Cyberculture is a concept which can be applied not merely for the issues of cyberspace, new media and the internet, but for the deeper changes in human development and participation in culture that takes place nowadays. Manuel Castells defines cyberculture as ‘the real virtuality’ when digital content creation, scientifical and technological innovation are blend together. This kind of interactive, real time, and digital space is often a mirror platform for the real world culture content. It can be also treat as a mirror for patterns, ways of feeling and reacting, thinking, and values of contemporary humans. People of all ages are engaged in using computers, smartphones, and digital cameras. Active new media users who generate the content are motivated by the same drive as artists; namely, the will of creation. What is important is that our presence in the digital world has ethical consequences. Users become creators of digital images, films, graphic design where they depict their lives or someone else life. Phenomena such as performances using new media technologies, multimedia installations, including interactive installations, software art, virtual reality, digital music, and many others varied artists activities, nowadays can be a part of our everyday sensual experience. It is a background for my art education research aims. My main purposes are focused on the holistic approach to cyberculture which I understand as \\\\'sensual environment\\\\' of human\\\\'s creative activity. I would like to find out how important is freedom in the culture development, what is the role of active users digital art in it. These questions are especially important for education through art. The autonomy and the consciousness of creative possibilities should be underlined in the context of power, copyright and business.