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ubiquity of, 30, 33

and video games, 230

and visual intelligence, 203

See also robots

arts and artists

artist/audience inversion, 81

and augmented reality, 232

and authenticity, 70

and creative remixing, 209

and crowdfunding, 156–61

and low-cost reproduction, 87

and patronage, 72

public art, 232

attention, 168–69, 176, 177–89

audience, 88, 148–49, 155, 156–57

audio recording, 249. See also music and musicians

augmented reality (AR), 216–17, 224, 226–27, 231–32

authenticity, 70

authority, 86, 88, 101

authors, 86, 87, 88

automation, 49–50, 55, 56, 57–58

automobiles. See transportation

avatars

and filtering systems, 175

and virtual reality technology, 212, 214, 217, 218–19, 232–33, 234

and virtual shopping, 173

Bailenson, Jeremy, 234–35

Barlow, John Perry, 138

Battlestar Galactica (series), 206, 282

Baxter, 51–53, 58

Baylor College, 225

Beats, 169

becoming, 9–27

and emergence of user-generated content, 19, 21–22

and nascency of internet, 26–27

our blindness to, 13–22

and protopian narrative, 13–14

and technology-spawned discontentment, 11–12

and upgrading, 10–11

Bell, Gordon, 247–48

Benkler, Yochai, 142

Bezos, Jeff, 111–12

Bing, 285

biofeedback, 225–26

biometrics and biodata, 235–36, 249, 263

Bitcoin, 120–21

BitTorrent, 66

blockbuster films, 196–97, 204, 208

blockchain technology, 120–21

blogs, 63, 89, 149

blood factor tracking, 238, 244

books

cognitive aspects of, 104

as conceptual state of imagination, 91

and consumer attention, 103, 178

culture of, 86–87, 88, 90

definition of, 90–91

durability of, 100–101

and embodiment, 71

filtering superabundance of choices, 168

fixity of, 78–79

and immediacy of hardcovers, 68

impact of mass-produced, 85–86

included in the universal library, 102

and literacy techniques and innovations, 200

and reader reviews, 72–73

and rewindability, 204

scanning of, 207

and tracking technology, 254

See also ebooks and readers

brain-machine interfaces (BMIs), 225

brands and branding, 167, 184

Brin, David, 260

Brooks, Rodney, 51, 53–54

Bush, Vannevar, 18, 19

caller identification, 253, 263

Call of Duty, 227

cameras, 221, 252

Carlsen, Magnus, 41–42

Carr, Nick, 78

car tracking. See transportation

Casablanca (1942), 202

celebrities, 187–88

censorship, 175–76

centaurs, 41

change, 5–7, 13–22, 30

Chardin, Teilhard de, 292

chess and artificial intelligence (AI), 41–42

children and technology, 223

China, 4, 32, 56

cinematography, 198–200

Cisco, 283

civic duties, 271–72

clan-based societies, 262

“click dreaming,” 280

clothing, 35, 224–25

clouds, 65, 125–31

code, 88, 90

collaboration, 141–42

and digital socialism, 146

and emergence of the “holos,” 291

and filtering systems, 171, 172

and global connectivity, 276

and increasing degree of coordination, 138

and open source projects, 143

and social impact of connectivity, 273

and Wikipedia, 269–72

collectivism, 142–44, 151–52, 270–71

commercials, 197. See also advertising

commodity attention, 177–79

commodity prices, 189

communications

and decentralization, 118–19, 129–31

and dematerialization, 110–11

and free markets, 146

inevitable aspects of, 3

oral communication, 204

and platforms, 125

complexity and digital storage capacity, 265–66

computers, 128, 231

connectivity, 276, 292, 294–95

consumer data, 256

content creation

advertisements, 184–85

custom music, 77

early questions about, 17

and editors, 148–51, 152, 153

and emergence of user-generated content, 19, 21–22, 184–85, 269–74, 276

and Google search engines, 146–47

and hierarchical/nonhierarchical infrastructures, 148–54

impulse for, 22–23

and screen culture, 88

and sharing economy, 139

value of, 149

convergence, 291, 296

cookies, 180, 254

cooperation, 139–40, 146, 151

copper prices, 189

copying digital data

and copy protection, 73

and creative remixing, 206–9

and file sharing sites, 136

free/ubiquitous flow of, 61–62, 66–68, 80, 256

generatives that add value to, 68–73

and reproductive imperative, 87

and uncopiable values, 67–68

copyright, 207–8

corporate monopolies, 294

coveillance, 259–64

Cox, Michael, 286–87

Craigslist, 145

Creative Commons licensing, 136, 139

crowdfunding, 156–61

crowdsourcing, 185

Cunningham, Ward, 135–36

curators, 150, 167, 183

customer support, 21

cyberconflict, 252, 275

dark energy and matter, 284

“dark” information, 258

Darwin, Charles, 243

data analysis and lifelogging, 250–51

“database cinema,” 200

data informing artificial intelligence, 39, 40

decentralization, 118–21

and answer-generating technologies, 289

and bottom-up participation, 154

and collaboration, 142, 143

of communication systems, 129–31

and digital socialism, 137

and emergence of the “holos,” 295

and online advertising, 182–85

and platforms, 125

and startups, 116–17

and top-down vs. bottom-up management, 153

Deep Blue, 41

deep-learning algorithms, 40

DeepMind, 32, 37, 40

deep reinforcement machine learning, 32–33

dematerialization, 110–14, 125, 131

diagnoses and diagnostic technology, 31–32, 239, 243–44

diaries and lifelogging, 248–49

Dick, Philip K., 255

diet tracking, 238

Digg, 136, 149

digitization of data, 258

directional sense, 243

discoverability, 72–73, 101

DNA sequencing, 69

documentaries, updating of, 82

domain names, 25–26

Doritos, 185

Downton Abbey (series), 282

drones, 227, 252

Dropbox, 32

drug research, 241

DVDs, 205

Dyson, Esther, 186

Eagleman, David, 225

e-banks, 254

eBay, 154, 158, 185, 263, 272, 274

ebooks and readers, 91–96

and accessibility vs. ownership, 112

advantages of, 93–95

bookshelves for, 100

fluidities of, 79

interconnectedness of, 95–96, 98, 99–100, 101–2, 104

and just-in-time purchasing, 65

liquidity of, 93

tagging content in, 98

and tracking technology, 254

echo chambers, 170

economy, 21, 65, 67–68, 136–38, 193

ecosystems of interdependent products and services, 123–24

editors, 148–51, 152, 153

education, 90, 232

Einstein, Albert, 288

electrical outlets, 253

email, 186–87, 239–40

embedded technology, 221

embodiment, 71, 224

emergent phenomena, 276–77, 295–97

emotion recognition, 220

employment and displaced workers, 49–50, 57–58

Eno, Brian, 221

entertainment costs, 190

epic failures, 278

e-retailers, 253

etiquette, social, 3–4

evolution, 247

e-wallets, 254