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Contents contributed and discussions participated by D'coda Dcoda

D'coda Dcoda

Badgeville & Janrain: Turning Serious Games Players Into Loyal Brand Advocates [29Apr11] - 0 views

  • “After carefully weighing our options for building a social rewards solution in-house versus integrating with a best in class technology provider, we selected Badgeville, a recognized leader in the space, for their comprehensive, lightweight and flexible platform,” said Larry Drebes, CEO, Janrain.
  • Badgeville jumped onto the scene when they won “Audience Choice” at TechCrunch last fall. Within two quarters they’ve captured 50 clients for their “white label” social rewards, loyalty and analytics platform.
  • Badgeville helps web publishers of all sizes increase audience engagement and unlock new monetization opportunities. The Palo Alto– based company provides platform that makes it easy for web publishers, to increase user loyalty and engagement. 
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  • Badgeville aspires to democratize the Foursquare experience beyond retail by enabling publishers and other segments to build their own game mechanics and incentives platforms.
  • Publishers who use Badgeville can set up an account, offer defined rewards and track visitor behavior with realtime analytics. Badgeville works for any company that has a community on its site: anyone from gaming to education, to retail and more can use the service to reward people for checking into a site, taking tests or simply browsing through products. Virtually anything can correspond to a badge reward.
  • “It’s not about pageviews anymore.” Publishers can award badges for the behavior of their choice, such as leaving a comment or becoming a fan of the site on Facebook. Readers can also compare their results to friends’ on social networks like Facebook.”
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Jaron Lanier Keynote at Augmented Reality Event 2011 on Vimeo [18May11] - 0 views

shared by D'coda Dcoda on 26 May 11 - No Cached
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    Lanier talks about history of technology and it's implications on society and augmented reality
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Bruce Sterling and Vernor Vinge's Closing Keynote to Augmented Reality Event 2011 on Vimeo - 0 views

shared by D'coda Dcoda on 26 May 11 - No Cached
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    an 18 minute vimeo
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The Future Of GPS Navigation With Wikitude Drive [26May11] - 0 views

  • Now Mobilizy, the leaders in augmented reality geo-location applications for mobile have taken the next major leap by combining augmented reality with GPS navigation software. Wikitude Drive is the award winning GPS navigation application for Android devices, it has already been awarded numerous prizes including the “Galileo Master 2010” of the European Satellite Navigation Competition, “Global Champion” of the NAVTEQ LBS Challenge and Winner of the “World Summit Award 2010”. Previously available for Austria, Germany and Switzerland the application is now available for Spain, UK, France and Italy. What’s different about Wikitude Drive from other navigation applications is it overlays the live route over the camera feed rather than using a traditional map view.  This new augmented reality view enables you to see exactly where you are going and the route without having to take your eyes off the road ahead. Having said sometime back that someday AR will change navigation, it’s been enjoyable playing around with the beta and testing the UK maps. As everything is stored on the server all the maps are up to date and I was even able to navigate to my house which hasn’t even made Google Street View yet. Turn by turn instructions are given clearly using a speech engine so you’ll always have the expected voice instructions.
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Why Twitter's Oral Culture Irritates Bill Keller (and why this is an important issue) [... - 0 views

  • Bill Keller of the New York Times has just written a provocative piece lamenting that new technologies are eroding essential human characteristics. I would certainly agree that almost all technologies, especially those with a cognitive element, transform the way we organize, value and manage our intellectual and social lives–-indeed, such complaints were raised, most famously by Plato about how writing was emptying words of their soul by disconnecting them from their living speakers. However, Keller makes not one but at least three distinct claims in his piece. I want to primarily discuss the one that he makes least explicitly and perhaps has never formulated directly himself.
  • first, let’s clarify the other two which are explicit.
  • First Keller talks about how we no longer need to remember everything and how his father used to use a slide rule and now there are calculators and who knows their multiplication table anymore… This is a familiar argument from cognitive replacement and I believe it is worth discussing not necessarily because there is something inherently wrong with machines making certain cognitive tasks easier, but I do deeply worry about what this means for valuing humans. Cheaper computers increasingly capable of taking over human tasks means that we face a profound human problem: how will we deal with the billions of people who will be potentially redundant if the only way of measuring a human’s worth is their price on the labor market? For me, this is an important political question rather than a technological lament. It’s not about what machines can do, it’s about the criteria by which we judge the worth of our fellow human beings, and how advances information technology increasingly leads us to devalue each other
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  • Second, Keller argues that “there is something decidedly faux about the camaraderie of Facebook, something illusory about the connectedness of Twitter.” This line of argument, that our social ties are being hollowed out by digital sociality, is also fairly common. I’d like to start by saying that it is not supported by empirical research.
  • Increasing numbers of people even make connections online which then they turn into offline connections (See Wang and Wellman, for example), so that even actual “virtual” connections –which I have just argued are less common—are valuable for many communities who otherwise do not have abundant peers around them, say cancer patients or gay youth in small towns.
  • here are the parts of Keller’s comments which have intrigued me
  • My mistrust of social media is intensified by the ephemeral nature of these communications. They are the epitome of in-one-ear-and-out-the-other, which was my mother’s trope for a failure to connect.
  • The shortcomings of social media would not bother me awfully if I did not suspect that Facebook friendship and Twitter chatter are displacing real rapport and real conversation, just as Gutenberg’s device displaced remembering. The things we may be unlearning, tweet by tweet — complexity, acuity, patience, wisdom, intimacy — are things that matter.
  • Then along came the Mark Zuckerberg of his day, Johannes Gutenberg.
  • But this comparison between Gutenberg and Zuckerberg makes little sense unless you realize that Keller is actually trying to complain about the reemergence of oral psychodynamics in the public sphere rather than about memory falling out of favor.
  • If the latter were the case, his ire would be more about Google; instead, most of his frustration is directed against social media, and mostly Twitter, the most conversational, and thus most oral of these mediums.
  • The key to understanding this is that while writing did displace the value of memory, the vast abundance of printed material it did something else also, something less remarked upon, both to the shape of our public sphere and also to our psychodynamics. It replaced the natural, visceral human oral psychodynamics with those of literate and written ones
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Emotion transference: Telenoid [22May11] - 0 views

  • As a clinician fascinated by the use of new technologies to achieve outcomes, it’s hard to go past anything that is looking at bridging the divide between human emotions / touch and technology. Telenoid is one such project. It’s aim is to provide an effective way to transfer people’s presence. The research on telepresence is booming and it’s fairly widely accepted that videoconferencing is superior to teleconferencing and that platforms like virtual worlds provide even better telepresence sometimes. Telenoid is a step further again, providing a tangible means of interacting with someone remotely. In the second video below you’ll see its creator citing a key inspiration was the ability for remotely located grandparents to interact more with their grandchildren. That alone is laudable but for me the clinical simulation potentials stood out pretty strongly.
  • Real patients as simulation Imagine the ability to have a ‘patient’ reflecting the emotions and speech of a real person in combination with the current simulation functionality i.e. feedback, monitoring of biometric data etc. Taken a step further: a real patient experiencing a real health issue is able (with consent of course) to have their experience transferred to a simulation exercise in real time. There are already consumer devices on the market able to control avatars via thought processes, this is only a small step beyond that.
  • A specific example:
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  • a. Marjorie is a patient with bowel cancer who is scheduled to have chemotherapy.
  • b. She consents to her next outpatient chemotherapy session being used for simulation purposes with third-year nursing students at a local university.
  • c. On arrival at the clinic for her chemotherapy, Marjorie agrees to wear a discreet headset that both captures her emotions as well as her voice as she goes through the process.
  • d. At the university the students are in a laboratory environment set up for chemotherapy and the simulation mannikin is reflecting Marjorie’s experience as students use the same clinical pathway as the clinic to simulate providing the chemotherapy. The voice recorder allows the students to hear what the nurse is actually doing for Marjorie, providing the opportunity to contrast practice and to ‘see’ what impact that practice is having on Marjorie.
  • Videos
  • The first video shows a conversation with Telenoid:
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The Hyperbook by Mollat editions: when 18th century meets 21th.[09May11] - 0 views

  • Mollat Editions just reissued a book written by Victor Louis in 1782 about the Theatre of Bordeaux, France. “Salle de Spectacle à Bordeaux” is made interactive by the  numerous digital content offered through the book: videos, pictures, comments and 3D animations. Our partner Axyz  was in charge of Augmented Reality integration on this cultural project.
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TELE-PRESENCE International Workshop [13Nov09] - 0 views

  • The Meaning of Being There is Related to a Specific Activation in the Brain Located in the Parahypocampus
  • Social Presence in Virtual World Surveys
  • “I’m Always Touched by Your Presence, Dear”: Combining Mediated Social Touch with Morphologically Correct Visual Feedback
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  • The Role of Realism and Anthropomorphism in the Selection of Avatars
  • Attention, Spatial Presence and Engagement: Implications for Virtual Environment Learning Platforms
  • Social And Spatial Presence: An Application to Optimize Human-Computer Interaction
  • Tangible Presence in Blended Reality Space
  • Advertising Effects through Virtual Violence
  • Presence and the Meaning of Life: Exploring (Tele)Presence Simulation Scenarios and their Implications
  • Moderating Effects of Social Presence on Behavioral Conformation in Virtual Reality Environments: A Comparison between Social Presence and Identification
  • Presence and the Victims of Cybercrime in Virtual Worlds
  • Measuring Telepresence: The Temple Presence Inventory
  • Second Life as a Learning & Teaching Environment
  • The Effect of Avatar Perception on Attributions of Source and Text Credibility
  • Self-presence Standardized: Introducing the Self-Presence Questionnaire (SPQ)
  • Image vs. Sound: A Comparison of Formal Feature Effects on Presence, Video Game Enjoyment, and Player Performance
  • The Effects of Competition on Intrinsic Motivation in Exergames and the Conditional Indirect Effects of Presence
  • Who´s there? Can a Virtual Agent Really Elicit Social Presence?
  • Presence, Participation, and Political Text-on-Television: Pilot Testing a Converged Technology
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    A list of freely available pdf's of papers presented at this conference.
D'coda Dcoda

Virtual outdoors to aid patient recovery, reduce pain levels [25May11] - 0 views

  • University scientists are seeking to take virtual reality to a new level – with a view to helping sick people who cannot get access to the outside world. The researchers in Birmingham plan their new worlds to be “sensorily rich”.They are using large screen TVs, video projectors and head mounted displays to create virtual versions of soothing rural and coastal scenes. The initial development is re-creating a stretch of the coastline of south Devon and an area within Dartmoor National Park.The developers say there is research evidence that exposure to greenery, such as trees, can improve patient recovery and reduce pain levels. Tests on volunteers are due to start later this summer. Birmingham University has become involved because its local hospital provides specialist defence medical facilities and has a large number of trauma victims.Developer Professor Bob Stone, a multimedia specialist, said: “This technology could be made available to anyone who, for whatever reason, is in hospital, bed-bound or cannot get outside.  They will be able to get the benefits of the countryside and seaside by viewing the virtual scenario on screen. Patients will be free to choose areas that they want to spend time in; they can take a walk along coastal footpaths, sit on a beach, listen to the waves and birdsong, watch the sun go down and – in due course – even experience the smells of the land-and seascapes almost as if they were experiencing the outdoors for real.”
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    Research to understand what effect our virtual environments have on patients.
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PRACTICE Marketing: Real World Multiplayer Serious Game [18May11] - 0 views

  • Developed for McGraw Hill Higher Education Education UK, PRACTICE Marketing is a 3D turn-based Serious Game intended to teach college kids the principles of product marketing and competition. In the game, players are able to fully experience the seven underlying principles upon which to base marketing strategy and efforts: Image, Differentiation, Repeat Business, Ease of Doing Business, Networking, Likeability, and Emotion. Gameplay You’ve been selected to manage a company’s new entry into the backpack market. Your first step in the game is to create a strong product that appeals to a specific market segment and price it appropriately.
  • You are upfront presented with the info you need to analyze the market, provided by market research, who has narrowed the backpack market down to five potential segments for you to consider targeting, selecting the one that looks the most promising.
  • Once you have selected a target market, you can use the backpack builder to design a pack that meets the needs of its particular demographic.
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  • Before you put it the market you have to set a competitive price.
  • Then you have to negotiate distribution agreements with retail channels and pick how the bag is marketed and advertised.
  • At the end of each turn, you can review and submit your marketing decisions and then see your quarterly /yearly P&L (Profit &Loss) data, market trends and positioning, competitors’ data and customers’ feedback, among several other results.
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Research: The Educational Value of Serious Games [11Mar11] - 0 views

  • Literacy has evolved beyond the definition of the ability to read and write. Literacy now includes the ability to seamlessly interpret on-screen information, such as the graphics in a videogame, and the ability to rapidly decode symbols. To be effective, gamers must be able to quickly decipher each game’s symbols and conventions, which is essentially what good readers have to do in terms of deciphering the alphabetic code.
  • Serious Games are not replacing literacy activities, they ARE literacy activities.
  • Literacy specialists are just beginning to investigate how reading on the Internet affects reading skills. Students are developing new reading skills that are neither taught nor evaluated in school.
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  • Educational practices need to recognize today’s participatory culture and to find different ways of delivering content. Today’s new cultural competencies include the ability to navigate across different kinds of media and to “mashup” the various media content. Games are the ideal model for combining content in different ways and incorporating problem solving. There is a need for educators need to see games as an alternate learning system.
  • Games today can be divided into entertainment and Serious Game categories. Games are getting much more realistic, and can be incredibly motivating. The use of Ggames as entertainment may be dwarfed by Serious Game applications
  • Videogames, based on the training of socially valued practices, will create an educational system in which students learn to work and think as professionals. The purpose is not to train students for these professions, but rather to provide students with an opportunity to see the world in a variety of ways that are fundamentally grounded in meaningful activity and aligned with core skills, habits, and understandings of a postindustrial society. Games will help students create representations of professional knowledge.
  • Videogames are very effective at teaching logical, consequential thinking. U.S. Army studies indicate playing videogames as much as ten hours can improve the ability to process visual information and improve overall spatial orientation skills.
  • Games involve participation in collective intelligence, and blur the distinction between the production and consumption of information. They emphasized expertise rather than social status. They promote international and cross-cultural media and communities.
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Researchers Say New Studies Confirm Cell Phone Hazards [23May11] - 0 views

  • a group of international researchers meeting in Istanbul, Turkey has released what they call “stunning proof” that confirms findings from the Council of Europe -- pulsed digital signals from cell phones disrupt DNA, impair brain function and lower sperm count. A meeting convened by Environmental Health Trust, with the Turkish cancer society, and Gazi University, revealed the new research that the scientists say shows damage to DNA, brain and sperm
  • Nesrin Seyhan, an advisor to the World Health Organization (WHO) and NATO and head of the Biophysics Department and Bioelectromagnetics Laboratory at Gazi University in Ankara, presented findings that he says confirm the warning that just four hours of exposure to cell phone radiation disrupts the ability of human brain cells to repair damaged genes. “We are deeply concerned about what this could mean for public health,” Seyhan said. Prof. Wilhelm Mosgoeller from the Medical University of Vienna, who has led European research teams, said he found that the cell waves induce DNA breaks. Despite industry claims to the contrary, he says DNA breaks are real.
  • Insect studies A research team at the University of Athens said insect studies have demonstrated that acute exposure to GSM (Global System for Mobile) signals brings about DNA fragmentation in insects’ ovarian cells, and consequently a large reduction in the reproductive capacity of the insects. Further studies, they said, demonstrated that long exposures induced cell death to the insects in the study. Other researchers said throughout a gestation period, exposure to radiation for just six minutes a day affects the bone formation of fetuses. The researchers also worry about the effect of cell phone use on children.
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  • At higher frequencies, children absorb more energy from external radio frequency radiation than adults, because their tissue normally contains a larger number of ions and so has a higher conductivity. The researchers strongly suggest limiting cell phone and cordless phone use by young children and teenagers to the lowest possible level and urgently ban telecom companies from marketing to them. The researchers call their findings “thought-provoking” and say they have never been investigated in North America. “The evidence justifies precautionary measures to reduce the risks for everyone of us,” Wosgoeller said. The meeting was sponsored by Environmental Health Trust, The International Commission on Electromagnetic Safety, Gazi University and Athens University.
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Researchers Find Stunning Evidence of Cell Phone Dangers [25May11] - 0 views

  • Researchers have reported evidence that cell phone radiation has a variety of alarming biological effects, which are sure to fuel concerns about whether or not phones impact human health. Scientists reportedly found that GSM signals fragmented insect DNA in ovarian cells, that a brief "mild electromagnetic field" affects bone formation in fetuses, and that cell phone-frequency radiation increased the permeability of the blood-brain barrier in young adult male rats.
  • These findings were reported in a press release issued by the Environmental Health Trust, which notes that the rat brains can be "used to correspond to the brains of human teenagers." "This work provides a warning signal to all of us," said Professor Wilhelm Mosgoeller from the Medical University of Vienna. "The evidence justifies precautionary measures to reduce the risks for everyone of us."
  • other research findings, while potentially interesting, appear to be in-vitro studies of isolated cells. Proving biological effects of radiation on cells is useful in determining the ways radiation might impact humans in the real world, but it does not directly prove much beyond the experimental criteria.
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  • It's unclear whether the research has been published in peer-reviewed journals: if it has not, additional salt must be added to interpreting the findings.
  • Substantial research into potential health effects of cell phone use on humans has been conducted, and there is no conclusive proof of danger. Some studies have found possible links between phone use and cancer, but the findings are weakened by limitations that make results difficult to interpret. Many studies have found no effects at all. Some, highlighting the difficulties of studying statistically rare events, have even found that phones reduce cancer risk. A recent study published in the Journal of the American Medical Association found a link between cell phone use and increased glucose metabolism in the brain, which, like other studies finding biological effects, may or may not imply a health effect.
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    Bottom line is that nobody knows if cell phones are bad for us.
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5 awesome ways brands are using location-based marketing [25May11] - 0 views

shared by D'coda Dcoda on 26 May 11 - No Cached
  • roughly 30 percent more individuals in the U.S. carry a smart phone than buy a daily newspaper.
  • New York Public Library In a move that embodies the public intellectual history of America and the perfect application of social media, the New York Public Library plans to celebrate its centennial smart phone style.
  • It recently launched a “Find the Future” Foursquare badge that encourages and rewards exploration of public libraries in New York City. It transforms visitors into library ambassadors who, via location-based check-ins, end up promoting library services, programs, and collections to their Foursquare friends.
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  • Badge winners get a one-year Foursquare Friends Membership at the library that comes with exclusive member-only perks such as the opportunity to win free NYPL event tickets and participate in behind-the-scenes tours
  • The library has also designed an app-based overnight scavenger hunt called “Find the Future: The Game.” On May 20, 500 pre-registered participants will complete tasks during a special launch event, before the game goes live to the public on May 21. The tasks encourage players to explore the library and historical objects such as the Declaration of Independence.
  • JetBlue Airways In January 2011, JetBlue Airways became the first U.S. airline to announce an integration between their frequent flyer rewards program and Facebook Places. JetBlue GoPlaces participants receive 25 TrueBlue frequent flyer points every time they check in to an official JetBlue airport location using Facebook Places. Those who accumulate 5,000 or more points can trade them in for free flights. While this is not exactly immediate gratification — it takes 200 airport check ins to earn a free flight — it’s still noteworthy.
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PR and Ethics in the Battle for Location-based Data [25May11] - 0 views

  • Micro-targeted ads were only the first step; now companies can easily link anyone's social media profile to their web-browsing habits, and sell that information to anyone who's interested. Google, Apple, Facebook, Microsoft, and others are, predictably, jockeying for lead position
  • Transformations of this magnitude are never confined to the market. Eventually, they spill over into the realm of politics and society. It's a familiar pattern: new technology enables new business practices. These practices, in turn, raise important social, political, and
  • Transformations of this magnitude are never confined to the market. Eventually, they spill over into the realm of politics and society. It's a familiar pattern: new technology enables new business practices. These practices, in turn, raise important social, political, and legal questions
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  • Facebook clearly understands that the media and public opinion form part of the competitive playing field. But they seem to have forgotten Business Ethics 101: Don't do anything that you'd be embarrassed to see on Page 1 of the Wall Street Journal or the Financial Times. That's not just good ethics advice; it's good PR advice, too. Rosanna Fisk, chief executive of the Public Relations Society of America, commented that Facebook's actions were "unethical and improper," adding that the affair had become a "PR nightmare."
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Exploitation and Amazon's Mechanical Turk [26May11] - 0 views

  • Since 2007, the US federal minimum wage has been set at $7.15 an hour, yet workers on Amazon’s Mechanical Turk—many of whom live in the US—make an average of $2 (according to the estimates of Mechanical Turk researcher Alex Quinn).  As illustrated in the above image, Amazon, itself, encourages businesses (at least implicitly) to pay workers (or “turkers” as they are called) less-than-minimum wages.  Moreover, to even qualify for these low-paying tasks called HITs (Human Intelligence Tasks), turkers are often expected to complete unpaid training sessions that can last for up to an hour.  Also, because turkers receive micro-payments for each task and because the time to completion for each task is rationalized to the second, turkers receive no pay during normal periods of rest during the workday.
  • Mechanical Turk is a crowdsourcing platform that allow anyone to recruit laborers for short online tasks, which cannot be effectively completed by computers.  For examples, turkers might compile contact information for various businesses, sort through images and tag offensive ones, or participate in university research experiments.  Because of the piecemeal and spatially-disembedded nature of the work, it is virtually unregulated. Can we simply dismiss this subversion of labor laws—as some commentators have—on the grounds that “$2 an hour is a decent wage in India?”  Even if we are angered by this exploitation of turkers, is it even possible to regulate an international platform of this sort?
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    Crowdsourcing problem
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why i don't like "augmented reality" » Cyborgology - 0 views

  • i have a few complaints about the use of “augmented reality.” the first is primarily semantic. it seems (to me at least) like the term it implies some kind of (pre-digital?) “non-augmented” reality. this is more or less explicit when we refer to things like “augmented revolution” or “augmented conference.” it seems like the idea of augmented reality was introduced to make a point against a false binary (“digital dualism”) and i agree that this is important, both academically and in real life (see what i did there?). but i think the way we talk about augmented reality is sneaking a version of that binary back in. not the naive real v virtual but maybe something like real v “real+” and i think that is a mistake. and it is a strange mistake to read here, on a blog called “cyborgology” that proclaims (rightly i’m sure) that we have always been cyborgs. our friends from sst especially, i think, are sensitive to how reality has always been “augmented” if we are paying attention. so quoting sst hero latour:
  • If we wanted to project on a standard geographical map the connections established between a lecture hall and all the places that are acting in it at the same time, we would have to draw bushy arrows in order to include, for instance, the forest out of which the desk is coming, the management office in charge of classroom planning, the workshop that printed the schedule that has helped us find the room, the janitor that tends the place, and so on. And this would not be some idle exercise, since each of these faraway sites has, in some indispensable way, anticipated and preformatted this hall by transporting, through many different sorts of media, the mass of templates that have made it a suitable local—and that are still propping it up.* and he goes on for literally pages. he starts on p 200 (where the quote is from) and ends somewhere on p 203. then he picks it up again on p 206 with more. by 207 he is talking about the “plug-ins”, “patches” and “applets” that actors in a lecture need to make sense of what is happening. and cyborgs:
  • As we have witnessed so many times throughout this book, information technologies allow us to trace the associations in a way that was impossible before. Not because they subvert the old concrete ‘humane’ society, turning us into formal cyborgs or ‘post human’ ghosts, but for exactly the opposite reason: they make visible what was before only present virtually. In earlier times, competence was a rather mysterious affair that remained hard to trace; for this reason, you had to order it, so to speak, in bulk. As soon as competence can be counted in bauds and bytes along modems and routers, as soon as it can be peeled back layer after layer, it opens itself to fieldwork.
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  • so what has changed, latour argues, is not reality but rather our ability to trace reality. so i guess in that sense what i want us to start talking about now is an augmented sociology instead of an augmented reality, but that is maybe a topic for another time.
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    Suggests a term "augmented sociology" rather than "augmented reality" since what has changed isn't reality but rather our ability to trace reality.
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Virtual, Mediated, and Augmented Reality [10Mar11] - 0 views

  • In the tradition of much post-Modern theorizing, “augmented reality” offers a new conceptual paradigm, seeking to implode/queer/do category work on the real/virtual dichotomy and make room for a more flexible understanding of social media that allows for recursivity between these two concepts.  A person embedded in augmented reality is a cyborg in the Harawaysian sense.  For this reason, the editors of this blog have proposed – somewhat tongue-in-cheek – that our research is best understood as “cyborgology.”  In augmented reality, the culture is hyper-literally super-imposed on the material.  Our bodies and all other objects in the world become canvases for the digital and its rapid circulation of signs and symbols.  In Bauman’s term, everything becomes a conduit of Liquid (post-)Modernity.  However, the symbolic order expressed through the digital does not emerge out of nothing; it is a reproduction or extension of what has always existed.  The digital and material are always in circulation and neither can be abstracted from the new order of social relations.  That is to say, society is neither online or offline; it is augmented.  Thus, augmented reality and the cyborgs who populate it are now the proper objects of sociological inquiry.
  • 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.
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    Re-frames the inquiry into virtual,mediated, augmented reality (vs. "physical world" reality) ... a liquid post-modern view
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