Internet culture

 This article is about the use and knowledge of techniques and processes for the production of goods and services. For other uses, see Technology (disambiguation).

An opened steam turbine. Such turbines produce most of the electricity used today.

 Electricity consumption and living standards are highly correlated.[1]Technology (“craft science”, Greek τέχνη, techne, “art, skill, cunning”; and -λογία, -logia[2]) is the sum total of techniques, skills, methods, and processes used in science. in the production of goods or services or in the realization of purposes such as scientific research. Technology may be knowledge of techniques, processes, and the like, or it may be embedded in machines to allow it to work without detailed knowledge of its operation. Systems that take an input, apply technology, change it according to the use of the system, and then produce a result (for example, machines) are called technology systems or technological systems.

The simplest form of technology is the development and use of basic tools.

 The prehistoric invention of shaped stone tools, followed by the discovery of how to control fire, increased food supplies. The later Neolithic Revolution expanded this and quadrupled the food supplied from an area. The invention of the wheel helped people travel and control their environment.Advances in historic times, including the printing press, telephone, and internet, have reduced physical barriers to communication and allowed people to interact freely on a global scale.Technology has many effects. It helped develop more advanced economies (including today’s global economy) and allowed the rise of a leisure class. Many technological processes produce unwanted byproducts known as pollution and deplete natural resources in ways that harm the Earth’s environment. Innovations have always affected the values ​​of a society and raised new questions in technology ethics. Examples include the rise of efficiency in terms of human productivity and the challenges of bioethics.

Along with disagreements over whether technology improves or worsens the human condition,

 philosophical debates have arisen over the use of technology. Neo-Luddism, anarcho-primitivism and similar reactionary movements criticize the prevalence of technology, argue that it harms the environment and alienates people; Proponents of ideologies such as transhumanism and techno-progressionism consider continued technological progress to be beneficial to society and the human condition.First of all, cyberculture derives from traditional notions of culture, as the roots of the word imply. In a non-cyberculture environment, it would be strange to talk about a single, monolithic culture. It would probably be problematic to look for just one thing in cyberculture, which is, by extension, cyberculture. The idea that there is a single, identifiable cyberculture is likely due to the complete dominance of early cyberspaces by wealthy North Americans. Writings by early proponents of cyberspace tend to reflect this assumption (see Howard Rheingold).[17]The ethnography of cyberspace is an important aspect of cyberculture that does not reflect a single unified culture. “It’s not a monolithic or misplaced ‘cyberspace’, but rather a myriad of new technologies and capabilities used by different people in a variety of real-world locations.” It can be malleable, perishable, and shaped by the whims of outside forces over its wearers. For example, the laws of physical world governments, social norms, the architecture of cyberspace, and market forces shape the way cyber cultures are formed and developed. As with cultures of the physical world, cyber cultures are amenable to self-identification and exploration.There are several qualities that cyber cultures share that allow them to warrant the “cyber-” prefix. Some of these qualities are cyber culture:

It is a community mediated by ICTs.

Is culture “mediated by computer screens”?[17]: 63

It is largely based on the concept of knowledge and information exchange.

It depends on the ability to manipulate tools to a degree not found in other forms of culture (or even the artisanal culture, eg glassblowing culture).

It allows for greatly expanded weak ties and has been criticized for overemphasizing the same (see Bowling Alone and other studies).

Given physical, geographic, and temporal constraints, the number of eyeballs in a given problem multiplies beyond what is possible with conventional methods.

“It is a cognitive and social culture, not a geographic one”.[17]: 61

“The product of like-minded people who find a common ‘place’ for interaction.”[18]: 58

It is inherently more “fragile” than traditional forms of community and culture (John C. Dvorak).

For this reason, cyberculture is generally defined as technologies (material and intellectual), practices, attitudes, ways of thinking and change that develop with cyberspace.




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