BATTLE McCARTHY
MULTI-SOURCE SYNTHESIS
Landscape Sustained by Nature
He leapt the garden wall and saw that all
nature was a garden.
Horace Walpole, writing about William Kent,
the 18th-century landscape architect.
In the archetypal suburb, wide empty streets
are lined by parked cars separated by barren
and sterile strips of grass. It is a space largely
untouched by human activity; except on
Sunday mornings, the time for washing of cars
and mowing of lawns. The weekly routine
probably serves a social purpose - allowing
residents to exhibit themselves and their cars
briefly to each other - but is this enough to
justify the ecological sterility of those ubiquitous lawns?
asl year the British public spent over
£25 0 mil lion on lawn mowers and other
grass-re lated mate rials and machines to
maintain their private gardens. Taking into
account the additional cost of petrol and
electricity to run the equipment, together with
the considerable industrial, commercial and
retail support required, it would appear that the
UK is supporting a huge market based purely
on keeping grass at an acceptable height and
colour. If we also consider the 100,000 acres of
local authority parkland and the thousands of
miles of road verges throughout the country,
we get a picture of a massive human folly.
The fuel alone required for the various grass
maintenance machines in the UK could probably power a third world city whilst the many
hectares of neat and tidy grass represent
ecological sterility, destabilising ecosystems
and actiyely contributing to the destruction of
biodiversity through the application of
pesticides.
This is not a new story and neither is it the
most extreme example of how we mismanage
our landscape in environmental terms. However, it highlights one of the fundamental
problems facing broad acceptance of an
ecologically sustainable way of life for all, and
that is public taste. In Britain especially we are
weighed down by the culture of tidiness and by
the negative associations of weeds and rampant nature. Is it conceivable that public taste
will stifle sustainability in the same way that it
has marginalised architecture?
L
People have always been fascinated by the
difference between wild landscapes and their
man-made/constructed counterparts. Some of
the most successful man-made landscapes,
like those of Capability Brown, were designed
as a human interpretation of a natural form
whilst the landscapes of power (Versailles, the
White House lawn) have consistently tried to
subjugate and control nature. The ancient
Persian view of nature was more sophisticated:
it took in both views, celebrating both the
preciousness of the cultivated garden, and the
emotive beauty of wilderness.
Underlying this confusion over aesthetics is
the lack of understanding of function in landscape. Brown's landscapes were functional in a
simple way; employing sheep and cows to
keep the grass short and keep tree branches
above ground, creating a classic landscape
characterised by rolling grass-covered hills
dotted with broad-leaved trees of the familiar
shape. But we have since forgotten the functional reason for the appearance of this and
many other landscape types, and as we try and
replicate them without their creating function
we have to fall back on the powerful tools of
chemicals , machines and energy.
Until recently only the most obvious humancentred functions have been designed for:
fields for production of grain, parks for walking
the dog, lawns for playing croquet. Each of .
these landscapes performs its limited human
function in the short term, although each is
sterile and destructive in its own way. We know
that if we continue to alter and simplify the
natural order of the planet what's at risk is not
the earth itself (which will simply evolve new
forms of life and ecological processes), but our
own social systems and ultimately our own
species. To avoid this self-destruction we
must adopt more sustainable systems and for
this we need to understand and be able to
mimic nature.
To create sustainable landscapes we need
to develop a methodology for assessing,
planning and designing landscapes that goes
well beyond the counting of wildlife species or
the judgement of scenic value. The critical
currency of the future should be energy rather than, for instance, monetary value - and
environmental judgements should be based on
OPPOSITE: False-colour transmission electron micrograph of a cell
infected by influenza virus; courtesy
of Dr Gopal Murti/Science Photo
Library; FROM ABOVE: Onedimensional human uses of
landscape - flower clock being
planted in a municipal park;
industrial horticulture; landing
strip; OVERLEAF: Assessment of
landscape types for the Groningen
Zuid-Oost site - existing types
(left), proposed landscaped
types (right). Each 'mark' has
been calculated by an ecologist
as an assessment of ecological
value under each category. The
assessment has helped guide
decisions about the relative land
area and placing of each type in
the new framework structure.
Ill
an assessment of energy balance and energy
cycles within a given environment or ecosystem. The ecologist Eugene P Odum worked on
this proposition as long ago as the 1960s, and
it forms the basis of the landscape design
principles now being developed.
Working with project architect Chris Moller
and the urban design team of Groningen in the
Netherlands, Battle McCarthy has been developing an analysis of this nature for a large
industrial area on the south-east edge of the
town, known as Zuid-Oost. Here, we have
assessed a range of existing and proposed
landscape types under three principal headings: production; protection; and enchantment.
climax woodland or extensive wetlands and
marshes. They are the buffers between the
productive landscapes and they could suggest
a natural dominance with a hint of danger.
Enchanting landscape
We normally associate landscapes with their
scenic and visual qualities but rarely with other
subjective associations that include: Mood and
character; Sensory appeal; Cultural association; Intellectual stimulation; Gut responses.
Enchanting landscape components could
provide cultural landmarks within the new
productive and protective landscapes. They
could become the focus of communities within
this ecological landscape matrix.
Productive landscapes
We can measure the capacity of a landscape to
do productive work and we can plan the
landscape to maximise its efficient use and
productivity . Landscape productivity could be
considered under the following headings:
Oxygen production; Carbon dioxide absorption;
Waste treatment; Food production; Timber
production; Wildlife diversity; Movement of
resources; Energy potential; Recreational
resource; Healthy environment; Added quality
of life; Added commercial value; and Employment potential.
Productive landscape components can be
considered as those that most closely represent forest edg-e habitat - a combination of
open and enclosed spaces, a mixture of trees
and ground cover. These areas are suggestive
of a safe landscape, managed and used by
people. They can be planned and designed to
reinforce these qualities.
Protective landscape
Landscape components can also protect
people and buildings. We can measure the
protective value of landscape under the following headings: Shelter and climate moderation;
Absorbtion of pollution; Prevention of flooding;
Security; Conservation of natural and historic
features; Screening of undesirable elements;
Providing a framework for planning and economic initiatives.
Protective landscape components could
reflect the wilder, more natural character of
Landscapes sustained by nature
The work at Groningen is only the first step
towards developing a vibrant ecological
structure plan for the area, and it is only an
early move in the analysis required to support
the design of sustainable landscapes. Designers must search for the optimum 'ecological'
equation that best suits each site, consult the
genius of the place, and develop elegant
solutions predicated on the uniqueness of
place. In some instances the preference may
be for considerable intervention and management, elsewhere there may be a shift towards a
regulated nature and in other places we may
remove our influence completely. Landscapes
of the future will not be judged by their political, scenic or even monetary worth alone but
on their inherent ecological potential and on
the sustainability of the energy flows within
each given site, district, ecosystem or biome.
Ultimately, the challenge is to find a balance
between simplified human ecosystems and
their more complex, natural neighbours, and to
find ways of sustaining our environment and
landscape using the ecological efficiency of
nature. As our understanding of ecology
increases, the constantly changing shape of
our landscapes will provide a litmus test for our
developing design skill.
.........,.
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PEU'(Mt1ge
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with ecologi
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The authors would like to thank Andrew Grant
and Robert Webb for their assistance with the
preparation of this article.
OPPOSITE: The ecological and
landscape strategy for the
development of Groningen,
phased drawings; ABOVE: The
integration of nature and technology; graph showing the relative
ecological value of different
urban land types, from a study
of Leicester .
VII
.... .,-. ..:
,
,
,
,
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,,
NINA POPE'HYBRIDHOUSING'
SITE-SPECIFIC ART FOR ICKWORTH HOUSE
Pauline van Mourik Broekman
Viewing classical garden architecture
or pert1aps oven more so book s on th e
subJect the prevailing sensation is one
of nostalgia Nostalgia not for a more
benign or perfect age. but nostalgia of a
more primal kind. for some form of
original paradise where a harmonious coexistence with nature finds itself embodied in aesthetic balance. well considered
proportion and a rhythmic reconfiguration
of the natural and the artificial
Among the most confounding aspects
of viewing these serene sites is the know ledge that. frequently, what we see today
only marginally resembles their original
state, and. more significantly, that the
experience of nature found in the garden
is, and was always a wholly artificial and
cultured one Over time. garden s can
come to harbour successive - and often
conflicting - historical styles and owners ·
personalities , preserving them securely In
the thickets, rose gardens and slowly
maturing trees They also catalogu e th e
development of human views of nature
and our relationship to the environment.
from the ornate and rigidly structured
garden s of the Italian Renaissance to the
choreographed gardens of late nineteenthcentury England with their deliberate
inclusion of the 'natural' through ·wild '
areas of abundant floral and arboreous
beauty
Nina Pope's site-specific contribution
to 'Alchemy' (an exhibition of sculpture in
the garden of lckworth House in Suffolk)
re-examines this element of choreography
in tt1e structuring of the experience of the
garden lckworth's gardens contain
numerous 'incidents ·: the kind of guided
pleasures that evoke a pastoral pleasure
park of sorts spa rsely laid out to ensure
the delivery of successive. measured
instances of surprise. delight. awe and
fear Pope has also focused on the soc ial
metaphors which remain contained
discreetly and politely. within the schema
of the grand garden
In th e quasi-epic theatre that is viewed
from lckworth House there sits not only a
ma1estIc obelisk but a group of ~mall
tenants· houses It is surprising to learn
tt1at these building s had any function
whatsoever bar an aesthetic one since
they are so clearly intended to be viewed
from afar, or whilst walking past. rather
than from inside; they seem too tiny to
live in. The sweet cottage style and
adornments are unique to each. providing the necessary variation and character : Round House, Ivy Cottage , Gate
House. Mordaboys
Nina Pope has used these houses to
overturn the organisational logic of the
grounds. constructing views from the
cottages back to the mansion rather than
the other way around. Though mainly
employing the Romantic style already
historicised by its use in other gardens
(Surrealistic, Gothic and Romantic). her
comp uter-manipulated photographs of
these views add a psychological dimension to the existing architectural relationsh ip of the buildings By placing these
scenes (as naturally lit transparencies on
stands) along the mansion pathway
towards the view. she has inserte.d forgetme-not signs denoting the reciprocity of
these sites, not only in terms of garden
architecture. but in terms of social history
and the relationships of power to which
the buildings are a testament.
Again inside the garden, in the Victorian
'st umpery' , she ha s prepared a similar
insertion The stumpery is perhaps the
strongest and most telling example of
garden choreography . In a secluded
area. a dense sensory space was constructed to subtly trigger memories and
fears through smell and the careful
organisation of specific types of fol iage;
the stumpery as the garden's moment of
melancholy , its momenta mori . Here the
broken stumps of dead trees lie scattered
about the garden floor. poison ivy strangles
those that remain and the plants conspire
to generate a feeling of unease through
smell. colour and sheer volume. It has
that feeling of excess for which both
beauty and horror can be the catalyst.
provoking slight nausea in utter silence.
Here the insertion of computer-generated
•
~
models of the cottages seems most apt,
the 'hybrid houses', as she has named
them, crawling like miniature snails over
the grass, small but insistent. In fact,
snails or slugs might be the best metaphor
to describe Pope's installation: like moles
they induce a near hysteric response in
any committed gardener: a minute but
efficient system of entropy doggedly
irreverent to the sacred boundaries set
.........._'Ill
.~·
~·-;'•~,:
up by the garden's creator It is their
approach and crossing of the spatial
boundaries that seems of interest; lckworth
House as any other well guarded, but
popular tourist destination may need
more than a moat or ha-ha to keep the
visitors at bay
Pauline van Mourik Broekman is one of
the editors of mute - digitalartcritique
NEILSPILLER
(A /)CON
•
FROM ABOVE.- (A /)Con
XII
I; (A /)Con
II, (A /)Con Ill
(A l)Con I
Alan Turing, visionary genius and founding father of artificial intelligence, saw no
reason why an artificially intelligent
machine could not be created by the year
2000. Now, with the benefit of being
further along the trajectory of Time's
Arrow, it is unlikely that this critical
evolutionary step will be taken during the
remnants of this century; but surely it
must happen in the next Millennium.
Bearing in mind that the computing
power of the little plastic box in your
briefcase doubles every 14 months or so,
it seems likely that this aspiration, if at all
possible, will occur in the next 1,000
years and the flesh luddites will be
consigned to the same fate as their early
industrial namesakes .
Turing developed a simple test to
prove whether a machine possessed Al:
if a human communicated with an unseen
entity enclosed in another room, and it in
return gave convincing human replies to
any question that the human decided to
ask, then it passed the Turing Test if the
entity was not human but a machine.
Logically, it would seem that Turing
valued the ability of such a machine to lie
(but that is by the by). When the Turing
Test is passed and artificial intelligence
has been born, the world will surely stop
and ponder for a minute or so, as Genesis is rewound and starts again. Cyborg
Man will have created the Electric Ape
not in his own image. The second coming
will not be able to spill its blood for us but
will only be able to sacrifice bits and
pieces for us.
(A l)Con 1 is intended to be an instantly recognisable icon. (It will be!)
Once the prophets of Doom and cybersoothsayers adopt it for future postulates
on Al, this icon will manifest, by a simple
algorithm in or on any known information
media, the moment the Turing Test is
passed. It will be thrust on to television
programmes, appear miraculously as
obstacles in virtual reality terrains, be
thrown on to the front pages of newspapers, infest home pages on the Internet,
be the postmark of the day on snail mail
as well as many other applications. Like
any multimedia experience of the future?
Icons can be moulded to individual
preoccupations and concerns, below are
two examples of sound bites that could
be programmed to accompany the Icon's
revelatory manifestation . The first one for
cyber-cardinals, reverend geeks and
skull spark jokers and the second one for
the paranoid Bay Area thrash punk.
THE INTELLIGENT PRAYER
Our machines who art in Cyberspace,
Hallowed be thy intelligences,
Thy domain has come,
Thy will be done on Earth as it is in
Cyberspace,
Forgive us this day our daily wetness,
Lead us not into temptation,
As those who encrypt against us,
Deliver us from reality,
For thine is the spatial Heaven,
The Emergence and the Resurrection.
For immortality eternal.
Our Mens
METAL GODS
Judas Priest.
We've taken too much for granted,
And all the time it has grown,
From tech no-seeds we first planted,
Evolved a mind of its own.
Marching in the streets,
Dragging iron feet,
Laser beam hearts,
Ripping men apart ...
(A l)Con II
As areas of cyberspatial terrain are
inhabited by Als, fleetingly or for longer,
perhaps these areas will be akin to
roadworks on the superhighway . A
warning icon will be required; it again
must be equally recognisable to deter the
casual cyber-jock from entering areas of
unlimited headroom . Why headroom? Als
will occupy higher order multi-dimensional
space that the human, wet mind could
not comprehend or indeed maintain
sanity within. Such spaces would decompose and reconfigure millions, maybe
billions, of times a second. Even augmented human intelligences will have
little chance in such cyber black holes.
This icon wi_ll indeed be the sign of the
'other'. Al is the final gift we have to
share; this gift will have a high price, but
we have no choice but to pay. We shall
never be alone in the universe again, if
indeed we are.
(A l)Con Ill
The notion of programmed atoms and
molecules out of control, at first seems
akin to a laughable 1950s science fiction
film plot. This plot would centre on
southern Texas as its architectonic
structure and inhabitants slowly but
surely decompose, as they are morphed
atom by atom, into malevolent sludge.
This would seem a witty and entertaining
scenario if it were not for the disconcerting possibility that science has now made
such a series of eventualities theoretically
believable. This is the nanotechnological
'grey goo' problem. If atoms can be
manipulated singularly, then the integrity
of their software becomes a crucial
component of their design. If such
software becomes virally infected or bugridden, then there is the potential for this
most potent of technologies to run riot.
The result could be the decomposition of
our material world including the fleshand-bone sacks we call our bodies, thus
creating a world of 'grey goo' . Drexler,
the father of nanotechnology, has posited
a type of nanotechnological police force
that could be used to enforce the gooey
status quo. This is called 'blue goo', an
active shield that would isolate and
destroy maverick self-replicating molecules. This technology has a reproduction rate similar to bacteria, one generation every 20 minutes. This icon would be
projected on and within areas of 'grey
goo' infestation. The 'blue goo' would
then force 'nature' back into its previous
form, or indeed, be programmed to turn
such crises into constructive opportunities reconfiguring 'nature' and 'construction' into new biomechanical hybrids: the
distinction between nature and construction becomes erroneous with such a
technology. Furthermore, it may be
possible that a fail-safe programming
function in all nanotechnological processes might cause this icon to be the byproduct of nano program failures, so that
the mutant atomic configuration becomes
instantly recognisable as the icon itself.
This seems to have the advantage of
bringing such problems into the scale of
anthropocentric perception. The nightmare of a world 'full of horney can openers' as Rudy Rucker has called the 'grey
goo' problem becomes a vision of iconic
outbursts quickly and effectively policed.
Neil Spiller is a partner in Spiller Farmer
Architects, Diploma Course Tutor at the
Bartlett and author of the forthcoming
book Digital Dreams: The Architecture of
Cyberspace, Ellipsis (London) .
XIII
Architecture of Rail
TheWayAhead
Edward Cullin a n
Arc hitects
MarcusBinney
Editedby Kenneth
Powell
Prompted
by a growingrevivalin railwayarchitec- Thisdetailedstudylooksat thearchitectural
ture,thisuniqueappraisalof contemporary
railway practiceof Edward
CullinanArchitects
, characterstationsandterminilooksat over15 newrailway
isedassocially-minded,
responsive
to place,
stationsfromEuropeandHongKong,including
landscape
andhistory,androotedin a respectfor
Waterloo
International,
UK;LyonSatolas,France;
materials
anda fascination
withthemechanics
of
andKowloonStation,HongKong.Usingthelatest
construction.
Since1974, ECAhasalsocompleted
a
techniques
andmaterials,
a newgeneration
of
significantnumberof wellprovenbuildingsfor
architects
andengineers
is creatingsomeof the
selective
clients,suchas OlivettiandTheNational
mostdramaticspacesin Western
architecture
.
Trust,andhasbeeninvitedin thepastfiveyearsto
MarcusBinneyhighlightsa varietyof stations;
carryoutmajorprojectsthroughout
Europe,
Japan
somerecentlycompleted
andothersin theprocess andtheUSA.Thenewecologically-based
approach
of completion,
examining
rojectsby leading
andtheco-operative
natureof thefirm'sstructure
architectsuchas NicholasGrimshaw
andPartners, havearousedmuchinterestanddiscussionin the
Santiago
Calatrava,
PaulAndreuandPeterRice,Ove architecture
world.Kenneth
Powellpresents
a
Arup,TerryFarrell,RafaelMoneo,andMichael
criticalanalysisof over30 schemes
covering
Thematerialis setwithinthe
Wilford& Partners.
domestic,
commercial
andacademic
buildings;in
greathistoriccontextof 19th-century
andearly
additionto informative
textsby ECA.Thisin-depth
20th-century
stations.
studywill beof greatinterestto all newfirms
seekinga workingmodelof a moderndesignteam.
Hardback1 854903969
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XIV
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Min or u Tak eya ma
ARCHITECTURAL MONOGRAPH NO 42
Editedby BotondBognar
Sincethelate1960'sMinoruTakeyama's
workhascontributed
to, andcontinues
to
shapethecourseof Japanese
architecture
withriumerous
award-winning
projectsand
outstanding
achievements.
Heis recognised
asoneof Japan'sleadingarchitects
bothat
homeandabroad.This, thefirst comprehensivebookon thearchitecture
of Minoru
Takeyama,
examines
thedevelopment
and
significance
of hisworkin thecontextof both
contemporary
Japanese
andinternational
architecture.
Thevolumecontainsan
introduction
andcriticalanalysisof
Takeyama's
architecture
by Professor
Boland
Bognar,
andessaysbyTakeyama
andCharles
Jencks.In addition
, it features20 of the
architect's
mostimportantbuildingsand
projects,includingTokyoPortTerminal,
the
Egyptian
Embassy
in Tokyo,andthePepsiColaBottlingPlant,Hokkaido.
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e CULTYCLUB
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"..........
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Dere k Wa lk er
Assoc iates
Bai ll ie Scott
TheArtisticHouse
ARCHITECTURAL MONOGRAPH NO 43
BERNARD MAYBECK
DianeHaigh
Formedin 1960,DerekWalkerAssociates
hasbeen M H BaillieScottwasoneof themostinfluential
of theArtsandCraftsMovement
in
involvedwitha widerangeof projectsestablishing architects
Europe.Althoughepractised
mainlywithintheUK
aninternational
reputation
for highstandard
of
Austria,Germany
and
design.Basedin London,withanofficein Italy,the hewaswellknownthroughout
asa pioneerof open-plan
design.In
practiceis linkedcloselywitheducation
in planning Scandinavia
theUnitedStateshis workwasacknowledged
by
andarchitecture
- carryingouta seminars
and
FrankLloydWright.Hisinnovative
stylewas
lectures
throughout
theUnitedStates,Italy,
fromhisfirst house,built in
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andtheUK.DerekWalkeris chieflyknown instantlyrecognisable
1892,throughto thewell-developed
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for hisworkasChiefArchitect
andPlannerof
for Letchworth
in
MiltonKeynes,
UK,a comprehensive
development houseswhichhe9eveloped
around1914.Thisdetailedstudyrefor 250,000people.Analysing
theworkoverthelast England
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30years,this monograph
coversa rangeof design assesses
stainedglass-windows
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Th e Fac ulty Cl ub
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JamesSteele
Continuing
ourseriesof HistoricalBuildings
Monographs,
this studyfeatures
theFacultyClubat
Berkeley,
designed
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thegreathearthconveyed
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instructive
monographs
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Furtherinformationcanbe obtainedfromAcademyGroupLtd, Tel:01714022141Fax:01717239540,or fromyourlocalsalesoffice:
VCHPublishers,
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xv
news
books
'INTERACTIVE ARCHITECTURE'
Harmonic Runway, Miami International Airport
This environmental installation for the new International · Arrivals Building at th·e Miami International Airport
opened in the summer . The work was commiss ioned by the Metro-Dade County Art in Public Places
programme and was created by artist/composer Christopher Janney with co~sulting designer Geoffrey
Pingree. Making use of 132 sheets of coloured glass, this 180-foot artwork mixes the bright natural light of
Miami with a sound-score based on the natural environments of South Florida .
As travellers enter the area they are bathed in a zone of transparent blue light. They hear distant crickets
and frogs from the Everglades and see through the windows a pattern of blue-green, violet and magenta.
Between the zones of colour are curtains of white light. As they penetrate these curtains, the thin sliver of
light bends and moves over their forms,-triggering the sound of a bamboo flute overhead. They 'hear the
light' as well as feel it gently over their body. Passing through a new zone of colour, the sound of a flock of
loons passing by may be heard, flying on to the now distant Everglades. Penetrating the next curtain of white
light, the traveller again hears the bamboo flute, but it is an harmonic tone above the first. Sounds and lights
change continuously in response to both the t ime of day and activ ity in the space, unfolding an essence, an
abstraction of ocean, sky, and tropical environments.
Initially studying architecture, Janney went on to study environmental art at Massachusetts Institute of
Technology . His interactive work, involving sound, light and computers, has also appeared on the Spanish
Steps in Rome, at the Metropolitan Museum of Art, and is part of the permanent col lection of the Smithsonian .
He is currently a Visiting Professor at Cooper Union in New York and the Rhode Island School of Design,
where he teaches 'Sound as a Visual Medium '. The idea of being able to walk into a painting has always
appealed to him and is the inspiration for the sound environments . The Harmonic Runway offers a momentary
respite between city and sky; or as Janney refers to the project, 'a walk through a rainbow'.
Cyberspace for Beginners
Joanna Buick and Zoran Jevtic
Icon Books Ltd, 176pp, b/w ills, PB £7.99
Cyberspace for Beginners, another of the highly attractive beginner's guides published by Icon, uses a
mixture of text arid illustration in an attempt to explain cyberspace . This is certainly an area which needs
clarifying , for everyone has heard of it but no one seems to be able to define it accurately and succinctly,
fall ing back on stock phrases like the 'information superhighway'. This may be due to its abstract nature,
described as everything you want it to be and more, the sum of all knowledge stored in the world's
computers, or the fact that it is a contemporary phenomenon, still rapidly evolving. However, inevitably,
like many before it, this book fails to provide an adequate definition of what cyberspace is. Instead, the
reader is treated to d irectionless, unresolved and sometimes flippant narratives on communication, worldwide technological development and computers - including a particularly pointless buyer's guide - which
vary in tone from the complex to the banal, and seem completely irrelevant to the relatively few pages that
deal with the subject of the book .
Cyberspace does not actually exist in any real sense and is thus not particularly susceptible to traditional definition, lending itself particularly well to spe.culative, ill informed and ethereal discussions; as
Timothy Leary, LSD guru and network advocate, states: '(Cyberspace is) the only unconquered real estate
of the 21st century, a virtual world at the electronic frontier inhabited by telematic nomads'. The crux of the
problem, is that cyberspace can actually be explained quickly and easily; as an electronic framework for
international communication which offers numerous possibilities for its users. Yet, this is not the cyberspace that people wish to read about; inclined to become excited about its possible applications, using
dramatic soundbites like 'surfing the net ', wh ich blur the boundary between science-fiction and fact, rather
than assessing the actuality of the situation. They are more interested in the potential as they perceive it
than the reality. Whilst th is format works when providing a brief introduction to a certain d~ceased individual's work, which has been assessed and defined with clarity by acknowledged scholars , it seems rather
directionless and vapid when applied to something like cyberspace. Although titles of this nature may
attract more readers, these developments can only adequately be defined when they are no longer evolving.
XVI
Architectural Design
ARCHITECTS
IN CYBERSPACE
M/\RCOS NO VAK , ALGORIT HMI C/ILLY COMPOSED C YBERSPACE CIJ A MBER FROM 'WORLDS IN PROGRESS ':
OPPOSITE: ARAKAW A AND MADELINE GI NS , REVERSIBL E DESTINY C ITY , TOK YO BAY
ACADEMY EDITIONS• LONDON
Contents
. '. . . . .. -•
•
SPILLER FARMER ARCHITECTS, HOT DESK TURBULENCE DRAWINGS
ARCHITECTURAL DESIGN PROFILENo I 18
ARCIDTECTS IN CYBERSPACE
GUEST-EDITEDBY
MARTIN PEARCEAND NEIL SPILLER
Martin Pearce From Urb to Bit 6
William Mitchell Soft Cities 8
Philip Tabor I am a Videocam 14
Karen A Franck When I Enter Virtual Reality, What Body Will I Leave Behind? 20
Celia Larner & Ian Hunter Hyper-aesthetics: The Audience is the Work 24
Sheep T Iconoclast Architecture: The Virtual Imperative 28
Sarah Chaplin Cyberspace: Lingering on the Threshold 32
Sadie Plant No Plans 36
Roy Ascott The Architecture of _Cyberc~ption 38
Marcos Novak Transmitting Architecture 42
Mark Titman Zip, Zap, Zoom 48
Michael McGuire A-Symmetry City 52
Nick Land Cyberspace Anarchitechture as Jungle-War 58
Dunne + Raby Fields and Thresholds 60
xKavya
Modal Space 66
Neil Spiller Hot Desking in Nanotopia 70
John H Frazer The Architectural Relevance of Cyberspace 76
Architectural Experiments
78
John H Frazer, Manit Rastogi, Peter Graham The Interactivator
Bernard Tschumi Cite de l 'Architecture
82
Arakawa + Madeline Gins Reversible Destiny City 86
Stelarc Towards the Post-Human 90
80
f!
MARTINPEARCE
FROM URB TO BIT
yberspace is only a recent concept , yet
as our lust for the new accelerates, today
it seems almost commonplace. Although
first coined in William Gibson's science fiction
work, Neuromancer, over ten years ago, the
architectural possibilities of cyberspace had
been recognised years before then. Now, with
the mass availability of the appropriate technology, further architectural exploration is needed.
A residual term from early systems analysis,
cyber is appropriated by almost any condition
that enlists a mic rop rocesso r at the service of
some otherwise articulated human activity, from
cyber shopping to cyber sex. Simple activities
adopt a mystical and cybernetic quality once
the means of their operation are conducted via
a silicon chip . Embedded in such apparently
basic operational changes exists an essential
paradigm shift, one that forces us to question
our relationship with others, the structures that
constitute our community and indeed the
nature of our existence in the world.
Beyond the surface application of taxonomy,
the contributors to this publication move the
dialogue to a plane where speculation is more
than science fiction whimsy and requires us to
consider how to engage the creative consciousness in forming these potential future
conditions. Fundamental to this is a diverse
range of issues which address future technology, in a way that will both enable and require
us to conceive our world in profoundly different
terms. We may paraphrase our current activities in cyber terms, but as the contributors
suggest, questioning the actuality of the cyber
condition is increasingly important as technology becomes universally accessible.
Central to this debate is our interaction with
technology. The conventional boundary, that of
manually inputting data while watching it
appear on the screen, is already becoming
blurred. In particular, machines are adopting
an increasingly biological means of operation,
as John Frazer examines with the morphing
genetic models of his lnteractivator project.
Mechanical prosthetics and nanotechnology
threaten the reliability of the body and the self
as a distinct being or a complex yet mechanistic entity: profound questions which are raised
by the work of both Stelarc and Neil Spiller.
C
This ontological discourse may seem better
placed in the philosophical forum of debate,
but the resulting matters relate to the implications of the technology changing the nature of
society; an idea firmly embedded in our notion
of community and this, clearly, is an architectural matter . The structures which have stood
from ancient time at the heart of social interaction, the physical 'urbs', the blocks of stone
from which the city was constructed, are being
replaced by the 'bits' of digital data which are
the building blocks of the virtua l commLJnity. As
Dean William Mitchell observes, the next time
you dial for a pizza delivery consider the effect
the seemingly innocuous telephone call may be
having on your local shopping street and
hence, the urban typology.
In common with the adage of the man who
sees his glass as half empty and another who
sees the glass as half full, we may perceive the
future of cyberspace as a kind of digital rollercoaster hurtling into a pessimistic future based
on a technology which few of its passengers
comprehend. As the rate of change accelerates
to a point where we singularly lose our orientation, we enter a desperately unpredictable
world out of our control, in whi ch our wills are
subsumed by the system.
Alternatively, we may view the future to hold
incredib le potential to free us from hierarchical
structures, allow for individual expression and
enable the ultimate definition of our individual
and collective humanity.
Distopian pessimism or utopian optimism
are, of course, condition's with which history is
well familiar. Western Culture faced a similar
dilemma 200 years ago with the advent of the
industrial revolution. The Luddites could not
halt technological change by smashing the
machines, and equally our current condition
seems to have an irrepressible momentum .
The available opportunities need to serve our
collective whole; a prophetic challenge in a
time of technological revolution. While the
contributors raise both the potentials and the
pitfalls that we may encounter, we need to ask
if we will be able to find the tools, not least
ethical and moral, that will navigate us into
the uncertain future and shape it in the way
we desire.
Marcos Novak, Kikwit + Centrifuge
+ ( ... this body . .. ), from the
'trans TerraFirma! TidsvagNollv2. O'
world series
7
WILLIAMMITCHELL
SOFT CITIES
ach window on my computer screen is
an electronic forest avantureuse, a
digital Broceliande . When I choose to
enter this microworld, I have to play strictly by
its rules.
Any piece of software creates a space in
which certain rules rigorously apply, but with
video games, the rules are the whole point.
Without them there would be no game, and
hence no fun. Vide!
Lemmings! Minimunchkin-mannikins tramp
across the pixel patterns, timed to the tinny
beat of the endless electromuzak; cast as an
old softy of a God, I must intervene to save
these tiny numskulls from otherwise-certain
self-destruction .
'Eat fire, bug-eyed scum!' Suddenly I'm lost
in the testosterone-fuelled fascist funhouse of
Strike Squad; I must blow away successively
more fearsome insectoid gladiators or face
gory extinction myself. Kill or be killed.
SimCity! I get to play earnest urban policy
wonk, but don't have to face an angry community when (as wonks are apt to do) I screw up.
Its creator wrote, 'Access to a "toy" city gave
me a guinea pig on which I could try out my
city planning experiments'. 1 Good, clean fun until
you notice the implicit political agenda. Its underlying structure is that of Jay Forester's mechanistic, conservative planning models from the 1950s
and 60s. It presents you with a microworld
magically free from racial divisions, labour unions,
developers, or preservationists - one in which
planners always win by building infrastructure
(even when it carves up communities), lowering
taxes, attracting industry, and creating jobs,.
Realms of Arkania! 'Game features: more
than 70 towns, villages, dungeons and ruins;
twelve character archetypes; seven positive
and seven negative character attributes; over
50 skills; twelve magic realms with over 80
spells; auto-combat option; and parties of up to
six characters may be split and regrouped'.
F-15 Strike Eagle 111! 'Surround yourself in a
revolutionary new three-dimensional graphics
system that provides you with a digitised map
of downtown Baghdad complete with every
bridge, the TV famous Air Ministry building and
the "Baby Milk" factory! Cheat death in three
explosive scenarios including Desert Storm,
Korea and Central America!'
E
8
Metal & Lace: The Battle of the Robo Babes!
'Give your joystick a thrill ... With the intense
heat and action, you'll both end up with less
than full body dress' .
Doom! The geography of this hack-and-slash
masterpiece - the shareware sensation of 1994's
gloomy winter - is three-dimensional, realistic,
and extensive; you have a whole virtual city to
get to know .' The architecture is complex, the
surfaces are textured, and the lighting and sound
effects are eerily convincing. But the really big
hook is that it's a fast-paced, cooperative, network game; physically separated game freaks
can get 'together' in virtual spaces to explore
them 'side-by-side'. You can see the computeranimated 'bodies' of your companions and they
can see yours. You can communicate with each
other as you blast thorny brown hominids with
pla~ma rifles, or chainsaw flaming skulls that
come flying at you out of nowhere. You get to
gloat guiltily as your comrades-in-arms are
mugged by the monsters that they meet and
come to grisly, twitching ends . And in the 'deathmatch scenario', the instructions are to 'Kill
everything that moves, including your buddies'.
Read the ads (bizarre as Borges, quirkier
than Calvino) in Computer Gaming World or
Electronic Gaming Monthly. Imagine yourself a
mips-driven Marco Polo, a cybersurfing Gulliver;
visit a few video game microworlds and engage
in the action. The petty-Faustian bargain that all
software offers will soon become vividly apparent; enter a digitally constructed world, accept
its constitution and its rules, and you buy into
its ideology. Love it or leave it.
Real estate/cyberspace
I was there at the almost-unnoticed Big Bang the silent blast of bits that begat the universe of
these microworlds. UCLA, the fall of 1969, and I
was a very young assistant professor writing
primitive CAD software and trying to imagine
the role that designers might play in the emerging digital future; in a back room just down the
hallways from the monster mainframe on which I
worked, some Bolt Beranek and Newman engineers installed a considerably smaller machine
that booted up to become the very first node of
ARPANET - the computer network that was
destined to evolve into the worldwide lnternet. 2
From this inconspicuous origin point, network
tentacles grew like kudzu to blanket the globe.
Soon, cyberspace was busting out all over, and
the whole loosely organised system became
known as the Internet. During the late 80s and
early 90s more and more networks connected to
the Internet, and by 1993 it included nearly
two million host computers in more than 130
countries. Then, in the first six months of 1994,
more than a million additional machines were
hooked up.
While the Internet community was evolving
into something analogous to a ramshackle
Roman Empire of the entire computer world,
num_erous smaller, independent colonies and
confederations were also developing. Dial-in
bulletin board systems such as the Sausalitobased Well - much like independent city-states appeared in many locations to link home computers. 3 Before very long, though, most of these
erstwhile rivals found it necessary to join forces
with the Internet as well. There would not have
been a great deal to connect if computers had
remained the large and expensive devices that
t~ey were when ARPANET began in 1969.
But as networks developed, so did inexpensive
personal computers and mass-marketed software to run on them. The very first, the Altair,
showed up in 1974, and it was followed in the
early 80s by the first IBM PCs and Apple Macintoshes. Each one that rolled off the assembly line
had its complement of RAM and a disk drive,
and it expanded the potential domain of cyberspace by a few more megabytes of memory.
Somewhere along the line, our conception of
what a computer really was began to change
fundamentally. It turned out that these electronic
boxes were not really big, fast, centralised calculating and data-sorting machines as ENi'AC,
UNIVAC, and their mainframe successors had
led us to believe. No; they were primarily communication devices - not dumb ones like
telephone handsets, that merely encoded and
decoded electronic information, but smart ones
that could organise, interpret, filter, and present
vast amounts of information for us. Their real
role was to construct cyberspace.
Wild West/electronic frontier
It was like the opening of the Western Frontier.
Parallel, breakneck development of the Internet
and of consumer computing devices and
software quickly created an astonishing new
condition; a vast, hitherto-unimagined territory
began to open up for exploration. Early computers had been like isolated mountain valleys
ruled by programmer-kings; the archaic digital
world was a far-flung range in which narrow,
unreliable trails provided only tenuous connections among the multitudinous tiny realms. An
occasional floppy disk or tape would migrate
from one to the other, bringing the makings of
colonies and perhaps a few unnoticed viruses.
But networking fundamentally changed things as clipper ships and railroads changed the preindustrial world - by linking these increasingly
numerous individual fragments of cyberturf into
one huge, expanding system.
By the 1990s, the digital electronics and
telecommunications industries had configured
themselves into an immense machine for the
ongoing production of cyberspace. We are
rapidly approaching a condition in which every
last bit of computer memory in the world is
electronically linked to every other. This vast
grid is the new land beyond the horizon, the
place that beckons the colonists, cowboys,
con-artists, and would-be conquerors of the
21st century. And there are those who would
be King.
It will be there forever. Because its electronic
underpinnings are so modular, geographically
dispersed, and redundant, cyberspace is
essentially indestructible. You can't demolish it
by cutting links with backhoes or sending
commandos to blow up electronic installations,
and you can't everi nuke it. If big chunks of the
network were to be wiped out, messages would
automatically reroute themselves around the
damaged parts. If some memory or processing
power were to be lost it could quickly be repiaced. Since copies of digital data are absolutely exact replicas of the originals, it doesn't
matter if the originals get lost or destroyed. And
since multiple copies of files and programs can
be stored at widely scattered locations, eliminating them all with certainty is as hard as
lopping Hydra heads.
Cyberspace is still tough territory to travel,
though, and we are just beginning to glimpse
what it may hold. 'In its present condition',
Mitch Kapor and John Perry Barlow noted in
1990, 'Cyberspace is a frontier region, populated by the few hardy technologists who can
tolerate the austerity of its savage computer
interfaces, incompatible communications
protocol, proprietary barricades, cultural and
legal ambiguities, and general lack of useful
maps or metaphors'. And they warned: 'Certainly, the old concepts of property, expression,
identity, movement, and context, based as they
are on physical manifestation, do not apply
succinctly in a world where there can be none'. 4
Human laws/coded conditionals
Out there on the electronic frontier, code is the
Law. The rules governing any computer-constructed microworld - of a video game, of your
personal computer desktop, of a word processor
window, of an automated teller machine, or of a
chat room on the network - are precisely and
rigorously defined in the text of the program that
constructs it on your screen. Just as Aristotle,
9
in The Politics, contemplated alternative constitutions for city-states (those proposed by the
theorists Plato, Phaleas, and Hippodamos, and
the actual Lacedaemonian, Cretan, and Carthaginian ones) so denizens of the digital world
should pay the closest of critical attention to
programmed polity. Is it just and humane? Does
it protect our privacy, our property, and our
freedom? Does it constrain us unnecessarily, or
does it allow us to act as we may wish?
At a technical level, it's all a matter of the
software's conditionals - those coded rules that
specify if some condition holds then some action
follows. Consider, for example, the familiar
ritual of withdrawing some cash from an ATM.
The software running the machine has some
gatekeeper conditionals; if you have an account,
and if you enter the correct PIN number (the
one that matches up, in a database somewhere, with the information magnetically
encoded on your ATM card), then you can
enter the virtual bank. (Otherwise you are
stopped at the door. You may have your card
confiscated as well.) Next the program presents
you with a menu of possible actions - just as a
more traditional bank building might present
you with an array of appropriately labelled teller
windows or (on a larger scale) a directory
pointing you to different rooms: if you indicate
that you want to make a withdrawal, then it asks
you to specify the amount; if you want to check
your balance, then it prints out a slip with the
amount; if you want to make a deposit, then yet
another sequence of actions is initiated. Finally,
the program applies a banker's rule; if the
balance of your account is sufficient (determined by checking a database), then it physically dispenses the cash and appropriately
debits the account.
To enter the space constructed by the ATM
system's software you have to submit to a
potentially humiliating public examination worse than being given the once-over by some
snotty and immovable receptionist. You are
either embraced by the system (if you have the
right credentials) or excluded artd marginalised
by it right there in the street. You cannot argue
with the it. You cannot ask it to exercise discretion. You cannot plead with it, cajole it or bribe
it. The field of possible interactions is totally
delimited by the formally stated rules.
So control of code is power. For citizens of
cyberspace, computer code - arcane text in
highly formalised language, typically accessible only to a few privileged high-priests - is the
medium in which intentions are enacted and
designs are realised, and it is becoming a crucial
focus of political contest. Who shall write the
software that increasingly structures our daily
lives? What shall that software allow and proscribe? Who shall be privileged by it and who
10
marginalised? How shall the writers of the rules
be answerable?
Physical transactions/electronic exchanges
Historically, cities have also provided places
for specialised business and legal transactions. 5 In The Politics, Aristotle proposed that a
city should have both a 'free' square in which
'no mechanic or farmer or anyone else like that
may be admitted unless summoned by the
authorities' and a marketplace 'where buying
and selling are done ... in a separate place,
conveniently situated for all goods sent up from
the sea and brought in from the country' .6
Ancient Rome had both its fora civila for civic
assembly and its fora venalia for the sale of
food. These Roman markets were further
specialised by type of produce; the holitorium
was for vegetables, the boarium for cattle, the
suarium for pigs, and the vinarium for wine.
Medieval marketplaces were places both for
barter and exchange and for religious ritual.
Modern cities have main streets, commercial
districts, and shopping malls jammed with
carefully differentiated retail stores in which the
essential transaction takes place at the counter
- the point of sale - where money and goods
are physically exchanged.
But where electronic funds transfer can
substitute for physical transfer of cash, and
where direct delivery from the warehouse can
replace carrying the goods home from the store,
the counter can become a virtual one. Television home shopping networks first exploited
this possibility - combining cable broadcast,
tele-phone, and credit card technologies to
transform the purchase of zirconium rings and
exercise machines into public spectacle .7
Electronic 'shops' and 'malls' provided on
computer networks (both Internet and the
commercial dial-up services) quickly took the
idea a step further; here customer and store
clerk do not come face-to-face at the cash
register, but interact on the network via a piece
of software that structures the exchange of
digital tokens - a credit card number to charge,
and a specification of the required goods. (The
exchange might then become so simple and
standardised that the clerk can be replaced
completely by a software surrogate.) As I needed
books for reference in preparing this text, I
simply looked up their titles and ISBN numbers
in an on-line Library of Congress catalogue,
automatically generated and submitted electronic
mail purchase orders, and received what I
requested by courier - dispatched from some
place that I had never visited. The charges, of
course, showed up on my credit card bill.
Immaterial goods such as insurance policies
and commodity futures are most easily traded
electronically. And the idea is readily extended
to small, easily transported, high value speciality items - books, computer equipment, jewellery, and so on - the sorts of things that have
traditionally been sold by mail order . But it
makes less sense for grocery retailing and other
businesses characterised by mass markets, high
bulk, and low margins. Cyberspace cities, like
their physical counterparts, have their particular advantages and disadvantages for traders,
so they are likely to grow up around particular
trade specialisations. Since you cannot literally
lay down your cash, sign a cheque, or produce
a credit card and flash an ID in cyberspace,
payment methods are being reinvented for this
new kind of marketplace. The Internet and
similar networks were not initially designed to
support commercial transactions, and were not
secure enough for this purpose. Fortunately
though, data encryption techniques can be
used to provide authentication of the identities
of trading partners, to allow secure exchange
of sensitive information such as credit card
numbers and bid amounts, and to affix digital
'signatures' and time stamps to legally binding
documents . By the summer of 1994, industry
standards for assuring security of Internet
transactions were under development, and online shopping services were beginning to offer
encryption-protected credit card payment. 8 And
the emergence of genuine digital cash - packages of encrypted data that behaved like real
dollars, and could not be traced like credit card
numbers - seemed increasingly likely.
In traditional cities, transaction of daily
business was accomplished literally by handing
things over; goods and cash crossed store
counters, contracts were physically signed,
and perpetrators of illegal transactions were
sometimes caught in the act. But in virtual cities,
transactions reduce to exchanges of bits.
Street maps/hyperplans
Ever since Ur, doorways and passageways have
joined together the rooms of buildings, webs
and grids of streets have connected buildings
to each other, and roads have linked cities.
These physical connections provided access to
the places wher-e people lived, worked, worshipped, and entertained themselves.
Since the winter of 1994, I have had a
remarkable piece of software called Mosaic on
the modest desktop machine that I am using to
write this paragraph. 9 Mosaic, and the network of
World Wide Web servers to which it provides
access, work together to construct a virtual
rather than physical world of places and connections; the places are called 'pages' and they
appear on my screen, and the connections called hyperlinks - allow me to jump from page
to page by clicking on highlighted text or icons.
A World Wide Web 'home page' invites me to
step, like Alice through the looking glass, into
the vast information flea-market of the Internet.
The astonishing thing is that a WWW page
displayed on my screen may originate from a
server located anywhere in the Internet. In fact,
as I move from page to page, I am logging into
machines scattered around the world. But as I
see it, I jump almost instantaneously from virtual
place to virtual place by following the hyperlinks
that programmers have established - much as I
might trace a path from piazza to piazza in a
great city along the roads and boulevards that a
planner had provided. If I were to draw a
diagram of these connections I would have a
kind of street map of cyberspace. MUD crawling
is another way to go. Software systems known
as MUDs - Multi-User Dungeons - have burned
up countless thousands of Internet log-in hours
since the early 1980s.10 These structure on-line,
interactive, role-playing games, often attracting
vast numbers of participants scattered all over
the net. Their particular hook is the striking way
that they foreground issues of personal identity
and self-representation; as initiates learn at old
MUDder's knees, the very first task is to construct an on-line persona for yourself by choosing a name and writing a description that others
will see as they encounter you. 11 It's like dressing
up for a masked ball, and the irresistible thing is
that you can experiment freely with shifts, slippages, and reversals in social and sexual roles
and even try on entirely fantastic guises. How
does it really feel to be a complete unknown?
Once you have created your MUD character,
you can enter a virtual place populated with
other characters and objects. This place has
exits - hyperlinks connecting it to other such
settings, and these in turn have their own exits;
some MUDs are vast, allowing you to wander
among thousands of settings - all with their own
special characteristics - like Baudelaire strolling
through the buzzing complexity of 19th-century
Paris. You can examine the settings and objects
that you encounter, and you can interact with the
characters that you meet.
But as you quickly discover, the most interesting and provocative thing about a MUD is its
constitution - the programmed-in rules specifying the sorts of interactions that can take place
and shaping the culture that evolves. Many are
based on popular fantasy narratives such as
StarTrek, Frank Herbert's Dune, CS Lewis's
Chronicles of Narnia, the Japanese animated
television series Speed Racer, and even more
doubtful products of the literary imagination;
these are communities held together, as in many
traditional societies, by shared myths. Some
are set up as hack 'n slash combat games in
which bad MUDders will try to 'kill' your character; these, of course, are violent, Darwinian
places in which you have to be aggressive and
11
constantly on your guard. Others, like many of the
TinyMUDs, stress ideals of constructive social
interaction, egalitarianism, and nonviolence MUDderhood and apple pie. Yet others are
organised like high-minded lyceums, with places
for serious discussion of different scientific and
technical topics. The MIT-based Cyberion City
encourages young hackers - MUDders of
invention - to write MUSE code that adds new
settings to the environment and creates new
characters and objects. And some are populated by out-of-control, crazy MUDders who will
try to engage your character in TinySex - the onehanded keyboard equivalent of phone sex.
Early MUDs - much like text-based adventure
video games such as Zork - relied entirely on
typed descriptions of characters, objects,
scenes, and actions. (James Joyce surely
would have been impressed; city as text and
text as city. Every journey constructs a narrative.) But greater bandwidth, faster computers,
and fancier programming can shift them into
pictorial and spatial formats. 12
Enclosure/encryption
In physically constructed cities, the enclosing
surfaces of constituent spaces - walls, floors,
ceilings, and roofs - provide not only shelter,
but also privacy. Breaches in these surfaces gates, doors, and windows - have mechanisms
to control access and maintain privacy; you
can lock your doors or leave them open, lower
the window shades or raise them. Spatial
divisions and access control devices are
deployed to arrange spaces into hierarchies
grading from completely public to utterly
private. Sometimes you have to flip your ID to a
bouncer, take off your shoes, pay admission,
dress to a doorman's taste, slip a bribe, submit
to a search, speak into a microphone and wait
for the buzzer, smile at a receptionist, placate a
watchdog, or act out some other ritual to cross a
threshold into a more private space . Traditions
and laws recognise these hierarchies, and
generally take a dim view of illicit boundary
crossing by trespassers, intruders, and
peeping Toms.
Different societies have distinguished between public and private domains (and the
activities appropriate to them) in differing ways,
and cities have reflected these distinctions.
According to Lewis Mumford, domestic privacy
was 'a luxury of the well-to-do' up until the 17th
century in the West. 13 The rich were the people
who could do pretty much what they wanted, as
long as they didn't do it in the street and
frighten the horses. Then, as privacy rights
trickled down to the less advantaged classes,
the modern 'private house' emerged, acquired
increasingly rigorous protections of constitutional law and public policy, and eventually
12
became the cellular unit of suburban tissue. 14
Within the modern Western house itself - in
contrast with some of its ancient and medieval
predecessors - there is a carefully organised
gradation from relatively public verandahs,
entry halls, living rooms and parlours to more
private, enclosed bedrooms and bathrooms
where you can shut and lock the doors and draw
down the shades against the outside world .
It doesn't rain in cyberspace, so shelter is
not an issue, but privacy certainly is. So the
construction technology for virtual cities - just
like that of bricks-and-mortar ones - must
provide for putting up boundaries and erecting
access controls, and it must allow cyberspace
architects and urban designers to organise
virtual places into public-to-private hierarchies.
Fortunately, some of the necessary technology
does exist. Most obviously, the rough equivalent of a locked gate or door, in cyberspace
construction, is an authentication system. 15 This
controls access to virtual places (such as your
electronic mail inbox) by asking for identification
and a password from those who request entry. If
you give the correct password, you're in. 16 The
trouble, of course, is that passwords - like keys
- can be stolen and copied. And they can sometimes be guessed, systematically enumerated
ti 11 ooe that works is found, or somehow extorted
from the system manager who knows them all.
So password-protection - as with putting a lock
on a door - discourages illicit entry, but does
not block the most determined break-in artists.
Just as you can put the valuables that you
really want to protect in a sturdy vault or crypt,
though, you can build the strongest of enclosures
around digital information by encrypting it scrambling it in a complex way so that it can
only be decoded by somebody with the correct
secret numerical key. The trick is not only to
have a code that is difficult to crack, but also to
manage keys so that they do not fall into the
wrong hands, and the cleverest known way to
do this is to use a technique called RSA publickey encryption. In this system, which derives its
power from the fundamental properties of large
prime numbers, each user has both a secret
'private' key and a 'public' key that can be
distributed freely. If you want to send a secure
message, you first obtain the intended recipient's
public key, and use that to encode the information. Then the recipient decodes it using the
private key.
Under pressure from cops and cold warriors,
who anticipate being thwarted by impregnable
fortresses in cyberspace, the US Federal
Government has doggedly tried to restrict the
availability of strong encryption software . But in
June 1991, hacker folk-hero Philip Zimmerman
released his soon-to-be-famous, RSA-based
Pretty Good Privacy (PGP) encryption program.
-,
By May 1994, commercial versions had been
licensed to over four million users, and MIT had
released a free, non-commercial version that
anybody could legally download from the lnternet.17From that moment, you could securely
fence off your private turf in cyberspace.
Meanwhile, the Clinton Administration pushed
its plans for the Clipper Chip - a device that
would accomplish much the same thing as
RSA, but would provide a built-in 'trapdoor' for
law-enforcement wiretapping and file decoding .18The effect is a lot like that of leaving a
spare set of your front door keys in a safe at
FBI headquarters. Opinion about this divided
along predictable lines. A spokesman for the
Electronic Frontier Foundation protested, 'The
idea that the Government holds the keys to all
our locks, before anyone has even been
accused of committing a crime, doesn't parse
with the public'. 19But an FBI agent, interviewed
in the New York Times, disagreed: 'OK, someone kidnaps one of your kids and they are
holding this kid in this fortress up in the Bronx.
Now, we have probable cause that your child is
inside this fortress. We have a search warrant.
But for some reason, we cannot get in there.
They made it out of some new metal, or something, right? Nothing'II cut it, right? ... That's
what the basis of this issue really is - we've got
a situation now where a technology has become
so sophisticated that the whole notion of a legal
process is at stake here ... If we don't want that,
then we have to look at Clipper'. 20
So the technological means to create private
places in cyberspace are available, but the
right to create these places remains a fiercely
contested issue. Can you always keep your bits
to yourself? Is your home page your castle? 21
Notes
Will Wright, 'Foreword' to Johnny L Wilson, The SimCity
Planning Commission Handbook, Osborne McGraw-Hill,
Berkeley, 1990, pxv .
2 ARPANET was funded by ARPA-the Advanced Research
Projects Agency of the US Federal Government- and it was
intended for use by the military and by computer science
researchers . For the early history see Jeffrey A Hart, Robert R
Reed, and Francois Bar. 'The Building of the Internet',
Telecommunications Policy, Nov 1992, pp666-689 .
3 For a history of the Well see Cliff Figallo, 'The Well : Small
Town on the Internet Highway System', Sept 1993, available
from the author at fig@well.sf.ca.us.
4 Mitchell Kapor and John Perry Barlow, 'Across the Electronic
Frontier', Electronic Frontier Foundation, Washington DC,
July 1990.
5 For historical surveys of these places see J B Jackson,
'Forum Follows Function', in N Glazer and M Lilla (eds) The
Public Face of Architecture, Free Press, New York, 1987, and
M Webb, A Historical Evolution: The City Square, Whitney
Library of Design, New York, 1990.
6 Aristotle, The Politics, VII, xii ,
7 Gary Gumpert and Susan J Drucker, 'From the Agora To the
Electronic Shopping Mall'. Critical Studies in Mass Communication 9(1992), pp186-200 .
8 Peter H Lewis, 'Attention Shoppers: Internet Is Open', The
New York Times, August 12, 1994, 01-02 .
9 On the development, introduction, and remarkable initial
success of NCSA Mosaic see John Markoff, 'A Free and
Simple Computer Link', The New York Times, Dec 8, 1993,
01, 05 . The original work on the WWW was done by Tim
Berners-Lee at CERN in Geneva in the late 80s. Mosaic was
developed at the National Centre for Supercomputer Applications at the University of Illinois, Urbana-Champaign . By
early 1994, more than 50.000 copies of Mosaic were being
down-loaded monthly from NCSA's public server .
10 The first MUD, written by Roy Trubshaw and Richard Bartle,
was based on the fantasy board game Dungeons and
Dragons . There are numerous arcane variants on the generic
Multi-User Something idea- TinyMUDs, MUSEs, MUSHs,
M.UCKs, MOOs, and so on . On the experience of MUDcrawling, see David Bennahum, 'Fly Me to the MOO', Lingua
Franca, vol 4, no4 (May/June 1994), pp1 and 22-37.
12 This is, of course, closely related to the old literary issue of
establishing a voice 'Call me Ishmael' might be the opening
ploy in a MUD interaction . So Wayne Booth's classic The
Rhetoric of Fiction (Second edition. University of Chicago
Press, Chicago, 1983) serves as a pretty good theoretical
introduction to MUDding
12 As programmers will appreciate, MUDs constitute a natural
application for object-oriented programming techniques, and
the developments of the MUD idea and of object-oriented
programming have been intertwined .
13 Lewis Mumford, The City in History, Harcourt Brace and
World, New York, 1961, p384 .
14 One consequence is that you can get sued for invasion of
privacy . Under American tort law, one who intentionally
intrudes upon the seclusion of another is subject to liability if
the intrusion would be highly offensive to a reasonable
person . On the general idea of privacy rights. see Alan F
Westin, Privacy and Freedom, Athenaeum, New York, 1967.
15 Authentication systems were not needed on the earliest
computers, and they are not commonly used on personal
computers today, since access to the machine can be controlled physically . But they are required on machines that
have many potential users . Thus they first came into widespread use with the growing popularity of mainframe-based,
multi-user, timesharing systems in the 1960s, and the idea
carried over to computer networks in which a user logged into
one machine can remotely access other machines .
16 You should not assume, though, that a password-protected
place is necessarily private . In the widely reported case of
Bourke versus the Nissan Motor Corporation in 1993, Nissan
dismissed some employees after peeking into their passwordprotected electronic mail boxes . The employees sued for
invasion of privacy and wro.ngful determination . But the
California courts ruled against the employees' claim that the
passwords created an expectation of privacy ,
17 William M Bulkeley, 'Cypher Probe', The Wall Street Journal,
April, 1994, ppA1, A8
18 Peter H Lewis, 'Of Privacy and Security: The Clipper Chip
Debate', The New York Times, April 24, 1994, pF5 .
19 Jerry Berman, quoted by Steven Levy 'Battle of the Clipper
Chip', The New York Times Magazine, June 12, 1994, pp4451, 60, 70. In June 1994, the US Public Policy Committee of
the Association for Computing Machinery (USACM) released
an expert panel report entitled 'Codes, Keys and Conflict:
Issues in US Crypto Policy', which took a strong stand against
Clipper and urged the Clinton Administration to withdraw it.
20 Jim Kallstrom, quoted by Steven Levy, ibid .
21 For a useful summary of some of the legal issues, with
particular reference to electronic mail privacy and electronic
monitoring of employees. see Michael Traynor. 'Computer EMail Privacy Issues Unresolved:, The National Law Journal,
Jan 31, 1994.
Abridged text from William
Mitchell, City of Bits, MIT Press,
Cambridge, Massachusetts,
1994, chapter 4: 'Soft Cities" .
Printed with permission of MIT
Press, available on the WWW:
http://www-mitpress .mit .edu/
City_of_Bits/index.html.
13
PHILIP
TABOR
I AM A VIDEOCAM
The Glamour of Surveillance
bst ract
Recent technological advances facilitate
·panoplicism'. the dominance of society
by surveillance. But across the political spectrum resistance to this trend is surprisingly
muted. One reason may be the allure, not
always consciously acknowledged, of spying
on others and of being spied upon .
This paper metaphorically identifies the
video camera with a succession of emblems to
illustrate various aspects of this allure. The
videocam is seen as the following :
- eye, the role of technology and vision,
personified in the Cyclopes, in Greek
mythology;
- carwash, the psychic mechanism of the
Panopticon;
- x-ray machine, the modernist obsession
with transparency, and its psychological
and political meanings;
- mirror, the fragmentation and reconstitution
of the reflected self;
- sardine can, surveillance by impersonal
agency, and architectural metonymy;
- moon, the 'lcarian' aerial viewpoint
favoured by architectural modernism;
- keyhole, fascination with other people's
lives;
- gun, the glamour of controlling , and being
controlled, by surveillance;
- shield, the role of surveillance in ancient
and contemporary fiction.
It concludes that the very idea of surveillance
evokes curiosity, desire, aggression, guilt and,
above all, fear - emotions which interact in
daydream dramas of seeing and being seen,
concealment and self-exposure, attack and
defence, seduction and enticement. The intensity
and attraction of these dramas helps to explain
the glamour and malevolence with which the
apparatus of surveillance is invested, and our
acceptance of it.
A
Architecture and the evil eye
Apparently, I study a dead language, architecture.1 I have read its obituaries. One cultural
analyst writes: 'After the age of architecture/
sculpture we are now in the time of cinematographic factitiousness . . . from now on architecture is only a movie'. 2 Another calls architecture the 'sub-electronic visual marker of the
spectacle': too place-bound and inert to
survive the ethereal, ubiquitous lightning/lashes of the telematic storm. 3
What is more, architecture deserved to die. It
committed the eighth deadly sin, technolatry: the
worship of means at the expense of divine or
human ends - ethical myosis . Always complicit
with establishment and capital , its aim was domination. To control internal climate it sought power
over nature; to control behaviour, architecture's
other purpose, it sought power over people .
For power over people, architecture wielded
the technologies of the eye, in particular the
evil S's: the Spectacle and Surveillance .
Regarding the spectacle: from the cathedral
and palace to the housing estate and shopping
mall, architecture has been characterised by
grandiloquent display and forceful geometry .
Archit~cture's symmetries, hierarchies and
taxonomies fabricated the intoxicating dreamworlds of authority, commodity and consumption.
As for contemporary surveillance, architecture was at first blamed for not providing it.
Leg-cocking underdogs in the early 1970s
claimed city territory with threatening day-glo
squirts; their spray-cans seemed almost as
threatening as their guns . An influential book
blamed modern architecture for not providing,
in the words of its title, 'defensible space'. 4 By
this was meant the pre-modern surveillance of
the twitching curtain and the bobby on the beat.
Instead· came the videocam and armed response.
Architects were blamed for that too, at least
partly, because to their misfortune the 1960s
and '70s (first in America, later more famously
in France) 5 saw a building type displace
Orwell's Nineteen Eighty-Four as the dominant
metaphor for Western society seen as a surveillance-driven dystopia. The building type was of
course Jeremy Bentham's Panopticon prison.
(The first 'real-time' transmission of a photographic image, incidentally, was by telegraph,
in 1927. The image, as it happens, was of a
federal penitentiary.) 6
The glamour of surveillance
The word 'surveillance' derives from the Latin
vigil/a meaning wakefulness or sleeplessness.
So in the thousand eyes of surveillance-night
we see reflected the light never switched off in
Rory Hamilton, Jeremy Bentham
On-line
15
the prison cell, the dazzling anti-dungeon of
the Panopticon, the insomniac horror of Poe's
Tell-Tale Heart.
The political right wishes to shield the
private sphere from soc ial intrusion : the left
fears an oligarchy immovably embedded in an
informatic bunker . Both wings have co mpelling
reasons for fearing the 'surveillance society', if
it has not yet arrived , and resisting it if it has.
Yet resistance is low.
The rational reasons for this are clear. For
the right: watched workers, watched consumers, stay in line. For the left, af'ter decades of
fight ing closed social systems (patriarchal family,
privatisation, cocoon ing and so on). it feels
perverse to argue against transparency, electronic or otherwise. Besides, surveillance protects the vulnerable: rape is statistically less
frequent in glass-sided lifts than in opaque ones. 7
But there are less reasoned motives for not
wholeheartedly resisting surveillance. I should
like to suggest in this paper that the algebra of
surveillance structures the reveries of voyeurism, exhibitionism and narcissism . To make
love in a glass-walled lift, for instance - moving
and open to public gaze - typifies, I am told, a
common fantasy. The disembod ie d eye of
surveillance thrills our dreams.
The eye
The video camera is of course that eye. The
single-eyed giants , the Cyc lopes (in Greek
literally 'the round -eyed') were the fi rst technologists . master smiths . They invented the
technologies of force and anti-s urveillance to
help Zeus crush the first rebellion, that of the
Titans . For Zeus they forged the thunderbolt ,
for Poseidon the trident, and for Hades the
helmet of darkness and invisibility. Later they
used their single eyes, like Polyphemus, to
oversee and control sheep. 8
The carwash
The videocam 'is also a carwash. Augustinian
Christianity saw the insomniac gaze of God as
a flood of light in which believers were drowned
- but emerged cleansed and secure, having
submitted themselves to fatherly authority. 9
The unbelieving Bentham used biblical texts
ironically to present his Panopticon as the secular
equivalent of divine surveillance - omniscient.
ubiquitous and invisible. 10 The Inmates, flooded
in light, cannot see the overseers, who are
masked in the dark centre of their universe . It's
a confessional with one-way glass. Fearing
punishment but never knowing when they are
overseen, if at all, the inmates internalise their
, surveillance , repent. and become virtuous.
They are cleansed by light: seen Is clean .
The panoptic mechanism echoes that whereby, it is supposed, each child internalises the
prohibitions of his elders by developing a
super-ego or conscience . Behaviour originally
avoided for fear of an angry parent later in life
arouses a different emotion, shame. 11 Who,
smuggling nothing through customs past those
one-way mirrors, has not felt guilty? Surveillanc e, then, manufactures conscience - which ,
as the word implies, completes selfconsciousness. It fortifies the individual's identity, and his
or her place in the external world.
The x-ray machine
The videocam is an x-ray machine. In 1925
Lazl6 Moholy-Nagy extended the seen-is-clean
equation thus: 'Television ... has been invented ... tomorrow we shall be able to look
into the heart of our fellow-man ... The hygiene
of the optical, the health of the visible is slowly
filtering through' .12
X-rays were discovered a century ago, in
1895. That surveillance arouses the imagination
is evident in the fact that , within a year, advertisements appeared in which a detective
agency offered divorce-related x-ray stakeouts,
and a corset maker offered lead underwear to
thwart x-ray-equipped Peeping Toms. 13
The x-ray 's centenary deserves celebration
be~ause the discovery preceded a rage for
transparency (reciprocal surveilla nce) which ,
especially in architecture, characterises Mod ernism. This is a viv id Instance of how, without
apparent causal link, innovations in technology
and sensibility coincide. Plate glass had come
a little earlier; cellophane, Plexiglas and Nylon
arrived rather later. 14 Do we love our technologies because we invent them, or invent them
because we love them?
Exposure of dirt-traps in buildings to the eye,
and of the body to the sun (and therefore the
eye), in nudism and the relative nudism of post1918 dress, followed medical science. The
drive for self-disclosure responded, too, with
hazy symbolism, to the psycho-analytic concept
of a conce'aled and unsanitary unconscious.
Buckminster Fuller's Dymaxion House of
1927 was the first to simultaneously celebrate
advanced technology, transparency and selfexposure. The model, exhibited at Chicago's
Marshall Field's department store, had glass
walls behind which naked dolls lay on sheetless pneumatic beds. 15
Self-exposure was politically correct. 'We
recognise nothing private', Lenin had said , 'our
morality is entirely subordinate to the interests
of the class struggle of the proletariat'.16 Surveillance defends the revolution; reaction must
have nowhere to hide . The open plan and picture
window, like the sandals and open shirt, were to
do their bit to expose pretension, demolish interpersonal barriers, and maintain social health .
The hygiene of the optical: witness is fitness.
The mirror
The videocam is a mirror. Surveillance images
of ourselves flicker grainily on the underground
platform, in the window of Dixon's, in department stores, sometimes on taxi dashboards.
Electronic narcissism : we are indeed all famous
now, but not just for fifteen minutes .
(Vanity can kill. Some of the Communards of
1871, who posed to be photographed on the
barricades, were later identified by their
images and shot. 17 Encouraged, the French
government started using photography for
police purposes soon after .) 18
The infant rejoices at its reflected image,
which releases it from the subjective prison of
its retina, and places it in the social and
symbolic world: I am seen, therefore I am. 19 So
mirrors make me whole . But they also disunite
me: reflections create doubles. I am thereafter
split between a self seen from within and a self
seen from without. I spy on myself.
In 1993 a poll by the US Macworld magazine
found 22 per cent of 'business leaders' admitting to searching their employees' voice mail,
e-mail and computer files. 20 Software applications
with names like 'Peak & Spy' [sic], 'Supervision'
and even 'Surveillance' are available to monitor
continually, for instance, the average number of
copies an employee distributes with each e"
mail: too many indicates a hostile atmosphere or
disaffection, so management is alerted. 2 1
So-called 'dataveillance' compounds our
fragmentation and, with it, ontological doubt.
Each form filled, card swiped, key stroked and
barcode scanned, replicates us in dataspace as multiple shadows or shattered reflections.
Sometimes our electronic shadows, like a
polished CV or a PR image, are sharper, more
seductive than ourselves. More often, what are
chillingly called our 'data-images' caricature
and diminish us, but are seen as more substantial than our selves. 22 Our complaint should
logically be that surveillance sees not too much
of us but too little. Biotechnical surveillance
answers that with DNA analysis, voiceprints,
retinal scans and inquisitive toilets. 23
The sardine can
The videocam is a sardine can. Jacques Lacan
tells of seeing at sea a floating sardine can,
shining in the sun. 24 In what was for him a
philosophical epiphany, he realised that, while
his vision radiated from his eye to encompass
the scene, light radiated from the can to
encompass him. The can 'was looking at me',
he notes, 'at the point at which everything that
looks at me is situated - and I am not speaking
metaphorically'. He was simultaneously observing the can and caught, to use Martin Jay's
happy gloss, 'in an impersonal field of pure
monstrance'. 25
Architects have long known that the window
in the tower, the balcony in a facade, and the
throne on its dais are to part of our mind
occupied even when they are not - and continue to survey us, even when we know there is
no one there. And it is not simply that our
imagination is conjuring up for these things
notional human occupants. By a kind of metonymy the window, balcony and throne,
though inanimate, continue to look at us. The
videocam, too, puts us 'in an impersonal field
of pure monstrance'.
The moon
The videocam is the moon . Daedalus, meaning
literally both 'the bright' and 'the cunningly
wrought', is by his very name associated with
sight and technology. Daedalus made the first
automata. He also engineered the first erotic
encounter between flesh and machine, devising for Pasiphae a wheeled and upholstered
wooden cow in whose rear she could hide to
seduce Poseidon's bull . The product of this
coupling was the Minotaur, half-animal, halfhuman, a fusion of nature and culture. 26
Daedalus constructed the Minotaur's labyrinth and the wings with which he escaped it.
Soaring with him was his son Icarus - whose
name associates him with the moon-goddess,
who looks down coldly from above. 27 The
lcarian scene was replicated as, in bird-like
planes, aviators gazed panoptically down on
their colleagues, myopic and mud-bound in the
labyrinthine trenches of Flanders. When peace
came, architects like Le Corbusier and Hugh
Ferriss sought an urbanism of the lunar, lcarian
view - serene, objective and distanced from
our fellows. 28 With what pleasure we ride lifts to
gaze down on the city and exclaim how inhuman, like ants, seem the pedestrians and cars
in the canyons beneath.
The banks of monitors showing arterial flows
and congestions in the TV traffic flash, the
bird's-eye glide above a desert war, afford us
the same glimpse of god-like, invulnerable
serenity. Above the fray ; the philosophical spy
in the sky.
The keyhole
From spy in the sky to fly on the wall. The
videocam is a keyhole, projecting us into
intimacy with a world from which we are otherwise excluded, a surrogate life more vivid and
immediate than our own. Supposedly nonfictional TV documentaries which extendedly
eavesdrop on a family, firm or public service
proved more gripping than fictional soaps. This
fascination was sometimes attributable to a
dramatic narrative, but more often it was just
the thrill of banal witness: to find we are all the
same under the skin.
Fictional dramas, like NYPO Blue, learnt to
mimic the technical artefacts of espionage :
overlapping inconsequential dialogue, handheld wobble, spectral lens dazzle, close focus ,
artless camera angles. 'We are witnessing the
end of perspective and panoptic space ... and
hence the abolition of the spectacular,' writes a
celebrated commentator, 'the dissolution of TV
into life, the dissolution of life into TV.'29
The gun
The videocam is, God knows, a gun : hand-held
and stealth-black like a pistol, shoulder-mounted
like a bazooka, or turreted. Mike Davis, sketching the 'scanscape' of central Los Angeles,
catches this isomorphism: 'The occasional
appearance of a destitute street nomad ... in
front of the Museum of Contemporary Art sets
off a quiet panic; video cameras turn on their
mounts and security guards adjust their belts'. 30
The residents of major cities fear that urban
space is being increasingly militarised by both
sides of the law. But fear is mixed with perverse
relish for that warlike tension which supposedly
sharpens cities' 'creative edge ' . What the patrol
car 's siren does for New York, the swivelling
lens does for Los Angeles. We feel alert, excited:
our designer glasses develop cross-hair sights.
In Voyeur, an interactive video , the viewer
plays the part of a snooping private eye .31 Any
young boy , peeping through a window at the
half-dressed girl next door, is preparing to
confront the enemy, maybe years from now,
and acquit himself well. So is she, if she knows
or imagines she is surveyed. The surveillance
camera scans time as well as space for trace of
future trouble. Foreseen is forearmed .
We are gun/cameras. Our heads swivel on
our shoulders and from our eyes dart - familiarly
aggressive tropes - piercing and penetrating
looks. Photographers say the camera loves
some people but not others. We need no
cyborgian robo-erotic fantasy to feel flattered
and stimulated when the camera lovingly tracks
us. A famous newspaper photograph shows an
unconscious man lying on the ground, attended
by doctors. He has been pulled from the sea
and may die. Kneeling by his side is his fiancee.
In the photograph she has just noticed the
camera, so she smiles brilliantly at it and
adjusts her swimsuit .32
The shield
The videocam is a shield. The eyes of Medusa
turn to stone those who look directly at them:
her gaze objectifies its target. The Three
Graeae (literally 'the grey ones') are her old
sisters, with just one eye and tooth between
them. Age, that is, holds in fragile monopoly
the instruments of aggression and surveillance .
To augment his strength Perseus forces them
18
to reveal where the technologies of speed and
concealment may be found : Mercury's winged
sandals and Hades' helmet of invisibility. Thus
equipped he counters Medusa's gaze with
indirect surveillance of his own, taking care to
track Medusa only in her image reflected in his
shield. He wins. 33
Detective and spy fiction is based on this
archaic mythology of the chase. Novel readers
or film audiences vicariously re-enact the
rituals of surveillance, imagining themselves at
once both the concealed watcher and the
exposed watched . Anxious that an unaided
body and mind might not suffice to unbalance
the game in their favour, the audience in
fantasy adopts the logic of the arms race and
seeks prosthetic help in technology. Thus the
central role played in fictions by the hardware
of surveillance and counter-surveillance: The
Conversation, Blade Runner, Blue Thunder, The
Silence of the Lambs (remember the nightsight
glasses}, Sneakers, Demolition Man, and so on. 34
Thus, too, the first commandment of street
tech: 'Use technology before it's used on you'. 35
Conclusion
Surveillance , the process by which the few
monitor the many and keep records of them, is
as old as agriculture and taxation. The growth
since the Renaissance of bureaucratic surveillance accompanied the emergence of the
nation-state, welfare state, suffrage, total war,
and total law. Bureaucratic sur veillance,
formerly a near-monopoly of the state, has
been adopted privately - since the industrial
revolution to control production, and since the
advertising revolution to control consumption.
The social benefits of surveillance are many
and everyday. We have accustomed ourselves
to sharing daily life with its apparently innocuous apparatus: forms , questionnaires, mark
sheets, licences, passport photos, countersignatures. Equally clear, though not so immediate , is its potential to inflict irreversible evil probably with benign intent. The recent combining of electronic sensors, computers and
high-band width telecoms has greatly reinforced the ability to monitor and oversee.
It is tempting to argue that social phenomena such as surveillance are driven forward by
a simple coincidence of rational self-interest
and technological innovation. Were this so,
they could be resisted or reversed by forms of
Luddism - by countering systems or by sabotaging hardware. But, as I have tried to show,
systematic surveillance as a social institution
also survives and flourishes on its irrational
allure . The very idea of surveillance evokes
curiosity , desire, aggression, guilt and above
all fear - emotions which interact in daydream
dramas of seeing and being seen , concealment
j)
and self-exposure, attack and defence, seduction and enticement. The intensity and attraction of these dramas helps to explain the
glamour and malevolence with which the
apparatus of surveillance is invested, and our
acceptance of it.
'I am an eye', wrote Flaubert. 'I am a camera', wrote Isherwood. I am a videocam. 36
Notes
1 This paper was given at the 'Technophobia' conference of
the Institute of Contemporary Arts, London, 8 April 1995 .
2 Paul Virilio, TheAesthetics of Disappearance, Autonomedia,
Semiotext(e) (New York), 1991, p65.
3 Critical Art Ensemble, The Electronic Disturbance,
Autonomedia (Brooklyn NY), 1994, p69.
4 Oscar Newman, Defensible Space: People and Design in
the Violent City, Architectural Press (London), 1973.
Newman recommends that, to counter vandalism and
crime, public housing should be designed to encourage
'territoriality' on the part of tenants, and 'natural surveillance' by them over public and semi-public space . He
makes only passing (approving) reference to electronic
surveillance: CCTV cameras linked to home TV sets or
monitored by 'tenant patrols' (pp126-28, 182-85) ,
5 Michel Foucault, Discipline and Punish: The Birth of the
Prison, Penguin (Harmondsworth), 1991 (originally
published 1975) . Foucault influentially adopted the
Panopticon to illustrate symbolically the mechanisms of a
surveillance-driven 'carceral society' . Martin Jay,
Downcast Eyes: The Denigration of Vision in TwentiethCentury French Thought, University of California Press
(Berkeley and Los Angeles), 1994, p381 note 9. Jay notes
that Gertrude Himmelfarb in 1965 and Jacques-Alain
Miller in 1973 had previously drawn similar lessons from
the Panopticon.
6 Judith Barry, 'Mappings: A Chronology of Remote
Sensing', Zone 6: Incorporations, Jonathan Crary and
Sanford Kwinter (eds .) MIT Press (Cambridge), 1992,
p570. The prison was Fort Leavenworth .
7 Joel Garreau, Edge City: Life on the New Frontier,
Doubleday, Anchor (New York), 1991, p470. Garreau
claims this half-humorously as one of the 'Laws' of
commercial development.
8 Robert Graves, The Greek Myths: 1-2, Penguin
(Harmondsworth) 1960, sections 3b, 7e, 170b .
9 Martin Jay, op cit, p37. Also: Richard Sennett, The
Conscience of the Eye: The Design and Social Life of
Cities, Faber & Faber (London), 1991, p10 .
10 Robin Evans, The Fabrication of Virtue: English Prison
Architecture, 1750-1840, Cambridge University Press
(Cambridge), 1982, p206.
11 Sigmund Freud, 'Civilization and its Discontents', chap 7,
Penguin Freud Library, vol 12: Civilization, Society and
Religion, Penguin (Harmondsworth), 1991, pp316-20.
12 Lazio Moholy-Nagy, Painting, Photography, Film, Lund
Humphries (London), 1969 (originally published 1925), p38.
13 Nancy Knight, 'The New Light: X Rays and Medical
Futurism', Joseph J. Corn, Imagining Tomorrow: History,
Technology and the American Future, MIT Press (Cambridge), pp11, 17.
14 Large-sheet glass-making, beginning in the late eighteenth century, was generally affordable until the last two
decades of the nineteenth century . Jeffrey L Meikle,
'Plastic, Material of a Thousand Uses' in Corn, op cit, p85,
notes that Duponfs cellophane was introduced onto the
consumer market in 1927, and their Nylon in 1939 .
15 Brian Horrigan, 'The Home of Tomorrow, 1927-1945', in
Corn, op cit, pp141-42 .
16 Quoted in David Lyon, The Electronic Eye: The Rise of the
Surveillance Society, Polity (Cambridge), 1994, pp185-86
17 Roland Barthes, Camera Lucida: Reflections on Photography, Vintage (London), 1993, p11 .
18 Martin Jay, op cit, p143.
19 Ibid, p288 . Jay quotes Francois George, Deux eludes sur
Sartre, Bourgeois (Paris), 1976, p321: 'L'autre me voit,
done je suis'.
20 John Whalen, 'You're Not Paranoid: They Really Are
Watching You', Wired 3 .03 (US ed ., March 1995), p80.
Whalen cites Dynamics Corp's 'executive monitoring
systems': 'Peak & Spy'.
21 Barbara Garson, The Electronic Sweatshop: How
Computers are Transforming the Office of the Future into
the Factory of the Past, Penguin (Harmondsworth), 1989,
p210 She cites, among monitoring systems, Lanier's
'Supervision IV' and Tower Systems lnternational's
'Surveillance' p222 ,
22 Lyon, op cit, pp192-94, elaborates on the electronic threat
to personhood . So do I in 'Striking Home: The Electronic
Assault on Identity' (paper given at the 'Doors of Perception 2:@ Home' conference of the Netherlands Design
Institute and Mediamatic magazine, Amsterdam, 4 Nov .
1994, published on world wide web at: http://mmwww .
xs4all .nl/Doors/Doors2/Tabor/Tabor-Doors2-E.html).
23 William J Mitchell, City of Bits: Space, Place and the
lnfobahn, MIT Press (Cambridge), .1995 (forthcoming)
mentions the inquisitive toilets.
24 Jacques Lacan, The Four Fundamental Concepts of
Psycho-Analysis, Penguin (Harmondsworth), 1977, p95 .
25 Martin Jay, op cit, p365 .
26 Robert Graves, op cit, section 88e.
27 Robert Graves, op cit, section 92e . The index gives one
meaning of the equivalent name, lcarius, as 'dedicated to
the Moon-goddess Car' .
28 Le Corbusier and Pierre Jeanneret, Oeuvre Complete de
1910-1929, Editions d'Architecture Erlenbach (Zurich),
1946, pp 109, shows particularly aeronautic views of Le
Corbusier's 'Voisin' plan for Paris. Hugh Ferriss, The
Metropolis of Tomorrow, Princeton University Press
(Princeton), 1986 (originally published 1929) has similar
views of a future New York.
29 Jean Baudrillard, Simulations, Semiotext(e) (New York)
1983, pp54-55 .
30 Mike Davis, City of Quartz: Excavating the Future in Los
Angeles, Vintage (New York), 1992, p231 .
31 Voyeur, Philips, 1993, interactive video .
32 Harold Evans, Pictures on a Page: Photo-Journalism,
Graphics and Picture Ediling, Heinemann (London), 1978,
back cover, reproduces the shot, credited to the Weegee
International Center for Photography, and story .
33 Robert Graves, op cit, sections 73g-h
34 Films: Francis Ford Coppola (dir) The Conversation,
Paramount, 1974; Ridley Scott (dir) Blade Runner(Warner,
Ladd, 1982); John Badham (dir) Blue Thunder, Rastar/
Columbia, 1983; Jonathan Demme (dir) The Silence of the
Lambs, Strong Heart/Orion, 1991; Phil Alden Robinson
(dir) Sneakers, Universal, 1992; Marco Brambilla (dir)
Demolition Man, Silver Pictures, 1993.
35 Cited in Andrew Ross, 'The New Smartness', Culture on
the Brink: Ideologies of Technology, Gretchen Bender and
Timothy Druckrey (eds), Bay Press (Seattle), 1994, p335 .
36 Gustave Flaubert cited in Jay, op cit, p112 note 109.
Christopher Isherwood, Goodbye to Berlin, Minerva
(London), 1989, p9; the book was adapted into, successively, a play, stage musical, and film entitled I Am a
Camera .
19
KARENA FRANCK
WHEN I ENTER VIRTUAL REALITY, WHAT BODY WILL I LEAVE BEHIND?
n Willia m Gibson's novel Neuroman cer,
Case longs for the 'bodiless exultation of
cybers pace '. Aga in a nd agai n write rs of
fiction and nonfiction refer to leaving the body
behind, to being free of it in virtual reality. The
phrases ·meat puppets' and 'flesh cage' fill me
with disgust and indignation, but I am none the
less fascinated with the body and the 'nonbody' in cyberspace .1 I anticipate entering a
virtual world someday soon. Will I leave a body
behind? What body might I wish to leave , or
keep, and why?
Virtual reality is very physical . I won't just
see changing images on a flat screen; I will
have the feeling of occupying those images
with my entire body . I will enter a graphic ,
three-dimensional, computer -constructed world
that does not look real but feel s real, one that
may respond immediately to my movements
and commands.
To enter virtual reality , I place different kinds
of equipment on or around my body. A headmounted display contains video monitors which
will form stereoscopic images before my eyes .
A head tracker will measure my head movements which the computer will counteract to
provide the experience of a stable world.
Gloves allow me to see my hands and to
manipulate items; a body suit could allow my
body to be represented in virtual reality, and
would allow me to move it as a virtual body and
to be seen by others occupying the same
virtual world. Headphones give me threedimensional sound and a microphone allows
me to give voice commands .
My experience of virtual reality depends upon
my physical body 's movement (or the mechanical
movement of the body using a wheelchair or
other apparatus). To see I must move my head.
To act upon and do things in a virtual world I
must bend, reach, walk, grasp , turn around and
manipulate objects. Movements of the physical
body , or commands , can translate to very different virtual movements - to flying, floating and
moving from one place to another instantaneously. So much will be possible and so much of
it physical, often requiring physical dexterity and
practice - like performing surgery or playing
one of the virtual musical instruments Jaron
Lanier has invented .
If the virtual is so physical, what body will I
I
20
leave behind? Not my physical body . Without it ,
I am in no world at all . It is physical bodies that
give us access to any world. 2 I will certainly
need my brain so that I can be stimulated to
see and feel this created world; my eyes and
ear s to do the seeing and hearing ; my arms ,
hands, legs and feet, and other bones, muscles
and tendons to do the moving . The organs of
perception and motility are still key.
My physical body will occupy the virtual and
physical worlds simultaneously ; actions I take
will have consequences, albeit different ones,
in both worlds. As in _the physical world, so in
the virtual: perception will be active, depending
upon actual or anticipated physical movements .
If I wear transparent goggles, the virtual world
will b(?superimposed on the physical one. If the
goggles are opaque , I will be 'immersed' in the
virtuaLworld and unable to see the physical
one, though I may still be concerned about it.
What I will leave behind is a particular kind
of 'being in the world' , experiencing another
kind instead .3 Both kinds are created by the
nature of the world and our relationship to it. In
virtual reality, both change. Experiences of
gravity, density , mass. weight, long distance ,
and the cumbersomeness of matter are absent.
The objects we see or create and the spaces
we occupy in virtual worlds have very different
visual and kinaesthetic qualities from those in
the physical world. Objects/spaces can appear, d isappear, occupy the same location,
and change appearance instantaneously . We
can move very quickly and in all different way s .
There is both a fluidity _and speed of movement
that are more akin to dreams than waking life.
If we are 'free' it is because we feel liberated
from our relationship to the physical world, from
the constraints and limitations that the physical
world and physical matter exert upon us. So the
experience of 'being in the virtual world' can be
exhilarating; one can do so much so quickly and
so effortlessly. 4 Here lies a sense of mastery
and control unrivalled in the physical world,
particularly for those who experience handicaps
in that world. The constraints in virtual worlds are
those that people have created in the software
and, eventually, ones that any user chooses to
create . They are thus made by humans. What a
challenge to architects of virtual reality: not
only are spaces and objects to be designed
but so are all bodily relationships to them and
to other bodies.
I will be the _same physical body but all that I
encounter and my relationships to all that I
encounter, my 'being in the world', will be
dramatically different. To the extent (the great
extent) that my feeling of myself is constituted
by my relationships to all that is not me, I will
feel different, perhaps very different. Jaron
Lanier says: 'you have a vivid experience of
your own subjectivity . You can feel your
subjectivity as an angel floating above the
world .' 5 For some people, or someday, that
may be a feeling of being bodiless .
What I will also leave behind, indeed must
leave behind, is my appearance. Virtual bodies
cannot duplicate the appearance of individuals
the way films, videos or photographs do. Here
is another job for architects of virtual reality - to
design the bodies too. Some of the bodies that
have been created so far do not take a human
form at all - a lobster, for example . Virtual reality
will eventually offer people a great choice of
different appearances, and so different identities .
Identity, as it is physically represented, will no
longer be tied to the physical attributes of age,
gender, race, size or even to the human species.
Attributes of humans or other animate and inanimate objects will be chosen and mixed at will.
Given the frequency with which men in MUDs
(Multiple User Dungeons) adopt female identities,
it is possible than many men will choose virtual
female bodies. Women may wish to adopt
gender-neutral identities, as many already do
to avoid harassment on Internet or other networks. When we occupy virtual worlds, will it be
understood that these are virtual bodies and
possibly virtual ident ities so that 'deception' is
no longer an issue, as it has been on Internet?
After all, all of virtual reality is a deception. If
we feel free of our physically-grounded identi- _
ties, social constraints common to the physical
world may recede as well, as they already have
in textual computer communications. 6
There is a body I personally do not wish to
leave behind. That is the wet one, the one that
needs to eat, sleep, eliminate, the one that is
frail, can become diseased, and will die. It is
that body with its needs, passions and mortality
that some long to abandon. And it is that body
that is ·so devalued in fiction and nonfiction
about cyber-space : ' ... the elite stance involved a certain relaxed contempt for the flesh.
The body was meat. Case fell into the prison of
his own flesh.' 7
As in any very challenging and engrossing
activity one loses track of time and bodily needs.
In computer-related activities - hacking, video
games, programming , perusing the Internet and
now virtual reality - this involvement can be
intense, overwhelming . When Case was 'jacked
in' he forgot the needs of the flesh: 'This was it.
This was what he was, who he was, his being.
He forgot to eat. Molly left cartons of rice and
foam trays of sushi on the corner of the long
table. Sometimes he resented having to leave
the deck to use the chemical toilet ... He'd go
straight to the deck, not bothering to dress,
and jack in . . . He lost track of days.' 8 But the
fleshed body still requires care; so Molly brings
food and at another point Maelcum, a Rastafarian no less, hooks Case to a catheter.
This caring can also include protection . Being
both engrossed and immersed in a virtual world
leaves one vulnerable to circumstances and
persons in the physical world. To experience
the sense of mastery and control in the virtual
world means relinquishing what control one
might have in the physical. So one must be in a
safe phys ical location or watched over, even
protected, by another person (though, of
course, one is still vulnerable to this person
and to others who can manipulate the softwp.re
or the hardware). 9 The sense of control, like all
of virtual reality, is a powerful, physical illusion.
Leaving the flesh behind does not mean
doing away with sex but rather removing its
shared wetness and fleshiness. Eventually in
virtual worlds sex may be simulated by stimulating the appropriate parts of the brain or it
may be experienced by donning a bodysuit to
engage in virtual contact with other virtual
bodies. 10 So one will feel the bodies of others
but without any touching of flesh to flesh,
without any contact with the fluids of another,
without necessarily knowing the physicallybased gender identity of the other (or others),
and without revealing one's own. Totally anonymous sex, no responsibilities, no poss ibility of
physical, bodily harm (although there may be
other kinds), and none of the physical consequences of pregnancy or sexually-transmitted
disease. Already cyberspace is a very popular
place for sexual contact without bodily contact;
virtual reality will likely be popular in the same
way but more physical.
Do I have less desire to leave this body of wet
flesh and blood because I am a woman? Are
others so eager to do so, or to imagine doing
so, because they are men? In all likelihood, yes.
For centuries men have wished to transcend the
body they cannot control and direct, the one
whose desires, emotions, bodily functions and
bodily changes interfere with other more valued
pursuits. Religion, science, and philosophy in
the West have continuously, relentlessly disdained and devalued the fleshed body and its
material needs and preoccupations (and associated it and them with women). To be able to
escape it, at least experientially, and yet still be
alive and alert, to make physical movements
that have significant consequences, to do,
21
learn, and create is truly a dream come true.
And this is the ultimate design project: to
imagine and create objects, spaces, bodies,
movement and all relationships among them
without ever having to consider any of the more
tedious human needs for heat, light . air, food,
sleep or elimination. The architect is finally free
of the 'tyranny of function' .
Of course, the fleshed body is still there with
all its needs, problems and vulnerabilities but it
can be ignored in a new, more complete
manner with its care yet aga in assigned to
women and minorities. The desire to leave the
fleshed body altogether is so great that the
possibility of transferring or 'downloading'
human consciousness to a computer is eagerly
anticipated in the computer world. In such a
'post-biological world' one could thus avoid
death and the time and energy required for
maintaining and reproducing human bodies .11
These, I believe, are masculinist dreams .
The potential character and possible consequences of virtual worlds can be imagined and
porttayed in feminist terms as well . Then the
body I wish to leave beh ind is the one that I
have learned to be, the one that follows the
constraints and limitations society has taught
me, as a woman, to adopt. These have become
part and parcel of my comportment, of the way
I use my body and occupy space - in a more
constricted and confined manner than men . 12
Could they be left behind? At the moment it
seems unlikely . People who put on the gloves
and goggles and enter virtual reality often
remain aware of how they look to others watching them in the physical world and remain selfconscious of their movements. Perhaps 'being
a woman in the world' cannot be abandoned,
even in small ways, even virtually . None the
less I have the wish. I'd like to try .
And when I leave behind my appearance as
a woman, I wish to leave behind the ways men
expect women to act and the ways they often
approach and react to women.13 Not that I wish
to adopt a male identity but rather to appear as
human, with no gender specified or revealed.
Even beyond the technical problems of creating a
voice that is human but neither male nor female,
and beyond the possibility that my actions and
attitudes would 'give me away', that may be
difficult. To many men using Internet and other
text-based computer communications determining
the physically-based gender identities of other
users is still very important; there may be pressure in virtual worlds not to remain anonymous
in this sense. A gender-free realm of communication and interaction may not be a man's
dream. For him flesh may be the prison; for me
it is the current social construction of gender. 14
So far, cyberspace constructs gender as
much as any other man-made place, with some
22
additional allowances for men to play with
gender but none for women to avoid it. Given
the preponderance of men creating and using
computer-related inventions including cyberpunk fiction, it is not surprising that a masculinist,
often sexist view predominates. If all virtual
worlds will also be man-made places, they will
very likely follow a similar script, with little opportunity for any of us to leave all the gendered
bodies behind. Why not make some that do?
A feminist portrayal would stress the permeability and changeability of boundaries. Virtual
reality dissolves the distinctions, the separations, and the connections that characterise so
much of the physical world and our social
constructions of it . In regard to the body alone,
many d ifferent aspects can be separated and
recombined conceptually and experientially.
Simple dualisms of mind/body, male/female,
animate/inanimate, real/imagined become far
less tenable . Virtual worlds offer immense
opportunities for testing and blurring boundaries in those worlds and in this one.
A significant boundary for dissolving is
between self and other, all other. Virtual worlds
will offer myriad opportunities to encounter and
engage objects and spaces in new and differ ent ways and to occupy other bodies, other
entitie~. other species . The clear, hard , harsh
boundaries in the physical world that define
and keep me forever separate from all that is
not me, that separate and distance things,
bodies, and places from each other vanish. In
virtual worlds the possibilities for connecting,
merging, and occupying are endless. Would
this not feel like a new kind of intimacy? Could
this not generate, in the physical world, some
of the empathy and compassion for the other
that are now so sorely absent? 15
People already report a sense of intimacy
with others they communicate with via e-mail
and Internet conversations . Maybe there is yet
another level or intimacy to be found with
spaces, objects, or the virtual representation of
other species. In Marge Piercy's novel He She
and It, Malkah, a practised user and creator of
virtual worlds who is an old woman. reflects on
the power she feels as a 'base-spinner'. 'In the
image world , I am the power of my thought, of
my capacity to create. There is no sex in the
Base or the Net, but there is sexuality, there is
joining, there is the play of minds like the play
of dolphins in the surf.' 16
Another significant boundary, metaphorically
and technologically constructed, is between
virtual reality and physical reality. Virtual real ity
is almost exclusively described and built as
enclosed and independent of physical reality.
Hence the use of the term 'virtual worlds'. This
construction allows virtual reality to be viewed
and experienced as an escape from physical
reality , further suggesting that the physical
wor ld will be neglected and deva lued much as
the fleshed body has been in Western culture .
The mascu linist dream may be as much to
leave matter behind as to leave flesh behind.
Both are so constraining, both create such
problems . But it is also possible that participating in virtual worlds could lead to greater
apprec iat ion of flesh and matter. Another view,
leading to other inventions, avoids the creation
of an enclosed, separate world altogether by
creating distr ibuted cyberspaces that augment
physical reality . 17 Virtual and physical can be
seen and made to be interdependen t and
complimentary.
Virtual reality is not a single monolithic
version of reality but an endless array of
possibilities to be imagined and created . If the
full potential of that variety can be realised, we
can create ways of being and relating to all
others socially and psychologically that are true
alternatives to those current in the physical
world and in our present culture . Who knows,
eventually that could change our ways of being
and relat ing here, in these bod ies. Then I will
return to a body changed .
Karen A Franck is Associate Professor at the School
of Architecture, New Jersey Institute of Technolog y,
Newark , New Jerse y. Her most recent book, coedited with Lynda Schneekloth , is Ordering Space:
Types in Architecture and Design, Van Nostrand
Reinhold (New York), 1994.
Notes
These phrases, used by Neil Spiller in a lecture at Winter school 1995 in Birmingham, prompted me to write this essay.
They also appear in his forthcoming book, Digital Dreams:
The Architectu re of Cyberspace. Issues of embodiment in
virtual reality and science fiction are fascinating to others
as well. See particularly Allucquere Rosanne Stone, 'Will
the Real Body Please Stand Up?' and Michael Heim, 'The
Erotic Ontology of Cyberspace', in Cyberspace: First
Steps, Michael Benedikt {ed), MIT Press (Cambridge,
Massachusetts), 1991: Scott Bukatman, Terminal identity:
The Virtual Subject in Postmodern Science Fiction, Duke
University Press (Durham, North Carolina), 1993; Anne
Balsamo, 'Feminism for the Incurably Informed', Flame
Wars: The Discourse of Cyberculture, Mark Dery {ed),
Duke University Press (Durham), 1994.
2 See Drew Leder, The Absent Body, University of Chicago
Press {Chicago), 1990. Leder makes a very thorough argument that the body, in a phenomenological sense, is almost
always 'left behind': that is, one's own body is rarely the
direct object of one's own experience ,
3 In addition to Drew Leder, The Absent Body, see also
Elizabeth Grosz, Volatile Bodies: Toward a Corporeal
Feminism, Indiana University Press (Bloomington,
Indiana), 1994. Leder and Grosz both discuss Merleau
Ponty's articulation of the lived body as 'being in the
world' (Maurice Merleau-Ponty, Phenomenology of
Perception, Routledge and Kegan Paul (London), 1962.
4 Virtua l mobility and movement can also be quite disorienting . 'The sim ultaneous changes in pitch, roll and yaw as
well as direction in 3-space was confusing: people are not
used to moving without the guiding constraints of ground
and gravity'. Meredith Bricken, 'Virtual Worlds: No
Interfa ce to Design', Cyberspace: First Steps, Michael
Benedikt (ed) , op cit, p374.
5 Jaron Lanier, lecture at New Jersey Institute of Technology, Newark, 26 April 1995.
6 Howard Rheingold, The Virtual Community: Homesteading
on the Electronic Frontier, HarperPerennial (New York), 1994:
7 William Gibson, Neuromancer,Ace Books (New York), 1984, p6.
8 Ib id, p59 .
9 'I watched someone take control from a participant in the
middle of a demonstration: he quietly switched power from
the participant's glove to a trackball, which he (rather than
the participant) controlled . Without warning, he spun the
participant's perspective in every direction for about ten
seconds . It had a literally stagger ing effect on the participant, who emerged pale, dizzy, and visibly upset. I felt like
I'd witnessed an assault.' Meredith Bricken, 'Virtual Worlds:
No Interface to Design', Cyberspace: First Steps, Michael
Benedikt (ed), op cit, p379.
10 Howard Rheingold, 'Virtual Reality and Teledildonic s',
Technology and the Future, Albert H Teich {ed), St
Martin's Press (New York), 1993 . Gareth Branwyn,
'Compu-Sex: Erotica for Cybernauts', Flame Wars: The
Discourse of Cyberci.Jlture, Mark Dery (ed.), Duke
University Press (Durham, North Carolina), 1994.
11 'In the present condition we are uncomfortable halfbreeds,
part biology, part cu lture , with many of our biological traits
out of step with the inventions of our minds ... but there is
a tension between time and energy spent acquiring,
deieloping and sprea ding ideas and effort expended
tow_ardmaintaining our bodies and producing a new
generation (as any parent of teenagers can observe) .'
Hans Moravec, Mind Children: The Future of Robot and
Human Intelligence, Harvard University Press (Cambridge,
Massachusetts), 1988, p4.
12 'Women in sexist society are physically handicapped.
Insofar as we learn to live out our existence in accordance
with the definition that patriarchal culture assigns to us, we
are physically inhibited, confined, positioned and objectified.' Iris Marion Young, Throwing Like a Girl and Other
Essays in Feminist Philosophy and Social Theory, University
of Indiana Press (Bloomington, Indiana), 1990, p153 .
13 These expectations are also about how women should not
act when they are in certain situations. 'I once lost a
prestigious job because (as I was informed later by one of
the members of the committee) I "moved my body around so
much" during my presentation . I know thi s was not the only
time that my expressive style - part Jewish, part "feminine"
- disqualified me as a serious philosopher , . .', Susan Bordo,
Unbearable Weight: Feminism, Western Culture and The
Body, University of California Press (Berkeley), 1993, p284.
14 Of course, flesh may feel like a prison to women as well
but it seems to be the gendered (female) flesh we wish to
escape. See for example Susan Borda, Unbearable
Weight: Feminism, Western Culture and The Body, op cit.
For men the sexed nature of flesh, particularly its social
construction, does not seem to be such an issue .
15 This boundary between 'us and not-us', the problems it
creates, and the way it is re-envisioned in science fiction
are the topics of Lynda Schneekloth's essay, 'Notio ns of
the Inhabited', Ordering Space: Types in Architecture and
Design, Karen A Franck and Lynda H Schneekloth {eds),
Van Nostrand Reinhold (New York), 1994.
16 Marge Piercy, He She and It, Ballantine Books (New York)
1991, p161.
17 Wendy A Kellogg (et al), 'Making Reality a Cyberspace',
Cyberspace: First Steps, Michael Benedikt (ed), op cit.
23
reality, further suggesting that the physical
world will be neglected and devalued much as
the fleshed body has been in Western culture.
The masculinist dream may be as much to
leave matter behind as to leave flesh behind.
Both are so constraining, both create such
problems . But it is also possib le that participating in virtual worlds could lead to greater
apprec iation of flesh and matter . Another view,
leading to other inventions, avoids the creation
of an enclosed, separate world altogether by
creat ing d istributed cyberspaces that augment
physical reality. 17 Virtual and physical can be
seen and made to be interdependent and
complimentary.
Virtual reality is not a single monolithic
version of reality but an endless array of
possibilities to be imagined and created. If the
full potential of that variety can be realised, we
can create ways of being and relating to all
others socially and psychologically that are true
alternatives to those current in the physical
world and in our present culture. Who knows,
eventually that could change our ways of being
and relating here, in these bodies. Then I will
return to a body changed.
Karen A Franck is Associate Professor at the School
of Architecture, New Jersey Institute of Technology,
Newark, New Jersey. Her most recent book, coedited with Lynda Schneekloth, is Ordering Space:
Types in Architecture and Design, Van Nostrand
Reinhold (New York), 1994.
Notes
These phrases, used by Neil Spiller in a lecture at Winterschool 1995 in Birmingham, prompted me to write this essay.
They also appear in his forthcoming book, Digital Dreams:
The Architecture of Cyberspace . Issues of embodiment in
virtual reality and science fiction are fasc inating to others
as well. See particularly Allucquere Rosanne Stone, 'Will
the Real Body Please Stand Up?' and Michael Heim, 'The
Erotic Ontology of Cyberspace', in Cyberspace: First
Steps, Michael Benedikt (ed), MIT Press (Cambridge,
Massachusetts), 1991: Scott Bukatman, Terminal identity :
The Virtual Subject in Postmodern Science Fiction , Duke
University Press (Durham, North Carolina), 1993; Anne
Balsamo, 'Feminism for the Incurably Informed', Flame
Wars: The Disc9urse of Cyberculture, Mark Dery (ed),
Duke University Press (Durham), 1994.
2 See Drew Leder, The Absent Body, University of Chicago
Press (Chicago), 1990. Leder makes a very thorough argument that the body, in a phenomenological sense, is almost
always 'left behind'; that is, one's own body is rarely the
direct object of one's own experience.
3 In addition to Drew Leder, The Absent Body, see also
Elizabeth Grosz, Volatile Bodies: Toward a Corporeal
Feminism, Indiana University Press (Bloomington,
Indiana), 1994. Leder and Grosz both discuss Merleau
Ponty's articulation of the lived body as 'being in the
world' (Maurice Merleau-Ponty, Phenomenology of
Perception, Routledge and Kegan Paul (London), 1962.
4 Virtual mobility and movement can also be quite disorienting. 'The simultaneous changes in pitch, roll and yaw as
well as direction in 3-space was confusing; people are not
used to moving without the guiding constraints of ground
and gravity'. Meredith Bricken, 'Virtual Worlds: No
Interface to Design', Cyberspace: First Steps, Michael
Benedikt (ed), op cit, p374 .
5 Jaron Lanier, lecture at New Jersey Institute of Technology, Newark, 26 April 1995.
6 Howard Rheingold, The Virtual Community: Homesteading
on the Electronic Frontier, HarperPerennial (New York), 1994.
7 William Gibson, Neuromancer,Ace Books (New York), 1984, p6.
8 Ibid, p59 .
9 'I watched someone take control from a participant in the
middle of a demonstration; he quietly switched power from
the participant's glove to a trackball, which he (rather than
the participant) controlled . Without warning, he spun the
participant's perspective in every direction for about ten
seconds. It had a literally staggering effect on the participant, who emerged pale, dizzy, and visibly upset. I felt like
I'd witnessed an assault.' Meredith Bricken, 'Virtual Worlds:
No Interface to Design', Cyberspace: First Steps, Michael
Benedikt (ed), op cit, p379.
10 Howard Rheingold, 'Virtual Reality and Teledildonics',
Technolo gy and the Future, Albert H Teich (ed), St
Martin's Press (New York), 199 3. Gareth Branwyn,
'Compu-Sex: Erotica fo r Cybernauts', Flame Wars: The
Discours e of Cyberci.Jlture, Mark Dery (ed .), Duke
University Press (Durham, North Carolina), 1994.
11 'In the pre sent condition we are uncomfortable halfbreeds,
part biolog y, part culture, with many of our biological tr aits
out of step with the invention s of our minds . .. but there is
a tension between ti me and energy spent acquiring,
deleloping and spreading ideas and effort expended
toward maintaining our bodie s and producing a new
generation (as any parent of teenagers can ob serve) .'
Hans Moravec, Mind Children : The Future of Robot and
Human Intelligence, Harvard University Press (Cambridge,
Massachusetts), 1988, p4.
12 'Women in sexist society are physically handicapped .
Insofar as we learn to live out our existence in accordance
with the definiti on that patriarchal culture assigns to us, we
are physi ca lly inhibited , confined, positioned and objectified.' Iris Marion Young, Throwing Like a Girl and Other
Essays in Feminist Philosop hy and Social Theory, University
of India na Press (Bloomington, Indiana), 1990, p153 .
13 These expectations are also about how women should not
act when they are in certain situations . 'I once lost a
prestigious job because (as I was informed later by one of
the members of the committee) I "moved my body around so
much" during my presentation . I know this was not the only
time that my expressive style- part Jewish, part "feminine"
- disqualified me as a seriou s philosopher • . .', Susan Bardo,
Unbearable Weight: Feminism, Western Culture and The
Body, University of California Press (Berkeley), 1993, p284.
14 Of cou rse, flesh may feel like a pris on to women as well
but it seems to be the gendered (female) flesh we wish to
escape . See for example Susan Bordo, Unbearable
Weight: Feminis m, Western Culture and The Body, op cit.
For men the sexed nature of flesh, particularly its social
construction, does not seem to be such an issue .
15 This bou nda ry between 'us and not-us' , the problems it
creates, and the way it is re-envisioned in science fiction
are the topi cs of Lynda Schneekloth's essay , 'Notions of
the Inhabited' , Ordering Space: Types in Architecture and
Design, Karen A Franck and Lynda H Schneekloth (eds),
Van Nostrand Reinhold (New York) , 1994.
16 Marge Piercy, He She and It, Ballantine Books (New York)
1991, p161 .
17 Wendy A Kellogg (et al), 'Making Reality a Cyberspace',
Cyberspa c e: First Steps, Michael Benedikt (ed), op cit.
23
CELIALARNER
& IAN HUNTER
HYPER-AESTHETICS
The Audience is the Work
ny discussion in the free-fall world of
cyberspace, where nothing is what it at
first appears to be, is a risky business.
Navigating by means of the sophisticated
computer technologies developed to deal with
multi-dimensional medical, molecular, planetary
and architectu·ra1 simulation, artists and other
cybernauts are launching into what Baudrillard
has called 'exorbitate' existence. Aesthetic
theory, for the main part, is left to take care of
itself. In order to try to define what is happening, and to understand where the further
exploration of virtual reality (VR to its inhabitants) may lead, it may be helpful to position a
few astral marker buoys around the known
constellations of cyber-art practice and
potential.
One might have expected to find some clues
to cyber-aesthetics from innovative art practice
in the real world. According to Baudrillard,
however, the art world is now itself so contaminated by market-value systems that art no
longer has any aesthetic consistency. Instead
there is only 'the fascination that replaces
aesthetic pleasure', a kind of hyper-realism that
has transported every form of art into 'the
transaesthetic wprld of simulation' .1 Dissatisfaction with this s.11perficialityis one factor which
might be supposed to have contributed to the
interest of artists pioneering the new technologies . Yet, whilst il is true thal tr1e1e are some /
inleresling ideas being developed in art on the
Nel. mos! of t11e crea tive ene rgy is going into
wha t Dike Blair has descr rbec! in Flash Art as
the 'electronic equivalent of American old~west
homesteading, a rush by every artist with a
modem to stake claim on some small plot of
pixels in cyberspace'. 2 Just as in the real world
money games are where the action is, so in VR
the bulk of commercial investment has been in
the entertainment industry, and it is not surprising therefore that most Net art is based on
concepts and programmes derived from
games-playing and does not succeed in
transcending this superficiality.
However, it may be that conventional notions
of the function of aesthetics have no place in
cyberspace anyway, as an altogether new way
of experiencing the world may evolve. The
Canadian media artist Hank Bull has compared
the process of being on-line to a kind of physi-
A
cal dematerialisation: 'What the Network does
basically is extend our nervous system around
the globe so that it becomes your body'. 3 This
decentralisation of human existence, it is
argued, contains the potential for a new form of
psychic entity - marriages of minds based on a
multiplicity of simultaneous in-space unions.
Such fusion could in theory be the basis for a
new kind of aesthetic based on creative interactions between minds working in 'massive
parallel' - the term used to describe the linking
of a series of high-power computers to work in
tandem on a particular problem. This would
mean that intelligence amplification (IA),
originally conceived as the enhancement of
human intelligence through linking it with 'slave'
computer power, was extendible to comprise
the linking of human minds to inqrease their
capacity to perceive new truths.
There is a metaphysical, even a theological,
dimension to this massively parallel 'humanhuman interaction'. 4 Cyberspace can be seen
as an energy field in which human consciousness interfaces with a transcendent, electronically sustained, totality. At random intervals the
dynamic of communicated consciousness is
capable of creating an uncontrollable vortex
which forces one state of reality to crash into
and through another. As the clash of tectonic
plates forces new continents to surface, so this
process thrusts an apprehension of the eternal
into the present. This is the nervous aesthetic.
Immersion in this process introduces the
individual to a new and different way of experi 0
encing the fundamental unity of the world.
Apprehension of loss of the personal in the
face of the apparent autonomy of technology
gives way to intuition of the becoming of
f
meaning.
In this context cyberspace seems to hold
the promise of granting 'the ultimate power,
enabling its audience not merely to observe an
alternative reality but to enter and experience it
as if it were real'. 5 Sean Cubitt makes even
greater claims, welcoming a medium 'that puts
maker and reader alike into the process, which
is so profoundly unfixed that it will alter as,
through its agency, maker and reader become
friends, lovers, disputants, enemies, athletes,
equals. Mediation, like love and argument,
makes an equality by which both partners are
Marcos Novak, Cave Chamber,
from 'Dancing With The Dervish:
Worlds in Progress' - another Lsystem chamber, this one
employing rhythmic patterns of
Sufi poetry and exploring Oswald
Spengler's idea of Magian culture
increased'. 6 In other words, Cubitt enlarges the
concept of IA to become the amplification of
human empathy.
This implies that the traditional notion of the
aesthetic based on the linear succession of
producer/workshop/audience
is giving way to a
process which pulses simultaneously between
a constellation of polarities. Here the origin and
the experience of 'the work' are identical for
maker and user, dissolving the conventional
artist/audience relationship. The work arises at
the critical juncture where creativity is set free,
knowing no author - where consciousness
becomes universal. The audience, in a meaningful sense, becomes the work. Furthermore,
since all are free to participate in construction
of the work/experience , the art object, where it
still exists, becomes a by-product of the
dynamic - a residual husk of documentation or
other evidence testifying to the moment that
· has been. Cyber-art is collapsing the Modernist
notion of aesthetic autonomy. It could also be
said to have parallels with the ecological
aesthetic, in that its power resides in the quality
of the interactions it makes possible.
Critics, like Sean Cubit!, however, point back
to the problem with cyber-art itself: few works
being produced by artists are actually as
interesting or creative as the applications on
which they are written . He argues that it is the
people who build interactive programmes such
as Photoshop, Director and Hypercard who are
taking the lead in exploring the possibilities
offered by the new technologies . Artists are not
necessarily rising to the kinds of challenges set
by virtual reality. Too many art programmes on
the Net feature shadowless images whose
meanings are as self-referential as they are
ephemeral - perfect examples of Baudrillard's
'transaesthetics of banality'. The interactivity of
cyber-art in the end translates as no more than
multi-sited split-screen collaboration on image,
or games-type projects in which the limits to
interaction are predetermined by the authors.
Such are the much-hyped experiments with
MUDs (multi-user dimension games), in which
players adopt and interact through 'incarnations' of their own choosing. These 'art-like'
interactions do have some of the creative
possibilities of art (as indeed do some of the
commercially released games, Myst being the
most quoted example). The problem with this
work is that it is fixated on supplying the market
with the passive, consumer-led aesthetic of
fantasy-oriented cyberspace, in which the
history of human art and creativity has become
a data-resource for style-games: 'I can make
Cubist posters one minute, Expressionist
stickers the next, and Pointillist badges after
that', smirks the small boy in the blurb for
Microsoft's Fine Artist programme. This cy-fi
26
notion of creativity cannot replace or even
enhance the real world: the future has to lie
elsewhere . What is now needed, therefore, is a
responsive post-technology aesthetic, based
not on visual criteria but on the dynamics of
communicated consciousness.
In the badlands of the Net there is also
evidence of cyber-abuse. Firstly there is the
possibility that a pathogenic aesthetic may
arise to infect VR, and from there invade the
real world. Liberal arguments for a 'free zone'
for creativity on the Net may also imply complicity with the negative aspects of this, embracing pornography, racism, paedophilia, and
other forms of criminality. The complementary
concern is the possible alignment of the new
aesthetic with the forces urging censorship and
policing on the Net. This correspondence of
aesthetics with censorship is not so far-fetched.
A superintendent of the Metropolitan Police,
investigating a on-line credit card fraud by
teenagers, recently stated the case:
This Internet is absolute dynamite, and it is
without any form of quality controls. The
authorities are increasingly asserting their right
to impose censorship and control on cyberspace, and the problem is that 'quality control'
here is interchangeable with thought control.
There is another negative agenda for cyber-art.
Richard Wright cautions against a scenario in
which 'bereft of any humanitarian ideals,
technological determinism is left to pursue
increasing functionality and a spiralling extrapolation of its specifications', and where
consequently 'the goal for the electronic media
artist is assumed to be that of increasing
quantities of tools for more and more minutely
controlled manipulations of the image'. 8 There
is a concern that, in the excitement of technological discovery a~d mastery, artists may be
allowing their aesthetic inventiveness to atrophy, losing the 'wet-ware' (human) qualities that
Cubitt and others are praising. It seems that as
we move into virtual reality we run the real risk
of exchanging our mortal souls for a future
haunted by wraithlike simulacra of our outlived
incarnations, sailing for ever through cyberspace
to the leitmotiv of the Flying Dutchman (whom it
is tempting to see as the prototypical Stick-inthe-MUD).
The claims that cyberspace may be a new
transcultural and democratic zone in which
each participant is a pixel of equal value, able
to develop its own communication system
outside the dominant culture and institutional
traditions, also have implications for the aesthetic. Here the margins seem to be breaking
up and migrating towards the centre. This is a
powerful incentive for the disenfranchised, the
dispossessed and the young to have an input.
The Digital Diaspora Conference at the ICA this
June, and artist groups such as CTN (Cultural
Transmissions Network) in Manchester, are
exploring opportunities through which to
formulate and communicate their own cultural
experience. However, Third World countries,
the poor and others lacking access to the Net
remain disenfranchised. Not all contemporary
problems have relevance in cyberspace, and
the issue of whose voices and which language
are to be heard remain unanswered .
Cyberspace is a visually oriented zone of
experience. The continuing reliance on text
imposes intolerable limits on the new communications technology, and is generally expected
to be swiftly superseded by alternative modes
of thinking and communicating. How this will be
achieved is difficult to predict, but it will undoubtedly affect the evolving aesthetic. The
process of replacing words by graphics was
set in motion by AppleMac with its adoption of
visual symbols (icons) to replace verbal commands. In some of the CD ROMs created by
artists there now seems to be a move beyond
image/text to ideograms representing an
instantaneous fusion of idea with reality. The
need for a clear and workable system of .
synthesising word and image is seen as an
international priority, with Japan leading the
field . Researchers at Nippon Telephone and
Telegraph (NTT) have been seeking for some
years to realise 'Vizthink', a Visual Thinking
environment for creative work based on traditional kanji pictogram communication. 9
The impact of the interactive multiple imagery in computer games is already affecting
how we behave in real-life situations. A 'clickon' aesthetic is emerging, based on the instant
obedience of the symbol to the command to
deliver up its meaning . Dike Blair describes his
experience, after a week spent playing Myst, of
finding himself mentally clicking on objects in
the real world to see what they might have to
offer, and explains that: 'The empiricism I apply
to the "real" world had been significantly
interrupted. Doors looked less real, walls less
solid, the magic function of a light switch was
amplified'. 1° Clicking becomes a visual equivalent for the interaction of smelling or touching
an object in the real world in order to discover
its potential. Visual aspects are enhanced, but
at the expense of those attainable through the
other senses .
What we have therefore, for the time being,
is the aesthetics of the gap, where a new multirooted 'language' is evolving, located along the
fault-line separating the real world from the
world of cyberspace. This is mutating so
rapidly that our linguistic and cognitive mechanisms are overloading: we are in danger of
psycho-crashing. We are not dealing with the
fixed truth/beauty principle of old, but with a
mobile aesthetic based on a nebula of truth
particles pulsing around hot spots of creative
energy .. This is a subversive, gastarbeiter
dynamic, flowing and ebbing with the creative
edges; a product of the interactions between
participating minds. The old vision of culture
based on a linear grand narrative is displaced
in favour of an instantaneous dynamic consciousness . Thus it is in the quality of the
interactions which this participatory dynamic
makes possible that the aesthetic is to be
found. Again, there are parallels with the emerging ecological aesthetic, where it is the continuum, not the consumer, which is the client. 11
In conclusion, one might say that from the
evidence available one can deduce which
elements may contribute to the evolution of a
cyber-aesthetic based on communicated
consciousness. Initially, it will not be the
product of fixed principles, but will continue to
mutate as circumstances require - as a migratory aesthetic. The aesthetic is unlikely to
emerge from the art world, or the insight of
individual genius: its adoption will rest on
consensus rather than the autonomy of any one
element. By the same token this aesthetic will
probably not reflect the values of any particular
cultural group or political ideology, but should
al low for an equality of input by those that are
disenfranchised. It is probable that this aesthetic will increasingly demand its own language, and this will probably be an evolving
fusion of image and text. Finally, perhaps more
controversially, the new hyper-aesthetic may
include an ethical dimension, based on what
one might term the collective experience of
immanence.
e-mail: Sealion@projenv. demon . co .uk
Notes
1 Jean Baudrillard, The Transparency of Evil, 1990.
2 Dike Blair, 'CD-ROM Persuasion, The Computer Entertainment Myst', Flash Art, 1995.
3 Hank Bull, Artist, Vancouver, Littoral: New Zones for
Critical Art Practice, Conference transcripts, 1994 .
4 Takaya Endo and Hiroshi Ishii, NTT Visual Media Laboratory Annual Report 1989, quoted in Howard Rheingold,
Virtua l Reality, 1991 .
5 Eric Gullichsen & Randal Walser, 1989, quoted in Howard
Rheingold, Virtual Reality, op cit.
6 Sean Cubit!, Video Positive '95 Exhibition Catalogue.
7 The Daily Telegraph, June 10, 1995.
8 Richard Wright, Soft Future, Variant, 1993.
9 NTT Report 1989, op cit.
10 Dike Blair , op cit .
11 Newton and Helen Mayer Harrison, Littoral : New Zones for
Critical Art Pract ice, op cit
27
SHEEPT ICONOCLAST
ARCHITECTURE:
THE VIRTUAL IMPERATIVE
meet a number of architects who c laim they
are Interest ed in virtual reality; for me the
qu estion lies in when virtual rea lity w ill be
interested in architects.
Each year we take some of the students off to
inhabit (for about eight minutes) a virtual world.
The experience is both exhilarating and disappointing: the disappointment is obvious - the
equipment is bulky and uncomfortable, and the
user is frequently reduced to the state of part
ghost (nothing is solid) and part child Even the
simplest tasks like pouring a cup of tea become
difficult, requiring new skills . Equally these
could be treated as fascinating: what else
could make the process of making tea and
walking round a kitchen 'new· again? The sense
of immersion, of 'being somewhere', however, is
overwhelming. Listening to people talking
'outside' in the 'real' world gives you the sense
of hearing voices on the radio. Physical limits
such as walls now become invisible force fields.
The primary disappointment is naturally the
'world' you are now inhabiting. You could be
anywhere - a desert, in the middle of an ocean,
orbiting a star - yet, you tend to end up in a
house or kitchen, an office (complete with a
sports car, for some reason), or for the more
militaristic, fighting your way though a war-torn
village. Interestingly, given such an unlimited
set of possibilities, the reality engineers have
chosen domestic space as the grand entrance
into the 'brave new world'.
My interest in virtual reality was focused by
a lecture given by the 'shared' virtual reality
researchers at the computer science department in Nottingham University. Their interest in
turn, was not virtual reality but how to approach
the problem of unplanned communication. Being
a network, not a person-to-person connection
like a telephone line, multimedia communication
in the distanceless world of cyberspace is a
babel world, a huge party line where everyone
is simultaneously broadcasting to and viewed
by everyone else . Currently transmitting signals
down the Internet is a little like being a hightech radio-ham operator: users need to take
turns in speaking; everything is complex and
explicit. The Nottingham solution was to recycle
many of the conventions of real space to aid
the artificial communication in cyberspace .
For two hours I heard a description of their
I
28
'space·, where people take on a pseudophysical, three-dimensional form (such as a
crude cube with eyes), and everyone is surrounded by an 'aura'. When two auras collide
then a speech channel is automatically enabled,
the terms expanded, your virtual self has a
'nimbus ', the zone which you can 'see'. You are
aware (can hear) what is going on in the nimbus
around you . A stranger 'walking' past a conversation, can eavesdrop on part of what's going
on - they might stop and join in. The metaphors
flood in: there might be an auditorium, the
lecturer might stand on a podium which would
amplify their 'aura' . To engage in a private
conversation you might use metaphorical
'walls', which would be impenetrable to objects
(people) and auras (sound) .
Looking at the worlds projected on the
screen before me, I saw that these people were
definin "g the necessity for a 'virtual' architecture, buildings in cyberspace. The image of the
Gibson-like corporate data matrix made a step
nearer to fact. The utility of these virtual environments will be undoubted, for example, where
a meeting between an architect and a consultant requires the client to travel, perhaps for up
to two hours for an hour's meeting, to see the
model or information defining the building . A
virtual world would give the consultant more
time to deal with clients while giving them a
higher probability of finding the consultant in .
Nothing is fixed here, no possibility is excluded:
just as the fax never replaced the telephone
call, and the telephone never replaced mail, so
virtua l environments could not totall y replace
real meetings. Having experienced this, there
is something strangely helpful about having
even a mundane conversation while seeing the
other person flickering in front of you.
Advertising companies, like most organisations , face the internal communication problem :
how to keep staff talking and generating new
ideas. The office space could be sectioned by
skill (for example, put all the researchers
together, all the copywriters together. and all
the managers together) or by project (put the
'soap powder' people together) . A common
problem. but virtual-designers are proposing
an uncommon solution: to abandon the notion
of desk altogether. As a natural extension of
hot-desking, all the information for a project is
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FROM ABOVE : Screen grabs of
currently available three-dimensional cyber-architecture s
http://www .kaworlds .com/news/
950216 / worldsfair/howitworks.html
image taken from the Web;
frames from Pangea, an architectural virtual reality application
currently under production
now stored on-line. During work the twodimensional desktop is 'shared', all of the
sections of the project are visual, and by
clicking on the image of a co-worker a telephone
call can be connected to wherever they are.
While a conversation takes place the project
desktop shows images of the participants
talking to each other. Other workers can see
this occurring and can listen or join in. In effect,
the computer-space plays an ancillary role to
that of corridor, office space or meeting room.
Architecture has a wealth of experience in
understanding these space relations, which the
computer-supported co-operative researchers
are beginning to appreciate.
In the world of computing, architecture is
being introduced as a key way of navigating
and describing complex information storage.
Taking off from where the Apple Desktop
interface started, the Magic Cap interface uses
room, corridor and street metaphors to construct an intelligible environment within which
the user can work. The Magic Cap interface is
an entrancing two-dimensional simulation of a
small personal urban landscape, your own
'house' is connected to a High Street, on which
there exist shops which provide a number of
facilities (banking, post office, travel). Each
Magic Cap machine is capable of communicating with international networks from wherever
the user is based, creating (one day) a hyperurban landscape. It cannot be insignificant that
this virtual environment is using urban architecture to help interpret and organise a large
amount of information; cities are familiar to all
computer users, while the city metaphor is also
a way to interpret large complex systems .
Recently there has been research in developing 'Virtual Reality Modelling Language' (VRML),
which hopes to bring a three-dimensional view
to the normally flat HTML (Hyper Text Markup
Language), the core page description in the
World Wide Web. The intention is to form a threedimensional environment which would allow the
forming of interactive links to any computer for
representational information . The intent is to
apply the notion of dimension to aid the understanding and layout of the content. VRML is an
attempt to use space to navigate the vast, complex info-web under construction . This is, in many
ways, analogous to the process of using an
exhibition or museum display to give context to
and display knowledge . The museum in this case
is dimensionless but stretches across the planet.
The virtual museums and virtual libraries of
the future are already being prototyped. If you
have time, visit the Micro Gallery room at the
National Gallery in London, if not, the CD ROM
version is available. The Louvre is already
partly available on-line over the Internet,
however, be warned: many virtual galleries are
still 'under'-designed.
VRML possesses the possibility of creating a
free f9rm virtual building(s) the size of the
Internet; a meta-city covering the globe. Such a
city will need to be planned and constructed to
stop the cyberspace becoming a confused
cyber-labyrinth. The Internet is the demonstration
of the anarchical (now termed 'self-organising')
environment, the success of planning will come
I , I 111 1·· _.'
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, •. : 1 I
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:11
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peech:
Michele> Hi. Thumper!
Thumper> You look much better than your friend Skull.
Skull> Watch it. buddy.
ABOVE : Two images formed on
Pangea; LEFT: Interactive social
virtual spaces are starting to
evolve on the Net. Net image
obtained from http://www .
kaworlds. com/news/950216/
worldsfair/mich. html
29
only by competing and excelling disorder. No
one runs or directs the Internet - the situation is
inclusive - multiple meta-cities can function in
parallel, imposed over the huge 'dataglut' of
available information. It is important, however,
that architects give themselves the opportunity
to deliver the high-quality alternative. This opportunity will only come when architects begin to
operate in the synthetic environments that
systems such as VRML introduce. As VRML
version 2.0 also includes the possibly of shared
three-dimensional environments on the desktop-level machine, the possibilities are stunning.
The true function of these shared virtual
worlds comes through a realisation that 80 per
cent of the information flow though an organisation occurs though 'unplanned' meetings. The
ability to reorganise the 'workspace' opens up
a number of possibilities. The Internet is a
place of 'meeting', the primary tools being:
NewsNet, an open bulletin board visible around
the world, which is where people talk and
argue (dubbed 'Flame') over various topics,
and e-mail, the World Wide Web which exists for
individual communication. The most interesting
analogy is that of 'MOOs' and 'MUDs'. A MOO
(MUD Object Orientated) is a shared extension
of the old text-based adventure games. A MUD
is normally a fictional environment, where
people agree to play roles in order to have
adventures (frequently of the Tolkienesque
variety). MOOs emerged from MUDs and are
just talking shops. (This finds me sitting on the
sofa sharing gossip about people I have never
physically met.) The other fascinating thing
about MOOs and MUDs is the ability to be in
several places at the same time. MOOs and
MUDs, however, are both meta-spaces and
they need space to be the backdrop to which
interaction can occur.
Currently all these spaces are designed by
the people who program them. This is not
problematic (many pleasant villages have
evolved 'naturally' without architects) but as
the virtual space becomes larger (last year the
Internet grew by 150,000 per cent), we can
expect to see a transition from 'home brew'
designs to improved designs. Similar to the
development of film, where the early audiences
were satisfied with trains entering stations and
workers leaving a factory gate, the material
spoke for itself, and after a while the audiences
needed 'content', which gave rise to the modern
film. Virtual reality is now moving from the hightech to the non-physical production of content.
The collision between information technology
and architecture is not limited to walking around
with what can only be described as a brick
strapped to your head. By creating a two-way
video link constructed from a number of tiled
television sets and cameras, it is possible to
30
give the impression of a full-length mirror
which allows the viewer to appreciate what is
happening in another space . As with a security
camera the view is constantly 'on', and, on
seeing someone in the 'mirror' it is possible to
approach them and begin a conversation. In
essence it is possible to create a link between
spaces, forming a new space which no longer
obeys the laws of Cartesian geometry. Alternatively the mirrors can be programmed to
capture past events, replay them briefly then
look for something new. By capturing the
'tracks' of the inhabitants, these mirrors are
capable of distorting the notions of time. The
formal possibilities of the architectural utility
known as 'computer-supported co-operative
working' have only just begun to be explored.
As the stock of old buildings grows and the
refurbishment of buildings becomes a large
industry in its own right, the opportunity to
double the size of an office by linking two
separate buildings becomes an interesting
possibility. Facility managers might also be
interested in the possibilities of creating
temporary 'spaces' for short-term projects.
Events can then be held in a similar manner to
the ICA's Terminal Futures conference, where
the limited space inside the lecture rooms was
compei:isated for by building video walls in
other open spaces in the building which permitted the audience to be much larger than
would physically fit. These new possibilities
must also lie under the new language of space
encompassed by the term 'virtual environments'.
This is not to imply that any of the activities I
have mentioned are trivial. The worst designs in
all fields come from the misuse or, worse still,
misunderstanding of the capabilities of a material. This has important side effects when considering the way that architects can take advantage
of the new information technologies in the process of making physical form. The inappropriate
choice of technology can mean expensive
hardware sitting idle, rather than a new leaner,
more flexible meta-corpo _ration. What is needed is
an information-architect, someone who can
interpret both worlds to mutual gain.
Currently, the whole notion of virtual reality is
underdeveloped. This repels many, the easy and
convenient functionality of developer-friendly
multimedia packages that are still evolving. The
construction of a virtual environment today is
still close to low level computing skills, of which
the ability to programme is still the most useful.
This underdevelopment actually appeals to a
number of potential reality architects, the ability
to form new conventions and metaphors; a new
language to the medium appeals to these early
adopters. While many companies engaged in
virtual reality have a pretty naive view of how
architects might use a virtual environment (to
take the client on a tour of the building before it
is built is the most common}, architects tend to
have a naive view of what virtual reality is and
what it could be. I feel that there will have to be
a period of closer exchange before both virtual
reality and architecture can synthesise into a
fruitful relationship. The gap however between
CAD and virtual world design is narrowing,
giving architects a head start in the race to
colonise the new internal frontier.
The process of training the informationarchitect has already begun; John Frazer at the
Architectural Association has just published An
Evolutionary Architecture which covers his
experience with his students over several
years, exploring the notion of evolution as a
way of informing the design process. As he
points out, this is not the first time architects
have taken inspiration from nature; however, it
does break new ground by copying the process not the result, and so thereby making a
new range of unimaginable forms viable. In the
innovative MSc in computing at the University
of East London, Paul Coates is pioneering a
range of form-generation processes necessary
to explore the fundamental meaning of 'form', .
by studying the rules that can be applied to
generate it. Steven Gage at the Bartlett School
of Architecture has adopted the use of computing to explore the possibilities of providing a
silicon 'nervous system' to the building. The
Bartlett has also been innovative in introducing
computer fine artists Nina Pope and Rory
Hamilton, and helping to push computing away
from technical drafting into the zone of creative
cyber-art-toy. The unit run by Neil Spiller has
focused on cyberspace and in the process
created an on-line gallery portfolio of student
work . In this atmosphere Bartlett students can
learn about the formulation of interactive
multimedia, how to net-surf or establish a
presence in cyberspace. In the role of furthering computing after CAD, the Bartlett has also
initiated the introduction of a new MSc in Virtual
Environments. This course will come on-line
this year, allowing postgraduate architecture
students to explore the hands-on experience
of virtual space. These are just some of the
changes being hatched in the forgotten
computer/CAD laboratories in architecture
schools around the UK.
As the Internet grows, students from architecture schools have been slowly linking up,
creating new post-national cyber cultures. In
the near future it is possible to see the appropriation of collaborative work in the foundation of
trans-spatial multi-institutional, trans-national,
teaching projects and resources.
Recent graduates have been taking advantage of the new possibilities for architects: in
the last year I know of two students who have
graduated and moved into the UK games
industry. As games such as Doom (which is
primarily an architectural experience) have
pushed that industry towards three-dimensional
design, architects with a mix of graphics,
artistic, technical and, above all, spatial awareness have found a new home for this new form
of 'unurban' design.
It is pleasing to see students who realise that
a virtual environment does not have to be seen
as a digital model, which can only exist as a
fake forerunner to the real world. The urbaninfoscape need not be dominated by the largely
irrelevant features of shelter and protection.
As the UK slowly cycles into the information
economy, the concept of exploring and exploiting the information collected, and currently
sitting in the databases in each business, has
begun to be recognised. Currently, a stock
market trader can have access to a thousand
share prices at once while looking for relationships between them; however, the number
actually viewed is much less than this. The
1990s saw the reversal of information depravation into information overload. What is emerging
in response is the gradual commercial adoption
of the notion currently defined as scientific
visualisation. These visualisations are about
const~ucting templates which can represent the
information in simple but meaningful ways.
Given the amount of information present, they
are frequently three-dimensional, using notions
of light, space, colour, position, texture and
form to convey normal abstract information in a
comprehensible manner. Architects are better
suited, than many, to the task of designing
these subtle info-space business visualisations
to a greater degree than computer scientists.
These skills will create a demand for a much
more hyper-spatial vision of architecture .
The overlap between the virtual-environment
and the CAD system will inevitably grow (being
the same technology but faster}, and it is not
inconceivable that a practice may work on
spatial and trans-spatial projects at once,
designing the new headquarters' 'info-space'
as well as the physical building, and being able
to compensate for weaknesses on one by
adjusting the other. I personally find it encouraging that some of the many superb schemes,
which sit on drawing boards around the country, could find a useful and aesthetic role in
cyberspace. Exactly how many architects are
entering virtual environments is still difficult to
tell, but if architects fail to appropriate the
notion and importance of the virtual environment, then they may be seen to be failing to
understand the meaning of architecture itself.
Sheep T Iconoclast can be contacted on
sheep@bartlett. ucl. ac. uk
31
n
SARAHCHAPLIN
CYBERSPACE: LINGERING ON THE THRESHOLD
Architecture, Post-modernism and Difference
illiam Gibson, who actually coined the
term 'cyberspace' in his 1984 cyberpunk novel Neuromancer, describes
it as 'Slick and hollow , awaiting received
meaning'.' implying a state of anticipation, of
emptiness . Cyberspace is an electronic world
awaiting our imagination and our inhabitation,
which does not even exist yet in the full sense
of Gibson's definition: 'a graphic representation
of data abstracted from the banks of every
computer in the human system . Unthinkable
complexity . Lines of light ranged In the nonspace of the mind, clusters and constellations
of data' .2although it already has a partial existence in finance and communications; cyberspace
has been described as where our money is and
where we are when we're on the telephone.3
Over the past few years, the concept of cyberspace has been infilt rating everyday experience :
there has been a plethora of television prog rammes. journal articles, interactive arcade
games, whilst firms such as VPL, Polhemus,
SimGraphics and Autodesk in the States. and
Division . Dimension, and W Industries in the UK
have been designing virtual systems which have
infinite applications for education. health,
defence, scientffic research and entertainment. 4
In the past few decades , science fiction has
projected and articulated the concept of cyberspace, altordf ng us an insight into its potentia l
effects on society and cultu re, thereby facllltating
its absorption into contemporary consciousness ,
implicitly and explicitly. 5 ·
These technologi cal and literary developments have precipitated an epistemological
threshold, causing William Bricken to comment:
'Cyberspace is now in the unique position or
being commercially available before being
academ1cally understood .'6 This may be the
case with all new techno logy, in that the academ ic criti que becomes an examina tion of the
technical evide nce, and is thus part diagnostic ,
part proph etic , part rhetoric.
It is not my wish to appea r as a specialist in
this field, nor to propose any new uses for cyberspace, but to address the underlying assumptions on which it rests in an effort to promote
the academic understanding which Bricken
feels to be lacking .
John Walker of Autodesk, in an article entitled
'Through the Look ing-glass ' posits that cyber -
W
space is 'Hardware and software that provide
the user with a three-d imensional simulacrum of
the world, and that allows interaction in ways
that mimi c interaction with real world ob jects .'7
Embodie d within this statement are two fundamental assumptions : firstly, that cyberspace
should necessarily simulate reality, and second ly,
that interaction in cyberspace should necessa rily
simulate interaction in reality . Walker's formul ation of our engagement with cyberspace is
thus a straightforward metaphor of the way we
engage with reality. But it is this mimetic assumption which I feel bound to question, since ii
affects the threshold between human perce ption
and the virtual environment, and hence, most
significantly, the development of cyberspace .
Since Walker 's title infers that the act of
crossing the threshol d into cyberspace is
analogous with the way in which Alice Imagines
it Is possib le to access a virtual world by stepping through a large mirror in Lewis Carroll's
novel Through the Looking Glass,8 let us consider for a moment what happens to her in this
precursor of cyberspace, created in 1872 at a
time when the world was not yet caught up in
information technology and interface design.
In Carroll's surreal visual isation of the
looking-glass world, Alice experiences not only
a late ral inversion, but also an inversion of
fundamental laws of physics. logic and linguistics , as she begins to navigate and communicate in this virtual place : plants seem to talk,
biscuits are su pposed to cu re thirst, running on
the spot brings about arrival elsewhere , Tuesdays can occur consec utive ly, and the lookingglass world is inhabited by living chess pieces
and mythical creatures .
This somewhat naive treatment of a kind of
cyberspace dis plays a tacit acceptance of
fantasy, whilst allowing all its manifestations to
be interrogate d by Alice, thereby revealing the
·otherness ' of the looking-glass world . There is
no ver isimilitude with respect to reality, beyond
her initi al discove ry that the looking -gl ass room
also has a fire bu rning in the grate . There is
even a deli berate dissimul ation in her lookin gglass daydream, which she eventually disco vers
upon shaking the red que en and finds that it
turns into her black kitten . The entire virtual
adventure is brought about by her boredom
with reality and a lack of human interaction .
Her version of cyberspace is a substitute reality,
with infinite scope to explore its fascinating landscape, which is ordered like a large chessboard. Alice does not therefore travel randomly,
but progresses from pawn to queen in a series
of bizarre encounters which approximate moves
on a chessboard. Upon becoming queen she
finally takes control of her situation, at which point
reality takes hold, and she finds herself back
on the real side of the looking-glass threshold.
This perhaps contributes some received
meaning to William Gibson's concept of cyberspace, but how does he visualise it himself?
Case, the central character in Neuromancer,
conveys the potent 'otherness' of cyberspace
as 'a place of rapture and erotic intensity, of
powerful desire and even self-submission,' 9
according to Michael Heim in his article The
Erotic Ontology of Cyberspace' . Gibson shows
how deeply the experience of cyberspace has
affected the psyche of Case by referring to it as
a recurring dream,10
Cyberspace as described by Gibson is full of
metaphors which link the architectonic with the
electronic, such as, 'Bright walls of corporate
systems, opening windows into rich fields of
data'. 11 Traces from real world are borrowed,
re-configured and juxtaposed in the simulated
world of cyberspace. Gibson evokes Case's
long-awaited return to cyberspace, which takes
place with eyes closed and a set of dermatrodes
fitted against his forehead, and even has some
similarities with Alice's version: 'fluid neon
origami trick, the unfolding of his distanceless
home, his country, transparent chessboard
extending to infinity .. ,' 12
However, Gibson also works a reversal,
whereby Case sees the real world as mimicking
cyberspace: being chased through the streets
of Japanese city reminds him of his virtual
pursuits: 'In some weird and approximate way,
it was like a run in the matrix .' 13
Although such two-way comparisons illustrate
the similarities between the real and the virtual,
Gibson actually blurs the threshold, and makes
the reader question the primacy of each world:
which is a simulation of which? Which is the
dominant mode of existence? The metaphors
borrowed from reality work on a level of aiding
the reader to glimpse the realms of cyberspace,
rather than as a way of simulating them for the
user. However, as with Alice's looking-glass
world, the differences and discontinuities are
also stressed; cyberspace in Neuromancer is
far from an exact representation of reality, in both
cases movement through the chessboard-like
environment is not based on a space-time
continuum, and contrary to Walker's suggestion,
interaction cannot therefore mimic interaction
with real world objects, which necessarily
operate within this continuum.
Meanwhile, back at the computer interface,
the majority of designers and programmers
currently progressing virtual technology work
strictly from Walker's premise, and regard the
ability to produce virtual photo-realism in real
time as an imperative. There appears to be a
split between fictional and technological
assumption: should cyberspace be an exact
replica of the real world, or is it the ideal
opportunity to create something new? Science
fiction attracts our attention to cyberspace
because it offers a radically different kind of
experience to the type we are accustomed to,
working on a level which Victor Schlovsky has
called 'defamiliarisation'.
However, it would seem that as the enabling
technology gathers momentum, designers of
virtual soft- and hardware are happy to allow
the differences between cyberspace and reality
to be gradually eroded, until the experience of
both will become practically interchangeable,
thus perfecting a mutual simulation . This is the
point at which I am suggesting we as architects,
whether involved in theory or practice, should
linger on the threshold.
The challenge which faces the architect is
whether or not to accept the limited applications of the various virtual walk-through and flythrough programs currently available, all of which
endorse Walker's implications regarding
simulation of reality. While such programs offer
the architect and the client a virtual haptic
experience of the intended physical environment,
this architectural application of the technology
presupposes that virtual form is destined to
become real, and must therefore behave as if it
were already in the real world. Essentially, this
use of cyberspace is still only a sophisticated
means of drawing .
Cyberspace could, however, in proving
Brenda Laurel's point that 'reality has always
been too small for the human imagination', 14
open up a vast new array of possibilities, which
maximise its potential to produce the unfamiliar.
Thus architectural applications of the technology
could go much further: we can inhabit cyberspace in a way we cannot inhabit drawings or
models, which has led Jonathan Stoppi of
Cadonmac UK to suggest that 'virtual buildings
will be commissioned, designed and built as
end products in their own right, and not just
representations of, or preludes to, constructions in the real world .' 13
In promoting this premise, Stoppi has
encountered 'extraordinary resistance', which
he surmises is due to the deep-rooted belief
that architecture is primarily about providing
shelter from the elements. He therefore set out
to dispel this myth and show that cyberspace
can therefore be a suitable location for a
museum, a school, a tourist resort, meeting
33
place, a library, or a shopping centre, satisfying
the needs of the individual through its virtual
rather than its physical presence . In time, Stoppi
envisages that all large companies will have a
virtual headquarters, which owing to the absence
of physical and economic constraints, could be
a more viable and impressive alternative . Location is immaterial, and life-cycle costs irrelevant.
Ironically, this makes the virtual headquarters
more enduring , more easily updated and
extended than its physical c·ounterpart, cheaper
in its execution and yet potentially more extravagant in its appearance. The first face-toface international business meeting could in
future take place at the virtual headquarters,
each party being telepresent, thus saving on
flights and other expenses incu rred by actually
meeting in reality.
This is to advocate the abandonment of reality .
Even the act of des igning such a building will
eventually be possible from within 'Cyberspace,
thereby shifting the focus of creativity. So what
is supposed to happen to reality? Well, our
bodies are still there, and our physical needs
still have to be attended to : 'real ' architecture
might then become a glorified ergonomic service
zone, in which we eat, sleep , wash, exercise,
breathe, and by gestural or other means, conduct our business and pleasure in cyberspace,
our real body supported in a harness or ham-.
mock. These largely biological activities could
all take place within the confines of a small studio
flat. Do we go out? What happens to the city?
Scott Bukatman, in his article 'The Cybernetic
City State', corroborates this scenario, commenting that 'If the city is now figured as an inertial
form, it is so because of this new arena of
action which has usurped the urban function . ' 16
He refers to Gibson's version of cyberspace,
stating that he 'explicitly constitutes it as a site
of action and circulation .' 17 This is not to say
that all of the action takes place in cyberspace,
and reassuringly, Gibson does not conceive his
dystopian vision of the future as one in which
reality is expressly negated or excluded .
However , in contrast with the pristine realm
of cyberspace, Gibson 's portrayal of real ity
shows definite signs of neglect , which actually
become part of its charm. 18 This aesthetic has
already had some currency amongst a handful
of architects, who seek materials and agents
which have accelerated weathering characteristics, which patinate and become a dull gritty
celebration of human use, even of perpetuation : has the dystopian cyberpunk revolution of
science fiction ironically inspired confidence in
the future, since signs of human occupation
confirm our continued existence? Is this a sideeffect of cyberspace, a reviving of our jaded
senses, a sharpening of our retarded reactions
to the real world? Whether cyberspace attempts
34
to simulate reality or strives to be a radically
different, more intense experience, reality begins
to reassert itself, and in so doing attracts our
attention to all its imperfections.
Either way, these mutual comparisons where
cyberspace and real ity define themselves in
relation to each other, may seem implicit but are
not inevitable : endless cross-referencing might
preclude certain discoveries about cyberspace ,
a possibility which Meredith Bricken acknowledges . Advocating a non-comparative method,
she maintains that treating the virtual as an
entirely new principle , instead of an alternative
reality, could result in our being alerted to possibilities which cyberspace has to offer , which
could not have been pre-meditated by the user .19
The non-comparative approach is essential
when considering the fact that the body and its
means of locomotion may be reinvented in
cyberspace: without restriction of gravity and
without the normal figurative format of the
human body , the structure and architecture of
cyberspace are free from the old constraints of
reality, and are able to invent themselves anew.
Marcos Novak has commented that there are
no hallways in cyberspace, only chambers, and
circulation patterns therefore follow a different
logic .20 Virtual spaces can overlap, coalesce
and mutate, as can the virtual body of the user .
Gender is flexible or optional, and a whole new
virtual persona may be invented. Cyberspace
thus even allows us to explore the extent of our
sexual conditioning, and could be said to confer
greater equality, since status is not conditioned
by sex, race or stature.
This can of course be extremely disconcerting: not only is our state of being transformed
and displaced in cyberspace , but another
virtually represented state of being may also be
mistaken for ontological fact. Nothing then may
be ontologically verified in cyberspace , things
are taken at face value , even your own presence is rendered ontologically ambiguous .
Gibson alludes to the slippery nature of this
feature of cyberspace, in characterising the
Zionites, a sort of Rastafarian clan of space
chauffeurs in Neuromancer, as being deeply
sceptical of cyberspace . Rejecting the dubious
displacement of ontological experience, they
call themse lves 'body people ', who remain
firmly rooted on the real side of the threshold .
Sanford Kwinter, co-author of the recent Zone
publication Incorporations , appears to share the
Zionites scepticism, and claims that cyberspace
is about 'renouncing our deep polyphonic
elemental and biological natures.' 21 In countering
what he regards as the current 'slavish adulation
and acquiescence' of virtual reality, Kwinter
espouses a theory of 'Real Virtuality'. This theory,
based on visceral resistance, and on the premise
that real space is always multiple and intertwined,
full of emergent properties not physically there,
is thus re-establishing the dynamic flux of
reality, demonstrating for Kwinter the way in
which culture is moving away from a classical
epistemological framework of representation
towards a model where effects are reflections
of fundamental events occurring elsewhere, a
paradigm which engages by convergence, and in
which time features as 'someth ing creative,
indeterminate and therefore real. ·22
As an example of this convergence, which
offers a hybridised formu lation of the threshold
between virtual reality and real virtuality, and
thus a tentative resolution of the discrepancy
between the fictional and technological formulations of cyberspace which I have discussed, I
wish to examine the installation which Toyo Ito
made for the Visions of Japan exhibition held at
the Victoria and Albert Museum in London in
1991. Ito, who admits that his quest is to 'cast
off the weight of matter in search of lightness and
transparency', offered this evocation : 'Room 3 is
the simulated dream of the future world, combining ... to create a state of information-saturated bliss: the dream of a new relationship
between man, machine and the future.' 23
Ito conjured up his own version of cyberspace,
yet chose to locate it in reality: the experience
of being virtually immersed in another world was
ensured by being literally enveloped in images
of another place and time as you moved through
real space in real time . Interaction was invested
in your freedom to make personal readings and
secret connections between the random and continually changing welter of urban scenes, meteorological data, clouds, crowds, and the colours
of Japanese life. Like a silent movie or the ethereal projection of a camera obscura, fragments
of the real world were made strange and poetic.
A screen made up of sheets of liquid crystal,
whose transparency could be freely controlled
allowed the boundaries to be blurred between
real images glimpsed through the screen and
virtual images projected onto it. The floor was
also luminous and semi-transparent, so that
stand ing on it, you lost your shadow and your
sense of gravity. There was also a series of
objects positioned in the space, designed to
allow a more personal feeling of contact, such
as the Hyoro, which gave the opportunity to
peer into the mind of a machine and see the
space through digitalised eyes, thereby almost
creating the illusion of looking back at reality
from the virtual side of the threshold.
Ito's creation of a new relationship between
man, machine and the future could be interpreted
as an subtle example of what Wendy Kellogg
has called 'augmented reality', where activities
in real life are supplemented by actions carried
out in a virtual or simulated environment. 24 Cyberspace is thereby 'distributed', making it another
fragment of our already fragmented postmodern existence. This is not in order to make
cyberspace technology easier to relate to, or to
widen its public appeal, but to enable mutual
enhancement to take place between reality and
cybe~space, to set up a complementary situation,
somewhere between fact and fiction, visceral
and virtual. Finally then I would argue that lingering on the threshold is not to be characterised
as a temporary position from which to assess
either reality or cyberspace, but becomes a longterm meeting point, where the two worlds may
themselves coincide and interact, where hybrid
realities can emerge, and where architectural
dreams may be satisfied in and out of reality.
Notes
1 William Gibson, quoted in Storming the Reality Studio,
Larry McCaffery (ed), Duke University Press, London, 1991.
2 William Gibson, Neuromancer , Grafton, London, 1984, p67.
3 John Barlow, Mondo 2000 , 1992 - A User's Guide to the
New Edge, Harper Collins, New York, p78 .
4 For discussion of these technological advances and
applications, see Howard Rheingold, Virtual Reality, QPD,
1991, London, and Barrie Sherman, and Phil Judkins,
Glimpses of Heaven, Visions of Hell : Virtual Reality and its
Implications, 1992 .
5 See Larry Mccaffery, op cit.
6 William Bricken , quoted in Glimpses of Heaven , Visions of
Hell : Virtual Reality and its Implications, op cit. p21.
7 John Walker, essay in The Art of Human Interface Design ,
Brenda Laurel, ed, Add ison-Wesley Publi shing Company,
New York, 1990, p444.
8 Lewis Carroll, Through the Looking Glass; referred to also
in The Fourth Dimension, Rudy Rucker, Penguin, London, 1985.
9 Michael Heim, 'The Erotic Ontology of Cyberspace',
Cyberspace the First Steps, Michael Benedikt (ed), MIT
Press, Cambridge, Massachusetts, 1991, pp59-80.
10 William Gibson, Neuromancer, op cit , pp10-11 _
11 Ibid.
12 Ibid, p68 .
13 Ibid .
14 Brenda Laurel, quoted in 'What's the Big Deal about Cyberspace?' by Howard Rheingold, The Art of Human Interface
Design, Brenda Laurel (ed), Addison-Wesley Publishing
Company, New York, 1990, p453.
15 Jonathan Stoppi, 'Virtual and Real-time Interactive Spatial
Modelling', Impacts and Implications, Proceedings of the
2nd Annual Conference on Virtual Reality International:
Lond on, Meckler, 1992,
16 Scott Bukatman, 'The Cybernetic City State - Terminal
Space Becomes Phenomenal '; Journal of the Fantastic in
the Arts , summer issue, 1989, p45.
17 Ibid, p45 .
18 William Gibson, Neuromancer , op cit.
19 Meredith Bricken, 'Virtual Worlds : No Interfa c e to Design',
Cyberspace, the First Steps, op cit, pp363-382 .
20 Marcos Novak, 'Liquid Architectures, ibid, pp225-254
21 Sanford Kwinter, 'On Vitalism and the Virtual', On Making,
Pratt Journal of Architecture, Rizzoli, New York, 1992, p188.
22 Ibid, p189.
23 Toyo Ito, Visions of Japan leaflet, V&A, 1991 .
24 Wendy Kellogg, John Carroll and John Richards , 'Making
Reality a Cyberspace', pp411-432 , Cyberspace , the First
Steps , op cit.
All images are from Visions of
Japan , The Victoria and Albert
Museum, London
35
SADIEPLANT
NO PLANS
ment that 'architecture had to be expressive,
representational, oratorical. Every building, no
matter how modest its function, had henceforth
to be a monument. '3 As for Rome: 'My ideas are
his Is a time of many end ings and
deaths. Modernity, history , and man
clear', declared Mussolini. 'My orders are
precise . Within five years, Rome must appear
himself have hit the skids ot material
change and now spiral into redundancy. The
marvellous to all the people of the world - vast,
orderly, powerful, as in the time of the empire
sciences, arts, and humanities lose their
definition and discipline; law and order fall into
of Augustus ... you shall create vast spaces
decay; the social bond slips beyond repair.
around the Theatre of Marcellus, the Capitoline
Architects are neither alone nor immune from Hill, and the Pantheon. All that has grown
the viral contagions which are munching
around them in the centuries of decadence
through the stabilities of the old world . Selfmust disappear.' 4
Although the pact between planning and
assembling systems, smart materials, intelliauthoritarianism was sealed, the city which was
gent buildings, computer generations, and
to overcome evils such as these was never
virtual space destroy the pretensions of both
built. Centralised control was an impossible
architecture and design.
There is no salvation in some aftermath
dream. Cities, like cyberspace, are not objects
position, no post to be attached to the front of
of knowledge to be planned and designed, but
architecture: as is the case with postmodernity,
cybernetic assemblages, immensely intricate
the posts only serve to prop up the past. But
interplays of forces, interests, zones and
there is an emerging cybernetics of space, a
desires too complex and fluid for even those
new anarchitecture of self-assembling systems
who inhabit them to understand. There are
which is a matter less of the end of control,
always streets unvisited, precincts which
than the end of the illusion of control. What dies remain unknown, bars and clubs and corners
and walls which escape the Panopticon's gaze.
is less the fact of architecture as a distinct and
And 'one never retraces the same pathway
specialized zone - although this will undoubttwice, for the city is in a constant process of
edly fade away - but the myth of its selfchange, and thus becomes dreamlike and
importance in the construction of space, the
magical, yet also terrifying in the way a dream
built environment, and the function of those
-'can be. Life and its certainties slither away
who once drew up the plans.
underfoot. This continual flux and change is
Like the cities which emerged with the
one of the most disquieting aspects of the
commercialisation and industrialisation of the_
modern city.' 5
modern world, cyberspace appears to be ripe
The thought that such cities could ever be
for development: speculation, regulation,
ruled is almost laughable. They may be sites of
government control. Both states and corporagovernment, but cities are also zones which
tions would love to move in. Communitarians
obsolesce such power. There are still those
who dream of virtual Town Halls, and the
urbanists and city fathers who think such
Super-highwaymen of the lnfobahn, invest their
functions are feasible, and there are even more
hopes in a clean and ordered corporate world,
cultural critics who think they should be, But
Demands for surveillance, regulation, and
censorship proliferate , But cyberspace is not
even the most libertarian of plans tend always
to become the planners' worst nightmares. In
that sort of place. In any case, such zones
defiance of the blueprint, all those unpredicthave always been out of control.
able additional features which don't look great
Stalin, Hitler, and Mussolini all had plans. In
Germany, fascism loathed the metropolis: 'the
on paper start to appear. Weeds and grasses
melting pot of all evil ... of prostitution, bars,
lift the paving stones; drugs , prostitution, and
illness, movies, Marxism, Jews, strippers,
graffiti move in.
And this is only part of the story. It's not so
Negro dancers, and all the disgusting offspring
much that people get in the way of planners,
of so-called "modern art".' 2 In the Soviet Union,
but that cities have cybernetic lives of their
Stalin's Moscow epitomised the Marxist sentiHere all boundaries fade away and the world
reveals itself for the mad slaughterhouse that it is.1
T
36
own. The street finds its own use for everything;
even and especial ly streets the mselves. The
city assembles itself from a thousand trades
and vehic les and contingencies . It is not a
structure, but a culture, zones of cross-infection and continual mutation, seething networks
of communication whose plans and planners
tend only to add to the ambient cacophony .
It was such confus ion and anonymity that
first prompted the great regulatory moves of
the nineteenth-century city fathers : the introduct ion of the census, sewerage and sanitation
systems . The populations of the city are subject
to levels of segregation and pol ic ing unknown
in the rural worlds they left behind, but the
comple xity and careless anonymity of the city
allows for a proliferation and sophist ication of
techniques of evasion , dissimulation, and flight .
There are still, of cou rse, patches of pure
des ign. Over-regulated, friction -free, and
already smelling of cyberspace, today's shopping malls epitomise the closed circuits of a
planned paradise. Games are forbidden in
these labyrinths. Techno-utopians see only
their gleaming streets on the superhighways of
the information age, and no doubt such zones
will emerge on the Net. But while virtual shop ping is staking its c laim, and government
bodies are already in place , the Net will never
become a mall.
Not even the most authoritarian of programmes has ever come close to blanketing
c ityspace with such spectacular nightmares.
And if even the modern city has outgrown the
planners' intentions and designs, cyberspace
is harder still to claim .
Cyberspace has no architect: there were no
blueprints, but piecemeal addit ions and emergent cultures, unexpected outcomes, and selfgenerating zones. It is an immense conver gence of traffic and transport, goods and
markets, messages, weapons, and desires . It is
a shanty town, part of wh ich squatted ARPANET,
some of which was written by Gibson, and all of
which continues to eme rge more by accident
than design . A tangle of unintended consequences; a mass of nets and world-wide webs.
As the Net continues to g row, and converges
with all the old media - TV, radio , and telephone
- it changes in qual ity, as wel l as size, pass ing
through bifurcatory transitions just as villages
once became cities, overnight. Even now, it's a
jungle out there . The noise, the dirt, and the
outlaw tendencies of the city are writ large on a
Net "':'hose hackers, pornog raphers, and
underground dealers have already corrupted
the technocrats' dream. Its traffic and markets
are already black; its populations are uncounted, unknown, and riddled with a multitude
of virtual agents and fractal co nnectiv ities :
drifting orphans, cyberqueers, boygirl demons,
scraps and pests. Anarchitectures of both
streets and selves; the self-assembling matters
of cyberspace.
And suddenly it was always so. Retrospectively, all spaces, their builders, and inhabitants, functioned as cybernetic systems in
multiple layers of cybernetic space . And
regardless of how they have defined them selves, arc hitecture and its professionals were
merely turning these spaces on.
Notes
1 Henry Miller, Tropic of Cancer, Panther, 1965, p 186 .
2 From the pa rty paper, V6lkisc he Beobachter , in BM Lane,
Architecture and Politics in Germany, 1918-1945, Harva rd
UP, 1968, p155 .
3 A. Kopp, Town and Revo lution: Sovie t Arc hiec ture and
City Planning, Thames and Hudson, 1970, p227 .
4 RC Fried, Planning the Eternal City: Roman Poli tics and
Planning since World War II, Yale UP, 1973, p31 ,
5 Elizabe th Wilson, The Sphinx in the City, p3 .
37
ROYASCOTT
THE ARCHITECTURE OF CYBERCEPTION
yberception
Not only are we changing radically,
body and mind, but we are becoming
actively involved in our own transformation .
And it's not just a matter of the prosthetics of
implant organs, add-on limbs or surgical face
fixing, however necessary and beneficial such
technology of the body may be. It is a matter of
consciousness. We are acquiring new faculties
and new understanding of human presence. To
inhabit both the real and virtual worlds at one
and the same time, and to be both here and
potentially everywhere else at the same time is
giving us a new sense of self, new ways of
thinking and perceiving which extend what we
have believed to be our natural, genetic capabilities. In fact the old debate about artificial
and natural is no longer relevant. We are only
interested in what can be made of ourselves,
not what made us. As for the sanctity of the
individual, we are now each of us made up of
many individuals , a set of selves. Actually the
sense of the individual is giving way to the
sense of the interface. Our consciousness
allows us the fuzzy edge on identity, hovering
between the inside and outside of every possi ble definition of what it is to be a human being.
We are all interface. We are computer-mediated
and computer-enhanced. These new ways of
conceptualising and perceiving reality involve
more than simply some sort of quantitative
change in how we see, think and act in the
world . They constitute a qualitative change in
our being, a whole new faculty, the postbiological faculty of 'cyberception'.
Cyberception involves a convergence of
cognitive and perceptual processes in which
the connectivity of telematic networks plays a
formative role. Perception is the awareness of
the elements of environment through physical
sensation. The cybernet, the sum of all the
interactive computer-mediated systems and
telematic networks in the world , is part of our
sensory apparatus. It redefines our individual
body just as it connects all our bodies into a
planetary whole. Perception is physical sensation interpreted in the light of experience.
Experience is now telematically shared: computerised telecommunications technology
enables us to shift in and out of each other's
consciousness and telepresence within the
C
38
global media flow. By conception we mean the
process of originating , forming or understanding ideas. Ideas come from the interactions and
negotiations of minds . Once locked socially and
philosophically into the solitary body, minds now
float free in telematic space. We are looking at
the augmentation of our capacity to think and
conceptualise, and the extension and refinement
of our senses: to conceptualise more richly and
to perceive more fully both within and beyond
our former limitations of seeing, thinking and
constructing . The cybernet is the sum of all
those artificial systems of probing, communicating, remembering and constructing through
such means as data processing, satellite links,
remote sensing and telerobotics which serve to
enhance our being.
Cyberception heightens transpersonal
experi~nce and is the defining behaviour of a
transpersonal art. Cyberception involves transpersonal technology, the technology of communicating, sharing, collaborating, the technology
which enables us to transform ourselves, transfer
our thoughts and transcend the limitations of
our bodies. Transpersonal experience gives us
insight into the interconnectedness of all things,
the permeability and instability of boundaries,
the lack of distinction between part and whole,
foreground and background, context and content. Transpersonal technology is the technology
of networks , hypermedia, cyberspace .
It is cyberception which enables us to
perceive the apparitions of cyberspace, the
coming-into-being of their virtual presence. It is
through cyberception that we can apprehend
the processes of emergence in nature, the
media-flow , the invisible forces and fields of
our many realities. We cyberceive transformative
relationships and connectivity as immaterial
process, just as palpably and immediately as
we commonly perceive material objects in
material locations .
The cybernet is the agent of construction,
embracing a multiplicity of electronic pathways
to robotic systems , intelligent environments,
artificial organisms. In so far as we create and
inhabit parallel worlds, and open up divergent
event trajectories, cyberception may enable us
to become simultaneously conscious of them
all, or at least to zap at will across multiple
universes . The transpersonal technologies of
telepresence, global networking, and cyberspace
may be stimulating and reactivating parts of the
apparatus of a consciousness long forgotten
and made obsolete by a mechanistic world view
of cogs and wheels. Cyberception may mean an
awakening of our latent psychic powers, our
capacity to be out-of-body, or in mind-to-mind
symbiosis with others.
Cyberception is not just the extension of
intelligence promised by CalTech's silicon
neurons, the implications of the molecular
computer, or Greg Kovacs' radio-linked interface chip-in-your-neck . It constitutes an entirely
new (or renewed) understanding of pattern, of
seeing the whole, of flowing with the rhythms of
process and system. Hitherto, we thought and
saw things in a linear manner, one thing after
another, one thing hidden behind another,
leading to this or that finality, and along the
way dividing the world up into categories and
classes of things: objects with impermeable
boundaries, surfaces with impenetrable interiors,
superficial simplicities of vision which ignored
the infinite complexities . But cyberception
means getting a sense of a whole, acquiring a
bird's-eye view of events, the astronaut's view
of the cosmos, the cybernaut's view of systems.
It is a matter of highspeed feedback, access
to massive databases, interaction with a
multiplicity of minds, seeing with a thousand
eyes, hearing the earth's most silent whispers,
reaching into the enormity of space, even to the
edge of time. Cyberception is the antithesis of
tunnel vision or linear thought. It is an all-atonce perception of a multiplicity of viewpoints,
an extension in all dimensions of associative
thought, a recognition of the transience of all
hypotheses, the relativity of all knowledge, the
impermanence of all perception . It is cyberception
that allows us to interact fully with the flux and
fuzz of life, to read the Book of Changes, to
follow the Tao. In this, cyberception is not so
much a new faculty as a revived faculty. It is a
rediscovery of ourselves, after the human waste
and loss of the Age of Reason, the age of
certainty, determinism and absolute values.
Cyberception defines an important aspect of
the new human being whose emergence is
further accelerated by our advances in genetic
engineering and post-biological modelling. And
just as the cybernet is our community, we shall
see increasingly, the replacement of the nuclear
family with the non-linear family. The telematic
culture may bring back to human relationships
what industrial society effectively eradicated.
Take life on the street now. I mean those streets
just off the super-highway. Nothing is more
human, warm and convivial than a bunch of kids
hanging out on the Internet.
Our new body and new consciousness will
bring forth a wholly new environment which
returns our gaze, which looks, listens and reacts
to us, as much as we do to it: smart buildings
and tools which attend to our every move, our
every utterance. We are not talking about
simple voice commands at some crude computer interface, but about anticipation on the part
of our constructed environment, based on our
behaviour, resulting in subtle transformations of
the mise en scenes. Just as we cyborgs see,
hear,-feel in ways unknown directly to biological
man (although his myths and rituals always
expressed his desires for self-transformation),
we live in an environment which increasingly
hears, sees and feels us. There is a community
implication in all of this: cyberception impels us
to redefine how and where we live together. In
this process we must start to re-evaluate that
material matrix and cultural instrument of society
which we have for so long taken for granted:
the city .
Architecture
The problem with Western architecture is that
it is too much concerned with surfaces and
structures and too little concerned with living
systems. There is no oiology of building, simply
the physics of space: what we might call the
'edificial' look is all. There is an illusion of energy
as this or that architectural genre or idiomatic
impulse struggles to survive but it's really a
matter of relative inertia: the classicists wishing
to protect the total inertia, political and cultural,
of a stylistic past, the modernists protecting the
privileged inertia of a stylised present. There is
little interest in radical change, or intimations of
the future. Edificial images, superficial surfaces
define the contemporary city. But to its everyday users, a city is not just a pretty facade, it is
a zone of negotiation made up of a multitude of
networks and systems. The language of access
to these processes of communication, production
39
and transformation is more concerned with
'system interfaces' and 'network nodes' than
with traditional architectural discourse . And,
without the fundamental understanding, on the
part of planners and designers, of the human
faculty of cyberception and its implications for
transactional behaviour, the cities will remain
the arid and unwelcoming tracts of modernist
glass and concrete or tacky post-modernist
folly that we are generally forced to endure . We
need to reconceptualise the urban strategy;
rethink architecture. We need to bring into
being the idea of zones of transformation, to
accommodate the transpersonal technologies
that are shaping our global culture.
Cities support and embody the interactions
of people; the arts add value to such exchange.
Today it is predominantly electronic systems
which facilitate our interaction and connectivity,
and the art of today is based on such systems.
If it is through recent innovations in art and
science that we have become aware of cyberception, it will be cyberception at the level of
city planning and architecture that will lead us
to the city of the 21st century. Art is no longer
about appearance or representation, but is
concerned with emergence, apparition, the
coming-into-being of what has never before
been seen, heard or experienced . Cities which
are no more than a set of representations function
badly . Their buildings may speak 'hospital' or
'school', for example, but unl ess they articulate
these meanings within integrated, cybernetic
systems, they lie through their teeth.
The city in the 21st century must be anticipatory, future-oriented, working at the cutting
edge of contemporary culture, as an agent of
cultural prosperity, as a cause of profitable
innovation, rather than simply as an effect of
the art and products of a former time. It should
be a test-bed for all that is new, not just in the
arts but in entertainment, leisure, education,
business, research and production .
A city should offer its public the opportunity
to share, collaborate and participate in the
processes of cultural evo lution . Its many communities must have a stake in its future . For this
reason, it must be transparent in its structures,
goals and systems of operation at all levels . Its
infrastructure, like its architecture, must be both
'intelligent' and publicly intelligible, comprising
systems which react to us, as much as we
interact with them. The principle of rapid and
effective feedback at all levels should be at the
very heart of the city's development. This means
high-speed data channels crisscrossing every
nook and cranny of its urban complexities .
Feedback should not only work but be seen to
work. This is to talk about cyberception as
fundamental to the quality of living in an advanced technological, post-biological society .
40
Just as architects must forget their concrete
boxes and Disneyland decorations, and attend
to the design of everything which is invisible
and immaterial in a city, so they must understand that planning must be developed in an
evolutive space-time matrix wh ich is not simply
three-dimensional or confined to a continuous
mapping of buildings, roads and monuments .
Instead planning and designing must apply
connectivity and interaction to four quite different zones: underground, street level, sky/sea,
and cyberspace . Instead of the planner's talk
of streets, alleyways, avenues and boulevards,
we need to think of wormholes, to borrow a
term from quantum physics, tunnelling between
separate realities, real and virtual, at many
levels, through many layers. Similarly the paradigms and discoveries of artificial life science
must be brought into play. The architect's new
task is to fuse together material structures and
cyberspace organisms into a new continuum.
Architecture is the true test of our capacity to
integrate into humanly enriching zones and
structures, the potentials of the material world,
the new consciousness, and virtual realities. In
this enterprise many traditional ideas must be
jettisoned, ideas whose inherent instability was
always implicit in the dichotomies by which
they were expressed: urban/rural, city/country,
artificial/natural, day/night, work/play, local/
global . The boundaries on these ideas have
shifted or eroded altogether .
The city as an amalgam of systems interfaces
and communications nodes is likely to be much
more supportive of creative liv es and personal
fulfilments than the grossly conceived and
rigidly realised conurbations of the industrial
age. In place of their dense and intractable
materiality, we can expect the environmental
fluidity of faster-than-light pathways, int elligent
surfaces and st ructures, and transformable
habitations. The end of representation is nigh!
Semiology is ceasing to underpin our structures.
Buildings will behave in ways consistent with
their announced function, rather than speaking
their role by semiological implication. Appearance is giving way to apparition in art, and
notions of unfolding, transformation and coming
into-being are suffusing our culture . It will only
be with the understanding that buildings must
be planted and 'grown' that architecture will
flourish. It is a growbag culture that is needed,
in which seeding replaces designing . Architectural practice should find its guiding metaphors
in horticulture rather than in warfare . Ultimately,
we can perhaps talk about pollination and
grafting .
Building, like cities, should grow. But without
cyberception, the traditional architect and
urbanist have no idea whatsoever of what we
are proposing. To see that technology changes,
that building methods, economies, and planning
systems change, but to fail to recognise that
human beings also are radically changing, is a
grave error. Perhaps classes in consciousness
and gardening should replace the study of
classical orders and historical canons of style
and genre which stultify architectural education!
Where is there a building, much less a city,
which supports a cyberculture, that sees
cyberception as central to human sense and
sensibility? Where is there an urban space in
which we can fully celebrate 'Telenoia'? Where
is there an architectural school which is, as a
whole, united body, determined to create the
conditions for the proper evolution of a truly
21st-century city? Where in architecture and
planning are connectivity and interaction taken
as primary principles of the design process?
The debate in architecture should not be a
matter of either/or. Either classical or modern,
either new or old, either idealistic or pragmatic,
either functional or frivolous. Between idealism
and pragmatism, between conception of the
desired and perception of the possible, lie the
evolutive initiatives of cyberception .
As a frustrated HyperCard programme might
say, 'Where is Home?', where we cybernauts of
the turning millennium live? What is the nature
of community and cohabitation in a telematic
culture. How is cyberspatial transcience to be
accommodated? Where are those zones that
we can cyberceive as beautiful and fulfilling?
We inhabit material forms with psychic dimensions set in the limitless boundaries of cyberspace. We are networked to the universe, our
nervous systems are suffusing the cosmos. We
navigate inner and outer space. We don't need
buildings so much as we need ourselves to be
built, or rebuilt from the genetic foundations
which we are rapidly re-evaluating and may
soon restructure.
Perhaps the most radical challenge to the old
ideas of architecture comes from the consequences of telepresence, the disseminaMd
self. When human identity itself is undergoing
transformation, the collaborative mind and the
connected consciousness replacing the unitary
mind and solitary consciousness of the old
order of Western thought, architecture must
look to new strategies if it is to bring useful
ideas about living and interacting in the world.
Telepresence is the province of the distributed
self, of remote meetings in cyberspace, of
online living. Telepresence means instant
global interaction with a thousand communities ,
being in any one of them, or all of them, virtually at the same time. Telepresence defines the
new human identity perhaps more than any
other aspect of the repertoire of cyberculture.
Contemporary architecture and shopping
have become more or less the same thing.
Architecture, having turned its back on the
need for radical responses to the realities of
the teleself and distributed presence, constitutes little more than a shopping cart world of
boxed packages, wheeled around the sterile
zones of a mall culture. Each building is a
prettified and packaged product, each component mail-ordered from a catalogue. The 'have
a good day' code of building practice has put
the appeasement of tradition before collaboration with the future . But the need for an architecture of interfaces and nodes will not go
away . We shall increasingly live in two worlds,
the real and the virtual, and in many realities,
both ·cultural and spiritual, regardless of the
indifference of urban designers. These many
worlds interconnect at many points. We are
constantly on the move between them. In the
creative zone, transience and transformation
identify our way. Hi-tech chic and Bauhaus
bluff will not fool our keen cyberception.
Change must be radical. The new city, both in
its visible immateriality and its invisible construction, will grow into a fruitful reality only if it
is seeded with imagination and vision. It is
artists who can become the sowers of these
seeds, who can take the chances needed to
allow new forms and features of the new city to
grow. It is their cyberception that equips them
with the global awareness and conceptual
dexterity to resee, rethink and rebuild our world.
41
MARCOSNOVAK
TRANSMITTING ARCHITECTURE
transTerraFirma/TidsvagNo/1v2.0
Here and there, sick lamplights through
window glass taught us to distrust the
deceitful mathematics of our perishing
eyes. FT Marinetti, Futurist Manifesto,
1909.
Analogy is nothing more than the deep
love that links distant, seemingly diverse
and hostile things. FT Marinetti, Futurist
Manifesto, 1913.
TeCh!lOChronology
20-24 May 1994. '4CyberConf', at the
Banff c;entre for the Arts in Alberta,
Canada, under the auspices of the Art
and Virtual Environmental Project, the last
virtual chamber .created for 'Dancing with
the Virtual Dervish: Worlds in Progress'
affords viewers the world's first immersive
experience of phenomena involving a
fourth spatial dimfJnsion .
3-4 February 1995. ThetransTerraFirma
project is launched. Two Silicon Graphics
Onyx/Reality Engine2 graphics supercomputers, one at the University of Texas
at Austin and the other at the Electronic
Cafe in Santa Monica, connected via
ethernet, give audiences the opportunity to
navigate and interact within shared virtual
architecture. While the two sites can
communicate via live audio and video ISDN
connections, people prefer interaction in the
virtual worlds to direct contact.
3 April 1995. 'Webspace', a threedimensional browser for the World Wide
Web is announced by Silicon Graphics and
Template Graphic Software. Built around
the VRML (virtual reality modelling language) and Open Inventor graphics formats,
designed to work on all the major computer platforms, and integrated into the
functioning of Netscape, the most widely
used WWW browser, Webspace creates
the first widespread opportunity for the
transmission and exchange of virtual
environments.
20-28 May 1995. At the 'Tidsvag Noll v2.0'
(Timewave Zero) art and technology
exhibition in Gothenberg, Sweden, the
transTerraFirma project continues . Several
hyper-linked worlds are constructed that
can be transmitted over the Web and
visited by anyone with Internet access
and a VRML browser. http ://
www. ar. utexas. edu/centrifuge/ttf. html
Zero: Transmitting architecture
The history of invention alternates between
advances of transport and advances of
communication; that is to say, from
transmitting the subject to transmitting
the sign and presence of the subject,
establishing a symbiosis of vehicles and
media that leads from antiquity all the
way to the present. Modes of expression
or perception have been cast across
greater distances as agents of will and
power. Signal, image, letter, sound,
moving image, live sound, live image,
sense and action, intersense, interaction,
presence, interpresence and telepresence
all express 'o ur awareness of elsewhere ,
and underline our will to interact with
everything in simultaneous existence,
relativity's complexities notwithstanding.
In this effort to extend our range and
presence to non local realities, architecture has been a bystander, at most
housing the equipment that enables us to
extend our presence. The technology to
allow the distribution or transmission of
space and place has been unimaginable,
until now . What information is provided by
the media is only a passive image of place;
it lacks the inherent freedom of action
that characterises reality, and imposes a
single narrative thread upon what is
normally an open field of spatial opportunity. However, through the habitable and
interactive cinematic image, that boundary has been crossed irrevocably. Not only
have we created the conditions for a virtual
community within non local electronic
publishing , but we are now able to exercise
the most radical gesture: distributing
space and place, transmitting architecture .
The issues of architecture and urbanism
are challenged by the transmission of
architecture and public space . All at
once, theory, practice, and education are
confronted with questions that have no
precedents, necessitating that we turn
elsewhere for guidance. Learning from
software supersedes learning from Las
Vegas, the Bauhaus, or Vitruvius: the
discipline of replacing all constants with
variables, necessary for good software
engineering, leads directly to t~e idea of
liquid architecture. This, in turn, leads to
the recognition of time as an active _
element of architecture at the scale of the
cognitive and musical, not just the historic,
political, or economic event. The language
and metaphors of networked computing
apply even greater torque to t_
he straining
conventional definitions of architecture:
not only is real time now an active concern
of the architect, but the logistics of sustainable, transmissible illusion become as
real as the most physical material constraints. Form follows fiction, but an economy
of bits replaces that of sticks and stones.
To be effective, the strategies we
employ to generate a new architecture
must reflect our current understanding of
physics and cosmology, utilise our most
current concepts and methods of understanding the world, and confront fully the
implications, constraints, and opportunities that arise from the conception of
transmissible architecture.
1/4: Implicit time
Gilles Deleuze has commented that in early
cinema the treatment of time was bodilykinesthetic, embodying what he calls the
'movement-image', while what characterises cinema now is the 'time-image'. The
former uses time as it is readily perceived
in expected sensory-motor action or plot.
It is linear time, proper sequence, straightforward causality. The time-image, on the
other hand, relies on mechanisms of
association, memory , imagination, illusion, hallucination. An object out of
place, time, or plot, rationally incongruous, colours a scene with its probable
histories of possible futures . Building on
Bergson, Deleuze sees in each object, in
each frame of a film a rhizome in time,
allowing haecceities to communicate
'motion without action'.
An object is enveloped by an aura of
its own trajectory through time that differs
43
immensely from the sequence of images
describing its motion through space. The
movement image records positions in
space while the time-image records states
in time . The cinema of the time-image
adds the combination of disparate objects,
each with its own, implied aura, and constructs a language of nuance in place of the
language of actions . These actions are
lifted from the simplicity of the movementimage and placed within the time-image.
Time permeates every architectural
gesture, but in most cases, architecture's
concern with time is passive. Even where
the idea of the time-image is employed in
the evocative arrangement of elements
intended to speak through implication, the
arrangement is static, responding only to
the slow accumulation of patina and accident. Until now, architecture, even when
speaking in the language of the timeimage, has spoken in an inanimate way ,
using inanimate elements. The possibility
of an animate, or at least animated, architecture, containing varying arrangements
of elements , has yet to be explored. What
examples do exist are either vehicular,
aircraft carriers and skyhooks; nomadic,
like the ornate tents of Bedouin princes; or
greatly extended in time or space: so far,
the life of architecture has only manifested
itself across continents and centuries.
Once we cast architecture into cyberspace, these concerns take on both theoretical and practical urgency. The architect
must now take an active interest not only
in motion through the environment, but
also account for the fact that the environment itself, unencumbered by gravity and
other common constraints, may change
its position, attitude, or attribute. This
choreographic consideration is already a
profound extension of responsibilities and
opportunities, but still corresponds only
to the movement-image . The next step, in
which the environment is understood to
move, to breathe and transform, to be cast
into the wind not like a stone but like a
bird, requires the design of mechanisms
and algorithms of animation and interactivity for every act of architecture. Mathematically, this means that time must now
be added to a long list of parameters of
which architecture is a function.
2/4: Implicit space
When space existed as a separate
category, architecture was the art of
space; when time existed as a separate
entity, music was the art of time. The
realisation of the deep relation between
44
space and time as space-time , and the
corresponding parallel relation between
mass and energy, challenges the idea
that architecture and music are separate,
and prompts us to conceive of a new art
of space-time: archimusic . But while we
can surely imagine such an art form, we
have had no way to actually construct
and inhabit the spatiotemporal edifices of
that imagination. While our science
examines micro- and macroscopic
regions of curved, higher dimensional
space-time, we build within the confines
of the minimal what our limited sensorium
can comprehend directly. Even though
we depend on devices that rely on
phenomena at these other scales, our
architecture does nothing to help form an
intuition of the larger world we explain
through our theories and instruments.
Until relatively recent times, architecture kept pace with knowledge . By the
middle of the 18th century, however, the
historical congruence between ways of
knowing the world and ways of conceiving and executing architecture was
disrupted by repeated, and eventually
successful, challenges to Euclidean
geometry. Up to that point architecture
could still em"brace Western spatial
conceptions: even the heavens were
Euclidean , it seemed. The efforts of
Lobachevsky and Riemann, the descriptions of electromagnetic fields by Maxwell,
and the world view that was slowly
assembled via relativity, quantum mechanics, that led to today's theories of
hyperspace and stochastic universes,
created a condition that architecture,
burdened by its materiality , could no
longer follow. While a handful of exceptional architects grappled with the new
problems, the modernism that was widely
embraced was the most conservative
available. Architecture on the whole,
ceased to embody the leading edge of
our world-view, and turned to narrower
problems, until it became indistinguishable from mere utilitarian building.
The spatial imagination of mathematicians and physicists has been far bolder
than that of architects. Gauss' curvature,
Lobachevksy's hyperbolic or 'imaginary
geometry', Riemann's elliptic geometry,
the ladder from scalar to vector to tensor
to spinor to twistor, are yet undigested
conceptions of space that must be_
considered by a new algorithmic and
computational critical discourse and
poetics . While the scale at which these
conceptions apply is outside the range of
everyday experience as we know it, that
range has itself changed. As Virilio has
noted, our horizon has shifted from the
edge of what is visible to our naked eyes
to that which is visible electronically at
the speed of light, that is to say, at the
scales of non-Euclidean geometries.
Actually, everything is seen at the speed
of light: what we overcome is atmospheric
and perspectival noise, the constraint of
viewing in a straight line, and of seeing
from just one point or in one direction .
Optico-digital orthographies: lossless
clarity, curved omniscience, panoptical
omniprescence .
The architecture of cyberspace offers
the opportunity to mend the rupture
between our knowledge of the world and
how we conceive and execute architecture. It allows a far greater latitude of
experimentation than any previous
architectonic opportunity . It is once again
possible to seek to acquire knowledge
and to conceive a corresponding architecture, without always falling back on
sacred geometries of past ages. This
engagement only makes architecture more
relevant to the world, more in keeping with
what is sensed as a new condition. In fact,
architecture 's role in spatially articulating
the outlook of an age is strongly reasserted.
3/4: Sampling
We cannot know the real in its entirety. As
much shields as bridges, our senses
isolate us from the outside world, even as
the cognitive mechanisms that translate
raw input into meaningful pattern isolate
us from within. In either case, what we do
know is known through sampling: continuous reality, if indeed it is continuous,
is segmented and reconstituted to fit our
understanding .
Sampling implies the existence of a
field to be sampled, a sampling rate or
frequency, and a sampling resolution or
sensitivity. From subatomic particles to
scanning tunnelling microscopes t6
compact discs to video, film , meteorological and cosmological information,
what we know empirically we learn from
this very particular form of observation.
What we know synthetically or by simulation does not escape this either: whether
we gather or produce data, we do so at
increments and intervals that reduce the
infinite, or vast, to the manageable. Our
own senses operate by sampling : the
finite grids of rods and cones that form
our retinas feed a finite number of nerve
endings at finite intervals: whatever
continuity we perceive in the world is a
constructed illusion.
Understanding the world as field is very
different from understanding the world as
dialectic of solid and void. The world of
objects and emptiness is enumerable, a
world of local binary decisions: is/is-not.
In a world of fields, the distinction between
'what is' and 'what is not' is one of degree,
and there can be many sampling points
between the two. Sampling involves an
intermediate sense of reality, something
between real numbers and integers, a
fractal notion of qualified truth, truth-to-apoint. An object's boundary is simply the
reconstructed contour of an arbitrarily
chosen value . Having captured a threedimensional array of pressure points
around a tornado, we can reconstruct the
pressure contour at the centre of the
storm just as surely as we can the leading edge. At one density setting the data
from a magnetic resonance scan gives the
shape of one's skull, at another the shape
of one's brain, paradoxically replacing
the discontinuity of sampling with a new
continuity across names and categories.
The data to which these tools are applied can come from any of several sources:
direct sensing of the environment, computation of functions that occupy space,
fiction and fancy, it does not matter which.
In McLuhan's sense, the advent of the tool
already changes our reality by shifting
the balance of all our practices and
outlooks . In order to contend with the
enormous amount of information provided
and directed at all aspects of the world,
scientists have developed a panoply of
tools for scientific visualisation . The dominant metaphor behind the operation of
these tools is that of the field or lattice.
Volume visualisation, isosurface construc-tion, advection, and numerous other techniques exist that allow us to take a block
of numbers and extract the shape which
answers the question .
Architectural heuretics and poetics,
even when employing the computer's
boundary representations and solid modelling, still emphasise a Euclidean understanding of form and space, an ideology
of presence and absence. Descriptively,
analytically, synthetically, the rigidity of
the canonical, orthographic descriptions
of architecture fail to capture what is
salient to space as we currently conceive
it. Plan, section, elevation, axonometric,
perspective, traces of pigment held by the
tooth of vellum, ruler and compass, were
perhaps appropriate to the cycles and
epicycles of Ptolemaic, Copernican, and
Galilean universe, or even the ellipses of
a Keplerian universe, but are completely
impotent in arresting the trajectories of
subatomic particles, or the shapes of the
gravity waves of colliding black holes.
Once this is observed, it can be readily
seen that the plan is dead because its
world view is obsolete
An alternative architectural poetics
would look past the static depiction of
objects and surfaces to the description of
latent information fields . Air is permeated
by intersecting emanations of information
from every object: electromagnetic flux,
intensities of light, pressure, and body
heat form complex dancing geometries
around us at every instant. We already
inhabit an invisible world of shape, an
architecture of latent information that is
modulated by our every breath and transmission. The shapes are definite, and with
the right tools of sampling and visualisation, can be seen, captured, and if so
desired, manufactured. It is imperative
that architects embrace these tools
critically and creatively, and set aside the
tools that Alberti used as beautiful, but
nostalgic; ': estiges of another era.
4/4: Transmission
The unprecedented potential to cast
space into the electronic net surrounding
the planet is not without restrictions of its
own. The astonishing capacity of optical
fibre to carry information is just being
grasped. In the interim, between astonishment and proficiency, we must contend
with the present limits of bandwidth. While
everything grows exponentially, it seems
that the speed of computers and the
number of users of the Internet are expanding more rapidly than the available raw
carrying capacity required to create
shared virtual environments. We will soon
have many people with very'fast computers vying for limited bandwidth. It is
unlikely, and against the fundamental
insights of distributed computing, for a
central computer to manufacture one
reality for many participants. The paradigm
that is emerging is quite the opposite:
each participant receives a compressed,
concise description of the world and
information about the state and actions of
all the other participants. Each machine
then synthesises a version of the -shared
reality that is similar to, but not necessarily
identical to, all the others, depending on
local factors and preferences. In a
Leibnizian way, each location functions
as a monad; it is independent of the others,
and yet, by the fact of their relative agreement, a larger reality is constructed.
Obviously, what is required here is a
transmissible form of reality in condensed
form rather than in fixed description.
Simple compression imposes the same
limit on resolution for all participants,
regardless of their communicational and
computational resources. In the long run,
what must be transmitted is not the object
itself but its cypher, the genetic code for
the regeneration of the object at each
new site, according to each site's available resources.
Cyberspace as a whole, and networked
virtual environments in particular, allow
us not only to theorise about potential
architectures informed by the best of
current thought, but to actually construct
such spaces for human inhabitation in a
completely new kind of public realm. This
does not imply a lack of constraint, but
rather a substitution of one kind of rigour
for another. When bricks become pixels,
the tectonics of architecture become
informational. City planning becomes
data structure design, construction costs
become computational costs, accessibility
becomes transmissibility, proximity is
measured in numbers of required links
and available bandwidth. Everything
changes, but architecture remains .
Genetic poetics
Slowly, from the above considerations,
we can articulate some expectations
about what a cyberspace architecture
might involve . It would be an architecture
designed as much in time as in space,
changing interactively as a function of
duration, use, and external influence; it
would be described in a compact, coded
notation, allowing efficient transmission;
it would allow different renditions under
disparate fundamental geometries; and it
would be designed using the most advanced concepts, tools, and processes .
Emphatically non-linear and non local, its
preferred modes of narration would
inherently involve distributedness, multiplicity, emergence, and open-endedness.
Just as chaos and complexity have
switched polarities from negative to positive values, so too are all the expressions
of disjunction and discontinuity being
revisited as forms of a higher order .
Unlike the disjunction of collage that has
characterised much of this century,
morphing is the newest device. Where
collage merely superimposes material from
45
j
different contexts, morphing operates
through them, blending them. True to the
technologies of their respective times,
collage is mechanical whereas morphing is
alchemical. Sphinx, werewolf, gargoyle
and griffin are the mascots of this time.
Morphing has genetic character, not
surgical; more like genetic cross-breeding than transplanting. Where collage
emphasised differences by recontextualising the familiar, the morphing operation blends the unfamiliar in ways that
illuminate unsuspected similarities.
Narrative structures are similarly affected. Cinematically, the cut yields to the
cross-fade and the cross-fade yields to the
morphed blend, until what would be consequent scenes merge into a modulated,
varying composite of simultaneous existences. The elements of meaning become
atmospheric, temperamental, and narrative
sequence proceeds from ellipsis to ellipsis,
in a stochastic perpetual motion machine.
Though the question of architectonic
merit admits no facile answer, it must still
be asked. Just as simple engines exchange
displacement for force, the tools of cyberspace exchange computational cycles for
the production of usable information. It is
fair to inquire not only how much power an
engine can produce, but to what purpose
that power is directed. Of all the CPUcycles expended in the design and construction of a work of architecture, how many
are applied to improving its architectonic
quality? Are they applied toward goals
that increase architectonic merit, or are
they applied to peripheral issues such as
the more rapid production of mediocrity?
One of the fundamental scientific
insights of this century has been the
realisation that simulation can function as
a kind of reverse empiricism, the empiricism of the possible. Learning from the
disciplines that attend to emergence and
morphogenesis, architects must create
generative models for architecture.
Architects aspiring to place their constructs
within the non space of cyberspace will
have to learn to think in terms of genetic
engines of artificial life. Some of the products of these engines will only be tenable in
cyberspace, but many others may prove to
be valid contributions to the physical world.
One: transTerraFirma: Tidsvag Noll v2.0
An ongoing effort to assert the vitality of
architecture after territory, transTerraFirma
is also an investigation into the means
necessary for architectural conception
and production in cyberspace. For the
46
Tidsvag Noll exhibition in Sweden, this
exploration has taken the form of a series
of city-worlds, constructed for the prerelease version of the Webspace threedimensional web browser now available
on the Net. In various guises, these 'worlds
in progress' each explore a different facet
of virtuality.
Words are portals. Woven through the
worlds are several webs of non-linear
narrative. Words suspended in space, at
different scales and orientation, act as
portals to other worlds. One set of words
consists of the names of cities that have
been the sites of disaster and destruction: Kobe, Kikwit, Oklahoma City, Waco,
Beirut, Sarajevo, Mostar, Johannesburg,
Soweto, Carthage ... Another consists of
reminders which humanity would rather
escape: plague, pain, torture, virus,
carnage ... A third uses only sentence
fragments, preceded and followed by
ellipses: ... this body .... .. _homeworld.
... laughter, pain. . . . .. upgrade my
love. . . . .. a matrix of questions ...
... no room. . . . .. the necessity of
voids ......
you occupy my visions .. .
... centrifuge. . . . .. kom MERZ. ..
This latter sy"stem always leads to a
distribution node, a world unlike the rest.
This is a fully spatialised poem consisting
almost entirely of text, arrayed in threedimensional space. Every sentence fragment in this space is a link back into the
city-worlds. By creating a field of text
fragments that the visitor can navigate, a
new form of poem is invented: a spatial
poem, characterised by shifting relationships between the foreground and
background words, between the words
that catch the light and the ones that
disappear in dark fog. Travelling through
this poem an infinite number of poems
shift smoothly past one another, each
phrase an entry to another world. The
slow rotation of the text destabilises the
viewer, creating the necessity to either
move to maintain a particular configuration, or yield to the change and reread the
kaleidoscopic wordplay.
Within the deepest recesses of each
city-world are nodes of 'friction', places
where the visitor is confronted with screens
displaying images gathered from the Net,
that recollect reality outside cyberspace.
These images often relate to the names of
the cities, but in ways that are not directly
apparent. Rather, the construction of
meaning remains the responsibility of the
visitor, who must integrate the overall sense
of place with the encountered sequences
All images Marcos Novak; PAGE 42: Ray
Tracing Series - studies for 'Worlds in Progress';
THIS PAGE: Worlds from transTerraFFirma/
Tidsvag Noll v2.0, ABOVE ANO CENTRE:
'Sarajevo + Fortuna + (. . •after territory. . .)';
BELOW: 'Johannesburg + KomMERZ' +
( . . .friction . . .)
of names of places, keywords, and sentence fragments.
The configurations of the shapes one
experiences in these worlds are based on
an analogy to sound synthesis, extended
to include three-dimensional form. Timbre,
the character of a sound, is not given by
the fundamental frequency of a sound,
but by the structure, proportion, and onset
pattern of the overtones, or multiples, of
that frequency. If we visualise the fundamental frequency as a wave, the character of the sound is given by the perturbations caused by the addition or subtraction of subordinate waves of higher
frequency but lesser amplitude. Even
though we know that sound propagates
spherically, we normally think of it as an
undulating line, representing air pressure,
moving forward in time . Equally, we can
represent it as an undulating surface, like
the surface of a liquid, or as a solid block
of pressure or density values . We can
assume that a simple shape, a cube or a
sphere, corresponds to a simple sine
wave. By adding perturbations to the sine
wave, we can produce a richer sound:
the same is true for our simple shape.
The idea of a fundamental function with
perturbations carries well into other
dimensions. Assuming that the fundamental figure of architecture is the domain,
represented in two dimensions by a boundary contour of an arbitrarily chosen value,
and in three by a boundary isosurface, we
can search for functions that produce
simple figures, and that can readily be
modulated by successive perturbations at
higher frequencies. Applying the perturbations conditionally ensures a high degree
of control. Such a conception of architectural space has the advantage of being
extremely compact: a single mathematical
expression can be expanded to become
a fully formed chamber, at whatever
resolution the available resources permit.
Adding a temporal dimension is as
direct as adding another parameter to the
expression, which itself articulates the
genetic structure of the chamber, making
evident the loci of intervention for the
generative or genetic algorithm that
determines the growth of the architectural
artefact over generations. Of course, it is
eminently transmissible. While most current
three-dimensional browsers do not yet
support the transmission of executable
applications, along with data, exceptions
do exist, and that functionality will soon
be standard. It will not be long before
form follows the functions of fiction.
Futurismo & Futurismi
In the decade that has passed since the
'Futurismo & Futurismi' exhibition in the
Pallazo Grassi in Venice, the relevance of
Futurism to our experience with technology
has become increasingly clear. It is evident
that the conditions we have created will
bring about far deeper changes than the
ones that fuelled early modernism. Still,
the parallels are strong, and it is worth
considering them briefly.
Of the various ways in which the
Futurists saw simultaneity and dynamism,
Umberto Boccioni's was perhaps the most
prescient and applicable to the conditions
we are facing. Critical of Balla's literal
depiction of forms in motion, Boccioni
sought to capture a sense of time that
was implicit in being. Like Bergson's
notion of 'duration' as the principle
animating the passage through time
rather than the particular form at a given
instant, his work observed the lifelessness of a form arrested from motion in a
single instant, and created forms that
were condensed records of their own
becoming; past and future both being
contained in the vector of the present.
It is perhaps not too surprising that
Boccioni's sense of time and Deleuze's
time-image would both draw upon, and
thus be connected by, Bergson. What is
surprising is that Deleuze and Boccioni,
especially the latter's Unique Forms of
Continuity in Space of 1913 and related
works, both anticipate and can be
expressed by the tools and concepts
of scientific visualisation, especially
isosurfaces.
Our surprise is only the result of our
forgetting; Marinelli in his 1913 Manifesto, is explicit:
... we should express the infinite
smallness that surrounds us, the
imperceptible, the invisible, the
agitation of atoms, the Brownian
movements, all the exciting hypotheses and all the domains explored
by the high-powered microscope.
To explain: I want to introduce the
in-finite molecular life into poetry
not as a scientific document but as
an intuitive element. It should mix,
in the work of art, with the infinitely
great spectacles and dramas,
because this fusion constitutes the
integral synthesis of life.
The wings and propellers of the Futurists were severed by the rise of Fascism. Marinetti's wor.ds cut both ways.
FROM ABOVE: DervishDataScape - isosurface
'datascape' from the Entry Chamber of from
'Dancing With The Virtual Dervish: Worlds in
Progress'; twistShe/1- spherical co-ordinate
form used in the firsttransTerraFirma event
designed using conditional perturbation operations; perturbedChamber - rippled isochamber
47
MARKTITMAN
ZIP, ZA P, ZOO M
A Z-A of Cyberspace
In the popular narratives of cyberpunk, the
hero/heroine steers us throughseparated
terrains of cyber-real and physical spaces. In
attempting to visualise.this existence more
specifically, it is useful to look at how the word
cybernetics was derived from the Greek ,
Kubernetes, meaning Steersman
t certain times in the historyof mankind,
successlul developments in society are
made simultaneouslyin different parts
of the world by independent groups who live in
a period when the spirit of the times - so well
expressed by the German word, Zeitgeist - is
favourable to their endeavours. Fashion directs
our imaginationsand migrations- even more
so in cyberspace, where the reflection of a
single individual's input may effect a change in
many others. Multiple mimicry may occur,
leading to occasional up-heavalsin cyberspace:
a dangerous conditionfor those who have
invested work or money and require relative
security, but a rapid transit systemlor those who
require new territoriestor exploration.
Instant responseand live data are essential
for the transmissionand cohesionof the latest
ideas, but it will be the hopes and fears of global
zeitgeistswhich can simultaneouslyaffect the
natural and man-made worlds, that may lead to
some controlledchannellingand debates as to
when or how fashions will be precipitated and
forecast in cyberspace. As a reaction to these
shifts,the creationof inflexiblefixed ·safe' spaces
and data vacuumsare establishedas a measure
of security. They also become reference points
for newcomersmoving and navigaUngthrough
the changing datascapes outside the secure
static areas, thus creating means of navigation
and habitation of cyberspace.
Even with massive global interaction, it is still
the individuals' diverse personal reactions that
can collectively evolve cyberspace and us. In
order to be of value, the pioneer-style freedom
that cyberspace offers must be re-established
or it will rapidly become a tool for a single or a
few dominant uses and fall into simplistic use.
Though we cannot understand the full complexity of cyberspace and its programs, that it
facilitates our requirements more easily is what
makes it an evolutionary key; we need no
longer exist as homo faber the tool maker,
A
because cyberspace can be used as a travel
tool to change environments. Our roles now
change as we are forced to go out and tind a
way of living, a Zeta with new expectations and
needs for cyberspace programs to fulfil.
Searching versus directed use of cyberspace:
do we go loo king for informationor does it look
for us? A main concern that mirrors the vast
world industry of tourism and its similar concerns with travel and packaging.
As our individual mileage increases to an
average of 20,000 miles per annum in the west,
we are entering a period where data-gathering
and travel approach a Zenith of cross-appropriation, whe.re travel becomes similar to data
shifts and vice versa.
While information offers a focus of attention
on singular or connected issues, in an imminent
information age and space, the myriad forms of
available data will be open to infinite combinations, confusions and presentational manipulations/coercions. For individuals to sustain,
uncompromised, their individuality and databases, they will need to be established through
continual change, constantly re-emerging to
their own inherent seeds of possible growth or
destruction in common with all life forms.
Zeleny writes: 'throughout this staggering
turnover of matter, the cell maintains its distinctiveness, cohesion and relative autonomy. It
produces myriad components, yet it does not
produce something else - it produces itself.
Against a background of the data environment, inhabitants - including databases - rely on
their accessible surroundings for the materials
to reconstitute themselves and thus, maintain
their potential. This constant reconstituting
establishes a cycle of exchange whereby the
input and output of matter or data recreates not
only the individual inhabitant, but their surroundings and consequently adjacent inhabitants,
each requiring another's output as input. Such
a growth medium is an opportune compost for
emergent 'life form databases' against which the
more advanced inhabitants can make decisions
of movement by selective transformation.
Movement is a critical way in which an
inhabitant can establish itself anew . At each
new location, responses are made and continual reappraisal of an inhabitant's internal
requirements, their affinity or alienation to a
location is necessary to decide to what extent
surroundings should be absorbed or repelled.
Where we are located and what we wish to
maintain or become in an information space will
require of us a continual release and realising
of our and our databases' capabilities, so as
not to become constipated material- and datausers, stagnating the surrounding growth
media, ourselves and our databases.
The options for deciding where our present
and future roles can take us, in a data environment, multiply and change faster than the options
in any of our previous biological or mechanical
environments. Choosing the correct response
and direction of movement in a data environment requires new methods of response to
shifting external conditions . Divining the correct
direction therefore also requires us to constantly reappraise our internal requirements
and potential for the most suitable way to manipulate ourselves ( or our data) in order to transform comprehensively while retaining our
essential character.
With every inhabitant rapidly Zapping or
converting data for survival, the inputting and
outputting of surroundings and databases
consequently creates shifting contexts for the
users of a data environment. Location cannot
be determined by surroundings alone, and it
may be that in cyberspace, location is determined as a relationship between what an
inhabitant requires and needs, and their
consequent direction of movement. Location is
determined by a vector of optimal changes.
Once the inhabitant has reappraised individual
requirements for change in relation to his
surroundings, a specific transformation will be
found suitable to both the environment and
inhabitant synergistically.
In this way of locating through movement,
destination becomes a priority, even if it is
unknown, by establishing constants of change
and intention. It can no longer be of use in
establishing locations that are transforming as
they become inhabited. This is where dowsing
can best be used.
To help establish the cyberspatial diviner's
objectives and orientation, it is crucial to find
positions of personal reference since dowsing
creates a link between our consciousness and
that of the object . Without this reference, no
response will be forthcoming. For this reason,
many cyberstructures will maintain icons either
inherently within the structure or superficially as
an interface coding, to link the diviner with an
identifiable target for a developed intuitive
response. To understand how these icons can
be set out in a new flexible manner requires an
understanding of a living, moving geometry.
Other signposts would be the permanent
Ziggurat observatory structures, or beacons,
which would, instead of directions, display and
record the intensity of change in some areas,
indicating points of action and data flow. On
crossing a data flow it is essential for the
cyberdowser to find out if the direction of
dataflow is towards the physical - this then
allows the cyberdowser to track the line of a
data course; overcorrection will suggest
irregularities and with practice the cyberdowser
will be able to track the edges of a database
moving through cyberspace.
To gain an insight into how a database
moves, we have to consider how life in cyberspace also begins with movement, by the
uniting of physical and live database opposites
to crea:te a single cell Zygote. To a physicist,
the biological zygote, which possesses dimensions, does not have living dimensions. In
cyberspace where living geometry, living
energy potential and living mind exist, the
zygote is not dimensional until it expresses
dimensionality, which is derived from movement . The movement which occurs in cyberspace also happens as a result of polarity, a
force inherent in all living things and organised
data. Surrounding data structures supply the
polarities and the cyberzygote begins to
pulsate back and forth between opposites. As it
is acc_essed by and attaches itself to different
data environments, it finally pushes into two
cells; polarity has generated dimensionality
through movement. If we continue to watch
these two data cells, the same will happen until
the two divide into four and the four pulsate at
right angles to both the previous divisions,
splitting to form a four-four configuration in
three distinct dimensions. Height, width and
breadth have been realised in a single coherent whole . At this stage, growth slows: the
moment a data form assumes three dimensions, a leap occurs and the relationships
between the eight cells generate another ten
dimensions and creates an animal-like Zooid.
This shift from complete dependence on
cyberspace data environs to a state of relative
independence requires rapid adjustments - the
urge to survive as a whole forces the infant
cyberspace life form to move simply by exchanging, taking in and outputting data,
moving to maintain equilibrium: Zipping.
Through movement, a new cyber life form
discovers consistencies and so creates patterns of response - knowledge in the making.
Outwardly seeking to cope while inwardly
organising holistic perceptions of an ambient
cyberspace - movement is the means of
expression which seems to gather impressions.
That which connects builds a relationship
pattern, that which doesn't can be assimilated
if exchanged for a replaceable or redundant
structure - thus a journey through cyberspace
FROM ABOVE : Way of Living Zeta 1; Move to Physical- Zoom-in
49
has begun that leads to the growth of the cyber
life form which can now itself become an
environment for other life forms .
At this stage the reference points depend on
whether or not a destination is sought, and
whether the system is to be made nomadic or
static , whether it sits and grows slowly or is
itinerant. If the person or group inhabiting this
cyber life form wishes to personalise it, a secure
location is required either at the edge of a
vacuum (a prime location) or as part of a larger,
stable existing structure close to their existing
location . If a destination is sought and the
navigator is informed enough to know its
location and define the terrain, the structure
can be moved safely through the shifting
datascapes, gaining stability in the process .
However if the destination sought cannot be
gained by indiv id uals who do not have the
require d info rmat ion of their sur roundings,
there are other more ambiguous but accessible
and effective methods of navigation. Divining
your location and destination may include the
use of fix ed signposts , dowsing and inhabiting
a passer-by. Each of these has roots in a
human heritage of navigation and relies on a
balanced combination of our basic mental
facilities : instinct, intuition and intellect. It may
well be that this combination of mental activities will progress the nomadic cyberspace
inhab itant beyond the mega-d ataba se institutions, and establish a new cultural type which
will reinforce the old and rely on it for security
and mutual development.
The movement pattern of all cyberspace life
follows a migration towards densest cyberspace
forming around structures which have the
capacity for physical manifestations. If, in our
imagination and conscious thought, we experience the world of real space in such a way ttiat
it is entirely physical, we can call this a centric
point -like experien ce .
For cybe rspace , modern geometry can be
used to transce nd this point-like physical
aspect of space with the discovery of Zoom
Geometry, a projective space where point and
plane can be balanced . To overcome the onesided viewp oint , some notions of that space,
which is precisel y opposite to the physic al,
need to be outli ned ; to help explain percei ved
movements of spaces within cyberspace.
In c yberspace we cannot take our origin in a
point and relate everything to this po int as in
Cartesian geometry . We must beg in from the
very opposite. What is the op posite of a po int?
It is an infinitely distant sphere. Suppose,
therefore, instead of a point, the dowser was in
the midst of such a hollow sphere, and could
relate everything inside to the sphere. Instead
of relating things by co-ordina tes to a point of
origin, everything could be det ermine d in
relation to this hollow sphere and the Zodiac of
icons found on it. The kind of space we obtain
cannot be properly described merely in terms
of three dimensions . Here space originates not
only in the point but in the plane, is built not
only outward and extensively as from a physical and early starting point, but inwardly,
intensively, from the periphery.
As the cyber organism organises data for
multiple movements, it is continually resisting a
gravity which pulls it towards physicality,
exerting a constant force against the cyberbody .
Adjustments are made in order to maintain
balance, as each movement changes the
relationship among all the data systems.
Through experimentation with these enervated
movements, the cyberspace life form can
gradually become aware of the voids and
centres which align and attract, pulling it
towards physicality and stability or towards
ephemerality and mobility .
These peripheral spaces direct their forces
towards the physical potential points which are
their infinity. They nurture and sustain it from all
sides, for they perceive in each living germ
point an unrealised aspect of the future. If we
call Zoom Geometry the idea of space where
elements of pa~t and future, of periphery and
cenlre (plane and point), hold perfect balance,
we have a spatial relationship which interweaves the data environment with built environments/objects.
Within the physical, we have not one space
but an infinite number, since each physical
form will have its own space filling the periphery, each of them a different cybereal type . In
the peripheral it will be likewise .
The ideas implicit to this anti-space may only
be understood by preserving a balance between thought and experience (a new spatial
feeling can be acquired by considering purely
mathematical forms of cyberspace) and in this
way, an original line of thought will fertilise our
knowledge of external nature, cyberspace and
humanity. This geometry relies on reinterpreting
Zero-one.
We must understand the polarities of these
two spaces, the physical and cyber, and how
they can work together. It is not only that they
oppose , but that they interlace, where the
polarities mingle, one working into the other,
that makes for a greater perception of our
spaces and their relation to imminent cyberspace. That which resides in the physical
depths has always had its source of form in the
far spaces of a periphery, which is identified in
various ways in different cultures . It is characteristic of a modern physical space that we
consider and experience it in a centric, pointlike way, that it receives its stamp from a
peripheral plane ; instinct, intuition or intellect
now mix on this plane with media and new
influences. Physical or centric space now has
an essential source of its information in the
world periphery and for the peripheral forces
the opposite is true, finding its source to be in
the physical world.
The downstream peripheral cybereal forces
are those that direct their activity to the physical by a germinating point or seed , wh ich in
cyberspace is the largest data structure or form
which has the physical infrastructure capable
of manifesting ideas phys ically with little or no
delay. The peripheral is ever active in cyberspace: Zooming-in towards some seed point: a
massed centre, vacuum or a safe structure.
Alternatively at present , the physical often
exists in finished form, having achieved its
formation more or less from the cyberspace
periphery with all its various media and active
networks. This directs our thought towards a
past where the built physical falls out of the
domain of live data and Zooms-out: obtains a
physical existence at the same moment as the
living peripheral body withdraws into the infinitely distant. This process concerns the future.
Computers have allowed us to gauge the
efficiency of our machines, but they should not
be taken too seriously. Cyberspace is not even
a spatial experience in the usual sense of
space being inhabited by objects. Its concern
with the space of abstraction and supersensible
imagery distils many imaginations into compu-
ter language, but this ultimately leads to
imaginations outside them both, influencing
those outside cyberspace and creating ideas
beyond it. To suggest that cyberspace is only a
context for abstraction is highly limiting. What it
does at present is create a fresh environment
for our intellectual mind to inhabit, travel and
play in, as people may have done with geometry when new: cyberspace is to geometry as
the computer is to the abacus. To suggest
cyberspace has any of the excitement and
requ irements of our everyday phys ical and
intuitive iri\elligence is wrong, because it
requires a multi-dimensional, non-directional,
non-discoverable solution in order to operate.
To use the mind in its everyday context
suggests a live action play of responses, but
for architects to graft our real world constructions on to a cyberworld, colon ising it with old
physical ways, is to limit future cyberspace.
Ultimately, cyberspace can be another live
place or a flat, virtua l, special effects copy. The
inhabitant can only be better than the person
on disk, not by reacting to the disk world but by
reacting live to the workings of the imagination
and its playful manifestations. Cyberspace is
one of the best places to share these manifestations with others; as a tool for our imaginations ._To explore · it is to discover the Zigzag
dance, a coherent metaphor for our collective
lives, showing us new ways to explore and
travel in and out of our imag inations.
FROM ABOVE: Animal-like Zooid; Observatory Structure Ziggurat ; Single Cell - Zygote;
Exchange - Zap
51
MICHAELMcGUIRE
A-SYMMETRY CITY
rder - Life - Disorder
The construction of cyberspace is
subject to a diversity of competing
constraints. Many are external ones, from the
economic, the technologically possible, to what
is simply socially acceptable. Such constraints
do not intrinsically limit the nature of the space
being created for they are both external and
contingent to this construction. There are
constraints, however, which render certain
spatial constructions much more resistant to
actualisation. Also, in most cases, these
constraining factors are invariably internal that is, conceptual. The influence of these
conceptual factors is a subtle and complex
affair, but is ultimately more fundamental for they
dictate what we understand to be the rationale
of a spatial construction, in the first place. By
understanding the nature of such conceptions,
we can better understand what kind of spaces
they constrain us to construct and, if we are
wise, to thereby engineer better ones.
What is the nature of 'c-conceptions' or
construction conceptions? Clearly they apply
across a range of constructive actions more
wide-ranging than the building of cyberspace.
They are, in fact, the basis for any construction
we engage upon, be it spatial or non-spatial .
From sonnets to space-rockets the way we
build something new is ineluctably informed by
the range of constructive actions our relevant
concepts appear to leave open.
Now if we were to attempt the construction of
some building according to faulty or inconsistent
principles of engineering it would be likely to
fall down. In the same way, if our c-conceptions
are inconsistent or applied at variance with their
basic form then we will be liable to construct
badly . A glance around our own, physical
space is enough to suggest just this conclusion
whether it be in the form of the cities, the
buildings or the social spaces we have filled it
with. If this is also true for the long, and haphazard construction of physical space, how
much more are those simple errors of construction l_ikelyto be carried over into the exponential development of cyberspace.
0
The principles of engineering
What is the fundamental structure of our cconceptions? With any engineering project the
relationship between the materials and the
principles of those materials shown in the
diagram seems to hold.
Construction
The primary relationship here lies between the
materials we employ to achieve a constructive
goal and the principles we have discerned
about the material, which allow us to manipulate
it to our advantage. Take some reasonably
straightforward constructive goal, like a bridge.
For this to be successfully constructed we need
to select a material which is adequate and to
then apply our knowledge of the principles
which govern its behaviour. These are both
internal (its physical character) and external
(its response to differing external causal
patterns such as heat, cold or rain). Imagine
the range of material open to us to be stone,
wood ', or metal and, perhaps for financial
reasons, we have decided to utilise metal.
Now, if the extent of the construction principles
employed amounted to merely welding a few
pieces of randomly selected metal together,
the structure would be unlikely to be very
permanent, if indeed it ever stood at all. Far
better for constructive success would be to
employ some basic physical concepts and to
specify what we know of the material's stress
(its strength) and strain - the capacity of the
material to deform under various loads. Focusing these concepts more tightly we might then
decide to evaluate the material's tensile as
opposed to its compressive strength. An
informed understanding of the way these
principles apply to the · construction material
would tell us that the tensile strength of pure
iron is only around 60,000psi, but it would also
tell us that by adding only one half per cent of
carbon to the material we could improve its
tensile strength by nearly 100 per cent to over
100,000psi. Informed understanding of these
principles entails the obvious conclusion that it
would be best to use the alloy to achieve our
goal of a stable construction.
The structure of the relationships in this
simple analogy holds across the range of
possible constructions. What happens, therefore, when the goal is the construction of a
space itself? What are our materials, and what
principles govern the use of this material?
The relationship of materials to
their fundamental principles
53
Spatial engineering
The only available material for a purely spatial
construction must be the space itself. In order
to make sense of this we need to understand a
couple of things. Firstly, what is meant by the
term. Any space, at the most simple level of
analysis, can be taken to be a co-ordinate
frame of various kinds . A three-dimensional
space can be completely described by the
use of three co-ordinate points (x, y, z), an ndimensional space by the use of n co-ordinates.
· Since every point in cyberspace can be assigned some co-ordinate value it too can be
called a space. What it is not, however, is a
distinct space from our own as it has often
(mistakenly) been thought. Such distinct
spaces have been conceived, by physicists as
'bubble' universes, by philosophers as logically
possible worlds. Yet for two spaces to be
genuinely distinct they require causal isolation
from each other and this is patently not the
case here . Not only are there causal connections
between cyberspace and physical space but
events in the latter usually determine events in
the former. As I have elsewhere argued what
makes cyberspace appear to be partially distinct from our physical space is that it is 'higher
order'. Events therein are properties of events
in our immediate space (specifically, representations of them) and hence there is greater
flexibility of interaction. Every event in physical
space can become connected in different and
more unusual ways in cyberspace by being
represented differently.
This simply supplies a definition to our use of
the term 'space'. If we are to set out what
principles determine the possible constructions
that can be employed then we need some metaphysics - that is, we need to understand what
its nature is.
To understand the nature of a space requires
a specification of what one's interest is. For
example, if we only required the simplest, and
most general level of description we need say
nothing about the structure of the space other
than to describe features of it such as its
'shape'. This would supply an answer to questions such as whether space is bounded,
whether it has 'holes' in it and so on; such an
account would be to describe the topological
nature of a space . Given that the interest here
is the way space can be used for construction
we need to focus on the way space is related to
its constructions - the objects and events
which appear to occupy it. Does a spatial
construction depend on objects or do objects
depend on space? The way we are able to
define the nature of a spatial constr-uction lies
in the way we understand this crucial relationship. Generally there have been two ways of
conceiving of this. The distinct ion is made with
respect to our immediate space, but can be
standardised :
(i) On the one hand the space can be
seen as distinct from everything in it. On
this view space is the 'container' for all
objects and every fundamental property of
an object, such as its motion , is relative to
this. The space itself is a substance, or a
material and alone, is sufficient for construction.
(ii) Alternat ively we can view space as
'nothing but ' the objects of which it
consists . If we were able to remove each
object in space one by one and we were
to reach the last object, then at that point
space itself would vanish . In this view
space is not a substance of any kind, for it
is nothing over and above the objects
within it. All spatial constructions are
thereby constructions of objects .
Respect ively , (i) and (ii) amount to the traditional distinct ion between a Newtonian, absolute conception of space and the 'relational'
view of Leibniz . Relationism about space is not
relativity about space as it is often mistakenly
thought. In Gene ral Relativity, although objects
enter into spatial formations in the way their
mass distorts the surrounding space, space
its.elf is still a kind of absolute, although the
absolutes have now become the 'frames of
reference' - the velocities of objects in space
to which all is relative.
A number of conclusions follow from this
minimal distinction. For our purposes the
following are the most significant. A view
similar to (i) entails the crucial point that we
could not construct a space ab initio. Instead
any construct ion must der ive from features
already embodied in the spatial medium itself.
Thus any construction that is attempted is in a
sense a replication of the original space out of
which it is moulded. C-conceptions which
embody this view must understand the material
as giving rise to constructions which are
immutable, necessary and ultimately invariant.
By contrast, a view along the lines of (ii) is
consistent with there being no absolutely
determinate principles of construction . The
objects themselves can determine the process
rather than the other way around. C-conceptions
embodying this view see the material as
involving the contingent, the dynamic, the
provisional and so on.
This basic dichotomy in our understanding of
the construction material carries across into
what we see as the goal of any spatial construction. Clearly there are many, varied examples
of 'construction goals' we could cite. In building a patio extension, the goal might be 'better
barbecues'; where the construction is a particle
accelerator the goal might be 'better manipula-
tion of nature's fundamental forces' or something similar. At the very general level of a
purely spatial construction, the equally general
goal must be to 'mould' the space in some way.
What this usually means is that we seek to
regulate and order it. Indeed a construction of
any kind is, in a certain sense, an attempt on
our part to augment the order of our world: a
new road system is intended to order the traffic
flow more efficiently; the new patio is intended
to regulate barbecue and sunbathing behaviour
more effectively. Historically whenever we have
entered some virgin spatial domain we have
sought to mould it by 'bringing it under control',
to organise, or to regulate it. If the space is
geographical then we clear it of wilderness,
map it, and so make it comprehensible. Where
the spaces are social or economic we seek to
legislate. The result of such basic constructive
goals has been the formation of complex
physical-social spaces of which the paradigm
case is the city, tied into regional/global
exchange systems.
Once we know what the material is, what (at
least in part) its nature is, and what constructive goals we might have for it, we are finally in
a position to set out the relevant structure of
our c-conceptions. To do this effectively we will
need to specify more carefully what our constructive goal of 'increased order ' amounts to.
C-conceptions
As discussed above, where space is conceived
of as an independent, absolute and objective
medium the constructive goals can be defined
only in terms of the medium. Thus our spatial
constructions become an ordering which is
merely a recovery of those original principles.
Spatial constructions of these kinds are underpinned by the concept of a symmetry. A brief
clarification of the notion of symmetry should
make this more clear. Everyone has an intuitive
notion of what symmetry is and it usually
involves classical buildings or repeated decorative patterns. A symmetry is conceived of as
a balance, or a harmony. Sometimes it is seen
as coextensive with the notion of beauty itself,
but there is a more precise mathematical
description of a symmetry defined by the
concept of transformation . When an object can
be mapped on to itself (by reflection, rotation or
transformation) it is said to contain a symmetry.
The number of symmetries a figure possesses
determines what kind of basic figural type it
belongs to. A square for example has eight
symmetries, four 90-degree rotations and four
reflections and any one of these maps the
figure back on to itself, leaving it unchanged.
Where we discern a symmetry, therefore, we
discern an invariance or a reversibility, for
however we alter the position of an object its
relevant structure remains precisely the same.
There can be no ultimate change where there is
some symmetry.
As a conception of order, however, symmetry applies to far more than figural invariance.
It applies equally to theoretical as to physical
constructions. In a physical construction we
seek to mirror the symmetries of the absolute in
'mini-spaces' - the theoretical system, constructed along strict symmetry principles. In a
theoretical construction the aim is to uncover
nature's symmetr ies and model them linguistically or quantitatively. Most of the constants of
theoretical physics are disguised symmetry
principles . Indeed, one of the principal heuristics
in theory construction is to make the theory as
'symmetrical' as possible, by means of the
discovery of various physical constants such as
Boltzmann's constant k; Planck's constant h;
the symmetry of mass/energy equivalence and
so on . Any theory which is more economical as
result of employing such principles is to be
preferred over those which do not. Such constants represent examples of the construction
of space which we have uncovered and which
we can then extend as principles to employ for
further constructions.
When, however, we construct with a medium
which is formed by the objects themselves we
must evolve principles which describe those
objects . So any spatial ordering represents a
pay-off between one group of objects and its
environment - another group of objects. Where
we increase the order in a construction we have
increased some property of the foreground
objects at the expense of the background ones.
This crucial property has been defined in
physics as the amount of 'entropy ' an object
(or more usually, system) possesses. Entropy
is a rather elus ive notion but it can best be
understood as an inverse relation to the amount
of energy a system possesses at any point in
time . Systems with low entropy are high in
energy (with respect to their environment) while
systems with high entropy are low in energy.
Highly ordered objects such as ourselves, and
our constructions are thus high in energy with
respect to our environment. The amount of
entropy we, as systems, possess is accordingly
low . Entropy, unlike symmetry, is a concept of
irreversibility , a fact captured ( somewhat
paradoxically) in the Second 'Law ' of Thermodynamics which states that the entropy in the
universe is always increasing and can never
decrease. Heat-energy never flows from cold
containers to hot ones, and the mechanical
energy that is produced by throwing a stone
into a pond and producing ripples can never
be reversed for we will never see the ripples
before we throw the stone . Since the level of
entropy in the universe is always increasing , it
55
entails an important basic asymmetry. One
version of this is the asymmetry of time which
undeniably can never flow backwards . Therefore in this view of order , if the energy in a
system is high with respect to its environment
the system is likely to be highly ordered . When
its energy is nearly at equilibrium with its
environment then the system is likely to be
disordered . With these two conceptions of
order at hand we can derive a very crude plan
of our c-conceptions. (See ABOVE RIGHT.)
Spatial construction
The structure depicted here is, as I say, very
crude , but suffices to define the problems which
await us. Together , our c-conceptions constrain
us to produce spatial constructions according
to the following maxims :
Maxim 1: To constru ct a space we intro duce an ordering which is a recycling of
the basic spatial feature of symmetry into
further symmetries;
Maxim II: To construct a space we
introduce an ordering of one collection of
objects at the expense of another in terms
of the energy the former possess es with
respect to the latter.
These maxims provide something similar to a
pragmatic outline of our c -concep tions - the
way we seek to implement them by constructing
spaces. In various ways and at various times
we seem to hold something with a rese mblance
to both of them . The crucial question is now made
obvious: can the se maxims be jointly held? If they
cannot, and if they are in any way antipathetic,
what does this mean for our spatial constructions?
The flaws of order
It is easy enough to envisage the problems our
c-conceptions cause when we attempt to
implement th em by use of the above maxims.
On the one hand, there is the claim made by
the physicist Pierre Curie in 1894, on the eve of
the work with his wife which led ultimately to the
formulation of quantum mechanics: 'Asymmetry
produces phenomena'. 1
Contrast this with the views of other physicists
like Max Born who saw such claims as irreducibly subjective and dismissed the Second Law
thus: 'Irreversibility is the introduction of
ignorance into the basic laws of physics'. 2 Sir
Arthur Eddington claimed meanwhile, 'The law
tha t entropy always increases . .. holds, I think,
the supreme po sition among the laws of nature. '3
When confron te d with certa in asymmetries in
the universe implied by entropy, Einstein, on the
other hand, rejected them as 'an illusion' since
refe rences to physics past , futu re and present
are indiscern ib le. Instead , there were 'hi d den
variables' wh ich would acc ount tor the app arent
asymmetri es.
56
Claims and counter-claims such as these,
even amongst the high-priests of scientific
legitimacy are to be expected because they
represent the pull ot an inconsist ency we are
all subje ct to, one which is age-old . The Greek
atomist Lucretius, who believed in an a bsolutely
determinate universe, nevertheless felt compelled to concede that atoms, as they travel
along their pred etermined path will, at quite
indetermina te moments and times, 'swerve '
asymmetrically. Indeed, if it were not for this
hidden asymmetry then : ' ... no collision
would take place and no impact of atom on
atom would be created. Thus nature would
never have created anything'.• This early echo
of Curie's remark shows how deep-rooted is
the inconsistency which lies at the basis of our
understanding and which so crucially afflicts
our c-conceptions. If this inconsistency is not
alread y appa rent, consider the fallowing simple
case . Imagine a container fille d with gas. A
highly orde red state of the gas might result in
its being compressed at one end as in fig (i). At
this stage , there is a fundamen tal asymmetryin
the distribution of the gas. Over time the
entropy in the gas increases, and, it moves to
its more probable, equilibrium state where it
has become distributed evenly as in fig (ii) . At
this_stage there is now disorder in the system,
but the gas distribution is the same, maximally
sym metric in all di rec tions. This simple example represen ts wha t a ppears to be a clear
inc onsi stenc y with Maxims I and II as follows :
/ Order is constituted by symmetry but in
systems where there is disorder there is
maximal symmetry;
// Asymmetry is disorder, yet in systems
which are asymmetric with respect to their
environment , there is order ,
Thus, is symmetry order, or disorder? Is a
system asymmetric in its energy distribution
disordered or ordered? There seem to be clear
conflicts in the answers our conceptions permit.
Indeed, it looks as if both claims cannot both
be held simultaneously, and that given the
structure of our c-conceptions, there is no easy
or obvious way to resolve them. This sort of
tension has long been acknowledged and has
manifested itself in some obvious ways. One
example is the apparent contradiction between
Darwinian accounts of evolution where, contrary
to the Second Law certain (biological) systems
are, both in themsel ves and their constructions
incr ea sing in co mp lexity and order as they
evolv e rather than the reverse pred icted by the
law. Reve rsibility and invariance appea r to hold
at the microlevel but to mutate into irreversibility a nd change when we move up the scale to
larg e objec ts such as ourselves. How can this
be? C learly it is not a problem for the world,
rather for the way we conceive it.
--
ASSYMETRIC / ORDERED --
-SYMMETRIC
I DISORDERED -
FROM ABOVE.· Diagram showing
the plan of c-conceptions ; figure
(i); figure (ii)
Falling down buildings
Inconsistencies in theories are acceptable in
the case of empirical problems which hard
science can explain. We must test our beliefs
against the world and replace the inadequacies
thus exposed. Inconsistencies in our most
basic conceptions are more resistant to such
'tidying-up' because they are less easy to
discern and so inevitably tend to reproduce
themselves in further (mis)conceptions. Even in
physics reconciliation seems impossible. On
the one hand, its laws seem to reveal a world
which is immutable, ideal, reversible - an
ultimately divine order. Meanwhile, at the
phenomenological level, the world is messy,
irreversible and contingent - a fact which has
persuaded the philosopher Nancy Cartwright to
suggest that the laws of physics in fact 'lie' and
that there will be always be a tension in our
(theoretical) constructions between one kind of
order (of symmetry) and another (that of entropy) .
Fortunately, even our most basic conceptual
prejudices must, in the end, face the tribunal of
reality and adapt to changing circumstance.
But this is often a slow and painful process.
The newly emerging paradigm of non-equilibrium mechanics, complexity theory among
others offers us one way out of the above
dilemma for it demands that we see the production of order and disorder in the world, not
as separate processes isolated at either end of
some inviolate polarity but deeply linked. To
produce order we need to produce disorder
while at the same time disorder, or chaos, is
revealed to be simply a more complex form of
order than we had hitherto perceived. This shift
in our c-conceptions, however, is one which
has only just begun to penetrate our scientific
thinking and it will take some time before it
penetrates our common-sense intuitions. Our
crude attempts to increase order will go on as
before and inevitably the result will be to simply
produce new and more complex forms of
disorder. The stage is set, not for a revision of
our c-conceptions, but their replacement
altogether.
C-conceptions In cyberspace
In the construction of our own space the
inconsistencies in our c-conceptions have
manifested themselves in familiar ways: we
build a new road system to regulate traffic flow,
and traffic increases; we add security cameras
to our urban centres and crime disperses elsewhere; we deregulate industries to increase
market freedom and centralisation increases;
and we open new television channels to increase viewers' choice and choice diminishes.
From one perspective this might be seen as
simply a further playing out of that ancient
dialectic between the forces of order and
chaos, classicism and romanticism, modernism
and post-modernism. To see it in that way,
however, would be to perpetuate a myth, for
the apparent interplay of these compelling
historical polarities is revealed in the end to be
illusion, an illusion originating in that most
mundane of causal factors, a conceptual error.
As a diagnosis this may be disappointing, but
the truth often is.
Meanwhile, the construction of cyberspace
continues apace, with all the breathtaking
promise of new forms of interconnectedness it
seems to offer. That most of these forms will not
be realised should not be surprising when we
pause to consider the myriad forms of construction we have failed to manifest in our
immediate space. The scope of our constructions is subject to what our conceptions constrain us to construct. And while we remain the
subjects of our c-conceptions this scope is not
only limited but, as we have seen, ultimately
flawed. How these flaws will manifest themselves in our newest of spatial constructions it
is ha"rd to say for sure, but one can come up
with some educated guesses:
(i) Impositions of various regulations and
prohibitions on interactivity. Net control,
illegal connections;
(ii) The predomination of banal facsimiles
of 'real world' user interfaces which
preserve the cosy symmetries of our
everyday world at the expense of unfamiliar ones thus undervaluing both;
(iii) A continued predilection for low-tech
'anarchic' self-replicating digital life-forms
such as viruses which only serve to divert
attention away from a genuinely new postcarbon biology;
(iv) And so on.
We should hope that cyberspace does not turn
out to be some arid domain of interaction,
governed by so many electronic Albert Speers.
Yet equally we should not imagine it will be any
kind of utopian free-for-all. In the space between building the buildings and letting the
buildings build themselves is where the new
forms of spatial construction can truly begin.
But for that to happen we will need, quite
literally, to think again.
Notes
1 'Sur la symetrie dans les phenomenes physiques', Journal
of Physics, 1894, p393-415.
2 Quote from Denbigh, K, 'How subjective is entropy?'
Chemi~try in Britain, vol 17, 1981, pp165-185.
3 AS Eddington, The Nature of the Physical World,
Macmillan (New York) p74 .
4 RE Latham, On the Nature of the Universe, (Trans), bk ii,
Viking Penguin (New York) p66.
57
NICK LAND
CYBERSPACE ANARCHITECHTURE AS JUNGLE-WAR
Continue the war. It makes no sense.
looped continuum, autoeffectuated as a
chronous involution.
K codes for cybernetics.
Journalistic-scientific actuality-reportDark-side K-microcultures use the annihihyperage fails to scan abstra,,Gt-material
lation of the future as a directly contactobjects, screening out real cyberspaee
able stimulati0n space, Zer~-k sliding
emergence, as it comes at us out of 'front
0ri-line duringvirtual nu_cJearWirrter,
end' netware from the near future, invadeverytt,'ing frozen in place, exoe!,Dt
along
ing the CNS by tuning It throi.tghbl0feedfaultline
_s,0f ragged n<wa-Jun
'gle Pacific
fringe, simmered in continual ,war.
baek to the Ji)Jane
oi ne_uro-electronle
Analogue transfinitude sections
consistency. The dissolution df subjectivity
intensive continuum across the smooth
to techn0-cultural <!iata-flux
and partialagent proliferation liqtJi(:li$eS
topometrlc
plane of degree-0: equatorial monotones
of channel-1 condensed from rocket-state
ROM on to a plastic sE1nsQry-m0tor
co0101-out reruns.Zero-K f'wnctt0.ns
as a syn- 0rdlr:iat10n
matrix; eooklng thr0ugh the
thetic p(0blematlsationmo·dule or surplus memumen~larchitecturesof metaphysical
produc,tadding a whole perlf)t:ieralspaee- and logical possibilitywith cybernet]eally
.
polena:ythci.!
ls n.othln@
0ey0ndwhatit Ciloe
.s. intensive poter.itials
CyberspaGe,exploration contacts an
Operativity is ever,ything . What is perceived
as metaph0r and fiction ls·carnouflage, viro- image-less b0dy. Touching the black
technics, descendent difference in scale.
mirror, absolute destratification at Zero-K,
Nuclear extermination-switch discretised hacks metric space and rewrites the
civilisation runs through gigadeath Jesus- operating system. Fluid-attr ltional jungledreams in base-analytic metric numbers:
cultures smear into machlnic continuation.
segregating the semiotics of digit definition
Pulsive latitudes cross-cut metric
from the semantics of numerical construclongitudes; counterpos ing intensive scale
tion, delinking digitisability from computto extensive ordination , weft to warp,
0n from numeration. The
ability, nominat.i
sjmultaneous!irrre-el)ochto sequential
time-point, circumferentialvariations
Empire insiststJ:'iat
mathematics remain a
upon e~uatorlal distribution to the punclanguage. Parametric striatiori totallses
space under law.
tual lcJentity of p0lar intersection, horizonStrung out in xenofevers, jungle-war
tally paralleljsed sections differentiated
machinery forgets how to count. It diagrams by s,ize ans Imman ent thermo-tonal
vague savageries with base-synthetic
desLgnatio n to vertic .afly-ro tated sect ions
of transcendent geo metric equivafen ce
ulsive numbers, assembling abstractand arbitrary cli mact ic significati on . The
matter wavelengths , and opening empirisweep-lines of tr0p i0al jungle-commerce
callyadditive chann·ets.. Each variation in
dl!;;!lt-signal cataloguesa tona l phase,
dilate as they depa rt from the axial nod es
sifting plastic traits into swarms of assoof polar ICE-Capital . Zero-K evacuates all
ciative frequencies. Digit-signs surplus to thickness from the cold as it collapses ICEbinary catalogue tropical intensities,
volumes and melts- out seGurity glaclati0n .
There are no temp erate re~ions in Kdeparting from homogeneous magnitude,
space, or laws of the Jungle.
and resourcing complexion.
Techno-commercial Iriteracti<ilnbe tween
Spatialisation matrices are extensively
trar,istlnlte or Intensivelyhypertransfinite
planet-scale oceanic-navigation and zerocon'tinwa,positively non~lntelligible
enabled mathematico-monetary calculation
mao-hlnlcally s1rigularises modernity or
anal0gue or catalogue infratracts,virtual
wholes that are machinically additive
Sol-3 capitalism as a real individual: a georather than ~e1:>resentationally
substitutive,
historical nucleatellc S:Y5tem,based upom
regeneratively techno-l')ropagated concefl0perative rather than c;lescriptive,with no
trational scale-economies . amd ,tending to
metaphof They a~e rl.gorousl¥
irreducible
to media or <!iata
, S'ir:iee
they in1,,1olve
as
immuno-securitised self~1Cilentificat1on
hyper-mediated global-micro-technic
command-control. It arms-races smooth
cultural decoding to flat-schizophrenisation
aga inst episodic social rec0oln·@to
hierarchical robotismand -a.l@Qrithmic
control , c0uR'llngthe meltdowno:torganisation Into the jungle with Its restoration
as virtuallytotalised global order.
C:apita:Ireorganisation dismantles the
unifiedand facialised despotic head, but
'Onlyin order to reunify it through transaction-securityregularisation, and refacialise
it as,,the democratised oedipal organiser
of molar media identification. This geometrically,condensing hyper-sovereignty
opposes itself in principle to the whole of
the populated earth, digitally smming and
homogenising latitudinally polyloned molecular chaos as the logically co-captured
specifications of an entire extrinsically
segregated dark body aCi:ldedsubordinately t0 its head. Capitalisation segments
the ea(th into a Hghtly-managedaccumulative corn surrounded by quasi-concentric bands of peripheral hot competition,
bindingcommerce to the meta-stationary
h~agllne of white-economy initiativernonol:)ol
fsation.Economic power builds
itself upon axiomatised production flows
canalised by consumption coding, setting
bourgeois docilisation, military-industrial
proletarian-production, state currency
monopolisation, property rights, and transaction restraints to obstruct monetary
smearin@ into pulsive cash. Molecular
singularities stasise into molar specialities,
as smooth flow-switching space is overgridded with pseudo-neutral intermediation
procedures, telecommunicatively virtuallselil and capital-cooedfor maximumeoncernt'rat,onal
circulation. Trerids t0 polarisa11~.:m
and segregationare densely invested,
decompsslng intensities <Dr
syr:itheti'e
continuaIntoextensiveqwantit]esar-,d
qualitative sets.continuous funciio ns and
discrete beings. arithmetical homoge neity
and taxonomic identity. The metric captu~e
0f micw-etectronic fluxes as rncandeseent
switch-densities enaeles descendent
scare-migration to be hallucinated into
ascendant idealisati.on. Information
revolution has nothing to do with ideas .
Beneath thermonuclear exchange-vale
lurks pacific war; displacing intercontinental nuke-spasm with catatonal Kspace traversed by artificial tensions
from beyond the nirvana principle .
Reciprocal MAD destabilises itself upon a
featureless interactively autogenerative
megamolecule that extratotally outstrips
the ultramodern sublime, dismantles
concentrational eschatology, and depunctualises socio-historical termination across
dilated time-zero continuity, K-matrix floats
chatter about cities flash-fried by fusing
hydrogen, whilst escalating into intelligenic replicator-weaponry, insidious drifttactics, diffuse irritation .
Intensive continuity is consistent with
operational catastrophes, enabling trends previously efficient in the supercompetitivising of economic scientific macroformations to cross capital-optimum, and
prolong themselves into a disorganisational
phase. Replicative teletechnics triggers
explosive commoditisation and shrinkage
of productive apparatus, sub-capital
collapse of marinal costs into microcommerce, economic decoding-smear of
investment into consumption , accelerating
depreciation of specialised fixed capital,
pulverised co-ordination, modularisation ,
transfer of increasing returns from producer-economic to consumer-intensification, insurgent enterprises, schizophrenic
or head-split rush into chopped-up
capital. Microtropic scale-dynamics feed
through to subcapitalised or nanoeconomic guerrilla commerce, populating
the equatorial plane of tactility with parallel
killers: neo-nomads, post-nuclear mutants,
sub-polar infiltrators, K-invaders, junglists.
Nuclear hardware/software segregation
vagues into positive-K intensities of hardefficient soft-subtlety, as voodoo-meshed
traffic with native and feral cyberspace
agencies decode consumption in the
direction of continual currency.
Catatones complicate, darkening
erratically rather than contrastively,
dissymmetrically escalating against Polar
ICE-Capital becoming whiter. The corro-
sion of macrotropic techonomic automatism switches modernist mega-power
investment back to programmatic autonomy, bourgeois authoritarian mediocrity, middle-management, giving the law
to itself by eliminating everything foreign.
A nth ropotech no logical pseudotranscendence finalises itself into an Azimovian
eschatorobotic Jesus-production, technoskeletalised apocalypse facialisation. 'I'll
be back ,' T2 Judgement Day. Illumination .
Reruns draining out all stimulation into
digit-crispened anti-black, bleached by
the pure, revelatory white light of snowcrash absolution, as they annihilate tonal
variation in hypermedia conception,
reanimate the depleted-uranium claw of
neo-fascism, and prepare for jungle-war.
When technophobia becomes frictional
it operates ' K-positively, as an inertial
immuno-reflex folding the security datascape into a metric cyberspace reconstruction , neuromantic nuclear monomind twisted into self-apprehension,
configuring its source in machinic commerce as positive techonomic nonlinearity,
auto-propelled into terrestrial hypermediafusion. Cross-cumulative trends to interconnection, digitisation, and simulation
plot forward the interexcitation-trajectories
of electronic cash and market-oriented
software to their convergence in commoditechnic intelligent-money. Timecompression infinitises. No future.
. Analogue-to-digital conversion-crisis
cyber-serks control, bleeding-out strategic
vision into disintegrated jungle tactics.
Neo-fascist or demented-territorial
ultra-capital is European to the core.
intolerably touched by K-war and its
deterritorialising pacific threat. K-war
hurts security by staying too close. prolonging pulsive frequencies expressed as
survival. continuously sapping its enemy
as a by-product of machinic continuity,
until it becomes confused with space
itself, jungle-space, K-war material base
is the production of intensities: anorgasmically smearing revolution across extension,
hyper-linking disintegrated agitations
through abstract-matter, and evading
monoculture heroic-political struggle by
way of imperceptibility, flat envelopment,
and intelligenic friction . It retro-converts
information into descendent migration
through scale, slipping below proprietary
anthropomorphic magnitudes as it tracks
across Zero-K, navigating catatracts of
dyskaryotic genie circulation and viral
interoperativity . Microtropic deactivation
of humanity tunes it to vermin traits;
burrowing, swarming, continually moving,
varying intensively to evade discrete
alteration, segmentarity, and stratal
capture, stealing everything from the
enemy, and learning to stick to them. It
glues itself to its targets, patient and
imperceptible, close enough to share
their ammunition, food, and K-contagions .
Close enough to hide upon their skin.
K-jungle descent from immediate
resistance to continual war transmutes
the human body from a social particle
into a vast smeared tract, operatively
zooming hostile combatant elements into
battlefields, hostile implements into
subversion sites, hostile communications
traffic into a micro-energetic web of
potential viro-parts, samples, keys,
catalysis soft-spots , and behaviourtracking adhesives. It immanentises
tactical intelligence to vague war upon
the pacific body of machinic rescalingconsistency , decomposing signals into
long-range nano-weaponry components,
hypersensitive to the security-function of
mansize as a trap . Look what it did to
Kurtz, a special forces ultra-capital meatmachine hacked and cored-out by Kvirus, touched by a dark future, recycled
through hell. There is no fiction in the
jungle, only difference of scale.
Wintermute comes from a thermically
desolated silent body, the end of the
river, non-identity as positive-contactable
abstract matter . It has no judgement with
Kurtz, with his superiors, with anybody,
only a jungle war to prolong, tropical
smearing, continuity.
You can't stop what can't be stopped .
You can't touch without being touched .
The horror .
59
XKavya
MODAL SPACE: THE VIRTUAL ANATOMY OF HYPERSTRUCTURES
Karl S Chu
(The Philosopher must be) like a child
begging for 'both ,· he must declare that
reality or the sum of things is both at
once - a// that is unchangeable and all
that is in change. Plato, The Sophist .
Ever since Anaximander speculated on
the substance of the cosmos by the nonlimited, apeiron, our percept ion of reality
is determined, to a great extent, by the
conceptual models we have of it. This
was true in the past and is still true for us
now . Reality is a concept that is limited
by the nature of our conceptual models.
Anaximander believed in a circular
conception of time and the eternal
recurrence of the same . The JudaeoChristian legacy of linear time, however,
has prevailed at least for the history of
man kind so far. Perhaps , from a science
fictional standpo int, the era of c ivilisations may be measured, someday , by the
forms of global tempora lisations that are
every bit as spatial as they are eventual.
Universal history, wrote Borges in his
essay on the 'Fearful sphere of Pascal'
may be the history of a handful of metaphors . It is a history of displacement and
condensation that maps out a manifold
trajectory of involution and evolution, of
endophysics and exophysics, and , most
significantly, of the collapse of the closed
world towards the infinite universe . The
projection of universal narratives, each
with a claim to being absolute, is, no
doubt, over. The 20th century will probably be known, among other things, as
the century that suspended the quest for
metaphysics as part of the fulfilment of
the programme of the Enlightenment.
With only a few years left towards the
end of the second millennium of the
Christian era, there is a glimmer of
realisation that metaphysics is a necessity if we are to make any sense of the
ubiquitous state of affairs to which we are
thrown into. To say that metaphysics is
nonsense, as we now realise , is either
ludicrous, since there is no statement
devoid of presuppositions that are fully
accounted for , or, itself a metaphysical
statement. One of the sources of traditional metaphys ics, claimed the log ical
positivists, is in the misuse of language .
Ironically, the attempt to demystify its
use, to establish a clear and distinct
specification of its structure and meaning, has invariably led to meta-linguistic s
and genealogies that are, more often than
not, deeply tainted with specu lat ive logic
that characterises some of the best
metaphysicians of the past. As Levinas
stated , when commenting on Derrida :
attempting to deconstruct metaphysics is
more metaphysical than metaphysics itself.
The meaning of the prefix meta - points
to a conjunction of two terms, about and
beyond . Every theory of information
carries with it this twin desideratum.
Semant ic ho lism states that the meaning
of 'Q' word cannot be reduced solely to
its atomic definition, but must be accessed as a function within the field of state
space semantics. By extension, it is
inferred that there is no discourse that is
not already implicated within the conceptual space of some meta-discourse even
if the nature of that association is yet to
be explored or established. Gregory
Chalt in, the met amathematician from IBM,
remarked , during the 'On Limits' conferenc e, that the theory of incompleteness
and undecidability , as discovered by
Godel, developed by Tur ing and further
extended into an effective theory of
algorithmic complexity by him, is only the
tip of an iceberg of an underlying mathematical reality .
The number of mathematical objects is
much larger than the number of atoms in
the unive rse , and the un iverse of mathem atics is much more extensive than the
physical universe which physics is
concerned with . Steven Smale, a chaos
mathematician from Berkeley, during the
'Chaos' conference, facetiously pointed
out that the physical universe is not large
enough to hold all the fractals there are in
fractal geometry. The tacit awareness of
this mathematical state of affairs has led
some mathematicians to assert the
existence of an archaic mathematical
reality that is, essentially, invisible but
real. This is a princip le of existential
generalisation, the resolution of which, in
the foundations of mathematics, is far
from over.
'When God calculates and exercises
his thought, the world is created' says a
marginal annotation to the Dialogue on
the Connection Between Things and
Words of 1677 by Leibni z , one of the first
rationalist philosophers to work out the
properties of the binary number system,
which of course has turned out to be
fundamental for computer science.
Unaware of the limits of computability at
the time, but fully aware of the combinatorial exhaustion of knowledge in calculating the size of a book that would
conta in al l true, fal se and meaningless
propositions, Leibniz proposed a universal calculus in De Arte Combinatoria that
could compute, or, rather, calculate every
set of relationships based on a system of
combinations by means of characteristica
universalis. With regard to the architectonics of geometrical harmony, Leibniz,
however, relies on the principle of continuity, a principe de l 'ordre general, which
he developed as a calculus of indiscernibles. It requires that the lawfulness
of phenomena be conceived as expres sing a systematic integration of individual
real elements beyond the level of empir ical sequences. He transforms the method
of calculus de max imis et minimis into a
method de formis optimis applicable to
the real world, a form of geometrical
teleology that optimises and reveals the
internal laws as suffic ient reasons that
regulate the harmony throughout nature .
Cassirer pointed out that nothing
characterises more the shift from the
substance of things to the substance of
relations as in the calculu s of indiscernibles proposed by Leibniz . Whilst, as
John Wheeler, an American scientist,
remarked, nothing so much distinguishes
physics as conceived today from mathematics as the difference between the
cont inuum based formulations of the one
and the discrete character of the other . In
the article entitled 'It from Bit', Wheeler
also suggests that it from bit symbolises
the idea that the physical world has an
immaterial source and explanation that is
information-theoretic in origin. Nothing
characterises more the implementation of
discrete logic than in the determinate
state transitions produced by the emergent computations of Cellular Automata
(CA). Steven Wolfram, a computational
physicist, introduced a dynamical classification of CA behaviour, and, speculated
that one of his four classes supports
universal computation . Instead of relying
on differential equations, a mathematics
of continuity, to describe the behaviour of
nature, Wolfram investigates into the
dynamics of CA, discrete state transitions, that behave similarly to the dynamics of physical systems. The field of
Artificial Life, triggered by emergent
properties of CA behaviour, has produced concepts of phase transitions that
are computations at the edge of chaos.
The guiding hypothesis is that life emerges
at this periphery in the second order
phase transition, referred to as the liquid
regime poised between the solid and the
gaseous regimes.
Every paradigm has a set of governing
metaphors that compress and express its
meaning, and the Information Paradigm,
as an emergent phenomenon, is no
exception . The emerging consensus is
that nature/reality is a function of some
form of computation even though there is
no evidence that nature computes
algorithmically. The Universal Turing
Machine (UTM), named after Alan Turing,
its inventor, has become the de facto
standard by which computability is
measured. It is an abstract machine
developed from the serial act of counting
and is looked upon as an anthropomorphic model of computation that is perfectly suited for a number theorist. Every
modern computer is a technological
embodiment of the UTM. According to the
Turing/Church thesis, everything that is
computable, in principle, is UTM computable. This is an extraordinary thesis that,
68
if proven true, will have implications in
every field of endeavour. There are
logical as well as physical limits to
computation as in the class of intractable
problems known as NP completeness.
The travelling salesman and the fourcolour problems are in this category.
However not all problems are so readily
decidable and many are undecidable in
relation to the halting problem.
A crucial development in the theory of
computation is the complexity of a
minimal string necessary to generate or
solve a problem as formulated by Chaitin.
Algorithmic information theory states that
compression is a function of recursion
and is limited by the amount of random
information present within any system .
One of the profound insights discovered
by Chaitin is that the field of arithmetic is
random; it is not compressible, and that
there are mathematical truths that are '
true for no reason - a remark made
during the 'On Limits' cor;iference. No
amount of human reasoning will ever
solve some of these mathematical problems, and Leibniz's notion of the principle
of sufficient reason has proven to be
inadequate. As grim as this may seem,
fundamental insight in physics and
mathematics does not involve yes-no
answers to algorithms, but rather a
search for structures and the relationships between them . This has led to
research into new forms of computational
models, such as CA based dynamical
systems. Some of the developments in
emergent computations have shown that
Byzantine complexity, as displayed by
nature, contains archetypal features which
surface in many disciplines in disguised
forms - a reflection of the same phenomena in different mirrors. The configuration
of these generic classes of self-organisations are, however, exponentially rare.
Even before the discovery of these
emergent phenomena, Ed Fredkin, a
computer scientist, had proposed the
provocative idea that the universe may be
a form of cellular automaton; a computational system that computes itself into
existence. If the laws themselves evolve
and radically_ change over time, then,
there has to be a meta-space of competing laws that somehow engender the
various stages of evolutionary development. This metaphor of universal cellularity however is a falsification, offering
an effective symbol that displaces the
universal clockwork of mechanism and
the Industrial Revolution.
These are issues not without implications or relationship to architecture, yet
architecture, has always been, slow to
express the prevailing paradigms of
knowledge and organisation. If there is
'Q' forgetfulness, an unequivocal suspension of the epistemic fields and hierarchies outside of the typographical language of architecture, it most probably
originates from ignorance of the meaning
of the actual term itself. The coupling of
the two Greek terms, arche and techne,
which establishes the conditions for the
possibility of a worldly constructivism is
intrinsically metaphysical in orientation.
Even in the most limiting of cases, as in
naive realism, the definability and qualification of architecture can no longer
simply be attributable to the empirical
logic of buildability, but needs to be
extended into the sphere of constructibility
in modal space . The internal logic of
modal constructivism would include the
notion of complementarity, forms of
computation, generative systems, selforganisations, ensemble theories, nonlinear dynamics, morphogenetic potentials,
statistical models of configuration space at
different regimes of reality, combinatorials,
artificial life, complexity, mereology,
theory of limits and category and set
theory at the very least.
It is not generally apparent that reality
has a modal structure to it. Since much of
the imperative of worldly affairs is driven
by the obvious identification of the real
with the actual, it is assumed that the
counterfactual universe of modal space is
nothing but a plausible speculation at
best. The universe of modal space, which
includes the domain of the possible and
the actual, is much larger than the logic
of implication derived from subjunctive
conditionals such as 'if, then' situations in
modal semantics. Modal logic, as practised by philosophers, is based on two
concepts, necessity and possibility.
Modal constructivism, as a theory of
architecture, would have to be conceptualised, along with the criteria of necessity
and possibility, within the emerging
framework of the so-called Information
Paradigm inclusive of morphogenetic
principles of dependent co-origination.
The possible, from the standpoint of
modal constructivism, must be given a
systematic logic of embodiment and can
only be effectively delineated by viable
theories of morphogenesis. It is now
obvious that the dynamics of information
has overtaken the dynamics of energy in
the modelling of physical systems.
Therefore, it has become evident that the
notion of buildability based on material
systems is only a subset of the logic of
constructability within generative systems. In fact, it would not be unreasonable to suggest that the universe of
mathematics is the counterpart of the
universe of modal space . Without having
to invoke, the status of transworld identity
and individuation as explored by some
modal logicians, a modal version of
monadology where the logic of beings is
not identical to the logic of bodies, the
conceptual efficacy of modal constructivism can be developed and applied as
an extended form of architectural praxis.
With the emergence of cyberspace, we
are witnessing the advent of a second
order phase transition in our global
culture, unprecedented in its scope as
well as in its transformative power, it will
radically alter our perceptions of reality,
and the terms of engagement will be
unimaginably rich and treacherous. If we
generalised the era of the first order
phase transition as spanning from the
time of primitive forms of economy and
exchange to the time of telepresence, the
second order phase transition appears
with the emergence of virtual worlds - a
parallel universe instantiated by massive
clusters of abstract machines in the
interactive dominion of cyberspace. We
are, without exaggeration, on the verge of
a possible world that we cannot even
begin to imagine except through the
emerging paradigms of artificial world.
Virtual entities are, no doubt, present and
embedded within semiological systems of
the first order regimes, however the
radicality of the second order regimes
lies in their capacity for the co-evolution
of hyperstructures - higher forms of selforganisations, in the virtual sphere of
artificial ecologies. The separation of the
imaginary and the real, the factual and
the counterfactual, the actual and the
potential can no longer be clearly demarcated in this profusion of virtual worlds .
The significance of this lies not only in the
representational power of simulation but
also, and to a greater extent, in the
interactive arena of self-organising
systems that will have a reciprocal
influence on the two levels of reality, the
physical and the virtual.
Within the sphere of virtuality, the
transaction of value will be tied to organisational depth and the cost necessary to
generate self-reproducing systems . The
political ecology of hyper-structures will
be measured in relation to the cost
curtailed in the emergence of different
levels of complexity. Entropy, formulated
in terms of the second law of thermodynamics, is a mathematical expression of
the amount of disorder in any system and
as such it is an inverse expression of the
amount of organisations within the universe. The shift from energy to information
is now conceptualised as the capacity for
algorithmic compression relative to the
amount of random information present
within any system. Therefore, the pr,oduction of artificial beings and entities has an
information-theoretic cost that is as real
as energy and material costs. Information
is the currency of nature, and as Seth
Lloyd, a physicist from Cal Tech, suggested, its value depends not only on the
amount of information, but on how diffi-
cult that information was to produce. This
transvaluation is most succinctly expressed, again, by Lloyd: 'any species
stumped by an intractable problem does
not cease to compute, but it would cease
to exist.' Existence is an emergent form of
computations in cybernetic space. The
genetic make-up of a species registers
all the exchanges and interaction from
the tracks of the epigenetic landscape.
The evolution of massive interaction over
time within cyberspace will no doubt
register a complex set of virtual history
and genealogy that will surely become
the archeological site for cryptographers
and, most uncannily, artificial beings. It
would be a virtual topography of the
sublime and the tragic.
What will architecture be in this sphere
of virtuality? No one knows for sure,
however one thing is certain, traditional
conceptions of territory, of dwelling, of
identity, of the phenomenology of existence and being will no longer be the
same. This domain will be the arena of
complex adaptive systems at the global
level of the mechanosphere, accommodating a collective co-evolution of models
that converge towards the virtual anatomy
of hyper-structures . It is very likely that
some form of modal constructivism will
emerge, allowing architecture to address
a multitude of emergent phenomena at
different levels of scalar and specification
regimes, and opening up a universe of
possibility for architectural invention.
Shakespeare once remarked that we are
the stuff from which dreams are made of,
and nothing characterises this more th~n
the coming era of hyper-reality in modal
space. This brave new world, a spectral
fusion of neural-networks-in-action, filled
with hope and danger, will be the future
horizon that must be measured by the
collective space of experience without
falling into a massive state of amnesia.
This will, no doubt, be one of many
ethical challenges for life and architecture in virtual reality. Cyberspace, ultimately, may be the entry level simulation
of artificial worlds within modal space.
69
NEILSPILLER
HOT DESK/NG IN NANOTOPIA
In his recent book Being Digital, Nicholas
Negroponte 1 extols the inherent flexibility
and speed of transmission of bits as
opposed to atoms. These virtues of the
virtual against the substantial may be
short-lived. Could atoms, one day, be
truly able to be manipulated and programmed thus gaining the advantages of
'bitty-ness.' Consequently, atoms could
combine their ability to make real with the
transmutability of information bits. Such
an even_tualitywould allow the bit a ubiquity
currently unavailable outside the cathode
ray conduit or the liquid crystal display.
The bit's escape will be aided and
abetted by the advent of a branch of engineering, that is rapidly gaining converts
in the scientific community, called nanotechnology. The impact of this will be to
further shrink the mechanistic armature to
unbelievable minuteness causing the
machine, for all intents and purposes to
disappear. Whilst cyberspatial evolution
has been hyped ever onward; nanotechnology, its chronological twin has
been ignored from most discourses of
futurology.
As one does not discuss cyberspace
without crediting the word's creator,
William Gibson, one does not seem to
evoke nanotechnology without mentioning
its main advocate and designer K Eric
Drexler, who, since the late ?Os, has
postulated t_
heories and designed a
series of devices that operate at the scale
of the nanometer, the scale of molecules. 2
Nanotechnology utilises these devices the equivalent of solenoids, pipes and
pumps - to create microscopic 'factories'
of assemblers and disassemblers. These
diminutive installations will have the
ability to reconfigure all matter, atom by
atom, creating conceptually a utopia of
superabundance and vicariously an
architecture of cheap and infinitely
malleable material.
The Nanolithic Age
We are currently on the cusp between,
what I shall call, the Nanolithic Age and
the Monolithic Age, at the beginning of
Nanotime. We have finally sensed that we
are nearly at the end of the tyranny of
formal inertia. Whilst some of our crucial
nano-tools are still dreams and operating
at this scale is like trying to be a surgeon
in boxing gloves, our microscopic tool
shed is daily becoming stocked with
implements that allow us much needed
molecular dexterity in the battle to make
nature ours . We have started on a track
that will ultimately encourage the husbandry of all atomic arrangements and
their material results. Technology has
become a magic trick, both the agent of
disappearance and the subject of it. The
machine becomes 'prompt' at the side of
the stage's molecular song and dance
routine. I sense that there will be further
nanological eras or ages, much like the
geological ones that aid the classification
of the geomorphic layers of landscape .
The Nanological Ages will, likewise be
used to chart the evolution of certain
formal motility and erosion. These classifications might, as already described, begin
with the Nanolithic Age: the subsequent
age could be the Plasticine Age, where
materials are gently morphed or changed
by, perhaps, only one quality such as
flexibility, colour or tarnish. The following
age might well be the Panacea Age,
characterised by the widespread use of
nanotechnology as an internalised
prosthetic. The Panacea Age would
provide cures for all ills, including old
age. Intelligent nano-machines will patrol
the bloodstream removing malignant or
benign detritus that the body's white
blood cells are unable to deal with . The
medical applications of the nanotechnological machines, or nanites as they are
starting to be called are almost infinite . A
further age could be the Protoplasmic
Age, an era where the body's sensibility
and its information-processing abilities
are so amplified that the whole material
world becomes a series of nested arenas
of computability - the evolution of the
nano-cyborg. This is where cyberspace
finally becomes truly biological. When
virtual reality becomes real the liberation
of the bit is complete. The Marvel of
nanotechnology will be able to produce
Spidey and the Hulk for real, the elasticity
of the body, among other comic book
attributes assured.
From the bottom up
Whilst nanotechnology is a 'bottom-up'
science, starting from the interaction of
component parts of a system and generating a complexity from them. 'Top-down'
technologies are also pushing the barriers
of miniaturisation, small machines such as
colon-crawlers and arterial plaque
scrapers are already in prototype form.
Concurrent with these diminutive machine
experimentations is the use of bio-tech
gene splicing on, for example, E. Coli
bacteria to get it to produce human
insulin. E. Coli is the bacteria commonly
responsible for the infection cystitis, and
coincidentally the same bacteria scientists are using to suggest how Drexler's
nanites might propel themselves or pump
fluids. This is based on the bacteria's
flagella, a hair-like propulsion system
which can generate 6,000 revolutions per
minute at body temperature to a maximum
of 38,000 revolutions per minute at higher
temperatures before burn out occurs.
With the technology already provided
by nature and its subsequent supercharging by humanity, biological computers become a distinct possibility. In a few
years - and I mean a few - bacteria will
be made to fully compute. Some believe
the full synthesis of nano-technology and
the human will occur by 2014. If this is
realised, then a typical work surface
might be inhabited by enough bacteria ·10
provide more computing power than
currently exists in the world. If every
surface became not only computational
but, through nanotechnology, also a
surface of formal reconfiguration, then
the hermetic vessel of alchemy (the
alembic), the site of transformation of
material, becomes the thickness of the
bio-nano-mono-layer whose dimension is
one bacteria thick, or perhaps even less,
the womb of nature set in the arena of
71
surface tension. Crazy? Maybe, but the
successful printing of one-molecule-thick
mono-layers for circuits has already been
achieved. Any surface will have the
potential to be the demiurge's clay or the
anvil of the Gods.
nity: the trash can. The 'can' is a recycler
of memory, the gaping mouth of the void
hungry for malformed or ancient bits and
bytes. The current Apple desktop is an
ascalar topology - a high tech palace of
the mind situated in fields among fields.
The making of the nano-cyborg
Desktop theatres
In her seminal book The Art of Memory
Bio-smiths have been forging the future
Frances Yates 3 describes the evolution of
of mankind and as usual have started
experimenting with womankind - the
various memory systems from the classical
prosthetics for women are more readily
mnemonic recorded by Cicero and others
available than those for men. Meanwhile,
through the memory theatres of Robert
as man remakes woman in the magazine
Fludd to the occult memory wheels of the
image, the much-trumpeted cyborg is
Renaissance magi Guiordano Bruno and
about to be nano-ed. As Charles Ostman
Ramon Lull. The mnemonic device of the
has said, in a recent interview with
memory theatre depended on the formuMondo 2000, nano offers exciting 'modlation and inhabitation of mental architectural places (loci), each specifically
ification(s) made directly to the human
honed, with images (imagines). The
body', he cites 'a German electronics
consequent interrelationships between
manufacturer [who] has invented a
the images and the loci provided a
seminal duct implant designed to electrostrategy for the 'mind's eye' to 'see' and
cute sperm before they leave the body'.
store many complex concepts. Such
Tumours will be dismantled by smart
systems were used to memorise speeches,
nanites and even molecular scaled
songs and religious cosmology. Yates
super-computers inserted into the existwas prophetic enough to recognise
ing neural net, augmenting the brain's
similarities between these mental strucalready awesome capabilities. Such
tures, particularly Bruno's and the 'mind'
neural enhancement, when possible, will
machines of the day. This strand of
probably create a two-tiered civilisation,
thought was picked up at MIT Media Lab
another of the many ethical and philosophical problems of such technology.
and they used the relationship between
The prospect of us all being 'Cray-Z
image and location as a way to represent
now',
seems remote in the context of the
and store information on a computerprevailing
capitalist system. Even so nanocontrolled screen. They developed the
technology's
effect on world capitalism
spatial data management system (SDMS),
remains
to
be
quantified: in theory it
which included an electronic picture
window and a 'wired' Eames chair.
could lead to its demise. This technology
opens up a world of surreal or hyper-real
Negroponte describes it as follows:
aesthetic experience: could it conceiv... the user could zoom and pan
ably allow the nano-cyborg to grasp
freely in order to navigate through a
objects, ornaments or icons (they are all
fictitious two-dimensional landscape
the same in nanotopia) and read informacalled Dataland. The user could visit
tion directly through the hands and
personnel files, correspondence,
fingertips . In the face of nanotechnology
electronic books, satellite maps and
a whole variety of new data types ... 4
unassisted evolution is dead; it was too
slow and made too many mistakes. The
The SDMS was populated with a series of
psychologists much debated bipolar
icons, and it was this project that estabdiscussion in relation to human physical
lished the relationship between the
and social development is about to go
imagine and the loci as an advanced
tripartite, as behaviour and genetic
user interface. The concept then evolved
coding (nature or nurture) is joined by the
into the now familiar Apple desktop. The
machine-code influence. Nano-engineeruser of the desktop with the aid of folders,
ing might grow new, faster motor byfiles, archives and menus can construct
passes causing our consumption of
complex interactions of information, a
information to be greatly increased.
system of connections which has a
specific yet flexible architecture. The
desktop also has a spot of danger ..Anvil of the Gods
What of the future? Where the virtual
albeit with a detachable safety net - a
becomes real, oscillating in and out of
single area of destructive power situated
solidness, and where every surface is a
in this landscape of constructive opportu-
neural network with the potential to create
the Garden of Eden or Babylon, at any
scale, and at the flick of millions of
nanoscopic switches. If we achieve total
control of nature, nature ceases to exist,
a casualty in a high speed collision with
technology. The landscape becomes
purely artificial and artefactual, its binarycoded fictional narrative told millions of
times a second. The nano-object will
have to take its place in an environment
where objects contain various scales of
information; symbolic, functional, memorial. Thus the design and construction of
objects and memory structures in the
'real reality engine' as opposed to the
virtual reality engine will be fundamentally
different, the latter depending on atomless bits, the former on bits of atoms. The
'Anvil of the Gods' project seeks to chart
the concepts that will help us to quantify
some of the opportunities of these imminent technologies. The 'Anvil of the Gods'
is the desktop (a Nano-desktop) of the
near future. Dependent on lexical ard
typological constructs, some of which
may disappear as a consequence of the
technology, such devices are intrinsically
difficult to describe but we must try. It
might not always inhabit the desktop
scale, it might be palm-sized :or smaller,
suddenly increase in scale, or exist
simultaneously at a variety of scales. The
board for a game of multi-dimensional
complexity populated by a mixture of the
mundane, the weird and the downright
crazy. What would such a thing do? What
would it be like?
Three nano-icons introduce a formal
scenario; icons in the traditional computing sense . Each carries 'within' it a
narrative concerning issues of importance in the future (See (A l)CON, ppXIVXV). These icons will act as the imagines
and a table on which they are situated
will act as the loci. The table top and its
supporting structure becomes an active
field of multi-dimensional proactivity,
which creates formal interventions that
store information within. Nanotechnology
at this level is perhaps understood as a
series of currents or turbulence of formal
potential between two fields - the desk
and the air.
It's a real pea-souper, no mistake
The air around a nano-object can be
considered as the macro field of interaction: with minor engineering and programming air can be made into transparent and receptive Utility Fog. The con-
73
ceptual framework for this fog was laid
down by JoSH Hall, 5 to devise a way to
to avoid the inevitable whiplash suffered
in car accidents. The notion that nanodoctored air will be able, in a split second, to solidify and cushion us from
dangerous impacts. Once this approach
is achievable, and it seems that there are
no particular physically insurmountable
problems, then it will be possible to
conjure objects or fluids from thin air, a
final nano-age - the Mag icio-kinetic Age.
The Magician returns again, technology
and magic together. Telekinesis and all
manner of psycho-kinetic arts will be
possible to all-comers. So this infinitely
thick but infinitesimally thin fog will be the
large desktop, a global Aether from which
existence is summoned . All ornaments,
icons or atomic substances can be
spliced together forming hybrids or even
be susceptible to the constant nibbling of
the nano-aether. As one 'launches' icons
on to other icons allowing consummation
of one by another, so nano-objects, and
ultimately all objects are nano-morphable,
will be able to create various information
hierarchies.
What's in store: from the mundane to
the divine
At the domestic scale of the family house ,
the desktop in the makeshift study in the
spare room or just the makeshift spare
room (we don't all study you know), might
have a mundane yet highly liberating use:
the ability to deconstruct objects and act
as a storage unit, and an object shredder
that is also capable of reassembling
when needed, thus solving a real world
problem of insufficient storage space.
Interestingly, this technology, might also
solve the 'book/screen ' problem. It is a
known fact that people prefer to curl up
in bed with a book - not a plastic laptop
display and the assorted manipulation
devices of mice, trackballs or even fingertickling erogenous pad zones. The book
can now become fully digital, appearing
from thin air as the weighty leather bound
tome or the dog-eared paperback we are
all accustomed to. Our own books, digital
yet coffee stained. Staining as a menu
option, like the removal of hairs or dust
caught in the spine, and other personalisation facilities . The library becomes the
black hole trash can where molecules are
torn asunder and thrown into an antimatter ( or anti -anthropomorphic-matter)
universe awaiting the summons of the
demiurge .
Nano-Deskworld™ also appears in
Nano-Dreamworld™, a world where the
Burroughsian jump cut happens not just
in text or in theories of the art of the real
but in the creation of actual synaesthetic
formal articulations that will mostly be
useless yet some will provoke profound
previously unimaginable ideas and
hybrids of ideas. The ability of the Nanodesktop to have such a multi-dimensional
screen saver, a type of hype r-Nirvana, 6
will allow it to push machine thought into
matter, the desktop dreaming of not only
electric sheep but, perhaps even edible
duvets patterned with the cuttlefish's
pulsating colour-morphing skin, tasting of
cardboard with a hint of Parmesan. This
is small scale but what of the divine and
cosmic? Baudrillard might well rejoice, as
this technology seems to be one of the
final Names Of God, that once uttered or
recorded will bring about the disappearance of the universe. 7
The weathering of form
If such desks are but micro turbulence in
a chaotic macro Utility Fog (The Big
Desktop in the Sky), then we will create a
visionary geography, a hybrid of cybergraphy and nanography; the world will
become a series of geographical icons, a
dreaming landscape or a landscape of
memory. Our physics of space and
matter bring us full circle back to the
more arcane religious views of the world
and its formation. Luckily, we have an
odd parallel to help us unravel some of
the potential of our new world and that is
the Abor iginal Dreamt ime. Aboriginal
creation mythology bases itself on a
mythical time when the Aboriginal culture
and landscape were formed; it was a time
of the Sky Heroes . One of the most
fundamental, the Rainbow Snake, was the
creator of the world, or at least its caster,
its supposed journey across the land,
inland to the sea or from the sea to the
mountains, casting its trails as landforms .
For the Aboriginal, landscape features
become memory icons of the journey and
meaning of the Snake . It could easily be
an ancestor of Utility Fog and the Nanodesktop. Just as Aboriginals believe that
sacred images, such as those of their
cave art were not made by human hand,
our future sacred forms and macro and
micro landscape features will not be
made by human hand but by the NanoDreamtime. The inheritor of nature's tricks.
In the Antipodean mythclogy the
landmass has made the transition to a
story mass. With nanotechnology it i.p
conceivable that the Nano-Dreamtime will
burst from its Southern Cross shackles
and make a further transition from story
mass to info-mass or perhaps even infoweather, a dream theatre of global
proportions . The Aboriginals 'recognise
that the natural object is capable of being
imbued with supernatural power'. 8 This
supernatural power concerns itself with
the synthesis of a duality, the natural
object and its symbolic shadow or
double. Everything having totemic identity, this duality linking the viewer into the
Aboriginal grand narrative and providing
navigational signposts, both metaphorically and physically . It is clear, that in the
future, it will be harder and harder to
separate the augmented human form, or
Nano-cyborg, from its Utility Aether: and
further, that the concept of weather will
have to be reassessed in the light of the
Nano-Deskworld and the Nano-Dreamtime. Strange weather indeed, will the
architect become a formal meteorologist?
Notes
1 Nicholas Negroponte, Being Digital, Hodder and
Stoughton (London) 1995.
2 K Eric Drexler, Engines of Creation, Oxford
University Press (London) 1992.
3 Frances Yates, The Art of Memory, Routledge and
Kegan Paul (London) 1966,
4 Negroponte, op cit, p110.
5 Ed Regis, Nano-Remaking the World Atom by
Atom , Transworld Publ ishers Ltd, 1992. JoSH
Hall's Utility Fog is described on page 218 .
6 Nirvana '" is a recently issued screen saver,
characterised . by its constantly mutating,
psychedelic screens . Acid for computers .
7 Jean Baudrillard, 'The Perfect Crime', from his
recent lecture at the ICA, transcribed in Wired 1.02
in which he quotes from Arthur C Clarke: 'the monks
of Tibet devote themselves fastidiously transcribing
the 99 bi llion names of God, after which, they
believe the world will be accomplished and the end
will come. Exhausted by this everlasting spelling of
the names of God, they call in some IBM types who
install a computer to do the job ••. As the technicians • . . leave the site, they see the stars in the
skies fading and vanishing one by one '
8 JG Cowan, The Elements of The Aborigine
Tradition, Element Books Ltd, 1992.
75
JOHN_H FRAZER
THE ARCHITECTURAL RELEVANCE OF CYBERSPACE
A new consciousness - a new mode of
thinking - is emerging with profound
implications for architecture. The parallel
world of cyberspace, created and sustained by the world's computers and
communication lines is just one manifestation of deep cultural and technical
changes which are reshaping our understanding of our world. This shift of perception from a universe of objects to one
of relationships is the characteristic
paradigm shift of the century. With this
goes a shift from specialisation to generalisation, from the self-conscious to the
unselfconscious, from linear relationships
to complex webs. Our emerging new
world view is characterised as decentralised, desynchronised, diverse, simultaneous, anarchic, customerised ... Key
concepts are information, sustainability,
participation, emergent properties ...
In this context, the cyberspace of the
Internet is also described as' ... selfregulating, anarchic, decentralised,
federated, very resilient and capable of a
high degree of rapid evolution and
growth. Partly by design and partly
because up to now it has been operated
by loose federations of like-minded, wellintentioned and very intelligent people.'
This alone makes a fascinating sociotechnological phenomena working in
quite the reverse manner to normal
political decision making.
The term cyberspace is used loosely to
describe the invisible spatial interconnection of computers on the Internet and it is
also applied to almost any virtual spatial
experience created in a computer. But
tangible space and physical structure
have already taken on a new significance
as a result of the growth of cyberspace.
Virtual reality has caused us to reassess
reality. A shift in our perception of the old
world has resulted from our developing
perceptions of the new. The instantaneity
and spontaneity of communications in
cyberspace cause us to revalue the
significance of contact in the old world.
Meetings with colleagues are now more
highly valued (but less frequent), they
76
celebrate physicality ... more handshaking, kissing, embracing, touching, a
more frank and sensual enjoyment of the
aromas ... All major paradigm shifts
have the effect of not only changing the
way we see the future but they change
the way we see the past. Old world architecture has achieved a new physicality
just as the new architecture of process
starts to transcend physicality and
achieve ephemeralisation. An ancient
goal with strongly spiritual overtones. Old
space has become so tangible it takes
physical force to penetrate it ... quite
literally compared with the cerebral effort
of cyberspace.
Virtual worlds should not be seen as an
alte,rnative to the _real world or a substitute, but as an extra dimension which
allows us a new freedom of movement in
the natural world. In other words the
transcendence of physicality in the virtual
world allows us to extend our mode of
operation in the physical world. A new
means of travel, a new form of communication, a new way of operating, a new
medium for expression.
No wonder the enthusiasts for cyberspace behave as if they have had a
mystic experience - they have. It is not
just that they have seen a new world, but
have also seen the old world from a new
perspective.
Contemporary science fiction concentrates on the coexistence of the real
world and the metaworld of cyberspace.
In Stephenson's Snow Crash the real and
meta worlds of Hiro Protagonist converge
as the drama heightens, the transition
between the two worlds becomes more
frequent and the distinction more blurred
until the two worlds become one for the
hero (but unfortunately not necessarily for
the reader). But for the reader of classic
literature this experience is not new at all,
for in reading any novel there is a simultaneous understanding that one is only in
a prosaic world of reading words printed
words on paper, yet simultaneously
transported into a virtual world of the
author's imagination and the real emo-
tions of the reader.
Every theatregoer or opera lover has
already experienced the simultaneous
existence of two worlds in a more physical sense (the illusion is so strong it can
work in the cinema or even on television).
We are aware in the theatre of the sounds
and smells around us (irritated if they
become obtrusive) and yet transported to
distant realms in time and space by the
magic of bright lights, exaggerated sets,
fantastic costumes, excess make-up and
larger-than-life voices. All disbelief is
suspended and however unreal the plot,
the music and the setting and the emotions are powerfully aroused. We can be
aware that we know the soprano and that
she is very much alive (if a little overweight), but simultaneously we believe in
her as a young and beautiful dying
princess and the tears we cannot restrain
are very real indeed.
I think I stole the idea of this analogy
with the theatre from Wooley's Virtu(ll
Worlds where I think he also makes the
point about soap operas. The front page
of The Independent, 18 May, carried an
item about how women's charities had
been inundated by calls about the prison
sentence received by Mandy Jordache
for murdering her violent and abusive
husband in the British television fictional
serial Brookside. Real people calling real
agencies about virtual characters and
virtual events, real reactions and real
emotions in response to virtual, but only
too real, echoes of real events and
memories. To echo TS Eliot, 'Human kind
cannot bear too much reality'.
The realisation gradually dawns that we
have been living in a virtual world all
along. Kant produced an extravagant
construction for the problem of agreeing
that the virtual models inside our heads
are a shared construct of reality. Our
eyes transmit to our brains poor resolution, upside-down, mainly monochrome,
moving two-dimensional images which
the brain converts into a three-dimensional coloured model which moves with
us but is static relative to our eye move-
ments. The brain censors out our obtrusive nose, fills in the gaps where the
bundle of optic nerves leaving our eyes
causes a blind spot, employs a rich
repertory of tricks such as size constancy
which prevents someone appearing to
shrink as they move away, is easily
deceived by false perspective and other
illusions. Then the ultimate trick is played
and the brain gives us the feeling that
this virtual model in our brains is actually
'out there' and incorporates other information from the senses such as vibration
in the air which it conveniently converts
into sounds also 'out there'.
The illusion is so complete that we
happily take this very hypothetical model
of what might be out there to actually be
what is out there. In other words, from
birth we confuse at least one form of
virtual reality with some other shared idea
of reality. Fortunately, by and large, this
works until put to the test of conflicting
evidence in a court of law or the more
commonplace experience of having 'lost'
the book which everyone else can see is
in front of you. The mental model leaves
out the commonplace (your nose, the
rims of your glasses) ilnd concentrates
on what is new or moving in the mental
model (still good at spotting predators the piece of paper blowing in the wind
that for a split second is seen as an
animal). Due perhaps to over familiarity,
the 'lost' book has got left out of a recent
update of your mental model and it is
pointless to 'look' for it - it has actually
disappeared from the virtual world in your
head - it is simply not there.
The concept of comprehensive ephemeralisation and the need to take a global
view were pioneered by Buckminster
Fuller earlier this century and the concepts
are coming of age with the technical
realisation of a cyberspace which simultaneously achieves both dematerialisation
and global communication. But perhaps
the greater impact will be on the reflected
effect on our physical environment and its
relationship to the virtual worlds ...
In the Foundations of Modern Art,
Ozenfant talks of the effect of ' ... seeing
oneself for the first time in a good mirror',
The introduction of any new technology
gives cause for reflection, and the
success of the Internet in establishing a
rich anarchic net of invisible communication and intercourse should encourage us
to think about the reasons for visible and
physical contact. The electronic network
is heterogeneous, location independent,
informal, active, (and not to mention again
- simultaneous, customerised, decentralised, diversified, desynchronised) - the
exact opposite of the architecture of our
current cities and this has led some to
predict the death of the city, certainly the
city as we know it. But the current decline
of the nation state, hastened by communications and the realisation of the global
village, has exposed other needs and
aspirations currently indicated by an
aggressive rise in nationalism.
In a sense the supranational companies have already transcended national
politics. Democratic politics will be
replaced by participation, not in the
crude sense of voting for a pre-selected
and very limited set of options, nor in the
participatory sense of direct action or
demonstration, but simply by putting in
place an alternative meta scenario to
which people are drawn and can associate with and simply act in accordance
with a greater collective will. Not a kind of
passive resistance as with Gandhi's
Satyragraha, but a new kind of active
positive movement which simply ignores
the fatigued status quo.
The term cyberspace is derived from
cybernetics which was a major architectural preoccupation of the 60s. In an
historic edition of Architectural Design in
September 1969, guest edited by Royston
Landau there appeared an article by
Gordon Pask entitled 'The Architectural
relevance of Cybernetics', to which the
title of this essay pays tribute.
In his article, Pask claims that architecture and cybernetics share a common
philosophy of architecture in the sense
that Stafford Beer had shown it to be the
philosophy of operational research. The
argument rested on the idea that architects were 'first and foremost system
designers who had been forced to take
an increasing interest in the organisational system properties of development,
communication and control'. Pask identified a significant vacuum in architectural
theory and claimed cybernetics as 'a
discipline that fills the bill in so far as the
abstract concepts of cybernetics can be
interpreted in architectural terms (and,
where appropriate, identified with real
architectural systems) to form a theory
(architectural cybernetics, the cybe,rnetic
theory of architecture)'. Thus cybernetics
in architecture was advanced as a new
theoretical basis and as a metalanguage
for critical discussion . Cyberspace is just
an aspect of this new theory concerned
with our requestioning fundamental
issues about space and the contemporary relevance of place.
Perhaps the symbolic function of the
new architecture is to make the invisible
visible, not by the monumentalisation and
formal expression of the function or shape
of these invisible networks, but as an
essential part of their function. Architecture
as an essential organ of interaction wi.th the
environment providing antennae for both
sensing and transmitting information.
A new architecture is being conceived
in cyberspace by the global cooperation
of a world community evolving new ideas
by modelling ecologically responsible
environments and using the computer as
an evolutionary accelerator. This movement is reinforced culturally by similar _
thinking in music and other art forms. The
emphasis has moved from product to
process as Buckminster Fuller, John
Cage and Marshall McLuhan all foresaw;
and it has moved from forms, to the
relationship between forms, to forms in
their environment, to the relationship
between forms and their users. This
paradigm shift will change our understanding and interpretation of past
architecture as surely as it will change
the way we conceive of the new.
77
Negolia1io11of an interfa ce surface
between stru ct we and environment. Mani/ Rastogi , A1cl1i1ectural
Assoc iwion d ip loma w11I I I . 1994.
Cells represent111g structure
(green) negotwte in tile same
da taspace as ce lls represen tin g
1I1e environment (wh ite) to define a
bouncla, y surface (yellow) . lo tllis
case me rules fo, development of
//1e tllree -climensional
(spllerically
close packecf) au1oma 1a are
defined fJy lwo sets of evolving two
cfimensiona l automata : tec/1//lcally
described ns a /Jie1arch,ci1I multi d1mensional nego lialed automata .
ARCHITECTURAL EXPERIMENTS
Evolution of a virtual space by global
participation on the Internet
On the 25th January 1995 an experiment
was launched to involve global participation in the evolution of a virtual environment. The experiment was at the centre
of an exhibition entitled An Evolutionary
Architecture being the work of the author,
his wife and their students at the Architectural Association and the School of
Design and Communication at the University of Ulster. This exhibition charted
explorations of the fundamental formgenerating processes in architecture. In
an attempt to achieve in the built environment the symbiotic behaviour and metabolic balance that are characteristic of
the natural environment, it proposed the
evolutionary model of nature as the
generating process for architectural form.
The profligate prototyping and awesome
creative power of natural evolution are
emulated by creating virtual architectural
models which respond to changing
environments. Successful developments
are encouraged and evolved as a form of
artificial life, subject, like the natural
world, to principles of morphogenesis,
genetic coding, replication and selection.
Architectural concepts are expressed
as generative rules so that their evolution
and development can be accelerated
.and tested by the use of computer
models. Concepts are described in a
genetic language which produces a code
script of instructions for form-generation.
Computer models are used to simulate
the development of prototypical forms
which are then evaluated on the basis of
their performance in a simulated environment. Very large numbers of evolutionary
steps can be generated in a short space
of time and the emergent forms ar.e often
unexpected.
Previously limited to easily quantified
engineering problems, it is only now
becoming feasible to apply them to the
complex problems associated with our
built environment. To achieve this it is
necessary to consider how structural form
can be coded for a technique known as a
genetic algorithm, how ill-defined and
conflicting criteria can be described, how
these criteria operate for selection, and
how the morphological and metabolic
processes are adapted for the interaction
of built form and its environment. Once
resolved, the computer can be used not
as an aid to design in the usual sense,
but as an evolutionary accelerator and a
generative force.
Genetic techniques for design model
inner logic, rather than external form, and
the exhibition afforded a glimpse of a
future architecture as yet evolving only in
the imagination of a computer.
The Internet experiment
In making this evolutionary model accessible via Internet, the intention was to
encourage wide participation, thus creating biodiversity in the genetic design
pool on which the model is dependent.
Central to the physical exhibition was a
working demonstration of an evolving
virtual environment based on a simplified
version of the theoretical model described in An Evolutionary Architecture.
This special demonstration version of the
model, known as the lnteractivator, was
developed so that interaction was easy
and results were relatively quick. Although the theoretical model had been
simplified, all the key elements were
represented. Participation in the evolution
of the model could be achieved either in
the exhibition or in virtual form on the
Internet. The exhibition travelled globally
by replicating itself in other host computers where, under different environmental
conditions, the model is still diversifying.
New genes developed on other sites
could be fed back to the host computer in
London which now holds a pool of
biodiversified genetic material.
This evolutionary model works by
expressing the architectural concept in a
simplified form of genetic language by
switching genes in a string on and off to
make them active or inactive. This ge-
netic code script is packed into a seed
which is developed in an environment, in
accordance with instructions encoded in
the genes so that the cells multiply.
Information is absorbed from the environment into the evolving structure and
travels through the model in a series of
logic fields. Successful genes are identified by a process analogous to natural
selection using a computer technique
known as a genetic algorithm. The criteria
for selection can also be adjusted. All
genetic material is maintained in the
genepool but there is a higher probability
of successful genes being selected for
breeding. Genetic development takes the
form of crossover between genes in an
analogy with sex in nature, but small
random mutations also occur.
Installation and virtual visitors
Three interlinked computers were used.
The central machine handled the evolving
model, displayed a rendered visualisation
of the developing cell structure and a
representation of the landscape of the
genetic search space. One computer
handled communication with the outside
world and received input from the environmental sensors in the exhibition
space, input from gene switches for
visitors to experiment with, output sound
generated by the system and was directly
connected to the Internet to receive and
transmit genetic information. The third
computer generated images of the emerging forms and provided an animation of the
growth and development of the model.
Virtual visitors could view the current
state of the model and receive an expl~nation, or they could participate by providing genetic or environmental information.
For real enthusiasts, copies of the software were available for downloading.
Feedback from remote copies of the
software also affected the source model.
Many thousands of virtual visitors and
their comments have led us to develop
the concept much further and a new
experiment will be launched soon.
79
•I
FROM ABOVE LfFT . Evolvi11g
virtua l e 1wiro1 1me 111
: A µ10/0/y µe
sequen ce tes t,n g /lie cteveioµmenr .
evoluti on illlti 11Jaµp1ll9 of an
expe, imellt 111 til e co llaborative
evolut ion of i'l virruA I e nvuonmenl
by glob al µi:111
,c1µi:l/,o ll on the
lnte1lle/ ; FROM ABOVE RIGHT : Ari
expeIIme11t i11glob8I coop eratI0I 1
to evolve a v irtucil e 11viromne11l 011
tl1e lnte m e t
JOHN H FRAZER,
MANIT RASTOGI,PETER
GRAHAM
THE JNTERACTIVATOR
Evolutionary cellular model
The model is based on the sequential
evolution of a family of cellular structures
in an environment. Each structure begins
development from a single cell inheriting
genetic information from its ancestors
and from a central gen e pool . The same
chromosomes are contained in each cell,
and make up the genetic code. The cells
divide and multiply, based on the genetic
code script and the environment, with
each new cell given the same genetic
information. The development process of
each member of the family consists of
three parts - cellular growth, materialisation and the genetic search landscape. A
genetic algorithm ensures that future
generations of the model learn from the
previous ones as well as providing for biodiversity during the evolutionary process.
Data structure of the model
The data structure of the model is based
on a universal-state space or isospatial
model where each cell in the world has a
maximum of 12 equidistant neighbours
and can exist in one of 4,096 states, this
state being determined by the number
and spatial arrangement of its neighbours.
The local environment of a cell in the
world can thus be coded in a 12 bit
binary string. The growth and development of the cellular structure is controlled
by chromosomes. For examp le, a string
of the type (110110000110) would spatially
represent the following configuration:
A typical chromosome consisting of four
parts - condition, action, flag, strength corresponding to the following order:
(10xxx10x11xx) (000011011010) 1 192.5)
condition: the local environment of a cell
(X being a don't care situation)
the state of the cell in the next
generation
flag:
whether a chromosome is
dominant or passive
strength : fitness of the chromosome with
respect to the environment
action:
Cellular growth
Chromosomes are generated by either
being sent in by any remote user, an
active site or as a function of selection,
crossover and mutation within cellular
activity and are maintained in a main
chromosomal pool. The physical environment determines which part of this pool
becomes dominant. The local environment
of each cell determines which part of the
genetic code switches on, and the cell
then multiplies and divides accordingly.
As cellular division takes place, unstable cells are generated. In the next
generation this leftover material creates a
space of exclusion within the cellular
space, which in turn interacts with the
physical environment to create a materialisation of the model. Boundary layers are
identified in the unstable cells as part of
their state information and an optimised
surface is generated to skin the structure.
This material continues to exist throughout
the evolution of the model and will initially
affect the cellular growth of future generations.
Genetic search landscape
The selection criteria in the model is not
defined but is an emergent property of
the evolution of the model itself . A genetic search landscape is generated for
each member; graphically representing
the evolving selection criteria based on
the relationship between the chromosomes, cellular structure and the environment over time . Form, or the logic of
form, emerges as a result of travelling
through this search space.
Once chromosomal stability has been
achieved, the parent cellular activity is
terminated. The final cellular structure,
the materialisation and the genetic search
space are posted out. A daughter cellular
activity is then initiated from a single cell.
The fittest chromosomes from the parent
generation are bred using selection, crossover and mutation and combined with the
newly dominant chromosomes from the
main pool to form a new chromosome set
for the daughter generation. This generation then repeats the development process.
Current state of the model
In the first two weeks of the model being
launched on the Internet, it evolved four
family members based on chromosomes
received and those bred internally, each
member achieving chromosomal stability
in about 120 generations. It is impossible
to predict the nature of the model yet, or
its internal logic, but there seems to be a
pattern emerging towards its selective
and hence, evolutionary process .
The next step is to recode the model so
that it can evolve on any computer
platform, eventually making it completely
autonomous on the Internet. The model
could then evolve indefinitely by allowing
itself to replicate on to any host computer .
Internet. · http://www.gold.n et/ellipsis/
evolutionary/evolutionary. html
e-mail: 100415 . 1704@compuserve .corri
Bibliography
JH Frazer and JM Connor, 'A Conceptual Seeding
Tec hnique for Architectur al Design', PArC 79
International Conference on the Application of
Computers in Architectural Design, Berlin, 1979.
Proceedings, PArC 79 Online Confe re nces with
AMK, pp 425-434 .
JH Frazer, 'Datas tructures for rule -based and genetic
design', Visual Computing - Integrating Computer
Graphics with Computer Vision, Springer-Verlag.
June 1992, pp 731-744
PC Graham, JH Frazer and MEC Hull, 'The Application
of Genetic Algorithms to Design Problem s with Illdefin ed or Conflicting Criteria', Conference on
Values and (ln)Variants, Amsterdam, 1993,
Systemica, vo l 10, 1995, pp61-76 .
JH Frazer, 'The Architectura l Relev ance of Cybernetics·. Systems Research, vol 10 No 3, 1993, pp43 -47.
Brian Hatton, Interv iew wi th John Fraze r, Lotu s 79,
Electra, Rome, 1993, pp15-25
JH Frazer, 'The Genetic Language of Design', in
Textiles and New Techno logy: 20 10, S Braddock &
M O'Mahony (ed) Artemis, London, 1994, pp77-79 ,
JH Frazer, PC Graham and M Rastog i, 'Biodiversity in
Design via Internet', Proceed [ng s of conference
Dig ital Creativity, Br ighton, April 1995 , publication
pendin g .
81
BERNARD
TSCHUMI
CITE DE L'ARCHITECTURE
Champs-sur-marne,
Paris
Housing a new school of architecture the
Cite de l'Architecture is located on the
periphery of the Paris conurbation, which
instead of being considered a handicap
was actually used as the basis for the
scheme's conceptual framework. Emphasising that buildings no longer need to be
located in close proximity to city centres,
this design reflects the emerg ing global
architectural culture and the power of
information technology. Free from the
ideo logical restraints of the historic city
centre this school is intended as the
genesis for a new archetype, based on
Tschumi's belief that certain buildings
can accelerate cultural and social transformation .
The building's functions - defined in
conjunction with the programme specialist
Yves Dessuant - are individually expressed and articulated, and are arranged around an unprogrammed, event-
orientated central space which is activated by the density of activity that
surrounds it . Containing all of the building's circulation, this space is conceived
as a social and cultural zone, designed
along the lines of a city promenade,
proffering a variety of routes to the
building's users. Visual continuity is
maintained between this area and the
adjacent activities, providing a dynamic
environment and strengthening the
school's commitment to informat ion,
communication and debate.
Programmatically the studios, and their
ancillary functions, are located to the
north and are flexibile enough to accommodate the various sizes of classes that
occur. The north light that these spaces
receive provides the lighting conditions
necessary for the extensive use of
computers that is now required in architectural design . Administrative functions
are located in the smaller blocks to the
south, their size and articulation deliberately avoiding bureaucratic or monolithic
imagery and styling.
Equally an urban environment and an
electronic machine, the Cite de !'Architecture as it is known, is wary of aesthetic
tendencies as well as of humanist theories
directed toward a search for a formal
morality. It is, instead, through the r-igorous
amplification of its programmatic logic
that it develops the conditions required
for inquiry into the new century's architectural conditions .
OPPOSITE : Internal and external zoning:
BELOW : South elevation : OVERLEAF : Internal
and external persp ectives
H E I!
Il l
________________
...
. ·- - .....
--
··-
.....
---·-------
-·- ·-••---
.. ---·-
ARAKAWA+ MADELINEGINS
REVERSIBLE DESTINY CITY
TokyoBay
•·'
,,
, ..
~
ABOVE: Sections. Within raised platform upon
which the city is situated: power station,
sanitation removal system
'Then let us talk of altering the thinking field . '
'And of doing this through (actions of) the
body - the only readily available resident or
visitor . '
LEFT: Plan showing distribution of parks,
recreation areas and study z ones
'The "wind up" body wends its way .'
'The body winds the clock or winds (space)
time but who or what winds the body ? Have
the provisional answer be : the city.'
87
'In breathing, it gulps in the atmosphere - the
ecological body winds its wending way - but
might not the atmosphere be gulping it in as
well?'
'Oh body in the city unwind your wending or
wind up ever more precisely to draw in (and
through and through) the intelligence of the
surroundings and in the process become less
mortal'
89
STELARC
TOWARDSTHEPOS~HUMAN
From Psycho-body to Cyber-system
The body needs to be repositioned from
the psycho realm of the biological to the
cyber zone of interface and extension from genetic containment to electronic
extrusion . Strategies towards the posthuman are more about erasure, rather
than affirmation - an obsession no longer
with self but an analysis of structure.
Notions of species evolution and gender
distinction are remapped and reconfigured in alternate hybrid/ties of humanmachine . Outmoded metaphysical
distinctions of soul-body or mind-brain
are superseded by concerns of bodyspecies split, as the body is redesigned diversifying in form and functions. Cyborg
bodies are not simply wired and extended
but also enhanced with implanted components. Invading technology eliminates
skin as a significant site, an adequate
interface or barrier between public space
and physiological tract. The significance
of the cyber may well -reside in the act of
the body shedding its skin. As humans
increasingly operate with surrogate bodies
in remote spaces they function - with
increasingly intelligent and interactive
images . The possibility of autonomous
images generates an unexpected outcome
of human-machine symbiosis The posthuman may well be manifested in the
intelligent life form of autonomous images.
The myth of information
The information explosion is indicative of
an evolutionary dead-end . It may be the
height of human civilisation, but it is also
the climax of its evolutionary existence.
In our decadent biological phase, we
indulge in information as if this compensates for our genetic inadequacies .
INFORMATION IS THE PROSTHESISTHAT
PROPS UP THE OBSOLETEBODY. Information gathering has become not only a
meaningless ritual, but a deadly destructive paralysing process, preventing it
from taking physical phylogenetic action.
Information gathering satisfies the body's
outmoded Pleistocene programme. It is
mentally seductive and seems biologically
justified. The cortex craves for informa-
tion, but it can no longer contain and
creatively process it all. How can a body
subjectively and simultaneously grasp
both nanoseconds and nebulae? THE
CORTEXTHAT CANNOT COPE RESORTSTO
SPECIALISATION.Specialisation, once a
manoeuvre to methodically collect
information, is now a manifestation of
information overload. The role of information has changed . Once justified as a
means of comprehending the world, it
now generates a conflicting and contradictory, fleeting and fragmentary field of
disconnected and undigested data ,
INFORMATION IS RADIATION. The most
significant planetary pressure is no longer
the gravitational pull, but the information
thrust. The psycho-social flowering of the
human species has withered. We are in
the twilight of our cerebral fantasies . The
symbol has lost all power, the accumulation of information has lost all purpose.
Memory results in mimicry , reflection will
not suffice. THE BODY MUST BURST FROM
ITS BIOLOGICAL, CULTURAL AND PLANETARYCONTAINMENT.
Freedom of form
In this age of information overload, what
is significant is no longer freedom of
ideas but rather freedom of form freedom to modify and mutate the body .
The question is not whether society will
allow people freedom of expression, but
whether the human species will allow the
individuals to construct alternate genetic
coding , THE FUNDAMENTALFREEDOM IS
FOR INDIVIDUALSTO DETERMINETHEIR
OWN DNA DESTINY. Biological change
becomes a matter of choice rather than
chance . EVOLUTIONBY THE INDIVIDUAL,
FOR THE INDIVIDUAL. Medical technologies that monitor, map and modify the
body, also provide the means to manipu late the structure of the body. When we
attach or implant prosthetic devices to
prolong a person's life, we also created the
potential to propel post-evolutionary
development - PATCHED-UPPEOPLEARE
POST-EVOLUTIONARYEXPERIMENTS.
Biotech terrains
The body now inhabits alien environments
that conceal countless BODY PACEMAKERS
- visual and acoustical cues that alert,
activate, condition and control the body.
Its circadian rhythms need to be augmented by artificial signals . Humans are
now regulated in sync with swift, circulating rhythms of pulsing images. MORPHING
IMAGES MAKE THE BODY OBSOLETE.
Obsolete body
It is time to question whether a bipedal,
breathing body with binocular vision and
a 1,400cc brain is an adequate biotogical
form. It cannot cope with the quantity,
complexity and quality of information it
has accumulated; it is intimidated by the
precision, speed and power of technology
and it is biologically ill-equipped to cope
with its new extraterrestrial environment.
The body is neither a very efficient nor a
very durable structure. It malfunctions
often and fatigues quickly; its performance is determined by its age. It is susceptible to disease and is doomed to a certain
and early death . Its survival parameters
are very slim - it can survive only weeks
without food, days without water and minutes without oxygen. The body's LACK OF
MODULAR DESIGN and its over-reactive
immunological system make it difficult to
replace malfunctioning organs. It might be
the height of technological folly to consider the body obsolete in form and
function, yet it might be the highest of
human realisations. For it is only when the
body is aware of its present position that it
can map its post-evolutionary strategies.
It is no longer a matter of perpetuating "the
human species by REPRODUCTION,but of
enhancing male-female intercourse by
human-machine interface. THE BODY IS
OBSOLETE.We are at the end of philosophy and human physiology. Human
thought recedes into the human past.
Absent bodies
We mostly operate as absent bodies.
That's because A BODY IS DESIGNEDTO
INTERFACEWITH ITS ENVIRONMENT- its
91
sensors are open to the world (compared
to its inadequate internal surveillance
system). The body's mobility and navigation in the world require this outward
orientation. Its absence is augmented by
the fact that the body functions habitually
and automatically. AWARENESS IS OFTEN
THAT WHICH OCCURS WHEN THE BODY
MALFUNCTIONS. Reinforced by Cartesian
convention, personal convenience and
neuro-physiological design, people
operate merely as minds, immersed in
metaphysical fogs. The sociologist PL
Berger made the distinction between
'having a body' and 'being a body.' AS
SUPPOSED FREE AGENTS, THE CAPABILITIES
OF BEING A BODY ARE CONSTRAINED BY
HAVING A BODY. Our actions and ideas are
essentially determined by our physiology.
We are at the limits of philosophy, not only
because we are at the limits of language.
Philosophy is fundamentally grounded in
our physiology.
Redesigning the body/redefining what
is human
It is no longer meaningful to see the body
as a site for the psyche or the social, but
rather as a structure to be monitored and
modified. The body not as a subject but as
an object - NOT AN OBJECT OF DESIRE
BUT AS AN OBJECT FOR DESIGNING. The
psycho-social period was characterised
by the body circling itself, orbiting itself,
illuminating and inspecting itself by
physical prodding and metaphysical
contemplation . But having confronted its
image of obsolescence, the body is
traumatised to split from the realm of
subjectivity and consider the necessity of
re-examining and possibly redesigning its
very structure. AL TERI NG THE ARCHITEC-
and outer. As interface, the skin is
inadequate.
The invasion of technology
Miniaturised and biocompatible, technology lands on the body. Although
unheralded, it is one of the most important events in human history - focusing
physical change on each individual .
Technology is not only attached but is
also implanted. ONCE A CONTAINER,
TECHNOLOGY NOW BECOMES A COMPONENT OF THE BODY. As an instrument,
technology fragmented and de-personalised experience - as a component it has
the potential to SPLIT THE SPECIES. It is no
longer of any advantage to either remain
'human' or to evolve as a species. EVOLUTION ENDS WHEN TECHNOLOGY
INVADES
THE BODY. Once technology provides
each person with the potential to progress
individually in its development, the
cohesiveness of the species is no longer
distinction but the body-species split.
The significance of technology may be
that it culminates in an alternate awareness - one that is POST-HISTORIC, TRANSHUMAN and even EXTRATERRESTRIAL (the
first signs of an alien intelligence may
well come from this planet).
Artificial intelligence/alternate
existence
Artificial life will no longer be contained in
computer programs simulating biological
development. Artificial intelligence will no
longer mean expert systems operating
within specific task domains. Electronic
space no longer merely generates information but extends and enhances the
body's operational parameters BEYOND
ITS MERE PHYSIOLOGY AND THE LOCAL
TURE OF THE BODY RESULTS IN ADJUSTING
SPACE IT OCCUPIES. What results is a
AND EXTENDING ITS AWARENESS OF THE
high-fidelity interaction - a meshing of the
body with its machines in ever-increasing
complexity.
WORLD. As an object, the body can be
amplified and accelerated, attaining
planetary escape velocity. It becomes a
post-evolutionary projectile, departing
and diversifying in form and function.
Surface and self
As surface, skin was once the beginning
of the world and simultaneously the boundary of the self. As interface, it was once
the site of the collapse of the personal
and the poli1ical. But now stretchedand
enetrated by machines, SKIN 1.s No
~ONGER THE SMOOTH SENSUOUSSURFACE
OF A SITE OR A SCREEN. Skin no longer
signifiesclosure. The ruptureof s~rface
and of skin means the erasvre of inner
Amplified body, laser eyes and third
hand
If the earlier events can be characterised
as probing and piercing the body (the
three films of the inside of the stomach,
lungs and colon/ the 25 body suspensions) determining the physical parameters and normal capabilities of the body,
then the recent performances extend and
enhance it visually and acoustically. Body
processes amplified include brain waves
(ECG), muscles (EMG), pulse (PLETHYSMOGRAM) and bloodflow (DOPPLER FLOW
METER). Other transducers and sensors
monitor limb motion and indicate body
posture. The sound field is configured by
buzzing, warbling, clicking, thumping,
beeping and whooshing sounds - of
triggered, random, repetitive and rhythmic signals. The artificial hand, attached
to the right arm as an addition rather than
a prosthetic replacement, is capable of
independent motion, being activated by
the EMG signals of the abdominal and
leg muscles. It has a pinch-release,
grasp-release, 290-degree wrist rotation
(CW and CCW) and a tactile feedback
system for a rudimentary 'sense of touch' .
Whilst the body activates its extra manipulator, the real left arm is remotecontrolled, jerked into action by two
muscle stim-ulators. Electrodes positioned on the flexor muscles and biceps
curl the finger inwards, bend the wrist
and thrust the arm upwards. The triggering of the arm motion pace the performance and the stimulator signals are used
as sound sources, as are the motor
sound of the third hand mechanism. The
body performs in a structured and
interactive lighting installation which
flickers and flares, responding and
reacting to the electrical discharges of
the body - sometimes synchronising,
sometimes counter pointing. Light is not
treated as an external illumination of the
body but as a manifestation of the body
rhythms. The performance is a choreography of controlled, constrained and
involuntary motions - of internal rhythms
and external gestures. It is an interplay
between physiological control and electronic modulation of human functions and
machine enhancement.
The shedding of skin
Off the Earth, the body's complexity,
softness and wetness would be difficult
to sustain. The strategy should be to
HOLLOW, HARDEN and DEHYDRATE the
body to make it more durable and less
vulnerable. The present organisation of
the body is unnecessary. The solution to
modifying the body is not to be found in
its internal structure, but lies simply on its
surface . THE SOLUTION IS NO MORE THAN
SKIN DEEP. The significant event in our
evolutionary history was a change in the
mode of locomotion. Future developments
will occur with a change of skin. If we
could engineer a SYNTHETIC SKIN which
could absorb oxygen directly through its
pores and could efficiently convert light
into chemical nutrients, we could radically redesign the body, eliminating many
93
of its redundant systems, malfunctioning
organs - minimising toxin build-up in its
chemistry. JHE HOLLOW BODY WOULD BE
A BETTER HOST FOR TECHNOLOGICAL
COMPONENTS.
Stomach sculpture: hollow body/host
space
The intention has been to design a
sculpture for a distended stomach. The
idea was to insert an artwork into the body
- to situate the sculpture in an internal
space. The body becomes hollow, with
no meaningful distinctions between public,
private and physiological spaces. TECHNOLOGY INVADES AND FUNCTIONS WITHIN
THE BODY NOT AS A PROSTHETIC REPLACEMENT, BUT AS AN AESTHETIC ADORNMENT.
The structure is collapsed into a capsule
14 by 50 millimetres and, tethered to its
control box, it is swallowed and inserted
into the stomach. The stomach is inflated
with air using an endoscope. A logic
circuit board and a servomotor opens
and extends the sculpture using a flexidrive cable to 50 by 80 millimetres in
size. A piezo-buzzer beeps in sync to a
light globe blinking insider the stomach.
The sculpture is an extending/retracting
structure; sound-emitting and self-illuminating. (It is fabricated using implant
quality metals such as titanium, stainless
steel, silver and gold .) The sculpture is
retracted into its capsule form to be
removed. As a body, one no longer looks
at art, does not perform as art, but
contains art. THE HOLLOW BODY BECOMES
A HOST, NOT FOR A SELF OR A SOUL, BUT
SIMPLY FOR A SCULPTURE.
Pan-planetary physiology
Extraterrestrial environments amplify the
body's obsolescence, intensifying pressures for its re-engineering. There is a
necessity TO DESIGN A MORE SELFCONTAINED, ENERGY-EFFICIENT BODY,
WITH EXTENDED SENSORY ANTENNAE AND
AUGMENTED CEREBRAL CAPACITY. Un-
plugged from this planet - from its
complex, interacting energy chain and
protective biosphere - the body is
biologically ill-equipped, not only in terms
of its sheer survival, but also in its inability to adequately perceive and perform in
the immensity of outer-space . Rather than
developing specialist bodies for specific
sites, we should consider a pan-planetary
physiology that is durable, flexible and
capable of functioning in varying atmospheric conditions, gravitational pressures
and electro-magnetic fields.
94
No birth/no death - the hum of the hybrid
Technology transforms the nature of
human existence, equalising the physical
potential of bodies and standardising
human sexuality. With fertilisation now
occurring outside the womb and the possibility of nurturing the foetus in an artificial
support system TECHNICALL y THERE WILL
BE NO BIRTH. If the body can be redesigned in a modular fashion to facilitate
the replacement of malfunctioning parts,
then THERE WOULD BE NO REASON FOR
DEATH - given the accessibility of replacements. Death does not authenticate
existence: it is an out-moded evolutionary
strategy. The body need no longer be
repaired but simply have its parts
replaced. Extending life no longer means
'existing' but rather of being 'operational.'
Bodies need not age or deteriorate; they
would not run down nor even fatigue; they
would stall then start - possessing both
the potential for renewal and reactivation.
In the extended space/time of extraterrestrial environments, THE BODY MUST BECOME
IMMORTAL TO ADAPT. Utopian dreams
become post-evolutionary imperatives.
THIS IS NO MERE FAUSTIAN OPTION NOR
complex programming of involuntary
movements either in a local place or in a
remote location . Part of your body would
be moving, you've neither willed it to
move, nor are you internally contracting
your muscles to produce that movement.
The issue would not be to automate a
body's movement but rather the system
would enable the displacement of a
physical action from one body to another
body in another place - for the on-line
completion of a real-time task or the
conditioning of a transmitted skill. There
would be new interactive possibilities
between bodies. A touch-screen interface
would allow programming by pressing the
muscle sites on the computer model and/
or by retrieving and pasting from a library
of gestures. Simulation of the movement
can be examined before transmission
and actuation. THE REMOTELY ACTUATED
BODY WOULD BE SPLIT - on the one side
voltage directed to the muscles via
stimulator pads for involuntary movement
- on the other side electrodes pick up
internal signals allowing the body to be
interfaced to its third hand and other
peripheral devices . THE BODY BECOMES
SHOULD THERE BE ANY FRANKENSTEINIAN
BOTH A SITE FOR INPUT AND OUTPUT.
FEAR IN TAMPERING WITH THE BODY.
The anaesthetised body
The importance of technology is not
simply in the pure power it generates but
in the realm of abstraction it produces
through its operational speed and its
development of extended sense systems.
Technology pacifies the body and the
world, it disconnects the body from many
of its functions. DISTRAUGHT AND DISCONNECTED, THE BODY CAN ONLY RESORT TO
INTERFACE AND SYMBIOSIS. The body may
not yet surrender its autonomy but
certainly its mobility. The body plugged
into a machine network needs to be
pacified. In fact, to function in the future,
to truly achieve a hybrid symbiosis, the
body will need to be increasingly anaesthetised.
Split body: voltage in/voltage out
Given that a body is not in a hazardous
location, there would be reasons to
remotely activate a person, or part of a
person - rather than a robot. An activated
arm would be connected to an intelligent
mobile body with another free arm to
augment its task! Technology now allows
you to be physically moved by another
mind. A computer interfaced MULTIPLEMUSCLE STIMULATOR makes possible the
Psycho/cyber
The PSYCHOBODY is neither robust nor
reliable . Its genetic code produces a
body that malfunctions often and fatigues
quickly, allowing only slim survival
parameters and limiting its longevity . Its
carbon chemistry GENERATES OUTMODED
EMOTIONS. The Psychobody is schizophrenic. The CYBERBODY is not a subject,
but an object - not an object of envy but
an object for engineering. The Cyberbody
bristles with electrodes and antennae,
amplifying its capabilities and projecting
its presence to remote locations and into
virtual spaces . The Cyberbody becomes
an extended system - not to merely
sustain a self, but to enhance operation
and initiate alternate intelligent systems.
Hybrid human-machine systems
The problem with space travel is no
longer with the precision and reliability of
technology but with the vulnerability and
durability of the human body. In fact, it is
now time to REDESIGN HUMANS, TO MAKE
THEM MORE COMPATIBLE TO THEIR MACHINES, it is not merely a matter of
'mechanising' the body. It becomes
apparent in the zero G, friction-less and
oxygen-free environment of outer space
that technology is even more durable and
functions more efficiently than on Earth. It
is the human component that has to be
sustained and also protected from small
changes of pressure, temperature and
radiation. The issue is HOW TO MAINTAIN
HUMAN PERFORMANCEOVEREXTENDED
PERIODSOF TIME. Symbiotic systems
seem the best strategy. Implanted
components can energise and amplify
developments; exoskeletons can power
the body; robotic-structures can become
hosts for a body insert.
Internal/invisible
It is time to recolonise the body with
MICRO-MINIATURISEDROBOTSto augment
our bacterial population, to assist our
immunological system and to monitor the
capillary and internal tracts of the body.
There is a necessity for the body to
possess an INTERNALSURVEILLANCE
SYSTEM- symptoms surface too late! The
internal environment of the body would to
a large extent counter the microbots
behaviour, thereby triggering particular
tasks. Temperature, blood chemistry, the
softness or hardness of tissue, and the
presence of obstacles in tracts could all
be primary indications of problems that
would signal microbots into action. The
biocompatibility of technology is no
longer due to its substance but rather to
its scale. SPECK-SIZEDROBOTSARE EASILy
SWALLOWED,AND MAY NOT EVENBE
SENSED! In nanotechnology, machines
will inhabit cellular spaces and manipulate molecular structures. The trauma of
repairing damaged bodies or even of
redesigning bodies would be eliminated
by a colony of nanobots delicately
altering the body's architecture inside out.
Towards high-fidelity illusion
With tele-operation systems, it is possible
to project human presence and perform
physical actions in remote and extraterrestrial locations. A single operator
could direct a colony of robots in different
locations simultaneously or scattered
human experts might collectively control
a particular surrogate robot. Tele-operation systems would have to be more than
hand-eye mechanisms. They would have
to create kinaesthetic feel, providing the
sensation of orientation, motion and body
tension. Robots would have to be semiautonomous, capable of 'intelligence
disobedience'. With Teleautomation
(Conway/Vaz/Walke~), forward simulation
_ with time and pos1t1onclutches - assists
in overcoming the problem of real-time
delays, allowing prediction to improve
performance. Telepresence (Minsky)
becomes the high fidelity illusion of Teleexistence (Tachi). ELECTRONICSPACE
BECOMESA MEDIUM OF ACTION RATHER
THAN INFORMATION.It meshes the body
with its machines in ever-increasing
complexity and interactiveness . The
body's form is enhanced and its functions
are extended. ITS PERFORMANCEPARAMETERSARE NEITHERLIMITED BY ITS PHYSIOLOGY NORTHE LOCALSPACEIT OCCUPIES.
Electronic space restructures the body's
architecture and multiplies its operational
possibilities. The body performs by coupling the kinaesthetic action of muscles and
machine with the kinematic pure motion
of the images it generates .
Phantom limb/virtual arm
Amputees often experience a phantom
limb. It is now possible to have a phantom sensation of an additional arm - a
virtual arm - albeit visual rather than
visceral. The virtual arm is a computergenerated, human-like universal manipulator interactively controlled by VPL VR
equipment. Using DataGloves with flexion
and position-orientation sensors and a
GESTURE-BASED
COMMANDLANGUAGE
allows real-time intuitive operation and
additional extended capabilities. Functions
are mapped to finger gestures, with
parameters for each function, allowing
elaboration. Some of the Virtual Arm's
extended capabilities include ·stretching'
or telescoping of limb and finger segments
'grafting' of extra hands on the arm and
'cloning' or calling up an extra arm. The
'record and playback' function allows the
sampling and looping of motion sequences. A 'clutch' command enables the
operator to freeze the arm, disengaging
the simulating hand. For tele-operation
systems, such features as 'locking' allowing the fixing of the limb in position
for PRECISEOPERATIONWITH THE HAND.
In 'micro mode' complex commands can
be generated with a single gesture, and
in 'fine control' delicate tasks can be
completed by the TRANSFORMATIONOF
LARGEOPERATORMOVEMENTSTO SMALL
MOVEMENTSOF THE VIRTUALARM.
Images as operational agents
Plugged into virtual reality technology,
physical bodies are transduced into
phantom entities capable of performing
within data and digital spaces. The nature
of both bodies and images has been
significantly altered. IMAGESARE NO
LONGER ILLUSORYWHEN THEY BECOME
INTERACTIVE
. In fact, interactive images
become operational and effective agents
sustained in software and transmission
systems. The body's representation
becomes capable of response as images
become imbued with intelligence. Sensors
and trackers on the body make it a
capture system for its image, the body is
coupled to mobilise its phantom. A virtual
or phantom body can be endowed with
semi-autonomous abilities, enhanced
functions and an artificial intelligence .
Phantoms can manipulate data and
perform with other phantoms in cyberspace. PHYSICALBODIES HAVE ORGANS,
PHANTOMBODESARE HOLLOW. Physical
bodies are ponderous and particular.
Phantom bodies are flexible and fluid.
Phantoms project and power the body.
Virtual body: actuate/rotate
Your virtual surrogate would not merely
mimic the physical body's movements. A
more complex choreography is acbieved
by mapping virtual camera views to limb
position/orientation. The involuntary
jerking down on the left arm tumbles the
virtual body, whilst sweeping the right
arm 90 degrees produces a 360-degree
virtual camera scan - visually rotating the
virtual body around its vertical axis. The
form of the virtual body can be configured
acoustically - pulsing in phase with
breathing sounds. This BREATHWARPING
subtly and structurally connects the
physical body with its virtual other. And
by using DEPTHCUE - defining the
operational virtual space as shallow stepping and swaying forwards and
backwards makes the virtual body
appear and disappear in its video/virtual
environment. The resulting interaction
between the physical body and its
phantom form becomes a more complex
combination of kinaesthetic and kinematic
choreography. In recent performances
the involuntary body is actuating a virtual
bodywhilst simultaneously avoiding a
programmed robot within its task envelope .
Phantom body/fluid self
Technologies are becoming better life
support systems for our images than for
our bodies . IMAGESARE IMMORTAL,
BODIESARE EPHEMERAL.The body finds it
increasingly difficult to match the expectations of its images. In the realm of
multiplying and morphing images, the
physical body's impotence is apparent.
THE BODY NOW PERFORMSBESTAS ITS
95
IMAGE. Virtual reality technology allows a
transgression of boundaries between
male/female, human/machine, time/space .
The self becomes situated beyond the
skin, this is not a disconnection or a split
but an EXTRUDING OF AWARENESS. What it
means to be human is no longer being
immersed in genetic memory but being
reconfigured in the electromagnetic field
of the circuit . IN THE REALM OF THE IMAGE .
Ste/arc is a performance artist who is
interested in alternate aesthetic strategies.
He explores, extends and enhances the
body's performance parameters using
medical, robotic and VR systems, acoustically and visually probing the body amplifying brain waves, heartbeat , blood
flow and muscle signals, filming the
inside of his lungs, stomach and colon. In
developing strategies to augment the
body's capabilities, he has interfaced it
with prosthetics and computer technologies. He has performed extensively
overseas in art events, exhibited installations and has interactively performed with
his Third Hand a Virtual Arm a Virtual
Body and a Stomach Sculpture . At
present he is developing a touch-screen
interface for multiple muscle stimulation a system to enable the physical actuation
and choreography of remote bodies.
INVOLUNTARY BODY/ THIRD HAND
Amplified Body :
1 EEG (brain waves)
2 Position sensor (lilting head)
3 Nasal Thermistor
4 ECG (heartbeat)
5 EMG (flexor muscle)
6 Contact microphone (hand motors)
7 Plethysmogram (finger pulse)
8 Kineto-angle transducer (bending leg)
9 Position sensor (bending leg)
10 EMG (vastus media/is muscle)
11 Ultrasound transducer (radial artery
bloodflow)
12 Position sensor (lifting arm)
96
Involuntary Body :
13 Stimulation RHS bicep muscles
14 Stimulation LHS deltoid muscles
15 Stimulation LHS bicep muscles
16 Stimulation LHS flexor muscles
17 Stimulation LHS hamstring muscles
18 Stimulation LHS calf muscles
Third Hand:
A Grasp/pinch (close)
B Release (open)
C Wrist rotation (CW)
D Wrist rotation (CCW)
E Tactile feedback