Definition Rewrite–Cyphercomp2

Innovation, Natural Selection and Erosion

Innovation conventionally reduces the work required to accomplish tasks. As the power of convenience makes it easier to compound human creativity, wondrous creations are made possible. Creations that make life easier, and more task oriented are within reach every year. Innovation is naturally just a process that refines an already working system, in a steady state such as the one America is debatable in at the moment, innovation can become addicting. As we create marvelously artful gadgets and solutions to daily first world annoyances, we create a sort of dependency. This dependency comes from habits formed in relation to the innovative services we have addicted ourselves and the next generations to. The integration of innovative forces, electricity in particular, will continue to degrade the human race and its physical ability, work ethic and decisiveness (which is outlined in the causal argument). The ripple effects of innovation are intricate, frustrating, extensively counter intuitive defying logic in every sense of the word.

Natural selection and evolution are basically taught as fact in every school around the world with the exception of the deviating few christian and private schools. Natural selection suggests that in every generation of evolutionary leaping, the strongest in that generation will survive. This is incredibly counter empathetic, inconsiderate and cold. While we are taught that humans are descendants of “other” animals, we still choose to separate ourselves from them in terms of how we think we evolve. For innovation to exist we cannot be done evolving, for natural selection to exist we cannot continue innovating and for innovation to exist we cannot say that we plan to evolve and are therefore already done. There is a brutal cycle of inconsistencies if we choose to bundle innovation, evolution and natural selection into the same basket. The resulting picnic would be a cross between Hitler, Nikola Tesla and the Pope. None of those mentalities can commune with all three at the same time.

The physical capabilities of the human body have largely been altered in many generational niches by innovative, well meaning, mostly electrical devices. Nearly every commodity that could ever come to mind is now gained with a considerable decrease in physical output. Transportation has changed with the development of cars, planes and elevators. Everything is geared towards speed. Physical labor once required to produce energy is quickly being extinguished by new innovative fuel sources. Buttons have replaced much of our physical output  requirements. Do not misunderstand me, innovative devices are not inherently bad, in fact, they are extremely beneficial. The benefits of any system human kind employs has always come from using the system in moderation. While furthering preexisting efficiency, innovation kills off what is deemed unnecessary from the past to boost the productivity of what is current.

A simple conversation with a business owner in the trades will leave any mind in question baffled. While over the decades younger generations grow up with innovative new systems of living, they grow less acquainted with physical labor and muscular output beyond building a physical appearance. Work ethic is what those employers in the trades want. But as innovation compounds the natural order of things, work ethic will die. It is not uncommon for procrastination to hinder the work the millennial generation sets out to accomplish in everyday life. Innovation has created a green house for ever flowing entertainment that numbs and pleasures the lives of every new generation. The addiction to constant pleasure is one that is very difficult to extract the mind from, simple chores in life remain undone and eventually the work required to sustain that life cannot be done. Innovation while good, subtly erodes the foundation on which it stands.

Intelligence is almost by a paradox destroyed by innovation. Skills that are usually built over the course of a child hood are lost to a technological piggy back ride. Natural selection relies heavily on the pedigree of the previous generation. While human intelligence solves all of the worlds problems, it creates ones that never existed before. Just like Monsanto and the super weeds created by accident, innovation creates super weeds in society that are very difficult to fix once they have taken root in culture and the minds of the young. Manufacturing convenience erodes the very foundation of the infrastructure it is producing.

Works Cited

http://www.ncbi.nlm.nih.gov/pubmed/11737743

K, Okada, and Tazawa Y. “Result Filters.” National Center for Biotechnology Information. U.S. National Library of Medicine, Dec.-Jan. 2001. Web. This is a cross comparative study developed to understand health complaints by video game players and avid television watchers. 1143 children ages 6-11 including the parents were studied. Intended use: I intend to use this as a subtle fall back support for the repercussions of technology abuse.

http://www.lasentinel.net/index.php?option=com_content&view=article&id=6528:top-5-consequences-to-bad-posture&catid=67&Itemid=157

Soraya, Daymon. “Top 5 Consequences to Bad Posture.” – LA Sentinel. – LA Sentinel, Feb.-Mar. 2009. Web. Tension, breathing problems, unnatural fatigue among countless other difficulties arise from the poor posture created by addicted technology use. It makes one wonder if all of the back pain on tv commercials is from the commercials themselves. Intended use: I intend on using this a support for degenerative issues caused by technology in its addicting forms.

http://www.telegraph.co.uk/news/health/news/9558615/Got-back-pain-It-could-be-your-genes.html

Adams, Stephen. “Got Back Pain? It Could Be Your Genes.” Telegraph.co.uk. Telegraph.co.uk, Aug.-Sept. 2012. Web. The poor posture mentioned in some other citations can cause an issue mentioned here. The disks in the back can begin bulging from abnormal pressure angles and herniate. If this occurs the only true help comes from surgery. While chronic back pain disorders and body functions cannot always be treated as they are passed down, some can be treated just by how we think. Intended use: support for the debilitating effects of human addiction to technology.

http://www.ncbi.nlm.nih.gov/pubmed/8057115

Authors, Multiple. “Result Filters.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. This article written from a study goes into basic detail of seizures induced by video game playing. The lighting changes and intense focus on specific frequencies of light and sound can cause major issues for already health deprived people. Intended use: Continued support for the effects technological entertainment and pleasure have on the human body.

http://www.ncbi.nlm.nih.gov/pubmed/23097053

Y, Hasan. “Violent Video Games Stress People out and Make Them More Aggressive.” National Center for Biotechnology Information. U.S. National Library of Medicine, 24 Oct. 2012. Web. Violent video games are proven to induce overly large amounts of unnecessary stress on young individuals. The ripple effects move right into the daily lives of these people and cause abnormal amounts of violence to be present in their actions. Intended use: Understanding that we can be controlled by what we feel we are in control of, in this case, violent scenarios. This shows the scarcity of human control via technology.

http://aspeneducation.crchealth.com/article-teen-sleeping/

Aspen. “Technology Takes Its Toll on Teen Sleep.” Aspen Education Programs. Aspen Education Programs, 2006. Web. Sleep deprivation and insomnia are not uncommon among avid technology users. The habit forming need to continue using devices can infiltrate healthy regular sleeping patterns, thus causing a myriad of side effects that could eventually lead to things like suicide. Intended use: Showing technological addictions to be extremely unstable human phenomenon.

http://www.ncbi.nlm.nih.gov/pubmed/15013261

EA, Vaneawater. “Linking Obesity and Activity Level with Children’s Television and Video Game Use.” National Center for Biotechnology Information. U.S. National Library of Medicine, 27 Feb. 2004. Web. Jan. 2015. Obesity is almost exclusively started through a life based around technological functions. The sleep deprivation and lack of social fulfillment bring about many eating disorders. Intended use: show the disconnect between health and technology social and physically.

http://www.nih.gov/news/radio/nov2010/20101109nindstv.htm

“Watching Violent TV or Video Games May Promote More Aggressive Behavior in Teens – National Institutes of Health (NIH).” U.S National Library of Medicine. U.S. National Library of Medicine, n.d. Web. 06 May 2015. Repeatedly watching violent images such as tv shows and movies will cause many real social problems down the line. Intended use: further support for the infliction of violence on culture by means of the infliction of violent imagery on the mind.

http://www.ncbi.nlm.nih.gov/pubmed/19742374

“Young Children’s Video/computer Game Use: Relations with School Performance and Behavior.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. Jan. 2015. Children who play video games are closer to bad grades in their future than those that do not. Video games are more instantly gratifying than grades. Intended use: To show the social decline via education that video games and innovative technology have.

http://pediatrics.aappublications.org/content/122/2/398.abstract

Http://pediatrics.aappublications.org/. “Vitamin D Deficiency in Children and Its Management: Review of Current Knowledge and Recommendations.” Vitamin D Deficiency in Children and Its Management: Review of Current Knowledge and Recommendations. Rowan University, n.d. Web. Jan. 2015. Vitamin D is not something that is produce or entirely processed by the body. Humans need sunlight to perform the radiative processes that naturally convert the vitamin D that we ingest into a useable form. Pills need sun just as much as food does to work in the body. Intended use: The sunlight deprivation caused by almost all of innovative technology can cause serious vitamin lowering symptoms. No sunlight no health.

http://www.ncbi.nlm.nih.gov/pubmed/11737743

“Physical Signs Associated with Excessive Television-game Playing and Sleep Deprivation.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. Jan. 2015. Furthering the understanding we have of the sleep deprivation caused by the effects of video game playing and how the body is hurt immensely by these habits is not uncommon. Intended use: Further proof that the most influencing aspects of pleasurable technology are actually quite deadly in the long run.

http://www.video-game-addiction.org/physical-consequences.html

“Video Game Addiction.” Physical Consequences of Gaming Addiction. Video-game-addiction.org, n.d. Web. Jan. 2015. This site is dedicated to educating the general public on the disadvantages that video game addiction has on the human population as a whole. Intended use: A site dedicated to an aspect of my research paper is a useful sidekick, however I intend to only use this as a basis of sound source material and not so much as a quotable medium.

https://www.aap.org/en-us/about-the-aap/aap-press-room/pages/Video-Gaming-Can-Lead-to-Mental-Health-Problems.aspx

“Video Gaming Can Lead to Mental Health Problems.” Video Gaming Can Lead to Mental Health Problems. Www.aap.org, n.d. Web. Jan. 2015. The lack of nourishment that truly addicted gamers achieve is astonishing to say the least, without adequate sunlight and social activity, routine abnormalities in mental health can begin to become an individual normality. Intended use: This is yet another example of how simple gaming addiction, or presence in daily life can lead to serious issues down the road.

http://www.video-game-addiction.org/social-consequences.html

“Video Game Addiction.” Social Consequences of Gaming Addiction. http://www.video-game-addiction.org/social-consequences.html, n.d. Web. Jan. 2015. The body is not the only thing brutally marred by video game addiction, the social aspects of one’s mental health are also altered by social norms of online gaming rhetoric and so on. Intended use: To show the predetermining sequences of events that cause major depression and death in those addicted or raised in a technologically reliant culture who seek mostly if not only, pleasure.

http://www.addictionrecov.org/Addictions/?AID=45

“What Is Video-game Addiction?” Video Games Addiction. Addictionrecov.org, n.d. Web. Mar. 2015. An over view of video game addiction and a brief outline of how many different approaches there are in terms of healing after the fact. Addiction is a major product of video games. Intended use: To show that there are literally millions of dollars being poured into the recovery process resulting from video games alone, not including the countless other technological innovations that exist and are being produced. Technology kills.

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