Cyberspace in the context of "William Gibson"

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⭐ Core Definition: Cyberspace

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging.As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as "cybernauts".

The term cyberspace has become a conventional means to describe anything associated with general computing, the Internet and the diverse Internet culture. The U.S. government recognizes the interdependent network of information technology infrastructures and cyber-physical systems operating across this medium as part of the US national critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as cyberethics. Many view the right to privacy as most important to a functional code of cyberethics. Such moral responsibilities go hand in hand when working online with global networks, specifically when opinions are involved with online social experiences.

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In this Dossier

Cyberspace in the context of United States Coast Guard

The United States Coast Guard (USCG) is the maritime security, search and rescue, and law enforcement service branch of the United States Armed Forces. It is one of the country's eight uniformed services. The service is a maritime, military, multi-mission service unique among the United States military branches for having a maritime law enforcement mission with jurisdiction in both domestic and international waters and a federal regulatory agency mission as part of its duties. It is the largest coast guard in the world.

The U.S. Coast Guard protects the United States' borders and economic and security interests abroad; and defends its sovereignty by safeguarding sea lines of communication and commerce across U.S. territorial waters and its Exclusive Economic Zone. Due to ever-expanding risk imposed by transnational threats through the maritime and cyber domains, the U.S. Coast Guard is at any given time deployed to and operating on all seven continents and in cyberspace to enforce its mission. Like its United States Navy sibling, the U.S. Coast Guard maintains a global presence with permanently-assigned personnel throughout the world and forces routinely deploying to both littoral and blue-water regions. The U.S. Coast Guard's adaptive, multi-mission "white hull" fleet is leveraged as a force of both diplomatic soft power and humanitarian and security assistance over the more overtly confrontational nature of "gray hulled" warships. As a humanitarian service, it saves tens of thousands of lives a year at sea and in U.S. waters, and provides emergency response and disaster management for a wide range of human-made and natural catastrophic incidents in the U.S. and throughout the world.

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Cyberspace in the context of Piracy

Piracy is an act of robbery or criminal violence by ship or boat-borne attackers upon another ship or a coastal area, typically with the goal of stealing cargo and valuable goods, or taking hostages. Those who conduct acts of piracy are called pirates, and vessels used for piracy are called pirate ships. The earliest documented instances of piracy were in the 14th century BC, when the Sea Peoples, a group of ocean raiders, attacked the ships of the Aegean and Mediterranean civilisations. Narrow channels which funnel shipping into predictable routes have long created opportunities for piracy, as well as for privateering and commerce raiding.

Historic examples of such areas include the waters of Gibraltar, the Strait of Malacca, Madagascar, the Gulf of Aden, and the English Channel, whose geographic structures facilitated pirate attacks. The term piracy generally refers to maritime piracy, although the term has been generalized to refer to acts committed on land, in the air, on computer networks, and (in science fiction) outer space. Piracy usually excludes crimes committed by the perpetrator on their own vessel (e.g. theft), as well as privateering, which implies authorization by a state government.

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Cyberspace in the context of Online and offline

In computer technology and telecommunications, online indicates a state of connectivity, and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed as "on line" or "on the line") could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use.

"Online" has come to describe activities and concepts that take place on the Internet, such as online identity, online predator and online shop. A similar meaning is also given by the prefixes cyber and e, as in words cyberspace, cybercrime, email, and e-commerce. In contrast, "offline" can refer to either computing activities performed while disconnected from the Internet, or alternatives to Internet activities (such as shopping in brick-and-mortar stores). The term "offline" is sometimes used interchangeably with the acronym "IRL", meaning "in real life", as well as about office meetings in person wherein a formal, high-concentration meeting may have matters taken "offline" to a more relaxed moment away from the "online" high-stress meeting.

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Cyberspace in the context of United States Cyber Command

United States Cyber Command (USCYBERCOM) is one of the eleven unified combatant commands of the United States Department of Defense (DoD). It unifies the direction of cyberspace operations, strengthens DoD cyberspace capabilities, and integrates and bolsters DoD's cyber expertise which focus on securing cyberspace.

USCYBERCOM was established as a sub-unified command under United States Strategic Command (USSTRATCOM) at the direction of Secretary of Defense (SECDEF) Robert Gates on 23 June 2009 at the National Security Agency (NSA) headquarters in Fort George G. Meade, Maryland. It cooperates with NSA networks and has been concurrently headed by the Director of the NSA (DIRNSA) since its inception. While originally created with a defensive mission in mind, it has increasingly been viewed as an offensive force. On 18 August 2017, it was announced that USCYBERCOM would be elevated to the status of a full and independent unified combatant command.

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Cyberspace in the context of Peter Ludlow

Peter Ludlow (/ˈlʌdl/; born January 16, 1957), who also writes under the pseudonyms Urizenus Sklar and EJ Spode, is an American philosopher. He is noted for interdisciplinary work on the interface of linguistics and philosophy—in particular on the philosophical foundations of Noam Chomsky's theory of generative linguistics and on the foundations of the theory of meaning in linguistic semantics. He has worked on the application of analytic philosophy of language to topics in epistemology, metaphysics, and logic, among other areas.

Ludlow has also established a research program outside of philosophy and linguistics. Here, his research areas include conceptual issues in cyberspace, particularly questions about cyber-rights and the emergence of laws and governance structures in and for virtual communities, including online games, and as such he is also noted for influential contributions to legal informatics. In recent years Ludlow has written nonacademic essays on hacktivist culture and related phenomena such as WikiLeaks and the conceptual limits of blockchain technologies. Most recently he has argued that blockchain-based communities will be the new organizing technologies for human governance, replacing the 400 year old Westphalian system of the nation state.

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