module 2 – ciberculture prof. leonel tractenberg e-mai: leoneltractenberg@gmail
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Module 2 – Ciberculture Prof. Leonel Tractenberg E-mai: [email protected] EBAPE/FGV and LTC/NUTES/UFRJ Rio de Janeiro, Brazil Visiting scholar at University of Barcelona and University of Coimbra March, 2008. Intelligence Technologies. Phoenician writing 2.000 a.C. - PowerPoint PPT PresentationTRANSCRIPT
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Module 2 – Ciberculture
Prof. Leonel TractenbergE-mai: [email protected]
EBAPE/FGV and LTC/NUTES/UFRJRio de Janeiro, Brazil
Visiting scholar at University of Barcelona and
University of Coimbra
March, 2008
WOP Psychology in cybercultureLeonel Tractenberg – LTC/NUTES/UFRJ
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Intelligence Technologies
Phoenician writing 2.000 a.C
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Intelligence Technologies
• Modern technologies ...
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Intelligence Technologies
• Carved wood and rocks…
• Drawings in caves…
• Ancient drums…
• Ancient masks…
• Alphabets…
• Words…
• … are “technologies”?
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Intelligence Technologies
• Technology is a broad concept that deals with a species' usage and knowledge of tools and crafts, and how it affects a species' ability to control and adapt to its environment.
• Technologies amplify our motor, sensorial, intellectual capabilities.
• Intelligence technologies amplify:
– Our memory;
– Our symbolic and reasoning capability;
– Our imagination;
– Our capability of expression and communication.
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Intelligence Technologies
• The distinction human x technology is a mistake:
– “el mundo humano es, al mismo tiempo, tecnológico” (Lévy, 1993);
– “es imposible separar lo humano de su ambiente material, así como de sus signos e imágenes por medio de los cuales el atribuye significado a su vida y a su mundo” (Lévy, 1993).
• Man creates technologies that create man. Society is a product and a production of man and his tools.
• Vygotsky and Piaget: shows how the manipulation of tools are important for developing our thinking structures and capabilities.
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Intelligence technologies and the cultures of speech
The origins of Man and Language
Imagens: Wikimedia Commons
Around 15.000 BC Speach: 10.000 BC?
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Intelligence technologies and the cultures of speech
Societies Pre-historical tribes, most indian, hunters and collectors tribes (till present)
Time Cyclic, a-historical (in the sense of a linear History)
Space Local, geographically restricted
Colective memory
Important knowledge is registered mostly in art pieces and artifacts. It is also in the minds of the elder. It needs to be repeated, recited now and then.
Communication Synchronous: narratives, rituals, drama, story-telling as the basis for transmitting important knowledge.
Intelligence technologies
Words, chants, dances, rituals, masks, musical instruments, pupets and other artifacts.
Cognitive dynamics
Mythical and magical thinking. Animism. Concrete thinking. Short-term thinking.
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Intelligence technologies and the cultures of writing
2000 a.C. 500 a.C. 1000 1500
Imagens: Wikimedia Commons
Writing Timeline & Ancient Scripts
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Intelligence technologies and the cultures of writing
Societies Ancient, agrarian, medieval societies
Time Both linear (e.g.. Dynasties) and cyclic (natural seasons).
Space Territorial (geographically restricted), but much more expansive (conquers, expeditions etc.). Technology of writing allows to transcend spaces.
Colective memory Registered in big monuments, sculptures, wood, clay, papirus, arts and artifacts. Also encompasses speech cultures.
Communication Synchorouns and Asynchronous: Linearity of written texts. Distance between author and reader raises the “reading-interpretation” problem: only some are capable and authorized to “read-interpret” the scriptures.
Intelligence technologies
Papirus, press, books, dictionaries, encyclopedias, maps. Libraries, etc.
Cognitive dynamics
Reading, interpretation, critique. Long-term thinking.
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Intelligence technologies and the digital cultures
Imagens: Wikimedia Commons
1850 1900 1950 2000
ICT Timeline & History of Computing
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What DIGITAL means
• Information:
– ANALOG: continuous signal
– DIGITAL: discrete signal
• Advantages of digitalization:
– Numeric codification of all kinds of information: visual, sound, textual etc.
– Fast registration, compression and mass processing of data with high precision.
– Copy, reproduction and transmission.
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Intelligence technologies and the digital cultures
• Early computers
– ENIAC, 1945
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Intelligence technologies and the digital cultures
• Developments in ICT:
– Faster processing
– More memory
– Lower costs of components
– More portability
– More connectivity
– Complexity, power and friendlyness of computer languages
– More usability of interfaces
– Open architectures
– Etc.
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Intelligence technologies and the digital cultures
• Computers today:
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Intelligence technologies and the digital cultures
• Networks today: (according to http://www.internetworldstats.com/stats.htm)
– 1 billion web users: 71 % (EUA), 43% (Europe)
– Growth rate 2000-2007: 56 % (Asia) / 14% (Africa)
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Intelligence technologies and the digital cultures
Societies Networked society. Globalization.
Time Simultaneity. Precision and control of time. Accelerated times. Immediacy.
Space Shrinking of distances. Ubiquity, de-centering, virtual spaces.
Colective memory Plurality. Collective memory in digital form. Audiovisual culture. Mass-media culture. Individual memories registered and exposed (blogs, youtube etc.)
Communication Synchonous and assynchronous. Digital. Interactive. Fast. Compressed (SMS), parallel and multiple (chats)
Intelligence technologies
Computers, networks, hypermedia. Cyberspace. Databases. Virtual Reality.
Cognitive dynamics
Simulation, modelization, hybridization. Short-term thinking over long-term thinking.
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Some key concepts
• Virtuality
• Hypertext / Hypermedia
• Conectivity / Interactivity
• Social Networks / Collaboration
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Virtuality
Definitions Examples
Popular meaning
Virtual = unreal, illusion, fantasy Virtual is not real!
Philosophical meaning
Virtual = something exist under, in potency, unreavealed.
A tree exist virtually in a seed.A cel carries virtually the information of a whole being.
Computational meaning
Digital hypermedia enviroments. Websites. Digital communications.
Virtual learning environments.Chatrooms.Forums.
Partial (Visual) immersion in a digital landscape through some equipment.
Simulators, 2D games, Second Life.
Almost total (Visual, auditory, tactile) immersion in a digital landscape.
Virtual reality 3D, using RV equipment: googles, gloves, suits etc.
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Interactivity
Communication
LITTLE FLEXIBILITY IN MESSAGE(selection)
MORE FLEXIBILITY IN MESSAGE(search, retrieval, selection, modification)
TOTAL FLEXIBILITY IN MESSAGE(immersion, high interactivity)
LINEARONE-WAYONE-TO-MANY
Most mass media (broadcast): press, radio, movies, TV.
Traditional class (Education). Lectures.
Databases, Youtube Conversations.Individual videogames.
TWO-WAYONE-ONE
Letters E-mail. Conversations.VR encounters.Chats.
TWO-WAYMANY-TO-MANY
News board. Discussion forum.Videoconferences.Wikis.
Multi-user RPG games in VR.
Immersive VR.
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Communication paradigm of industrial society:linear transmission of information
(Shannon y Weaver. The Mathematical Theory of Communication, 1949)
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Technologies and process of communication related to the “transmission” paradigm
• Books• Press• Photography• Radio• Televisión• Etc.
• “linear narratives”• Broadcasts• One-way communication
EMISOR
Receptor B
Receptor C
Receptor A
Mensaje
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Interactivity as communication paradigm
GossipsNorman Rockwell (1894-1978)
Mensaje
Emisor-Receptor
Emisor-Receptor
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Interactivity as communication paradigm
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Collaboration and “Open” movement
• Wikipedia• Linux• Youtube• Linked In• …
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Collaboration and “Open” movement
• OpenCommunities, • OpenLearning, • OpenEducation, • OpenContent, • OpenSource, • OpenEducationalResources, • OpenScience, • OpenProducts, • OpenDemocracy
• Some “provocative” videos: – http://www.ted.com/talks/view/id/216 – http://www.elearnspace.org/media/worldwithoutcourses/player.html
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Technology alone does not change social practices!!
• Examples:– Tecnologia ou metodologia? – Conferencia Virtual da Petrobras
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Readings
BASIC READING:
• LÉVY, Pierre. Cibercultura. 2.ed. São Paulo: Ed.34, 2000. Chapters 1,2,3,4,5
COMPLEMENTARY READINGS:
• LÉVY, Pierre. As tecnologias da inteligência. Rio de Janeiro: Ed.34, 1993.
• LÉVY, Pierre. O que é o virtual. São Paulo: Ed.34, 1996.
• SILVA, M. Educación interactiva. Barcelona: Gedisa, 2005.
WEBLINKS:• http://opencontent.org/docs/oecd-report-wiley-fall-2006.pdf