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قراءة كتاب Open Source Democracy: How online communication is changing offline politics
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Open Source Democracy: How online communication is changing offline politics
id="id00088">Some gamers, though - usually after they've mastered this level of play - will venture out onto the internet in search of other fans or user groups. There, they will gather the cheat codes that can be used to acquire special abilities within the game, such as invisibility or an infinite supply of ammunition. When the gamer returns to the game with his secret codes, is he still playing the game or is he cheating? From a renaissance perspective he is still playing the game, albeit a different one. His playing field has grown from the CD on which the game was shipped to the entire universe of computers where these secret codes and abilities can be discussed and shared. He is no longer playing the game, but a meta-game. The inner game world is still fun, but it is distanced by the gamer's new perspective, much in the way we are distanced from the play-within-a-play in one of Shakespeare's comedies or dramas. And the meta-theatrical convention gives us new perspective on the greater story as well. Gaming, as a metaphor but also as a lived experience, invites a renaissance perspective on the world in which we live. Perhaps gamers and their game culture have been as responsible as anyone for the rise in expressly self-similar forms of television like Beavis and Butt-head, The Simpsons and Southpark. The joy of such programs is not the relief of reaching the climax of the linear narrative, but rather the momentary thrill of making connections. The satisfaction is in recognising which bits of media are being satirised at any given moment. It is an entirely new perspective on television, where programs exist more in the form of Talmudic commentary: perspectives on perspectives on perspectives. We watch screens within screens, constantly reminded, almost as in a Brecht play, of the artifice of storytelling. It is as if we are looking at a series of proscenium arches, and are being invited as an audience to consider whether we are within a proscenium arch ourselves.
The great Renaissance was a simple leap in perspective. Instead of seeing everything in one dimension, we came to realise there was more than one dimension on which things were occurring. Even the Elizabethan world picture, with its concentric rings of authority - God, king, man, animals - reflects this new found way of contending with the simultaneity of action of many dimensions at once. A gamer stepping out onto the internet to find a cheat code certainly reaches this first renaissance's level of awareness and skill.
But what of the gamer who then learns to program new games for himself? He, we might argue, has stepped out of yet another frame into our current renaissance. He has deconstructed the content of the game, demystified the technology of its interface and now feels ready to open the codes and turn the game into a do-it-yourself activity. He has moved from a position of a receiving player to that of a deconstructing user. He has assumed the position of author, himself. This leap to authorship is precisely the character and quality of the dimensional leap associated with today's renaissance.
The evidence of today's renaissance is at least as profound as that of the one that went before. The16th century saw the successful circumnavigation of the globe via the seas. The 20th century saw the successful circumnavigation of the globe from space. The first pictures of earth from space changed our perspective on this sphere forever. In the same century, our dominance over the planet was confirmed not just through our ability to travel around it, but to destroy it. The atomic bomb (itself the result of a rude dimensional interchange between submolecular particles) gave us the ability to author the globe's very destiny. Now, instead of merely being able to comprehend 'God's creation', we could actively control it. This is a new perspective.
We also have our equivalent of perspective painting, in the invention of the holograph. The holograph allows us to represent not just three, but four dimensions on a two-dimensional plate. When the viewer walks past a holograph she can observe the three-dimensional object over a course of time. A bird can flap its wings in a single picture. But, more importantly for our renaissance's purposes, the holographic plate itself embodies a new renaissance principle. When the plate is smashed into hundreds of pieces, we do not find that one piece contains the bird's wing, and another piece the bird's beak. Each piece of the plate contains a faint image of the entire subject. When the pieces are put together, the image achieves greater resolution. But each piece contains a representation of the totality. This leap in dimensional understanding is now informing disciplines as diverse as brain anatomy and computer programming.
Our analogy to calculus is the development of systems theory, chaos math and the much-celebrated fractal. Confronting non-linear equations on their own terms for the first time, mathematicians armed with computers are coming to new understandings of the way numbers can be used to represent the complex relationships between dimensions. Accepting that the surfaces in our world, from coastlines to clouds, exhibit the properties of both two and three-dimensional objects (just what is the surface area of a cloud?) they came up with ways of working with and representing objects with fractional dimensionality.
Using fractals and their equations, we can now represent and work with objects from the natural world that defy Cartesian analysis. We also become able to develop mathematical models that reflect many more properties of nature's own systems, such as self-similarity and remote high leverage points. Again, we find that this renaissance is characterised by the ability of an individual to reflect, or even affect, the grand narrative. To write the game.
Finally, our renaissance's answer to the printing press is the computer and its ability to network. Just as the printing press gave everyone access to readership, the computer and internet give everyone access to authorship. The first Renaissance took us from the position of passive recipient to active interpreter. Our current renaissance brings us from the role of interpreter to the role of author. We are the creators.
As game programmers instead of game players, the creators of testimony rather than the believers in testament, we begin to become aware of just how much of our reality is open source and up for discussion. So much of what seemed like impenetrable hardware is actually software and ripe for reprogramming. The stories we use to understand the world seem less like explanations and more like collaborations. They are rule sets, only as good as their ability to explain the patterns of history or predict those of the future.
Consider the experience of a cartographer attempting to hold a conversation with a surfer. They both can claim intimate knowledge of the ocean, but from vastly different perspectives. While the mapmaker understands the sea as a series of longitude and latitude lines, the surfer sees only a motion of waves that are not even depicted on the cartographer's map. If the cartographer were to call out from the beach to the surfer and ask him whether he is above or below the 43rd parallel, the surfer would be unable to respond. The mapmaker would have no choice but to conclude that the surfer was hopelessly lost. But if any of us were asked to choose who we would rather rely on to get us back to shore, most of us would pick the surfer. He experiences the water as a system of moving waves and stands a much better chance of navigating a safe course through them. Each surfer at each location and each moment of the day experiences an entirely different ocean. The cartographer experiences the same map no matter what. He has a more permanent model, but his liability is his propensity to mistake his map for the actual territory.
The difference between the

