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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 years of GPS image, 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>http://aaronparecki.com/GPS_Visualization</ref>, and Will Wright's SIMs game.  
 
==References==
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[[Category:Book Pages]]
[[Category:Book Pages]]
[[Category:Illustrated V2]]
[[Category:Illustrated V2]]
[[Category:Unfinished]]
[[Category:Unfinished]]

Revision as of 05:33, 8 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