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The Poetics of Augmented Space: Learning from
Prada
Lev Manovich
pdf (52 Kb)
Augmented Space
The 1990s were about the virtual. We were fascinated by new virtual
spaces made possible by computer technologies. The images of an
escape into a virtual space that leaves the physical space useless
and of cyberspace a virtual world that exists in parallel
to our world dominated the decade. It started with the
media obsession with Virtual Reality (VR). In the middle of the
decade graphical browsers for World Wide Web made cyberspace a
reality for millions of users. During the second part of the 1990s
yet another virtual phenomenon dot coms rose to
prominence, only to be crashed by the real world laws of economics.
By the end of the decade, the daily dose of cyberspace
using Internet to make plane reservations, to check email using
Hotmail account, or to download MP3 files became such a
norm that the original wonder of cyberspace so present in the
early cyberpunk fiction of the 1980s and still evident in the
original manifestos of VRML evangelists of the early 1990s was
almost completely lost [1].
The virtual became domesticated: filled with advertisements, controlled
by big brands, and rendered harmless. In short, to use the expression
of Norman Klein, it became an "electronic suburb."
It is quite possible that this decade of the 2000s will turn
out to be about the physical that is, physical space filled
with electronic and visual information. While enabling further
development of virtual spaces from more realistic computer
games to new 3D technologies and standards for World Wide Web
such as Director 3D to wider employment of compositing in cinema
computer and network technologies more and more actively
enter our real physical spaces. The previous image of a computer
era VR user traveling in a virtual space has become
replaced by a new image: a person checking her email or making
a phone call using her PDA / cell phone combo while at the airport,
on the street, in a car, or in any other actually existing space.
But this is just one example of what I see as a larger trend.
Here are a few more examples of the technologies which deliver
data to, or extract data from, physical space and which
already are widely employed at the time of this writing (early
2002):
1. Video surveillance is becoming ubiquitous, employed
in mass no longer by governments, military and businesses but
also by the individuals; cheap, tiny, wireless and Net-enabled,
video cameras can now be put almost anywhere (for instance, by
2002 many taxi cabs already had video cameras continuously recording
the inside of the car).
2. If video and other types of surveillance technologies translate
the physical space and its dwellers into data, cellspace technologies
work in the opposite direction: delivering data to the mobile
space dwellers. Cellspace is physical space "filled"
with data that can be retrieved by a user using a personal communication
device [2].
Some data may come from global networks such as Internet; some
may be imbedded in objects located in the space around the user.
Moreover, while some data may be available regardless of where
the user is in the space, it can be also location specific. The
examples of cellspace applications include using GPS to determine
your coordinates; or using a cell phone to check in at the airport,
to pay for the road tool; or to retrieve information about a product
in a store [3].
3. While we can think of cellspace as the invisible layer of
information which is overlaid over the physical space and which
is customized by an individual user, publicly located computer
/ video displays present the same visible information to passersbys.
These displays are gradually becoming larger and flatter; they
are no longer confined to flat surfaces; they no longer require
darkness to be visible. In the short term we may expect large
and thin displays to become more pervasive in both private and
public spaces (perhaps using technology such as e-ink); in the
longer term every object may become a screen connected to the
Net, with the whole of built space becoming a set of display surfaces
[4].
Of course physical space was always augmented by images, graphics
and type; but substituting all these by electronic displays makes
possible to present dynamic images, to mix images, graphics and
type and to change the content at any time.
Popular media normally does not discuss these three technologies
together because they belong to different industries (electronics,
computers) and different markets (consumer, professional). But
from the point of view of their effect on our concept of space
and, consequently, our lives as far as they are lived in various
spaces, I feel that they very much belong together. They make
the physical space into a dataspace: extracting data from it (surveillance)
or augmenting it with data (cellspace, computer displays).
It is also make sense to bring surveillance / monitoring of
space and its dwellers and augmentation of space with additional
data because these two functions often go hand in hand. For instance,
by knowing the location of a person equipped with a cell phone
particular information relevant to this location can be send to
this cell phone. Similar relationship exists in the case of software
agents, affective computing, and similar interfaces which take
a more active role in assisting the user when the standard Graphical
User Interface (GUI). By tracking the user her mood, her
pattern of work, her focus of attention, her interests, and so
on these interfaces acquire information that they use to
help the user with her tasks and automate them. This close connection
between surveillance and assistance is one of the key characteristics
of the high-tech society. This is how these technologies are made
to work, and this is why I am discussing data flows from the space
(surveillance, monitoring, tracking) and into the space (cellspace
applications, computer screens and other examples below) together.
Lets now add to these three examples of the technologies already
at work a number of research paradigms actively conducted in Universities
and industry labs. (Note that many of them overlap, mining the
same territory but with a somewhat different emphasis.) We can
expect that at least some of them will become a reality during
this decade:
4. Ubiquitous Computing: the original move (1990-) at
Xerox Parc away from computing centered in desktop machines towards
small multiple devices distributed throughout the space [5].
5. Augmented Reality: another paradigm which originated
around the same time overlaying dynamic and context-specific
information over the visual field of a user (see below for more
details) [6].
6. Tangible Interfaces: treating the whole of physical
space around the user as part of human-computer interface (HCI)
by employing physical objects as carrier of information [7].
7. Wearable Computers: imbedding computing and telecommunication
devices into the clothing.
8. Intelligent Buildings (or Intelligent Architecture):
buildings wired to provide cellspace applications.
9. Intelligent Spaces: spaces that monitored the users
interact with them via multiple channels and provide assistance
for information retrieval, collaboration and other tasks (think
of Hal in 2001) [8].
10. Context-aware Computing: an umbrella term used to
refer to all or some of the developments above, signaling a new
paradigm in computer science and HCI fields [9].
11. Smart Objects: objects connected to the Net; objects
that can sense their users and display "smart" behavior.
12. Wireless Location Services: delivery of location specific
data and services to portable wireless devices such as cell phones
(i.e., similar to cellspace.)
13. Sensor Networks: networks of small sensors that can
be used for surveillance, intelligent spaces, and similar applications.
14. E-paper (or e-ink): a very thin display on
a sheet of plastic which can be flexed in diffirent shapes and
which displays information recevied wirelessly [10].
While the technologies imagined by these research paradigms accomplish
this in a number of different ways, the end result is the same:
overlaying layers of data over the physical space. I will use
the term "augmented space" to refer to this new kind
of space which is slowly becoming a reality. As I already mentioned,
this overlaying is often made possible by tracking and monitoring
the users; that is, delivering information to users in space and
extracting information about these users are closely connected.
Thus augmented space is also monitored space.
I derived the term "augmented space" from an older
and already established term "augmented reality" (AR)
[11].
Coined around 1990, the concept of "augmented reality"
is opposed to "virtual reality" (VR). With a typical
VR system, all the work is done in a virtual space; physical space
becomes unnecessary and its vision is completely blocked. In contrast,
AR system helps the user to do the work in a physical space by
augmenting this space with additional information. This is achieved
by overlaying information over the user's visual field. An early
scenario of a possible AR application developed at Xerox Parc
involved a copier repairman wearing a special display that overlaid
a wireframe image of copier insides over the actual copier the
repairman was working on. Today the scenarios for a everyday use
are imagined as well: for instance, a tourist with AR glasses
which overlay dynamically changing information about the sites
in the city over her visual field. In this new iteration, AR becomes
conceptually similar to wireless location services. The idea shared
by both is that when the user is in the vicinity of objects, buildings
or people, the information about them is delivered to the user
but if in cellspace it is displayed on a cell phone or
PDA, in AR it is overlaid over user's visual field.
The demise of popularity of VR in mass media and the slow but
steady rise in AR-related research in the last five years is one
example of how augmented space paradigm is taking over virtual
space paradigm [12].
As we saw, if we use these system for work, VR and AR - the virtual
and the augmented - are the opposites of each other: in the first
case the user works on a virtual simulation, in the second she
works on actual things in actual space. Because of this, a typical
VR system presents a user with a virtual space that has nothing
to do with the immediate physical space of the user; in contrast,
a typical AR system adds the information directly related to this
immediate physical space. But we don't necessarily have to think
of immersion into the virtual and augmentation of the physical
as the opposites. One level, the difference whether we can think
of a particular situation as an immersion or as augmentation is
simply a matter of scale, i.e. the relative size of a display.
When you are watch a movie in a movie theatre or on big TV set
or playing a computer game on a game console connected to this
TV, you are hardly aware of your physical surroundings; practically
speaking, you are immersed in virtual reality. But when you watching
the same movie or play the same game on a small display of a cell
phone / PDA which fits in you hand, the experience is different:
your are still largely present in physical space; the display
adds to your overall phenomenological experience but it does not
take over. So it all depends on how we understand the idea of
addition: we may add additional information to our experience
or we may add an altogether different experience.
"Augmented space" may bring associations with one of
the founding ideas of computer culture: Douglas Engelbardt's concept
of a computer augmenting human intellect, articulated fourty years
ago [13].
This association is appropriate, but we need to be aware of the
differences as well. The vision of Engelbardt and the related
visions of Vannevar Bush and J.C.R. Licklider assumed a stationary
user a scientist or engineer working in his office. Revolutionary
for their time, these ideas anticipated the paradigm of desktop
computing. Today, however, we are gradually moving into the next
paradigm where computing and telecommunication are delivered to
a mobile user. And while it is still more efficient to run CAD,
3D modeling, or Web design software while sitting in a comfortable
chair in front of a 22 inch LCD display, many other types of computing
and telecommunication activities do not require being stationary.
Thus augmenting the human also comes to mean augmenting the whole
space in which she lives or through which she passes by.
Augmented Architecture
In the 1990s, computer hardware manufacturers and computer game
industry drove the development of applications that use 3-D interactive
virtual spaces such as computer games. While today's PC are already
too fast for practically all the applications needed for a typical
home or business user, real time rendering of the detailed simulated
worlds still can use faster machines; it also requires special
graphics cards. The industry therefore has a direct interest in
continuously fueling the interest of the consumers in more and
more "realistic" virtual spaces because this is
what justifies the sales of new computer hardware.
Augmented space research has the potential for many commercial,
consumer and military applications, and thus it receives funding
from diverse groups. Ultimately, it is probably of most concern
to the huge telecom industry. So if the computer industry thrives
on sales on new PCs and graphics boards needed to run latest computer
games, the telecom industry is interested in selling new generations
of cell phones and PDA which will provide multimedia, e-commerce,
and wireless location services and of course getting huge
gains from charging the users for these services.
So much for economics. But what about the phenomenological experience
of being in a new augmented space? What about its cultural applications?
What about its poetics and aesthetics? One way to begin thinking
about these questions is to approach the design of augmented space
as an architectural problem. Augmented space provides a challenge
and opportunity for many architects to rethink their practice,
since architecture will have to take into account that layers
of contextual information will overlay the built space.
But is this a completely new challenge for architecture? If we
assume that the overlaying of different spaces is a conceptual
problem not connected to any particular technology, we may start
thinking about which architects and artists have already been
working on this problem. To put this in a different way, overlaying
dynamic and contextual data over physical space is a particular
case of a general aesthetic paradigm: how to combine different
spaces together. Of course electronically augmented space is unique
since information is personalized for every user, since it can
change dynamically over time, since it is delivered through an
interactive multimedia interface, etc. Yet it is crucial to see
it as a conceptual rather than just as a technological issue,
as something that already was often a part of other architectural
and artistic paradigms.
Augmented space research gives us new terms to think about previous
spatial practices. If before we would think of an architect, a
fresco painter, or a display designer working to combine architecture
and images, or architecture and text, or incorporating different
symbolic systems in one spatial construction, we can now say that
all of them were working on the problem of augmented space: how
to overlay layers of data over physical space. Therefore, in order
to imagine what can be done culturally with augmented spaces,
we may begin by combing previous cultural history for useful precedents.
To make my argument more accessible, I have chosen as my examples
two well-known contemporary figures. Janet Cardiff is a Canadian
artist who became famous for her "audio walks." She
creates her pieces by following a trajectory through some space
and narrating an audio track that combines instructions to the
user ("go down the stairs"; "look into the window";
"go through the door on the right") with narrative fragments,
sound effects and other aural "data." To experience
the piece, the user puts on earphones connected to a CD player,
and follows Cardiff's instructions [14].
In my view her "walks" represent the best realization
of augmented space paradigm so far - even though Cardiff do not
use any sophisticated computer, networking and projection technologies.
Cardiff's "walks" show the aesthetic potential of overlaying
a new information space over a physical space. The power of these
"walks" lies in the interactions between the two spaces
- between vision and hearing (what the user is seeing and what
she is hearing), and between present and past (the time of user's
walk versus the audio narration which like any media recording
belongs to some undefined time in the past).
Jewish Museum Berlin by Daniel Liberskind can be thought of as
another example of augmented space research. If Cardiff overlays
a new data space over the existing architecture and/or landscape,
Liberskind uses the existent data space to drive the new architecture
he constructs. The architect put together a map that showed the
addresses of Jews who were living in the neighborhood of the museum
site before World War II. He then connected different points on
the map together and projected the resulting net onto the surfaces
of the building. The intersections of the net projection and the
walls gave rise to multiple irregular windows. Cutting through
the walls and the ceilings at different angles, the windows evoke
many visual references: narrow eyepiece of a tank; windows of
a medieval cathedral; exploded forms of the cubist/abstract/suprematist
paintings of the 1910s-1920s. Just as in the case of Cardiff's
audio walks, here the virtual becomes a powerful force that re-shapes
the physical. In Jewish Museum the past literally cuts into the
present. Rather than something ephemeral, an immaterial layer
over the real space, here data space is materialized, becoming
a sort of monumental sculpture.
White Cube as Cellspace
While we may interpret practice by selected architects and artists
as having particular relevance to thinking of how augmented space
can be used culturally and artistically, there is another way
to link augmented space paradigm with modern culture. Here is
how it works.
One trajectory which can be traced in the twentieth century art
is from a two dimensional object placed on a wall towards the
use of the whole 3D space of a gallery. (All other cultural trajectories
in the twentieth century, this one is not a linear development;
rather, it consists from steps forward and steps back, the rhythm
which follows the general cultural and political outline of the
twentieth century: highest peak of creativity in the 1910s-1920s,
followed by a second, smaller peak in the 1960s). Already in the
1910s Tatlin's reliefs break the two-dimensional picture plane,
exploding a painting into the 3D dimension. In the 1920s, Lissitzky,
Rodchenko and others moved away from an individual painting /
sculpture towards thinking of a whole white cube as one singular
surface yet their exhibitions activate only the walls rather
than the whole space.
In the mid-1950s, assemblage legitimized the idea of an art object
as a three dimensional construction (1961"The Art of Assemblage"
MOMA exhibition). In the 1960s, minimalist sculptors (Carl Andre,
Donald Judd, Robert Morris) and other artists (Eva Hesse, Arte
Powera) finally start dealing with the whole of 3D space of a
white cube. Beginning in the 1970s, installation (Dan Graham,
Bruce Nauman) grows in importance to become in the 1980s the most
common form of artistic practice of our times and the only
thing which all installations share is that they engage with 3D
space. Finally, the white cube becomes a cube rather
than just a collection of surfaces.
What is the next logical step? For modern art, augmented space
can be thought as the next step in the trajectory from a flat
wall to a 3D space. For a few decades now artists have already
dealt with the entire space of a gallery; rather than creating
an object that a viewer would look at, they placed the
viewer inside this object. Now, along with the museums,
the artists have a new challenge: placing a user inside a space
filled with dynamic, contextual data with which the user can interact.
Moving Image in Space: Video Installations as Laboratory for
the Future
Before we rush to conclude that the new technologies do not add
anything substantially new to the old aesthetic paradigm of overlaying
different spaces together, let me note that the new technologically
implemented augmented spaces have one important difference from
Cardiff's walks, Liberskind's Jewish museum, and similar works
in addition to their ability to deliver dynamic and interactive
information. Rather than overlaying a new 3-D virtual dataspace
over the physical space, Cardiff and Liberskind overlay only a
two-dimensional plane, or a 3-D path, at best. Indeed, Cardiff's
walks are new 3-D paths placed over an existing space; rather
than complete spaces. Similarly, in Jewish Museum Berlin Liberskind
projects 2-D map onto the 3-D shapes of his architecture [15].
In contrast, GPS, wireless location services, surveillance technologies,
and other augmented space technologies all define data space
if not in practice than at least in their imagination - as a continuous
field completely extending over and filling in all of physical
space. Every point in space has a GPS coordinate which can be
obtained using GPS receiver. Similarly, in the cellspace paradigm
every point in physical space can be said to contain some information
that can be retrieved using PDA or a similar device. With surveillance,
while in practice video cameras, satellites, Echelon (the set
of monitoring stations which are operated by the U.S. and are
used to monitoring all kinds of electronic communications globally),
and other technologies so far can only reach some regions and
layers of data but not others, the ultimate goal of the modern
surveillance paradigm is to able to observe every point at every
time. To use the terms of Borges's famous story, all these technologies
want to make the map equal to the territory. And if, according
to Michel Foucault's famous argument in Discipline and Punish,
the modern subject internalizes surveillance, thus removing the
need for anybody to be actually present in the center of the Panopticum
to watch him/her, modern institutions of surveillance insist that
s/he should be watched and tracked everywhere all the time.
It is important, however, that in practice data spaces are almost
never continuous: surveillance cameras reach look at some spaces
but not at others, wireless signal is stronger in some areas and
non-existent in others, and so on. As Matt Locke eloquently describes
this,
Mobile networks have to negotiate the archiecture of spaces that
they attempt to inhabit. Although the interfaces have removed
themselves from physical architectures, the radio waves that connect
cell spaces are refracted and reflected by the same obstacles,
creating not a seamless network but a series of ebbs and flows.
The supposedly flat space of the network is in fact flat, puled
into troughts and peaks by the gravity of archiecture and the
users themselves [16].
This contrast between continuity of cellspace in theory and its
discontinuity in practice should not be dismissed; rather, it
itself can be the source of interesting aesthetics strategies.
My third example of already existing augmented space electronic
displays mounted in shops, streets, building's lobbies, train
stations and apartments follows different logic. Rather
than overlaying all of the physical space, here data space occupies
a well-defined part of the physical space. This is the tradition
of the Alberti's window, and, consequently, post-Renaissance painting,
cinema screen, and TV monitor. However, if until recently the
screen usually acted as a window into a virtual 3-D space, in
the past two decades of the 20th century it turned into a shallow
surface in which 3-D images co-exist with 2-D design and typography.
Live action footage shares space with motion graphics (titles),
scrolling data (for instance, stock prices or weather) and 2-D
design elements. In short, a Renaissance painting became a an
animated Medieval illustrated book.
My starting point for the discussion of the poetics of thus type
of augmented space will be the current practice of video installations
that came to dominate art world in the 1990s. Typically, these
installations use video or data projectors; they turn a whole
wall or even a whole room into a display or a set of displays;
thus rehearsing and investigating (willingly or not) the soon-to-come
future of our apartments and cities when large and thin displays
will become the norm. In the same time, these laboratories of
the future are rooted in the past: the different traditions of
"image within a space" of the twentieth century culture.
White Cube versus Black Box
Among different oppositions that have structured the culture
of the twentieth century that we have inherited has been the opposition
between an art gallery and a movie theatre. One was high culture;
another was low culture. One was a white cube; another was a black
box.
Given the economy of art production one of a kind objects
created by individual artists twentieth century artists
spent lots of energy experimenting with what can be placed inside
the neutral setting of a white cube: breaking away from a flat
and rectangular frame by going into the third dimension; covering
a whole floor; suspending objects from the ceiling; and so on.
In other words, if we are to make an analogy between an art object
and a digital computer, we can say that in modern art both
"physical interface" and "software interface"
of an art object were not fixed but open for experimentation.
In other words, both the physical appearance of an object and
the proposed mode of interaction with an object were open for
experimentation. Artists have also experimented with the identity
of a gallery: from a traditional space of aesthetic contemplation
to a place for play, performance, public discussion, a lecture,
and so on.
In contrast, since cinema was an industrial system of mass production
and mass distribution, the physical interface of a movie theatre
and software interface of a film itself were pretty much fixed.
A 35 mm image of fixed dimensions projected on a screen with the
same frame ratio; dark space where the viewers were positioned
in a set of rows; a fixed time of a movie itself. Not accidentally,
when in the 1960s experimental filmmakers started to systematically
attack the conventions of traditional cinema, these attacks were
aimed at both its physical interface and software interface (along,
of course, with the content). Robert Breer projected his movies
on a board that he would hold above his head as he moved through
a movie theatre towards the projector; Stan VanderBeck contrasted
semi-circular tents for projection of his films; etc.
The gallery was the space of refined high taste while the cinema
served to provide entertainment for the masses, and this difference
was also signified by what was acceptable in two kinds of spaces.
Despite all the experimentation with its "interface,"
gallery space was primary reserved for static images; to see the
moving images the public had to go a moving theatre. Thus until
recently, moving image in a gallery was indeed an exception (Duchamp's
rotoscopes, Acconci's masturbating performance).
Given this history, the 1990s phenomena of omni-present video
installation taking over the gallery spaces goes against the whole
paradigm of modern art and not only because installations
bring moving images into the gallery. Most video installations
adopt the same physical interface: a dark enclosed or semi-enclosed
rectangular space with video projector on one end and the projected
image on the opposite wall. From a space of constant innovation
in relation to physical and software interface of an art object,
a gallery space has turned into what for almost its century was
its ideological enemy a movie theatre, characterized by
the rigidity of its interface.
Many software designers and software artists from Ted Nelson
and Alan Kay to Perry Hoberman and IOD revolt against the
hegemony of mainstream computer interfaces, such as the keyboard
and mouse, GUI, or commercial Web browsers. Similarly, the best
of video, or more generally, moving image installation artists,
go beyond the standard video installation interface - a dark room
with an image on one wall. Examples include Diana Thater, Gary
Hill, Doug Aitken, as well as the very first "video artist"
Nam Juke Paik. The founding moment of what came later to
be called "video art" was Paik's attack on physical
interface of a commercial moving image his first show consisted
of television with magnets attached to them, and TV monitors ripped
open of their enclosures.
The Electronic Vernacular
When we look at what visual artists are doing with a moving image
in a gallery setting in comparison with these other contemporary
fields, we can see that the white gallery box still functions
as a space of contemplation, quite different from the aggressive,
surprising, overwhelming spaces of a boutique, trade show floor,
an airport, or a retail/entertainment area of a major metropolis
[17].
While a number of video artists continue the explorations of 1960s
"expanded cinema" movement by pushing moving image interfaces
in many interesting directions, outside of a gallery space we
can find at least as rich field of experiments. I can single out
three areas. First, contemporary urban architecture - in particular,
many proposals of the last decade to incorporate large projection
screens into architecture which would project the activity inside,
such as Rem Koolhaas 1992 unrealized project for the new ZKM building
in Karlsruhe; a number of projects, also mostly unrealized so
far, by Robert Venturi to create what he calls "architecture
as communication" (buildings covered with electronic displays);
realized archiectural/media installations by Diller + Scofilio
such as Jump Cuts and Facsimile [18];
the highly concentrated use of video screens and information displays
in certain cities such as Seoul and Tokyo or in Time Square in
NYC; and finally, imaginary future architecture as seen in movies
from Blade Runner (1982) to Minority Report (2002)
which uses electronic sreens on the scale not possible today Second
is the use of video displays in trade show design such as in annual
SIGGRAPH and E3 Conventions. The third is the best of retail environments
(I will discuss this in more detail shortly).
The projects and theories of Robert Venturi deserve a special
consideration since for him an electronic display is not an optional
addition but the very center of architecture in information age.
Since the 1960s Venturi continuously argued that architecture
should learn from vernacular and commercial culture (billboards,
Las Vegas, strip malls, architecture of the past). Appropriately,
his books Complexity and Contradiction in Architecture
and Learning from Las Vegas are often referred to as the
founding documents of post-modern aesthetics. Venturi argued that
we should refuse the modernist desire to impose minimalist ornament-free
spaces, and instead embrace complexity, contradiction, heterogeneity
and iconography in our build environments [19].
In the 1990s he articulated the new vision of "Architecture
as communication for information age (rather than as space for
the Industrial Age)." [20]
Venturi wants us to think of "architecture as iconographic
representation emitting electronic imagery from its surfaces day
and night." Pointing out at some of the already mentioned
examples of the aggressive incorporation of electronic displays
in contemporary environments such as Time Square in NYC, and also
arguing that traditional architecture always included ornament,
iconography and visual narratives (for instance, a Medieval cathedral
with its narrative window mosaics, narrative sculpture covering
the façade, and the narrative paintings), Venturi proposed
that architecture should return to its traditional definition
as information surface [21].
Of course, if the messages communicated by traditional architecture
were static and reflected the dominant ideology, today electronic
dynamic interactive displays make possible for these messages
to change continuously and to be the space of contestation and
dialog, thus functioning as the material manifestation of the
often invisible public sphere.
Although this has not been a part of Venturi's core vision, it
is relevant to mention here a growing number of projects where
the large publicly mounted screen is open for programming by the
public who can send images via Internet, or choose information
being displayed via their cell phones. Even more radical is Vectorial
Elevation, Relational Architecture #4 by artist Raffael Lozano-Hemmer
[22].
This project made possible for people from all over the world
to control a mutant electronic architecture (made from search
lights) in a Mexico City's square. To quote from the statement
of the jury of Prix Ars Electronica 2002 which awarded this project
Golden Nica at Ars Electronica 2002 in Interactive Art category:
Vectorial Elevation was a large scale interactive installation
that transformed Mexico City's historic centre using robotic searchlights
controlled over the Internet. Visitors to the project web site
at http://www.alzado.net
could design ephemeral light sculptures over the National Palace,
City Hall, the Cathedral and the Templo Mayor Aztec ruins. The
sculptures, made by 18 xenon searchlights located around the Zócalo
Square, could be seen from a 10-mile radius and were sequentially
rendered as they arrived over the Net.
The website featured a 3D-java interface that allowed participants
to make a vectorial design over the city and see it virtually
from any point of view. When the project server in Mexico received
a submission, it was numbered and entered into a queue. Every
six seconds the searchlights would orient themselves automatically
and three webcams would take pictures to document a participant's
design [23].
Venturi's vision of "architecture as iconographic representation"
is not without its problems. If we focus completely on the idea
of architecture as information surface, we may forget that traditional
architecture communicated messages and narratives not only through
flat narrative surfaces but also through the particular articulation
of space. To use the same example of a medieval cathedral, it
communicated Christian narratives not only through it's the images
covering its surfaces but also through its whole spatial structure.
In the case of modernist architecture, it similarly communicated
its own narratives (the themes of progress, technology, efficiency,
and rationality) through its new spaces constructed from simple
geometric forms and also through its bare, industrial looking
surfaces. (Thus the absence of information from the surface, articulated
in the famous "ornament is crime" slogan by Adolf Loos,
itself became a powerful communication technique of modern architecture).
An important design problem of own time is how to combine the
new functioning of a surface as an electronic display with new
kind of spaces that will symbolize the specificity of our own
time [24].
While Venturi fits electronic displays on his buildings that closely
follow traditional vernacular architecture, this is obviously
not the only possible strategy. A well-known Freshwater Pavilion
by NOX/Lars Spuybroek (1996) follows a much more radical approach.
To emphasize that the interior of the space constantly mutates,
Spuybroek eliminates all strait surface and strait angle; he makes
the shapes defining the space appear to move; and he introduces
computer-controlled lights that change the illumination of an
interior [25].
As described by Ineke Schwartz, "There is no distinction
between horizontal and vertical, between floors, walls and ceilings.
Building and exhibition have fused: mist blows around your ears,
a geyser erupts, water gleams and splatters all around you, projections
fall directly onto the building and its visitors, the air is filled
with waves of electronic sound." [26]
I think that Spuybroek's building is a successful symbol for
information age. Its continuously changing surfaces illustrate
the key effect of a computer revolution: substitution of every
constant by a variable. In other words, the space which symbolizes
information age is not a symmetrical and ornamental space of traditional
architecture, rectangular volumes of modernism, or broken and
blown up volumes of deconstruction rather, it is space whose
shapes are inherently mutable, and whose soft contours act as
a metaphor for the key quality of computer-driven representations
and systems: variability.
Learning from Prada
Venturi wants to put electronic ornament and electronic iconography
on traditional buildings, while Lars Spuybroek, in Freshwater
Pavilion, does create a new kind of space but reduces the changing
information to abstract color fields and sound. In Freshwater
Pavilion information surface functions in a very particular way,
displaying color fields rather than text, images, or numbers.
Where can we find today interesting architectural spaces combined
with electronic displays that show the whole range of information,
from ambient color fields to figurative images and numerical data?
Beginning in the mid 1990s, the avant-garde wing of retail industry
has begun to produce rich and intriguing spaces, many of which
incorporate moving images. Leading architects and designers such
as Droog/NL, Marc Newson, Herzog & de Meuron, Renzo Piano
and Rem Koolhaas created stores for Prada, Mandarina Duck, Hermes,
Comme des Garcons, and other high-end brands; architect Richard
Glucksman colloborated with artist Jenny Holzer to create a stunning
Helmut Lang's parfumerie in New York which incorporates Holzer's
signature use of LCD display. A store featuring dramatic architecture
and design, and mixing a restaurant, fashion, design and art gallery
became a new paradigm for high-end brands. Otto Riewoldt describes
this paradigm using the term "brandscaping" promoting
the brand by creating unique spaces. Riewoldt: "Brandscaping
is the hot issue. The site at which good are promoted and sold
has to reinvent itself by developing unique and unmistakable qualities."
[27]
Rem Koolhaas's Prada store in New York (2002) pushes brandscaping
to a new level. Koolhaus seems to achieve the impossible by creating
a flagship store for the Prada brand and at the same time
an ironic statement about the functioning of brands as new religions
[28].
The imaginative use of electronic displays designed by Reed Kram
of Kramdesign is an important part of this statement. On entering
the store you discover glass cages hanging from the ceiling throughout
the space. Just as a church would present the relics of saints
in special displays, here the glass cages contain the new objects
of worship Prada cloves. The special status of Prada cloves
is further enhanced by placing small flat electronic screens throughout
the store on the horizontal shelves right among the merchandize.
The cloves are equated to the ephemeral images playing on the
screens, and, vice versa, the images acquire certain materiality,
as though they are objects. By positioning screens showing moving
images right next to cloves the designers ironically refer to
what everybody today knows: we buy objects not for themselves
but in order to emulate the certain images and narratives presented
by the advertisements of these objects. Finally, on the basement
level of the store you discover a screen with Prada Atlas. Designed
by Kram, it maybe be mistaken for an interactive multimedia presentation
of OMA (Office for Metropolitan Architecture which is the name
of Koolhaus's studio) research for his Prada's commission. It
looks like the kind of stuff brands normally communicate to their
investors but not to their consumers. In designing the Atlas as
well as the whole media of the store, Kram's goal was to make
"Prada reveal itself, make it completely transparent to the
visitors." [29]
The Atlas lets you list all Prada stores throughout the world
by square footage, look at the analysis of the optimal locations
for stores placement, and study other data sets that underlie
Prada's brandscaping. This "unveiling" of Prada does
not break our emotional attachment with the brand; on the contrary,
it seems to have the opposite result. Koolhaus and Kram masterfully
engage "I know it is an illusion but nevertheless" effect:
we know that Prada is a business which is governed by economic
rationality and yet we still feel that we are not simply in a
store but in a modem church.
It is symbolic that Prada NYC has opened in the same space that
was previously occupied by a branch of Guggenheim museum. The
strategies of brandscaping are directly relevant to museums and
galleries which, like all other physical spaces, now have to compete
against the new information, entertainment and retail space: a
computer or PDA screen connected to the Net. Although museums
in the 1990s have similarly expanded their functionality, often
combining galleries, a store, film series, lectures and concerts,
design-wise they can learn from retail design, which, as Riewold
points out, "has learnt two lessons from the entertainment
industry. First: forget the goods, sell thrilling experience to
the people. And secondly: beat the computer screen at its own
game by staging real objects of desire and by adding some
spice to the space with maybe some audio-visual interactive gadgetry."
[30]
In a high-tech society cultural institutions usually follow the
industry. A new technology is being developed for military, business
or consumer use; after a while cultural institutions notice that
some artists are experimenting with it as well, and start incorporating
it in their programming. Because they have the function of collecting
and preserving the artworks, the art museums today often looks
like historical collections of media technologies of the previous
decades. Thus one may mistake a contemporary art museum for a
museum of obsolete technology. Today, while outside one finds
LCD and PDA, data projectors and DV cameras, inside a museum we
may expect to find slide projectors, 16 mm film equipment, 3/4-inch
video decks.
Can this situation be reversed? Can cultural institutions play
an active, even a leading role, acting as laboratories where alternative
futures are tested? Augmented space which is slowly becoming
a reality is one opportunity for these institutions to take
a more active role.
While many video installations already function as a laboratory
for the developing of new configurations of image within space,
museums and galleries as a whole could use their own unique asset
a physical space to encourage the development of distinct
new spatial forms of art and new spatial forms of a moving image.
In this way they can take a lead in testing out one part of augmented
space future.
Having stepped outside the picture frame into the white cube
walls, floor, and the whole space, artists and curators should
feel at home taking yet another step: treating this space as layers
of data. This does not mean that the physical space becomes irrelevant;
on the contrary, as the practice of Cardiff and Liberskind shows,
it is at the interaction of the physical space and the data that
some of the most amazing art of our time is being created.
Augmented space also represents an important challenge and an
opportunity for contemporary architecture. As the examples discussed
in this essay demonstrate, while many architects and interior
designers have actively embraced electronic media, they typically
think of it in limited way: as a screen, i.e. as something which
is attached to the "real" stuff of architecture: surfaces
defining volumes. Venturi's concept of architecture as "information
surface" is only the most extreme expression of this general
paradigm. While Venturi's logically connects the idea of surface
as electronic screen to the traditional use of ornament in architecture
and to as such features of vernacular architecture as billboards
and window product displays, this historical analogy also limits
our imagination of how architecture can use new media. In this
analogy, an electronic screen becomes simply a moving billboard,
or a moving ornament.
Going beyond surface as electronic screen paradigm, architects
now have the opportunity to think of the material architecture
they are normally preoccupied with, and the new immaterial architecture
of information flows within the physical structure, as one whole.
In short, I suggest that the design of electronically augmented
space can be approached as an architectural problem. In other
words, architects along with artists can take the next logical
step to consider the "invisible" space of electronic
data flows as substance rather than just a void something
that needs a structure, a politics, and a poetics.
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