Augmentology"...is a concise manual of reality for our digital age."

Mark Hancock,_Augmentology: Interfaccia Tra Due Mondi_

[Sponsored by The Ars Virtua Foundation/CADRE Laboratory for New Media]

[cont]

Having decided to take action regarding the Swastika Symbol, Bowtox broadcasts a _call to action_ to other interested WoW characters through the general, trade and looking-for-group chat channels. He also talks to the surrounding player characters, who begin to modify the base symbol shape.

Lilsmoky is the first to perform the “/sleep” action, which allows them to lie down along one symbol _arm_. Other players adopt the action and a user-generated box pattern forms to replace the Swastika:

Group Dialogue begins regarding action[s]. The lilac text indicates chatting privately, the white is general, and the orange indicates in-game gesturing.

The Group continues to modify the symbol.

As the symbol intervention continues, additional players perform other reappropriation actions, such as:

  • Riding mounts so as to close spaces and join gaps within the symbol:

Characters Actively Altering the Symbol Shape

  • _Beautifying_ the area with displays derived from inherent game functions [eg multiple spell casting(s)]:

Symbol beautification in action

  • Morphing of player characters into disco-dancing pirates. These pirates proceed to play a game of catch with a leather ball whilst dancing in the swastika-turned-box:

Disco-dancing Reappropriation Pirates 1

Disco-dancing Reappropriation Pirates 2

This Synthetic Presencing example ends when Blizzard begins to remove the symbol corpses [due to player complaints]. After thanking his fellow actioneers, Bowtox proceeds to the mailbox and resumes playing WoW via convention game dynamics.

The presencing action is deemed successful as the symbol disappears

Entertainment is associated with the concepts of fiction and non-fiction. Fiction involves the projection of a willing suspension of disbelief with variables designed to further narrative progression. Indicators of traditional fiction include characterisation, foregrounding, plot and/or sub-plot[s]. Non-fiction is fiction’s logical counterpoint; chronology, history and “fact” play clear parts in non-fiction constructions. There are many variations on the standard fiction/non-fiction dichotomy.

Fiction and non-fiction classifications are designed to map to boundaries of known forms [think: cinema, literature, television and music]. They are so designed to provoke audience responses introspectively and externally. Current synthetic practices are refashioning this entertainment base via the perpetuation of types of unintentional and deliberately augmented recreation. These recreation types are reliant on immediacy of response, play, and Pranksterism. They employ Sandboxing, Gonzoism and spontaneous engagement. This type of entertainment is termed _Presencing_.

Presencing involves loose clusters of pursuits that evolve in, or are associated with, synthetic environments. Examples include the Streisand Effect, Supercutting, Flashmobbing, the Slashdot/Digg Effect, acts by the group Anonymous, Geohashing, Image macro generation and Internet meme threading. Less defined examples include: MMOG guild interactions [think: user generated games-within-games], Virtual World involvements, and Social Networking via application adoption and creation. These instances illustrate how Presencing pushes recreation beyond a fictionalised/non-fictionalised framework.

Presencing showcases accidental or reflexive entertainment elements where the fictional/non-fictional divide is erased; associated validity qualifiers are also removed and reconceptualised. Amateur production is equated with valued expression. Presencing also offers adaptive potential for augmented attempts at mediating geophysical constraints.

Version 1 of _Unpacking the _Synthaptic_ outlined the concept of Synthapticism and its formation in synthetic environments. Synthapticism rests on an underlying set of semantic structures. These structures allow for the development of credible synthetic relationships and vary according to platform specifics. Common semantic elements include a combination of the _lingual_ and _multivariate_.

In synthetic environments, social interaction occurs through multichannelled communication. Relevant language evolution is reliant on communication patterns generated through brevity and massed consistency. In Second Life, avatars mimic the physical action of writing on a keyboard when their geophysical selves type on screen. Second Life avies may use a combination of local or global text chat or messaging. SL avies can also communicate via voice. Many MMOGs use similar text-based communication with VOIP allowing for layered engagement. Mobile technologies, social games and ARG items all encourage text abbreviation resulting in dense stylistics. These lingual variables help define the mechanics of synthaptic transmission.

Another component of semantic synthapticism is a multivariate method of data absorption. Synthetics navigate and produce constant streams of data. This data may be funnelled through specific software types [eg PMOG] or via self-selected parameters [think: RRS feeds or Friendfeed]. This filtering acts to flatten primary data in terms of acceptable methods of verifiability. Synthetics assign priority to this data through shared attentional chunking. This chunking is multivariate; filtered data transforms and embeds into a socially-elastic comprehension system.

One way of assigning comprehension in this synthaptic data refinement is deliberate _content pinpointing_. In printcentric models, this extraction would parallel the linear construction of meaning via narrative or expositional means. One hazard of the accumulative nature of this process is _rechannelled bottlenecking_. The process of multivariate data absorption creates serial flagging of emergent concepts [ie tipping-points]. These concepts create information bottlenecks via repeated flaggings. Entities may target-mine these areas in line with capitalistic reappropriation. Current examples of this phenomenon are Corporate “Social Media Experts” who mask their synthetic participation so as to claim individuated authorship of such aggregated concepts. Should limits be placed on such reappropriation attempts?

_In real life_ [irl] is a phrase employed in a wide range of networked interactions and used notably in early phases of internet communication [eg IRC, ICQ and Y-talk]. _Irl_ is used as a label to demarcate a subject’s presence on-and-offline. In this dichotomy, definitions of reality are binary with a clear schism evident between the geophysical and synthetic. The title of _Second Life_ is an example of this divide via the implication of a necessary “First Life” [phenomenological reality]. _Irl_ is often relayed with negatively-inflected emotionality towards those who display a perceived preference for online/synthetic immersion.

In contrast, the term afk [_away from keyboard_] indicates an inclusiveness regarding geophysical and synthetic states. Whereas irl evokes hierarchical connotations in relation to reality definitions, afk indicates a fluctuating, fluid involvement. Afk illustrates a fuzzy presencing that eclipses easy polarisations; a subject’s physical body is removed from the synthetic environment whereas their synth/avatar is still actualised in-world:

“Away from keyboard means a user is not at their computer. There is a command, /afk, which marks the user as AFK. The name of the character will show up as <AFK>Name, and an auto-response will be sent to anyone who sends the flagged user a tell…

Example:

Person A says: /afk eating food

Person B says: /w A Hello.

Person B receives: A is Away from Keyboard: eating food”.

The afk concept demonstrates the murkiness of establishing reality gradations when considering synthetic environments. Paul Milgram suggested the Reality-Virtuality Continuum as a type of linear reality scale where at one end lies Geophysical Reality ["The Real Environment"] and the opposite end houses the Virtual. In-between lies an area defined as Mixed Reality: a mixture of augmented virtuality and the corporeal.

This Reality-Virtuality Continuum as such offers a vectored compartmentalisation of reality within scientific confines. An elastic, contemporized version of this Continuum might read:

[Geophysical]<—-—[Cartesian]–-—–[Mixed]–-—–>[Synthetic]

…with each mode spawning distinct “swarmic variables” or “notional massing”. Conditional examples of such masses/variables are:

[Synthetic] = Avatar Fluctuations / Non-Player Character Annexing / Auxiliary Proprieception / Networked Socialisation

[Mixed] = Layered Attention / Identity Extensions / Augmented States of Consciousness / Multiple Theories-of-Mind[s]

[Cartesian] = Euclidian / Non-Euclidian / Human Area Networks / Dimensional Consciousness

[Geophysical] = Primary Consciousness / Ego-Mediation / Geospecificity / Geolocation

These masses could parallel volume [in the audio sense] in terms of measurement and production of reality clusters that map and mix composite modes simultaneously. For instance, the phenomena of Geocaching or mobile gaming such as _Parallel Kingdom_ which: “brings new meaning to Role Playing Games by using GPS to place the virtual world on top of the real world“.

In relation to the creation of such a _Reality Spectrum_, one intriguing by-product could be a redefinition of established principles regarding conceptions of consciousness, perception, identity construction and associated mental health conditions related to “normalcy”. If reality isn’t what we once thought it was, perhaps the inclusion of an Internet Addiction Disorder in the DSMV should not be a desired aim. Instead, should there be a proposal to include a range of disorders that diagnose the inability of a subject to adapt to reality contouring? For instance, a type of _Geospecificity Complex_ that highlights a dysfunction perceiving modalities that exist apart from concrete geophysical markers?