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Revision as of 19:43, 15 January 2011
Welcome to CyborgAnthropology.com
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Popular Articles
What is Cyborg Anthropology?
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".
Cyborg Anthropology takes the view that most of modern human life is a product of both human and non-human objects.
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.
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).
For more, see:
New: Watch the TED Talk!
A short talk introducing some of the concepts elaborated on in this site.
Watch the talk here.
Book: A Dictionary of Cyborg Anthropology
This book will cover various subjects such as time and space compression, hyperlinked memories, panic architecture, mobile technology, interface evaporation and how technology is changing the way we live.
Useful for researchers, scientists, interface designers, developers, professors, students, and anyone who engages with or wishes to better understand technology and culture.
Available May 2011.
Preorder it here!
Reading Materials
- Books on Cyborg Anthropology
- Glossary of Terms
- What is Cyborg Anthropology?
- What is a Cyborg?
- O'Reilly Webcast
- About CyborgAnthropology.com
- Journals
- Essays
- Papers
- People
- Projects
- Tools
- Book
- Book List (Alphabetically Sorted)
- Article List (Alphabetically Sorted)
- Social Graph
- Experimental Geography Reading List
Concepts
- The Impact of Internet on Society
- Psychasthenia
- Famous People with 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
- Farmville and Ambient Intimacy
- Plastic Time
- Simultaneous Time
- Hyperlinked Memories
- Panic Architecture
- The Second Self
- Prosthetics and Their Discontents
- EEG and the Quantified Self
- Hyperlife
- Celebrity as Cyborg
- Distributed Cognition
- Activity Theory
- Grid-group cultural theory
- The Real Life Social Network
- Primate Need for Intimacy
- The Nervous System and the Cyborg System
- Alone Together: Technology and the Reinvention of Intimacy and Solitude
- Anthropology and Artificial Intelligence
- Anthropology Visualisation
- Renan's Law
- Cyborgs and Mobile Technology
Organizations and Blogs
Teaching/Learning Cyborg Anthropology
- Majoring in Cyborg Anthropology
- Academic Programs
- Sample Assignments
- Course Materials
- Conferences
- Textbook
- Blogs vs. Wikis
Digital Anthropology
Resources
Educational Institutions
- Lifelong Kindergarten Group
- MIT
- Media Lab
- Carnegie Mellon
- International Graduate Programs in Cyborg Studies
Technology
- Mobile Technologies
- Wearable Computing
- Mobile Text Entry
- Brain-Computer Interface
- Neogeography
- Artificial Intelligence
- Augmented Reality
- Brain Control Interfaces (BCI's)
- Neurological Computing
- Handykey Twiddler
- Thad Starner's use of the Twiddler
UX Design
In Development
- Articles related to Cyborg Anthropology
- 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
- Frictional Interface
- Notes on Mobile Technology
- Technology is Opportunity
- H+ Elbow (maintained by Willow Brugh).
- Identity Production
- Identity Crises
- Hyperpresence
- Home Automation
- Heterotopia
- Hertzian Space
- Heavy Modernity
- Hapacity
- Film as Common Mythology
- Fractal Anthropology
- Fractal Self
- Friction and Interfaces
- Frictional Surfaces
- Future Anterior
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
Stubs
Traditional Anthropology
- Code of Ethics
- Anthropology Theory
- Key Terms
- Theorists
- Literature Review
- Definitions
- Methodologies
- Humans And Tool Use
- Deep Hanging Out
- Presentation of Self in Everyday Life
- Liminality
- Quantitative Analysis
- Qualitative Analysis
- Ethnography
- Erving Goffman and the Mobile Phone
Critical Theory
- Latour and the Rhizome http://www.rhizome.org/art/exhibition/ars99/8.html
- Anthropology of Time and Space
- Geography and Technology
- The Machinic Phylum
- Donna Haraway and Significant Otherness
- Cyborg Theatre
- Cyborgology Knowledge Types
- Cyborgology
- Disembodied Anthropology
- Modernity and Supermodernity
- The Ironman Concept
- Trans-species Connections
- Anthropology Visualization
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
Additional Resources
<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>