Zooooooom… zoom zoom zoom

This story over on the BBC News site (and various over technology sites) pipped my attention recently, as it points once again how we simultaneously move closer and further from a traditional cyberpunk future.

Wait what? Close and further?

Yup, both at the same time. Basically the report is on the development of contact lenses that include a telescopic zoom function. At present they require a set of polarising glasses in order to switch between regular and zoomed view, as developing both variable lenses which function on that scale and a (probably wireless) control unit are both still a long way off. In and of itself the concept is pretty cyberpunk, a technology that boosts human function on a scale that is small enough to be, in essence, a part of you.

The deviation though is one that has become common with technology, in that while technology is becoming smaller and more powerful we’re shifting towards wearable gadgets rather than implanted. Now obviously one of the main factors in this is that we’re still not at a point where we can easily send signals into the central nervous system. We’re getting pretty good at detecting signals being sent out from the brain which can then be used to control prosthetics but routing signals back in is still a long way off and that’s before we even start thinking about adding non-natural sensory inputs.

With that in mind where does it leave a modern vision of cyberpunk? If we keep the inclusion of augmented humanity then there is obviously the need to include wireless technology. The biggest example of this in gaming is probably Shadowrun, which, with its 4th and (upcoming) 5th editions has worked to incorporate wireless technology into the world. But what if the use of neural augmentation never becomes commonplace? Arguably the baseline then shifts, with devices such as smartphones and tablets taking a more central focus. Watch Dogs, due to be released later this year, takes this approach, with the central character seemingly reliant on his smartphone and it’s ability to hack the many wireless objects dotted around Boston. Going one step further though we’d probably add in wearable technology, such as the contact lenses that prompted this or the recently released (in a limited fashion) Google Glass.

The final shift that may be required for a modern version of cyberpunk is that of Corporate power. While corporations arguably know more about us than ever before (if they didn’t then the US government would have never bothered with PRISM) they still lack the ability to dictate the law in the way that classic cyberpunk envisioned. There are no corporate military forces tied to software firms (though there are of course numerous military contractors aka mercenaries) nor are there runners there to break into facilities or abduct VIPs.

Or are there?

Cyberpunk has always focused around those on the edge of society, those who see and experience what most people would rather keep quiet. With that in mind it would be easy to imagine that, for most people, a cyberpunk world appears much the same as our own, with espionage and corporate wars kept quiet from the masses.

After all ignorance is bliss.

It’s also control.

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