http://www.cyborganthropology.com/wiki/index.php?title=Special:NewPages&feed=atom&limit=50&offset=&namespace=0&username=&tagfilter=Cyborg Anthropology - New pages [en]2024-03-29T08:17:32ZFrom Cyborg AnthropologyMediaWiki 1.23.13http://www.cyborganthropology.com/Governance_ArchaeologyGovernance Archaeology2024-02-28T18:09:36Z<p>Caseorganic: REMOVED table of contents</p>
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<div>==Definition==<br />
Governance Archaeology is a research field that considers a wide range of historical governance practices to create more moral political economies. It focuses on governance practices outside the Western canon, and seeks to learn from pre-digital mechanisms across diverse societies and cultural practices. For example, the lottery system for public offices in Ancient Athens could help us regulate algorithms today. <br />
<br />
==Excavations: Governance Archaeology for the Future of the Internet==<br />
In comparison to present and historical democratic institutions offline, online communities have an impoverished set of tools available for democratic governance<ref>Schneider, Nathan. Admins, Mods, and Benevolent Dictators for Life: The Implicit Feudalism of Online Communities. MediArXiv Preprints. 2021 Jan. https://osf.io/preprints/mediarxiv/sf432</ref>. Excavations: Governance Archaeology for the Future of the Internet is interested in what might be learned from pre-digital mechanisms across diverse societies and cultural practice. Ancient Athens’ system of lotteries for public offices, for instance, could help us better regulate algorithms today<ref>Carugati, Federica. A Council of Citizens Should Regulate Algorithms. Wired. 2020 Jun. Accessed 28 Feb 2024. https://www.wired.com/story/opinion-a-council-of-citizens-should-regulate-algorithms/</ref>. There is a long record of practice and research on governance in the social sciences that bear valuable insights. For this exploration, we propose to conduct media archaeology on a wide range of historical, present-day, and fictional governance practices and to radically expand the repertoire available for governance in online and offline communities alike.<ref>Excavations: Governance Archaeology for the Future of the Internet. Media Economies Design Lab. COLLEGE OF MEDIA, COMMUNICATION AND INFORMATION. CU Boulder. Accessed 28 Feb 2024. https://www.colorado.edu/lab/medlab/2021/05/18/excavations-governance-archaeology-future-internet</ref> <br />
<br />
==References==<br />
<references/><br />
<br />
<br />
==Related Reading==<br />
'''The Taxonomy'''<br />
* A research project in progress to assemble a database of governance archaeology.<br />
*https://excavations.digital/taxonomy/<br />
<br />
'''Excavations: Governance Archaeology for the Future of the Internet'''<br />
*A collective research project and online exhibition that aims to contribute to digital policy conversations.<br />
*https://re-publica.com/de/session/excavations-governance-archaeology-future-internet#:~:text=Excavations:%20Governance%20Archaeology%20for%20the%20Future%20of%20the%20Internet%20is,cohort%20of%2010%20international%20art <br />
<br />
'''Landscapes of Governance'''<br />
*A three-year project combines archaeology, place-names, and written sources to study the early medieval period.<br />
*https://www.ucl.ac.uk/archaeology/research/landscapes-governance#:~:text=A%20three%2Dyear%20interdisciplinary%20research,of%20the%20classical%20Roman%20world.<br />
<br />
'''Assembly Sites of Wales'''<br />
*The Assembly Sites of Wales pilot project was established following discussions at the 2014 meeting of EMWARG (Early Medieval Wales Archaeology Research Group) and the identification of assembly sites at the Pillar of Eliseg (Denbighshire) and Bayvil (Pembrokeshire).<br />
*https://www.ucl.ac.uk/archaeology/research/landscapes-governance/assembly-sites-wales<br />
<br />
'''Governance Archaeology: Research as Ancestry'''<br />
*Essay outlining a strategy for creating a global commons of collective governance practices.<br />
*https://www.amacad.org/publication/governance-archaeology-research-ancestry<br />
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__NOTOC__</div>Caseorganichttp://www.cyborganthropology.com/CybersicknessCybersickness2024-02-13T23:45:59Z<p>Caseorganic: Created stub page</p>
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The term cybersickness is a motion sickness-like experience in a virtual reality which is visually induced <ref>Kim Y.Y., Kim H.J., Kim E.N., Ko H.D., Kim H.Y. Characteristic changes in the physiological components of cybersickness. Psychophysiology. 2005;42:616–625. doi: 10.1111/j.1469-8986.2005.00349.x.</ref>. The general frequent symptoms caused by cybersickness are nausea, visual discomfort, and disorientation <ref>Kennedy R.S., Lane N.E., Berbaum K.S., Lilienthal M.G. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 2009;3:203–220. doi: 10.1207/s15327108ijap0303_3</ref>. <br />
<br />
==Further reading==<br />
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963115/#B1-sensors-22-01314<br />
<br />
== References ==<br />
<references /></div>Caseorganichttp://www.cyborganthropology.com/Web_D%C3%A9riveWeb Dérive2024-01-26T03:02:07Z<p>Caseorganic: Minor fixes</p>
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<div>The Dérive is a French concept describing an aimless walk through city streets that follows the whim of the moment. It is sometimes translated as a drift. <ref> Laboratory Landscape Website. Simon Fraser University. https://sfu.ca/~sbitter/Laboratory_Landscape/derives.html Accessed 25 Jan 2024.</ref> <br />
<br />
Guy Debord established the Situationist method of the dérive (drifting) as a playful technique for wandering through cities without the usual motives for movement (work or leisure activities), but instead the attractions of the terrain, with its “psycho-geographic” effects. (credit: Walk Ways catalog)<ref>https://teaching.ellenmueller.com/walking/2021/10/10/guy-debord-drifting-derive-1958/</ref> <br />
<br />
The dérive involves letting go of the usual reasons for walking and being drawn by the attractions and affordances of the place. The subtle aesthetic contours of the surrounding architecture and geography subconsciously direct the travelers with the ultimate goal of encountering an entirely new and authentic experience. <ref>Ibid.</ref> <br />
<br />
===Web Dérive===<br />
A Web Dérive is the act of acting as a [[Flâneur]], or loafer/idler, browsing the web on an unplanned walk, flitting about and seeing what's there. Through artistic or curiosity reasons, this method works especially for browsing sites on the [[Internet Archive]], or [[Neocities]]. <br />
<br />
==References==<br />
<references /><br />
<br />
==Further Reading==<br />
*[https://teaching.ellenmueller.com/walking/2021/10/10/guy-debord-drifting-derive-1958/ Walking as Artistic Practice]<br />
*[https://teaching.ellenmueller.com/walking/assignments/exercises/observational/derive-or-drifting/ Exercise: Exercise: Dérive or Drifting]] - Creative Commons licensed resource for educational purposes <br />
*[[Flâneur]]<br />
<br />
[[Category:History]]<br />
[[Category:Information Society]]</div>Caseorganichttp://www.cyborganthropology.com/Designing_with_SoundDesigning with Sound2024-01-26T02:29:02Z<p>Caseorganic: Added book</p>
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<div>[https://www.amazon.com/Designing-Sound-Fundamentals-Products-Services/dp/1491961104 Designing with Sound: Fundamentals for Products and Services] <br />
by Amber Case and Aaron Day. O'Reilly Books. Published December 6, 2018. <br />
<br />
===Description===<br />
Sound can profoundly impact how people interact with your product. Well-designed sounds can be exceptionally effective in conveying subtle distinctions, emotion, urgency, and information without adding visual clutter. In this practical guide, Amber Case and Aaron Day explain why sound design is critical to the success of products, environments, and experiences.<br />
<br />
Just as visual designers have a set of benchmarks and a design language to guide their work, this book provides a toolkit for the auditory experience, improving collaboration for a wide variety of stakeholders, from product developers to composers, user experience designers to architects. You’ll learn a complete process for designing, prototyping, and testing sound.<br />
<br />
In two parts, this guide includes:<br />
*Past, present, and upcoming advances in sound design<br />
*Principles for designing quieter products<br />
*Guidelines for intelligently adding and removing sound in interactions<br />
*When to use voice interfaces, how to consider personalities, and how to build a knowledge map of queries<br />
*Working with brands to create unique and effective audio logos that will speak to your customers<br />
*Adding information using sonification and generative audio<br />
<br />
==Order Online==<br />
[https://www.amazon.com/Designing-Sound-Fundamentals-Products-Services/dp/1491961104 Designing with Sound: Fundamentals for Products and Services] <br />
<br />
[[Category:Publications by Amber Case]]</div>Caseorganichttp://www.cyborganthropology.com/CosmotechnicsCosmotechnics2024-01-11T00:25:16Z<p>Caseorganic: Created a stub</p>
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<div>{{stub}} <br />
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==Discussion==<br />
*[https://redefineschool.com/cosmotechnics/ A good discussion with various sources on the subject of Cosmotechnics] <br />
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==Related Reading==<br />
*[https://www.e-flux.com/journal/86/161887/cosmotechnics-as-cosmopolitics/ Cosmotechnics as Cosmopolitics, Hui, Yuk e-flux Journal Issue #86. Published November 2017]</div>Caseorganichttp://www.cyborganthropology.com/Memo_ExamplesMemo Examples2024-01-10T23:51:00Z<p>Caseorganic: Added external memo examples</p>
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<div>Design Memos offer clarity and precision in communicating design concepts. They reduce ambiguity and foster collaboration.<br />
<br />
Memos cater to diverse stakeholders, so it's crucial to appeal on various levels:<br />
<br />
*LOGOS: Anchor with facts.<br />
<br />
*PATHOS: Evoke emotions for deep resonance.<br />
<br />
*ETHOS: Highlight your expertise and reason for authority.<br />
<br />
*ACTION: Outline clear implementation steps.<br />
<br />
*CONTACT: Share your role, brief background, and how to reach you for further queries.<br />
<br />
Remember, brevity is key. Tailor memos to be succinct yet impactful.<br />
<br />
<br />
==Color-Coded Seed Library==<br />
<br />
'''The Problem'''<br />
<br />
Seed Libraries are beautiful but they also lack glanceability. This design memo proposes a color coded seed library based on planting time and germination so that people can grab seed packets based on their needs (whether they are an experienced gardener or just want seeds based on what time of year it is). <br />
<br />
'''Ethos'''<br />
<br />
My name is Amber Case and I've been studying human behavior and indicators through the lens of Calm Technology for 15 years.<br />
<br />
'''Pathos'''<br />
<br />
Many people overlook seed gardens because they take seed packets and leave them in their drawer and feel guilty about them. In addition, people have trouble picking seeds and planting them because they don’t have glanceability. It takes time to mentally parse what to do when looking at one’s own seed library. A public seed library would be more helpful if it were organized by colors appropriate to seasons and planting time.<br />
<br />
'''Logos'''<br />
<br />
The Principles of Calm Technology have been widely applied throughout various industries. Ambient awareness through employing peripheral attention can help people both parse information quickly and engage with information more quickly. Advertising colors use these kinds of principles, bypassing the need for the frontal cortex to read the information and then making it faster to act.<br />
<br />
'''Action Items'''<br />
*Find or build a seed garden. <br />
<br />
*Use a multiple color system to describe the estimated time cost of the activity, and the estimate time savings as a percentage. Include a top color (for season) and a bottom color (for growing time). This system could even have a third row for germination time. These stickers could go right onto packets for easy reference once the packet has been removed from the library. <br />
<br />
*Divide seed packets into spring, summer, fall and winter. Paint the seed library with 2/4 spring (an early green hue) 1/4 Summer (a verdant hue) and 1/8 fall (pumpkin orange) and winter (pale blue). <br />
<br />
*Have a secondary color (a smaller one) for fast growers with speedy germination times (lime green) The middle is moderate (yellow to orange). The bottom is red (for slowest and most complex).<br />
<br />
==Weather-Responsive Color-Changing Lightbulb==<br />
<br />
'''The Problem'''<br />
<br />
With the increasing desire for smart homes and dynamic ambiance adjustments, there's a market demand for lighting that not only serves practicality but also provides information in the form of "ambient awareness" instead of heavy detail.<br />
<br />
'''Ethos'''<br />
<br />
This prototype was initially created by Aaron Parecki in 2013. Case and Parecki lived alongside it for almost a year.<br />
<br />
'''Pathos'''<br />
<br />
Imagine how nice it would feel to be able to feel the weather for the day instead of needing to look it up in the morning. This app can help forge a deeper connection between inhabitants and their environment, enhancing their emotional well-being.<br />
<br />
'''Logos'''<br />
<br />
Market research indicates that 78% of smart home enthusiasts express interest in environment-interactive gadgets. A lightbulb that adjusts its color based on weather patterns can meet this demand, offering both functional illumination and ambient mood enhancement.<br />
<br />
'''Action Items'''<br />
<br />
*Get a wifi-connected light system that can be controlled through an API. <br />
*Create a cron job to query data from a local weather server and store it locally. <br />
*Create a ranking system that changes weather numerical data into light colors. For instance, 80-100% precipitation= Blue. Test it out a bit to ascertain the best ambient responses to different weather conditions.<br />
*Optional: Add an iPad display board with the weather report on it for greater detail. <br />
*Live alongside your new creation! Make adjustments as needed. Enjoy!<br />
<br />
==External Articles==<br />
<br />
*[https://caseorganic.medium.com/why-the-color-of-technology-must-change-caae7f1ca061 Why the Color of Technology Must Change], Case, Amber. Published Jul 11, 2018. <br />
*[https://caseorganic.medium.com/why-do-we-keep-building-cars-with-touchscreens-alt-the-hidden-lives-of-touchscreens-55faf92799bf The Hidden Cost of Touchscreens], Case, Amber. May 25, 2018. <br />
<br />
==Related Reading==<br />
[[Memos]]</div>Caseorganichttp://www.cyborganthropology.com/MemosMemos2024-01-10T23:42:54Z<p>Caseorganic: Added some external links under Further Reading</p>
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<div>==Memos as Social Technology==<br />
When you’re working deep within a large organization, it may seem impossible to effect change.<br />
<br />
With thousands of people working separately in very different departments, often in offices across the globe, most of us feel frustrated by organizational problems, and hopeless that they can ever be changed.<br />
<br />
But I have found that within some of the largest and most successful organizations, the very opposite is true.<br />
<br />
===How Large Orgs Embrace Memos to Help Effect Change===<br />
Someone I know saw this first-hand during a visit to a division of Amazon, a company of over 1 million workers. Executives invited them to put together several ideas for improving new divisions of the company, but instead of a typical slide-based presentation, they were told to create 2 page Memos. The next thing they said was surprising.<br />
<br />
‘We’ll select your best two proposals,’ the executive told them, ‘and you can pitch them directly to Jeff.’”<br />
<br />
Yes: Jeff, as in Bezos. As it turns out, writing and reading Memos are integral to Amazon management.<br />
<br />
One of Amazon’s organizational advantages is a culture that centers Memos — detailed, structured, and persuasive proposals shared within an organization.<br />
<br />
In 2004, early in Amazon’s growth into an Internet giant, Bezos sent a company-wide email that banned the use of PowerPoint in executive meetings. Instead, whenever they were expected to present on an important managerial decision, he requires executives to write a detailed Memo.<br />
<br />
===What’s a Memo?===<br />
Sometimes simply called Memos or Memorandum (depending on the institution), Memos offer clarity and precision in communicating problems. They reduce ambiguity, foster collaboration, and are focused on actionable next steps.<br />
<br />
The Memo format has a history of leading to tangible outcomes in large institutions. An enlisted member of the US military recently told me about the importance of memorandums within the armed forces — especially after the launch of the Reserve Forces Policy Board Overview, an independent advisory that sends policy recommendations directly to the Secretary of Defense.<br />
<br />
Though junior in terms of command structure (an enlisted officer below the officer class) -– she wrote two Memos that passed all the way up the chain of command. Notably, one of these Memos outlined ways to improve how sexual harassment is reported within the ranks, so that that victims would not feel as isolated. After a 12 month review process, the proposal was actually implemented, creating a major change in an organization with almost 50,000 members.<br />
<br />
I’ve experienced the power of Memos myself. A Fast Company editor recently told me that my essay on LED lights, “Why tech’s favorite color is making us all miserable” was viewed over 2 million times; I even had friends who text the essay to me without realizing I was the author<br />
<br />
Several years after publishing a Medium post on the problems with touchscreen interfaces in cars, several automotive companies contacted me, asking my advice on implementing my ideas.<br />
<br />
These essays, which functioned much like Memos, lead to a greater awareness of issues in the design of technology, and inspired trackable changes in both the design of car cabins and blue light accessories. I realized that articles were basically “design” Memos, fleshed out for a mass media readership.<br />
<br />
Sometimes, organizations might have systems that make them look like they are open to feedback, but the feedback has no way of being implemented. Concepts like Suggestion Boxes might be present at companies or organizations, but only convey the illusion of enabling input.<br />
<br />
Not all memos in every organization are effective. Memo culture requires organizations that are open to embracing feedback.<br />
<br />
Just as important, if not more so, is the quality of the Memo itself. Ranty or overly verbose Memos tend to be ignored, as do those which offer no concrete, actionable solutions.<br />
<br />
After many discussions about Memos, I realized the approach was not as broadly known as it should be, especially among newer organizations. But what makes an effective Memo? And how can anyone create a short document that can affect organizational change?<br />
<br />
===Components of an Ideal Memo===<br />
Memos are structured communication tools used to convey problems, intents, rationales, and solutions. Good Memos aid in ensuring clarity and alignment across teams and stakeholders when considering changes.<br />
<br />
Since Memos cater to diverse stakeholders, it’s crucial they appeal on various levels, and include these qualities:<br />
<br />
*ETHOS: Highlight your expertise and reason for authority.<br />
*PATHOS: Evoke emotions for deep resonance.<br />
* LOGOS: Anchor with facts.<br />
* ACTION: Outline clear implementation steps.<br />
* CONTACT: Share your role, brief background, and how to reach you for further queries.<br />
Brevity is also key. Memos should be tailored for succinct yet impactful content. Memos that fit on two pages or less is an ideal target range.<br />
<br />
This article roughly follows this structure: I began by stating my credentials, highlighted the frustration and helplessness most of us in large organizations feel, included case studies which offered a solution, then outlined an action plan for broadly implementing that solution.<br />
<br />
===A 10 Step Guide for Writing a Successful Memo===<br />
Think! Identify an issue or problem within your organization that you want to address.<br />
Brainstorm why this problem exists. Think deeply and investigate the problem. Why does the problem exist? Where did it come from? Why? What kind of solutions might help eliminate this problem? Try to find the real core of the problem, not just the problem’s surface.<br />
Analyze stakeholders: Who might support or oppose a potential solution? What ideas do they care about? Map them out to consider their perspectives.<br />
Choose a solution to propose and structure the Memo. Common formats include introduction, problem, solution, conclusion.<br />
<br />
Write an Introduction stating the problem and proposed solution briefly.<br />
<br />
In the Problem section, describe the issue and its impact on the org in 1–3 paragraphs.<br />
<br />
In the Solution section, explain your proposed solution in one paragraph.<br />
<br />
In the Conclusion portion, briefly summarize your memo without restating everything.<br />
<br />
Consider your audience’s biases and motivations. For instance, if you know a senior person cares about efficiency, flavor your Memo to appeal to that initiative.<br />
<br />
Limit your Memo to two pages. People are busy. Short Design Memo have far greater chance of being read and acted upon.<br />
<br />
===Submitting Memos inside Large Organizations===<br />
While some Memos are about changing the world, most Memos are about internal change. This is where Step 3 of the above process, “Analyze stakeholders”, comes in. Generally, you’ll want your immediate supervisor’s buy-in and feedback incorporated into the Memo, so that they become advocates for it. You can even include approval letters from targeted stakeholders in the Memo’s attachments, so that it can gain momentum as it to key stakeholders in the organization.<br />
<br />
Once you’ve released your Memo, you might not hear back for a while, or ever, until the Memo actually gets implemented. Again, it’s taken my military friend a year or two for her Memos to reach that stage. “I use them for when something is really important, and it’s okay if they move slowly,” as she puts it. She’s made change in big ways this way.<br />
<br />
''This article was originally published by Amber Case at https://caseorganic.medium.com/how-small-memos-make-large-organizational-changes-21df4c9feca5 on Dec 7, 2023''<br />
<br />
==Related Reading==<br />
*[[Design Memo Examples]]<br />
<br />
==Further Reading==<br />
*[https://www.danielscrivner.com/best-books/memos-from-the-chairman-the-famous-memos-of-alan-c-greenberg Famous Memos of Alan Greenberg]<br />
*[https://www.alexanderjarvis.com/collection-of-memos/ 50 Folds - Collection of Memos]<br />
*[https://en.rattibha.com/thread/1643311334585696257 Microsoft Memos (with commentary]<br />
*[https://www.theatlantic.com/national/archive/2013/08/civil-rights-cambodia-and-cuba-memos-that-made-history/278559/ Civil Rights, Cambodia, and Cuba: Memos That Made History]<br />
*[https://sriramk.com/memos Collection of Memos from Sports, Business and Facebook by investor Sriram Krishnan]</div>Caseorganichttp://www.cyborganthropology.com/RhizomesRhizomes2024-01-04T18:52:38Z<p>Caseorganic: Draft</p>
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<div>{{stub}} <br />
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Please see: https://csmt.uchicago.edu/glossary2004/rhizome.htm</div>Caseorganichttp://www.cyborganthropology.com/Asynchronous_Research_CenterAsynchronous Research Center2023-12-09T04:58:13Z<p>Caseorganic: Created the page!</p>
<hr />
<div>==About==<br />
Our goal is to design and study hardware and algorithms that scale and distribute over space and time. We do this by dividing the hardware into self-timed components and communication protocols. Inside our basic non-composite component, behaviors can be as chaotic as a kindergarten playground. This is fine, because basic components are small enough to oversee and control events. The protocols between the components are as orderly as a “crocodile” chain of children going from playground to playground, which guarantees that the communications are correct." <ref>ASYNCHRONOUS RESEARCH CENTER https://arc.cecs.pdx.edu/people/ Accessed 8 Dec 2023</ref><br />
<br />
==References==<br />
<references/><br />
<br />
===Also See===<br />
*[[Marly Roncken]]<br />
*[[Ivan Sutherland]]</div>Caseorganichttp://www.cyborganthropology.com/Avery_JohnsonAvery Johnson2023-12-09T04:39:34Z<p>Caseorganic: Added category architecture</p>
<hr />
<div>==Biography==<br />
During the 1950s and 1960s, Avery Johnson was at MIT, conducting research at the MIT Neurophysiology Laboratory. <ref>Avery Johnson and Warren Mortimer Brodey, Smithsonian Institution Archives, Accession 90-105, Science Service Records, Image No. SIA2008-0042. https://siarchives.si.edu/collections/siris_arc_290580 Accessed 8 Dec 2023.</ref> <br />
<br />
===Some Pieces of the Paradigm of Courteous Environments=== <br />
1. The environment and its users interact in a set of physical parameters shared in common…<br />
2. The control of each parameter must be looped back upon itself — simply at least, but with more complex interconnections as the facilities for self-organizing control are augmented…<br />
3. Each loop behavioiur should possess a small amount of random variation…<br />
4. At a more advanced stage, consideration must be given to decision processes and to learning processes…<br />
5. N.B. MEASUREMENTS ARE NOT TO BE MADE UPON THE OCCUPANTS OF AN ENVIRONMENT…. BIG BROTHER IS NOT WATCHING YOU. HE IS ENJOYING HIMSELF. SO JOIN THE FUN. …<br />
6. Beware at all times of limiting the degrees of freedom of any part of a living environment. Choose with care but with courage. Leave every parameter as free and self-organizing as possible.<ref>Johnson, Avery R. The Three Little Pigs Revisited. Pg 179.</ref><br />
<br />
===Images===<br />
[https://siarchives.si.edu/collections/siris_arc_290580 Avery Johnson and Warren Mortimer Brodey, Smithsonian Institution Archives, Accession 90-105, Science Service Records, Image No. SIA2008-0042]<br />
<br />
===Kudos===<br />
Thanks to [[Matt Gorbet]] for the majority of this information. <br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Calm Technology]]<br />
[[Category:Cybernetics]]<br />
[[Category:Architecture]]</div>Caseorganichttp://www.cyborganthropology.com/Ratio_ClubRatio Club2023-12-07T21:45:34Z<p>Caseorganic: </p>
<hr />
<div>==History==<br />
Founded in 1949 by neurologist John Bates, the Ratio Club was a small British informal dining club that ran from 1949 to 1958. It hosted an interdisciplinary gathering of scholars and scientists who were among the first to study [[cybernetics]] and information theory in Britain. <br />
<br />
The name “Ratio” was derived from Bates’ contention that the brain functioned via complex biochemical reactions rather than rational human thought.<br />
<br />
Convening over small dinners located a various member's houses in London, the Ratio Club explored concepts of feedback systems, neural networks, and self-organizing machines. Members included mathematician [[Alan Turing]] who had recently published landmark papers on neural networks and intelligent machinery; psychiatrist [[W. Ross Ashby]] who would become known as the father of [[homeostatics]] for modeling dynamic equilibrium in biological systems; Heinz von Foerster, the Austrian born computer scientist and philosopher; and neurosurgeon Grey Walter famous for his electromechanical tortoises exhibiting complex behavior.<br />
<br />
These thinkers represented an array of fields spanning neuroscience, engineering, logic, and computing at a time when barriers between disciplines still dominated institutional science. Through interpersonal exchange in the relaxed Ratio Club setting they together gave birth to cybernetics in Britain, integrating insights across areas to understand regulation and adaptation holistically.<br />
<br />
The ideas incubated in the Club during this period would prove tremendously influential, providing conceptual blueprints for everything from early artificial intelligence to systems theory to studies of consciousness. First steps were taken at the Ratio Club toward the computational brain models and machine learning techniques that now power modern AI. Later luminaries like Stafford Beer would also participate and carry cybernetic approaches to new domains like management science and operations research.<br />
<br />
There is no official Ratio Club website or public archive. It was private peer exchange predating digital repositories. But Bates' son compiled a list of attendees which represents one informal record of participation.<br />
<br />
Core members included Ross Ashby, Alan Turing, Heinz von Foerster and Grey Walter from an array of sciences. By the end, at least 25 prominent British thinkers had participated for periods of time.<br />
<br />
==Influences ==<br />
By nurturing an unlikely confluence of talents before fragmentation into overspecialization, the foundational work of the Ratio Club left fertile seeds that grew into many fruits advancing the state of systems intelligence today. Though meeting less frequently from the late 50s onward as members split into more formal institutional programs, the Ratio Club left an indelible, cross-pollinating imprint on many strains of systems science. <br />
<br />
The Club's intermingling of Turing's computability theories, Ashby's equilibrium studies, Walter's electronics tinkering, and von Foerster's biological cognition studies set the stage for contemporary efforts to replicate adaptive intelligence. Ratio Club conversations on neural complexity challenged the limitations of top-down expert systems, contributing perspective that helped steer cybernetics toward connectionism, embodiment, and socially situated approaches to AI.<br />
<br />
Alan Turing's participation exposed him to Ross Ashby's early homeostat models which Turing expanded upon in later work developing trial-and-error machine learning systems. <br />
<br />
Heinz von Foerster's involvement sparked conceptual breakthroughs on self-organization and recursion that proved indispensable foundations to modern computer science. <br />
<br />
John Bates' interests in complex biochemical brain processes catalyzed Grey Walter's exploration of robotic sensory perception and purposeful behavior in his cybernetic tortoises.<br />
<br />
Stafford Beer's later participation infused management science with cybernetic principles, foretelling adaptive enterprise solutions and predictive data analytics for complex business environments. Together these eclectic thinkers midwifed information theory, dynamical systems theory, operations research and other sciences of complex systems vital to our networked era. The Ratio Club presaged nothing less than today's sentient machines and global digital nervous system.<br />
<br />
==Further Reading==<br />
*[https://users.sussex.ac.uk/~philh/pubs/Ratio2.pdf The Ratio Club: A Hub of British Cybernetics] <br />
*[https://en.wikipedia.org/wiki/Ratio_Club Ratio Club on Wikipedia, The Free Encyclopedia] <br />
*[https://www.wired.co.uk/article/ratio-club-turing The Ratio Club: a melting pot for British cybernetics]<br />
*[https://commons.wikimedia.org/wiki/File:Bates,_John_AV_%26_the_Ratio_Club._Wellcome_L0030978.jpg Photo of Ratio Club Members]<br />
<br />
[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/W._Ross_AshbyW. Ross Ashby2023-12-07T21:30:21Z<p>Caseorganic: Added a few links and re-wrote the page</p>
<hr />
<div>==Bio==<br />
W. Ross Ashby (1903-1972) was a notable English psychiatrist and mathematician who played a crucial role in the development of cybernetics during the 1940s and 1950s. He pursued medical studies at Oxford and later specialized in psychiatry, where he employed statistical methods to investigate schizophrenia in patients at London hospitals.<br />
<br />
In 1948, Ashby authored "[http://www.arise.mae.usp.br/wp-content/uploads/2018/03/Design-for-a-Brain-The-origin-of-adaptive-behaviour.pdf Design for a Brain," a seminal work in which he introduced the concept of homeostats. These were self-regulating machines characterized by interconnected feedback loops that enabled them to maintain equilibrium in response to external disturbances. This concept extended the early principles of cybernetics and foreshadowed subsequent advancements in complex adaptive systems.<br />
<br />
Ashby was an active member of the [[Ratio Club]], an influential gathering of early British cyberneticists, where he engaged with luminaries like Alan Turing, Grey Walter, and Jack Good. In 1952, he published "Design for a Brain," a publication that delved into ideas that would later significantly influence computer science and artificial intelligence. These ideas encompassed self-organization, multi-agent systems, and machine learning.<br />
<br />
From 1952 to 1970, Ashby served as a visiting professor and researcher at the University of Illinois, where he further refined his cybernetic theories regarding adaptive systems. He published foundational works during this time, including "An Introduction to Cybernetics" (1956), which introduced key concepts such as variety, constraint, amplification, and Ashby's Law of Requisite Variety. These concepts made significant contributions to the mathematical understanding of complex systems.<br />
<br />
Ashby is often recognized as a pioneer in the field of [[homeostatics]], as he skillfully merged his backgrounds in psychiatry and biology with mathematical precision to create early models that illustrated how systems could achieve dynamic equilibrium and adapt in response to their environment and context. Alongside other influential figures such as Norbert Wiener and John von Neumann, Ashby laid the groundwork for contemporary developments in machine learning, artificial intelligence, and the advanced automation of complex control systems. His enduring insights continue to serve as a reminder of the universal principles governing adaptive regulation, stability, and purposeful change. <br />
<br />
==Notable Publications==<br />
* [http://www.arise.mae.usp.br/wp-content/uploads/2018/03/Design-for-a-Brain-The-origin-of-adaptive-behaviour.pdf Design for a Brain]<br />
* [https://csis.pace.edu/~marchese/CS396x/Computing/Ashby.pdf Principles of the self-organizing system] <br />
<br />
<br />
[[Category:People]]</div>Caseorganichttp://www.cyborganthropology.com/Principles_of_the_Self-Organizing_SystemPrinciples of the Self-Organizing System2023-10-29T15:27:34Z<p>Caseorganic: Added Cagtegory:Cybernetics</p>
<hr />
<div>'''William Ross Ashby''' or [[Ross Ashby]] (1903–1972) was a British psychiatrist and pioneer in cybernetics, the study of complex systems. He is known for developing principles of self-organizing systems.<br />
<br />
==== Introduction to Ashby ====<br />
<br />
Conducted influential research on homeostatic machines and adaptive systems.<br />
Published "Design for a Brain" (1952) and "Introduction to Cybernetics" (1956).<br />
Helped shift focus in cybernetics toward biological systems and adaptive behavior.<br />
Developed the Law of Requisite Variety, a core concept in cybernetics.<br />
<br />
==== Principles of Self-Organizing Systems ====<br />
<br />
Ashby proposed several foundational ideas about how complex systems can spontaneously self-organize:<br />
<br />
*'''Ultimate stability''' - Dynamic equilibrium where fluctuations get absorbed without runaway reactions.<br />
*'''Multistability''' - Multiple stable equilibrium states possible in the same system.<br />
*'''Homeostasis''' - Self-regulating mechanisms maintain essential variables within physiological limits.<br />
*'''Adaptiveness''' - Systems change configuration to achieve ultimate stability when disturbed.<br />
*'''Law of Requisite Variety''' - Control mechanisms must have sufficient diversity to cope with system complexity.<br />
<br />
Ashby's principles revealed how order can emerge from the interactions of components without external control. They provided important models for understanding biological and social systems. His work remains influential across cybernetics and complex systems theory.<br />
<br />
===Further Reading===<br />
[http://pespmc1.vub.ac.be/ASHBBOOK.html Ashby's book "Introduction to Cybernetics" on Principia Cybernetica Web]<br />
<br />
[[History of Cybernetics]]<br />
<br />
[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/Grid-group_cultural_theoryGrid-group cultural theory2023-10-29T05:17:46Z<p>Caseorganic: Created the page!</p>
<hr />
<div>== Definition ==<br />
<br />
'''Grid-Group Cultural Theory''' is a sociological framework and cultural theory developed by Mary Douglas, Michael Thompson, and Steve Rayner, with contributions by political scientists Aaron Wildavsky and Richard Ellis, and others <ref>[https://changingminds.org/explanations/culture/grid-group_culture.htm#:~:text=Grid%2Dgroup%20cultural%20theory%20is,were%20relevant%20to%20modern%20society Changing Minds Website Accessed 29 Oct 2023]</ref>. This theory offers a distinctive approach to understanding and analyzing the ways in which individuals and societies structure their beliefs, values, and behaviors based on the dimensions of grid and group.<br />
<br />
=== Overview ===<br />
<br />
Grid-Group Cultural Theory, often simply referred to as Cultural Theory, is grounded in the idea that human societies can be classified into specific cultural types based on two primary dimensions: "grid" and "group." These dimensions represent different social structures and worldviews, which influence how individuals perceive and interact with their environments.<br />
<br />
*'''Grid''': This dimension measures the extent to which a society or individual adheres to a structured and rule-based way of life. High grid societies prioritize organization, rules, and conformity. Low grid societies, on the other hand, tend to favor flexibility, informality, and autonomy.<br />
<br />
*'''Group''': The group dimension reflects the level of social cohesion and collective identity within a society or group. High group societies emphasize strong social bonds, collective values, and loyalty to the community. Low group societies place greater emphasis on individualism, personal freedom, and autonomy.<br />
<br />
=== Cultural Types ===<br />
<br />
Grid-Group Cultural Theory identifies four primary cultural types based on the combinations of grid and group dimensions:<br />
<br />
*'''Hierarchy''' (High Grid, High Group): Hierarchical societies value strict social roles, clear rules, and strong social bonds. They often have centralized authority structures and traditional norms.<br />
<br />
*'''Egalitarianism''' (Low Grid, High Group): Egalitarian societies prioritize collective decision-making, shared resources, and a sense of community. They often reject formal hierarchies and emphasize consensus.<br />
<br />
*'''Fatalism''' (High Grid, Low Group): Fatalistic societies are characterized by strict rules and limited social interaction. Individuals in such societies often feel powerless in the face of external forces and follow established traditions.<br />
<br />
*'''Individualism''' (Low Grid, Low Group): Individualistic societies emphasize personal autonomy, minimal rules, and individual freedoms. They tend to reject rigid social structures and prioritize individual rights.<br />
<br />
=== Applications ===<br />
<br />
Grid-Group Cultural Theory has found applications in various fields:<br />
<br />
*'''Environmental Studies''': Cultural Theory helps explain different societal responses to environmental issues. For example, hierarchical societies may favor strict environmental regulations, while individualistic societies may emphasize personal responsibility.<br />
<br />
*'''Organizational Behavior''': The theory is used to understand group dynamics and decision-making processes within organizations, helping to identify potential sources of conflict and cooperation.<br />
<br />
*'''Policy Analysis''': Cultural Theory can inform public policy by recognizing the cultural biases that may affect policy implementation and acceptance among different cultural groups.<br />
<br />
=== Critiques and Limitations ===<br />
<br />
While Grid-Group Cultural Theory provides a valuable framework for understanding cultural diversity and societal dynamics, it has also faced criticisms:<br />
<br />
*'''Simplification''': Critics argue that the theory oversimplifies the complexity of human societies and may not adequately capture the nuances of cultural variations.<br />
<br />
*'''Determinism''': Some critics suggest that Cultural Theory's classification of societies into fixed types can be deterministic and overlook the potential for cultural change and adaptation.<br />
<br />
*'''Ethnocentrism''': The theory has been accused of Eurocentrism and Western bias, as its development was influenced by Western academic traditions.<br />
<br />
== References ==<br />
<references /><br />
<br />
== Further Reading == <br />
Douglas, Mary, and Aaron Wildavsky. ''Risk and Culture: An Essay on the Selection of Technological and Environmental Dangers.'' University of California Press, 1982.<br />
<br />
Thompson, Michael, and Richard Ellis. ''Cultural Theory.'' Routledge, 2004.<br />
<br />
[https://www.mary-douglas.com/ Mary Douglas Official Website]<br />
<br />
[https://www.aaronwildavsky.com/ Aaron Wildavsky Official Website]<br />
<br />
{{Sociological Theories}}<br />
<br />
__NOTOC__</div>Caseorganichttp://www.cyborganthropology.com/Non_PlacesNon Places2023-10-29T04:56:44Z<p>Caseorganic: </p>
<hr />
<div>===Definition===<br />
'''Non-places''' is a concept introduced by the French anthropologist Marc Augé in his 1992 book, [[Non-Places: Introduction to an Anthropology of Supermodernity]]. Augé's work explores the transformation of contemporary society and the emergence of spaces that he characterizes as "non-places." This concept has since gained recognition and sparked discussions in the fields of anthropology, sociology, and urban studies.<br />
<br />
Marc Augé defines non-places as spaces of transience where individuals remain anonymous and do not establish social bonds. These spaces lack a sense of identity, history, and emotional attachment, contrasting with traditional "places" that carry cultural and historical significance. Augé identifies airports, shopping malls, train stations, and highways as typical examples of non-places. In these environments, people pass through quickly, engaging in temporary activities such as commuting, shopping, or waiting, without forming lasting connections.<br />
<br />
=== Characteristics ===<br />
<br />
Non-places share several key characteristics:<br />
<br />
*'''Anonymity''': Individuals within non-places are often strangers to one another, and interactions are typically impersonal and brief.<br />
<br />
*'''Uniformity''': These spaces often exhibit a standardized and uniform design, making them look similar across different locations.<br />
<br />
*'''Functionality''': Non-places primarily serve functional purposes, such as transportation, commerce, or administration.<br />
<br />
*'''Temporal Nature''': People spend limited time in non-places, making them temporary and transient environments.<br />
<br />
*'''Lack of Identity''': Non-places lack a unique cultural or historical identity, often designed to be interchangeable and globally recognizable.<br />
<br />
=== Significance ===<br />
<br />
The concept of non-places is significant because it reflects the changing nature of modern life in a globalized, hyper-connected world. Augé argues that the proliferation of non-places represents a shift from traditional societies, where individuals were deeply connected to specific places and communities, to contemporary "supermodernity," characterized by mobility, disconnection, and a sense of dislocation.<br />
<br />
This concept has been used to analyze various aspects of contemporary society, including issues of alienation, identity, and the impact of technology on human relationships. Scholars and urban planners have employed Augé's ideas to better understand the design and social dynamics of modern urban environments.<br />
<br />
=== Criticism ===<br />
<br />
While the concept of non-places has been influential, it has also faced criticism. Some argue that the distinction between "places" and "non-places" oversimplifies the complexity of modern spaces. Critics suggest that even in seemingly impersonal environments, people can form meaningful connections and experiences.<br />
<br />
=== See Also ===<br />
<br />
* [[Non-Places: Introduction to an Anthropology of Supermodernity]]<br />
* [[Supermodernity]]<br />
* [[Urban Anthropology]]<br />
* [[Anthropology of Space and Place]]<br />
<br />
=== Further Reading ===<br />
<br />
*Augé, Marc. ''Non-Places: Introduction to an Anthropology of Supermodernity.'' Verso, 1995.<br />
*Shields, Rob. ''Lefebvre, Love, and Struggle: Spatial Dialectics.'' Routledge, 1999.<br />
<br />
__NOTOC__<br />
<br />
== External Links ==<br />
<br />
* [https://www.versobooks.com/products/1496-non-places Verso Books - Non-Places]<br />
* [https://monoskop.org/images/3/3c/Auge_Marc_Non-Places_Introduction_to_an_Anthropology_of_Supermodernity.pdf Link to book text (for personal use)]<br />
<br />
[[Category:Philosophy]]</div>Caseorganichttp://www.cyborganthropology.com/Anthropology_VisualisationAnthropology Visualisation2023-10-29T04:52:25Z<p>Caseorganic: Created the page!</p>
<hr />
<div>=== Definition ===<br />
'''Anthropology Visualization''' refers to the use of various visual aids and techniques to enhance the study and communication of anthropological concepts, research findings, and cultural phenomena. This interdisciplinary approach combines principles of anthropology with graphic and visual design methods to create a deeper understanding of human societies, cultures, and behaviors.<br />
<br />
=== Overview ===<br />
Anthropology, as the study of human societies and cultures, often involves complex and diverse data, including ethnographic fieldwork, archaeological excavations, and sociocultural research. Anthropology Visualization seeks to represent and analyze this information in visual formats, making it more accessible, engaging, and informative to both scholars and the broader public.<br />
<br />
*'''Ethnographic Visualization''': Representing ethnographic data, such as field notes, interviews, and participant observations, through visual means. It aims to provide a more comprehensive understanding of cultures and societies.<br />
<br />
*'''Archaeological Visualization''': Archaeologists employ visualization techniques to reconstruct ancient environments, artifacts, and human activities. This aids in interpreting historical contexts and revealing insights into prehistoric cultures.<br />
<br />
*'''Cultural Mapping''': Cultural mapping involves the visual representation of cultural practices, traditions, and landscapes. It often employs Geographic Information Systems (GIS) to create maps that reflect the spatial distribution of cultural phenomena.<br />
<br />
*'''Visual Ethnography''': Visual ethnography combines ethnographic research with multimedia techniques, such as photography, film, and digital storytelling, to document and communicate the lived experiences of individuals and communities.<br />
<br />
=== Applications ===<br />
<br />
Anthropology Visualization finds applications in various areas:<br />
<br />
*'''Education and Outreach''': It plays a crucial role in teaching anthropology to students and conveying complex anthropological concepts to the public. Visual aids, such as maps, infographics, and interactive exhibits, facilitate learning.<br />
<br />
*'''Research and Analysis''': Researchers use visualization tools to analyze data, discover patterns, and draw conclusions. It assists in data management, making research more efficient.<br />
<br />
*'''Heritage Preservation''': In archaeology, visualization techniques are used to digitally preserve cultural heritage sites and artifacts. This helps in conservation efforts and facilitates remote exploration.<br />
<br />
*'''Cross-Cultural Understanding''': By visualizing cultural practices and traditions, Anthropology Visualization promotes cross-cultural understanding and appreciation of diversity.<br />
<br />
=== Tools and Techniques ===<br />
<br />
A wide range of tools and techniques are employed in Anthropology Visualization:<br />
<br />
* '''Infographics''': Visual representations of data, statistics, and concepts using charts, graphs, and illustrations.<br />
* '''Geographic Information Systems (GIS)''': Software and hardware for mapping and spatial analysis of cultural and geographical data.<br />
* '''3D Modeling and Virtual Reality''': Used in archaeology to reconstruct ancient structures and environments.<br />
* '''Photography and Film''': Documenting cultural practices and ethnographic research through visual media.<br />
* '''Interactive Exhibits''': Museums and educational institutions use interactive displays to engage visitors in anthropological topics.<br />
<br />
=== Future Directions ===<br />
<br />
As technology continues to advance, Anthropology Visualization is expected to evolve. Virtual reality, augmented reality, and artificial intelligence are likely to play larger roles in creating immersive and interactive visualizations. Additionally, interdisciplinary collaborations between anthropologists, designers, and technologists are expected to drive innovation in this field.<br />
<br />
=== Further Reading ===<br />
<br />
*Pink, Sarah. "Doing Visual Ethnography." SAGE Publications, 2013.<br />
<br />
== External Links ==<br />
<br />
* [https://www.visualanthropology.net/ VisualAnthropology.net] - a free resource online since 2001. <br />
* [https://www.societyforvisualanthropology.org/ Society for Visual Anthropology]<br />
<br />
__NOTOC__</div>Caseorganichttp://www.cyborganthropology.com/Famous_People_with_SynesthesiaFamous People with Synesthesia2023-10-29T04:46:37Z<p>Caseorganic: Created the page!</p>
<hr />
<div>===Definition===<br />
'''Synesthesia''' is a neurological condition where stimulation of one sense involuntarily triggers another sensory experience. People with synesthesia may see colors when hearing music, taste words, or experience other cross-sensory perceptions. Several prominent artists, musicians, and authors throughout history are believed to have had synesthesia.<br />
<br />
==== Musicians/Composers ====<br />
<br />
*'''Leonard Bernstein''' - The American composer and conductor associated music with color.<br />
*'''Billy Joel''' - The piano man connects music keys with colors like orange, green and purple.<br />
*'''Stevie Wonder''' - The pop legend's synesthesia helps him visualize music.<br />
*'''Pharrell Williams''' - The hit producer feels colors when he hears music and sounds with flavors.<br />
==== Authors/Poets ====<br />
<br />
*'''Vladimir Nabokov''' - The Russian-American author of Lolita had chromesthesia, seeing letters in colors.<br />
*'''Arthur Rimbaud''' - The French poet wrote of "colored vowels."<br />
*'''Charles Baudelaire''' - Another French poet who blended senses like scent and sound in his verses.<br />
*'''Duke Ellington''' - Ellington interpreted notes as colors, influencing his jazz compositions.<br />
==== Other Notable Examples ====<br />
<br />
*'''Marilyn Monroe''' - The actress reportedly saw music as colors during a traumatic childhood.<br />
*'''Nikola Tesla''' - The inventor of AC electricity may have had highly precise synesthesia involving visualization.<br />
*'''Itzhak Perlman''' - The famous violinist perceives specific violin strings as different colors.<br />
<br />
Understanding synesthesia provides insight into creativity and the human mind. Many influential artists with synesthesia used it as an aid or inspiration.<br />
<br />
__NOTOC__</div>Caseorganichttp://www.cyborganthropology.com/Omotenashi_and_Japanese_ServiceOmotenashi and Japanese Service2023-10-29T04:43:04Z<p>Caseorganic: Added a category!</p>
<hr />
<div>===Definition===<br />
'''Omotenashi''' is a Japanese concept that represents an entire cultural philosophy around hospitality and exceeding customer service expectations. It stems from traditions like tea ceremonies and inn lodging that emphasized attentiveness towards guests.<br />
<br />
==== Key Principles ====<br />
<br />
Several core principles characterize omotenashi and Japanese service culture:<br />
<br />
*'''Anticipating needs''' - Intuiting needs and desires without explicit requests.<br />
*'''Attention to detail''' - Noticing and accommodating subtle preferences.<br />
*'''Sincerity''' - Treating guests with genuine care, rather than just a business transaction.<br />
*'''Effortlessness''' - Service delivered elegantly without obvious exertion.<br />
*'''Discretion''' - Being unobtrusive and considerate of privacy.<br />
<br />
Omotenashi reflects social values like humility, respect, and harmony. Selflessness and putting others' comfort first are paramount.<br />
<br />
==== Examples ====<br />
Omotenashi can be seen across modern Japanese businesses and services:<br />
<br />
*Retail staff fetch stools for customers awaiting checkout lines.<br />
*Bathhouse attendants remember preferred soaps and shampoos.<br />
*Train conductors bow and apologize profusely for 30 second delays.<br />
*Hotel room service re-fluffs pillows and points A/C vents away while guests are out.<br />
*This meticulous service philosophy raises customer expectations and satisfaction. It connects to cultural norms of social dignity and honor<br />
<br />
=== Omotenashi and Automation === <br />
One notable example of Omotenashi can be seen at some busy train stations in Japan. If a customer is having trouble using the self-serving system, the side of the wall will open so that a employee can help the traveller purchase their tickets. <br />
<br />
=== Applied Omotenashi === <br />
A more Western example of Omotenashi applied to automated systems is the online shoe service Zappos.com. It assumed that people buying shoes online would fail to find the right shoe the first time, and so they tried to make the experience of sending the shoes back one of ease and delight. <br />
<br />
=== Conclusions === <br />
When applying Omotenashi to automated systems, understand that systems fail, but that the experience of failure can be harmonious and always provide a well-paid, well-cared for human backup.<br />
<br />
__NOTOC__<br />
<br />
[[Category:Design]]</div>Caseorganichttp://www.cyborganthropology.com/Truth_vs._TruthyTruth vs. Truthy2023-10-29T04:18:51Z<p>Caseorganic: Created the page!</p>
<hr />
<div>Cinematic effects add to on-screen drama and are less present in everyday life. <br />
<br />
You can see this stark difference when you compare technology as depicted in movies versus its actual deployment in real life. In big budget thrillers, the counter-terrorist command center is glowing with giant viewing screens controlled by batteries of high-powered computer terminals.<br />
<br />
Thanks to a very visual and emotional impact, truthy technology from Hollywood has an outsized influence on real world product designers. The hand gesture controls of Minority Report — which would cause tremendous arm strain in the real world — are a notorious example. I've previously written about the tech industry’s truthy fixation with adding “futuristic” blue light sources to products, primarily due to the recent availability of cheap blue LED and the influence of science fiction franchises like Blade Runner.<br />
<br />
In the movies, a raid on a terrorist might look extremely exciting, with government agents utilizing fancy technologies on multiple monitors in sleek office conditions. In real life, Obama oversaw the Bin Laden raid in what looked like a Holiday Inn meeting room next to someone on an old laptop. Institutions themselves often engage in this self-mythologizing: The CIA’s museum for tourists looks vastly more exciting than its actual monotone corporate office in Langley.<br />
<br />
When we’re drawn to technology first depicted in TV and movies, we need to be especially mindful that its value is much less than its surface appearance. It distracts from the realization that generally, technology should be a pass-through interface. Instead of noticing the device, we want to just use it. Xerox PARC’s Mark Weiser has a quote about UI which still rings strong:<br />
<br />
“A good tool is an invisible tool. By invisible, we mean that the tool does not intrude on your consciousness; you focus on the task, not the tool.”<br />
<br />
You don’t notice a window when it is clean; you look through it. You only notice the window when it is dirty. In the same way, when a technology works, you don’t notice it; when it doesn’t, you do.<br />
<br />
===How do we identify truthy technology?===<br />
<br />
====1. The Rush==== <br />
<br />
Many people are suddenly rushing into it without any clearly defined purpose, for fear of being left behind or missing out.<br />
<br />
No one makes good decisions in a panic mode. Without understanding the fundamentals of what a new technology is, many executives rush to say that they’re including a new technology in their offerings. Then the offerings themselves are created in a rush, are brittle, and break down.<br />
<br />
====2. Truthy tech promises to do too many major things too soon====<br />
<br />
Part of processing a new technology is to decide on its best use; it also involves carefully weighing the difficulties and trade-offs inherent with implementing any new tech. (As the late media theorist Marshall Mcluhan put it, “every extension is also an amputation”.)<br />
<br />
By contrast, truthy tech comes with a battery of evangelists broadcasting a crazy cohort of applications without any consideration for how to actually implement them. In 2023, Twitter was drowning in viral posts of the “Top 10 use cases for ChatGPT that will change everything by next year!” variety.<br />
<br />
But the revelation of the idea is just a tiny part of the implementation, which tends to be bureaucratic, expensive, and slow. We’re often told, for example, that generative AI will totally disrupt health care — but are not also told how difficult and time-consuming HIPAA compliance and FDA approval alone can actually take.<br />
<br />
====3. Fear. Technologies are more likely to be truthy when they inspire fear in the popular imagination====<br />
<br />
New technology often excites some early adopters while filling most others with deep unease that can quickly become fear. The very act of presenting a given technology as “new” and “disruptive” discourages people from seeing it on a continuum of what’s already been developed, or the history of its origins.<br />
<br />
“Artificial intelligence”, for instance, suggests something that is threatening to the very fabric of being human, but it’s been in common usage for decades, in video games and other products.<br />
<br />
The very term “artificial intelligence” was actually first created for a very human reason: Back in the 1950s, academics wanted a new name for their upcoming cybernetics conference, because MIT professor Norbert Wiener, who wrote the seminal book on that topic, often showed up at any conference labeled “cybernetics” and dominated the conversation. People might be less fearful about “AI” if they realized it was originally coined in order to avoid an overbearing conference participant.<br />
<br />
Just as movies and TV excite us about visually appealing if unrealistic technology, they also terrorize us by presenting technology at its most dystopian. While there is ample reason to be concerned about the negative externalities of LLMs, much of our public conversation dwells on the most highly speculative, implausible dystopian scenarios, like those depicted in The Terminator and The Matrix movies.<br />
<br />
The far more tangible concern is that the idea of LLMs are being abused and misunderstood right now. People have already died or been seriously hurt due to the mistaken belief that cars really can “self-drive”, or that 2023s popular LLM model ChatGPT “knows” how to diagnose medical conditions. We’re distracted from discussing the real and current problems with LLMs due to the seductive power of truthy depictions of them.<br />
<br />
====4. Truthy tech fades quickly; truthful technology wins out over the long haul====<br />
<br />
It’s difficult to remember a time when Google Search was a pervasive part of the web, but at the start, it seemed too odd and alienating for most people. Launched in 1998, it was first a quirky college project competing against heavily-funded and promoted search giants like Yahoo! and Ask Jeeves, which presented the web in clear, easy to read link summaries.<br />
<br />
Google, by contrast, displays its search results as an infinite wall of text. It took years of slow but steady growth among early adopters to realize, despite (or rather because) of its messy, no-frills approach, Google simply worked.<br />
<br />
It took Google nearly a decade for the company to eclipse its much larger, truthier competitors. Throughout that history, Google’s user experience has largely remained unchanged — it’s just that we the users have learned to see its effectiveness through the chaos.<br />
<br />
This is likely why, ironically enough, we rarely see people using Google in movies and TV shows — its search results look too cluttered to read well on-screen. (A fake search engine called “SpyderFinder” shows up on multiple TV shows.) Google search, in other words, is not truthy enough for Hollywood!<br />
<br />
In summary, tech is more likely to be “Truthy” if:<br />
<br />
*It was first depicted in TV & movies.<br />
*Seemingly everyone is rushing into it for fear of missing out.<br />
*It promises to do too many major things too soon.<br />
*It inspires fear in the popular imagination.<br />
<br />
===Conclusions===<br />
Truthiness in tech is not new. It goes back to notions from the 1890s of a culture filled with flying cars and jetpacks. Many generations grew up with the exciting Truthy covers of Popular Science magazines. After seeing outbreaks of truthiness repeatedly come and go for several decades, I’ve started to wonder if there is any reliable way for us to immunize ourselves against technology’s most grandiose, unsustainable promises. Maybe it’s just human nature for us to get momentarily excited about the latest bauble. Perhaps all we can do is keep in mind that being dazzled by truthiness is basically part of our DNA. Truthful tech, by contrast, wins out over the long haul!<br />
<br />
==References==<br />
*[https://caseorganic.medium.com/how-to-identify-truthy-tech-trends-70f553c5a445 This article was originally published on Medium by Amber Case]. <br />
*[[History of the Term AI]]</div>Caseorganichttp://www.cyborganthropology.com/History_of_CyberneticsHistory of Cybernetics2023-10-29T04:10:45Z<p>Caseorganic: </p>
<hr />
<div>=== Cybernetics ===<br />
The word "cybernetics" comes from the Greek word "kybernetes" which means steersman, governor, or pilot.<br />
<br />
This etymology stems from an influential book titled "Cybernetics, or Control and Communication in the Animal and the Machine" written by mathematician Norbert Wiener in 1948.<br />
<br />
In coining the term "cybernetics", Wiener drew inspiration from the ancient Greek idea of the "kybernetes" - the pilot or steersman who navigated and controlled the course of a ship.<br />
<br />
Wiener saw parallels between how an expert pilot guides a ship by manipulating complex mechanisms to stay on course, and how living organisms and machines use communication, feedback, and control to regulate their behavior and output.<br />
<br />
The steersman metaphor emphasizes cybernetics' focus on how systems use feedback, self-regulation, and goals/targets to maintain stability and direction. Just as a steersman monitors current conditions and makes adjustments to stay on track, biological and mechanical systems employ circular causal processes to achieve self-governance and homeostasis.<br />
<br />
This Greek nautical roots of "cybernetics" highlights the field's fundamental concern with notions of communication, control, stability, and feedback - core concepts that remain relevant in today's complex networks, algorithms, and interconnected systems. The ancient steersman thus provided an apt metaphorical origin for a far-reaching modern scientific field.<br />
<br />
Today, Cybernetics refers to the scientific study of control and communication in both living organisms and machines. It is an interdisciplinary field bridging engineering, mathematics, biology, neuroscience, psychology, and more. The origins of cybernetic theory date back to the early 20th century.<br />
<br />
=== People ===<br />
Some key figures in the history of cybernetics include: [[Norbert Wiener]], [[W. Ross Ashby]], [[Stafford Beer]], Gordon Pask, Humberto Maturana, Francisco Varela, Heinz von Foerster, [[Gregory Bateson]], Margaret Mead, Warren McCulloch and John von Neumann.<br />
<br />
Other notable people include [[Avery Johnson]] and [[Warren Mortimer Brodey]].<br />
<br />
==== History ====<br />
*[[Indigenous Cybernetics]] <br />
*Early 1900s - Theoretical foundations established in fields like mathematics and engineering. Pioneers include James Clerk Maxwell, Vladimir Bekhterev, Andrey Kolmogorov.<br />
*1940s - Norbert Wiener coins the term "cybernetics" and publishes foundational texts. Conferences held at the Macy Foundation in New York bring together interdisciplinary thinkers.<br />
*1950s - W. Ross Ashby, W. Grey Walter and others make important contributions. Practical applications explored in robotics, neuroscience, early computing, etc.<br />
*1960s-70s - Second wave cybernetics emerges, distinguishing hard/first wave and soft/second wave approaches. Focus on biological systems and constructivist theory.<br />
*1980s-Present - Cybernetic perspectives integrate with complex systems theory, artificial intelligence, virtual reality, biological computing and more.<br />
<br />
<br />
==== Technical Definition ====<br />
Cybernetics involves the study of feedback loops and circular causal networks that are applied across machines and living things. Some core concepts include:<br />
<br />
*Feedback - Self-regulating systems that correct errors through circular causal loops.<br />
*Black Box - Focusing on inputs/outputs without needing to understand internal workings.<br />
*Variety - The complexity of possible system states.<br />
*Information Theory - Quantifying information to understand entropy and signal transmission.<br />
*Self-Organization - How order emerges from component interactions.<br />
*Second-Order Cybernetics - Observing cybernetic systems from within, reflexivity.<br />
<br />
=== Further Reading ===<br />
*Wiener, N. (1948). Cybernetics: Or Control and Communication in the Animal and the Machine. MIT Press.<br />
*Ashby, W.R. (1956). An Introduction to Cybernetics. Chapman & Hall.<br />
von Foerster, H. (2003). Understanding Understanding: Essays on Cybernetics and Cognition. Springer.<br />
*Pickering, A. (2010). The Cybernetic Brain: Sketches of Another Future. Chicago University Press.<br />
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[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/Indigenous_CyberneticsIndigenous Cybernetics2023-10-29T03:58:47Z<p>Caseorganic: Added an article about Chinookan Plankhouses</p>
<hr />
<div>==Indigenous Cybernetics: The Original System Theorists==<br />
<br />
Cybernetics, the interdisciplinary study of systems, control, and communication in animals, machines, and organizations, is frequently linked with modern computational technologies. However, the essence of cybernetics can be traced back to the ancient wisdom of indigenous communities.<br />
<br />
===The Essence of Cybernetics===<br />
<br />
At its core, cybernetics is about understanding and manipulating feedback loops in dynamic systems. The term, derived from the Greek word "kybernetes" meaning "steersman," revolves around governance and the idea that systems can be self-regulating through feedback.<br />
<br />
===Indigenous Knowledge Systems===<br />
<br />
For millennia, indigenous people have developed intricate understandings of their environments, societies, and relationships. Their survival depended on their ability to perceive, understand, and adapt to complex feedback loops, be it in hunting, farming, medicine, or social dynamics.<br />
<br />
Take, for instance, the Indigenous Australians' practice of "fire-stick farming." By deliberately setting fires under controlled conditions, they stimulated the growth of specific plant species and controlled pests—a cybernetic act of ecosystem management.<br />
<br />
===Rituals and Feedback Loops===<br />
<br />
Many indigenous rituals can be seen as feedback mechanisms. Rituals and ceremonies often acted as tools to recalibrate societal dynamics, restore balance, or predict future challenges. The Native American potlatch, a grand gift-giving feast, for example, acted as both a societal leveling mechanism and a means to establish and reinforce social ties.<br />
<br />
===Systems Thinking as a Way of Life===<br />
<br />
For indigenous cultures, systems thinking was not a mere academic exercise but a way of life. Their existence was rooted in the awareness that everything is interconnected. The Maasai of East Africa, for example, possess an intricate understanding of their environment. Their decisions on where to graze their cattle consider not just immediate fodder availability but its impact on the ecosystem, the behavior of predators, and the well-being of their community. It's a holistic view that modern system theorists aspire to achieve.<br />
<br />
===Rediscovery and Integration===<br />
<br />
It's a stark irony that modern researchers often take decades to "discover" what indigenous communities have known through generations. Today, as the world grapples with challenges ranging from climate change to societal polarization, there's much to learn from these original cyberneticists. The fusion of traditional indigenous knowledge with contemporary cybernetic thinking can offer profound insights into sustainable and balanced living.<br />
<br />
===Preserving and Elevating Indigenous Wisdom===<br />
<br />
The next frontier in cybernetics might not be in the realm of artificial intelligence or robotics but in the libraries of ancient indigenous wisdom. Recognizing and valuing the cybernetic foundations of indigenous practices is not just about giving credit where it's due—it's about ensuring that this deep understanding of systems and feedback loops continues to benefit humanity in an increasingly interconnected world.<br />
<br />
===Conclusions===<br />
The wisdom of indigenous cybernetics offers a profound reminder that understanding and living in harmony with complex systems is not a novel concept. As we delve deeper into the age of technology, looking back to the original system theorists might provide the grounding and guidance we so desperately seek.<br />
<br />
==Additional Reading==<br />
Ames, Kenneth. Chinookan Plankhouses. A complex and long-lasting technology forming a 400-year-long house. Cybernetic systems of maintaining the house, and so on. https://www.oregonencyclopedia.org/articles/chinookan_plank_houses/ <br />
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[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/Metastable_SystemsMetastable Systems2023-10-28T19:47:38Z<p>Caseorganic: </p>
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<div>=== Definition ===<br />
<br />
A '''metastable system''' is one that exists in a delicate equilibrium between stability and change. Though metastable systems may appear stable, small fluctuations can trigger significant transformations in their state or structure. Metastability is an important concept across numerous fields.<br />
<br />
The key characteristics of metastable systems include:<br />
*Existence in a precarious balance point far from thermal equilibrium<br />
*Potential for great latent energy<br />
*Displays both solid and liquid characteristics<br />
*Transitions to a more stable state under sufficient external perturbation<br />
*Metastable systems are widespread in nature and technology. Subtle shifts in conditions can cause rapid phase transitions from the metastable regime to a stable equilibrium.<br />
<br />
=== Examples ===<br />
<br />
*Supersaturated solutions - Exist in precarious balance with more solute than they can normally dissolve. Slight disturbances lead to rapid precipitation.<br />
<br />
*Amorphous solids - Possess the mechanical properties of a solid but the disorderly structure of a liquid. May spontaneously crystallize.<br />
<br />
*Social movements - Appear stable but subject to rapid mobilization given catalyzing events. E.g. Arab Spring revolutions.<br />
<br />
*Magnetization - Magnetized materials are stuck between two energy minimums. Small fluctuations cause transitions between polarity states.<br />
<br />
== Related Reading ==<br />
*Ball, P. (1999). The Self-Made Tapestry: Pattern Formation in Nature. Oxford University Press.<br />
*Gladwell, M. (2000). The Tipping Point: How Little Things Can Make a Big Difference. Little, Brown.<br />
*Prigogine, I. & Stengers, I. (1984). Order out of Chaos: Man's New Dialogue with Nature. Bantam Books.<br />
*Schelling, T. (1978). Micromotives and Macrobehavior. Norton.<br />
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{{Category:Pages Edited Alongside an LLM}}<br />
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[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/History_of_the_Term_AIHistory of the Term AI2023-10-28T19:43:34Z<p>Caseorganic: </p>
<hr />
<div>With so much growing interest and fear around AI, it may be helpful to know some history around the term, how it came to be — and why it keeps getting buzzed about. Now nearly 70 years old, “artificial intelligence” was actually first coined due to the most uniquely human of motives: Ego and competitiveness.<br />
<br />
[[Image:cybernetics-conference-attendees.png|75px|right|Image coming soon of some of the first Cybernetics Conference attendees. Back row, from left to right: Oliver Selfridge, Nathaniel Rochester, Marvin Minsky, and John McCarthy. Frontrow, from left to right: Ray Solomonoff, Peter M. Milner, and Claude Shannon.]]<br />
<br />
It was in the Summer of 1955 in New England. Computer scientist John McCarthy of Dartmouth was preparing a research proposal with Marvin Minsky (Harvard), Nathaniel Rochester (IBM), and Claude Shannon (Bell Telephone Laboratories). At the time, their study would usually fall squarely in the category of “cybernetics”, i.e. automated systems. But that posed a problem.<br />
<br />
The discipline of cybernetics was first formulated in an incredibly influential book of the same name by Norbert Wiener, a professor at nearby MIT. Much of his early cybernetics work focused on trying to control and automate systems. And while we rightly worry about the use of AI-guided weaponry now, it was Wiener who created one of the very first automated weapon systems — way back during World War II.<br />
<br />
[[Image:norbert-wiener-cybernetics.png|75px|right|1948: Norbert Wiener Issues “Cybernetics”, the First Widely Distributed Book on Electronic Computing.]]<br />
<br />
With the rise of the Cold War, Wiener became an incredibly influential — many say domineering — force around any conversation about the future of computing. That was often quite literally the case: If there was a cybernetics conference scheduled near him in Cambridge, Norbert was notorious for showing up in person and lecturing everyone at length.<br />
How to hold an academic conference around computing, but keep Wiener from coming?<br />
<br />
Simple: Come up with another term, and use that to advertise the conference.<br />
<br />
“One reason for inventing the term [AI] was to escape association with cybernetics,” McCarthy once bluntly explained. “I wished to avoid having either to accept Norbert Wiener as a guru or having to argue with him.”<br />
<br />
So in a very real sense, AI started out as a term of distraction, not clarity. Created to position itself apart from cybernetics, it was coined so broadly that roughly any automated computer system can be called artificial intelligence.<br />
<br />
[[Image:cybernetics-placard-dartmouth.png|75px|right|The placard commemorating the 50th anniversary of Dartmouth’s Summer Research Project consisting of a “2 month, 10 man study of artificial intelligence” in 1956.]]<br />
<br />
It’s why “AI” remained such a compelling marketing term through the decades. The explosive growth of ChatGPT since 2022 has generated such excitement, it’s easy to forget another AI-related product enjoyed similar buzz less than a decade ago.<br />
<br />
But it’s true: back in 2014, AI hype orbited around voice-activated personal assistants, with Apple’s Siri, Amazon’s Alexa, and Microsoft’s Cortana leading the charge. As with other “truthy” technology, Hollywood turbo-charged this excitement, with Jarvis from the Iron Man movies and the Scarlet Johannsen-voiced AI depicted in Her. “Personal assistant AI is going to change everything!” briefly became the grand pronouncement for that time (almost 10 years from the date of this op-ed).<br />
<br />
Back then, I began getting pitches from large companies about designing what seemed like magic systems with sprinkles of “AI” on top. When probed further, however, it appeared that the executives behind these proposals were not actually interested in artificial intelligence, but in making sure their product offerings seemed fresh and competitive. They’d read in various pop tech magazines that AI was something they needed to pay attention to, but they hadn’t looked deeply into it. As a result, they became impatient when I tried to take them through the details of potential implementations.<br />
<br />
We do continue to use voice-driven assistants, of course, but in narrow contexts where it’s genuinely useful — like map guides while we’re driving. AI can be clever and witty in movies, but in real life we quickly realized it’s an anemic representation of the human soul.<br />
<br />
It’s always the same pattern: every so often, new AI applications and play toys emerge from breakthroughs at research universities. These cause bursts of excitement among people at the periphery, particularly marketers and well-paid evangelists, who then create inflated expectations around them. These expectations blow way past what’s technically possible for these systems, but company heads ask engineers to do the impossible anyway. And the AI applications continue doing only what they’re good at: nerdy automation tasks. The public feels let-down again.<br />
<br />
If there’s any way out of this frustrating cycle, it might be necessary to undo the confusion inadvertently caused by John McCarthy back in the 50s. Inevitably, the very term “artificial intelligence” inspires us to think about longevity and the human soul, and heightens any fear around automation. People simply snap into a panic state instead of investigating closely.<br />
<br />
A better term to replace “AI”? Perhaps “alongside technologies”. They’re less catchy, and maybe that’s the point. This stuff shouldn’t be so catchy. And they emphasize that we need human-guided systems for AI to work well.<br />
<br />
After McCarthy’s first AI conference in 1956, attendees raised millions of dollars in grants to fulfill a modest goal: Create a machine as intelligent as a human. They expected to succeed within one generation.<br />
Two generations and several hype cycles later, it might become clear that the best automations focus on amplifying the best of humans and the best of machines — and that trying to make machines “human” will always be a losing proposition.<br />
<br />
==Related Reading==<br />
*The article modified from the original [https://medium.com/block-science/inside-the-very-human-origin-of-the-term-artificial-intelligence-and-its-seven-decade-c36e0326245e Inside the Very Human Origin of the Term Artificial Intelligence by Amber Case]] <br />
*[[Alongside Technologies]]<br />
*[[History of Cybernetics]]<br />
*[[LLMs]]<br />
*[[Truth vs. Truthy]]<br />
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[[Category:Cybernetics]]</div>Caseorganichttp://www.cyborganthropology.com/CyborgCampCyborgCamp2023-10-28T19:03:35Z<p>Caseorganic: Created the page</p>
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<div>===What’s a CyborgCamp?===<br />
CyborgCamps are small, in-depth unconferences about the future of the relationship between humans and technology. Attendees discuss a variety of topics such as the futures of identity, privacy, surveillance, hardware to wetware, drones, 3D printing, cyberpunk, human augmentation, constructed reality, the second self, ethics, robot rights, sexuality, urban design, and anthropology. Topics are discussed the morning of the conference and scheduled into the conference grid by attendees themselves, making it a DIY conference experience.<br />
<br />
CyborgCamps are based on the BarCamp model, which is based on FooCamp, developed by Tim O'Reilly. <br />
<br />
In addition to the above topics, the following has been discussed at CyborgCamps around the world: cyborgs, wearables, prosthetics, sensors, control systems, assistive tech, transcendence, transhumanism, technological singularity, artificial intelligence, intelligence amplification, utopia / distopia / weird topia, identity, quantified self, exocortex, ubicomp, robots, sensory augmentation, steam punk, philosophy, ethics, intelligence, the borg, hackerspaces, telepresence, science fiction, DIY, cryonics, cybernetics, open source, nanotech, augmented reality, brain-computer interface, artificial life, functional electrical stimulation, and neural science. Each CyborgCamp has its own mix of topics created by what the attendees want to discuss. All CyborgCamps follow a Code of Conduct.<br />
<br />
===CyborgCamps are Small===<br />
CyborgCamps generally have less than 100 attendees, making it easier to have more in depth discussions with people across different fields. The small format increases the chances getting to really know your fellow attendees.<br />
<br />
===CyborgCamps are Diverse===<br />
Every CyborgCamp welcome people from different backgrounds, including social, business, academic and trade-related. Just as cyborg studies sit at the crossroads of multiple academic disciplines, we like to invite people at the crossroads of different disciplines and boundaries as well.<br />
<br />
===CyborgCamps are Designed by Attendees===<br />
At CyborgCamp, attendees make the conference. Some attendees come prepared with ideas of what they want to talk about, and others come to listen and learn. Some attendees have relevant experience and prepared talks, and others just have a woolly idea needing discussion. At the start of the conference, attendees write their ideas up on a board and the conference begins!<br />
<br />
==Related Reading==<br />
*[http://cyborgcamp.com/ CyborgCamp Webpage and Archive]</div>Caseorganichttp://www.cyborganthropology.com/Calm_TechnologyCalm Technology2023-10-28T19:00:52Z<p>Caseorganic: </p>
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<div>===Definition===<br />
'''Calm technology™''', refers to the design of technology that makes good use of attention. The term was coined in the 1990s by researchers Mark Weiser and John Seely Brown at [[Xerox PARC]].<br />
<br />
===History===<br />
As computing devices were becoming more prevalent, Weiser and Brown realized that the constant demand for attention from technology could become overwhelming. They proposed an alternative vision where technology could inform and notify users without monopolizing focus.<br />
<br />
This built on the conceptual framework of '''ubiquitous computing''', the idea that electronics and computing capability would someday be so miniaturized as to go unnoticed while still functional in people's everyday lives. Calm technology aligns with this by emphasizing the design of interfaces and devices to better balance engagement between the periphery and center of human attention.<br />
<br />
In 2015, [[Amber Case]] released a book called Calm Technology that extended the principles of Calm Technology. <br />
<br />
===Principles===<br />
<br />
====I. Technology should require the smallest possible amount of attention====<br />
*Technology can communicate, but doesn’t need to speak.<br />
*Create ambient awareness through different senses.<br />
*Communicate information without taking the user out of their environment or task.<br />
<br />
====II. Technology should inform and create calm====<br />
*A person's primary task should not be computing, but being human.<br />
*Give people what they need to solve their problem, and nothing more.<br />
<br />
====III. Technology should make use of the periphery====<br />
*A calm technology will move easily from the periphery of our attention, to the center, and back.<br />
*The periphery is informing without overburdening.<br />
<br />
====IV. Technology should amplify the best of technology and the best of humanity====<br />
*Design for people first.<br />
*Machines shouldn't act like humans.<br />
*Humans shouldn't act like machines.<br />
*Amplify the best part of each.<br />
<br />
====V. Technology can communicate, but doesn’t need to speak====<br />
*Does your product need to rely on voice, or can it use a different communication method?<br />
*Consider how your technology communicates status.<br />
<br />
====VI. Technology should work even when it fails====<br />
*Think about what happens if your technology fails.<br />
*Does it default to a usable state or does it break down completely?<br />
<br />
====VII. The right amount of technology is the minimum needed to solve the problem====<br />
*What is the minimum amount of technology needed to solve the problem?<br />
*Slim the feature set down so that the product does what it needs to do and no more.<br />
<br />
====VIII. Technology should respect social norms====<br />
*Technology takes time to introduce to humanity.<br />
*What social norms exist that your technology might violate or cause stress on?<br />
*Slowly introduce features so that people have time to get accustomed to the product.<br />
<br />
===Ways to Think About Calm Technologies===<br />
Transition between center and periphery - relevant information should move fluidly between the periphery and focus of the user's attention.<br />
<br />
Minimize distraction - aim for a subtle, non-distracting presence in the user's environment.<br />
<br />
Informing without overburdening - allow users to process information at their own pace when ready.<br />
<br />
Be context aware - devices should auto-regulate based on situational needs and norms.<br />
<br />
Well-designed calm technology should provide a sense of situational awareness and connectedness while enabling greater focus on the present moment.<br />
<br />
Ambient Orb - a glowing ball that subtly changes color to reflect information like weather forecasts or stock market trends.<br />
<br />
Google Now - provides contextual notification cards based on time, location, and interests.<br />
<br />
Nest Thermostat - auto-schedules heating and cooling based on inhabitant patterns and preferences.<br />
<br />
The rise of LLMs, ubiquitous sensors, and predictive analytics is enabling a new generation of calm technology focused on timely, relevant, and intuitive notifications to aid productivity and well-being. Designers continue exploring how to facilitate the optimum human-computer partnership.<br />
<br />
===Examples===<br />
<br />
====Tea Kettle====<br />
If a technology works well, we can ignore it most of the time. A teapot tells us when it is ready, and is off or quiet the rest of the time. A tea kettle can be set and forgotten, until it sings. It does not draw constant attention to itself until necessary.<br />
<br />
====Inner Office Window====<br />
An inner office window provides an understanding of whether someone is busy or not without the need to interrupt them.<br />
<br />
====Lavatory Sign====<br />
This simple display easily allows one to see whether the restroom on a plane is occupied or not. The message is universal and requires no translation.<br />
<br />
====Roomba Vacuum Cleaner====<br />
Roomba doesn't have a spoken language, just simple tones. This tone-based language makes it easy for anyone to understand what Roomba is saying, and elimates the need to translate the tone into many different languages.<br />
<br />
Roomba chirps happily when a task is finished. When Roomba gets stuck or needs cleaning, the device emits a somber tone. Orange and green status lights are secondary display that help communicate status in an unambiguous way.<br />
<br />
====Sleep Cycle====<br />
Sleep Cycle is a mobile application that monitors your sleep and allows you to track times of deep sleep and REM. Set an alarm and Sleep Cycle will wake you up before the time at the best place in your sleep cycle with a soft noise or buzz.<br />
<br />
Because the haptic alert occurs under your pillow, you can configure it so that you can wake up without anyone else being affected by the alarm. SleepCycle rewards users with a sleep score, detailing how well they slept that night.<br />
<br />
====Smart Badge====<br />
A smart badge is simple. Smart badges are small, wearable technologies that don't require a charger, user interface or operating system.<br />
<br />
Simply touch a provisioned smart badge to a door or elevator panel and you'll easily gain access.<br />
<br />
====Floor Navigation System with Icons====<br />
Floor navigation, when done well, can quietly show people where to go in unfamiliar spaces when traveling.<br />
<br />
Using Bauhaus iconography alongside text can help with quick mental parsing of directions while providing detailed information.<br />
<br />
==Related Reading==<br />
*[[Ambient Awareness]]<br />
*[[Pass Through Technology]]<br />
*[[Amber Case]]<br />
*[https://calmtech.com Calm Technology Website (external link)]<br />
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