Quantified self: Difference between revisions
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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 | 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== | |||
<references /> | |||
[[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.