Transcript Slide 1

INFLUENCE OF COMPUTERS ON
CULTURE
Denise Hunter
COMP 3851
November 25, 2009
LET THEM EAT DATA:
How Computers Affect
Education, Cultural
Diversity, and the
Prospects of Ecological
Sustainability
By C.A. Bowers
 2000

MOST DOMINATE CHARACTERISTIC OF A
COMPUTER?

“It is a cultural mediating and thus transforming
technology” (Bowers p. vii)

Computers are a medium of influence on culture.
CULTURE

In what context are we using culture?


“The culture concept...denotes an historically
transmitted pattern of meanings embodied in symbol
systems of inherited conceptions expressed in
symbolic forms by which men [and women]
communicate, perpetuate, and develop their
knowledge about and attitudes toward life” (Geertz,
p.89)
Channelled through language.
Root metaphors.
 Metacommunication.

ROOT METAPHORS
Deeply embedded into the language and culture
of a particular group and are often not realized.
 Foundation of thoughts and actions of a cultural
group.
 Some examples we encounter:

“information highway”
 “electronic communities”
 “chat rooms”

METACOMMUNICATION

Involves indirect forms of
communication.


Personal and cultural
insight and expression
found in patterns of
communication.
Developed through face-toface communication, does
not apply to
communication through a
computer.
CULTURALLY MEDIATING
CHARACTERISTICS OF COMPUTERS
Computers often viewed as culturally neutral.
 Bias in technology based on the cultural
assumptions of the designer.


Sometimes hard to distinguish if that cultural
assumption is shared by the user.
Generally a solitary activity.
 Helps develop individualistic and anthropocentric
ways of thinking.

CULTURALLY MEDIATING
CHARACTERISTICS OF COMPUTERS
Computer mediated learning → degraded form of
symbolic interaction.
 Data → degraded form of knowledge.

LOCAL KNOWLEDGE


Relates to the habits, traditions, and beliefs
people have about the world around them.
“this form of knowledge is contextualized,
embedded in a community of memory and
enhanced through mentoring relationships - all
aspects of face-to-face communication that cannot
be digitized and computerized without being
fundamentally distorted” (Bowers p.69).
TECHNOLOGICALLY MEDIATED DATA
Much of data and information used no longer
holds its historical and cultural context.
 Changes brought on by technologically mediated
data:

Increased status.
 Weaken local knowledge.
 Replace local knowledge while supporting consumer
lifestyle that harms the environment.

ECOLOGICAL IMPLICATIONS



World population about 6.7
billion.
Challenge placed on humanity
is to supply the necessary
means to support this
population.
Average “ecological footprint”
(global hectares per capita):
Canada: 7.1
 India: 0.9
 Worldwide: 2.7
(Global Footprint Network 2008)

TECHNOLOGICAL DEVELOPMENT ON
DEVELOPING COUNTRIES

Half the world population found in India, China, and
Southeast Asia.
 Freshwater,
agricultural lands, local fisheries all stressed,
rising levels of pollution


Loss of local traditions involving production and
exchange of goods.
Developing modern economies and consumerist
attitudes.
CONSUMER LIFESTYLE

Pressures placed on
everyone to keep up
with consumer lifestyle.


Even those who are
financially repressed.
Social pressure to have
computers in the
classroom.

Teacher and
administrator lay off at
the same time as
acquiring means to
computerize the school.
EDUCATIONAL IMPLICATIONS


Education system does not acknowledge
relationship between technology and culture.
General concerns with computer-mediated
learning:
Limit imagination, connection between data and
thinking, superficial understanding, dependence,
computer maintenance, accessibility, physical side
effects.
 fail to include cultural/ecological perspectives.

CULTURAL CONTENT IN EDUCATIONAL
SOFTWARE

Computers and educational software contain
cultural assumptions and biases.
However, biases are found in other areas of the
classroom/education.
 Teachers choose software that reinforces their own
assumptions.


Mental relationship between the mind of the
student using the program and the mind of the
designer of the program.
EDUCATIONAL SOFTWARE

Storybook Weaver (1994)
Create stories on the computer, uses imagination.
 Individual assumptions.


DinoPark Tycoon (1994)
Create/maintain a dinosaur themed park.
 Focus on new products, nature a consumed resource.


The Oregon Trail II
Simulate pioneers move along the Oregon Trail.
 Reinforces Western biases of emigrants.


SimLife
Create new environments.
 Anthropocentric point of view.

WAYS TO ADDRESS CULTURAL
ASSUMPTIONS AND BIASES


Discuss/ examine cultural assumptions, historical
perspectives, decisions made by designers.
Storybook Weaver


DinoPark Tycoon


Environmental impact.
The Oregon Trail II


Incorporate traditional folk tales.
Indigenous cultures view on the arrival of emigrants.
Sim

Relate to a similar incident in history involving the
introduction of a foreign species.
ASPECTS OF TECHNOLOGY THAT ALL
CITIZENS SHOULD BE AWARE OF:
1.
2.
3.
4.
Differences between technologies developed in
Western cultures and traditional cultures.
Alternative ways to think of technology.
Examination of how modern technology
contributes to the culturally transforming
process of commodifying knowledge and
relationships.
Modern technology requires a more complex
view of tradition.
ASPECTS OF TECHNOLOGY THAT ALL
CITIZENS SHOULD BE AWARE OF:
5.
6.
7.
Technology has an impact on language and
patterns of thinking.
Influence of modern technology on the nature of
work.
Acquire knowledge about how the cultural
mediating characteristics of computers impacts
cultural diversity and ecological sustainability.
QUESTIONS?