct their
"similarity" to prior activities, according to the conventions of our par-
ticular culture and community. Schooling is starting to unravel. Schooling is reverting to
the oral tradition from which it began: the teacher reads the textbook and gives an oral
exposition of its contents, sometimes in dialogue with students. Fewer and fewer stu-
dents actually read their textbooks, or learn how to con- struct meaningful discourse
patterns by doing so. Students have other sources of information now about the amazing,
horrifying, and often dangerous world in which we live. Sources whose content is more
convincingly relevant: televi- sion programs and movies (with a residuum of comics and
mag- azines). Video sources are oral and visual; they do not re- quire print literacy.
These sources are well-adapted to convey startlingly novel information through
sensory-interpretive channels that are (unlike print literacy) evolutionarily old, and
whose use is second-nature. Those channels have been extended; you have to learn how to
see video, it is a highly conventionalized semiotic medium. Its verisimilitude is only the
sign of its success in accessing/extending the old channels. The rule of ecosocial change
is: one step back in order to go two steps forward (_reculer pour mieux sauter_;
retrogressive re- potentialization). Back from print literacy to oral-visual communication
in order to go forward to video, cyberspace, and virtual realities. Today's students have
already diverged, in interaction with video media, from the developmental track (as much a
cultur- al as a biological one, clearly) that formerly led to print literacy. This same
divergence is one that better prepares them, compared to previous generations, for what is
coming next. That is how typical developmental trajectories evolve. I am not predicting
the demise of written language in the near future; but it will be fused ever more closely
with other semiotic modalities of communication and representa- tion. We used to wean
children away from picturebooks. Adult books, scholarly books needed no pictures. Back one
step: scholarly work, by the end of the next century, will be con- sidered incomplete if
it consists of written text alone. Forward, diverging, two steps: to multimedia hypertext,
and then to virtual realities in cyberspace. I am arguing that schooling is not likely to
continue to function as the dominant form of education, certainly as the dominant mode by
which society makes available what it con- siders important information for society-wide
dissemination. Illich (1971) long ago argued that schools could be replaced by libraries
as the dominant educational institutions. Li- braries, of course, will themselves be very
different by the time this has happened (my guess: 50 years). Libraries will exist in
cyberspace, and they will contain, not printed text-only books, but all electronically
stored information which is publicly accessible. They will, un- fortunately, probably no
longer be free, though it might be worth fighting for this. For a fee, more will be
accessible. The library will merge with the bookstore, and both with the electronic
database, which will hold not just text and num- bers, but pictures, graphic
representations, videos, music, and virtual realities. Television, telephones, and
computers will be absorbed into the new institution as well (while continuing to exist
independently in the patchy way of un- even ecosocial development). In embryo, all this
already exists. Any inexpensive com- puter, with another $50 for a telephone modem
connection, can already link to a worldwide amateur network (Fidonet) of bulletin-board
systems (BBSs) that are pioneering the cul- tural practices which establishment
institutions (the Inter- net) will follow, just as the "Ham Radio" of the 1950s
pioneered the Global Village long before sattelite televi- sion. BBSs are themselves often
run on very inexpensive, jury-rigged computer systems. And they already have graphics, and
music, and CD-ROM on-line. Video and virtual reality (VR) await only the fiber-optic cable
network (or digital telephonics, or super data-compression schemes) that will replace
present telephones lines and television (broad- cast and cable, picturephones and HDTV).
Japan will have it first, thanks to being younger as a technological society (its
trajectory individuating in more modern/postmodern con- ditions) and having been pushed
"one step back" in WW2. Neoteny is extended immaturity, and hence prolonged
capacity to diverge developmentally (cf. Gould 1977, Montagu 1981). College students, and
adventurous faculty, have already dis- covered that even the primitive Internet can get
you access to vast libraries of world-diverse information (though main- ly only text and
numbers yet; pictures are just arriving). This capacity will grow exponentially in the
next few years. Younger "hackers" discovered 10-20 years ago that a little
innocent larceny could get you into even the proprietary databases of corporations and
governments. Not textbooks, but authentic information in its customary forms. Not what
someone else thinks you should know, but what you choose to find out. Not one controlled
version of the truth, but as many versions as you care to examine. Not a test to evaluate
whether you have learned the content of the textbooks, but value judgments about the worth
of whatever it is you have learned. By you, by others; for specific, definable pur- poses.
In our lifetimes, in the lifetimes of our students, and their students, people will learn
what they need to know by accessing global electronic databases, and local proprietary
databases, that will contain the totality of available in- formation, in forms that will
organize that information, or allow us to reorganize it, into whatever forms may be most
useful for our immediate purposes. The successor to print literacy will be the set of
skills needed to locate and use- fully organize information, for ourselves and for others,
in cyberspace. (For further discussion, see Lemke 1993.) What we today marginalize as
"informal education" (museum displays, library use) and auto-didacticism will
become tomorrow's norm; formal schooling will become rarer and more old-fashioned. It is
already impossible to convincingly jus- tify any particular selection of information as
THE cur- riculum. Recent efforts to do so have either been reaction- ary attempts to
return to the curricula of pride and prejudice, or else fanciful flights of abstraction
seeking to teach non-existent, universally applicable intellectual processes
(pseudo-universal problem-solving skills, higher literacy skills, etc.). Both essentially
deny the diversity of human experience and seek to substitute for it impossible claims of
universality. There are no useful universals. Universal claims are always either parochial
power-plays or abstractions of so high an order as to say almost nothing about individual
instances. Where them seem to do so it is only because they conceal critical
instance-specific information in the unacknowledged procedures for linking abstractions to
instances (more ob- vious when we remember that an abstraction is itself only a set of
procedures for linking instances to other instances). There will be no common curriculum
in the future, except what is artificially maintained by political power. Educa- tion will
not be the foundation of a common global culture; only shared technologies will interface
between diverse com- munities. Each local community will be less stable because of this,
but the global community will be better able to survive and prosper. People will create
for themselves and others unique and dis- tinct educations. Each person will be
knowledgeable about some particular collection of topics and practices, accumu- lated
along their biographical trajectory; people will com- municate and collaborate in shorter-
and longer-term com- munities, distinguishing less and less between those we today call
"real" or "virtual". Many people will be "ex- perts" in
esoteric interests of varying value to others. They will share those interests and their
expertise with those who come looking for it or are willing to barter for it, as suits
them or as they need. This information-culture- cum-barter-economy already exists among
the BBSs and on the USENET and specialist conferences of the Internet.
EDUCATION IN CYBERSPACE: THEORETICAL ISSUES
We have arrived at a moment when research on education in schools
has limited usefulness for the human future. Just as there was a time when research on
horse-drawn carriage de- sign, or vacuum-tube circuitry, gave way to automotive
engineering and solid-state electronics, so the future re- search questions of education
will increasingly be about how people will educate themselves in cyberspace. Educational
theory has resisted this shift, not surprising- ly. We can claim, against traditional CAI,
that human social interaction is a necessary element of education, but cyber- space will
be a virtual place FOR human social interaction. We can claim that people interact with
other people in fun- damentally different ways, probably necessary for learning, from how
they interact with artefacts and natural objects, including today's computers. But we also
know that people can learn in additional ways if a base of social learning is provided: by
observing, by listening, by reading, by video viewing, by manipulating objects, by
experimenting, by writ- ing, by drawing, by calculating, etc., etc. And in cyber- space
all of these, and more, will be available. You could even re-create virtual classrooms in
cyberspace (though hopefully only for databases on the history of schooling). Educational
theory now has to deal with new issues: What IS a teacher? What features would a program,
an artifi- cial intelligence, in cyberspace have to have to fulfill the various essential
functions of teachers? What features will tend to cue students to interact with the AI as
if interact- ing with a person rather than an object? How, precisely, do people, in fact,
now interact differently with other people than they do with artefacts like books,
pictures, museum displays, and computer programs? And how do they consequent- ly learn
differently? These questions begin as the direct extension of such simple present-day
questions in CAI as what sort of helpfiles should be provided to students, or how best to
design an on- line tutorial for the use of an application system. Granted that we are
still some years away from AIs that will be able to flexibly dialogue in natural language
(10-20 years), the identification of what such systems will need to do to func- tion as
tutors is a present problem. Long before such AI tutors exist, there will be sophisticated
instructional sys- tems that will show users what can be done with an applica- tion, what
knowledge is available and how it can be ac- cessed, manipulated, and transformed, where
to get further information on specific topics, etc. When natural language AI tutors
appear, they will represent only incremental change. How do students at various levels of
experience explore large databases? What are their strategies? What sorts of assistance
would make it easier for them to pursue these strategies? How do the strategies shift in
the presence of various facilities? How can access to databases be made more natural (i.e.
easier to execute by extensions of evolved hu- man capacities for, say, spatial
exploration, or verbal metaphoric association)? How do people co-organize information in
multiple semiotic modalities (spoken language, written text, sound-music, diagrams, photo
images, video sequences, spatial movements, tactile and other sensations, object
manipulations, social activity sequences, etc., etc.) to produce complex
"presentations" for themselves and others, for various pur- poses? What sorts of
action environments would people construct to try out various imaginary action
possibilities (simulations, experimentation, social interactions, etc.)? And what sorts of
action environments should be made available to facili- tate learning various sorts of
cultural practices? This is rather like the classic "learning environments" or
"learning activities" problem in educational theory, except that in cyberspace
one is no longer limited by the physical class- room and its resources. While it will be a
long, long time before cyberspace virtual realities will have anything ap- proaching the
complexity of interactional possibilities of material realities, they will quickly exceed
those of the average school classroom. Cyberspace will be a convenient place to practice
for, and review recordings of, participa- tion in material social settings and activities.
Education will take place partly in cyberspace and partly by direct participation in
social practices. Both will be superior to classrooms, as experience with
clinical-practical education and realistic simulations has long shown. What should be the
hierarchy of referral of student/user queries? to on-line helpfiles, AI database systems,
expert conferences, peer conferences, human tutors, AI tutors, etc.? What should be the
function of full-presence VR (or material co-presence) group interactions? i.e. when and
why should students and human tutors either physically meet to dialogue and work together
or meet in cyberspace as if fully physi- cally co-present? What can be accomplished in
this way that cannot be by any of the other available modes of social in- teraction in
cyberspace? (One interesting possibility is that of being able, at will, to re-view a
scene or a datas- cape from the perspectives, visual and conceptual, of anoth- er
participant.) How can systems be provided that will enable people to test their mastery of
various topics and practices? Will this be necessary? Will some cyberspace conferences,
for example, only be open to contributions from people who meet certain criteria? There
will probably be a vast testbank, each of whose test systems will be recognized by varying
numbers of institutions. It is as likely that a person would submit a list of tests they
had passed, and the tests then be evaluated as establishing criterial equivalencies, as
that they would be asked to submit to a specific test. It is also possible that resumes
and individual educational portfolios, would prove more useful and valid than tests for
such pur- poses, once methods of automating the application of various sets of criteria to
the same portfolio are developed. The portfolio is in effect a personal-accomplishment
database, subject to query and evaluation for many possible purposes, according to many
possible value schemes.
CYBERSPACE AND VIRTUAL REALITIES
What IS cyberspace? The answer, to the extent there is one, makes more
sense with a first understanding of the technol- ogy of virtual reality (Rheingold 1991;
Benedikt 1991). VR is, most fundamentally, a type of interface between humans and
computers. Just as typing at a keyboard replaced submit- ting punched "IBM
cards" and looking at a screen replaced reading "printouts", just as the
mouse and the point-and- click graphics screen (and soon the pen-stylus) changed this
second interface still further; so, in the next full genera- tion of change, the computer
will sense our head- and hand- positioning and show us 3-D images. When the 3-D image
fills our field of view and automatically shifts in real time as we shift our gaze or move
head and shoulders, a remarkable effect occurs: the sense of presence in a virtual,
computer- generated reality. This sense of presence derives from the evolutionary adapta-
tions that make us feel at home "in" material reality, that make our state of
internal neurological activity "feel" like there is a real, external world
around us. This sense is en- hanced by the ability to move around in this world (and have
it seem to correspondingly shift around us as we do so) and to affect it, mainly by
physical actions of touch. It is the COUPLING between efferent, active nervous activity
and af- ferent, perceptual signals that we interpret as being in a real external world. It
is the ADDED INFORMATION at the point-of-turnaround between efferent and afferent, the
con- tribution our bodies do not normally signal as coming from "us," that we
learn culturally to interpret as an "other," real on the same order as we feel
ourselves to be real. When the computer mediates between our actions and our percep-
tions, the nervous system and its cultural programming in- terpret this as an external
reality and provide us with a sense of presence in this "virtual" reality. A
virtual reality is then a possible world, as real to the senses and responsive to actions
as the material world, but more protean. It is a domain where magic works, where a word or
gesture can change local reality, much as now a click of the mouse can transform a graphic
image on the screen. Any- thing semiotically constructable can exist in virtual reality.
Any semiotically constructable transformation can take place in virtual reality. And
virtual reality can be semiotically, and physically (analogue coupling inputs), coupled to
material reality, so that it can constrain our possible constructions in ways that will
work outside VR as well as inside it. But in VR we can decide in just which ways we will
allow it to constrain us. Through VR we can explore databases collected in interaction
with material phenomena, and we can operate remote robots in the material world, seeing
through their eyes, being where they are, acting with their effectors. We cannot move the
robots instantaneously from site to site, but we can move our own sense of presence from
robot to robot with a word, or a glance. We could also turn around and look, from a new
viewpoint, at ourselves. We can limit ourselves to the possibilities inherent in a set of
material-world data, but we can also learn to under- stand that data better by altering it
and seeing, from the inside, how the world the new data describes would then be different.
Material-world data will include 3-dimensional recordings of human activities and events
that we can enter, move around in to see from any point-of-view, touch, and manipulate in
every conceivable way, as data. They will also include recordings of phenomena never
before experienced by human beings, transduced for human senses. And through VR inter-
faces, and remote effectors, we will be able to act on phenomena in places and at scales,
where the sense of human presence has never gone before. Cyberspace is the space of
interactive computational pos- sibilities. It is, in one sense, a network that makes all
participating computers and their accessible contents (data, programs) available to the
users of any participating com- puter, anywhere. It means that all the information on
earth and every strategy for transforming information ever con- ceived anywhere are in
principle available to every user all the time. It is not just a storage space, it is a
space in which you can do things. You can create, or borrow, a vir- tual room, and meet
other users there face-to-face, body-to- body, (realistic or fantastic) virtual-image to
virtual- image. You can move around in this room; you can touch and feel virtual people
and things. You can create images, sounds, language, objects, people, actions, events,
from recordings of material reality or by direct construction ex nihilo. You can expand
the room, or shrink it, change your viewpoint by "flying" above it, or below it.
If it proves the case, as many people now believe, that hu- mans can better navigate in
search of cyberspace resources (databases, programs, specific computers, users, confer-
ences, etc.) when these are represented in a visual-spatial way, then there may come to
be, in the Network, a standard CYBERWORLD where computer nodes appear as spatially
separate boxes or fanciful shapes coded to their types (super- computers, corporate
systems, BBSs, PCs, etc.) in distinct locations, where users' addresses have virtual
spatial loca- tions, where databases and other resources are visible as in a 3-D map,
where there are signposts or other systems to help you find your way around, where
proprietary data is guarded, or hidden, and where there are Worlds within Worlds at
various scales (fractal cyberspace). This master CYBER- WORLD will be cyberspace in
another sense, or at least its standard VR representation. Ultimately, cyberspace is what
you can do in it, the space of possibilities for computation and interaction, for the
creation, storage, and transformation of information -- in a domain where everything
meaningful is information. VR simply makes cyberspace feel familiar to the learned
extensions of our evolved human capacities for perception and action.
CYBORG EVOLUTION: ECOCYBERSYSTEMS AND SURVIVAL
Can a community learn? Can a species? Do we educate societies as we do
individuals? If so, what are the implica- tions of cyberspace technology for education in
this larger sense? "Education" and "learning" are rather old-fashioned
ways of talking about some aspects of developmental processes of in- dividuation in
dynamical systems. These processes, for indi- vidual human organisms, are
"epigenetic" (Waddington 1957, 1969; Lemke 1984, in press), i.e. they are
processes in the development of more inclusive systems that must be defined across many
scales from our DNA and its biochemical interac- tions with a cellular and organismic
environment to our human-scale semiotic and material interactions with other humans and
with the rest of our ecosocial environment. The individual organism is not a sufficient
substrate system to discuss even "learning," much less "education".
"Learn- ing" is not a process that takes place INSIDE the system we call a human
organism; its semantics is highly misleading. People do not learn. Learning is not an
internal process. People participate in larger systems and those larger sys- tems undergo
developmental processes; in interaction with their own relevant environments, they create
the conditions for their own further change along evolved, type-specific and individuating
trajectories. Some things change inside people as they participate in these processes, and
other, internal developmental processes of the same kind are going on within us among our
own subsystems, coupled to our par- ticipation in these larger processes. What
fundamentally changes, what we call learning, is how people interact with and participate
in the larger ecosocial systems that sustain them. Learning is, consequently, neither a
"mental" nor a "cogni- tive" process (cf. Thibault 1986, Lemke 1989,
Geertz 1983), unless we view cognition and the mind as themselves essen- tially
interactional processes extending beyond individual human organisms -- as social and
transactional phenomena, in which individual brains and bodies participate, but which do
not take place "in" individuals, but only between them and their ecosocial
environments (cf. Cole et al. 1971, Cole & Scribner 1974, Lave & Rogoff 1984, Lave
1988). What then can it mean for a COMMUNITY to learn? Simply that it participates in a
still larger ecosocial system and un- dergoes development in interaction with it. The
community learns in the sense that its ways of interacting with the larger system, and
some aspects of the internal interaction of its constituent subsystems (e.g. of
individuals, but more basically of the activities and processes in which individu- als
participate), change. Of all the possible kinds of de- velopmental change, we tend to call
only those learning which exhibit increased complexity of response, an enlarged
combinatorial space of action possibilities, and an in- creased long-term adaptedness to
the environment. Develop- ment in general, of course, also includes senescence, also
includes fatal innovations. A species is a type. An organism, or a community, belongs
categorially to some type, inheriting characteristics shared with other systems descending
from the same lineage, but is a token of the type, an instance of the category. Tokens de-
velop. Types evolve. The evolutionary trajectory of a type is an envelope of the
successive developmental trajectories of its tokens over generations (Salthe 1985, 1989;
Lemke, in press). Tokens individuate in development, becoming unique while staying
somewhere in the vicinity of the average de- velopmental trajectory characteristic of
their type. When that average changes, as a result of systematic shifts in the individual
development of tokens over generations, we say that the type has changed, has evolved.
Species learning is thus an evolutionary process. Once again, however, learning is not a
process internal to the species. Species co-evolve as components of ecosystem- types. Just
as individuals do not learn, so neither do species. But just as individuals participate in
the develop- mental processes of larger ecosocial systems, so do the type-specific
behavioral trajectories of species evolve along with the ecosystem types in which they
participate. The notion of a species, however, while formally just a synonym for type, has
tended to mean a type of individual organism, and that, as we have seen, is not the right
unit of analysis for education, unless we treat it transactional- ly. What a species
learns in evolution, if anything, is how to participate differently in its ecosystem-type,
how to re- late differently to its typical environments. It is fashionable today to speak
of "cyborgs". This metaphor (e.g. Haraway 1991) reminds us that we are not just
organisms, we are organisms constituted by our interactions with our environments, and
increasingly those environments are artefactual. We are made by doing-with, and the things
we do-with include computers, video, and all the other tools of our technologies. There
are not simply humans on one side and machines on the other. Humans are shaped by their
inter- actions with machines just as machines are shaped by their interactions with
humans. The appropriate system level for analysis is the human-machine system, the
cybertech-organism system. But the notion of "cyborg" does not go far enough. It
retains the limitations of the romantic notion of autonomous individuals; a cyborg is just
a different sort of individual. We speak of it still in the language, the meta- phors, the
semantics appropriate to human individuals. The meaning we need to make is a dialectical
synthesis of the notions of cyborg (unitary machine-human individual) and of eco-social
system (unitary material-semiotic, ecological- social community). We need a notion for a
system of material-processes-that-are-also-sometimes-semiotic- cultural-practices, rather
than a system of individuals. We need a notion of system as token, not type. We a notion
of a system within which individuals are constituted, and which is itself constituted in
part by the actions of individuals. And, for present purposes, we need to foreground the
role of cyberspace technology in these processes. Ecocybersystems. ECS. How do we expect
ecocybersystems to develop in the near fu- ture? What changes in how humans participate in
the larger ECS will this entail? What possibilities for the future of humanity, of the
planet, of ECSs and wider ecosocial systems are we making as we participate in newly
developing ECSs? For those still more comfortable with the older metaphors: How will
cyborg experience change what it means to be human? Will cyborg children learn to feel new
connections with the ecosystems that sustain them, as well as with the tech- nologies that
entrance and enhance them? Will human culture evolve ethically and politically in the
cyberspace environ- ment to accept a more mature responsibility for the survival of a rich
and diverse ecology on our planet and perhaps others? Will we learn to identify with Gaia
and her sisters, to make their/our interests humanity's highest value princi- ple? The
highest good which discourse can frame is not the good of the individual, nor of the
family, the tribe, the city, the nation, or even of humanity, but the good of the Whole.
Humanity will live or die as part of the Whole. Human cul- tures must evolve toward Gaian
values that put ecosystem in- terests above human interests, and value other species and
even abiotic systems for their contributions to the Whole, rather than their contributions
to our own small part of that Whole. Or someday soon there will be no human cultures. How
will human development in cyberspace, humanity's partic- ipation in ecocybersystems,
educate individuals, com- munities, and finally, one hopes, our species to interact
differently with the rest of the Whole in which we have our being? One existing VR
prototype system (Rheingold 1991: 26-45) al- lows the user to see and touch human-scale
3-D images of large biological molecules. The complex spatial conforma- tions of these
molecules determine how they interact chemi- cally (and vice versa). Users can manipulate
the molecules as if they were human-scale objects, jockeying them to see if they can be
fit together as needed. They can modify a synthesizable molecule to see if it will fit
better to func- tion as a therapeutic drug. All the evolved skills of hand- eye
coordination can be used to augment theory-based im- agination of possibilities. New
hand-eye coordinations are learned to handle the unfamiliar computer-transduced responses
of intermolecular forces, and potentially even quantum effects. The human user is changed
by participating in a world that responds differently to human action. The prototype is
not a full-immersion VR, it has only a weak sense of presence, though a strong sense of
the reality of the VR molecules and their behavior. How will humans be changed when they
develop with frequent full-presence expe- riences in the world of molecular-scale forces?
Children will one day grow up playing not just in the Nintendo world, but in full-presence
worlds where the laws of VR nature correspond to those of quantum forces, the be- havioral
codes of other species, and phenomena from vastly different scales of time, space, and
energy than humans have ever experienced in the past with the vividness of full- presence
VR. Their developmental trajectories as part of ecocybersystems will diverge early and far
from past norms, down many new pathways. This development is not simply a biological
process. It is simultaneously a development of systems of cultural and semiotic practices,
activity types for individual interaction with VR and material environ- ments. And it will
be a developmental process of and in a community, shared by many individuals. In
cyberspace we will be able to see VR worlds, and record- ings of and real-time sensor
inputs from World-One, in in- frared, microwave, and x-ray bands of a newly visible spec-
trum. We will be able to hear at all frequencies, from the echoes of earthquakes and the
songs of whales and insects, to the resonances of crystals. We will be telepresent with
probes on Mars and on the deep-ocean floor, we will be able to walk the Martian plains,
kick lunar dust, sound with whales. We will be able to float above the earth at any
elevation, seeing in any spectrum, observing cities or rain- forests in real-time or
watching the changes of days or years go by in minutes, or seconds. We can live at the
pace of a tree or a forest, a hurricane or a glacier, a cell or a molecule. We will do all
this as children. We will not de- velop along the same cultural paths as in the past.
Hopefully, we will bring these same technologies to the study of the social and cultural
components of our ecosystems. The life-histories of cities, the patterns of economic
flows, the changing distribution of wealth and con- sumption of resources, the incidences
of violence, the prevalences of weapons, the development of movements in art, the
evolution of genres in literature, the histories of lan- guages, the heteroglossia of
discourses, the evolution of technologies. I cannot foresee how these experiences will
change us, will change how we participate in the larger systems of which we are a part.
But I hope that, in expanding our experience beyond the realm of the human-scale, of local
information and local concerns, we will learn to FEEL what it means to participate in the
Whole in ways other than those that have been traditionally thought human. We can do this
by extend- ing our evolved capacities to feel and act in a world. I hope that in roaming
the many worlds of the Whole, in learn- ing to live by their rules, to see ourselves and
the rest from their points of view, we will come to identify our- selves with the Whole,
and to seek its interests. If we do not, I fear that other evolved patterns of our
behavior -- our greed and our aggression, our fear and our will to con- trol -- will lead
us inexorably to destroy the larger sys- tems that sustain us, or push those systems to a
point where it is we who will be destroyed. I have left many important questions out of
this discussion, principally those having to do with social conflict over the control and
use of these technologies. I have only tried to sketch a vision of what I would fight for
in these coming battles. I believe that we have begun to open new pos- sibilities for the
future that are worth working our way towards. The vision must continue to grow.
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