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== Teaching Cyborg Anthropology == | == Teaching Cyborg Anthropology == |
Revision as of 16:02, 21 June 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
Topics
Resources
Teaching Cyborg Anthropology
Additional Resources
Technology
In Development
- Facebook and Attention Economies - Social Gravity and Interface Use
- Non-Visual Augmented Reality
- Plastic Time
- Time and Space Compression
- Ambient Intimacy
- Tamagotchi
- Hyperlinked Memories
- Panic Architecture
- The Second Self
- The Presentation of Self in Digital Life
- Cyborg Security
- Extended Nervous System
- Technologically Mediated Collaboration
- Schizophrenia and Ubiquity
- Prosthetics and Their Discontents
- The Landscape of the Landline - A Compressed History of the Telephone
- Boundaries of Human and Machine - Where Does One End, and Another Begin?
- The Recolonization of Public Space
Snippets
Digital Anthropology
Traditional Anthropology
New Territory
- 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
- 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>