Archive for the ‘ecology’ Category

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Planning the course: Hybrid ecology of narratives

April 6, 2008

Last week we had several meetings in Tallinn and Helsinki among our core group to prepare the Hybrid ecology book: Anatole Pierre Fuksas, Mauri Kaipainen, Pia Tikka and myself. We plan entwined research activities and course with master students to give the ideas a better go.

We met in Helsinki at Pia’s and Mauri’s place to discuss the planned course in fall 2008 at the Tallinn University about Hybrid ecology of narratives. The planned master level course will be one of the testing grounds of the book ideas.

The main interest is to see how hybrid ecology evolves on the basis of traced clues in the virtual and real places. We plan the course activities partly as a field experiment, where students participate in planning, acting and analyzing data.

The initial story will be hidden locatively using new media based clues, and remains unknown to the students until the end of the experiment. The story may be either fictional narrative, commonly known to some extent to the participants, a film-based narrative, a social narrative based on the emotional perspectives of some real events, or even a crime story.

An interesting article about Literary places:

David Herbert 2001
Literary places, tourism and the heritage experience, in «Annals of Tourism Research», 28, pp. 312-333

The group of students, investigating this story with mobile technology and preferred reflection tools (eg. micro-blogging in Twitter, blogging or wiki tools), will be given the common starting point of the story from where they can continue guessing the storyline and building up their own reflections. They are supposed to continue the story with the necessary artifacts left into the virtual overlay of real places.

Such an activity is based on enaction: finding action and meaning-related clues in the real places, taking action or being emotionally involved by these clues, and contributing to the environment accordingly.

The initial story is embodied and enacted differently by each participant. Thus it would be possible to see how the enacted emotions and actions dynamically shape the hybrid ecology.

In the process of enaction the involved people get traces of each others’ actions and emotions, and their interpretations of the story. Such enaction based locative awareness calls for more involvement, and may lead to the interaction between participants and the formation of the enactive clusters around the locative story.

Such hybrid places, where stories can be embodied and enacted, have many dimensions depending of the users. These dimensions will appear and can be made visible if different content was locatively tagged by the users with soft ontology means either embodied knowledge based, that involves clues to the accompanied emotions and actions, or knowledge based, which involves our systems of activated concepts.

If participants have access to such soft ontological dimensions of the hybrid ecology, they can interact more. Also, besides the locatively situated artifacts, triggering their action and emotions, the ontological dimensions as whole will be perceived and enacted accordingly.

The tools that can be used at this course are locative maps (eg. Googlemaps), social software (Flickr, Youtube, blogs, wikis, microblogs) and analytical tools what enable to locatively tag embodied knowledge and select meaning or action perspectives withing the hybrid ecology (Montagemaker, Soft ontology tool etc.).

What is interesting in this experiment from the research point of view:
- due to embodied cognition and person-specific enaction different stories would emerge from the clues of the one initial story
- monitoring the hybrid ecology as an evolving system
- the rise of different meaning and activity spaces within the hybrid ecology that call for the formation of the communities of enaction
- persons as hybrid and distributed selves within hybrid ecology: interrelations between persons, their action traces, meaning-making traces, and various parallel dimensions of the hybrid ecology.

Some interesting ideas:
- not linear narratives with start and end but branched stories with many ends
- searching for someone, while also making side trips
- narrative as a quest game
- storylines and crossing path with characters
http://johnitc.wordpress.com/2007/10/24/digital-locative-storytelling/

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Ecological aspects for learning theory of new Digital Age

March 25, 2008

Recently, the widespread public use of social software has triggered for the need to theoretically ground the learning phenomena in this new environment.

Siemens (2005) has suggested Connectivism as the learning theory for new Digital Age. Connectivism focuses on how information, situated externally from people in the web, and creating meanings publicly in social software environments, aids through connective processes the new creative learning- and knowledge-building cultures.

Besides information-centred view to learning, what Connectivism carries, the other view should explain how learning is triggered by the involvement into the activities or by the observation of the activities of other individuals and groups. This view suggests that embodied cognition could be also considered as part of our knowledge.

Thus, while modelling the learning theories the new social software environments call for, an activity centred view to learning would be of same importance as the information-centred view, and should be theoretically entwined with the latter.

In order to extract the new principles of learning, while considering the activities that are part of the digital culture in social software environments, the web of social software tools with its inhabitants as an evolving and ecological environment must be described. The interrelations between individuals, and the real and virtual places they adopt for themselves in the process of manifesting their ideas, and engaging themselves into various learning activities in self-directed manner should be theoretically explained. This new ecological perspective to learning in social software environments can reside on the ideas of Gibson‘s and his followers approach to ecological psychology, elaborated approach of Engeström’s Activity Theory, rising theory of embodied cognition, but also on the Lotman’s school of cultural semiotics.

Some aspects to be considered and elaborated:

It is generally accepted that learning and tools used by certain culture from one side, and individuals of this culture and their learning and tool-using habits from another side, are influencing and shaping each other mutually (see Vygotsky, 1979). By definition the more social software tools are used, the better they become adjusted to the cultural habits of their users. The more user-defined interrelations between the meanings exist and can be activated by certain social-software specific microformats, the better the systems get for social retrieval of information. The more users‘ activities in social environments are externally marked by the users, for example with machine-readable formats describing people, the links between them and the things they create and do (FOAF), the better the access to the activity-related information and people becomes. The positive side effect of it is also, that the systems obtain new qualities for monitoring and getting awareness, that would open the gateway to the otherwise non-traceble communities in which the members are not personally related into social networks through shared activities. They may or may not have an awareness of each other, but they share similar meanings or perform same type of activities. Access to such people in new environments is potentially opening a multi-dimensional place where individuals can learn from each other or where shared group activities can be initiated for learning purposes. The more people get involved into the similar activities while evoking for themselves certain functions the social tools offer, the stronger the pressure gets of developing the systems towards facilitating this activity, and the more this activity becomes part of the learning culture in this environment.

This presumes the ecological relationships between people and their objectives for action in certain learning environments, and the personally differentiated perception of meanings and tools in their surrounding environments which would all-together dynamically shape the social software environments as places for learning. In particular, the focus is on how social software systems become accommodated with their users through evoking different affordances in the environment, discussing the multi-dimensionality and dynamicity of such places, and explaining how creativity and active participation are triggered in these places ecologically through different types of interactions.

The inhabitants of social web are characterised as distributed selves between different real and virtual social spaces. They express their identity as part of indistinct activity patterns, involving different social tools and different people. They influence social environments by virally spreading ideas that weave people and social places into invisible meaning dimensions. They leave activity traces as cultural prompts for new similar activities within certain dimension of the environment. The personal meaning-space and activity-space may be or may not be transcendent for the other individual learners in the web if the learner is distributing one‘s self between different social software tools.

The awareness of different dimensions of the social web as places for creative learning is obtained by perceiving the other inhabitants of social web as similarly distributed wholes. Tracing the meaning-spaces and activity patterns of other people twined between the distributed real and virtual places they inhabit, the dimensions of social space become unfolded and usable for our own self-directed learning.

Two aspects here are important. The meaning centred aspect suggests to use distributed self to be aware of more communities and their meaning spaces, and to create conditions for transferring information from one conceptual dimension to another. This precondition for cross-border meaning-building activities has been focused both in cultural semiotics as well as in the theory of Connectivism. Weaving one’s own coherent meaning web on top of such connections in distributed places is part of learning practices individuals do in social web to propagate their own self. Second aspect is finding people to learn together with. To be involved in the similar activities, similar spaces need to be used for interaction. The activities the members of such lose communities get engaged with, do not necessarily have to be centrally coordinated, but rather may emerge and exist as social patterns.

Learning through meaning building, and learning from participating in socially shared activities can be explained all together as part of emergent hybrid ecologies. The architecture of such environments interrelates various meaning dimensions, activity dimensions, and the distributed selves. By distributed self people can access different dimensions, propagate their meanings and activities into these dimensions, and use crossing borders of different dimensions for creative knowledge-building, as well as, for embodying and embedding cultural practices of new social web.

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Interpreting hybrid ecology in augmented reality

January 20, 2008

A draft of my major ideas.

Background theory

Concepts: embodiment, neural representations of sensory-motor actions, action potentialities, affordances, anticipated goals, action, mediation, coupling, tool, hybrid ecology

The basic ideas in Activity theory (Leontjev, 1975) relate ‘people who want to reach some goals’ with their ‘mediating tools for realising activities’ necessary to ‘reach the goal’. Mediating tools can be cognitive (eg. language, gestures, content of narrative artifacts or pictures etc.) or material artifacts (tools, objects etc.).

Discoveries in cognitive and neuroscience about the functioning of mirror-neuron systems (Gallese et al., 1996), claim, that cognition is embodied through grounding knowledge directly in sensory-motor experiences without the mediation of symbolic representations (Pecher & Zwaan, 2005).

From observation of others and the environment (Rizzolatti et al., 2001), from listening narratives (Rizzolatti & Arbib, 1998; Iaccoboni, 2005) or from reading narratives (Scorolli & Borghi, 2007) and looking everyday images of objects or works of art (Gallese & Freedberg, 2007) we perceptually activate certain multi-modal action-potentialites to mediate our purposeful and goal-directed actions (see Gallese & Lakoff, 2005). These embodied dimensions are activations of neural representations located in sensory-motor areas in brain.

Hommel (2003) assumes that action control to all behavioral acts is ecologically delegated to the environment - when planning actions in terms of anticipated goals, the sensory-motor assemblies needed to reach the goal are simultaneously selectively activated in the environment, and bind together into a coherent whole that serves as an action-plan, facilitating the execution of the goal-directed actions through the interaction between the environment and its embodied sensory-motor activations.

My understanding of affordances sees them as the emergent constraints in the activity system dependent of various system components and interactions. I interpret them as action potentialities. However, affordances can also be potentially embedded into mediating tools due to cultural use of language or due to culturally defined activity potentials objectified in artifacts and tools.

Our hybrid nature

Hybrid ecology binds together into one inseparable whole the subjects aiming to do something, the surrounding environment with its objects, and the mediating tools of their action. In this view all external entities of the person can be considered as an environment (eg. living and nonliving things and their causal and structural interrelations).

In this symbiosis we can see that in any activity there is no clear and distinct border between subject and the environment. The mediation between the personal (internal) and environment (external) is a dynamic two way process of embodiment of environment’s dimensions, and expressing the embodied in the environment.

Any action can be taken only on the basis of embodied dimensions of the environment.

Environment becomes a place for action if we accommodate it with our tools, if we embed part of our embodied sensory-motor experiences to the external environment and if we reuse it constantly matching our internal embodied sensory-motor action potentialities and action potentialities that couple with it around us.

Extending and accommodating ourselves to the environment

To be purposely navigating and acting in the environment, persons need to embody part of the environment in order to toolisize it, and start using it for their action. This is not necessarily a conscious and goal-driven process. Also the environment with its culturally defined action potentialities in relation to persons’ previously embodied action-potentials and emotions can evoke certain goals for action. In such case certain aspects of the environment may be extended above the others to the range of the persons’ perception.

People can also toolisize the environment by externalizing their internal imaginations, emotions and sensory-motor action patterns to the environment as objects for use for themselves and the others.In a way it can be seen as making the environment as part of their symbiotic being where they can find and use the common sensory-motor action potentialities over and over again.

Toolization is not necessarily merely a process of symbolizing meanings. If toolization of the environment is done by language, or making narrative or visual artifacts it is done by using symbols as carriers of sensory-motor action potentialities. But toolization is also direct activity carried out in the environment, when the objects of the environment and some perspectives of the environment are actualized to express and carry out goals-directed action plan, which has sensory-motor neural correlates.

Creating new tools

Our usual acting in the personally accommodated environment is based on the preferred perception of affordances that match with our sensory-motor action correlates of previously embodied emotions and actions. Basically we repeat ourselves to feel safe in the environment. We actualize the affordances that we define for ourselves as the members of certain culture, those that enable us to take active part in this culture.

affordances get clustered

However, some of the affordances, that are very distinct from the usual affordances, may also be perceived and may start intruding the activation of embodied sensory-motor paths. These affordances can be viewed as the noise to be ignored or noise to be considered.

Some of the noise we try to ignore, telling to ourselves that it is the similar affordance to some other usual affordance. Similar affordances are coupled with the previously anticipated sensory-motor action potentialities.

Some of the noise we perceive as analogical affordances. Analogy is accepting the difference in nature but making the relation on the basis of some features. In this case partial coupling of anticipated affordances with the actualized affordances happens, which may activate only part of the previously embodied sensory-motor neural correlates or even some new ones.

Looking for the noise to activate different sensory-motor experiences is an important aspect of our creativity. Looking for the noise may lead us toolizising the environment for us differently. We basically create new tools to accommodate ourselves into the environment with our usual goal-directed plans. Or, the creation of these new embodiments from the environment would lead us to the totally new set of goal-directed action plans. We shift from one set of anticipated affordances we are looking for in the environment to another set.

Tools we create from tools left to the environment

Lev Manovitch has pointed out to some trends of tool designs in modern environment.

Manovitch deals with ‘interfaces’ enclused to ‘objects’. There is a new trend in design: disappearance of technological objects as such, which become integrated into our spaces. In such cases the previous culturally accommodated tool or artifact and the previously culturally accommodated technological interface may together start triggering different potential affordances for action.

The action potentials technology offers through ‘interfaces’, and the action potentials that the objects had in another previous culture, can be contraversial and may cause certain “battles” between what action to carry out, evoking the necessity for internal grounding between the different sets of affordances. This would result in not using these new devices most effectively as planned by the designers and visioners of new technology, because we would be triggered simultaneously by the affordances evoked by two different cultures.

Basically what we need, is immersion of cultures, becoming these new ‘immersive technology generations’ and we will no more distinguish the potential affordances the objects evoke as old and new activity potentials. Rather we will shift out internal immersed and augmented intentions into the environment activating combined affordances.

Do we need new designs to obtain the new culture or would the new culture emerge in using currently not ideally integrated technologically enriched objects and augmented reality? If so we will just start evoking different affordances in this environment and the design and immersion of old and new should not necessarily be melted to each other organically, we would do it by ourselves, with our perception and imagination.

In this case we can act in the current environment we are used to, but we can see, if we want so, in this environment also this virtual, technologically added space - we will get hybrid, augmented or ecologically defined environment for totally new activities, where we can go or not go depending our intentions.

Manovitch assumed that another trend in design is that tools are vanishing and becoming into seamless interfaces. It seems that in interaction with new technological and hybrid tools affordances of the activity-side become stronger and stronger perceived, while the affordances of the previously recognized tool or artifact sides, where interface is embedded, are decreasing in the perception of the user.

In the PhD thesis of Elza Dunkels “Bridging the Distance: Children’s strategies on the Internet” (2007) she conducted online interviews in chatroom to ask about how children perceive the Internet environment. She wrote: From 8000 words in the interviews kids actually mentioned the word computed 19 times, and only at 2 occasions this was initiated by the child. Communication and fun themes, rather the use of technology per se prevailed.Kids totally forgot that technology is there as a mediation tool of their action goals!

To interpret these results, it seems that the actualized affordances of Internet seemed not to depend of the objects, computers, technology with its functionalities and limitations, but instead these ‘information age immersed kids’ had real life and very warm and alive activity goals and thus they perceived in the technology environment other affordances than the grownups from earlier generations. Kids actualized for themselves the ‘communication and interaction affordances’ and did not consciously actualize the affordances of the technology as something that mediates their actions.

Hybrid beings interact

Interesting perspective emerges if the person, who externalized the embodied sensory-motor action potentialites (basically their tools as mediation devices) for themselves to the environment, is viewed from aside by another person. For the other person two versions of the environment may appear.

One is where he can see the other subject together with its mediation devices. The studies of embodied cognition indicate that it is highly likely to embody and directly activate the sensory-motor patterns they view the others doing in the environment - thus what is happening is the culturally defined selective embodiment of the action-potentialities (tools they make from the environment to use it)of the others. Evolutionary, this can be viewed as some kind of reuse or optimization strategy, getting the same result without using the energy what was initially used on creating the initial interrelation between the person and the natural environment.

Vyas and Dix (2007) suggest that sets of affordances exits at the level of person, group/community and culture, and that the interactions between these affordances may influence each other.

Second is if only these man-made objects (various cultural tools eg. texts, patterns, images, artcrafts etc.) and other type of traces of their activity are left to the natural environment, but their initial originators have left the scene. Now, it is the question of culture to couple the previously experienced sensory-motor action potentialities with those that are recognized in the environment. It is highly likely that this kind of embodiment and toolization of the environment for purposeful action is always partial or even completely transforming the initial action-potentialities of the tools.

The notion of meanings in activity-centered view to hybrid ecology needs to be elaborated. Meaning is the result of embodiment of environmental entities partially as sensory-motor action potentialities. Meaning-making is a more or less conscious search of action-potentialities in the environment that can be coupled with previously embodied ones in the process of making them mediating tools. What is meaning making for an individual in these situations when he/she can see only the environment toolisized by someone else?

First is, when does the person notice that the environment is actually toolisized - perhaps this is a culturally defied process of noticing certain affordances, coupling it with embodied affordances and taking action if there is a match of affordances. Noticing affordances and actualizing something from the environment as tools similarly as other people depends of whether they are part of this community and culture.

It can be assumed that cultures leave traces of activity potentials as patterns to the environment which can be actualized if the pattern is strong enough, frequent enough and matches with some of the anticipated affordances for the person. It is clear that if these patterns are left to the environment without perceived interrelation with their creators, they are harder to be actualized similar way by other people.

Hybrid ecology in augmented environments

The previous aspects of hybrid ecology are quite general and deal with the nature of individuals acting in an environment.
What happens if the environment too becomes hybrid?

Recent trends in the Web development have caused the immersion of borders between the real and virtual spaces, giving rise into the new potential learning environment. New kind of social software eg. blogs, wikis, social bookmarking services, social artifact repositories enable user integration into democratic content-development and publishing. Mashup technologies allow publishers to syndicate their data into machine-readable RSS feeds to which readers can selectively subscribe with free social software. Geotagging systems make it possible to create locative content by mobile devices, situated both in real and virtual environment (Tuters & Varnelis, 2006). Locative content is digital media applied to real places, any kind of link to additional information set up in space together with the information that a specific place supplies, which is triggering real social interactions with a place and with technology (Tuters & Varnelis, 2006; Hanzl, 2007, Kaipainen & Pata, 2007).

This new learning environment – an augmented reality/virtuality - consists of distributed virtual spaces generated by social software tools, and of the real spaces and objects, in which locative content has been added with mobile devices. Augmented reality, the reality overlaid with virtual reality, and virtual reality, in which representations of the real world have been embedded and contextualised, is enabling interactions both in real and virtual spaces. Lonsing (2004) suggests that an augmented reality system generates a composite view in real time - a combination of a real scene viewed by a user and a virtual scene generated by a computer, where the real scene is submerged with additional information in order to enhance the perception of the user.

Rich layers of embodied knowledge and practice in the real spaces, and authentic context triggering activities and knowledge-building in virtual spaces, makes augmented space into a potential learning environment with new challenges for the learners. This new learning medium is a distributed activity space in which learners meet other learners, knowledge artifacts and practices.

New augmented learning environment provides novel tools and triggers new types of activity patterns in this distributed space. Possible learning patterns involve both actions in real and virtual spaces - thus we need to view this space as one whole.

Several community-activities with new technologies can be built upon the relationships between real spaces/objects, people and meanings:
Space with dynamically embedded meanings (eg. spoken narratives, movement) entails action potentials. The embodiment of these action potentials is a process of coupling affordances evoked by internal imagination and goals in one hand, and the perceived and culturally predefined external affordances from the environment, on the other hand. As a result, this space becomes into a place for new interpretors and starts triggering activities.

Question is of course when can persons in such places perceive the patterns of activities, when can they perceive affordances of the certain culture to interact with this culture?
(eg. How much geotagged content at places/virtual content in blogs, social repositories there needs to be, that it would reveal activity potentials for triggering certain community activities. What happens if the activity potentials coupled with different anticipated activity potentials, how do such creative threads and activity derivations emerge and influence the augmented reality activity potentials?)

In which areas of the augmented reality (real or virtual) can the activity potentials be actualized, will the proceeding activity take place in the same dimensionality or can it cross the imaginary border of these spacial dimensions of the augmented reality?
(eg. i can add geotagged content in real place, but later it starts my virtual activities in virtual space, that in turn can be traced as activity patterns from the real place)

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Artefact ecologies

January 17, 2008

Today i found a paper, which partially comes close to some ideas about tools, affordances and embodiment as some ecological system. Some ideas or formulations i don’t support 100 % (eg. artifacts have affordances perceived by the user who acts with them) and these seem to be not in accordance with the way they explain the dynamic and mutually influencing and emergent nature of affordances. Maybe it is the question of formulation rather than the step back. There notion of embodiment is not based on new ideas from neural findings.

Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access

Dhaval Vyas
Alan Dix

Material artifacts related with practices play a critical role in the activity formation.

Authors introduce the notion of artifact ecologies, which refer to a system of consisting digital and physical artifacts, people, their work practices and values, and lays emphasis on the role artifacts play in embodiment, work coordination and supporting remote awareness.

From the biological ecologies they take the following characteristics:
Ecology is made up of heterogeneous objects (environment) and organisms (species)
Organisms interact mutually
Interactions emerge between counterparts of the ecology
Organisms and objects are mutually adaptive
Organisms are co-adaptive with other organisms

artifact ecology Vyas & Dix, 2007

Artifacts have affordances perceived by the user(s) who then act on them.
However, performing action changes the situation culturally, cognitively, physically (eg. user’s awareness of affordances increases when using an artifact).
This leads to reflection on the potential uses of artifacts and people’s roles (constraints on action).
Once the users are aware, their perceived affordances change.

They distinguish 3 levels of affordances: personal, organization/community and culture level, which differ also on the level of how rapidly they can change.
Affordances of different levels influence each other.
For example affordances one person can perceive may depend on the affordances the community perceives or culture uses as norms.

They refer to Ilyenkov (1977), who sees the creation of artifacts and tools as embodying practices of the community, claiming that artifacts embody cultural norms and values.

The notion of artifact ecology offers a set of analytical properties of artifacts that emerge from the interaction between participants and artefacts in different situations.

Embodiment: Artifacts allow participants to use their bodily skills and their familiarity of the real world objects.

embodiment of meetings, vyas & Dix 2007

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looking for the ‘noise’

December 13, 2007

Anatole Fuksas has recently written in jaiku a couple of interesting ideas that make up a line. Yesterday we had some talk upon these ideas. I picked up two aspects from his ideas: difference between similar and analogous and the difference between the mainstream and noise. On my opinion, if the analogy affordance is evoked in the environment, the person becomes creative, embodying something from the environment as a new tool. This tool may in turn lead the person to the new objectives or help to solve the objectives new way.

affordances get clustered

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From ecologically defined affordances within activity systems to pedagogical pattern ontologies?

November 25, 2007

There is a recent position paper (2007) about merging two web cultures.

The Two Cultures: Mashing up Web 2.0 and the Semantic Web
by Anupriya Ankolekar, Markus Krötzsch, Thanh Tran, Denny Vrandecic

This paper describes how social software could be used both as the collaborative data-collection, and personalized data retrieval tools if merged with semantic ontologies that are related with databases.

Why i find it interesting to me:
- I support the emergent nature of affordances within an activity system as a result of user interaction with the environment (objects, other users and their meanings).
- Thus, i believe we can talk of affordance perspectives within certain activity patterns and the ontospace of affordances within e-learning pedagogical settings.
- I have thought that besides folksonomies, that define meanings of socially constructed contents, we lack user-defined activity-potentialities (affordances) of social tools.
- I am pushed to constrain affordances under pedagogical pattern ontologies (similar to IMS LD) in order that certain semantic web technologies could be used for developing new distributed learning-tools (eg. mashup-tools that determine widgets based on user-defined affordances for their anticipated activity systems, distributed tools that use affordances for coupling between pedagogical activities and suitable tools for these activities).

An activity structure (or “activity”) is a digital schema-based representation that describes the properties of a business activity (such as organizing a conference) and that semantically relates it to the people, artifacts, tools, and events involved in carrying out the business activity (Moody et al., 2006).

- I am seeking for the technology or solution HOW can the ontologies be created on top of user-defined tags without killing the ecological variability within each ontological perspective.

The summary of the ideas i could find from the position paper:

In the new vision of the Semantic Web, humans and machines share semantic data across the world. The Semantic Web uses machine-readable data formats that are the basis for semantic technologies.
Yet, it is necessary to incorporate semantics into applications in ways that allow more intuitive usage,
There needs to be more understanding of the “human-semantics interaction” aspects of how people approach semantically rich applications, and ways for easing people into working with the semantic models underlying their software and tools.

New Semantic Web would make use of simple Web 2.0 type of collaborative construction and evaluation of ontologies.

Incorporating the creation of semantic data into the interfaces of blogs, forums, online directories, etc. can turn them into semantic data sources. The integration of two web cultures would make it possible that large number of people could author small amounts of semantic data (eg. FOAF). Future semantic search engines will provide services beyond mere display of data, and successfully employ complex processing tasks.

Since the exchange process requires a shared common understanding of the involved data, differences in the ontologies need to be aligned and reconciled, and reliable mapping systems must be developed.

On the Semantic Web, collaboratively constructed ontological data must be transformed, merged, and collected to enable later reuse. Data must be mapped to a common terminology/format that can be further processed. Semantic technologies advertise the use of common data formats that are universal across application domains, and hence greatly facilitate the construction of mashups. Aggregators will play an important role in the emerging Semantic Web, especially as ontologies become more numerous and filtering methods become more complex.

Here are some other relevant links explaining how it could be possible of merging collaborative tagging and ontologies. Interesting is that the ideas seem not to have matured much. I didn’t find clear solutions how to make ontology on top of user-defined affordances. There seem to be more ideas, how to integrate different ontologies.

2007
Ontology or Folksonomy (2007)

The process of developing a tag data ontology forces us to identify the kinds of ontological assumptions made by various source of tag data, and to specify a vocabulary for stating those assumptions.

2005
Folktologies

In cases where social tagging is sufficient, ontologies may simply be overkill. But there are many, many cases where social tagging simply does not, and cannot, have the semantic rigour that is needed.

Imagine a folksonomy combined with an ontology — a “folktology.” In a folktology, users could instantly propose or modify ontological classes and properties in the same manner that they do with tags in tagging systems. The most popular ontological constructs (the most-instantiated classes, or slots on classes, for example) would “rise to the top” and self-amplify, while the less-instantiated ones would “fall to the bottom” over time. In this way an emergent, self-organizing, and self-pruning ontology could emerge within a community. Such a system would have the ease and adaptability of a folksonomy plus the semantic richness and formal structure of an ontology.

2003
Soft ontologies

Soft ontology, as proposed in computer science circles by Aviles et al. (2003), is a definition of a domain in terms of a flexible set of ontological dimensions.Unlike standard ontologies, the approach allows the number of its constitutive concepts to increase or decrease dynamically, any subsets of the ontology to be taken into account at a time, or the order their mutual weight or priority to vary in a graded manner so as to allow different ontological perspectives. Where conventional ontologies describe or interpret the conceptualization of a domain from a prioritized perspective, the soft ontology approach transfers the task of interpretation to the observer, user or learner, depending on the context.

Ontologies

Gruber defined ontology as a “formal specification of a conceptualization.”
There are at least 40 terms or concepts across these various disciplines, most related to Web and general knowledge content, that have organizational or classificatory aspects that — loosely defined — could be called an “ontology” framework or approach.

It is not unrealistic to also seek “naturalness” in the organization of other knowledge domains, to seek “naturalness” in the organization of their underlying ontologies. Like natural systems in biology, this naturalness should emerge from the shared understandings and perceptions of the domain’s participants.

The practice within the ontology community is to characterize ontologies by “levels”, specifically upper, middle and lower levels. Most of the content in upper-levels is akin to broad, abstract relations or concepts than to “generic common knowledge.” Most all of them have both a hierarchical and networked structure, though their actual subject structure relating to concrete things is generally pretty weak.

“Binding layers” are a comparatively newer concept. Leading upper-level ontologies propose their own binding protocols to their “lower” domains, but that approach takes place within the construct of the parent upper ontology and language. Such designs are not yet generalized solutions.

Ontologies are combined by using federated approaches. An important goal in any federated approach is to achieve interoperability at the data or instance level without unacceptable loss of information or corruption of the semantics.

A different, “looser” approach, but one which also grew out of the topic map community, is the idea of “subject maps.” A subject proxy is a computer representation of a subject that can be implemented as an object, must have an identity, and must be addressable (this point provides the URI connector to RDF). Each contributing schema thus defines its own subjects, with the mappings becoming meta-objects. These, in turn, would benefit from having some accepted subject reference schema (not specifically addressed by the proponents) to reduce the breadth of the ultimate mapped proxy “space.”