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  1. Cell Phones and Their Technosocial Sites of Engagement‏‎ (22 categories)
  2. A New Set of Social Rules for a Newly Wireless Society‏‎ (15 categories)
  3. The Cell Phone: An Anthropology of Communication‏‎ (14 categories)
  4. Computers as Theatre‏‎ (13 categories)
  5. Simulation and Its Discontents‏‎ (13 categories)
  6. Interaction in 4-Second Bursts: The Fragmented Nature of Attentional Resources in Mobile HCI‏‎ (12 categories)
  7. The Cybercultures Reader‏‎ (12 categories)
  8. Between Nature & Culture Cyborgs, Simians, Dogs, Genes & Us‏‎ (11 categories)
  9. The Prosthetic Impulse: From a Posthuman Present to a Biocultural Future‏‎ (10 categories)
  10. The Railway Journey: The Industrialization of Time and Space in the 19th Century‏‎ (10 categories)
  11. Consumption and Digital Commodities In the Everyday‏‎ (10 categories)
  12. Life on the Screen: Identity in the Age of the Internet‏‎ (10 categories)
  13. The Second Self: Computers and the Human Spirit‏‎ (10 categories)
  14. On the Mobile‏‎ (10 categories)
  15. Behavior in Public Places‏‎ (9 categories)
  16. The Skin of Culture: Investigating the New Electronic Reality‏‎ (9 categories)
  17. Donna Haraway Reads the National Geographic‏‎ (9 categories)
  18. The Language of New Media‏‎ (9 categories)
  19. All That Is Solid Melts into Air: The Experience of Modernity‏‎ (8 categories)
  20. The Allure of Machinic Life: Cybernetics, Artificial Life, and the New AI‏‎ (8 categories)
  21. Being Digital‏‎ (8 categories)
  22. Sensorium: Embodied Experience, Technology, and Contemporary Art‏‎ (8 categories)
  23. Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable Computer‏‎ (8 categories)
  24. Reassembling the Social: An Introduction to Actor-Network-Theory‏‎ (7 categories)
  25. Marc Augé‏‎ (7 categories)
  26. They Became What They Beheld‏‎ (7 categories)
  27. The Body in Society: An Introduction‏‎ (7 categories)
  28. The Forest of Symbols‏‎ (7 categories)
  29. Embodied Visions: Evolution, Emotion, Culture, and Film‏‎ (6 categories)
  30. Bodies in Code: Interfaces with Digital Media‏‎ (6 categories)
  31. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places‏‎ (6 categories)
  32. Daemon (Book)‏‎ (6 categories)
  33. Deluze & Guattari, Schizos, Nomas, Rhizomes‏‎ (6 categories)
  34. The Uncanny: Experiments in Cyborg Culture‏‎ (6 categories)
  35. Interaction Ritual : Essays on Face-to-Face Behavior‏‎ (6 categories)
  36. From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism‏‎ (5 categories)
  37. Understanding Media: The Extensions of Man‏‎ (5 categories)
  38. Kowloon Walled City‏‎ (5 categories)
  39. The Practice of Everyday Life‏‎ (5 categories)
  40. Suicide, a Study in Sociology‏‎ (5 categories)
  41. Cyberspace: First Steps‏‎ (5 categories)
  42. Myth of the Machine : Technics and Human Development‏‎ (5 categories)
  43. Steve Mann‏‎ (5 categories)
  44. Non-Places: Introduction to an Anthropology of Supermodernity‏‎ (5 categories)
  45. Android Epistemology‏‎ (4 categories)
  46. On the Mortality of Industrial Society‏‎ (4 categories)
  47. Michael Benedikt‏‎ (4 categories)
  48. Persistent Architecture‏‎ (4 categories)
  49. Liminal Space‏‎ (4 categories)
  50. Proxemics‏‎ (4 categories)
  51. Anomie‏‎ (4 categories)
  52. Anonymous‏‎ (4 categories)
  53. Temporarily negotiated space‏‎ (4 categories)
  54. Equipotential Space‏‎ (4 categories)
  55. Tribe‏‎ (4 categories)
  56. The Information Society as Post-Industrial Society‏‎ (4 categories)
  57. Mother of All Demos‏‎ (4 categories)
  58. Boundary Maintenance‏‎ (4 categories)
  59. Tron‏‎ (4 categories)
  60. Hertzian Space‏‎ (4 categories)
  61. Identity Production‏‎ (3 categories)
  62. Metropolis‏‎ (3 categories)
  63. Automatic Production of Space‏‎ (3 categories)
  64. Frictional Interface‏‎ (3 categories)
  65. Joeseph Delgado‏‎ (3 categories)
  66. Cyborg Cartography‏‎ (3 categories)
  67. Simultaneous Time‏‎ (3 categories)
  68. Wireless Telegraph‏‎ (3 categories)
  69. Macy Meetings‏‎ (3 categories)
  70. Uncanny Valley‏‎ (3 categories)
  71. Bee Dance‏‎ (3 categories)
  72. Tabaholic‏‎ (3 categories)
  73. Social Gravity‏‎ (3 categories)
  74. Paracosmic Immersion‏‎ (3 categories)
  75. Interstitial Space‏‎ (3 categories)
  76. Virtual Biology‏‎ (3 categories)
  77. Second-Hand Cyborg‏‎ (3 categories)
  78. Mundane Studies‏‎ (3 categories)
  79. Hand Me Up Technology‏‎ (3 categories)
  80. Ted Nelson‏‎ (3 categories)
  81. Impossible Feast‏‎ (3 categories)
  82. Singularity‏‎ (3 categories)
  83. Playground as Factory‏‎ (3 categories)
  84. Hyperculture‏‎ (3 categories)
  85. Cybernetics‏‎ (3 categories)
  86. My Mother Was a Computer: Digital Subjects and Literary Texts‏‎ (3 categories)
  87. Prosthetics and Their Discontents‏‎ (3 categories)
  88. Sousveillance‏‎ (3 categories)
  89. Connective Obligation‏‎ (3 categories)
  90. Robot‏‎ (3 categories)
  91. Cyborg Learning Theory‏‎ (3 categories)
  92. Sherry Turkle‏‎ (3 categories)
  93. Digital Hoarding‏‎ (3 categories)
  94. Suicide‏‎ (3 categories)
  95. Reality Mining‏‎ (3 categories)
  96. Makey Makey‏‎ (3 categories)
  97. Stealth Socialization‏‎ (3 categories)
  98. Geocloaking‏‎ (3 categories)
  99. Actor Network Theory‏‎ (3 categories)
  100. Rhythm Science‏‎ (3 categories)
  101. Ivan Sutherland‏‎ (3 categories)
  102. Protocyborg‏‎ (3 categories)
  103. Soylent‏‎ (3 categories)
  104. Consciousness Slum‏‎ (3 categories)
  105. Persistent Paleontology‏‎ (3 categories)
  106. Cyborg Security‏‎ (3 categories)
  107. Digital Hygiene‏‎ (3 categories)
  108. Charlotte Magnusson‏‎ (3 categories)
  109. Cramming More Components Onto Integrated Circuits‏‎ (3 categories)
  110. Unitasking‏‎ (3 categories)
  111. Landline Telephone‏‎ (3 categories)
  112. Priveillance‏‎ (3 categories)
  113. Egregore‏‎ (3 categories)
  114. Collective Intelligence‏‎ (3 categories)
  115. Hyperlinked Memories‏‎ (3 categories)
  116. Architecture Fiction‏‎ (3 categories)
  117. Virtual Tombstone‏‎ (3 categories)
  118. Digital Junk Food‏‎ (3 categories)
  119. Calm Computing‏‎ (3 categories)
  120. Michel Foucault‏‎ (3 categories)
  121. Avery Johnson‏‎ (3 categories)
  122. Sighborg‏‎ (3 categories)
  123. Yoneji Masuda‏‎ (3 categories)
  124. Organic Computing‏‎ (3 categories)
  125. Interface Evaporation‏‎ (3 categories)
  126. Elastic Time‏‎ (3 categories)
  127. Ringxiety‏‎ (3 categories)
  128. The Cyborg Handbook‏‎ (3 categories)
  129. Flow‏‎ (3 categories)
  130. Path dependence‏‎ (3 categories)
  131. Body Optimization‏‎ (3 categories)
  132. Digital Self-Actualization‏‎ (3 categories)
  133. Wikileaks‏‎ (3 categories)
  134. Psyber-culture‏‎ (3 categories)
  135. Lucy Suchman‏‎ (3 categories)
  136. Ambient Awareness‏‎ (3 categories)
  137. Satisfice‏‎ (3 categories)
  138. Liquid Modernity‏‎ (3 categories)
  139. Infomorph‏‎ (3 categories)
  140. Hyperpresence‏‎ (3 categories)
  141. Diminished Reality‏‎ (3 categories)
  142. Cargo Cult Software‏‎ (3 categories)
  143. Heavy Modernity‏‎ (3 categories)
  144. Ludic Space‏‎ (3 categories)
  145. Role Boundary Permeability‏‎ (3 categories)
  146. Cypherpunk‏‎ (3 categories)
  147. Packaging Fetish‏‎ (3 categories)
  148. Intermittent Reinforcement‏‎ (3 categories)
  149. Deborah Heath‏‎ (3 categories)
  150. Ghost in the Shell‏‎ (3 categories)
  151. Project Xanadu‏‎ (3 categories)
  152. Affective Computing‏‎ (3 categories)
  153. Technomad‏‎ (3 categories)
  154. Companion Species‏‎ (3 categories)
  155. Topological Robustness‏‎ (3 categories)
  156. Mental Fragmentation‏‎ (3 categories)
  157. Serial Experiments Lain‏‎ (3 categories)
  158. Natural Language Processing‏‎ (3 categories)
  159. Digital Backyard‏‎ (3 categories)
  160. Cave Painting‏‎ (3 categories)
  161. Heliograph‏‎ (3 categories)
  162. Mild Dystopia‏‎ (3 categories)
  163. DIY Bio Movement‏‎ (3 categories)
  164. Backspace Generation‏‎ (3 categories)
  165. Wearable Computing‏‎ (3 categories)
  166. Lepht Anonym‏‎ (3 categories)
  167. Occupy Movement‏‎ (3 categories)
  168. Cryptocurrency‏‎ (3 categories)
  169. Pronoia‏‎ (3 categories)
  170. Little Brother‏‎ (3 categories)
  171. Mental Real Estate‏‎ (3 categories)
  172. Asynchronous Communication‏‎ (3 categories)
  173. Fractal Aesthetic‏‎ (3 categories)
  174. Distributed Cognition‏‎ (3 categories)
  175. Cayce Pollard Unit‏‎ (3 categories)
  176. Quantified self‏‎ (3 categories)
  177. Rushware‏‎ (3 categories)
  178. Pigeon Post‏‎ (3 categories)
  179. Junk Sleep‏‎ (3 categories)
  180. Smoke Signals‏‎ (3 categories)
  181. City as Software‏‎ (3 categories)
  182. Marshall McLuhan‏‎ (3 categories)
  183. Extended Mind‏‎ (3 categories)
  184. Panic Architecture‏‎ (3 categories)
  185. Value Tumor‏‎ (3 categories)
  186. Science Networks of Letters‏‎ (3 categories)
  187. Deep Hanging Out‏‎ (3 categories)
  188. Big Mother‏‎ (3 categories)
  189. The Phaedrus‏‎ (3 categories)
  190. I See Borged People‏‎ (3 categories)
  191. Road Runners‏‎ (3 categories)
  192. Jean Baudrillard‏‎ (3 categories)
  193. Spime‏‎ (3 categories)
  194. Ubiquitous Computing‏‎ (3 categories)
  195. Mind Uploading‏‎ (3 categories)
  196. Synesthesia‏‎ (3 categories)
  197. Dynabook‏‎ (3 categories)
  198. Extended Nervous System‏‎ (3 categories)
  199. Panopticon‏‎ (3 categories)
  200. Multitasking‏‎ (3 categories)
  201. Prosthetic‏‎ (3 categories)
  202. Jeremy Bentham‏‎ (3 categories)
  203. Machine Learning‏‎ (3 categories)
  204. Thad Starner‏‎ (3 categories)
  205. Stafford Beer‏‎ (3 categories)
  206. Danah boyd‏‎ (3 categories)
  207. Gaming dynamics‏‎ (3 categories)
  208. Lifelong Kindergarten‏‎ (3 categories)
  209. EEG‏‎ (3 categories)
  210. Mundane Science Fiction‏‎ (3 categories)
  211. Prosthetic Evolution‏‎ (2 categories)
  212. Soft Science Fiction‏‎ (2 categories)
  213. Trans-Species Perspective‏‎ (2 categories)
  214. Digital Footprint‏‎ (2 categories)
  215. ARPANET‏‎ (2 categories)
  216. Non-Visual Augmented Reality‏‎ (2 categories)
  217. Interaction Shield‏‎ (2 categories)
  218. Minimalism‏‎ (2 categories)
  219. Gary Lee Downey‏‎ (2 categories)
  220. Lifelong Kindergarten Group‏‎ (2 categories)
  221. Abulia‏‎ (2 categories)
  222. Time and Space Compression‏‎ (2 categories)
  223. Gregory Bateson‏‎ (2 categories)
  224. Prosthetic culture‏‎ (2 categories)
  225. Some Questions about Facebook‏‎ (2 categories)
  226. Transactive Memory‏‎ (2 categories)
  227. Cyborg Fashion‏‎ (2 categories)
  228. Net Cafe‏‎ (2 categories)
  229. Stuart Brand‏‎ (2 categories)
  230. Non Places‏‎ (2 categories)
  231. Charis Thompson‏‎ (2 categories)
  232. Cosmopolitics‏‎ (2 categories)
  233. Data Navigation, Architectures of Knowledge‏‎ (2 categories)
  234. Geocities‏‎ (2 categories)
  235. Privacy‏‎ (2 categories)
  236. Lifestreaming‏‎ (2 categories)
  237. Tabs, Pads and Boards‏‎ (2 categories)
  238. Social Network Supermarkets‏‎ (2 categories)
  239. OncoMouse‏‎ (2 categories)
  240. Edward Hall‏‎ (2 categories)
  241. Timeline‏‎ (2 categories)
  242. Interview with German Business Magazine‏‎ (2 categories)
  243. Virtual Companion‏‎ (2 categories)
  244. Second Self‏‎ (2 categories)
  245. Bug Report‏‎ (2 categories)
  246. Hans Berger‏‎ (2 categories)
  247. Telenoia‏‎ (2 categories)
  248. Automation‏‎ (2 categories)
  249. Future Noir‏‎ (2 categories)
  250. Netness‏‎ (2 categories)
  251. A Cyborg Manifesto‏‎ (2 categories)
  252. Skeuomorph‏‎ (2 categories)
  253. Norbert Weiner‏‎ (2 categories)
  254. History of the Term AI‏‎ (2 categories)
  255. Unfinished Work: From Cyborg to Cognisphere‏‎ (2 categories)
  256. Behavior in Public Places: Notes on the Social Organization of Gatherings‏‎ (2 categories)
  257. Portable Cave Wall‏‎ (2 categories)
  258. Social Punctuation‏‎ (2 categories)
  259. Collaborative Reality‏‎ (2 categories)
  260. Timeline of Cyborg History‏‎ (2 categories)
  261. Virtual Jet Lag‏‎ (2 categories)
  262. Self Directed Neuroplasticity‏‎ (2 categories)
  263. Whole Earth Catalog‏‎ (2 categories)
  264. Hans Ulrich Gumbrech‏‎ (2 categories)
  265. Low-Tech Cyborgs‏‎ (2 categories)
  266. Teleoperator‏‎ (2 categories)
  267. Information Society‏‎ (2 categories)
  268. Transethnicism‏‎ (2 categories)
  269. Avatar‏‎ (2 categories)
  270. The Google Effect‏‎ (2 categories)
  271. Future Runoff‏‎ (2 categories)
  272. Jose Delgado‏‎ (2 categories)
  273. Yochai Benkler‏‎ (2 categories)
  274. Animal Cyborgs‏‎ (2 categories)
  275. Tamagotchi‏‎ (2 categories)
  276. Mediated Reality‏‎ (2 categories)
  277. The Cyborg's Dilemma - Progressive Embodiment in Virtual Environments‏‎ (2 categories)
  278. Flaneuring‏‎ (2 categories)
  279. JCR Licklider‏‎ (2 categories)
  280. The Presentation of Self in Everyday Life‏‎ (2 categories)
  281. Wiki‏‎ (2 categories)
  282. Haptics‏‎ (2 categories)
  283. Amber Case‏‎ (2 categories)
  284. Conspicuous Consumption‏‎ (2 categories)
  285. Transhuman‏‎ (2 categories)
  286. Future Self‏‎ (2 categories)
  287. Neural Diabetes‏‎ (2 categories)
  288. A New Kind of Science‏‎ (2 categories)
  289. Slime Mold‏‎ (2 categories)
  290. Chorded Keyboard‏‎ (2 categories)
  291. Man-Computer Symbiosis‏‎ (2 categories)
  292. Geoloquaicious‏‎ (2 categories)
  293. Posthuman‏‎ (2 categories)
  294. Hyperobjects‏‎ (2 categories)
  295. Mediology‏‎ (2 categories)
  296. Device as Memory‏‎ (2 categories)
  297. Calm Technology‏‎ (2 categories)
  298. Heather Horst‏‎ (2 categories)
  299. Templated Self‏‎ (2 categories)
  300. Infosynaesthesia‏‎ (2 categories)
  301. Micro-Singularity‏‎ (2 categories)
  302. Cyborgs and Space‏‎ (2 categories)
  303. The Idea Factory: Learning to Think at MIT‏‎ (2 categories)
  304. Future Shock‏‎ (2 categories)
  305. 1 Book Description‏‎ (2 categories)
  306. Superhuman Interaction Design‏‎ (2 categories)
  307. Slow Data Movement‏‎ (2 categories)
  308. Object Sexuality‏‎ (2 categories)
  309. Chris Gray‏‎ (2 categories)
  310. Eugene Thacker‏‎ (2 categories)
  311. University of Utah‏‎ (2 categories)
  312. George Lakoff‏‎ (2 categories)
  313. Electrocardiophone‏‎ (2 categories)
  314. Topic 1‏‎ (2 categories)
  315. Meme‏‎ (2 categories)
  316. Pattern Recognition‏‎ (2 categories)
  317. Sensory Augmentation‏‎ (2 categories)
  318. Temporarily Negotiated Space‏‎ (2 categories)
  319. Félix Guattari‏‎ (2 categories)
  320. WearCam‏‎ (2 categories)
  321. 1 Foreword‏‎ (2 categories)
  322. Superorganism‏‎ (2 categories)
  323. Sludgeware‏‎ (2 categories)
  324. Observability‏‎ (2 categories)
  325. Douglas Englebart‏‎ (2 categories)
  326. Anthropocybersynchronicity‏‎ (2 categories)
  327. Urban Tapestries Project‏‎ (2 categories)
  328. Schizophrenia‏‎ (2 categories)
  329. Mona Lisa Overdrive‏‎ (2 categories)
  330. Hypersigil‏‎ (2 categories)
  331. Asch Conformity Experiments‏‎ (2 categories)
  332. Qualitative and Quantitative Analysis‏‎ (2 categories)
  333. An Empirical Study of Typing Rates on mini-QWERTY Keyboards‏‎ (2 categories)
  334. Junana‏‎ (2 categories)
  335. 1 Introduction‏‎ (2 categories)
  336. Synchronous communication‏‎ (2 categories)
  337. Marshall Berman‏‎ (2 categories)
  338. Science Fiction: Stories and Contexts‏‎ (2 categories)
  339. Technoscience‏‎ (2 categories)
  340. Cyborg Architecture‏‎ (2 categories)
  341. Waldo‏‎ (2 categories)
  342. Service Design‏‎ (2 categories)
  343. Digital Dark Age‏‎ (2 categories)
  344. Node centrality‏‎ (2 categories)
  345. Military Cyborgs‏‎ (2 categories)
  346. Ocular Convergence‏‎ (2 categories)
  347. Douglas Rushkoff‏‎ (2 categories)
  348. Golem‏‎ (2 categories)
  349. Brain-Computer Interface‏‎ (2 categories)
  350. Livewire‏‎ (2 categories)
  351. Technosocial Womb‏‎ (2 categories)
  352. Email Apnea‏‎ (2 categories)
  353. Information‏‎ (2 categories)
  354. Compulsion Loops‏‎ (2 categories)
  355. Augmenting Human Intellect‏‎ (2 categories)
  356. Cyborg Babies‏‎ (2 categories)
  357. Severe Tire Damage‏‎ (2 categories)
  358. Digital Detritus‏‎ (2 categories)
  359. Simulation and Augmentation: Issues of Wearable Computers‏‎ (2 categories)
  360. Non-Place‏‎ (2 categories)
  361. Distributed Persona‏‎ (2 categories)
  362. Celebrity as Cyborg‏‎ (2 categories)
  363. Android‏‎ (2 categories)
  364. Territory Marking‏‎ (2 categories)
  365. Interaction Ritual - Essays on Face-to-Face Behavior‏‎ (2 categories)
  366. Banff New Media Institute‏‎ (2 categories)
  367. Place: Networked Place‏‎ (2 categories)
  368. Presentation of Self in Digital Life‏‎ (2 categories)
  369. Snow Crash‏‎ (2 categories)
  370. Human Computer Interaction‏‎ (2 categories)
  371. Research Methods in Anthropology: Qualitative and Quantitative‏‎ (2 categories)
  372. The Community Cyborg‏‎ (2 categories)
  373. Gordon Moore‏‎ (2 categories)
  374. Hacker-as-Hero‏‎ (2 categories)
  375. Location Sharing‏‎ (2 categories)
  376. Technosocial Worm Hole‏‎ (2 categories)
  377. Soft Architecture‏‎ (2 categories)
  378. Email Sabbatical‏‎ (2 categories)
  379. Cyborg Botany‏‎ (2 categories)
  380. Sharecropping‏‎ (2 categories)
  381. Digital Ethnography‏‎ (2 categories)
  382. Web Dérive‏‎ (2 categories)
  383. Do Androids Dream of Electric Sheep?‏‎ (2 categories)
  384. Continental Philosophy‏‎ (2 categories)
  385. Ubquitious Computing‏‎ (2 categories)
  386. STS‏‎ (2 categories)
  387. TV Modem‏‎ (2 categories)
  388. Sociable Media Group‏‎ (2 categories)
  389. Class: A Guide Through the American Status System‏‎ (2 categories)
  390. External Brain‏‎ (2 categories)
  391. Interoperability‏‎ (2 categories)
  392. Culture as Memory‏‎ (2 categories)
  393. Scrying Pool‏‎ (2 categories)

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