Cyborg

This work is part of an ongoing investigation of highly employed Internet databases like Google and Wikipedia.

Cyborg is a collaboration with Lancia Lefevbre.


All the following sentences are taken from Wikipedia.

The term [cyborg] was coined in 1960 when Manfred Clynes and Nathan Kline used it in an article about the advantages of self-regulating human-machine systems in outer space.  The cyborg is often seen today merely as an organism that has enhanced abilities due to technology.  A cyborg does not require a stable, essentialist identity...as they subvert the idea of naturalness and of artificiality; the cyborg is a hybrid being.  Cyborgs not only disrupt orderly power structures and fixed interests but also signify a challenge to settled politics, which assumes that binary oppositions or identities are natural distinctions. Actually those oppositions are cultural constructions.  People should undermine these hierarchies by actively exploring and mobilizing the blurring of borders.  According to some definitions of the term, the metaphysical and physical attachments humanity has with even the most basic technologies have already made them cyborgs.  More broadly, the full term "cybernetic organism" is used to describe larger networks of communication and control.  Haraway's conclusion: "We are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs".

An interface is a point of interaction between two systems or work groups. In the manufacturing environment, the interaction and coordination between a number of work groups communicate plans and control production activity.  Wikipedia is a free, web-based, collaborative, multilingual encyclopedia project supported by the non-profit Wikimedia Foundation.  Wikipedia is currently the largest and most popular general reference work on the Internet.   Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software such as UpStage. In some cases cyberformance may be considered a subset of net art; however, many cyberformance artists use what is termed 'mixed reality' or 'mixed space' for their work, linking physical, virtual, and cyber spaces in manifold ingenious ways. The internet is often a subject and inspiration of the work as well as being the central enabling technology.Information art (or 'informatism' ) is an emerging field of electronic art that synthesizes computer science, information technology, and more classical forms of art, including performance art, visual art, new media art and conceptual art. Information Art often includes interaction with computers that generate artistic content based on the processing of large amounts of data. 

Knowledge transfer in the fields of organizational development and organizational learning is the practical problem of transferring knowledge from one part of the organization to another (or all other) part(s) of the organization. Knowledge management (KM) comprises a range of strategies and practices used in an organization to identify, create, represent, distribute, and enable adoption of insights and experiences.  Visual analytics focuses on human interaction with visualization systems as part of a larger process of data analysis.  Its focus is on human information discourse (interaction) within massive, dynamically changing information spaces.

GarageBand is a software application that allows users to create music or podcasts.  GarageBand has a standard multi-track drag-and-drop interface where different (pre-) recorded sections, or loops, are strung together on separate tracks. The program comes with pre-made loops to speed up song creation. GarageBand uses two types of media: software instruments (either recorded from GarageBand or imported from MIDI files), and real instruments (either recorded or imported audio files).

Imaging is the representation or reproduction of an object's outward form; especially a visual representation (i.e., the formation of an image).  The use of visual representations to transfer knowledge between at least two persons aims to improve the transfer of knowledge by using computer and non-computer based visualization methods complementary. While information visualization concentrates on the use of computer-supported tools to derive new insights, knowledge visualization focuses on transferring insights and creating new knowledge in groups. Beyond the mere transfer of facts, knowledge visualization aims to further transfer insights, experiences, attitudes, values, expectations, perspectives, opinions, and predictions. 
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