Book Read Free

The Inevitable

Page 36

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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