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Cybrid Landscapes

Cybrid_3"Cybrids - a link on the continuum between concrete objects and abstract data. The line that separates data from objects represents a continuum rather than a division. Today there are situation where data and concrete objects work together to create new spatial entities, herein called 'cybrids'. A cybrid is a hybrid of physical and electronic spaces." Peter Anders 2001

Concept
The concept for Cybrid Landscape is to explore how the physical properties of a space can be merged into a virtual space, or a cybrid in this case. A 3D virtual landscape represents the atria of a physical building. As people walk around the physical space, they wear away the landscape in virtual space, showing a history of movement throughout the day. This can be used to study movement in a building, but also be presented to the visitors to make them aware of the intelligent building and see if they would alter their path once they knew the effect they were having on the virtual landscape.

The Building
Portland Square is installed with Arch-OS, an operating system for buildings. 'Arch-OS represents an evolution in intelligent architecture, interactive art and ubiquitous computing. An 'Operating System' for contemporary architecture (Arch-OS, 'software for buildings') has been developed to manifest the life of a building and provide artists, engineers and scientists with a unique environment for developing transdisciplinary work and new public art.'

How it works
'The Arch-OS vision tool monitors the flow of people through the building, and provides a stream of visual data to the Core Arch-OS. In the Arch-OS vision system, the composite video signals of the cameras are pre-amplified, then sent to three PCs in the Arch-OS control room. Each PC acquires live images with a frame grabber card and processes them using a dedicated motion detection and tracking software.'

The information from the vision system is read by the landscape and the position of a person relates to the exact position of the virtual landscape. Read 'Arch-OS: An operating system for buildings' (PDF), Peter Anders & Michael Phillips, ACADIA Conference 2004, which features Cybrid Landscape.

Objects vs. Experience

Skys_www"...since immense is not an object, a phenomenology of immense would refer us directly to our imagining consciousness. In analysing images of immensity, we should realise within ourselves the pure being of pure imagination." Gaston Bachelard, The Poetics of Space, 1961.

In virtual space, we move from place to place, byte to byte. Distance is no longer a relevant measure of travel. Cyber-architecture is space-time collapsed, and beyond recognition, in so far as moving from one place or enclosure to another does not require the physical space-time journey. The physical manifestation exists only as electrons and the transceivers used in order for the user to exist within it, and the concerns are moved from the practical and economy to expression of intentions, interests and thoughts. It represents the design of experiences rather than objects, a paradigm shift in architectural consciousness. The process of experiencing traditional architecture relies on the 'object-centred' within a physical site. Cyber-architecture relies closely on the design aspects of traditional audio-visual narratives, such as cinema, stage design, performance and installation art. The design of the space alone is not the most important consideration. Communication through the spatial and symbolic language used, although similar to the traditional architects' portfolio of form, must also consider the time-atmosphere perspective.

Johnny_mnemonicgametitle "… The space-time metaphor represents a monumental failure of imagination…. We've been thinking about virtual presence as if we have to send our bodies out there. But if we could design reality for our minds, what powers would we grant ourselves? The ability to be anywhere instantly would be a step in the right direction. The ability to be everywhere, all at once, without going mad, is the real challenge. Why should we settle for avatars, when we can be angels?" Brian Moriaty, Computer Game Conference 1996.

On imagining cyberspace, the mind is a good analogy since it has no physical space, no distance or mass. Thoughts cannot be seen under a microscope or repelled by a magnet. Your mind continually generates ideas but never runs out of space; thinking about writing a novel takes no longer than the vision of a meal. These thoughts which form the content of the mind are not in physical space as they are not physical objects. Therefore mind is not an object in time and space. Similarly, cyber-architecture is not made from objects in time and space, even though it appears to have form or mass.

JpgtopWireless Imaging MIT campus
Although the Cyber-Architect is freed from many constraints, it is not only the removal of these restrictions that cyberspace has to offer which makes it so appealing. The tangible aspects of creating cyber-architecture can be just as complex and impactful as physical architecture. Since the primary role of architecture is the creation of meaningful places which society can inhabit and interact within, the design features of an electronic architecture must inform and create distinctions between arbitrary user choices. Aesthetics, relating to physical architecture often relies on the context or setting however cyber-architecture is siteless, infinite space without geographical boundaries. The primary task of the cyber-architect then is creation of meaningful place.

RashidVitual Trading by Rashid & Couture
"In patently unreal and artificial realities … the principles of ordinary space and time, can … be violated with impunity. After all, the ancient world of magic, myth and legend to which cyberspace is heir, as well as the modern worlds of fantasy fiction, movies and cartoons, are replete with violations of the logic of everyday space and time: disappearance, underworlds, phantoms, warp speed travel, mirrors and doors to alternate worlds, zero gravity, flattening and reconstitution, wormholes, scale inversions, and so on. And after all why have cyberspace if we cannot (apparently) bend nature’s rules there?" Micahel Benedikt, Cyberspace: First Steps, 1991.

Successful virtual space must provide the participant with cues of how to navigate and understand the generated environments. The dynamic process in which we use our navigational awareness of an environment to reach a desired destination in physical architecture can also be made to apply in cyber-architecture. The means by which information about the relative location and attributes of one's environment are understood and navigated through are in many ways similar to physical architecture. In this way one can use architectural design aspect as examples for cyber-architecture.

Brainarch Donald Norman, cognitive psychologist, suggests the following design guidelines as a rule of thumb for creating effective environments: (1) provide a high intensity of interaction and feedback; (2) Have specific goals and established procedures; (3) Motivate; (4) Provide a continual feeling of challenge, one that is neither so difficult as to create a sense of hopelessness and frustration nor so easy as to produce boredom; (5) Provide a sense of direct engagement, producing the feeling of directly experiencing the environment, directly working on the task; (6) Provide appropriate tools that fit the user and task so well that they aid and do not distract; (7) Avoid disruptions that intervene and destroy the subjective experience.

Lynch2

Image of the City by Kevin Lynch
The existing wealth of literature on urban planning can be put to tremendous use in cyberspace. One can use these analogies in creating digital architecture and in organisation of cybercities. e.g. Kevin Lynch, from his book The Image of the City, suggests that to heighten the image-ability of an urban environment is to facilitate its visual identification and structuring. These elements according to Lynch are; paths, edges, landmarks, nodes, and regions. Paths are a kind of space which express a tendency toward mobility and expansion and within which directions are evident. A path consists of; a starting point, a direction to be followed through a sequence of places and events and the final goal. Lynch suggests that subjects move through the city following a sequence, facilitated by anticipation of memorable events, details and point of reference, which trigger specific moves for navigation. These events and places which one experiences on the way during moving along a path, determines the character of the path.

Hackers_smallJohnny Mnemonic by William Gibson
“The trouble with the spatial metaphor in computers is that it can limit our understanding of cyberspace. Motion there best serves those looking for something, whether it's a piece of information or a particular view of an object. Speed, a necessity in real space, is simply a blurred condition between states. The users don't engage the information until things slow up and they can examine the destination.” Verlag Heinz Heise, 1997.

Net Condition

Thematrix1_smallPeter Weibel, pioneering Austrian media artist, curator and theorist, joined ZKM (Center for Art and Media) as its Chairman in 1999. As a longtime exponent of political manifestations in his earlier artistic and curatorial work, Weibel was determined to further his activist position towards art and culture through the emerging medium of Net art. As a result, Weibel conceived Net_Condition, and in the fall of 1999 mounted an exhibition of over 100 projects that represented he says, "an introduction to the political-economical ideas, social practices and artistic applications of online communication in a Net society." Weibel uses the exhibition to build a theoretical position on the state of Net Art, its function and properties as agency for aesthetic and social transformation. In his curatorial essay, Art/Politics in the On-line Universe, Weibel goes on to proclaim that, "The global Net is the driving force behind a radical economical, social and cultural revolution for the next century." This utopian proposal mirrors the ideologies of such media theorists as Pierre Lévy and Roy Ascott, in which the collective, participatory nature of telematic art represents a new catalyst for the realization of socially and philosophically motivated aspirations. As Weibel concludes, "Net art has become the forum in which many of the liberating hopes of the historic avant-garde are expressed in new terms." peter weibel

Beyond Interface

Jodi_lowJodi demonstrates that Net art has become the latest stage for artists to construct experimental forms and narratives, challenge convention, initiate dialogs, introduce new strategies, threaten old paradigms. The medium of interactive networked computing clearly captured the imagination of artists in the 1990s. "We are honored to be in somebody's computer" boast the Jodi authors Joan Heemskerk and Dirk Paesmans (hence, Jodi), who have not only gone beyond the interface, they have abolished it. Jodi.org, their magnum opus launched in 1995, contains pages flash and burn, scrolling and displaying uncontrollable computer code, fragmented shards of interface elements (menus, buttons, etc...), code stripped bare of its functionality, a once symbolic language now transformed into a surreal magic theater of the absurd. Jodi forces us to question the representation of data, its translation, its mapping, its conventional application for visualizing and decoding the language of programming into metaphors and signs we can interpret and utilize. Ultimately, Jodi.org is Code stripped of all functionality, Code for its aesthetic value, Code as abrasive language, Code as hallucination, Code as theater. jodi

Liquid Architecture

NovakxlMarcos Novak describes himself as a "trans-architect," due to his work with computer-generated architectural designs, conceived specifically for the virtual domain, that do not exist in the physical world. His immersive, 3-dimensional creations are responsive to the viewer, transformable though user interaction. Exploring the potential of abstract and mathematically conceived forms, Novak has invented a set of conceptual tools for thinking about and constructing territories in cyberspace. Novak introduces the concept of "liquid architecture," a fluid, imaginary landscape that only exists in the digital domain. Novak suggests a type of architecture cut loose from the expectations of logic, perspective, and the laws of gravity, one that does not conform to the rational constraints of Euclidean geometries. He views trans-architecture as an expression of the "4th dimension" that incorporates time alongside space among its primary elements. Novak's liquid architecture bends, rotates, and mutates in interaction with the person who inhabits it. In liquid architecture, "science and art, the worldly and the spiritual, the contingent and the permanent" converge in a poetics of space. marcos novac

World Wide Web

Warriorsofthenet2_smallIn the early 1980s, the British engineer Tim Berners-Lee began to develop a networked system for the electronic publishing of scientific reports at CERN, the particle physics laboratory in Geneva, Switzerland. This system, named Enquire, was to have enabled the storing, retrieval, and hyperlinking of documents through CERN's computer network. It was never completed, but – influenced by Ted Nelson's experiments with hypertext, digital publishing, and open networking – Berners-Lee expanded on its underlying concepts to explore how a hypertext system might work in conjunction with the Internet. Working under his own initiative, in the fall of 1990 Berners-Lee completed the first Web browser and server software. In 1991, he began to distribute his software, now named the World Wide Web, to scientists over the Internet. Berners-Lee's Web is a software system that unites research, documents, programs, laboratories and scientists in a fluid, open, hypermedia environment. It is inherently dynamic, capable of expanding at an explosive rate; this was a significant departure from the hierarchical data systems that had previously been the standard. Berners-Lee was well aware of his system's potential to link documents across the globe, and to transform our information culture. While his original focus was on hypertext, from the start he saw the Web's eventual embrace of multimedia, which could well prove to be its enduring legacy. tim berners-lee

Critical Mass

MarcanterMarc Canter emerged in the 1980s as an amalgamation of opera singer, rock musician, software programmer, and entrepreneur. He launched his software company, Macromind (now Macromedia) in 1984, when the graphical user interface and its potential for hypermedia applications became widely available. His first product, SoundWorks, introduced multimedia production to the personal computer. In 1988 Canter released the now ubiquitous Director. By the close of the decade, desktop multimedia grew into a global phenomenon, with Canter at the center of the excitement, transforming the studios of artists, architects and designers, reinventing the classroom, and altering the business plans of executives from Silicon Valley to Singapore. At the core of his approach was a notational system that looks quite similar to a musical score, an intuitive format that could be used easily by the artist. Canter saw the digital artist of the future as a "composer" of all forms of media, orchestrating fragments of graphics, animation, text, and sound, into a single artwork. His predisposition towards theater and music belies Canter's roots in live performance, and reinforces his vision that desktop multimedia would evolve into the digital Gesamtkunstwerk. marc canter

Cyberspace

Tron1Although Vernor Vinge's 1981 novella True Names pioneered the concept of cyberspace, it is William Gibson's hallucinatory account of cyberspace that provided the first engaging social and spatial blueprint for the digital frontier. In his 1984 novel Neuromancer – a colorful, disturbing account of our emerging information society – he added the word "cyberspace" to our vocabulary. His writings explore the implications of a wired, digital culture, and have had tremendous influence on the scientists, researchers, theorists, and artists working with virtual reality. Gibson's notion of an inhabitable, immersive terrain that exists in the connections between computer networks, a fluid, architectural space that could expand endlessly – an invitation to "jack in" to the "digital matrix" – has opened the door to a new genre of literary and artistic forms, and has shaped our expectations of what is possible in virtual environments. In Neuromancer, as well as his later novels Count Zero (1987) and Mona Lisa Overdrive (1988), Gibson's vision of cyberspace, with its anti-heroes who reside in the void between the physical world and the network, helped spark an age of the post-human. The cyborgian redefinition of self has since been staged in such immersive cyber-habitats as MUDs, virtual communities, and on-line chat spaces, where identity has become malleable and interchangeable. Gibson's strange, menacing virtual world meshed perfectly with the detached, ironic stance of late 20th century culture. william gibson

Interface

XeroxparcAlan Kay - "The best way to predict the future is to invent it" In 1972, after forming the Learning Research Group at the newly founded Xerox PARC (Palo Alto Research Center), Alan Kay led what is considered the most crucial advancement of human-computer interactivity, the graphical user interface (GUI). Kay introduced the idea of iconic, graphical representations of computing functions – the folders, menus, and overlapping windows found on the desktop – based on his research into the intuitive processes of learning and creativity. Kay came to understand, as he put it, that, "doing with images makes symbols." This was the premise behind the GUI, which enabled viewers to formulate ideas in real-time by manipulating icons on the computer screen. Computers, Kay recognized, might one day replace books. This led him to design the prototype of the first personal computer, the Dynabook. The Dynabook, was conceived as a "dynamic medium for creative thought," capable of synthesizing all media – pictures, animation, sound, and text – through the intimacy and responsiveness of the personal computer. Kay's research took root in the conviction that hypermedia, or "dynamic media" as he called it, represented a profound departure from static media such as painting, television, photography, print publishing, and film. He saw in hypermedia the radical interactivity that would characterize communications in the future. alan kay

Hypertext

NakedcityAs a graduate student in philosophy in the late 1950s and early 1960s, Ted Nelson had two critical intellectual encounters that led him to become one of the most influential figures in computing. One was with Vannevar Bush's article As We May Think, which convinced him that emerging information technologies could extend the power of human memory. The second was with Samuel Taylor Coleridge's poem Xanadu, "a magic place of literary memory," in Nelson's words, that provided him with the image of a vast storehouse of memories, and which served as the inspiration for his life's work. From these influences, Nelson began his quest to build creative tools that would transform the way we read and write, and in 1963 he coined the words "hypertext" and "hypermedia" to describe the new paradigms that these tools would make possible. Nelson was particularly concerned with the complex nature of the creative impulse, and he saw the computer as the tool that would make explicit the interdependence of ideas, drawing out connections between literature, art, music and science, since, as he put it, everything is "deeply intertwingled." Nelson's critical breakthrough was to call for a system of non-sequential writing that would allow the reader to aggregate meaning in snippets, in the order of his or her choosing, rather than according to a pre-established structure fixed by the author. ted nelson

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