"Where sociologists differ from many other social researchers in researching digital media is their awareness that digital data, like any other type of data, are socially created and have a social life, a vitality, of their own. They are not the neutral products of automatic calculation, but represent deliberate decisions by those who formulate the computer algorithms that collect and manipulate these data (boyd and Crawford 2012; Cheney-Lippold 2011; Ruppert et al. 2013). The data that these devices and software produce structure our concepts of identity, embodiment, relationships, our choices and preferences and even our access to services or spaces. Without the knowledge of digital technology users, algorithms measure and sort them, deciding what choices they may be offered (Beer 2009, 2013a). Algorithms and other elements of software, therefore, are generative, a productive form of power (Lash 2007)."
(Deborah Lupton, 2013, p.4)
Deborah Lupton 'Digital Sociology: Beyond the Digital to the Sociological', Paper presented at The Australian Sociological Association 2013 Conference, Monash University, 27 November 2013.
"While computer-mediated communication use and research are proliferating rapidly, findings offer contrasting images regarding the interpersonal character of this technology. Research trends over the history of these media are reviewed with observations across trends suggested so as to provide integrative principles with which to apply media to different circumstances. First, the notion that the media reduce personal influences—their impersonal effects—is reviewed. Newer theories and research are noted explaining normative 'interpersonal' uses of the media. From this vantage point, recognizing that impersonal communication is sometimes advantageous, strategies for the intentional depersonalization of media use are inferred, with implications for Group Decision Support Systems effects. Additionally, recognizing that media sometimes facilitate communication that surpasses normal interpersonal levels, a new perspective on 'hyperpersonal' communication is introduced. Subprocesses are discussed pertaining to receivers, senders, channels, and feedback elements in computer-mediated communication that may enhance impressions and interpersonal relations."
(Joseph Walther, 1996)
Walther, J. (1996). "Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction." Communication Research 23 February: 3-43.
"The notion of social worlds is used here to refer to a form of social organization which cannot be accurately delineated by spatial, territorial, formal, or membership boundaries. Rather, boundaries of social worlds must be determined by interaction and communication which transcend and cross over the more formal and traditional delineators of organization. The term social world is used here to develop a common referent for a number of related concepts which refer to similar phenomena, Thus, social world phenomena encompass that which other sociologists have referred to as: occupational contact networks, invisible colleges, behavior systems, activity systems, and subcultures. After tracing some of the sociological history of social world analysis, a series of concepts are developed which bring together and bind all of the previously mentioned concepts into a systematic whole. Major aspects of individual involvement, structural features of social worlds, levels of social world analysis, and some implications of a social world perspective are presented. In this way, a program for study and unification of related concepts is presented in preliminary form."
(David Unruh, 1980)
David Unruh (1980). "The Nature of Social Worlds" The Pacific Sociological Review, Vol. 23, No. 3 (Jul., 1980), pp. 271-296.
"When critical thinking is at its strongest, it often comes from exactly the sort of fluidity of practice that does run through Digital Revolution. The London–based architect and artist Usman Haque has been creating innovative software products alongside interactive artworks for more than 15 years. In 2007, he founded Pachube, a global data–sharing network that anticipated by years the current buzz around big data and the internet of things. In 2011, Pachube enabled hundreds of Japanese civilians to quickly and easily share weather and radiation data in the aftermath of the Fukushima disaster, boosting monitoring and relief efforts. Haque's Umbrellium team has produced a new artwork for Digital Revolution, which takes up the entirety of The Pit, the Barbican's subterranean theatre space. Called Assemblance, the piece allows about 25 people at a time to physically shape beams of light with their hands, pushing and pulling them around the space–while also bumping into and potentially messing up the shapes created by other people.
Haque calls it 'a virtual reality', but not in the sense of a purely digital realm: 'It's there, it's responding to you, you can see it, but as you try and approach it you can't actually feel it. For me, the idea is to question this distinction between the physical and the virtual.' The process is akin to building a sandcastle on the beach, where you are building a structure that anyone else, or the elements, can destroy in a moment.
Assemblance attempts to answer the question: 'How do we create things together in a shared environment, where we can't always trust each other, but we need to act together regardless?' This, indeed, is the situation we find ourselves in now. In the modern digital world, the question of participation is crucial as our various networks–social, media, national–require us to constantly mediate between acting as individuals and acting as a group. For Haque, the digital has given us 'the capacity to have an effect on the other side of the world almost instantaneously', from news events and economic flows to disaster response and warfare. 'We can do things to other people in distant lands, and so the question of our responsibility, and our culpability, is thrown up in ways that it hasn't been before. On the other hand, we now have the capacity to connect with each other, and develop new ways to work together, rather than against each other.'
Assemblance asks the audience to see itself as part of a networked whole, where actions have consequences. It also points towards the fact that 'the digital' is not a medium, but a context, in which new social, political and artistic forms arise. After 50 years, at least, of digital practice, institutions are still trying to work out its relevance, and how to display and communicate it–a marker, perhaps, that it is indeed a form of art."
(James Bridle, 18 June 2014, The Guardian)
Fig.1 Assemblance, a 3D interactive light field by Usman Haque and Dot Samsen from Umbrellium. Photograph: Umbrellium.