<![CDATA[io9: culture]]> http://tags.lifehacker.com/assets/base/img/thumbs140x140/io9.com.png <![CDATA[io9: culture]]> http://io9.com/tag/culture http://io9.com/tag/culture <![CDATA[NASA Explores How Spaceflight Changes Our Culture]]> The US Space Program is in peril. As the government deals with its spiraling economic crisis, many are questioning the value of space exploration, and the new administration may consider scaling back NASA’s Ares and Orion programs. But a recent report from NASA reminds us that the Space Program has had a profound effect not only on our imaginations, but on the technological, economic, and social development of American culture.

NASA Chief Historian Steven Dick and Roger Launius of the National Air and Space Museum preface the report “Societal Impact of Spaceflight” by acknowledging that, for the program to continue, the citizens of the US must see its value:

It is time to take up the challenge once again. Multidecade programs to explore the planets, build and operate large space telescopes and space stations, or take humans to the moon and mars, require that the public have a vested interest. The same is true of the space activities now spread around the world. But whether or not the ambitious space visions of the United States and other countries are fulfilled, the question of societal impact over the past 50 years remains urgent and may in fact help fulfill current visions or at least raise the
level of debate.

To that end, they have collected 33 essays evaluating the Space Program’s impact on American and world culture. Several essays look at the political and cultural significance of spaceflight in the Soviet Union and China, including taikonaut Yang Liwei’s transformation into a Chinese cultural icon. One essay illuminates how food safety standards for astronauts in space radically changed food safety standards on the ground. Another examines critically the dual-use technologies that developed from the Space Program and their effect on government policy. Historical essays explore racial and gender diversity within NASA and the effect the Space Agency has had on regional development in Texas and California. And a few essays look at the way space has captured the human imagination, and one even explores the notion of space activism as a potentially “epiphanic belief system.”

The report is meant to be more a framework for exploring NASA’s value rather than a laundry list extolling the program’s cultural virtues, but the result is a fascinating history of the Space Agency and space exploration, and is sure to provide plenty of fodder for debates over the future of spaceflight in the US.

Societal Impact of Spaceflight part one and part two [via SpaceRef]

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<![CDATA[Iain M. Banks' New Novel Kicks Ass on a Galactic Scale]]> Iain M. Banks is the master of narrative zoom and pan: one minute he'll bring you in very close to a tiny moment in one person's life as she mourns the death of a brother, and the next you'll be spinning in deep space staring at a supermassive artificial world created by liquid-breathing aliens, millions of miles long, made of enormous braided tubes. Which of these minutes matters more? In Banks' new novel Matter, both do — and both are also tragicomically inconsequential. What always pleases about Banks' science fiction novels, many of which are set against the backdrop of a pan-galactic, A.I.-centric, socialist-libertarian society called The Culture, is that Banks always delivers substance and spectacle. You'll get the ethical questions, the sorrowful depictions of war, and the meditations on social evolution. But you'll also get world-shattering explosions, weird-ass aliens, and ancient technologies that are purely there to be fucking cool.

The novel centers on three siblings, Anaplian, Ferbin, and Oramen, the children of a king who rules one of the levels in a Shellworld — an ancient alien artifact that is essentially a set of nested spheres where various creatures have set up shop by pumping in the atmospheres, hanging artificial "stars" on runners in the ceilings of each level, and going about their business. The siblings are part of a group called the Sarl, whose technological sophistication has reached that of ninteenth century Europe. While Ferbin and Oramen, the boys, are groomed for positions of political power among the Sarl, Anaplian has nothing to look forward to but marriage. So she's not entirely unhappy when her father gives her away to a group of aliens from the Culture, who take her far from home, educate her, give her cool bio-upgrades, and train her as a member of Special Circumstances, the Culture's equivalent of the secret service.

But when the king is assassinated by a former trusted adviser, and both Ferbin and Oramen's lives are threatened, Anaplian decides to return to her backwater Shellworld home and set things to rights. She's accompanied only by a super-intelligent weapon and an A.I. spaceship with mysterious loyalties, and her mission is an off-the-record assignment from Special Circumstances to figure out why a minor space-faring civilization known as the Oct has become so deeply interested in an artifact buried deep within on of the Sarlian levels of the Shellworld.

The novel is as complicated and perfectly-structured as a Shellworld itself. There are wars within wars, and intrigues among the low-tech Sarl have reverberations that could be felt halfway across the galaxy among so-called Optimae civilizations who control vast volumes of space. Matter is ultimately about what happens when developing civilizations clash with developed ones over possessions neither one understands. Told with Banks' usual nihilistic humor and flair for outlandish description, this is a novel that will grab you by the shorthairs, scream at you about realpolitik, and then smack you on the head with a laser blast. And of course, you'll love every minute of it.

Matter is already available in the UK, and though its official release date in the US is February 27, it's already out in most US bookstores. Or you can order now.

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<![CDATA[Welcome to the Culture, the Galactic Civilization That Iain M. Banks Built]]> To celebrate the release of Iain M. Banks' novel Matter, we've put together this handy primer for you on the Culture, the pan-galactic civilization whose members and ex-members are the subjects of so many Banks novels, including Matter. Not only do we have a rundown of every single Culture novel, but we've also got some important excerpts from an obscure essay Banks wrote in 1994 about the ideas behind the Culture universe. Get ready to enter a world where ships are sentient, humans live for half a millennium, and living on a planet is probably the most backward thing you can do.

The Culture Novels:

Consider Phlebas Set during the war between The Culture and the Idirans, this is one of Banks' most widely-praised science fiction novels. Its events also shape the Culture for hundreds of years afterward. The Idirans are a lizard-like, hierarchical people who want to colonize as many worlds as possible in order to convert as many creatures as possible to their religion. The Culture, on the other hand, wants to spread its more democratic-anarchic beliefs to as many worlds as possible. Essentially, the two empires are fighting to control the ideologies of colony worlds. Our protagonist, Horza, has grown disgusted with the Culture way of life and has become a spy for the Idirans. As the war reaches a howling crescendo, we follow Horza from a dying ring world full of cannibalistic cultists, to a ship full of criminals, and at last to final showdown deep within the catacombs of a dead world. This is action-packed world-building at its most alluring: full of cool fights and interesting philosophical debates. Plus, Banks pulls a typical counter-intuitive move by introducing us to The Culture through the eyes of an outsider who has grown disgusted with it.

The Player of Games Though the subject of this novel is gaming rather than war, we never stray far from one of Banks' central preoccupations: the psychology of combat. Gurgeh is a master gamer from the Culture, where the complete intermeshing of human and machine creatures has made computer games into some of the most complicated and beautiful of sports. Unsatisfied with what the Culture has to offer, Gurgeh ventures outside its volume of space to try his hand at a game beloved by the Azad. In the Empire of Azad, games are taken so seriously that if you win, you can become Emperor.

Use of Weapons This novel, a character study of a man coming to terms with a troubled past, is a version of the first novel Banks ever wrote (the early version remains unpublished, and Banks claims you could only understand it in "six dimensions"). It's the story of Zakalwe, recruited from his podunk non-Culture society to serve in the Culture's version of a secret intelligence agency, Special Circumstances (SC). Among other duties, SC Agents are often dispatched to infiltrate non-Culture or "primitive" societies and learn about them. We follow Zakalwe's mission into many such primitive cultures, while also following him back through his own memories of growing up on a planet whose culture echoes those he's spying on. SC Agents are souped up with a lot of cool powers, and this novel offers a generous helping of superpowered spy stuff, while also ravaging your soul with the story of a man trapped in his own memories.

Excession One of the most fascinating elements of the Culture is its ruling group (or the closest thing to that) — the Minds. The Minds are AIs who live for hundreds (sometimes thousands) of years, and plunk themselves into many different bodies: ships, halo worlds called Orbitals, and cyborgs called Avatars. (Well, the Avatars are really just extensions of a Mind, but if you want to get really detailed, just read this book.) Much of Excession is told from the point of view of a Mind in a former SC ship called the Sleeper Service, who journeys to an encounter with a giant, mysterious something that exists partly in subspace known only as the "excession." (I believe "excession" is supposed to be a cool noun form of "excessive.") The joy in reading this book comes from finally getting inside the computer brains of the ships, who communicate via data packets complete with internet-like headers. But there's plenty of excitement, too. Sleeper Service is also a weapon, and the Mind is racing to reach the excession before a warlike group called The Affront (who do some incredibly horrifying things to the creatures they conquer). There's even a weird romantic subplot involving the Sleeper Service's one human passenger, a depressed human female who once tried to kill her straying lover. Banks manages to juggle all these plots beautifully, and with his characteristic dark humor.

Inversions We've sung the praises of this book on io9 already. Read about it here.

Look to Windward This novel combines Banks' interest in Minds from Excession with his interest the trauma of memory from Use of Weapons. In large part, the novel is about a Mind called Lasting Damage who was inside a ship during the Culture-Idiran War. Hundreds of years later, Lasting Damage is still traumatized by memories of the war, and has placed itself in the control center of an Orbital full of civilians. So essentially, the Mind has gone from being a ship of war to an artificial world devoted to peace. But other war-damaged survivors have been unable to find peace. Such is the case with Quilan, whose wife was murdered when they were both soldiers in a civil war masterminded by the Culture. To get revenge, he's journeying to Lasting Damage on an assassin's mission that even he doesn't fully understand — it's a mission conceived by a dead Colonel's mind that's been uploaded into Quilan's, and that will culminate during the anniversary of the Culture-Idiran war. This is one of Banks' most mournful Culture novels, a strange meditation on post-tramatic stress as suffered by both machines and men.

Matter If you're in the UK, you should go out and grab this latest Culture book now. If you're in the US, you'll have to wait until Feb. 27.

Banks introduces the Culture in this essay. This is a long and rich world-building exercise, originally posted by Banks' friend Ken MacLeod on a newsgroup. I suggest you read the whole thing, but here are few interesting tidbits.

On the galactic setting where the Culture exists:

The galaxy (our galaxy) in the Culture stories is a place long lived-in, and scattered with a variety of life-forms. In its vast and complicated history it has seen waves of empires, federations, colonisations, die-backs, wars, species-specific dark ages, renaissances, periods of mega-structure building and destruction, and whole ages of benign indifference and malign neglect. At the time of the Culture stories, there are perhaps a few dozen major space-faring civilisations, hundreds of minor ones, tens of thousands of species who might develop space-travel, and an uncountable number who have been there, done that, and have either gone into locatable but insular retreats to contemplate who-knows-what, or disappeared from the normal universe altogether to cultivate lives even less comprehensible.

On the ships and their Minds:

Culture starships - that is all classes of ship above inter-planetary - are sentient; their Minds (sophisticated AIs working largely in hyperspace to take advantage of the higher lightspeed there) bear the same relation to the fabric of the ship as a human brain does to the human body . . . The Culture's largest vessels - apart from certain art-works and a few Eccentrics - are the General Systems Vehicles of the Contact section. (Contact is the part of the Culture concerned with discovering, cataloguing, investigating, evaluating and - if thought prudent - interacting with other civilisations; its rationale and activities are covered elsewhere, in the stories.) The GSVs are fast and very large craft, measured in kilometres and inhabited by millions of people and machines. The idea behind them is that they represent the Culture, fully. All that the Culture knows, each GSV knows; anything that can be done anywhere in the Culture can be done within or by any GSV. In terms of both information and technology, they represent a last resort, and act like holographic fragments of the Culture itself, the whole contained within each part.

On law:

The Culture doesn't actually have laws; there are, of course, agreed-on forms of behaviour; manners, as mentioned above, but nothing that we would recognise as a legal framework. Not being spoken to, not being invited to parties, finding sarcastic anonymous articles and stories about yourself in the information network; these are the normal forms of manner-enforcement in the Culture.

On politics:

Politics in the Culture consists of referenda on issues whenever they are raised; generally, anyone may propose a ballot on any issue at any time; all citizens have one vote. Where issues concern some sub-division or part of a total habitat, all those - human and machine - who may reasonably claim to be affected by the outcome of a poll may cast a vote. Opinions are expressed and positions on issues outlined mostly via the information network (freely available, naturally), and it is here that an individual may exercise the most personal influence, given that the decisions reached as a result of those votes are usually implemented and monitored through a Hub or other supervisory machine, with humans acting (usually on a rota basis) more as liaison officers than in any sort of decision-making executive capacity; one of the few rules the Culture adheres to with any exactitude at all is that a person's access to power should be in inverse proportion to their desire for it.

On why most people in the Culture live in Orbitals:

The attraction of Orbitals is their matter efficiency. For one planet the size of Earth (population 6 billion at the moment; mass 6x1024 kg), it would be possible, using the same amount of matter, to build 1,500 full orbitals, each one boasting a surface area twenty times that of Earth and eventually holding a maximum population of perhaps 50 billion people (the Culture would regard Earth at present as over-crowded by a factor of about two, though it would consider the land-to-water ratio about right). Not, of course, that the Culture would do anything as delinquent as actually deconstructing a planet to make Orbitals; simply removing the sort of wandering debris (for example comets and asteroids) which the average solar system comes equipped with and which would threaten such an artificial world's integrity through collision almost always in itself provides sufficient material for the construction of at least one full Orbital (a trade-off whose conservatory elegance is almost blissfully appealing to the average Mind), while interstellar matter in the form of dust clouds, brown dwarfs and the like provides more distant mining sites from which the amount of mass required for several complete Orbitals may be removed with negligible effect.

Also, Banks has given himself a Culture-style name. It's Sun-Earther Iain El-Bonko Banks of North Queensferry.

Image from the cover of Excession by Mark Salwowski.

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<![CDATA[Iain M. Banks' Unsung Culture Novel "Inversions"]]> With Iain M. Banks' new Culture novel, Matter, coming out in February, it's a good time to revisit one of his lesser-known Culture novels, Inversions. One of the reasons why this book may not be as instantly-recognizable in the Culture pantheon as his space operas Consider Phlebas and Look to Windward is that it's not set in outer space. In fact, it's set entirely on a semi-Medieval planet where a Culture agent has been sent to study the natives — and has gone native herself.

She's become a doctor to the king (whom she secretly loves), and must cope with backwards science as well as old-fashioned social roles to complete her mission. Though we're never quite sure what that mission is, and that's the beauty of this novel. It's not about space fights and war; it's about the murkiness of human relationships.

Inversions reminds me a little bit of Karen Joy Fowler's alien-alone-on-earth novel Sarah Canary because nobody realizes that the aliens in both novels are aliens. Instead, the general population just attribute the strange behaviors of both women to craziness, or uppity tendencies. Thrust into a world where space travel is just a fantasy, the Doctor in Inversions wants only to help her beloved King (who isn't attracted to her because her status as Doctor makes her unfeminine and turns him off). But there are so many intrigues within intrigues at court that she may never succeed.

Plus, there is another mysterious figure on the planet with whom she shares a past. Mix that shadowy history up with scheming courtesans, swordplay, and meditations on the proper place of torture in a political regime, and you've got an amazing novel. So while you're pining for Matter, pick up a copy of Inversions — its Medieval world occupied by secret Culture agents is both vivid and enticing.

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