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Monday, July 1, 2024

Emerging technologies

From Wikipedia, the free encyclopedia
 
Emerging technologies are technologies whose development, practical applications, or both are still largely unrealized. These technologies are generally new but also include older technologies finding new applications. Emerging technologies are often perceived as capable of changing the status quo.

Emerging technologies are characterized by radical novelty (in application even if not in origins), relatively fast growth, coherence, prominent impact, and uncertainty and ambiguity. In other words, an emerging technology can be defined as "a radically novel and relatively fast growing technology characterised by a certain degree of coherence persisting over time and with the potential to exert a considerable impact on the socio-economic domain(s) which is observed in terms of the composition of actors, institutions and patterns of interactions among those, along with the associated knowledge production processes. Its most prominent impact, however, lies in the future and so in the emergence phase is still somewhat uncertain and ambiguous."

Emerging technologies include a variety of technologies such as educational technology, information technology, nanotechnology, biotechnology, robotics, and artificial intelligence.

New technological fields may result from the technological convergence of different systems evolving towards similar goals. Convergence brings previously separate technologies such as voice (and telephony features), data (and productivity applications) and video together so that they share resources and interact with each other, creating new efficiencies.

Emerging technologies are those technical innovations which represent progressive developments within a field for competitive advantage; converging technologies represent previously distinct fields which are in some way moving towards stronger inter-connection and similar goals. However, the opinion on the degree of the impact, status and economic viability of several emerging and converging technologies varies.

History of emerging technologies

In the history of technology, emerging technologies are contemporary advances and innovation in various fields of technology.

Over centuries innovative methods and new technologies have been developed and opened up. Some of these technologies are due to theoretical research, and others from commercial research and development.

Technological growth includes incremental developments and disruptive technologies. An example of the former was the gradual roll-out of DVD (digital video disc) as a development intended to follow on from the previous optical technology compact disc. By contrast, disruptive technologies are those where a new method replaces the previous technology and makes it redundant, for example, the replacement of horse-drawn carriages by automobiles and other vehicles.

Emerging technology debates

Many writers, including computer scientist Bill Joy, have identified clusters of technologies that they consider critical to humanity's future. Joy warns that the technology could be used by elites for good or evil. They could use it as "good shepherds" for the rest of humanity or decide everyone else is superfluous and push for the mass extinction of those made unnecessary by technology.

Advocates of the benefits of technological change typically see emerging and converging technologies as offering hope for the betterment of the human condition. Cyberphilosophers Alexander Bard and Jan Söderqvist argue in The Futurica Trilogy that while Man himself is basically constant throughout human history (genes change very slowly), all relevant change is rather a direct or indirect result of technological innovation (memes change very fast) since new ideas always emanate from technology use and not the other way around. Man should consequently be regarded as history's main constant and technology as its main variable. However, critics of the risks of technological change, and even some advocates such as transhumanist philosopher Nick Bostrom, warn that some of these technologies could pose dangers, perhaps even contribute to the extinction of humanity itself; i.e., some of them could involve existential risks.

Much ethical debate centers on issues of distributive justice in allocating access to beneficial forms of technology. Some thinkers, including environmental ethicist Bill McKibben, oppose the continuing development of advanced technology partly out of fear that its benefits will be distributed unequally in ways that could worsen the plight of the poor. By contrast, inventor Ray Kurzweil is among techno-utopians who believe that emerging and converging technologies could and will eliminate poverty and abolish suffering.

Some analysts such as Martin Ford, author of The Lights in the Tunnel: Automation, Accelerating Technology and the Economy of the Future, argue that as information technology advances, robots and other forms of automation will ultimately result in significant unemployment as machines and software begin to match and exceed the capability of workers to perform most routine jobs.

As robotics and artificial intelligence develop further, even many skilled jobs may be threatened. Technologies such as machine learning may ultimately allow computers to do many knowledge-based jobs that require significant education. This may result in substantial unemployment at all skill levels, stagnant or falling wages for most workers, and increased concentration of income and wealth as the owners of capital capture an ever-larger fraction of the economy. This in turn could lead to depressed consumer spending and economic growth as the bulk of the population lacks sufficient discretionary income to purchase the products and services produced by the economy.

Emerging technologies


Examples of emerging technologies

Artificial intelligence

Artificial intelligence (AI) is the sub intelligence exhibited by machines or software, and the branch of computer science that develops machines and software with animal-like intelligence. Major AI researchers and textbooks define the field as "the study and design of intelligent agents," where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who coined the term in 1956, defines it as "the study of making intelligent machines".

The central functions (or goals) of AI research include reasoning, knowledge, planning, learning, natural language processing (communication), perception and the ability to move and manipulate objects. General intelligence (or "strong AI") is still among the field's long-term goals. Currently, popular approaches include deep learning, statistical methods, computational intelligence and traditional symbolic AI. There is an enormous number of tools used in AI, including versions of search and mathematical optimization, logic, methods based on probability and economics, and many others.

3D printer

3D printing

See also: Ai CAD libraries

3D printing, also known as additive manufacturing, has been posited by Jeremy Rifkin and others as part of the third industrial revolution.

Combined with Internet technology, 3D printing would allow for digital blueprints of virtually any material product to be sent instantly to another person to be produced on the spot, making purchasing a product online almost instantaneous.

Although this technology is still too crude to produce most products, it is rapidly developing and created a controversy in 2013 around the issue of 3D printed firearms.

Gene therapy

Gene therapy was first successfully demonstrated in late 1990/early 1991 for adenosine deaminase deficiency, though the treatment was somatic – that is, did not affect the patient's germ line and thus was not heritable. This led the way to treatments for other genetic diseases and increased interest in germ line gene therapy – therapy affecting the gametes and descendants of patients.

Between September 1990 and January 2014, there were around 2,000 gene therapy trials conducted or approved.

Cancer vaccines

A cancer vaccine is a vaccine that treats existing cancer or prevents the development of cancer in certain high-risk individuals. Vaccines that treat existing cancer are known as therapeutic cancer vaccines. There are currently no vaccines able to prevent cancer in general.

On April 14, 2009, The Dendreon Corporation announced that their Phase III clinical trial of Provenge, a cancer vaccine designed to treat prostate cancer, had demonstrated an increase in survival. It received U.S. Food and Drug Administration (FDA) approval for use in the treatment of advanced prostate cancer patients on April 29, 2010. The approval of Provenge has stimulated interest in this type of therapy.

Cultured meat

Cultured meat, also called in vitro meat, clean meat, cruelty-free meat, shmeat, and test-tube meat, is an animal-flesh product that has never been part of a living animal with exception of the fetal calf serum taken from a slaughtered cow. In the 21st century, several research projects have worked on in vitro meat in the laboratory. The first in vitro beefburger, created by a Dutch team, was eaten at a demonstration for the press in London in August 2013. There remain difficulties to be overcome before in vitro meat becomes commercially available. Cultured meat is prohibitively expensive, but it is expected that the cost could be reduced to compete with that of conventionally obtained meat as technology improves. In vitro meat is also an ethical issue. Some argue that it is less objectionable than traditionally obtained meat because it does not involve killing and reduces the risk of animal cruelty, while others disagree with eating meat that has not developed naturally.

Nanotechnology

Nanotechnology (sometimes shortened to nanotech) is the manipulation of matter on an atomic, molecular, and supramolecular scale. The earliest widespread description of nanotechnology referred to the particular technological goal of precisely manipulating atoms and molecules for fabrication of macroscale products, also now referred to as molecular nanotechnology. A more generalized description of nanotechnology was subsequently established by the National Nanotechnology Initiative, which defines nanotechnology as the manipulation of matter with at least one dimension sized from 1 to 100 nanometers. This definition reflects the fact that quantum mechanical effects are important at this scale, and so the definition shifted from a particular technological goal to a research category inclusive of all types of research and technologies that deal with the special properties of matter that occur below the given size threshold.

Robotics

Robotics is the branch of technology that deals with the design, construction, operation, and application of robots, as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behavior, and/or cognition. A good example of a robot that resembles humans is Sophia, a social humanoid robot developed by Hong Kong-based company Hanson Robotics which was activated on April 19, 2015. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics.

Self-replicating 3D printer

Stem-cell therapy

Stem cell therapy is an intervention strategy that introduces new adult stem cells into damaged tissue in order to treat disease or injury. Many medical researchers believe that stem cell treatments have the potential to change the face of human disease and alleviate suffering. The ability of stem cells to self-renew and give rise to subsequent generations with variable degrees of differentiation capacities offers significant potential for generation of tissues that can potentially replace diseased and damaged areas in the body, with minimal risk of rejection and side effects.

Chimeric antigen receptor (CAR)-modified T cells have raised among other immunotherapies for cancer treatment, being implemented against B-cell malignancies. Despite the promising outcomes of this innovative technology, CAR-T cells are not exempt from limitations that must yet to be overcome in order to provide reliable and more efficient treatments against other types of cancer.

Distributed ledger technology

Distributed ledger or blockchain technology provides a transparent and immutable list of transactions. A wide range of uses has been proposed for where an open, decentralised database is required, ranging from supply chains to cryptocurrencies.

Smart contracts are self-executing transactions which occur when pre-defined conditions are met. The aim is to provide security that is superior to traditional contract law, and to reduce transaction costs and delays. The original idea was conceived by Nick Szabo in 1994, but remained unrealised until the development of blockchains.

Augmented reality

This type of technology where digital graphics are loaded onto live footage has been around since the 20th century, but thanks to the arrival of more powerful computing hardware and the implementation of open source, this technology has been able to do things that we never thought were possible. Some ways in which we have used this technology can be through apps such as Pokémon Go, Snapchat and Instagram filters and other apps that create fictional things in real objects.

Multi-use rockets

This technology can be attributed to Elon Musk and the space company SpaceX, where instead of creating single use rockets that have no purpose after their launch, they are now able to land safely in a pre-specified place where they can recover them and use them again in later launches. This technology is believed to be one of the most important factors for the future of space travel, making it more accessible and also less polluting for the environment.

Development of emerging technologies

As innovation drives economic growth, and large economic rewards come from new inventions, a great deal of resources (funding and effort) go into the development of emerging technologies. Some of the sources of these resources are described below.

Research and development

Research and development is directed towards the advancement of technology in general, and therefore includes development of emerging technologies. See also List of countries by research and development spending.

Applied research is a form of systematic inquiry involving the practical application of science. It accesses and uses some part of the research communities' (the academia's) accumulated theories, knowledge, methods, and techniques, for a specific, often state-, business-, or client-driven purpose.

Science policy is the area of public policy which is concerned with the policies that affect the conduct of the science and research enterprise, including the funding of science, often in pursuance of other national policy goals such as technological innovation to promote commercial product development, weapons development, health care and environmental monitoring.

Patents

Top 30 AI patent applicants in 2016

Patents provide inventors with a limited period of time (minimum of 20 years, but duration based on jurisdiction) of exclusive right in the making, selling, use, leasing or otherwise of their novel technological inventions. Artificial intelligence, robotic inventions, new material, or blockchain platforms may be patentable, the patent protecting the technological know-how used to create these inventions. In 2019, WIPO reported that AI was the most prolific emerging technology in terms of number of patent applications and granted patents, the Internet of things was estimated to be the largest in terms of market size. It was followed, again in market size, by big data technologies, robotics, AI, 3D printing and the fifth generation of mobile services (5G). Since AI emerged in the 1950s, 340000 AI-related patent applications were filed by innovators and 1.6 million scientific papers have been published by researchers, with the majority of all AI-related patent filings published since 2013. Companies represent 26 out of the top 30 AI patent applicants, with universities or public research organizations accounting for the remaining four.

DARPA

The Defense Advanced Research Projects Agency (DARPA) is an agency of the U.S. Department of Defense responsible for the development of emerging technologies for use by the military.

DARPA was created in 1958 as the Advanced Research Projects Agency (ARPA) by President Dwight D. Eisenhower. Its purpose was to formulate and execute research and development projects to expand the frontiers of technology and science, with the aim to reach beyond immediate military requirements.

Projects funded by DARPA have provided significant technologies that influenced many non-military fields, such as the Internet and Global Positioning System technology.

Technology competitions and awards

There are awards that provide incentive to push the limits of technology (generally synonymous with emerging technologies). Note that while some of these awards reward achievement after-the-fact via analysis of the merits of technological breakthroughs, others provide incentive via competitions for awards offered for goals yet to be achieved.

The Orteig Prize was a $25,000 award offered in 1919 by French hotelier Raymond Orteig for the first nonstop flight between New York City and Paris. In 1927, underdog Charles Lindbergh won the prize in a modified single-engine Ryan aircraft called the Spirit of St. Louis. In total, nine teams spent $400,000 in pursuit of the Orteig Prize.

The XPRIZE series of awards, public competitions designed and managed by the non-profit organization called the X Prize Foundation, are intended to encourage technological development that could benefit mankind. The most high-profile XPRIZE to date was the $10,000,000 Ansari XPRIZE relating to spacecraft development, which was awarded in 2004 for the development of SpaceShipOne.

The Turing Award is an annual prize given by the Association for Computing Machinery (ACM) to "an individual selected for contributions of a technical nature made to the computing community." It is stipulated that the contributions should be of lasting and major technical importance to the computer field. The Turing Award is generally recognized as the highest distinction in computer science, and in 2014 grew to $1,000,000.

The Millennium Technology Prize is awarded once every two years by Technology Academy Finland, an independent fund established by Finnish industry and the Finnish state in partnership. The first recipient was Tim Berners-Lee, inventor of the World Wide Web.

In 2003, David Gobel seed-funded the Methuselah Mouse Prize (Mprize) to encourage the development of new life extension therapies in mice, which are genetically similar to humans. So far, three Mouse Prizes have been awarded: one for breaking longevity records to Dr. Andrzej Bartke of Southern Illinois University; one for late-onset rejuvenation strategies to Dr. Stephen Spindler of the University of California; and one to Dr. Z. Dave Sharp for his work with the pharmaceutical rapamycin.

Role of science fiction

Science fiction has often affected innovation and new technology by presenting creative, intriguing possibilities for technological advancement. For example, many rocketry pioneers were inspired by science fiction. The documentary How William Shatner Changed the World describes a number of examples of imagined technologies that became real.

In the media

The term bleeding edge has been used to refer to some new technologies, formed as an allusion to the similar terms "leading edge" and "cutting edge". It tends to imply even greater advancement, albeit at an increased risk because of the unreliability of the software or hardware. The first documented example of this term being used dates to early 1983, when an unnamed banking executive was quoted to have used it in reference to Storage Technology Corporation.

Brand management

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Brand_management

In marketing, brand management begins with an analysis on how a brand is currently perceived in the market, proceeds to planning how the brand should be perceived if it is to achieve its objectives and continues with ensuring that the brand is perceived as planned and secures its objectives. Developing a good relationship with target markets is essential for brand management. Tangible elements of brand management include the product itself; its look, price, and packaging, etc. The intangible elements are the experiences that the target markets share with the brand, and also the relationships they have with the brand. A brand manager would oversee all aspects of the consumer's brand association as well as relationships with members of the supply chain.

Definitions

In 2001, Hislop defined branding as "the process of creating a relationship or a connection between a company's product and emotional perception of the customer for the purpose of generating segregation among competition and building loyalty among customers". In 2004 and 2008, Kapferer and Keller respectively defined it as a fulfillment in customer expectations and consistent customer satisfaction.

Brand management uses an array of marketing tools and techniques in order to increase the perceived value of a product (see: Brand equity). Based on the aims of the established marketing strategy, brand management enables the price of products to grow and builds loyal customers through positive associations and images or a strong awareness of the brand.

Brand management is the process of identifying the core value of a particular brand and reflecting the core value among the targeted customers. In modern terms, a brand could be corporate, product, service, or person. Brand management builds brand credibility and credible brands only, can build brand loyalty, bounce back from circumstantial crisis, and can benefit from price-sensitive customers.

History

In pre-literate societies, the distinctive shape of amphorae served some of the functions of a label, communicating information about region of origin, the name of the producer and may have carried product quality claims.

The earliest origins of branding can be traced to pre-historic times. The practice may have first begun with the branding of farm animals in the middle East in the neolithic period. Stone Age and Bronze Age cave paintings depict images of branded cattle. Egyptian funerary artwork also depicts branded animals. Over time, the practice was extended to marking personal property such as pottery or tools, and eventually some type of brand or insignia was attached to goods intended for trade.

Around 4,000 years ago, producers began by attaching simple stone seals to products which, over time, were transformed into clay seals bearing impressed images, often associated with the producer's personal identity thus giving the product a personality. Bevan and Wengrow have argued that branding became necessary following the urban revolution in ancient Mesopotamia in the 4th century BCE, when large-scale economies started mass-producing commodities such as alcoholic drinks, cosmetics and textiles. These ancient societies imposed strict forms of quality control over commodities, and also needed to convey value to the consumer through branding. Diana Twede has argued that the "consumer packaging functions of protection, utility and communication have been necessary whenever packages were the object of transactions" (p. 107). She has shown that amphorae used in Mediterranean trade between 1500 and 500 BCE exhibited a wide variety of shapes and markings, which provided information for purchasers during exchange. Systematic use of stamped labels dates appears to date from around the fourth century BCE. In a largely pre-literate society, the shape of the amphora and its pictorial markings functioned as a brand, conveying information about the contents, region of origin and even the identity of the producer which were understood to convey information about product quality.

A number of archaeological research studies have found extensive evidence of branding, packaging and labelling in antiquity. Archaeologists have identified some 1,000 different Roman potters' marks of the early Roman Empire, suggesting that branding was a relatively widespread practice.

Mosaic showing garum container, from the house of Umbricius Scaurus of Pompeii. The inscription which reads "G(ari) F(los) SCO(mbri) SCAURI EX OFFI(CI)NA SCAURI" has been translated as "The flower of garum, made of the mackerel, a product of Scaurus, from the shop of Scaurus".

In Pompeii (circa 35 CE), Umbricius Scauras, a manufacturer of fish sauce (also known as garum) was branding his amphora which travelled across the entire Mediterranean. Mosaic patterns in the atrium of his house were decorated with images of amphora bearing his personal brand and quality claims. The mosaic comprises four different amphora, one at each corner of the atrium, and bearing labels as follows:

1. G(ari) F(los) SCO[m]/ SCAURI/ EX OFFI[ci]/NA SCAU/RI Translated as "The flower of garum, made of the mackerel, a product of Scaurus, from the shop of Scaurus"
2. LIQU[minis]/ FLOS Translated as: "The flower of Liquamen"
3. G[ari] F[los] SCOM[bri]/ SCAURI Translated as: "The flower of garum, made of the mackerel, a product of Scaurus"
4. LIQUAMEN/ OPTIMUM/ EX OFFICI[n]/A SCAURI Translated as: "The best liquamen, from the shop of Scaurus"

Scauras' fish sauce was known to be of very high quality across the Mediterranean and its reputation travelled as far away as modern France. Curtis has described this mosaic as "an advertisement... and a rare, unequivocal example of a motif inspired by a patron, rather than by the artist".

In Pompeii and nearby Herculaneum, archaeological evidence also points to evidence of branding and labelling in relatively common use. Wine jars, for example, were stamped with names, such as "Lassius" and "L. Eumachius;" probably references to the name of the producer. Carbonized loaves of bread, found at Herculaneum, indicate that some bakers stamped their bread with the producer's name and other information including the use, price or intended recipient. These markings demonstrate the public's need for product information in an increasingly complex marketplace.

In the East, evidence of branding also dates to an early period. Recent research suggests that Chinese merchants made extensive use of branding, packaging, advertising and retail signage. From as early as 200 BCE, Chinese packaging and branding was used to signal family, place names and product quality, and the use of government imposed product branding was used between 600 and 900 AD. Eckhart and Bengtsson have argued that during the Song Dynasty (960–1127), Chinese society developed a consumerist culture, where a high level of consumption was attainable for a wide variety of ordinary consumers rather than just the elite (p. 212). The rise of a consumer culture led to the commercial investment in carefully managed company image, retail signage, symbolic brands, trademark protection and the brand concepts of baoji, hao, lei, gongpin, piazi and pinpai, which roughly equate with Western concepts of family status, quality grading, and upholding traditional Chinese values (p. 219). Eckhardt and Bengtsson's analysis suggests that brands emerged in China as a result of the social needs and tensions implicit in consumer culture, in which brands provide social status and stratification. Thus, the evolution of brands in China stands in sharp contrast to the West where manufacturers pushed brands onto the market in order to differentiate, increase market share and ultimately profits (pp 218–219). In Japan, branding has a long heritage. For many Japanese businesses, a "mon" or seal is an East Asian form of brand or trademark.

Hallmark on an English silver spoon, 18th century

Not all historians agree that the distinctive packages and markings used in antiquity can be compared with modern brands or labels. Moore and Reid, for example, have argued that the distinctive shapes and markings in ancient containers should be termed proto-brands rather than seen as modern brands according to our modern understanding. A proto-brand is one that possesses at least one of three characteristics; place – information about the origin of manufacture-expressed by a mark, signature or even by the physical properties of the raw materials including the packaging materials, performs a basic marketing function such as storage, transportation and assortment; and quality attributes- information about the product's quality expressed by the name of the manufacturer, place of origin or ingredients or any other generally accepted indicator of quality.

The impetus for more widespread branding was often provided by government laws, requiring producers to meet minimum quality specifications or to standardize weights and measures, which in turn, was driven by public concerns about quality and fairness in exchange. The use of hallmarks, applied to precious metal objects, was well in place by the 4th century CE in Byzantium. Evidence of marked silver bars dates to around 350 CE, and represents one of the oldest known forms of consumer protection. Hundreds of silver objects, including chalices, cups, plates, rings and bullion, all bearing hallmarks from the early Byzantine period, have been found and documented. Hallmarks for silver and gold were introduced in Britain in 1300.

By the 18th century, manufacturers began displaying a royal warrant on their premises and on their packaging.

In Medieval Europe, branding was applied to a broader range of goods and services. Craft guilds, which sprang up across Europe around this time, codified and reinforced, systems of marking products to ensure quality and standards. Bread-makers, silversmiths and goldsmiths all marked their wares during this period. By 1266, English bakers were required by law to put a symbol on each product they sold. Bricui et al. have argued that the number of different forms of brands blossomed from the 14th century following the period of European discovery and expansion. Some individual brand marks have been in continuous use for centuries. The brand, Staffelter Hof, for example, dates to 862 or earlier and the company still produces wine under its name today.

The granting a royal charter to tradesmen, markets and fairs was practiced across Europe from the early Medieval period. At a time when concerns about product quality were major public issues, a royal endorsement provided the public with a signal that the holder supplied goods worthy of use in the Royal household, and by implication inspired public confidence. In the 15th century, a Royal warrant of appointment replaced the royal charter in England. The Lord Chamberlain of England formally appointed tradespeople as suppliers to the Royal household. The printer, William Caxton, for example, was one of the earliest recipients of a Royal Warrant when he became the King's printer in 1476. By the 18th-century, mass market manufacturers such as Josiah Wedgewood and Matthew Boulton, recognized the value of supplying royalty, often at prices well below cost, for the sake of the publicity and kudos it generated. Many manufacturers began actively displaying the royal arms on their premises, packaging and labelling. By 1840, the rules surrounding the display of royal arms were tightened to prevent fraudulent claims. By the early 19th century, the number of Royal Warrants granted rose rapidly when Queen Victoria granted some 2,000 royal warrants during her reign of 64 years.

By the eighteenth century, as standards of living improved and an emerging middle class began to demand more luxury goods and services, the retail landscape underwent major changes. Retailers were tending to specialize in specific goods or services and began to exhibit a variety of modern marketing techniques. Stores not only began to brand themselves, but also displayed branded goods, both in the glazed shop windows to attract passers-by and display counters to appeal to patrons inside the store. Branding was more widely used in the 19th century, following the industrial revolution, and the development of new professions like marketing, manufacturing and business management formalized the study of brands and branding as a key business activity. Branding is a way of differentiating product from mere commodities, and therefore the use of branding expanded with each advance in transportation, communication, and trade. The modern discipline of brand management is considered to have been started by a memo at Procter & Gamble by Neil H. McElroy.

Lux, print advertisement, 1916, Lux was 'positioned' as the soap for all fine fabrics.

With the rise of mass media in the early 20th century, companies soon adopted techniques that would allow their advertising messages to stand out; slogans, mascots, and jingles began to appear on radio in the 1920s and early television in the 1930s. Many of the earliest radio drama series were sponsored by soap manufacturers and the genre became known as a soap opera. Before long, radio station owners realized they could increase advertising revenue by selling 'air-time' in small time allocations which could be sold to multiple businesses. By the 1930s, these advertising spots, as the packets of time became known, were being sold by the station's geographical sales representatives, ushering in an era of national radio advertising.

From the first decades of the 20th century, advertisers began to focus on developing brand personality, brand image and brand identity—concepts. The British advertising agency, W. S. Crawford's Ltd, began to use the concept of 'product personality' and the 'advertising idea' arguing that in order to stimulate sales and create a 'buying habit', advertising had to 'build a definitive association of ideas round the goods'. In the US, advertising agency, J. Walter Thompson company (JWT), was pioneering similar concepts of brand personality and brand image. The notion of a 'brand personality' was developed independently and simultaneously in both the US and Britain. For example, in 1915 JWT acquired the advertising account for Lux soap and recommended that the traditional positioning as a product for woolen garments should be broadened so that consumers would see it as a soap for use on all fine fabrics in the household. To implement, Lux was repositioned with a more up-market posture, and began a long association with expensive clothing and high fashion. Cano has argued that the positioning strategy JWT used for Lux exhibited an insightful understanding of the way that consumers mentally construct brand images. JWT recognized that advertising effectively manipulated socially shared symbols. In the case of Lux, the brand disconnected from images of household drudgery, and connected with images of leisure and fashion.

By the 1940s, manufacturers began to recognize the way in which consumers were developing relationships with their brands in a social/psychological/anthropological sense. Advertisers began to use motivational research and consumer research to gather insights into consumer purchasing. Strong branded campaigns for Chrysler and Exxon/Esso, using insights drawn research methods from psychology and cultural anthropology, led to some of most enduring campaigns of the 20th century. Esso's "Put a Tiger in Your Tank" campaign was based on a tiger mascot used in Scandinavia at the turn of last century, and first appeared as a global advertising slogan in the 1950s and 60s, and subsequently reappeared in the 1990s. Throughout the late 20th century, brand advertisers began to imbue goods and services with a personality, based on the insight that consumers searched for brands with personalities that matched their own.

Global brands

Interbrand's 2020 top-10 global brands are Apple, Amazon, Microsoft, Google, Samsung, Coca-Cola, Toyota, Mercedes-Benz, McDonald's, and Disney.

Interbrand's Top Ten Global Brands (by brand value), 2020
Rank Logo Brand Value ($m)
1 Apple 322,999
2 Amazon 200,667
3 Microsoft 166,001
4 Google 165,444
5 Samsung 62,289
6 Coca-Cola 56,894
7 Toyota 51,595
8 Mercedes-Benz 49,268
9 McDonald's 42,816
10 Disney 40,773

The split between commodities/food services and technology is not a matter of chance: both industrial sectors rely heavily on sales to the individual consumer who must be able to rely on cleanliness/quality or reliability/value, respectively. For this reason, industries such as agricultural (which sells to other companies in the food sector), student loans (which have a relationship with universities/schools rather than the individual loan-taker), and electricity (which is generally a controlled monopoly) have less prominent and less recognized branding. Brand value, moreover, is not simply a fuzzy feeling of "consumer appeal", but an actual quantitative value of good will under Generally Accepted Accounting Principles. Companies will rigorously defend their brand name, including prosecution of trademark infringement. Occasionally trademarks may differ across countries.

The distinctive red colour, custom-designed Spencerian script and the shape of the bottle make Coca-Cola one of the most recognizable brands globally.

Among the most highly visible and recognizable brands is the script and logo for Coca-Cola products. Despite numerous blind tests indicating that Coke's flavor is not preferred, Coca-Cola continues to enjoy a dominant share of the cola market. Coca-Cola's history is so replete with uncertainty that a folklore has sprung up around the brand, including the (refuted) myth that Coca-Cola invented the red-dressed Santa-Claus which is used to gain market entry in less capitalistic regions in the world such as the former Soviet Union and China, and such brand-management stories as "Coca-Cola's first entry into the Chinese market resulted in their brand being translated as 'bite the wax tadpole'". Brand management science is replete with such stories, including the Chevrolet 'Nova' or "it doesn't go" in Spanish, and proper cultural translation is useful to companies entering new markets.

Modern brand management also intersects with legal issues such as 'genericization of trademark.' The 'Xerox' Company continues to fight heavily in media whenever a reporter or other writer uses 'xerox' as simply a synonym for 'photocopy.' Should usage of 'xerox' be accepted as the standard American English term for 'photocopy,' then Xerox's competitors could successfully argue in court that they are permitted to create 'xerox' machines as well. Yet, in a sense, reaching this stage of market domination is itself a triumph of brand management, in that becoming so dominant typically involves strong profit.

Branding terminology

Brand associations refers to a set of information nodes held in memory that form a network of associations and are linked to a key variable. For example, variables such as brand image, brand personality, brand attitude, brand preference are nodes within a network that describes the sources of brand-self congruity. In another example, the variables brand recognition and brand recall form a linked network that describes the consumer's brand awareness or brand knowledge.

Brand attitude refers to the "buyer's overall evaluation of a brand with respect to its perceived ability to meet a currently relevant motivation".

Brand Trust refers to whether customers expect the brand to do what is right. 81% of consumers from different markets identified this as a deciding factor in their purchases.

Brand awareness refers to the extent to which consumers can identify a brand under various conditions. Marketers typically identify two distinct types of brand awareness; namely brand recognition and brand recall.

Brand Recognition refers to how easily the consumers can associate a brand based on the company's logo, slogan, color scheme, or other visual element, without seeing the company's name.

Brand equity Within the literature, it is possible to identify two distinct definitions of brand equity. Firstly an accounting definition suggests that brand equity is a measure of the financial value of a brand and attempts to measure the net additional inflows as a result of the brand or the value of the intangible asset of the brand. A different definition comes from marketing where brand equity is treated as a measure of the strength of consumers' attachment to a brand; a description of the associations and beliefs the consumer has about the brand.

Brand image refers to an image an organization wants to project; a psychological meaning or meaning profile associated with a brand.

Brand loyalty refers to the feelings of attachment a consumer forms with a brand. It is a tendency of consumers to purchase repeatedly from a specific brand.

Brand personality refers to "the set of human personality traits that are both applicable to and relevant for brands".

Self-brand congruity draws on the notion that consumers prefer brands with personalities that are congruent with their own; consumers tend to form strong attachments with brands where the brand personality matches their own.

Brand preference refers to "consumers' predisposition towards certain brands that summarize their cognitive information processing towards brand stimuli".

Brand orientation

Brand orientation refers to "the degree to which the organization values brands and its practices are oriented towards building brand capabilities". It is a deliberate approach to working with brands, both internally and externally. The most important driving force behind this increased interest in strong brands is the accelerating pace of globalization. This has resulted in an ever-tougher competitive situation on many markets. A product's superiority is in itself no longer sufficient to guarantee its success. The fast pace of technological development and the increased speed with which imitations turn up on the market have dramatically shortened product lifecycles. The consequence is that product-related competitive advantages soon risk being transformed into competitive prerequisites. For this reason, increasing numbers of companies are looking for other, more enduring, competitive tools – such as brands.

Justification

Brand management aims to create an emotional connection between products, companies and their customers and constituents. Brand managers & Marketing managers may try to control the brand image.

Brand managers create strategies to convert a suspect to prospect, prospect to buyer, buyer to customer, and customer to brand advocates.

Approaches

"By Appointment to His Royal Majesty" was a registered and limited list of approved brands suitable for supply to the Royal British family.

Some believe brand managers can be counter-productive, due to their short-term focus.

On the other end of the extreme, luxury and high-end premium brands may create advertisements or sponsor teams merely for the "overall feeling" or goodwill generated. A typical "no-brand" advertisement might simply put up the price (and indeed, brand managers may patrol retail outlets for using their name in discount/clearance sales), whereas on the other end of the extreme a perfume brand might be created that does not show the actual use of the perfume or Breitling may sponsor an aerobatics team purely for the "image" created by such sponsorship. Space travel and brand management for this reason also enjoys a special relationship.

"Nation branding" is a modern term conflating foreign relations and the idea of a brand. An example is Cool Britannia of the 1990s.

Social media

Even though social media has changed the tactics of marketing brands, its primary goals remain the same; to attract and retain customers. However, companies have now experienced a new challenge with the introduction of social media. This change is finding the right balance between empowering customers to spread the word about the brand through viral platforms, while still controlling the company's own core strategic marketing goals. Word-of-mouth marketing via social media, falls under the category of viral marketing, which broadly describes any strategy that encourages individuals to propagate a message, thus, creating the potential for exponential growth in the message's exposure and influence. Basic forms of this are seen when a customer makes a statement about a product or company or endorses a brand. This marketing technique allows users to spread the word on the brand which creates exposure for the company. Because of this, brands have become interested in exploring or using social media for commercial benefit.

Brand heritage

Brands with heritage are not simply associated with antiquated organizations; rather, they actively extol values and position themselves in relation to their heritage. Brands offer multiple benefits to organizations at various market levels, reflecting the entire experiential process afforded to consumers. In the case of voluntary organizations if they can unlock their brand heritage and it will improve volunteer engagement, to the extent that organizations 'with a long history, core values, positive track record, and use of symbols possess, whether consciously or not, an inherent advantage in an increasingly competitive landscape'. In the luxury literature, heritage is distinctly recognized as an integral component of a luxury brand's identity. In the context of tourism preconceived notions of brand heritage stimulate the increased experience of existential authenticity, increasing satisfaction with the visitor experience. For consumer goods the communication of continuity of the brand promise can increase perceived brand authenticity. Heritage brands are characterized by their distinctive capacity to seamlessly integrate past, present, and future temporal dimensions.

Technology and society

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Technology_and_society

Technology, society and life
or technology and culture refers to the inter-dependency, co-dependence, co-influence, and co-production of technology and society upon one another. Evidence for this synergy has been found since humanity first started using simple tools. The inter-relationship has continued as modern technologies such as the printing press and computers have helped shape society. The first scientific approach to this relationship occurred with the development of tektology, the "science of organization", in early twentieth century Imperial Russia. In modern academia, the interdisciplinary study of the mutual impacts of science, technology, and society, is called science and technology studies.

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 have lessened physical barriers to communication and allowed humans to interact freely on a global scale, such as the printing press, telephone, and Internet.

Technology has developed advanced economies, such as the modern global economy, and has led to the rise of a leisure class. Many technological processes produce by-products known as pollution, and deplete natural resources to the detriment of Earth's environment. Innovations influence the values of society and raise new questions in 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. However, proponents of ideologies such as transhumanism and techno-progressivism view continued technological progress as beneficial to society and the human condition.

Pre-historical

The importance of stone tools, circa 2.5 million years ago, is considered fundamental in the human development in the hunting hypothesis.

Primatologist, Richard Wrangham, theorizes that the control of fire by early humans and the associated development of cooking was the spark that radically changed human evolution. Texts such as Guns, Germs, and Steel suggest that early advances in plant agriculture and husbandry fundamentally shifted the way that collective groups of individuals, and eventually societies, developed.

Modern examples and effects

Technology has taken a large role in society and day-to-day life. When societies know more about the development in a technology, they become able to take advantage of it. When an innovation achieves a certain point after it has been presented and promoted, this technology becomes part of the society. The use of technology in education provides students with technology literacy, information literacy, capacity for life-long learning, and other skills necessary for the 21st century workplace. Digital technology has entered each process and activity made by the social system. In fact, it constructed another worldwide communication system in addition to its origin.

A 1982 study by The New York Times described a technology assessment study by the Institute for the Future, "peering into the future of an electronic world." The study focused on the emerging videotex industry, formed by the marriage of two older technologies, communications, and computing. It estimated that 40 percent of American households will have two-way videotex service by the end of the century. By comparison, it took television 16 years to penetrate 90 percent of households from the time commercial service was begun.

Since the creation of computers achieved an entire better approach to transmit and store data. Digital technology became commonly used for downloading music and watching movies at home either by DVDs or purchasing it online. Digital music records are not quite the same as traditional recording media. Obviously, because digital ones are reproducible, portable and free.

Around the globe many schools have implemented educational technology in primary schools, universities and colleges. According to the statistics, in the early beginnings of 1990s the use of Internet in schools was, on average, 2–3%. Continuously, by the end of 1990s the evolution of technology increases rapidly and reaches to 60%, and by the year of 2008 nearly 100% of schools use Internet on educational form. According to ISTE researchers, technological improvements can lead to numerous achievements in classrooms. E-learning system, collaboration of students on project based learning, and technological skills for future results in motivation of students.

Although these previous examples only show a few of the positive aspects of technology in society, there are negative side effects as well. Within this virtual realm, social media platforms such as Instagram, Facebook, and Snapchat have altered the way Generation Y culture is understanding the world and thus how they view themselves. In recent years, there has been more research on the development of social media depression in users of sites like these. "Facebook Depression" is when users are so affected by their friends' posts and lives that their own jealousy depletes their sense of self-worth. They compare themselves to the posts made by their peers and feel unworthy or monotonous because they feel like their lives are not nearly as exciting as the lives of others.

Technology has a serious effect on youth's health. The overuse of technology is said to be associated with sleep deprivation which is linked to obesity and poor academic performance in the lives of adolescents.

Economics and technological development

Nuclear reactor, Doel, Belgium

In ancient history, economics began when spontaneous exchange of goods and services was replaced over time by deliberate trade structures. Makers of arrowheads, for example, might have realized they could do better by concentrating on making arrowheads and barter for other needs. Regardless of goods and services bartered, some amount of technology was involved—if no more than in the making of shell and bead jewelry. Even the shaman's potions and sacred objects can be said to have involved some technology. So, from the very beginnings, technology can be said to have spurred the development of more elaborate economies. Technology is seen as primary source in economic development.

Technology advancement and economic growth are related to each other. The level of technology is important to determine the economic growth. It is the technological process which keeps the economy moving.

In the modern world, superior technologies, resources, geography, and history give rise to robust economies; and in a well-functioning, robust economy, economic excess naturally flows into greater use of technology. Moreover, because technology is such an inseparable part of human society, especially in its economic aspects, funding sources for (new) technological endeavors are virtually illimitable. However, while in the beginning, technological investment involved little more than the time, efforts, and skills of one or a few men, today, such investment may involve the collective labor and skills of many millions.

Most recently, because of the COVID-19 pandemic, the proportion of firms employing advanced digital technology in their operations expanded dramatically. It was found that firms that adopted technology were better prepared to deal with the pandemic's disruptions. Adaptation strategies in the form of remote working, 3D printing, and the use of big data analytics and AI to plan activities to adapt to the pandemic were able to ensure positive job growth.

Funding

Consequently, the sources of funding for large technological efforts have dramatically narrowed, since few have ready access to the collective labor of a whole society, or even a large part. It is conventional to divide up funding sources into governmental (involving whole, or nearly whole, social enterprises) and private (involving more limited, but generally more sharply focused) business or individual enterprises.

Government funding for new technology

The government is a major contributor to the development of new technology in many ways. In the United States alone, many government agencies specifically invest billions of dollars in new technology.

In 1980, the UK government invested just over six million pounds in a four-year program, later extended to six years, called the Microelectronics Education Programme (MEP), which was intended to give every school in Britain at least one computer, software, training materials, and extensive teacher training. Similar programs have been instituted by governments around the world.

Technology has frequently been driven by the military, with many modern applications developed for the military before they were adapted for civilian use. However, this has always been a two-way flow, with industry often developing and adopting a technology only later adopted by the military.

Entire government agencies are specifically dedicated to research, such as America's National Science Foundation, the United Kingdom's scientific research institutes, America's Small Business Innovative Research effort. Many other government agencies dedicate a major portion of their budget to research and development.

Private funding

Research and development is one of the smallest areas of investments made by corporations toward new and innovative technology.

Many foundations and other nonprofit organizations contribute to the development of technology. In the OECD, about two-thirds of research and development in scientific and technical fields is carried out by industry, and 98 percent and 10 percent, respectively, by universities and government. But in poorer countries such as Portugal and Mexico the industry contribution is significantly less. The U.S. government spends more than other countries on military research and development, although the proportion has fallen from about 30 percent in the 1980s to less than 10 percent.

The 2009 founding of Kickstarter allows individuals to receive funding via crowdsourcing for many technology related products including both new physical creations as well as documentaries, films, and web-series that focus on technology management. This circumvents the corporate or government oversight most inventors and artists struggle against but leaves the accountability of the project completely with the individual receiving the funds.

Other economic considerations

Relation to science

The relationship between science and technology can be complex.  Science may drive technological development, by generating demand for new instruments to address a scientific question, or by illustrating technical possibilities previously unconsidered.  An environment of encouraged science will also produce scientists and engineers, and technical schools, which encourages innovation and entrepreneurship that are capable of taking advantage of the existing science.  In fact, it is recognized that "innovators, like scientists, do require access to technical information and ideas" and "must know enough to recognize useful knowledge when they see it."  Science spillover also contributes to greater technological diffusion.  Having a strong policy contributing to basic science allows a country to have access to a strong a knowledge base that will allow them to be "ready to exploit unforeseen developments in technology," when needed in times of crisis.

For most of human history, technological improvements were arrived at by chance, trial and error, or spontaneous inspiration.  Stokes referred to these innovators as "'improvers of technology'…who knew no science and would not have been helped by it if they had."  This idea is supported by Diamond who further indicated that these individuals are "more likely to achieve a breakthrough if [they do] not hold the currently dominant theory in too high regard." Research and development directed towards immediate technical application is a relatively recent occurrence, arising with the Industrial Revolution and becoming commonplace in the 20th century.  In addition, there are examples of economies that do not emphasize science research that have been shown to be technological leaders despite this.  For example, the United States relied on the scientific output of Europe in the early 20th century, though it was regarded as a leader in innovation. Another example is the technological advancement of Japan in the latter part of the same century, which emphasized more applied science (directly applicable to technology).

Though the link between science and technology has need for more clarity, what is known is that a society without sufficient building blocks to encourage this link are critical.  A nation without emphasis on science is likely to eventually stagnate technologically and risk losing competitive advantage.  The most critical areas for focus by policymakers are discouraging too many protections on job security, leading to less mobility of the workforce, encouraging the reliable availability of sufficient low-cost capital for investment in R&D, by favorable economic and tax policies, and supporting higher education in the sciences to produce scientists and engineers.

Sociological factors and effects

Values

The implementation of technology influences the values of a society by changing expectations and realities. The implementation of technology is also influenced by values. There are (at least) three major, interrelated values that inform, and are informed by, technological innovations:

  • Mechanistic world view: Viewing the universe as a collection of parts (like a machine), that can be individually analyzed and understood. This is a form of reductionism that is rare nowadays. However, the "neo-mechanistic world view" holds that nothing in the universe cannot be understood by the human intellect. Also, while all things are greater than the sum of their parts (e.g., even if we consider nothing more than the information involved in their combination), in principle, even this excess must eventually be understood by human intelligence. That is, no divine or vital principle or essence is involved.
  • Efficiency: A value, originally applied only to machines, but now applied to all aspects of society, so that each element is expected to attain a higher and higher percentage of its maximal possible performance, output, or ability.
  • Social progress: The belief that there is such a thing as social progress, and that, in the main, it is beneficent. Before the Industrial Revolution, and the subsequent explosion of technology, almost all societies believed in a cyclical theory of social movement and, indeed, of all history and the universe. This was, obviously, based on the cyclicity of the seasons, and an agricultural economy's and society's strong ties to that cyclicity. Since much of the world is closer to their agricultural roots, they are still much more amenable to cyclicity than progress in history. This may be seen, for example, in Prabhat Rainjan Sarkar's modern social cycles theory. For a more westernized version of social cyclicity, see Generations: The History of America's Future, 1584 to 2069 (Paperback) by Neil Howe and William Strauss; Harper Perennial; Reprint edition (September 30, 1992); ISBN 0-688-11912-3, and subsequent books by these authors.

Institutions and groups

Technology often enables organizational and bureaucratic group structures that otherwise and heretofore were simply not possible. Examples of this might include:

  • The rise of very large organizations: e.g., governments, the military, health and social welfare institutions, supranational corporations.
  • The commercialization of leisure: sports events, products, etc. (McGinn)
  • The almost instantaneous dispersal of information (especially news) and entertainment around the world.

International

Technology enables greater knowledge of international issues, values, and cultures. Due mostly to mass transportation and mass media, the world seems to be a much smaller place, due to the following:

  • Globalization of ideas
  • Embeddedness of values
  • Population growth and control

Environment

Smog caused by the invention, construction, dissemination and use of car-technology and -infrastructure alongside possibly less than suboptimal product- and industrial production-designs

Technology can provide understanding of and appreciation for the world around us, enable sustainability and improve environmental conditions but also degrade the environment and facilitate unsustainability.

Some polities may conclude that certain technologies' environmental detriments and other risks to outweigh their benefits, especially if or once substitutive technologies have been or can be invented, leading to directed technological phase-outs such as the fossil fuel phase-out and the nuclear fission power phase-out.

Most modern technological processes produce unwanted byproducts in addition to the desired products, which are known as waste and pollution. While material waste is often re-used in industrial processes, many processes lead to a release into the environment with negative environmental side effects, such as pollution and lack of sustainability.

Development and technologies' implications

Some technologies are designed specifically with the environment in mind, but most are designed first for financial or economic effects such as the free market's profit motive. The effects of a specific technology is often not only dependent on how it is used – e.g. its usage context – but also predetermined by the technology's design or characteristics, as in the theory of "the medium is the message" which relates to media-technologies in specific. In many cases, such predetermined or built-in implications may vary depending on factors of contextual contemporary conditions such as human biology, international relations and socioeconomics. However, many technologies may be harmful to the environment only when used in specific contexts or for specific purposes that not necessarily result from the nature of the technology.

Values

Historically, from the perspective of economic agent-centered responsibility, an increased, as of 2021 commonly theoretic and informal, value of healthy environments and more efficient productive processes may be the result of an increase in the wealth of society. Once people are able to provide for their basic needs, they can – and are often facilitated to – not only afford more environmentally destructive products and services, but could often also be able to put an – e.g. individual morality-motivated – effort into valuing less tangible goods such as clean air and water if product-, alternatives-, consequences- and services-information are adequate.

From the perspective of systems science and cybernetics, economies (systems) have economic actors and sectors make decisions based upon a range of system-internal factors with structures – or sometimes forms of leveraging existing structures – that lead to other outcomes being the result of other architectures – or systems-level configurations of the existing designs – which are considered to be possible in the sense that such could be modeled, tested, priorly assessed, developed and studied.

Negative effects on the environment

The effects of technology on the environment are both obvious and subtle. The more obvious effects include the depletion of nonrenewable natural resources (such as petroleum, coal, ores), and the added pollution of air, water, and land. The more subtle effects may include long-term effects (e.g. global warming, deforestation, natural habitat destruction, coastal wetland loss.)

Pollution and energy requirements

Each wave of technology creates a set of waste previously unknown by humans: toxic waste, radioactive waste, electronic waste, plastic waste, space waste.

Electronic waste creates direct environmental impacts through the production and maintaining the infrastructure necessary for using technology and indirect impacts by breaking barriers for global interaction through the use of information and communications technology. Certain usages of information technology and infrastructure maintenance consume energy that contributes global warming. This includes software-designs such as international cryptocurrencies and most hardware powered by nonrenewable sources.

One of the main problems is the lack of societal decision-making processes – such as the contemporary economy and politics – that lead to sufficient implementation of existing as well as potential efficient ways to remove, recycle and prevent these pollutants on a large scale expediently.

Digital technologies, however, are important in achieving the green transition and specifically, the SDGs and European Green Deal's environmental targets. Emerging digital technologies, if correctly applied, have the potential to play a critical role in addressing environmental issues. A few examples are: smart city mobility, precision agriculture, sustainable supply chains, environmental monitoring, and catastrophe prediction.

Construction and shaping

Choice

Society also controls technology through the choices it makes. These choices not only include consumer demands; they also include:

  • the channels of distribution, how do products go from raw materials to consumption to disposal;
  • the cultural beliefs regarding style, freedom of choice, consumerism, materialism, etc.;
  • the economic values we place on the environment, individual wealth, government control, capitalism, etc.

According to Williams and Edge, the construction and shaping of technology includes the concept of choice (and not necessarily conscious choice). Choice is inherent in both the design of individual artifacts and systems, and in the making of those artifacts and systems.

The idea here is that a single technology may not emerge from the unfolding of a predetermined logic or a single determinant, technology could be a garden of forking paths, with different paths potentially leading to different technological outcomes. This is a position that has been developed in detail by Judy Wajcman. Therefore, choices could have differing implications for society and for particular social groups.

Autonomous technology

In one line of thought, technology develops autonomously, in other words, technology seems to feed on itself, moving forward with a force irresistible by humans. To these individuals, technology is "inherently dynamic and self-augmenting."

Jacques Ellul is one proponent of the irresistibleness of technology to humans. He espouses the idea that humanity cannot resist the temptation of expanding our knowledge and our technological abilities. However, he does not believe that this seeming autonomy of technology is inherent. But the perceived autonomy is because humans do not adequately consider the responsibility that is inherent in technological processes.

Langdon Winner critiques the idea that technological evolution is essentially beyond the control of individuals or society in his book Autonomous Technology. He argues instead that the apparent autonomy of technology is a result of "technological somnambulism," the tendency of people to uncritically and unreflectively embrace and utilize new technologies without regard for their broader social and political effects.

In 1980, Mike Cooley published a critique of the automation and computerisation of engineering work under the title "Architect or Bee? The human/technology relationship". The title alludes to a comparison made by Karl Marx, on the issue of the creative achievements of human imaginative power. According to Cooley ""Scientific and technological developments have invariably proved to be double-edged. They produced the beauty of Venice and the hideousness of Chernobyl; the caring therapies of Rontgen's X-rays and the destruction of Hiroshima,"

Government

Individuals rely on governmental assistance to control the side effects and negative consequences of technology.

  • Supposed independence of government. An assumption commonly made about the government is that their governance role is neutral or independent. However, some argue that governing is a political process, so government will be influenced by political winds of influence. In addition, because government provides much of the funding for technological research and development, it has a vested interest in certain outcomes. Other point out that the world's biggest ecological disasters, such as the Aral Sea, Chernobyl, and Lake Karachay have been caused by government projects, which are not accountable to consumers.
  • Liability. One means for controlling technology is to place responsibility for the harm with the agent causing the harm. Government can allow more or less legal liability to fall to the organizations or individuals responsible for damages.
  • Legislation. A source of controversy is the role of industry versus that of government in maintaining a clean environment. While it is generally agreed that industry needs to be held responsible when pollution harms other people, there is disagreement over whether this should be prevented by legislation or civil courts, and whether ecological systems as such should be protected from harm by governments.

Recently, the social shaping of technology has had new influence in the fields of e-science and e-social science in the United Kingdom, which has made centers focusing on the social shaping of science and technology a central part of their funding programs.

Delayed-choice quantum eraser

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Delayed-choice_quantum_eraser A delayed-cho...