[NetBehaviour] _Social Tesseracting_: Part 1

mez breeze netwurker at gmail.com
Sat Mar 7 23:29:23 CET 2009


http://arsvirtuafoundation.org/research/2009/03/01/_social-tesseracting_-part-1/


_Social Tesseracting_: Part 1
Posted March 1st, 2009 by mez breeze

Dimensionality is a concept that attempts to define reality through
scientific framing. Dimensionality refers to the theoretical construction
and quantification of fundaments. These fundaments, or dimensions, act to
define the “…parameterization of the conceptual or visual complexity of any
geometric object. In fact, the concept can even be applied to abstract
objects which cannot be directly visualized. For example, the notion of time
can be considered as one-dimensional, since it can be thought of as
consisting of only “now,” “before” and “after.” Since “before” and “after,”
regardless of how far back or how far into the future they are, are
extensions, time is like a line, a one-dimensional object.” [
http://mathworld.wolfram.com/Dimension.html]

Just as the idea of dimensions can be applied to non-concrete elements in
order to frame theoretical states, the principle can expand to encompass
aspects of emergent social actions. These actions are evident in shifting
social dimensions/states. These states [collectively termed "Social
Tesseractions"] emerge from certain communication patterns displayed through
synthetic interactions. If you’re a user of augmented technology in multiple
forms [think: MMO/Mobile gaming, iPhone or Android apps and social
networking sites] you will inevitably become part of engagement procedures
that promote a type of “social froth”. This froth manifests via electronic
gesturing. These gestures are created through:

1. Geophysically static connections (such as using Facebook, World of
Warcraft or Tweetree via your desktop PC)

2. Active mobile/wireless connections (such as the wealth of geolocative
software for mobile devices or social games).

The important factor for both connection modes are the resultant patterns a
user creates through social inscriptions/gestures. These gestures create
complex interpersonal streams that provoke additional connections and
accompanying interactions. Sending remote tweets is considered an example of
a synthetic interaction [via electronic gesturing]. As this incremental data
melds with other user-streams and crossmodal platforms, aggregative patterns
emerge. These combined patterns may be considered as a parameter space
blueprint that produce, and are in turn produced by, synthaptic
communication tides. Examples of such variables include information traffic
patterns or “hot” social tracts [when certain users are active according to
time zone variations].

Social Tesseractions assist in shaping contemporary notions related to
Sociorelational information. Just as raw geophysical encounters evoke
varying psychological and communicative responses [think: Communication
Accommodation Theory], Tesseracting engenders similarly relevant synthetic
loadings. In attempting to establish a conceptual structure surrounding
Social Tesseractions, contemporary theorists display a pervasive tendency to
shrink all synthetic interactions to a geophysical/biological endpoint. In
order to establish whether Tesseraction can be considered a tangible
phenomena, this assumed standard of endpoint interaction should shift from a
reductionist angling towards more appropriate markers. These markers will be
discussed in _Social Tesseracting: Part 2_.



-- 
>Reality Engineer>
<Synthetic Ecology Consultant<
>Soc_Net Savant>
<Game[r +] Theorist<
:: mezbreeze.com ::
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