by Kevin Kelly
   synthetic senses, 242–44
   synthetic worlds, 219, 230
   tags, 63, 98, 139, 140
   technium, 273–74
   TED videos, 278
   television, 88–89, 177, 223, 282
   texting, 89
   textual literacy, 198, 201–2
   thermostats, 223, 253, 283
   3-D modeling, 199–200, 211–12, 232
   3-D printers, 173
   3-D Warehouse, 141
   time, 64. See also real time
   Time Machine backup system, 246
   TiVos, 205
   Toffler, Alvin, 113, 148
   top-down vs. bottom-up management, 148–54
   total lifetime spending, 187
   total recall, 248
   tracking, 236–67
   bias toward tracking, 252–57
   and cognifying, 8
   and consumer attention system, 184
   and coveillance, 259–64
   current practices and trends, 237–42
   and digital storage capacity, 264–67
   and growth of connected devices, 283
   and lifestreaming, 244–51
   and mass customization, 173
   and platform-selected advertising, 183
   and rate of information production, 257–64
   routine tracking, 255
   self-tracking, 105–6, 237–38, 266 (see also lifestreaming)
   and synthetic senses, 242–44
   and virtual reality technology, 219
   traffic monitoring, 252
   trailers, 202
   transhuman minds, 44
   translators, 51, 104–5
   Transparent Society, 260–61
   transportation, 43, 57–58, 62, 111–12, 115–16, 252. See also Uber
   travel data, 239–40
   trust, 67, 264
   Tumblr, 136, 139
   TV Guide, 72
   Twitter and tweeting
   and aggregated information, 147
   and anonymity, 263–64
   and artificial intelligence, 32
   and creative remixing, 194
   and etiquette, 3
   and filtering systems, 169, 170
   and hashtags, 140
   influence of, on public conversation, 140
   and self-tracking technology, 239–40
   sharing information on, 145
   as streaming technology, 63
   and user-generated content, 21, 138
   Uber
   on-demand services of, 62, 114
   and filtering systems, 172
   model of, 115
   peer-to-peer networking, 183–84
   and social impact of connectivity, 273, 274
   success of, 154
   and tracking technology, 252
   Uncharted 2, 227
   Underkoffler, John, 222
   upgrading technology, 10, 62–63
   US Supreme Court, 270
   Varian, Hal, 286
   video and video technology
   ease of creating videos, 166
   and filtering systems, 196–99
   and lifelogging, 249
   and new media fluency, 201–3
   and rewindability, 204–7
   streaming, 205
   and user-created content, 82
   video games and industry
   and artificial intelligence, 32–33, 230
   and creative remixing, 195
   and depth of content, 282
   and graphics processing units (GPU), 38
   interactivity of, 103, 227–34
   narrative in virtual reality games, 229
   and rewindability, 206
   and virtual reality technology, 215–16
   vigilantes, 263
   Vine, 76, 194
   virtual reality
   and computing practices, 222–23
   and digital storage capacity, 265
   and immersion, 226–27
   and interactivity, 211–15, 218–27
   revolutionary nature of, 231
   social effects of, 234–35
   varied uses for, 229
   VR headsets, 219
   Wachter, Udo, 243
   Warhol, Andy, 209
   Watson, 30–31, 40, 287
   wearable devices
   growth of industry, 283
   and interactivity, 224–25
   and lifelogging, 248, 251
   and lifestreaming, 244
   and rewindability, 207
   and synthetic senses, 243–44
   web
   anticipation of users’ needs, 25
   blindness to evolution of, 15–22
   and context of time, 24–25
   and fear of commercialization, 17–18
   and future searchability, 24
   genesis of, 19
   and Google search engines, 146–47
   hyperlinked architecture of, 18–19, 21, 146–47
   page content on, 89
   surfing, 188–89, 280–82
   and tracking technology, 254
   ubiquity of, 25
   and website design, 220
   See also internet
   WeChat, 63, 76, 124, 246
   Weiswasser, Stephen, 16
   Wells, H. G., 292
   WhatsApp, 63, 76, 199
   whistle-blowers, 261, 263–64
   Wikipedia
   and artificial intelligence, 39
   collaborative efforts of, 135–36
   and collective content creation, 143, 269–74, 276
   correcting errors in, 104
   and Creative Commons licensing, 136
   dynamic content in, 102
   and editors, 151, 152, 153–54
   hybrid model of, 144
   interlinking in, 95–96, 98
   and nondestructive editing, 206
   and screen culture, 93
   “wild” information, 258
   The Wire (series), 206, 282
   Wired magazine, 16–17, 18, 25–26, 148–49, 238
   The Wizard of Oz (1939), 203
   Wolf, Gary, 238, 250
   Wolfram, Stephen, 239
   work environments, 217, 222, 232–33, 280
   X-Ray vision, 226, 231
   Yahoo! 32, 170, 285
   Yelp, 139, 266
   YouTube
   and convergence of internet media, 282
   and creative remixing, 196–97, 201
   and improbable events, 277
   number of users, 143
   and sharing economy, 139
   and tracking technology, 254
   and ubiquity of unlikely events, 277
   and user-created content, 21–22, 273
   “zillion” term, 264–65, 276
   Zip, 62
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