Royal Academy of Fine Arts, School
of Architecture, Copenhagen, Institute for Planning
Course 3.314 Virtual
Places
9.3.2004 revised 12.4.2004
Back to the start page of the course: http://homepage.mac.com/bogronlund/3_314_overview2004.htm
Bo Gršnlund:
Some introductory remarks on the
information society, technology, virtual places, architecture, the city and the
tasks of architects.
This text covers the topics of
- The third wave
- The meaning of 'virtual'
- The meaning of 'place'
- The question of 'resolution'
- High rates of change
- The bandwidth of feelings - 11 Mbps
- Long term tendencies - get wired
- Architects and 'virtual places'
- Goodby to the future as we know it?
- Links to slide shows
- Links to further reading
________________________________________________________________________
The year 2003 was maybe the year, when architecture
came of age in relation to the digital world. This year 'The Metapolis
Dictionary of Advanced Architecture' in 688 pages was published in English -
about the city, technology and society in the information age - and full of key
words related to issues taken up in this course.
http://architettura.supereva.it/books/2003/200310006/index_en.htm
But let us start further back.....
The third wave
Almost 25 years ago the futurologist Alvin Toffler
wrote a world best seller book called 'The third wave'. Although futurology
(future research) cannot claim scientific validity, I think he was basically
right in his claim, that the outline of human civilization can be looked upon
as three waves. The first was a en elementary biological one focused on
agriculture and slow technological development. The second began around 18th
century and focused on mechanical industrialisation. The third, which has
knowledge and information not only as a means of production but as its major
content, began around 1950 and started to gain momentum around 1980 with the
introduction of microcomputers. I myself, now at age 61, was born into the
final years of the second wave, but have for long tried to be a part of the
third. All - or most of you - students of architecture today, were born
directly into the early third wave of human history.
The second wave was a new wealth creation system based
on money and industrialisation. It led to a split of economics into production
and consumption, a change in power, organisation and politics, an attempted
homogeneity of products, people, time and space as well as modernisation in the
form of urbanisation. It also led to new and split personalities.
According to Toffler, the third wave is a new wealth
creation system based on knowledge. It will lead to a growing unification of
production and consumption, another major change of power, organisation and
politics as well as diversification and differentiation of people, products,
time, and space. Toffler thinks it also will lead to de-urbanisation, though
some others talk about re-urbanising as another possibility. The third wave
will also lead to new and multiple personalities.
( See eg.: http://hjem.get2net.dk/gronlund/Lefebvreindlaeg_21_3_97v2.html
- anchor1057658
and http://hjem.get2net.dk/gronlund/Nordplan_95_12stor.html
- these were my interpretations in the 1990's - they are still reasonable but
the informational city now increasingly integrates bits and atoms - you are
increasingly 'on' in both 'worlds' at once through mobile phones, PDAs,
laptops, WIFI hotspots, etc.)
This is the general framework into which this course
on 'Virtual Places' is set, though the concept 'Virtual Places' can cover many
things and many contradictions. Each of the terms 'virtual' and 'places' can be
interpreted in several ways and the terms also undergo change through time.
The meaning of 'virtual'
Virtual
can basically mean two things: 1) Existing
or resulting in essence or effect though not in actual fact, form, or name. 2)
Existing in the mind, especially as a product of the imagination.
'Virtual' is
often opposed to 'real', but in a slippery way as is indicated both in the term
'virtual reality' (a simulation as close to reality as possible through the experiences
of as many of the human senses as possible) and the term 'real virtuality',
which is Manual Castells' way of turning the whole question on its head in his
famous trilogy on the Network Society in the mid 1990's. Information
technologies contain a further possibility though, the one of construction of
'new realities' and not only of more advanced simulations - you can also say
the possibility of the creation of new virtual worlds in their own rights.
Enter the field of the arts......as well as new kinds of play and new kinds of
games.
'Virtual' in a
way often does not stay 'virtual' though. As new 'virtual' constructs become
commonplace and 'normal' and part of established habitual frameworks, we tend
to stop think of them as 'virtual' any more. Telephones made virtual meeting of
voices possible. When it was introduced it was a strange technology that made
it possible at a distance to speak to someone you could not see. It also
included a weakening of the control of who speaks to who and when. Today we
take this for granted and don't think of a telephone call as a virtual meeting
- unless we set up a telephone conference with participants in more than two
locations.
In general, the
'virtual' often include ways of overcoming of distances in time and space. To
say this is also to say that richness in information, complexity and speed have
to be taken into account, as well as permanence and recoverability.
Virtuality is not
a new phenomenon of the information age, or the third wave. Virtuality has been
with us since man started to paint animals on the walls of caves some 20.00
years ago. It increased with the development of religious buildings and the
invention of writing, money and the theatre. Much later we got perspective
drawings, panoramas, photography, gramophones, movies, radio, TV, etc. as well
as modern art that broke away from depicting 'reality'.
What is new with
virtuality in our times is the speed and reach of digital information, its
accessibility and low cost, its large bandwidth (the amount of data that can be
transferred in one unit of time), its multisensory possibilities (for now
mostly called multimedia, but developing into immersive technologies), and the
convergence of technologies into generalised packet-based bit-streams.
What is new is
also an immense increase in the not so agreeable aspects of virtuality, such as
information 'noise', exponential growth of data, increasing difficulty to find
efficient ways through the information jungle. New is also the easy destruction
of data, and data that get lost because it is not archived for the future or
archived in media formats that quickly deteriorates and/or quickly become
technically obsolete and inaccessible.
Let's now we
leave the concept of 'virtual' for a moment, and think about 'place'.....
The meaning of
'place'
Sometimes the
words place and space are used almost as synonyms, but there is a growing
tendency in academia, especially in phenomenology, to consider place and space
as opposites. Space then denotes locations, planes and volumes as abstractions,
coordinates, areas, voids and metric distance.
A place on the
other hand, as a phenomenon, is unique in character and a concrete locality
that includes human actions through time and possibilities of meeting and
encounter. A place also has meanings and memories - normally both collective
and individual. Its physical expression is often possible to visualise, and
recognise, although its 'image' only tells part of the story. It normally also
have a name. A further characteristic of a place is that it has other
neighbouring, but different places around them. Places can be strong or weak,
both objectively and/or subjectively. Traditionally 'strong' places often have
special features of the natural landscape as a starting point, but they can
also be completely manmade, especially at the smaller scale. On this
background, a 'virtual' place has a lot to live up to, if it is going to be a
'strong' place.
Some books on 'places': http://homepage.mac.com/bogronlund/books_places.jpg
The question
of 'resolution'
Places preferably
also involve as many senses as possible and the possibilities of using the senses
at their full 'resolution'. New technologies of 'virtuality' with advantages of
overcoming distances in space and time often do so at the 'price' of reducing
resolution. Written language is less expressive than 'real' speak. The first
movies were flickering, grainy, black-and-white and without sound. Digital
electronic media in the beginning was very low resolution too, extremely low.
But that is changing quickly and with great potential, as this media not only
reaches towards the speed of light, but also contains the possibilities of
individuation and immediate change. More and more of the information for the
human senses is possible to store and transfer in a digital format - today
sight and sound and to some extent bodily movement. Experiments are being done
with smell and skin sensations as well.
I bought my first
computer 20 years ago, about the time when many of you were born. My first
computer was very reductive, but it could do things that I had not been able to
do before, e.g. to write text that could be edited later without rewriting
everything. My first computer had the brand name 'NewBrain'. Let's see what has
happened since then and compare it to my new Mac G4 state of the art laptop
bought in December 2002 at about half the price of my first computer. By the
way, the PowerBook G4 is my 7th computer, as you have to upgrade every three
years or so to stay in touch with the new possibilities.
|
|
NewBrain 1983 |
PowerBook G4
2003 |
Increase |
|
Processor |
4 MHz, 8 bit |
1 GHz, 32 bit |
1000 x
(actually more) |
|
RAM memory |
64 KB |
1 GB |
16000 x |
|
Disk |
800 Kb |
60 GB |
80000 x |
|
Screen |
480x640x2 bit |
850x1280x24bit |
85 x |
|
Sound |
no |
2 channel,
20MHz + |
- |
|
modem, local
net, internet |
no, no, no |
54 Kb / 100 Mb
/ yes |
- |
These development
figures in 20 years tend to underestimate the change, as there are more factors
involved that have undergone great development as well (pipelining, cache
memory, etc.).
High rates of
change
High rates of change
has been a general norm in the digital electronic world since the early 1960's.
Digital chips has doubled their performance every 18 months since then and they
will roughly continue to so for decades to come (Moore's law), as there are no
more technical barriers ahead than can be overcome. Telecommunications have
grown even faster, doubling in capacity every 9 months or so. In economic terms
we have got used to growth rates of 2 to 4 percent a year in general in Western
societies. In the digital world we are talking about growth rates of 65 to 130
percent a year - exponential sustained growth of an order that human societies
has never seen before. This difference has to do with the difference between
atoms and bits, as Nicholas Negroponte of MIT MediaLab puts it (Being Digital,
1995), or the difference between materia and energy on the one hand and
information on the other.
These changes are
not only quantitative. They make qualitative changes possible - from changes in
how individuals use the new technologies to the ways societies function. 65 %
of Danes today have internet at home, 80% at work. Lately, ADSL and cable
connections about 10 times faster than modem is starting to become common in
the homes too.
At this point in
time, we are only about a factor of 10 away from the capacity of digitally
transmitting the full bandwidth of our senses and the possibility to do so
individually.
The bandwidth
of feelings - 11 Mbps
The Danish science journalist Tor Nżrretranders has
shown (Stedet som ikke er, 1997), that the maximum 'intake' of information for
all of the humans senses together is about 11 Mbps (11 million bits per
second), of which 10 Mbps, or about 90 percent, has to do with vision.
See: http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Senses
and bandwidth.html
11 Mbps is an
important level to focus on, as higher bandwidths is of no direct use for human
experience because our bodies cannot handle more. You can also say, that 11
Mbps is the same as the bandwidth of feelings.
The possibility
of a further increase with a factor of 10 to reach 11 Mbps individually is in
principle possible in less than five years. In reality it will take a little
longer, mainly because of 'the last mile problem' of extending the fibre optic
connection from the telecommunications 'backbones' to each house. Anyhow, in
many parts of the developed world we will soon be there.
Long term
tendencies - get wired
To get an overview of the long term tendencies in
technological development and related economic, social and cultural issues it
is useful e.g. to follow the US magazine 'Wired'. Through the last 5-6 years
articles have been presented here related to 'The long boom', 'The new
economy', 'The Telecosm', 'Gigatrends' etc. These articles are, I think,
basically right, although they underplay the uncertainties and ups and downs of
economic development.
(See links to these articles at the end of this text)
The five major
technologies of our time are nanotechnology (machines built atom by atom),
alternative energy (of which hydrogen fuels cells are the most promising),
biotechnology (mainly genetic technologies), telecommunications and computers.
Information is central to all of them and maybe especially for the last three.
All five contain enormous potentials for further development. Knowledge and
investments increase at such a rate that development speeds will remain high.
For the question
of 'virtual places' telecommunications development is a major key. Here George
Gilder (Telecosm, 2000) says, that the capacity of the electromagnetic spectrum
for practical purposes is infinite. This is absolutely true for fibre optics, but
even radio transmitted signals can grow in capacity as you move up spectrum and
as you develop more efficient technologies.
On the other
hand, although a lot has been done to improve the human access to the digital
world and vice versa, the questions of efficient, great, and creative
interfaces leaves a lot of room for further improvement. One tendency is
developing the interface into a cave were you are immersed, but there are many
other possibilities.
Further, it is not only 'places' that undergo change.
The human body will to some extent do it as well, creating new possibilities of
experience. This is why we not only talk about Cyberspace (a term introduced by
William Gibson in his novel 'Neuromancer' in 1984) but also about Cyborgs (see
e.g. Donna Haraway's 'Cyborg Manifesto' http://www.stanford.edu/dept/HPS/Haraway/CyborgManifesto.html).
If we leave
futurist implementations for a moment, what 'Virtual Places' do we actually
have today?
We are already
having virtual shops, virtual auctions and virtual casinos, virtual chat rooms
and virtual dating services, as well as interpersonal computer gaming places.
We are starting to get virtual museums, virtual libraries, virtual schools and
universities, virtual town halls, virtual companies, virtual laboratories,
etc., not to talk about sites on the internet in general, domain names, file
sharing services, virtual newspapers and e-zines, internet radio from the other
side of the globe and (slowly) e-books and video on demand.
At the same time
face to face contacts continue to be very important - and seemingly more
important 'the higher' you are placed in the social strata. Highly educated
people and advanced technical specialists also tend to concentrate in rather
few large cities with a high degree of many kinds of choice.
Architects and
'virtual places'
For architects
the concept of 'virtual places' is, I think, a great challenge in many ways.
- We have to
rethink both buildings and cities as intelligence and digitally initiated
change is possible build into them and new interface technologies become
possible. The glass box might e.g. change into a box of computer screens, just
to mention one thing.
- At a smaller
scale, most objects that have to do with industrial design will also get
digital information layers built in.
- Our methods of
working with the design of things, buildings and cities will develop through
digital technologies - not only through detailed 3D modelling, digital lighting
and rendering of surfaces, but also through the development of better
analytical tools, complex form generating algorithms and direct integration
with fabrication processes. The tools of architects have always had
implications for the resulting architecture - they are not just neutral.
- There are many
important design tasks in the virtual worlds themselves, where architects might
contribute, from the visual expressions of 'sites' to the development of new
and better interfaces as well as better navigation tools. A growing number of
architects will design for the digital world of bits rather than for the
material world of atoms.
Most people in
developed countries are already using a lot of time in 'virtual places'. We use
at least 6 hours a day on different kinds of media (some of this media time is
used in a passive way though). The competition for our attention will increase,
and attention is the most scarce resource as we approach the digital bandwidth
of feelings.
Goodby to the future
as we know it?
-
Computers will be 1.000.000 times more powerful in the next 30 years.
- 99
percent of the computing power will not be in computers but in almost
everything else. There will be a digital
information layer in most things - the digital and the physical will fuse.
- We
will get a 1000 times more bandwidth in telecommunications. Most of the data
traffic will be computers talking to computers without human involvement. In
the end we will get wired almost for free.
- As
a result the possibility of individualization will increase.
This development also has a price, as we
have to say good-by to future as we know it: In 40-50 years from now, the
acceleration of change will develop into a singularity (like a black hole of
information, where the future will be completely unpredictable to us) - humans
will not be able to comprehend the changes unless we ourselves fuse with the
computers, says Ray Kurzweil (The age of spiritual machines, 1999). See http://www.wired.com/wired/archive/9.04/kurzweil.html
I will probably not live that long, but you, young
students will, and full blown 'virtual places' will be part of your 'reality',
more than it has been to anyone before.
-------------
Links to slide shows from Bo's lecture March 9,
2004 - with some later added stuff as well:
'Wired' history - highlight from
the more than 10 years of the magazine Wired:
http://homepage.mac.com/bogronlund/Wired_history_show/index.htm (2,9 MB in all)
'The Metapolis Dictionary of Advanced Architecture' -
some selected pages scanned including the key words:
advanced architecture, advertising, architecture,
attractors, avatar, chance, chaos, code, complex systems, complexity,
cyberpunk, cyberspace, cyberspace architecture, cybertect, cyborg
architechture, data, data driven forms, datascape, digital, entropy, fractal,
informational, information structures, m.city (multicity), metapolis, net,
network of cities, networks, pixels, places, (re)urbanism, software, space,
telepolis, telework, virtual (6,9 MB in all):
http://homepage.mac.com/bogronlund/metapolis_dictionary_show/index.htm
Internet geography and coverage (2,3
MB):
http://homepage.mac.com/bogronlund/Internet_show/index.htm
Digital Technologies (2,3 MB):
http://homepage.mac.com/bogronlund/Digital_technologies_show/index.htm
New media (1,4 MB)
http://homepage.mac.com/bogronlund/New_media_show/index.htm
Digital City (2,2 MB):
http://homepage.mac.com/bogronlund/Digital_city_show/index.htm
Digtal architecture / Blob architecture (1,4
MB):
http://homepage.mac.com/bogronlund/Digital_architecture_show/index.htm
Digtal art (1 MB):
http://homepage.mac.com/bogronlund/Digital_art_show/index.htm
Digital Dwelling (1,8 MB):
http://homepage.mac.com/bogronlund/Digital_dwelling_show/index.htm
--------------
Some further reading links:
On what is the 'meaning' of the term 'virtual'
etc.:
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/VirtualPlacesAHDictionary.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Virtual
Places Bookshelf.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Virtual
Places Britannica.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Infotech
dictionaries.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/FilosofileksikonVP.html
On some basic
issues of communication, computing and the internet took
the path trough the following documents (that are too optimistic about the
economic development, but technologically basically correct):
http://hjem.get2net.dk/gronlund/Internet_och_OEP.html
- a text in Swedish - just look at the pictures and diagrams - one table
is translated though :
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Senses
and bandwidth.html
http://www.wired.com/wired/archive/10.01/gilder.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Gilder_Telecosm.html
more on 'Telecosm'
can be found here: http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Gilder_intro.html
http://www.wired.com/wired/archive/9.04/
(on Giga-trends 2001)
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/BG_Technology_4_506.htm
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/LongBoom.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/New_Economy.html
http://www.wired.com/wired/archive/9.04/kurzweil.html
On the geography
of the internet:
http://www.MappingCyberspace.com/gallery/figure1_1.html
http://www.MappingCyberspace.com/gallery/figure4_3.html
http://www.alexa.com/site/ds/top_500?p=Dest_W_t_40_L1
http://www.cybergeography.org/atlas/geographic.html
http://www.telegeography.com/ (see
wall maps)
http://www.zooknic.com/Users/global_2001_08.html
Some other
generally interesting texts that Bo Gršnlund mentioned:
Willam Mitchell,
dean at school of architecture at MIT, Cambridge, Mass.:
The City of Bits
(from the mid 1990's - but still good and basic (whole book - 600 KB!):
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Mitchell_City
of bits.html
Some concept
'pairs' in the City of Bits
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/City
of Bits Dualisms list.html
E-topia
http://www.mat.ucsb.edu/~y.yan/e_topia/about.htm
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/e-topia_quotes.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/e-topia_3_chapters.html
Me++:
At
the moment I am reading William J. Mitchell's new book 'Me++' - the third in
the row starting with 'City of Bits' and 'Etopia' - and I have found an
interesting lecture by him at MIT on this book. If you have Real Player
installed and a broadband connection outside the school you can access it here:
http://mitworld.mit.edu/video/170/ Please select the appropriate download speed both at the MIT page and
in the internal preferences for the Real Player if you want a large and
smoothly moving video image. (I talked to the IT-boss at our school here in
Copenhagen yesterday, and he confirmed that our Firewall prevents you from
looking at Real Player video from inside the school network connections. If any
of you know about software that can capture a Real Player video stream to a
hard disk, we can put it on the server though.)
My
summary of Me++ is here: http://homepage.mac.com/bogronlund/Mitchell_me_plusplus.htm
Manuell Castells,
prof. of sociology, UC Berleley:
http://hjem.get2net.dk/gronlund/3_314_Eng_v3_march2002.htm
- Castells_1968_1
http://hjem.get2net.dk/gronlund/Castells.html
http://www.thechronicle.demon.co.uk/archive/castells.htm
Paul Virilio,
architect of a philosophical and critical kind - quotes from 'The Information
Bomb':
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Virilio_notes.html
Bill Joy, Sun
Microsystems, the most talked about and most scary article in the history of
'Wired'
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Bill_Joy_Qoutes.html
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/Bill_Joy_Whole.html
Some further
links to Wired, Mitchell, Castells, etc:
http://homepage.mac.com/bogronlund/3_314_Upload_05_03/More
_links_Wired_etc.html
-----
Also see Bo's overview 2003 on Internet articles in 'The
Economist' - the one on geography is especially interesting related to cities
and architecture:
http://homepage.mac.com/bogronlund/Economist_digital_short.htm
-----
There was a new
Internet speed record March 7, 2003 : 6,7 GB (= 2 full quality DVD-movies =
four hours of movies in HDTV quality with surround sound) sent from California
to Amsterdam in 58 seconds. This speed of about 1000Mbps is about 100 times
larger than the bandwidth of the human senses (compare Nżrretranders on the
bandwidth of senses, mentioned above):
http://www.cnn.com/2003/TECH/internet/03/07/speed.record/index.html
http://www.geek.com/news/geeknews/2003Mar/gee20030310019018.htm
http://arstechnica.com/archive/news/1046974975.html
---
Latest from Wired:
http://www.wired.com/wired/archive/12.02/machines.html
(on living machines and new facts of life, 2004)
http://www.wired.com/wired/archive/11.06/newworld.html
(new space - Rem Kooolhaas guest editor, 2003 - also see 'Plus' at the right of
the page!)
http://www.wired.com/wired/archive/12.03/play.html
(Christopher Alexander 2004 on Architecture and order of nature - maybee
something to think of in the virtual world as well?)
http://www.wired.com/wired/archive/11.05/unwired/
(WIFI revolution 2003)
http://www.wired.com/wired/archive/10.11/start.html?pg=11
(Six degrees....books 2002)
http://www.wired.com/wired/archive/11.05/view.html?pg=5
(Mass storage 2003)
http://www.wired.com/wired/archive/12.01/wiredhomeindex.html
(Wired dwelling 2004)
------
More readings on 'virtual places', etc. - a photo of
some of Bo's books
http://homepage.mac.com/bogronlund/Books_VP.jpg
-----
Course
3.314 March
/ April 2004
Royal Academy of Fine Arts, School
of Architecture, Copenhagen
Back to main page of the course: http://homepage.mac.com/bogronlund/3_314_overview2004.htm