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18 September 2025
- 15:4715:47, 18 September 2025 Salt Shaker (hist | edit) [441 bytes] Caseorganic (talk | contribs) (Created page with " 400px|right '''When grasping an object, subtle texture can help with grip. In addition, you can see through the glass, indicating the status of what's inside without having to unscrew the lid to check.''' Other text goes here that is nice. <ref>Sample ref</ref> And another paragraph. ==References== <references /> ==Related Reading== * Affordance Category:CalmTechBook")
- 15:4415:44, 18 September 2025 Wake Indicator Plane (hist | edit) [25 bytes] Caseorganic (talk | contribs) (Created page with "Category:CalmTechBook")
- 15:4415:44, 18 September 2025 Calm Tech Example Book Development (hist | edit) [113 bytes] Caseorganic (talk | contribs) (Created page with "Hello! This is the beginning of the book! *Wake Indicator Plane")
17 September 2025
- 22:3022:30, 17 September 2025 The Feeling of Space (hist | edit) [1,532 bytes] Caseorganic (talk | contribs) (Created page with "The Feeling of Space by Christopher Bardt Paperback ISBN: 9780262049368 Pub date: December 31, 2024 Publisher: The MIT Press Description A richly illustrated exploration of humanity's drive to shape life as a spatial project, from Plato's time to the digital era. Place is something real, but space is generally conceived as abstract and immaterial. In The Feeling of Space, Christopher Bardt explores this damaging modern binary and traces the contradictory impulses th...")
- 22:2622:26, 17 September 2025 Architectural Intelligence (hist | edit) [2,181 bytes] Caseorganic (talk | contribs) (Created page with "{{stub}} Architectural Intelligence How Designers and Architects Created the Digital Landscape by Molly Wright Steenson Paperback ISBN: 9780262546782 Pub date: November 1, 2022 Publisher: The MIT Press ==Description== Architects who engaged with cybernetics, artificial intelligence, and other technologies poured the foundation for digital interactivity. In Architectural Intelligence, Molly Wright Steenson explores the work of four architects in the 1960s and 1970s...")
16 September 2025
- 21:0721:07, 16 September 2025 Biophilia (hist | edit) [4,753 bytes] Caseorganic (talk | contribs) (Created page with "'''Biophilia''' describes the innate human affinity for living systems and the natural world, a term popularized by biologist Edward O. Wilson in his 1984 book "Biophilia." The concept suggests that humans possess an evolutionary predisposition to seek connections with nature and other forms of life, reflecting millions of years of human development in natural environments. From a cyborg anthropological perspective, biophilia represents a fundamental aspect of human natu...")
- 18:0018:00, 16 September 2025 After the City (hist | edit) [3,413 bytes] Caseorganic (talk | contribs) (Created page with "'''After the City''' is Lars Lerup's influential theoretical work published by MIT Press that examines the transformation of urban space in the post-industrial era and its implications for human-environment relationships. The book explores how contemporary cities are being reshaped by technological infrastructure, global capitalism, and new forms of mobility that challenge traditional urban planning paradigms. Lerup's analysis is particularly relevant to cyborg anthr...")
- 17:5117:51, 16 September 2025 MIT’s Futures of Entertainment 3 - Session 3: Social Media (hist | edit) [6,354 bytes] Caseorganic (talk | contribs) (Created page with "450px|right Photo by Geoffrey Long. FoE3: Social Media panel. From left: Sabrina Caluori, Amber Case, Kyle Ford, Joe Marchese, Rhonda K. Lowry Report from Case from 2008<ref>[https://web.archive.org/web/20091019230741/https://oakhazelnut.com/2008/11/24/there-and-back-again-a-view-from-mits-convergence-culture-consortium/ Archive.org link of the original post</ref> I just got back from MIT, where I spoke at a conference ca...")
- 07:2507:25, 16 September 2025 Games, Time, and Surface Tension II (hist | edit) [5,409 bytes] Caseorganic (talk | contribs) (Created page with "Every click is a move in a game you didn't know you were playing. Social media platforms have quietly transformed human interaction into elaborate gaming systems, complete with points, levels, and rewards that reshape how we experience time and attention itself. ==The Hidden Game Mechanics of Digital Life== Consider Wikipedia: contributors submit articles and receive feedback, gradually earning privileges and recognition. Regular contributors "level up" to become admin...")
15 September 2025
- 22:4322:43, 15 September 2025 Kids and Technology (hist | edit) [4,444 bytes] Caseorganic (talk | contribs) (Created the page!)
- 22:4222:42, 15 September 2025 Media Archaeology (hist | edit) [5,281 bytes] Caseorganic (talk | contribs) (Created the page!)
- 22:3522:35, 15 September 2025 CTheory (hist | edit) [5,767 bytes] Caseorganic (talk | contribs) (Created the page!)
- 22:1922:19, 15 September 2025 Playbor (hist | edit) [3,528 bytes] Caseorganic (talk | contribs) (Created page with "'''Playbor''' is a portmanteau of "play" and "labor" coined by digital media theorist Julian Kücklich <ref>Kücklich, Julian. "Precarious Playbour: Modders and the Digital Games Industry." Fibreculture Journal, no. 5 (2005).</ref> and further developed by scholars like Trebor Scholz to describe activities that simultaneously function as entertainment and unpaid work in digital environments. The term captures how contemporary digital platforms blur the traditional bounda...")
- 22:1622:16, 15 September 2025 Glossary:Playground as Factory (hist | edit) [3,610 bytes] Caseorganic (talk | contribs) (Created the page!)
- 22:1222:12, 15 September 2025 Present Shock (hist | edit) [2,405 bytes] Caseorganic (talk | contribs) (Created the page!)
- 22:0122:01, 15 September 2025 Cyborgs and Mobile Technology (hist | edit) [3,551 bytes] Caseorganic (talk | contribs) (Created the page!)