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]

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e) Information Deformation: akin to process centering, this Social Tesseraction involves a shift in the very definition of information:

Information may be defined as the characteristics of the output of a process, these being informative about the process and the input. This discipline independent definition may be applied to all domains, from physics to epistemology.”

These deformed systems of data are constantly in flux and available for perpetual revision. Examples include:

Users are able to simultaneously modify, update and adapt their input in real time:

This type of liminal practice results in a deformation of current information architectures. Although traditional information construction may be flexible over time, it still demands unitary data snapshots for knowledge formation. Deforming such data in real time acts to fundamentally alter meaning production. Socially structured input is the keystone of such a dynamic, perpetually fluctuating system:

Here the notion of Social Froth takes on a new level of importance: information becomes a constantly shifting construct with variable endpoints.  Rewiring information in such a way radically changes its cohesive nature. This in turn effects:

In this deformation system, facts can be reality-edited* in real time:

Information becomes pliable in ways that challenge the perceived authority of institutions. The concept of narrative deforms as:

Narrative progression repositions the representational towards the freeform [think: paidia as opposed to ludic]. An instance of this information deformation in action is troll play [or uncontrolled play]. A social example of troll play is found in the wiki Encyclopedia Dramatica which:

satirizes both encyclopedic topics and current events, especially those related to or relevant to internet culture. The wiki has been the subject of media attention given its focus on trolling and use of shock value, as well as its criticism of other Internet communities. It is also associated with the Internet subculture Anonymous.”

_Encyclopedia Dramatica_ – and the affiliated imageboard/meme propagation site 4chan - showcase the challenge faced by narrative frameworks.  Platforms like _Encyclopedia Dramatica_ encourage troll-based comedic intent. Users remix absurd, and sometimes taboo, content. In particular, invasion boards like _4chan_ utilize shock networking*: where social content attempts to subvert social codas through deliberate agitation. In comparison with established narrative conventions, platforms like _Encyclopedia Dramatica_ offer an experimental system which bypasses strict censorship and ethical constraints. These platforms cater for unfiltered interactions that operate via immediacy-of-response. They are highly idiosyncratic in execution and linguistic formation: censorship and moderation may be limited or non-existent. The output is propagative, with contributors encouraged to riff and rip-off, replace, and even delete content. Narrative is deformed beyond a sequential structure whereby the climax or pay-off event becomes the spectacle:

An example of such modification is Copypasta, which consists of repeatedly copying and pasting blocks of text designed to evoke a heightened emotional response:

A time-tested classic. This ending usually comes into play at the climax of a very troubling or exciting situation. Rather than resolve the story, one of the characters will abruptly say something to the effect of “I had Reese’s for breakfast.” At this point, the other character will completely forget about his/her worries and jump into the corresponding commercial dialogue, enamored by the peanut butter and chocolaty goodness that is Reese’s Puffs cereal. “It’s Reese’s… for breakfast!”"

_Copypasta_ derails notions of story or plot progression, resolution or dénouement. It embodies context-counteraction* and meme perpetuation. Dramatic intent shifts to reiterative moments containing affectivity spiking which ignores the rigors of institutionalized framing [think: morality, hierarchy or ownership]:

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f) Attribution Modding involves an extension of Stewart Brand’s iconic phrase “Information wants to be free” to “Identity wants to be freeform”. This category describes users focused on mobilization rather than individual recognition.  The group Anonymous* projects attribution modding via collusive identity constructions. The collective’s title is based on the method _4chan_ uses to brand all contributors “Anonymous” by default:

As making a post without filling in the “Name” field causes posts to be attributed to “Anonymous”, general understanding on 4chan holds that Anonymous is not a single person but a collective (hive) of users.”

Anonymous is a social-tesseractivist group who perform raid actions [think: the immediate action to halt the abuse of Dusty The Cat and Project Chanology's DDoS attacks]:

The collective broadcasts non-attribution ideologies where members are viewed as units of a social mechanism with a deemphasis on individual identification. Attribution modding illustrates the rise of collective identity cognizance and the accompanying shift from expert-centric disciplines.

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g) Decline of Silo Ghettos: as information deformation impacts knowledge formation, there’s an increasing need to provide social tesseractors with comprehensive dimensional engagement. This type of borderless interaction deforms monostreams into cross-channelled productions. Social tesseracts assist in addressing the somewhat restrictive walled garden approach to software and platform production [think: the frustration levels encountered whilst experiencing the locked door syndrome].

Google Wave is one system that removes such constraints and allows users to input directly into previously distinct arenas. Other instances of interoperable systems that require the reorientation of Information Silos:

  • augmented applications that encourage a pairing of geolocative and geophysical needs:

Information Deformation, Attribution Modding, and the Decline of Silo Ghettos are paradigm-shifting markers that highlight socially directed trends. One significant user-centric challenge involves ensuring a smooth migration into a Social Tesseracted future. Such transitions should lessen future shock and encourage a type of overlaid meta-comprehension which promotes the seamless recognition of synthetic conditions.

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* Shock networking, reality editing, context-counteraction and Anonymous will be discussed in upcoming augmentology entries.

In _Social Tesseracting_: Part 1, we learnt that:

1. Dimensionality defines working concepts of reality.
2. Theoretically, dimensionality can also expand to define a spectrum of nascent social actions.
3. These particular social actions encompass communication trends defined by synthetic interactions.
4. Synthetic interactions create social froth that can be produced geophysically or geolocatively. Both connection types depend on relevant electronic gesturing:

5. This mix of synthetic interactions and electronic gesturing provokes a descriptive framework of this aggregated sodality. This framework is termed Social Tesseracting.
6. In order to adequately formulate Social Tesseracting, contemporary theorists need to extend “valid” reality definitions based currently on the endpoint of the geophysical.

In assessing the growing ethological importance of Social Tesseracting, the following markers demand examination:

a) Social White-Space: Just as with the convention of white space in graphic design, social tesseracts manifest in habituated actions performed routinely over a substantiated period [think: responding to smartphone emails during geophysical-based discourse]:

Social white space exists in synthetically mediated consciousness via overlaying reality clusters. These clusters may exist outside of the geoloaded end of the Reality-Virtuality Continuum [ie the locatable "real person"]. Conjunctive or intermediary areas of connectivity mediate this “primary” reality state [think: Information Shadowing, the Network Effect and Warnock's Dilemma]. Social white-space is currently effecting educative goals and is altering engagement within the workplace.

b)  Immediation: the instantaneous modification of remote events via the removal of geo-specific time lag. Immediation highlights the impact potential of synthetic connectors. Examples of Immediation in action:

c) Regenerative Comprehension: indicated by rapid shifts in the nature of content creation and absorption. A primary example is Twitter’s chronologically-reversed tweet reading order acting to modify awareness. Other examples include:

d) Process Centering: Social Tesseractions are marked by fluid, process-oriented engagement rather than rigid procedural structuring. Process centering prompts a re-evaluation of data formation and alters the entrenched importance of institutionalised categorisations. An emergent example of process centering is Google Wave. Google Wave uses an algorithmic variation of “operational transformations” [live concurrent editing] which occur through a process called transformation:

  • The server transforms the client’s request, resulting in the client manifesting the same transformed output.
  • The notion of concurrency is invariably important as it mimics geophysical conversational states.
  • Utilizing the server as a point of relay [when more than one client's output is involved] assists in providing scalability and reliability.
  • The playback feature allows the server to present the document as a stream of operations that have occurred thus far in a particular wave/state.

Transformation relies on continual modification via process centering. This accent on process acts to rewire the notion of documents as statically defined “objects” and [by proxy] any information contained within. This has enormous implications in regards to such institutionally-governed categories such as literacy, media, the professional/amateur divide, narrative, and information construction.

_Social Tesseracting_: Part 3 will expand on these indicators through examining: Information Deformation, Attribution Modding, and the Decline of Silo Ghettos.


Presencing – as described in an earlier entry – is a type of synthetic engagement that extends contemporary entertainment. Fan fiction illustrates how Presencing utilises traditional entertainment spin-offs within “amateur” arcs. The Urban Dictionary describes Fan Fiction as:

1. “A piece of fiction within a fandom utilizing characters and situations from a pre-existing work including (but not limited to) books, television programs, films, and comic strips.”

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2: “…Fanfiction is when someone takes either the story or characters (or both) of a certain piece of work, whether it be a novel, tv show, movie, etc, and create their own story based on it. Sometimes people will take characters from one movie and put them in another, which is called a cross-over. ”

Leoben Character Entries

The Cylon Twittercast is Presencing that creates a type of “nesting fiction” similar to nesting functions employed in computer programming. The Cylon Twittercast uses the 2003 -2008 Battlestar Galatica series [which is in itself reimagined from an earlier series] as a procedural plate from which to construct a “character-based RPG over twitter”.

Cylonhybrid RPG Entries

This RPG is made up of microblogged output from BSG personas, both Human and Cylon. Some characters are known [intentional], some are unknown [self-initiated] and some are yet to be represented. Several of the Twittercast players choose whether to adhere to the plot developments and conventions established by the TV series. An example of this mirroring where certain BSG TV series script/semantic markers ["Frak" and "Gods"] are employed by Twittercast players:

Saultigh Entries

The Cylon Twittercast promotes character development through extensions that accommodate alternate characterisation, elastic narratives and fandom overlays. Twittercast participants operate as character controllers or puppet-masters which acts to push this RPG into conventional ARG territory. Feel free to participate and shape the resulting narrative/player architecture:

“…it’s a pretty anarchic situation — there’s no Laura Roslin on twitter as far as I know….I’m open to the idea that she could participate in some way. and Leoben and Galen are off amusing themselves — I’m sure they would appreciate having someone else to talk to. make a big entrance, if you’re going to jump in? I could help? Tory was just about to show Laura around the baseship”.

Shok Antwerp Transforms

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The web was built on openness and designed from the ground up to enable sharing of code – view the source from early web pages for examples. Yet it seems that already Second Life content creators want strict restrictions on copying, even going so far as to support the DMCA. So, while the DMCA is decried in so many cases (such as the RIAA suing elderly women and children who don’t even own computers), Second Life content creators want to call upon it for protection. There are currently multitudes of useful business models built around open source and free sharing. Why do users of Second Life, who have the ability to create a new world and rethink the negatives associated with our geophysical one, want to rely on an obsolete notion of copy restriction? This acts to simulate the production of physically-templated objects instead of assisting in the understanding of new models which are based on (and flourish from) copying, sharing and building commons.

Ultimately, this is my argument: much like the alter-globalization movement wants to create a new world, an “other globalization” not based on corporate profit at the expense of the millions who are exploited, synthetic worlds present us with an opportunity to imagine and craft the kind of worlds in which we want to exist. While many argue that Second Life duplicates the problems of sexism, racism and homophobia that we see in the geophysical world, I would argue that we can’t ignore the way that corporations are shaping our synthetic environs.

Linden Labs are currently the ones responsible for offering new avatars birthed into a synthetic world that is bursting with potentialites. At present, these avatars have the choice of manifesting as Male or Female, City Chic or Clubber. Why aren’t Second Life standard avatars such as these included instead: Steamclock builder, Vampire Neko, Futanari and Transformer? Clearly, Linden Labs choose to please their conservative corporate customers by ensuring sexual standards conform along a traditional axis. If most of Second Life looks like a mall, perhaps that’s because the current system structure is constructed to maintain profitability from every Linden exchange in-world. Another crucial element of interoperability, it would seem, is an open money system. Where are the developers imagining new currency systems who were so active a few years ago? Where are all the offshore havens? It is the responsibility of the creators of, and those passionate about, synthetic worlds to act ethically in the construction of said worlds. Each user is responsible for the emergent system. In light of this, let’s start setting up those realXtend and OpenSim servers, working on the code for interoperable worlds, begin populating them and seeing what new creations and relations arise.
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Mitch Kapor’s keynote speech presents current users of virtual worlds as marginal people in a “frontier world” that should expect the strong hand of the law to intervene, where the 3D sheriff strides into town on his new mount. Kapor said: “in the earliest wave of pioneers in any new disruptive platform, the marginal and the dispossessed are over represented, not the sole constituents by any means but people who feel they don’t fit, who have nothing left to lose or who were impelled by some kind of dream, who may be outsiders to whatever mainstream they are coming from, all come and arrive early in disproportionate numbers…that sort of arduous frontier conditions really give these environments their charm and their character…that is going to make things challenging for people who feel that as the frontier is being settled and there is less novelty and in some senses less freedom, it is always an uneasy transition for the pioneers.” Kapor goes on to say: “It was the way the west in the U.S. was settled. It is the way Second Life has been settled” and that he endeavours to make virtual worlds operate “in a more decentralized kind of way, one that Thomas Jefferson, if he were around, would be proud of…”. I, for one, want to abandon the whole wild west metaphor in relation to synthetic worlds. I would also hope that the settling of Second Life doesn’t involve the killing of millions of indigenous people and would not make slave owners proud. I prefer instead to think of synthetic worlds as birthed arenas based on the gestation of code. These arenas will then develop through nourishment provided by hardware and user creativity. The kind of decentralization that synthetic environments need to ensure freedom and growth would scare the hell out of Thomas Jefferson.
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If the example of the web shows us anything, it is that users and developers can ensure some degree of freedom for the next few decades. While net neutrality threatens the future of that openness – as phone companies demand laws that guarantee the prevention of copyrighted films from being downloaded – new technologies like wireless mesh networks offer the possibility for hope. One of the most important and wonderful properties of the net is that problems are identified and routed around. It seems that synthetic worlds are at a point where some routing is necessary.

Twitter is a microblogging service that is currently experiencing continual outages. Users are encountering a range of Twitter functionality issues including scalability and stability problems. These outages are provoking debate regarding the future of Twitter as a primary microblogging vehicle for user-driven content.

Twitter engineers are aware of these criticisms regarding software reliability. They report on the status of Twitter through official channels and utilization of novel error messages. One such error message that has developed beyond its intended use is _The Fail Whale_:

The Twitter Failwhale

The Fail Whale [FW] is an interesting example of Synthetic Presencing. Initially, the presentation of the FW graphic resulted in a dispersal of negative reactions provoked by technical failure; his appearance softened an otherwise irritating user experience. This base intention has now been magnified and reappropriated by a growing Presencing population.

This FW demographic is loosely defined by expressive affection of, and interest in, an emergent persona. They embrace the FW as an example of a seemingly innocuous/juvenile attempt to distract, disarm and amuse a community user-base. This affective redirection – whilst still engaging the target community in a type of awareness-byproduct that results from meme development – allows users to feel connected even when experiencing software dysfunction.

FW has also evolved from a single image selected to cushion error evidence towards a synthaptic construct. FWs basic graphics, simple colour scheme and brief soundbytesque messages blend together to guide followers with a type of cartoon palatability. This synthetic assemblage now has a generating history, a fanclub, multiple representational variations, a theme song, merchandise and associative characterisation. This FW entity-threading has ballooned past Synthetic Presencing while venturing into deliberate Branding territory. Is this FW Branding strangling potential user projections? Does this activity shift Presencing towards economic ratification? When does Presencing morph from an authentic synthetic-driven [re]vision into the corporate?