UTOPIA
TECHNOLOGICAL
H N OL OG I N O LO G I TECHNOLOGICAL UTOPIA C AL U LO G IC A L UTOP CAL U T O P IA T UTOP IA TEC IA TEC HN H N O LO EC HN O L OLOG OGICA I C OGICA AL UTO L U TO P IA 2
ICAL U T O P IA T UTOP I A T P I A T E EC H N C TEC HN HNOL O N O LO LO G IC G I OGICA CAL UT L U TO P I AL UT O P IA TE OP I A T E C HNO A TEC H Technological utopianism (often called technoutopianism or technoutopianism) is any ideology based on the premise that advances in science and technology could and should bring about a utopia, or at least help to fulfil one or another utopian ideal. A techno-utopia is therefore a hypothetical ideal society, in which laws, government, and social conditions are solely operating for the benefit and well-being of all its citizens, set in the near- or far-future, when advanced science and technology will allow these ideal living standards to exist, for example; post-scarcity, transformations in human nature, the abolition of suffering and even the end of death. Technological utopianism is often connected with other discourses presenting technologies as agents of social and cultural change, such as technological determinism or media imaginaries. Douglas Rushkoff, a leading theorist on technology and cyber culture, claims that technology gives everyone a chance to voice their own opinions, fosters individualistic thinking, and dilutes hierarchy and power structures by giving the power to the people. He says that the whole world is in the middle of a new Renaissance, one that is centered on technology and self-expression. However, Rushkoff makes it clear that “People don’t live their lives behind a desk with their hands on a keyboard.” A tech-utopia does not disregard any problems that technology may cause, but strongly believes that technology allows mankind to make social, economic, political, and cultural advancements. Overall, Technological Utopianism views technology’s impacts as extremely positive. In the late 20th and early 21st centuries, several ideologies and movements such as, the cyberdelic counterculture, the Californian Ideology, transhumanism, and singularitarianism, have emerged promoting a form of techno-utopia as a reachable goal. Cultural critic, Imre Szeman, argues technological utopianism is an irrational social narrative because there is no evidence to support it. He concludes that it shows the extent to which modern societies place faith in narratives of progress and technology overcoming things, despite all evidence to the contrary.
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TECHNOLOGY
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Technology (“science of craft,” from Greek, 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 to allow for operation without detailed knowledge of their workings. The simplest form of technology is the development and use of basic 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 byproducts known as pollution and deplete natural resources to the detriment of Earth’s environment. Innovations have always influenced the values of a society and raised new questions of the ethics of technology. Examples include the rise of the notion of efficiency in terms of human productivity, and the challenges of bioethics. 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 criticize the pervasiveness of technology, 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.
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COMPUTER
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A computer is a device that can be instructed to carry out arbitrary sequences of arithmetic or logical operations automatically. The ability of computers to follow generalized sets of operations, called programs, enables them to perform an extremely wide range of tasks. Such computers are used as control systems for a very wide variety of industrial and consumer devices. This includes simple special purpose devices like microwave ovens and remote controls, factory devices such as industrial robots and computer assisted design, but also in general purpose devices like personal computers and mobile devices such as smartphones. The Internet is run on computers and it connects millions of other computers. Since ancient times, simple manual devices like the abacus aided people in doing calculations. Early in the Industrial Revolution, some mechanical devices were built to automate long tedious tasks such as, guiding patterns for looms. More sophisticated electrical machines did specialize in analog calculations in the early 20th century. The first digital electronic calculating machines were developed during World War II. The speed, power, and versatility of computers has increased continuously and dramatically since then. Conventionally, a modern computer consists of at least one processing element, typically a central processing unit (CPU), and some form of memory. The processing element carries out arithmetic and logical operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices include input devices (keyboards, mice, joystick, etc.), output devices (monitor screens, printers, etc.), and input/output devices that perform both functions (e.g., the 2000sera touchscreen). Peripheral devices allow information to be retrieved from an external source, and they enable the result of operations to be saved and retrieved. 7
USB
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USB, short for Universal Serial Bus, is an industry standard that defines cables, connectors and communications protocols for connection, communication, and power supply between computers and devices. USB was designed to standardize the connection of computer peripherals (including keyboards, pointing devices, digital cameras, printers, portable media players, disk drives and network adapters) to personal computers, both to communicate and to supply electric power. It has largely replaced a variety of earlier interfaces, such as serial ports and parallel ports, as well as separate power chargers for portable devices - and has become commonplace on a wide range of devices. Created in the mid-1990s, it is currently developed by the USB Implementers Forum (USB IF). In general, there are three basic formats of USB connectors: the default or standard format intended for desktop or portable equipment (for example, on USB flash drives), the mini intended for mobile equipment (now deprecated except the Mini-B, which is used on many cameras), and the thinner micro size, for low-profile mobile equipment (most modern mobile phones). Also, there are 5 modes of USB data transfer, in order of increasing bandwidth: Low Speed (from 1.0), Full Speed (from 1.0), High Speed (from 2.0), SuperSpeed (from 3.0), and SuperSpeed+ (from 3.1); modes have differing hardware and cabling requirements. USB devices have some choice of implemented modes, and USB version is not a reliable statement of implemented modes. Modes are identified by their names and icons, and the specifications suggests that plugs and receptacles be color-coded (SuperSpeed is identified by blue).
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Wi-Fi or WiFi is a technology for wireless local area networking with devices based on the IEEE 802.11 standards. Wi-Fi is a trademark of the Wi-Fi Alliance, which restricts the use of the term Wi-Fi Certified to products that successfully complete interoperability certification testing. Devices that can use Wi-Fi technology include personal computers, video-game consoles, phones and tablets, digital cameras, smart TVs, digital audio players and modern printers. Wi-Fi compatible devices can connect to the Internet via a WLAN and a wireless access point. Such an access point (or hotspot) has a range of about 20 meters (66 feet) indoors and a greater range outdoors. Hotspot coverage can be as small as a single room with walls that block radio waves, or as large as many square kilometres achieved by using multiple overlapping access points.
Depiction of a device sending information wirelessly to another device, both connected to the local network, in order to print a document Wi-Fi most commonly uses the 2.4 gigahertz (12 cm) UHF and 5.8 gigahertz (5 cm) SHF ISM radio bands. Anyone within range with a wireless modem can attempt to access the network; because of this, Wi-Fi is more vulnerable to attack (called eavesdropping) than wired networks.
WI-FI 10
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