Augmentology" 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]


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]:


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.


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.


* 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.

_Convergence of the Real and the Virtual_: The First Scientific Conference in World of Warcraft was held over the weekend of May 9th to May 11th 2008. It was an attempt to host a definitive synthetic gathering of scientific practitioners through the use of WoW’s Guild system. The conference involved three separate conference sessions and expeditions [or in-world adventuring scenarios]. Each session consisted of a selected team of “panelists” responding to moderated questions via the guildchat interface. The expeditions were an attempt by the organisers to appropriately adapt a traditional conference model to an online format. Other real-world conventions were replicated completely, including a hierarchical separation of Professionals vs the Audience. Text was the only channel utilized publicly; VOIP was solely employed by the moderators as a monitoring tool and was not infrastructurally incorporated to allow audience participation.

The Second Session of the Conference explored the interplay of relationships in synthetic environments and the geophysical world with specific referencing to World of Warcraft. The chatlog listed below is a _textshot_ segment of the session. This _textshot_ incorporates several text streams that were generated at the event, including emotes, whispers, trade chat, general chat, and guild chat.

5/11 02:31:48.796 [Guild] Southerncal: THIS IS MY WAY OF GETTING THINGS STARTED. Hi, all. I’m Dmitri Williams at USC and I’m chairing this session. Please do not type in /g while this is going.
5/11 02:32:18.171 [2. Trade] Oldirtyblu: wts Heavy Clefthoof Leggings 115g
5/11 02:32:21.390 Ronaan’s pet begins eating a Chunk of Boar Meat.
5/11 02:32:21.890 Gontrus dwddd
5/11 02:32:24.296 Hycintha has joined the guild.
5/11 02:32:24.296 Forthewin tells Tiral NO. Not going to happen.
5/11 02:32:27.687 Gonzorina’s pet begins eating a Stormwind Brie.
5/11 02:32:29.593 Noralore’s Lionel is dismissed.
5/11 02:32:29.593 [Guild] Southerncal: We have 4 excellent panelists here today, and I’m eager to get started
5/11 02:32:29.593 [2. Trade] Asmodius: Enchant Boots – Fortitude 19G my mats….
5/11 02:32:29.593 [Raid Leader] Lightsydor: a few of us have joined “/join sciencechat” for a place to chat outside of guild chat during the conference….
5/11 02:32:30.109 Yasura goes “Shhh”
5/11 02:32:30.125 [2. Trade] Asmodius: Enchant Chest – Major Resilience 39G my mats… Nice PVP Enchant………..
5/11 02:32:33.296 [Guild] Southerncal: So:

<continued here>.

Addiction [as defined psychologically] is diagnosed when displays of compulsive behaviours are observed in any given subject. These dependencies are widely perceived as detrimental. It is assumed that a deregulation of a person’s operational actions occurs when they are classified as dependent and manifesting traits that indicate an Addictive Personality Disorder. Addictive tendencies are viewed as maladaptive and indicate a subject’s inability to balance the majority of their everyday activities along a socioscientific axis. Is Addiction an inappropriate psychological construct to apply to the majority of Synthetics [individuals participating in synthetic environments] and their networked interactions?

Media channels have a tendency to label sustained engagement within synthetic environments in terms of this dependency paradigm. These reports also act to _monsterise_ Synthetics and their online participation via a condemnation of activity that results in parallel behavioural markers of Addiction. This type of _Gamer Danger_ response occurs when extreme cases of MMOE participation – and any negative consequences – are generalised as representational. These cases are often referred to as potential examples of prescriptive, as opposed to skewed, behaviour. This attempt to cast extreme synthetic interaction as the norm *encourages* the creation of fear-based assessments rather than alternative examinations.

A recent study conducted by Dr. John Charlton [University of Bolton, England] and Ian Danforth [Whitman College, Washington] allegedly concluded a correlation between MMORPG addiction and Asperger’s Syndrome. On further querying, it was found that the study *suggested* that MMO games may be addictive for gamers displaying high Aspergian traits. This fear-filtered media coverage may be driven by a need to confirm the importance of the biological-dictated, Darwin-centric “1st Life” as concretely preferential in an evolutionary sense. That is, that flesh-based/ego-mediated phenomenology is given preference over synthetic states in order to maintain acceptable definitions of _Reality_. These definitions are further ratified via media focus on this type of adverse addictive potentiality, rather than any positive characteristics enhanced by engagement within synthetic environs.