collaborators: Michal Hlavac (1996), Mary Obelnicki (1997), Kerstin Hoeger
(1997), Teresa Hernandez (1999), Jeff Bender (1999-2000)
"Is there a way for us to define ourselves and the space in which we
dwell, when the city is increasingly referenced as a space of disappearance, a
space of the future but not of the present, a space of anxiety and loss ?" M.
Christine Boyer
In a 1995 article,
appeared in "Le Monde Diplomatique", the French theorist of technology, Paul
Virilio, describes the phenomenon of the "loss of orientation" experienced by
the exponentially increasing crowd which is relentlessly enthralled in
cyberspace. Virilio observes that the construction of information superhighways,
which are globalized and instantaneously updated, presents us with a threat, a
menace to our perception of what reality is, of what it means for us to exist,
as individuals, here and now. Induced by the splitting of the sensible world
into real and virtual in parallel with the "invention of the perspective of
real-time", this threat causes a shock, a "mental concussion", that hooks the
happenings of events to a globalized monorail track. We have extended Virilio's
concern to the varied world of the Net, we have lost our bearings in the
flatland of data offrered by our "regular" browser, and experienced information
anxiety as a shock caused by the vast unstructured landscape under the infinite
horizon of the World Wide Web. As "spacemakers" [Walser, 1990], we have
therefore undertaken the task to "escape flatland" [Tufte, 1990], to design an
information browser that organizes information as it fetches it, in real-time,
in a virtual three-dimensional space which anchors our perceptual flow of data
to a cognitive map of a (virtual) place. This place is a city.
"The Metropolis would arrive like the circus, set up shop, operate for a
period of time, and then move on". Ron Herron
CITY OF NEWS
Since William Gibson, in his visionary science-fiction novel called
Neuromancer, described "the Matrix", i.e. the new informational network, as Los
Angeles seen from five thousand feet up in the air, the idea of mapping the
informational wasteland of the web to a metroscape has become an urge more that
an invention. City of News is a dynamically growing urban landscape of
information. It is an immersive, interactive, web browser that takes advantage
of people's strength remembering the surrounding three-dimensional spatial
layout. Starting from a chosen "home page", where home is finally associated
with a physical space, our browser fetches and displays URLs so as to form
skyscrapers and alleys of text and images through which the user can "fly". The
City is organized in urban quarters (districts) that provide territorial
regrouping of urban activities. Similarly to some major contemporary cities
there is a financial district, an entertainment district, and a shopping
district. In addition to these areas we have created other functional groupings
by creating a mapping between modern newspaper layout and city planning. Hence
the name "City of News" for this designwork. There are therefore sports, books,
advertising, science, and opinion districts. One could think of these districts
as urban quarters associated to the different conceptual areas of one of the
many currently available search engines on the WWW. According to the
architectural suggestions of the Krier brothers [Krier, 1984], zoning does not
fragment the virtual city in huge sections where a citizen can only accomplish a
single task. City of News is federation of autonomous quarters, which are
"cities within the city" [ibid], and that are distinguished mainly by the people
who inhabit them (students or artists, for example) and their common tastes or
preferences (like Paris). The City evolves and grows organically through
exploration: following a link causes a new building to be raised in the district
to which it belongs, conceptually, by the content it carries. So far we have
implemented a navigational interface based on speech and gesture recognition
[Wren, 1997]. We are currently considering using a wireless digital baton and a
"space-ship console" to drive our three-dimensional browser. This work was
inspired by Jeffrey Shaw's Legible City (1989) and finds a precursor in Apple's
eWorld (1994).
"Places are spaces that you can remember, that you can care about and
make part of your life... The world should be filled with places so vivid and
distinct that they can carry significance... Places could bring emotions,
recollections, people and even ideas to mind." Donlyn Lyndon
THE MEMORY CITY
In the late 70s, a group of researchers at MIT, who gathered under the
name of Arch-Mac (Architecture Machine Group), created an immersive, video-based
simulated space, called the: "Aspen Movie Map". This interactive system, which
offered a faithful digital reproduction of the city of Aspen, became a platform
to investigate spatial learning in virtual environments [Mohl, 1981]. Although
the "Movie Map" required a detailed recording of the place to explore
beforehand, it constitutes an important predecessor to City of News for its
attention in providing the user with a cognitive map of the virtual
surroundings. Kevin Lynch [Lynch, 1960] has done a remarkable study in
identifying the elements that make of a city a legible, memorable and coherent
place. The elements according to which an image of the city is constructed are:
paths, edges, districts, nodes, and landmarks. While we have organized City of
News around districts, added memorable landmarks, as organic constructions or as
virtual sculpures, and aligned typographic buildings along paths, we have also
designed City of News to serve as a Memory Theatre. The "Classical Art of
Memory" depended on the mental construction of complex architectures composed by
places inhabited by vivid images. These images would provide associational hooks
to the material to be recollected. Inspired by Yates' description of Camillo's
Memory Theatre we have endowed City of News with salient images extracted from
web-newspapers' front pages. These act as architectural landmarks and memory
cues in the different districts. They appear attached to huge and tall
billboards, like those that animate the city of Tokyo with glooming publicity.
Yates also describes a lesser known Art of Memory, developed by Raymond Lull.
This was an abstract art of memory based on concepts associated with letters.
The art of recalling would then become a combinatorics exercise rather than a
promenade through a virtual path. A similar abstract model for organizing news
data (not in real-time) was adopted by Earl Rennison in his Galaxy of News, at
the MIT Media Lab's Visible Language Workshop. The main difference between this
last desingwork and City of News consists in the spatial, urban-like,
organization of data, together with the real-time construction and evolution of
the landscape of the latter.
"Architects aspiring to place their constructs within the non space of
cyberspace will have to learn to think in terms of genetic engines of artificial
life" Marcos Novak
ORGANIC ARCHITECTURE
City of News is an "architecture machine" which gives "the
physical environment the ability to design itself" [Negroponte, 1975]. However,
this machine operates according to the organic laws of the garden. As the user
follows a link on the World Wide Web, she creates new city-elements that are
added according to an algorithm which simulates artificial growth and evolution.
Following a link becomes equivalent to a pursuit of possibility which determines
a change in the environment: the consequence of every choice is amplified,
causing a building to be raised or a path to be followed. In the previous age of
the machine, city planners would design cities according to the rigid discipline
of the workchain and plan traffic flow to the rhythm of the clockwork. In our
contemporary time, global networks of computers, time-shared activities,
internet life and usenet groups define a life-like skin or membrane of virtual
places and activities. Hence we have found that an organic pattern of
development of the city would be best suited to represent life-on-the-web i.e.
"the Net". From William Mitchell's mathematical formalism of "The Logic of
Architecture" to Marcos Novak's genetics-based "Liquid Architecture"; from
Christopher Alexander's rational design of "Notes on the Synthesis of Form" to
his later nature-inspired "Pattern Language", we witness a trend towards finding
biologically-driven or simu-life solutions to complex problems of design and
organization. In parallel to this phenomenon, an increasing number of
individuals, communities and social groups, wish to plan their own worlds, under
the techno-promise of personalized news and entertainement services. A new
utopian movement seems to animate the view of the city as a "theatre of
prophecy" [Rowe, 1978] overlapping the theatre of memory previously described.
"Could not this ideal city, at one and the same time, behave, quite
explicitly, as both a theatre of prophecy AND a theatre of memory ? ... For, if
without prophecy there is no hope, then, without memory there can be no
communication." Colin Rowe
POSTMODERN UTOPIA
The fantasy of a comprehensive city of deliverance, which
dates back to early Modern Architecture, invests also the collective imagination
of cyberspace. Howard's smokeless Garden City, Wright's decentralized Broadacre
City, Le Corbusier's enthousiastic Radiant City, and Sant'Elia dynamic "New
City" are just a few among the many historical examples of visionary
architectures for future cities. More recently an English group of architects
that calls itself Archigram (Architectural Telegram) has designed fantastic
spaces like: Walking Cities, Plug-in Cities, Instant Cities, and Inflatable
Cities, which respond to our contemporary transformed imaginary view of the
urban space. The new city is seen as "an immense node of communication, a messy
nexus of messages, storage and transportation facilities, a massive education
machine of its own complexity, involving equally all media, including buildings"
[Benedikt, 1991]. City of News certainly participates in the utopian dimension
of this historical line of thought as it carries within itself a hope for an
ideal space of information sharing and consumption. At the same time it does not
pretend to offer all information available on the Web in a fully rationalized
and non-polluted way. As many architectural theorists have observed, there are
some similarities between the virtual space of computer networks and posturban
spaces of disorder and decay. City of News reflects this view of the city from
"the Periphery of the Empire", as a science-fiction narrative a la Hugh Ferris.
It is a gleaming metropolis, a lurring city, a glorious slum of information that
hosts the internet addicts as well as the hyperefficient businessmen that surf
the wave of real-time, a city that welcomes, excites, and consumes people. It is
a city imbued with a postmodern nostalgia for the future and that ambitiously
wishes to compare itself to the film architectures of Blade Runner, Brazil, and
Batman.
"Places that are memorable are necessary. We need to think about where we
are and what is unique and special about our surroundings so that we can better
understand ourselves and how we relate to others." Donlyn Lyndon
CONCLUSIONS
City of News was first completed in May 1996 and it is
since a work in progress. As it progresses, we feel that this project raises
more questions than the ones it provides answers to. As we push along the city
metaphor, we ask ourselves: "What does it mean to have an Information Hospital
or an Information Cemetery ?"; "What are the criteria for the 'livability' of
this cybercity ?". Because, although we make cities, they also make us. We have
built a virtual environment under the natural law of the "creatio mundi" rather
than by following the compulsion to the "fuga mundi". It is an environment where
to organize is to construct, and to build an informational structure that
facilitates the recollection of memories. At the same time, we hope that our
audiences become aware of how information affects who they are, and how the
urban layout of their surroundings has an influence in making them the way they
are. In a near future, as we find ourselves tied together under the new
perspective of a globalized real-time, we are not likely to ask each other any
more: "Do you have the time ?", but instead: "Do you have the place ?".
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