Difference between revisions of "Main Page Sandbox"
Caseorganic (Talk | contribs) |
(No difference)
|
Revision as of 03:23, 14 April 2011
Welcome to CyborgAnthropology.com!
What is Cyborg Anthropology? Cyborg Anthropology is a set of theories and methods for examining the relationship between humans and technology. It differs from digital anthropology because it takes the idea of the non-human as an actor in a system of actors and networks. Cyborg Anthropology was declared as a subsection of the Anthropology of Science at the Proceedings of the American Anthropological Association in 1993. Since then, the methodology has been used to examine subjects such as the Human Genome project, childbirth, cell phone technology and the overall effects technology has had on culture. The purpose of this site is to both introduce the reader to the concept of Cyborg Anthropology"' and provide resources for studying and research. It is built to function and evolve as a digital education resource and library for researchers and students. Here you will find journal articles, books and papers, as well as course materials and discussion. The site is built on wiki software, which means it can be edited just like Wikipedia. In the same way that the field of Cyborg Anthropology is constantly evolving, this resource is constantly evolving too. If you'd like to contribute your research paper or resource, please feel free to contact the site owner. If you'd like to contribute on an ongoing basis, apply for an account. |
Play it!
| |
Gameplay
Explanation of the various gamemodes and features used in Minecraft.
|
Popular and Useful Pages
|
Updates, News and Events
News:
|
Links
|
Servers and Development
|
Wiki Community
We are currently maintaining 1,007 articles!
|
Welcome to CyborgAnthropology.com!
Something to add? Contribute to this site!
Has this site helped you? Consider a donation!
Popular Articles
What is Cyborg Anthropology?
Humans are surrounded by built objects and networks. So profoundly are humans altering their biological and physical landscapes that some have openly suggested that the proper object of anthropological study should be cyborgs rather than humans, for, as Donna Haraway says, "we are all cyborgs now".
Cyborg Anthropology takes the view that most of modern human life is a product of both human and non-human objects.
How we interact with machines and technology in many ways defines who we are. Cyborg Anthropology is a framework for understanding the effects of objects and technology on humans and culture. This site is designed to be a resource for those tools.
Anthropology, the study of humans, has traditionally concentrated on discovering the process of evolution through which the human came to be (physical anthropology), or on understanding the beliefs, languages, and behaviors of past or present human groups (archaeology, linguistics, cultural anthropology).
This site currently has 1,007 articles for you to browse and read.
Quick Links
Watch the TED Talk!
A short talk introducing some of the concepts elaborated on in this site, including the second self, panic architecture and how technology is changing humanity.
Recent Articles
- Flow, Interaction Design And Contemporary Boredom
- Defining Cyborg Anthropology
- How Did We Get Here?
- Uncanny Valley
- Psyber-Culture
- Ambient Intimacy
- Networked Publics
- OpenStreetMap
- Lepht Anonym
- Haptics
- Geolocation
- Animal Cyborgs
- Tele-Cocooning
- Kowloon Walled City
- Little Brother
- Mundane Science Fiction
- Diminished Reality
- Wearable Computing
- Mediated Reality
- Equipotential Space
- Playground as Factory
- Device as Memory
- Borrowed Space
- Boundary Maintenance
- Affective Computing
- Digital Hoarding
- Autisic Tendencies And Manifestation In The Offspring Of Technologists
- Cybernetic Feedback in the Wizard Mindset
- Feeling Obligated To Stay Connected
- Internet As Surrogate Community
Reading Materials
- Books on Cyborg Anthropology
- Glossary of Terms
- What is Cyborg Anthropology?
- Defining Cyborg Anthropology
- What is a Cyborg?
- O'Reilly Webcast
- About CyborgAnthropology.com
- Journals
- Essays
- Papers
- People
- Projects
- Tools
- Book
- Book List (Alphabetically Sorted)
- Article List (Alphabetically Sorted)
- Social Graph
- Experimental Geography Reading List
Concepts
- Impatience And Connectivity In Teenage Phone Use
- Feeling Obligated To Stay Connected
- The Impact of Internet on Society
- Psychasthenia
- Synesthesia
- Famous People with Synesthesia
- Paracosmic Immersion
- Privacy and Social Networks
- The Presentation of Self in Digital Life
- The Recolonization of Public Space
- Time and Space Compression
- Ambient Intimacy
- Farmville
- Plastic Time
- Simultaneous Time
- Hyperlinked Memories
- Panic Architecture
- The Second Self
- Prosthetics and Their Discontents
- EEG and the Quantified Self
- Hyperlife
- Celebrity as Cyborg
- Distributed Cognition
- Activity Theory
- Grid-group cultural theory
- The Real Life Social Network
- Primate Need for Intimacy
- The Nervous System and the Cyborg System
- Alone Together: Technology and the Reinvention of Intimacy and Solitude
- Anthropology and Artificial Intelligence
- Anthropology Visualisation
- Renan's Law
- Cyborgs and Mobile Technology
UX Portal
Teaching/Learning Cyborg Anthropology
Digital Anthropology
Resources
Organizations and Blogs
Educational Institutions
Technology
In Development
- Articles related to Cyborg Anthropology
- The Web is Shattering Focus
- Facebook and Attention Economies - Social Gravity and Interface Use
- Games, Time, and Surface Tension
- Non-Visual Augmented Reality
- Tamagotchi
- Online Bodies as Ghosts
- Cyborg Security
- Extended Nervous System
- Technologically Mediated Collaboration
- Schizophrenia and Ubiquity
- The Landscape of the Landline - A Compressed History of the Telephone
- Boundaries of Human and Machine - Where Does One End, and Another Begin?
- Tele-Cocoons
- The Technosocial Womb
- Frictional Interface
- Notes on Mobile Technology
- Technology is Opportunity
- H+ Elbow (maintained by Willow Brugh).
- Identity Production
- Identity Crises
- Hyperpresence
- Home Automation
- Heterotopia
- Hertzian Space
- Heavy Modernity
- Hapacity
- Film as Common Mythology
- Fractal Anthropology
- Fractal Self
- Friction and Interfaces
- Frictional Surfaces
- Future Anterior
Articles
- Illuminating the Dark Geoweb
- Notes from a Mobile Encounter with James Whitley of GoLifeMobile
- Urban Anthropology
- Reputation, Community Management, and the Future of Branding
- MIT’s Futures of Entertainment 3 - Session 3: Social Media
- The Programmable Web - A Quick and Dirty Mashup Review
- Building a House on Digital Ground - A Primer on New Media
- From Telephone To Tweetup - A Brief History of Technosocial Development and Exchange
- Towards the Future of PR and Brand Management
- Portland Pecha Kucha Night - A Review of Eight Rapid Fire Presentations
- Mobile Communities and New Technologies - An Urban Grind Tweetup
- Light Modernity means that Design is the Product
- Continuous Partial Attention
- Life in the Cocoon - Continuous Partial Attention
- Our Own Private Idaho - The Revenge of Visual Geography
- Putting Reality on Pause - Teleporting in and out of analog spaces
- Activity Take-out - Saving an Experience for Later Consumption
- Geolocal AutoSubscribing RSS Feeds - A Shift from Responding to Place to Making Place
- Cathy Marshall, Microsoft Research, Silicon Valley – Reading and Collaboration in a Digital Age
- Inverge ‘08 Transcript: From Telephone To Tweetup
- Portland is Demolicious
Traditional Anthropology
- Traditional Anthropology Resources
- Code of Ethics
- Anthropology Theory
- Key Terms
- Theorists
- Literature Review
- Definitions
- Methodologies
- Humans And Tool Use
- Deep Hanging Out
- Presentation of Self in Everyday Life
- Liminality
- Quantitative Analysis
- Qualitative Analysis
- Ethnography
- Erving Goffman and the Mobile Phone
Critical Theory
- Latour and the Rhizome http://www.rhizome.org/art/exhibition/ars99/8.html
- Anthropology of Time and Space
- Geography and Technology
- The Machinic Phylum
- Donna Haraway and Significant Otherness
- Cyborg Theatre
- Cyborgology Knowledge Types
- Cyborgology
- Disembodied Anthropology
- Modernity and Supermodernity
- The Ironman Concept
- Trans-species Connections
- Anthropology Visualization
New Territory
- Data Flows and Crises in Online Reputation Economies
- The Fractal Production of Value
- The Automatic Production of Space
- Class Status and Instantaneity
- Physiological Effects of Computing
- Types of Reality
- Mental and Emotional Effects of Computing
- Computing and Neurological Effects
- Internet Addiction
- Gaming Addiction
- Insomnia
- Instant Gratification
- The Backspace Generation
- Effects of Computing on Family and Family Life
- Kids and Technology
- Teens on Social Networks
- Privacy and the Extended Self
- Netness
- Location Sharing
- Autism and Computer Communication
- Transmedia
- Persistent Paleontology
- Affective Computing
- Tangible Media
- Fragmented Social Interchange
- Multitasking
- The Drive to Share
- Texting
- Machines as Pets
- Cyborg Botany
- Animal Cyborgs
- Cybernetic Feedback in the Wizard Mindset
- Revisiting Equipotential Space
- Ethnography of Families and Technology
<seo title="Digital education resource and library for researchers and students">Most modern human life is a product of human and non-human interaction.</seo>