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

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