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Redes de arte es un observatorio global de noticias de arte contemporáneo, centrado en blogs nacionales e internacionales de temática artística. Arte10 selecciona regularmente los mejores blogs, para acercarlos al público en formato de feed.


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  • Permalink for 'Culver City Redux'

    Culver City Redux

    Posted: 30-November-2008, 7:25pm CET by Greg J. Smith

    While it is known for quirky institutions like The Museum of Jurassic Technology and The Center for Land Use Interpretation, Culver City is perhaps most synonymous with the film industry. The lot and production facilities of MGM Studios (now occupied by Sony Pictures) take up a sizable portion of this West L.A. community and additional former occupants include Culver Studios and Hal Roach Studios. Despite being overshadowed by the mystique of Hollywood, Culver City remains one of the key sites of American cinema, an urban space that has served as the backdrop to countless films.

    Graphic designer and researcher Piet Schreuders has excavated a portion of this history with the creation of a 3D model of Culver City's Main Street in the 1920s. He took iconic shots from several Laurel and Hardy films and geolocated them within this digital model. The resulting video is a fascinating historical study of "the shortest Main Street in the world" and the idea of the cinematic city. This research is neatly consolidated in the above YouTube video and those wanting more information should note the 12 page excerpt from Furore #19 (1999) which Schreuders has posted online for Laurel and Hardy fans. [via Digital Urban]

    Piet Schreuders - The Shortest Main Street in the World / Furore Magazine - 1999

    [Piet Schreuders / Main Street Study / 1999]

    While I do find this research quite exciting, I do have to admit my interest in it is partially fueled by nostalgia. I lived in Culver City for two years at the beginning of the decade and my design educated started at 3850 Main Street, the building at the very right of the above image (in Gregg Fleishman's studio - the original home of LAIAD). I also consumed several thousand shots of espresso at the Grand Casino Bakery (3826 Main Street) which is just off frame.

    One of the things that I find so strange about Los Angeles is the manner in which urban space has been grafted into narrative cinema. Space is double coded and the "fictionalized" utilization of various sites throughout the city often eclipses their (sometimes banal) everyday use. This is the territory for exploration in Thom Anderson's 2003 documentary Los Angeles Plays Itself and also at the heart of my Critical Sections project - which I'm hoping will be launching on Vectors quite soon. Once that work is live I'll return to these themes of media-archeology and space in Los Angeles.

  • Permalink for '.txt/081125'

    .txt/081125

    Posted: 26-November-2008, 4:20am CET by Greg J. Smith

    Christoph Benda / Senghor On The Rocks

    Noted over the last few weeks:

    • Although I can't read German, I am very impressed with Christoph Benda's Senghor On The Rocks, a georeferenced web-novel (pictured above) which combines narrative and cartography.
    • Steve Mizek at Little White Earbuds quaterbacked a great two-part interview with Dave Aju, one of the more interesting producers in the minimal game at the moment.
    • Brandon Erickson considers the absence of HUD in the recent sci-fi "survival horror" game Dead Space. "Instead of having a life bar floating in the corner of the screen, the game cleverly integrates it onto the back of the character's suit" - have ambient displays arrived in gaming?
    • Fabien Girardin posted a synopsis of From Sentient to Responsive Cities, his presentation from Visuailzar a few weeks ago.
    • Last but not least, one of several great lines from the most recent post on Digital History Hacks: "When someone asks me why a historian would need an 8-axis CNC milling machine or an oscilloscope, I say, "Why not?" - check out William J. Turkel on fabrication and the humanities.

  • Permalink for 'Matias del Campo Interview'

    Matias del Campo Interview

    Posted: 24-November-2008, 5:07pm CET by Greg J. Smith

    Matias del Campo and collaborator Sandra Manninger are SPAN, a Vienna-based studio focused on the intersection of emerging technology and architectural design. Since 2003 SPAN has executed a number of research, teaching and installation projects and were recently awarded a significant competition victory. With this interview, Matias has provided a window into his thinking on geometry, digital fabrication and "modes of practice" in contemporary architecture.

    SPAN / Brâncuşi Museum

    First off, congratulation on your recent competition win for your proposal for the Brâncuşi Museum in Paris (pictured above). Given your investment in geometry and continuous surfaces a museum dedicated to Constantin Brâncuşi seems like an ideal project for you. Perhaps you could start this conversation off with some comments on your reading of his sculptural practice. How did his body of work influence your response to this architectural program?

    The moment we heard about this competition it was evident that we had to participate, it was almost a compulsive reaction to the call, as I?ve been a huge admirer of Brâncuşi's work since my teenage years. I was always attracted by the curvilinear bodies of his work that transforms the hard materiality of bronze or stone into a pliable, continuous spatial condition. The vigorous quality in his work is not only represented by the form of the object, but also by the surface quality that oscillates in between high refraction degrees, reflecting and transmutating its environment by its inherent affect. This affect in Brâncuşi's work, radiating in erotic tension, is what became the source for the design process of the Brâncuşi Museum. In order to create a rigorous design technique we scrutinized some of Brâncuşi's procedures that he applied on his sculptures. One specific motif that reoccurs in his work over and over again is the use of constrictions. This technique can be observed in sculptures like The Endless Column, La Négresse Blonde and the famous Bird in Space series. Following this observation we started to speculate in our office about possible spatial implications to this idea. As you mentioned, we have been investigating spatial implications based on the inexact yet rigorous geometry of topological surfaces for some time now, so we had a good basis for speculations on constrictions as architectural design technique. If you observe the sculptures of Brâncuşi that apply the method of constrictions you will see that the constrictions are two dimensional, they always are effective in one specific direction ? we speculated on the opportunity to apply this method in four or five directions simultaneously. The resulting body resembles more something like a Kaiser Semmel, than anything else. One of the main aims of this investigation was to create a spatial condition that is not limited to the exterior shell of an architectural object but that includes the interior of the project, meaning that the continuous qualities of topological geometries are used to create differentiated, yet continuously connected spaces within the architectural body. This idea was applied successfully in the Brâncuşi Museum, as the continuity of circulation within the project is ceaseless and creates a spatial flow starting on the Plaza of the Centre Pompidou, which we included in our design, trough the two floors of the museum, to the exit and the café area, wedged between the Centre Pompidou and the new Brâncuşi Museum.

    SPAN / Brâncuşi Museum / Section

    [SPAN / Brâncuşi Museum - Section / 2008]

    In examining your statement about the nature of the Brâncuşi Museum scheme, one of the most exciting things to read was the manner in which you planned to exploit the orientation, articulation and surface treatment of the non-standard building envelope to diffuse and modulate light in the display space. The difficulty of working with such idiosyncratic geometries is that one is confronted with ?reinventing the wheel? to rethink assemblies (i.e. doors, fenestration, mechanical systems) that might get taken for granted as off-the-shelf standard components in other projects. Could you discuss some of the pragmatic concerns that are guiding your design process? I?m curious as to your game plan about modulating geometry/topology in order to tweak building performance.

    The preface for all our architectural projects is that architecture is always a solution to a specific design problem. By elaborating solutions there are always novel opportunities emerging in the process, in that extent we invest considerable amounts of time to investigate these opportunities. In the case of the Brâncuşi Museum there are two specific elements that we concentrated on. One mentioned by you is how to manipulate the infusion of natural light into the museum to create a light environment that will not only provide sufficient diffuse illumination for the sculptures, but will also create a specific atmosphere within the museums main chamber. As we were discussing before this is also a matter of affect at large. There are four elements shaping the lights manipulation within the space: the position of the apertures, the overall form of the domed enclosure, the surface articulation and the applied material that can change its surface quality from glossy to opaque throughout the day and dependent on the light conditions.

    Now, the second element is the issue of panelization and apertures in complex curved geometries. This is where issues such as fenestration, or for that matter, any other aperture comes into play. It is true that novel geometries demand different solutions for these problems, outside the more traditional conventions; on the other hand this can be considered a chance or an interesting opportunity to examine novel solutions for their potentials in architectural design. This has become possible with the advent of advanced fabrication tools. For a computer controlled Laser-cutter or a milling machine it makes no difference whether it cuts twenty identical pieces or twenty different ones, making standardized, off-the-shelf components merely obsolete. We are definitely interested in differentiation, continuity, inexact yet rigorous geometries that are formed by the agglomeration of components. The Brâncuşi Museum is also comprised of a variety of panels, forming the entire body. During our research on topology we found out that the curvilinear qualities of this type of geometry can help us to increase the performance of curvilinear bodies. In discussions with various structural engineers and tissue engineers we found out that there are two ways to apply this quality: By increasing the stability of the structure, or by reducing the material consumption, in best case achieving both simultaneously. Without question there is a reason why topological bodies appear so often in nature: Sea Urchins, Orchids, Radiolaria etc. In nature material is expensive, but form is cheap.

    SPAN / Architecture Biennale Beijing / 2008

    [SPAN / Architecture Biennale Beijing installation / 2008]

    You talk about mimicking Brâncuşi?s use of constraints to design the Museum dedicated to his work. The application of constraints (operating parameters) is definitely necessary when considering the wild possibilities offered by scripting and parametric modeling. Could you offer your perspective on how the idea of ?constraints? varies within the milieu of the custom software powered digital workstation versus the drafting board?

    The language of parametric modeling and scripting at large represents a very fertile branch of the evolution in digital design techniques. In fact it represents a rigorous method of algorithmic explorations in architectural design. We are in the middle of the Cambrian explosion in design techniques propelled by coding methods, so it is hard to measure the real value for architectural design. Nonetheless it is fair to speculate upon the difference created by the paradigmatic change from the drafting table to coding techniques, which again also differ from a series of techniques prevalent throughout the last decade, such as manipulating curves by the application of calculus and topologies in a more direct and less sophisticated way. Ergun Akleman describes this technique as Naïve Algorithms, which possess a lower sophistication than the computed, coded approach of scripting. What we are looking for in the scripting approach is the combination of mathematical and geometrical elegance, providing us with opportunities for performative solutions, with the elegance of beauty. The interesting part comes when it is time to evaluate the result of the scripting process, another form of constraint triggered by the sensibilities of the designer that represents a non-quantifiable aspect of the design process. Just because the code is right doesn?t mean that the design is right too.

    xxx

    In the SPAN mission statement you identify the focus of your design-research practice as being invested in the ?exploration of innovations in the architectural field triggered by the continuous evolution of technological means?. You point specifically at installation projects like Gradient Scale (detail pictured above) and Amplifier as important benchmarks through which you closely scrutinized specific possibilities offered by digital fabrication. Could you discuss the importance of each of these installations to your practice?

    As soon as we came in touch with advanced, computer controlled fabrication techniques; we recognized the opportunity to apply these methods outside the predominant application, which was to make models. We thought of possibilities to use this machinery for the creation of actual, one to one scale, architectural projects. The first steps into this direction were to create mock-ups, as big as it is possible with the machinery. It became soon evident that the best option is to fabricate installations for exhibitions. Considering traditional architecture careers in Austria we essentially changed some rules of the predominant sequence; study, work, open your practice, build, exhibit and then maybe teach. We opted for a completely different model that is based on investigation, exhibitions and teaching. Now that we feel more comfortable with the explored design methods and digital fabrication techniques we are heading into the field of actual architectural construction. An important step in this sequence was the work on the installations for various exhibition venues. We used these installations for investigative, and proof of concept, purposes. Such as the installation Gradient Scale, which was commissioned for the exhibition AustriArchitecture, curated by Lilli Hollein. The concept of the piece included speculations on the issue of scale as well as the opportunities inherent in the fabrication process for the creation of surface articulation; the subject of machinic ornaments. The ornamentation of the surface as a specific architectural quality emerged out of the production process, yielding a wide range of concepts of possible applications spanning from the fields of structural engineering to the realms of acoustic control. The rigorous use of the tool path of the three-axis CNC milling machine to create a surface ornamentation proved to be a successful attempt to include machinic sensibilities into the project. The undulating, corrugated surface, and the emerging issues of increased stability spilled over to subsequent projects like the exhibition design for Housing in Vienna, that proved the problem of reduced material consumption and higher stability as a result of the use of machinic ornaments, ensuing corrugated surfaces. The issue of surface articulation was not the only consequence of the work on the installation Gradient Scale. As the piece was way bigger than the CNC milling machines, we had to find strategies to subdivide the object and to produce it in various components. The issue of panelization is by now a widespread problem in advanced architecture design: How to subdivide a complex curved geometry? We opted for the idea to use the underlying geometry, present in the digital model, to find a mode to cut the piece in portions without violating the sensibility of the entire body. Another Issue we started exploring after this installation is the problem of the joint, as we found out that the problem is not the fabrication of panels of complex curved geometries nature, but how you close the joints in-between. A very basic architectural task, that became an own branch in the investigative work of our practice and leaded us to ideas about the application of tissue engineering in architecture. By now this investigations are purely speculative, but it is exiting for us to communicate directly with the field of science, even more so to find scientists, partners in crime so to say, who are interested in a direct dialogue with the discipline of architecture.

    SPAN / Exquisite Corpse / 2007

    On the topics of installation, you mounted one entitled Exquisite Corpse at the MAK Center in Los Angeles in 2007. This institution, and the Schindler House for that matter, has long served as an presence to assert the connection between progressive architecture in Austria and Los Angeles. Could you comment on how your time in Los Angeles has informed your work? The city has been very receptive to small experimental practices exploring fabrication (i.e. Michael Speaks' Fifth Ecology), I'm curious to know whose work you're tracking and how your time in the city influenced your practice.

    The importance of our exposure to the vibrant environment of Los Angeles can not be underestimated. It pushed our boundaries immensely further, creating space for novel explorations and possibilities. It was a unique experience made possible by the MAK Schindler Fellowship. One circumstance, among many other things, that make L.A. unique is the presence of three specific ecologies on one spot: Advanced fabrication techniques, present in Car Prototyping companies; The Special effects studios for Hollywood, that are pushing forward the limits of animation software; and a bunch of top level architecture faculties, propelling architecture theory and design forward. These three sectors were the basis of our expeditions into the Los Angeles area, which filled the six months the Schindler Scholarship lasts. It was incredible how open and embracing companies and Universities were in listening to our ideas and proposals. In a matter of weeks we were invited on a constant level to act as guest critics in the various Universities, from UCLA to SCI-Arc to USC to Calpoly and so on. This infused us with an enormous "know how" about pedagogic techniques of the L.A. area. Additionally the academic discourse informed us on a theoretical level which gave, and still gives, us the chance to describe our work with more rigor and precision as well as sharpening our design sensibilities. It was fantastic to find an entire generation of architects thinking in similar or related lineages to our own work.

  • Permalink for 'Building Stories'

    Building Stories

    Posted: 21-November-2008, 5:00pm CET by Greg J. Smith

    Chris Ware / Bulding Stories 3 / 2005

    About a year ago I received a .zip archive of comic artist Chris Ware's entire series of Building Stories. These "funny pages" scrutinized the lives, dreams and space of a number of tenants in a varying states of melancholy and restlessness. Like all the characters in Ware's universe, these protagonists exist in a bleak and nostalgic world of missed opportunities and unfulfilled dreams. Despite this overbearing sense of emptiness, hope does glimmer in the background and subtext. Building Stories appeared in Nest Magazine, The New Yorker and The New York Times Magazine between 2003 and 2006. The purpose of this post is not so much to survey the complete series but to instead consider a specific installment, Building Stories: Part 3 (pictured above).

    Building Stories: Part 3 conducts a narrative vivisection of a three-story apartment complex, pulling away walls to provide an omnipotent view of the history of the space. What is interesting about the structure of this comic is rather than delve into the complex, fragmented layouts (primarily composed of small multiples) that Ware is famous for, it provides a quantified overview of events that have happened in the space of a single panel. So while "nothing is happening" the moment that this snapshot is taken, a sum total of incidents is quantified and laid bare on various architectural surfaces and in the margins. The reader is provided with lists rather than shown events.

    Chris Ware / Bulding Stories 3 (detail) / 2005

    Close examination of these lists reveals a variety of tracked values including "886 screams, 217 punches, 3 births, 74,316 newspapers, 5 spiritual crises, 64,418 orgasms, 22 pregnancies" and a personal favourite "32,655,497 water drips". Delivery of these quantities is deadpanned and major personal benchmarks are casually mixed with the trivial as if to suggest an indifference on the part of both the architecture and Ware. This depiction of domestic space as a living document (a tally sheet) and an "event-aggregator" speaks to some of the desires evident in Andy Stanford-Clark's "talking" home automation system [see previous post]. They key difference between these two models of scanning urban space is time - in Ware's fiction he can shoot with a wide-angle lens and speculate an absurd and fascinating endgame to this notion of quantified domesticity.

    While spending time with this comic over the last several days I keep thinking that it is the architectural counterpoint to Tom Waits' take on meteorology on Nighthawks at the Diner. The final lines of Building Stories: Part 3 reads "This building now has to admit to feeling a little bit grateful for the arrival each day of 24 more hours" - and the events continue to accumulate.

    Building Stories: Part 3 is available for PDF download as part of the excellent Acme Novelty Archive, an "unofficial directory" of the works of Chris Ware.

  • Permalink for 'Visualizar Postscript'

    Visualizar Postscript

    Posted: 20-November-2008, 4:16pm CET by Greg J. Smith

    In the Air / Frontis image

    After 18 hours of travel and an extended layover in purgatory New Jersey I was very relieved to finally set foot on (snow covered) Canadian soil last night. VISUALIZAR was a great experience and I am utterly impressed with Medialab-Prado as a venue and project incubator. José Luis de Vicente is not only an excellent curator and cultural critic but a gracious host, I really valued the several extended conversations we had. A big hello to new friends and drinking buddies André and Santiago from Bestario, Aaron Meyers, Fabien Girardin, Dietmar Offenhuber, Paco González, Nicholas Wright and Chris Sugrue.

    We presented In the Air on Tuesday night and it was very well received (please note the charming frontis image above), I'll be posting more info about the project soon as we will be launching it online ASAP. I'm also preparing an extended summary of the visualization workshop for Nathan at FlowingData - so stay tuned for links.

  • Permalink for 'Elsewhere...'

    Elsewhere...

    Posted: 13-November-2008, 1:58am CET by Greg J. Smith

    Mitchell Whitelaw / Watching the Sky

    Digital theorist and artist Mitchell Whitelaw is the subject of an interview I recently conducted on behalf of Rhizome. The resulting conversation was posted today and it marks my first appearance on Rhizome as a contributor. I've been invited to write for the new media portal and I'm quite excited about the opportunity. In the interview, Mitchell discusses his research on datasthetics and generative art in the context of some of his recent projects which include Watching the Sky (pictured above) and The Visible Archive. Mitchell on the development of his thinking about digital ontology:

    ...looking at the way that formal systems - generative systems but also for example games and social web services - create specific systems of being and relation. A simple example is the various formal models of "friend" in different social services. In formal terms a Facebook "friend" is different to a Delicious "fan", which is in turn more like a Twitter "follower." These ontologies, little formal worlds, can be read critically, but crucially they also have generative implications that play out in the system.

    You can check out the interview here.

  • Permalink for 'In the Air: Development Snapshot'

    In the Air: Development Snapshot

    Posted: 11-November-2008, 12:58pm CET by Greg J. Smith

    Visualizar'08 - Database City

    [Visualizar Desk Crit / photo: Medialab-Prado]

    We're a week into our project here at Database City and I thought I'd provide a snapshot of the work in progress. I'm working as part of a team headed by Nerea Calvillo a Madrid-based architect. Our project is entitled In the Air and we're developing a real time visualization of air pollution in downtown Madrid.

    In the Air - Prototype

    Like most major cities, Madrid maintains a network of sensors distributed throughout the city at key intersections, cultural districts and industrial areas. These sensors monitor the levels of numerous chemicals including Carbon Dioxide, Sulphur Dioxide, aerial particulate and pollen levels in order to track the quality of the air. We've obtained 12 months worth of data collected by this network and have set up a means to scrape real time updates (the system updates hourly) - we're in the midst of investigating a few strategies for potential visualization. Pictured above is an interface mockup of a particle system we've developed in Processing that registers these sensors as attractors, things get a bit tricky with this strategy as it is more of a model than a true visualization. We're currently leaning towards a particle system approach with an option to isolate the data at a sensor-by-sensor level - the only sites the data is accurate. Last week Santiago Ortiz quipped that the goal of our project is interpolation without lies.


    As if the visualization wasn't enough to keep us busy, we're also working on an physical prototype to speculate how this information could be communicated in some kind of installation or architectural context. The above video documents some of the experiments Susanna Tesconi and Nerea conducted last week. Nerea had originally envisioned a "diffusing facade" with Arduino-controlled mysters generating colour coded clouds to convey the levels of specific pollutants in the Madrid atmosphere. So far things haven't worked out with coloured dyes but we'll see where our research leads us. We're hoping to pull off a small scale "proof of concept" prototype and communicate how the system could be more ambitiously deployed through drawing. All of this is a very tall order for a two week project, luckily we've got a cast of thousands that also includes Carlota Pascual, Guillermo Ramírez, Miguel Vidal, Paco González, Raphaël de Staël, Sandra Fernández and Victor Viña.

    I'll post about the project again next week - it will be interesting to see how it fills out. For anybody that is interested, we're updating our (mostly Spanish) project wiki daily.

  • Permalink for '.txt/081107'

    .txt/081107

    Posted: 7-November-2008, 10:08pm CET by Greg J. Smith

    Ryan and Trevor Oakes - Perspective Drawing Easel

    Some choice links from the last several days:

    • Chris Remo at Gamasutra just conducted an interview with Nick Channon of DICE studio on the design of Mirror's Edge (pictured above), a parkour-themed first person runner (FPR?). I've been excited about this game since first hearing about it earlier this year. Channon's perspective on the design of the game and the idea of "runner vision" makes for a fascinating read.
    • Another great interview comes by way of Ceci Moss at Rhizome who chats with Mark Allen of Machine Project, an Echo Park art space in Los Angeles.
    • Joseph Flaherty at Replicator provides a hilarious and illuminating window into the tricky world of applying social constraints to mass customization. The post is cheekily entitled George Carlin Customization: 47 words you can?t use on custom NIKE sneakers and it describes the black and white world of language and footwear.
    • This week Michael Surtees posted the liner notes for the design of http://select.daylife.com a freshly-launched topical news aggregator developed by Daylife. Michael has even capped the post with one of his infamous sketchbook diagrams.

  • Permalink for 'The Long Here, the Big Now...'

    The Long Here, the Big Now...

    Posted: 7-November-2008, 2:14am CET by Greg J. Smith

    Evan Allen & Matthew Worsnick / The Networked Omniscient

    [Evan Allen & Matthew Worsnick / The Networked Omniscient / 2006]

    Tonight the final lecture of VISUALIZAR'08 took place and a large, enthusiastic crowd crammed into Medialab-Prado for the event. Adam Greenfield (design director at Nokia) presented The Long Here, the Big Now, and other tails of the networked city, a talk on ubiquitous computing and urban space. Greenfield opened his talk by defining everyware, a geo-web paradigm in which "all the objects and surfaces of everyday life are able to sense, process, receive, display, store, transmit and take physical action upon information". Greenfield characterized distributed computation as being an era in which "microprocessors could be scattered like grass seed" and then proceeded to deliver a rather nuanced discussion on the networked city.

    Like fellow ubiquitous computing researcher Dietmar Offenhuber, Greenfield began his presentation with a nod to the work of Mark Weiser at Zerox PARC in the 1980s. He highlighted South Korean developments such as Cheonggyecheon and New Songdo as definitive examples of augmented environments. Greenfield differentiated the here/now terminology in his talk title from that of the Long Now Foundation by offering his own reading of "contemporary" space and time as:

    that which primarily conditions choice/action in the city but resides in the invisible and intangible overlay of networked information that enfold it... a persistent and retrievable history of the things that are done and witnessed there over any place on earth than can be specified with machine-readable coordinates.

    To help illustrate these ideas of space and duration he delved into a very thoughtful discussion of Oakland Crimespotting by Stamen Design. Being very familiar with this project [see previous post] it was great to hear a info-culture pundit dig into the validity of the data undergirding a visualization. While Greenfield acknowledged that a site like Oakland Crimespotting could be an informative tool he questioned the validity of a data set in which rape is classified as "aggravated assault". How could this (and other questions of classification) affect the way that a user engages a visualization/mapping service? If we are going to view urban space through these kinds of filters we have to be mindful to question the perspective they provide.

    1K Project II

    The 1K Project (pictured above) was referenced as a definitive example of the "big now", an expansive layered present which contains multiple streams of information, trajectories and possibilities. Greenfield name checked twitter as a great example of this type of spatial density, a place in which all things happen constantly.

    I definitely appreciated the tone of Greenfield's presentation he is obviously very well versed on the theory front but completely accessible and engaging as a speaker. It is refreshing to hear a refined, slightly critical response to the standard technology/market cheerleading that passes as web culture future-casting. My favourite line of the night? The assertion that the city of the 21st century is one that will "respond to the behavior of its residents and other users, in something like real time... underwriting the transition from browse urbanism to search urbanism."

    If you're interesting in learning more about Adam Greenfield's work be sure to check out his collaborative text Urban Computing and its Discontents co-authored with Mark Shepard (the text is available as a free PDF here) - he also blogs at Speedbird.

    Edit: I just found a video of a shorter version of this lecture that was presented at LIFT Asia two weeks ago.

  • Permalink for 'Database City: notes/linkbombing'

    Database City: notes/linkbombing

    Posted: 6-November-2008, 2:47am CET by Greg J. Smith

    Heath Bunting / Progress Through Binary Thought

    [SENSEable City Lab / New York Talk Exchange (NYTE) / 2008]

    Well, three days into VISUALIZAR'08 and I feel like my head is going to explode. I can't recall the last time I heard so many great presentations in such a short span of time. I was a bit preoccupied with my talk, which was yesterday and went reasonably well - now I can get down to the business of sharing some (very abbreviated) summaries of several talks from here at Medialab-Prado over the last few days.

    The curator of VISUALIZAR, José Luis de Vicente opened the seminar with an expansive overview of urban informatics: "Urban space is dynamic information... We've seen this in Calvino, the SI, Georges Perec - the secret lives of people and invisible cities"

      Key questions: What is the role of networks and data structures in the city today? How can we use them to alter our perception of the city?

      Key points: Visualization is a narrative medium. The crowd is a social and cultural object. Visualization can be realized as soft architecture.

      Projects discussed:

      • Cascade on Wheels - Madrid traffic visualization produced at VISUALIZAR'07 was instrumental in inspiring the urban focus of this edition of the workshop
      • Casastristes.org - simple Google maps mashup for tracking Vacant houses in Madrid - Simple and effective mashup tracking Madrid vacancies
      • New York Talk Exchange - great example of corporate entity benefitting from visualization/research.
      • Million Dollar Blocks - infovis as a means to highlight sociopolitical issues
      • Everyblock and outside.in - key points of reference in urban aggregation
      • Sky Ear - inflatable ambient display
      • Four Stories - circulation informatics
      • Nuage Vert - vapour display

    Fabien Girardin of the MIT SENSEable City Lab gave a very thoughtful talk about urban information design: "What we are looking at is new urban actors: mobile phones, speed cameras, pollution sensors, infrared cars, license plate recognition, wireless networks, CCTV systems, bike sharing systems, nitrogen systems, etc."

      Key Question: What can we learn about urban life from the "digital shadows" that we cast when living in the city? What can we learn from the "sentience" of the contemporary city?

      Key Points:

      • Urban informatics can be broadly defined as being of microscopes and telescopes
      • Contemporary privacy concerns are not much about "Big Brother", it is instead an era of "Little Sister" (self-surveillance)
      • Data can be sourced not just from authors and service providers but activities that are fundamentally connected to the city
      • Information design needs to undergo post-occupancy evaluation
      • The timestamp is not to be overlooked
      • We all know pagerank, get ready for placerank.

      Projects Discussed:

    Heath Bunting / Progress Through Binary Thought

    [Heath Bunting / Progress Through Binary Thought / 1992]

    Dietmar Offenhuber gave a fantastic talk on ambient media in urban space that provided a number of methodologies for thinking about calm displays: "Ambient media needs to be read as a situation - not just as a relationship between the observer and display".

    Victor Viña and Andrés Ortiz of Bestario also talked about their creative practices, unfortunately I did not take notes during either of their presentations - hopefully I can touch on their work in the future (note: I did interview Andrés' collaborator Santiago in the summer of 2007). Despite an intense case of theory fatigue I will probably be posting a synopsis of The Long Here, the Big Now, and other tails of the networked city, a talk Adam Greenfield will be presenting tomorrow night.

    I'll be posting more thoughts on VISUALIZAR'08 in the coming days - if you are curious you can tune into my twitter account for related tidbits and links. The projects have got underway and and we've launched a wiki for In the Air which I'll post about soon.



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