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Revision as of 01:11, 26 August 2010
Contents
Cyborg Anthropology
Anthropology, the study of humans, has traditionally concentrated on discovering the process of evolution through which the human came to be (physical anthropology), or on understanding the beliefs, languages, and behaviors of past or present human groups (archaeology, linguistics, cultural anthropology).
Cyborg Anthropology takes the view that most of modern human life is a product of both human and non-human objects. People are surrounded by built objects and networks. So profoundly are humans altering their biological and physical landscapes that some have openly suggested that the proper object of anthropological study should be cyborgs rather than humans, for, as Donna Haraway says, "we are all cyborgs now".
How we interact with machines and technology in many ways defines who we are. Cyborg Anthropology is a framework for understanding the effects of objects and technology on humans and culture. This site is designed to be a resource for those tools.
Quick Links
- Glossary of Terms
- What is Cyborg Anthropology?
- What is a Cyborg?
- People
- O'Reilly Webcast
- Tools
- About
- Book
Reading Materials
- Books on Cyborg Anthropology
- Book List (Alphabetically Sorted)
- Articles related to Cyborg Anthropology
- Article List (Alphabetically Sorted)
- Journals
- Essays
- Papers
Concepts
- Psychasthenia
- Paracosmic Immersion
- Privacy and Social Networks
- The Presentation of Self in Digital Life
- The Recolonization of Public Space
- Time and Space Compression
- Ambient Intimacy
- Plastic Time
- Simultaneous Time
- Hyperlinked Memories
- Panic Architecture
- The Second Self
- Prosthetics and Their Discontents
- EEG and the Quantified Self
- Hyperlife
UX Design
Teaching Cyborg Anthropology
Digital Anthropology
Resources
Traditional Anthropology
Technology
- Mobile Technologies
- Wearable Computing
- Mobile Text Entry
- Brain-computer Interfaces
- Neogeography
- Artificial Intelligence
- Augmented Reality
Additional Resources
In Development
- The Web is Shattering Focus
- Facebook and Attention Economies - Social Gravity and Interface Use
- Games, Time, and Surface Tension
- Non-Visual Augmented Reality
- Tamagotchi
- Online Bodies as Ghosts
- Cyborg Security
- Extended Nervous System
- Technologically Mediated Collaboration
- Schizophrenia and Ubiquity
- The Landscape of the Landline - A Compressed History of the Telephone
- Boundaries of Human and Machine - Where Does One End, and Another Begin?
- Tele-Cocoons
- The Technosocial Womb
Articles
- Illuminating the Dark Geoweb
- Notes from a Mobile Encounter with James Whitley of GoLifeMobile
- Urban Anthropology
- Reputation, Community Management, and the Future of Branding
- MIT’s Futures of Entertainment 3 - Session 3: Social Media
- The Programmable Web - A Quick and Dirty Mashup Review
- Building a House on Digital Ground - A Primer on New Media
- From Telephone To Tweetup - A Brief History of Technosocial Development and Exchange
- Towards the Future of PR and Brand Management
- Portland Pecha Kucha Night - A Review of Eight Rapid Fire Presentations
- Mobile Communities and New Technologies - An Urban Grind Tweetup
- Light Modernity means that Design is the Product
- Continuous Partial Attention
- Life in the Cocoon - Continuous Partial Attention
- Our Own Private Idaho - The Revenge of Visual Geography
- Putting Reality on Pause - Teleporting in and out of analog spaces
- Activity Take-out - Saving an Experience for Later Consumption
- Geolocal AutoSubscribing RSS Feeds - A Shift from Responding to Place to Making Place
- Cathy Marshall, Microsoft Research, Silicon Valley – Reading and Collaboration in a Digital Age
- Inverge ‘08 Transcript: From Telephone To Tweetup
- Portland is Demolicious
New Territory
- Data Flows and Crises in Online Reputation Economies
- The Fractal Production of Value
- The Automatic Production of Space
- Class Status and Instantaneity
- Physiological Effects of Computing
- Types of Reality
- Mental and Emotional Effects of Computing
- Computing and Neurological Effects
- Internet Addiction
- Gaming Addiction
- Insomnia
- Instant Gratification
- The Backspace Generation
- Effects of Computing on Family and Family Life
- Kids and Technology
- Teens on Social Networks
- Privacy and the Extended Self
- Netness
- Location Sharing
- Autism and Computer Communication
- Transmedia
- Persistent Paleontology
- Affective Computing
- Tangible Media
- Fragmented Social Interchange
- Multitasking
- The Drive to Share
- Texting
- Machines as Pets
- Cyborg Botany
- Animal Cyborgs
- Cybernetic Feedback in the Wizard Mindset
- Revisiting Equipotential Space
- Ethnography of Families and Technology
<seo title="Digital education resource and library for researchers and students">Most modern human life is a product of human and non-human interaction.</seo>