By mez, on March 1, 2009
Augmented Gameplay, Augmented Psychology, Massively Multiplayer Online Environments, Mediated Reality, Social Networking Platforms, Synthetic, Twitter
Tags: Augmented Reality, Synthetic, tweetstreams, WoW
Dimensionality is a concept that attempts to define reality through scientific framing. Dimensionality refers to the theoretical construction and quantification of fundaments. These fundaments, or dimensions, act to define the:
Just as the idea of dimensions can be applied to non-concrete elements in order to frame theoretical states:
…the principle can expand to encompass aspects of emergent social actions. These actions are evident in shifting social dimensions/states. These states [collectively termed "Social Tesseractions"] emerge from certain communication patterns displayed through synthetic interactions. If you’re a user of augmented technology in multiple forms [think: MMO/Mobile gaming, iPhone or Android apps and social networking sites] you will inevitably become part of engagement procedures that promote a type of “social froth”. This froth manifests via electronic gesturing:
These gestures are created through:
- Geophysically static connections (such as using Facebook, World of Warcraft or Tweetree via your desktop PC)
- Active mobile/wireless connections (such as the wealth of geolocative software for mobile devices or social games).
The important factor for both connection modes are the resultant patterns a user creates through social inscriptions/gestures:
These gestures create complex interpersonal streams that provoke additional connections and accompanying interactions. Sending remote tweets is considered an example of a synthetic interaction [via electronic gesturing]. As this incremental data melds with other user-streams and crossmodal platforms, aggregative patterns emerge. These combined patterns may be considered as a parameter space blueprint that produce, and are in turn produced by, synthaptic communication tides. Examples of such variables include information traffic patterns or “hot” social tracts [when certain users are active according to time zone variations].
Social Tesseractions assist in shaping contemporary notions related to Sociorelational information. Just as raw geophysical encounters evoke varying psychological and communicative responses [think: Communication Accommodation Theory], Tesseracting engenders similarly relevant synthetic loadings. In attempting to establish a conceptual structure surrounding Social Tesseractions, contemporary theorists display a pervasive tendency to shrink all synthetic interactions to a geophysical/biological endpoint. In order to establish whether Tesseraction can be considered a tangible phenomena, this assumed standard of endpoint interaction should shift from a reductionist angling towards more appropriate markers. These markers will be discussed in _Social Tesseracting: Part 2_.
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Interesting
time is also one to open up the can of worms of dimensionality in relation to semantics and flux of measure and perspective
is it viewed in linearity (3 o clock etc…) or in spatiality (look at visible satellite photos to see night crawl across the globe and how the horizon line of day to night we experience in individual perspective is a mass like a fog or storm…..) or in the experiential processing a non linearity (remember waiting anxiously for class to end in high school on the last day of the year and it felt like it crawled? or a joyous event passing in a blip?…this is experiential interface)
what is a socially processed or experienced time? would be interesting in hearing others’ thoughts as there is no firm answer and a fascinating myriad/range of examples
what of it in a game of action ? of the same in quiet? of an event in recall?
of the documentation or attempted processing of an event in history in time and detail?
what of time as we measure it being a contest winner? of the city winning or the clock design?
An excerpt from the movie _SYNECDOCHE, NEW YORK_ written by Charlie Kaufman:
“Caden Cotard is a man already dead,
living in a half-world between
stasis and antistasis. Time is
concentrated and chronology
confused for him. Up until
recently he has strived valiantly
to make sense of his situation…”
In a sense this movie offers an interesting take on the notion of socially processed time – chronology is center-collapsed around the protagonist’s perspective. This seems, somehow, a truer rendering of time than examining it in a linear sense. It presents as closer to how game-time can be experienced – attentional jumpcuts + severe editing of superfluous “realtime” details. Time is relegated to a type of anamorphic/magnified perceptual base.
“I read through your text, and was stuck already with dimensionality -
I know dimension theory (geometry/cosmological) and have used
mathematica, etc. etc. etc. and I don’t see how it applies without a
radical translation to social theory – you run into the problems Sokal
outlined. I’m not trying to be difficult; dimension is so specific and
exact – as are parameterizations (you wouldn’t even have Heisenberg
without this) that I’m not sure why it’s called up here. There’s a
looser meaning of dimension in the sense that ‘the dimension of the
problem is vast’ – that sort of thing, but it doesn’t seem to be what
you’re getting at. I was stuck here; it does remind me of Kurt Lewin
and Talcott Parsons for example – but I think the real problem isn’t
one at all, but that we approach issues from very different viewpoints
that might not translate?”
[...] the notion of Social Froth takes on a new level of importance: information becomes a constantly shifting construct with [...]
[...] “Tish, when you ask Robert “…what is your approach to delivering a massively shared real time [augmented reality] experience that is like Wave not confined to a walled garden?” that’s an extremely relevant question + one that needs to be addressed while considering the entirety of the Reality-Virtual Continuum. I’ve recently finished a series of articles addressing this: the framework I’ve developed is termed “Social Tesseracting.” [...]
[...] “Tish, when you ask Robert “…what is your approach to delivering a massively shared real time [augmented reality] experience that is like Wave not confined to a walled garden?” that’s an extremely relevant question + one that needs to be addressed while considering the entirety of the Reality-Virtual Continuum. I’ve recently finished a series of articles addressing this: the framework I’ve developed is termed “Social Tesseracting.” [...]
Perhaps you should read George Orwell’s essay “Politics and the English Language”? http://www.mtholyoke.edu/acad/intrel/orwell46.htm