adamcrowe + familiarstranger   3

Ribbonfarm -- The World is Small and Life is Long
'The pre-Interent double-take zone was fairly stable. Double-take events were truly serendipitous and generally didn’t go anywhere. Most relationship options expired due to low social and geographic mobility. A random encounter was just a random encounter. Since double-take encounters temporarily dislocate people from the default context through which you know them, and make them temporarily more alive after, you could say the double-take zone is coming alive with nascent relationships: relationships that have been dislodged from a fixed physical or digital context, but haven’t yet been socially situated. There is an additional necessary condition for more to happen: the double-take moment must also destabilize default assumptions about relative status. ...one of the effects of the breakdown of the middle class and trading-up is that status relationships become context-dependent. There is no default context. You never know when you might turn a barista into a new friend after a double-take encounter, or renew a relationship with an old one via a Facebook Like. The sane default attitude today is the world is small and life is long. Reinventing yourself is becoming prohibitively expensive.'
equiveillance  panopticon  globalvillage  retribalization  socialgraph  contextcollapse  familiarstranger  status 
january 2012 by adamcrowe
A Serendipitous Mobile Game (PDF - Google cache)
"The are relatively few games that have exploited Bluetooth in this way but one such is You Who from Age0+ which provides a simple game premise to help initiate a meeting. After scanning for other users running the application and ‘inviting‘ a person to play the game, the first player acts as a ‘mystery person’, who then provides clues about their appearance to the second player, who builds up a picture on their mobile phone screen. After a set number of clues have been given, the players’ phones alert, revealing both players’ locations and identities. Obviously, the game play is quite limited and effectively non-competitive, which is unlikely to result in repeated game play, therefore, it is closer to the Nokia Sensor than a game." -- We should have put in an encounter counter.
mobile  gaming  youwho  age0+  ambientgaming  bluetooth  mystery  familiarstranger  socialnetworking  serendipity  pdf 
august 2008 by adamcrowe
Technology Review -- What Your Phone Knows About You
"All this sort-of Web 2.0 stuff is nice, but you have to type stuff in. Things are never up to date, and unless you consciously know about something, you can't put it in. Reality mining is all about paying attention to patterns in life and using that information to help you do things like set privacy policies, share things with people, notify people when you're near them, and just to help you live your life." -- !!! Everyware must default to plausible deniability.
*  mobile  data  everyware  biometrics  sensors  statusupdates  emotionalintelligence  communication  attention  influence  bodylanguage  collaboration  sociometrics  extensionsofman  centralnervoussystem  location  bluetooth  promixity  familiarstranger  relationships  intimacy  solitude  movement  accelerometer  voice  speech  inflection  highdefinition  lowdefintion  groups  behaviours  psychology  psychographics  personality  performance  presence  patternrecognition  realitymining  datamining  surveillance  panopticon  privacy  lifecasting  storygraph  selfservers  #bandwidth  #socialization  #storage  #processing 
august 2008 by adamcrowe

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