mez breeze on Tue, 28 Jul 2009 03:55:07 +0200 (CEST) |
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<nettime> _Social Tesseracting_: Part 3 |
------------------------------------------- _Social Tesseracting_: Part 3 Posted July 24th, 2009 by mez * for the link-rich/complete/referenced version, please go to: http://arsvirtuafoundation.org/research/2009/07/24/_social-tesseracting_-part-3/ * ------------------------------------------- < continued from http://u.nu/24xg > 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: * cloud-based applications * constantly transliterated google waves. 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: * authorship * politics * communication and media * education * book publishing and academia [think: the perpetuation of potentially obsolete content systems] * the scientific method * disciplines dependent on referential instruction [think: History or Commerce]. 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: * lifestreaming transmogrifies entertainment * game platforms employ transmedia, simulation and agency. 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 isolated arenas. Other instances of interoperable systems that require the reorientation of Information Silos: * augmented applications that encourage a pairing of geolocative and geophysical needs * bridging software that links previously disparate platforms together [think: IRC-to-Second Life Chat Bridge]. _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. -- Reality Engineer> Synthetic Environment Strategist> Game[r + ] Theorist. ::http://unhub.com/netwurker :: # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: http://mail.kein.org/mailman/listinfo/nettime-l # archive: http://www.nettime.org contact: nettime@kein.org