Cyborg Anthropology is a way of understanding how we live as technosocially connected citizens in the modern era. Our cell phones, cars and laptops have turned us into cyborgs. What does it mean to extend the body into hyperspace? What are the implications to privacy, information and the formation of identity? Now that we have a second self, how do we protect it? This presentation will cover aspects of time and space compression, communication in the mobile era, evaporating interfaces and how to approach a rapidly changing information spaces.
Webinar Address: http://oreillynet.com/pub/e/1679
Cyborgs-The next generation human-robotic devicesRohit Agrawal
8th i.e (4x First Prize) consecutive wins on this Presentation of Cyborg.
A Cyborg is a Cybernetic Organism, part human part machine; it thrives on the inputs both from the living senses and from the machine interface, which acts as an enhancement module.
Cyborgs-The next generation human-robotic devicesRohit Agrawal
8th i.e (4x First Prize) consecutive wins on this Presentation of Cyborg.
A Cyborg is a Cybernetic Organism, part human part machine; it thrives on the inputs both from the living senses and from the machine interface, which acts as an enhancement module.
On March 11, 2011 Todd Marks presented The Singularity is Here at SXSW Interactive.
The topic of Singularity is heating up as more people discuss what will become of the human race when computers exceed our intelligence. This presentation explores several theories about the future of mankind and points out how the technology leading us there is already HERE.
“The Singularity is Near” is a book and movie written by futurist and prominent Singularitarian, Ray Kurzweil. It is a documentary with a B-line drama where Ray’s digital alter ego Ramona sets off on a quest to pass the Turing Test. Passing this test signifies the day computers can “think”, which came close to occurring a few years ago and is not far off.
Learn what milestones we have already reached toward Singularity and what technologies present and future are leading us there. We will explore Location Based Services, Augmented Reality, Bio-Feedback and Smart Agents. We will analyze current trends in Bio-Technology, Nano-Technology, Computing and Robotics and discuss the possibility of Digital Immortality.
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci.Biocybrid Body and Rituals in...Camila Hamdan
Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci. Cuerpo Biocibrido y Rituales en la Vida Urbana Mezclada. In: Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010. (ARTIGO). Disponível em: https://www.academia.edu/346332/
A co-authored paper and presentation by myself, Evan Raskob, Fiona French and Nick Rothwell, on the "Life Project" a robot art project led by Evan Raskob
The future of avatars: A community of practiceKevin Feenan
This presentation is a synopsis of salient learning from the last three years of Inside the Avatar Studio. Common themes are discussed are some of the main themes that will be important for the future of avatars over the next 5-10 years.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
Speech focusing on the next digital generation. When we talk about the future in relation to new media and technologies is always a risk: let me introduce you “The fastest human mobility history ever told”... We are the mobile, we are the media! (ECIC 2012 Speech)
The seminar discuss about the main features, and advantages of cyborg, its uses and all other factors. in the slides the seminar also discuss about the history of cyborg, comparison b/w robots and cyborgs, real life cyborgs and all.
On March 11, 2011 Todd Marks presented The Singularity is Here at SXSW Interactive.
The topic of Singularity is heating up as more people discuss what will become of the human race when computers exceed our intelligence. This presentation explores several theories about the future of mankind and points out how the technology leading us there is already HERE.
“The Singularity is Near” is a book and movie written by futurist and prominent Singularitarian, Ray Kurzweil. It is a documentary with a B-line drama where Ray’s digital alter ego Ramona sets off on a quest to pass the Turing Test. Passing this test signifies the day computers can “think”, which came close to occurring a few years ago and is not far off.
Learn what milestones we have already reached toward Singularity and what technologies present and future are leading us there. We will explore Location Based Services, Augmented Reality, Bio-Feedback and Smart Agents. We will analyze current trends in Bio-Technology, Nano-Technology, Computing and Robotics and discuss the possibility of Digital Immortality.
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci.Biocybrid Body and Rituals in...Camila Hamdan
Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci. Cuerpo Biocibrido y Rituales en la Vida Urbana Mezclada. In: Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010. (ARTIGO). Disponível em: https://www.academia.edu/346332/
A co-authored paper and presentation by myself, Evan Raskob, Fiona French and Nick Rothwell, on the "Life Project" a robot art project led by Evan Raskob
The future of avatars: A community of practiceKevin Feenan
This presentation is a synopsis of salient learning from the last three years of Inside the Avatar Studio. Common themes are discussed are some of the main themes that will be important for the future of avatars over the next 5-10 years.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
Speech focusing on the next digital generation. When we talk about the future in relation to new media and technologies is always a risk: let me introduce you “The fastest human mobility history ever told”... We are the mobile, we are the media! (ECIC 2012 Speech)
The seminar discuss about the main features, and advantages of cyborg, its uses and all other factors. in the slides the seminar also discuss about the history of cyborg, comparison b/w robots and cyborgs, real life cyborgs and all.
Resistance is Futile: Google Glass and the Cyborg Workforce of the FutureDonna Lichaw
Google Glass raises a number of questions: Should we design for it? *What* do we design for it? Who will use it? We'll explore how technology like Glass has already been prototyped, anti-prototyped, proven, and disproven for years in film, television, and literature. Learn how to harness these images to answer timely strategy questions and design products and apps able to transform the future.
EmoSpark
* Bringing Sparks in Emotions Submitted By: Archana Anand
* EmoSPARK is an Android and iPhone powered Wi-Fi/ Bluetooth Cube connected to your TV or other devices that allows users to create and interact with an emotionally concise intelligence through conversation, music, and visual media. EmoSPARK will not only take gaming, but also your TV, smartphone or computer, to an entirely different level to anything ever experienced before.
Webvisions 2009 - A Short Introduction to Cyborg AnthropologyAmber Case
Cyborg Anthropology is the study of the interaction between humans and computers, and how the capabilities of our bodies are extended externally and uploaded into hypertext.
We are all Cyborgs. Increasingly, we are purchasing and discarding extensions to our selves. We're also becoming an interface culture.
How we interact with machines and technology in many ways defines who we are. Cyborg Anthropology is a lens with which to understand what's happening to us in a world mediated by dynamic objects, processes and change.
An entirely new set of social roles have developed around the use of technology. Erving Goffman's The Presentation of Self in Everyday Life relates directly to this.
The shape of a site's architecture makes people move, and the flow of people shapes how a site transforms over time. Profiles and avatars allow users to represent themselves asynchronously—that is, they are another extension of connection and etiquette that can be optimized or used poorly. These extensions of presence allow people to be accessed when they aren't even there.
In a frictionless economy, the concepts of physics are even more prevalent. Digital products often take less time and space to create and distribute.
Definition of a the prosthetic: a technology/device we use -- and must cooperate with -- to achieve a goal.
Apple and the iPhone store are currently the leaders of the most fashionable, cutting edge prosthetic devices. Attach to yourself, extend yourself.
Turned off, an iPhone looks like a oracle pool from mythology. Like magic: turn it on, "tell me about China." Done. In the same way, those who can write a line of code are magicians, in that they can write spells to make certain things happen.
In a short period of time, mind-extension prosthetics have become fluid. They change constantly. A new computer comes out every few months. Design upgrades for iPods and Phones make our proesthetic extensions lighter and faster. Our attractiveness is often measured by the ease that we exist with our external objects.
We are gods (unless we forget to charge our batteries).
Good design reduces friction: If you make users wait when coming to homepage, like having to wait for bus at bus stop.
Twitter evolves naturally (like tribobyte), adds functions organically, through interaction: @replies, tinyurl/bit.ly.
Data aggregation is evolving, digital objects sort and organize.
Layar Augmented Reality Platform - information for brands and publishersLayar
Augmented Reality (AR) is the next mass medium. Layar’s market leading AR platform facilitates deep engagement between brands and people in their everyday lives.
This information deck explains the opportunity and how brands can use Layar to increase awareness and a higher conversion into a call to action.
Cyborg Camp YVR 2013: Amber Case: “From Solid to Liquid to Air: Cyborg Anthro...theholongroup
“From Solid to Liquid to Air: Cyborg Anthropology and the Future of the Interface”
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration. We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Amber Case is a cyborg anthropologist, examining the way humans and technology interact and evolve together. Like all anthropologists, Case watches people, but her fieldwork involves observing how they participate in digital networks, analyzing the various ways we project our personalities, communicate, work, play, share ideas and even form values. Case founded Geoloqi.com, a private location-sharing application, out of a frustration with existing social protocols around text messaging and wayfinding.
“She’s a digital native. She’s from the future. She’s come back to help us figure out how to think.” – Kris Krug, in Fast Company
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
Meditation and the Modern Cyborg - BGeeks Conference Keynote, Boulder, ColoradoAmber Case
Amber Case had trouble sleeping as far back as she can remember. When she was 4, she decided to do something about it. It involved thinking of her brain as a computer and manually shutting it down.
This talk covers various aspects of what it is like to be a connected human, the effect of connectivity on the brain and the need for digital downtime as well as the history and future of our increasing relationship with technology.
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Presentation given to approximately 140 FET College students at the 2009 ICT Careers Expo, organized by the South African Department of Communication and the Meraka e-Skills Institute. The idea of the presentation was to provide students with some insight into the potential of new ICTs as an enabler for the individual.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
2022 Calm Technology | Designing Human Out.pptxAmber Case
Our world is made of information that competes for our attention.
What is necessary? What is not?
When we design products, we aim to choose the best position for user interface components, placing the most important ones in the most accessible places on the screen.
Equally important is the design of communication. How many are notifications are necessary? How and when should they be displayed? To answer this, we can be inspired by the principles of calm technology.
Principles of Calm Technology
Technology should require the smallest possible amount of attention
Technology can communicate, but doesn’t need to speak.
Create ambient awareness through different senses.
Communicate information without taking the user out of their environment or task.
Technology should inform and create calm
A person's primary task should not be computing, but being human.
Give people what they need to solve their problem, and nothing more.
Technology should make use of the periphery
A calm technology will move easily from the periphery of our attention, to the center, and back.
The periphery is informing without overburdening.
Technology should amplify the best of technology and the best of humanity
Design for people first.
Machines shouldn't act like humans.
Humans shouldn't act like machines.
Amplify the best part of each.
Technology can communicate, but doesn’t need to speak
Does your product need to rely on voice, or can it use a different communication method?
Consider how your technology communicates status.
Technology should work even when it fails
Think about what happens if your technology fails.
Does it default to a usable state or does it break down completely?
The right amount of technology is the minimum needed to solve the problem
What is the minimum amount of technology needed to solve the problem?
Slim the feature set down so that the product does what it needs to do and no more.
Technology should respect social norms
Technology takes time to introduce to humanity.
What social norms exist that your technology might violate or cause stress on?
Slowly introduce features so that people have time to get accustomed to the product.
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Talk originally given at NEXT2018 in Hamburg, Germany.
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
The terms Calm Computing and Calm Technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
This workshop covers how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
Who is the workshop for?
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
Workshop on Designing Calm Technology at UX LondonAmber Case
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
This workshop will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
--Intended Audience--
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
--Structure and Activities--
Students will work in groups to solve a series of design challenges, including designing new products, ‘calming down’ a complex ones, communicating the principles of Calm Technology across an organization and team, and entering a product successfully into the marketplace.
--You’ll learn how to--
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
- Enter your product successfully into the marketplace.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
Miniature electronics and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Who was here before us, and how can we best learn from them? These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past. This talk will focus on trends in wearable computing and VR as it developed from the 1960s to now, and then into the future. This talk will cover various topics on the history and future of wearables.
We'll learn about Ivan Sutherland, human augmentation, infrastructure, machine vision, processing, distributed computing and wireless data transfer, a church dedicated to VR, computer backpacks, heads up displays, reality editing, job simulators and unexplored realms of experience that haven't yet come to life. We'll also learn about the road from virtual reality to augmented reality and what we need to build to get there. This talk is for anyone interested in how we can add a new layer of interactivity to our world and how we can take the next steps to get there.
Speech given at AR in Action 2017 at MIT Media Lab on 17 Jan 2017.
Miniature electronics and and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Designing Calm Technology: Design for the Next Generation of Devices Amber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Getting things done is different at scale. After Case's company Geoloqi joined Esri in 2012, she grew her division from 6-20 people, and successfully launched two major products in the course of a year. She also managed the transition of the company to Github from Enterprise and spearheaded an effort for more open source projects. This speech will cover what Case learned from managing a team of 6 to managing a team of 20 in an international company of 3,000. It will detail hiring, morale, culture, and translating what you need to do into a language the larger team can understand, and what changes from 2 people to 6, to 20 and more.
Calm Technology | Inbound 2015 Bold TalkAmber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human.
The idea behind Calm Technology is to have smarter people, not things. How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
---
These are slides from INBOUND's conference Sept 9, 2015 in Boston, MA.
Given at MCEConference | Warsaw, Poland
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating.
Calm technology describes a state of technological maturity where a user's primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn't require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security?
This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We'll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Designing for Privacy in Mobile and Web Apps - Interaction '14, AmsterdamAmber Case
Practice privacy by design, not privacy by disaster!
See the talk here: http://caseorganic.com/articles/2014/02/12/1/designing-for-privacy-in-mobile-and-web-apps-at-interaction-14-in-amsterdam
Almost every application requires some gathering of personal data today. Where that data is stored, who has access to it, and what is done with that data later on is becoming increasingly important as more and more of our data lives online today. Privacy disasters are costly and can be devastating to a company. UX designers and developers need to have a framework for protecting user data, communicating it to users, and making sure that the entire process is smoothly handled.
This talk covers best practices for designing web and mobile apps with the privacy of individual users in mind. Privacy has been an even bigger issue with location-based apps, and we ran into it head-first when we began work on Geoloqi (now part of Esri). Designing an interface that made one's personal empowering instead of creepy was our goal. The stories from our design decisions with our application will also be included in this talk.
Brand Engagement and the Future of the InterfaceAmber Case
This was an in-depth talk on the future of technology, brand engagement. It focused on the next generation of the interface – discussing calm technology, mobile and sensor technology (location, triggers, buttons) and the future of sharing.
The talk was given at SAY:CREATE 2012 in Carmel, California on Tuesday, Sept 11, 2012.
Google Glass and the Future of Wearable ComputingAmber Case
Google will release a wearable heads up display this fall, and it may help to usher in a new era of augmented reality and wearable computing. What does this mean for us as designers and developers? How do we build for the next generation of computers? Who was here before us, and how can we learn from them?
From it’s birthplace at MIT and PARC research, the field of wearable computing has focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. Mann didn’t like the idea of crouching over a desktop computer. He instead felt that the computer should contort to the human naturally, so he began his own wearable computing mission.
This talk will focus on trends in wearable computing starting from the 1970’s-2010’s. I’ll cover various HUDs (heads up displays), new tech from Motorola, Google, various invasive and non-invasive tech and how mobile interfaces should take advantage of location, proximity and haptics to help improve our lives instead of get in the way. These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past.
Speech given at OSBridge 2012 by Amber Case: http://opensourcebridge.org/sessions/857
Future of Location - Street Fight Summit 2012Amber Case
Amber Case is the founder of Geoloqi, Inc., a company bringing the future of location to the world. She’s spoken at TED and around the world, and has been featured in Forbes, Fast Company, WIRED and more.
http://stories.dlvr.it/story/98564-streetfight
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
6. past applications: .reproductive technology .the human genome project .cancer research .immunologcal science .brain imaging practices .genetics clinics .artificial intelligence and expert systems .science and Marfan’s syndrome
7. current applications: .how the boundaries of technology and humanity are blurring together .privacy, identity and connectivity .mobile technology (Intel Anthropologists) .user experience design .digital phenomenology .information dispersal, storage and retrieval .physiological effects of technology on mental processes
28. “social networks don't necessarily create more connections they just make our existing connections more visible” slideshare.net/padday/the-real-life-social-network-v2 @padday UX at Google
109. Thank You Twitter: @caseorganic E-mail:caseorganic@gmail.com Slides:slideshare.net/caseorganic/ More at cyborganthropology.com CyborgCamp cyborgcamp.com Geoloqi geoloqi.com
Editor's Notes
Haraway proposes what she terms a "cyborg anthropology" to study the relation between the machine and the human, and she adds that it should proceed by "provocatively" reconceiving "the border relations among specific humans, other organisms, and machines" (52).Late twentieth century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body, self-developing and externally designed…”
Based on this essay, and many other instances of needing a methodology to understand and describe rapidly changing sociocultural systems affected by technology, the idea of a “Cyborg Anthropology” was proposed at the Annual Meetings of the American Anthropological Association (AAA) in 1993.
Based on this essay, and many other instances of needing a methodology to understand and describe rapidly changing sociocultural systems affected by technology, the idea of a “Cyborg Anthropology” was proposed at the Annual Meetings of the American Anthropological Association (AAA) in 1993.
Based on this essay, and many other instances of needing a methodology to understand and describe rapidly changing sociocultural systems affected by technology, the idea of a “Cyborg Anthropology” was proposed at the Annual Meetings of the American Anthropological Association (AAA) in 1993.
This came from a 1960 paper on space travel
In Freud's Civilization and Its Discontents, he warns of "a possible future in which the magnificence of humans as prosthetic gods is tempered by the ill-fitting and troublesome nature of our auxiliary organs” (11).
Michel Marriott, a novelist, about how he imagines the future for his characters. Mr. Marriott, who has just finished writing the sequel to his 2008 novel “The Skull Cage Key,” says that “the acceleration of obsolescence is breathtaking”.
Tim O’Reilly used the phrase "the architecture of participation" to describe the nature of systems that are designed for user contribution.The shape of a space affects how one can contribute – how one can represent themselves. Anthropologist danahboyd’s research on teens and social networks showed class differences between teens on MySpace and teens who migrated to Facebook. The difference lay in how each network allowed a presentation of self. On Twitter, one is represented by text. Status is open, and updates are controlled by the user. Facebook’s architecture morphs its users into a social structure of consumption and eavesdropping. A good software project or social network “can be seen to have a natural architecture of participation”. http://oreilly.com/pub/a/oreilly/tim/articles/architecture_of_participation.html
All of our boundaries are blurring together. In 1956, sociologist Erving Goffman wrote a book called “The Presentation of Self in Everyday Life”. In it, he talked about the different ways in which people present themselves depending on the situation. For instance, two children whispering to each other act differently towards each other than they might towards their parents. In the same way, a person at work might construct their professional self very differently than they would at home.
“When we think about our behavior in public, it has always been bounded by where we are. Only people within a certain distance can see what we do. Now, this isn't strictly true”, says Paul Adams, senior user experience researcher at Google. The problem is that the social networks we're creating online don't match the social networks we already have offline.
Paul Adams - When we think about our behavior in public, it has always been bounded by where we are. Only people within a certain distance can see what we do. Now, this isn't strictly true.
In co-creating your self with a digital device, you develop an identity in relation to others. This identity is either interesting or not interesting. If it is interesting, an ocular convergence, or set of virtual attention can attach itself to a virtual identity. This gives a person a certain amount of gravity with respect to others. One’s status updates must be technosocially attractive to viewers, or else identity loses gravity. Brands, and increasingly individuals, seek to increase gravity. Many of them fail. The ones who succeed become helpful, service-oriented personas, or they become icons of entertainment. Identity Production is the conscious production of identity through action, whether the action is physical, mental, virtual or both. The production of identity in virtual reality can occur on a social network, through text, image or video and can occur in small moments or large ones. Psychologist Sherry Turkle was one of the first to use the phrase “second self” to identify our bodies in virtual space. She considersthe computer not as a "tool," but as an extension of the psychological and social self in reality.Cyberspace allows one to sample the self – that is, choose which pieces of the self to present the self with. A person experiences thousands of moments every day. The moments one chooses to report shape one’s identity.
In 1995, Marc Auge wrote Non-Places – an introduction to supermodernity. A place is something in which one has “identity, relation and history”. According to Auge, places like airports and Subways are not places, because they offer the individual no identity, relation or history. They are only places betwixt and between here and there. They are places that are passed through, but not lived in. As mobile individual spends more and more time in non-places like airports or security lines, the individual self reaches out for something to do. This is why pod devices such as the iPhone and portable music player have become so popular. They provide us with reconnection to something familiar while we wait through the endless corridors and interface changes of lines and airports and public transit.
In traffic jams, everyone has the same feelings, but they’re not connected. They are separated by exoskeletons. No one can set foot on a highway. They are stuck, but unconnected. In this case, many people use cell phones or music to reconnect themselves to place. This technosocial interaction helps users to transcend the heaviness of a fully rendered physical body. If one’s physical self is stuck in traffic, one’s mental self can travel elsewhere, assisted by technosocial device.
In the same way, the modern individual passes through transitory spaces. The only way to reconnect the self to a place is to use a phone or music device. The public space has thus become a private one, where private conversations, texts and music are carried on by individuals as they go from one place to another. An airport gives no one identity, relation or history, but a cell phone or computer does. One can easily connect to virtual reality to escape the blandness of the physical one.
The Internet has drastically reduced the space and time it takes to create and experience events and time. This image was created by David Harvey to reflect how small our world became with each technological advance. This image did not take the Internet into account. Although the fastest planes can travel at the speed of sound, a hyperlink can travel near the speed of light. On Facebook, one can connect instantly to someone in another country. Geography is annihilated. If geography is annihilated, then this map is already outdated. What is a more accurate representation of what the technosocial world looks like?
We’re spending more and more of our time in what Linda Stone calls “Continuous Partial Attention”, or “Presence Lite”. The idea of one’s presence being “sort of” there in many places, instead of completely there in one place.
When multitasking, the brain does not store related memories in one place, but in small pieces. This causes performance and recall to suffer. One can easily see this when installing software while leaving other programs running, or downloading a bunch of images and storing them in different places all over the hard drive. The computer’s memory gets fragmented, much like a brain becomes fragmented. Mental hygiene becomes difficult, but important, in environments like these.
An Extended Nervous Systems leads to the need
Simultaneous time also causes social punctuation, as technosocial connectivity seeps into every part of social relations.
It’s not that we’re always connected, but that we have always ability to connect. This is ambient intimacy, where connectivity is only a button away. Where sharing and connecting with another is not defined by geography but technosocial capability.David Weinberger called it “continual partial friendship”, and Johnnie Moore pointed out that, “it’s not about being poked and prodded, it’s about exposing more surface area for others to connect with”.Sheldon Renan calls it “Loosely but deeply entangled”.Whatever you call it, it is a higher order of connectivity than we’ve ever experienced before as humans. We are beginning to see a new sense of time - the collective now.
And what we’re really seeing is that everything is a button away. We are mobile, and we need just in time information. In our mother’s wombs, all things came to us without us having to go anywhere. It is the same with the Smartphone. Even though we move around in time and space, we can increasingly access social and entertainment sentience via a single device.
Facebook has successful participation architecture because it brings everything to you, through understanding what you’re interested in. Instead of going out of your way to pick up the phone, write a letter or look at someone’s blog, all of the relevant status updates are brought right to you. Many are unrelated, but the architecture of Facebook is very good at making users consume data they didn’t even know they needed.In reality, Facebook is a giant spreadsheet with a billion rows of data. When you log on, it shows you the cells that have changed. Spreadsheets have never been so successful at gaining an audience.
We put all sorts of things into computers and devices. Photos, software, writing, ect. In reality, if you put a bunch of pictures into a room, that room gets full. When you put information into a hard drive, the hard drive stays the same weight. When you put information onto the Internet, you don’t feel the weight at all. The weight is being stored somewhere else.
If you take all of the material out of the average computer and print it out, what do you get?Cutwater agency did this in a campaign for Maxtor hard drives. They took 8 years of digital photos, printed them out, and stuck them together.
And this is what it looked like.
Instead of real memories, we’re beginning to have hyperlinked memories. Digital Anthropologist Michael Wesch talked about a bunch of kids getting together to hang out. In reality, kids try to one-up each other with the best stories. In this case, they were trying to link each other to the best YouTube videos. Memories had become hyperlinks. When one uploads images online, those images become hyperlinked memories. An address book or online document or E-mail is also a hyperlinked memory. It is an external memory stored outside the self for later access.
To get to these hyperlinked memories, we must become increasingly skilled virtual paleontologists. The E-mail inbox is the best example of this. Every day our memories and data is covered by a new layer of dust, spam, and items to be responded to. If we need something from our past, we must dig through the newly accumulated items in order to get it. But instead of using a hammer and a chisel, brush and field notebook, we use keywords and search results, tags and categories.
Now let’s talk about work and play.
In real life, the time and space between goals and accomplishments is often large. For some, it is physically impossible to achieve certain things, like purchasing a Ferrari or rising above middle management in their career path. Online gaming, especially sites like Farmville, step in to take care of that void. Whereas one doesn’t have the money, time or room for a real garden, Farmville gives you one without the backaching labor. All reality is replaced by small icons, and time is compressed so that goals and accomplishments are right next to one another. Everything has a point value and a reward. When real life takes so long to reward someone, online gaming is often a better and more enjoyable alternative. For those who spend a lot of time in reality, Foursquare is a good add-on for making the mundane exciting.
In a reputation economy, one levels up or down after gaining or losing friends or followers. How much one levels up depends on the quality and actual connectedness of a friend or follower.On Twitter, people with similar stats can talk to each other. Again, the Internet is not giving people stats, it is making visible stats that people already have between each other, and offering the opportunity for people in different geographies and times to connect with one another based on these stats.
The Tamagotchi was one of the first major virtual pets to hit the market. Since it’s introduction in 1996, over 70 million Tamagotchis have been sold. The toy is simple. Children and teens feed, train and clean up after a virtual pet through a few buttons on the screen. In return, the pet grows older. Teens took to the toys in school and became obsessive about maintaining them. Why? The virtual pet on the device exhibited signs of life – it had needs, grew, and died. Each of these aspects caused toy owners to become mentally attached to them, responding to the stimulus with the correct series of button presses.
Real life relationships are complex. They must be maintained, or they fade away. The cell phone, like the Tamagotchi, is a virtual way to feed relationships. Friends may be fed by button presses, and looked after. A mobile phone cries, and it must be picked up and soothed back to sleep. When it runs out of battery power it must be fed. Because the mobile phone requires attention, it too resembles a living creature. Cell phones now live in our pockets and wake us up in the morning. They are our dashboards for interfacing with friends, family and appointments. They connect us to the database on which we now live.
The Internet as Playground and factory is the best phrase I’ve found to describe what’s going on in the virtual and physical worlds. Foursquare makes it so that every venue in real life has a point value. Yelp makes it so that every place is an experience that can be reported on and shared. Facebook and Twitter turn everyday interactions into historical text.But each moment of play is also a moment of work. Each additional review, each status update, and every Foursquare check-in is work. Because it is fun, there is no friction to contributing. But it is still work. The Facebook database is updated by millions of unpaid workers every day, voluntarily contributing their content in order to receive responses and content and the release of oxytosin that comes with a community’s response to their contribution. The more one contributes to Facebook, the more information Facebook has on human interests and behavior. And the more information Facebook has on human interests and behavior, the more advertiser on Facebook pay for access to demographic data. Thus, we might say that Facebook has a sticky participation architecture. Once in, it’s hard to get out. It’s one of the easiest, and stickiest, ways to create a second self.
We covered a lot of topics here.
Let’s try a short scenario from the future.
People think about cyborg anthropology as something about the future. And it's not. We've already been Borged. And people think about humans becoming more alien-like in the future. It's not like that. It's more about human beings being able to be whatever they are. Of course there's still the good and the bad. The struggle continues. But the one thing we've learned in the last 15 years is that the advanced things we think are highly technological are actually natural. The mechanics of networks are found throughout the world. All things really do want to be connected. Whether they're ladybird or highly developed organic systems. You can't have photosynthesis without connection and cooperation. People want to work together. Things wants to work together. And matter wants to work together, because its job is made easier when it it's environment acts in a cooperative way. Whether it's whales singing across 2000 miles of liquid to join up and meet somewhere, or a few hundred interested individuals from all over the world attending an online webinar to discuss the future of humans and technology.----I was first attracted to cyborg anthropology because I was attracted to a better future. But what I learned is that cyborg anthropology isn't looking at the future. It's really just a way of trying to understand what is going on around us and what might happen to us as a result. Because of this, cyborg anthropology will eventually absorb all of anthropology, because anthropology is nothing more than a chronicle of humankind and its relationship and cultural reaction to tools. And now our tools are evolving much faster than we are.