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Prosthetic Culture andCyborg Anthropology	 @caseorganic http://oakhazelnut.com
What is Cyborg Anthropology?
Before we answer that…
Let us talk about Prosthetic culture…
Aimee Mullins
Extending the capability of the legs…
But our objects are also prosthetic devices.
As they extend the capability of the ears.
Cyborg Anthropology studies how technology augments our ability to communicate and live.
“Soon, perhaps, it will be impossible to tell where humans end and machines begin”.
For instance…
The term “Cyborg”…
1960 Paper on Space Travel
Using it to describe an organism “to which exogenous components had been added for the purpose of adapting it to new environments”.
Like Space.
Which is very similar to…
Information Society
We are all Cyborgs.
Also a Cyborg.
Sometimes we FAIL.
A possible future... Civilization and its Discontents
Omit Unnecessary Cyborgs.
Use Friendlier Replacements.
But has anything really changed?
Sci-Fi has a nice way of creating the future…
Multiplicity of Prosthetics
EARLY PROSTHETICS
ADVANCED PROSTHETICS
WE’RE ALL SHEDDING MATERIALS
LOTS OF MATERIALS
KIND OF LIKE TREES
EXCEPT LEAVES HELP CREATE NEW GROWTH
And we don’t…
WE SHARE OUR PROSTHETIC IMPULSE WITH ANOTHER CREATURE
WE SHARE OUR PROSTHETIC IMPULSE WITH ANOTHER CREATURE
One of the earliest forms of life to develop an exoskeleton.
One of the earliest forms of life to develop an exoskeleton.
Trilobytes shed their eyes.
So do we.  So do we.
Among other things…
Tinyurl, Tr.im, Bit.ly
TELEOPERATORS
Teleoperators
Telenoia
All The World’s A Video Game
A Giant Spreadsheet
We’re all basically database animals.
It happens first in digital…
…and then it becomes reality
Or, it happens as a game…
TRAINING WHEELS
Maintenance
Either way, we’ve now become…
FAMOUS MACHINES (term from @anselm)
Here, talk about the escape velocity of data when there is too much of it on a hard drive (many photos, ect).  Webvisions ’09                                                      @caseorganic ESCAPE VELOCITY OF DATA
The automatic production of space.
Unified System Box(USB)10 Megs of Data
A HISTORY OF THE FUTURE
STEVE MANN
Self-Portrait of  Steve Mann  Wearable Computing Apparatus( 1981)
Steve Mann  Wearable Wireless Webcam December 13, 1994
Steve Mann  Wearable Wireless Webcam December 13, 1994
Different types of input…
Mika Satomi — V2 Institute for the Unstable Media
Kelly DobsonMIT
Remote Impact Boxing From a Distance
Different types of input devices.
Different types of input devices.
MIT  Media  Lab's  Fluid  Interface Group
Different types of input devices.
Belt
Thanks, Gnomedex!	 http://cyborgcamp.com @caseorganic caseorganic@gmail.com
Steve Mann  Wearable Wireless Webcam December 13, 1994

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Gnomedex 09 Cyborg Anthropology Caseorganic

Notes de l'éditeur

  1. <a href="http://graphjam.com/2008/03/12/the-future-of-law-enforcement/">graphjam.com/2008/03/12/the-future-of-law-enforcement/</a>
  2. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  3. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  4. Francis HEYLIGHEN CLEA, Free University of Brussels, Pleinlaan 2, B-1050 Brussels, Belgium E-mail: fheyligh@vub.ac.beABSTRACT. The organismic view of society is updated by incorporating concepts from cybernetics, evolutionary theory, and complex adaptive systems. Global society can be seen as an autopoietic network of self-producing components, and therefore as a living system or “superorganism”. Miller’s living systems theory suggests a list of functional components for society’s metabolism and nervous system. Powers’ perceptual control theory suggests a model for a distributed control system implemented through the market mechanism. An analysis of the evolution of complex, networked systems points to the general trends of increasing efficiency, differentiation and integration. In society these trends are realized as increasing productivity, decreasing friction, increasing division of labor and outsourcing, and increasing cooperativity, transnational mergers and global institutions. This is accompanied by increasing functional autonomy of individuals and organizations and the decline of hierarchies. The increasing complexity of interactions and instability of certain processes caused by reduced friction necessitate a strengthening of society’s capacity for information processing and control, i.e. its nervous system. This is realized by the creation of an intelligent global computer network, capable of sensing, interpreting, learning, thinking, deciding and initiating actions: the “global brain”. Individuals are being integrated ever more tightly into this collective intelligence. Although this image may raise worries about a totalitarian system that restricts individual initiative, the superorganism model points in the opposite direction, towards increasing freedom and diversity. The model further suggests some specific futurological predictions for the coming decades, such as the emergence of an automated distribution network, a computer immune system, and a global consensus about values and standards. KEYWORDS: superorganism, global brain, collective intelligence, cybernetics, networks, evolution, self-organization, society, globalization, complexity, division of labor, living systems.
  5. Francis HEYLIGHEN CLEA, Free University of Brussels, Pleinlaan 2, B-1050 Brussels, Belgium E-mail: fheyligh@vub.ac.beABSTRACT. The organismic view of society is updated by incorporating concepts from cybernetics, evolutionary theory, and complex adaptive systems. Global society can be seen as an autopoietic network of self-producing components, and therefore as a living system or “superorganism”. Miller’s living systems theory suggests a list of functional components for society’s metabolism and nervous system. Powers’ perceptual control theory suggests a model for a distributed control system implemented through the market mechanism. An analysis of the evolution of complex, networked systems points to the general trends of increasing efficiency, differentiation and integration. In society these trends are realized as increasing productivity, decreasing friction, increasing division of labor and outsourcing, and increasing cooperativity, transnational mergers and global institutions. This is accompanied by increasing functional autonomy of individuals and organizations and the decline of hierarchies. The increasing complexity of interactions and instability of certain processes caused by reduced friction necessitate a strengthening of society’s capacity for information processing and control, i.e. its nervous system. This is realized by the creation of an intelligent global computer network, capable of sensing, interpreting, learning, thinking, deciding and initiating actions: the “global brain”. Individuals are being integrated ever more tightly into this collective intelligence. Although this image may raise worries about a totalitarian system that restricts individual initiative, the superorganism model points in the opposite direction, towards increasing freedom and diversity. The model further suggests some specific futurological predictions for the coming decades, such as the emergence of an automated distribution network, a computer immune system, and a global consensus about values and standards. KEYWORDS: superorganism, global brain, collective intelligence, cybernetics, networks, evolution, self-organization, society, globalization, complexity, division of labor, living systems.
  6. PORTLABLE CONE OF SILENCE
  7. telenoiaTagged: academia, lingo, paranoia, technologyA term suggested by CAiiA-STAR, as a replacement term for paranoia. Telenoia suggests a move away from anxiety and fear in the face of the increasing integration of corporate information technologies with the human body. Ascott instead advocates an attempt to create new artistic models for consciousness and social organization in a environment of surveillance and control.Linkswikipedia: telenoia
  8. First it is a game, then it becomes real life.
  9. I got this UB stick – it weighs like 3 tons.
  10. I got this UB stick – it weighs like 3 tons.
  11. I got this UB stick – it weighs like 3 tons.
  12. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  13. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  14. Slide 37 <a href="http://www.insightory.com/view/1858/what_gta_can_teach_us_about_connecting_with_consumers" rel="nofollow">www.insightory.com/view/1858/what_gta_can_teach_us_about_...</a>
  15. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  16. <a href="http://grinding.be/2009/06/06/german-students-developing-oled-data-glasses/" rel="nofollow">grinding.be/2009/06/06/german-students-developing-oled-da...</a>Students at the Fraunhofer Institute in Germany are developing a pair of interactive data eyeglasses that can project an image onto the retina from an organic light-emitting diode (OLED) micro-display, making the image appear as if it’s a meter in front of the wearer. While similar headwear only throws up a static image, the students are working on eye-tracking technology that allows wearers, with just the movement of the eyeball, to scroll through information or move elements about.
  17. Surreal Becomes Real With Toys And ARKid = Never ending Demand For NEW Toys! This equation holds true in all homes, however designer Frantz Lasorne has an excellent project for us that gives a second lease of life to the existing toy collection. Called Augmented Reality, the project combines the joys of virtual reality, imagination and tangible toys. Using Augmented Reality Tangible User Interface (AR TUI) via head-mounted glasses, loads of imagination and old toys, a new environment is created that allows a child to live his fantasies.In this surreal situation, a child gets to use his old toys as weapons or tools in a fantasy virtual world where his is the superhero and superpower. The AR TUI allows for the concept to push forth the virtual parameters commonly used in video games like power, life, magic, experience, attack, weapons etc. The objective of this project is to create an imaginative and engrossing environment while still creating value for old discarded toys. Its kinda like tabletop war-game and a strategy video game coming together.Frantz describes the game play as follows:- Each player is equipped with a toy standing on a base and Augmented Reality glasses (Head mounted display).- Before the game begins, players can equip their respective toy with different capacities (health, shield, camouflage, weapons) on a limited number.- Then, players can prepare together the battlefield (game space) with real objects.- Both players start on both sides of the battlefield and the party can now begin.- The game is turn-based, players play successively in a limited time.- They can alternately move, attack, heal, use stealth, protect themselves with shields, switch weapons etc.- Each weapon has a specific range of distance and a special power.- Real obstacles can obstruct the field of vision allowing players to hide themselves.- The goal is to kill his opponent by strategically using all possibilities of game.Designer: Frantz Lasorne<a href="http://www.yankodesign.com/2009/03/16/surreal-becomes-real-with-toys-and-ar/">www.yankodesign.com/2009/03/16/surreal-becomes-real-with-...</a>
  18. Surreal Becomes Real With Toys And ARKid = Never ending Demand For NEW Toys! This equation holds true in all homes, however designer Frantz Lasorne has an excellent project for us that gives a second lease of life to the existing toy collection. Called Augmented Reality, the project combines the joys of virtual reality, imagination and tangible toys. Using Augmented Reality Tangible User Interface (AR TUI) via head-mounted glasses, loads of imagination and old toys, a new environment is created that allows a child to live his fantasies.In this surreal situation, a child gets to use his old toys as weapons or tools in a fantasy virtual world where his is the superhero and superpower. The AR TUI allows for the concept to push forth the virtual parameters commonly used in video games like power, life, magic, experience, attack, weapons etc. The objective of this project is to create an imaginative and engrossing environment while still creating value for old discarded toys. Its kinda like tabletop war-game and a strategy video game coming together.Frantz describes the game play as follows:- Each player is equipped with a toy standing on a base and Augmented Reality glasses (Head mounted display).- Before the game begins, players can equip their respective toy with different capacities (health, shield, camouflage, weapons) on a limited number.- Then, players can prepare together the battlefield (game space) with real objects.- Both players start on both sides of the battlefield and the party can now begin.- The game is turn-based, players play successively in a limited time.- They can alternately move, attack, heal, use stealth, protect themselves with shields, switch weapons etc.- Each weapon has a specific range of distance and a special power.- Real obstacles can obstruct the field of vision allowing players to hide themselves.- The goal is to kill his opponent by strategically using all possibilities of game.Designer: Frantz Lasorne<a href="http://www.yankodesign.com/2009/03/16/surreal-becomes-real-with-toys-and-ar/">www.yankodesign.com/2009/03/16/surreal-becomes-real-with-...</a>
  19. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  20. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  21. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  22. <a href="http://www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg">www.joe-ks.com/archives_jul2006/LatestCellPhone.jpg</a>
  23. Slide 37 <a href="http://www.insightory.com/view/1858/what_gta_can_teach_us_about_connecting_with_consumers" rel="nofollow">www.insightory.com/view/1858/what_gta_can_teach_us_about_...</a>