NATS 1700: Computers, Information and Society - Unit 1: Understanding Computers, Information, and Society

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Vocabulary flashcards covering core concepts, historical definitions, communication models, and sociological theories of technological change from Unit 1 of NATS 1700.

25 Terms

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Computer (Historical Definition)

A person employed to perform calculations for scientific, military, business, surveying, or observatory work before electronic machines existed.

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Universal Machine

A machine, such as an electronic computer, capable of performing many different tasks depending on the software installed, rather than being built for one specific purpose.

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Hardware

The physical components of a computer or digital device, including the screen, keyboard, processor, memory, and hard drive.

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Software

The programs and applications that direct computer hardware, defining how users interact with and experience the machine.

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Information and Communication Technologies (ICTs)

An umbrella term for technologies or systems used to gather, retrieve, transmit, convey, manipulate, store, process, or analyze information through electronic methods.

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Binary Code

A digital representation system that uses combinations of 0s0\text{s} and 1s1\text{s} to store and communicate data.

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Convergence

The blending together of older and newer technologies—including computing, broadcasting, telecommunications, film, and photography—into integrated modern devices and systems.

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Telecommunications

Traditional communication systems, such as telegraphs and telephones, characterized by two-way, point-to-point communication between an identified sender and receiver.

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Broadcasting

Traditional communication systems, such as radio and television, characterized by one-way, point-to-mass communication from one known sender to many anonymous receivers.

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Digital Footprint

The record of a person's online activity, encompassing searches, posts, comments, photos, messages, and site visits that can be tracked, stored, and analyzed.

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Technological Determinism

The perspective that technology acts as an autonomous, independent force and serves as the primary driver of social, cultural, political, and economic change.

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Billiard Ball Approach

Claude Fischer's metaphor for technological determinism, depicting technology as an external white billiard ball striking passive society to trigger an inevitable series of social events.

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Hard Determinism

A branch of technological determinism arguing that technology strongly dictates social transformation while human beings have very little control over the outcomes.

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Soft Determinism

A branch of technological determinism holding that technology exerts a significant influence on society, but social forces and human agency still play a role.

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Social Construction of Technology (SCOT)

A theoretical approach asserting that technology does not develop on its own, but is actively shaped and directed by human action, social groups, and cultural context.

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Relevant Social Groups

In SCOT, organized or unorganized groups of users, producers, institutions, or consumers that share a particular set of meanings and influence a technology's development or adoption.

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Interpretive Flexibility

A core SCOT concept describing how different social groups attach distinct meanings, functions, and problem definitions to the same technological artifact.

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Closure and Stabilization

The phase in SCOT where disagreements and debates surrounding a technology diminish and one specific design or use becomes widely established and accepted.

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Social Shaping of Technology (SST)

A theoretical perspective arguing that technology and society operate in a two-way street, where social, economic, and political forces shape design, and technologies simultaneously affect society.

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Human Agency

The capacity of people, groups, institutions, and consumers to make choices, exert influence, and determine how technologies are designed, implemented, and used.

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The Safety Bicycle (1885)

A historical case study demonstrating that technological success was not purely technical, but depended on the support, size, and influence of specific social groups, such as young male riders.

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Digital Divide

The structural inequality in access to digital technologies, internet connectivity, technical skills, and online socioeconomic opportunities.

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Web 2.0

A more interactive phase of the internet where users actively generate, share, comment on, and collaborate over content rather than passively viewing material.

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90-9-1 Rule (1% Rule)

A principle of unequal online participation stating that approximately 1%1\% of users create most original content, 9%9\% edit or interact, and 90%90\% passively consume content.

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Amplification

A concept described by Cara Wallis (20062006) whereby a new technology does not create an entirely new function, but enhances an existing use by making it faster, mobile, personal, or more widespread.