Information Technology New and Old: James Patrick Kelly's Big Guy and E. M. Forster's The Machine Stops

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Information Technology New and Old: James Patrick Kelly's Big Guy and E. M. Forster's The Machine Stops

Ever since the team Clinton/Gore came up with their suggestion for a "National Information Superhighway" during the Presidential campaign in 1992, information technology in general - and the Internet in particular - has been in the focus of the media in the United States. As a result of this, a vast majority of the American public is aware of information technology. The question arises though, whether this awareness also includes a knowledge of facts. A recent survey found that 57% of the interviewees did not know what cyberspace meant, yet at the same time 87% were certain that information technology had made their life better. Another indication of the ignorance of the public are the releases of the first major Hollywood productions on the topic in the summer of 1995. Movies like The Net or Virtuosity are plagued by numerous factual mistakes inadmissible for an informed audience.

Science fiction authors, on the contrary, are faced with a much more sophisticated audience as a recent reader survey of an American science fiction magazine illustrates: 44%, up from 27% the year before, of its readers were found to use the Internet itself and many others used various commercial Online services and Bulletin Board systems. This familiarity is not surprising since at the core of the genre is the extrapolation of the future, which is usually perceived as synonymous with technological progress. However, a closer analysis of the ties between science fiction and the computer network we know today as Internet, reveals an even more intimate relationship between the two.

The origin of the Internet goes back to the early 1960's. The RAND corporation pondered a near future setting already well ploughed by many science fiction authors of the time: the post-doomsday scenario, which is the time after the catastrophe, usually an all-out nuclear war. Most post-doomsday novels, like George R. Stewart's Earth Abides (1949) or Walter M. Miller's A Canticle for Leibowitz (1960), adhered to the premise that the old order would be completely destroyed in a nuclear strike; the few survivors having to start from scratch. The reasoning of the RAND corporation went beyond this; it assumed that the government and the military could survive a nuclear strike if only a way could be found to keep communication lines intact.

More recently, the cyberpunks beginning with William Gibson's Neuromancer have shaped our understanding of the Internet by an-ticipating many aspects of it before they came into existence. In Gibson's near future scenario, humans and computers can interface directly. A socket implanted in the brain allows the user to jack in computers and thereby entering the worldwide network. It is then conceived by the person as an actual landscape with blinking lights of data in the dark, populated by human minds and intelligent software creatures - cyberspace. The term was picked up quickly by Internet users and widely discussed in various newsgroups. The online community quickly adopted the term for their purposes. The idea of a space behind the computer screen seemed perfectly natural to them, after all they spent many hours of discussions in that space. One of the earliest servers on the Internet is the WELL, physically located in Sausalito, California. Users entering the WELL are greeted by the following lines:

You've entered an evolving experiment in virtual community. Find out about the WELL, the community of people and ideas that inhabit it, the conferences that form our shared history in cyberspace.

Given these close ties it has to be assumed that science fiction readers, unlike a general audience, are aware of the actual workings of the Internet. Science fiction written for genre readers has to stand up to the scrutiny of an expert audience and consequently the extrapolation of information technology has to be firmly based on today's technology and its social consequences.

James Patrick Kelly's short story Big Guy, which was published in Asimov's Science Fiction, which is regarded both by readers and critics of the field as the best magazine of its kind, serves as an excellent example to demonstrate this intimacy. The plot of the story can be easily summarized: "boy meets girl, chases off a rival and asks her out for a date". There are, however, some important additions. The location is cyberspace and while Kelly discloses very little about the identity of the "girl", the "boy" turns out to be "a miserable slab of fat" (68), weighing 278 pounds. Murph is a citizen of the early twenty-first century who lives in a cabin on a ship off Kansas City. Kelly does not offer any details on the exact location of the ship, but geographical detail is hardly needed. Murph's only yearning is for cyberspace where he spends almost all his waking hours. It is where the action is and he is determined not to waste even a single minute with drooling in real space if he can help it. He only returns from cyberspace to work and eat and get very few hours of sleep. He never leaves his cabin. And why should he? Nothing in the actual world around him is of any interest to him:

Join now!

"It's Kansas out there, remember?"
... "See one amber wave of grain, you've seen them all" (64).

He has no friends in the actual world and his food is delivered through a hatch in the door of his apartment. His job can be dealt with much more effectively by means of electronic surveillance. The lack of exercise - the apartment is only eight steps wide - has of course its price. As already mentioned above, Murph is extremely obese. But who cares? Murph never interacts with any of his fellow humans physically. All his contacts are mediated by information technology ...

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