Hartogsohn Ido
The Graduate Program in Science, Technology and Society, The Interdisciplinary Studies Unit, Bar-Ilan University, Ramat Gan, Israel.
Front Psychol. 2023 Jan 13;13:1073235. doi: 10.3389/fpsyg.2022.1073235. eCollection 2022.
The concept of cyberdelics emerged in the 1980s and 1990s as an umbrella term denoting the nexus connecting cybernetic (digital) technologies and psychedelic (mind manifesting) drugs. Cyberdelic technologies, in particular the then newly emerging field of virtual reality, were touted by psychedelic cultural icons including Timothy Leary and Terence McKenna as auguring a new era of digital mind-expansion where psychedelic experiences will be recreated online inside virtual worlds. Cyberdelic culture waned in the 2000s. However, recent years have seen the return of the cyberdelic imaginary, following on the heels of a psychedelic resurgence and a renewed interest in virtual reality technologies and their use in therapy. Cyberdelic advocates speak of the necessity of creating transformative technologies that steer humanity away from mindless consumerism and distractedness, and towards expanded states of awe, presence, and transcendence. Nevertheless, much like psychedelics, cyberdelic technologies are seen as running against the grain of current sociocultural arrangements and economic models which threaten to quell their transformative potential. Research on psychedelics within the humanities over the past decade has emphasized the role of cultural set and setting: the significance of the cultural embeddedness of these psychoactive agents and the dependence of their effects on surrounding sociocultural conditions. Building on the notion of information technologies as mind-manifesting technologies, this paper sets out to consider what psychedelics can teach us about cyberdelics: how the principles of set and setting and current discussions within the psychedelic humanities can inform our understanding of the resurgence of interest in cyberdelic media, its prospects, and challenges.
赛博迷幻的概念在20世纪80年代和90年代出现,作为一个总称,表示控制论(数字)技术与迷幻(心灵显现)药物之间的联系。赛博迷幻技术,尤其是当时新兴的虚拟现实领域,被包括蒂莫西·利里和特伦斯·麦肯纳在内的迷幻文化偶像吹捧为预示着数字思维扩展的新时代,在这个时代,迷幻体验将在虚拟世界中在线重现。赛博迷幻文化在21世纪逐渐衰落。然而,近年来,随着迷幻药的复兴以及对虚拟现实技术及其在治疗中的应用重新产生兴趣,赛博迷幻的想象又回来了。赛博迷幻的倡导者谈到创造变革性技术的必要性,这些技术能引导人类远离盲目消费主义和分心状态,走向敬畏、在场和超越的扩展状态。然而,与迷幻药很相似,赛博迷幻技术被视为与当前的社会文化安排和经济模式背道而驰,而这些模式有可能抑制其变革潜力。过去十年人文学科对迷幻药的研究强调了文化背景和场景的作用:这些精神活性物质的文化嵌入性及其效果对周围社会文化条件的依赖性。基于信息技术作为心灵显现技术的概念,本文着手探讨迷幻药能让我们了解赛博迷幻的哪些方面:文化背景和场景的原则以及迷幻人文学科当前的讨论如何能增进我们对赛博迷幻媒体兴趣复苏、其前景和挑战的理解。