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  2. Melvin Kranzberg - Wikipedia

    en.wikipedia.org/wiki/Melvin_Kranzberg

    Melvin Kranzberg's six laws of technology state: Technology is neither good nor bad; nor is it neutral. Invention is the mother of necessity. Technology comes in packages, big and small. Although technology might be a prime element in many public issues, nontechnical factors take precedence in technology-policy decisions.

  3. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    Assertions. American writer Nicholas Carr asserts that Internet use reduces the deep thinking that leads to true creativity. He also says that hyperlinks and overstimulation means that the brain must give most of its attention to short-term decisions. Carr also states that the vast availability of information on the World Wide Web overwhelms ...

  4. Ethics of technology - Wikipedia

    en.wikipedia.org/wiki/Ethics_of_technology

    Technoethics denotes a broad range of ethical issues revolving around technology – from specific areas of focus affecting professionals working with technology to broader social, ethical, and legal issues concerning the role of technology in society and everyday life.

  5. Technology and society - Wikipedia

    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.

  6. Good Technology - Wikipedia

    en.wikipedia.org/wiki/Good_Technology

    Good Technology. Good Technology, owned by BlackBerry Limited, is a mobile security provider headquartered in Sunnyvale, California, United States. The company serves more than 5,000 organizations worldwide in industries such as financial services, healthcare, manufacturing, energy and utilities, legal, government, and technology.

    • In Bad Bunny's 'SNL' episode, Marcello Hernández shines
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  7. Technology - Wikipedia

    en.wikipedia.org/wiki/Technology

    Technology is the application of conceptual knowledge for achieving practical goals, especially in a reproducible way. [1] The word technology can also mean the products resulting from such efforts, [2] [3] including both tangible tools such as utensils or machines, and intangible ones such as software.

  8. Screen time - Wikipedia

    en.wikipedia.org/wiki/Screen_time

    Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or even a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health.

  9. Technological singularity - Wikipedia

    en.wikipedia.org/wiki/Technological_singularity

    t. e. The technological singularity —or simply the singularity [1] —is a hypothetical future point in time at which technological growth becomes uncontrollable and irreversible, resulting in unforeseeable consequences for human civilization.

  10. Etiquette in technology - Wikipedia

    en.wikipedia.org/wiki/Etiquette_in_technology

    Etiquette in technology, colloquially referred to as netiquette, is a term used to refer to the unofficial code of policies that encourage good behavior on the Internet which is used to regulate respect and polite behavior on social media platforms, online chatting sites, web forums, and other online engagement websites.

  11. Science and technology studies - Wikipedia

    en.wikipedia.org/wiki/Science_and_technology_studies

    Science and technology studies (STS) or science, technology, and society is an interdisciplinary field that examines the creation, development, and consequences of science and technology in their historical, cultural, and social contexts.