From the Ars Electronica Catalogue,
cite: Ars Electronica 1997, Exhibition Catalogue.
copyright MIT Media Lab
"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 ?".
BIBLIOGRAPHY
Banham, Reyner. The Visions of Ron Herron. New York: Academy Editions,
1994. citation pg 45.
Benedikt, Michael ed. Cyberspace : first steps. Cambridge, Mass. : MIT
Press, 1991. In: Introduction, by Michael Benedikt, pg 16.
Boyer, M. Christine. CyberCities : visual perception in the age of
electronic communication. New York: Princeton Architectural Press,
1996. citation pg 242.
Krier, Leon. Leon Krier, houses, palaces, cities. New York: Architectural
Design AD Editions, 1984.
Lynch, Kevin. The image of the city. Cambridge Mass.: The Technology
Press & Harvard University Press, 1960.
Lyndon, Donlyn and Moore, Charles W. Chambers for a memory palace.
Cambridge, Mass.: MIT Press, 1994. citations pg xii.
Mohl, Robert. Cognitive space in the interactive movie map : an
investigation of spatial learning in virtual environments. Thesis Arch
Ph.D, 1981.
Negroponte, Nicholas. Soft Architecture Machines. Cambridge Mass.: MIT
Press, 1975.
Novak Marcos. Transmitting Architecture. Architects in Cyberspace:
Architectural Design vol. 65, no. 11/12. Cambridge: VCH Publishers,
1995. citation pg 46.
Rowe, Colin and Koetter, Fred. Collage city. Cambridge, Mass.: MIT
Press, 1978. citation pg 49.
Tufte, Edward R. Envisioning Information. Cheshire, Conn.: Graphic
Press, 1990.
Walser, Randall. Elements of a Cyberspace Playhouse, Proceedings of the
National Computer Graphics Association, Anaheim, CA, March 1990.
Wren, Christopher, Sparacino, Flavia et al. Perceptive Spaces for
Peformance and Entertainment: Untethered Interaction using Computer
Vision and Audition. Applied Artificial Intelligence, vol. 11, no. 4,
June 1997.