You
can either jump ahead to either section on telepresence or you can
download the entire document as an Acrobat (.pdf) or Word (.doc) file: |
Download
the Acrobat version of this document
|
 |
Download
the Word version of this document |
 |
Theory
in Support of the Culture of the Mindfrog Project
The Mindfrog Project is constructing transformative linkages that will
allow a community network to provide a sense of place. This 'place' is
commonly referred to as 'telepresence'. The Mindfrog Project uses the
freedom of cyberspace to offer a new kind of participation in community
life.
A transformative linkage is a connection that may or may not be accessed
through language or text. The link transforms the way something is perceived
or experienced. It could potentially become a paradigm shift in terms
of experience or relationship. We still contend that this access to communication
and interaction are relationship-altering.
Telepresence is a vehicle of computerization. Computerization is the process
of a domain of human activity becoming substantially mediated by electronic,
programmable devices for rapidly storing and manipulating data in order
to extract or transmit data. The transformative nature of Telepresence
lies in the new ways of manipulating information.
Mindfrog believes that technology is implicated profoundly in all human
eras and that social change is both a cause and a consequence of technology.
In the 1970's and 1980's, futurists worked from the premise that the computer
was such a powerful machine that massive social change was inevitable.
This position was a technicist position. Technicism assumes that technologies
are created in laboratories and affects social process. The Computer Revolution
view is also tecnicist in that in only can see social changes, as consequences
not causes of technological change.
The popular discourse over knowledge in cyberspace implicitly assumes
both that knowledge in cyberspace is a vastly expanded version of previous
forms of knowledge. That knowledge production is automated, technologized
and that it is de-centered, almost a hallucination that gives pride of
place to paradigm shifts in the very character of knowing, and that cyberspace
rethinks knowledge in profound, fundamental ways.
Mindfrog claims that it is our understanding of knowledge, rather than
knowledge itself that changes in cyberspace. This is in direct conflict
with both the Modernist and Postmodernist discourse. The Modernists assume
that knowledge in cyberspace is socially transformative because change
follows from new disembodied knowledge. Postmodernists assume that knowledge
is differently embodied in the new.
Discussion of knowledge in cyberspace should establish only one of four
possible general claims:
1. The Modernist Transformity Claim: cyberspace is a different, knowledge
society, because the accumulation of an increasing quantity of knowledge
has led to a qualitative social transformation.
2. The Non-Modernist Transformity Claim: cyberspace is a different, knowledge
society, because recognition of the fragmentation of knowledges and related
phenomena has forced a new way of being in the world.
3. The Modernist Continuity Claim: there is as yet no distinct cyberspace
'knowledge society' in any important sense, because, while knowledge is
accumulating, such accumulations has been characteristic of modern society
for some time without leading to fundamental break.
4. Non-Modernist Continuity Claim: there is yet no distinct cyberspace
in any important knowledge-related sense, because while a change in basic
understanding of knowledge is characteristic of contemporary society,
the character of knowledge has not changed in general, only our understanding
of what knowledge is and has always been.
Mindfrog believes that the Non-Modernist Continuity claim (#4) is appropriate
for the scope of our project due to the interdependence of computers and
society. Mindfrog focused theoretically on the impact of social process
on technology rather than concentrating on the social impact of computers.
Additionally, we are viewing knowledge as the potential for situated activity.
Knowledge can then be understood as a relation between an individual and
a social or physical situation, rather than as a property of an individual.
The Mindfrog Group attempted to approach our project in a manner that
would allow us to discover the implication of our technology in immersing
ourselves in the observer effect. Our initial goal was to highlight the
context of telepresence rather than banish the context in an attempt to
describe or explain the patterns identified with attention to the human
dimensions of co-discovery with our participants/users. This goal was
not met. We encountered problems with our technology and prototype building
which left us in the situation of guessing what immersion in the observer
effect would or could be.
Identity can be defined on the computer as 'the sum of your virtual presences'.
Individuality is invented out of distinctive choices of identity options
made available through the options offered by culture. Cyberspace allows
access to various cultures that are not limited to place.
The Mindfrog Project will create and explore both micro and meso communities.
Micro-communities are close social relationships that involve direct interaction.
Meso-communities are the intermediate level of social relations and the
dynamics of communities. Macro-social relations are at the national and
global level. We are interested in exploring the use of our technology
and the creation of relationships and communities.
Questions we will pursue are:
- ·Are cyberspace
relationships less group and more network-oriented?
- ·What new kinds
of intimate relationships are created and how significant are they?
·What are the social correlates in friendship formation of less face-to-face
and more screen-to-screen communication?
·How will
live video streaming and interactive verbal communication impact friendship
formation in a hybrid of face-to-face and screen-to-screen communication?
·How are communities different in cyberspace?
·Are they substantially more network-oriented, and even less group-oriented?
·How much does cyberspace speed up the separation of space from place?
·How does cyberspace act as a go-between the imagination/reproduction
of cultures?
Humans
spend time connected by modem to virtual spaces, and feel they are in
a 'place'… a sense of 'thereness'. The Mindfrog Project is utilizing a
3-D Virtual reality interface, facilitated by high bandwidth that will
help create a feeling of 'place'. People in virtual communities usually
use words on screens to exchange pleasantries and argue, engage in intellectual
discourse, exchange knowledge, share emotional support, make plans, brainstorm,
gossip, feud, fall in love, find friends and lose them, play games, flirt,
create some 'art', and engage in a lot of idle talk. The Mindfrog Project
will use 3-D video streaming with an interface instead of words on screens,
which will allow the Virtual Reality participant to interact with the
Augmented Reality recorder.
Technologies can be thought of as networks of interacting human, organizational,
human-made objects and practices. Each element both make up and consist
of the networks in which they are part of. This is the definition of a
Technology Actor Network, or TAN.
Actor Network Theory (ANT) was developed initially to provide a better
answer to the question "what is technology"? ANT argues for thinking of
technologies as actor networks, which are mixtures of relationships among
human and nonhuman entities. From the perspective of ANT, the construction
of a technological network or system is an active process. The more passive
elements of a system are "actants", the more active are "actors". Actors
are active agents in the production and the reproduction of the network.
Stable TANs have discernible trajectories. These trajectories are strongly
influenced by the operation of those entities that become actors.
In Actor Network Theory (ANT) humans can be a type of "actant". Humans
are not more important than others are in terms of their potential and
their capacity to be "actors" well as "actant" entities. Therefore, another
important Actor Network Theory (ANT) basic premise is the potential for
nonhuman agency.
Mindfrog avoids the trap of imagining that discourse is a closed universe.
The Mindfrog Project instead recognizes the need to broaden the idea of
signification or representation. We recognize that every aspect of the
transformative linkage may come in all types of more or less hybrid material
forms, which may have little to do with language. We recognize the underlying
generative processes can be impacted by new developments. Technologies
have real impacts that are informed by the understandings that humans
have and influence Technology Actor Network (TAN) reproduction.
In RANT (Realist ANT), it makes sense to talk about the agency of nonhuman
entities in TANS that such networks can be transformed - not just translated
by nonhuman actors. Technologies are both initially constructed socially,
and that reconstruction occurs repeatedly.
The relative degree of autonomy of any particular TAN can be analyzed
in terms of its manifestations in the various moments of reality (empirical,
actual, and/or generatively real) in which it is implicated.
Technologies have material, determinant qualities because they embody
the momentum of previous human activity. This momentum is particularly
difficult to change in the short run when an actual TAN -integrates widely
dispersed practices. It is the limitations on human action enacted by
such momentums that justify the classification of 'agency' to the nonhuman
components of technology actor networks.
When the problem of how to make information practices in one organization
compatible with those in another - a basic problem in creating a broadly
accessible network - one begins to see the extent to which the building
of large information infrastructures demands both greater autonomy and
increased standardization.
Realist Actor Network Theory (RANT) can help us see why this is true.
Before actual workers will actually take advantage of the capabilities
of such media of communication, they generally need a concrete sense of
its value to them, such as access to information in other organizations.
Workers in different organizations need the autonomy to explore and develop
their work together. Yet machines can only share information if it comes
in predictable forms.
The Mindfrog Project is looking at Realist Actor Network Theory in the
creation of a prototype that allows a receiver to explore a 3-D, virtual
reality environment and to interact with the recorder who is recording
the "real" world, augmented by the voice of the 3-D, virtual reality receiver.
We are therefore, mixing virtual reality with augmented reality. We are
interested in the social relationships that will develop in this transformative
linkage.
|