Google Earth software [creates] a more realistic world that blurs the line between virtual life and reality and helps make the program look more like a variation of the Star Trek Holodeck.
Via.
Google Earth software [creates] a more realistic world that blurs the line between virtual life and reality and helps make the program look more like a variation of the Star Trek Holodeck.
Via.
We’re not living fully in our lives. We’re living a little bit in our lives and a little bit in our Facebook lives.
Sherry Turkle has never failed to be a provocative and insightful theorist of human-technology interaction, but on this point, I could not disagree more. Unfortunately, Turkle continues to reify the false dichotomy between the digital and material worlds. We are NOT half in the digital and half in the virtual world. Instead, we are all fully immersed into an augmented reality.
Moreover, I would argue that Second Life has become red herring in the digital/material debate. Most Internet users don’t even know what Second Life is. The paradigmatic example of online-offline interaction, at this historical moment, is Facebook, particularly Facebook mobile apps.
In any case, you can read the interview here and judge for yourself.
The brilliant blog Next Nature has posted a fantastic 1969 Playboy interview with Marshall McLuhan for you to enjoy. McLuhan is one of the most famous media theorists ever to write. Check it out.
Because all media, from the phonetic alphabet to the computer, are extensions of man that cause deep and lasting changes in him and transform his environment.
For all those folks whose only impediment to climbing Mount Everest has been their inability to Tweet updates while on the journey: your excuses are now dried up. Representatives from Ncell, Nepal’s main mobile network, announced recently that they have installed cellular service that reaches all the way to the top of Mount Everest, the world’s highest point. According to the Reuters report:
“The installation could help the tens of thousands of mountain climbers and trekkers who visit the Mount Everest region in the Solukhumbu district every year. They have to depend on expensive satellite phones to remain in touch with their families as the remote region lacks proper communication facilities.”
This development has interesting implications for the Cyborgology blog’s ongoing discussion of augmented reality and the limits of material experience. When we think about the material world being augmented by virtual content, we tend to think about it in an urban context, usually in tandem with marketing or networking efforts. But how do we begin to think about augmenting the reality that exists in the remotest and most dangerous of regions, like the summit of Mount Everest?
The statistics aren’t entirely clear, but best estimates say that the number of climbers who have successfully reached the summit of Everest only goes into the low two thousands, and at least two hundred of those who have attempted the climb have perished. Most of those who the mountain has claimed remain where they died, frozen into the rock for all time. Some of those bodies are plainly visible from established routes up the mountainside, mummified by the dry air and harsh wind at that altitude. That’s some pretty real reality right there. So how augmented could it get? more...
While we do not necessarily use the term “cyborg” in the way Donna Haraway used it in her famous 1985 “Cyborg Manifesto,” Haraway’s work is of great importance to many of the topics covered on the Cyborgology blog.
As I see it, the primary takeaway from Haraway is the existence of a recursive relationship between technology and social organization. More importantly, as each iteration of this relationship unfolds, there opens a new field across which power relations operate. Haraway is far more optimistic than Foucault or Baudrillard, however, who opine about our inability to escape the techno-social system. For Haraway, we become empowered by figuring out, and, subsequently learning to manipulate, the code that organizes society in any given technological milieu. more...
This great video demonstrates some possibilities of how our increasingly augmented reality might look in the future. Data will be displayed all around us in interesting new ways. Information can be incidental, ambient, playful, and above all we are given a picture of an augmented reality not driven exclusively by advertising.
Media surfaces: Incidental Media from Dentsu London on Vimeo.
Check out Aram Bartholl‘s amazing Dead Drops project that involves a whole bunch of USB thumb-drives sticking randomly out of walls in public spaces. You are walking in New York City, you see a little USB sticking out of a brick wall, and you just need to know what it is about, what files you can download from it, and perhaps what you’d like to upload back into this public information project. I just love that it imports the ethic of the free, open, public, massive creative projects that have a long history on the web to physical space. [via GBlog]Indeed, this theme of technology embedded in with the physical runs through much of Aram’s work. It fits into my argument that we currently live in an “augmented reality,” one where, as I have stated, “digital and material realities dialectically co-construct each other.”[check out http://www.datenform.de/] ~nathan
The term “cyberbullying” is frequently used to describe hurtful behaviors occurring via communication technologies. But why distinguish “cyber” bullying from other forms of bullying? Perhaps it is partly because, when thinking of bullying, we tend to envision physical violence, something impossible to accomplish over the Web. Perhaps it is because the Web allows for new and vastly different forms of communication, necessitating new terminologies. Indeed, social media, mobile phones, and other recent technologies have created new ways for bullying to occur. For instance, the anonymity one has on Formspring has certainly contributed to a groundswell of hurtful behaviors on that site. Moreover, bullying can now occur at virtually any time and in any place (with Internet access).
However, as danah boyd has previously pointed out, the term “cyberbullying” is quite loaded because it tends to be used in a way that seems to diminish the significance of an act of bullying. Yet, bullying is bullying, whether it occurs in a school, park, bus, or on the Web. (A rough definition of bullying for our purposes here: the repeated use of hurtful behaviors, such as, but not limited to, insults, rumors, threats, intimidation, coercion, exclusion, physical violence, or vandalism.)
The cyborg is a technologically-enhanced human. While we recognize and even play off of the campy sci-fi/cyberpunk vision of a half-robot that is conjured up by the term “cyborg,” our vision of the cyborg—our topic of study for this new blog—is at once more sophisticated and more mundane. We believe that the cyborg concept is epitomized by the ordinary person living in the 21st Century, whose everyday activities are seldom, if ever, independent of technology, whether they be for communication (e.g., cell phones and other electronic communication devices), bodily enhancement (e.g., medicine and specialized articles of clothing), or self-presentation (e.g., fashion or the social media profile).
Our fundamental thesis is that technology (exemplified by social media) alters who we are, how we interact, even how we define reality. And, in turn, we continuously alter and define these technologies. All of reality, including ourselves, has been augmented by technology of some sort, and all technology has been augmented by our sociality. As such, we are all cyborgs. And the study of this blurring of technology and social reality is cyborgology.
Facebook has become the homepage of today’s cyborg. For its many users, the Facebook profile becomes intimately entangled with existence itself. We document our thoughts and opinions in status updates and our bodies in photographs. Our likes, dislikes, friends, and activities come to form a granular picture—an image never wholly complete or accurate—but always an artifact that wraps the message of who we are up with the technological medium of the digital profile. more...