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digital cities and electric suburbs |
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Desktops
need offices -- and offices tend to be in buildings. Buildings, almost inevitably,
collect to become cities.
The look-and-feel of the 'digital city' existed long before it could be realized. American SF writer William Gibson most formatively shaped our ideas about the experiential reality of the infosphere. In 1984 he named and described 'cyberspace', the 'space' created by the relationships of data inside a computer network, as a 'consensual hallucination' in his seminal novel, 'Neuromancer', and compellingly depicted an architectonic networked world of multi-sensory information (The Matrix). What gave Gibson's vision such staying power was that he was tapping into a well-understood (and well-worn) metaphor. The city has been a metaphorical trope for as long as people have been keeping records. This is scarcely surprising given that cities, and the production of surplus goods/skill specialisation they require to exist, seem to be a prerequisite for the development of written language. Ur, Sumer, Rome, Constantinople, Paris, New York -- from the earliest times the city was a miracle, a prodigy. Cities have always been magnets irresistibly drawing population from rural areas by providing both the mundane and the marvelous. They attract yet are feared. The city's complexity seems chaotic and threatening yet its potential exciting. Everything in the human world can be found in the city. The city embodies the freedoms and the dangers of anonymity, heterogeneity and availability. The city, then, seems to be a nearly perfect metaphor for the Internet. It is multifarious, allowing for a variety of subsidiary metaphors such as diverse kinds of buildings, shops, transit systems, parks, neighborhood, etc. Each of these sub-metaphors can be clearly applied to a diverse range of services and information types:reference material stored within a 'Public Library'. 'Shopping precincts' and digital malls to give access to interactive shopping and on-line catalogues. Government services accessed in 'office blocks'. 'Bars' and 'cafes' provide interfaces to meet people and chat, etc. The city contains multiple choices, multiple functions and multiple users. It provides order to a chaotic system. It promises stability yet allows for and contextualises change. The near universal acceptance of 'homepage' as denoting the index or splash page of a personal website indicates how easily the architectural metaphor entrenches itself. The modernist banality of many online architectural representations may also, perhaps, be explained by the hold which real-world architecture has on our imaginations. It's hard to think outside the box... The digital realm is replete with architecturally-derived environments ranging from fully-immersive Virtual Realities and multi-user player-POV games to the often poetic textually-described social structures of MUDs, MOOs and other communal spaces. The number of these environments is increasing rapidly and many people spend substantial amounts of their time 'in' them. Some theorists even posit that the digital is replacing the 'real' metropolis. Australian media artist, Jeffrey Shaw, has characterised the last forty years of architectural practice as a history of dematerialisation. He traces the dissolution of architectural efficacy in the 'real' world from the preoccupation with responsive 'soft-architecture' in the '60s, through kinetic and luminous sculpture (so much of which owed an unstated debt to the fascist architect Albert Spiers sculpting of spectacle with light and space in the '30s and '40s), to the tele-virtual architecture of the '90s. Architecture, for Shaw, has become a matter of relationships constructed from invisible algorithms, data structures, underlying our ability to create shared spaces despite the disparate geographical locations of these 'space's' inhabitants.* Among the earliest examples of virtual architecture mediated by networked computers are the text-based environments of MUDs (multi-user domains) and Moos (MUD Object Oriented). In MUDs and Moos, multiple users can log into a shared environment and interact using text. Although the interactions take place as text messages, the participants in the MUDs relate to their environments with images representing the 'room' they're 'in' or textual descriptions of the space, and with two-dimensional maps. Often, but not always, the maps mimic or represent physically constructable environments. |
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For
example, Diversity University MOO's map mimics the street map
of a university campus despite the fact that the user's experience of
the MOO is entirely textual. Since
these early beginnings, 'virtual city' has become something of a cliché,
describing everything from directories of links to fully-rendered 3D
multi-user spaces. 'Cybergeographer' Martin Dodge has written extensively on space and place in the infosphere. He identifies four extant types of virtual city:
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<< See, for example, Downtown Anywhere
See
IconTown which is an interface to a 'virtual community' (in this
case, peoples homepages)
<< See, for example, Cybertown One of the most ironic aspects of the 'virtual cities' rhetoric is that it has been honoured more in the breach than in reality -- there are actually very few functioning 'real' virtual cities around... There are, of course, many virtual worlds which include architectural representations -- buildings, public spaces etc -- but these tend to resemble squeaky-clean suburbs rather than bustling metropolises with their attendant thrills and possibilities. These worlds may be on the way to containing cities, but currently they resemble nothing more than vast housing developments. Cyberbia, ironically, looks more like a Neighbor's set than like Gibson's or Stephenson's digital dystopias. AlphaWorld, which was the first and became the largest of more than 1000 worlds generated using ActiveWorld software, is a good case in point. AlphaWorld, which opened in June 1995, comprises a massive virtual space, some 429,038 'square kilometers'. Springing into existence as a vivid green flat, featureless plain stretching for hundreds of virtual kilometers in every direction, there were no 'natural' features, no mountains or rivers, no trees, no life. Everything that now exists in AlphaWorld -- 48.9 million objects as of February 2000 -- has been placed there by the homesteaders, using simple block-building tools. A fascinating study of the growth of the community was undertaken, highlighting its rapid, almost cancerous, growth. What this study could not highlight was the number of homesteads that were built and soon abandoned -- AlphaWorld now consists of huge tracts of ghost town where homesteaders have lost their first enthusiasm and abandoned their digital structures.* This pattern of abandonment perhaps reflects a lack of understanding of urban dynamics by AlphaWorld's originators. Once homesteaders had done building, there wasn't much else to do there -- rather like the new suburbs AlphaWorld so resembles. As the creators of Habitat, an early graphical MUD noted:
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Whilst Martin Dodge's taxonomy is useful, it ignores the many hybrid varieties. Some of the most interesting are those that utilise the city as an interface metaphor in a similar fashion to the classic Art of Memory memory palace -- a series of memorable 'places' to store content/information for easy access and enhanced relational understanding. In general, these are individual user applications or interfaces rather than online communities. One of the earliest of these was Andreas Dieberger's Information City (1993->?). His intriguingly literal concept involves a non-immersive virtual reality which acts as a spatial user-interface for large hypertext collections. It uses the metaphor of a city to represent documents as buildings in a virtual environment through which the user navigates, and makes use of Jay Bolter's concept of 'writing on the world' to convey as much information about the documents as possible without overloading the user.* On entering the Information City for the first time, it is structured according to an interest profile provided by the user, so that the topics of interest are grouped into 'districts of interest'. Walking along the street the user can look at related documents as though it were a library where all the books about a subject are on the same shelf. A house with open doors denotes a document in strong relation to the topic looked for, a half-closed door signifies a weak relationship. The outside of the buildings convey information about internal complexity and age of the document. For example, a worn doormat would show a house (document) that is entered often. |
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David Gelernter, Mirror Worlds, p. 34 |
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