Bonnie Stewart

A recent Salon.com piece by Bonnie Stewart (a previous Cyborgology contributor) offers an interesting analysis of Klout, the increasingly popular tool for measuring personal value and influence. The Klout site explains:

Our friendships and professional connections have moved online, making influence measurable for the first time in history. When you recommend, share, and create content you impact others. Your Klout Score measures that influence on a scale of 1 to 100.

and

The Klout Score measures influence based on your ability to drive action. Every time you create content or engage you influence others. The Klout Score uses data from social networks in order to measure:

  • True Reach: How many people you influence
  • Amplification: How much you influence them
  • Network Impact: The influence of your network

Stewart criticizes the idea of rationalizing our online interaction (i.e., submitting them to greater efficiency, calculability, predictability, and control). She also notes that Klout is limited in that it fails to measure how our online actions influence (i.e., augment) activity in the offline world. Finally, she discusses how knowledge that Klout exists influences the way people behave online, making them more inclined to act in such a way as to improve their score. Cyborgology editor Nathan Jurgenson recently described this tendency  to view our present actions from the perspective of the documents they will eventually produce as “documentary vision.” more...

by Space Invaders

Last week, fellow editor Nathan Jurgenson made a post entitled “Digital Dualism versus Augmented Reality” with a call for more concept work surrounding this topic.  I hope to make a contribution to that effort by discussion three competing theoretical paradigms of Internet research.  These three distinct perspectives perceive the Internet as either virtual reality, mediated reality, or augmented reality.  I argue (in the spirit of Saussure) that these three perspectives are only fully comprehensible defined in relation to one another.

Let’s start with the definition of “augmented reality” found in Wikipedia, society’s great font of prosumptive wisdom:

Augmented reality (AR) is a term for a live direct or a [sic… I fixed it] indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real-world with a simulated one.

This is an unsatisfying definition.  While it does contrast augment reality and mediated reality to virtual reality (mediated and augmented reality describe relationships between the online and offline worlds, while virtual reality describes their separation), it (self-admittedly) fails to distinguish between mediated and augmented reality.  As presented in this definition, mediated and augmented reality are basically synonyms.

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