Technology

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General

see also Language, Media, New media, Open social, Organisation

See Digital literacy


  • https://en.wikipedia.org/wiki/Technology - "science of craft", from Greek τέχνη, techne, "art, skill, cunning of hand"; and -λογία, -logia) is the collection of techniques, skills, methods and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation. Technology can be the knowledge of techniques, processes, and the like, or it can be embedded in machines, computers, devices, and factories, which can be operated by individuals without detailed knowledge of the workings of such things.

The human species' use of technology began with the conversion of natural resources into simple tools. The prehistoric discovery of how to control fire and the later Neolithic Revolution increased the available sources of food and the invention of the wheel helped humans to travel in and control their environment. Developments in historic times, including the printing press, the telephone, and the Internet, have lessened physical barriers to communication and allowed humans to interact freely on a global scale. The steady progress of military technology has brought weapons of ever-increasing destructive power, from clubs to nuclear weapons.

Technology has many effects. It has helped develop more advanced economies (including today's global economy) and has allowed the rise of a leisure class. Many technological processes produce unwanted by-products known as pollution and deplete natural resources to the detriment of Earth's environment. Various implementations of technology influence the values of a society and new technology often raises new ethical questions. Examples include the rise of the notion of efficiency in terms of human productivity, a term originally applied only to machines, and the challenge of traditional norms.

Philosophical debates have arisen over the use of technology, with disagreements over whether technology improves the human condition or worsens it. Neo-Luddism, anarcho-primitivism, and similar reactionary movements criticise the pervasiveness of technology in the modern world, arguing that it harms the environment and alienates people; proponents of ideologies such as transhumanism and techno-progressivism view continued technological progress as beneficial to society and the human condition. Until recently, it was believed that the development of technology was restricted only to human beings, but 21st century scientific studies indicate that other primates and certain dolphin communities have developed simple tools and passed their knowledge to other generations.

The distinction between science, engineering, and technology is not always clear. Science is systematic knowledge of the physical or material world gained through observation and experimentation. Technologies are not usually exclusively products of science, because they have to satisfy requirements such as utility, usability, and safety. Engineering is the goal-oriented process of designing and making tools and systems to exploit natural phenomena for practical human means, often (but not always) using results and techniques from science. The development of technology may draw upon many fields of knowledge, including scientific, engineering, mathematical, linguistic, and historical knowledge, to achieve some practical result.

Technology is often a consequence of science and engineering, although technology as a human activity precedes the two fields. For example, science might study the flow of electrons in electrical conductors by using already-existing tools and knowledge. This new-found knowledge may then be used by engineers to create new tools and machines such as semiconductors, computers, and other forms of advanced technology. In this sense, scientists and engineers may both be considered technologists; the three fields are often considered as one for the purposes of research and reference.










  • https://en.wikipedia.org/wiki/Information_and_communications_technology - an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, as well as necessary enterprise software, middleware, storage, and audiovisual systems, that enable users to access, store, transmit, and manipulate information. The term ICT is also used to refer to the convergence of audiovisual and telephone networks with computer networks through a single cabling or link system. There are large economic incentives (huge cost savings due to the elimination of the telephone network) to merge the telephone network with the computer network system using a single unified system of cabling, signal distribution, and management. ICT is an umbrella term that includes any communication device, encompassing radio, television, cell phones, computer and network hardware, satellite systems and so on, as well as the various services and appliance with them such as video conferencing and distance learning. ICT is a broad subject and the concepts are evolving. It covers any product that will store, retrieve, manipulate, transmit, or receive information electronically in a digital form (e.g., personal computers, digital television, email, or robots). For clarity, Zuppo provided an ICT hierarchy where all levels of the hierarchy "contain some degree of commonality in that they are related to technologies that facilitate the transfer of information and various types of electronically mediated communications". Theoretical differences between interpersonal-communication technologies and mass-communication technologies have been identified by the philosopher Piyush Mathur. Skills Framework for the Information Age is one of many models for describing and managing competencies for ICT professionals for the 21st century.






  • https://en.wikipedia.org/wiki/Electracy - a theory by Gregory Ulmer that describes the kind of skills and facility necessary to exploit the full communicative potential of new electronic media such as multimedia, hypermedia, social software, and virtual worlds. According to Ulmer, electracy "is to digital media what literacy is to print." It encompasses the broader cultural, institutional, pedagogical, and ideological implications inherent in the transition from a culture of print literacy to a culture saturated with electronic media. "Electracy" is the term he gives to what is resulting from this major transition that our society is undergoing. The term is a portmanteau word, combining "electrical" with "literacy", to allude to one of the fundamental terms used by the French philosopher Jacques Derrida to name the relational spacing that enables and delimits any signification in any medium.

Electracy denotes a broad spectrum of research possibilities including the history and invention of writing and mnemonic practices, the epistemological and ontological changes resulting from such practices, the sociological and psychological implications of a networked culture, and the pedagogical implementation of practices derived from such explorations.








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  • RFC 2119 - Key words for use in RFCs to Indicate Requirement Levels - In many standards track documents several words are used to signify the requirements in the specification. These words are often capitalized. This document defines these words as they should be interpreted in IETF documents. Authors who follow these guidelines should incorporate this phrase near the beginning of their document: The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this document are to be interpreted as described in RFC 2119.

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