Proximal Messaging with GPS and SMS

There is a much more detailed post about this here: http://caseorganic.com/e9

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I started carrying around a GPS with me starting on 12/28/2009. With the exception of Japan, I’ve been logging pretty much everywhere I’ve been. My friend Aaron Parecki has been logging GPS data for over two years.

GPS is useful for a number of things. For instance, proximal messaging reduces the need for outgoing text messages. Instead of needing to send a text message like "I'm late!" or "stuck in traffic", I can simply look at Aaron's GPS any time to see if he'll be late for a meeting, if he's having trouble finding a parking spot, or if he's left the office.


But that method of co-location negotiation still requires user action. In an effort to reduce that, Parecki set up what has proven to be my favorite part of the entire system: proximity notification.

Now, instead of having to look at Parecki's GPS map, the system detects when we are within a certain distance of each other. I usually know when Parecki is near when I get a text message that says "you are 0.4 miles from aaronpk". When I get a message that says "you are 0.1 miles from aaronpk" I know that he's arrived, and I can go meet him.

This structure reduces the need for two common co-location drags: the message "on my way", and the message "here". Both messages require user action and imputs. These actions can be costly, especially when struggling to split concentration between driving and texting, or the sheer inability to text while on bike.
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Aaron Parecki developed this. You can learn more about his GPS experiments here: aaronparecki.com/GPS_Visualization
And he can be followed on Twitter at: twitter.com/aaronpk

Facebook and Attention Economies - Social Gravity and Interface Use

This is part of my research on the social gravity of Facebook and its affect on user actions. Keep in mind that this write-up is meant to be an analogy from one system to another as a way to explore the concept of data gravity. Please do not take it too terribly seriously.

Facebook-attention-cyborg-anth

In 1994 O'Reilly wrote about his use of the phrase "the architecture of participation" to describe the nature of systems that are designed for user contribution. Facebook is such a system, and its architecture has a certain gravity to it. 

The study of anthropology, once one gets deeply into it, becomes a study of space and time. Physics is also a study of space and time. Applying one field to the other is not a difficult or ridiculous idea, as the Internet is a space that is a set of inlinks and websites that have their own gravity - the gravity of attention. 

Thus, I'd like to illustrate three types of Facebook users using a diagram of a planet's gravitational field. 

C: Circular orbit.
 Facebook trap - continuous orbit of attention. Data and presence and entirety of social life tied to Facebook which can never escape, but stays constant over time. 

U: Unbound orbit.
 Facebook user can log in, be temporarily distracted by data but achieve objective before logging out. 

E. Elliptical orbit.
 Facebook user experiences periods of immense Facebook activity and then retreats for a while, using the interface less for a while. 

Facebook has quite a big of gravity. What will happen? Will it fall under its own gravitational pull to become a sun? Or is it already a sun, giving life to a host of planets orbiting around it? Will it become a black hole that data can never come out of or interact with any other data? Has it already become that? Will it go supernova? Will a binary star tap all of its users?
I've been trying to determine just what kind of gravitational body Facebook is. If it can be determined, its future can also be determined. One has to love the ability to explain one system in terms of another.

Positioning Cyborg-Cartography as a Solution to Spatial Amnesia

General cartography and satellite imagery work well for everyday activities, but what happens when a geography suddenly fluctuates? In the case of an Earthquake, buildings, people and paths decentralize and change. A cyborg cartography in this case would describe a process or series of processes that take real time data from a number of points and stitch it together so that a changed geograpy can be immediately seen. The idea of a cyborg cartography is a decentralized granular reporting system that communicates with larger reporting systems to create a full functioning pathway map in the time of an emergency, or any other time in which a geography is suddenly upended.

 

"In the case of [a] disaster...nobody knows at first what is going on--what has been destroyed, what has not, what obstructions are in the way of transportation routes, and so on--this capability would be extremely valuable (an understatement). Whether the cyborg-cartographer works from a helicopter or on the ground, he/she would combine reconnaissance with mapping (and disaster relief), as only the human brain could comprehend what is important to observe".

Cyborg Cartography

"We have been experiencing for decades the melding of humans with machines; think of artificial body parts, hearing aids, prosthetics, and so on. What if we could spawn bionic cartographers who have the ability to transfer spatial data that they see, directly (through thought-transmission) and tele-communicate to geo-referenced mapping programs?"

"Even now here on the Mississippi Gulf Coast we are experiencing something of spatial amnesia (spatial dissonance?) almost seven months out from the Storm: we might not know what exists on the landscape only one mile away, in areas that we, personally, formerly traveled. Who has produced a current map of this area, carried out with groundtruthing, of what actually exists? No one, of course". [Written a few months after Hurricane Katrina.]

Original post at: http://embodiedspace.blogspot.com/2008/01/cyborg-cartographer-battles-spatial.html

See also: Piper, Karen. Cartographic Fictions: Maps, Race, and Identity. New Brunswick, NJ: Rutgers University Press, 2002.

A convincing study of the inhabitant of modern, western society as a “cartographic cyborg,” which is to say as someone so thoroughly intertwined with mapping technologies that it is impossible to say, in terms of knowledge practices, where embodied knowledge ends and technological knowledge begins. Piper goes far beyond the obvious analysis of the modern dependency on maps (and GIS) as spatial instruments to consider the implications of that dependency for the construction of gendered and racial identities within popular culture.

 

 

Brain Map of Amber Case - Topics of Research Concentration

 

Recently, I discovered something great from Nim of Research Club. He has a fun way of mapping what the mind is thinking about by drawing a brain and drawing words on it. So here is my brain and what I'm currently thinking of. It's not brain-shaped because my brain does not think in the shape of a brain, but rather in a set of invisible space-filling zones of thought that have overlapping sites of relation. Each idea has a different gravity and when I think around up there, my neurons tend to get attracted to the closest and strongest zones of gravity. Difficult thinking comes when one must guide the neurons to places in the brain that have less gravitational pull, but the more neurons visit topics, the larger those gravity fields become. The following image represents the zones in my brain with growing gravity fields.


What I Study

 

There are also some definitions, because some of these words are a little out of context. If one zooms into each zone, the following words might appear under each word or phrase.

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Bee Dance - Insect behavior defined by bees locating pollen in distant fields and returning to the hive with a dance pattern that teaches other bees how to access the pollen location. In the digital realm, the bee dance takes the form of a hyperlink shared between one person to many others. Examples of bee dance behavior in humans can be seen on Twitter or Facebook in the form of posted URLs in status updates. Short URLs are a more efficient form of bee dance.

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Data Geology - The idea of a participation architecture that encourages updates that have timestamps and can be seen over time. This gives users layers of history like the rings on a tree or the rock layers that make up the geological formations on the Earth's crust. Examples include Blogs, Foursquare, Google Search Results, Facebook and Twitter. Facebook archives one's data geology, and Twitter does not.

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Fractal Value - The idea of value becoming so easily created that it begins to fold in on itself and create smaller versions of its value at increasing rates. Hipster culture relies on minute changes and signifiers. Fark, Slashdot and 4Chan are all spaces in which value has become increasingly fractal due to speed. This fractal value affects culture and makes culture a fractal itself.

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Data Gravity - The pull of data on a user or system. Data with more attention has greater gravity and is more likely to reproduce.

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Impossible Feast - A site with data that appears endlessly, inviting the user to consume to exhaustion without actually having depleted its resources. In the digital space, consumption does not deplete a resource, but rather encourages that resource to reproduce. The visitor can eat all they desire and never get full. Facebook is the prime example of an impossible feast in the digital space. The more a user logs into Facebook, the more tantalizing and targeted the data becomes. The feast takes on qualities of food that cannot be resisted. Over time, Facebook begins to target the individual food desires.

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Hydrant Sniffing - This term categorizes canine-like behavior of marking territory for others to sniff later while visiting. On Foursquare, this is 'tips'.

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Territory Marking - The canine behavior of marking places with scent and participating in sniffing formerly marked territory. This is also applied to Foursquare, as it is a territory marking participation architecture.

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Panic Architecture - A participatory architecture that rapidly updates and reproduces human connectivity. Facebook is the most potent form of panic architecture because families and friends can panic each other or be heavily affected by photo posts and status updates. E-mail, especially when attached to an audible update signal, is another form of panic architecture because it invites the user to obsessively click it.

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Celebrity - The celebrity is the ultimate form of cyborg. It exists on an actor network of technosocial connections attached to a system of production, reproduction and distribution. The celebrity consists of a series of perfect moment augmented by makeup, lighting, and video that are expanded to take up space and time in the minds of consumers. Like the impossible feast, the celebrity cannot be fully consumed, and the more times the viewer accesses the celebrity, the more their mental taste buds seek new celebrity data.

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Node Centrality - Celebrities are often closer to the center of node networks, especially node networks with dense clusters. Those with the most efficient and communicated ideas are also near the center of node networks. Key influencers can be found at node centralities.

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Supermodernity - This concept is key to defining the digital place. The concept of place in supermodernity differs essentially from place in modernity. Modernity is defined as that which integrates the new and the old such that both become familiar in the same space. Supermodernity, in contrast, is characterized by its excesses. There are three such excesses in supermodernity. In contrast to accounts of postmodernity in which there is a general collapse of an idea of progress, in supermodernity there is an acceleration of history that results, not in meaninglessness, but in the excess of meaningful events. This excess of historical significance, rather than leaving us complacent, makes us even more avid for meaning. Moreover, supermodernity accelerates the transformation of space. - Chapter 10 from 'Selected Index', Martin John Callanan, November 2004. Also see Marc Auge's Non-Spaces: An Introduction to an Anthropology of Supermodernity, which defines a place as one that has relation, identity and history. Under this view, an airport is not a place, but a cell phone conversation is, even if the person is only halfway present in the physical space and halfway present in the liminal in between space of the mobile connection.

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Echolocation - A bat or whale-like behavior similar to the bee dance in which members of communities shout their location and status. Geolocal status update websites and networks are examples of these types of behavior.

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Liquid Modernity - The idea that as technology moves forward, the creation of value liquefies and flows more smoothly.

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Time Geography - A new field of study that graphs out time and space spent doing certain activities over time. Founded in 1970, and recently revisited to include mapping techniques for internet communication technologies where geography is not necessarily bound to visibly adjacent territory.

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Soft Architecture - "Soft Architecture is a place in which structure is defined by memory. The lines dividing interior and exterior are broken down, creating an uncanny relationship between organic forms and manufactured materials. Fueled by a rigorous investigation of a remembered space and time, the "real" becomes hyper-real. Shifts in scale and vibrating fields of contrasting colors result in a customized utopia" - Jenene Nagy, 2007.

Social networks are defined by soft architectures, in which inside and outside often change places. Wikis are a form of soft architecture that is structured, yet expandable.

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Time and Space - Time and space are important when considering changes in culture and structure, especially transit and value production. Time and space were first compressed when trains begin to drive through human geography. The Railway Journey by Shivelbush is an excellent resource on understanding how time and space compression alter how work, free time, and community forms, grows and dies. The Internet compresses time and space of the mental arena. Vehicles reduce the time and space needed to transport goods. Each iteration of speed creates a faster culture. The compression of time and space create fractal value systems and hyperarchitectures that are characterized by the automatic production of space. Social networks, blogs, websites and the entirety of the Internet are the most recent examples of time and space compression. Time geography also maps this.

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Prosthetic Culture - The idea that human culture is comprised of human and object interaction, specifically the set of objects from the earliest tools to the most advanced artificial limbs. Applied to digital culture, prosthetic culture treats the computer as an external brain or cybernetic mental attachment. Humans shed prosthetic devices, whether virtual or real, increasingly quickly. For more, see Cyborg Anthropology.

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Playground/Factory - The Internet is both Playground and Factory. It is also the name of a recent conference on digital labor. The conference abstract is thus: "Today we are arguably in the midst of massive transformations in economy, labor, and life related to digital media. The purpose of this conference is to interrogate these dramatic shifts restructuring leisure, consumption, and production since the mid-century. In the 1950s television began to establish commonalities between suburbanites across the United States. Currently, communities that were previously sustained through national newspapers now started to bond over sitcoms. Increasingly people are leaving behind televisions sets in favor of communing with -- and through-- their computers. They blog, comment, procrastinate, refer, network, tease, tag, detag, remix, and upload and from all of this attention and all of their labor, corporations expropriate value. Guests in the virtual world Second Life even co-create the products and experiences, which they then consume. What is the nature of this interactive ‘labor’ and the new forms of digital sociality that it brings into being? What are we doing to ourselves?" http://digitallabor.org/

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Automation - Increasingly important in the digital space to help smooth a number of functions such as social data gathering, form filling, and any other redundant experience that might dull participation culture. Automation also helps to make Impossible Feasts more tantalizing to the user.

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Mythology - Mythology is an important tool used to understand cultural values and beliefs. The mythology followed by movie-makers creates Blockbusters. All cultures have mythologies. The American Dream of progress and rags to riches is the most common one.

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Cyborg Anthropology - A subsection of the Anthropology of Science dealing with human and non-human interaction, specifically prosthetic augmentation of natural systems and actors. Cyborg Anthropology studies tools as extensions of the body that can be removed and upgraded without having to rely on the time-consuming process of evolution.

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Identity Production - The conscious production of identity through action, whether the action is physical, mental, virtual or both. The production of identity in virtual reality can occur on a social network, through text, image or video and can occur in small moments or large ones. Identity of large companies strives to maintain a static brand. Individuals often change. In virtual interaction culture, status updates must be technosocially attractive to viewers, or else identity loses gravity. Brands, and increasingly individuals, seek to increase gravity.

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This is a rudimentary list that is not flushed out as well as I'd like, but it is worth sharing. I'd really like to see someone else's brain map too.

Top10 Banff

These are the links I'm sharing with people at the
residency at Banff.

XP+Window 98 Sounds

Ferrofluid (loaded)

Super Intelligence Feed (Yahoo! Pipes)
http://pipes.yahoo.com/pipes/pipe.info?_id=d3f96aabea090ae89d2622ea64209801

Instant Campaign (load time)
http://www.campanhainstantanea.com/

Western Spaghetti

Civilization - Brazil (mega load time)
http://motionographer.com/theater/marco-brambilla-civilization/

Waterslide

Machinarium (load time)
http://machinarium.net/demo/

SpaceCollective
http://spacecollective.org/gallery/

Construction Super-KamiKande Neutrino Observatory

Google Search

Fractal (load time)
http://www.fractal-recursions.com/files/anim/dec09sm.mpg

The Singularity in a Basket

Below is a message from my uncle Russ. He likes to send me these kinds of E-mails once in a while. He even wrote a guest post for my blog, which actually got the 3rd highest traffic of any post there. He was trained as a logician and lives in Utah, where he goes on long walks with mathematicians and collects out of print books on interesting things. When I visit him, he'll sometimes give me some of his books. I eagerly devour them. 

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Amber,


I don't know if you've read Ray Kurzweil's The Singularity Is Near. While rereading it, I came across the following, "The Singularity will represent the culmination of the merger of our biological thinking and existence with our technology, resulting in a world that is still human but that transcends our biological roots. There will be no distinction, post-Singularity, between human and machine or between physical and virtual reality." p 9.


Since Kurzweil believes that this happening at an exponential rate, he believes that by mid century--only 40 years from now--the Singularity will have been achieved. By then, most cyborgs, which will be all of us, will take classes in cyborg anthropology (or more likely, simply download the information) to understand themselves and their capabilities.


Russ

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To which I responded (completely by iPhone): 

Russ, 

Thanks for this. I like to look at the Singularity from an anthropological perspective. There have been a lot of social scientists who have written about what could be called a Singularity in a sober and researched way. I'll go over a few of them here. The best example would probably be from sociologist Emelie Durkheim. He wrote that as society progresses, interactions go from mechanic to organic. This is easily seen in large cities at night, where cars resemble blood cells, and highways resemble arteries. 

(download)

During the beginning of the industrial revolution, heavy machinery dominated the landscape. It cost a lot and took a lot of energy to build. What it gave back was small in terms of movement and power. Over time, innovations shrunk the size of machines and turned interfaces into liquid. Liquid interfaces like we have today on TV monitors, cell phones and laptops make what was formally tangible hardware capable of being downloaded from the air around us. A formerly physical interface as become liquid. In the future, this liquid interface will evaporate further, becoming air. 

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Already much of our data is stores in the cloud. Twitter's high-speed stream of data is the quickest to evaporate. Updates are not stored over time; they are dumped. This is the essence of technology, which seemingly moves from solid to liquid before finally evaporating. Sociologist Marshall Berman wrote a book precisely about this called All That Is Solid Melts Into Air - the Experience of Modernity. In addition, Zygmunt Bauman wrote a book called Liquid Modernity, which described the liquidation of capital - of economic flows and innovation. Henry Shivelbusch wrote The Railway Journey: The Industrialization and Perception of Time and Space
, which concerned the altered perception of time and space at the dawn of the train industry. Before trains, there were no time zones. 

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The compression and experience of space and time are becoming increasingly important. As technosocial humans we are no longer living in one place at one time. Time has compressed itself so far that we now have time within time, and space within space. While you sit in your apartment, you are experiencing your local time and space but also the digital time and space. 

By opening up the terminal or browser window, you can experience an entirely different time and space. Geography can be rapidly switched with the touch of a button. This 'fractal time' annihilates geography, allowing the punctuation of one space with another space, one piece of time with another. My iPhone collapses multiple social geographies into one. Facebook, Twitter, SMS, Voicemail, websites, news, incoming calls, notes to my future self, apps, ect. Each digital geography has a different set if natives, some imports, and some immigrants. Each space has different social norms and different ways of presenting oneself. Each space has different social classes and entrance requirements. But with a computer or iPhone, the travel time between those different geographies is almost instantaneous. 

In the same way that a cell phone opens up a wormhole between two users for a limited amount of time, social networks open up wormholes to each other through text, creating invisible, 4th dimensional wormholes from person to object to person to object through text. People begin to become hyperlinks, text begins to become social objects, developing personality and having social value.

In the end, all text becomes linkable, all history becomes linkable to the future, every moment capable of being saved, reported, commented on and played back in slow or fast motion. Each reported moment becomes social capital, increasing the amount of embeddedness that networks and nodes have with each other. 

As node distance decreases, communication becomes more liquid, and digital geography between two people, thoughts, ideas, or groups becomes more instantly traversed. There become a range of those who are connecting more tightly together and a series of those who remain loosely connected in the analog space. Envision a conical basket whose weave is becoming tighter at one end while the other end remains loose and unconnected, fibers sticking out of the unfinished side of the basket. As time progresses, even these loosely connected fibers begin to weave themselves together, finishing the basket at some point in the future when almost evereything is connected. As in real life, the most connected points of the basket are the strongest. 

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In economics, in hive culture, in business, in the information society, these connected humans and objects exchange processes, including shorter routes to a given point. Connectivity leads to optimization. Redundant routes become absorbed. Shortcuts run across nearby fibers. All is hyperlinked together at the tight end of the basket. The singularity is the end point of that basket. The point at which all fibers are weaved together so much that difference is obliterated and communication becomes completely transparent.

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I find that the only way I am able to write is if people ask me questions. So please write me more. You ask me through Twitter @caseorganic or comment below. 

Amber Case
Cyborg Anthropologist 

Learning the Langage of Machines

Kelly-dobson
Instead of teaching machines to understand humans, MIT’s Kelly Dobson programmed a blender to understand voice activation, but not the typical voice one uses. Instead of saying “Blender, ON!”, she’s made an auditory model of a machine voice. 

If she wants the blender to begin, she simply growls at it. The low-pitched “Rrrrrrrrr” she makes turns the blender on low. If she wants to increase the speed of the machine, she increases her voice to “RRRRRRRRRRR!”, and the machine increases in intensity. This way, the machine can understand volume and velocity, instead of a human voice. Why would a machine need to understand a human command when it can understand a command much more similar to its own human language? 

Constructing the Future

Culture tells us what it is okay to like, and new culture is often shown to us through movies. We now feel it okay to use a computer interface with gesture recognition, because we’ve seen it in Minority Report. Here, Minority Report has given us the narrative that allows us to collectively imagine a future.

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In the same way, Star Trek helped us to imagine the idea of the cell phone and Bluetooth wireless device. It also helped us to deal with a future of limitless horizons and exploration found on the many social sites of the Internet. Today, the interface of the laptop is the viewing screen, and the hardware is the spaceship. The browser helps us travel to different universes at nearly the speed of light, and each new website we reach becomes a new planet.

Exploring space as a pilot has already occurred. Our spaceship is the computer, the expanding boundaries of time and space that the information space of the Internet is our Universe.

We cannot explore this space without our robots, our search engines drive our spaceship to new places. We are seeking out new life, new civilizations -- where those civilizations are data sets, value chains, new content, new ideas.

And our spaceships get dented easily in space -- they are susceptible to viruses as easily as space vessels are susceptible to pock marks by dust and grit. Our dust and grit is spam and other garbage. Our space is full of empty space and spam. It is a Darwinian space, where value is created and destroyed in a frictionless environment.

Wormholes

We have become astronauts in a bubble, exploring space. Those bubbles are our iPods, vehicles, and phones, television screens and computers. We use these to teleoperate each other's bodies, and jump in time/space from Point A to Point B, from Denver to Boston, Elvis to The Shins, Google to Amazon. 

In the universe of the Internet, these points and destinations are different planets -- some larger than others -- each with their own gravitational pulls. The spaceship is our computer, the expanding boundaries of time and space that the information space of the Internet is our Universe.

We cannot explore this space without our robots. Our search engines drive our spaceship to new places. We are seeking out new life, new civilizations -- where those civilizations are data sets, value chains, new content, new ideas.

We are explorers now. In search of the next greatest piece of entertainment, the best relaxation, the most delicious restaurant, the highest rated object, the most informative book, the shortest distance between Point A and Point B, the most stylish way to get there, the furthest escape. Along the way, we leave trails of our findings to our friends -  the freshest joke, (which is usually a combination of former objects or ideas, torn up and remixed, or recycled (Rick Astley)), the coolest item, the best prosthetic, the coolest exoskeleton. 

There are drawbacks to our fierce travels. Our spaceships are susceptible to viruses as easily as space vessels are susceptible to pock marks by dust and grit. Our dust and grit is spam and other garbage. Space is full of emptiness and spam. It is a Darwinian space, where value is created and destroyed in a frictionless environment. We vote for the next piece of content with the back button. In doing so, we extinguish life. 

Wearable Computing

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Although the Internet is invisible and seemingly omnipresent, it is only accessible by two-dimensional interfaces on physical machines in connected fields. It has only been a recent occurrence that we’ve been able to carry around complex computational interfaces in our pockets, increasing technological capabilities into our everyday lives. Until this point, one had to be in a certain time and place in order to access computing power. This usually meant a college or university, and sometimes between the hours of 3 and 6 Am. The first person to pioneer the idea of being able to compute anywhere and be connected was Steven Mann, the inventor of Wearable computing. He thought that humans should not contort to computers, but that computers should contort to humans. He wore 80 pounds of computing equipment, including a wireless uplink to an early manifestation of the Internet (MITs local Internet) starting in 1979. As time progressed, computing became lighter, and Steve Mann’s load became less burdensome while still retaining the same functionality. Similarly, computers have jumped from gymnasiums to desktops to pockets. 
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The whole of the Internet is an invisible, 4th dimensional potentiality with portals of different sizes, shapes, and capabilities. The hardware determines the size of the portal, the connection determines the rate of information flow, and the software/web browser and the sites within that web browser determine the rate of information absorption into the mind. The rate of information absorption is dependant upon the format of the information presented, not necessarily how fast it streams, unless it is a video format.

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Downloadable Hardware

Steve Mann envisioned a future in which hardware could be downloaded in as easily as software. Where one’s contact lens prescription could change during the day based on one’s needs. A future where a device morphs is the most fluid and liquid that an interface can become. Interfaces today are limited by their external structure. This limitation will dissolve when the hardware dissolves. 

Flow and Friction

The analog world is full of friction. It takes a tremendous amount of time and space to get from a place to a goal, or to begin an action or to initialize interactions or collection action. The digital space brings the far nearer, and reduces the amount of analog interface changes required to accomplish something.

Millions of vehicles travel down highways every day. But when a highway needs to be repaired, detours must installed.. In these situations, traffic slows down, and people get angry. The entire process of redirecting traffic, whether permanent or temporary, ranges in length from days to years.

Online, redirecting traffic is a far simpler process. A 301 redirect a stream of traffic to be directed to another website, and this usually can be accomplished in 20 minutes by a site administrator. The detour is compressed and hidden, and in some cases, site visitors don’t even have to know that a site has been redirected.

The difference between redirecting traffic in the digital world versus the physical world is enormous. 1.5 million dollar redirects vs. 20 minutes of computer time. Even though highways compress the space and time it takes to get from one place to another, they are still slow compared to what can be accomplished on the Internet.

In the same way, innovation in a frictionless atmosphere is faster. Words are not tied to the page like in a book. In the analog world, changing text in a book means releasing a new, updated edition. Not so in the digital world! A simple click and the HTML can be altered, allowing updates without a re-instatement of distribution lines and manufacturing processes.

Reproducing technologies online allows others to improve them with us, and this allows producers to improve them faster than objects/organic objects take to improve in real life.

Good design reduces friction.

To survive, interfaces must quickly flow from spaces of high-resistance and poor usability to spaces that reduce the number of interface changes needed to get to relevant data. Environments are becoming aware of relevant information, and are able to pull context-aware data into play when necessary. In All That is Solid Melts Into Air, Marshall Berman discusses the transition from heavy modernity to light modernity, and the machine revolution that occurred when more power was concentrated into increasingly smaller spaces. As Sheldon Renan says, “devices can be small on the outside, but huge on the inside”.

This is a reversal of the devices of early industry, which has much on the outside, but nothing on the inside. The flat liquid crystal display of the iPhone is a wormhole, black hole and galaxy all at once.