Tag Archives: digitality

Social Media Fear-Baiting: The Immortality of Digital Content

The New York Times recently ran a story about how “The Web Means the End of Forgetting.” It describes a digital age in which our careless mass exhibitionism creates digital documents that will live on forever. The article is chock full of scary stories about how ill-advised status updates can ruin your future life.

These sorts of scare-tactic stories serve a purpose: they provide caution and give pause regarding how we craft our digital personas. Those most vulnerable should be especially careful (e.g., a closeted teen with bigoted parents; a woman with an abusive ex-husband). But after that pause, let’s get more realistic by critiquing the sensationalism on the part of the Times article by acknowledging that, with some common sense, the risks for most of us are actually quite small.

1-Digital Content Lives Forever in Obscurity

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Augmented Reality: Going the Way of the Dildo

The Great Epidemic of Pornography"The Great Epidemic of Pornography"by pj.rey

While the term “augmented reality” uttered in a sexual context might immediately conjure the perennial problematic of the boozed, buzzed, and befuddled (commonly referred to as “beer goggles”), more nuanced analysis may prove fruitful.  Fellow Sociology Lens news editor, nathan jurgenson, recently argued in “towards theorizing an augmented reality” that we need to anticipate an ascending paradigm where “digital and material realities dialectically co-construct each other.”

To anticipate this new reality, I argue that we ought to turn to another trend in consumer culture that has prevailed for several decades.  Pornography and the sex industry have consistently been a bellwether for future technology adoption in the population writ large.  Remember polaroids, VCRs, camcorders, DVDs, and high definition television?  Sure you do.  Ever wonder why so many of our parents and grandparents bought these items so early on, even though they were expensive and still largely untested?  They were probably producing and consuming pornography.  Yep, that’s right: porn.  Okay, so, some people had other motivations.  The conspicuous consumption of such commodities certainly confers a form of social capital which appeals to many.  Yet, ample evidence exists indicating that the pornography industry has influenced the adoption of a wide range of technologies (see citations below).  Even the founder of Wikipedia and one of Time Magazine’s most influential people, Jimmy Wales, began his entrepreneurial career leveraging user-generated content for profit by hosting a series of user-generated porn web rings. (more…)

towards theorizing an augmented reality

by nathan jurgenson

Tim O’Reilly coined the phrase “Web 2.0”, and while the term has been differently used, I have boiled it down to the recent explosion of user-generated content (thus the focus on prosumption). This past summer, O’Reilly has declared another new era, what he calls “Web Squared”:

“There’s [...] a qualitative change happening as the Web becomes more closely integrated with the real world via sensor-based smart phone applications. Web Squared is another way of saying “Web meets World.”

Wikitude3We can boil this phrase (if one wants to even preserve it) down to a fundamentally important trend: the increased blurring of the digital and material worlds. This trend has been discussed in some of my previous posts on “geotagging” and “location awareness”. These tools, often used via “smart”, GPS-enabled mobile phones, track and display users’ geographic locations in many different ways, such as on one’s Facebook or Twitter accounts. I have argued that (1-macro) these technologies are the further intrusion of capitalism into increasingly intimate aspects of our selves and lives, and (2-micro) the documentation of one’s location is a new task of performing the self and identity, fueling the ‘digital culture of narcissism’.

In addition to “geotagging” and “location awareness”, another important trend is that of “augmented reality”: the merging of material reality with digital information, as well as the augmentation of digitality with materiality (note that this later trend is not focused on by either O’Reilly or the Wikipedia article). Google’s Street View gives us this implosion (real-time versions of this already exist [video]) and Google’s Picasa can now recognize billions of people’s faces and tag them automatically. Video games have been trending towards the addition of materiality, most dramatically when the Nintendo Wii took the market by storm by making the digital game play less about pushing buttons, and more about traditional material-world movements. Sony has announced that it will also release a “motion controller” for the Playstation 3 system and Microsoft is creating a motion controller for the Xbox 360 that will also incorporate a camera, depth sensor and a microphone, creating a video game experience where one does not have to push any buttons at all.

This speaks to a fundamental way of conceptualizing and theorizing the Internet specifically, and spaces and places generally: that digital and material realities dialectically co-construct each other. For example, social networking sites (e.g., MySpace, Facebook) are not separate from the physical world, but rather they have everything to do with it, and the physical world has much to do with digital socializing. No longer can we think of a “real” world opposed to being “online”. Instead, we need to think with a paradigm that centers on the implosion of the worlds of bits and atoms into the augmented reality that has seemingly become ascendant. ~nathan

square-eye32 The ‘Web Squared’ Era

square-eye32 The Intersecting Roles of Consumer and Producer: A Critical Perspective on Co-production, Co-creation and Prosumption

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