Difference between revisions of "Quantified self"
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Quantified self describes a method of recursive self-reflection through making visible what was formally invisible through the normal observation of everyday life. A cybernetic feedback loop where one can see the effect of something over a long period of time by taking measurements at an interval. | Quantified self describes a method of recursive self-reflection through making visible what was formally invisible through the normal observation of everyday life. A cybernetic feedback loop where one can see the effect of something over a long period of time by taking measurements at an interval. | ||
− | Known versions of a quantified self are Feltron's Annual report, personal wearable pedometers, Aaron Parecki's 3.5 years of GPS data<ref>http://aaronparecki.com/GPS_Visualization</ref>, and Will Wright's SIMs game. | + | Known versions of a quantified self are Feltron's Annual report, personal wearable pedometers, Aaron Parecki's 3.5 years of GPS data<ref>GPS Visualization. Aaronparecki.com http://aaronparecki.com/GPS_Visualization Accessed 8 Aug 2012.</ref>, and Will Wright's SIMs game. |
==References== | ==References== | ||
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Latest revision as of 03:46, 15 August 2012
Definition
Quantified self describes a method of recursive self-reflection through making visible what was formally invisible through the normal observation of everyday life. A cybernetic feedback loop where one can see the effect of something over a long period of time by taking measurements at an interval.
Known versions of a quantified self are Feltron's Annual report, personal wearable pedometers, Aaron Parecki's 3.5 years of GPS data[1], and Will Wright's SIMs game.
References
- ↑ GPS Visualization. Aaronparecki.com http://aaronparecki.com/GPS_Visualization Accessed 8 Aug 2012.