Cybernetics  

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-'''Cyberculture''' is the [[culture]] that has emerged, or is emerging, from the use of [[personal computer|computer]]s and the [[internet]] for [[computer-mediated communication|communication]], [[entertainment industry#Electronic entertainment|entertainment]] and [[electronic business|business]]. 
-==Manifestations of cyberculture== 
-Manifestations of Cyberculture include various human interactions mediated by computer networks. They can be activities, pursuits, games, places and metaphors, and include a diverse base of applications. Some are supported by specialized software and others work on commonly accepted web protocols. Examples include but are not limited to: 
-* [[Blog]]s+'''Cybernetics''' is a [[Transdisciplinarity|transdisciplinary]] approach for exploring regulatory [[systems]], their [[structure]]s, constraints, and possibilities. Cybernetics is relevant to the study of systems, such as mechanical, physical, biological, cognitive, and [[social systems]]. Cybernetics is applicable when a system being analyzed is involved in a closed signaling loop; that is, where action by the system generates some change in its environment and that change is reflected in that system in some manner ([[feedback]]) that triggers a system change, originally referred to as a "circular causal" relationship. Some say this is necessary to a cybernetic perspective. [[System dynamics]], a related field, originated with applications of [[electrical engineering]] [[control theory]] to other kinds of [[Simulation modeling|simulation model]]s (especially business systems) by [[Jay Forrester]] at [[MIT]] in the 1950s.
-* [[Bulletin board system|Bulletin Board Systems]]+ 
-* [[Online chat|Chat]]+== See also ==
-* [[Cybersex]]+* [[Artificial life]]
-* [[E-Commerce]]+* [[Automation]]
-* [[Online games|Games]]+* [[Autopoiesis]]
-* [[Internet meme]]s+* [[Brain-computer interface]]
-* [[Peer-to-peer file sharing]]+* [[Chaos theory]]
-* [[Social network service|Social networks]]+* [[Connectionism]]
-* [[Usenet]]+* [[Decision theory]]
-* [[Virtual world]]s+* [[Family therapy]]
-==See also==+* [[Earth system science]]
-* [[Anonymous (group)|Anonymous]]+* [[Gaia hypothesis]]
-* [[Cyber law]]+* [[Industrial Ecology]]
-* [[Cyberdelic]]+* [[Intelligence amplification]]
-* [[Cyberpunk]]+* [[Management science]]
-* [[Digitalism]]+* [[Perceptual control theory]]
-* [[Information ethics]]+* [[Principia Cybernetica]]
-* [[Infosphere]]+* [[Project Cybersyn]]
-* [[Internet trolls]]+* [[Viable System Model]]
-* [[Netnography]]+* [[Semiotics]]
-* [[Postliterate society]]+* [[Superorganisms]]
-* [[Technology and society]]+* [[Synergetics]]{{disambiguation needed|date=June 2012}}
-* [[Techno-progressivism]]+* [[Variety (cybernetics)]]
-* [[Technocriticism]]+* [[Viable Systems Approach]]
-* [[Technorealism]]+
-* [[Wifipicning]]+
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Cybernetics is a transdisciplinary approach for exploring regulatory systems, their structures, constraints, and possibilities. Cybernetics is relevant to the study of systems, such as mechanical, physical, biological, cognitive, and social systems. Cybernetics is applicable when a system being analyzed is involved in a closed signaling loop; that is, where action by the system generates some change in its environment and that change is reflected in that system in some manner (feedback) that triggers a system change, originally referred to as a "circular causal" relationship. Some say this is necessary to a cybernetic perspective. System dynamics, a related field, originated with applications of electrical engineering control theory to other kinds of simulation models (especially business systems) by Jay Forrester at MIT in the 1950s.

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Unless indicated otherwise, the text in this article is either based on Wikipedia article "Cybernetics" or another language Wikipedia page thereof used under the terms of the GNU Free Documentation License; or on research by Jahsonic and friends. See Art and Popular Culture's copyright notice.

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