Wearable computers, also known as body-borne computers, are miniature electronic devices that are worn by the bearer under, with or on top of clothing. One of the main advantages of a wearable computer is consistency: there is a constant interaction between the computer and user, i.e. there is no need to turn the device on or off. Another useful feature is the ability to multi-task: it is not necessary to stop what you are doing to use the device; it is augmented into all other actions.
These devices can be incorporated by the user to act like a prosthetic. It can therefore be an extension of the user’s mind and/or body. Many issues are common to the wearables as with mobile computing, ambient intelligence (electronic environments that are sensitive and responsive to the presence of people), and ubiquitous computing research communities, including power management and heat dissipation, software architectures, wireless and personal area networks.
read more »
Wearable Computer
Ambient Intelligence
In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in easy, natural way that uses information and intelligence that is hidden in the network connecting these devices (an Internet of Things).
As these devices grow smaller, more connected and more integrated into the world, the technology disappears into our surroundings until only the user interface remains perceivable by users. The ambient intelligence paradigm builds upon ubiquitous computing (ever-present, always on), profiling practices (the use of algorithms to discover patterns or correlations in large quantities of data, aggregated in databases), context awareness (complementary to location awareness), and user-centered design (in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process).
read more »
Experience Economy
The term Experience Economy was first described in an article published in 1998 by B. Joseph Pine II and James H. Gilmore. In it they described the experience economy as the next economy following the agrarian economy, the industrial economy, and the most recent service economy. This concept had been previously researched by many other authors.
Pine and Gilmore argue that businesses must orchestrate memorable events for their customers, and that memory itself becomes the product – the ‘experience.’ More advanced experience businesses can begin charging for the value of the ‘transformation’ that an experience offers, e.g., as education offerings might do if they were able to participate in the value that is created by the educated individual. This, they argue, is a natural progression in the value added by the business over and above its inputs.
read more »
Cultural Commodification
Commodification (or commoditization) is the transformation of goods, ideas, or other entities that may not normally be regarded as goods into a commodity. American author and feminist bell hooks refers to cultural commodification [kuh-mod-uh-fi-key-shuhn] as ‘eating the other.’ By this she means that cultural expressions, revolutionary, or post modern, can be sold to the dominant culture. Any messages of social change are not marketed for their messages but used as a mechanism to acquire a piece of the ‘primitive.’ Any interests in past historical culture almost always have a modern twist.
According to Mariana Torgovnick, ‘What is clear now is that the West’s fascination with the primitive has to do with its own crises in identity, with its own need to clearly demarcate subject and object even while flirting with other ways of experiencing the universe.’ Hooks states that marginalized groups are seduced by this concept because of ‘the promise of recognition and reconciliation.’ ‘When the dominant culture demands that the Other be offered as sign that progressive political change is taking place, that the American Dream can indeed be inclusive of difference, it invites a resurgence of essentialist cultural nationalism.’
read more »
Tall Poppy Syndrome
Tall poppy syndrome (TPS) is a pejorative term primarily used in the UK, Canada, New Zealand, and other Anglosphere nations to describe a social phenomenon in which people of genuine merit are resented, attacked, cut down, or criticized because their talents or achievements elevate them above or distinguish them from their peers.
Australia’s usage of the term has evolved and is not uniformly negative. In Australia, a long history of ‘underdog’ culture and profound respect for humility in contrast to that of Australia’s English feudal heritage results in a different understanding of the concept.
read more »