The integration of biological and technological systems in the design of an interactive human interface is explored through an installation where plants rigged up with sensors provide a kinesthetic user experience based on movement, touch, sound and light. Human interaction with the system affects an algorithmic projection and soundscape.
augmented reality
More images after the jump. more...
In my previous post on “Digital Dualism Versus Augmented Reality,” I lay out two competing views for conceptualizing digital and material realities. Some view the physical and digital as (1) separate, akin to the film The Matrix, or (2) as an augmented reality where atoms and bits are increasingly imploding into each other.
I prefer the latter, and want to apply this augmented paradigm to the revolutions occurring in the Arab world that have been taking place this winter as well as the subsequent debate over the causes. I, like many others, am equally frustrated by those who give either all or none of the credit for these uprisings to social media tools and argue instead that what is occuring is an augmented revolution.
On one side there are those that promoted the phrase “Twitter revolution” during more...
The power of social media to burrow dramatically into our everyday lives as well as the near ubiquity of new technologies such as mobile phones has forced us all to conceptualize the digital and the physical; the on- and off-line.
And some have a bias to see the digital and the physical as separate; what I am calling digital dualism. Digital dualists believe that the digital world is “virtual” and the physical world “real.” This bias motivates many of the critiques of sites like Facebook and the rest of the social web and I fundamentally think this digital dualism is a fallacy. Instead, I want to argue that the digital and physical are increasingly meshed, and want to call this opposite perspective that implodes atoms and bits rather than holding them conceptually separate augmented reality.
In a 2009 post titled “Towards Theorizing An Augmented Reality,” I discussed geo-tagging (think Foursquare or Facebook Places), street view, face recognition, the Wii controller and the fact that sites like Facebook both impact and are impacted by the physical world to argue that “digital and material realities dialectically co-construct each other.” This is opposed to the notion that the Internet is like the Matrix, where there is a “real” (Zion) that you leave when you enter the virtual space (the Matrix) -an outdated perspective as Facebook is increasingly real and our physical world increasingly digital.
I have used this perspective of augmentation to critque dualism when I see it. For instance, more...
Really cool visualization that integrates the data with its physical-world context. Reminiscent of the point that our world is increasingly an augmentation of the physical and the digital.
More images here.
Here, Amber Case states something commonly repeated on this blog: we are all cyborgs. As such, she calls herself a cyborg anthropologist, similar to how we conceive of the study of technology and society as Cyborgology (perhaps without such strict disciplinary terms – but that is another discussion).
However, there is much disagreement between Case’s usage of the term and how I (and others) on this blog define a cyborg.
First, Case argues in the video above that the human cyborg is a recent invention. A product of new technologies that compress our mental capacities over time and space. On this blog, however, we tend to use the term much more broadly. For instance, one fundamental technology that structures other technologies built upon it is language. Post-structuralist thinking has long taught us about the power of language to drive what and how people think, how selves are formed, how power is enacted, and so on. Other technologies, such as spatial organization (think the architectural technologies of the amphitheater or panoptic prison) have profound impact on the mental processes of humans. The human mind has never been independent of technology, and, as such, we have always been cyborgs.
My second disagreement surrounds Case’s argument that more...
…the further augmentation of the body with technology.
Angry Birds, Apple’s best-selling iPhone app with over 50 million downloads, gets physical. Mattel has purchased the rights to convert the video game into a physical board game, demonstrating the increasing blurriness between Internet culture and American culture writ large.
This event offers an opportunity to further elaborate the meaning of the term “augmented reality.” On this blog we have regularly defined augmented reality as blurring/collapse/implosion of the material and the digital worlds. Mattel’s licensing of Angry Birds for a board game raises and interesting question, because it does not so much represent a collapse in the distinction between digital and physical; instead, it is more a case of copying or mimicking the digital in the realm of the physical. This can hardly be said to be different than Second Life simulating (well, at least, almost simulating) the laws of physics that exist in first life. more...
Yes, even a CGI-filled big-budget glowing Disney spectacle can provide opportunity for theorization. Of the recent Internet-themed blockbusters – namely, Avatar (2009); The Social Network (2010) – Tron: Legacy (2010) best captures the essence of this blog: that the digital and the physical are enmeshed together into an augmented reality.
This seems surprising given that the film is premised on the existence of a separate digital world. Indeed, the first Tron (1982) is all about a strict physical-digital dualism and the sequel plays on the same theme: physical person gets trapped in a digital world and attempts to escape. However, Tron: Legacy explores the overlapping of the physical and digital. The story goes that Flynn, the hero from the 1982 film, develops a digital world that does not have the imperfections of its physical counterpart. His grand vision was to gloriously move humanity online. Simultaneously, the beings in the digital world want to export their perfection out of the digital world and to colonize the offline world, removing all of its imperfections (i.e., us). Flynn comes to realize that enforced perfection (read: Nazism) is unwanted. Instead of a highly controlled and orderly universe, what has to be appreciated is what emerges out of chaos. And it is here that the film makes at least two theoretical statements that are well ahead of most movies and popular conceptions of the digital.
First is the tension between more...
While many write about the various ways that the Internet makes us less safe, namely cyberbullying or being attacked by someone you met on Craigslist, it is also important to look at the new possibilities the web creates to ease suffering occurring in the physical world. When the Cyborgology editors recently spoke to WYPR about cyberbullying, we also discussed cybersupport, as is the case of Dan Savage’s It Gets Better YouTube project. The folks at WYPR also pointed us to another interesting example, the Egypt-based Harassmap created by a group of volunteer techno-activists. According to this report [.pdf], 83% of Egyptian women and 98% of female travelers to this country report being harassed. Given the very limited legal recourse for women in Egypt, this online tool is one way to provide voice to the vulnerable.
The map above is a screen-shot from the Harassmp site. Women in Cairo can report incidences of sexual harassment from their mobile phones via text message. The incident that occurred in the physical world is then digitized as a plot on the map using the phone’s GPS. This provides the masses a reality now augmented with a digital layer that seeks to “act as an advocacy, prevention, and response tool, highlighting the severity and pervasiveness of the problem.” The story of social media is not just how it harms people, but also how it helps.
View the map here. More information here (scroll down for English).
In my previous post on “Digital Dualism Versus Augmented Reality,” I lay out two competing views for conceptualizing digital and material realities. Some view the physical and digital as (1) separate, akin to the film The Matrix, or (2) as an augmented reality where atoms and bits are increasingly imploding into each other.
I prefer the latter, and want to apply this augmented paradigm to the revolutions occurring in the Arab world that have been taking place this winter as well as the subsequent debate over the causes. I, like many others, am equally frustrated by those who give either all or none of the credit for these uprisings to social media tools and argue instead that what is occuring is an augmented revolution.
On one side there are those that promoted the phrase “Twitter revolution” during more...
The power of social media to burrow dramatically into our everyday lives as well as the near ubiquity of new technologies such as mobile phones has forced us all to conceptualize the digital and the physical; the on- and off-line.
And some have a bias to see the digital and the physical as separate; what I am calling digital dualism. Digital dualists believe that the digital world is “virtual” and the physical world “real.” This bias motivates many of the critiques of sites like Facebook and the rest of the social web and I fundamentally think this digital dualism is a fallacy. Instead, I want to argue that the digital and physical are increasingly meshed, and want to call this opposite perspective that implodes atoms and bits rather than holding them conceptually separate augmented reality.
In a 2009 post titled “Towards Theorizing An Augmented Reality,” I discussed geo-tagging (think Foursquare or Facebook Places), street view, face recognition, the Wii controller and the fact that sites like Facebook both impact and are impacted by the physical world to argue that “digital and material realities dialectically co-construct each other.” This is opposed to the notion that the Internet is like the Matrix, where there is a “real” (Zion) that you leave when you enter the virtual space (the Matrix) -an outdated perspective as Facebook is increasingly real and our physical world increasingly digital.
I have used this perspective of augmentation to critque dualism when I see it. For instance, more...
Really cool visualization that integrates the data with its physical-world context. Reminiscent of the point that our world is increasingly an augmentation of the physical and the digital.
More images here.
Here, Amber Case states something commonly repeated on this blog: we are all cyborgs. As such, she calls herself a cyborg anthropologist, similar to how we conceive of the study of technology and society as Cyborgology (perhaps without such strict disciplinary terms – but that is another discussion).
However, there is much disagreement between Case’s usage of the term and how I (and others) on this blog define a cyborg.
First, Case argues in the video above that the human cyborg is a recent invention. A product of new technologies that compress our mental capacities over time and space. On this blog, however, we tend to use the term much more broadly. For instance, one fundamental technology that structures other technologies built upon it is language. Post-structuralist thinking has long taught us about the power of language to drive what and how people think, how selves are formed, how power is enacted, and so on. Other technologies, such as spatial organization (think the architectural technologies of the amphitheater or panoptic prison) have profound impact on the mental processes of humans. The human mind has never been independent of technology, and, as such, we have always been cyborgs.
My second disagreement surrounds Case’s argument that more...
…the further augmentation of the body with technology.
Angry Birds, Apple’s best-selling iPhone app with over 50 million downloads, gets physical. Mattel has purchased the rights to convert the video game into a physical board game, demonstrating the increasing blurriness between Internet culture and American culture writ large.
This event offers an opportunity to further elaborate the meaning of the term “augmented reality.” On this blog we have regularly defined augmented reality as blurring/collapse/implosion of the material and the digital worlds. Mattel’s licensing of Angry Birds for a board game raises and interesting question, because it does not so much represent a collapse in the distinction between digital and physical; instead, it is more a case of copying or mimicking the digital in the realm of the physical. This can hardly be said to be different than Second Life simulating (well, at least, almost simulating) the laws of physics that exist in first life. more...
Yes, even a CGI-filled big-budget glowing Disney spectacle can provide opportunity for theorization. Of the recent Internet-themed blockbusters – namely, Avatar (2009); The Social Network (2010) – Tron: Legacy (2010) best captures the essence of this blog: that the digital and the physical are enmeshed together into an augmented reality.
This seems surprising given that the film is premised on the existence of a separate digital world. Indeed, the first Tron (1982) is all about a strict physical-digital dualism and the sequel plays on the same theme: physical person gets trapped in a digital world and attempts to escape. However, Tron: Legacy explores the overlapping of the physical and digital. The story goes that Flynn, the hero from the 1982 film, develops a digital world that does not have the imperfections of its physical counterpart. His grand vision was to gloriously move humanity online. Simultaneously, the beings in the digital world want to export their perfection out of the digital world and to colonize the offline world, removing all of its imperfections (i.e., us). Flynn comes to realize that enforced perfection (read: Nazism) is unwanted. Instead of a highly controlled and orderly universe, what has to be appreciated is what emerges out of chaos. And it is here that the film makes at least two theoretical statements that are well ahead of most movies and popular conceptions of the digital.
First is the tension between more...
While many write about the various ways that the Internet makes us less safe, namely cyberbullying or being attacked by someone you met on Craigslist, it is also important to look at the new possibilities the web creates to ease suffering occurring in the physical world. When the Cyborgology editors recently spoke to WYPR about cyberbullying, we also discussed cybersupport, as is the case of Dan Savage’s It Gets Better YouTube project. The folks at WYPR also pointed us to another interesting example, the Egypt-based Harassmap created by a group of volunteer techno-activists. According to this report [.pdf], 83% of Egyptian women and 98% of female travelers to this country report being harassed. Given the very limited legal recourse for women in Egypt, this online tool is one way to provide voice to the vulnerable.
The map above is a screen-shot from the Harassmp site. Women in Cairo can report incidences of sexual harassment from their mobile phones via text message. The incident that occurred in the physical world is then digitized as a plot on the map using the phone’s GPS. This provides the masses a reality now augmented with a digital layer that seeks to “act as an advocacy, prevention, and response tool, highlighting the severity and pervasiveness of the problem.” The story of social media is not just how it harms people, but also how it helps.
View the map here. More information here (scroll down for English).