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In the philosophy of technology, the device paradigm is the way "technological devices" are perceived and consumed in modern society, according to Albert Borgmann. It explains the intimate relationship between people, things and technological devices, defining most economic relations and also shapes social and moral relations in general. The concept of the device paradigm is a critical response to Heidegger's notion of Gestell
Device paradigm
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Dispositif or dispositive is a term used by the French intellectual Michel Foucault, generally to refer to the various institutional, physical, and administrative mechanisms and knowledge structures which enhance and maintain the exercise of power within the social body. The links between these elements are said to be heterogeneous since knowledge, practices, techniques, and institutions are established and reestablished in every age. It is through these links that power relations are structured
Dispositif
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A Dyson sphere is a hypothetical megastructure that encompasses a star and captures a large percentage of its solar power output. The concept is a thought experiment that attempts to imagine how a spacefaring civilization would meet its energy requirements once those requirements exceed what can be generated from the home planet's resources alone. Because only a tiny fraction of a star's energy emissions reaches the surface of any orbiting planet, building structures encircling a star would enable a civilization to harvest far more energy
Dyson sphere
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Gestell (or sometimes Ge-stell) is a German word used by twentieth-century German philosopher Martin Heidegger to describe what lies behind or beneath modern technology. Heidegger introduced the term in 1954 in The Question Concerning Technology, a text based on the lecture "The Framework" ("Das Gestell") first presented on December 1st 1949, in Bremen. It was derived from the root word stellen, which means "to put" or "to place" and combined with the German prefix Ge-, which denotes a form of "gathering" or "collection"
Gestell
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Hyperreality is a concept in post-structuralism that refers to the process of the evolution of notions of reality, leading to a cultural state of confusion between signs and symbols invented to stand in for reality, and direct perceptions of consensus reality. Hyperreality is seen as a condition in which, because of the compression of perceptions of reality in culture and media, what is generally regarded as real and what is understood as fiction are seamlessly blended together in experiences so that there is no longer any clear distinction between where one ends and the other begins. The term was proposed by French philosopher Jean Baudrillard, whose postmodern work contributed to a scholarly tradition in the field of communication studies that speaks directly to larger social concerns
Hyperreality
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The Innovation Delusion: How Our Obsession with the New Has Disrupted the Work that Matters Most is a book by historians of technology Lee Vinsel and Andrew L. Russell that was published in 2020. It explores how the ideology of change for its own sake has proven a disaster
The Innovation Delusion
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Material culture is the aspect of social reality grounded in the objects and architecture that surround people. It includes the usage, consumption, creation, and trade of objects as well as the behaviors, norms, and rituals that the objects create or take part in. Some scholars also include other intangible phenomena that include sound, smell and events, while some even consider language and media as part of it
Material culture
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Mutual shaping suggests that society and technology are not mutually exclusive to one another and, instead, influence and shape each other. This process is a combination of social determinism and technological determinism. The term mutual shaping was developed through science and technology studies (STS) in an attempt to explain the detailed process of technological design
Mutual shaping
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Neuromantic is a philosophical concept defined by anthropologist Bradd Shore as the cybernetic frame of mind among excited computer enthusiasts. These emerge as these individuals experience what Michael Heim called "the all-at-once simultaneity of totalizing presentness". Concept The neuromantic concept is part of Shore's discourse on the embodied cognitive dimensions of the cultural transformation produced by the emergence of word processing, which he maintained has overcome the spatial limitations of the written text since "text modules can be combined, reconfigured, reduced, expanded, appended, or deleted from other units at the touch of a finger
Neuromantic (philosophy)
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The Omega Point is a theorized future event in which the entirety of the universe spirals toward a final point of unification. The term was invented by the French Jesuit Catholic priest Pierre Teilhard de Chardin (1881–1955). Teilhard argued that the Omega Point resembles the Christian Logos, namely Christ, who draws all things into himself, who in the words of the Nicene Creed, is "God from God", "Light from Light", "True God from True God", and "through him all things were made"
Omega Point
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The philosophy of artificial intelligence is a branch of the philosophy of mind and the philosophy of computer science that explores artificial intelligence and its implications for knowledge and understanding of intelligence, ethics, consciousness, epistemology, and free will. Furthermore, the technology is concerned with the creation of artificial animals or artificial people (or, at least, artificial creatures; see artificial life) so the discipline is of considerable interest to philosophers. These factors contributed to the emergence of the philosophy of artificial intelligence
Philosophy of artificial intelligence
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Philosophy of design is the study of definitions of design, and the assumptions, foundations, and implications of design. The field, which is mostly a sub-discipline of aesthetics, is defined by an interest in a set of problems, or an interest in central or foundational concerns in design. In addition to these central problems for design as a whole, many philosophers of design consider these problems as they apply to particular disciplines (e
Philosophy of design
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Presence is a theoretical concept describing the extent to which media represent the world (in both physical and social environments). Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated. " Today, it often considers the effect that people experience when they interact with a computer-mediated or computer-generated environment
Presence (telepresence)
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The Promethean gap (German: prometheisches Gefälle) is a concept concerning the relations of humans and technology and a growing "asynchronization" between them. In popular formulations, the gap refers to an inability or incapacity of human faculties to imagine the effects of the technologies that humans produce, specifically the negative effects. The concept originated with philosopher Günther Anders in the 1950s and for him, an extreme test case was the atomic bomb and its use at Hiroshima and Nagasaki in 1945, a symbol of the larger technology revolution that the 20th century was witnessing
Promethean gap
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Reality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary, nonexistent or nonactual. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown
Reality
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The rhetoric of technology is both an object and field of study. It refers to the ways in which makers and consumers of technology talk about and make decisions regarding technology and also the influence that technology has on discourse. Studies of the rhetoric of technology are interdisciplinary
Rhetoric of technology
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The Society for Philosophy and Technology (SPT) is an independent international organization founded in 1976 whose purpose is to promote philosophical consideration of technology. SPT publishes Techné: Research in Philosophy and Technology, a tri-annual scientific journal. History 1975: Newsletter launched: formation of SPT and establishing the journal Techné in years to follow 1978: Annual Book Series Research in Philosophy of Technology was launched 1981: Actual organization of SPT with the first biennial international meeting organized by Fritz Rapp in Bad Homberg, Germany 1995: The first issue of Techné 2010: Techné is published by the Philosophy Documentation Center Presidents A new president for the Society for Philosophy and Technology is chosen every two years (except in 1995)
Society for Philosophy and Technology
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Sociotechnical systems (STS) in organizational development is an approach to complex organizational work design that recognizes the interaction between people and technology in workplaces. The term also refers to coherent systems of human relations, technical objects, and cybernetic processes that inhere to large, complex infrastructures. Social society, and its constituent substructures, qualify as complex sociotechnical systems
Sociotechnical system
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Systems philosophy is a discipline aimed at constructing a new philosophy (in the sense of worldview) by using systems concepts. The discipline was first described by Ervin Laszlo in his 1972 book Introduction to Systems Philosophy: Toward a New Paradigm of Contemporary Thought. It has been described as the "reorientation of thought and world view ensuing from the introduction of "systems" as a new scientific paradigm"
Systems philosophy
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Technological determinism is a reductionist theory that assumes that a society's technology progresses by following its own internal logic of efficiency, while determining the development of the social structure and cultural values. The term is believed to have originated from Thorstein Veblen (1857–1929), an American sociologist and economist. The most radical technological determinist in the United States in the 20th century was most likely Clarence Ayres who was a follower of Thorstein Veblen and John Dewey
Technological determinism
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Technological rationality or technical rationality is a philosophical idea postulated by the Frankfurt School philosopher Herbert Marcuse in his 1941 article, "Some Social Implications of Modern Technology," published first in the journal Studies in Philosophy and Social Sciences, Vol. IX. It gained mainstream repute and a more holistic treatment in his 1964 book One-Dimensional Man
Technological rationality
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Technorealism is an attempt to expand the middle ground between techno-utopianism and Neo-Luddism by assessing the social and political implications of technologies so that people might all have more control over the shape of their future. An account cited that technorealism emerged in the early 1990s and was introduced by Douglas Rushkoff and Andrew Shapiro. In a manifesto released, which described the term as a new generation of cultural criticism, it was stated that the goal was not to promote or dismiss technology but to understand it so the application could be aligned with basic human values
Technorealism
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Theories of technological change and innovation attempt to explain the factors that shape technological innovation as well as the impact of technology on society and culture. Some of the most contemporary theories of technological change reject two of the previous views: the linear model of technological innovation and other, the technological determinism. To challenge the linear model, some of today's theories of technological change and innovation point to the history of technology, where they find evidence that technological innovation often gives rise to new scientific fields, and emphasizes the important role that social networks and cultural values play in creating and shaping technological artifacts
Theories of technology
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Transhumanism is a philosophical and intellectual movement which advocates the enhancement of the human condition by developing and making widely available sophisticated technologies that can greatly enhance longevity and cognition. Transhumanist thinkers study the potential benefits and dangers of emerging technologies that could overcome fundamental human limitations, as well as the ethics of using such technologies. Some transhumanists believe that human beings may eventually be able to transform themselves into beings with abilities so greatly expanded from the current condition as to merit the label of posthuman beings
Transhumanism
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In aesthetics, the uncanny valley (Japanese: 不気味の谷, Hepburn: bukimi no tani) is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. The concept suggests that humanoid objects that imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of uneasiness and revulsion in observers. "Valley" denotes a dip in the human observer's affinity for the replica—a relation that otherwise increases with the replica's human likeness
Uncanny valley
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Real-time computing (RTC) is the computer science term for hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds
Real-time computing
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The Real-time Control System (RCS) is a software system developed by NIST based on the Real-time Control System Reference Model Architecture, that implements a generic Hierarchical control system. The RCS Software Library is an archive of free C++, Java and Ada code, scripts, tools, makefiles, and documentation developed to aid programmers of software to be used in real-time control systems (especially those using the Reference Model Architecture for Intelligent Systems Design). Introduction RCS has been used in automated manufacturing, robotics, and automated vehicle research at NIST
Real-time Control System Software
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Cycle of quantification/qualification (Cq) is a parameter used in real-time polymerase chain reaction techniques, indicating the cycle number where a PCR amplification curve meets a predefined mathematical criterion. A Cq may be used for quantification of the target sequence or to determine whether the target sequence is present or not. Two criteria to determine the Cq are used by different thermocyclers: threshold cycle (Ct) is the number of cycles required for the fluorescent signal to cross a given value threshold
Cycle of quantification/qualification
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eTrice is a CASE-Tool for the development of real-time software. It is an official Eclipse project. The software architecture tooling eTrice is implementing the domain specific language Real-Time Object-Oriented Modeling ROOM
ETrice
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In video games and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock
Timekeeping in games
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Real-time kinematic positioning (RTK) is the application of surveying to correct for common errors in current satellite navigation (GNSS) systems. It uses measurements of the phase of the signal's carrier wave in addition to the information content of the signal and relies on a single reference station or interpolated virtual station to provide real-time corrections, providing up to centimetre-level accuracy (see DGPS). With reference to GPS in particular, the system is commonly referred to as carrier-phase enhancement, or CPGPS
Real-time kinematic positioning
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Real-time locating systems (RTLS), also known as real-time tracking systems, are used to automatically identify and track the location of objects or people in real time, usually within a building or other contained area. Wireless RTLS tags are attached to objects or worn by people, and in most RTLS, fixed reference points receive wireless signals from tags to determine their location. Examples of real-time locating systems include tracking automobiles through an assembly line, locating pallets of merchandise in a warehouse, or finding medical equipment in a hospital
Real-time locating system
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Stephen J. Mellor (born 1952) is an American computer scientist, developer of the Ward–Mellor method for real-time computing, the Shlaer–Mellor method, and Executable UML, and signatory to the Agile Manifesto. Biography Mellor received a BA in computer science from the University of Essex in 1974, and started working at CERN in Geneva, Switzerland as a programmer in BCPL
Stephen J. Mellor
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The Real-time Neutron Monitor Database (or NMDB) is a worldwide network of standardized neutron monitors, used to record variations of the primary cosmic rays. The measurements complement space-based cosmic ray measurements. Unlike data from satellite experiments, neutron monitor data has never been available in high resolution from many stations in real-time
Real-time Neutron Monitor Database
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Real-Time Object-Oriented Modeling (ROOM) is a domain-specific language. ROOM was developed in the early 1990s for modeling Real-time systems. The initial focus was on telecommunications, even though ROOM can be applied to any event-driven real-time system
Real-Time Object-Oriented Modeling
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A real-time polymerase chain reaction (real-time PCR, or qPCR when used quantitatively) is a laboratory technique of molecular biology based on the polymerase chain reaction (PCR). It monitors the amplification of a targeted DNA molecule during the PCR (i. e
Real-time polymerase chain reaction
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Remote diagnostics is the act of diagnosing a given symptom, issue or problem from a distance. Instead of the subject being co-located with the person or system done diagnostics, with remote diagnostics the subjects can be separated by physical distance (e. g
Remote diagnostics
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SwellRT was a free and open-source backend-as-a-service and API focused to ease development of apps featuring real-time collaboration. It supported the building of mobile and web apps, and aims to facilitate interoperability and federation. History Origins SwellRT has its origins in the work done within the GRASIA research team at the Universidad Complutense de Madrid, as part of the EU-funded project P2Pvalue (2013–2016), in a team led by Samer Hassan
SwellRT
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Real-time text (RTT) is text transmitted instantly as it is typed or created. Recipients can immediately read the message while it is being written, without waiting. Real-time text is used for conversational text, in collaboration, and in live captioning
Real-time text
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Real-time transcription is the general term for transcription by court reporters using real-time text technologies to deliver computer text screens within a few seconds of the words being spoken. Specialist software allows participants in court hearings or depositions to make notes in the text and highlight portions for future reference. Real-time transcription is also used in the broadcasting environment where it is more commonly termed "captioning
Real-time transcription
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U-Report is a social messaging tool and data collection system developed by UNICEF to improve citizen engagement, inform leaders, and foster positive change. The program sends SMS polls and alerts to its participants, collecting real-time responses, and subsequently publishes gathered data. Issues polled include health, education, water, sanitation and hygiene, youth unemployment, HIV/AIDS, and disease outbreaks
U-Report
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Whiteboard animation is the process of which an author physically draws and records an illustrated story using a whiteboard, or whiteboard-like surface, and marker pens. The animations frequently are aided with narration by script. The authors commonly use time-lapsed drawing and stop motion animation to liven hand-drawn illustrations, with YouTube used as a common platform
Whiteboard animation
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Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consists of machine language instructions supported by an individual processor—typically a central processing unit (CPU) or a graphics processing unit (GPU)
Software
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This outline is an overview of software and a topical guide in list form. Software is a comprehensive term for a collection of computer programs and related data that provides the information for the functioning of a computer. It is held in various forms of memory of the computer
Outline of software
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AI-assisted virtualization software is a type of technology that combines the principles of virtualization with advanced artificial intelligence (AI) algorithms. This fusion is designed to allow more efficient, dynamic, and intelligent management of virtual environments and resources. This novel technology has been employed in a range of industries, including cloud computing, healthcare, data centers, and network infrastructure, to optimize performance, resource allocation, and security protocols
AI-assisted virtualization software
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A family of computer models is said to be compatible if certain software that runs on one of the models can also be run on all other models of the family. The computer models may differ in performance, reliability or some other characteristic. These differences may affect the outcome of the running of the software
Computer compatibility
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A computer program is a sequence or set of instructions in a programming language for a computer to execute. Computer programs are one component of software, which also includes documentation and other intangible components. A computer program in its human-readable form is called source code
Computer program
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= Deliverect = Deliverect is a Software as a Service (SaaS) scale-up company specializing in streamlining and automating the process of online food delivery for restaurants. And it's one of the 3 unicorn-qualified companies in Belgium. Deliverect's platform facilitates the integration of various online food delivery platforms with a restaurant's existing point-of-sale (POS) system
Draft:Deliverect
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eBPF (sometimes referred to by the acronym BPF, standing for Berkeley Packet Filter) is a technology that can run sandboxed programs in a privileged context such as the operating system kernel. It is used to safely and efficiently extend the capabilities of the kernel at runtime without requiring to change kernel source code or load kernel modules. Safety is provided through an in-kernel verifier which performs static code analysis and rejects programs which crash, hang or otherwise interfere with the kernel negatively
EBPF
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In computer programming, an entry point is the place in a program where the execution of a program begins, and where the program has access to command line arguments. To start a program's execution, the loader or operating system passes control to its entry point. (During booting, the operating system itself is the program)
Entry point
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ENVI-met is a microscale three-dimensional software model for simulating complex urban environments based on the fundamental laws of fluid mechanics (wind field), thermodynamics (temperature calculations) and general atmospheric physics (for example, turbulence prediction). Unlike models that focus on individual aspects such as mean radiant temperature or wind flows and turbulence, ENVI-met is the first software of its kind to simulate all interactions between building and ground surfaces, plants and ambient air. Typical areas of application are architecture, landscape architecture and urban planning
ENVI-met
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Error computing, an error code (or a return code) is a numeric or alphanumeric code that indicates the nature of an error and, when possible, why it occurred. Error codes can be reported to end users of software, returned from communication protocols, or used within programs as a method of representing anomalous conditions. In consumer products Error codes are commonly encountered on displays of consumer electronics to users in order to communicate or specify an error
Error code
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A gadget is a mechanical device or any ingenious article. Gadgets are sometimes referred to as gizmos. History The etymology of the word is disputed
Gadget
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In computer software, horizontal market software is a type of application software that is useful in a wide range of industries. This is the opposite of vertical market software, which has a scope of usefulness limited to few industries. Horizontal market software is also known as "productivity software
Horizontal market software
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Kumospace is a virtual office and virtual events software and eponymous company that develops and maintains it, based in New York City, NY, United States. Software workflow Users can log in as guests without providing an email address. After selecting an avatar, they enter a stylized, video game-like simulation of a physical office with chairs, coffee tables, water coolers, and conference rooms
KumoSpace
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MIDItar Hero is a software application developed by Brian Westbrook. It enables the use of Guitar Hero or Rock Band instruments as MIDI controllers. The software, built using Max/MSP, allows users to utilize their guitar and drum controllers as MIDI controllers, effectively transforming them into synthesizers
MIDItarHero
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Podium is a private technology company headquartered in Lehi, Utah that develops cloud-based software related to messaging, customer feedback, online reviews, selling products, and requesting payments. History Podium was founded in 2014 by Eric Rea and Dennis Steele, who developed a tool to help small businesses "build their online reputation" through online reviews. Podium was initially known as RepDrive before rebranding as Podium in 2015
Podium (company)
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Release notes are documents that are distributed with software products or hardware products, sometimes when the product is still in the development or test state (e. g. , a beta release)
Release notes
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SaferSurf is a software product for anonymous internet surfing. Aside from offering web anonymity, it has several other features, such as a geolocation proxy service bypassing country restrictions. SaferSurf runs centrally on a server and doesn't need a local installation
SaferSurf
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A service account or application account is a digital identity used by an application software or service to interact with other applications or the operating system. They are often used for machine to machine communication (M2M), for example for application programming interfaces (API). The service account may be a privileged identity within the context of the application
Service account
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Skeleton programming is a style of computer programming based on simple high-level program structures and so called dummy code. Program skeletons resemble pseudocode, but allow parsing, compilation and testing of the code. Dummy code is inserted in a program skeleton to simulate processing and avoid compilation error messages
Skeleton (computer programming)
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Software incompatibility is a characteristic of software components or systems which cannot operate satisfactorily together on the same computer, or on different computers linked by a computer network. They may be components or systems which are intended to operate cooperatively or independently. Software compatibility is a characteristic of software components or systems which can operate satisfactorily together on the same computer, or on different computers linked by a computer network
Software incompatibility
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Software Intelligence is insight into the inner workings and structural condition of software assets produced by software designed to analyze database structure, software framework and source code to better understand and control complex software systems in Information Technology environments. Similarly to Business Intelligence (BI), Software Intelligence is produced by a set of software tools and techniques for the mining of data and software's inner-structure. End results are automatically produced and feed a knowledge base containing technical documentation and make it available to all to be used by business and software stakeholders to make informed decisions, measure the efficiency of software development organizations, communicate about the software health, prevent software catastrophes
Software intelligence
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Software installed in medical devices is assessed for health and safety issues according to international standards. Safety classes Software classification is based on the potential for hazard(s) that could cause injury to the user or patient. Per [[IEC 62304|IEC 62304:2006] + A1:2015], the software can be divided into three separate classes: The SOFTWARE SYSTEM is software safety class A if: the SOFTWARE SYSTEM cannot contribute to a HAZARDOUS SITUATION; or the SOFTWARE SYSTEM can contribute to a HAZARDOUS SITUATION which does not result in unacceptable RISK after consideration of RISK CONTROL measures external to the SOFTWARE SYSTEM
Software safety classification
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Software studies is an emerging interdisciplinary research field, which studies software systems and their social and cultural effects. The implementation and use of software has been studied in recent fields such as cyberculture, Internet studies, new media studies, and digital culture, yet prior to software studies, software was rarely ever addressed as a distinct object of study. To study software as an artifact, software studies draws upon methods and theory from the digital humanities and from computational perspectives on software
Software studies
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Software visualization or software visualisation refers to the visualization of information of and related to software systems—either the architecture of its source code or metrics of their runtime behavior—and their development process by means of static, interactive or animated 2-D or 3-D visual representations of their structure, execution, behavior, and evolution. Software system information Software visualization uses a variety of information available about software systems. Key information categories include: implementation artifacts such as source codes, software metric data from measurements or from reverse engineering, traces that record execution behavior, software testing data (e
Software visualization
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Unibuddy is an EdTech company that provides a student engagement platform for higher education institutions. The platform allows prospective and current students to connect with student ambassadors and alumni from the same or similar courses, providing a peer-to-peer support network enabling prospective students to learn about life at a particular university, including course information, accommodation, and student life. Unibuddy was founded in 2015 by Kimeshan Naidoo and Diego Fanara and is headquartered in London, United Kingdom
Unibuddy
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User behavior analytics (UBA) or User and Entity Behavior Analytics (UEBA), is the concept of analyzing the behavior of users, subjects, visitors, etc. for a specific purpose. It allows cybersecurity tools to build a profile of each individual's normal activity, by looking at patterns of human behavior, and then highlighting deviations from that profile (or anomalies) that may indicate a potential compromise
User behavior analytics
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Wallenberg AI, Autonomous Systems and Software Program (WASP), launched in 2015, is Sweden’s largest individual research program. The total funding is 6,2 billion SEK, whereof 4,9 billion SEK is donated by Knut and Alice Wallenberg Foundation. Since January 2020, Sara Mazur is the chair of the program, and program director is Anders Ynnerman
Wallenberg AI, Autonomous Systems and Software Program
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The digital divide is the unequal access to digital technology, including smartphones, tablets, laptops, and the internet. The digital divide creates a division and inequality around access to information and resources. In the Information Age in which information and communication technologies (ICTs) have eclipsed manufacturing technologies as the basis for world economies and social connectivity, people without access to the Internet and other ICTs are at a socio-economic disadvantage, for they are unable or less able to find and apply for jobs, shop and sell online, participate democratically, or research and learn
Digital divide
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The digital divide is an economic and social inequality with regard to access to, use of, or impact of information and communication technologies (ICT). Factors causing the divide can vary depending on the country and culture, as can the potential solutions for minimizing or closing the divide. The following is a list of some of the countries or areas by continent that have a digital divide along with contributing factors and steps the country is taking to resolve the issue
Digital divide by continent, area and country
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Digital redlining is the practice of creating and perpetuating inequities between already marginalized groups specifically through the use of digital technologies, digital content, and the internet. The concept of digital redlining is an extension of the practice of redlining in housing discrimination, a historical legal practice in the United States and Canada dating back to the 1930s where red lines were drawn on maps to indicate poor and primarily black neighborhoods that were deemed unsuitable for loans or further development, which created great economic disparities between neighborhoods. The term was popularized by Dr
Digital redlining
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Emerging technologies are technologies whose development, practical applications, or both are still largely unrealized. These technologies are generally new but also include older technologies finding new applications. Emerging technologies are often perceived as capable of changing the status quo
Emerging technologies
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This is a list of emerging technologies, in-development technical innovations with significant potential in their applications. The criteria for this list is that the technology must: Exist in some way; purely hypothetical technologies cannot be considered emerging and should be covered in the list of hypothetical technologies instead. However, technologies being actively researched and prototyped are acceptable
List of emerging technologies
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The Gene Revolution: GM Crops and Unequal Development is a 2006 book by Professor Sakiko Fukuda-Parr. While some people do not support genetic manipulation (GM), others view it as an important technological solution to limited agricultural output, increasing populations, and climate change. The book provides a detailed analysis of debate about GM adoption in developing countries, which are dealing with poverty and trying to better compete in the global economy
The Gene Revolution
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The global digital divide describes global disparities, primarily between developed and developing countries, in regards to access to computing and information resources such as the Internet and the opportunities derived from such access. As with a smaller unit of analysis, this gap describes an inequality that exists, referencing a global scale. The Internet is expanding very quickly, and not all countries—especially developing countries—can keep up with the constant changes
Global digital divide
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Hard infrastructure, also known as tangible or built infrastructure, is the physical infrastructure of roads, bridges, tunnels, railways, ports, and harbors, among others, as opposed to the soft infrastructure or "intangible infrastructure of human capital in the form of education, research, health and social services and "institutional infrastructure" in the form of legal, economic and social systems. This article delineates both the capital goods, or fixed assets, and the control systems, software required to operate, manage and monitor the systems, as well as any accessory buildings, plants, or vehicles that are an essential part of the system. Also included are fleets of vehicles operating according to schedules such as public transit buses and garbage collection, as well as basic energy or communications facilities that are not usually part of a physical network, such as oil refineries, radio, and television broadcasting facilities
Hard infrastructure
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Infrastructure before 1700 consisted mainly of roads and canals. Canals were used for transportation or for irrigation. Sea navigation was aided by ports and lighthouses
History of infrastructure
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The Korea Institute for Advancement of Technology (KIAT) is a quasi government-public institute under the Korean Ministry of Trade, Industry and Energy. Formed in May 2009, the main functions of KIAT include analyzing and formulating Korean R&D and industrial policy, acting as an industrial technology innovation funding agency, creating Korea's industrial and technological ecosystem, and fostering international technological cooperation. KIAT has an annual budget of circa one billion dollars, and employs 257 staff
Korea Institute for Advancement of Technology
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Project Hieroglyph is an initiative to create science fiction in order to spur innovation in science and technology founded by Neal Stephenson in 2011. Origins and purpose Stephenson framed the ideas behind Hieroglyph in a World Policy Institute article entitled "Innovation Starvation" where he attempts to rally writers to infuse science fiction with optimism that could inspire a new generation to, as he puts it, “get big stuff done. ” Stephenson says that "a good SF universe has a coherence and internal logic that makes sense to scientists and engineers
Project Hieroglyph
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Social development theory attempts to explain qualitative changes in the structure and framework of society, that help the society to better realize aims and objectives. Development can be defined in a manner applicable to all societies at all historical periods as an upward ascending movement featuring greater levels of energy, efficiency, quality, productivity, complexity, comprehension, creativity, mastery, enjoyment and accomplishment. Development is a process of social change, not merely a set of policies and programs instituted for some specific results
Social development theory
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== 1952 == Radushkevich and Lukyanovich publish a paper in the Soviet Journal of Physical Chemistry showing hollow graphitic carbon fibers that are 50 nanometers in diameter. 1955 Hofer, Sterling and McCarney observe a growth of tubular carbon filaments, of 10–200 nm in diameter. 1958 Hillert and Lange observe a growth of nanoscale tubular carbon filaments from n-heptane decomposition on iron at about 1000 °C
Timeline of carbon nanotubes
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Transhumanism is a philosophical and intellectual movement which advocates the enhancement of the human condition by developing and making widely available sophisticated technologies that can greatly enhance longevity and cognition. Transhumanist thinkers study the potential benefits and dangers of emerging technologies that could overcome fundamental human limitations, as well as the ethics of using such technologies. Some transhumanists believe that human beings may eventually be able to transform themselves into beings with abilities so greatly expanded from the current condition as to merit the label of posthuman beings
Transhumanism
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Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, engineering, mathematical, technological and social aspects
Computing
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The following outline is provided as an overview of and topical guide to computing: Computing – activity of using and improving computer hardware and computer software. Branches of computing Computer science (see also Outline of computer science) Information technology – refers to the application (esp in businesses and other organisations) of computer science, that is, its use by mankind (see also Outline of information technology) Information systems – refers to the study of the application of IT to business processes Computer engineering (see also Outline of computer engineering) Software engineering (see also Outline of software engineering) Computer science Computer science – (outline) Computer science Theory of computation Scientific computing Metacomputing Autonomic computing Computers See information processor for a high-level block diagram. Computer Computer hardware History of computing hardware Processor design Computer network Computer performance by orders of magnitude Instruction-level taxonomies After the commoditization of memory, attention turned to optimizing CPU performance at the instruction level
Outline of computing
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The anthroposphere (sometimes also referred as the technosphere) is that part of the environment that is made or modified by humans for use in human activities and human habitats. It is one of the Earth's spheres. The term was first used by nineteenth-century Austrian geologist Eduard Suess
Anthroposphere
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Artificial nails, also known as fake nails, false nails, acrylic nails, nail extensions or nail enhancements, are extensions placed over fingernails as fashion accessories. Many artificial nail designs attempt to mimic the appearance of real fingernails as closely as possible, while others may deliberately stray in favor of an artistic look. Artificial nails require regular upkeep; it is recommended that they are attended to, on average, every two weeks, however they may last over one month
Artificial nails
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Artificial plants are imitations of natural plants used for commercial or residential decoration. They are sometimes made for scientific purposes (the collection of glass flowers at Harvard University, for example, illustrates the flora of the United States). Artificial plants vary widely from mass-produced varieties that are distinguishable from real plants by casual observation to highly detailed botanical or artistic specimens
Artificial plants
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Engineering biology is the set of methods for designing, building, and testing engineered biological systems which have been used to manipulate information, construct materials, process chemicals, produce energy, provide food, and help maintain or enhance human health and environment. History Rapid advances in the ability to genetically modify biological organisms have advanced a new engineering discipline, commonly referred to as synthetic biology. This approach seeks to harness the power of living systems for a variety of manufacturing applications, such as advanced therapeutics, sustainable fuels, chemical feedstocks, and advanced materials
Engineering biology
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A fake moustache or false moustache is an item of prosthetic make-up used in dressing-up, acting, espionage and crime. Fake moustaches are made in different ways, but usually require the wearer to use adhesive to affix the moustache to their face. Some have a self-adhesive backing
Fake moustache
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Food models (shokuhin sampuru), also known as fake foods or food samples are a model or replica of a food item made from plastic, wax, resin or similar material. These models are commonly used in restaurant street displays in Japan to represent the dishes available inside. Use by Japanese restaurants In Japan, shokuhin sampuru (食品サンプル), taken from the English "sample", are widespread
Food model
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Technological change (TC) or technological development is the overall process of invention, innovation and diffusion of technology or processes. In essence, technological change covers the invention of technologies (including processes) and their commercialization or release as open source via research and development (producing emerging technologies), the continual improvement of technologies (in which they often become less expensive), and the diffusion of technologies throughout industry or society (which sometimes involves disruption and convergence). In short, technological change is based on both better and more technology
Technological change
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A technical change is a term used in economics to describe a change in the amount of output produced from the same amount of inputs. A technical change is not necessarily technological as it might be organizational, or due to a change in a constraint such as regulation, input prices, or quantities of inputs. Some scholars note the paradox that technical change is considered to be the most important source of economic dynamism, the rate of change in capitalist economies, but it is ignored in mainstream media
Technical change
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3G mobile telephony was relatively slow to be adopted globally. In some instances, 3G networks do not use the same radio frequencies as 2G so mobile operators must build entirely new networks and license entirely new frequencies, especially so to achieve high data transmission rates. Other delays were due to the expenses of upgrading transmission hardware, especially for UMTS, whose deployment required the replacement of most broadcast towers
3G adoption
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In futures studies and the history of technology, accelerating change is the observed exponential nature of the rate of technological change in recent history, which may suggest faster and more profound change in the future and may or may not be accompanied by equally profound social and cultural change. Early observations In 1910, during the town planning conference of London, Daniel Burnham noted, "But it is not merely in the number of facts or sorts of knowledge that progress lies: it is still more in the geometric ratio of sophistication, in the geometric widening of the sphere of knowledge, which every year is taking in a larger percentage of people as time goes on. " And later on, "It is the argument with which I began, that a mighty change having come about in fifty years, and our pace of development having immensely accelerated, our sons and grandsons are going to demand and get results that would stagger us
Accelerating change
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Actor–network theory (ANT) is a theoretical and methodological approach to social theory where everything in the social and natural worlds exists in constantly shifting networks of relationships. It posits that nothing exists outside those relationships. All the factors involved in a social situation are on the same level, and thus there are no external social forces beyond what and how the network participants interact at present
Actor–network theory
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The adoption of electronic medical records refers to the recent shift from paper-based medical records to electronic health records (EHRs) in hospitals. The move to electronic medical records is becoming increasingly prevalent in health care delivery systems in the United States, with more than 80% of hospitals adopting some form of EHR system by November 2017. The adoption of electronic medical records is widely viewed as a success by healthcare professionals, reducing the risk of medical errors and increasing statistics of patient satisfaction
Adoption of electronic medical records in U.S. hospitals
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Many scholars believe that advances in artificial intelligence, or AI, will eventually lead to a semi-apocalyptic post-scarcity economy where intelligent machines can outperform humans in nearly, if not every, domain. The questions of what such a world might look like, and whether specific scenarios constitute utopias or dystopias, are the subject of active debate. Background Most scientists believe that AI research will at some point lead to the creation of machines that are as intelligent, or more intelligent, than human beings in every domain of interest
AI aftermath scenarios
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The Collingridge dilemma is a methodological quandary in which efforts to influence or control the further development of technology face a double-bind problem: An information problem: impacts cannot be easily predicted until the technology is extensively developed and widely used. A power problem: control or change is difficult when the technology has become entrenched. The idea was coined by David Collingridge, The University of Aston, Technology Policy Unit, in his 1980 book The Social Control of Technology
Collingridge dilemma
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Consumer adoption of technological innovations is the process consumers use to determine whether or not to adopt an innovation. This process is influenced by consumer characteristics, such as personality traits and demographic or socioeconomic factors, the characteristics of the new product, such as its relative advantage and complexity, and social influences, such as opinion leaders. In the context of technological innovations, the adoption process is also influenced by one or several new technologies that are incorporated in the new product
Consumer adoption of technological innovations