Jens Geelhaar Frank Eckardt Bernd Rudolf Sabine Zierold Michael Markert (Eds.) Interaction of Architecture, Media and Social Phenomena Jens Geelhaar Frank Eckardt Bernd Rudolf Sabine Zierold Michael Markert (Eds.) MediaCity: Interaction of Architecture, Media and Social Phenomena 4 MediaCity Interaction of Architecture, Media and Social Phenomena MediaCity Conference 2010 Bauhaus-Universitt Weimar http://www.mediacityproject.org/2010 Coverdesign by Michael Markert All articles 2010 by their respective authors All rights reserved. MediaCity: Interaction of Architecture, Media and Social Phenomena 5 Contents E-City: From Researching the Virtual Towards Understanding the Real Urban Life 13 Frank Eckardt Te Practice of Cybernetic Urbanism 37 Raoul Bunschoten Daniel Wedler Sentient City Survival Kit: Archaeology of the Near Future 45 Mark Shepard Digital Metropolis: Te Implications of Information Densifcation for Spatial Society 65 Noah Ives Interface Design for Shared Spaces 73 Nina Valkanova Media Architecture as Social Catalyst in Urban Public Spaces 95 Hendrik Weiner MediaCity: Interaction of Architecture, Media and Social Phenomena 6 Cidadania 141 Rolf Kruse Pedro Aibo Where the Action Should Be - Learning from MicroPublicPlaces 159 Marc Bhlen Sound as Interface 169 Petros Kataras Ermis Adamantidis Alaa Alfakara Sonic Activation Spectral Architectural Memories 181 Eva Sjuve Fernfhler Intelligent Furniture for the Architecture of Tomorrow 189 Matthias Weber Sebastian Hundertmark Ursula Damm Large Screens and Small Screens: Public and Private Engagement with Urban Projections 201 Geofrey Shea Michael Longford MediaCity: Interaction of Architecture, Media and Social Phenomena 7 Creativity, Knowledge, Engagement: Keys to Finding the Right Governance Model for a Regional Community Precinct 211 Kirralie Houghton Marcus Foth Greg Hearn Urban Overlay 233 Martin Kohler Kai von Luck Jens Wille Boulevard of Production: A Future Talents Attractor 245 Georg Flachbart Ivan Redi New Media as a Catalyst for Integration in Cross-Border Regions? 269 Jan-Philipp Exner Guido Kebbedies Te Mythological City 285 Peter Wendl MediaCitys Atmospheric Commons 315 Jordan Geiger MediaCity: Interaction of Architecture, Media and Social Phenomena 8 Sensing Digital Identity and Stimulating Digital Co-Presence 329 Eleni Sotiriou, Marco Krechel, Hugo Loureiro, Madhav Kidao, Paul Goodship Public Space 2.0 355 Sandrine von Klot Drawing Circles Search on Mobile Devices 369 Mathias Mitteregger Small Texts?: Text Messages, Art and Public Spheres 389 Frauke Behrendt Social Media Platforms as Strategic Models for Local Community Development 431 Tanya Sndergaard Tof Infrastructure: An Instrument Of Urban Morphology 447 Seung Ra C@rchitecture: Te Architecture-Infrastructure Synergy 467 Marthijn N. Pool MediaCity: Interaction of Architecture, Media and Social Phenomena 9 Lif@Weimar: Sustainable Interaction with Food, Technology, and the City 491 Jaz Hee-jeong Choi Marcus Foth Mobile Applications in Urban Planning 499 Karsten M. Drohsel Peter Fey Stefan Hfen Stephan Landau Dr. Peter Zeile Adaptive Architecture A Conceptual Framework 523 Holger Schndelbach Mobile Node: Open Portable Infrastructure Overlapping Digital Paths 557 Efan Foglia Cyberspace as a Locus for the Sustainability of Urban Collective Memory 571 Segah Sak Burcu enyapl MediaCity: Interaction of Architecture, Media and Social Phenomena 10 Interactive Spaces - Reactivating Architectural and Urban Space by Tracing the Non- Visual 589 Katja Knecht RAINBOWS 601 Kyd Campbell Te Facadeprinter A Distance Printing Device for Communication in Urban Contexts 607 Julian Adenauer Michael Haas, Martin Fussenegger Adrienne Gispen MediaCity: Interaction of Architecture, Media and Social Phenomena 11 MediaCity: Interaction of Architecture, Media and Social Phenomena 12 MediaCity: Interaction of Architecture, Media and Social Phenomena 13 E-City: From Researching the Virtual Towards Understanding the Real Urban Life Frank Eckardt Bauhaus-Universitt Weimar Urban life has its own meaning as it is framing our social, political, cultural, and economical activities within space. If the city in its built reality is not seen as a mere synchronous description and urban life is recognized in its dynamics, then the question about the material side of the city becomes interesting. Te city as a physical and imagined process then becomes a reality which cannot be captured with a binary understanding, in which all non-visible is banished. (Davis, 1999) Te city is more than an accumulation of built places. Te question about rank and the meaning of the virtual and imagination arises. As a consequence, the relation between the city as a state of mind, referring here to the famous quotation of Robert Park, and empirical urban research requires a complex analysis. Tis means that research on the E-City is dedicated to socio- psychological aspects of urban studies which can be easily trapped within too much seeking for signifcation and too much speculation, and this would leave a lot of space for critizism due to the simplifed attitude. Te major attempt of researching the E-City should stress, however, the refusal of any theoretical conception, in which ideas, discourses and pictures of a city are linked in a direct and causal line to and the appearance of the physical environment of the city. (Borden/Friedland, 1993) MediaCity: Interaction of Architecture, Media and Social Phenomena 14 Cities are no direct manifestation of imagination. At the same time, it cannot be argued that the imaginary side of urban life is just an accessory or a cover page for the urban social fabric. Empirical research cannot directly receive an insight on the dreams and longings of the urban population, if the logic of the virtual is recognized with having its own independent existence and way of development. Te dilemma of past urban research was caused by a narrow-minded sight on imagination and virtuality, which did not open up for a more fundamental, non linear arranged virtual layer of the city. What remained were escapist dreams into the fantastic world of unearthly technological promises. Since the sixties, special attention has been paid for the hypothesis of an increase of virtual processes in cities. Generally spoken, these debates have to be looked at with a radicalized modernity as the background, in which the society looks for imaginations to forecast the efects of innovations in technical/technological progress. At that time, emphasis was put on the assumed shrinking diference between physis and imagination. In particular, the Cyborg theorem of the physical space is prominently maintained: Te embodiment of space passes on a problematic form of space itself and wipes away the clear borders between the organic and the inorganic. (Villani, 1995) Re-arranging the urban discourse In urban studies, the well-established terms and analytical concepts have not been re-arranged to face the difculty of conceptualizing virtuality. On the contrary, the assumed contradiction between the real and the virtual real has many lives and can be found in one or another way throughout literature. It seems hard to imagine that reality is to some extent fctional and that virtualities are not mere products of fction, but real. MediaCity: Interaction of Architecture, Media and Social Phenomena 15 Learning from the development of the Cyborg discourse, urban studies should re-conceptualize their basic attempt to understand urban life by shaping analytical tools to overcome these stereotype distinctions between the real and the imagined, the built and the human, the geographical and the social. Hybridity is a key concept that derives from the Cyborg theories and which might be capable of showing a way beyond dual concepts. Hybridity became a key concept to understand the interwoven relation between the virtual and the real: A cyborg is a hybrid creature composed of organism and machine () Cyborgs are post-Second World War hybrid entities made of, frst, ourselves and other organic creatures in our unchosen high-technological guise as information systems, texts, and ergonomically controlled labouring, desiring, and reproducing systems. Te second essential ingredient in cyborgs is machines in their guise, also, as communications systems, texts, and self-acting, ergonomically designed apparatuses. (Haraway, 1991, 1) In this hybridizing relationship between virtuality and the real reality, a wider confguration of the urban is anticipated, with which any kind of essentialist or ontological understanding of cities is excluded. In particular, the problem of the machine-people contradiction is exposed and qualifed as being untenable. At the same time, with the Cyber perspective a metaphor, which gives the virtual no literal place has been widely spread. Exemplarily for the debate of the nineties, Forer and Huisman (2000) stated that the virtual would lead us to new experiences of spaces, and that virtual would immerse into the picture. Te interaction between the virtual space and the real time is made possible through global crossings within Cyberspace and through characteristic fgures of the age of the virtual producing new space metaphors (Quau, 1993, 63). MediaCity: Interaction of Architecture, Media and Social Phenomena 16 Understanding the virtual Te consequence of the metaphorical understanding of the virtual has led to an urban discourse with the basic assumption of an autonomous sphere of the virtual, not being critically reviewed yet. For the further analytical and empirical research on the virtual city we have to acknowledge that this has been a dead end of thinking. Tis is the reason for a certain unease which can be observed when the term Cybercity is taken up again. However, the still lasting talk about a new time period appears to be a perspective that does not include the necessary historic dimension of technological development (Lacoche/Wakeford/Pearson, 2004; Tarr, 1987). New attempts to re-conceptionalize the research on virtual urbanity address the virtual in a way that underlines the necessity to see the it in a process relationship with reality. (iek, 2002). Te overemphasis of the virtual in the debates around Cyberspace is comprehensible in the sense that this happens every time when technological innovations in the information and communication media became observable. Te debate was coined considerably by the focus on the interaction between humans and technological networks, in which indeed apparent changes in the behaviour of the city dwellers seemed to be of signifcance (Mitchell, 2003). From these frst theorizing attempts two diferent conclusions can be drawn: On the one hand, an empirically oriented research agenda appears, where it is considered to keep close track on the observation of the technological innovations. On the other hand, it remains the conceptional difculty to understand virtuality and space in a way without both overlapping themselves by mutual metaphorics. (Gandy, 2005) Latter difculty was addressed by a widening of the concept of space by progressing from cyborg to the cyberspace (Turkle, 1995; Bingham, MediaCity: Interaction of Architecture, Media and Social Phenomena 17 1996; Ludlow, 1996; Woods, 1996; Kitchen, 1998; Lunenfeld, 1999). In this discussion on the city, space was included into a neo-organic perspective, where the city was understood as a neurological information and communication organization. However created vaguely, space was connected with diferent parts of the urban (realm), where human interactions can be observed (Leach, 2002). By the intensive difusion of the new information and communication technologies, the city transforms into an urban center like into a nerve system, designed to generate information and control the movements and actions of its inhabitants. Existing functional and hierarchical orders are supplemented by vertical, vague and nonlinear communication lines (Gille, 1986). In this way the metaphor of the body is waived partly and is reduced to being the place for the processing of information. (Kurokawa, 2001). To what extent this still concerns an understanding of body in a biological sense is at least questionable against the infuential reading to the body without organs by Deleuze and Guattari. In this discourse, however, the focus on information can be understood as the conceptional progress, which overcomes the simplistic dualism virtual/real (Boundas, 1996; Massumi, 2001). Urban indicators such as size, structure or order are less stressed, while movements and interactions are emphasized instead as characteristics of urban life. (Amin/Trif, 2002) Te focus on information was infuential for urban research, which particularly leads to the expression in the work of Castells, who emphasizes the creation of fexibility within functional urban structures (Castells, 2003; Steinbicker, 2001). Te net as a metaphor refects the innovations in the information and communication technology in the eighties and their infuence on the fundamental dimensions of human life: on the structure of time and space. With his approach, the Informational Cities, MediaCity: Interaction of Architecture, Media and Social Phenomena 18 Manuel Castells attempts to analyze the efects of the new technologies within the frame of the special economic, social, political and cultural contexts of regions and cities (Castells, 1989). IT innovations step into interaction with historical changes, where the restructuring of capitalism expresses itself within its matrix of economical and institutional settings of organization. Te qualitative and quantitative changes of communication and information are not only a component of this restructuring; on the contrary, they shape the logic of social development. We are experiencing a phase of capitalism, which is characterized by the mode of informational development. Tis development mode describes a new relationship between production, space and society. (Armitage/Roberts, 2002) Information is no longer only the carrier of knowledge for the production process, the generation and acquisition of information becomes crucial for economic processes. Information becomes a resource and this changes the status it has had before. It becomes important as the basis in innovation processes and it is no longer only a product of industry. Before the informational revolution, the factor of energy for innovations was decisive. Now information takes this place, as transport costs have become insignifcant. In this way, the mode of informational development infuences the human approach to production and consumption. In particular, the socio-cultural symbolism of society is coupled more closely to its production sphere. Tis is expressed in a transmission of the logic of the informational process. Te fexibility of informational production has been made possible through IT technologies and through the fexible organization of consumption and management. With the new fexibility a change of production size occurs, i.e. the mass production is given up in favour of tailor made production based on the principle of just in time deliverance. Fast adjustment to the diversifying and innovating market is the key for economic success. As a consequence, the economy approaches MediaCity: Interaction of Architecture, Media and Social Phenomena 19 the symbolic world of the society more strongly and thus the sharp dividing line between both society and economy - keyword: 24/7-economy - becomes penetrated (Lash/Urry, 1994). The Virtual and the Space Referring to the relation of space and society, the informational age is assumed to make a crucial turn: Te space of the information fows is overlaying the space of the places. Te new service industry looks for places of synergies. Te international manager class occupies places, reserving certain parts of the city exclusively for itself. Te networks of the informational economies organize themselves autonomously, to a large extent independently from the urban, whereby they free themselves from control from cities and states, but both still justifying their power through a territorial binding of their citizens. Time and space are increasingly condensed. Castells progresses the discussion about time space compression (Harvey, 1989). Cities and regions must fnd their own role in the spreading network society. In regard to culture, they are forced to use their historical roots for the production of a local identity which difers from others. Economically, cities can fnd their place in the world-wide networks, if they are able to organize a specifc form of social control of their urban society, which in turn creates special ofers on work, knowledge and information potentials. Te urban environments ofer the general conditions for the reproduction of the informational economics. In the network societies, cities are confronted with the requirements of a capitalistic crisis, which are in search of new ways of proft maximization by establishing the informational development path (Laguerre, 2005). MediaCity: Interaction of Architecture, Media and Social Phenomena 20 Castells ofers an extensive basis for the analysis of the restructuring processes in economy and society in the informationyl age. According to his analysis, the capitalistic restructuring is evoking a new synchronisation of time which is depending on a more virtual perception of space, generated in particularly by the internet. (Garsten/Wulf, 2003) Urban research in the informational mode of capitalism represents a program aligned to the problem of individualization versus localisation. Te urban dimension of social integration rises in importance again, while the discourse on the social is shaped by spatial arrangements. Urban semiotic gets the most attention, when new symbolic cathedrals and agora can be observed in cities again. Semiotic analyses should take place as a contextualisation of communication matrices. Traditional requests to urban research remain virulent, must, however, again be re-linked to the city of the informational age: Castells calls attention for forms of urban poverty, racism, social exclusion and above all, the new social movements. (Castells, 2000) However, Castells network approach does not convince in many aspects. Certainly, the networks he focusses on are existing and unfolding their efects and power. Te network metaphor seems to stress a new developing trend in the complex interaction net between territorial economy and the global fows. Nevertheless, there should be caution to what extent these fow economies have an input on the national economy (Storper, 1997, 239). Te conception of urban complexity on the basis of the network metaphor appears to be insufcient, because it does not consider sufciently the complexity of movement and fxation (Brenner, 2000). Te critical question concerns in the frst place the signifcance of agency which has to be seen as framing virtuality, whereby these are to be seen primarily as mental structures (Hayles, 1999). From a sociological view on cognition, the theorizing of virtuality has to be guided by questions, which to date usually have derived from singular studies only and lack more general re- MediaCity: Interaction of Architecture, Media and Social Phenomena 21 conceptualisation (Zerubavel, 1999). In acceptance of this starting point for research, it remains only the narrow analytic derivation of the question regarding the organization of virtual space/spatial virtuality for the Cyborg debate: not space as such became insignifcantly, the space concept has been virtualised and can take place only there. Space implies imagination and place, information and physis; the consideration on space transforms into its own analysis (Bukataman, 1993). Beyond information Intensive research has already at an early stage underlined the correlation between information and communication technologies and social inequality in cities (Graham/Aurigi, 1997). It has been thus recognized that technological progress does not eliminate or minor social inequalities automatically. On the contrary, the question about newly developing injustice, in the sense of access equality, has become important (Negroponte, 1995). Meanwhile, this concern motivates a wider scientifc community, which operates with the concept of digital divide and which has thereby been infuential on the formulation of European policies (Stewart, 2006). From a normative and analytical point, the research on accessibility to information and communication technologies has produced rich results ( Janelle/Hodge, 2000). However, (comparative) work has only rarely enclosed the urban dimension explicitly, but for many authors it seems to be natural that this concept concerns an urban topic in particular. Terefore, the digital divide is ofen seen as a rural-urban problem (Kvasny, 2006). Research on the social consequences has particularly looked at the change of work conditions and environments (telework, telecommuting) (Moss/ Carey, 1995). Although the positive efects of these work forms have MediaCity: Interaction of Architecture, Media and Social Phenomena 22 dominated the discourse for a long time, the research fndings in the middle of the nineties have presented a more diferentiated view of the new deriving work circumstances (Wresch, 1996). Accessibility is a pre- condition for participating actively in informational economics, but the information and communication industries are also generating their own hierarchies and architectures of inequality, between for example simple work as data organizers and creative users (Resnick/Rusk, 1996). Social inequalities like those following the lines of gender, income, culture and ethnicity were reproduced on the tele-work job markets ( Jones, 1995). Cybertariat may be a description for the developing subclass of tele- workers. (Huws, 2003) At the same time, another research feld developed, which tries to understand the virtualised city particularly as a (new) form of industrialization (Markusen/Hall/Glasmeier, 1986). Research on settlement strategies of companies in these sectors led to various results, with partially very diferent beginnings. In particular, the dependence on infrastructural conditions for this New Economy became relevant (Hackler, 2003). Te issue of location factors fnally drew attention on the more sof aspects of urban life (Florida, 2005; Musterd, 2006; Scott, 2006; Hospers, 2003). In geography, attempts were undertaken to locate and to map these companies and their service ofers (Zook, 2005; Dodge/Kitchen, 2001). A connection between economic development and the geographical organization of urban life has been examined (and stated) in wider concepts (Graham, 2001). Here, geography is primarily based on the term of distance. In the knowledge economics, distance is assumed to be reduced in its signifcance (Krugman, 1992). Later analyses have questioned the somewhat simple acceptance of the decrease of mobility costs by pointing out the fact that accelerated mobility does necessarily mean higher degrees of connectivity. MediaCity: Interaction of Architecture, Media and Social Phenomena 23 In particular, the higher and faster overcoming of distances (a hypothesis maintained with the internet development in background) and the assumed (automatic) loss of signifcance of the cities, can up to now not be observed empirically (Aadey/Bevan, 2006; Pons-Novell/Viladencans-Marsal, 2006). However, more complex mobility defnitions have underlined the connection between communication technologies, physical mobility and regional structures (Mackenzie, 2006). Logics of mobility as such are becoming apparently crucial (Shen, 2000). On the basis of analysing economic restructuring through telecommunication innovations, many studies have tried to explain urban transformation and its logic in terms of infrastructural innovations. Hereby the shif from ofce-work to tele-work in the private sphere receives its explanation (Moss/Townsend, 2000). In the same way innovations in the urban morphology are regarded to be relevant (Crang, 2000). Even more attention has been paid to the socio- psychological imbedding of the Internet (Dring, 2003). In this research area extensive work has been concerned with the increasing isolation and dependence of intensive internet users, which has been supported so far by empirical research. (Amichai-Hamburger, 2005) Inhabiting E-City A rather complex relationship results from these studies with regard to the integration of the virtual internet world into the biographic continuity of the individual. In a socio-psychological perspective, the characteristic of internet-supported communication strives for an understanding, which stresses the anonymity and the uncoupling of proximity from the interaction logics of face-to-face communication (Hulme/Truch, 2006). Te character of on-line communication is contradictory: Our MediaCity: Interaction of Architecture, Media and Social Phenomena 24 emotional system is not yet structured to deal with opposing features: Te contradictions and uncertainty associated with online relationships make them less stable and more intense. Emotions play a much greater role in these relationships. (Ben-Zeev, 2005, 134) Te accepted higher emotionality of online communication is caused by the greater necessity to achieving integration into personal life, which at the same time requires the contradiction of proximity and absence. However, referring to social embeddedness in group processes and situations, interpersonal on-line communication does not difer from of-line communication. Tis frame must be regarded as being of substantial infuence, weakening or waiving the peculiarity of interpersonal communication in the web (McKenna/Seidman, 2005). In terms of online friendships we can assume the following: First of all, the friendships formed in Cybertown are informal, personal, and private. Secondly, they are chosen rather than enforced. Tird, they are also produced and maintained in similar ways to those in ofine life. (Carter, 2004, 123) Initially, online friendships are free foating, then they are built upon mechanisms in order to develop confdence: As a result, it is no longer distinct and separate from the real world. Cyberspace has become part of everyday life. (Carter, 2004, 123). Te available research results assume that online socialisation is to be regarded as an additional, supplementing layer of intra-group communication (Matei/Ball-Rokeach, 2002; Hampton/Wellman, 2001; Wellman, 2001; Tiedecke, 2000). Te frst sociological study about weblogs found out that the long arm of real life does not allow revolutionary changes (Schmidt, 2006, 171). Referring to these fndings, it becomes questionable whether it still can be justifed to award an own conceptual quality to the Cyberspace/Cyborg MediaCity: Interaction of Architecture, Media and Social Phenomena 25 theorem. Te assumption seems to be likely that many approaches remain technology-dominated and the confguration of social communication seems not to have been the starting point of the subsequent observations ( Jackson/Poole/Kuhn, 2002). From a sociological point of view, the question about the logic and order of virtuality appears to be substantially more promising to investigate than this would be within the framework of the Cyber-discourse, which pays lip service to the term space (however defned) in its name, but rarely conceptionally refects the term and usually means (a-historically, three-dimensional, a-sociologically) place (Tiedecke, 2004). Virtuality opens up a research perspective on the city, which focuses primarily on the structures of expectations, emotions and memories. To what extent then this might be the question arising from the analysis of online technologies do they extend, narrow or transform the spaces of action and emotion for the individual; in what kind of relation do they stand with more real spaces: in agreement or confict? (Becker, 2004; Paetau, 1997) One logical assumption could be that urban virtuality could be understood as following an own logic of densifcation and territorialization. Virtual spaces were not split up by their technological sense of being a medium, but they look for adequate confgurations where hybridizing into on- and of-line become possible. Te absence of such spaces of transition leads to a process, where, if conficts like forms of virtualisation are not intermediated, urban anomie is produced, which binds the single individual to its virtual life. Tese correlations, more than only regarding the internet, become obvious with reference to the wide spread mobile telephone. Teir omnipresence and ubiquity, meaning all-time accessibility and de-privatisation through constant use in public places, points out that communication in its exclusive interpersonal form only develops as an extended communication, where the presence of a material or potential third is permanently present (Dring, 2004;Gergen, MediaCity: Interaction of Architecture, Media and Social Phenomena 26 2002). Ubiquitous communication, as it can already be observed nowadays in terms of the mobile phone, develops a persisting tension between the private and the public, the accessible and the exclusive, and the common and the interpersonal (Hfich, 2006). Tese borders are complexly restructured in a process which can be characterised as being culture- dependent (Vincent, 2006). In the western societies and in the way the mobile phone is used there, it reproduces already existing distinctions within the social feld, and does not create autonomous social dynamics, which would be able to question the inequalities (Geser, 2006). Studies of the social efects of the internet cafs are coming to a comparable result. (Lee, 1999) Resisting techno-determinism Obviously, it is difcult to consider the empirical fndings appropriately with the existing research strategies and the general experience of the new communication worlds. Most conceptional and methodological approaches circle around three main topics and hardly fnd common ground: Substitution, technology and medium of the urban. Te topic of substitution is present in main parts of the debate. Tis covers a wide theoretical feld with inconsistent and contradictory conclusions, but one approach seems to dominate with narration as the most important form of theorizing. Narration means mostly romanticising, in a negative mood for instance in the writings of Virilio (Morisch, 2002; Redhead, 2004)), working with a plot based on the time before and afer technological innovations (Coyne, 1999). With this temporal dualism a further narrative structure of the research logic is implicitly set: the world outside and inside. Cities are afected, formed, shaped, transformed, MediaCity: Interaction of Architecture, Media and Social Phenomena 27 arranged, changed etc., i.e. they are subject to a power from the outside, which approaches them like asteroids from the universe, chanceless against the almighty impact of the technologies. Research on the virtual city follows therefore a discourse over urban development, which describes the city as a target of technological planning (Aibar/Bijker, 1997). Tis kind of viewing the city refers to technological planning developments as - to a large extent - deterministic and decouples it from their local developing circumstances: Te pervasive reliance on technological determinism and cartoonish end of city visions has actually worked to obscure the complex relationships between new communication and information technologies and cities and urban life that have emerged as ICTs have difused to be embedded in real everyday lives and practices. (Graham, 2004, 11). Te technological view of the virtual city prevents the empirical study of correlating the technological with the urban development, because it maintains the assumption of causality in one direction (technologycity). Tis is theoretically not convincing and neglects the complexity of the relationship between city and communication. Tis way, theorists are victims of their omnipotence fantasies of technological power. Technodeterminsm is a scientifc escape to fee the challenge of multi- causal interferences in the urban fabric. Te pitfall of substitution (space and physicality can be replaced virtually), believing that information and communication technologies have a de-materialising efect, is the extreme of this technology debate. Robins summarizes this as follows: Trough the development of new technologies, we are, indeed, more and more open to experiences of de-realization and de-localization. But we continue to have physical and localized existences. (Robins, 1995, 153). From this statement about the predominance of the banal reality over the virtual realities, it is a long way to the formulation of an appropriate theory MediaCity: Interaction of Architecture, Media and Social Phenomena 28 of the electronic city, which would also have to argue with the second axiom of technological determinism: the concept of the media. A similar approach can be outlined regarding this vagabonding term: If one seeks a common horizon in newer positions of media theory, then one could say that media are not regarded as only being procedures for storage and processing of information, for the spatial and temporal transmission of data, rather media win their status as scientifc, i.e. systematizable objects in this way, and it is the question what they store, function and mediate in each case under conditions, they create and represent. (Engell/Vogl, 1999, 10) In this limited understanding, media are no more the McLuhan message and technological history is no longer written with the focus (only) on technical progress. Yet, the terminology of the medium allows the theoretization of self-dynamics and an autonomous sphere, which generates (in a more subtle manner) efects, efects on society. Can the research on the E-city in general proft from theorizing the media in this way? Or does a the term medium remain as an explosive device, with having the various theoretical cross-overs as a background, which urban research has already addressed enough with the concepts along the factors size, density, mobility, structuring, hybridizing, confict lines, anomia, control and metabolism? Te question arises, which research surplus could be aimed at, if media were to be introduced as a special research perspective within the urban research. Te characteristics of the auto- dynamics of media - which can be defned diferently - are opened not evidently inevitably, since auto-organization as such is a characteristic of many urban processes. Tus, the request for a workable and distinctive understanding of media becomes more urgent. It does not appear to be very helpful, in the frst place, to call everything which would correspond to this all-comprehensive criterion of self-regulation and having a transmissive function at the same time a media. Te most important objection against MediaCity: Interaction of Architecture, Media and Social Phenomena 29 considering media as a category for urban research is, however, the lack of sensitive theorizing of the media in terms of complexity, which itself contributes so far to the wider understanding of urban life as such. So the E-city has to be seen as a cognitive concept on the one hand. On the other hand, empirical work pragmatically uses the term medium as it is applied in specifc situations. It remains to be discussed critically whether approaches working with constructivist theories are really able to discuss their results of research beyond causality relations. So far, the existing research is still conceptualized in a way that it cannot easily contribute to the general discourse on media. Te fundamental difculty lies in the fact that constructivist theories are ofen taken too literally and not as a guiding analytic question and thereby with the objective to work towards own theoretical implications. For the understanding of the E-city a discourse has to be built up with starting beyond a transmission of the prevalent concepts of the media. It needs to, not only simply translate or learn from the existing disciplinary approaches referring to the virtual and the real, but it should enfold the logic of the Electronic city as an urban science and thus analyze and, since it is bringing in the urban in its complexity again, reformulate some of the main starting points of the recent debates. (Eckardt/Zschocke, 2006) MediaCity: Interaction of Architecture, Media and Social Phenomena 30 References Aadey, P./Bevan, P. (2006) Between the Physical and the Virtual: Connected Mobilities? In: Sheller, M./Urry, J. (eds) Mobile technologies of the City, New York. Aibar, E./Bijker, W. (1997) Constructing a city: the Cerd plan for the extension of Barcelona. In: Science, Technology and Human Values, 22/1, 3-30. Amichai-Hamburger, Y. (2005) Personality and the Internet. In: Amichai-Hamburger, Y. (ed) Te Social Net. Understanding human behaviour in cyberspace, Oxford. Amin, A./Trif, N. (2002) Cities: re-imagining the urban, Cambridge. Armitage, J. /Roberts, J. (eds) (2002) Living with Cyberspace. Technology and society in the 21st century, New York. Becker, B. (2004) Zwischen Allmacht und Ohnmacht. Spielrume des Ich im Cyberspace. In: Tiedecke, U. (Hg.) Cyberspace: Die Matrix der Erwartungen. Soziologie des Cyberspace. Medien, Strukturen und Semantiken, Wiesbaden. Ben-Zeev, A. (2005) Detatchment: the unique nature of online romantic relationships. In: Amichai-Hamburger, Y. (ed) Te Social Net. Understanding human behaviour in cyberspace, Oxford. Bingham, N. (1996) Object-icons: from technological determinism towards geographies of relations. In: Environment and Planning D, 14, S. 635-657; Borden, D./Friedland, R. (eds) (1993) Now/here: Time, Space and Social Teory, Berkeley. Boundas, C.V. (1996) Deleuze-Bergson: an ontology of the virtual. In: Patton, P. (ed) Deleuze: a critical reader, Oxford. Brenner, N. (2000) Between fxity and motion: accumulation, territorial organization and the historical geography of spatial scales. In: Environment and Planning D, 16, 459-.481. Bukataman, S. (1993) Terminal identity: the virtual subject in post-modern science, Durham Carter, D. M. (2004) Living in Virtual Communities: making Friends Online. In: Journal of Urban Technology, 11/3, 109-125. Castells, M. (1989) Te Informational City, Oxford/Cambridge. Castells, M. (2000) Urban Sociology in the Twenty-frst Century. In: Susser, I. (Hg.) Te Castells Reader on Cities and Social Teory, Malden/Oxford, 390-406. Castells, M. (2003) Te Information Age, 3 vol., Oxford. Coyne, R. (1999) Technoromanticism: Digital Narrative, Holism, and the Romance of the Real, Cambridge. MediaCity: Interaction of Architecture, Media and Social Phenomena 31 Crang, M. (2000) Urban Morphology and the Shaping of the Transmissible City. In: City, 4/3, 303-314. Davis, S. (1999) Space Jam: Media Conglomerates Build the Entertainment City. In: European Journal of Communication, 14, S. 436-455. Dodge, M./Kitchen, R. (2001) Mapping cyberspace, London. Dring, N. (2003) Sozialpsychologie des Internet, Gttingen Dring, N. (2004) Kommunikation in Cyberspace und der Wandel von Vermittlungskulturen: Zur Vernderung sozialer Arrangements mediatisierter Alltagskommunikation. In: Tiedecke, U. (Hg.) Cyberspace: Die Matrix der Erwartungen. Soziologie des Cyberspace. Medien, Strukturen und Semantiken, Wiesbaden. Eckardt, F. /Zschocke, M. (Hg.) (2006) Mediacity, Weimar. Engell, L./Vogl, J. (1999) Vorwort. In: Pias, C. et al. (Hg.) Kursbuch Medienkultur, Stuttgart. Florida, R. (2005) Cities and the creative class, New York. Forer, P./Huisman, O. (2000) Space, Time and Sequencing: Substitution at the Physical/Virtual Interface. In: Janelle, D. G./ Hodge, D. C. (eds) Information, Place, and Cyberspace, Berlin. Gandy, M. (2005) Cyborg Urbanization: Complexity and Monstrosity in the Contemporary City. In: International Journal of Urban and Regional Research, 29., 26-49. Garsten, C./Wulf, H. (eds)(2003) New Technologies at Work. People, Screens and Social Virtuality, New York. Gergen, K. J. (2002) Te Challenge of Absent Presence. In: Katz, J./ Aakhus, M. (eds) Perpetual Contact. Mobile Communication, Private Talk, Public Performance, Cambridge. Geser, H. (2006) Untergrbt das Handy die soziale Ordnung? Die Mobiltelefone aus soziologischer Sicht. In: Glotz, P./Bertschi, S./Locke, C. (Hg.) Daumenkultur. Das Mobiltelefon in der Gesellschaf, Bielefeld. Gille, D. (1986) Maceration and purifcation. In: Crary, J. et al. (eds) Zone : the contemporary city, New York. Graham, S. (2001) Information Technologies and Reconfgurations of Urban Space. In: International Journal of Urban and Regional Research, 25/2, 406-410 Graham, S. (2004) Introduction: From dreams of transcendence to the remediation of urban life. In: Graham, S. (Hg.) Te Cybercities reader, London. Graham, S./Aurigi, A. (1997) Virtual Cities, Social Polarization, and the MediaCity: Interaction of Architecture, Media and Social Phenomena 32 Crisis of Urban Public Space. In: Journal of Urban Technology, 4, 19-52. Haraway, D. (1991) Simians, cyborgs, and women: the reinvention of nature, London. Kitchen, R. (1998) Cyberspace: the world in the wires, New York; Lunenfeld, P. (ed.) (1999) Te digital dialectic, Cambridge Hackler, D. (2003) High-Tech Growth and Telecommunications Infrastructure in Cities. In: Urban Afairs Review, 39/1, 59-86. Hampton, K./Wellman, B. (2001) Long distance community in the network society beyond Netville. In: American Behavioral Scientist, 45/3, 476-495; Harvey, D. (1989) Te urban experience, Baltimore. Hayles, N.K. (1999) Te condition of virtuality. In: Lunenfeld, P. (ed) Te digital dialectic, Cambridge. Hfich, J. R. (2006) Das Mobiltelefon im Spannungsfeld zwischen privater und fentlicher Kommunikation: Ergebnisse einer internationalen explorativen Studie. In: Glotz, P./Bertschi, S./Locke, C. (Hg.) Daumenkultur. Das Mobiltelefon in der Gesellschaf, Bielefeld. Hospers, G.-J. (2003) Creative Cities: Breeding Places in the Knowledge Economy. In: Knowledge, technology and policy, 16/3, S. 143-162. Hulme, M./Truch, A. (2006) Die Rolle des Zwischen-Raums bei der Bewahrung der persnlichen und sozialen Identitt. In: Glotz, P./Bertschi, S./Locke, C. (Hg.) Daumenkultur. Das Mobiltelefon in der Gesellschaf, Bielefeld. Huws, U. (2003) Te making of cybertariat. Virtual work in a real world, New York. Jackson, M. H./Poole, M.S./Kuhn, T. (2002) Te social construction of technology. In: Lievrouw, L.A./Livingstone, S. (eds) Te Handbook of New Media, London Janelle, D. G./Hodge, D. C. (eds) (2000) Information, Place, and Cyberspace. Issues in Accessibility, Berlin. Jones, S. (ed) (1995) CyberSociety. Computer-Mediated Communication and Community, Beverly Hills. Kramaschki, L. (1994) Intersubjektivitt, Empirie, Teorie: Problemaufri zur Methodologie einer konstruktivistischen empirischen Literaturwissenschaf, Siegen; Schmidt, S. J. (1986) Selbstorganisation - Wirklichkeit - Verantwortung : der wissenschafliche Konstruktivismus als Erkenntnistheorie u. Lebensentwurf, Siegen. Krugman, P. (1992) Geography and Trade, Leuven. Kurokawa, K. (2001) Toward a rhizome world or chaosmos. In: Genosko, G. (ed) Deleuze and Guattari: critical assessments of leading philosophers, Vol. 3, London. MediaCity: Interaction of Architecture, Media and Social Phenomena 33 Kvasny, L. (2006) Te challenges of redressing the digital divide: a tale of two US cities. In: Information systems journal, 16/1, 23-.54. Lacoche, H./Wakeford, N./Pearson, I. (2004) A Social History of the Mobile Telephone with a View of its Future. In: Smyth, P. (ed) Mobile and Wirelsess Communications: Key Technologies and Future Applications, London. Laguerre, M. S. (2005) Te American Metropolis and Information Technology, Basingstoke. Lash, S./Urry, J. (1994) Economies of signs and space, London. Leach, N. (ed) (2002) Designing for a digital world, Chichester. Lee, S. (1999) Private Uses in Public Space. A Study on the Internet Caf. In: New Media & Society, 1/3, 331-350. Ludlow, P. (ed) (1996) High noon on the electronic front: conceptual issues in cyberspace, Cambridge Mackenzie, A. (2006) From Caf to Park Bench: Wi-Fi and Technological Overfows in the City. In: Sheller, M./Urry, J. (eds) Mobile technologies of the City, New York. Markusen, A./Hall, P.G./Glasmeier,A. (1986) High Tech America: Te What, How, Where and Why of the Sunrise Industries, Boston. Massumi, B. (2001) Sensing the virtual: building the insensible. In: Genosko, G. (ed) Deleuze and Guattari: critical assessments of leading philosophers, Vol. 3, London. Matei, S./Ball-Rokeach, S. J. (2002) Belonging in Geographic, Ethnic and Internet Spaces. In: Wellman, B./Haythornthwaite (eds) Te Internet in Everyday Life, Malden. McKenna, K./Seidman, G. (2005) You, me, and we: interpersonal processes in electronic groups. Amichai-Hamburger, Y. (ed) Te Social Net. Understanding human behaviour in cyberspace, Oxford. Moss, M./Carey, J. (1995) Information Technologies, Telecommuting, and Cities. In: Brotchie, J. et al. (eds) Cities in Competition: Productive and Sustainable Cities for the 21st Century, Sydney. Mitchell, W. (2003) Me++: the cyborg self and the networked city, Cambridge. Morisch, C. (2002) Technikphilosophie bei Paul Virilio, Dromologie, Wrzburg; Moss, M.L./Townsend, A.M. (2000) How Telecommunications Systems are transforming Urban Space. In: Wheeler, J. O./Aoyama, Y./Warf, B. (eds) Cities in the Telecommunications Age. Te Fracturing of Geographies, New York. Musterd, S. (2006) Amsterdam and the preconditions for a creative knowledge city. In. Tijdschrif voor Economische en Sociale Geografe, 97/1, 80-94. MediaCity: Interaction of Architecture, Media and Social Phenomena 34 Negroponte, N. (1995) Being Digital, New York. Paetau, M. (Hg.) (1997) Virtualisierung des Sozialen. Die Informationsgesellschaf zwischen Fragementierung und Globalisierung, Frankfurt. Pons-Novell, J./Viladencans-Marsal, E. (2006) Cities and the Internet: Te end of distance? In: Journal of Urban Technology, 13/1, 109-132. Quau, P. (1993) Le virtuel, vertus et vertiges, Seyssel, S. 63. Redhead, S. (2004) Paul Virilio: theorist of an accelerated culture, New York. Resnick, M./Rusk, N. (1996) Access is Not Enough: computer Clubhouses in the Inner City. In: the American Prospect, July-August, 60-68 Robins, K. (1995) Cyberspace and the world we live in. In: Featherstone, M./ Burrows, R. (eds) Cyberspace/Cyberbodies/Cyberpunk, London. Schmidt, J. (2006) Weblogs. Eine kommunikationssoziologische Studie, Konstanz. Scott, A. J. (2006) Creative cities: Conceptual issues and policy questions. In: Journal of urban afairs, 28/1, 1-18. Shen, Q. (2000) Transportation, Telecommunication, and the Changing Geography of Opportunity. In: Janelle, D. G./Hodge, D. C. (eds) Information, Place, and Cyberspace, Berlin. Steinbicker, J. (2001) Zur Teorie der Infomationsgesellschaf: ein Vergleich der Anstze von Peter Drucker, Daniel Bell und Manuel Castells, Opladen. Stewart, C. M. (2006) Framing the digital divide: a comparison of US and EU policy approaches. In: New media & society, 8, 731-752. Storper, M. (1997) Te Regional World, New York. Tarr, J. (1987) Te City and the Telegraph: Urban Telecommunication in the Pre- Telephone Era. In: Journal of Urban History, 14/1, 38-43 Tiedecke, U. (Hg.) (2000) Virtuelle Gruppen, Wiesbaden. Tiedecke, U. (2004) Introduction. In: Tiedecke, U. (Hg.) Cyberspace: Die Matrix der Erwartungen. Soziologie des Cyberspace. Medien, Strukturen und Semantiken, Wiesbaden. Turkle, S. (1995) life on the screen: identity in the age of internet, New York. Villani, T. (1995) Athena cyborg. Per uma geografa dellespressione: corpo, territorio, metropolis, Milano. Vincent, J. (2006) Emotionale Bindungen im Zeichen des Mobiltelefons. In: Glotz, P./Bertschi, S./Locke, C. (Hg.) Daumenkultur. MediaCity: Interaction of Architecture, Media and Social Phenomena 35 Das Mobiltelefon in der Gesellschaf, Bielefeld. Wellman, B. (2001) Physical place and cyber place: the rise of personalized networks. In: International Journal of Urban and Regional Research, 25/2, 227-252. Woods, L. (1996) Te question of space. In: Martinsons, B./ Menser, M. (eds) Technoscience and cyberculture, London. Wresch, W. (1996) Disconnected: Haves and Have- Nots in the Information Age, New Brunswick. Zerubavel, E. (1999) Social mindscapes: an invitation to cognitive sociology, Cambridge. iek, S. (2002) From virtual reality to the virtualisation of reality. In: Leich, N. (ed) Designing for a digital world, Chichester. Zook, M. (2005) Te geography of the Internet industry: venture capital, dot-coms, and local knowledge, Malden. MediaCity: Interaction of Architecture, Media and Social Phenomena 36 MediaCity: Interaction of Architecture, Media and Social Phenomena 37 The Practice of Cybernetic Urbanism Raoul Bunschoten Daniel Wedler CHORA, architecture and urbanism http://www.chora.org In March 2006 I arrived with a group of students from the London Metropolitan University in Xiamen, China. Te aim was to do a workshop with local students, and to explore the relationship between the Taiwan Strait and a local city. At the end of the short stay we presented a series of cooperative urban prototypes to a group of urban planners; this moment was a crucial turning point in a long warm-up towards the Taiwan Strait Atlas publication, Before we go further into the actual processes of negotiation I want to step back into 1996, when I was invited to do a workshop in TungHai University, in Taichung, Taiwan. I arrived on the day of the frst presidential election in Taiwan. Te Peoples Republic of China does not recognize Taiwan as a sovereign state. Te Taiwan Strait remains a geopolitical hotspot, despite the intense commercial, personal, linguistic and various other relationships across the Strait. When I arrived there, I was placed on a discussion panel in a conference on traditional Chinese architecture straight away. When asked to contribute, a dog wandered into the conference space, and this dog gave me the chance to speak on a theme that linked the traditional debate to a more generic theme: Te theme of the threshold or Liminal Body in architecture. Was the dog allowed into the conference space? Did he know MediaCity: Interaction of Architecture, Media and Social Phenomena 38 he shouldnt cross the threshold? How did he experience the threshold, as the door was open? I drew this dilemma as a diagram on the blackboard, essentially a line separating the room and us from the outside space with the straying dog. Somehow, from this discussion I shifed the signifcance of the line into a representation of the Taiwan Strait as border territory, a truly complex Liminal Body. A space that many people share through a common history and culture but that is also divided by the historical events, and of course also by the sea. But across this space increasingly new links are appearing as well, a process continuing today with many industries in Fujian Province owned and run by Taiwanese businesses, and the frst direct fights between mainland China and Taiwan in 2008 .
Image: Taiwan Strait Atlas Cover Sample Page TSA (Raoul Bunschoten/Joost Grootens) (Raoul Bunschoten/Joost Grootens) MediaCity: Interaction of Architecture, Media and Social Phenomena 39 Back in Europe I discussed the project with the graphic designer Joost Grootens, and he suggested turning the project into an Atlas Project. Te Taiwan Strait Atlas would become the frst in a series of Liminal Body Atlases. Tese Atlases would describe the emergent dynamics of territories that straddle boundaries and are undergoing rapid and complex change. Te territories are not merely growing, but displaying new forms of dynamic behaviour, potentially leading to new urban forms. Te project is to describe six regions: 1. Te Taiwan Strait; 2. Te Bi-Oceanic Corridor between Valparaiso, in Chile, and Buenos Aires, in Argentina; 3. Te Rotterdam- Ruhr region (Sector E); and 4. Te Tames Gateway in the UK. (Earlier concepts included the Mexico-USA border; and the central mining seam, bisecting Johannesburg, as well). Ten I met a young man from the Netherlands on a plane who turned out to be working in a small frm specialized in brokering carbon exchanges, and working with the Clean Development Mechanism (CDM) process set up in the Kyoto Protocol. His explanation of that process made me realize that this mechanism could be highly relevant for urban design. Once we started doing research on the topic we noticed that newer concepts, allowing a large number of smaller projects to be bundled together, (programmatic CDM) had been approved. Afer several false starts, the idea of applying to the UN with programmatic CDM methodologies became clearer: Te fnancial tool CDM could potentially be used as an Urban Planning Instrument: Creating cluster of projects that could adopt specifc prototypical technologies or design principles, and apply with these clusters for CDM money to reduce the CO2 Emissions of Cities on a overall scale. Tis could be compared to an urban choreography of a large amount of projects, huge single structures for example power plants, and tiny interventions multiplied in thousands, linked together by one mana- MediaCity: Interaction of Architecture, Media and Social Phenomena 40 Image: Carbon Monitoring (Chora) gement Instrument. A live monitoring process where the C02 reductions of each project and of all projects combined becomes visible. Such an Urban Choreography and the need to manage its complexity have always been at the focus of our attention and the resulting discourse had led to the development of the Urban Gallery some years back. Te Urban Gallery is a planning tool that links an interactive management of knowledge with negotiation methods for prototypical urban projects. It has four methodological layers: a database, prototypes, scenario games, and action plans. Te Urban Gallery is run or managed by Urban Curators, a practice of managing urban processes without necessarily fxing them through buildings or other design practices. Te Urban Curator designs the linking of processes, or in other words, designs the organizational form of the dynamics or behaviour of an urban environment. Te CDM concept in a way was the missing link, creating enough complexity for a serious test run of the Urban Gallery. While we MediaCity: Interaction of Architecture, Media and Social Phenomena 41 also progressed on the Taiwan Strait Atlas, we started developing the components of what we call the Taiwan Strait Incubator: A simultaneous evolutionary implementation of Prototypes on both sides of the Taiwan Strait, driven by CDM. Eventually we where able to use commissioned studies to develop the concept further. In Xiamen the City asked us to represent them on the First Energy Efciency in Buildings Expo and we proposed to the City ofcials the design of an Interactive Model to experience our Concept, this was accepted. Image: Concept Taiwan Strait Incubator Diagram of the model A Co-Evolution of Pilot projects on both sides of the Taiwan Strait (Chora) Te model was designed to both educate the public and act as a planning tool for developers, designers, and city ofcials. Te city was 3d modelled in 1:10.000 and printed as 122 rapid prototype SLS prints. Te tiles are stitched together by metal wires to an overall size of four by four meters. Four Consoles with push buttons control 620 LEDs via Arduino boards. (Interactive Design: Nick Puckett) Each of the Inputs triggers a Scoreof MediaCity: Interaction of Architecture, Media and Social Phenomena 42 LED responses and each push button represents a potential Prototype. Te Light of the coloured LED shines through the translucent STL material, Clusters of prototypes appear, and spheres, technical or cultural, overlap, appear and vanish again. Te city is a Canvas, the Planner a Painter. Tis Urban Teatre illustrates in our understanding a new form of urban design, art and practice: Te message is not simple, the medium not sexy, the means complex. Urbanism must turn a corner and become, if not sexy, at least creative, artistic like the choreography of a dance, or like the cybernetic concept of co-evolution. Urbanism is really a cybernetic practice, or a form of cybernetic art. Cybernetic urbanism - it is not yet a good title, but it describes where the profession has to go: choreography and co-evolution. Image: Setting Up the Model in Stuttgart IFA-Gallery 2010 MediaCity: Interaction of Architecture, Media and Social Phenomena 43 Exhibition Post-Oil-Cities, IFA Gallery Stuttgart, 2010 Wires underneath STL Tiles MediaCity: Interaction of Architecture, Media and Social Phenomena 44 Wiring Diagram All these relationships and actions have created a web that in itself forms simultaneously a model and the product of the Taiwan Strait Incubator. It is research by doing, action through design. Te project allowed student teams from both cities to come to the opening of the Shenzhen Biennale and to install an exhibition about the work together. Tey also played out potential scenarios for the Taiwan Strait; a frst link is created how the next generation will tackle climate change across the Taiwan Strait. MediaCity: Interaction of Architecture, Media and Social Phenomena 45 Sentient City Survival Kit: Archaeology of the Near Future Mark Shepard University at Bufalo 231 Center for the Arts, Bufalo, NY 14260 +1 (716) 645-0934, shepard6@bufalo.edu Abstract In this paper, I discuss the Sentient City Survival Kit, a design research project that probes the social, cultural and political implications of ubiquitous computing for urban environments. Following a discussion of the philosophical and cultural problems of attributing sentience to non- human actors, I present a brief cross-section of historical and contemporary constructions of non-human sentient beings in the felds of science fction literature, computer science research, and applied technology. Te paper concludes by introducing the notion of an archaeology of the near future as a conceptual framework for designing and fabricating a series of artifacts, spaces and media for survival in the near future sentient city. Introduction Te Sentient City Survival Kit is a design research project that probes the social, cultural and political implications of ubiquitous computing for urban environments. Conceived as an archaeology of the near future, the project consists of designing, fabricating and public presenting a collection MediaCity: Interaction of Architecture, Media and Social Phenomena 46 of artifacts for survival in the near-future sentient city. Less invested in the business of predicting future trends in mobile media, pervasive computing or embedded information systems, the project focuses more on prototyping concrete artifacts in the present based on current research and development in urban computing and ambient informatics in order to facilitate a discussion around just what kind of future we might want. As computing leaves the desktop and spills out onto the sidewalks, streets and public spaces of the city, information processing becomes embedded in and distributed throughout the material fabric of everyday urban space. Pervasive/ubiquitous computing evangelists herald a coming age of urban information systems capable of sensing and responding to the events and activities transpiring around them. Imbued with the capacity to remember, correlate and anticipate, this sentient city is envisioned as being capable of refexively monitoring our behavior within it and becoming an active agent in the organization of our daily lives. Few may quibble about smart trafc light control systems that more efciently manage the ebbs and fows of trucks, cars and busses on our city streets. Some may be irritated when discount coupons for their favorite espresso drink are beamed to their mobile phone as they pass by Starbucks. Many are likely to protest when they are denied passage through a subway turnstile because the system senses that their purchasing habits, mobility patterns and current galvanic skin response (GSR) reading happens to match the profle of a terrorist. Te project investigates the darker side of this near future urban imaginary and posits a set of playful and ironic techno-social artifacts that explore the implications for privacy, autonomy, trust and serendipity of this highly observant, ever-more efcient and over-coded city. In the passages that MediaCity: Interaction of Architecture, Media and Social Phenomena 47 follow, I trace the primary theoretical threads from which the project is woven. I begin by discussing the diference between the attribute sentience and the act of sensing, which leads us to the philosophical problems of Cartesian dualism and non-human sentience. I then introduce related concepts of the Pathetic Fallacy and the Category Mistake as markers by which to unpack historical and cultural biases regarding the application of human-like attributes to non-human actors. Here, Latours observations regarding the lack of an accepted vocabulary concerning agency in the absence of anthropomorphic characters is central. Having established a set of theoretical tensions at the core of the project, I then briefy map the so-called Sentient City in terms of the persistent and pervasive meme of non-human sentience along three vectors. Te frst concerns the Sentient City as technological fantasy depicted in science fction literature. Te second addresses the Sentient City as technical challenge defned by corporate research initiatives in computer science and engineering. Te third addresses the Sentient City as operative reality in the form of existing and emergent urban computing applications and their claims toward smart or intelligent urban infrastructure. I conclude by presenting a preliminary set of items included in the Survival Kit and discussing how critical design practice ofers an alternative to artistic projects focused on strategies for re-enchanting the urban environment. Suggesting that we might both sharpen and broaden the questions we ask when evaluating speculative projections for near future urban technologies, I introduce Greg Stevensons notion of archeology as the design history of the everyday (Stevenson, 2001) as a way of refocusing artistic production on provoking public discussion about the shape of future cities. MediaCity: Interaction of Architecture, Media and Social Phenomena 48 Pathetic Fallacies & Category Mistakes: Making Sense and Non-Sense of the (Near Future) Sentient City And supposing there were a machine, so constructed as to think, feel, and have perception... we should, on examining its interior, fnd only parts which work one upon another, and never anything by which to explain a perception. (Leibniz, 1714/1965) [1] What does it mean to call a city sentient? Te word sentience refers to the ability to feel or perceive subjectively, and does not necessarily include the faculty of self-awareness. Which is to say, the possession of sapience is not a necessity. Sapience can connote knowledge, consciousness, or apperception. Looking at the Latin roots of the two words can be instructive. Te word sentience, derived from sentre, present active infnitive of senti, means to feel or to hear. Sapience comes from sapere, present active infnitive of sapi, meaning to know. So a Sentient City, then, is one that is able to hear and feel things happening within it, yet doesnt necessarily know anything in particular about them. It feels you, but doesnt necessarily know you. Wherein lies this perception? How do we account for it? In the passage quoted from above, Leibniz goes on to claim it is in a simple substance, and not in a compound or in a machine, that perception must be sought for. His belief that the gap between the physical and the subjective is unbridgeable, that we cannot explain subjective experience though an accounting of physical processes, can be traced to Descartes and his theory of dualism (Descartes, 1641/1996) [2]. Cartesian dualism, commonly known as the mind-body problem, asserts that mind and matter are MediaCity: Interaction of Architecture, Media and Social Phenomena 49 fundamentally diferent kinds of substances, and argues that mental processes are immaterial and that material organisms dont think. In Meditations on First Philosophy, Descartes attempted to account for animal behavior by purely physical processes as a means to distinguish living things that merely sense from those that are sentient. In doing so, he claims that this distinction marks an essential metaphysical diference: human beings are those that are sentient, all others are merely capable of sensing. Sensing, the thinking goes, is something animals, some plants, and some machines can do. Sensing involves a sensing organ or device that enables the organic or inorganic system of which it is a part to actively respond to things happening around it. An organism or system may sense heat, light, sound, or the presence of rain, for example. Yet having a sensation or a feeling is something which goes beyond mere sensing, for it involves an internal state in which information about the environment is processed by that organism or system so that it comes to have a subjective character. Qualia is the philosophical term for this, which Dennett (1988) [3] defnes an unfamiliar term for something that could not be more familiar to each of us: the ways things seem to us. Non-human sentience has long been a fash point of controversy between the humanities and sciences. In Modern Painters (Ruskin, 1864) [4], Ruskin coined the term Pathetic Fallacy to signify any description of inanimate things that attributes to them human capabilities, sensations, and emotions. His translation of the Latin phrase natura abhorret a vacuo (nature abhors a vacuum) is widely known and has become part of common, everyday language as evidenced, for instance, by its contemporary usage by a U.S. military general in a New York Times article describing reasons for NATOs swif entry into Kosovo following the withdraw of Serbian Forces in 1999 (Becker and Rhode, 1990) [5]. MediaCity: Interaction of Architecture, Media and Social Phenomena 50 Within literature, anthropomorphism is by now an accepted literary device, yet within the natural sciences, for example, it is still considered a serious error in scientifc reasoning if taken literally. Bruno Latour suggests that the difculty lies in describing agency in the absence of anthropomorphic actors, that there is a lack of accepted vocabulary to address the non- human agency of things, technological or otherwise. [E]very time you do that, he states, immediately people say Oh, you anthropomorphize the nonhuman. Because they have such a narrow defnition of what is human, that whenever a nonhuman does something, it looks human, as if its sort of a Disney type of animation (Latour, 2008) [6]. As Keller Easterling notes (Easterling, 2008) [7], the term Category Mistake introduced as the fundamental mistake of Cartesian dualism by Glibert Ryle in Te Concept of Mind (1949) [8] describes a seemingly nonsensical mixture of logics. For Ryle, Cartesian dualism mistakenly assumes it is sensible to ask of a given cause, process, or event, whether it is mental or physical, implying that it cannot be both. He argues that saying there occur mental processes does not mean the same type of thing as saying there occur physical processes, and, therefore, that it makes no sense to conjoin or disjoin the two. Easterling elaborates on the category mistake: For instance, one mistakes a part for a whole, or inverts levels in a hierarchy. Or a child thinks a division is a smaller part commensurate with a battalion or a squadron, when it is the overarching category for those of smaller divisions. She goes on to show how beginning with Jesus and extending to messianic characters in general, category mistakes are markers for dominant logics with universal claims, yet also suggests how they can serve as an escape hatch out of the monotheisms of logic and discipline. In order to fnd the trapdoor into another habit of mind, one would not quarrel with, but gather evidence in excess of these dominant logics. MediaCity: Interaction of Architecture, Media and Social Phenomena 51 Te Sentient City thus becomes a contested site: a theoretical construct within which longstanding claims of essential human qualities, capabilities and characteristics are critically destabilized through their attribution to non-human actors. Tis destabilization is understood to work actively, as a tactical maneuver enabling other ways of thinking that not so much confront dominant ideologies but elide common wisdoms about not only what it means to be human but also what it might mean to be a city. In gathering archaeological evidence of near future urban conditions, the Survival Kit enters the debate on non-human sentience through the trapdoor in the foor. Tis method is, of course, by no means new. In the next section I briefy review a cross-section of representations of the Sentient City culled from the fantasies of science fction writers, the research agendas of computer scientists, and the claims accompanying recent applications deployed by corporate interests, governmental agencies, and the military. Te intent here is less to provide a comprehensive overview but rather a selection of examples that point to the historical persistence and cultural pervasiveness of the sentient non-human meme. The Sentient City as Technological Fantasy, Technical Challenge and Operative Reality Non-human sentience is no stranger to the science fction community. From Arthur C. Clarkes Diaspar, the computer controlled city described in Te City and the Stars, to his work with Kubrick on HAL (sentient machine); from Stanislaw Lem and Tarkovskys Solaris (sentient planet) to DC Comics Ranx the Sentient City created by Alan Moore; MediaCity: Interaction of Architecture, Media and Social Phenomena 52 from Gibsons sentient cyberspace as portrayed in Neuromancer, to the sentient programs of the Matrix, or Bruce Sterlings spime (to name but a few), science fction has imbued a range of inanimate things of all scales with forms of sentience that do not map neatly to those of ordinary humans. Tese technological fantasies of non-human sentience exhibit no consensus regarding the place or nature of sentience, however. Sentience is at times centralized (Clarke, Kubrick, Moore), at times distributed (Lem, Gibson, Sterling). While Clarke and Kubrick attempt to anthropomorphize HAL, as symbolized by his iconic and omnipresent red eye and reinforced by his conversational acuity, Lem persistently portrays Solaris otherness: the planets sentience is evidenced through the manipulation of a simple substance constituting its oceans that has nothing in common with anthropomorphic fguration or behavior. Addressing sentience as a technical challenge, the Economist published an article fve years ago titled Te sentient ofce is coming (2003) [9] that described then current research in augmenting computers and communication devices with sensors to enable them to take into account their environment and adapt to the changing conditions of their use. Here the aim was to create convivial technologies that are easy to live with. Yet as the article points out, cohabitation with sentient things is not without dilemmas. What happens when we the toaster in your home gets bored of always making toast, or the fax machine in the ofce thinks the tone of your fax doesnt jive with that of the frm? Achieving sentience in the domain of Artifcial Intelligence (AI) research is a serious research agenda with a long history. ATT/Cambridge Universitys Sentient Computing project (1999) [10] attempted to MediaCity: Interaction of Architecture, Media and Social Phenomena 53 combine sensors and computers to monitor resources, maintain a computational model of the world, and act appropriately. Combining sensors and computers was at the time nothing new, but the broad attempt to maintain a computational model of the world proved daunting. As of 2006, the project was re-focused on tracking and location systems for sentient vehicles and sports. Today the emphasis is less on trying to maintain a proprietary computational model of the world, and more on using the world itself as model and letting ordinary people contribute to its making. More than a few early Urban Computing and Locative Media projects focused on crowdsourcing metadata about a place by enabling people to markup and annotate digital maps with notes, images and media objects geocoded to specifc locations (Urban Tapestries [11], Yellow Arrow [12], Semapedia [13], to name but a few). Google Maps and Google Earth have further catalyzed the collective production of these geospatial datasets. With the introduction of the GPS enabled iPhone 3G in 2008, location-based services building on these datasets are being mainlined to the masses. Context-awareness plays a signifcant role in current research in sentient systems. In addition to knowing where someone is, factors such as whom they are with and what time of day it is reduces the possibility space within which inferences and predictions are made. Tis real-time information is correlated with historical data of someones mobility patterns, purchasing history, personal interests and preferences (as refected by user-generated profles) in order to make more accurate predictions about what his or her wants and needs may currently be, or what actions s/he is likely to take next. MITs Serendipity project [14], for example, draws on the real-time MediaCity: Interaction of Architecture, Media and Social Phenomena 54 sensing of proximate others using Bluetooth technologies built into mobile phones to search for matching patterns in profles of peoples interests. Developed by the Human Dynamics Group at the Media Lab, the projects goal is to facilitate corporate productivity by providing a matchmaking service for workers with shared interests or complimentary needs and skills who otherwise might not encounter each other within spaces organized around the ofce cubicle. A typical design scenario involves one worker needing the skills of another and the system facilitating their meeting: When we were passing each other in the hallway, my phone would sense the presence of his phone. It would then connect to our server, which would recognize that Tom has extensive expertise in a specifc area that I was currently struggling with. If both of our phones had been set to available mode, two picture messages would have been sent to alert us of our common interests, and we might have stopped to talk instead of walking by each other. (Eagle, 2004: 12) [15] Tis project presents at least two assumptions that are worth exploring further. Te frst is that matchmaking should be based on comparing profles and looking for synergies between two people. If the term serendipity is understood to mean the process of fnding something by looking for something else, the Serendipity project does precisely the opposite: it simply outsources the problem of fnding something we are already looking for (that expertise in a specifc area that I was currently struggling with that I have somehow indicated in my profle). Secondly, while the introduction of available mode suggests that some attempt has been made to address privacy issues, there is no consideration of who has access to your profle data and how they use it. Profle data considered private in one context can be publicly revealing in another. Another MIT project, code-named Gaydar, mined Facebook MediaCity: Interaction of Architecture, Media and Social Phenomena 55 profle information to see if people were revealing more than they realized by using the social networking site. By looking at a persons online friends, they found that they could predict whether the person was gay. Tey did this with a sofware program that looked at the gender and sexuality of a persons friends and, using statistical analysis, made a prediction. While the project lacked scientifc rigor they verifed their results using their personal knowledge of 10 people in the network who were gay but did not declare it on their Facebook page it does point to the possibility that information disclosed in one context may be used to interpret information in another. Looking upstream, Crang and Grahams recent paper Sentient Cities: Ambient intelligence and the politics of urban space (2007) [16] does a great job at outlining how corporate and military agendas are currently driving these technological ecosystems were likely to cohabit with in the near-future. Mapping the Sentient City as operative reality, they point to location-based search results and target-marketing databases storing fnely grained purchasing histories as steps toward data-driven mass customization based on continuous, real-time monitoring of consumers. Further, citing a study by the US Defense Science Board calling for a New Manhattan Project based on Ambient Intelligence for Tracking, Targeting and Locating they outline an Orwellian future that is in fact currently in operation in lower Manhattan. Te Lower Manhattan Security Initiative, as the plan is called, resembles Londons so-called Ring of Steel, an extensive web of cameras and roadblocks designed to detect, track and deter terrorists. Te system went live in November of 2008 with 156 surveillance cameras and 30 mobile license plate readers. Designed for 3,000 public and private security cameras below Canal Street, this system will include not only license plate MediaCity: Interaction of Architecture, Media and Social Phenomena 56 readers but also movable roadblocks. Pivoting gates would be installed at critical intersections and would swing out to block trafc or a suspect car at the push of a button. While the implications of projects like Serendipity occupy a relatively benign problem space, Te Lower Manhattan Security Initiative points toward possibly more serious outcomes from the false positives (or false negatives) inevitably generated by the pattern matching and data mining algorithms at the core of the system. What happens when Facebook profle data is added to the mix? How do we ensure the privacy of data about us that is collected through inference engines? What are the mechanisms by which these systems will gain our trust? In what ways does our autonomy become compromised? Toward an Archaeology of the Near Future While it may be intriguing to attempt to seek answers to these speculative questions about potential futures, a more pressing challenge is to identify concrete examples in the present around which we might organize a public debate that aims to both sharpen and broaden the questions we ask ourselves about what kind of future we want. In the wake of a massive, global fnancial crisis and increasingly grim environmental forecasts, the general public is fnally beginning to register that as a planet we need to negotiate our way of life with those of the various actants and ecosystems with which we cohabitate, be they environmental, political, economic, social or technological. While Crang and Graham do help understand current corporate and military agendas, their analysis of the role of artists working with Urban Computing and Locative Media as one of re- enchanting urban spaceof making visible the invisible traces of things MediaCity: Interaction of Architecture, Media and Social Phenomena 57 past, a haunting of place with absent othersrenders artistic practice in relatively conservative and familiar terms, casting art in a reactionary role vis-a-vis technological development. What other roles might artists, architects and designers play in shaping how we inhabit the near-future Sentient City? Te Sentient City Survival Kit takes as its method a critical design practice (Dunne, 2006) [17] that looks toward archaeology for guidance. Archaeology involves the (re)construction of a world through fragments of artifacts, where past cultures are reconstituted in the present through specifc socializing and spatializing practices involving mapping, classifying, collecting and curating (Galloway and Ward, 2006) [18]. Cultural knowledge is reproduced through relating in space and time the traces and remains of people, places, things, activities and events. Collections of archaeological artifacts serve to reveal the everyday social and spatial relations of societies not contemporary with ours, yet recontextualized within the present. Stevenson (2001) [19] refers to an archaeology of the contemporary past as the design history of the everyday, where common objects drawn from daily life do not simply (passively) refect cultural forces (trends in taste and fashion, for example) but also actively participate in shaping the evolving social and spatial relations between people and their environment. Positing an archaeology not of the contemporary past but of the proximate future, the project takes the practice of designing everyday artifacts as a vehicle for shaping tomorrows cities. Te aim here is to attempt to instigate the process of imagining a future city and its inhabitants through fragments and traces of a society yet to exist. Collectively, the artifacts, spaces and media that constitute the Survival Kit ask: in what kind of city would I be viable, useful, necessary, or even popular? Who made me, and MediaCity: Interaction of Architecture, Media and Social Phenomena 58 for what purpose? What relations between people and their environment do I suggest? In what places, circumstances and situations would I be found? Ultimately the project is less invested in forecasting future trends in technology than focused on provoking public discussion in the present about just what kind of future we might want. Tis involves a design process based on looking at whats happening just upstream in the computer science and engineering R&D labs and teasing out some of the more absurd assumptions, latent biases and hidden agendas at play. Te production of physical working prototypes for items in the Survival Kit subsequently involves playing out the design implications these assumptions, biases and agendas. Sentient City Survival Kit Te Survival Kit currently consists of four items (with this number expected to grow to between 6 and 8 in total). Te public can engage with the project in three ways: 1) Public presentations of a set of working prototypes for items in the Survival Kit in the form of museum/gallery exhibitions and performances at arts festivals and related events. When exhibited in a museum/gallery, the Kit will be accompanied by video documentation demonstrating the use of its items together with a verbal and visual description of the project concept. When performed at an arts festival, festival attendees will be able to take items from the Kit out into the city to experience how they perform. 2) Online access to a dedicated project website containing text and images MediaCity: Interaction of Architecture, Media and Social Phenomena 59 describing the project, video documentation of the performance of items in the Survival Kit, together with a set of DIY tutorials and design documents that describe how to make the items in the Kit. 3) A series of public lectures at international architecture, art and technology related panels, events, conferences and festivals. Very much a work-in-progress, the following concept sketches and preliminary prototypes of the Survival Kit have been presented to date at conferences (Subtle Technologies, Toronto; ISEA 2009, Belfast), exhibited in galleries (Te Center for Architecture, New York; Te Rotterdam International Architectural Biennial, Te Netherlands) and documented online via a dedicated project website: http://survival.sentientcity.net Figure 1 - GPS Serendipitor In the near future, fnding our way from point A to point B will not be the problem. Maintaining consciousness of what happens along the way might be more difcult. Te GPS Serendipitor is an alternative GPS MediaCity: Interaction of Architecture, Media and Social Phenomena 60 navigation sofware application for mobile phones that determines a route to a destination that the user has not previously taken, designed to facilitate fnding something by looking for something else. What are the implications of a society that needs to download an application for serendipity? Figure 2 - RFID under(a)ware In the near future sentient shopping center, item-level tagging and discrete data-snifng are both common corporate culture and popular criminal activities. Tis popular product line consists of his and hers underwear designed to sense hidden Radio Frequency Identifcation (RFID) Tag readers and alert the wearer to their presence by activating small vibrators sewn into bras and boxer shorts. MediaCity: Interaction of Architecture, Media and Social Phenomena 61 Figure 3 - Ad-hoc Dark (roast) Travel Mug In an environment where all network trafc is monitored via smart flters, where access privileges are dynamically granted and denied on the fy based on your credit card transaction history, and where bandwidth is a function of your market capitalization, standard commuter gear includes this travel mug designed for creating ad-hoc dark networks for communication along a morning commute becomes. Consisting of a mobile phone screen embedded in the lid of the mug together with a small wireless mesh networking radio and microcontroller, commuters share short messages tapped out on the side of the mug and picked up by a capacitance sensor. MediaCity: Interaction of Architecture, Media and Social Phenomena 62 Figure 4 - CCD-me-not Umbrella When human vision is no longer the only game in town, dont leave home without this umbrella studded with infrared LEDs visible only to CCD surveillance cameras, designed to frustrate object detection algorithms used in computer vision surveillance systems. MediaCity: Interaction of Architecture, Media and Social Phenomena 63 References [1] Leibniz, Gottfried Wilhelm. (1714/1965). Monadology, and other philosophical essays. Indianapolis: Bobbs-Merrill. [2] Descartes, Ren. (1641/1996). Meditations on First Philosophy. Cottingham, J., trans., Cambridge University Press. [3] Dennett, Daniel. (1988). Quining Qualia in A. Marcel and E. Bisiach, eds, Consciousness in Modern Science. Oxford: Oxford University Press. [4] Ruskin, John. (1864). Modern Painters. New York: John Wiley and Sons. [5] Becker, Elizabeth and Rhode, David. (1999, June 6). Crisis In Te Balkans: Te Military; Pullout Talks Start, but Pact is Delayed. Te New York Times, p. A1 [6] Latour, Bruno. (2008). Where Constant Experiments Have Been Provided. http://www.artsci.wustl.edu/~archword/interviews/latour/interview.htm [7] Easterling, Keller. (2008). Only the Many. Log, 11, winter. [8] Ryle, Gilbert. (1949). Te Concept of Mind, Chicago: University of Chicago Press. [9] Te Economist. (2003, June 21). Te sentient ofce is coming. Te Economist. [10] Sentient Computing Project. AT&T Laboratories, Cambridge. http://www.cl.cam.ac.uk/research/dtg/attarchive/spirit/ [11] Urban Tapestries. http://urbantapestries.net/ [12] Yellow Arrow. http://yellowarrow.net/ [13] Semapedia. http://semapedia.org/ [14] Serendipity. http://reality.media.mit.edu/serendipity.php [15] Eagle, Nathan. (2004), Can Serendipity Be Planned?, MIT Sloan Management Review, Vol. 46, No. 1, pp 10-14. [16] Crang, Mike and Graham, Stephen. (2007). Sentient Cities: Ambient intelligence and the politics of urban space. Information, Communication & Society, 10:6, 789 817 [17] Dunne, Anthony. (2006). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. Cambridge: MIT Press. [18] Galloway, Anne and Ward, Matt. (2006). Locative Media as Socialising and Spatialising Practice: Learning from Archaeology Leonardo Electronic Almanac 14(3), [19] Stevenson, Greg. (2001). Archaeology as the design history of the everyday in V. Buchli and G. Lucas (eds.) Archaeology of the Contemporary Past, London: Routledge. p. 53. MediaCity: Interaction of Architecture, Media and Social Phenomena 64 MediaCity: Interaction of Architecture, Media and Social Phenomena 65 Digital Metropolis: The Implications of Information Densication for Spatial Society Noah Ives Cornell University www.noahives.com Introduction With the spatialization of digital media, interaction design has become an architectural concern. Te performative nature of digital information alters the users physical environment, in turn generating distinct patterns of user behavior. Since the organization of the human body in space is the domain of architecture, changes in behavioral patterns call for corresponding changes in architectural typologies. Architecture ceases to act as a landmark or a background. Instead, it becomes a highly responsive interface at the center of human activity. Bits and Buildings Digital information saves people time. Coded data can be less massive (e.g. electronic or quantum bits), and less massive signals allow users to process and communicate information at a lower resource cost. Given infnite resources, the same results could be achieved at the same rate at any scale. In reality, however, energy efciency translates to time efciency. Te less that information is bound to physical space, the greater its rate of change. MediaCity: Interaction of Architecture, Media and Social Phenomena 66 To the user, this means that digital information can be highly performative. Conversely, physically massive artifacts like architecture are ill-suited for performativity. Building design is the attempt to accommodate varying conditions within a static spatial organization. Fixed to the earth, buildings revolve into and out of the line of sight of the sun, catching light as they spin. Tey house various systems within their foors, roofs and walls that allow inhabitants to heat up, cool down, open and close spaces as they perform their daily activities. Historically, people have considered architecture itself too heavy to be worth re-arranging on a routine basis. Te proliferation of the built environment is evidence of the proliferation of humanity. Like the coral reefs of polyps, architecture is one sign of our ability to transform matter into forms that sustain us. Digital information is another sign. However, the two operate at opposite ends of the scale of our sensory experience. Architecture orchestrates our movements through varied physical spaces; digital technology provides the convenience of varied information at a single location. Architecture is predicated on bodily motion, digital information enables us to experience more while moving less. As per capita physical resources diminish and information technology advances, digital media generates an increasing proportion of human experience. Hans Moravec predicts a future where physical activity will gradually transform itself into a web of increasingly pure thought (1997). Te responsiveness of digital technology compared to the inertia of the senses is making the human body itself obsolete. In Moravecs vision, information technology is rapidly co-opting the material domain of architecture. However, people continue to design for themselves, and the human senses have a determinate structure. Tis means that no matter how MediaCity: Interaction of Architecture, Media and Social Phenomena 67 efciently information is coded it is only useful to us when it is translated into our scale. Digital information cannot completely replace physical information as long as it is directed towards human users. Te evolution of both architecture and information technology demonstrate increasing sensitivity to the complexity of the users senses. In architecture, early 20th century approaches designed for a highly prescribed and proscribed set of human needs. Te sterility of the resulting environments and their failure to efect their stated social goals continue to haunt attempts at so-called rational design. (McCullough, 2004; Venturi, 1996) Information technology has likewise grown toward a more holistic approach. While the earliest paradigms of interface design prioritized content over form, subsequent models have focused to a greater extent on user experience. Te intricacies of sight, sound and touch have all become integral to interface design, and there is ongoing investigation into digital manipulations of taste and smell. Further, digital output frequently mimics forms found in the physical world, even when the technology itself has rendered them anachronistic. Tis trajectory represents the attempt to create a more convincing cyberspace. However, as the illusion only got as far as the inner ear, (McCullough, 2004) interaction design has necessarily expanded into physical space. MediaCity: Interaction of Architecture, Media and Social Phenomena 68 Spatially Interactive Typologies People are not designed for stillness and do not respond well to forced immobility. Te human body must be active to be healthy and the senses - especially the kinesthetic -are not fully engaged when the body is stationary (Fleishman and Rich, 1963; McCloskey, 1978). For the user, the historical separation between information technology and architecture represents an unnatural condition. Digital technologys broad progression from stationary to mobile to environmental illustrates designers recognition of this principle. Fixed devices force users to abandon spatial behavior. Tere is no architecture for such devices - they exist in stillness. Autonomous mobile devices are more adaptable to patterns of human behavior. Still these represent an alternative, rather than a contribution to the physical environment. Te one can only inform the other referentially, and users must divide their attention between the two. Within this paradigm, we live between two realms: our physical environment and cyberspace. Despite our dual citizenship, the absence of seamless couplings between these parallel existences leaves a great divide between the world of bits and atoms (Ishii, 1997). Architecture remains relatively non-performative and digital information remains aspatial. Te integration of digital information within the built environment, however, creates a unique spatial condition. It is possible to produce a unitary experience of physical space and digital information in one of two ways. First, inhabitable surfaces and spaces can themselves become output devices. Taken to its conclusion, this approach would turn each state of physical matter - not only solid matter, but also liquids and gases - within everyday architectural spaces into interfaces between people and digital information (Ishii 1997). In other words, the physical fabric of the built environment acts as a scafold for digital information. Te user is mobile relative to the digitally-informed physical MediaCity: Interaction of Architecture, Media and Social Phenomena 69 environment, and this environment responds to the users spatial behavior. Second, mobile digital devices can mediate the pathway of information from the spatial world to the user. Tese devices move with the user through space, enhancing incoming information with digital output before passing it on to the user. For digital media to be spatial, output devices must be proximal or distal, but not in between. Spatial media is thus the incorporation of computation devices either i) onto our skins/ bodies, [or] ii) into the physical environments we inhabit (Ishii 1997). Digital technology alters the roles of the diferent human senses in producing experience. Te sensory organs have evolved around the information patterns encountered in a world not informed by digital processes. Tey react to input from diferent areas of the body, with diferent signals, at diferent speeds. Te distinguishing characteristic of digital information is its relatively performativity, so it tends to privilege the more responsive senses. As counterparts to the senses, output devices also impose constraints on interactive media. Diferent devices engage diferent senses, and each device comes with its own material costs. Further, such devices may respond to patterns of interaction diferent from those that people have historically exhibited. Te structural constraints of the senses and the environmental limitations of interface devices mean that the human body behaves diferently in a digitally informed world. Tis in turn afects the behavior of architecture. Engaging the kinesthetic sense with digital media involves transforming architecture into a digital interface. Rather than a static background, comparable to a stage for human activity, architectural elements take part in the sensing, processing and communicating of highly responsive and concentrated information. MediaCity: Interaction of Architecture, Media and Social Phenomena 70 Performative Habitats Tere is an inherent tension between architectures dual role as digital interface and material system since, for designers, the essential fact about [the] locus of attention is that there is but one of them Raskin, 2000). Te more architecture is endowed with responsive information, the less it acts as a static object. Te large scale and fxedness of buildings have historically helped people orient themselves in space and have declared the cultural values associated with spatially defned regions (Rowe and Koetter, 1984). As the elements of architecture become more fuid, these social functions diminish. Te characteristics of certain locations change more rapidly, material history matters less, and inhabitants ability to adapt and respond becomes more important relative to memory. Responsive technology promotes responsive behaviors. As a communicative device, such technology represents a powerful social tool. Digitally informed space has greater visceral impact than aspatial media, and is more programmable and performative than purely material spaces. Proximal devices create highly individualized experiences, while environmentally embedded devices capture the attention of masses of users at once. Under hegemonic control, they enforce persuasion, while open source projects fuel subversion. Like any communicative media performative habitats are tools that can be used in many ways. What makes these unique is how extensively they infuence our daily activities. Te realized efects of technological progress difer from the theoretical possibilities. In the case of spatial media, one dream of progress is to get the most out of digital technology without altering human behavior. As Mark Weiser, the father of ubiquitous computing put it: Ubiquitous computers will help overcome the problem of information overload. Tere is more MediaCity: Interaction of Architecture, Media and Social Phenomena 71 information available at our fngertips during a walk in the woods than in any computer system, yet people fnd a walk among trees relaxing and computers frustrating. Machines that ft the human environment instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the woods (Weiser, 1991). Te competing dream (Weisners nightmare) is to get the most out of the human user as possible without sacrifcing digital efciency. However, when digital technology enters the world, the reality it produces will always fall between the two. References Fleishman, E. and Rich, S. 1963. Role of Kinesthetic and Spatial-Visual Abilities in Perceptual-Motor Learning. Journal of Experimental Psychology, 66(1), pp. 6-11. Ishii, H. 1997. Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. Chi 97. Atlanta, GA: ACM. McCullough, M. 2004. Digital Ground. Cambridge, MA: MIT Press. McCloskey, D. 1978. Kinesthetic Sensibility. Physiological Reviews, 58(4), pp. 763-816. Moravec, H. 1997. Te Senses have No Future. In: J. Beckman, ed. 1998. Te Virtual Dimension: Architecture, Representation, and Crash Culture. Princeton, NJ: Princeton Architectural Press, pp. 84-95. Raskin, J. 2000. Te Human Interface: New Directions for Designing Interactive Systems. Reading, MA: Addison Wesley. Rowe, C. and Koetter, F. 1984. Collage City. Cambridge, MA: MIT Press. Venturi, R. 1966. Complexity and Contradiction in Architecture. New York, NY: Te Museum of Modern Art Press. Weiser, M. 1991. Te Computer for the 21st Century. Scientifc American, 265(3), pp. 66-75. MediaCity: Interaction of Architecture, Media and Social Phenomena 72 MediaCity: Interaction of Architecture, Media and Social Phenomena 73 Interface Design for Shared Spaces Towards a More Aective Relationship Between People, Places and Information Nina Valkanova Interactive Technologies Group Universitat Pompeu Fabra Carrer Tanger 122-140 08018 Barcelona, Spain nina.valkanova@upf.edu Abstract In this paper, we describe the doctoral research on urban media interface design. Te objective of this work is to explore and eventually conceptualize principles and guidelines for the design of urban screens in shared spaces, which can increase the communicative potential of the media landscape through afective and engaging experience. We believe that by considering an interdisciplinary approach drawing on both scientifc and artistic design knowledge and practices, we can develop meaningful and engaging interfaces, which can sustain a more afective relationship between the spaces, the people inhabiting them, and related information. In particular, we are interested in exploring and expanding the notion of information aesthetics onto the domain of urban media interface design. By considering the environment with its architectural and situational aspects as a key entity in informing the design, we focus on studying and understanding the experience of aesthetics, information interpretation, and interaction with media interfaces in shared spaces. Te long-term goal MediaCity: Interaction of Architecture, Media and Social Phenomena 74 of this research is to unify the key fndings in a conceptual framework for design recommendation for urban media interfaces. Our approach strongly relies on research through design method by addressing diferent real life challenges through several design cases and framing them by the overarching research question. As an example, we present two design casesAmbientNEWSandtheVisitorsand discuss the implications of our initial key fndings. 1 Introduction Nowadays digital information is becoming more pervasive and intertwined with our daily activities. Te constant evolvement of ubiquitous technologies has enabled the expanding use of digital technologies as part of numerous aspects of human life beyond the workplace, including schools, museums, airports, etc. In our research we focus on the media interfaces that are constantly being integrated in various kinds of shared places. Tese dynamic digital displays vary from LED screens, plasma screens, and information terminals, to projection surfaces as well as intelligent architectural surfaces and media facades. For quite a long time, these have been dominated by commercially motivated digital imagery, like advertisement of consumer goods or mass sports and music events, or by highly task-oriented activities (fg. 1). Tese media interfaces play a vital role in our perception of the spaces around us and our understanding of the public realm that embraces them. Te predominance of these types of interfaces also determines the attitude of people inhabiting the shared spaces and their behavior towards each other and the environment. It is marked by passivity and alienation and non- refected consumption (McQuire, 2007; Huhtamo, 2009). MediaCity: Interaction of Architecture, Media and Social Phenomena 75 Figure 1: Current urban screen situation is marked by functionalism and / or commercialization Tere is a need to develop strategies of articulating the new public domains that connect physical urban spaces and the potential spaces created by the new media technologies and foster their positive potential (Broeckman, 2004; Struppek, 2007). Terefore, we ask if there is a more meaningful way of using ubiquitous technologies for our shared spaces. In particular, how can the shared spaces augmented by technology become mediators of interaction among people, enhance awareness, encourage playfulness, MediaCity: Interaction of Architecture, Media and Social Phenomena 76 provide consciousness, provoke refection or create an emotional connection between people and the environment? In the following, we are going to address these issues by making a review of related works and positioning our research within the feld of HCI and interaction design. Later on we will exemplify our approach with two design cases we have developed in the course of our research and present their preliminary fndings. 2 Related Work On a theoretical basis, commentaries and essays from new-media, urban and social theorists have considerably explored the general question how to support goals which the urban mediascape would like (or should) to achieve: instead of being the subject of privatization (commercialization), rationalization and functionalism, it can be the mediator to achieve the following goals (among others): increase awareness, refection, consciousness and enhance the emotional relationships between people and places? (Gofman, 1966; Virilio, 1997; Manovich, 2006; Struppek, 2006; Lester, 2006). In recent years, numerous organizations have begun to undertake initiatives to explore and promote the communicative potential of urban displays throughout experimental public participation (among others Urban Screens, 2010; Media Faade Festival 2010). In the pursue of afective and engaging experience in the shared environment, quite a large amount of collectives from diferent genres, like games, architecture, and arts have embraced the creative possibilities that digital interactive technologies ofer. Teir motivation centered on the procreation of artistically and/or culturally related content on urban media interfaces integrated in the environment. Te Project Blinkenlights (2010) is a MediaCity: Interaction of Architecture, Media and Social Phenomena 77 classical example of such an installation where artists placed lamps behind each window in a building in Berlin and used the resulting pixel matrix as a screen for playing pong and displaying low- resolution animations. Architecture has throughout history been constantly on the lookout for new ways of renewing itself with use of new materials and new expressions. Te technology enhancements make it possible to create dynamically changing faade expressions by trespassing the use of mechanical devices (Institut du monde arabe a Paris, 2010) and overlay buildings with digital information layers. Along with the proliferation of media facades and intelligent surfaces in recent years, media architects have started to explore their communication advantages of media facades as interfaces situated on the periphery of human attention, but yet advantageous in their prominent position and size (Media Architecture Institute, 2010). In essence, a successful staged display has to harmonize with its hosting building since the architecture and the presented content infuence each other and are perceived as a living organism of interlaced digital and physical artifacts (ag4 media faade GmbH, 2010). Body Movies (Media Art Net, 2010) - an installation by artist Rafael Lozano-Hemmer (2002), and Hehe: Nuage Verte (2010), a project by the art collective HeHe, exploring the potentials of projections technologies on increasing the awareness about air pollution in urban environments - are some of the most prominent examples of urban media displays motivated by Art. Beyond artistic or purely aesthetic qualities, artistically inspired works have a high communication potential because of their ability to provoke emotional response, social interaction and to stimulate meditation (Bounegru, 2009). However, the majority of them remain sole realizations of the artistic expression of a person, or design inquiries into new forms and materials of architectural expression. Although quite valuable on MediaCity: Interaction of Architecture, Media and Social Phenomena 78 experimental, experiential, and technological levels, they fail to achieve signifcance from an HCI research perspective because there is still a lack of conceptualization of their design principals. Only few research investigations have tried to conceptually validate the potential impact of such applications of creative design knowledge without easily labeling it as art. We frst present few works that have tried to combine scientifc and artistic design knowledge, and which form the bulk of such research to the best of our knowledge. Ten, we introduce the state-of-the-art in research on urban screens. In the intersection feld of information visualization and interaction design, Lau and Moere (2007) introduced a model of information aesthetics, which focuses on the experience of aesthetics, information interpretation, and interaction. It considers the way in which information is represented, basing on both intrinsic and extrinsic data meaning, and the use of artistically-enhanced but efective mapping techniques. In this model, aesthetics considers the context in which the information should be interpreted rather than the subjective judgment. Snibbe and Rafe (2009) outlined design principles and guidelines for creating engaging and emotionally afective interactive experiences based on cinematic narrative models, and argued how to use them in design interactions with high communication potential. However this work is extensively focused on full-body experiences in exhibition halls and museums and does not study open urban life settings like urban space or shared public institutions. Urban life, with its social and cultural practices, difers from other aspects of human life, and has diferent kinds of spatial and situational circumstances. Several HCI researchers and practitioners are exploring the challenges and potential this domain represents (Dalsgaard and Halskov, 2010). Signifcant eforts have been invested in understanding MediaCity: Interaction of Architecture, Media and Social Phenomena 79 the peoples relations with situated urban interfaces, building a corpus of studies that unpack the particular social and interaction mechanics of diferent types of urban screen applications (Brignull and Rogers, 2003; Vogel and Balakrishnan, 2004; Peltonen, et al., 2009, OHara, et al., 2009). Te relationships between the characteristics of these interfaces, the environment, and types of audience in diferent setups has been observed and analyzed in detail by Fatah Gen. Schieck, et al. (2007), Huang, et al. (2007, 2009) and Jurmu, et al. (2009). Tese works contribute signifcantly to gaining a better understanding of the emergent social interactions and behaviors when situated interfaces are integrated in real-world settings, but they do not provide a comprehensive framework for centering the design of these interfaces on increasing the communicative potential of the media landscape through afective and engaging experience. We believe that by considering an interdisciplinary approach drawing on both scientifc and artistic design practices, we can develop meaningful and engaging interfaces with a high communicative potential. As Dalsgaard and Halskov (2010) mention, it is a challenging task to bring known design techniques onto the design of urban media interfaces, since these should be adapted and altered to address the specifc issues of the domain and they may need to be supplemented with new techniques and approaches. 3 Research goals In the scope of our work, we are particularly interested in exploring and expanding the notion of information aesthetics onto the domain of urban media interface design. By considering the environment with its architectural and situational aspects as a key entity in informing the design, MediaCity: Interaction of Architecture, Media and Social Phenomena 80 we focus on studying and understanding the experience of aesthetics, information interpretation, and interaction with media interfaces in shared spaces. We align our investigation on the topic with the concept of human information interaction (Gherson, 1995) and its three fundamental entities: environment, information and person as defned by Moghnieh, et al. (2010) (fg. 2). As discussed by Lau and Moere (2007) we should look at aesthetics as anartistic infuence on the implementation of design requirements and intended purpose of an interface, rather than subjective aesthetic judgment. It possesses the capacity to convey patterns and meanings, leaving for open interpretation, which can be especially benefcial in the feld of urban media interfaces appeal to audience, attract attention, encourage personal involvement, allow serendipitous discoveries, and more profound long-terms impressions (Foster and Ford, 2003; Moghnieh, et al., 2008). Figure 2: Placing information aesthetics as a layer for design principles over the three fundamental entities of HII MediaCity: Interaction of Architecture, Media and Social Phenomena 81 Hence, in the context of urban media interface design, we treat information aesthetics as a layer, which potentially allows for the better integration among the people, the environment, and the information in the design. Within the frame of the overarching research question What are the guidelines for urban media interface design, which increase their communicative potential through afective and engaging experience? we will tackle our research goals from the following perspectives, which are naturally interconnected in the desired outcome for design principles: + What kind of information related to people inhabiting public spaces can be used to support the underlying communication goals? Which are its levels of complexity, granularity, and resolution of representation? + How should we utilize and incorporate in the design the inherent qualities of the public space in accordance to the needs and interests of the people inhabiting it? How do those relate to presentation of information? + What are the possible implicit and explicit interaction scenarios that can support the underlying communication goals? 4 Design Cases As part of identifying key aspects for afective and engaging communication through urban media interfaces, our research focus revolves around understanding the experience of aesthetics, information interpretation, and interaction with media interfaces in shared spaces. Te research approach we adopt is based upon practice-based engagement in cases of experimental design. Te process of engagement with the design cases is largely (but not solely) infuenced by the research through design method laid out MediaCity: Interaction of Architecture, Media and Social Phenomena 82 by Zimmerman, et al. (2007) as it involves groundinginvestigation to gain multiple perspectives on a problem; ideation generation of many possible diferent solutions; iteration cyclical process of refning concept with increasing fdelity; and refection. So far, we have investigated and conducted two experimental design cases of media interfaces integrated in diferent shared environments to come to grip with the research aspects of interests in real-life situations. 4.1 AmbientNEWS Tis design case is a large-scale display, which aims to augment the awareness of people in its proximity on news topics of their interest. Originally, the display is designed for the large open newsroom space of a broadcasting company. Professional journalists create and edit broadcasting materials inside the newsroom - a shared space characterized by an intense and multivariate fux of information and social activity, dominated by corporate overtones, and hosting a large number of desktop screens. Despite the disposition of a large number of information systems, a detailed contextual inquiry conducted with a team of journalists (Moghnieh, et al., 2009) revealed that they still fnd challenging to maintain awareness of the geopolitical picture of events developing in the areas they cover. Figure 3: Prototypical deployment of AmbientNEWS MediaCity: Interaction of Architecture, Media and Social Phenomena 83 AmbientNEWS responds to these needs by mining recent news and developing stories from the web and visualizing the online news landscape related to topics of interest in the vicinity of the display. Te temporal evolution of information is shown by a dangling fowers animation, which represents the continuous fow and development of the topics by causing the fowers to emerge, grow, proliferate petals, or vanish subtly in responseto changes in the online news landscape. In its frst version, the display was auto-reactive: it did not incorporate interactive means to engage with the user, but was a dynamic, constantly evolving generative animation, reacting and changing on the input constantly mined by its web engine. Te auto-reactive display was designed to be deployed both as a large-scale projection or a large display integrated in the upper part of a faade of the inner architectural space of the shared space (fg. 3 illustrates a prototypical deployment in a newsroom) - depending on the technical and lighting conditions available in the space - and thus visible from various viewing angles in the space. Considering the interface design in such an information-overloaded environment, we rely on the peripheral attention of people as an alternative medium of communication, which can be explored by integrating of the display the upper part of inner faade (Tomitsch, et al., 2008). Since dynamics forms an important part of the aesthetic concept, readers are encouraged to view a short video clip of the display that is available on the web at: http://thinktank.upf.edu/ ambientnews/visuals.html. AmbientNEWS was designed to refect the use of integrated peripheral displays in shared spaces to augment serendipitous information discovery. Hence the aims of AmbientNEWS are many-fold: 1) to catch the glance of people in its vicinity without being obtrusive, 2) to communicate in an artistically enhanced but efective way the relationships among topics MediaCity: Interaction of Architecture, Media and Social Phenomena 84 of interest, 3) to foster personal refection on the information and 4) to enhance the relationship between people and environment through afective experience. Te lack of natural settings in the large newsroom would incite people to glance frequently at the organically shaped colored fowers, and connect with the visualized information space not only because of its aesthetical appeal, but also because of the unusual visual representation of information in these settings. Such visual metaphor capitalizes on ambiguity as a resource for design (Gagver, et al., 2003). Furthermore, we are interested to evaluate the display in terms sense-making (information interpretation) of the visual metaphor and the dynamics animation, and hence validate the communication potential of its design. We have developed an evaluation plan of 4 phases; the last one of those (the long-term evaluation) is still in the process of planning. Figure 4 depicts schematically the evaluation plan, what and how has been evaluation in which phase. Te preliminary results of the frst 3 phases created noticeably positive and afective response in the users. Te broadcasting experts interviewed were able to correctly identify the meaning and purpose of the visual elements and the animation dynamics. Tey have expressed an afrmative opinion on its potential to augment the information discovery in the environment of their newsroom. Other users, which were not broadcasting experts, expressed curiosity and the opinion that the display can be also re-used in the context of their working environment (archiving specialist, owners of bookstores). MediaCity: Interaction of Architecture, Media and Social Phenomena 85 Figure 4: Subsequent evaluation phases of design case Figure 5 : TeVisitors Prototype deployed in an exhibition hall Some people even started to discuss and interpret the meaning of bigger fowers vs. smaller once making more abstract assumptions about the overall geopolitical picture or the internal relationships among news departments (there is too much news about football or local cultural events have a rather large ratio in the broadcasting agenda). Generally, the users who informally reviewed the display were highly intrigued by its contents and positively afected by its presence in the space. MediaCity: Interaction of Architecture, Media and Social Phenomena 86 4.2 TheVISITORS Te design case theVisitors is a large-scale projection, seamlessly integrated in the architectural space of an environment, characterized by a high human fow. Trough subtle natural sounds people are notifed upon entering and leaving the space. Furthermore, their presence and interactions with the space is refected in the animation of an aesthetical visual metaphor (in one of the walls of the space there was a seamlessly integrated projections of an stylized subtly moving tree, populated by birds fying in and away upon passengers entering and leaving). Te objective of this design case is to create emotional links between spaces of intense human trafc and their visitors. Its conceptual aim of theVisitors is to explore the interaction among the architectural spaces and the passers-by and how this can be communicated by abstract visual representations of peoples presence and activity. We deliberately chose to integrate the display as seamless as possible in the space by carefully taking into consideration the architectural form of the faade and mapping the projection onto it, so it does not look like a common rectangular projection surface. Lots of information aesthetic works use visualization techniques to convey patterns, but leaving their interpretation open to the user. We believe open interpretation is a valuable resource for successful communication design and can be supported by better integration and interplay between display and architecture. From this work we expected to collect some observations and empirical evidence of on how this kind of (multimodal) visualization design is perceived by inhabitants and users of shared places, and how it changes and enhances the way passers-by perceive their environment and consequentlychange the way they move in and live and sense the space. MediaCity: Interaction of Architecture, Media and Social Phenomena 87 Te frst version of the prototype was presented in an exhibition hall (fg. 5) during an open-doors event freely accessible to diferent kinds of audience. We studied peoples behavior and reactions with respect to the installation through walk-through sessions, observations and informal interviews. Generally, it was very well perceived by the visitors, which were intrigued by the subtle sound response to their entering/leaving the space and could easily relate it to their abstract representation on the tree. Teir comments and reactions showed amusement and curiosity, and they were eagerly showing and explaining the meaning of the installation to their companions. Some visitors were repeatedly entering and leaving or exaggeratedly passing through the hallway thus trying to interact with the diferent modes of the installation. In addition we have also talked to participants in the exhibition, who were actually space inhabitants (exhibitors or staf of the building) and not directly interested in interacting with the installation because of lack of time due to their own exhibitions responsibilities. Tey were usually walking in and out of the space, carrying out material for their own installations or standing around their stands and talking to other people. Tose visitors also expressed an afective relationship through the installation by saying that with time it has turned out to be a delightful greeting for visitors and a unobtrusive but playful way to represent human fow and activity. One of them said I am glad that I am not constantly engaged with interacting with it, because I dont have time for that, but I appreciate it being there it gives me the sense of being connected to the other visitors through the space. MediaCity: Interaction of Architecture, Media and Social Phenomena 88 4.3 Findings And Perspectives Based on the initial fndings gathered from the observations and interviews from both design cases, we feel encouraged by the positive evidence supporting the underlying research themes and assumptions. On a conceptual level, we explored how information aesthetic principles can be grounded in requirements for the displays (which goals it has to achieve and what are the restrictions), and be subsequently engaged in design taking into consideration the situational and architectural circumstances in the shared space. We will leave out the details on the design process and the concrete design decisions resulting in the current version of AmbientNEWS as they go out of the scope of this paper. A detailed discussion can be found in (Valkanova, et al. 2010). On an experimental level, what is very important for us as researchers is to provide empirical evidence on the impact or power of urban media displays to achieve their communication goal(s). We showed that AmbientNEWS was defnitely successful in three of the four aims, which the design cases had anticipated: 1) to catch the glance of people its vicinity without being obtrusive, 2) to communicate in an artistically enhanced but efective way relationships among topics of interest, 3) to foster personal refection on the information. Te fourth aim - to enhance the relationship between people and environment through afective experience can be supported by some comments from the participants of the evaluation sessions and by the overall afective reactions and acceptance of the display, but this needs to be further explored by a prolonged on-site deployment. Similar conclusions can be drawn in the case of theVisitors. Te initial MediaCity: Interaction of Architecture, Media and Social Phenomena 89 empirical fndings showed that the multimodal dynamic visualization (abstract visual metaphor combined with sound) was positively perceived and successfully interpreted as human presence and activity, thus enhancing the awareness of the visitors of the shared space. For quite a number of visitors, the display attracted attention and incited short-term interactions by playing around with the notifcation and presentation schemes. People expressed afective responses of curiosity and joy. More importantly, evidence from visitors and inhabitants of the space shows that they were able to emotionally link to the display and thus enhance their afective experience in the space. Tis is an important motivation for us, as we are interested in exploring the information aesthetic principles in various areas of urban life, which are ofen characterized by uninformed, spontaneous or open-ended situations and activities. We plan to stage the installation in another more open public space (like a busy waiting hall in the train station, or the open hallways between diferent university buildings) in order to fully validate the design case in terms of the underlying communication goals. We will aim to measure the attention and awareness and sense of place of inhabitants in the proximity of the installation. 5 Conclusions And Future Work In this paper we have described our research on design of urban media interfaces, guided by the overarching research question What are the design guidelines that increase their communicative potential of urban media interfaces through afective and engaging experience?. Drawing upon the prolifc discussion by media practitioners, artists and MediaCity: Interaction of Architecture, Media and Social Phenomena 90 social theorists, as well as the current state-of-the-art of HCI and IxD research on urban media interface design, we emphasize the still lacking explorative, conceptual, and empirical fndings in terms of afective and engaging communication. We address these issues in our research in the domain of urban screens, treating the notion of information aesthetics as a layer, which potentially allows for the better integration of the people, the environment, and the information in the design. Based on a research through design approach, we have conducted two experimental design cases dealing with real-life challenges in diferent shared settings, the frst one characterized by an dense and multivariate fux of information (AmbientNEWS) and the second one marked by intense and spontaneous human trafc (theVisitors) and discussed the preliminary fndings. In the next phase of our investigation, we plan to conduct long-term deployments on the developed scenarios and account for more long-lasting efects and engagements. In addition to that, we plan to study their contextual applicability to other environments, especially more context-free open urban spaces. We will focus on how the information aesthetic principles taken into account in the initial design cases should be transformed or adjusted to a diferent shared setting, both in terms of architectural as well as situational diferences. We also recognize that our conceptual base will need further informed refnements, especially in relation to studies from the domain of urbanism ( Jacobs, 1961), architecture (i.e. Rudofsky, 1987; Alexander, et al., 1777) and studies of experience of place (Tuan, 1977). In order to test the feasibility of our conceptual fndings, we will experiment with further design interventions in urban settings. We will be led by our strong belief that informing a better urban media design has a potential beyond the immediate fascination of and interaction with the installation in terms of relating to, refecting upon and communicating information. MediaCity: Interaction of Architecture, Media and Social Phenomena 91 Acknowledgements Te author would like to acknowledge the valued contribution of Ayman Moghnieh and to thank Roger Tarrago Bonfl, Andrea Rosalez, David Peuela, Piero Sacco, Stiliana Mitzeva and Gil Casadevall for being irreplaceable members in the creation the two design cases. Te authors would also like to thank the members of the Interactive Technologies Group at the Pompeu Fabra University for their support and ideas. References 1. ag4 media faade GmbH, 2010 [online] http://www.medienfassade.com/ (accessed on Sept 2010) 2. Alexander, C., Ishikawa, S. and Silverstein, M. A. pattern language: towns, buildings, construction. Oxford University Press, New York, 1977. 3. Bounegru, L., 2009. Interactive Media Artworks for Public Space: Te Potential of Art to Infuence Consciousness and Behaviour in Relation to Public Spaces. In: Mcquire, S., Martin, M. and Niederer, S. (Eds.). Urban Screens Reader. Amsterdam: Institute of Network Cultures, pp. 199-216 4. Brignull, H. and Rogers, Y., 2003. Enticing People to Interact with Large Public Displays in Public Spaces. In Proceedings of the 2003 INTERACT Conference, pp. 17-24. 5. Broeckmann, A., 2004. Public Spheres and Network Interfaces, In: Stephen Graham, ed. Te Cybercities Reader. London: Routledge, pp. 378-383. 6. Dalsgaard, P. and Halskov, K., 2010. Designing Urban Media Faades: Cases and Challenges. In Proceedings of CHI 2010, pp. 2277-2286 7. Fatah Gen. Schieck, A., Briones, C. and Mottram, C., 2007. A sense of place and the pervasive computing within the urban landscape. In Proceedings, 6th International Space Syntax Symposium. 8. Fatah Gen. Schieck, A., Briones, C. and Mottram, C., 2008. Te Urban Screen as a Socialising Platform: Exploring the Role of Place within the Urban Space. In: F. Eckardt, J. Geelhaar, L. Colini, K.S. Willis, K. Chorianopoulos and R. Hennig (Eds.). MediaCity: Situations, Practices and Encounters, Frank & Timme GmbH, Berlin, pp. 285-305. MediaCity: Interaction of Architecture, Media and Social Phenomena 92 9. Foster, A. and Ford, N. 2003. Serendipity and information seeking: an empirical study. Journal of Documentation. Volume 59, Issue 3, 2003, pp. 321 340. 10. Gaver, W. W., Beaver, J., and Benford, S. 2003. Ambiguity as a resource for design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 03, pp. 233 240. 11. Gershon, N. Human Information Interaction, Proceedings of WWW4 Conference, 1995. 12. Gofman, E. 1966 Behaviour in Public Spaces. NY: Free Press 13. Hallns, L. and Redstrm, J. 2001. Slow Technology Designing for Refection. Personal Ubiquitous Comput, 2001, pp. 201-212. 14. HeHe: Nuage Vert (Green Cloud), 2010 [online] http://hehe.org2.free.fr (accessed Sept 2010) 15. Huang, E. M., Koster, A. and Borchers, J., 2009. Overcoming Assumptions and Uncovering Practices: When Does the Public Really Look at Public Displays? In International Conference on Pervasive Computing Springer, Sydney, Australia, pp. 228-243. 16. Huang, E. M., Mynatt, E. D., and Trimble, J. P. 2007. When design just isnt enough: the unanticipated challenges of the real world for large collaborative displays. Personal Ubiquitous Comput. 11, 7 (2007), pp. 537-547. 17. Huhtamo, E. 2009. Messages On Te Wall: An Archaelogy Of Te Public Media Displays. In Urban Screens Reader, Mcquire, S, Martin, M. and Niederer, S. (Eds.) Institute of Network Cultures, Amsterdam, pp. 15-28 18. Institut du monde arabe a Paris 2010 [online] http://www.imarabe.org/ (accessed Sept 2010) 19. Jacobs, J. Te Death and Life of Great American Cities. Random House, New York, 1961. 20. Jurmu, M., Kukka, H., Ojala, T., Hosio, S., Heikkinen, T., Lindn, T. and Riekki, J. 2009. UBI-Pilot 2009: Longitudinal Living-Lab Deployment of a Network of Interactive Large Public Displays. In Street Computing Workshop, Co-Located with OZCHI09, Melbourne, Australia. 21. Lau, A. and Moere, A. V. 2007. Towards a Model of Information Aesthetics in Information Visualization, In Proceedings of IV 07, pp. 87-92 22. Lester, P. M. 2006 Urban Screens: Te beginning of a universal visual culture. In First Monday, Special Issue #4: Urban Screens: Discovering the potential of outdoor screens for urban society 23. Lozano-Hemmer, R., 2002. Alien Relationships with Public MediaCity: Interaction of Architecture, Media and Social Phenomena 93 Space. in Joke Brouwer, Philip Brookman and Arjen Mulder (eds.) TransUrbanism, Rotterdam: NAi Publishers, pp. 138-158. 24. Manovich L. 2006. Te poetics of augmented space. Visual Communication. 2006; 5(2): pp. 219-240. 25. McQuire, S. 2007. Immersion, refexivity and distraction: spatial strategies for digital cities. In Journal for Visual Communication vol. 6 no. 2, pp. 146-155. 26. Media Architecture Institute 2010 [online] http://www.mediaarchitecture.org/ (accessed Sept 2010) 27. Media Art Net, Rafael Lozano-Hemmer: Body Movies, 2010 [online] http://www.medienkunstnetz.de/works/body-movies/ (accessed Sept 2010) 28. Media faades festival 2010 [online] http://www. mediafacades.eu/ (accessed Sept 2010) 29. Michelis D. 2009. Interactive Displays in Public Space A theoretical analysis of intrinsically motivating design elements (in German), Gabler Edition Wissenschaf, 2009 30. Moere, A.V., Ofenhuber, D. 2009. Beyond Ambient Display: A Contextual Taxonomy of Alternative Information Display. International Journal of Ambient Computing and Intelligence, 1(2), pp. 39-46. 31. Moghnieh, A. Arroyo, E. Blat, J. 2008. Te News Wall: Serendipitous discoveries in dynamic information spaces. In proceedings of IUI08. 32. Moghnieh, A., Sayago, S., Arroyo, E., Sopi, G. and Blat, J. Parameterized User-Centered Design for Interacting with Multimedia Repositories. In Proc. of MMEDIA 2009. IEEE Computer Society (2009), 130-135. 33. Moghnieh, A., Valkanova, N., Cols, J., Tapscott, A., Blat, J. 2010. A human information interaction perspective on the design of situated interfaces. Submitted to Human Factors in Computing Systems CHI 2011. 34. OHara, K., Glancy, M., and Robertshaw, S. 2008. Understanding collective play in an urban screen game. In Proceedings of CSCW 08, pp. 67-76. 35. Peltonen, P., Kurvinen, E., Salovaara, A., Jacucci, G., Ilmonen, T., Evans, J., Oulasvirta, A. and Saarikko, P. 2008. Its Mine, Dont Touch!: Interactions at a Large Multi-Touch Display in a City Centre. In Conference on Human Factors in Computing Systems (CHI08), pp. 1285-1294. 36. Project Blinkenlights 2010 [online] http://blinkenlights.net/ (accessed Sept 2010) 37. Rudofsky, B. Architecture Without Architects. University of New Mexico Press 1987. 38. Snibbe, S. and Rafe, S. 2009. Social immersive media. In Proceedings of CHI 09 MediaCity: Interaction of Architecture, Media and Social Phenomena 94 39. Struppek, M. 2006. Te social potential of urban screens. In Journal for Visual Communication vol. 5 no. 2, pp. 173-188. 40. Taylor, K. 2006 Programming video art for urban screens in public space. In First Monday, Special Issue #4: Urban Screens: Discovering the potential of outdoor screens for urban society 41. Tomitsch, M., Moere, A.V., T.Grechenig. 2008. A Framework for Architecture a Medium for Expression. In Workshop on Pervasive Visual, Auditory and Alternative Modality Information Display, collocated with the International Conference on Pervasive Computing (Pervasive08) 42. Tuan, Y. Space and place: the perspective of experience. University of Minnesota Press, Minneapolis, 1977. 43. Urban Screens, 2010 [online] http://www.urbanscreens.org/ (accessed Sept 2010) 44. Valkanova, N., Moghnieh, A., Arroyo E. and Blat, J. 2010. AmbientNEWS: Augmenting Information Discovery in Complex Settings Trough Aesthetic Design. In the Proceedings of the International Conference on Information Visualization (IV10), pp. 439 444. 45. Virilio, P. 1997 Open Sky. NY: Versio 46. Vogel, D. and Balakrishnan, R. 2004. Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users. In Proceedings of UIST 04, pp. 137-146. 47. Zimmerman, J., Forlizzi, J. & Evenson, S. 2007, Research through design as a method for interaction design research in HCI, CHI 07: Proceedings of the SIGCHI conference on Human factors in computing systems, ACM, New York, pp. 493-502. MediaCity: Interaction of Architecture, Media and Social Phenomena 95 Media Architecture as Social Catalyst in Urban Public Spaces Hendrik Weiner Dipl. Ing. Arch. www.raumdialog.com Buildings will become computer interfaces and computer interfaces will become buildings. William Mitchell, City of Bits, 1995 Abstract Tis paper explores the potentials and possibilities of Media Architecture to improve the spatial quality and communicative functions of public MediaCity: Interaction of Architecture, Media and Social Phenomena 96 spaces. It formulates a specifc viewpoint of the architecture and planning theory about the subject of medialization of public spaces. Starting from the efects on society of the mechanization of our environment, just thinking of the electrifcation in the 19th Century or the light architecture of the 1920s, one needs to ask, which substantial contributions of the spatial implementation of technology can lead to a sustainable and liveable public environment today. How can Media Architecture support the social and communicative functions of urban public spaces? To fnd answers to this question, frst it is needed to clarify the requirements of todays urban public spaces and the needs of their users. Tis will be done by discussing the term quality of public space in general and in contrast to branding spaces, by discussing research results about the user behavior in urban public spaces and by the focus on opportunities to appropriate urban spaces. By pointing out several examples of Media Architecture and art projects, the potentials of interactive opportunities in urban public spaces gets outlined multifaceted. Te paper will present one test project in detail: Te Interactive Parasite for the cultural center Schlachthof in Bremen. In this example, the functions of representation and interaction are combined. Te project tries to connect the questions of getting attention, representing the institution, caring about the user participation and dealing with the quality of space to create a special type of Media Architecture. Te paper shows how little has been done to research the real efects of Media Architecture to urban public spaces and their users. For this MediaCity: Interaction of Architecture, Media and Social Phenomena 97 research to be done it suggests the use of qualitative and empirical methods in combination with attended experiments and test projects to develop an contextual knowledge to planners and designers. Introduction 2002: Te flm Minority Report by Steven Spielberg takes the short story by Philip K. Dick from 1956 to draw a complete media controlled public environment by eye-scans with the efect of personalized advertisement in the public space. At the same time, the project urban diary by Friedrich von Borries uses the subway station U2, Alexanderplatz in Berlin to reanimate the desensualized public space. Te intention was realized by an interactive screen to support an open communication process in the public space. Passers-by could read messages, send there own message or just ignore the project. With time, a kind of city diary was written. Tis project asks for new interactive interfaces to attract and develop the public spaces in an participative way (Borries, 2002). Since 2006: A Brand Environment as an Adventure Landscape: more than 1000 square meters of an advertising space in the most frequented subway station of Austria, the Karlsplatz with up to 200.000 passengers per day, the GEWISTA stages the frst station branding of Austria for the new Sony Walkmanphone. An Innovation that has plenty to ofer: high contact density and length, enormous impact and highest attention MediaCity: Interaction of Architecture, Media and Social Phenomena 98 value, especially for the young and mobile target audience. (Out of home Austria, 2010) Te station branding unites many advantages: high frequency, , intensive and sustained eye contact, high attraction and with this an increased attention, and possibilities of interaction up to face to face contacts to sales promoters says the advertisement company enthusiastically (Out of home Austria, 2010). Also the public player is happy about the more friendly and bright stations with more light, the confrontation with new worlds of images, the diversion and the better subjective feeling of safety (Out of home Austria, 2010). Te concept of station branding or total branding is a new dimension of out of home-advertisement and promises an omnipresence with high range, a massive contact density and a high number of recalls (Hochschule Luzern, 2010). And it completely occupies the public space. Te passers- by are totally surrounded and involved by the advertisement. 2010: In order to observe the passers-by in Tokyo cameras were installed in 20 subway stations. Tese cameras gather information about sex and age to develop target group profles. Trough this one can fnd out which advertisement is viewed by whom and when (Out of home Austria, 2010). Tese activities lead to pervasive advertising. MediaCity: Interaction of Architecture, Media and Social Phenomena 99 Urban Public Spaces Characteristic today Urban public spaces today are diferentiated. In these spaces, we fnd parallel acting and diferent levels of behavioral norms happening at the same time. Urban public spaces are not consistent, but complex, multilayered and contradictory. Public spaces can be described as variable occupied places with a permanent change of their meanings. (Sennett, 1998, p.48) Diferent interests and stakeholders compete strongly over the urban public spaces. Examples for this are: private Investors (shopping malls), the security interests of people (video control, security services, gated communities), demonstrations of individual or political opinions, trafc and so one. Tis continuous negotiation of diferent interests and values is efecting and fnally constituting the public space. In this way, the public spaces are the central characteristic and the assumption of urbanity. (Wilder, 2003, p.2) Public space today is seen as a dynamic relation to the rules of society, individual and group interests, power, proximity and displacement, inclusion and exclusion. It is the physical construction of the social space (Riege, Schubert 2005, p.251). In addition to this, public space creates a physical memory of the city by preserving meanings and stories. Tereby, the public is a social phenomenon and is dominated by social developments. Te public can not be created merely by physical designing (Schubert, 1999, p.19). MediaCity: Interaction of Architecture, Media and Social Phenomena 100 Quality of Public Space Urban public spaces are the daily world of experiences of people living in the cities. Terefore public spaces are the real references and identity areas of a city. Particular for the contact and understanding of inhabitants with their diferent opinions and ways of life, public spaces are the essential physical framework to negotiate the values of a democratic society. Tis functionality and usability can be called the quality of urban public spaces. To create this quality there are some simple rules to consider: Public spaces has to be free, open and accessible without any physical, social or economical restrictions at any time. Any public spaces need to be fexible and open to use without predefnitions. Tey have to be adaptable for unpredictable uses. Te central social function of the public space is to be a place of open exchange, communication and to ofer a free space for appropriation. In being so, the personal feeling of safeness plays an important role. Public spaces also need to be defned and separated into other spaces, cross-linked with each other and they need to have a certain character and an aesthetic value (Rei-Schmidt, pp.7-8). Opportunities to have experiences, to test behavior, to practice interaction, to withdrawal, to rest or to re-interpret should shape the urban public spaces. Tis can support their quality. Terefore urban public spaces should ofer a wide range of possibilities to experience, to express opinion and to have interaction. But there is no causal connection between design and the public. Open ground plans and areas with low spatial limits are of no use if political, social or economical exclusions exists. Te social structure determines the limiting factor (Kaltenbrunner, 2003, p.35). Te Introduction of this paper refers to total branded spaces. Tis branding occupies the public spaces with the promise of entertainment MediaCity: Interaction of Architecture, Media and Social Phenomena 101 and a world full of experiences. Tis intervention is well accepted by the people, because it is activating the space. But by winning this world of experience these spaces become predefned and loose their function of openness. Te high acceptance of these branded areas can be explained by the contrast to the low aesthetical and spatial quality of many public areas. Ofen, the low level of positive experiences, of dark areas or dull, functional corridors and streets make people feel lost and support unsafe feelings. Tese areas are uncared for and their potentials are forgotten. Te loss of sensual-aesthetical qualities of the space is producing a want, which gets satisfed by an industry of fctions. Public spaces get reinvented and fctional restaged (Kaltenbrunner, 2003. p.35). Sometimes it looks like branding and other commercial activities are the only power to redesign public spaces. If more and more public spaces are efected by branding and pervasive advertising, the question Who owns the public space? points out the basic confict of use of the urban public spaces. Te forefront of this development was the shopping mall. Today, this typology is an integral part of the city. Te private space inside has adopted many attributes of the urban space. In doing this, all annoying factors are eliminated to create a kind of perfect world. In these spaces the density of experiences and infuences are high. Being in a shopping mall is comfortable, but it is a highly controlled space without any possibility of self-representation except for shopping. In order to fulfll this illusion of a perfect world, many public spaces in the inner cities are adapting the aesthetics as well as the concepts of social control, for example site security ( Jonas, Schumacher, pp.3-5). Nevertheless the problems like vandalism move into other areas and cannot be solved just by designing aesthetical entertainments. MediaCity: Interaction of Architecture, Media and Social Phenomena 102 Tese examples show the power of an important parameter of space: the atmosphere. Schmitz (1993) defnes atmosphere as spatial expanded feelings. So atmosphere can be understood as a space of feelings and by this, atmosphere can touch and animate people to sympathize with an ofered environment. (Hasse, 2006, p.12). Te restaging of the public spaces by branding is consciously using this efect. Te alternative way is to understand public space as a public matter and to think about an integrated concept of a more cohesive society. So what about supporting atmospheres to make experiences and to practice interaction in public spaces without predefned messages? How can concepts of development be created by strengthening the open and communicative function of urban space? How can a higher quality level of public spaces be designed, other then by ofering events? And which part does Media Architecture play in designing open and atmospheric public spaces? Appropriation of Public Space Te interplay of users and urban spaces became a stronger focus within the last decades: As people are infuenced by space, the space itself becomes infuenced by the daily use of people. Space is lived individually, is thought and interpreted subjectively and can be actively produced by people. (Litscher, 2009, p.5). Tis concept describes the idea of spacing, of creating spaces by an active appropriation of the public spaces. It means more then just the use of the space (usage). By usage, the content and form of the use is not questioned. To appropriate the space is to expand a personal sphere of human action, which means one changes the given situations and arrangements (Deinet, 2006). So in this spacing process MediaCity: Interaction of Architecture, Media and Social Phenomena 103 the public spaces and their elements become tested, reframed and adapted to the needs of the user (Nissen, 1998, p.154). Te space and its purpose of use gets newly interpreted. Tereby the appropriation of public spaces can support the participation and can lead to an emancipation of the user. Unfortunately, planning mechanisms, the ways of space production and the appearance of public spaces have little reacted to this knowledge as of yet. Relevant to understanding the daily use of spaces is the focus of the situation. Situations are defned by the physical space and all the infuences in it, including all objects, the people present and there actions, their social and biographical background, their relations, the valid social rules and codes, the time, climate and weather conditions (afer Segern, Werner 2003; Segern 1992). Trough this viewpoint the complexity of public spaces becomes visible. With the concept of situation the quality of a place can be described in a detailed way. Tis helps to clarify the complex circumstances in public spaces. So how can public spaces appear as a world full of open experiences, of open interactions as well as of rest, recreation and as inviting spaces of participation and emancipation? Te paper is suggesting to use Media Architecture approaches to improve the communicative functions of urban public spaces and to design new levels of public interaction. Use of Public Spaces In the last decades the believe was a formed, that the public spaces are devaluated by the increasing medialization of the communication processes. Te new medias (print, broadcast, TV, internet) took over MediaCity: Interaction of Architecture, Media and Social Phenomena 104 the spreading and communication of news, but to manifest political opinion the public space is still in use through speeches, concerts, festivals, demonstrations and so on. It is the stage of the social condition and society conficts. (Kaltenbrunner, 2003, p.28) Against all prophecies, in the daily life the public spaces are still strongly used, sometimes even overused, but resilient empirical research about the real development of urban public spaces in detail is missing. So nobody has prove of the changing use of public spaces. (Kuklinski, 2003, pp.3-4). One open question is the character of the user and his needs in the public spaces. Te alienation and the decoupling between the people and public spaces has ofen been pointed out. In order to reconnect the people with the space new possibilities of use and new atmospheres should be created. In a more user-centered design process the unclear users needs can be clarifed in a participation process. In general, more empirical research is needed to defne the relevant requirements of the space and to develop founded advices for the planning. So the users needs of public spaces have to be characterized. In the last years, at least the needs and interests of young people (teenager and young adults) were researched more in detail by the Wstenrot Stifung. Tese young people spent half of their free time outdoors, being active, mobile and enroute (Wstenrot Stifung 2003, 2009). Te perception of the city by young people can be described as a sequence of events and a process of occurrences, which is spun of material and immaterial threads (Wstenrot Stifung, 2009, pp.188-189). So young people perceive the public space as an experience of diferent spatial situations. Research of the Use-Management of public spaces by Litscher (2009) shows that young people are giving public spaces a high value. Important MediaCity: Interaction of Architecture, Media and Social Phenomena 105 to them is the possibility of choosing diferent options and spaces as well as to stage their way of life in the public. Te way of using the public spaces can be diferent and provocative against the common opinion of the older generation, but it is an active use of space. Conficts which are articulated in the urban public spaces are based mostly in the social challenges of society. In this context, the recommendation is to get the young people to participate in the planning, to support self dependent acting in space, to invest in layers of interaction and to improve the public part (outside faade) and the structure of buildings, so to enrich the public functions of architecture (Litscher, 2009, p.13, Sieverts, 2007, p.10). Tese are all links for using Media Architecture approaches. Te Experiment U-DJ of the Wstenrot research made a practical intervention by installing a public listening station in a subway station, where young people got invited to play their owe music. With this intervention the trafc area became a stage and a place to pause. Tis small example suggests the potentials of interactive opportunities in public spaces (Wstenrot Stifung 2009, p.169). Also the Wstenrot Stifung postulates the need of real public spaces, which are not limited by private interests and has got a high level of freedom of movement. Young people have a strong desire for diferentiated and multilayered public spaces with a wide range of spatial and emotional experiences and atmospheres. Especially rare are free and open spaces for spontaneous games (like football), meeting points and communication areas without any consumer stress (Wstenrot Stifung, 2009, p.187). Young people need multifunctional spaces where they can experience diferent situations at the same time as well as safe resting areas. And they need free spaces to experiment with their personal way of life. MediaCity: Interaction of Architecture, Media and Social Phenomena 106 To increase the identifcation as well as the responsibility of people with their neighborhood and their cities, better direct participation by planning and design of urban public spaces is needed. A lot can be done to raise the quality of urban public spaces. But what role can Media Architecture play? How is Media Architecture able to support and may be to start participative processes and emancipative forces in the public space? Media Architecture Examples and Approaches In the 21st century the technology revolution will move into the everyday, the small and the invisible. Mark Weiser, 19521999 Ways of Implementation Todays technical developments enables the creation of new forms of public spaces by the use of new media and technology. Te diferent ways of implementation of technology in the urban space shell be illustrated by some examples. Tereby several approaches to enrich the public spaces can be shown. Te Tower of Winds by Toyo Ito, fnished in 1986, still gives the standard of the enrichment of the urban space by Media Architecture. Here architecture is as a holistic medium and produces a special ambience. Tis light sculpture represents the nature and complexity of the city and their inhabitants by reacting to man-made and natural forces, such as ambient sounds, wind forces, time of day and season. Tere is no direct MediaCity: Interaction of Architecture, Media and Social Phenomena 107 man-machine-interaction, but the Tower of Winds visualized the sense of the palace in a unique way. It makes aware the complexity and infuences of the urban space (Archidose, 2004). Media Facades Te Blinkenlights project of the Chaos Computer Club in 2001 in Berlin can be pointed out as the prototype of using a building facade as an interaction tool in the urban space. Te possibility of controlling the light shape of the building, of sending personal massages and of collaborating by playing games via mobiles made people enthusiastic about it. Tis illustrates the strong potentials of interactive opportunities in urban space (project blinkenlights, 2010). Supported by the increasing development of technology, buildings get complete covered by media facades and appear in the city as three dimensional media-bodies. Tis media-bodies have the power to dominate the public space by size and by light output. Te biggest example of today is the Bayer Tower in Leverkusen. It is installed with the argument of innovation, of activation the urban space and of bringing a new landmark to the region. Te media faade airs information into the city space. By art projects and events, the public shell get benefts. Finally the information is controlled by the company and of course, the Bayer Logo beams all over the city of Leverkusen. It is omnipresent in the city. (media architecture institute, 2009.) A careful implementation of a media faade is the example of the PDS Bank in Mnster. Tis project tries to mediate between the interests of the bank and of the public through a participation process and a mixed content. MediaCity: Interaction of Architecture, Media and Social Phenomena 108 Tere are many references to the city itself. For example, the media faade shows pictures of the city of Mnster (Ag4, 2008; PSD Bank, 2008). Te Crystal Mesh faade of the ILUMA building by realities:united in Singapore do not uses LED-Meshes. It tries to avoid the imitation of a TV-screen. Here the faade is architectural, not invisible but sculptural. It generates the character of the building by ornamental light-elements. Te use of only white light and the varied resolution supports a sculptural and more abstract appearance of the building. Its becoming an unique character and enriches the urban public space (realities:united, 2009). Te project Enteractive by Electroland in Los Angeles visualize user activities in the building on the outside faade into the urban space. Inside, an interactive foor animates the people to step on LED tiles like in a game sow. Outside, the light reactions are displayed and repeated. Except of the fickering lights the urban space gets not infuenced by this installation (ELECTROLAND, 2006). Emotional Bodies A more emotional kind of Media Architecture is the D-Tower by NOX in Doetinchem, Netherlands. It claims to be a public refection tool of feelings. Trough the input of the actual feelings of the people of the city, based by a questionnaire, the tower identifes the mood of the city. Te mood is translated to several colors. Te tower shows the colored light as a feedback to the inhabitants. Trough the deal with the feelings of the community, the D-Tower enters a level beyond the direct communication of text massages or motion detecting (D-Toren, 2007; Gemeente Doetinchem, 2007). MediaCity: Interaction of Architecture, Media and Social Phenomena 109 Bubbles by Materials & Applications is a spatial adaptable pneumatic environment, as far as the sources show, in a semipublic location. Te interactive installation is reacting on touches and involves the visitors by modifying the shape of the infated bubbles. Tis creates a sensual and tactile dialog with the visitors. With this, the installation points out the potential of reactive environments in an experimental way (Materials & Applications, 2007; Bubbles, 2007). Responsive architecture Projects like the muscle tower II (2006) of the hyperbody research group of the TU Delf, the Aegis Hyposurface by dECOi Architects (2001), or the Refexive Architecture Machines (2010) by the Situated Technology Research Group at the University at Bufalo, Department of Architecture are experimenting with interactions by kinetic processes, to build up physical interactions to the environment. Its still a feld of basic research, but there can be expected spectacles impressions on the way to get real the dream of movable or refexive architecture (Interactive architecture, 2007; TU Delf, 2009; Interactive architecture, 2006; Refexive Architecture Machines, 2010). Kinetic architecture Te Schouwburgplein in Rotterdam by West 8 is a much more basic example of a moving architectural element, but it is realized in the public space. Tis central square of Rotterdam is designed as a public stage. Hugh lamps, shaped as cranes, are installed to illuminate the square. Tis MediaCity: Interaction of Architecture, Media and Social Phenomena 110 lamps becoming an interactive element by the operation of the people. If somebody puts a coin in, the crane starts to move. So the user is asked to act and to intervene in the public space. As a city stage, the square is fexible in use and changing during day and seasons. Tis concept works with diferent elements like lightning, fountains and crane lamps to create an inviting atmosphere. With this elements, the public space becomes a playground and a feld of physical interaction (WEST 8, 1996). Interaction areas Te Living-Light project by the Living Architecture Lab (David Benjamin, Soo-In Yang) of the Columbia University, Graduate School of Architecture, Planning and Preservation, has developed a building faade, which displays the air quality of the city and the public interest in it. It is realized as a pavilion in the Peace Park in Seoul. Te information about the development of air quality in the related part of the city is given by lighting up the single panels. Per text massages, people can ask the pavilion to get informed about the air quality of a district. Te interest is displayed by blinking of the asked panel. So this faade works as a public information board. A content leaded control is used. It informs about the development of the air quality and about peoples interest in it. Tereby, it is increasing the perception of public issues like air pollution. It can make people aware of there environment. Here, Media Architecture becomes a communication tool of the public space (Te Living, 2009). Magical Mirrors was kind of art project and a test setting in the public space. In the middle of Berlin integrated in a faade of a ofce building, several reactive working large screen were situated in the pedestrian area of MediaCity: Interaction of Architecture, Media and Social Phenomena 111 a street. In passing, people got irritated and curious about it and started to explore the screens. By observations and interviews, the rules of motivation to interact with ofered interactive applications were researched. Tis is a basic research of the user-application relation in public spaces (Michelis 2009). Te intension of the Moodwall by Urban Alliance, situated in a low pedestrian tunnel in a neighborhood of Amsterdam Bijlmer, is formulating a technological intervention within the local environment as reaction to the existing social context. Te wall reacts to the movement of passers- by by dynamic light changes. Te aim is to reduce the feeling of security in the local area. Tis example uses Media Architecture as an instrument to improve the quality of the public local environment. With the project several questions can be researched: What kind of mood is created by the wall? How strong is the reduction of unsafe feelings? By what exactly the insecure atmosphere can be improved? By which associated measures the efects of the wall can be supported? And what efect has the interventions to the general problem of social unsafe areas? (urban alliance, 2009). An other project with the similar intention is LIC/LAAC - Light Information Cube/ Local Annonymous Asynchronus Communication. A light cube intervenes in non-places. Tis project uses form, light and a LED text scroller to create a social orientated communication tool and a meeting point for the local inhabitants. Trough text based content, the quality of the public space as well as the social condition of asylum seekers gets a platform. A participation ofer through text massaging is included. So technical interventions combined with a communication strategy can be a way to involve the neighborhood and to start a process of understanding (co-lab, 2002). MediaCity: Interaction of Architecture, Media and Social Phenomena 112 In the Dessau municipal park, the park lights are changing by the presence of people. Te Project, called ReLief Reactive Light Energy Field, suggested several measures to intensifying the parks use. Te assignment asked to design a concept of more surveillance and security technology. Actually, the criminal statistics and the local research showed, the feeling of security was not founded on facts. Te implemented light concept lights some essential zones of the park with brightly light, while other areas remain dark. So darkness and insecurity are still elements of the park. In the selected zones, the perceived security is increased. Te visitor can choose between lightness and darkness, the diferent qualities increase the parks multiple uses. By movement sensors, the idea is further supported: Te less movement there is in the environment, the darker the lighting stays. Tis sketches a changeable image of the nightly park usage and increases the cost- and energy-efciency. Every approaching movement will be registered through the light-energy feld, so that secure and safe feeling will increase is well (realities:united, 2010). Te Project Bench of Light by Stefan Sous shows the power of light to support the use of urban spaces in a direct way: park benches becomes light objects and by this a request to stay. By the function of a bench, meetings and group forming is supported (Stefan Sous, 2002; Lichtnet, 2006). Intervention tools To empower the single user of public space, the grafti research lab has develop several intervention tools based on electronic devices such as the LED Trowies and the L.A.S.E.R Tag. Tese tools are working directly with the public space and are personifying the technique. It enables MediaCity: Interaction of Architecture, Media and Social Phenomena 113 individual remarks in the public space. Te user is asked and supported to infuence the environment actively. Te intention to break the technical devices down to the individual user transfers the idea of the open source sofware into the public space. Tis philosophy can be a key approach to develop user-centered interactive opportunities in public spaces (Grafti Research Lab). Planning tools A wider dimension of Media Architecture is the conscious use of digital media in the planning process and production of space to create interactive planning tools. It was frst implement by Renzo Piano in his project Mobile Workshop, UNESCO-Neighbourhood-Workshop, in 1978. A mobile cube was placed on the market place to create a central meeting point. Te project was based on the participation of the inhabitants. Te cube was a communication base, diverse methods like the open council and the photo-research were combined. For research, participation and documentation, media technologies were used to support the communication process. Te interactions of the participation process were very intensive and meaningful to all sides. So the support of the participation through media technologies on-site is a innovative setting and should be used much more in participation processes of today to get people involved (Piano, R., Brignolo, R., 1997). MediaCity: Interaction of Architecture, Media and Social Phenomena 114 Art Projects Two more art projects I like to highlight to illustrate the opportunities of dealings with the public space. With the Audio Ballerina (1990), Benot Maubrey has created an electroacoustic sculpture in the shape of a skirt. Tis skirt, like the tutu, is equipped with microphones and loudspeakers and it is wear by a performer. So the performer is able to compose there own music by sampling the sounds of the environment trough diferent interfaces (microphones, radio receiver, movement sensors). Te performer dances with the sampled sound of the environment. Te sampled sound becomes a part of the environment and get sampled again. By dancing in the public space, the performer can establish interactions to other people by sampling there noises. So through the electroacoustic device their is added an additional communication layer like a flter. Te sampled sound is bringing together all acoustical infuences. Te sound becomes the medium of intermediation between the dancer and other people. Tis people becoming a part of the performance by their own sounds. Te electroacoustic device is connecting the dancer with the whole environment. As a next step, the performer can involve people more directly by dancing. Tis work creates a new communication cannel by using the electroacoustic device as an interaction catalyst and a contact machine. (Maubrey, B.; Medien Kunst Netz, Frieling, R.) Te other project works without any technique. Clegg & Guttmann were installing Te Open Library since 1991 by placing weatherproof bookcases in public places. From there, the books could be free taken or exchanged. Te intention was to monitor the reading and communication behavior of a neighborhood. As result, the project faced the whole range of social interaction: Total destruction, enthusiastic acceptance, continuing the project by citizens initiatives. Te idea of free accessible bookcases also MediaCity: Interaction of Architecture, Media and Social Phenomena 115 was copied several times. Tis project understands the public space as an collective open and free space, in which values like books can be shared. Te open library installs a free and discreet ofer to use the public space as a space of exchange. Te book, a medium by itself, becomes a medium of the public space. Te question, if people use this ofer, if they ignore it, if they just take books, if they also bring books or if they destroy the bookcase shows the social behavior of the people and their relation to the public space. Te project also generates a virulent communication process: people start to talk about the bookcases or even to organize themselves to support the project. Hereby, the project asks for the appropriation of the public space and deals with the idea of a social sculpture (Ofene Bibliothek, 2004; Bcher-Wiki, 2010). Tis selection of projects describes the wide spectrum of todays Media Architecture. Currently, the efects to the public spaces can only be imagined, because of the lack of empirical research. All public space related projects of the paper are classifed through a mapping (fg. 1). Terein the relation between the size of the efected space to the efected number of people is show. Te involvement of people is difer in the active involvement, like tactile experiences or interaction via mobile, and the more visual involvement by distance to the Media Architecture. Tis mapping is quite roughly and not based on empirical data, but it gives an impression of the diferent efects. For example, media faades without the possibility of interaction are quite fare away and abstract from people. On the other hand, touchable projects are local based and direct in use of people. MediaCity: Interaction of Architecture, Media and Social Phenomena 116 directly/active involvement of people effected public space local area city place single small group big group crowd U - D J T o w e r
o f
W i n d s B l i n k e n l i g h t s B a y e r
T o w e r P D S
B a n k indirectly/visual involvement of people I L U M A
b u i l d i n g E n t e r a c t i v e D - T o w e r B u b b l e s S c h o u w b u r g p l e i n L i v i n g - L i g h t M o o d w a l l L I C / L A A C B e n c h
o f
L i g h t L E D
T h r o w i e s L . A . S . E . R
T a g M o b i l e
W o r k s h o p A u d i o
B a l l e r i n a T h e
O p e n
L i b r a r y I n t e r a c t i v e
P a r a s i t e S t a t i o n
B r a n d i n g single small group big group crowd M a g i c a l
M i r r o r s R e L i e f i n t e r a c t i v e
a r e a u r b a n
a t m o s p h e r e fg. 1 MediaCity: Interaction of Architecture, Media and Social Phenomena 117 Tere are a lot open questions: How do users percept and rate Media Architecture and their interactive opportunities in the public spaces? What kind of people give what kind of attention to the interventions of Media Architecture? How do the opportunities change the user behavior? Which efect has Media Architecture to the perception of the city and the urban public spaces? Te paper shows how little has been done describe the efects of Media Architecture in the urban public space. Clear statements about the particular efects of the named projects are depending on a qualitative and empirical research. Only with this, by asking and observing the potential users, the accomplishments of Media Architecture could be measured and pointed out more clearly. High Tech vs. Low Tech Many applications of Media Architecture uses high tech solutions. High tech solutions are complex, highly specialized and needs special knowledge. Tey uses up-to-date, and therefore, the most expensive techniques. Also the development of prototypes is quite expansive. So high tech is usually applied by big companies and big events to get the biggest amount of reputation and attention. Tis technique makes possible to infuence strongly the public spaces and to become omnipresent. Te opposite concept is low tech. In this thinking, applications are developed by the standard of simple function and producing, simple handling, robustness and simple maintenance. Low tech means no use of expensive technology but use of simple working principles and intelligent solutions to reach high efciency (Wikipedia, 2010). In comparing to MediaCity: Interaction of Architecture, Media and Social Phenomena 118 high tech, low tech is more based on an individual use. Te scale and performance of low tech applications usually are limited. So the efect to the urban space is depending on the number of applications. Several projects shown in the paper work with the low tech concept. Ofen, the requirements of projects supported by the local authorities, the administrators of the public space, are similar to the standards of the low tech concept. Except of so called lighthouse projects, projects needs to be quite cheep to get realized, robust to keep working for a long time and easy to understand to be used by all kind of people. Also the maintenance should be simple. So the design of durable, low-maintenance and quite cheep applications of Media Architecture by the low tech concept can be a interesting challenge. Light Almost all discussed projects uses light! Te fundamental relevance of light for the use of the public space can be seen by the implementation of the street lighting in the 19th century. It was the precondition of the development of any modern urban night life. Today, cities like Liverpool have established a night-time economy by illuminating the inner city to attract it for tourists and visitors. Tis cities are improving their image through light (Schulte -Rmer, Nona, p.11). Light festivals are organized by the city marketing (for example Ldenscheid), or by foundations (for example Berlin) to support the city through cultural events. More and more cities follow the example of Lyon to develop a master plan of light and to realize a general light concept of the whole city. (LichtRouten, 2010; City Stifung Berlin, 2010). MediaCity: Interaction of Architecture, Media and Social Phenomena 119 Light mediates safeness and supports the perception of spaces. Te station branding concept as well as projects like the Moodwall argues with this aspect. By illuminating buildings and landmarks, a city can realize a self- dramatization of its character. Light is used to shape spaces and to promote positive images of the city. Tis attitude has become a basic element of city marketing strategies. In this context, illuminated buildings and special light objects reshapes the silhouette of a city and emphasizes special places and areas. Tereby the collective memory of a city can be supported. Artifcial light defnes spaces specifcally. It becomes a tool of urban design. If it is corresponding to the urbanistic and social environment, it can support the readability of spatial, historical and social coherences of the city. Light dos not stop at the plot boundaries. Tis enables exciting but confict- laden opportunities of space shaping in the urban space. Te increasing use of light by private investors in the public spaces is a challenge by developing a coordinated light atmosphere of the overall city. Here again, the question of who owns the public space? is touched and concepts for the enhancement of social interaction in the public spaces are required. Quite small interventions can support this efciently, as the project like the Bench of Light by Stefan Sous is shown. (About light master planning: Zentrum fr Internationale Lichtkunst, 2010). MediaCity: Interaction of Architecture, Media and Social Phenomena 120 Interactive Parasite First time the concept was presented on the exhibition bremen2.0 - thinking a new city, Bremen, 2008. Concept Te starting point to develop the concept of the Interactive Parasite was the question, how the technical opportunities of today can be used and being integrated in the public spaces to support their sojourn quality in a free, open and not commercialized way? Te basic concept of the Interactive Parasite is an interactive sculpture (spatial structure) added in the urban public space to create a new atmosphere. Te metaphor of the parasite emphasizes the idea of intervention. Te sculpture adds interactive functions to the environment. Terewith, the MediaCity: Interaction of Architecture, Media and Social Phenomena 121 user of the public space should interact with the environment and other users. He should get motivated by curiosity or involved en passant. Te purpose of an Interactive Parasite is to enable open individual or group interventions into the public spaces by ofering interfaces and new possibilities of use. Te user can infuence or impress his environment by using the ofered interfaces. Te parasite becomes a control panel and the user is sending out personal signals. Tereby also the environment gets personifed. Te user can read the environment as part of himself. A process of confrontation and identifcation is started by the use of the ofered interactive opportunities. Within this whole process, the involved person becomes a producer of the public space and of its atmosphere. Te concept develops a kind of public playground to make the public space more fexible for the diferent needs of use and to test and to learn about the personal behavior in the public space. In contrast to temporary projects, the intension of the concept is to install a permanent working structure to become an integrated part of the public space in daily use. To attract the public space itself by interactions and atmospheres they have to be permanent installed. For a permanent use, other conditions and rules of perception are working. Te appearance, the way of interaction and involvement has to work with little noise. For this intension, the design of embedded spatial solutions with care or the local conditions and needs of users is required. Application Possibilities To develop these integrated solutions by using technical as well as social knowledge, the local needs of the users and the requirements of the MediaCity: Interaction of Architecture, Media and Social Phenomena 122 public spaces have to be analyzed. Tey can have a wide range. Probably, a pensioner likes to have a diferent atmosphere and spatial setting of the same site as a teenager. Also a central town square needs to get a complete diferent parasite as a public park or a street with there parking places, building entrances and small free spaces. Especially for the enhancement of neglect public spaces, the change of the atmosphere and the integration of interactive opportunities can be an invitation of use and participation. Projects like LIC/LAAC and may be the Moodwall show this. Tey work in a local scale and combine technical solutions with social contents and communication strategies to support a neighborhood.
Acting and Motivation Depending on the ofered interfaces, there are conscious and unconscious possibilities of use. If the light in a city park is changing by the movement of people en passant, it is quite unconscious (Project ReLief ). If there is a button to push, like at the Interactive Parasite, people need to decide and act very consciously. Also there are diferent ways to attract the acting. Since the Blinkenlight project looks like the most used idea to involve people in interaction in public is gaming. Interactions in the public spaces are free to choose. So there has to be a setting, which creates motivation. Te rules of motivation in public spaces frst were empirical researched by Michelis (2009) with his test project Miracle Mirrors. He points out fve motivational factors: challenge and control, curiosity and exploration, choice, fantasy and metaphor and collaboration (Michelis, 2008). Te user gets motivated by identifying an MediaCity: Interaction of Architecture, Media and Social Phenomena 123 interaction target and by a direct feedback of its acting. To get curious, interaction opportunities needs to be quick understandable, surprisingly and unpredictable. Te more choices a user can make, the more the interaction is interesting. Metaphors can explain the interaction before starting it. To interact together with other people in one place can create collaborative interactions like gaming. Situational Spaces Te concept of the Interactive Parasite can be extended to a comprehensive concept of developing difered layers of experience and use in adoption to the local conditions and needs. Te combination of the built environment including interactive opportunities to a tangible atmosphere in an open, not commercial, way can be a resilient proposal of the confguration of todays urban public spaces. Te infuence of people to decision making, to the shape and to the possibilities of use in public spaces needs to be upgraded. Only by a higher integration of the interests and needs of people, the public space can keep its urban function and can be an attractive alternative to commercialized and gated zones. To connect people more directly with there environment, the integration of public interactive applications can be one tool to make urban public spaces more manipulable. New forms of spatial interaction can show directly the personal appropriation of the public space. Tis helps to coupling people with the public spaces and supports the identifcation with the environment. Trough the extended concept of the Interactive Parasite, public spaces receives the chance to acquire people by new kinds of appearances and possibilities of use. MediaCity: Interaction of Architecture, Media and Social Phenomena 124 In this wider perspective, the concept suggests to create public spaces with opportunities of individual appropriations by interactive applications. Analog to the idea of the Web 2.0 there is imaginable a Public Space 2.0, which supports the individual activities of the users and which ofers several ways to infuence the environment. To this, the social factors of the environment need to be considered. By the connection of an open and inviting spatial design (support of diferent needs) with several interactive functions (support of communication), a public space could ofer diferent situations and satisfy diferent needs in one place. By time, by user and by use, the space would be adaptable and later on may be adaptive. Tese situational spaces would ofer selectable experiences and diferent opportunities of a direct use in one place. Tereby situational spaces would produce a wide range of ofers to the diferent kind of people living in the city. But this situational spaces can not be thought by using technology only. Te combination a open social setting with a diferentiate spatial design and public interactive applications can multiply situations. By increasing the public communication and the borders of tolerance, there can be developed a new integration power of urban public spaces. Tese situational spaces would ofer a new kind of quality of public spaces. MediaCity: Interaction of Architecture, Media and Social Phenomena 125 Project Te concept of the Interactive Parasite was frst presented in 2008 at the exhibition Bremen 2.0 thinking a new city by a prototype model. In 2009 started the realization in the public space as a long term installation for the cultural center Schlachthof in Bremen. Te project tries to connect the questions of getting attention, representing the institution, caring about the user participation and dealing with the quality of space to create a special type of Media Architecture. Site On one hand the Cultural Center is located next to the residential area Findorf, on the other hand to the biggest town square Brgerweide. Usually it is a huge parking area. Every once in a while temporary events takes place. Just next to it is the trade exhibition area. Within sight is located the main station of Bremen. Nevertheless the location lies in the backside of the city. Te cultural center itself creates a open atmosphere with a kind of experimental or alternative touch. Especially to young people the site ofers a free accessible skater area. So the reachable space of the Interactive Parasite is the public space around the cultural center. MediaCity: Interaction of Architecture, Media and Social Phenomena 126 Central Station (back side) Town Hall, Trade Exhibition & Town Square Brgerweide Cultural Center Schlachthof Findorff Municipal Park Center City ground plan, Bremen Entrance area of the cultural center MediaCity: Interaction of Architecture, Media and Social Phenomena 127 Te site is daily used by young people. Design Te cultural center was looking for a new kind of outside representation to be noticed as an active cultural institution of the city. Passers-by should get interested about the cultural ofers. Afer a quite long time of discussion about diferent possibilities and options the cultural center decided to support the idea of the Interactive Parasite. Te Interactive Parasite is an multifunctional object with three diferent layers. Its purpose is to change the general appearance of the cultural center by a small intervention. Te frst layer is the unique shape and the highlighted position in about 25 Meter height. Te object is a special sign of the cultural center, visible from far distances, especially at night. Te second layer is the light. Tere are 27 diferent appearances by switching the light. Te single lights are combined in a way to get asymmetric pattern, MediaCity: Interaction of Architecture, Media and Social Phenomena 128 so the audience will not understand the logic of the pattern and the installation keeps to be a bit cryptic. Te light concept generates attention in the evening and at night. Te third layer is the interactive application by a control panel. It is placed at the entrance area of the cultural center depending on time and event. Its the tool to bring the interactive function to the visitors. Via microphones, the sound of the wind in 25 meters height is hearable at the control panel. Tis creates a connecting atmosphere to the structure above. By discovering and listening the control panel, people should get curious. To use the control panel for interaction, the visitor only needs to push the bottom. In this moment he becomes an active role: the visitor becomes a producer of space by turning on and of the lights of the cultural center. Tis fash lights and light changes, for example, can be seen as far as to the main station. So people in the surroundings gets attracted. Te cultural center can visualize its activity through the light changes. Te implementation of the Interactive Parasite is not fnished jet. If this is happened, particular the positioning of the control panel to test the diferent possibilities and situations of use and to analyze the motivation of the potential users can be researched. Also variations of the function, such as the direct connecting of the light changes to the activities of the cultural center (for example by concerts) can be tested. Tis project works with the concept of low tech. Te budget for realization is very small. So the used material is basic, stainless steel for the structure, fuorescent lamps from the building center for the light, cables and buttons for the electric, microphones and powered speakers for the sound. Te challenge of a low budget was taken by the intension to create a basic interaction unit and to test the minimum requirements of a working interactive application in the public space. Depending on the fnancial resources, the installation can be more developed in future. MediaCity: Interaction of Architecture, Media and Social Phenomena 129 Interactiver Parasit, draft, interactive functions Interactive Parasit light panels (controllable) light stripes (controllable) web-cams cameras (controllable) microphon speakers (controllable) spotlights (controllable) projectors (controllable) contol panel control of light, sound ... projections ... listen to the sound of wind units spotlight/ projector light stripe light panel speaker camera & microphon Draf of the Interactive Parasite View fom Findorf, Parasite at night Entrance area MediaCity: Interaction of Architecture, Media and Social Phenomena 130 Views fom the site to the parasite, control panel Te Parasite, Entrance area Te site at night MediaCity: Interaction of Architecture, Media and Social Phenomena 131 Evaluation In the frst feedbacks, the employee of the cultural center gave positive and mixed reactions about the installation. Te comments ranged from A sign of art and culture, visible from a long distance to a irritated Oh, whats this?. In general the interactive issue gets the most attention. Tere is an interest of further developments. But also misgivings of the strong dominance of the concept, if a similar sculpture would be installed on the ground. Tere are several opportunities of research through this installation. It is an open structure and can be modifed or extended. Tere can be analyzed the possibilities of motivation to enter the interaction, the perception by visitors and passers-by and the overall efects to the public space. With the made experiences there can be proposed a frst approach of categorization to evaluate test projects and fnd out more about the settings and typologies. First approach of categorization of test projects MediaCity: Interaction of Architecture, Media and Social Phenomena 132 Research and Methods To fnd out more facts about the efect of Media Architecture in public spaces, the paper suggest to use empirical research combined with test projects. Tere are many things to research about Media Architecture in public spaces: First of all is the question about the signifcant efects of Media Architecture in public spaces. Te suspected efects needs to be described and to be analyzed empirically. Only an empirical research can deliver valid and applicable knowledge. Te empirical research works with a mix of methods. It includes mapping, feld studies, qualitative interviews, the analysis of the medial and social pattern of interaction as well as the study of open and covered conficts, of the sense of security and of the typical forms of use. Tereby, a user-centered approach to fnd out more about the users needs plays an important role. Tis mix of methods is developed in the feld of planning theory, which researches about the spatial planning and urban development. For example, an evaluation of the quality of public spaces was done with this Mix of Methods by Paravicini (2002). Te research will be enlarged by the concept of research through design ( Jonas, 2004). With test projects the efects of public spaces becomes monitored. So the infuence of Media Architecture in space can be tested and adjusted. Tis kind of test arrangement helps to understand the means and the mode of action of Media Architecture in public spaces. Other examples of using test projects to analyze the behavior of people in public spaces are the installation Magical Mirrors by Michelis (2009) and the MediaCity: Interaction of Architecture, Media and Social Phenomena 133 experiment U-DJ of the Wstenrot Stifung (Wstenrot Stifung 2009, p.169). Te project Interactive Parasite is initiated with the intension of being a research object. Te next steps of research should be a continuous monitoring of the Interactive Parasite, to analyze single topics through modifcations and the further development of the installation. Te accumulated knowledge can be used to design update versions and prototypes for diferent situations in public spaces. Tis research aims at developing contextual knowledge to planners and designers and transferable concepts of Media Architecture. Conclusion So by which measures Media Architecture becomes a social catalyst in the urban public space? Te Key is to bring together the topical issues of urban pubic spaces with the multifaceted possibilities of Media Architecture. Tis discipline develops a wide range of applications and strategies to create emotions, to impact information, to transform spaces and by this, to touch peoples feelings. Tis is a great resource and potential. Urban public spaces are heterogeneous and have complex requirements. Tey are still the daily world of experience of people living in the cities. In urban public spaces is formed an essential part of the individual identity. Tere, also the values of a democratic society are negotiated. MediaCity: Interaction of Architecture, Media and Social Phenomena 134 To strengthen this public stage Media Architecture can add communicative and interactive applications to the urban space. Such as stimulating atmospheres, fexible spaces, activating or calm areas and not at least participative tools. Media Architecture can develop diferentiated ofers to the various needs of the users. Te discussed examples give an insight into this. Te design of free and open urban public spaces can be a productive challenge to the discipline. In order to support the appropriation of urban public spaces, Media Architecture can play a special role as a interface of mediation. Te current efects of Media Architecture to the public space one only can guess. Tere is a lack of empirical research about it. To explore an approach of empirical research, the paper suggests the use of a mix of qualitative and empirical methods in combination with experiments and test projects founded on the concept of research through design. As a test project, the Interactive Parasite provides various possibilities to research in this way. Te research focuses on the relation between the user, the interactive application and the urban space. Te purpose is to develop contextual knowledge and transferable concepts in the feld of Media Architecture, which helps to enrich and to open up the usability and atmosphere of urban public spaces by a progressive use of todays technological possibilities as well as the topical social knowledge. MediaCity: Interaction of Architecture, Media and Social Phenomena 135 Sources Ag4, 2008. Medienfassade PSD-Bank. [online] <http://www.medienfassade.com/86.html> [Accessed 23 September 2010]. Archidose, 2004. Tower of Winds. [online] <http://www.archidose.org/Apr01/040901.html> [Accessed 23 September 2010]. Borries, F.v., 2002. Refexive Sinnlichkeit im fentlichen Raum. [online] <http:// www.heise.de/tp/r4/magazin/lit/12789/1.html> [Accessed 23 September 2010]. Bubbles, 2007. b*u*b*b*l*e*s. [online] <http://ibubbles.blogspot.com/> [Accessed 23 September 2010]. Bcher-Wiki, 2010. Die Ofene Bibliothek. [online] <http://www.buecher-wiki. de/index.php/BuecherWiki/OfeneBibliothek> [Accessed 23 September 2010]. City Stifung Berlin, 2010. ber uns. [online] <http://www.city-stifung- berlin.eu/Ueber-uns.html< [Accessed 23 September 2010]. co-lab, 2002. LIC/LAAC. [online] <http://www.co-lab.ch./ seiten/a1_projects.html> [Accessed 23 September 2010]. Deinet, U., 2006. Aneignung und Raum. [pdf ] Available at: <http://www. sozialraum.de/deinet-aneignung-und-raum.php> [Accessed 23 September 2010]. MediaCity: Interaction of Architecture, Media and Social Phenomena 136 D-Toren, 2007. D-Toren. [online] <http://www.d-toren.nl/site/> [Accessed 23 September 2010]. ELECTROLAND, 2006. Enteractice at 11th & Flower. [online] <http://electroland.net/projects/enteractive/> [Accessed 23 September 2010]. Gemeente Doetinchem, 2007. D-toren Doetinchem. [online] <http://www.d-toren.info/> [Accessed 23 September 2010]. Grafti Research Lab. LED Trowies. [online] <http://graftiresearchlab. com/projects/led-throwies/> [Accessed 23 September 2010]. Grafti Research Lab. LED Trowies. [online] <http://graftiresearchlab. com/projects/laser-tag/> [Accessed 23 September 2010]. Hasse, J., 2006. Der Mensch ist (k)ein Akteur zur berwindung szenischer Scheuklappen in der Konstruktion eines idealistischen Menschenbildes. Wolkenkunksheim, 10. Jg., Hef 2, [online] Available at: <http://www.tu-cottbus.de/theoriederarchitektur/wolke/deu/ Temen/052/Hasse/hasse.htm [Accessed 23 September 2010]. Hochschule Luzern, 2010. Out-of-Home-Displays. [online] <http://blog.hslu.ch/outofomedisplays/einsatzformen/> [Accessed 23 September 2010]. Interactive architecture, 2006. Aegis Hyposurface-Kinetic Mediafassade. [online] <http://www.mediaarchitecture.org/aegis-hyposurface- kinetic-mediafassade/> [Accessed 23 September 2010]. Interactive architecture, 2007. Muscle Tower II Hyperbody Research Group. [online] <http://www.interactivearchitecture.org/muscle-tower- ii-hyperbody-research-group.html> [Accessed 23 September 2010]. Jonas, U., Schumacher, B. A., fentlicher Stadtraum und knstlerische Intervention. [online] Available at: <http://www.okkupation.com/ theorie/link_2.htm> [Accessed 23 September 2010]. Jonas, W., 2004. Designforschung als Argument. [pdf ] Available at: <http://www.dgtf.de/pdownload/24/Jonas.pdf> [Accessed 23 September 2010]. Kaltenbrunner, R.,2003. Splending Isolation. Raum und Kunst, Platz und Gestaltung Oder: Wie man glaubt, fentlichkeit herstellen zu knnen. Informationen zur Raumentwicklung, Hef 1/2, p.27-37. Kuklinski, O.,2003: fentlicher Raum Auslagen und Tendenzen in der kommunalen Praxis. Informationen zur Raumentwicklung, Hef 1/2, p.39-46. Lichtnet, 2006. Schlaglichter. [online] <http://www.lichtnet.de/schlaglichter/100816.html> [Accessed 23 September 2010]. MediaCity: Interaction of Architecture, Media and Social Phenomena 137 LichtRouten, 2010. LichtRouten. [online] <http://www.lichtrouten.de/de/< [Accessed 23 September 2010]. Litscher, M. 2009. fentliche Rume: Aneignung durch Jugendliche und Nutzungskonfikte, aktueller Stand der Forschung und Teorieentwicklung. [pdf ] Available at: <http://www.hslu.ch/s-091022_doj.referat_litscher.pdf> [Accessed 23 September 2010]. Materials & Applications, 2007. open 10AM - 10PM daily until 15 February 2007. [online] <http://www.emanate.org/bubbles.htm> [Accessed 23 September 2010]. Maubrey, B. Audio Ballerinas. [online] <http://www.benoitmaubrey.com/> [Accessed 23 September 2010]. Media architecture institute, 2009. Update Mediafacade Bayer Tower, Leverkusen. [online] <http://www.archidose.org/ Apr01/040901.html> [Accessed 23 September 2010]. Medien Kunst Netz, Frieling, R. Benot Maubrey Audio Ballerinas. [online] <http:// www.medienkunstnetz.de/werke/audio-ballerinas/> [Accessed 23 September 2010]. Michelis, D. 2008. Baukasten fr eine motivierende Interaktion im urbanen Raum. Workshop Cognitive Design 2008, [pdf ] Available at: <http://magicalmirrors2006. fles.wordpress.com/2006/08/artikel_mc08.pdf>[Accessed 23 September 2010] Michelis, D., 2009. Interactive Displays in Public Space. [online] <http://magicalmirrors2006.wordpress.com/videos/> [Accessed 23 September 2010]. Michelis, D. 2009. Interaktive Grobildschirme im fentlichen Raum: Nutzungsmotive und Gestaltungsregeln. Ph. D. Universitt St. Gallen, Gabler, [pdf ] Available at: <http://www1.unisg.ch/www/edis.nsf/ wwwDisplayIdentifer/3573/$FILE/dis3573.pdf [Accessed 23 September 2010] Nissen, U. 1998. Kindheit, Geschlecht und Raum. Sozialisationstheoretische Zusammenhnge geschlechtsspezifscher Raumaneignung. Weinheim, Mnchen: Juventa Verlag. Ofene Bibliothek, 2004. Ofene Bibliothek. [online] <http://www.ofenebibliothek.de/> [Accessed 23 September 2010]. Out of home Austria, 2010. Intelligente Werbefchen in Tokio. [online] <http://www. outofome.at/DE/Aktuelles/News_21072010.aspx > [Accessed 23 September 2010]. Out of home Austria, 2010. Station Branding am Karlsplatz. [online] <http://www. heise.de/tp/r4/magazin/lit/12789/1.html> [Accessed 23 September 2010]. Paravicini, U., Claus, S., Mnkel, A., von Oertzen, S., 2002. Neukonzeption stdtischer fentlicher Rume im europischen Vergleich. Forschungsbericht (Hannover), Books on Demand GmbH. MediaCity: Interaction of Architecture, Media and Social Phenomena 138 Piano, R., Brignolo, R., 1997. Mein Architektur-Logbuch. Hatje Cantz Verlag, pp.50-53 Project Blinkenlights, 2010. Project Blinkenlights. [online] <http://blinkenlights.net/project> [Accessed 23 September 2010]. PSD Bank, 2008. Nur Fassade? - Mitnichten! [online] <www.psd-medienfassade.de/medienfassade/> [Accessed 23 September 2010]. Realities:united, 2009. CRYSTAL MESH (ILUMA). [online] <http://www. realities-united.de/#PROJECT,138,1> [Accessed 23 September 2010]. Realities:united, 2010. RELIEL STADTPARK DESSAU. [online] < http://www.realities-united.de/#PROJECT,154,1> [Accessed 23 September 2010]. Refexive Architecture Machines, 2010. Refexive Architecture Machines at UB Art Gallery Feb 11-Mar 20. [online] <http://cva.ap.bufalo.edu/ RefexiveArchitectureMachines/> [Accessed 23 September 2010]. Rei-Schmidt, S. Der fentliche Raum: Traum, Wirklichkeit, Perspektiven. [pdf ] Available at: <http://www.urbanauten.de/ reiss_schmidt.pdf> [Accessed 23 September 2010]. Riege, M., Schubert, H., (Hrsg.) 2005. Sozialraumanalyse. Grundlagen - Methoden - Praxis. VS Verlag fr Sozialwissenschafen (Wiesbaden). Schmitz, H., 1993. Gefhle als Atmosphren und das afektive Betrofensein von ihnen. In: Fink-Eitel, H., Lohmann, G., (Hg.) 1993. Zur Philosophie der Gefhle. Frankfurt/M., 1993, pp.33-56. Schubert, H. 1999. Urbaner fentlicher Raumund Verhaltensregulierung. [online] Available at: <http://www.nsl.ethz.ch/index.php/en/content/ download/272/1623/fle> [Accessed 23 September 2010]. Schulte-Rmer, N., 2009. Understanding the Post-Industrial City: Metropolis, Urban Renewall, Public Space. Joint PhD Seminar, Lisabon. Segern, H. v., 1992. Alltgliche Benutzung wohnungsbezogener Freirume in Wohnsiedlungen am Stadtrand. Ph. D. Darmstadt. Segern, H. v., Werner, J., 2003. Verstehen oder: wie kommt neues in die Welt? arthos: booklet 4, pp.48-54. Sennett, R. 1996. Etwas ist faul in der Stadt. Die Zeit, Nr. 5, Jan. p.26, [online] <http:// www.zeit.de/1996/05/Etwas_ist_faul_in_der_Stadt> [Accessed 23 September 2010]. Sennett, R., 1998. Der fexible Mensch. Die Kultur des neuen Kapitalismus. Berlin-Verlag, Berlin. Sieverts, T., 2007. Um uns die Stadt. Doppelt codierte bergangsrume im fentlichen Raum. In: der architekt, 6/07, pp.10-13. MediaCity: Interaction of Architecture, Media and Social Phenomena 139 Stefan Sous, 2002. uva uvb. [online] <http://www.stefansous.com/> [Accessed 23 September 2010]. Te Living, 2009. Living Light. [online] <http://www.livinglightseoul.net/> [Accessed 23 September 2010]. TU Delf, 2009. Research Projects. [online] <http://www.bk.tudelf.nl/live/pagina.jsp?id=c9e2fad8-037c-4188- be0d-8e6ed34397cd&lang=en> [Accessed 23 September 2010]. urban alliance, 2009. Moodwall. [online] <http://www.urbanalliance.nl/> [Accessed 23 September 2010]. WEST 8, 1996. Schouwburgplein [online] <http://www.west8.nl/projects/ public_space/schouwburgplein/> [Accessed 23 September 2010]. Wikipedia, 2010. Low-Tech. [online] <http://de.wikipedia. org/wiki/Low-Tech< [Accessed 23 September 2010]. Wildner, K. 2003. La Plaza: fentlicher Raum als Verhandlungsraum. [pdf ] Available at: <http://www.republicart.net/disc/realpublicspaces/ wildner01_de.pdf> [Accessed 23 September 2010]. Wstenrot Stifung (HG.), Herlyn, U., Seggern, H. v., Heinzelmann, C., 2003. Jugendliche in fentlichen Rumen der Stadt. Chancen und Restriktionen der Raumaneignung. Vs Verlag. Wstenrot Stifung, STUDIO URBANE LANDSCHAFTEN, 2009. Stadtsurfer, Quartierfans & Co: Stadtkonstruktion Jugendlicher und das Netz urbaner fentlicher Rume. Jovis. Zentrum fr Internationale Lichtkunst, 2010. Lichtgestaltung- NRW. [online] <www.lichtgestaltung-nrw.de/index. php?Script=1&SCR=1440x870> [Accessed 23 September 2010]. MediaCity: Interaction of Architecture, Media and Social Phenomena 140 MediaCity: Interaction of Architecture, Media and Social Phenomena 141 Cidadania Rolf Kruse Dipl.-Ing. Arch. FH Erfurt, Interim Professor Media Design Altonaer Str. 25, D-99085 Erfurt rolf.kruse@f-erfurt.de Pedro Aibo Dipl. Ing. Dipl. Ing. Arch. Hhler und Partner, Architect Shatti Alqurum, Sultanate ofOman info@cidadania-darmstadt.info Interactive Spaces Cidadania is an experimental approach to explore new ways to visualize the dynamics of spaces and to make them accessible to a broader audience in a live performance. It is based on two strong believes: Broad understanding of spatial and social development processes and participation is essential for sustainable planning of community spaces. New media technologies help to communicate and discuss those issues. Architects have to continuously experiment with the perception of space by ordinary people. Otherwise they are tempted to react to challenges with established principles and patterns instead of adapting up-to-date methods and processes. MediaCity: Interaction of Architecture, Media and Social Phenomena 142 What is Cidadania? Initiated in 2008 at the Architecture Department of the Technical University Darmstadt, the Cidadania project today is driven by an interdisciplinary and international group of artists, scientists, students and professionals from diferent areas like architecture, media arts, music, dance, acting, computer science, mechanical engineering, and marketing. Fig. 1 Interaction between video content and actors MediaCity: Interaction of Architecture, Media and Social Phenomena 143 Organismus Darmstadt Fig. 2 Collage illustrating the manifold elements of the play Until now two diferent plays have been developed and staged in diferent locations in Europe. Te conference presentation will focus on the concept and implementation of the frst performance called Organismus Darmstadt which dealt with the continuously changing structure of urban space. It was performed in the Staatstheater Darmstadt in 2008. Te two hour performance had manifold elements of interactivity between multimedia content, actors, dancers, musicians and the audience: From specially composed and live performed music (from a Balkan folk group, a Scottish pipe band, a new music ensemble and a jazz quintet) through multiple large moving video screens, up to an Virtual-Reality (VR) installation. MediaCity: Interaction of Architecture, Media and Social Phenomena 144 Changing Spaces Corresponding to the diferent chapters of the play, which are describing the historical development of the city of Darmstadt, the spatial arrangement of the room changed multiple times. Te goal was to keep the audience physically and thus mentally in motion as it occurs in our urban space in a slower speed. In the beginning of the performance the screens only let little space for the audience stepping in while the tribune was occupied by the live band. At frst people were irritated, but afer some time they arranged themselves to share the provided cubes for sitting. Fig. 4 Shared Space: Spatial setup at the beginning of the performance MediaCity: Interaction of Architecture, Media and Social Phenomena 145 Fig. 5 Motion: Movable screens with 36 m2 synchronized video projection In contrast to that scenario some other arrangements immersed the audience into the performance: Spectators stood between the projection cones with the actors walking and dancing around them. Tis situation made them a part of the staging which simulated the experience of a public place. MediaCity: Interaction of Architecture, Media and Social Phenomena 146 Fig. 6 Search: One of the spatial setups to oblige audience to search for a perfect view spot Fig. 7 Intimacy: Dancing scene performed in the narrow space between the screens and the audience MediaCity: Interaction of Architecture, Media and Social Phenomena 147 Fig. 8 Force: For the pause, the moving screens slowly pushed the audience out of the room while showing a video about the role of the citizen in the super-organism: city. Virtual Reality Scenario According to the interdisciplinary and cross media approach, a high tech 3D visualization technology was applied. In cooperation with the Fraunhofer Institute for Computer Graphics Research (IGD-A5) and based on data from the Hessian Ministry of Economics (HMWVL), a large digital model of the city of Darmstadt and detailed 3D models of landmark buildings were created by students. One challenge was to create models that can be rendered in real-time, but still maintain their individual character. MediaCity: Interaction of Architecture, Media and Social Phenomena 148 Fig. 9 Large scale 3D city model Fig. 10 Rebuilding the City: Texture of landmark building MediaCity: Interaction of Architecture, Media and Social Phenomena 149 From passive to active In a central chapter of the play, up to 10 people from the audience were able to control the movement of the landmark buildings just by wearing a hat and walking in front of a large projected cityscape. Tis changed their role from a passive spectator to an active participant of the play. Fig. 11 Participation: Citizens as planners in the Virtual Reality scene Te real-time interaction was performed in three steps: Te frst scene shows landmark buildings of the city of Darmstadt (such as historical buildings or new ones such as the Darmstadtium.) as seen from a pedestrian view on a black background. Providing a very compressed tessellated impression of the city. MediaCity: Interaction of Architecture, Media and Social Phenomena 150 Fig. 12 First scene: landmarks buildings recognition Changing to a slight birds eye perspective, the layout of the whole city of Darmstadt becomes visible: streets, parks, axes, industrial areas etc. People now are given the task to fnd the actual locations of the building. Again the perspective changes to a view almost from top. All other building blocks of the city are added to the scene like an injection. A particle system (as it is known from physical simulations) was used to make these buildings continuously moving around while trying to fnd the best solution between two potentially opposite conditions: 1) move to the place of origin and 2) avoid collisions with other blocks and especially the landmark buildings. MediaCity: Interaction of Architecture, Media and Social Phenomena 151 Fig. 13 Second scene: Street grid added Te (at frst unwanted) jittering of the buildings fnally generated a really adequate look associated with organism, change and uncertainty. In step 1 the participants viewed the buildings from ground like they know from everyday live as citizens (= users of the city). By changing the perspective to a top view they had the chance to see, rearrange and thereby rethink the city like planners ofen do - but in a playful and collaborative way. MediaCity: Interaction of Architecture, Media and Social Phenomena 152 Fig. 14 Tird scene: all other buildings are added Interaction Technology In the setup for the interactive scene, developed by the Media Faculty of the Darmstadt University of Applied Sciences (h_da) with support by Invirt-VirtualEnvironmentsGmbH, three cameras (B/W, Firewire) were mounted in the ceiling and observed the space in front of the projection screens. For tracking the position of the people moving in front of the projection screens, the reacTIVision-Toolkit (Kaltenbrunner and Bencina, 2008) was used. Usually the system is used to track tangible objects on rear-projection systems. In our setup the sofware detected fducial markers placed on top hats that the users were wearing. Te calculated position and rotation of the fducials were sent to the 3D rendering system via the TUIO protocol. MediaCity: Interaction of Architecture, Media and Social Phenomena 153 Fig. 15 Simulation of the tracking camera view Fig. 16 Hardware setup; Multichannel video playback, tracking & 3D rendering
MediaCity: Interaction of Architecture, Media and Social Phenomena 154 Fig. 18 Hat with Fiducial Marker To improve the at frst very instable - tracking we applied several measures: Enlarging the visual features of the fducials without changing their physical size by reducing their complexity (and the maximum number of users). Cutting out the markers from a sheet of felt to reduce refections. Calibrating each camera to compensate for lens distortion. Setting up the theatre lighting to light up the interaction space evenly without illuminating the projected images. MediaCity: Interaction of Architecture, Media and Social Phenomena 155 For the realtime rendering of the virtual cityscape the X3D-framework Instant Reality, developed by Fraunhofer Institute for Computer Graphics in Darmstadt (Fraunhofer IGD-A4, 2008), was used. Te researchers helped with a lot of inside tips and optimizations, like the TUIO communication and the collision avoidance algorithm. Space and Time Space and time is the latest Cidadania performance, developed and performed for the United Nations. Especially written for the International Astronomy Year 2009 the audience was taken on a mellow journey through current questions of astronomy mixed with society issues. Fig. 19 Space and time in the UN in 2009 MediaCity: Interaction of Architecture, Media and Social Phenomena 156 A 360 degree video projection and 3 other big screens allowed to transform a room radically and to transport a message of knowledge quest. An update to this performance is currently under development and will add dance and theatre play. Premiere in Staatstheater Darmstadt on 26th of November, 2010. Fig. 20 Space and time in Staatstheater in 2009 MediaCity: Interaction of Architecture, Media and Social Phenomena 157 Experience and Learnings Since the beginning of the Cidadania project experiences were made on two levels, which are equally important and interwoven: the genesis of the performances and the reaction of the visitors. Joining together people from many and very diferent areas, was not at all easy; being partly students and partly professionals working for the experience and the result, but not for the money. Creating something new together is even more difcult since there is no common sample you can reference to. Not all team members have the same potential for open and constantly evolving results. Most of the people with whom we worked appeal to be lef alone with their own feld of expertise - rather than to take the interdisciplinary approach. Tis one requires a great deal of time and energy to understand all parts requests and needs, noticeable for example in rehearsal time management. Tis universal principle of energy saving is partially overcome by constant group meetings and also, sadly, by a top-down decision process which was being avoided all time possible. Avoided also due to the non-proftable task everyone was involved. As the team grew together it was noticeable that the around 80 people directly involved, slowly found their responsibility within the group which increased the quality of the whole. It is important therefore to maintain an open and transparent dialog between the diferent creative viewpoints all time and avoid top-down unilateral decisions. Principles which we are preserving for the forthcoming plays. MediaCity: Interaction of Architecture, Media and Social Phenomena 158 Coming Up for 2011 Currently we are working on a new project outside of an auditorium. Again the driving interest is on awareness for the dynamics of architectural environments and social network through a spatial experience and active participation. But this time we plan to have mobile devices running an Augmented Reality application showing personal and external social relationships as 3D shapes and volumes. Te role each one of us plays within the dynamism of the architecture playground. We intend to translate the experiences made in the last three years of enclosed performances into a wall free one. References and further Sources Aibeo, P. (2008) Video of Augmented Reality Scene, [Online], Available: http://www.youtube.com/watch?v=CMMi-EpwzrE [24 Sep 2010]. Cidadania II: Space and Time, United Nations, Vienna (2009), [Online], Available: http://www.unis.unvienna.org/unis/en/events/2009/space-and-time.html [24 Sep 2010]. Cidadania II: Space and Time, World space week (2009), [Online], Available: http://www.astronomy2009.org/news/updates/534/ [24 Sep 2010]. Cidadania, Project Homepage (2010), [Online], Available: http://www.cidadania.info [24 Sep 2010]. Fraunhofer IGD-A4, D. (2008) Instant Reality Framework, [Online], Available: http://www.instant-reality.org [24 Sep 2010]. Ich bin das Schloss, Darmstdter Echo, 17.10.2008. Kaltenbrunner, M. and Bencina, R. (2008) reacTIVision - Toolkit, [Online], Available: http://reactivision.sourceforge.net [24 Sep 2010]. Ludwig, A. (2008) Interaktives Teater - Die Zuschauer sitzen mittendrin, Frankfurter Rundschau, 07.10.2008. Zylinder bewegt Hochzeitsturm, Darmstdter Echo, 17.10. 2008. MediaCity: Interaction of Architecture, Media and Social Phenomena 159 Where the Action Should Be - Learning from MicroPublicPlaces Marc Bhlen Department of Media Study University At Bufalo www.realtechsupport.org MicroPublicPlaces [1] (MPP) discussed two prominent vectors of the 21st century: the decay of the public realm and the global expansion of information systems. From the perspective of architectural design practice, the decay of the public realm and the rise of the age of information can be seen as related since architecture is the most public of arts while information design is the most public of technologies. MPP argued that a reinterpretation of the scope and focus of information design has the potential to reinvigorate, on multiple levels, the public realm. A video overview of the work is available here [2]. Tis short text will add to the discussion of three (of several) information design problems the MPP project considered: hiding, organizing, and materializing data fows [3]. Te aim is to show why these issues carry weight beyond the MPP project itself. MediaCity: Interaction of Architecture, Media and Social Phenomena 160 Hiding data flows Mark Weisers observation that profound technologies disappear into the background haunts us today with a new disappearing act: cloud computing. Te virtualization paradigm upon which the cloud metaphor is formed is a business bonanza of global proportions. Cloud computing promises carefree data handling, an end to personal responsibility for sofware management and storage expansion; in short, it replaces personal computing with a more contemporary customer-service based model: ofshore computing. Te ofshore approach was a very successful model for the fnancial industry, and it promises to be similarly successful for the information industry. Keep the interface personal and local, and move the internal processes to a service center for optimal control, efciency and cost reduction. Just as telephone call centers were once outsourced to East Asia, data storage and processing centers are now disappearing into the background. However, at present, the background is not predominantly in the developing world. Te European Commission has approved only a handful of countries to provide cloud computing services: the United States, Canada and Argentina, where they believe privacy laws sufciently protect consumers [4]. Te business of ofshoring computing writes its own rules. Proximity to major markets and robust energy infrastructure reverse the cheap labor seeking, distance-agnostic mandate of globalization. In addition to numerous startups, many global IT powerhouses are heavily invested in cloud computing as it scales across diferent user groups and cultural divides with ease. With an emphasis on comfort and convenience it seems hard to imagine why the cloud should not be celebrated by everyone. A foretaste of the MediaCity: Interaction of Architecture, Media and Social Phenomena 161 dark side of the cloud can be found in the design details of data centers that house the data and algorithms computer users demand. Here it becomes apparent just how inappropriate, but seductive, the cloud metaphor is. Tere is nothing heavenly about cloud computing the action happens in real places, in strategically selected cities, towns and remote villages. Tese private islands of computing, however, are not part of the local fabric in which they are set. And the critical computing resources they hold are subject to the rules of private ownership. Guest data is accepted by invitation only. Te Stone Mountain Dataplex [5] (SMD) in Kentucky USA - currently under construction - serves as a case in point. Te SMD will set new standards for ultra secure data storage for discerning clients. Carved into a mountain of limestone, SMD will be an autonomous data zone, sealed behind solid steel blast doors and concrete bunkers. It will have on site water and sewage treatment, a fre station, a helipad, a power plant, medical facilities, regular and random foot and vehicle patrols, perimeter fencing with sensors, ground radar, infrared cameras, motion detection, biometric access control, remote IP based video and audio monitoring, license plate recognition, vehicle barrier systems, guarded gates, an onsite SWAT quick response team, EMF shielding and multiple tiers of electronic network security, as well as police powers granted by the state to onsite security personnel. All this results in, as the prospectus claims, indefnite self-sustainability for complete stand-alone operability no matter what happens of-site. A new digital divide is establishing itself quietly in the background of the public sphere. It separates the very-well-to-do with access to indefnite militarized data storage from everyone else. MediaCity: Interaction of Architecture, Media and Social Phenomena 162 Organizing data flows Who decides how information systems are designed? How are the rules that control them applied, and how can one modify or contest them? Te Institute of Electrical and Electronics Engineers (IEEE) is an example of an organization responsible for such rules, and IEEE mission statement claims to foster technological innovation and excellence for the beneft of humanity [6]. IEEE has established a growing and evolving set of rules and standards that describe and unify the development and use of technical systems. Some of the standards are voluntary and others are consensus based industry agreements. Tey cover everything from learning technology to environmental impact assessment. From the vantage point of critical media design in the public realm, the IEEE Standard 1471 is a particularly interesting example of standards invention and negotiation. 1471 addresses the activities of the creation, analysis, and sustainment of architectures of sofware-intensive systems [7]. 1471 is a recommended practice but important because it introduces succinct entry points and defned relationships for the concept of stakeholder with concerns into large-scale sofware design processes. 1471 proposes a framework that, in principle, should allow competing interests from multiple stakeholders [8] to be represented in the design process [Fig. 1]. Clearly, 1471 should be a discussion topic amongst humanities scholars. Despite the proximity of the 1471 standards description to the language of the social sciences it seems that even Bruno Latours Parliament of Tings might fnd a home in 1471 there has been little creative interpretation of 1471. Tis is not because 1471 does not allow for contrarians to be included. Indeed, IEEE claims to seek input from beyond its expert community. MediaCity: Interaction of Architecture, Media and Social Phenomena 163 However, access to the design process is reserved to a membership group, and this group must meet certain membership criteria (hold research afliation). Tere is no shared discussion on how concerns can be represented across the disciplines. Tis problem is not just a consequence of the defense mechanisms of the gate keepers. Humanities professionals simply do not venture outside of their gated communities enough. Deep mistrust between the social and engineering sciences continue to prevent a joint approach to a problem that concerns all. Consequently, the only people actively developing the 1471 framework are engineers, systems designers and representatives of corporations. Critical media designers, philosophers, and hackers remain noticeably absent in the process. Media interventions in the past have been overly concerned with the events that occur at the presentation stage of technical artifacts such as interface and interaction. A next challenge is to get under the surface of systems. Instead of worrying about mobile phone screen candy and graphically striking skins, designers should consider the crucial innards of mobile services such as billing algorithms. Such a shif to infrastructure intervention and design would not be without precedent. Fig. 1 Diagram of the IEEE Standard 1471 MediaCity: Interaction of Architecture, Media and Social Phenomena 164 Net art practitioners were initially proud to claim that their work derived its conceptual signifcance from being driven by data sources, not data displays. A 1997 diagram [Fig. 2] by Mark River and Tim Whidden [9] shows where they believed the art happened in the connection cables carrying the bit streams between computers. Network interventions (at least in the current incarnation of the Internet) are much easier to perform than intervention into regulation, indeed the latter requires a diferent approach altogether. Fig. 2 Te simple net art diagram Te Wikipedia solution is one example of an intervention into knowledge regulation. Instead of working by the established rules, Wikipedia made its own; from the ground up, and let everyone contribute. However, as the project matured and institutionalized, tensions amongst the various contribution constituencies increased, and some contested entries had to be protected from editor-vandals [10]. Wisdom is not always with the crowd, and concerns can be insufcient criteria for expertise. MediaCity: Interaction of Architecture, Media and Social Phenomena 165 Materializing data flows Te continuing growth in the feld of bit design ofen seems to contrast fundamental constraints in atoms design; compression of information is so much easier than compression of matter. Fabrication labs such as the Center for Bits and Atoms [11] struggle with physical gravity and friction. But in some domains even these problems can be overcome. Genomics has embraced information theory and is in place to transform biology into an engineering discipline, building enzymes block by block [12]. Trailer sized 3D printers are being developed to build, layer upon diligently deposited smooth layer, full-scale houses in any formal arrangement [13]. And fber optic communication research is redefning the old binary data transmission scheme. New long haul transmission and detection systems make use of polarization multiplexing and phase shif keying of laser signals to encode four instead of one (intensity based) value, even at record setting transmission rates [14]. Tese impressive initiatives are successful because they restrict the problem of material design to a defned problem and omit unnecessary baggage. Te fundamental principles of information theory are indiferent to the meaning of the messages they operate on. Te improvements of transmission and storage bring along no improvement in quality of content. Te quantitative turn of the 20th century saw information theory surpass semiotics and robotics outperform cybernetics because they deliver operational results while their counterparts lack a formal framework. Will the quantitative and qualitative approaches never fnd common ground? Dont look for an answer on Twitter. Maybe additional experiments in materializing data fows should be considered. What if the baggage removal constraints were selected with MediaCity: Interaction of Architecture, Media and Social Phenomena 166 diferent goals in mind. For example, when Danny Hillis of the Long Now Foundation considered how to build a clock that could operate for the next 10000 years [15], he decided not to work with todays green-energy darling solar electric as it sufers from poor maintainability. Since Hillis understood that there is no reliable (and easy to maintain) way to keep a timing element operating precisely for 10000 years, he decided to use a coupled system, an unreliable timer that adjusts an inaccurate timer in a mechanical digital loop. Because Hillis wanted to embed the idea of responsibility into the fabric of this clock, he chose to make it dependent on people, on human winding, sacrifcing operational efciency for engagement, favoring social robustness and participation over simplicity of operation. It is only through the responses to the constraints-requirements nexus of extreme long duration that this public clock makes any sense. And the sense it generates symbiotically supports clock logic as a means to create that which no other clock can generate; a shared responsibility for a sane future. Very inefcient systems can be socially very robust. Consider motorcycles in Tailand, where some 60% of all motor vehicles registered in 2005 were inexpensive 2-stroke engine motorcycles [16]. Cheap, reliable and maneuverable, motorcycles are indispensable parts of the urban infrastructure with their own transportation dialects. Public motorcycles, for example, form a link between bus and train transportation hubs and public housing. It is not uncommon that a single public motorcycle carries several passengers on its small seat. Tis is a semi-intimate, public, poisonous but adaptable transportation subculture and a mobile and uncontrollable force; a new kind of street-smart, grassroots force with undeniable power as recent rallies and demonstrations [17] have shown. MediaCity: Interaction of Architecture, Media and Social Phenomena 167 Tinking of information as a material, and materials (of all kinds) as information allows for new kinds of fows. Tey can be powerful, if one can fnd and implement, carefully, constraints that selectively privilege one over the other in order to generate qualities neither has alone. For critical media design this may require some introspection; considering the dessert, the ocean, the glacier, and the void; places of harshest constraints and unrecorded potentials. Fig. 3 WorldWaterOne, detail (courtesy RealTechSupport) MediaCity: Interaction of Architecture, Media and Social Phenomena 168 References [1] Frei, H., Bhlen, M. , 2010, MicroPublicPlaces, New York, Architectural League of New York [2] MPP [online] http://www.realtechsupport.org/new_works/mpp.html [3] Data fows as coined by Manuel Castells and interpreted by Felix Stalder in: Stalder, F., 2001. Te Space of Flows-notes on emergence, characteristics and possible impact on physical space, 5th International PlaNet Congress. [online] http://felix.openfows.com/html/space_of_fows.html [4] OBrien, K., Cloud Computing Hits Snag in Europe, New York Times, September 20. [5] Stone Mountain Dataplex. [online] http://stonemountaindataplex.com/ [6] IEEE Mission. [online] http://www.ieee.org/about/vision_mission.html [7] IEEE 1471. [online] http://standards.ieee.org/reading/ieee/ std_public/description/se/1471-2000_desc.html [8] Te term stakeholder is used in fnance, sociology and resource management to describe a person or entity with an interest (a stake) or concern in a process and its outcome. See Te International Development Research Center, Science for Humanity, Chapter 5: Stakeholder analysis and confict management. [online] http://www.idrc.ca/en/ev-27971-201-1-DO_TOPIC.html as well as Robertson, S., Robertson, J., 1999, Mastering the Requirements Process, Addison-Wesley. [9] RiverM.,WhiddenT.,MTAA.[online]http://www.mteww.com/nad.html [10] Wikipedia: Ein Kritischer Standpunkt. Konferenzbericht Session II: Digitale Governance, 24.-26. September 2010. [online] Leipzig, http://www.cpov.de/?p=758 [11] CenterforBitsandAtoms.[online].http://cba.mit.edu/about/index.html [12] DNA20.[online]https://www.dna20.com/index.php [13] Contourcrafing.[online]http://www.contourcrafing.org/ [14] Charlet,G., Salsi,M., Bertolini,M., 2009, Taking long repeated submarine systems to 40 Gbit/s and beyond, ECOC 2009, Paper 9.7.3, 20-24 September, Vienna, Austria. [15] TeLongNowandthe10000yearclock.[online] http://www.longnow.org/clock/principles/ [16] Warapetcharayut, P., Kuson , M., 2006, Te Management of Motorcycles in Tailand, BAQ Workshop, Yogyakarta, Indonesia, 13-15 Dec. [17] Sopranzetti,C.,2010,Motorcycletaxisliveinthecracksof Taisocie ty[online] http://asiapacifc.anu.edu.au/newmandala/2010/07/21/ interview-with-claudio-sopranzetti-the-politics-of-motorcycl e-taxis/ MediaCity: Interaction of Architecture, Media and Social Phenomena 169 Sound as Interface Petros Kataras University College London Te Bartlett School of Graduate Studies petroskataras@gmail.com www.kataraspetros.wordpress.com
Ermis Adamantidis University College London Te Bartlett School of Graduate Studies ermis.adamantidis.09@ucl.ac.uk Alaa Alfakara University College London Te Bartlett School of Graduate Studies alaa.alfakara.09@ucl.ac.uk Abstract Sound as Interface is a reactive sound installation for public spaces that investigates people to people interactions and the relation between peoples behavior and public space in the case of a digitally augmented environment. Ubiquitous computing and new digital technologies embedded in the urban environment increasingly facilitate the emergence of new types of social interaction through the blending of the physical with the digital. Te research project presented in this paper sets to explore how these new patterns of social behavior emerge and unfold in an urban scenario enhanced with a digital medium for interaction and what are the implications for social awareness and engagement in this hybrid space. MediaCity: Interaction of Architecture, Media and Social Phenomena 170 Observational studies and analysis of a site specifc urban condition are combined with an experiment that involves the implementation of an unconventional urban interface in the form of an acoustic installation that challenges established modes of social encounters. Results show that people are willing to compromise their social boundaries when faced with a sonic installation/intervention inside their spatial and social space. Introduction Sound as Interface can be seen as a metaphor for the ubiquitous digital platforms for social interactions that nowadays constitute a fragmented and elusive network of virtual public spaces that usually work in parallel or even substitute the physical public space and its traditional role as a stage for social encounters. Apart from being just a metaphor Sound as Interface is also an actual experiment on emergent behaviors through the unconventional use of embedded technologies and the production of novel urban experiences. Te aim of Sound as Interface is to create the potential of social interactions through the use of digital technologies with sound as the medium and also to examine if there exists any connection between these interactions and the surrounding spatial properties. Indoor or outdoor public spaces can be charged with an invisible sonic layer that manifests itself only through the interaction with the physical presence of people. McLuhan distinguished space into two categories: visual space & acoustic space and according to him we have overstimulated our visual sense over our acoustic sense [Federman, 2003]. Federman takes McLuhan thoughts even further in an attempt to give credit back to a neglected acoustic space. For him, it describes perfectly the digital reality of today that restructures our social interactions. Contrary to visual space which MediaCity: Interaction of Architecture, Media and Social Phenomena 171 is linear and bounded, ordered and continuous, acoustic space constitutes a resonant sphere whose centre is everywhere and whose boundaries are nowhere, a world of simultaneous relationships [Federman, 2003]. Sound as Interface raises interesting issues concerning the relation of people with sound in the contemporary urban environment and the limits and afordances of sound when used as a medium to entice people into a shared experience of interaction. Several factors that afect peoples reaction to sound are identifed such as the existing soundscape or the time of the day. By experimenting with diferent qualities of sound (volume, frequency, vocal/instrumental/industrial) the installation can ofer an insight for general issues on other similar acoustic installations as well as for issues of sound perception in urban soundscapes.
Background & related projects Several projects have addressed issues of social encounters through a digitally augmented environment. Some of them bare a certain resemblance to the project presented here because they use sound as a medium for interaction. Audio Grove for example was an interactive light and sound installation by Christian Moeller consisting of 56 vertical steel posts connected to a touch-sensitive sensor system [Moeller, 2000]. Tis forest of vertical posts functioned as an interface through which sound and light were physically experienced and controlled. Te installation was placed in an art gallery and the visitors could evoke a soundscape by touching the posts. Nevertheless, the project was not tested in an open public space but only in the safe and controlled space of a gallery. MediaCity: Interaction of Architecture, Media and Social Phenomena 172 On the other hand, the project Piano Stairs in Stockholm focused exactly on the issue of infuencing peoples behavior through a reactive platform using sound [Te Fun Teory, 2009]. More specifcally, the installation transformed the stairs of a subway station into giant piano keyboard that produced sounds when someone stepped on it. Te project investigated whether it is possible to alter peoples habit of using the escalators in favor of the stairs by introducing an element of fun. However, in this case the efects of the installation were informally described and the focus was not on the emergent patterns of interaction between the people but only on the change of a specifc habit. Carolina Briones LEDs Urban Carpet, although a project that did not involve sound, it is considered relevant as it aimed at the creation of shared social encounters through the use of digital technologies [Briones, et al, 2007]. More specifcally the project consists of a grid of LEDs that can be embedded as an interactive carpet into the urban context. A pattern of lights is generated dynamically following the pedestrians over the carpet and involving them as active participants in an unintentional shared experience. Te project also introduces broader issues of pervasive computing and digital systems in contemporary architectural and urban spaces. MediaCity: Interaction of Architecture, Media and Social Phenomena 173 Methodology Our methodological approach can be divided in to three distinct parts; observation, empirical experiments and data analysis. Te space where the installation was situated, was recorded and observed before, during and afer the installation time. Te goal was to have as many input parameters as possible for the analysis. Te collected data (video, photos) from the experiment were analyzed and compared. Installation set up Te location of the installation was chosen to be the area outside PrintRoom caf at UCL main campus. In order to best understand the properties of such a location we have to frst present the notion of transient spaces. Transient spaces, also referred to as indeterminate spaces, are spaces very difcult to quantify because of their inherent heterogeneity [ Jund, 2007]. Although many researchers refer in a negative way to the specifc spaces, in the present research we use this term in order to highlight specifc characteristics of the aforementioned spaces in the context of our research. Temporality and the characteristic of no explicitly assigned function are two of the characteristics of such spaces [ Jund, 2007]. Te space outside the PrintRoom caf although outdoor and transient, acts as a link between diferent spaces of the campus, where diferent categories of people spent time forming engaging and diverse groups. Te combination of these attributes creates the potential of a dynamic open urban social scene, where multiple type of interactions can take place. MediaCity: Interaction of Architecture, Media and Social Phenomena 174 Figure 1. Location. Sound as Interface consists of an array of two (IR) infrared proximity sensors, forming two distinct sound corridors. Te infrared sensors can calculate the distance of objects , by continuously taking distance readings which are then translated into analog voltage values, within a range of approximately 5 meters . Te sensors are connected with an Arduino board which sends the corresponded analog reading values (based on peoples proximity), in to a program written in Processing programming language. Arduino is an open-source electronics prototyping platform based on fexibly, easy-to-use hardware and sofware [http://www.arduino.cc/]. Processing is an open-source programming language and environment based on Java programming language [http://processing.org/]. Te program utilizes SoundCipher Processing library [http://soundcipher. org/] in order to produce diferent sounds, with diferent qualities, according to the received values, which are then produced back from a set of speakers. Tere exists a direct link between the distance of the people from the sensors and the generated sounds; the more close the people are, the more intense, fast and diferent is the produced sound. Tis has as a result, the rise of curiosity and interest on how the installation works and sets the foundations for potential interactions. MediaCity: Interaction of Architecture, Media and Social Phenomena 175 Figure 2. Sensors attached to tubular elements. Figure 3. Final installation set up. Te fnal set-up of the installation included a visual indication in the form of coloured tapes pasted on the ground which acted as guide lines. Te experiment was performed in two stages; the frst test was performed without showing people how the installation works in order to test their initial reactions and interactions, while the second test was performed by asking some colleges to interact with the installation, thus providing an indication of how the installation works. MediaCity: Interaction of Architecture, Media and Social Phenomena 176 Results & Future work Sound as Interface has strong links with Halls theory of proxemics and the concept of reaction bubbles that he introduced [Hall, 1966]. According to Hall a persons space is divided in to three categories: the intimate space (the closest bubble of space surrounding a person), the social space (the space in which people conduct social interactions) and the public space (the era of space beyond which people perceive interactions as impersonal and anonymous) [Hall, 1966]. In the frst case of experiments results showed that the amount of people that where willing to engage with an unfamiliar environment on their own was smaller when compared to the results that where obtained from the second case. In the frst case, although people were curious about the nature and the characteristics of the installation, they presented a hesitation as it concerns their reaction towards the installation. Teir interest was based more on the understanding of how the installation works and less on the process of interaction. Figure 4. Social & physical interactions between strangers. Figure 5. Social & physical interactions between fiends MediaCity: Interaction of Architecture, Media and Social Phenomena 177 Tis was not the case in the second set of experiments where people were indirectly introduced in the installation by observing others interacting. In this case results showed that people became less interested on the how things work and more interested in the process of interaction and engagement. Tis tendency of people to mimic behaviors was most apparent when they encountered other people interacting with the installation. Tey became interested and they were willing to negotiate their social and physical boundaries. Tis might have links with research in human psychology and psychoanalysis which relates social human behavior and a tendency of humans to follow the majority. Te results also showed that the decision of the location plays a signifcant role in the success of the specifc research. A similar experiment carried out in a constrained indoor space did not produce the same results. People werent interested at all in any kind of interaction and they remained constrained in their predefned reaction bubbles. Te characteristics and the nature of urban spaces where an intervention will be carried out has a major impact in the success or failure of the attempt and it must always be taking into account. Future research should include a more in-depth investigation of the links, if there exist any, between the sounds produced and the observed human interactions. It may be true that specifc sounds ,such the ones that can be found in contemporary urban soundscapes, can have diferent afects in the observed human behavior and this should be examined further. In addition to that, a potential interesting direction could be to examine the efects that diferent type of interfaces (visual vs acoustic) have in the interactions between humans. It is possible that an acoustic approach could produce interesting and non-intuitive results in respect to human- human interactions and human-technology interaction. MediaCity: Interaction of Architecture, Media and Social Phenomena 178 Conclusions Sound as Interface explored the possibilities that arise for social encounters and interaction in urban spaces through the introduction of a sound installation. Te recent advantages in digital technologies, creative programming and physical computing ofer new ways for the construction of novel experiences which can be embedded in our surrounding spaces. Te installation, forced people to compromise their intimate and social boundaries in order to interact with each other and also ofered a chance for people to explore an augmented sonic environment. Te installation also provided us with an insight on how people react in the stimulation of our acoustic sense which has been neglected over time in favor of our visual sense. Results showed that a non-visual, acoustic approach can potentially produce very interesting results as it concerns the interaction between people and also the interaction between people and digital technologies. Te successful embodiment of virtual spaces as an additional layer on top of the existing physical spaces greatly depends on the characteristics and the properties of the latter. Te afordances of diferent spaces vary signifcantly and it is only by an appropriate coupling of the physical with the digital that we will be able to achieve meaningful interactions. MediaCity: Interaction of Architecture, Media and Social Phenomena 179 Acknowledgment Te authors would like to express their gratitude to Shaojun Fan and Jamie Tompson for their contribution. Te authors would also like to thank Ava Fatah gen. Schieck, Marilena Skavara, Vlad Tenu and Katerina Papapavlou for their invaluable support during the EEmTech project. Tis project was developed as part of the Module: Embedded and Embodied Technologies on the MSc Adaptive Architecture and Computation, UCL, London. MediaCity: Interaction of Architecture, Media and Social Phenomena 180 References Briones C., Fatah gen. Schieck A., Mottram C. A 2007, A Socializing Interactive Installation for the Urban Environments. In IADIS Applied Computing 2007, Salamanca, Spain Hall, E.T. 1966, Te Hidden Dimension, Anchor Books Federman M. 2003, Te Cultural Paradox of the Global Village. Te McLuhan Program in Culture and Technology http://www. utoronto.ca/mcluhan/article_culturalparadox.htm Alarcon Diaz X. 2007, An Interactive Sonic Environment Derived from Commuters Memories of the Soundscape: A Case Study of the London Underground. Leicester, United Kingdom. PhD Tesis. De Montfort University, Leicester. Jund D. 2007, Transient Spaces: Habitat of the Outcast. Presented in Te Teory Forum 2007, University of Shefeld, School of Architecture. Moeller C. 2000, Audio Grove: Interactive light and sound installation, http://www.christian-moeller.com/display.php?project_id=6 Fatah gen Schiek A., Briones C., Mottram C. 2007, A sense of place and pervasive computing within the urban landscape. Proceedings, 6th International Space Syntax Symposium, Istanbul. Bringnull H., Rogers Y. 2003. Enticing People to Interact with Large Public Displays in Public Spaces. Interact Lab, School of Cognitive & Computing Sciences, University of Sussex, Brighton. TeFunTeory. 2009 http://www.thefuntheory.com/ Processing, http://www.processing.org/ Arduino, http://www.arduino.cc/ MediaCity: Interaction of Architecture, Media and Social Phenomena 181 Sonic Activation Spectral Architectural Memories Eva Sjuve moolab.net eva@moomonkey.com Ghost Scraper Ghost Scraper is a networked urban device on wheels, designed for new kinds of interactions with sounds from ghosts. Interaction is tactile and uses urban space material as source to activate spectral sounds embedded in architectural material. Spectral sounds are weak electromagnetic signals from ghosts transformed by Ghost Scraper into sounds, a ghost hunt tradition started by the pioneers of wireless technologies Tomas Alva Edison and Guglielmo Marconi in the 1920s and 1930s. Ghost scraper is a mobile tool for new ways of audience participation, to interconnect and engage with the urban environment, a design to explore the city beyond normality. Audience engagement in using Ghost Scraper may lead to new kinds of urban exploration, and new kinds of listening. Ghost Scraper is a green tool, using solar panels to feed the units power system and is with this limited to environments with a certain amount of sun hours. It is running open source sofware to freely expand on and update the apparatus capabilities. MediaCity: Interaction of Architecture, Media and Social Phenomena 182 Spectral Sounds By using Ghost Scrapers technology with microphones, the material of urban space, as for example walls, staircases, and pavements are activated to reveal its spectral sounds. Do the sound of ghosts, embedded in material, leave traces as memories, or are spectral sounds always a real-time process? Tis project fts within a larger scope of research in sonic wireless, mobile and networked devices. Previous projects in this feld have been AudioTagger, a sonic snapshot collector for mobile phones, to build a sonic map on the Internet of spontaneous recordings (Sjuve 2007, 2008) and GO, a wireless interface used for sound synthesis of electromagnetic waves (Sjuve 2008b). Ghost Scraper, due to its focus on spectral sounds, is speculative and playful, looking at the imaginary sonic properties in urban space to activate its hidden auditory signals, giving an auditory face to a place (Sjuve 2009, p.2). Some of the pioneers in wireless transmissions, as Tomas Alva Edison and Guglielmo Marconi worked with the development of new technologies to fnd ways for the living to listen to ghosts. Edison developed a technology called the Valve in early 1920s to be able to listen to ghosts, but no record exists of his invention (Sconce 2000, A.K. 1921-1922, pp.132- 141). Edisons Valve technology picked up electromagnetic waves and transformed them into sounds. Marconi was experimenting with new kinds of radio technologies at the end of his life, trying to record voices of people from beyond (Sconce 2000, p.61). Edison and Marconi believed ghosts emitted electromagnetic waves, and a detector could therefore discover them. With wireless technologies a tradition of using electromagnetic detectors to discover ghosts was introduced, and according to Sconce, with Edison and Marconi the MediaCity: Interaction of Architecture, Media and Social Phenomena 183 shadow history of telecommunication started (Sconce 2000, p.83). Since then there has been an array of techniques used in detecting and recording ghosts, such as infrared motion detectors, television sets, particle detectors or a Geiger meter, ion detectors to sense static electricity, or a tape recorder connected to a radio. Friedrich Jrgensen, a Swedish documentary flmmaker was the frst one to discover voices from beyond one day when he recorded birds singing in his garden in the late 1950s, using a microphone and tape recorder. Some time later he connected the tape recorder to a radio using an unoccupied frequency on the medium wave band. Jrgensen held a press conference by the time he published his frst book Voices fom Space in 1964 with researchers from the Max Planck Institute and Institute for Teoretical Physics in Clausthal, Germany to examine and verify his fndings ( Jrgensen 1964, Smith 1977). Another researcher working with spectral communication was psychologist and philosopher Dr. Konstantin Raudive. In the 1970s he built radio devices to receive voice communication from the dead as Electronic Voice Phenomena (EVP) (Sconce 2000). Raudive employed fve diferent methods to record spectral messages, techniques he called microphone voices, diode voices, radio, and radio frequency voices, described in Break-Trough; an Amazing Experiment in Electronic Communication With the Dead (Raudive 1971, pp.20-27). Raudive also describes in his book, the sound of ghosts as a fow of diferent voices in diferent languages at a very fast speed located in our physical space (1971, p.15). Just as Edison and Marconi, Raudive thinks the sounds of ghosts are very subtle electromagnetic waves. Raudive writes how the sounds from beyond become audible as he receives these subtle vibrations and create electromagnetic felds on tape which are transformed into sound waves MediaCity: Interaction of Architecture, Media and Social Phenomena 184 and made audible (Raudive 1971, p. 24). So, how have the recordings of Electronic Voice Phenomena been perceived? Te EVP have been perceived as fow of speech, sometimes engaging in a dialogue with the researcher using a tape recorder. Ghost speech being for Jrgensen and Raudive part of a fow of electromagnetic information, or a fux described in Deleuze and Gauttaris words, Te process is what we call fux, and the tape machine is a system that cuts the fuxes (Guattari 2009). Urban Material Urban space and its architectural material is the focus when searching for ghost communication. Ghost Scraper is a mobile tool developed for urban space praxis, to engage the audience in a play activity. Te audience is engaged by following the simple instruction, to search for sounds of ghosts. Johan Huizinga describes the function of play in his writings in Homo Ludens; a Study of the Play Elements in Culture, where he defnes the three main characteristics of play. Play is freedom. Play has distinct rules. Play is set outside of ordinary life and distinct from ordinary life in both locality and duration. Play is to step out into a temporary sphere of activity, according to Huizinga (1950, p.8). In addition to Huizingas characteristics of play, the engagement with Ghost Scraper activities depends largely on the unpredictable communication by ghosts. Lefebvre speaks in Writings on Cities about the rights people have to the city. He describes it as a social need in urban society, outside of commercial and cultural infrastructures, realized in the form of moments of creative activities, the need for the unpredictable, information, play, and the use MediaCity: Interaction of Architecture, Media and Social Phenomena 185 of the imaginary (1996, p.147). Te design of Ghost Scraper allows for an active participation of the audience, to engage in urban space in novel ways, and play beyond normality, crossing over to the supranatural. In the praxis of Ghost Scraper the bridging of architectural material, urban space, interactive computational media and ghost communication leads to an auditory output shared between the participating audiences. Tere exist not a specifc place in the quest for spectral sounds of ghosts, but the weak signals of ghosts have to be found by moving about in urban space. Te mobility of Ghost Scraper allows the audience to move about in the urban landscape and to explore the material in new ways. Te praxis of searching for ghost sounds can be seen as a tactic rather than a strategy, according to de Certeau in Te Practice of Everyday Life, where a tactic is determined by the absence of power just as a strategy is organized by the postulation of power (1988, p.38). Measurement of resonant frequencies in material includes the use of microphones, one of many techniques used by material engineers. Tere are natural occurrences of sound travel between atoms in all materials. When energy is put into a material, such as sounds from ghosts, sonic resonance can be measured. Now, the question is if ghosts can cause these kind of sonic vibrations in material and are they detectable? Te city can be seen as an operating system with many ongoing processes, social processes, information fow, commercial processes, where the audience uses Ghost Scraper to tap into this multitude of activity. Examining the city with Ghost Scraper, as a tool is when, the science of the city has the city as object, Lefebvre writes, when scientifc methods are used but analysis slips away because of the continuous actuality of the urban (1996, p.148). MediaCity: Interaction of Architecture, Media and Social Phenomena 186 Electromagnetic waves penetrate the building material of urban space, and in fact almost anything, people, and buildings. McKenzie Wark writes about third nature as an information layer on top of the second nature as geographic landscape, which appears to us as the geography of cities and roads and harbours and wool stores is progressively overlayed with a third nature of information fows, creating an information landscape which almost entirely covers the old territories (1994, p.120). If the electromagnetic waves from ghosts resonances in building material, the second nature and third nature are more than layered, they are mixed on atomic level. Ghost Scraper, due to its mobility can be used independent of a specifc place. Tree Ghost Scraper devices are interconnected through a local network. When a sound out of the ordinary is detected, the other Ghost Scraper devices in proximity are notifed. Using networks are experiential matters, and the act of listening is part of the process. Te network bridges the urban material, audience participation, and information fow beyond normality. Designing for the supranormal does not need to be in accordance with scientifc laws, but for that of play. MediaCity: Interaction of Architecture, Media and Social Phenomena 187 References A.K., 1921 - 1922. Te Secret Doctrine and Mr. Edison. Teosophical Quarterly Magazine, pp.132-141. de Certeau, M., 1988. Te Practice of Everyday Life. Berkeley: University of California Press. Guattari, F., 2009. Chaosophy. Los Angeles: Semiotext(e). Huizinga, J. 1950. Homo ludens; a study of the play elements in culture. Boston: Beacon Press. Jrgensen, F., 1964. Rsterna frn rymden. Stockholm: Saxon & Lindstrm Frlag. Lefebvre, H., 1996. Writings on Cities. Oxford: Blackwell Publishing. Raudive, K., 1971. Break-Trough; an amazing experiment in electronic communication with the dead. New York: Lancer Books. Sconce, J., 2000. Haunted Media: Electronic presence: from telegraphy to television. Durham: Duke University Press. Sjuve, E., 2007. AudioTagger: wireless phonography. [online] Proceedings Digital Art Weeks Symposium. Zrich: Swiss Federal Institute of Technology (ETH). Available at: <http://www.digitalartweeks.ethz.ch/docs/daw07proc/ poster-sjuve.pdf>. [Accessed September 27, 2010]. Sjuve, E., 2008. New wireless phonography in urban space: audioTagger. In: ISEA. Te 14th International Symposium on Electronic Arts. Singapore 25 July - 03 August 2008. Singapore: ISEA2008 Pte Ltd. Sjuve, E., 2008b. Prototype GO: a wireless controller for Pure Data. 8th International Conference New Interfaces for Musical Expression (NIME08). Genova 5-7 June 2008. Genova: NIME08. Sjuve, E., Ghost Scraper: Sonic Activation on wheels. 7th Creativity and Cognition Conference (CC09). Berkeley 27-30 October 2009. New York: ACM Press. Smith, S., 1977. Voices of the Dead. New York: New American Library. Wark, M., 1994. Tird nature, Cultural Studies, 8(1), pp.115-132. MediaCity: Interaction of Architecture, Media and Social Phenomena 188 MediaCity: Interaction of Architecture, Media and Social Phenomena 189 Fernfhler Intelligent Furniture for the Architecture of Tomorrow Matthias Weber Develicious Studios Weber, matthias.weber@develicious.de Sebastian Hundertmark Bauhaus-Universitt Weimar, sebastian.hundertmark@uni-weimar.de Ursula Damm Bauhaus-Universitt Weimar, ursula.damm@uni-weimar.de Abstract Observing people on a public space is a widely discussed topic in several research felds and also in the arts. Te Fernfhler project wants to take this one step further. Fernfhler actually integrate the place, they observe people and react on their behavior, thereby changing the place. Tey are an architectural component of the place, an intelligent component. Intelligence is incorporated by using a neural network. Each Fernfhler acts as a neuron therefore enclosing the whole place in this network. Introduction Te observation of public spaces has been a topic in both science and the arts for a long time. Science provides quantitative and qualitative methods to describe pedestrian crowds and pedestrian interaction. With person tracking and intelligent algorithms it is possible to observe the behavior MediaCity: Interaction of Architecture, Media and Social Phenomena 190 of people moving on a site. Statistic methods provide measurable data to categorize and evaluate such behavior. In comparison, few is known about the impact of architecture and the design of public spaces on the ambiance of a site. Present systems only passively observe places and pedestrians on it without infuencing the situation. What would happen, if the space itself could change? Taking this one step further: What if a place itself would observe passers-by and respond to their behavior to the point of infuencing them? Tis is the essential question behind the Fernfhler project (see Fig. 1). Te project proposes the creation of fuctuating spatial settings, to foster the understanding of the relation between urban design and human behavior therein. Tis paper frst outlines related work which somehow led to the idea of Fernfhler, followed by a section on intelligent elements a Fernfhler could be built of in general. Tis leads to the construction of the specifc Fernfhler proposed in this work. Finally, a conclusion summarizes the various aspects of this paper. Figure 1: Fernfhler on a public place MediaCity: Interaction of Architecture, Media and Social Phenomena 191 Related Work Tough there is not enough understanding of the impact of architecture on public spaces and especially on the behavior of people, an interesting work on architecture and public places is presented in (Rose, 2008). Additionally, observation of pedestrians on such spaces and especially crowd behavior was described in (Moussad, 2010). Observation is only one aspect in studying crowd behavior. Crooks et al. (Crooks, 2007) present an agent-based crowd simulation. Johansson et al. (Johansson, 2007) combine analyzing peoples motion and using a crowd simulation to study evacuation scenarios, pilgrimage, and urban environments. Schaur (Schaur, 1992) describes the unplanned development of settlements which shows how architecture can develop in an uncontrolled manor. An overview of various aspects of the connection between physical spaces, architecture and games is shown (von Borries, 2007). In contrast to Schaur games ofen use planned architecture. As an example for public spaces responding to pedestrian activity the installation world lines a public art project for the Metro Station Schadowstrasse in Dsseldorf consists of interactive, illuminated paving stones arranged in an irregular pattern on a square above the metro station. Te stones react on the movement of passers-by by emitting light. Tis data is collected and processed into a generative video, extrapolating the movements of pedestrians into the future and constructing a new, virtual image. None of the current related work combines the principles of observing people and crowd behavior and proposes an impact on this behavior by means of intelligent architecture. Tis work presents an approach geared towards such a combination. Te following section describes the necessary elements to achieve this goal in principle. MediaCity: Interaction of Architecture, Media and Social Phenomena 192 Intelligent Elements In general, an observed place has to be furnished with sensors and intelligent elements that react on people. Such elements could be interactive illumination, moving barriers or exhibits that shif corresponding to the behavior of people. Moving obstacles should have a signifcant impact on peoples (spatial) behavior. Another category of objects that supposedly will be highly infuential concerning the behavior of people is moving furniture. Terefore, such types of elements are worthwhile to be investigated or to be included in art work. Diferent technologies could be embodied in such intelligent elements. Tey should lack the ability to sense people, while infuencing the outlook and the design of a place. Tose elements should be able to learn about a location by observing pedestrians circulating on it. Also they should be able to act on site according to what they have learned. In consequence, these elements could become operators of a kind of learning machine. Te setup becomes even more interesting if a place is regarded as intelligent life form: It could function as a neural network, like a brain, responding to peoples behavior. Te aforementioned intelligent elements would be the sensors and actors of such a neural network. Tis is what this project is aiming for: Te place as an entity shall learn about pedestrian behavior and respond to it. MediaCity: Interaction of Architecture, Media and Social Phenomena 193 Specific Fernfhler Fernfhler, in their specifc occurrence, are seating options for public spaces that can move around at will (see Fig. 2). Instead of ofering seating in public place as permanently fxed arrangements, mobile groups of seats are provided. Tese communicate with passers-by and each other, and discover thereby, through experimentation, the optimal arrangement of elements on a site. Figure 2: Fernfhler as special chairs moving around MediaCity: Interaction of Architecture, Media and Social Phenomena 194 The Intelligent Part A Neural Network Fernfhlers are part of a neural network which fully encloses a place. Such a neural network can sense a site and can change it. Tis is achieved by sensing people with each Fernfhler and by moving the Fernfhlers according to the behavior of and the communication with the passers-by. Fernfhlers position themselves relatively to the behavior of people, but at the same time the design of the Fernfhlers defnes the usage of a space. Te Fernfhlers correspond to neurons of a neural network, the very basic element of such learning systems. An example of such a neural network is presented in Fig. 3. It is a so-called self-organizing map (SOM) which works as a memory of space, learning the walking behavior of pedestrians. Figure 3: A Self-Organizing Map (2D and 3D variants) Fernfhlers will be the integral part of such a SOM. A SOM is unsupervised learning method. It can learn data without the need for a teacher or so-called teaching input. Additionally, SOMs are winner-based networks. Tey frst search for a winning neuron and then adapt the network based on this winner. Te adaptation works by attracting each MediaCity: Interaction of Architecture, Media and Social Phenomena 195 neuron to a certain point in space. Te grade of attraction depends on the distance of this point to the winner and on distance between winner and currently adapted neuron. For this adaptation, a point in space can be the coordinates of any person walking on the observed public space. Such a simple adaptation process can lead to certain distractions in the neural network. One of the most common problems is that all neurons could be attracted to only one point that does not move. All neurons would end up on one point and can not be separated any more. To overcome this problem the learning process has to be changed accordingly. Te velocity of passers-by could be integrated. Certain behavior like looking at a Fernfhler or shouting at one might lead to the opposite learning behavior, i.e. being pushed away from the persons position. Conversely, whispering and not looking at the Fernfhler could be interesting for it so it will be strongly attracted to this position. And last but not least, touching a Fernfhler just stops adaptation. Additional Interaction If simply watching the automatically operating seats is perceived as too contemplative, Fernfhler ofers the possibility of interacting with the intelligent furniture by means of a smart phone. Afer the necessary sofware has been downloaded and installed via a wireless connection a game-like interface ofers the opportunity to activate and control the Fernfhlers. Te screen will show a network structure with dots at each node (see Fig. 4). Each Fernfhler in the area represents one of the nodes of this network. Te network connects each Fernfhler, acting as a skin overlaying the area. MediaCity: Interaction of Architecture, Media and Social Phenomena 196 One of the ideas behind the installation is to make public space more attractive, especially for young people. By providing networked seating, they experience an area as a changing space, one that has moved beyond stable architecture. People can also take the role of a director, infuencing the behavior of passers-by through re-arranging the positions of the furniture. Te setup can be operated via hand held computers or through a central screen. Te experience resembles a computer game, though it takes immediate efect on the surrounding physical space, and thru that on the people on site. Figure 4: Smartphone interface MediaCity: Interaction of Architecture, Media and Social Phenomena 197 Hardware Prototypes S everal hardware prototypes have been developed for the Fernfhlers. First prototypes were built out of alloy (see Fig. 5). Tey are able to extend a backrest and can sense people sitting on them. Originally, they were built with dwell motors. Unfortunately, these motors were found to be much too inaccurate. Tis prototype has LEDs to show its status. Finally it is a seat so a sensor for people sitting on it is also integrated. Figure 5 : First prototypes of the Fernfhler Te current prototype is built on a wooden platform which is incorporated in small library steps which somehow have the shape of a stool. Te notion is still that they shall be intelligent seats moving around a public space. Tis MediaCity: Interaction of Architecture, Media and Social Phenomena 198 platform could also be integrated into other furniture, like normal seats. Te electronic parts of this prototype are shown in Fig. 6 and are described in the following: 2 step motors with their respective motor controls, for going in all directions, an Arduino board which is the main computing device of a Fernfhler, a microphone, for hearing people and communication between Fernfhlers, a camera to sense people and other Fernfhler which is an open- source embedded camera module with an ARM7 processor capable of computing diverse image processing algorithms (see http://www. cmucam.org for more information). Figure 6 : Te current Fernfhler prototype MediaCity: Interaction of Architecture, Media and Social Phenomena 199 Conclusion Tis work presents an approach towards observing pedestrians on a public site, learning their walking behavior and reacting on it. Tis reaction can happen as any type of architectural changes of the place. To achieve this intelligent elements have to be incorporated into a place. For the Fernfhler this means that there will be chairs that follow pedestrians in a certain way, they hear and see what people do and react on their behavior by presenting themselves as seating at interesting locations of the site. Learning takes place by integrating a neural network into the Fernfhler where each Fernfhler is one neuron of the network. It should have self- organizing capabilities like a SOM. To make it more interesting for visitors a smartphone can be used to display and interact with the neural network directly. Altogether, this creates a system that is capable of simultaneously observing and infuencing a public space. MediaCity: Interaction of Architecture, Media and Social Phenomena 200 References von Borries, F., Walz, S. P., Bttger, M. (Eds.): Space Time Play Computer Games, Architecture and Urbanism: Te Next Level. Birkhuser, 2007. Crooks, A., Castle, C., Batty, M.: Key Challenges in Agent- Based Modeling for Geo-Spatial Simulation. In Proceedings of GeoComputation 2007, September 2007, NUI Maynooth, Ireland. Johansson, A., Helbing, D., Shukla, P. K.: Specifcation of the Social Force Pedestrian Model by Evolutionary Adjustment to Video Tracking Data. Advances in Complex Systems, Vol. 10, No. 2, 2007, pp. 271288. Moussad, M., Perozo, N., Garnier, S., Helbing, D., Teraulaz, G.: Te Walking Behaviour of Pedestrian Social Groups and Its Impact on Crowd Dynamics. PLoS One, Vol. 5, No. 4, 2010. Rose, A., Schwander, C., Czerkauer, C., Davidel, R.: Space Matters, ARCH+ 189, 2008. Schaur, E.: Ungeplante Siedlungen / Non-planned Settlements, Charakteristische Merkmale, Wegesystem, Flchenteilung. Universitt Stuttgart, Institut fr Leichte Flchentragwerke -IL-. Krmer, Stuttgart, 1992. MediaCity: Interaction of Architecture, Media and Social Phenomena 201 Large Screens and Small Screens: Public and Private Engagement with Urban Projections Geofrey Shea Associate Professor Ontario College of Art & Design University gshea@faculty.ocad.ca Michael Longford Associate Professor York University Longford@yorku.ca
Introduction Urban screens, including large public displays have the potential to dramatically alter our built environment. Moving images, animated text and video are increasingly prevalent on elevators, train platforms and roadside billboards. Moreover, the ability to interact with these screens played out in Hollywood flms such as Minority Report is quickly becoming a reality with the incorporation of Bluetooth, RFID, GPS and gesture based inputs enabled accelerometers built into the current generation of handheld devices that include remotes for gaming, smart phones, and tablets. However, the exploration of urban screens as a site for more complex forms of social interaction continues to be concern primarily for artists and critical designers and fuels discussions at events such as the Media Facades Festival, Urban Screens, Future Everything, and this conference. MediaCity: Interaction of Architecture, Media and Social Phenomena 202 Although the feld of inquiry is broad, in this paper we will focus on one specifc emerging trend the co-existence of large public shared screens, and small private personal screens, and how the two are increasingly able to interact. Our refections are based on our experiences co-developing an multiuser interactive experience for installation in public spaces called Tentacles. 1 Tentacles is both a large, responsive projection environment that displays avatars in a shared space, and a unique application for the Apple iPhone/iPod touch that turns the device into a remote controller. Together, these two features of Tentacles enable individual viewers, players or passersby to participate in a multi-user, location-based, game-like experience projected into public spaces. Tentacles has been presented in urban environments, indoors and out, projected onto walls, and giant outdoor screens on the sides of buildings. Players are immersed in an inky pool of darkness found deep near the ocean foor and interact with one another Each by controlling a squid-like life form while in search of life- sustaining micro-organisms. MediaCity: Interaction of Architecture, Media and Social Phenomena 203 Play & Interaction One of our objectives for Tentacles was to create an ambient play environment in a public space something without a beginning or an end that participants could join and leave spontaneously. By public space we are referring to a locale where many, otherwise unrelated individuals are able to view and interact with a common moving image. A gallery faade on a city street, screens at flm festival party, the sides of buildings or large-scale screens and public display boards found city squares are possible locations for Tentacles. But in each case, it is important that the viewer/ player be aware that he or she was sharing the experience of viewing with others, ofen in the context of a crowd. Tis locativity or specifcity of location ensures that there is a parallel social metaphor. Te life forms on the screen participate in a play of interaction or avoidance, which could be mirrored by the life forms standing in the street. Tis public being and public action, which operates on diferent levels, but in immediate proximity to one another is a base requirement of the Tentacles experience. Although Tentacles shares some features with games, we didnt want it to look or act like standard console based games and in this initial iteration weve tried to avoid standard gaming conventions. Tere are no levels, no overt objectives, no winners or losers. We approached the interaction design by spending time looking at old high school biology flms of the blood stream and circulation systems and then we turned our attention to the micro-organisms and other creatures living in perpetual darkness at the bottom of the ocean. Te movement and behaviours exhibited by these creatures served as a spring-board for discussions about what kinds of behaviours and interactions we could adopt in building a shared experience. MediaCity: Interaction of Architecture, Media and Social Phenomena 204 Fig. 1: Tentacles installation. Nuit Blanche, Toronto, 2009. MediaCity: Interaction of Architecture, Media and Social Phenomena 205 Our hope was, through interaction, the experience would inspire a kind of spontaneous public performance. Operating from within the crowd, viewers (or players) had the opportunity to step onto the stage of the projected environment to display themselves in action, engaged with other virtual creatures. Text messages within the system, for example, are not sent to each others private, small screen view, but rather are posted to your public, large screen self. Similarly, the way that movements, gestures and displays become part of this spontaneous public performance is suggestive of the activity on a dance foor, where typical rules about decorum, reservation, engagement with strangers and physical contact are suspended. A private, gestural experience is amplifed publicly as a by-product of being within a crowd, as opposed to being a self-conscious performance staged for the beneft of the viewer. Here, in Tentacles, the diferentiation between viewer and participant is efaced. Play is presented as a free-form, creative activity a childlike enthrallment with exploration, skill-learning and sharing. Games, or rule-based play, emerge later in life and becomes the standard in the adult world. Tis dichotomy between structured and unstructured play is further explored in other mobile phone controlled presentations, such as PLAY: Te Hertzian Collective 2 by one of the authors. Tere the metaphor is continued by overlaying the additional concept of playing music to further highlight the creative potential of large screen / small screen experiences. MediaCity: Interaction of Architecture, Media and Social Phenomena 206 Fig. 2: Tentacles iPhone interface & projection. MediaCity: Interaction of Architecture, Media and Social Phenomena 207 Field & Figure Another way to consider the relationship within the large screen / small screen experience is to consider the large screen the feld (background or environment) and the many small screens the fgures (agents or citizens). Tis metaphor is not perfect, since the players avatars are displayed on the large screen as they are being controlled from the small screens. While the small screen does aford an alternate view of the players engagement with the environment, it is more like a dashboard or a cockpit. Te private interface view includes steering and speed and controls for displaying messages on the large screen. But the feld and fgure metaphor comes to life with the structure of the accompanying musical score. In addition to the visuals, we also built sound components including a background soundtrack that plays in conjunction with the large screen augmented by a library of smaller musical elements, which play asynchronously on the small screens. Your device springs to life, emitting sounds which complement or run counter to the musical soundscape, calling to and enveloping passersby and proliferating as more people participate in the game. At this point players and non-players become acutely aware that the creatures on the large screen represent participants who are in the crowd all around them. Te multiple sound sources, like the multiple participants holding onto their small devices, combine to form one single social entity, which is only partially revealed on the large screen in front of them. MediaCity: Interaction of Architecture, Media and Social Phenomena 208 The Experience Tentacles transforms the phone into a kind of remote control that allows you to interact in real time with primitive, hybridized creatures, whose bodies are created from a library of ink blobs, organized in ways that mirror each other not unlike a Rorschach test. Together they reveal layered references to the organic, the analogue and the digital. In terms of the user experience, people are immediately engaged by our sense of wonder at the magic of radio waves enabling us to interact in real time from a personal handheld device with a public projection in an architectural space. Te interplay of scale the small screen in the palm of your hand contrasted with the large public screen on the facade of a building parallels other core human experiences. Te intimacy of touch, for example, is threatened by the supremacy of projected, broadcast visual stimuli, while the screen the sign forms a kind of text waiting to be read. Your personal space simultaneously shrinks and expands as the tiny gestures you make with your fngers are magnifed for all to see. Public and private stand in stark contrast, highlighting dichotomies like wireless and wired, perception and cognition, knowing and being. In this way, the sharing of space on the large screen and the non-sharing of the small screen immediately throws us into a consideration of identity. On one hand our creatures are an element in a world, a member of a community. Tey participate in an accelerated life cycle born with the click of a button, they glide through a fuid environment, eating, occasionally entangling with the other creatures around, by accident or design. With another click of a button, they expire and explode into hundreds of tiny particles, ready-made food for those around them. On the other hand, their individual identity is rooted outside of the large screen environment, steered and directed by an invisible other. MediaCity: Interaction of Architecture, Media and Social Phenomena 209 Why iPhone/iPod Touch? Te larger screen, the easy-to-use touch screen interface employing a variety of gestures, the sofware developer kit that included a combination of drag & drop GUIs, templates, and code prompts to help you learn how to develop applications for the phone were all key motivators for adoption for the adoption of the iPhone / iPod Touch. But by far the biggest incentive was the creation of the App Store, which allowed us to leap over the mobile service providers and telecommunication companies gaining direct access to audiences. One of the biggest hurdles we faced in previous projects was the inaccessibility and lack of distribution networks for the applications we created. Prior to the App Store we needed to partner with service provider who, in Canada at least, showed little appetite for content creation, production, or distribution produced by small independents. 3
Particularly, content that was in part born out of an artistic, cultural or research context. At the same time, however, we recognize the App Store is also a proprietary network over which Apple exercises complete control, which raises issues related to corporate control, US government regulatory policies, and concerns regarding censorship and surveillance. Conclusion Te use of a single, large-screen display for a shared, real-time, social activity has presented numerous technological and social research opportunities. For example, a contrast has emerged between typical online anonymity and on-site engagement with other participants. Also, the reliance on a specifc mobile phone platform (iPhone / iPod touch) and their attendant data service plans or network requirements has necessitated specifc MediaCity: Interaction of Architecture, Media and Social Phenomena 210 presentation strategies such as providing devices to would-be players, and implementing free Wi-Fi in the immediate area. In creating Tentacles the researchers chose to divide the interactive experience between what was shared publicly on a large projection screen and what was revealed solely to each participant on their own device screen: public and private expressions emerging simultaneously within any given individual in a shared environment. Our experience with this strategy suggests that large screen / small screen interactions, mirroring public / private interactions, will play an increasingly important role in urban, media experiences, and that the built, architectural environment will need to refect this and incorporate the potential of this emerging medium. Endnotes 1 Tentacles is an ongoing project co-developed by Michael Longford (Mobile Media Lab, York University), Rob King (Additv), Geofrey Shea (Mobile Experience Lab, Ontario College of Art & Design). Initial funding for Tentacles was provided by the Consortium on New Media, Creative, and Entertainment R&D in the Toronto Region (CONCERT), support from the Ontario Media Development Corporation, and with the participation of Apple Canada. (http://www.tentacles.ca) 2 Play: Te Hertzian Collective is a sound and video installation controlled by viewers through their mobile phones. A rich collage of naturally occurring visual rhythms and a spoken text explore schoolyard games: the structured and unstructured play invented by children during the loss of innocence that accompanies growing up. 3 In contrast to this, over the past ten years telecommunication giants in Canada such as Bell Globemedia, now CTVglobemedia and Rogers Media Inc. have been purchasing radio and television assets and have recently begun to roll out mobile products and services. MediaCity: Interaction of Architecture, Media and Social Phenomena 211 Creativity, Knowledge, Engagement: Keys to Finding the Right Governance Model for a Regional Community Precinct Kirralie Houghton Marcus Foth Greg Hearn Urban Informatics Research Lab Queensland University of Technology Brisbane, Australia www.urbaninformatics.net Abstract Tis paper investigates the Cooroy Mill community precinct (Sunshine Coast, Queensland), as a case study, seeking to understand the way local dynamics interplay and work with the community strengths to build a governance model of best ft. As we move to an age of ubiquitous computing and creative economies, the defnition of public place and its governance take on new dimensions, which while ofen utilizing models of the past will need to acknowledge and change to the direction of the future. Tis paper considers a newly developed community precinct that has been built on three key principles: to foster creative expression with new media, to establish a knowledge economy in a regional area, and to subscribe to principles of community engagement. Te study involved qualitative interviews with key stakeholders and a review of common practice models of governance along a spectrum from community control to state control. MediaCity: Interaction of Architecture, Media and Social Phenomena 212 Te paper concludes with a call for governance structures that are locally situated and tailored, inclusive, engaging, dynamic and fexible in order to build community capacity, encourage creativity, and build knowledge economies within emerging digital media cityscapes. Introduction Our study site in regional Queensland is a newly developed community precinct. Te project aspires to best practice in environmental, building, and landscape design, by implementing master plan guidelines and strategies that foster creativity, knowledge, and engagement as the three core principles of the development. Tese three aspects align with the three main elements of the precinct: Te heritage listed and now refurbished Timber Mill with boiler and kilns; an old factory that is now a multi-arts and interactive media facility; and the newly built library building completed in 2010 featuring state of the art network and media technology. Te Board was established by the local community and the local government in late 2004, to advise on the management, planning and development of the site. Tis group has been responsible for creating the strategic vision and implementing the master plan. As the construction of the site is being completed, the Board is looking for best practice models for the continuing governance of this new interactive precinct, and for ways to ensure the local community is engaged not just in decision making but also in ongoing activities enabled by the new media facilities. As the Board considers the issues associated with the ongoing management of this connected place, our paper explores the process of developing a suitable governance structure for the management of the interactive MediaCity: Interaction of Architecture, Media and Social Phenomena 213 media and local community spaces. Te site calls for a consideration of community engagement opportunities aforded by social technology, digital augmentation and locative media, that this paper will discuss with a view to allow for future re-interpretations and re-inventions of the site and its technical facilities by local residents, even afer the construction process itself has been completed. Afer reviewing models of place governance and community capacity, the paper frst describes the site and its actors or stakeholders, particularly the advocates and champions who drive the community and make things happen in creative and innovative ways. Tese are the socio-cultural animators (Foth 2006) who interact with local groups such as students from high school, the wood workers club, community services, the library, business people, and members of the local government. Secondly, analysis of interviews with these socio-cultural animators then informs our discussion of a community engagement model that moves through a cycle from decision making and active use to refective feedback. Trough this cycle, community capacity is being built to develop a resilient, capable, informed, and self assured community. Tree key factors were identifed as crucial values in this model, and as such also for the precincts development and its ability to collaboratively envision its future direction. Tey are: creativity, knowledge, and engagement. Terefore, they represent the cornerstones of the governance structure for the site. Tirdly, in order to determine the most suitable model of governance, the components of three models are compared in light of their best ft with the needs of our study site. Te frst is the Advisory Committee Model, where local government takes on the role of management with a community advisory committee providing the strategic direction for programming MediaCity: Interaction of Architecture, Media and Social Phenomena 214 and development. Te second is the Not-for-proft Private management Company with a board of directors as successfully implemented for Bryant Park, New York, USA. Tird, we review the Ambassador Program as used in Denver, Colorado. Our comparison evaluates these basic models against their compatibility with the sites aspirations to innovatively employ social technology, digital augmentation and locative media for community engagement. A question/answer flter system was used to shape a model that refects best practise in open governance, and suits the needs of the local community. Further, it is expected that over time the use and management of the space will evolve in a dynamic way and according to the lived experience of local residents, which the governance structure has to account for. Tus our paper presents a working model of place governance that promotes community engagement in the management of interactive media and public spaces and ultimately, in the development of vibrant connected places. Literature Review Governance of place It is said that about eighty percent of the success of any public space can be attributed to its management and no matter how good the design of a space is it will never become a true place unless it is cared for well (Kent 2001,13). Getting the management and governance of a place right is a vital element therefore in determining the success of any place and as relevant for MediaCity: Interaction of Architecture, Media and Social Phenomena 215 innovative and creative precincts as a grocery market. Te key being an open engagement with the community who will animate and activate the space which Kent & Schwartz call the incremental steps that incorporate feedback and accommodate unexpected energies and opportunities (Kent & Schwartz 2001, 10). OToole and Burdess (2004) highlight the two aspects to governance being; governance as structure and governance as process. Where governance as structure is an organizational or institutional arrangement of actors and governance as process where there are a myriad of processes which defne how governance occurs. OToole and Burdess point to a vital question and one that weighs heavily in this discussion can it be assumed that if the organizational structure is right that it will be a solid governance model, or as the opponents of such a thought suggest: is governance actually the dynamic outcome of social and political actors and therefore a dynamic need to be addressed (OToole and Burdess 2004). Tis consideration of the governance function will consider the totality of interactions, in which public as well as private actors participate (Kooiman 2003). Trough this process of governance a focus on creating societal opportunities is sought attending to the institutions as contexts for these governing interactions; and establishing a normative foundation for all those activities (Kooiman 2003). Taking Kooimans perspective that governance can be seen as the totality of theoretical conceptions of governing, (Kooiman 2003) this paper explores the relationship between the actors within the community who provide opportunity, leadership, innovation and ownership to the question of local governance of the Lower Mill site, Cooroy as a case study of innovative, creative, knowledge precincts. MediaCity: Interaction of Architecture, Media and Social Phenomena 216 Both governance as structure and governance as process should be considered in this modeling process. Tere are four key qualities which Kent and Schwarts ascribe to good places, and the vision of how these qualities come together to create a place are relevant to the construction of a governance model which looks at the longevity, function, capacity and appropriateness of the vision. Tese four key qualities are accessibility, activities, comfort and sociability (Kent & Schwarts 2001). Te actors or stakeholders who play leading roles (as well as the minor roles to some extent) have a part in developing collective ownership and interplay between each other to animate the space and to develop it as it evolves into a place with local, community meaning. From the outset these relationships should be acknowledged. Kooiman (2003) suggests, in the governance perspective it is assumed that governing interactions also have to be refected in its conceptualization (p3). As Kooiman goes on to discuss there are a range of governing eforts or actions that involve diverse actors, such as government, business, creatives and community, and there is an interplay of actions and roles on several diferent levels. Te process of governing and the issues around governance can involve both public and private entities they are frequently shared and governing over various societal actors whose relationships with each other are constantly changing. Te role of traditional government can be seen to shif to a role of facilitator and as co-operating partner (Kooiman 2003, 2). Tis shif is inline with trends to see more open and accountable government, enhanced by our ready access to information in the form of new media that creates an MediaCity: Interaction of Architecture, Media and Social Phenomena 217 expectation that information is always available. It directs government into a role of managing interactions and interplays that are required to allow creation, innovation and inspirational places to evolve, within the process treating the governing actors on an equal basis. Management structure needs to be capable of exerting formalized and authoritative infuence in order to retain functionality and implement decisions. Te governance approach focuses on the interactions taking place between the governing actors within social-political situations. Tese interactions give human actions their irreversible and unpredictable character as attempts are made toward understanding diversity, complexity and dynamics of these situations. (Kooiman 2003, 7). A model is proposed that identifes components of social capital such as trust, commitment and identity, associationalism, civic participation and collaborative problem-solving. Tese concepts are then theoretically linked to efective governance (Veenstra and Lomas 1999). Community capacity Te ability of a community to respond to problems and, indeed, to take advantage of government policies and resources is termed its community capacity. Te attainment of a level of community capacity is mediated or constrained by conditioning. (Armstrong,Francis and Totikidis 2004, 3). Of particular relevance to the creative precinct of the Cooroy Mill Site is the structure of opportunity and the density of acquaintance along with the distribution of resources, that is, the means or strategies to enhance or maintain capacity are the central concerns in the development of a suitable governance model. MediaCity: Interaction of Architecture, Media and Social Phenomena 218 Resources alone are not the only measure of success or the determining factor, nor do they necessarily mean a higher level of community capacity or social capital. It is as Armstrong et. al. (2004) point out a combination of factors being the resources, networks and characteristics of the place and its networks of actors, along with the dynamics that is the bonding, bridging and relationships between these actors or interplay between them which determine outcomes. Tese outcomes can be positive or negative and may build community and add to cohesion and productivity or where there is a lack of bridging they may have a negative impact and breakdown community capacity (Armstrong,Francis and Totikidis 2004, 4). It was noted that the most efective committees were chaired by someone who was a champion gathering resources from their council, generating a lot of enthusiasm from members and chairing committees which were active, met regularly and felt a sense of achievement (Armstrong,Francis and Totikidis 2004, 4). A champion may also be in take the role of coordinator or curator who drives activates and energises the space, drawing the community and stakeholders with them in the use and attachment to the place. Cavaye has an interesting refection on a community approach to governance which he calls Engagement governance. He sees it as a new way of looking as our assumptions, the structures and culture about how we frame or construct the work of government, saying Te central perception is the view of government not as a provider, but as an enabler of vibrant communities. In that regard, community engagement has the potential not to challenge government, but to enhance it (Cavaye 2004). Tis shifed view is much more about a partnership and shared ownership than a dismissal of one or the other as irrelevant or not involved. If this MediaCity: Interaction of Architecture, Media and Social Phenomena 219 approach were to be plotted on Arnsteins (1969) Ladder of participation (see Figure 1), it is reaching for a degree of citizen power, partnership, delegated power or possibly even citizen control at the highest level. With citizen power comes a sense of involvement, engagement and ownership. Figure 1: Arnsteins Ladder is Citizen Participation MediaCity: Interaction of Architecture, Media and Social Phenomena 220 Context and Setting of the Case Study Site Careful planning, creative design and community engagement from the outset combine to create an innovative mix of heritage, community facilities and interactive digital media in the burgeoning creative precinct of the Lower Mill Site on the Sunshine Coast in a small township of Cooroy. Te development of the former Timber Mill and surroundings aspires to best practise in environmental, building, and landscape design, by implementing master plan guidelines and strategies that foster creativity, knowledge, and engagement as the three core principles of the development. Te project has brought together a diverse set of stakeholders including the Mill Site Board (a local community group formed to preserve the Mill site as a community asset and heritage legacy), Queensland University of Technology, Sunshine Coast Regional Council, and Arts Queensland through funding administered by the Queensland Writers Centre. Engagement has included a wide range of the community with local school students participating in design exercises in Second Life (Mallan et al. 2010; Foth et al. 2009), digital heritage narratives recorded from former mill workers (Wiesner et al. 2009), and local artists working with the community. Te case study is the Lower Mill Site in Cooroy, located on the Sunshine Coast Hinterland, Queensland, Australia. It was developed as a project in conjunction with the Regional Council (the local government), a partner in the grant that supports this study. Te Regional Council is in the process of redeveloping the Lower Mill Site that was formerly used as a timber mill. Te vision for the new site is to develop and sustain MediaCity: Interaction of Architecture, Media and Social Phenomena 221 facilities [...] for present and future generations of the community with balanced consideration to history, culture, education, arts and economics (http://lowermillsite.com.au). Te site is now well developed and the master plan has seen the development of a new library building, as well as the renovation of heritage-listed buildings that formed part of the timber mill precinct (Fig. 2, 3, 4). Te building of a former butter factory, now redesigned as a performing arts centre, is located within close proximity and is incorporated into the precinct. Te Lower Mill Site will eventually house many community groups and has two heritage listed buildings from the original sawmill as its centrepiece. Figure 2: Restored Kilns and Woodworkers Cottage. Source: mysunshinecoast.com Te Mill Board was established by a group of local business and community members who saw that the former mill site represented an important opportunity for socio-cultural and economic development for the MediaCity: Interaction of Architecture, Media and Social Phenomena 222 community and that the site should be retained in community ownership for the support of the community and as a hub of the local region. With a well established arts centre in the refurbished Butter Factory adjoining the site it lent itself to a creative arts precinct. Te local government authority and Mill Board both explored potential uses for the site, being particularly keen that the principles of a development informed by the pursuit of creativity, innovation and knowledge be employed. COOROY LIBRARY AND GLOBAL CONNECTION CENTRE (EXISTING) DISPLAY LAWN DISPLAY LAWN LOWER MILL WOODWORK COMPLEX Refer Detail Area 1 M A P L E S T R E E T M A R A R A S T R E E T
RIPARIAN CORRIDOR Supplement existing vegetation with native riparian tree planting Figure 3: Cooroy Library Figure 4: Lower Mill Site Masterplan Te Council was interested in exploring new ways to engage diverse and traditionally under-represented sections of the local community, such as young people. Research projects at the site have included involvement of young people from the local school becoming involved with the design and planning of the site and their engagement with other local stakeholders of the site to share the heritage and future of the site (Mallan and Greenaway 2010). In addition to the engagement activities at the local high school, the local government authority also established an initiative to employ specifcally selected artists-in-residence (called Neos) to foster community, culture and commerce the 3C Model, (McQueenie, 2005). Te objectives were to develop local content in various forms and with various applications with MediaCity: Interaction of Architecture, Media and Social Phenomena 223 a focus on local stories, education and writing in the digital environment; to innovate in the uses of community spaces and take advantage of the media and community engagement facilities of the Lower Mill Site; and to assist in the development of socially engaged creative businesses and jobs in the creative industries by employing local and national creative professionals from across the disciplines of writing, new media, and community cultural development. Tis initiative, called Neo-Geography, was to pilot and evaluate the 3C model as a way to strategically link communities, creativity and economic development in a non-metropolitan area of Australia. Te Neos work on locally designed community projects based on digital or locative media, narrative and writing. Each Neo will defne and generate a project which engages schools, community groups, local government programs or a range of other creative professionals. Te specifcs of each project will be locally determined by the Neos and project partners. Te Neos have been based at the library and work with local community groups of the Sunshine Coast. While their projects have sought creative ways to engage with community and activate a sense of place, there is another key aspect of their involvement that revolves around a fundamental new understanding of the Arts and that is the issue of entrepreneurship in the creative industries. As such, this initiative seeks to redefne the relationship between community, culture and commerce in a regional context. Voices of the Socio-cultural Animators Te precinct and the projects that have been enacted within the space involve a variety of socio-cultural animators (Foth 2006) who interact with local groups such as students from high school, the wood workers club, MediaCity: Interaction of Architecture, Media and Social Phenomena 224 community services, the library, business people, and members of the local government. Tere have been several animators working with diferent groups within the community and our study undertook to interview several of these hands-on creative practitioners about how they see the management of the precinct evolving and how those governance structures serve to activate the place and engage the local community. Tese voices make visible the sof infrastructure of the precinct which is just as relevant as the buildings and digital media infrastructure in understanding how the precinct is evolving. Strong themes about the accessibility, cost versus community and curation of the site emerged. Also issues such as the energy and personality of the appointed manager at any point in time took a more prominent focus than which entity government or private was in control. Tis concentration of the process rather than structure was consistent amongst the Neos working in the precinct. the whole precinct should have an artistical [sic] creative director I would think but an overall director for the whole precinct that didnt have a single agenda for visual arts or music performance but was across the spectrum... as far as delivering a creative program for the precinct. Te dynamic of the curator or manager was identifed as vital for a centres vibrancy beyond the facilities or funding. It was noted that there had been an earlier curator for the Butter Factory art space who had been able to do wonderful things. were you there when Rosemary was there? Wasnt she great! we used to go out in the middle of the night, no the middle of winter for concerts and MediaCity: Interaction of Architecture, Media and Social Phenomena 225 things, and there were no facilities whatsoever and now its all ofces and bookings and I dont know its just not a vibrant place Another element of the prior success of the Butter factory was the community involvement and ownership. Te next quote also identifes another issue for the governance and management process that is the values of being community driven and that the loss of burn-out: people in that community ran the space, and it had lots of problems because it never had any funding and people got burnt out, but it always was a really creative space, it was a place where artists met, where artists were involved, and where lots of creative things happened Te potential for media technology precincts like Cooroy to be a hub for the community and an opportunity for youth and community to access technology in new and exciting ways was noted by respondents along with the dangers of limiting accessibility or letting dollar determinants exclude those least able to pay. One respondent observed: thats obviously the biggest issue for managing a venue like that in a regional area.. is that accessibility factor especially young people who have.. great opportunity to get in there and use this equipment but it gets booked out by all these other people. Tere was a general sense amongst respondents that the overall project as it had been developed and implemented so far was positive. Its been great for Cooroy and I do see a lot of positives things in the library. I know I am critical of the design it could have been done much better, but, uhm for that small community to have a fabulous library like that, the library has been wonderful a lot more people reading books a lot MediaCity: Interaction of Architecture, Media and Social Phenomena 226 more kids being there in the afernoon, kids just come there because they want to play games on the computer Te attraction of technology for young people was also a common theme and supported by respondents. Te sites ability to attract and provide for young people was seen as its strength and part of the value that it adds to the community. Also more generally the value to a wider community was strongly espoused along with the potential for the precinct to be a place for community and youth. I would like to see it as more of a community space where youth groups could accessibly go and do performances and workshops there Te potential of the site and the new spaces created within in it was commonly articulated in a very optimistic light: it is heading in the right direction it will be interesting to see where it goes in the next couple of years Te space itself is a example of what I would like to see on the Sunshine coast, which is more buildings like that which are open to the community. I think it is a prime example of what we want, and I just love it. Governance Models Te traditional method of managing community spaces in Australia has been within a local government structure, utilising an advisory committee model. Tis structure would involve a committee consisting of community representatives of the identifed stakeholders or actors. Te level of involvement in the day-to-day management varies depending on the level MediaCity: Interaction of Architecture, Media and Social Phenomena 227 of authority or delegation that the Council afords the group. Te advisory board sends recommendations back to council for authoritative decisions to be made and maintenance costing and management is handled within the Council business. It is interesting to note that the J Arts Precinct, a local government run facility within the same region as Cooroy, was seen to have allowed the pressures of fnancial returns and measures of return for money drive the management and programming of the site. Te second model is the not-for-proft private management company model. Tis model has been very successfully implemented in Bryant Park, New York. It see the development of a company which is accountable to all aspects of maintenance and programming of the park and its activities. But using this model the concerns of daily management including raising funds falls to the corporation. Te viability of the space will depend to some degree on the entrepreneurial abilities of the members of the board and their connections. Tis push into the competitive sphere of economic returns is not necessarily a negative but must be weighed in light of the concerns raised by respondents about the loss of the community accessibility in the pursuit of economic viability. Creating opportunities for the inexperienced artist or sound engineer or other creative taking the initiative to use the space carries a risk factor higher than the well established experienced performer, but encouraging that talent, can stretch boundaries of creativity and push innovation in new directions. Te risk with the not-for-proft model is that fnancial pressures could result in limitations. Te Ambassador model is another governance model for community space that is used in Denver, Colorado. Te ambassador program is managed under the Te Downtown Denver Partnership, Inc. that defnes itself as a non-proft business organization that creatively plans, MediaCity: Interaction of Architecture, Media and Social Phenomena 228 manages and develops Downtown Denver as the unique, diverse, vibrant and economically healthy urban core of the Rocky Mountain region structured in a similar way to a main street program or local business people collectively form a community organisation to develop or encourage a collective support their local community and economy. Te ambassador program is a sub-program or falls under the umbrella of the Downtown Partnership as a community feedback committee. Te following matrix provides a means of displaying the values and strategic objectives for a project and weighing them against the potential models for comparison. Strategic Objectives Council -Management under Community Assets Ambassador Program: supported management Not-for-Profit Model: self managed Community Involvement in management Limited to identified stakeholders additional measure required if further community involvement is required Ambassadors see there role as connecting with the community and feeding back community needs to council or not-for profit organisation - mediators Community Run community empowered. Need to ensure it is not hijacked by vested interests Feedback mechanism Formally through council letters, councillors, community representative, addressing meetings Via ambassadors, to committee, To company, through formalised feedback channel, through membership of NFP Community access and ownership Councils/ Local Governments often seen as disconnected to community. Would need to actively work at building community connection and ownership Sense of link to space and ambassadors actively trying to build connection and ownership Highest level of community ownership opportunity to buy in and support Community Energy personality to take on the role Need to seek right person energy within Council framework, no community control on selection or direction of Council staff Group of people can support and energise each other Need to seek right person in a project management, capacity. There is scope to build a team with energy and commitment Government Responsibility High medium Low Financial returns Need to see financial returns and value for money needs a measure to report back to council Role as a community facility clearly established financial viability and accountability still relevant Seek sponsorship and support, financial viability of activities. Push to creative entrepreneurial and financial return. Further development of & Commitment to Technology Depends on Council commitment subject to change with re-election Can be built into ambassador structure Can be strongly supported as focus, will depend on which parties for the N-F-P. Identity of the site Branding Would need to consciously develop branding, specific to site and separate to council especially given the large regional nature of council Ambassadors can be part of the branding process. Strong word of mouth connections Strong emphasis put on Branding and specific unique identity Activity at the site Programmed and managed within Council Ambassadors seek out community input for programming Constant need for activity to justify company and its relevance
Table 1: Evaluation Matrix More questions could be added to this matrix and it should closely identify the aims, visions, objectives or goals of the space to be governed. MediaCity: Interaction of Architecture, Media and Social Phenomena 229 Stakeholders and community should have a lead role in assessment of the matrix outcomes and weighting of the comparative boxes. Te end result may be to hybridise or massage one model to the best ft for the particular circumstances. Cooroy Mill Board have chose incorporate their Mill Board and utlising the energy and commitment to the site that this group frst initiated to direct the future of the site. Te Council has been a major support in this process and while there are council ofcers on the incorporating board it is also strongly represented by many diferent stakeholders within the community. Te drive to see this site connecting with the community of Cooroy and moving it into an exciting future is prominent within the group. there is just the last block lef, we want to see some knowledge based development there a partnership with a uni would be great By incorporating and working as a not-for-proft group, they are able to generate funding and activities to ensure that the vision of the place is maintained as well as its economical sustainability. Conclusions Te community has grown up, the community has gotten bigger, the community has grown up (study respondent). Communities do change and the needs and requirements of a place will also change, in the age of digital, ubiquitous computing some of these changes are occurring at an dizzying velocity (McQuire 2008 p.3). But some fundamental elements of good communities and good places MediaCity: Interaction of Architecture, Media and Social Phenomena 230 remain the same. Building community capacity to support itself, to encourage creativity, innovation and build knowledge, still remains a vital component of an engaged and healthy community. It can be seen however that whichever model of governance a community chooses the role of governance as process and governance as structure should be taken into account. Governance should also be open to engage and communicate with community, not always in terms of structure but certainly in terms of the process. Tere are new and creative ways that new media are being used or could be used that provide a means opening up discussion and engaging underrepresented or disinclined community groups but that is an area for further research not within the scope of this work. Further it is expected that over time the use and management of the space will further evolve in a dynamic way and according to lived experience, which the governance structure has to account for. Whichever governance model is suited as a best ft needs to incorporate a system of review and fexibility to take on these opportunities and embrace their potential. Acknowledgements Tis research is supported under the Australian Research Councils Linkage Projects funding scheme (project number LP0882274). Associate Professor Marcus Foth is the recipient of a Smart Futures Fellowship supported by the Queensland State Government and National ICT Australia. Te authors would like to thank the study participants and our partner organisations: the Regional Council, the Queensland Writers Centre, the local high school and the members of the Lower Mill Site Board, for supporting this research project, as well as the Media City 2010 MediaCity: Interaction of Architecture, Media and Social Phenomena 231 conference committee and the anonymous reviewers for valuable comments on earlier versions of this paper. Special thanks to key stakeholders and project members: Bhishna Bajracharya, Christine Ballinger, Kate Eltham, Ruth Greenaway, Ian Haycrof, Helen Klaebe, Samantha Littley, Kerry Mallan, Megan Marks, John McQueenie, Evonne Miller, and Courtney OConnor. References Armstrong, A., R. Francis and a. V. Totikidis. eds. 2004. Managing Community Governance: Determinants and inhibiters. 18th ANZAM Conference, Dunedin, 8 - 11 December 2004. Dunedin. Arnstein, S. R. 1969. A Ladder of Citizen Participation. JAIP 35 (4):216-224. Cavaye, J. M. ed. 2004. Governance and Community Engagement - the Australian experience in participatory governance: . Edited by. M. M. a. R. S. W.R Lovan, planning confict mediation and public decision making in civil society. UK: Ashgate Publishing. Foth, M. 2006. Sociocultural Animation. In Encyclopedia of Developing Regional Communities with Information and Communication Technology., edited by S. a. T. Marshall, Wallace and Yu, Xinghuo Hersey PA: Idea Group Reference (IGI Global). Foth, M., B. Bhishna, R. A. Brown and G. Hearn. 2009. Te Second Life of urban planning? Using neogeography tools for community engagement. Journal of Location Based Services 3 (2):97 - 117. Kooiman, J. 2003. Governing as Governance. London: Sage. Mallan, K., M. Foth, R. Greenaway and G. T. Young. 2010. Serious playground: Using Secondlife to engage high school students in urban planning. Journal of Learning, Media and Technology 35 (2):203-225. http://www.tandf.co.uk/journals/titles/17439884.as... Mallan, K. and R. Greenaway. 2010. Radiant with possibility: Involving young people in creating a vision for the future of their community. Futures. http://eprints.qut.edu.au/29743/. McQueenie, J. 2005. 3Cs- Community, Culture and Commerce. In Museums Australia Conference Melbourne, 1-4 May, 2005. McQuire, S. 2008. Te Media City Teory Culture and Society. London: Sage Publications. MediaCity: Interaction of Architecture, Media and Social Phenomena 232 OToole, K. and a. N. Burdess. 2004. New community governance in small rural towns: in Australian experience. Journal of Rural Studies 20:433 -443. Veenstra, G. and a. J. Lomas. 1999. Home is where the governing is: Social capital and regional health governance. Health and Place 5 (1):1 -12. Wiesner, K., Foth, M., & Bilandzic, M. 2009, Nov 23-27. Unleashing Creative Writers: Situated Engagement with Mobile Narratives. In J. Kjeldskov, J. Paay & S. Viller (Eds.), Proceedings OZCHI 2009 (pp. 373-376). Melbourne, VIC: Te University of Melbourne. MediaCity: Interaction of Architecture, Media and Social Phenomena 233 Urban Overlay Some preliminary remarks on technical solutions for nontechnical problems Martin Kohler HafenCity Universitt Hamburg Kai von Luck Hochschule fr Angewandte Wissenschafen Hamburg Jens Wille Ubilabs Hamburg Abstract Te restructuring of global cities big urban developments like the HafenCity in Hamburg, the restad in Copenhagen or the Abandoibarra in Bilbao have been faced by a special challenge: Usually these projects are realized by private enterprises as developers that extinguish afer a certain lifespan leaving a working urban area as social and physical neighbourhood. Te emergence of an active community becomes the crucial part in such projects in quite a short time. To initiate and establish these social bonds with the people next door and the urban environment technical solutions as playful and communicate tools will become a major role. Inspired by Scott Snibbe and his social immersive media (Snibbe, 2010) as well as by the Danish Digital Urban Living projects (DigitalUrbanLiving, 2010) we propose technical installations like media facades and social interaction installations for provoking village like settings in high density urban environment. MediaCity: Interaction of Architecture, Media and Social Phenomena 234 In this paper we use the urban background of these projects exemplifed in a case study of the HafenCity with a focus on the typical and special needs of the pioneering residents to refect on thoughts about playful, seemless integrated digital communication solutions to frame the emerging social networks (typically based on blogs, mailing lists and websites). In this we hope to raise questions more than provide answers. Background Development of computer aided socially close relationships appears to be common practise regarding established virtual communities by systems classifed as social sofware (e.g. Facebook, among others). At the same time development of emerging neighborhoods and dedicated groups of residents is of special value for successful urban development and urban regeneration projects. Te commonly observed shif in perception of communes as representatives of an activating state (Harvey, 2000) renders processes of local adaptation and regeneration by its citizens necessary. Tereby their capacity to build neighbourhoods and structures of communication and knowledge accordingly become the center of focus (Chaskin, 2001). Supporting these processes of acquisition and self organisation by social networking systems as location based applications, could be of vital importance for urban development projects as well as improving residents contentedness and quality of life. Feeding such virtual information back into (urban) real world spaces is usually is described as Augmented Reality. Big displays lacking of special interactive abilities already are implemented in public spaces (e.g. Points of Sale as well as ticket machines or interactive information boards) and already are a common part of our cityscapes. MediaCity: Interaction of Architecture, Media and Social Phenomena 235 Besides commercial advertising and business services, experimental civic participation projects (e-Participation) enter public spaces engaging transparent dialogues with residents by embedding relevant information in his/her neighbourhood. Tus improving social communication, civil engagement as well as access to local knowledge (Kingston, 2005). Tis way a close involvement of residents and visitors to a certain location is based on emotional engagement, which not only results from individual internal processes but is also established from external social processes (Emotion (Riger, Lacrakas, 1981)). Insights from the felds of Environmental Psychology reinforce the value of emotional engagement: Local identity, sense of community and social capital are critical aspects/ parts surrounding individuals, promoting development of communities and their physical, social, political and economical aspects. Especially afective binding to locations are capable of inspiring action, since individuals feel motivated to visit, linger, to protect and to improve locations of individual relevance.(Manzo, Perkins, 2006). For this paper the question of how immersive social media strategies can provide solutions to connect complex interactions (movement, distance, gestures) with public space to support community communication as emotionally relevant experience in urban large scale project. MediaCity: Interaction of Architecture, Media and Social Phenomena 236 Case HafenCity, Hamburg Hamburgs HafenCity, one of Europes most unique urban development projects on an area of 157 ha for 12.000 inhabitants and 40.000 work places until 2025. Housing, ofces, retail businesses, and dining and entertainment fuse together with cultural and tourism oriented uses within a close-knit neighborhood. Diferent small-scale urban functions coexist and are associated with the diverse needs of various user groups. Tis creates a new everyday metropolitan culture that is neither characterized exclusively by consumption nor limited to providing a platform for orchestrated urbanity; instead, it produces complex sites of urban encounter. Picture 1: Staged uses and art festivals are important strategic elements in the developing the HafenCity MediaCity: Interaction of Architecture, Media and Social Phenomena 237 Commissioned by HafenCity Hamburg GmbH, a research project explored use and function of public places within the HafenCity. Following ethnographic research methodology the survey resulted in book of photographs complied by six photographers and urban researchers working under the supervision of Martin Kohler during the summer of 2008. Te objective of the research project was to track which patterns relating to use, encounters and visitor stopovers emerged on the streets, squares and promenades of HafenCity. To this end, the researchers observed and photographed the locations around the clock on workdays as well as weekends, documenting what they saw in 17,000 photographs and detailed feld journals. According to social qualitative interviews of residents in the HafenCity the most prominent reason for the decision to move to the HafenCity can be found in starting a new phase of life in a new environment. Te starting of a family, retirement or a new relationship are among the mentioned reasons. Also, most of the residents are embedded in globally spread relations to working partners, family members and friends. Te pioneering motive means a loss of physical interaction and adds to the need of supporting social relations within virtual communities like facebook, linkedin, xing and else. Te Results from the former mentioned ethnographic survey on the use of public places in the HafenCity support this and suggests a distinctive need of exposition the private in public by the residents as part of a bigger play to present themselves and stage a public privacy in this highly popular place (Bruns-Berentelg, et al, 2010). Te fndings of this survey propose spatial clusters of public exposed behaviour and spaces for the everyday activities in which visitors and MediaCity: Interaction of Architecture, Media and Social Phenomena 238 residents seamlessly mix. Te public places (promenades and waterfront plazas) are used to a high degree by sports and consumption activities, photographing and chatting with more or less known people. All of the observed people show a strong sense of being watched and posing for the public within an air of playful leisure time, communicating with diferent aspects of the provided architecture. Another result was the high degree of work in the public spaces that is usually meant to happen in ofce buildings. Business meetings, working on Notebooks and Smartphone and ofcial phone calls infuence the public life in a stronger impact than as observed in comparable neighbourhoods. So we can fnd a type of resident and employees that is mastering digital communication as everyday activity and is in a need of new social encounters. To bring these existing virtual communication into the public sphere will be a strong supporter in the creation of a public sphere where there was none at the beginning. Social software and digital social media Social sofware installations well known in private, virtual settings like facebook, twitter, blogs, fickr etc bringing the shif from publish/consume to participation as mentions by OReilly (OReilly, 2005) as the WEB 2.0 phenomenon become more and more established in relative small, relatively well understood environments like companies (cf. McAfee, 2006) and are discussed under the term enterprise 2.0. Tese activities are supported by results from the computer supported collaborative work (CSCW) approach, resulting amount many others in large interactive displays (e.g. BlueBoard von IBM Research) (IBM Blueboard, 2010), (Russell, MediaCity: Interaction of Architecture, Media and Social Phenomena 239 Gossweiler, 2001) for sharing company and work related information . Displays for highlighting social activities are recently presented e.g. by the Community Mirror project of the UdBW Munich (Ott, 2010), (Koch, 2010). Te sofware company SUN presented specialized social sofware systems for he work related interaction of their knowledge workers. (SunSpace, 2010). Te needs for digital social media and the research questions in this area are recently discussed in (Bry et al., 2010). Picture 2: Stills fom Tree Drops, digital installation by Scott Snibbe (Snibbe, 2009) Localized information and participation systems (e.g. the e-participation system DEMOS of the TUTech Hamburg) have proven the usefulness of these approaches. All these system are based on a top down oriented information based approach, many of them as extensions of geographical information and decision systems or forum based discussion platforms. Tis observation is almost true for innovative examples like the citizen information system, prototypical implemented at Municipality of Bowen Island ( Journeay et al., 2004) or the platform NextHamburg (NextHamburg, 2010) as well. Immersive technologies developed in the arts like the social immersive media experiments of Scott Snibbe (Snibbe, 2010) or the tangible bits proposals by Hiroshi Ishii (Ishii, 2010) show the potential of interactive immersive installations for urban neighborhoods. Elements of the ambient MediaCity: Interaction of Architecture, Media and Social Phenomena 240 assisted living research (e.g. AAL, 2010), especial the context aware systems, could be cornerstones of new installations as well. First steps of converting these proposals into everyday situations were already developed among others at the HAW with the hamburg cubical (Gregor, 2009). In the Ambient Intelligence research lab at the HAW including a 140 qm smart apartment with an integrated usability new gesture based interaction techniques with context aware components are developed. Beside tangible interaction experiments and multitouch installations are camera based gesture detection in the research focus (Roberger, 2008), (Stegelmeier, 2009), (Roberger, 2009), (HAW Ambient Intelligence, 2010). Interactive information and esp. participation systems based on these results should be installed and evaluated in local neighborhood settings as well. Te implementation of social sofware approaches inside an urban neighborhood is in the moment in the starting phase. Especially the specifc conditions of interactive technologies in outside areas, confronting digital less educated people with ubiquitous computing environment pose new challenges on user centered design methods und community centered installations. MediaCity: Interaction of Architecture, Media and Social Phenomena 241 Conclusion Summarizing we do not believe that these technical solutions compensate for a lack of serious urban development in a all its aspects. But by the relocalization of virtual communities into the public sphere a boostering and intensifying efect for the emergence of social bonds is highly assumable. Tese efects will prove to be more long-lasting and sustainable than a sheer city marketing of any kind. Te new types of urban atmospheres and self constructions of the residents beyond the classical private/public dichotomy in the big urban development projects of our time are perfectly suited for playful and less meaningful digital solutions in the public sphere seducing people to act with these interfaces. MediaCity: Interaction of Architecture, Media and Social Phenomena 242 References 3. Deutscher AAL-Kongress, 2010, Berlin Bry et al., 2010. 10041 Manifesto -- Perspectives Workshop: Digital Social Media, Dagstuhl Seminar Proceedings, 2010 Bruns-Berentelg, Jrgen, Eisinger, Angelus, Kohler, Martin, Menzl, Marcus, 2010. HafenCity Hamburg Neue Begegnungsorte zwischen Nachbarschaf und Metropole, Berlin Chaskin, R.J., Brown, P., Venkathes, S. h, Vidal, A., 2010. Building Community Capacity. New York: Walter de Gruyter CommunityMirror, 2010. [online]. wiki.informatik.unibw- muenchen.de/Main/CommunityMirror DigitalUrbanLiving 2010. [online]. www.digitalurbanliving.dk Gregor, Sebastian et al., 2009. Tangible Computing revisited: Anfassbare Computer in intelligenten Umgebungen, Kongress Multimediatechnik, Wismar Harrison, Beverly, Gossweiler, Rich, 2001. Distributed and Disappearing User Interfaces in Ubiquitous Computing, SIGCHI 2001 Workshop Harvey, David, 2000 Possible Urban Worlds. Te Fourth Megacities Lectures, Te Hague HAW Ambient Intelligence, 2010. [online]. www. informatik.haw-hamburg.de/~ubicomp Hwang, J., 2008. U-city: Te next paradigm of urban development. In: M. Foth, (ed.), Urban Informatics: Community Integration and Implementation, Hershey, PA: IGI Global IBM Blueboard, 2010. [online]. http://www.richgossweiler. com/projects/BlueBoard/index.html Ishii, 2010. [online]. tangible.media.mit.edu Journeay, M., MacKinnon, C., Dunster, J., 2004. [online]. Community forum and review of the Snug Cove village plan (Version 5): in search of common ground. Kingston, R., 2002. Te role of e-government and public participation in the planning process, in Proceedings of XVI AESOP Congress, Volos, Greece, July 1014 Kingston, R., Babicki, D., Ravetz, J., 2005. Urban Regeneration in the Intelligent City, Nineth Conference on Computers in Urban Planning and Urban Management, CASA, London, 29th June1st July Koch, M., Ott, F., Richter, A., 2009. Community Mirrors - Using public shared displays to move information out of the box, Suppl. Proceedings European MediaCity: Interaction of Architecture, Media and Social Phenomena 243 Conference on Computer Supported Cooperative Work, pp. 17-18 Manzo, Lynne, Perkins, Douglas, 2006. Finding Common Ground: Te Importance of Place Attachment to Community Participation and Planning, Journal of Planning Literature, Vol. 20, No.4, pp.335-350 McAfee, 2006. Enterprise 2.0:Te Dawn of Emergent Collaboration.In: MIT Sloan Management Review, Jg. 47, H. 3, S. 2028 Ministry of Information and Communication, 2006. u-Korea Master Plan, Seoul Ministry of Construction and Transportation, 2006. Ubiquitous City and Infrastructure Planning.Seoul NextHamburg, 2010. [online]. www.nexthamburg.de O'Reilly, Tim, 2005.What Is Web 2.0: Design Patterns and Business Models for the Next Generation of Sofware Ott, F., A. Richter, M. Koch, 2010. SocialNetworkingMirrorTM Einsatz halbfentlicher Touchscreens als ubiquitre Benutzungsschnittstellen fr Social Networking Services, In: Tagungsband der Multikonferenz Wirtschafsinformatik Overmeyer, Klaus,2010. Kreative Milieus und ofene Rume - Bericht an die Stadt Hamburg, Hamburg Raasch, Jrg,2006. Usability von Anwendungssystemen - didaktische Aspekte, Lecture Notes in Informatics, pp. 23-35 Roberger, Philipp, Luck, Kai von, 2008. Seamless interaction in interactive rooms - some preliminary remarks, World Usability Day, Hamburg Roberger, Philipp, Luck, Kai von, 2009. Iterative design of tabletop GUIs using physics simulation, Mensch und Computer, Berlin Russell Daniel M., Gossweiler, Rich 2001. On the Design of Personal & Communal Large Information Scale Appliances, Russell Daniel M., Gossweiler, Rich 2001. UbiCom 01, October Snibbe, 2010. [online]. www.snibbeinteractive.com Snibbe, 2009. [online]. http://www.fickr.com/photos/ arkansasdiscoverynetwork/3483504277/ Stegelmeier, Sven et al.2009. iFlat - Eine dienstorientierte Architektur fr intelligente Rume, AAL, Berlin SunSpace, 2010. Peter H. Raiser: Introduction slides to SunSpace, [online]. http://www.slideshare.net/peterreiser/atlassian-webinar-sunspace Talen, E. 2000. Bottom-up GIS: a new tool for individual and group expression in participatory planning, Journal of the American Planning Association 66, pp. 279294. MediaCity: Interaction of Architecture, Media and Social Phenomena 244 MediaCity: Interaction of Architecture, Media and Social Phenomena 245 Boulevard of Production: A Future Talents Attractor A Retro-innovation for Graz 8020 & Co. [1] Georg Flachbart mind(21)factory for Knowledge Engineering and Knowledge Design, Stuttgart www.mind21.com Ivan Redi ORTLOS space engineering, Graz www.ortlos.com It is not about the comfortable continuity of tradition, but about transformation and social mobility not about ftting in, but breaking out. _William J. Mitchell The State of Things Our Western society is going through a transition that is crazier than ever. It is partly a result of globalization, partly of the Digital Revolution and the information-based economy it has produced. By liberating us from physical boundaries and tangible assets it has made us both more fexible and more vulnerable to competitors of all kinds. Moreover, this transition forces us to radically rethink just how long not only business companies, but well-established institutions, and even cities and states, can survive and thrive. MediaCity: Interaction of Architecture, Media and Social Phenomena 246 Its not only now in the wake of the Great Recession that the relevance of current economic models has been questioned. Te business environment has radically changed long before: Everyone from Everywhere competes for Everything (see Sirkin and Hemerling and Bhattacharya, 2008). Many a country of the developed world notably the U.S. is facing both a huge budget defcit and high unemployment. And the chances to reduce them are bad. Te main reason are excess production capacities in classical manufacturing industries, specially in the worlds factory China. Manufacturers are still producing more goods than the world wants and the economic recovery could sufer for it for a long time. It means, factories in some labor-intensive sectors will have to be either closed or retooled for new innovative products. If not, there are fears that the U.S. still the driver of the global economy remains stuck in the so-called New Normal, i.e., slower economic growth, anemic recovery, high unemployment and eo ipso spreading poverty, which would be bad for all. As Larry Summers, former president of Harvard and now director of Obamas National Economic Council, candidly admitted at the Peterson Institute for International Economics in Washington in July 2009: Something new and possibly strange seems to be happening in this recession. Something unpredicted by the experts. Te American economy has been shedding jobs much, much faster than assumed. I dont think that anyone fully understands this phenomenon (cited in Ramo, 2009, p.36). Of course, the jobs crisis ofers also a unique opportunity to think in profound ways about the jobs people in developed countries can and should do best in order to avoid menacing poverty divide by ensuring sustained job gains. As Reihan Salam, a policy adviser at the think tank e21, stresses: People who feel obsolete in todays information economy will be joined by millions more in the emerging post-information economy, in which MediaCity: Interaction of Architecture, Media and Social Phenomena 247 routine professional work and even some high-end services will be more cheaply performed overseas or by machines. Tis doesnt mean that work will vanish. It does mean, however, that it will take a new and unfamilair form (Salam, 2010, p.40). So in order to cope with this looming problem, new determiners for economic growth and international competitiveness have to be analyzed, preferably even before the change is obvious. Te combination of technological innovation and creative minds brains & talents, creative risk-takers seems to become a matter of considerable importance in current attempts to secure sustained prosperity in Western World also in the future. What we urgently need to stay on top of the innovation game are new intellectual interaction-stimulating environments propelling imagination and ingenuity; environments, then, that take efect on us like mental Viagra (Flachbart, 2006, pp.595-596). For everywhere in Western World not only in the Sillicon Valley its high time to plot new scenarios of how to live, learn and work outside familiar economic patterns because its obvious that our recent pasts visions of the future werent visionary enough. For example, we should as fast as possible unplug the old wires and connectors of the corporate welfarism and, instead, transform most of us into self-directed inventors & innovators like Nikola Tesla, for instance, once was, and Steve Jobs today is both great masters of the art of disruption. Te objective is to create a New Capitalism capitalism against corporate welfarism, as Joseph E. Stiglitz recommends in his recent book Freefall (Stiglitz, 2010, pp.199, 208). [2] In this kind of intellectual interaction-stimulating environments favorable for entrepreneurship of all kinds technological infrastructure, economic organization, social relationships, and spatial structures are very closely linked and even merged together, thus creating a powerful Knowledge Space, which, in turn, enables all kinds of possibilities for MediaCity: Interaction of Architecture, Media and Social Phenomena 248 expanding individual opportunity, transforming the structure of work, and, in so doing, propelling emergence of the new (invention, innovation, game-change). Te key term being Open Innovation probably a new hypercapitalist economic narrative of the emerging post-information era, fairly focused on mastery of advanced tools and skills necessary for the competing ways of life in the new world of Globality. It means tools and skills for a future creative right-brain economy based on human-capital supremacy. Tere are four stages necessary to make the new economic narrative happen: Open Space, Open Mind, Open Source and, last but not least, Open Heart. A kind of Open Social as the Google guys would say. All these terms relate, in one or another way, to Globalisation 3.0 where the decisive vehicle of change are no longer corporations but groups and individuals with their newfound power to collaborate and compete globally (Friedman, 2005, pp.10, 70). An Example May Illustrate: Graz 8020 In the fast-moving, transnational reality, European cities, regardless of their current ranking, will act the way businesses are acting today, i.e., as strong competitors fghting for high-powered human capital (brains & talents) the hottest ingredient in the future value creation process. For it is this ingredient that ensures that the innovative metabolism of a municipality does not slow down. Tis might prove to be fatal for local urban development eforts, especially in a world where ceaseless innovation and change is the omnipresent mantra. In this world, it does not do for something to be new; it must be new in an awesome, mind-blowing way: simply w00t! MediaCity: Interaction of Architecture, Media and Social Phenomena 249 Since brains & talents deal largely with data, images, ideas and transactions, i.e., intangibles, its not likely for municipal authorities to focus much on reviving the tangible parts of the economy, such as manufacturing, logistics, traditional energy business and so on in order to cope with the current economic downturn. Tey would certainly be better of when investing in upgrading their urban infrastructures enabling platforms (trafc and broadband connections, energy grid) to lay the groundwork for accelerating the emergence of the new (new industries, new products, new ways of life), and not merely updating them, i.e., deploying the same economic patterns as in the past. Because once the current turmoil is over, competing with Everyone from Everywhere for Everything within old economic patterns will only become more ferce. Te reason ist that it is no longer high-tech that guarantees the Western World economic progress and, as a consequence, high standard of living but high-concept simply ideas, many ideas, many smart ideas, brilliant, astounding, revolutionary ones, which can be turned into popular, cutting-edge products just like Apples iPod, iPhone or iPad for example. [3] So from now on, the question every municipality will face is the following: What does it take for all the fancy-free talents, cheerfully gallivanting about the transnational landscape, to stay with us for as long as possible? Te answer is quite simple: by creating as many intellectual interaction- stimulating environments as possible, which act as attractors and magnets for brains & talents like lanterns for moths: But, if talent magnet developments can get the formula right, they will probably become key to urban competitiveness in the twenty-frst century (Mitchell, 2005, p.109). Our strategic approach to attracting more of the worlds smart, creative risk-takers to the disadvantaged district of Graz 8020 (ZIP code) the MediaCity: Interaction of Architecture, Media and Social Phenomena 250 implementation of a Boulevard of Production in the Annenstrasse (Annen Street) between Roseggerhaus and Metahof is an attempt to get the formula right. Looking back, catapulting ahead, it is a real innovation, because astoundingly easy to implement: plug & play. a) Annenstrasse as Boulevard of Production #1 Graz, Annenstrasse (Annen Street), connecting the Central Railway Station and the Sdtiroler Place, sufers fom the extinction of the traditional business patterns. A standard example of a dying street in the middle of a mid-sized European city. MediaCity: Interaction of Architecture, Media and Social Phenomena 251 Annenstrasse, connecting the Grazer Central Railway Station and the Sdtiroler Place with the new Kunsthaus, has been sufering from the extinction of the traditional business patterns for years. In the past, with very little trafc and no shopping malls luring customers to the outskirts, this street was a lively location with small shops and miscellaneous services providers based there. Today, the Annenstrasse is full of empty spaces, cut- price stores, fast-food restaurants, and betting shops. A frequent change of owners and tenants is the norm. An empty store in the Annenstrasse (Annen Street)
Another empty store in the Annenstrasse (Annen Street) MediaCity: Interaction of Architecture, Media and Social Phenomena 252 For that reason, the street has gradually been losing its originality, vitality and locational attractiveness, and becoming more and more a faceless transit zone. In brief, Annenstrasse and with it the whole neighbourhood of Graz 8020, for years struggling in the shadow of middle-class Graz 8010 needs help. It needs a new golem an advanced tool that, contrary to the original golem story, revives and vitalizes the whole district. Tis new golem is, of course, not a colossus built of clay, but rather a productive nothingness, a pure infrastructure. In other words, it is a can-do-approach to life resulting from district dwellers mastering of advanced tools and skills and leading to an authentic, enthusiastic, foolishly inspiring city district, always in high spirits and always well interconnected. [4] But how can such a city district come into being without great material efort? Te solution is, once again, quite simple: the primary driver of urban life is no longer consumption, it is production. It is concentrated in the centre of the city again, say, in a street, similar to artisan areas in medieval cities. Consequently, by activating the autosuggestive function of urban planning, the Annenstrasse will be converted to the Boulevard of Production between Roseggerhaus and Metahof. But instead of classical artisans (German Handwerker), you will have brainworkers working next to each other the entrepreneurs of the new creative knowledge industry, a sector of industry specializing in the perpetual production of innovation. Te point is: Innovation is increasingly about having groups of people come together to leverage their diverse talents and expertise to solve multi-faceted challenges that cross multiple disciplines (Lindegaard, 2010). At present this comprises a mix of jobs in IT, media, art, education, science and management. Later on, creative risk-takers on the Boulevard of Production will be the whole variety of new, yet unfamiliar professions such as day-dreamers, fantasy gardeners, invention catalysts, imagination incubators and the likes. MediaCity: Interaction of Architecture, Media and Social Phenomena 253 Te Annenstrasse between the Roseggerhaus (01) and the Metahof (03) to be converted to the Boulevard of Production. Te small grey boxes stand in for the future iVan implants in old buildings with empty stores. Te raw material predominantly processed in this new industrial base is digital data. Tis raw material is shapeless (golem Hebrew for something shapeless) and can therefore be shaped into anything and can do anything; it is inexhaustible and can be varied, combined and transformed in endless ways with virtually no quality loss and supplier trafc. Te form and the capacities it assumes during the production process notably prototyping and digital fabrication depend on the application. However, this will require the implementation of a high-performance IT-infrastructure for open, distributed and heterogeneous application environments on the basis of next-generation networks that can carry massive amounts of data and so deliver the full potential of on-demand content. [5] High-Bandwith Provide is the byword, which is the only necessary pre-investment by the Graz City Council. MediaCity: Interaction of Architecture, Media and Social Phenomena 254 Spiritual intensity provided by smart, creative risk-takers based in the Annenstrasse will generate urban density without costly material interventions, e.g., erecting new buildings or consumer temples. Our city- upgrade proposal focuses on the existing hardware (old buildings) set up with new programmes but without major refurbishing measures. Tis will make it possible to create something new out of something old with minimal investment of capital and reduced impact of materiality. Te environment we envisage will remix life, work, leisure and overcoming space. Te Annenstrasse is supposed to turn into an open, dynamic socio- spatial confguration: a Vibrant Agonistic Public Sphere, as we decided to call it afer having fallen in love with this term coined by Chantal Moufe (Enwezor, et al., 2002, p.90). It is a dense sphere brimming with confict, vibrant and lively, inspiring and motivating, where people meet not as enemies (antagonism) but as challengers, adversaries (agonism). It is a robust democratic business platform that will make a free fall of fantasy possible for its users. A zero gravitation zone on earth. An attractor for brains & talents. A magnet for people. Hallelujah! For, as Richard Florida writes in his latest book Te Great Reset, Talented people who live and interact in dense ecosystems generate ideas and products faster than they can in other places. Tere is no evidence that globalization or the Internet has changed that (Florida, 2010, p.152). And where are new production facilities (programmes), the generators of both wealth and urbanity? Te abandonned shops on the ground foor will experience a novel form of upgrade. Tey will not be adapted and refurnished; instead they will be stripped and changed into production sites by means of modularly designed city labs called iVan, following the principle of plug & play. Te modules will be inserted, their components interconnected, linked up to the electricity and high-bandwith click! MediaCity: Interaction of Architecture, Media and Social Phenomena 255 and will be ready for use. Not unlike dental implants processing, instead of food, digital data. Basic slice of the iVans envelope resizeable in lenght Combined basic slices making the iVan resizeable in all directions MediaCity: Interaction of Architecture, Media and Social Phenomena 256 b) The City Lab iVan: the Heart of the Boulevard of Production
Outside the iVan with a customized facade, example 1 Te City Lab iVan the Intelligent Vibrant Ambience/New is a large- scale instrument of the beyond-the-desktop-era ambient computing for creative networked collaboration. Tis advanced, modulary-designed, pre- fabricated, network-centric, mixed-reality-based space tool marks one of the frst heterarchitectural works. With 50% of architecture being located outside its architecture on the Net, online, the iVan is conceived as a quantum object in which real space (1, OFF-line) and virtual space (0, ON-line) are literally superimposed, thus obeying the rules of quantum mechanics (1 and 0, OFF and ON at once) rather than classical physics. [6] Tis makes the iVan extremely fexible, notably in enabling on-demand working environments to be created according to any given requirement MediaCity: Interaction of Architecture, Media and Social Phenomena 257 by the user. In this way, the iVan can support a wide range of users working to resolve the complexities of large-scale data management issues like data- rich 3D modelling, analysis and strategic decision making. Moreover, due to the fact that it does not prescribe any particular kinds of usage, the iVan behaves like a supportive design partner (Feng, 2010, p.624) rather than an intrinsically passive tool unaware of the context in terms of environment and users behavior. So using the iVan is actually a pervasive human-environment interaction that not only yields a reading of the current confguration but also reconfgures the system itself, (Feng, 2010, p.626), i.e., learns users behavior and adapts services and interfaces to it. Proactive Computing is the byword.
Inside the iVan data space MediaCity: Interaction of Architecture, Media and Social Phenomena 258 In other words, the iVan is a sort of large-scale iPad being realized in space: easy to install, easy to use, easy to customize, easy to move (just like driving a van from/into a garage). And like the iPad, it is merely the tangible component of a much larger device, an entire Internet ecosystem that extends out to the horizon in every direction (Grossman, 2010, p.23). Te diference is, while the iPad is a device for consuming content, the iVan is a device for creating it. Moreover, its ready for Web3D, providing interactive, immersive experience much richer than graphical interfaces of todays Web. b1) What the iVan Does and How It Does It In resolving the complexities of large-scale data management issues, e.g. prototyping or virtual collaboration, the main challenge is to allow the user an intuitive access to 3D modelling and numerical simulation engines, combined with an attached background knowledge represented as semantic networks. Tis makes the diference that transforms a database into an information space for which conventional WIMP-style user interfaces (Windows, Icons, Menus, Pointer) are inappropriate. For the design of highly complex spatial confgurations, as aimed at in the City Lab iVan, we need a novel generation of user interfaces by means of which space itself becomes the pre-eminent tool, rather than the familiar desktop. Tis implies a paradigm change: Instead of having to choose operations explicitly, e.g., from a menu, the sofware actively ofers the operations that are most likely needed by the user. To some degree, the sofware derives the users intent, which requires certain context awareness, but also fexible re-confguration of input devices and interaction modes. An important principle of this form of human-computer-interaction is MediaCity: Interaction of Architecture, Media and Social Phenomena 259 cognitive transparency: it must always be completely clear to the user what his options and choices are. Tis goal can only be achieved by sophisticated graphical means to highlight views, selections, and operations appropriately showing which input channels are mapped to which degrees of freedom of the design that is currently under development. Te challenge, however, is to visually show not only data and relations, but also the operations the system ofers or proposes to the user. It must be possible to start a spatial fow simulation literally by only waving ones hand, the result of which leads to model changes that can be carried out very precisely using tangible interaction devices. Tis overall intent can be roughly divided into two parts, a backed context management and a fronted technology the user is in direct contact with, i.e., a diversity of heterogeneous input and output devices that can be promptly reconfgured. So instead of separating the physical space into classical rooms or functional room sequences we organize the real envelope as fow sections, which means that the two dimensional foor plan and the appropriate section melt into four felds of activity the rooms are not defned by their classical ofce function (work spaces, open plan ofce, cubicles, meeting rooms etc.), but through scope of actions. Teir coefcients vary according to the need (requirements) and their activity vectors can entangle, a liquid space comes into being which defnes itself according to the wishes of the users. Te following functional fows permeate the room: MediaCity: Interaction of Architecture, Media and Social Phenomena 260 Te iVans components with functional fows 1) production fow here work happens ergonomically and according to personal preferences, sitting, lying down, standing. Since the concept of work today changes daily, the user should not be prevented from working creatively by the room or by the furniture. 2) data fow the visualization of data should visually foat in the way the user needs it. No matter if it is a matter of info screens, projection surfaces, interactive foors or other media dependent on data fow. We are talking about a space built from data which, however, has a haptic confguration. It is consequently about diferent data media, which can be activated, changed or deactivated according to what is needed. 3) social fow there are no specially designated meeting rooms, because one is constantly in collaboration, real and virtual. Te cofee breaks are MediaCity: Interaction of Architecture, Media and Social Phenomena 261 integrated within the working process, combined in social in-between situations and integrated in production, where the transition from small talk to productive brainstorming happens. Communication and social interaction merge in this area of activity with the presentation of everyones own work. Te area of activity can also unfold in the outdoor area and the public space directly in front of the building door. 4) support fow additional demands result from the need to support securable areas, such as for example server areas, storage areas, toilets, etc. Te iVan is conceptualized in such a way that it is inserted into the available building structure, preferably into urban ground foor zones, as they ofen have an open foor plan (in most cases reuse of former retail space). Technically, it is a matter of envelope, or of a single surface, which can vary in width, length and height. Above the air handling ceiling is the space where installations and technology is placed, and under the foor the necessary infrastructure, connections and heating are placed. Tis concept makes it possible to freely design an interior according to unforeseen requirements. b2) The iVans Main Components Te iVan is equipped with a virtual environment construction kit adaptable to the needs of sof architecture (a reconfgurable space system) consisting of three parts: a) multi-projection facilities, b) tracking and gesture-recognition components, and c) spatial interaction techniques based on natural metaphors that make the use of 3D immersive devices intuitive. Its particular function is to support collaborative approaches to the production of perpetual innovation. MediaCity: Interaction of Architecture, Media and Social Phenomena 262 It is important to point out that the technology we are discussing here is already on the market or it will be in near future. Te main challenge lies in the interoperability of components. At the present, the single devices are not aware of each other and as such in their unity not aware of the user in a proper manner. For that reason the middleware sofware is to be developed which connects hardware components and applications based on service-orientated architecture. Since the spatial setting of the environment cannot be foreseen in regard to the users requirements the whole system has to be modular and highly fexible where a quick on- demand adaptation is possible. Te interior of the iVan is envisioned as a sensitive space, usually described with somewhat vaguely defned terms such as Ambient Intelligence or Context Awareness in a very concrete setting. We re-interpret these terms to make them operational by: 1) keeping a notion of context of the task that is currently being carried out by the user, 2) presenting the possible options, data, and operations unambiguously, and 3) trying to infer appropriate responses to the input received from the user. Te iVan project aims at developing a formal context model for dynamic environments that combine the strengths of both approaches while trying to avoid carrying on their specifc weaknesses into the resulting framework. Semantics is the key to scene understanding: A table and a wall can both be projected on, but only on the table things can be put (e.g., for object tracking), while a moveable screen can block light from a camera or from a projector. Tis kind of reasoning is indispensable for the MediaCity: Interaction of Architecture, Media and Social Phenomena 263 dynamic re-confguration of mentioned sensitive space. Te context model will therefore combine three things: 1) knowledge represented by ontologies and semantic networks, 2) logical reasoning based on this knowledge, and 3) user-defnable operation sequences. With respect to front-end technology, the iVan pursues the vision of using cameras as generalized input devices. Tis is both ambitious and necessary. Only camera-based input provides the extreme fexibility and high bandwidth needed for advanced human-computer interaction; only cameras can survey space at a reasonable ratio between cost and coverage. We envision the full range of camera-based interaction modes, marked by the following examples: 1) back-projection walls with rear cameras to track fnger multi-touch 2) multi-touch tables and tangible objects carrying markers for high- precision 2D input 3) normal tables surveyed by top-mounted cameras to track gestures and objects 4) cameras targeting the space where users perform, applying gesture recognition 5) cameras detecting feet, hand and whole body movement and also static positions through self-adapting luminance-based tracking algorithms 6) camera-projector feedback performing 3D object reconstruction instantly MediaCity: Interaction of Architecture, Media and Social Phenomena 264 7) self-calibration of external and internal parameters of both cameras and projectors. So far each of these techniques have been used individually. Te ambitious goals of the iVan, however, can only be achieved through a tight integration of at least some of them. Space only becomes context-aware when it is possible to switch promptly from object recognition to marker tracking to 3D reconstruction all based on the needs of the user. On side of the output, the state-of-the-art presentation technologies, such as holographic screens, large-scale projections using edge-blending or high-end screens, will be employed to create a space where shared interaction becomes possible and efcient. [7] Concluding Comments Te iVans genuine application feld is the Creative Knowledge Industry. As we already mentioned in the intro, we assume that in the near future this industry will be playing a leading role in Western World and that it will require new socio-spatial environments being able to ofer optimal working conditions and tools to a work style characterized by increased mobility, high levels of creativity and powerful 3D simulation capacity. Te city lab iVan is a docking station for creative minds, supporting vibrant design thinking culture that will encourage prototyping as part of the creative process and not just as a way of validating fnished ideas (Brown and Wyatt, 2010). Tis is a prerequisite sine qua non for rapid, cost-efective transformation of original ideas into competitive products and services, in a word, innovations. MediaCity: Interaction of Architecture, Media and Social Phenomena 265 Outside the iVan with a customized facade, example 2 Te iVan is about bringing the very latest in visual computing technology to the practical level, enhancing education and business capacities notably in disadvantaged, nonmetropolitan areas. Its comprehensive visualization system will enable regional SMEs, independent research groups, administrative and educational units, and individual risk-takers in a wide variety of felds to collaborate locally or remotely accross disciplines, visualize and evaluate data in a more intuitive fashion, and make complex decisions in realtime under extensive use of feed-back loops. Tis kind of technology is exactly what we need in Europe to push divergent thinking as the route, not obstacle, to innovation (Brown and Wyatt, 2010) and, in doing so, to ensure sustainable economic growth. Te iVan is designed to be scalable and replicable all over Europe, and even the world. But it will be launched frst in two training centers in Graz, Austria, and Kosice, Slovakia, as a pilot. In Kosice, this will take place within the European Capital of Culture 2013. MediaCity: Interaction of Architecture, Media and Social Phenomena 266 Notes [1] Tis article is the sequel of our article Golem Reloaded: For More Capitalism and Less Architecture, 2006, published on initiative of the Hyperbody Group, TU Delf, led by Prof. Kas Oosterhuis. In: Oosterhuis K. and Feireiss L., eds., GameSetandMatch II: On Computer Games, Advanced Geometries, and Digital Technologies. Rotterdam: episode publishers, pp.588-597. It encompasses our independent research activities from 2006-09 within the framework of the project City Upgrade Te High-spirited Networked City, Part Two, situated in Graz, Austria. [2] Robert Litan, who directs research at the renown Kaufman Foundation in Kansas City, which specializes in promoting innovation in America, has made a following diagnosis: Between 1980 and 2005, virtually all net new jobs created in the U.S. were created by frms that were fve years old or less. Tat is about 40 million jobs. Tat means the established frms created no new net jobs during that period. In: Friedman T. L., 2010. Start-Ups, Not Bailouts. New York Times, April 3. [3] By the way, the renown U.S. magazine FORTUNE has chosen Apples Steve Jobs the CEO of the Decade for following three reasons: He defed the downturn, cheated death, and changed our world. Fortune, 160(9), cover. [4] Compare Alden Oreck. Te Golem, 2010. Available at: http://www. jewishvirtuallibrary.org/jsource/Judaism/Golem.html . In Jewish tradition, the golem is most widely known as an artifcial creature created by magic, ofen to serve its creator. (...) In Hebrew, golem stands for shapeless mass. Te Talmud uses the word as unformed or imperfect and according to Talmudic legend, Adam is called golem, meaning body without a soul (Sanhedrin 38b) for the frst 12 hours of his existence. Te golem appears in other places in the Talmud as well. One legend says the prophet Jeremiah made a golem. However, some mystics believe the creation of a golem has symbolic meaning only, like a spiritual experience following a religious rite. In principle, the golem is for us a can-do-approach to life: an architecture against architecture, pure infrastructure: unformed or imperfect, which would come to life and serve its creators by doing tasks assigned to him. And so is the iVan. What it needs to get formed or perfect is soul is data. To put it simply, the golem is a masterpiece of heterarchitecture (or quantum architecture). And so is the iVan. Relating to heterarchitecture see Flachbart G. and Weibel P. eds., 2005. Disappearing Architecture: From Real to Virtual to Quantum. Basel, Boston, Berlin: Birkhuser Publishers for Architecture, pp.13, 268. [5] For example, NECs SpectralWave reconfgurable add-drop mutiplexers (ROADM) an optical networking solution enables 3.2 terabits per second of transport which is equivalent to sending one thousand Hollywood movies per second into homes per Internet TV. [6] Te term heterarchitecture was frst coined by Georg Flachbart and Peter Weibel in Flachbart G. and Weibel P. eds., Disappearing Architecture: From Real to Virtual to Quantum. Basel, Boston, Berlin: Birkhuser Publishers for Architecture, pp.13, 268. MediaCity: Interaction of Architecture, Media and Social Phenomena 267 [7] Key features to be still solved: a) ambient intelligence by integrating context- awareness with user feedback, b) extending a toolbox ofsofware components for cognitive vision, c) adapting and refning existing interaction technologies. Te basis for it will be the results of the ITEA 2 project Easy Interactions 2007-2010, led by EADS Secure Networks, France, within Europes premier co-operative R&D programme Information Technology for European Advancement (ITEA), driving pre-competitive research on embedded and distributed sofware-intensive systems and services. References Brown T. and Wyatt J., 2010. Design Tinking for Social Innovation. Stanford Social Innovation Review, Winter 2010. [online] Available at: http://csi.gsb.stanford.edu/design-thinking-social-innovation Feng H., 2010. Quantum Architecture. An Indeterministic and Interactive Computational Design System. In: CAADRIA 2010. New Frontiers. Conference proceeding published by Association for Computer-Aided Architectural Design Research in Asia. Flachbart G., 2006. Golem Reloaded: For More Capitalism and Less Architecture. In: Oosterhuis K. and Feireiss L., eds., GameSetandMatch II: On Computer Games, Advanced Geometries, and Digital Technologies. Rotterdam: episode publishers. Flachbart G. and Weibel P. eds., 2005. Disappearing Architecture: From Real to Virtual to Quantum. Basel, Boston, Berlin: Birkhuser Publishers for Architecture Florida R., 2010. Te Great Reset. How New Ways of Living and Working Drive Post-Crash Prosperity. New York: HarperCollins Publishers. Friedman T.L. , 2005. Te World Is Flat. Te Brief History of the Twenty-frst Century. Farrar, New York: Straus and Giroux. Grossman L., 2010. Launch Pad. TIME 175(14). Lindegaard S., 2010. Why a Networking Culture Is Important. [online] Available at: http://www.business-strategy-innovation. com/2010/03/why-networking-culture-is-important.html Mitchell W.J., 2005. Placing Words. Symbols, Space, and the City. Cambridge/MA, London: MIT Press. Moufe C., 2002. For an Agonistic Public Sphere. In: Enwezor O., et al., eds., Democracy Unrealized. Ostfldern: Hatje Cantz. Ramo J.C., 2009. Unemployment Nation. TIME, October 5. Salam R., 2010. Te Dropout Economy. Te Future of Work Looks a Lot Like Unemployment. TIME 175(11). MediaCity: Interaction of Architecture, Media and Social Phenomena 268 Sirkin H.L., Hemerling J.W., Bhattacharya A.K., 2008. Globality: Competing with Everyone from Everywhere for Everything. New York: Hachette Book Group. Stiglitz J.E., 2010. Freefall: America, Free Markets, and the Sinking of the World Economy. New York, London: W.W. Norton & Company. MediaCity: Interaction of Architecture, Media and Social Phenomena 269 New Media as a Catalyst for Integration in Cross- Border Regions? Jan-Philipp Exner Dipl. Ing. MSc., TU Kaiserslautern, exner@rhrk.uni-kl.de Guido Kebbedies Cand. Ing., TU Kaiserslautern, kebbe@rhrk.uni-kl.de Department for Computer-Aided Design in Urban Planning and Architecture, TU Kaiserslautern http://cpe.arubi.uni-kl.de Abstract Cross-border integration was and still is one key aspects of the EU. Te focus of this study is to show the eforts of a German-French border-region for a better integration and its use of new media and technical solutions by planners. Te Eurodistrict SaarMoselle is a new founded EBCG (European Cross-Border Cooperation Groupings) to improve the cross- border cooperation in this German-French region. Due to the fact, that media has the ability to connect people and places, the question could be raised, if this integration is fostered by innovative solutions induced by new media? How could such a system be supposed and if there is an approach or some kind of platform and furthermore how will be the acceptance and how could it be raised? One of the frst projects for this newly founded administrative unit is a common monitoring and management system for MediaCity: Interaction of Architecture, Media and Social Phenomena 270 the commercial zones. In order to realize this enterprise, the aim was to create a web-based tool, which is accessible by every participating German and French project partner and enables them to maintain their own spatial data (commercial zones for example). Besides the development and composition of this tool, continuative ideas were discussed, how to induce further cross-border integration and cooperation by the use of new technologies and new media. Study case Eurodistrict SaarMoselle Te European Union and its integration have a long and eventful history. Te transformation from an inhomogeneous accumulation of sovereign states into a more supranational confederation is accompanying with the ambition of more cooperation between the countries. Tus, this is especially remarkable in border areas. One of these regions with an especially eventful and changing history in the last 200 years is the German-French-border. Te Federal State Saarland as parts of this area even changed its afliation for eight times (Eurodistrict SaarMoselle, 2008). One of the frst remarkable cross-border cooperation projects was the region Saar-Lor-Lux. Tis was founded by the state of Luxemburg, the French federal state Lorraine and the German federal state Saarland (subsequently, the Belgium Wallonie and the German Rhineland-Palatine joined this administrative construction as well) and was established mostly because of the common economic structure (steel- and mining-based industries) and their needs for common cooperation. Besides this greater-region those issues, the demand for a cooperation unit on a smaller scale arose. Especially the importance of urban areas for the rural development attained more MediaCity: Interaction of Architecture, Media and Social Phenomena 271 attention. Te Charta of Leipzig now as well underlines the importance of this issue in 2007 from the European Union (European Commission, 2007). One of those regions is the German-French neighbouring region around the city of Saarbrcken. Tis agglomeration area of Saarbrcken and its close German communities as well as the bordering French communities count about one million inhabitants (Eurodistrict SaarMoselle, 2008). Especially the spatial proximity and the same economy structure are causing the demand for a high cooperation and integration and on the other hand, the disuse of this special potential. Aim for this area, which is a smaller unit than a EUREGIO, was to establish an Eurodistrict. In the middle of the nineties, the Verein Zukunf-Saar-Moselle-Avenir was founded to improve the cooperation and integration in this cross-border agglomeration area. Subsequently in 2010, the Eurodistrict SaarMoselle, an European Cross-Border Cooperation Groupings (Europ. Verbund territorialer Zusammenarbeit/EVTZ) developed from its predecessors. Tis construction is founded by the European program Interreg IVa and by a yearly member fee of 0,80/inhabitant. Te following picture clarifes the dimensions with the actual members of the Eurodistrict (blue line) and possible partners. As mentioned before, the idea for this cross-border region with a changeful history is, to create a sense of unity. Tis should be achieved mostly by cooperation and cross-border projects, both on administrative and on social levels. Whereas the actual study project is focussing on a commercial zone management system with the Eurodistrict, 3 German and 6 French partners and its complex requirements, further going ideas will show the potential of the embedding of social media for example. MediaCity: Interaction of Architecture, Media and Social Phenomena 272 Figure 1: Eurodistrict SaarMoselle 2010, Members 2010. [Image online] Available at <http://www.saarmoselle.org/ page446-409-kartografe.html> [Accessed 02 August 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 273 Approach Cross-border integration is always accompanied with problems and barriers. Tese barriers for this integration could occur mostly on multidimensional levels. Te administrative level and the political frameworks are the ones which could just be hardly changed. Due to the social and cultural diferences in border regions there are ofen problems on this planning level as well. Te technical level (sofware, workfow, original data for example) ofen has big disparities between communities and especially countries, but these are the problems that could be solved, in particular by new, innovative technical solutions. Hence, one of the frst projects in their new constitution of the Eurodistrict SaarMoselle was to develop a common, cross-border management for the commercial zones. If there is the will to cooperate between diferent kinds of areas and regions, it is essential to manage the arrangement of kinds of land use, has a need for common strategies to avoid unrestrained usage of settlement and to give a basis for the management for the conficts of use between the interests of the project partners. Hence, it is the logical step, to embed and land use monitoring, which is an observation over time, in order to as well achieve sustainability in an economic and ecologic way. Tis is as well the condition for the management and monitoring of the commercial zones, which is the reason for the cooperation between Eurodistrict and TU Kaiserslautern. Te idea was, to create a technical platform comparable to a portal that contains a coherent raw-dataset with centrally managed spatial data and decentralized managed metadata for common cooperation. Furthermore, the aim was to organize and promote spatial data, frst for the mentioned political and administrative purpose, in a second step to create a platform to attract and inform potential investors. MediaCity: Interaction of Architecture, Media and Social Phenomena 274 Basis to organize this spatial data is a Geographical Information System (GIS). Guhse (2005, p. 257) states that a GIS-system is the integral component of the information and communication-technology in the administrative departments. Usually, the term GIS-system is used for a specifc, complex sofware-package with a connected database, which is specifed to organize spatial data and for geospatial analysis. Because there has to be a strategic and as well expensive decision for specifc GIS-system, the approach in this project was to set up frst a test-balloon, to show to potential of such technologies to the project partners. Our approach for a frst an easy-to-use solution was a combination between a website with embedded mapplets and the connection via scripts to a database fle. In fact, it is not typical GIS by defnition, but by its components, it is a geographical-information-system that displays map-based data and allows simple geospatial analysis. Tis small and thin solution makes it possible, to create results, which are manageable without any complex briefngs for the project partners and is adaptable for requirements. Hence, it has not the full functionality and usability of a Desktop- or Web-GIS, but it is available via every usual browser nearly without any restriction. Te existing data has been collected and homogenized via a web-appearance by the use of existing open source web-standards. Tus, this frst easy-to-use solution to visualize results is rather a website connected to a database than a typical web-mapping-service or a Web-GIS, which is still sufcient at this step. Te sofware which was used for pre- and post-processing (QuantumGIS) is as well as the map database free available in order to avoid costs for the communities, which have naturally a very limited fnancial range and capacities. Te technical realization had as frst step to think about a common database, which accessible via Internet. Fundament for this should be Openlayersplatform (Open Source Geospatial Foundation) that allows it to embed maps from various sources like for example the MediaCity: Interaction of Architecture, Media and Social Phenomena 275 free available Open Street Map as well as commercial providers such as Microsof Bing (Microsof Cooperation) or Google Maps (Google Inc.). Afer setting up this frst step, the relevant commercial zone data of the project partners has to be aggregated. One big problem as well is to homogenize this data in terms of geographical projections and graticule. Standards on French and German side are diferent, even between the territorial communities on the French side are diferent geographical systems. Tis data has to be integrated in a webportal, which was made by the use of a mixture of shp-fles and kmz-fles. Another point is to adjust the arrangement and exposition of the data, whereas the project partners had diferent ideas about. Questions like the amount of published metadata, potential commercial zones, embedding of trafc zones and calculations have to be solved. Tis system needs a thoughtful composition and maintenance, with focus on data handling, avoidance of data redundancy, especially with a server and a lot of decentrally connected project partners from diferent countries with diferent workfows. Tis data is published in a frst, intern portal, just accessible for administrative authorities that have to join the connected metadata (pictures, information and contact persons for example). Figure 2: Own graphic 2010. Content. [electronic print] [Accessed 29 August 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 276 Furthermore, the possibility is given to set up sample database queries and geospatial analysis (all free areas between 20 and 60 square kilometres, for example), to get use of the connected data. Technical and administrative questions (who is running the system, how to organize the user rights for example) have to be solved in the future as well. Te structure has to be fexible, to react on occurring problems, like a changing composition of the project partners, diferent administrative structures and workfows and diferent focus of usability. An approach for this complex task and further common projects could just be to achieve it with a step-by-step solution, initiate it from a slight and smart starting-point. In addition to this, it is important to involve the local authorities as much as possible in order to gain consent. Tis bottom-up-principle could act as catalyst to raise the acceptance of this portal, because every project member is in charge for their own data and not dependent on a higher authority. Tis own consciousness and responsibility for the data also on the lower administrative levels is important to boost the subsidiary. For this point, the bottleneck of the system is the usage of the kml/kmz-fles for the visualisation and the shp/dbf format as database storage and the restricted functionality. With this solution, it is very easy to edit the metadata of the commercial zones but if the geometry of the zones changes or a new commercial zone is planned, it is necessary to edit the data with a Desktop GIS and re-import it to the system. A solution for this problem is the usage of a real geodatabase and a WFS-T as a backend. In this case the user of the Administration-Portal is also able to change the geometry of the commercial zones as well as further complex tasks. MediaCity: Interaction of Architecture, Media and Social Phenomena 277 Administration-Portal Te Administration Portal is closed for public visitors and aims especially for data input and to manage and aggregate the commercial by the cooperation members. Te homogenising data (same projection mode and the method of collection) is displayed on this website and only accessible for the communities and they are in force to insert their own data. Te strong focus on self-administration should aim for a better acceptance of such a portal and especially the way of working and collaborating. Hence, there will be not a typical top-down-oriented result because every member will be in charge of the quality of their own data and will feel responsible for it. Besides the data input, it gives he potential for more detailed geospatial analysis than in the open portal and it contains as well the planned commercial zones, which are already not legally fxed. Figure 3: Own graphic 2010. Administration portal. [electronic print] [Accessed 29 August 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 278 Viewer-Portal In addition to that, a Viewer-Portal with possibility for data-request is developed to inform public visitors and investors and in a marketing purpose. It should result in a platform for spatial information. In order to raise the acceptance for such a common approach, on both German and French side, the availability for every partner for all collected data to a certain degree could raise its acceptance for example as well. Te following screenshot shows a possible databasequery. Figure 4: Own graphic 2010. Viewer portal. [electronic print] [Accessed 29 August 2010] Possible future perspectives As mentioned before, the system is just technical snap-shot. Besides the mentioned functionalities, the integration of further analysis-tools to monitor the commercial zone areas use is a logical progress, for example. By observing the changes with resilient numbers, it gives the chance for a sustainable evaluation of the cross-border commercial zones development. Even with the restricted functionalities, the requirements observation, MediaCity: Interaction of Architecture, Media and Social Phenomena 279 acquisition and interpretation of changes Streich stated in 2005 (p. 248) for an at least simple spatial monitoring system are fulflled. Further going thoughts intends to create a common portal for the region. However, these properties are not fxed so far, but there are ideas for a common spatial data infrastructure with connected map-based data. An information-portal like this to represent the region and to give its population a central contact- point would not be only just a GIS, rather than geographical, web-based community portal. Whereas on a larger scale, like for Greater Region Saar-Lor-Lux, a complex GIS-solution is needed for regional planning and spatial observations and tends more to fulfl the requirements. Besides the European integration, the European Union pays also attention for the requirements for an information society, because the development of our society towards an information society is an inevitable trend (European Parliament, 2000). Tus, innovation and the knowledge society are mayor EU-policies and are aiming for new creative solution to existing problems. Maybe, the frst cross-border Geoportal with people involved, promote region as innovative with innovative projects could be one of them. Te observation was made, that the Technical barriers especially on the sofware level are ofen easier to overcome than the complex and more static administrative ones between countries and other local units. Furthermore, on the roadmap for the Eurodistrict SaarMoselle is this commercial zones monitoring system just a frst step upcoming projects are for example a tourist guide and the mentioned common GIS-solution. A logical continuation could be also a social community portal with basis spatial data and linkage to social communities (facebook, fickr, Qype for example), in order to get more related content (facebook-Like-Buttons, photos, recommendation and events for example). OReilly highlighted this importance of this social communities and user-generated-content in MediaCity: Interaction of Architecture, Media and Social Phenomena 280 the web 2.0 in 2005. Te principle of those communities with the use of interactive and collaborative elements could foster the idea of integration. A possible frst project could a common bicycle network in the region, which is enriched by posts, recommendations and connected to specifc social community groups. By this, such a portal could be enriched with more information, which is relevant for the inhabitants of the Eurodistrict and could aim to link the portal locally. Plus, it might act as an interface between the local and administrative level. As mentioned, there is the potential to use media and new technical solutions to utilize people as driven forces for the cross border integration. Hence, it is important as well that besides the authorities, the people have to be involved. Another enriching element could be a user-driven crowdsourcing data collection. By this, users are adding various data to system and are upgrading the database. Tough, the integration of the commercial zones metadata (geometries later) shows this principle on a low level. Tough, the whole potential is even bigger. Tis user generated content, added by desktop- computers and especially by mobile devices will increase in the future and could lead to a stronger and vital connection between the users and their data. However, together with all of these chances, there will be some threats and requirements as well. Tere has to be a specifc management and administration for this geographical attached information in order to avoid data cemeteries and to provide constant access. In addition, a base of technical standards and interfaces for the data-use has to be developed in order to ensure resilient data sampling methods. Time will show, if this could be the European INSPIRE directive, or if more decentralised developments form the OGC could be more promising. Some spatial databases are still very fragmented at the moment, but upcoming standards in the rising feld of spatial data usage, like Google Earth kml/kmz-fles for MediaCity: Interaction of Architecture, Media and Social Phenomena 281 example, could show where the development could go in a short period of time. Tere should be the ability to integrate data from other servers as well via (web map service, web feature service), no matter if the data is private or public. When it comes to the point of embedding the web 2.0 and the ongoing developments in the GeoWeb, it is important to build a fexible construction in order to react on actual developments. A long planned and fxed All-Inclusive-solution will not be as successful as a step- step-solution on the long term. It is rather important, to have the ability to embed existing communities than to create a new one, which would be sentenced to fail. Tere will be no blueprint to create a cross-border portal which helps for the integration in the region, however with a sophisticated approach, it could a help to overcome the barriers from previous times and may aim to create a common spirit. Conclusion Te question was raised, if cross-border cooperation and integration could be achieved by the use of new media. Tere is a potential for that, though it is complex task which requires a fexible and multidimensional solution, even already for the comparatively small study case of the commercial zone monitoring system of the Eurodistrict SaarMoselle. Communities like facebook, fickr etc. dont know borders and their crowd-sourcing attitude could be used to raise the acceptance on the part of the population. At least it will be interesting to observe as well the diferences between the requirements for administrative and social integration. Te portal to manage the cross-border commercial zones is just a frst step on a way with many difculties and hurdles. However, it is a working tool and MediaCity: Interaction of Architecture, Media and Social Phenomena 282 a frst step, which could be used by German and French partners to work on common projects and may lead to further comprehensive solutions. When it comes to developments in terms of new media in the internet, one of their characteristics are, that there are mostly standardized and ofen have a big cross-border acceptance and a high degree of popularity like facebook for example. Tey are already ofen working cross-border, and they could boost cross-border integration. Tus, Geoportals combined with the integration of communities could be run also under diferent ideas, like for example tourism issues or comprehensive spatial planning. Networks from a technical perspective and networks from a human perspective could enrich each other reciprocally and activate endogenous potentials. Te fundament for such a development is a strong connection with location- based communities and of course mobile availability of them. Questions like the missing standards in terms of sofware and origin data and diferent administrative levels just for a small project has to be solved. Te possible successor of a more complex portal will raise other questions as well, like for example data management and data privacy. In particular the question, what kind of data is public data and what is the intention of the project partners. Te more the data is organized decentralised with the principles of subsidiarity, the higher is the risk to create data cemeteries and redundancy. A tourism-portal for example could be open for everyone. Te people who wants to insert new data, share his opinion with others or in general wants to communicate with other users about their cross-border region, this could be one step to create and strengthen a cross-border consciousness. Furthermore, these new collected data is not only useful for an interested user who wants to inform himself, but also for the planner. Depending on the ofering of the portal, he could develop new strategies for up to now unknown problems. If fallow land and empty MediaCity: Interaction of Architecture, Media and Social Phenomena 283 sites are integrated in the portal, the planner could analyse the actual stock and compare it with the population development to adjust his further planning. An expanded portal could be useful for both the planner (spatial data) and the citizen (information and communication). Due to the fact, that computers, internet and social networks are getting more and more ubiquitous in peoples life, so their potential to solve such tasks has to be used. Integration on an European scale shall show, that diferences arent that big on the other side of the border common work and a common platform could show, how this work and integration may develop with the new possibilities of technology and media. Tis is the point, where such a portal could act as an interface between the administrative (local authorities) and social (inhabitants) level. Te intention is to strengthen the idea of one cross-border region both in peoples and governmental heads. To push forward and maintain this integration is task of spatial and urban planners. MediaCity: Interaction of Architecture, Media and Social Phenomena 284 References Eurodistrict SaarMoselle. 2008. Die Region, Eurodistrict SaarMoselle, [online] Available at <http://www.saarmoselle.org/page409- 389-die-region.html> [Accessed 22 August 2010]. European Commission.2000. Schlussfolgerung des Vorsitzes Leipzig Charta zur nachhaltigen europischen Stadt European Parliament, [online] Available at http://www.europarl.europa.eu/summits/lis1_de.htm [Accessed 22 August 2010]. Google Inc. Google Maps. 2010. Google Maps [online] Available at http://maps.google.de [Accessed 22 September 2010]. Guhse, B. 2005. Kommunales Flchenmonitoring und Flchenmanagement. Heidelberg: Wichmann Verlag. Microsof Cooperation. 2010. Bing Maps [online] Available at http://www.bing.com/maps [Accessed 22 August 2010]. Open Source Geospatial Foundation 2010. Open Layers [online] Available at http://openlayers.org [Accessed 22 August2010]. OReilly, T. 2005. What is Web 2.0? [online] Available at http://www.oreilly.de/artikel/web20.html [Accessed 22 August2010]. Streich, B. 2005. Stadtplanung in der Wissensgesellschaf. Wiesbaden: VS Verlag. MediaCity: Interaction of Architecture, Media and Social Phenomena 285 The Mythological City Peter Wendl Academy of Fine Arts Nuremberg: chair of graphic design & visual communication Academy of Fine Arts Nuremberg: department of sculptural and interdisciplinary working methods Urban Research Institute / forschungsgruppe_f www.peterwendl.de www.adbk-nuernberg.de, www.urban-research-institute.org, www.forschungsgruppe_f.net I. To live in a cave: an introduction In his study Arbeit am Mythos Hans Blumenberg defnes the human being as an entity that tries to escape the absolutism of reality (Blumenberg, 2006, p.10), i.e. the powerlessness of the prescient human being agains the force of nature (e.g. thunder-storm, feriness, disease). Te human being uses all conceivable means to fght the absolutism of reality by searching for explanations for unexplainable things: the human being searches for Erklrungen fr das Unerklrliche, () Benennungen fr das Unnennbare (Blumenberg, 2006, p.11). Tey produce myths to make their chaotic environment more liveable. Myths are a prescientifc rationalization of reality because they produce tales and images. Due to these images the human being creates the ability to dissociate itself from the immediacy of reality. From Blumenbergs point of view, the retreat of early humans into caves and the invention of cave paintings is an manifestation of this behaviour (fg. 1) (Blumenberg, 2006, p.16). MediaCity: Interaction of Architecture, Media and Social Phenomena 286 By inventing myths mankind also invented media, which can be used as a shock absorber between mankind and the immediacy of the world. Media is not only a concept that has the function of a safeguard against the outer world, but provides also an interface, a facilitator that ofers a window to the world and makes a controlled communication possible (Galloway, 2010). From this point of view our cities appear as a contemporary transformation of the Stone Age caves. Caves show the following symptoms (caves, villages and cities have in common): frstly, all these sites were and still are refugiums and panic rooms of mankind. Secondly, all these sites seem to inevitably provoke humans to produce signs and images, not only in written form (the frst writings of mankind were done in the frst cities, founded by the Sumerian)(Watson, 2005). In fact, these signs and images manifest themselves directly in space. As a result, they are constantly visible. Space only becomes cultured if it possesses signs (Peirce, CP 2.275). Space, which possesses no signs, stays wild. Te human being produces signs to distinguish cultured space and to delimit it from the wilderness (fg 2). MediaCity: Interaction of Architecture, Media and Social Phenomena 287 fg. 1: To live in a cave I / Paintings in the Caves fg. 2: To live in a cave II / Paintings in a public toilet MediaCity: Interaction of Architecture, Media and Social Phenomena 288 Trafc signs and road signs satisfy the desire of humans for a rationalized order of space. All the other signs we produce (like grafti or advertising) do not provide a logical order of space. Tey cover the environment with a mythologizing interface, Tis also allows a more distanced point of view. Moreover, it reveals the hidden laws of space not in a rational and logical manner but annotates it in a more associative way. Since 2007, Sao Paolo is the only city in the world which bans advertisings in urban space by law (fg. 3). Revealingly, in Sao Paolo you can see more grafti than in every other city in the world (, 2009) (fg. 4). Images and signs which are put in public space in addition to the logical information (trafc signs, road signs, maps) seem to be an evidence of the need of human beings for a mythological prescientifc and pre-rational order of space. It seems that the human being is not satisfed with a purely logical information system, which is implanted in space. Apparently, the human being needs other resources to oppose absolutism of reality. Even the so-called modern human being goes back to the instrument of creating myths. Roland Barthes particularly remarks that even photography, flm or advertising can embody myths (Barthes, 1964). In addition to that he states that the important message of a myth is basically not the content communicated but the way in which it is communicated: Da der Mythos eine Aussage ist, kann alles, wovon ein Diskurs Rechenschaf ablegen kann, Mythos werden. Der Mythos wird nicht durch das Objekt seiner Botschaf defniert, sondern durch die Art und Weise, wie er diese ausspricht. (Barthes, 1964, p. 85). McLuhan transfers this argument to media in general (McLuhan, 1967). Myths have to communicate with us. As well as cave paintings and Christian Myths (fg. 5), also contemporary signs and images which are put into urban spaces serve this need: they speak to us, weather we want to or not (fg. 6). MediaCity: Interaction of Architecture, Media and Social Phenomena 289 fg. 3: Lack of information / Banned Advertising in Sao Paolo fg. 4: Glut of information / Pixao in Sao Paolo MediaCity: Interaction of Architecture, Media and Social Phenomena 290 fg. 5: Divine Interface I / Detail of the Sistine Madonna by Rafaello Sanzio, 1514. fg. 6: Divine Interface II / Hot Wheels, 2010. MediaCity: Interaction of Architecture, Media and Social Phenomena 291 Te signifcantly formal coherence between fgure 5 and 6 points to their common idea: the main message in these fgures in not Believe! respectively Buy!. Te main message in both examples is: something is looking at you and it is located in a higher dimension. Both pictures communicate that there is a superior power which cannot be explained in a rational way. By producing such messages, the human being embeds itself into a bigger context, which makes the environment more reliable. MediaCity: Interaction of Architecture, Media and Social Phenomena 292 II Contexts Te human being is a Homo Pictor ( Jonas, 1994). It customizes his environment to his needs and desires by leaving sings and icons. Hans Jonas says that this skill marks a anthropological border: Not an animal intervened at that place, where I can see this sign, it must have been a human being. As a result, the Homo Pictor transformed a natural state into a artifcial state (Mittelstra, 2004, p.961) and documented his own presence in space. Jonas states that only this conversion from nature to culture makes the human being a human being. As a result, it is possible to difer between human being and animal respectively human being and nature. Te Homo Pictor marks his space with signs and icons and delimits it from the space of nature, wilderness and the non-denoted etc. (fg. 7 to 9). fg. 7: Assault of the symbols, Surrender of Nature / Te Eagle Awards, 2010. MediaCity: Interaction of Architecture, Media and Social Phenomena 293 fg. 8: Expansion of the symbols, Repression of Nature / Art Farm, Wim Delvoye, 2010. fg. 9: Retreat of the symbols, Regeneration of Nature / WMF, 2010. MediaCity: Interaction of Architecture, Media and Social Phenomena 294 Initially this distinction happens by chance. First and foremost, signs are temporary communicators, which have their right to exist as the only connection between transmitter and receiver. Space which is permanently occupied by signs is only generated as a secondary efect of communication. But we have to assume that this side efect is not completely irrelevant to the human being. Otherwise we could not satisfactorily explain why we dont clear up the space and remove all those signs that we dont need for our communication processes any more. Why does the Homo Communicator (Baacke, 1973) not get rid of his signs? 1. Native language Tere is no doubt about the question why we dont remove trafc signs or navigations systems every day and just put them into space when they are needed for someones guidance. Tey behave like institutions, which are inscribed into space (Lw, 2000) and regulate social processes. It would be irrational if we redeveloped all these signs again and again. We need them too ofen. In addition to that, they are set out to be generally understandable, everywhere and every time. We could describe them as the logical symbol systems or the native-language sign systems of our societies because they always communicate meaningfully and understandably. MediaCity: Interaction of Architecture, Media and Social Phenomena 295 2. Foreign language But how about all the other signs, which we produce in our environment? Tere are Grafti on walls, writings on toilets, stickers on glass panes, posters on advertising collums? Firstly, these signs mostly dont conduce to pure information and they dont form a coherent and universally understandable language like trafc signs in a city. In fact, these signs are not organised, but arise anarchically and belong to diferent control systems which are not universaly understandable but merely comprehensible in isolated social units. Secondly, these signs dont make sense as institutions which permanently mark the public space: on the whole, they dont regulate social processes. Undoubtedly, unique symbols, which only small groups can understand, can nevertheless have regulative functions (e.g. Hobo codes from migratory workers). But in consideration of the fact that insiders always belong to the minority, we have to ask the question: what do these non-universal symbol systems mean to those who dont belong to the circle of insiders? How does a society handle these foreign symbol systems? How can we lead back all those signs to a convincing and coherent meaning? We could describe them as the mythological symbol systems of our society. 3. Obscure contexts How can we difer between logical and mythological symbol systems? Information can only be logically decoded, if we know about its particular context, in addition to the information itself. MediaCity: Interaction of Architecture, Media and Social Phenomena 296 On the one hand, we should be aware of the specifc code of the information in a semiotical sense. On the other hand, we should know about the punctuation (signifcation of the information within the whole communication process) in a sense of the communication process. Furthermore, we should care about both transmitter and receiver of the information. To turn the argument on its head: if we dont know enough about the context of information, its message enters the territory of the mythical. 4. Obscure encoding: territorial marking Public space, seen as a media for communicative expressions, is ambivalent: although information points at an individual, it is nevertheless apparent for others. Terefore, we can notice two diferent strategies to channel information: First, encryption of the entire message. As a consequence, only a defned audience will be able to decrypt the information. All the other recipients wont be able to decode it. Nevertheless, we know that the information is not addressed to them (fg. 10 and 11). MediaCity: Interaction of Architecture, Media and Social Phenomena 297 fg. 10: Territorial marking by a Piru Killer (PK), a Latin Style Killer (LSK) and a Nigger Killer (NK) / Gang grafto in Los Angeles, 2010. fg 11. Territorial marking by non-transient twittering / Singing Blackbird, 2007. MediaCity: Interaction of Architecture, Media and Social Phenomena 298 5. Obscure punctuation: babes & strangers Te second strategy is, to transfer small packages of unencrypted information, which are isolated from their context. Te entire context itself is only known by insiders. In turn, other recipients which are not meant to be addressed are able to read the single information packages but do not understand the message, because of the missing links. Te excluded recipient does potentially not realize that the information is actually not addressed to him, while he is receiving those signals. As a consequence, he perhaps takes the message as referring to himself (fg. 12 and 13). 6. Obscure Transmitter: Words of God Signs serve the needs of direct communication, adjourned communication or permanent communication between transmitter and receiver. Depending on the particular latency period between the moment of broadcast and the moment of reception, diferent types of media have to be used. Nevertheless, signs ofen outlast their intended life expectancy. As mentioned above, visible signs mark the human space. In addition to that, those signs, which outlast their own intended lifespan, sediment the human space and charge it with anachronistic meanings. Signs of former communication processes are not merely passive hints from the past (like a footprint). In fact, they are active voices, which talk to us about incidents that are not up to date anymore. If signs outlast the latency period of the communication they belong to, they get rid of their own origin and context. Tey become signs which have forgotten their own transmitter. If a physically and logically allegeable emitter instance is missing, we displace the source of information to a metaphysical place. Tese signs become words of god. Examples of mythological sign production similar in kind are numerous. MediaCity: Interaction of Architecture, Media and Social Phenomena 299 fg. 12: Rude but Cute! Should I call her? Perhaps shes already 32! / Wim Delvoye, 2000. fg. 13: Pick you up in 1 hour But mother always told me not to go with strangers. / Fiat, 2010. MediaCity: Interaction of Architecture, Media and Social Phenomena 300 7. Obscure Recipient How about signs which indeed have an emitter, but are not addressed to a specifed recipient? At frst sight, a missing recipient seams to not be as productive for us as a missing transmitter. At least, signs that have disengaged themselves from their emitter have essentially made a contribution to the development of religions. Furthermore, it is quite normal that a human being is talking to himself, without addressing his words to a specifed counterpart. However, we have to ask the question why we are actually doing that? Does this form of communication have any efect and does it make any sense? Obviously, a contingently efect can only afect the emitter, due to the fact that nobody else is involved to the communication process. A human being, who is talking to himself is potentially broadcasting sensible signs, but he already knows their meaning. Tat is why we usually have to categorise this communication as absurd. Initially, signs that have no specifed receiver, come to nothing. Nevertheless, we produce signs without addressing them to an available recipient over and over: the message in a bottle, the house blessing (fg. 14) or the Golden Record, which the NASA launched to the universe in 1977 (fg. 15). fg. 14: House blessing / Religious message in a bottle to a divine recipient. MediaCity: Interaction of Architecture, Media and Social Phenomena 301 fg. 15: Te Golden Record / Cosmic message in a bottle to a alien recipient. MediaCity: Interaction of Architecture, Media and Social Phenomena 302 Why are we doing that? It seems to be absurd, to spill signs like milk that have no specifed receiver. Just as a usual prayer, the conventional message in a bottle and the unconventional Golden Record are metaphysical information transfers which dislocate the reception of the information along the space axis and time axis potentially ad infnitum. By consciously displacing the receiver into the dark even into the netherworld, a ordinary cybernetic model of communication becomes practically impossible. If we get feedback anyhow, we are irritated. We are not prepared for that, because we would not have expected an answer or we would no longer have expected it. In any case, an imminent answer is defnitely impossible. Nevertheless, the message in a bottle and the Golden Record do make sense for us, even though the answer is obscure. Te appreciation for this form of communication is not describable as a successful information transfer to a recipient that potentially does not exist. It does also not fail because of the missing response. If it were like that, we would have quit that long ago. Just as the signs that miss their emitter, we can not logically decode those signs that miss their recipient. Tey can only be decrypted, if they are not only seen as occasional relicts of human communication and if we admit that the spatialization of signs has its own meaning, which exceeds the intrinsic semiological meaning of the signs and produces a secondary semiological system (Barthes, 1964). For producing such superordinate symbol systems, it is required that a seemingly meaningless communication lasts as a document and makes the signs available for others as an evidence of the communication process. Tis assures that the efects of the signs do not disappear without a trace but have infuence on ensuing ages. MediaCity: Interaction of Architecture, Media and Social Phenomena 303 8. Odds and Ends Te production of this secondary semiological system proceeds in two steps: logical communication turns into communication without context. In a debris of messages, coming from the dark and going into the dark, nevertheless not disappearing, but lasting as documents. Afer that, the Homo Communicator uses those messages to create his own mythology and makes himself to a Homo Crditris: Te originality of mythic thinking is, as the bricolage in a practical sense, the fact that we produce structured entities, not directly by means of other structured entities, but by using odds and ends [], fossil vouchers of history, of an individual or a society. (Levi-Strauss, 1973, p. 35). By means of the bricolage, the human being constructs own explanatory models by producing own myths, where an entire coherence is missing. Te amateur even uses the fund of existing myths for creating his new ones. As a consequence, diferent mythologies do not independently generate origin funds of symbols. Similarities between early Sumerian writings, the Gilgamesch epos or the Hebrew bible vouch for that (Watson, 2005). Te symbol of the all-seeing eye also still appears under the same circumstances in most varied pictorial universes (fg. 16). Both similarities of content (the omnipresent gaze) and style (Horus type, hand type, fying eye type, triangle) are obvious. MediaCity: Interaction of Architecture, Media and Social Phenomena 304 Fig. 16: The omnipresent gaze. Egyptian iconography: Horus (a), Arabian iconography: Nazar (b) and Fatima (c), Christian iconography: God Father (d) and Trinity (e), heraldry: Leon Battista Alberti (I), iconography oI world conspiracy: United States one dollar bill (g), esoteric iconography: Hubble Helix Nebula (h), nautical iconography: AIDA cruiser (i), graIIiti iconography: Kripoe (k) MediaCity: Interaction of Architecture, Media and Social Phenomena 305 Fig. 16: Te omnipresent gaze. Egyptian iconography: Horus (a), Arabian iconography: Nazar (b) and Fatima (c), Christian iconography: God Father (d) and Trinity (e), heraldry: Leon Battista Alberti ( f ), iconography of world conspiracy: United States one dollar bill (g), esoteric iconography: Hubble Helix Nebula (h), nautical iconography: AIDA cruiser (i), grafti iconography: Kripoe (k). MediaCity: Interaction of Architecture, Media and Social Phenomena 306 III. The mythological city Te logical symbol systems of our cities, which I mentioned above, fnd strong competitors in mythological signs. Tey push into still unoccupied space: in Galata, a traditional business district in Istanbul, grafti characteristically limits itself to the ground level rolling shutters of shops. Tese roller shutters go down in front of elaborate displays of the showcases (fg. 17) afer closing time. During the day the business districts of Istanbul are littered with sings and symbols. Every imaginable corner or reachable height is occupied to display the products on ofer. At night, countless products disappear behind voiceless roller shutters without a trace. What remains is a lack of information, ofering space for new signs, virtually provoking their appearance. In Galata it is quite ordinary that sprayers unhurriedly leave their Grafti on closed roller shutters next to cafes and bars which are still opened in the early evening. Tey dont have to fear to be accused of vandalism (fg. 18). Kripoe, a sprayer, whose grafti are well known in Berlin, systematically sprayed almost every roller shutter with his signifcant eye and bone symbols in the high street of Galata, even in the side alleys. Tis cannot be described as an undercover mission any more, which suddenly happened in the dead of the night. Te result is too big and obvious. Nobody seems to be bothered about that. MediaCity: Interaction of Architecture, Media and Social Phenomena 307 fg 17: Allurement: products on ofer in Galata, a traditional business district of Istanbul. 2010. fg. 18: Greed: takeover of the lack of information by a grafto in Galata. 2010. MediaCity: Interaction of Architecture, Media and Social Phenomena 308 1. Fictions It is not relevant for the reception of mythological symbol systems of a city that the emerging signs dont form a coherent system at all, but rather an occasionally inconsistent formation. Today, the sciences of mythological studies assume that myths still are part and parcel of human entity, but are not received as literally true. In fact, todays myths cant (and wont) disguise their fctional nature (Mittelstra, 2004, p. 953). Terefore, myths have to be described as a visual allegorical expression of a life form, which undisappointed has lived up to the intangible, while endeavour to come to its senses, because we can already regard the efort to see reason as an aim, which exclusively cannot be missed. (Mittelstra, 2004, p. 953). Under this circumstances signs that are independent of logically coherent and directly earmarked symbol systems, have a second meaning: we do not receive the message in a bottle, the house blessing, the grafto or the advertising as literally true, but merely as allegorical expression of our efort to denominate the uncertain and to make it manageable. 2. Dialogues As shown above, the signs and symbols of our cities can be characterized by their missing contexts. Because of that, they provide an ideal fund for a playfully and fctional communication without consequences. A dialog on the wall of a toilet (fg. 19) does neither have an emitter nor a specifed receiver. As if by magic, a new story unfolds on the walls because of endless reactions and answers. Tis story can only be described as a myth. A dialogue that communicates with itself that arises from of and vanishes into of. MediaCity: Interaction of Architecture, Media and Social Phenomena 309 fg. 19: Self-referential dialogue, coming fom of. MediaCity: Interaction of Architecture, Media and Social Phenomena 310 Current developments in advertising show similar tendencies: the achievements of recent advertising strategies like viral or guerilla advertising prove that advertising whose context is missing, defnitely afects people. Advertising gets rid of its own broadcaster, but not to deceive us or to conceal its own intentions. By disposing of the emitter, advertising also initially does away with the literal receiver, i.e. the consumer. Just as the message on the wall of a toilet, advertising with dynamic contexts ofers us the way to understand and recycle it as stock. Although we are aware of the fctionality of urban myths (it is interesting that this phrase has established itself as a term that describes the spread of rumour, which originally were planted by advertising companies), we do not banish them to the realm of the forbidden but we admit a dialogue between advertising and us as well as single messages on the wall of a toilet admit a dialogue between each other (fg. 20 and 21) MediaCity: Interaction of Architecture, Media and Social Phenomena 311 fg. 20: Moot is a dialog / 3m Security Glass, 2009. fg. 21: Mourning is a dialog / Dexter, 2010 MediaCity: Interaction of Architecture, Media and Social Phenomena 312 Te ways to interact within this dialogue are because of the missing contexts manifold: answering and modifying (Adbusting), afrming and retelling (Viral), associating and quoting (fg. 22). fg. 22: Learn to anticipate / Learn to associate 3. Activation of the dialogues As a conclusion, we can perhaps answer the question, which positive efect can wrenched from the mythological signs in public space and what we need grafti and advertising for to symbolically acquire of our environment. By now, grafti worked hard to equal the status of a contribution to the culture. But this contribution is restricted even in the grafti research on MediaCity: Interaction of Architecture, Media and Social Phenomena 313 the one hand to a subcultural or individual expression and consequentially the mechanisms of empathy and on the other hand to a menetekel function (Institut fr Graftiforuschung, 2002 / Graftiverein, 2009). Advertising remains to struggle for that status. Te sociological reception of advertising is beyond critical arguments limited to a indicator function. Advertising was an indicator for the wishes, needs and interests of our society (Ernst Primosch, n.d.). But this is not the insight, we can beneft from. It is rather its intention: advertising is developed to correspond to our wishes and interests respectively advertising rather generates them. Te efects of grafti and advertising are always discussed under the same circumstances: they are always seen as fossil signs, with which the archaeologist has to infer to a condition of our society, of a subcultural movement or of single individuals. At best we can use those interpretations to anticipate future developments. Advertising and grafti are always seen as passive endpoints of a discontinued communication process, as signs without junctions, but never as active voices of a communication, which is still in progress, i.e. as fragments that we can recycle in our myths that inscribe themselves into our symbolic systems and modify them. Tese modifcations necessarily refect themselves in our symbolically adoption of space. Symbolic systems that are earmarked and have the function to regulate social processes do not tolerate that. Urban planning, architecture and art in public space are too idle for that. MediaCity: Interaction of Architecture, Media and Social Phenomena 314 References ARTE Metropolis 11.2009. Baacke, Jrgen: Kommunikation und Kompetenz. Mnchen 1973 Barthes, Roland: Mythen des Alltags. Frankfurt a. M. 1964. Blumenberg, Hans: Arbeit am Mythos, Frankfurt a. M. 2006. Galloway, Alexander R.: Das mige Interface, Kln 2010. Graftiverein, Darstellung des Modells der Graftipolygeneses im Kontext der Bildenden Kunst und ihrer rumlichen Situierung. n.D. Institut fr Graftiforschung, Grafti-News Nr. 48. 2002. Jonas, Hans: Homo Pictor. Von der Freiheit des Bildens, in: Gottfried Boehm (ed.): Was ist ein Bild?, Mnchen 1994. Levi-Strauss, Claude: Das wilde Denken, Frankfurt a. M. 1973. Lw, Matina: Raumsoziologie, Frankfurt a. M. 2000. McLuhan, Marshall: Te Medium is the Massage: An Inventory of Efects, 1967. Mittelstra, Jrgen (ed.): Enzyklopdie / Philosophie und Wissernschafstheorie, Stuttgart 2004 Peirce, Charles Sanders: CP 2.275. Watson, Peter: Ideen Eine Kulturgeschichte von der Entdeckung des Feuers bis zur Moderne, Mnchen 2005. MediaCity: Interaction of Architecture, Media and Social Phenomena 315 MediaCitys Atmospheric Commons Jordan Geiger Assistant Professor CAST: Center for Architecture and Situated Technologies Department of Architecture, University at Bufalo http://cast.ap.bufalo.edu More even than for the industrial city, the media citys most contested and vital feld is its palimpsestic atmosphere, its airs rife with overlays. Air in the city is subject to multiple stakeholders, it hosts multiple publics, and it suspends an overlay of new invisible, essences: wireless communications and pollutions. Both EMF and NOX in the atmosphere today and their subjugation under technical and legal means reveal urban airs to be felds under threat of becoming a de facto privatized commons. Tis is the volatile and feeting stuf of our cities today, and it touches the everyday actions of individuals just as it is ofen the result of large organizations of government: conditioning the workday, the commute, cultural identity, security and onwards. Tis talk describes some examples through three recent works, projects that intervene in feeting opportunities at these overlays, each employing a minimal or transformative materiality, a bounded spatiality, and an indefnite but terminal temporality. Such are some characteristics of the new modes of publicity and commonality in the media city. MediaCity: Interaction of Architecture, Media and Social Phenomena 316 Intro To begin, we can revisit the notion of the commons, most famously polemicized in the 20th century by Garrett Hardin in his article, Te Tragedy of the Commons (1968). Tis important work might best be summarized in his grim statement that, Ruin is the destination toward which all men rush, each pursuing his own best interest in a society that believes in the freedom of the commons. Freedom in a commons brings ruin to all. Hardins analysis links urbanization and population growth to the end-game: Using the commons as a cesspool does not harm the general public under frontier conditions, because there is no public, the same behavior in a metropolis is unbearable... the commons, if justifable at all, is justifable only under conditions of low-population density. As the human population has increased, the commons has had to be abandoned in one aspect afer another. As world population has since expanded and urbanized at a brisk clip, it may be not so much a question of morality as practical necessity and sober consideration of all consequences - cultural, ecological, economic - to revisit Hardins conclusion under these new, hyperbolic circumstances. Today, we see the commons - as both public space and a public discourse - evolving. Hardins discussion recounts various degradations and abandonments of the commons against the backdrop of population growth, but today we recognize both the space and discourses of a commons to appear diferently and suggestive of diverse responses. Consider the project Public Smog, by Amy Balkin. Initiated in 2006 and ongoing since, the project is many things - a website, book, park, legislative action and more. Te project website is a vast collection of information that both explains and accretes to form the substance of the project. It includes information on a number of eforts to list extra-state spaces as UNESCO World Heritage sites, MediaCity: Interaction of Architecture, Media and Social Phenomena 317 including the Moon itself. As Balkin puts it: PUBLIC SMOG is a park in the atmosphere that fuctuates in location and scale...Activities to create Public Smog have included purchasing and retiring emission ofsets in regulated emissions markets, making them inaccessible to polluting industries... When Public Smog is built through this process, it exists in the unfxed public airspace above the region where ofsets are purchased and withheld fom use. Other activities to create Public Smog impact the size, location, and duration of the park. Tese activities include an attempt tosubmit Earths atmosphere for inscription on UNESCOs World Heritage List.Any state that has signed the World Heritage Convention and wants to support a World Heritage submission to the Tentative List - acting as State Party in presenting a nomination fle on behalf of Earths atmosphere - should contact this website. Conceiving the Earth atmosphere as a commons, Balkin uses the project as a means of exposing inequities within industrial emissions trading and of asserting a way to subvert emissions trading for the creation of an atmospheric commons above Earth. Much of the artwork is expository, explaining its process, its legal, economic and scientifc underpinnings for a general public. It also contains various accounts of its making, including Balkins eforts to purchase ofsets through the clandestine help of brokers who were not permitted to sell to individuals.Balkin has pursued Public Smog in several diferent countries, each with their own emissions trading markets and legal structures in place to ensure the exclusive participation of large commercial concerns. Her advocacy to place Earths atmosphere on UNESCOs World Heritage List is a natural legal extension of such eforts, one that draws on a relatively nascent legal commons and refects back on Hardins own observations of the legal mechanisms of the tragedy. MediaCity: Interaction of Architecture, Media and Social Phenomena 318 Three Commons Within this expanded notion of both the atmosphere (global, supra- national, high-altitude) and of the commons (global, supra-national, highly contested), specifc local spatial and temporal instances emerge, events that crystalize the risks and opportunities of the atmospheric commons today. Tese also show how the presence of embedded electronics participate in this evolving commons. Tree recent works of mine have considered local events in the city as sites for design intervention, and the creation of a suspended atmospheric commons. Tat is to say, these are situations within which the terms at play are loosened to enable awareness of and engagement with the increasingly saturated atmospheric commons. MediaCity: Interaction of Architecture, Media and Social Phenomena 319 Flash Plazas Tis recent public artwork proposed as a temporary intervention in Berlin was part of a call for projects sponsored by the Haus der Kulturen der Welt in 2010, towards their ber Lebenskunst programming. Organizers sought contributions of any sort to think past technological greening solutions towards social practices that considered a fusion of everyday life and art practice, framed by issues of survival (hence the titles pun). Contributors were asked to imagine what one would do with a 25th hour in the day. Te Flash Plazas proposal imagines the addition of a 25th hour in the day as a time out, as in sports - time inserted into the limits of a games clock. Tis is both the time and the space of fash plazas, abruptly created public spaces that look past greening solutions to social practices that enable MediaCity: Interaction of Architecture, Media and Social Phenomena 320 individual agency - in the work day, in our neighborhood, and in the health efects of trafc, of work and of electromagnetic frequency (EMF) radiation on our bodies. In the project, four small vans - mobile bollards - close street intersections, each for one workday hour at a time. For that hour, they redirect automotive trafc, provide street benches and disrupt EMF to that outdoor area with a metal net that stretches between the vans, acts as a weak Faraday cage, and provides shade. Tese mobile bollards, ironically, respond to a critical mass of requests from neighbors using a web interface - community seeking a break from online interaction, and seeking one another, in the street. MediaCity: Interaction of Architecture, Media and Social Phenomena 321 Archipelagos Site 13: Unnamed (QC 138 - NY 30) N 59 31.680 W 74 18.483 Site 14: Unnamed (QC 219 - NY 22) N 0 16.100 W 73 36.167 Site 15: BIackpooI Border Crossing N 0 31.540 W 73 27.133 Site 16: Unnamed (QC 221 - NY 276) N 0 35.380 W 73 24.000 Site 17: Unnamed (QC 225 - VT 225) N 0 41.600 W 73 17.783 Site 18: Unnamed (QC 133 - I-89) N 0 53.720 W 73 05.083 Site 19: Unnamed (VaIIe-Missisquoi GIen Sutton) N 0 41.980 W 72 35.250 Site 20: Unnamed (QC 143 - US 5) N 0 19.860 W 72 05.950 Site 21: Unnamed (QC 253 - VT 253) N 0 48.090 W 71 30.300 Site 22: Armstrong-Jackman Border Crossing N 48 21.630 W 70 23.833 Site 23: Unnamed (Rue des MouIins - Boise Cascade) N 32 44.100 W 70 01.733 Site 24: Unnamed (Rang de Ia Frontiere - Frontier Rd) N 26 58.700 W 69 14.083 Site 7: Peace Bridge N 54 24.900 W 78 54.350 Site 8: Rainbow Bridge N 5 24.620 W 79 04.050 Site 9: Lewiston Queenston Bridge N 9 10.830 W 79 02.667 Site 10: Thousand IsIands Bridge N 20 50.270 W 75 59.000 Site 11: Prescott Ogdenburg InternationaI Bridge N 44 00.180 W 75 27.483 Site 12: Seaway InternationaI Bridge N 59 25.940 W 74 44.367 Site 2: Pigeon River Bridge N 0 05.180 W 89 35.100 Site 3: SauIt Ste. Marie InternationaI Bridge N 30 30.360 W 84 21.633 Site 4: BIue Water Bridge N 59 55.320 W 82 25.400 Site 5: Detroit-Windsor TunneI N 9 23.550 W 83 02.450 Site 6: Ambassador Bridge N 18 42.530 W 83 04.433 Site 1: Fort Frances InternationaI FaIIs Bridge N 36 26.610 W 93 24.083 USA/ Canadian Customs Stations: RecIaimabIe Land Area RFID toll crossings and national pass control stations are last centurys familiar polyps in road development, the ubiquitous spots where two lanes expand to ten. Inverse diagrams of automotive speed on the ground, these add up to surprisingly vast tracts of sacrifcial lands at the gateways of cities and, indeed, of nations. Yet thanks to the gradual introduction of radio frequency identifcation (RFID) tags, Nexus Cards and other electronics for toll payment and border services, these lands are now open to being rethought. Teir redevelopment can open potential for new bi-national zones, new forms of land use for new kinds of public interaction. Tese sites - each a hybrid architectural/landscape object enabled by a sensory and database infrastructure - are suggestive of new forms of public space that might gradually replace them. MediaCity: Interaction of Architecture, Media and Social Phenomena 322 Tese crossings are not only the familiar convergence of diverse personal data such as banking records, automotive registration and law enforcement info. A driver entering also identifes mentally as a bridge-and-tunnel commuter; and carries a personal role in the citys air quality. Te toll plaza is more than just the locus of physical entry and data transfer, but of cultural and environmental events too. With the growth of RFID use, toll booths are growing obsolete. But just as RFID transponders obviate tollbooths, RFIDs themselves may soon vanish too: in Germany, truckers are already charged perpetually, by kilometer, via GPS. Such changes promise the end of toll plazas in cities like New York, and the emergence of enormous polyps of available land for redevelopment, all strategically placed at the gateways to the city. Tese will form an archipelago of lands needing consideration as public spaces and potential sites for air quality remediation works. Boundaries to the city will no longer be about the toll plazas as gateways (points); nor about many smaller zones within downtowns (felds, as in congestion trafc pricing); but rather about perpetual sensing in our streets (lines, or perhaps meshes). Tis perpetuity, this duration, touches all issues at play here: movement, banking records, ecological fallout, and place-based identity. Archipelagos is a study of land use redevelopment of these areas, toward the creation of new public spaces integrating the dynamics and forms of interaction found at the sites of old toll plazas. Customs crossings along the Great Lakes region are the subject of a recent portion of this study, resulting in drawings that show an inventory of existing customs stations, a unique chain of land / water zones along the US-Canada border, their physical makeup, trafc load, and emissions from idling engines. Land areas at the largest twenty-four sites around the Great MediaCity: Interaction of Architecture, Media and Social Phenomena 323 Lakes alone total 2903.85 acres, or over 4.5 square miles. By comparison, this is over one-tenth the land area of Bufalo, New York (40.6 square miles). It also dwarfs some of North Americas largest urban parks (Torontos High Park is 398 acres, Central Park is 843 acres, Bostons Emerald Necklace is 1100 acres, and San Franciscos Golden Gate Park is 1017 acres, to name a few). Viewed together as a dispersed asset, these amount in scale to the land area equivalent of a vast park or a small border town. Site 13: Unnamed (QC 138 - NY 30) N 59 31.680 W 74 18.483 Site 14: Unnamed (QC 219 - NY 22) N 0 16.100 W 73 36.167 Site 15: BIackpooI Border Crossing N 0 31.540 W 73 27.133 Site 16: Unnamed (QC 221 - NY 276) N 0 35.380 W 73 24.000 Site 17: Unnamed (QC 225 - VT 225) N 0 41.600 W 73 17.783 Site 18: Unnamed (QC 133 - I-89) N 0 53.720 W 73 05.083 Site 19: Unnamed (VaIIe-Missisquoi GIen Sutton) N 0 41.980 W 72 35.250 Site 20: Unnamed (QC 143 - US 5) N 0 19.860 W 72 05.950 Site 21: Unnamed (QC 253 - VT 253) N 0 48.090 W 71 30.300 Site 22: Armstrong-Jackman Border Crossing N 48 21.630 W 70 23.833 Site 23: Unnamed (Rue des MouIins - Boise Cascade) N 32 44.100 W 70 01.733 Site 24: Unnamed (Rang de Ia Frontiere - Frontier Rd) N 26 58.700 W 69 14.083 Site 7: Peace Bridge N 54 24.900 W 78 54.350 Site 8: Rainbow Bridge N 5 24.620 W 79 04.050 Site 9: Lewiston Queenston Bridge N 9 10.830 W 79 02.667 Site 10: Thousand IsIands Bridge N 20 50.270 W 75 59.000 Site 11: Prescott Ogdenburg InternationaI Bridge N 44 00.180 W 75 27.483 Site 12: Seaway InternationaI Bridge N 59 25.940 W 74 44.367 Site 2: Pigeon River Bridge N 0 05.180 W 89 35.100 Site 3: SauIt Ste. Marie InternationaI Bridge N 30 30.360 W 84 21.633 Site 4: BIue Water Bridge N 59 55.320 W 82 25.400 Site 5: Detroit-Windsor TunneI N 9 23.550 W 83 02.450 Site 6: Ambassador Bridge N 18 42.530 W 83 04.433 Site 1: Fort Frances InternationaI FaIIs Bridge N 36 26.610 W 93 24.083 Area (Canadian): 217679 sq ft Area (American): 517792 sq ft Area (Canadian): 1964070 sq ft Area (American): 1508043 sq ft Area (Canadian): 618260 sq ft Area (American): 1529092 sq ft Area (Canadian): 9265028 sq ft Area (American): 10658280 sq ft Area (Canadian): 1457628 sq ft Area (American): 1104193 sq ft Area (Canadian): 5076095 sq ft Area (American): 11035125 sq ft Area (Canadian): 12612099 sq ft Area (American): 6139763 sq ft Area (Canadian): 1073565 sq ft Area (American): 1281131 sq ft Area (Canadian): 6261300 sq ft Area (American): 8243977 sq ft Area (Canadian): 2221371 sq ft Area (American): 4850286 sq ft Area (Canadian): 5292397 sq ft Area (American): 5940089 sq ft Area (Canadian): 4454500 sq ft Area (American): 1127622 sq ft Area (Canadian): 293167 sq ft Area (American): 116994 sq ft Area (Canadian): 79359 sq ft Area (American): 227383 sq ft Area (Canadian): 4683657 sq ft Area (American): 5184619 sq ft Area (Canadian): 1425121 sq ft Area (American): 1948129 sq ft Area (Canadian): 191219 sq ft Area (American): 299885 sq ft Area (Canadian): 3271983 sq ft Area (American): 2908066 sq ft Area (Canadian): 134885 sq ft Area (American): 147193 sq ft Area (Canadian): 2040150 sq ft Area (American): 934622 sq ft Area (Canadian): 299870 sq ft Area (American): 231418 sq ft Area (Canadian): 912519 sq ft Area (American): 328377 sq ft Area (Canadian): 136298 sq ft Area (American): 111849 sq ft Area (Canadian): -sq ft Area (American): 102240 sq ft RecIaimabIe Land Area: USA/ Canadian Customs Stations MediaCity: Interaction of Architecture, Media and Social Phenomena 324 Regulate [EMF/EMP] Regulate [EMF/EMP] is a courtyard installation for an outdoor sculpture space in New York City. Composed of a complex net structure that touches and runs down the sides of the courtyards outer walls, the installation defnes multiple nodes where the net gathers and concentrates, gradually to the point that its density disrupts EMF signal from the outside. At each node, visitors are drawn to a diferent aberration in the otherwise featureless abstract rectangle of space: a radio, a heat source in the winter, an interior court. Each of these nodes draw visitors toward them, though they cannot be physically occupied. Te spatial result is both a boxy object and an inhabitable void of space, in which signal is caged out but an occupant is caged in.Te project responds to growing online banter around fears of domestic and foreign threats in the air, and how to regulate them. Some of the debates regard EMFs unknown health consequences (a domestic threat, created through the proliferation of mobile computing MediaCity: Interaction of Architecture, Media and Social Phenomena 325 devices and wireless networks), while others come from the small industry and community concerned with protection against an electromagnetic pulse terrorist attack (EMP). An EMP attack, some worry, is an imminent danger to the United States, and would cripple all life services and economy as it would render all electronic devices nonfunctional. Tis larger concern of the work joins these perceived domestic and foreign public health concerns found in electromagnetic frequency disturbances. But the work is also specifc to some of the physical and cultural contexts of SculptureCenter, the exhibition venue. Two such contexts are SculptureCenters entry procession and its historic relationship to sound sculpture. In the spatial and programmatic functioning of SculptureCenter, the courtyard behaves as a bufer from the street, a dislocation in time, space and in its quiet geometric and material break from the street. Here, MediaCity: Interaction of Architecture, Media and Social Phenomena 326 its boxy space is rendered more like a minimal object with the lacey lid, even as its linear path is broken with three nodes. While the making of this is all reliant on recent techniques in computer modeling, they are here employed to reveal and let visitors manipulate the invisible forces present, rather than to create a formal spectacles as an end unto itself. For example, the central node is marked by a hearth: a heat source beneath a hole in the net. Around this hole is a dense area of net that protects visitors who gather and may meet at the heat. But as a sensor detects increased signal use at this node, the donut hole expands on a small motor. Te radio near the door to the galleries is a paradoxical presence. Protected from an EMP attack, it can endlessly function but raises the question of what it would play without broadcast infrastructure. Tese works consider are obliged to acknowledge examples like the Electro-Sensitives conceived by Dunne and Raby (2001) as crucial precursors, but also as symptomatic of larger scale responses, wherein interaction involves an inherently social, material and architectural context. In each of these, the identity and vicissitudes of the atmospheric commons - its legal, spatial, cultural and other characteristics - reveal themselves to be highly place-specifc, locally-negotiated, situated. MediaCity: Interaction of Architecture, Media and Social Phenomena 327 References Hardin, Garrett. Science 13 December 1968: Vol. 162. no. 3859, pp. 1243 - 1248 Balkin, Amy. http://publicsmog.org/ [Accessed 26 September 2010] Dunne, Anthony and Raby, Fiona. Design noir: Te Secret Life of Electronic Objects, August/Birkhauser, London/Basel. 2001. Electro-Sensitives, pp. 39-43 Electromagnetic Pulse Protection: http://www.futurescience.com/emp/emp-protection.html EMP Protection: When Shit Hits the Fanhttp://www.whenshtf.com/ showthread.php?1373-EMP-Protection [Accessed 26 September 2010] EMF-Less http://www.lessemf.com/ [Accessed 26 September 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 328 MediaCity: Interaction of Architecture, Media and Social Phenomena 329 Sensing Digital Identity and Stimulating Digital Co-Presence An Exploration of Digital Identity and the Application of this Concept Via a Virtual Pinboard Eleni Sotiriou, Marco Krechel, Hugo Loureiro, Madhav Kidao, Paul Goodship Te Bartlett, UCL eleni.sotiriou.09@ucl.ac.uk, marco.krechel.09@ucl.ac.uk, hugo.loureiro.09@ucl.ac.uk, madhav.kidao.09@ucl.ac.uk, paul.goodship.09@ucl.ac.uk Abstract Tis paper illustrates the development and fndings of an interactive installation implemented by a team from University College London. Te installation takes the form of a digital pin board allowing users with Bluetooth capability to leave messages for one another within a public domain. Each user represented a specifc yet anonymous graphic within the display and as such the aim was for real conversations and relationships to form between individual identities. Tis paper sets out to refect on the ubiquitous and pervasive characteristics of the digital layers in contemporary society and analyses the results of one possible application of the Bluetooth technology as a social facilitator. It also draws on our own experiences in the design and trial of a virtual interface and its implications in the local Bluetooth networks. MediaCity: Interaction of Architecture, Media and Social Phenomena 330 Introduction Te notion of a digital identity as the digital representation of an individual within a virtual community is not a new one. However, with the increasingly pervasive nature of mobile technologies, as well as the diversity of their applications, the value of this alternate identity is becoming more important as it gets increasingly ingrained within our day to day lives. Te mobile phone with incorporated technologies such as GPS and Bluetooth is an essential tool to navigate and communicate with or within diferent communities, creating a wireless interaction space, which enables the user to transfer data or to communicate with other users in a short range distance using one technology. Te wireless interaction spaces are mobile, as they move with the users and can lead to unexpected events. ONeill et al. defnes interaction spaces as ... spaces that are created by designed artefacts. Tese spaces defne the physical boundaries within which the device or artefact is useable. (ONeill et al., 1999). Te key for the research was to design an interaction space within a public place to explore the digital identity, created by users of mobile devices. Terefore we had to implement a tool that would enable us to observe how people understand the digital space and how they use it in order to express themselves, communicate and interact. Te aim was to create an installation that would start an interaction process and would give the opportunity to the users to better comprehend not only their digital presence in the hybrid space but also the potential of wireless technologies. Te general tool is wireless Bluetooth (BT) scanning of mobile devices. Te customisable name of an enabled Bluetooth device such as mobiles or notebooks is visualized on a virtual Pin Board that plays the role of a medium to project peoples presence and enable interactions, towards the formation of instantaneous virtual communities. MediaCity: Interaction of Architecture, Media and Social Phenomena 331 In a frst step the virtual Pin Board acts as a proactive display as it senses and responds to the physical presence of individuals or groups of people. In the second step it tries to encourage the attendees to participate, being physically identifable but due to the use of the technology anonymous, hidden behind the digital identity. Aims and objectives Our research interests were defned around the following four key points: 1. Access to the interaction space Raise peoples awareness about their digital presence: Are they conscious of their presence in digital communities? Usefulness of interaction design in a physical and architectural context: Do people realize the full potential of pervasive technologies to their lives? 2. Medium Understanding peoples behaviours in response to a specifc application of BT mobile technology: Is it possible to engage people to communicate via digital devices? Exploring the potentialities of BT technology: How efective is BT technology on promoting interactions? 3. Communication and interaction with others through the installation Can communication (in any form, digital or not) and expression be afected by anonymity? Can it be facilitated if peoples identity is hidden / protected? Do people express themselves more spontaneously? 4. Environment How can the nature of space and diferent locations in the same space infuence or stimulate peoples interactions? MediaCity: Interaction of Architecture, Media and Social Phenomena 332 Background To fully develop these aims and objectives, we looked at past examples of interactive urban installations, specifcally focusing on three projects Gyorol, Loca and txthealing. Each of these projects would enable us to develop the key points from our research interests. Gyorol (access key) is a user led interaction game where 2D data matrix barcode scanning is used as a key to gain access. Tis led us to think about the way the public accessed interactive urban installations and how this was achieved successfully (http://gyorol.bascule.co.jp). Loca (identity) is an artist led interdisciplinary project on mobile media and surveillance, confronting passersby with intimate knowledge, and is mostly controlled via BT. Tis helped us to refect on the invasiveness of digital technology and the negative perception the public can have of it, as no one knows who is watching (http://www.loca-lab.org). txthealing (communication) is a performance format that encourages development of dialog through text messaging from mobile phones. It allowed us to consider the positive participation that can emerge within the public when simple and fun interfaces are created with the use of mobile technology. (http://www.txtualhealing.com) Figure 01. Information received fom Bluetooth scanning. Tis would not only be used to create our interface, but also represent the key points fom our research Access, Identity and Communication MediaCity: Interaction of Architecture, Media and Social Phenomena 333 Tese three projects allowed us to refect on the crucial elements of interactive urban installations and helped us create the methodology for our installation. McDonald et al. summarizes two streams of existing research in the augmentation of physical social spaces: One stream can be characterized as wearable or handheld technologies that attempt to facilitate interactions between people, between people and computers or between people and artifacts; the other focuses on the use of large displays in shared contexts. (McDonald et al. 2008). Our aim was to combine both streams in which the user with his enabled BT device communicates via a large display with other participants by manipulating his mobile settings. As mentioned by Rogers and Rodden most shared display applications require direct, explicit manipulation at or near the display, which may limit peoples willingness to step up and participate (Rogers and Rodden 2003). Te virtual Pin Board as a proactive display overcomes this problem by detecting passersby via their enabled Bluetooth devices, projecting their digital identity on a large screen in a public space, starting a possible communication. Methodology For the methodology, we drew upon the research methods of a similar installation in Bath by a team from University College London (Fatah gen. Schieck et al, 2008). Tis team set up an interactive urban installation to investigate peoples awareness of their own digital presence and how they responded when encountering this presence. Te experiment displayed individuals BT usernames on a large projection and encouraged participants to respond by changing their BT usernames. It was an observational study into peoples responses to pervasive technology and MediaCity: Interaction of Architecture, Media and Social Phenomena 334 how it changes the spatial environment and peoples social behaviours. Tis demonstrated to us how an installation of this type can greatly change the immediate environment, therefore making micro scale observations before and during the installation was very important for developing qualitative research results. Tis was mostly done with conventional observation techniques and allowed us to continuously develop and refne our experiments. We also similarly looked at difering locations for the installation, in order to gain a greater understanding of the type of location and people needed to encourage interaction with our interface. By observing past studies like this we were able to build upon their fndings and results in order to develop a methodology to study our own aims and objectives. Terefore, the four underlining metaphors for our project, that were previously discussed Access, Medium , Communication and Environment have been developed to formulate a methodology that draws inspiration from past examples. 1. Access Make people aware of their digital presence. It is important to us that the public is aware of their presence in a digital space, therefore allowing them the choice to enter a digital space, or not. 2. Medium Create a semi-controlled installation to understand peoples behaviours in response to pervasive technology. By allowing the installation to be semi- controlled, this allows us to experiment with a variety of communicative methods, giving us a greater understanding of how people engage with pervasive technology. MediaCity: Interaction of Architecture, Media and Social Phenomena 335 3. Communication Create a Virtual PinBoard to enable anonymous communication and exchange of information. Tis allows participants to engage with a larger community, through ubiquitous technology and a public interface. 4. Environment Develop an understanding of the type of environment that is needed to enable people to engage with pervasive technology. By understanding this type of environment before and afer the installations - at a micro- scale level, this will enable us to better appreciate the impact this type of technology has on the public. Tese four underlining metaphors allowed us to structure our development work and installation to be focused and directed towards our principle aims and objectives. Whilst, they may have regularly been refned, these basic metaphors remain constant throughout the project. Bearing in mind this, the methodological approach to implementing the installation is as follows: a) Te technology around which we designed the installation was live BT scanning, which ofers an anonymous pervasive technology and gives the chance for live interaction. Tis technology is embedded into most mobile devices and can be scanned using Cityware sofware, installed onto a laptop. Tis scanning will allow an active dialogue to be formulated between participants in a digital space. b) Create a clear and easily understood interface, with simple instructions to illustrate how participants can engage with the interface. Tis allows participants to illustrate their digital presence and communicate through mobile technology, creating an interface where digital identities can engage publicly with one another. MediaCity: Interaction of Architecture, Media and Social Phenomena 336 c) Run qualitative and quantitative studies of the locations, before and during the experiment, to show how the installation afects space and peoples behaviour. Tese included systematic observations of activities in the space, 3D and layout sketches of the space, people watching and, photographic and video documentation. Tis allowed us to develop an understanding of the efects that the installation has on the immediate environment and start to learn how pervasive technology can infuence the physical environment, as well as the digital one. d) Develop and test the installation in diferent environments. Tis allows diferent behaviours connected to each time and place to emerge, since it will establish the way diferent types of people interact with pervasive technology and how a diferent time and place can greater afect someones engagement with this type of technology. e) Promote the installation. Use leafets to advertise the project and instruct people how to interact with the interface and send automated BT messages to people, repeating the initial question on the interface. Tis will create a greater awareness of the installation and reinforce the instructions for interacting with it. f ) Test the installation with passive observation, and then test it with a more active participatory promotion of it, to compare and contrast between the two. Tis is designed to create a greater appreciation of the publics awareness and willingness to engage with the installation and allows us to better understand the types of scenarios required to entice the public into exploring their digital presence and environment. g) Distribute questionnaires to analyse and understand the results from the installation and collate feedback from participants. Tis allows us to MediaCity: Interaction of Architecture, Media and Social Phenomena 337 qualitatively and quantitatively understand the publics response to the installation and to draw conclusion upon their reactions. h) Analyse all data to discuss successes and failures, in relation to the projects aims and objectives. Tis allowed us to quantify the results and discuss its implementation and future developments. Revaluate and Redefine Troughout the development stages and afer each installation, the methodology and its implementation was revaluated and redefned in order to address problems both technical and related to its execution - to maintain our principle goals. Tis would become a very important element in our methodology, as throughout the project there were many unknown elements that could only be established through trial and error. Tis would include improving the location, enhancing its ease of use, increasing awareness of the installation, and visually enriching the installation, along with many other minor improvements. By continually revaluating and redefning the installation and its implementation, this gave us the opportunity to constantly refne our aims and objectives and make them clearer and precise. However, whilst these aims and objectives persistently became more refned, the basic principles behind them remained the same, as the metaphors of access, medium, communication and environment, would remain a constant guide to the implementation of the project and achieving our principle goals. MediaCity: Interaction of Architecture, Media and Social Phenomena 338 Installation Our main aim was to implement a strategy to get people involved in a procedure that would have as its result the manifestation of the user ID on screen and a chance for communication with other users through that screen. Te reactions of people were not predefned and hard-coded to allow the users creativity to alter or invent new patterns. Figure 02. Layout of the virtual PinBoard A script developed in the Processing Language scans and detects BT enabled phones and laptops. Te individuals device allows access to the local BT network which translates as visualization on a screen. Each participant is represented with a bubble foating on the screen displaying his mac address and the devices username. Te size of the bubbles is customized according to the size of the username. A question is displayed for some time on the same screen, with the intention of triggering some response from the users. Te expected interaction would come by people changing their BT usernames, in response to the question. BlueMiner sofware was also used to send out automated BT messages to inform people of the question. MediaCity: Interaction of Architecture, Media and Social Phenomena 339 Locations / Context We looked at two contrasting locations to answer our objectives and to give us a greater understanding of peoples awareness of pervasive technology. Tese two locations, where the installation was implemented, were chosen considering that people would be more willing to socialise. Te frst one was a student Caf, located inside University College London. It is one of the busiest and friendliest cafes in UCL, with a continuous fow of people and a relaxing environment. A Pub in the high street (Tottenham Court Road) was chosen as a second venue, for being as busy as the frst one but frequented by working people, customers with very diferent social/ cultural profle. Figure 03. Plan of the student caf, UCL London indicating the position of the installation - 1st setup MediaCity: Interaction of Architecture, Media and Social Phenomena 340 First Setup Te frst setup took place on a Friday during lunchtime. Te location was the UCL Campus caf, and particularly a small lounge next to the counter. Te place at frst looked suitable, because it is visible from some tables around and also, because the installation would attract the attention of people queuing to order. Our predictions proved to be wrong, frst because the projection was rather small and could not attract attention immediately. Moreover, the people who queue obstruct the view of those sitting opposite the projection. Every 20 minutes we posed a question on the board and waited for people to give their answers by changing their Bluetooth names. On the board there was also a line of instructions. Further improvements/refinements Afer the low interest in our frst attempt the main observation was the strong connection between the location and peoples engagement. For the next setup, we had to rethink the location within the caf and also, the improvements on the interface: static messages are not easy to read on the spot, therefore we had to keep only the necessary instructions and the question. Also, our passive observation of the installation did not have any efect, therefore, for the next setups the team would employ a more active participation in the process. MediaCity: Interaction of Architecture, Media and Social Phenomena 341 Figure 04. Plan of the student caf, UCL London indicating the position of the installation - 2nd setup Second Setup Te second setup took place on a weekday, in the same caf during lunchtime. Te board was projected on a central wall, between the two entrances, where it would be difcult for people to cross without noticing it. To encourage participation we started leaving our responses on the board. Te reaction of the public was signifcantly improved compared to the frst attempt, with a wide variety of diferent uses emerging, which also shows that the installation has the potential to inspire the public and extract creative behaviours. In order to advertise the project we had put leafets on the tables, with an explanation and instructions on how to participate. It needs to be mentioned that the board worked better in cases where people were sitting with friends, and it was an opportunity to make fun, tease others or even talk to strangers. Despite the presence of clear instructions, in many cases there were people who didnt understand how the installation worked and had to be guided through the procedure. One of the most interesting moments during the setup was when a candidate for the UCLU elections walked in and started advertising himself. He was MediaCity: Interaction of Architecture, Media and Social Phenomena 342 approached and ofered the board to communicate with his voters. With his participation, questions related to his campaign started to be displayed on the pin-board which triggered a quick reaction from the public. Te candidates initial estrangement was gradually replaced by intrigue and astonishment. He started replying to the questions out loud and instigated by curiosity, tried to unveil the anonymity of the BT users in order to give a direct answer in person. We recognised this event as one of the magic moments described by Reid, Hull and Cater [2005] as the unexpected moments when physical and virtual collides and coexist in a harmonic and synaesthetic cooperation. Figure 05. Plan of TCR Bar, Tottenham Court Road London indicating the position of the installation - 3rd setup Third Setup One of the main observations was the strong connection between the location and the peoples engagement. Te next step was to test the installation against a diferent social environment, to observe the kinds of uses and behaviours arising from diferent contexts. Te second setup took place on a weekday evening, in a local pub. Te confguration of the space was not very convenient; however, a big projection wall made the installation visible. Technical issues (the fact that most of the customers MediaCity: Interaction of Architecture, Media and Social Phenomena 343 owned an iPhone) prevented people from participating. Tose who did interact did not care about responding in the questions posed, but preferred to leave their own messages on the board, teasing their friends and announcing their celebrations. In some cases, large groups of friends participated through common use of the same phone. Process of the experiment When the installation was lef to run alone, without our active participation, the interaction rates were kept on a low level in contrast to the cases where the team actively engaged in the experiment. Moreover, the advertisement of our project with leafets and BT text messages during the second and third setups created a dramatic diference compared to the frst half setup with people being unaware of the project. As mentioned already, the success was strongly linked to location, and therefore we always tried to fnd the most prominent spaces that would facilitate engagement. Also, throughout the experiments, the interface went through a process of refnement in order to make the messages easy to read, keep only the necessary instructions and use questions that would provoke reaction. MediaCity: Interaction of Architecture, Media and Social Phenomena 344 Data Analysis Quantitative analysis Te objective of the quantitative analysis is to assess peoples interactions in a bigger picture and measure the success of our experiment through the number of interactions and Bluetooth enabled devices. Te following graphs illustrate the most representative moments of the three setups, measured by their higher numbers of participants and degrees of interactivity. Te graph in appendix A clearly refects the overall results of our frst attempt. Judging from the total number of people in the cafe, 36% (15 people) were connected to the local BT network. From these, around 93% were using personalised usernames, suggesting high degree of awareness of their digital ID or BT technology. Interestingly, on that particular moment, only 26% of BT users were actually interacting with the pin-board. Overall, these numbers showed a very small response from the public and certainly did not refect our expectations. Tey exposed, nevertheless, some weaknesses of our project, making us rethink about a few aspects of this installation regarding interface, approach and location. In our second attempt, the installation was better positioned in the cafe, allowing for greater viewing and interaction. Our participation as researchers, was also more active than in previous experiments. Tis is surely refected in one of the moments represented by the graph in appendix B, which shows that 61% of the BT users demonstrated some interest in interacting with the pin-board, having their usernames changed in response to the question displayed on screen. Curiously, almost half of these were also performing active communication with other participants. MediaCity: Interaction of Architecture, Media and Social Phenomena 345 Te response was rather positive and two additional facts contributed to this outcome. Te frst is that a greater proportion (41%) of people in the cafe had their BT devices enabled, with 83% of these using personalised usernames and likely to be active users of this technology. Te second is related to unexpected public events that happened alongside (i.e. the UCLU candidate event) and close to our experiment that jointly cooperated to an increased interest of the audience. But some issues were also noticed, pointing towards few refnements in our interface (i.e. positioning of elements on the screen) and questions with more engaging subjects. In our third and last set-up, the main objective was to test the efectiveness of the installation in a diferent kind of environment and time. Although realised during happy hour, the place chosen was not busy and not many people had their BT devices enabled (33%). But even so, 55% of interaction was achieved from the local BT network. Te most interesting aspect comes from a higher percentage of users performing active communication with one another. Probably due to a diferent profle of audience and particular interest from certain groups of people, this communication consisted of some of these users changing their ID names 6 or 7 times, a much bigger fgure if compared with previous experiments. For most of the experiments one could observe the emergence of diferent patterns of behaviour. Te installation was mainly used to answer the questions posed, most of the times in a provocative way. But many other kinds of communication were created. Te pin-board became a way to communicate with other unknown users, play with friends, make jokes, advertising and promoting people and ideas, etc. Also, there were many who changed their names constantly to respond to other users replies. Te development of diferent and unexpected behaviours indicated that the openness of the installation may give plenty of room to users creativity. MediaCity: Interaction of Architecture, Media and Social Phenomena 346 Questionnaire analysis Te questionnaires, distributed during each of our experiments, allowed us to trace a better profle of the general public. Te questions were formulated around two of the four key points of this study: access and communication. From the information collected from the questionnaires, one could realise that the majority of the interviewed people (63%) are conscious of their digital identities being inherently related to the use of BT or other pervasive technologies. Almost the same proportion (69%) believes that this virtual identity can be intrinsically related and efected by our physical presence. Online communities or message boards such as Facebook, Instant Messenger were indicated as the most popular, along with Linkedin, Twitter and Myspace. Interestingly, among all technologies available on a mobile phone, internet is the most used and, behind Wi-Fi, GPS and email, Bluetooth was the last. Also, 73% of the people admitted to keep their BT devices of. Compared with the high popularity of BT some years ago, these fgures may point towards a descending trend of this technology for the coming years. It might also indicate some actual degree of avoidance from users, given the vulnerability of BT enabled devices to constant or unknown tracking or surveillance. MediaCity: Interaction of Architecture, Media and Social Phenomena 347 Discussion Public Reaction One of the most enlightening aspects of the project was discovering how to successfully gain user participation. Even though a certain level of wariness had been anticipated, as is true with anything new, what had been particularly interesting was how widespread this scepticism was within the general public. Even more surprising however was the complete lack of intrigue that many individuals seemed to possess, even those queuing adjacent to the installation. Te distribution of leafets and the sending of Bluetooth messages allowed for individuals to learn about the project in more depth, from the comfort of their seats. Tis subtle method of advertisement was particularly efective especially in grabbing the attention of groups. Groups of friends tended to be the most prominent users rather than individuals. In these situations, any question posed tended to be ignored, and the display was used as more as a means of expressing personal messages to one another, ranging from messages of congratulations to petty mocking. In instances in which more than one group was actively using the installation at a time, private conversations began to emerge between the two, either through rival taunts or as questions and answers. It was clear from the content of many contributions that the anonymity provided by the Bluetooth username encouraged bolder responses from individual participants. Te board acted as a means of temporary grafti in which any opinion could be displayed to a wider public without the worry of identifcation. Tis really came to light during the student body campaign event. Te quantity and variety of questions posed illustrated MediaCity: Interaction of Architecture, Media and Social Phenomena 348 a greater and more probing participation than could have normally been expected from the crowd. Tis success of this incident also emphasised a common response from the users that implantation of the installation as a simple question and answer forum created intrigue, however this was unsustained. Rather its use in conjunction with other events provided greater scope for wider implementation. From the questionnaires users gave an average rating of 8 out of 10 for the success and interest in the project however only 50% believed that it was useful in its current incarnation, with the other 50% believing it to be a gimmick. Success and Failures It had been our original aim to create an autonomous installation, however it soon became apparent from our frst test, that active participation on our behalf would be required to initially attract users. Te use of leafets and Bluetooth messages to attract users had a signifcant efect upon the level of participation. Tey were particularly useful in quelling any anxiety potential users had about connecting their laptops or phones to an unknown medium. Another use of the leafets was to clearly explain how to participate. From our preliminary testing we discovered that people would ofen overlook any text on the display in order to gain an overall impression. With this in mind the visual interface was simplifed to make it more comprehendible from only a passing view. Te position of the projection was changed to feature more prominently in the space, and importantly, in such a way that people would walk across its path. Tis instantly drew attention to the presence of the project and, ofen, subsequent participation. MediaCity: Interaction of Architecture, Media and Social Phenomena 349 Once we were able to consistently attract participants, we discovered a number of other interesting user traits. Notably social context was an important factor in the participation behaviours of individuals. Having tested the installation in both a caf and a bar, during lunch and the evening, we noticed that the level and enthusiasm changed. At lunch time the usage tended to be lower especially with workers. Students with a more open schedule had more time to explore the project and would usually do so individually or in small groups. Bars tended to be more efective than cafs due to the more relaxed and jovial environment. Tis is particularly true of large groups of ofce workers in the evening, which tended to embrace the project for their personal amusement. Te unexpected success of the project came with uses of the project that we had not originally anticipated, such as the student election campaigning. We received additional feedback from other members of the public interested in the commercial applications of the product, especially within corporate and ofce environments. However to realistically diversify or commercialise the project there are a number of technical issues that need to be resolved. One surprising issue we came across was with the use of iPhones. To change the Bluetooth username requires a laptop to change the actual phone settings. Tis obviously excluded any iPhone user instantly from participation. Tis was a serious problem, as from our tests we observed that on average, roughly 30 - 40% of the population of a location had iPhones. Tis is not necessarily indicative of the whole population but is still a signifcant amount. Te use of Bluetooth technology generally however has a number of signifcant issues in this feld. Starting from issues within our project, MediaCity: Interaction of Architecture, Media and Social Phenomena 350 we found that the limited number of characters drastically reduced the potentially contributions from users. Tis could be argued as promoting concise responses, in a manner similar to Twitter, however most phones only allowed for a maximum of 20 characters, which was ofen too little. Te actually technology used to detect and obtain Bluetooth information provided us with a great deal of trouble, usually associated with the refresh rate and catchment size. However the greatest issue overall is the actual pervasiveness and use of Bluetooth. From our questionnaires we can see that on average less than a third of the public regularly keep their Bluetooth enabled. In addition most users were unaware of how to change ones Bluetooth username on their devices. On the whole Bluetooth appeared to be a rather redundant medium in this context with little popularity. Potential Applications From the questionnaires completed, a number of individuals suggested alternate uses of the project. Due to the diversity of the users, we received wide-ranging suggestions from photo sharing to speed dating. However some of the most popular and most exciting are those that work as an aid to existing events, providing new, anonymous forms of communication. Of particular interest had been the use in lectures, presentations and conferences, in which an audience could pose their speaker a series of anonymous questions. It encourages those that would ordinarily not speak to participate in the debate. Other noteworthy suggestions were for pub quizzes, market research, product pitches, events listings and as a help point. MediaCity: Interaction of Architecture, Media and Social Phenomena 351 The Wider Context Despite the fact that many aspects of our project had been implemented before for other installations, there is still nothing equivalent that is available commercially; it is not something pervasive in our everyday living. Te level of interaction it allows generated an obvious interest and genuine intrigue among the public. Te contribution and the importance of the installation can be realised when we consider the importance of social interaction and encounters in the public space of contemporary societies; mobile technologies can make a real diference since they have the ability to change the immediate environment and streamline our communication and interaction in a way that has never been conceived before. Tis project is a small yet robust attempt to map the way we perceive space (physical and digital) and our existence within it. It manages to use a common, ubiquitous technological means and convert it to the medium that facilitates social encounter and above all communication. Acknowledgements Tis project was developed as part of the module: Embedded and Embodied Technologies of the MSc Adaptive Architecture and Computation, UCL, London. We acknowledge the contribution of Ava Fatah for her constant guidance, Marilena Skavara, William R. Jackson and Kaiti Papapavlou for the support during the development of the work. MediaCity: Interaction of Architecture, Media and Social Phenomena 352 Appendix A: Illustration refecting overall results of 1st setup and reaction to example question B: Illustration refecting overall results of 2nd setup nd reaction to example question MediaCity: Interaction of Architecture, Media and Social Phenomena 353 C: Illustration refecting overall results of 3rd setup and reaction to example question MediaCity: Interaction of Architecture, Media and Social Phenomena 354 References Brignull H., Rogers Y. (2003), Enticing People to Interact with Large Public Displays in Public Spaces. Interact Lab, School of Cognitive & Computing Sciences, University of Sussex, Brighton Fatah gen. Schieck, A., Penn, A., ONeill, E. (2008), Mapping, sensing and visualising the digital co-presence in the public arena. In proceedings 9th International Conference on Design & Decision Support Systems in Architecture and Urban Planning, Leende, NL. pp. 38-58. Fatah gen. Schieck, A., Palmer, F., Penn, A., ONeill, E., 2010 (in print), Sensing, projecting and interpreting digital identity through Bluetooth: from anonymous encounters to social engagement. In Foth, M., Forlano, L. Gibbs, M., & Satchell, C. (Eds.) From Social Butterfy to Engaged Citizen, MIT (a book chapter) Fatah gen. Schieck A., Kostakos V., Penn A. (2010) Exploring Digital Encounters in the Public Arena. In Willis, K.S., Roussos, G., Chorianopoulos, K.; Struppek, M. (Eds.) Shared Encounters, Springer Verlag, Heidelberg, Germany. Kindberg T., Jones T. (2007)Merolyn the Phone: A Study of Bluetooth Naming Practices. In UbiComp 2007, 318- 335. Innsbruck, Austria. McCarthy J. F. (2007) Te Challenges of Recommending Digital Selves in Physical Spaces. Proceedings of the 2007 ACM conference on recommender systems Reid J., Hull R., Cater K. , Fleuriot C. (2005), Magic moments in Situated Mediascapes International Conference on Advances in Computer Entertainment Technology Hosio S., Kukka H., Riekki J. (2008), Leveraging Social Networking Services to Encourage Interaction in Public Space. Proceedings of the 7th International Conference on Mobile and Ubiquitous Multimedia http://www.loca-lab.org/ http://gyorol.bascule.co.jp/ http://www.txtualhealing.co MediaCity: Interaction of Architecture, Media and Social Phenomena 355 Public Space 2.0 Research Project funded by the Austrian Science Fund (FWF) Sandrine von Klot space&designstrategies_research University of Arts and Industrial Design Linz (A) Research Project Partner: Institute of Computer Technology, Vienna University of Technology (A) Institute for Architectural Sciences, Vienna University of Technology (A) International Cooperation: SENSEable City Lab, Massachusetts Institute of Architecture (USA) School of Design, University of Pennsylvania (USA) http://www.strategies-research.ufg.ac.at/public_space/ http://www.strategies-research.ufg.ac.at Public Space 2.0 For the designer its a shif away from individual user practices to social practices, from discrete sofware interactions and the sofware applications satisfaction of user transactions to talk and communication, which are ongoing and may not be goal oriented. Human factors in social media are social factors also. Te sofwares mediation of interaction and presentation of users through activity and profles, posts and appeals involves user psychology, imagination, and the mediation of audiences that can sense presence across space and time.[1] MediaCity: Interaction of Architecture, Media and Social Phenomena 356 In this research project we raise the question whether current social practices in urban public space could possibly beneft from a mutual inducement with vital communication strategies ofen associated with various social media platforms of Web 2.0. New technologies evoking long-time changes generate virtual communities and social networks. Users increasingly form up addressing formats such as wikis, weblogs or other applications of the so-called Rich Internet Applications. Tey manage to make use of new information systems to follow personal agendas. In the near future the same users will not just accumulate new content on the web, stimulated by fast technological developments they will furthermore create individual web services that eventually produce data accustomed to changing requirements. A strong tendency of constitutive socializing of the web will eventually challenge technology in unexpected ways.[2] Our focus lies on potential improvements of public life through innovative use of design and technology. Built environment serves as territory for intensifed research on media visualization. We envision temporal collective spaces to appear and to allow for new kinds of social gatherings. City inhabitants are anticipated as actors equipped to produce and to share information in the public realm of contemporary urban developments. Research felds range from concepts of rezoning public media sphere to further developments of interface and wearable electronic design as well as to the re-defnition of media use and media surfaces. MediaCity: Interaction of Architecture, Media and Social Phenomena 357 Degrees of Freedom: On What We Do In her book Vita Activa Vom ttigen Leben, Hannah Arendt (1958) presents three main categories of human activity entitling them as work, production and taking action.[3] While in her understanding, work reassures our ongoing lives as well as the existence of our species, production allows for an artifcial world to arise, independent of our human mortality, and it may even counterbalance mortality with something like continuity and duration. Finally taking action - as long as it serves basic needs and the preservation of commonwealth - provides the crucial condition for generations to prolong consistently, for memories to occur and therefore for history to remain. Arendt seeks to reengage possible remaining aspects of choice and inherent dimensions of beauty in modern and postmodern societies. She relates back to the Greek philosopher Aristotle who refected on optional historic lifestyles of Greek men liberated from any notion of necessity. In this sense, taking action leads beyond temporal states of being, allowing for experiences of beauty as dimensions to produce and share collective identity. Ranging from life as it slowly dissipates as men indulge in and consume the beauty of body related pleasures to a life based on beautiful action still within the boundaries of the Polis, Aristotle fnally speaks of the life of a philosopher who manages to remain within a sphere of beauty by means of research and observation of whatever may not pass by. Te presence of others as they see what we see, and as they hear what we hear, reassures us about the actual reality of the world. But then highly developed degrees of intimacy of our private life we are thankful to have since the modern age, and ever since the decline of the Public, were able to increase and enrich our spectrum of subjective feelings and private MediaCity: Interaction of Architecture, Media and Social Phenomena 358 sensations to a maximum degree. By nature, this process of intensifcation could only emerge at the expense of our trust in the substantiality of our real world, and of our confdence in all those who appear in it. Hannah Arendt refers to it as a literal expansion of the private, as if people had put a spell on daily life, which in consequence denies the existence of the public realm. Tis leads almost to an entire cancellation of highly virtuous performances in the life of a society, so in the end delight and magic, rather than virtuosity and signifcance, may govern the social public atmosphere. Dissolving the Public as inherently Political Realm Social realm evolved as the inside of the household including all activities, worries, and forms of organization stepped out of the dark of the house, into the bright light of the public political sphere. In doing so, the former distinguishing line between private and public became difused, the actual terminology of public and private started to become endlessly rededicated beyond recognition as it used to relate to both spheres in the life of each individual - as a private person and as a citizen of a local community. In ancient Greek society, citizens used to be able to meet and compete as virtuous agents of public concern. Afer reformation, Christianity evoked deep changes as in the case of the individual who no longer acts upon a virtuous mind on his or her own, but as an accompanying instance to god. (Weltverlust) Modern sciences introduced statistics as normative force neutralizing any former understanding of excellence or highly virtuous performance. Economy, originally located in the private realm of society, took over public space, and all societal relations became inherently MediaCity: Interaction of Architecture, Media and Social Phenomena 359 determined by aspects of necessity. In mass society, work has been assigned with higher signifcance than agency and production; proceeding as acting citizen therefore lost in relevance. What remained is some kind of complying with the rules, as statistics, economic considerations as much as necessities evolving out of daily life as such may presuppose. Te modern Public as synonym for a political realm or even for Te Political has become dissolved. Sensual Experience and Mobilization According to Richard Sennett (1991), the most crucial diference between the old Greek culture and our modern culture addresses the fact, that we no longer trust our eyes.[4] While making political, religious or even erotic experiences, the ancient Greeks could rely on what they actually saw; as for now, in modern culture we sufer from a division between outside and inside, a division between subjective experience and the experience of an exterior world, between the self and the city. Terefore whenever we try to give concrete form to an inner state of mind, to an intimate degree of inwardness, eventually we become involved in conficts with others. City planning strategies tend to negate many diferences between citizens since planners take the notion of diference as instance of potential threat between people, rather than as mutual encouragement. To Richard Sennett, this explains why contemporary urban settings very ofen are shaped by neutralizing spaces which do not communicate, and discard potential danger possibly invoked by diverse social contact, through implementing street frontages made of refecting glass, motorways separating poor districts from the rest of the city, and urban dwellings primarily as sleeping communities. Furthermore, Sennett describes the specifc phenomenon MediaCity: Interaction of Architecture, Media and Social Phenomena 360 linked to a common disbelief, grounded in that the exterior world of things does not necessarily represent the inner world we relate to as individuals. As he recommends to deal with whatever we see in this world, he actually points to a very important moment of contemporary crisis: by not relying on our own senses anymore, we contribute to a general mood of demobilization; but if whenever we decide to pay close attention to our senses, we will start to develop skills to deal with complex environments, and to achieve the capability to remain internal stability. Tis would lead to developing a kind of art of self-exposure, and according to Sennett this art form eventually enhances mobilization, opposed to turning one citizen into a victim of the other. Contemporary Design Production Beyond questions of contemporary public and privatized worlds, and those of most relevant sensual experiences in non-private spaces, we seek to analyze forms of public use and interaction practiced in modern and postmodern culture. If we look at the triad of producer, recipient and (art-) work, it reveals certain aspects of a rather complex relationship between one instance producing and providing, another one using and transforming, and fnally an interfacing instance as manufactured, desired product to undergo further transformation. In redefning the (art-) work as a process-oriented artefact, the same triad starts to serve current requirements of adaptability and customized mass- production. Appropriate concepts of work envision theoretical product profles that imply multiplicity and extensibility, while turning away from the idea of being substantiated, self-contained, modern objects. Whenever MediaCity: Interaction of Architecture, Media and Social Phenomena 361 the (art-) work is being assigned and handed over to its recipient, it presents itself in one possible, exemplifed formulation of itself, though its in-depth potential will only be fully exposed in the course of programmatic extension and reallocation. In the long term, this relationship invokes collaborative, participatory practices, due to the fact, that everyone once associated with a certain product may have an impact on how it is being developed any further. In this way recipients fnd themselves enabled to take active part in processes of production and ongoing transformation; evolving social milieus may eventually allow for specialized practices to unfold. Participation as a favoured marketing strategy of our consumer culture today, is successfully based on a related principle. We are ofered adjustable artefacts operating as a mirror surfaces to our own varying needs. One fnds diferent profles incorporated in just one product to chose from or even to alter; simultaneously this product consists of a complex identity structure ensuring long term self-promotion. On one hand, the user experiences an increase of competence while discovering abilities to re-design the artefact; but then her/his redesigning measures almost as unconscious agents essentially aid in to propagating the producers ID. In this sense, increasing entanglement of consuming and producing modes, might surprisingly lead to an accelerated decrease of lee for individually motivated action. To anticipate further inherent dynamics of various interactive, participatory practices we propose to look at exemplifying works in the feld of fne arts and social media. MediaCity: Interaction of Architecture, Media and Social Phenomena 362 Participatory Practices in the Fields of Fine Arts and Social Media In the year of 1976, Rosalind Krauss assigned a symbolic mirror function to the TV monitor as the essential element of early video art works. Since viewers were enabled to interact with themselves watching the screen, the integrated feedback loop of the video footage would turn into the refection of the mirror.[5] Implicitly Krauss paralleled impressions of a mirror refection to the proceedings of appropriation in which, supported by illusion, former diferences between object and subject seem to be dissipating. In psychoanalysis, comparable forms of exclusion of the object, like the negation of the other, comply with behaviour motivated by narcissism. In comparison, performance works of the same time were to follow similar strategies of creative cooperation between artist and recipient, while consciously choosing not to assign any of the produced sensuous experience only to the artwork itself. One successful example of an anti-narcissistic art project called Tap and Touch Cinema was made by the Austrian artist Valie Export (1968). Carried out as an ofensive, confrontational performance, the artist furnished concrete moments of exploration of the female body in public space.[6] She understood her work as critique of the commercial 1960ies cinema as it delivered over-staged presentations of the female body. Within the range of participatory artworks, the gesture of giving has a special connotation since the one who receives a gif acknowledges reciprocal responsibilities and therefore within the creative artistic process unmistakably ethical questions will arise. In her performance Cut Piece the artist Yoko Ono (1967) took over the role of the sparing instance, and MediaCity: Interaction of Architecture, Media and Social Phenomena 363 confronted the recipients with their own self-determined actions based on merely obscure agendas.[7] In using scissors, observers of her performance were allowed to literally cut of pieces of the artists clothes while she was sitting quietly. Until today, the integration of various gif related rituals allows artists to present themselves more clearly as gender-specifc subjects in the context of power-oriented networks. In the work of Harrell Fletcher and Miranda July Learning to love you more (2002) the public is asked to respond to a creative catalogue of small tasks to cope with. Curious people follow simple online instructions (notation of a recipe, image of family member etc.) and in return leave documenting material on a website. Te artistic framing of the chosen task will redirect the attention of the observer to small details of her/his own past while simultaneously creating public space for share and exchange. Here again, under diferent circumstances, the position of the artist/ producer and that one of the recipient/user fall into one, immanently asking for a self-critical view. Te artwork in its scattered appearance will be assigned to multiple co-producers. Indirectly they form a group sharing related interests; meanwhile they receive resonating gifs assimilating the recently produced. Collaborating Strategies and Tactics Online Associated notions of collaboration correlate with current developments on the Internet. Te introduction of social media allows for intensifed communication and various forms of co-operation. From this development one can read a basic change happening: the Internet has gone through a major transformation, changing from a medium of publication (starting in MediaCity: Interaction of Architecture, Media and Social Phenomena 364 the 1990s) to a medium of communication (since 2005).[8] Independent of any academic background and individual profling, ever since it has become possible as much as probable to generate, edit and distribute independent text formats to be shared and re-evaluated with others. Te accompanying formation of self-organized interest groups lead to high expectations about intensifed processes of democratization and a resulting atmosphere of social confdence on the web. Implied analogies as in this case start to sketch virtual public space as encouraging instance to enhance democratically motivated behaviour and interaction. As this kind of analogy points to a dualistic view that claims that mind and matter are two ontologically separate categories, we move right into the core of a general dispute of today. Do we agree on the existence of virtual worlds separated from materialized worlds? How do we choose to categorize diferent qualities of space? In many ways, categories originally introduced by Michel de Certeau in the 1980s, seem not to have lost much in relevance: de Certeau defnes two modes of urban behaviour, strategies and tactics.[9] Strategies are being developed merely by institutions and power related centres, as they evoke specifc merits to reassure the production of potentially big spheres of infuence. Hence, tactics are generated by individuals as means of negotiation though subordinated to the overall realm of given strategies. City maps or street signs clearly represent strategies, the short cut of a given route or the un-aimed strolling through the city refer to tactics by non-producing instances. According to this defnition, individuals may not cause long-term structural changes within their environments but they do have the capability of adapting concrete circumstances temporarily according to changing, individual needs.[10] De Certeau emphasizes on the operational dimension of the so-called tactics, temporarily allowing MediaCity: Interaction of Architecture, Media and Social Phenomena 365 individuals to withdraw from any direct impact of strategically aligned spaces; they allow for corresponding activities up to unforeseen subversive acts to happen. Temporal dimensions of invisible enactment space become assigned with disguised unconscious desires to inhabit things as spaces. If we try to relocate these categories within the environment of social media practices of today, we might fnd strategies and tactics directly linked to one another, causing for multiple reverse meanings to appear. Media frms such as Facebook are asking their users to write additional sofware packages to achieve the ability to ofer even more services. Until now we still do not know how creative producers will respond to this subtle engagement which eventually might imply a long-term involvement and co-production of our cultural achievements. Towards Possible Agendas of Contemporary Design As our starting observations reveal multiple, intertwined and partially contradictory conditions, we acknowledge the necessity for them to be laid open in much greater detail as the project progresses. In correspondence, we want to state that Design as one urgent task of today has been crucially expanded; its terminology no longer only implies signifcance and hermeneutics, but maybe also evokes a moral dimension. Te extensional application of the actual word design has increased since design may easily be applied to growing settings of production; the spectrum of things to be designed has been enlarged by far, and no longer can be reduced to a list of functional or luxury objects. According to the sociologist Bruno Latour (2009), our heritage from the MediaCity: Interaction of Architecture, Media and Social Phenomena 366 modern era slowly dissolves: we have started to lose sight of the former dichotomy between materiality on one side, and design on the other side. So he argues if we manage to alter anything considered as matter of fact into a matter of concern we truly start allowing for design objects to come into our world. Te contemporary historic situation is defned by a radical break between two great narratives or if you want you could say passions: on one hand we have the history of emancipation, of disentanglement, modernization, innovation and control. But then we also have the history of devotion, entanglement, dependency and care.[11] In this context, Bruno Latour suggests design as touchstone to fnd out which way we are going. If we all say that everything has to be designed and also redesigned including nature then we do not need to revolutionize or modernize anything any more. If we see ourselves as socially active and creative members, who or what else will we have to accept as such member in the near future? We will have to substitute the undeniable by the arguable; and connect the terminology of objectifed science and with the one of controversy. MediaCity: Interaction of Architecture, Media and Social Phenomena 367 Endnotes [1] Chan, Adrian, 2007, Social Media: Paradigm shif?, http://www.gravity7.com/paradigm_shif_1.html (accessed Sept 24, 2010). [2] Stocker, A., Tochtermann, K., 2008, (Virtuelle) Communities und Soziale Netzwerke, in: Back, A. u.a. (ed.), 2008, Web 2.0 in der Unternehmenspraxis. Grundlagen, Fallstudien und Trends zum Einsatz von Social Sofware, Oldenburg Wissenschafsverlag. [3] Arendt, Hannah, orig. 1958, 1967, Vita Activa oder vom ttigen Leben, Verlag Piper, Mnchen. [4] Sennett, Richard , orig. 1991, 2009, Civitas, Die Grostadt und die Kultur des Unterschieds, S.Fischer Verlag GmbH, Frankfurt am Main. [5] Krauss, Rosalind, 1976, Video: Te Aesthetics of Narcism, October, Vol.1, MIT Press [6] Export, Valie, 1968-71, Tap and Touch Cinema, Performance in various European cities . [7] Ono, Yoko, orig. 1965, 2003, Cut Piece, original Performance at Carnegiehall New York, restaged at Ranelagh Teatre Paris . [8] Chan, Adrian, 2007, Social Media: Paradigm shif?, http://www.gravity7.com/paradigm_shif_1.html (accessed Sept 24, 2010). [9] de Certeau, Michel, 1984, Te Practice of Everyday Life, Berkeley University of California Press. [10] de Certeau, Michel, 1984, Te Practice of Everyday Life, Berkeley University of California Press. [11] Latour, B., 2008, Ein vorsichtiger Prometheus? Design im Zeitalter des Klimawandels, in M. Jongen, S.van Tuinen, K. Hemelsoet (eds.), 2009, Die Vermessung des Ungeheuren: Philosophie nach Peter Sloterdijk, Fink Verlag Mnchen. MediaCity: Interaction of Architecture, Media and Social Phenomena 368 MediaCity: Interaction of Architecture, Media and Social Phenomena 369 Drawing Circles Search on Mobile Devices Mathias Mitteregger DI, Research Fellow Institute of Architectural Sciences/Department of Architecture Teory, TU Vienna http://www.a-theory.tuwien.ac.at Preface Imagine that your business had a complete log of your customers wanderings every trip to the grocery store, every work commute, every walk with the dog. What could you learn about them? Armed with that knowledge, what sorts of goods and services might you try to sell them? Tis telling quote of published in Business Week (Baker 2009) suggests why search engine companies boldly invest in location-based services and undertake large eforts to gain market shares. Location search on smart phones has the potential to reshape urban structures as it enables to navigate in space and run applications that relate to the users location. By restructuring public space and disconnecting many actions from a physical location this technology challenges the traditional idea that social and political action need a distinct, and the city hence being a stage par excellence where such actions are performed. Tis illustrates the importance any search technology the data they provide will have in structuring the urban. Navigating using a smart phone will shape a customized view on urban structure and limit the places that visible. Tis in turn might lead to a MediaCity: Interaction of Architecture, Media and Social Phenomena 370 kind of personalized urban space; established according to the constraints of the technology. Te user profle will create the structure and relevance is a function of nods and edges, experienced only with other individuals sorted in the same group. Introduction As search technologies hit the streets, available anytime on mobile devices, their possible relevance to architecture and urban planning is recognized. Tey charm artists, researches in architecture and urban planning, sofware engineers, graphic designers and, of course, the advertising industry. Already there are numerous applications available that make use of the current position of the user. Only since the iPhone smart phones have enough processing power, bandwidth and other built-in hardware (GPS, camera) to constantly augment the users surrounding with external data. Tus any sofware to enable location-based technology evolves under the two constraints of (1) the device and (2) the data it processes. Here, the former is lef aside and Id like to concentrate on the data, data that is in most ofen a product of search. Accounts on ubiquitous computing, augmented reality and the like, tend to outline the general novelty of such technologies and summon the pioneering powers they are about to expose. However, the more we claim for the unprecedented capabilities of any technology, the more we are obliged to check the past for the validity of our claim, otherwise: How do we know what is or is not unprecedented? Te motivation for the research that resulted in this paper, I owe to a keynote given by Paul Duguid (2009) at the Deep Search conference in Vienna, were he emphasized, from the MediaCity: Interaction of Architecture, Media and Social Phenomena 371 perspective of the historian, exactly this. To back up my own research on location technologies I set to look at the history of search for fndings relevant in a discussion on architecture and urbanism. In a tentative and inevitably incomplete manner I want to follow up search tools and technologies from the invention of the removable type to the present, occasionally making notes from a wider historical range. Te largest part of the argument naturally follows the history of the book, books as means to store and distribute information and the technologies that developed to organize and make available the stored information. Two competing ways of information retrieval are dominating the web and thus will or are dominating location-based services. One is to trust the algorithmic authority of search engines such as Google, Bing, Yahoo and the like, the other is to go with Facebook (and other Social Services) and its Like button that involves a more social, participatory narrative. Both have their ancestors, both are not at all unprecedented. Quantity In 1471, only some 20 years afer Gutenberg, the Italian humanist Niccol Perotti wrote a letter to Francesco Guarnerio were he vents his disgust about what the press has done to the readers. My dear Francesco, I have lately kept praising the age in which we live, because of the great, indeed divine gif of the new kind of writing which was recently brought to us from Germany. In fact, I saw a single man printing in a single month as much as could be written by hand by several persons a year () It was for this reason that I was led to hope that within a short time we should have such a large quantity of books that there wouldnt be a single work which could not MediaCity: Interaction of Architecture, Media and Social Phenomena 372 be procured because of lack of means or scarcity () Yet of false and all too human thought I see that things turned out quite diferently from what I had hoped. Because now that anyone is free to print whatever they wish, they ofen disregard that which is best and instead write, merely for the sake of entertainment, what would best be forgotten, or, better still be erased from all books. And even when they write something worthwhile they twist it and corrupt it to the point where it would be much better to do without such books, rather than having a thousand copies spreading falsehoods over the whole world. (Perotti 1471 cited in Danton 2009 pp. xvi) Te number of books on the market before 1500 is indeed remarkable. It is estimated to be at around 20 million volumes and that is at a time when about 100 million people lived in countries where print developed and certainly only a few of them could read. (Febvre and Martin 1976 p. 248) What Perotti argues in the ffeenth century turned to be a scholarly commonplace for the thinkers of the Enlightenment and still resonates in current discussions on the net. Kant and Hegel talk of a Bcherfut [food of books] and Novalis even speaks of a Bcherseuche [book epidemic]. Arthur Schopenhauer is very fgurative in his 1851 essay On Reading and Books. He complains about writings [that] have been printed today and are still wet from the press. Tey breed every year in countless numbers like fies and the public swallows them with a never-ending appetite, since similis simili gaudet, he states. And it is due to a conspiracy of author, publisher, and reviewer [that] have joined forces only to take a few shillings out of the publics pocket. (Schopenhauer 1851 p. 34) Even at the library of Alexandria (3rd century B.C.) the librarians faced the problem of making information available as the various collections grow to be over 500,000 volumes large. As the collection proliferated, so did the demand by outsiders to gain access and need for a more advanced system MediaCity: Interaction of Architecture, Media and Social Phenomena 373 to search. Zenodotus, the frst librarian, started to introduce a spatial concept of order and arranged the collection by type. He later set forth the idea to record the volumes in an alphabetical catalogue, superimposed over the spatial arrangement. Callimachus, his possible successor, enhanced the catalogue so it covered author and category. Even though 120 volumes large and including an elaborate system of categories and subcategories, the catalogue only involved the eminent authors. (Casson 2001, Duguid 2009) Te framing of a collection in categories and subcategories is still the standard for large collections; the problem of incompleteness too. Returning to the more recent history of the printed book (by removable type) market shifs, caused by the mass production of information is of particular interest. Te large centers of commerce became the centers for publishers and booksellers. Tis testifes to the fact that printing was never really a scholarly mission, rather big business from beginning. Basel, Nrnberg, Augsburg, Venice developed as centers for printing and selling of the books, not the large university towns. On possible reason might be the large shipping costs for the books. At the time the large folio was the standard with the more handy formats quadro and octavio still to come. Shipping was a big concern, for printers could expect to sell only a few copies in the town were they produced. Printers thus relied on networks of agents all over Europe, especially in university towns, to mediate between customer and supplier (between those who produced data and others that search for it). (Febvre and Martin, p. 105) Te situation of mass production puzzled historians until recent days. To keep costs for transport low printed sheets (the raw data so to say) were shipped unbound in and the buyer would then bind them according to his taste. MediaCity: Interaction of Architecture, Media and Social Phenomena 374 In the 16 th century the market (and information retrieval) underwent another shif. As authors and publishers became aware of the large audience they were able to address and the fame this implied, the number of books fourished again. Te ongoing debate on authorship, royalty- and copyrights started at the time authors began to sign their works and reaches to the present with legislations like the Micky Mouse Protection Act (Sonny Bono Copyright Term Extension Act of 1998) without which Michy Mouse would by now be Open Source. (Danton 2009 p. 7) Authors then chose vernacular language over Latin to address a growing national audience. Te shared European market split in to smaller national ones that now were more prone to be infuenced by national political and religious interest and censorship. Permanent segregation between cultures and countries was established across Europe. Te project of Enlightenment found the citation to circumscribe literature, to include and exclude from within. Tis will be covered in detail below (Structure). Quality As pointed out above, search is also productive in assessing information. Te stone tables that held the Epic of Gilgamesh were stored in boxes of diferent material. Made of cedar, bronze and lapis lazuli they strongly suggest a hierarchy, a secondary order implied on the text. It is very likely that the stone tables were rearranged respective to changing customs and fashions. Tis relates to conventions for newspapers layouts - lead story far right column, of-lead lef, sof news onside or below the fold, features set of by special headlines. (Turtschi 2003 p. 65f ) At the beginning of the printed book, instead, the quality of what came MediaCity: Interaction of Architecture, Media and Social Phenomena 375 from the press mattered in the frst place. In the quotes above Niccol Perotti as well as Schopenhauer show as much regret to how much the presses were able to produce, as to what they produced. [M]erely for the sake of entertainment they print what would best be forgotten, or, better still be erased from all books. Printing, publishing a book, was (and still is) quite an expanse. To issue one bad-selling text certainly wiped out the publisher/printer. Te decision of what to publish hence was basically an assumption on what the audience might like. As a consequence the frst texts to issue from the press were almost exclusively re-editions and re-prints of texts that were already widely disseminated as manuscripts. Te multiplication of texts to the hundreds resulted in a more restrictive selection; it lead to a pushing of ideas that were already well established. Te early history of printing suggests, the press and the market orientation initially increased the circulation of widely popular texts and reduced the number of diferent texts on the market. Not so far of that the frst major books to issue from the press were bibles. Early publications were above all religious works, medieval and contemporary literature and only a few texts on what might be called scientifc issues. However, print turned public interest to technical issues. Albertis Ten Books on Architecture was published only in 1485, Pierre de Cresces Treatise on Agriculture in 1486 and Vulturio of Riminis Treatise on Machines even in 1472. (Febvre and Martin 1976 p. 249) 16 th century scholars, on the other hand, began to set up small presses at large European universities. (Italy is the exception, as Humanist thought established well before the rest of Europe) Te frst of the kind was installed by Guillaume Fichet und Johann Heynlin at the Sorbonne and MediaCity: Interaction of Architecture, Media and Social Phenomena 376 had large infuence on numerous scholars. (Febvre and Martin 1976 p. 253; Rendaudet 1969 p.69f ) But those scholarly printers did not seek, propelled by humanist interest, to publish the recently rediscovered texts, instead they set to extricate texts from medieval corruptions and those emerged by early publishing and re-edit them in their pure Latin form. (Rendaudet 1969 p.71) Quality of printed text and manuscripts was generally overestimated until the groundbreaking work of Donald F. McKenzie. (McKenzie Printers of the Mind) He has shown, among other things, that many diferent printers where involved in the production of a single page and several print shops worked together on the production of one book. Books and pages could thus no longer be related to as the work of a printer and the research shed a new light on the many diferent books (and texts passages), for example in the work of Shakespeare. Increased scientifc interest furnished an increase in scientifc publications, printed not only by the small presses at universities but also in the commercial centers. As scientists and publishers faced a very selective market, many printers turned their ofces into translation workshops to increase their audience and scientifc publication developed just conversing the national literatures. Some felds of study could truly beneft of press and translation; but generally the publications faced the again market constraints: large volumes rather popularized long established ideas and to a rigorous selection, print was rather an obstacle in the way of new ideas. MediaCity: Interaction of Architecture, Media and Social Phenomena 377 Structure Te large and growing industry of book making in Europe from the 16 th
century longed for technologies to keep up with the published texts. Te splitting in smaller nation or country sized markets further increased the necessity. Te publishers frst propelled the development of technologies to record what was already on the market and how much of it. A system of barter printers and booksellers had established to acquire new texts for their shops and stores grew insufcient and unmanageable. In 1648 a publisher called Father Jacob began to issue the Bibliographia Parisiana and the Bibliographia Gallicia. A little later in 1657 A Catalogue of the Most Vendible Books in England appeared to take record of the British book market. Completeness in the case of bibliographies was important, but as the most vendible suggests that those compilations, starting four times a year and later being published monthly forced delimitation. Tose lists helped the publishers to oversee the market but scholars too had large demand to keep up with new literature. (Febvre and Martin 1976 p. 271) In his utopia written in 1771 LAn 2440, Louis-Sbastien Mercier visits the library of the king and fnds to his surprise only a small cabinet, in which were several books that seemed to me far from voluminous. Wise man extracted the substance from thousand in-folio volumes, all of which they transferred into a small duodecimo-sized volume. (Mercier 1971 (1771) p. 247, 250) Bestsellers of the time were the multiple volumes collections that promised to cover the entirety of knowledge in a certain feld: the bibliothque. Either periodically thirty one of them published in France between 1686 and 1789 or bought at a stroke, they were regarded as saving space and as delivering concentrated knowledge distilled like a chemical substance. (Chartier 1994 p. 68) MediaCity: Interaction of Architecture, Media and Social Phenomena 378 Scholarly research relied on a network of personal correspondence: scholars who had the reputation of knowing the feld. Nicolas-Claude de Peiresc, who discovered the Orion nebular, was known as the Procurator General of the Republic of Letters and grew to be the biggest celebrity of this networks, the nod with the most edges, at the time. Others were Chapelain, or the brothers Dupuy Glaisy. With the advent of the periodical press, a vast number of scientifc bibliographical journals spread across Europe. Te frst scientifc periodical was the Journal des Savants that went to press on January 1 st in 1665 in France. But the journal did originate not inside the scientifc community; in fact it was Colbert who sought for a means to control the sciences. (Botein, Censer, Ritvo 1981) Te Journal des Savants allowed Colbert not only to register new publications, evaluate and review them; the biggest infuence the publication had (and scientifc publications still have) by just covering arguments or not. Tis relates to Foucault and the idea of constructing a discussion to create power-knowledge relations. (Foucault 1991 p. 92f ) Dennis de Sallo, the frst editor of the Journal, was too harsh in his critique and was felt to be ofensive by many authors. In fact it didnt need Sallo: Jean Gallois replaced him only one year later and the Journal then grew to become a great success. Febvre and Martin note that this kind of (search) technology although in its infancy, exercised from the beginning a profound infuence on the evolution of ideas. (Febvre and Martin 1976 p. 236) In Britain the Royal Society initiated the Philosophical Transactions for the same reasons in 1665. What followed was a large number of periodicals by various interest groups and institutions (like the Jesuits Journal de Trvoux, Te Nouvelles de la Rpublique des Letters, Bibliothque universelle et historique). MediaCity: Interaction of Architecture, Media and Social Phenomena 379 Today exclusion works in another direction. As commercial publishers learned that professors and students are used to and do not pay for the journals they get at the library prices for journal subscriptions prices exploded. Te price for a one-year subscription for the Te Journal of Comparative Neurology (Wiley) is at $ 30.212 in the US and 19.980 in Europe. It goes with out saying that this has serious infuence on academic teaching and research, and accessing recent scientifc information. lEncyclopdie. The project of Enlightenment In 1785 Etienne-Louis Boulle proposed the revealing project for the reconstruction of the Bibliothque du Roi. In the immense basilica, one hundred meters long and thirty wide, bookshelves are placed along the sides arranged in four stepped tiers lit from the top of the vault and the two ends. Te bookshelves would form the base for a colonnade that would be completed on each end by something like a triumphal arch () under which two allegorical statues could be put. (Chartier 1994 p. 62) Te reading room of the British Museum (1857) and the Library of Congress Reading Room (1897) too involve the idea of a corpus of useful knowledge that can be encircled and overlooked. To relate and organize information from within the books Enlightenment thinkers began to make use citation as a means of structure. In 1784 the Berlinische Monatsschrif published Kants essay Beantwortung der Frage: Was ist Auflrung? even starts with a citation: S.(iehe) Decemb. 1783. S. 516. It points to a page in the middle of a text, one year earlier in another volume of the journal by Zllner Ist es ratsam, das Ehebndis nicht ferner durch die Religion zu fancieren? Tis article in turn is a reply MediaCity: Interaction of Architecture, Media and Social Phenomena 380 to another essay by Biester. (Wellmon, forthcoming) Scholars made use of the citation to include what they thought was relevant literature and, on the other hand, to gain authority to what they have written. Te 17 volumes of articles and the 11 volumes of illustrations of Diderot and dAlemberts Encyclopdie may be the largest intellectual project of Enlightenment, for sure its biggest market success. (Darnton 1979) It was sold more than 4200 times. What the 142 Encyclopedists tried to achieve may be best accounted by what Diderot had to say in his article on Encyclopedia. Te purpose of the Encyclopdie was to collect knowledge disseminated around the globe () and transmit it to those who will come afer us, so that the work of preceding centuries will not become useless to the centuries to come; and so that our ofspring, becoming better instructed, will at the same time become more virtuous and happy, and that we should not die without having rendered a service to the human race.
(Available online: University of Munich) What distinguished the Encyclopdie from all other Enlightenment publications was its internal organization. It compromises three structures: alphabetic order, taxonomy of human knowledge and cross-references to other articles to indicate the link between the subjects. Te Taxonomy was a tree diagram developed by the authors, based on Francis Bacons Te Advancement of Learning, to graphically represent the knowledge as covered in the Encyclopdie. Te Encyclopdie was the last to structure its knowledge according to the taxonomy by Bacon, but the elaborate system of renvoi (citations) gave way to the link and we witness today. Te renvoi point from one article to the other, link it with others, setting relations, suggesting connections, neglecting others. MediaCity: Interaction of Architecture, Media and Social Phenomena 381 Te article on Eucharist, points at cannibalism and bread but not at theology. Tis relates to the common etymological roots of encyclopedia and search. Both encyclopedia (cyclos) and search are related to the Latin circare to go round, or circus circle. Gilles Blanchard and Mark Olsen have analyzed which terms are well included and which were lef outside. Notions like Historie, Historie Naturelle, Gometrie, Antiquit show strong connectivity to other articles, whereas Morale or Tologie are weak links. (Blanchard and Olsen 2008) With the organization the renvoi, Enlightenment thinkers had a tool at hand to structure information by using the very means of Bchersprache [book language]. Outside of political control and censorship the authors of the Encyclopdie were able to assess information, include some and exclude other parts. By establishing an evaluative link structure the authors were able to re-construct a discourse, re-name things and re-categorize knowledge. Te Enlightenments citations and footnotes established in the late 18th century, at a time when the number of scholarly publications exploded. Politics and other interest groups, as referred to above, tried shape discourses and ideas from the outside, by establishing journals that would cover some and exclude others. Within these journals, however, scholars established another structure that is inclusive and exclusive in a similar way and provides the early predecessor of the Hyperlink structure of the web. Above all citations and footnotes give authority to the broader argument of the main text. Te placid objectivity of Roman thinkers attests to that. Plinius signifcantly gave account of all cited authorities and the number of facts and empiric observations in each of his 37 volumes large encyclopedia Naturalis historiae. ( Jormakka 2007 p. 54) Modern search MediaCity: Interaction of Architecture, Media and Social Phenomena 382 engines of the Google kind use this logic and represent the far end of the authority and logic of the footnote. Web Search and Like Tim Berners-Lee, famously introduced the hyperlink structure to the web, as an of-schedule project at Cern. What they tried to achieve was to, link the work and scientists of the Electronics and Computing for Physics Group, scattered in diferent departments and cities. Tis indicates the close relation of Hyperlink and the academic citation, which it resembles. Early search engines were ignorant to that and relied on various degrees of hierarchical order to gather their results. Yahoo! is the acronym for Yet Another Hierarchical Ofcious Oracle. Information was in aggregated in a web catalog and sorted in categories and sub categories. Search in the early internet resembled a system much like the taxonomy of knowledge used in the Encyclopdie. Larry Page and Sergey Brin sought to evaluate the citational structure of the web, presented in their frst paper on Te Anatomy of a Large-Scale Hypertextual Web Search Engine. (Brin and Page 1998) Te value of a page according to PageRank is a function of the number of links by other pages and to the value of the pages that link. As in academic literature, the number of citations gives authority to the text. Further more, the organization of the web that search engines imply is essentially chronological; the value of a page is determined by its history. To further increase quality and relevance of the results, search engines more recently introduced personalization of search results. As Larry Page puts it, the perfect search engine would understand exactly what you mean MediaCity: Interaction of Architecture, Media and Social Phenomena 383 and give you back exactly what you want. (Google 2010) Personalized search opens spaces of individual information based on the user profle that resembles the search history. Tis resembles the sorting of users into groups with demographic or statistic others that share the information as in database marketing where customers profles (based on their shopping behavior bonus cards in supermarkets) and is largely criticized by privacy groups. To provide individual information based on the shopping behavior of a customer might be one thing, but the afnity of search engines and marketing instruments is clearly outlined by Googles Eric Schmidt: Tink about it frst as an advertising system. (Vogelstein 2009) Facebooks Like-button turned a social network site (that should be thought of frst as an advertising system) into an information retrieval service. When the Like buttons API was opened in 2010 the use of it proliferated. Conclusion In tentative approach towards a history of the data that is the basis for location-based services and augmented reality tools I have tried to sketch what Bachelard called an epistemological profle for this technology. (Bachelard 1984) Afer all: as the search algorithms are kept secret and more so the structure of Facebook a historical account on some parts its structure might reasonable to start with (other than making educated guesses). As search technologies start to restructure public spaces we witness the constraints of search are still at hand. Te Google Index is incomplete in the same way as the index by Callimachus was. Te organization it provides is MediaCity: Interaction of Architecture, Media and Social Phenomena 384 largely market-driven and the idea of personalization introduces strategies of marketing, that relates to what Foucault called governmentality, to search technologies. (Foucault 2006 p. 52) To account on the history of the book was to account the prehistory of the search technologies. Prehistory as the discourse (or a bundle of discourses) that eventually transformed into the science [technology] in question. (Kuhn 1996 p. 21) Te second intend was to show that the citational structure that is being superimposed on public space originated in books and periodicals. Facebooks way to supply data appeals to a kind of vanity and getting and trusting importance in networks you choose. Either way search technologies structure the raw material by the according to markets and peer groups. Raw material, is not the information out there, but the subject matter as constituted by knowledge, its technical means, and by relation between technology (science) and society. (Althusser 1979 in Althusser and Balibar 1979) Search is productive process that creates an inside and an outside. With algorithms based on the link-structure, or networks one likes, search is productive and essentially temporal. Te pushing of well-established ideas, is fundamental for both technologies to search the web and derives form its ancestors; be it the citation-logic of Google that knows stronger and weaker nods or the Like narrative. Notions of personhood, individual freedom and identity vary in diferent societies, still, the true self usually relates to be a part of a person that is not under control. ( Jormakka 2003 p. 220) With this said any virtual landscape overlapping the actual must have an efect on the latter only due to the fundamental diference of sustained surveillance. Te constructivist view depicts the city as a stage for public and political actions, an in-between that gathers people together in order to both MediaCity: Interaction of Architecture, Media and Social Phenomena 385 relate and separate them Hannah Arendt argued that material objects embody and transmit conventions and thus communication across human generations, past and the future. Personalized raw material provided by search engines and superimposed on public space may restructure social interactions as well as spatial relations; groups of people may be created who act at locations that they do not share physically. With the personal profle responsible for what I can experience, the system of objects, to use Baudrillards phrase, may then be replaced by a system of actions bounded to the citizen/the user and its virtual duplicate. (Baudrillard 1999) MediaCity: Interaction of Architecture, Media and Social Phenomena 386 Literature Althusser L., 1979. From Capital to Marx Philosophy in Althusser, Louis et Etienne Balibar, Reading Capital. London: Verso Arendt, H., 1959. Te Human Condition. Doubleday Garden City, NY: Doubleday Bachelard, G., 1984. Epistemologie. Ausgewhlte Texte. Frankfurt/M., Berlin, Wien: Ullstein Baker, S., 2009. Mapping a New, Mobile Internet. BusinessWeek, 26. Feb. Baudrillard, J. 1988. Te Ecstasy of Communication. Paris: ditions Galile) Baudrillard, J. Simulacra and simulation. 1999. Ann Arbor, MI: Univ. of Michigan Press Becker, K. and Stalder, F. (Eds.). 2009.Deep Search. Te Politics of Search beyond Google. Wien: Studienverlag Botein, S., Censer, J.R., Ritvo H., 1981. Te Periodical Press in Eighteenth- Century English and French Society: A Cross-Cultural Approach. In Comparative Studies in Society and History, Vol. 23, No. 3. pp. 464-490 Brin, S., Page, L., Te Anatomy of a Large-Scale Hypertextual Web Search Engine. [online] Available at: http://infolab.stanford. edu/~backrub/google.html [Accessed 26. Sept. 2010] Butler, J. 1993. Bodies that matter:on the discursive limits of sex. New York: Routledge Casson, L., 2001. Libraries in the Ancient World. New Haven: Yale University Press Chartier, R. 1994. Te Order of Books. Readers, Authors, and Libraries in Europe between the Fourteenth and Eighteenth Centuries. Stanford, CA: Stanford University Press Darnton, R., 1979. Te Business of Enlightenment. A Publishing History of the Encyclopdie 1775-1800. Cambridge, MA: Te Belknap Press of the Harvard University Press Darnton R., 2009. Te Case for Books. Past, Present, and Future. New York: Public Afairs Duguid, P., 2002. Te Social Life of Imformation. Boston, MA: Harvard Business School Press Febvre, L. and Martin, H.J., 1990. Te Coming of the Book. Te Impact of Printing 1450 1800. London, New York: Verso Foucault, M., 1977. berwachen und Strafen. Frankfurt am Main: STW 184 Foucault, M., 1980. Te History of Sexuality, vol. 1, New York: Vintage Books MediaCity: Interaction of Architecture, Media and Social Phenomena 387 Foucault, M., 1980. Power/Knowledge. New York: Pantheon Books Foucault, M., 2006. Die Geschichte der Gouvernementalitt 1 & 2. Frankfurt am Main: STW 1808 Glaisyer, N., 2007. Calculating credibility: print culture, trust and economic fgures in early eighteenth-century England. Economic History Review, 60, 4, pp. 685711 Jormakka, K., 2003. My Dinner With Arendt in Kuhlman D., Hnilica S. Jormakka, K., building power. Architektur, Macht, Gender. Wien: Ed. Selene Jormakka, K., 2007. Geschichte der Architekturtheorie. 3rd ed. Wien: Ed. Selene Kuhn, T.S., 1996. Te structure of scientifc revolutions. 3rd ed. Chicago: University of Chicago Press Lyon, D., 2007. Surveillance Studies: An Overview. Cambridge, MA: polity Markof, J., 2009. Te Cellphone, Navigating Our Lives. Te New York Times, 17. Feb. Renaudet, A. 1969. Paris from 1494 to 1517: Church and University Religious Reforms; Culture and the Humanist Critiques. In Gundersheimer W. eds. 1969. French Humanism 1470-1600, New York: Macmillan Schopenhauer, A., 1851. On Reading and Books. in Parerga and Paralipomena. 1851 Tomson, D.G., 2006. Blueprint to a Billion. Hoboken, N. J.: Wiley Turtschi, R., 2003. Praktische Typografe. 5th ed. Sulgen, Zrich: Niggli Vogelstein, F. 2007. As Google Challenges Viacom and Microsof, Its CEO Feels Lucky. Wired 04.09.07 Wellmon, C., Organizing the World: Projects of Universal Knowledge from the Enlightenment to Google. (forthcoming) MediaCity: Interaction of Architecture, Media and Social Phenomena 388 MediaCity: Interaction of Architecture, Media and Social Phenomena 389 Small Texts?: Text Messages, Art and Public Spheres Frauke Behrendt Research Fellow Cultures of the Digital Economy Research Institute (CoDE) Anglia Ruskin University, Cambridge www.faukebehrendt.com f.behrendt@sussex.ac.uk Introduction Imagine you walk along a street and suddenly you hear a voice that invites you to send a text message to a certain number. You cannot quite make out where the voice comes from, but send a text message anyway. Your message is broadcast loudly into the street once, then becomes interspersed with messages from other people, becomes shorter and quieter, until the voice falls silent. You realise the voice comes from one of the security cameras in the street (fgure 1). Tis is how you might encounter smSage by Ralph Borland and Tim Redfern that I researched at the Confux festival in Brooklyn in 2007 and experienced again at the ISEA festival in Dublin in 2009. MediaCity: Interaction of Architecture, Media and Social Phenomena 390 Figure 1: smSage by Redfern and Borland, installed at a festival in Brooklyn (NYC) in 2007 Te tradition of new genre public art ofen located art in public places in order to intervene in the public sphere, either through dialogue or by making a statement. In this paper I investigate how mobile sound art might also be thought about within the tradition of public art, either because artists are actively seeking to intervene in it or because an artwork makes a statement in a public space which seems to question certain aspects of what might constitute a public sphere, and who gets to speak in it. During the course of the 20th century, electronic media (including broadcasting media such as TV and communication media such as the telephone) tended to be situated in private and indoor spaces. Networked media such as the internet that arguably enable people to participate in MediaCity: Interaction of Architecture, Media and Social Phenomena 391 public debates or contribute to public spheres (Dahlgren, 2005; Roberts, 2009), have also been largely tied to indoor spaces (such as homes, ofces or cafes) that were also ofen private spaces. Mobile media started to reverse this development and allowed people to use (their own) media (devices) in public and outdoor spaces. At present, mobile media are mainly used for forms of private communication and consumption such as phone calls, text messages or iPod listening. Tis paper however discusses artworks that experiment with a diferent use of mobile media; they open up private messages to public broadcasts. Drawing on Aug and Flusser, Fllmer (1999) suggests that public space has lost many of its social and communicative functions to the media over time, but hopes that public sound art can be one contribution to a reviving of public space. Tis paper explores the relationship between the act of reviving public space and notions of public spheres. I approach this through an investigation of how the mobile sound platform smSage engages in making a (transient, micro) public sphere, however I am at least as interested in the failures of that space as in what succeeded. Sound Platforms are designed by artists to invite the audience to contribute sounds that are then placed in the public in specifc ways (as part of a GPS sound walk, or broadcast by a speaker, for example). [1] I also briefy introduce two other artworks (TextFm and Tool for Armchair Activists) that also invite the audience to send text messages that are broadcast publicly. Habermas public sphere concept and in particular the contention that acts of communication can constitute an artwork (Kesters concept of dialogical aesthetic) open up and frame these discussions. In particular Habermas consideration of the problematic of the public sphere as small texts and their interactions are discussed in relation to the practitioners understanding of their engagement with the MediaCity: Interaction of Architecture, Media and Social Phenomena 392 public in smSage (Habermas, 1996: 374). Habermas concept of episodic, occasional and abstract publics, as well as the notion of mobilising public spheres and his description of how issues can move from the periphery to the centre of the public further inform the analysis of the artworks in this paper. 1. Habermas Public Sphere Habermas understands the public sphere as a social phenomenon (1996: 360). Communication is central in establishing the public sphere: Te public sphere can best be described as a network for communicating information and points of view or as a social space generated in communicative action (Habermas, 1996: 360). [2] Habermas explains further: In complex societies, the public sphere consists of an intermediary structure between the political system, on the one hand, and the private sectors of the lifeworld and functional systems, on the other. It represents a highly complex network that branches out into a multitude of overlapping international, national, regional, local and subcultural arenas. (Habermas, 1996: 373) Underpinning the public sphere is the ideal speech situation, a space between two (or more) people who communicate with each other, constituting the speech situation by doing so: Every encounter in which actors do not just observe each other but take a second-person attitude, reciprocally attributing communicative freedom to each other, unfolds in a linguistically constituted public space (Habermas, 1996: 361). Ideal speech acts have the goal to produce some sort of mutual understanding, MediaCity: Interaction of Architecture, Media and Social Phenomena 393 not in terms of a binding law, but in terms of trying to persuade the other person with the better argument. As we can see, for Habermas, communication is central in establishing the public sphere, a social space generated in communicative action (1996: 360). We can read the act of participating in the art works discussed in this paper - sending a text message - as a communicative act that generates a social space. Te texts messages that establish these works do not stay in the realm of private communication as they would do in everyday mobile phone conversations, instead, they are broadcast into public spaces. In Conversation Pieces, Kester (2004) develops a concept of a dialogical aesthetic and draws on Habermas to make a link between aesthetics and dialogue. In one of Kesters case studies Intervention to Drug-Addicted Women by WochenKlausur the artists invited a diverse range of concerned parties to discuss the drug problem in Zurich during several boat trips on the lake Zurich (Kester, 2004: 110-111). Te participants were not listening and speaking as people with ofcial roles, but as individuals, and the artists provided the space and time for this. Kester argues that this resembles Habermas ideal speech situation: the artists were able to create a physical and psychological frame around the boat talks, setting them apart from daily conversation and allowing the participants to view dialogue not as a tool but as a process of self-transformation (Kester, 2004: 111). Te project did actually lead to a local solution to the problem. In the mobile sound art platforms discussed in this paper, the dialogue is not aimed at resolving a specifc social problem, but they are ofering a platform for dialogue, they enable private communication (text messages) to become part of a public dialogue (a work of public sound art). In these artworks the frame is the sound, the noise of having these messages MediaCity: Interaction of Architecture, Media and Social Phenomena 394 broadcast into public spaces. Kester argues that communication art works tend towards establishing their framework by the very process of communicating and this observation is relevant for smSage. [3] Te key is that you do not have to like an art work to start engaging, to open up your sense, to enter the process of self-transformation - Kester argues that the very process of participating in the communicative encounter triggers the process of critical refection (Kester, 2004: 111). 1.1 Multiple Public Spheres Habermas public sphere concept has been critiqued extensively, in particular demands for consideration of multiple and diverse public spheres have been prevalent (e.g. Calhoun, 1992; Fraser, 1992; Silverstone, 1999; Crossley and Roberts, 2004) with Frasers 1992 account being one of the most prominent ones. Fraser values Habermas concept as conceptual resource but rejects key assumptions of Habermas concept of the public sphere as inadequate for existing late-capitalist societies (1992: 110). One of the main critiques of Fraser and others is Habermas idea of a singular public sphere. In Between Facts and Norms (1996) it becomes clear that Habermas has taken some of this criticism on board. [4] His concept has become more fuid and he seems to embrace the idea of multiple public spheres: he observes a substantive diferentiation of public spheres, for example (Habermas, 1996: 373). Where he talks in the plural he seems to use the terms publics and public spheres interchangeably, e.g. when he names some publics to illustrate his point about diferentiated public spheres: popular science and literary publics, religious and artistic publics, feminist MediaCity: Interaction of Architecture, Media and Social Phenomena 395 and alternative publics, publics concerned with health-care issues, social welfare, environmental politics (Habermas, 1996: 373-374). He still talks about a universal public sphere referring to it as the one text; but he then clarifes that within this overarching public sphere there are numerous small texts or segmented public spheres (Habermas, 1996: 374). He is insistent about the porosity of the boundaries between them; they remain permeable and small texts can always build hermeneutic bridges from one text to the next (Habermas, 1996: 374); this is a main diference to system theory with its auto-poetic systems (Luhmann, 1994). In Habermas theory, systems can communicate with each other, they do not develop a language of themselves; systems are not auto-poetic. All the various public spheres operate with natural language and thus remain porous to one another (Habermas, 1996: 374). Tat Habermas speaks of micro-public spheres as small texts (1996: 374) resonates with my study of sms-based art - where the audience sends in small texts. Can these small text messages also be a way to build hermeneutic bridges, to communicate from one public sphere-let to another? Is making private small texts being broadcast into public spaces contribute to building the small text of a micro public sphere? How can we further describe these small texts, these ephemeral and fragile assemblages? 1.2 Episodic, Occasional and Abstract Publics Also in Between Facts and Norms, Habermas distinguishes three diferent levels of the public sphere - episodic, occasional and abstract - depending on the density of communication, organisational complexity, and range (Habermas, 1996: 374). Tese levels of public spheres range from episodic MediaCity: Interaction of Architecture, Media and Social Phenomena 396 publics found in taverns, cofee houses, or on the streets; through to occasional, or arranged publics of particular presentations and events, such as theatre performances, rock concerts, party assemblies, or church congresses; to abstract public sphere of isolated readers, listeners, and viewers scattered across large geographic areas, or even around the globe, and brought together only through the mass media (Habermas, 1996: 374). Habermas regards the abstract public that is constituted by the mass media as isolated and scattered and the only connection between them are the mass media (Habermas, 1996: 317). It is the location (episodic), the event (occasional) or the media (abstract) respectively that bring the public together in Habermas model. In the contemporary environment of pervasive mobile media, are we dealing with episodic, occasional or abstract publics? Mobile media users certainly are ofen isolated and geographically dispersed, suggesting an abstract public. However, now that mobile media are networked, the listeners, readers and viewers that Habermas describes as isolated for the mass media are now also speakers, writers and image generators, for example when making a phone call, sending a tweet or uploading a picture from their mobile phones. Tese (potentially) collaborative and connecting activities would traditionally have taken place in specifc locations or events, pointing to episodic or occasional publics. In the age of the internet, the locations of episodic publics do not need to be physical locations (such as pubs or cofee houses) they can also be established online, thereby combining features of episodic and abstract publics. At the same time, occasional publics are still (surprisingly) important, audience fgures of all sorts of life events have been growing for years, with music festivals being a key example (despite - or maybe because of - the digital revolution). I argue, that it is in the occasional publics that MediaCity: Interaction of Architecture, Media and Social Phenomena 397 we fnd the key to understanding how to engage publics in mobile media projects. It is a space where the abstract/episodic publics of mobile media come together in a physical space for a specifc reason or event, such as an art festival, a smart mob or a demonstration. Here, they can engage in an embodies, multi-sensory, social way. With Habermas concept of episodic, occasional and abstract publics in mind, we can now return to the mobile sound art work smSage in more detail and, explore how the piece opens up private text messaging to the public sphere. 2. smSage: A Mobile Sound Platform smSage by Ralph Borland and Tim Redfern was premiered at the Confux Festival in New York in 2007. [5] Confux [6] is a festival of contemporary psychogeography where projects investigate everyday urban life through emerging artistic, technological and social practice and aims to re- imagine the city as a playground, a space for positive change and an opportunity for civic engagement, as festival organiser Ray writes on the website (Ray, 2008). smSage was one of many projects at the festival that were engaging with public space in the streets of the Williamsburg quarter in Brooklyn (NYC). For this case study I draw upon my experience of the piece, my observations, and on the interview I conducted with the artists. Tis is complemented with material from the project website. [7] MediaCity: Interaction of Architecture, Media and Social Phenomena 398 Figure 2: Close-up of the camera housing of smSage, Brooklyn (NYC), 2007 Te smSage unit (with its speaker and mini-computer) sits in a security camera housing that is attached to a surface in a street as shown in fgure 1 and fgure 2. Te camera is silent but every few minutes it says please text to this number. If someone does send a text message to this number, the camera reads out the message at full volume once, then immediately starts breaking the message down, replacing some of the words with ones from previous message, then the number of words is reduced. Redfern and Borland explained that the text messages are read out loud and then as it starts to disintegrate the message it also starts to diminish in volume and number of words, so eventually it dies out and goes silent. Afer a few minutes the piece starts to advertise itself again by asking passers-by to text to its number. MediaCity: Interaction of Architecture, Media and Social Phenomena 399 smSage is self-contained [8] and wireless, consisting of a computer, a mobile phone, an amplifer and a speaker, all squeezed into a security camera housing (as detailed in a diagram by the artists, see fgure 3) - that does not contain an actual camera. [9] Te computer carrying out the sms-to-speech processing is an embedded gumstix [10] computer running the open source operating system linux and the incoming messages are stored on a fash memory card. smSage works with an open source speech synthesis system and though this phoneme-based system is more sophisticated than earlier sms-to-speech projects [11] it still features the unavoidable computery voice. [12] smSage is also constantly scanning for devices in the vicinity that have their bluetooth status set to discoverable and are thus revealing their name. Tis bluetooth scanning aims to use their [the mobile phones] advertised names to try to elucidate a response, i.e. by saying hey there Ralph, why not send me a message on 087 1234567?, as their website explains (Borland and Redfern, 2007). Te artists conceptualised the project as disguised and embedded in the city. Tey imagined a surreal experience for somebody walking down the street and then hear this voice and they stop and then they are like where is the voice coming from, this mad mumbling voice? And the security camera is the last place youd expect it to come from. MediaCity: Interaction of Architecture, Media and Social Phenomena 400 Figure 3: Technical set-up of smSage as illustrated by the artists However, when smSage was set-up during the fnal day of the Confux festival, this coincided with a festival Block Party on the street outside the festival venue glowlab with street painters, workshops, puppetry, performances and a DJ playing a large sound system (see fgure 4). smSage was located close to the block party, and the music was dominating the soundscape. Te artists comment that the location of smSage at Confux was at odds with their aim to have the project embedded and passers- by hearing it on their normal walks. Te artists acknowledged that one of the aspects of the piece is to work with restricted space, but they had MediaCity: Interaction of Architecture, Media and Social Phenomena 401 a less festival location in mind. From my own observations I agree that the project works much better in a quiet everyday environment such as a side street. As soon as the quite street chosen as smSage location at the festival turned noisy during the party it was impossible to hear the artwork advertising itself, or the messages sent by the audience. Figure 4: Part of the crowd attending the Block Party on the fnal day of the Confux festival (Te sound system and DJ that are dominating the soundscape are not visible in this picture) When I asked Redfern and Borland about other locations where they would like to put smSage up in the future they name a pedestrianised street in Dublin (where they both live), as this is a location where theres people passing by and possibly where theres a social scene, a bar, people MediaCity: Interaction of Architecture, Media and Social Phenomena 402 hanging out anyway. At the same time the artists are looking for a quiet place, underlining how difcult it is to fnd an ideal location for public art and how especially public sound art has very specifc needs in terms of location (I return to this discussion below). One of the main inspirations for the project was an article that had been in the paper about talking security cameras in England. [13] Tere cameras enable the ofcials watching the camera footage in real time to talk to any ofenders from their remote viewing location via a speaker that has been connected to the camera. Borland explains that the diference between what they are doing and the speaking cameras in the UK is that the latter are a way for authority to control people, to enforce the rules - whereas their work turns the intended function of a talking camera upside down. [14] For me, there seems to be an interesting tension between the heavily visual reference of housing the piece in a security camera housing (fgure 2) [15] and the sound focus of the piece - there is no camera but a speaker (and other technology) in the housing. I asked the artists if they had considered that people might interact with the camera in a specifc way because they might expect that they are flmed while they are texting. Tey replied that I am not the only one to assume that there is a camera in the housing as well, Confux organiser Sarah Pace also thought they would have a record of what happens in front of it. In the interview, the artists briefy consider the idea of including a camera as it would be a way of building in a documentation method but they then agreed that It is defnitely not part of the concept of the piece. Te talking CCTV camera that inspired smSage is a symptom of the CCTV society, of surveillance culture. In smSage this power relationship MediaCity: Interaction of Architecture, Media and Social Phenomena 403 of being watched and being talked at is turned around. Te audience is not watched (although it probably still feels watched because of the visual reference of the camera housing) and the audience itself contributes the messages that are then broadcast, not the disembodied and remote instance of the security frm or state institution that is operating the speaking camera. Te assumptions of what a security camera is - visual surveillance, being watched - are broken in smSage because the visual reference of the camera housing is in fact concealing a sonic broadcast device - a speaker (and not a camera). Te artists use of a surveillance camera housing for their piece is problematic as it raises the question why people should respond to a surveillance voice invitation. Te artists own surveillance position seems to deter people from contributing to the piece, rather than moving them to send in a text message, as I discuss further below. Smsage is quite a transient intervention, due to security and power concerns it can only stay up for limited amounts of time. Also, the auditory communication of broadcasting small texts into public space is of an ephemeral, transient nature. Tis temporal scale of the piece seems to recapitulate what is found inside it. In the set-up of the piece the ephemeral nature of sound seems to be amplifed as each message is only broadcast once in its entirety, and then fades and gets mixed with other messages. It would have been possible to program the platform in a diferent way, for example where messages are repeated. Te materiality of the private texts messages changes as they are transformed into voice messages, they are given a voice in public, but it is an ephemeral voice. Te public constituting the piece by sending messages is linked to the location of the installation. Does it mean the platform operates like MediaCity: Interaction of Architecture, Media and Social Phenomena 404 a traditional location of episodic publics? [16] Whereas the episodic publics of taverns of cofee houses would rely on real voices of people communicating with each other in an indoor location, in smSage a computer voice is reading out peoples written text messages. Traditional episodic publics would come together again and again over time, people returning to the same pub or cafe. Some art platforms might function in a similar way [17] (but ofen over shorter periods of time such as weeks or months), [18] but smSage is only installed for a limited amount of time, making it more like an event. Is the public made by Smsage thus more occasional? Habermas names performances, concerts and part congresses as examples of public forming around an event. Tese more traditional occasional publics have a defned location and time frame. smSage however has a more open time-frame than a concert or congress, participants can send their messages anytime (while the installation is up), but in terms of location it operates in a similar fashion to occasional publics: you have to be in the location to participate and experience it. Te occasion for smSage is an art festival, and I will return to the signifcance of this later. Te participation in the public sphere of smSage does not only require bodily presence in the location of the installation, it also requires the mediated communication of sending a text message. Tis would be more indicative of Habermas abstract public, of scattered media consumers. Here, the media are both produced and consumed at once, sending sms and listening to them. Te participants are not scattered around the globe, as in Habermas concept of abstract media publics, they need to be in the very location of the installation. However, the participants are still scattered (not in space but) in time, a MediaCity: Interaction of Architecture, Media and Social Phenomena 405 temporal scattering that is amplifed by the transient nature of sound. Te micro public that is established by the small texts sent in by the audience and broadcast by the installation has aspects of episodic, occasional and abstract publics. Te pieces engagement with the public can also be described as ephemeral, transient and fragile, resonating with the artists own description of smSage as voicing and remixing participants comments and observations in a transient, ephemeral way (Borland and Redfern, 2007). 3. Mobilising Public Spheres Mobile sound art platforms like smSage aim to give a voice to passers- by in public spaces, to transmit the voice of the public (Borland and Redfern, 2007), by amplifying their private text messages with a speaker. Could platforms, artworks like these be a way to mobilise dormant public spheres? In returning to Habermas public sphere concept, I discuss the mobilisation of dormant public spheres and the ability of topics to move from the periphery of the public sphere to the core and illustrate these by introducing two more artworks, before returning to smSage in the fnal part of this paper. Habermas introduces the idea of two diferent states of the public sphere, a dormant one and a mobilised one. In a public sphere at rest the infuence of the civil society on the political system is rather small, but in periods of mobilisation, the structures that actually support the authority of a critically engaged public begin to vibrate (Habermas, 1996: 379). A mobilisation of the dormant public sphere takes place in a perceived crisis situation (Habermas, 1996: 380). According to Habermas, MediaCity: Interaction of Architecture, Media and Social Phenomena 406 the actors in civil society thus far neglected in our scenario can assume a surprisingly active and momentous role. In spite of a lesser organisational complexity and a weaker capacity for action, and despite the structural disadvantages, mentioned earlier, at the critical moments of an accelerated history, these actors get the chance to reverse the normal circuits of communication in the political systems mode of problem solving. (Habermas, 1996, p. 380-1) One of the frst prominent examples for mobile media being used to mobilise a public was the use of text messages (SMS) to summon people for demonstrations in the Philippines in 2001 (Rheingold, 2003: 157). Gordon (Gordon, 2007) also discusses interesting case studies of mobile phones being used in moments of Crisis (e.g. SARS, London bombings). Mobile technology can facilitate two forms of mobilisation. As in the Philippines example, they can be used to gather people for traditional forms of protest such as demonstrations. But devices such as mobile phones can also be used for remote forms of activism, where the mobilisation does not result in a physical gathering. Te art work smSage illustrates this potential and if we imagine that this platform could be taken over by a specifc local or political group, this potential would become even more apparent. Another mobile sound art platform , the Tool for Armchair Activists, illustrates this. Te Tool for Armchair Activists is another example of a mobile sound art platform where the audience is invited to send text messages that are then broadcast publicly. Te piece was designed by the interdisciplinary art group Troika (Sebastien Noel, Conny Freyer and Eva Rucki) in collaboration with Moritz Waldemeyer in 2005. As can be seen in fgure 5, it is a self-contained unit meant to be strapped to a lamppost in front of pro-eminent [sic] buildings like the house of parliament, or other MediaCity: Interaction of Architecture, Media and Social Phenomena 407 institutional buildings in front of which many protests occur (Troika, 2005). Participants can send text messages to an advertised phone number. Te unit receives the messages, reads them with a computer voice and plays them loudly via a bullhorn.
Figure 5: Tool for Armchair Activists by Troika 2005 MediaCity: Interaction of Architecture, Media and Social Phenomena 408 Troika advertise as one of the main features of the tool that the activists can stay warm in their comfortable living rooms instead of the hassle of sitting in the rain, waiting for your favourite MP to pass by (Troika, 2005). One of the main diferences to the other artworks discussed in this paper is the attitude of the artists: Troika regards the work as ironic (Baker, 2006), labels protests as rants (Troika, 2005) and thus the group was amused when the work was featured on an activists blog (Debatty, 2006). Troika seems to be cynical both about traditional forms of protest (rant) and about the remote kind of protest that their work comments upon (armchair). Consequently, they do not see themselves in the tradition of remote activism with its culture of online campaigning and hacktivism that has invented numerous new ways for remote (electronic) intervention. My discussion of Tool for Armchair Activists is based on documentation by the artists, and on reviews of the piece. From the material at hand I cannot comment on the actual use of this platform (as I do for smSage). With its contradiction of enabling remote protests while having a cynical view of it, Tool for Armchair Activists still shows the potential of (mobile sound art) platforms to mobilise dormant public spheres by enabling the public to send private forms of communication such as text messages to a public address system that broadcasts these messages into the public. 4. Moving from Periphery to Centre Habermas also gives a detailed account of how issues can move from the periphery of the public sphere to the core in three diferent ways. To answer the central question of who can place issues on the agenda and determine what direction the lines of communication take, Habermas modifes MediaCity: Interaction of Architecture, Media and Social Phenomena 409 a model by Cobb, Ross and Ross (Habermas, 1996: 379). Cobb et. al. have three diferent models for how new topics can be pushed from frst initiatives to decision-making bodies: inside access model, mobilisation model, outside initiative model, depending on who is raising the issue and how it is moved to the decision making bodies (Habermas, 1996: 379). If the initiative comes from inside the political system, and stays inside it without any infuence or inclusion of the public sphere, they talk about the inside access model. If the proponents of the issue must mobilise the public sphere to successfully pursue an initiative that originated inside the political system, it is the mobilisation model as Habermas summarises (Habermas, 1996: 379). Tese frst two models are the most common ones because the power of agenda setting is with the Government leaders rather than with the parliamentary complex (Habermas, 1996: 380), at least in times of relative political stability. For this paper most relevant is the third model - the outside initiative model - where the forces of the initiative are located at the periphery, outside the purview of the political system (Habermas, 1996: 380). For Habermas, the mass media mainly draws on sources by professionals that originate in the centre. Terefore it is much more difcult to start and manage issues from the periphery, but Habermas gives a long list of successful examples that made this move, from environmental to Tird World issues (1996: 380). Habermas credits initiatives on the periphery - from associations (...) and cultural establishments (...) to public-interest- groups (...) and churches or charitable organisations - as examples for the informal, highly diferentiated and cross-linked channels of communication that operate at the periphery of the public sphere (1996: 355-356). MediaCity: Interaction of Architecture, Media and Social Phenomena 410 Along this process of moving from the periphery to the core, the issues need to be taken up by institutions such as newspapers and interested associations, clubs, professional organisations, academies and universities (Habermas, 1996: 381). Here, the mass media have a crucial role; they are the main means of moving issues from the periphery onto the public agenda: Only through their controversial presentation in the media do such topics reach the larger public and subsequently gain a place on the public agenda (Habermas, 1996: 381). Habermas describes various activities that can boost this process, such as sensational actions, mass protests and incessant campaigning (1996: 381). I argue that art can also be part of this process of moving issues form the periphery to the centre. For Habermas, art is part of the literary public sphere. He argues that art can be a way to connect personal life experience and public spheres with its own language: Besides religion, art, and literature, only the spheres of private life have an existential language at their disposal, in which socially generated problems can be assessed in terms of ones own life history. Problems voiced in the public sphere frst become visible when they are mirrored in personal life experience. To the extent that these experiences fnd their concise expression in the language of religion, art, and literature, the literary public sphere in the broader sense, which is specialised for the articulation of values and world disclosure, is intertwined with the political public sphere. (Habermas, 1996: 365) [my emphasis] Habermas thus makes an interesting link between art and the political public sphere in describing art, literature and religion as specialised for the articulation of values and world disclosure (1996: 365). If art has the capacity to fnd a language to voice personal life experience, this is MediaCity: Interaction of Architecture, Media and Social Phenomena 411 potentially quite a powerful position. Art can produce condensed versions of personal life experiences and then bring them out into the public sphere. If these experiences are problems that are situated at the periphery of the public sphere, art might take up a similar function as media in moving issues from the periphery to the core of the public sphere. For the examples discussed in this paper, this function is not only centred around the content of the messages sent in by the participants, it also functions through the very process of communication itself. To illustrate my argument that (mobile sound) art projects can be one of these activities that can help agenda-setting from the periphery, I introduce another example of a mobile sound art platform where the public sends in text messages from their mobile phones that are subsequently broadcast publicly. TextFm [19] is an interactive installation by the British artists Matthew Fuller and Graham Harwood where text messages are transformed into a sound collage that is broadcast on radio or via a sound system. [20] Participants are invited to send messages to a phone number that has been published in advance. In addition to the content of the message, people can add parameters concerning the style of the computer voice by adding specifc code: the language (e.g. English or German) as well as pitch and speed of the voice (both on a scale form 0 to 9). Te text messages are then read out by speech synthesis sofware according to these parameters and fnally broadcast on a local radio station. Te work is constantly changing, depending on how many people participate at any given moment. When many people take part, the incoming text messages weave a seamless carpet of words, whereas during quieter periods only the a continuous background sound, (a mix of unprocessed bird song) [21] with the occasional messages in between were broadcast on radio or by anything with a sufcient sound output, such as a public address system (Fuller and Harwood, 2004: 238). MediaCity: Interaction of Architecture, Media and Social Phenomena 412 Figure 6: Te technical set-up of TextFm by Fuller and Harwood (my illustration). Here, only the radio output is illustrated, but in some instances of the piece, the messages have also been broadcast via sound systems In summer 2002 TextFm was installed in collaboration with Public Netbase to support a campaign for the re-location of this local alternative media institution. Public Netbase put up a Basecamp, an orange tent in the streets of Viennas museums quarter, which was open to the public (see fgure 7). With the tents new site, Public Netbase calls attention to the many preconditions for its relocation into the Museumsquarter [sic] that have yet to be realised, as the institutions website claims (Netbase, 2002). Te Public Netbase website adds that the orange tent is a blazing symbol for a critical cultural practice, i.e. a monolithic landmark for the much desired cultural diversity that is regularly and inefectively conjured up in the context of the Museumsquarter and in addition that Textfm turns it into a sonar media installation where passers-by and remote users can listen to and interact with Text-FM (Netbase, 2002). In an interview Fuller describes that during the three-month installation in the tent in Vienna, the use got really out of control, turning into a social MediaCity: Interaction of Architecture, Media and Social Phenomena 413 process itself (Dauerer, 2002). [22] In a later article, Fuller states that Public Netbase supported Textfm and also took it and turned it into something with their own favour and daring, connecting the system up to, at diferent times, a public address system; CB radio, with sets installed in bars and cafes; community radio (Fuller, 2009). Te way Public Netbase used Textfm in their campaign echoes Habermas concept of moving issues from the periphery to the centre of public spheres. Figure 7: TextFm as a public installation in Vienna in 2002. Te sound is broadcast via a PA system (and via Internet) As we can see from these descriptions, at this particular TextFm installation, the sound was not broadcast on radio, instead, a PA was used for audio output. In addition, people could listen to the audio stream on the internet (and also send messages via a web interface). Te internet access was the idea of the host institution that aimed to promote Viennas media culture and to locate it in a global context. Te artists remained sceptical about the internet option: Tis initiative efectively de-localised the installation MediaCity: Interaction of Architecture, Media and Social Phenomena 414 that was originally meant to fnd out whether a rich interactive culture of use could - following the London pirate radio scene - be developed in an urban area restricted by the broadcast range of a radio transmitter, or other means of broadcast using the materials of TextFm (Fuller and Harwood, 2004). Te artists log of the text messages sent in to various TextFm installations shows that the participants invented all sorts of uses for the platform: Some people used the system for sloganising, conversations, insults, meeting arrangements, fyering for DJ sets, asking questions, setting up conversations, as the artists discuss in an interview (Kasprzak, 2002). A very diferent use was more reminiscent of concrete or sound poetry. Such users would send repeated clusters of characters. For instance a message might comprise of: ugh a ugh a ugh a ugh a ugh a ugh a ugh a... et cetera (Fuller and Harwood, 2004). Fuller and Harwoods key interest was creating an open media system that addresses issues such as censorship, legal issues and technological limitations (e.g. length of a text message) (Fuller and Harwood, 2004: 241). Te artists understand TextFm as an open system that illustrates their sense of the term Media Ecology. [23] Te work also illustrates Fullers concept of speculative sofware [that] can be understood as opening up a space for the re-invention of sofware by its own means (Fuller, 2003: 30). Harwood and Fullers TextFm platform opened up a dynamic space that is played by the participants and their mobile devices. Inspired by Bertholt Brechts vision of radio as a two-way device amongst others, their aim was to open up a novel space for communication and allow the mobile phone to tak[e] voice in the city (Fuller and Harwood, 2004: 240-241). I argue that in allowing private text messages to enter public space loudly, pieces like TextFm can take part in mobilising public spheres, in moving issues MediaCity: Interaction of Architecture, Media and Social Phenomena 415 from the periphery to the centre of the public spheres. To go beyond the discussions of concepts of mobile sound art platforms, it is now time to return to the experience of smSage- and to discuss the pragmatics of it, the making of the piece by the audience rather than the making of it in the concept of the artists. Afer relating specifc aspects of Habermas public sphere concept - the mobilising of dormant public spheres and the moving of issues from the periphery to the centre of public spheres - to the mobile sound art works TextFM and Tool for Armchair Activists it is time to revisit the key example of this paper: smSage. 5. Making and Breaking smSage In this section I return to discussing the art work smSage and shif my focus from the aims and concepts of the artists to the actual experience of the piece at the Confux festival. Borland and Redferns platform aims to transmit the voice of the public (Borland and Redfern, 2007). Te actual experience of smSage challenges some of the artists concepts and it is this breaking down of several aspects of the art work, for example the breaking of the communication required to make the piece that holds an interesting tension. Te making and the breaking of the alternative, transient public spheres of the mobile sound art works discussed in this paper are intrinsically linked. If small texts establish the piece, what happens if they are not being sent or if they cannot be heard? Urban sociologist Sassen argues that art and activism are ways of making public that are outside the corporate world (Sassen, 2006: 20). She distinguishes between public access space on one hand and public space on the other hand - the latter requires making [my emphasis] (Sassen, MediaCity: Interaction of Architecture, Media and Social Phenomena 416 2006: 21). She links her discussion of the relation between globalisation and locality, the complex interstices of various networks and localities, to art and activist projects such as Digital City Amsterdam or Mongrel. Sassen suggests that new media artist allows for: the possibility of constructing forms of globality that are neither part of global corporate media or consumer frms, nor part of elite universalisms or high culture. It is the possibility of giving presence to multiple local actors, projects and imaginaries in ways that may constitute alternative and counter-globalities. (Sassen, 2006: 25) Sassen reminds us that the alternative spaces or (globalities) that these media art projects suggest require making. Te projects she mentions - as well as the projects discussed in this paper - are making a public space capable of supporting communicative action. But I argue that the making of these spaces is at least as interesting as the breaking of these spaces. For smSage it seems to be impossible to make this alternative public sphere, this counter globality, without breaking it at the same time. I am not attacking the artists for the fact it breaks, I am discussing how difcult it is to make these spaces. I am investigating their project not through its formal architectures only but through how it worked in practice - when it always broke. 5.1 Texting Impossible For the frst two days of the Confux festival in 2007 smSage was not installed yet, and the artists nowhere to be seen - they were working around the clock to get the piece up and running. Te main technical problem was related to the diference between European and US mobile phones MediaCity: Interaction of Architecture, Media and Social Phenomena 417 networks. For the remaining two days of the festival smSage was up, but was not working as intended: it was still not possible to text in - the camera was broadcasting messages that had been pre-recorded by the artists. Tis gap between the concept of the piece and the actual experience at the festival was caused by technical problems. Te supposedly global communication technology of mobile phones turns out to be not that easily adaptable to diferent countries. Tis caused huge problems when the piece came to be set up in a specifc location. Te artists frustration with this unravels the promise of easy global communication. One of the main challenges in developing the piece was the interaction between mobile phone and computer. Te artists developed the piece in Europe (Ireland), with a European mobile phone and network. On arrival for the festival in the US, Borland and Redfern realised that although the mobile phone was supposed to work on the US network as well, it did not: We brought a number of phones (...) with us and as we arrived on Monday we put a SIM card in and expected it to work - and it didnt connect. Tey tried to solve this by order[ing] the exact same model of phone but one that is made for an American band. But even with this American phone the communication between phone and computer seems to be a bit tricky. Were so nearly there. We did get it running. And then it crashed. It keeps crashing. Te artists frustration with the technology (that is meant to be global, to not care where it is) breaking down is understandable, because this means that the audience was not able to send in their text messages to make the piece. In the interview, the artists also discuss the relation between the technical difculties, and the economic background of the piece: we are just a small partnership of artists rather than a huge engineering frm who can get people to solve these things on an engineering level. Redfern and Borland MediaCity: Interaction of Architecture, Media and Social Phenomena 418 work with a tiny budget and did not receive any funding from the festival or other sources to develop the piece. Tey applied for arts council funding in Ireland to cover the travel costs but are not sure if they will receive it. Teir department at the University of Dublin is paying for some of the hardware and they hope to receive some funding for future exhibitions of smSage. At the Confux festival the piece was technically not working and the audience could not send in their text messages that were supposed to constitute the piece, by transmit[ing] the voice of the public (Borland and Redfern, 2007). Te making of public spheres that smSage was aiming to enable was broken on the level of the technology that was meant to facilitate this communication. 5.2 No Messages Even when smSage is working technically, there is room for break down. Te piece (as most interactive/interventionist media art) is asking quite a lot of its users, expecting them to walk around the neighbourhood, to stop and listen to the installation, to get their phones out and send a text message to the advertised number. Te breaking of the piece discussed in this section concerns the possibility of non-participation in the piece. When I encountered smSage again, at the ISEA 2009 [24] in Dublin (Ireland), the piece was working, as the artists assured me. (For unknown reasons I was however unable to send a text message from my specifc English mobile phone.) Tis Dublin set-up is shown in fgure 8 and fgure 9. I observed the smSage installation outside one of the festival exhibition openings for about an hour. [25] In fgure 8 we can see festival visitors MediaCity: Interaction of Architecture, Media and Social Phenomena 419 standing in front of the windows of a gallery with smSage positioned above their heads. During this time, several members of the festival audience sent in text messages that were broadcast into the Dublin street. Tese were members of the festival audience who knew about the piece from the conference material and the exhibition the piece was a part of.
Figure 8: smSage at the 2009 ISEA festival in Dublin: A member of the festival audience texting to the installation (camera at top of the photo) MediaCity: Interaction of Architecture, Media and Social Phenomena 420 Figure 9: During my short period of observation afer the festival audience had moved on fom the exhibition opening, I did not see any passers-by interacting with smSage (on the facade on the lef) at the ISEA 2009 in Dublin Afer a while, the festival audience that was attending the exhibition opening moved on to the next event. I stayed on for a little while, keen to observe passers-by stopping to interact with smSage. During this - very limited - observation period, I did not see anybody that stopped to listen to the installation or to send in their own messages (see fgure 9). If the making of mobile sound art platforms relies on the participation of the audience, on the sending in of text messages for example, to establish the piece (in action, not as concept), then non-participation is also a way to break the piece, in the same way that participation makes it. Tis observation is not meant as criticising the piece, it is an observation that is also true for many other pieces of interactive and public art, but that is not MediaCity: Interaction of Architecture, Media and Social Phenomena 421 ofen discussed. Smsage attracted some members of the festival public to make the piece (in Dublin), but not the general public. To grapple with this question on what kind of audience smSage is speaking to (or not), what kind of public is making the piece (or not) I return to my earlier discussion of Habermas model of episodic, occasional and abstract public in the age of pervasive mobile media. smSage aims to speak to an episodic public that frequents the streets of a specifc neighbourhood, but also engages with the occasional public of the audience of the art festival it is part of. Te interaction with the piece is via mobile media, pointing to an abstract public of media users. Like many other mobile media projects the intended audience seems to be very broad: anyone who happens to walk past regularly (episodic) plus the festival audience (occasional) plus remote media audiences (abstract) - without taking into consideration the specifcs of the particular mobile media public. For platforms of mobile (sound) art the occasion needs to be made by the artists, not only by the media (setting up the kit to broadcast text messages) but also by an engagement with the physical and social context of the occasion and its location. A critical engagement with the actually physical location and its social context, the people who inhabit and frequent and make the space is crucial. Engagement with the way mobile media already operate in these spaces is necessary to fnd a fruitful dialogue between the physical, the social and the media context in establishing publics. Tis is difcult - but the anytime anywhere promise of mobile media does not work. Platforms ask people to be engaged, to interact, to contribute, to make the piece. Te audience does need to have the interest to engage, and this needs to be realised in platform pieces of mobile sound art. MediaCity: Interaction of Architecture, Media and Social Phenomena 422 Te artists seem to presume that people (the public) would want to contribute to smSage. Working with an invitation to contribute spoken by an unknown computer voice (please text to...) and broadcast by a surveillance technology (CCTV camera) in a fairly random location, does not take into consideration the context of the specifc public in the location of the installation. Tis explains partly why the public choose not to respond or did not see this as speaking into the public. 5.3 Cannot Hear Another make or break moment in mobile sound art is the sound itself. If the actual installation blends in visually (CCTV cameras are ubiquitous in many Western cities, and especially Irish and English ones), and the sound of it is not heard (because of a noisy urban environment), then participation becomes difcult because the piece is in efect invisible and inaudible. In Dublin, because of the trafc and the many conversations going on amongst the festival audience it was difcult to understand the smSage messages being broadcast. And if we think back to the Confux set-up of smSage, there the sound of the installation was overpowered by the sound of the block party that was going on at the same time (fgure 4). It is almost an irony that a piece of public sound art that intends to generate a public sphere is being so easily displaced by a more traditional kind of sonic public space activity the block party. For smSage to be able to give a voice, everybody has to be silent frst. Te technological set-up implicitly makes these impossibly disciplinarian demands on its potential audience and thus fails to live up to its artists intentions. MediaCity: Interaction of Architecture, Media and Social Phenomena 423 Te examples discussed in this paper have illustrated that artistic interventions in public do not need to be eye-opening, they can also be ear-opening. Sound art challenges dominant textual cultures and visual paradigms of art. Te artworks discussed in this paper are using speakers, public address systems or bullhorns to broadcast sound into public spaces. Te sonic politics of public sound art, the way it engages with the local soundscape is also crucial in establishing the piece. While loud sound art can be imposing, quiet sound art can be overheard, rendering the piece invisible. 6. Conclusion Drawing on Habermas concept of (multiple) public spheres, I argued that the kinds of public spheres that mobile media establish are a curious mix of episodic, occasional and abstract (Habermas, 1996:374). Abstract and scattered media publics can be brought together as occasional publics at certain events (such as participating in an artwork) that are rather episodic (e.g. on a street corner). Tese micro-publics are established through small texts in a temporary intervention or platform, making them ephemeral (sound) and transient (you walk past). Te notion of mobilising dormant public spheres that begin to vibrate (Habermas, 1996:379) was examined in relation to the mobile sound art work Tool for Armchair Activists. I then argued how art can be one way to move issues from the periphery to the centre of public spheres, and illustrated this with the artwork TextFm. In the light of these concerns, I discussed the mobile sound art platform smSage throughout this paper, focussing on the concept of the piece frst, and on the actual experience of the piece later on, cumulating in a debate around the making and breaking of public spheres in this piece. MediaCity: Interaction of Architecture, Media and Social Phenomena 424 Tis discussion demonstrated how complex and difcult it is to make public art spaces that can act as a public sphere. Even when working in an art space (installation at a festival), and with accessible technology (text messages) which are idealised spaces - it is difcult, always provisional and in the making. In the process of making the piece, I pointed out several ways this process broke down: when the technology was not working (i.e. it was not possible to contribute), when people choose not to contribute (i.e. just walk past) and when people did not hear or see the piece (because of the surrounding noise and the ubiquity of CCTV cameras). Te text messages that make smSage can only be broadcast if the piece works technically and people do actually send in messages, and the broadcast messages can only be heard if the urban soundscape the installation is positioned in does not drown out the voice of the piece. Tis illustrated the complexity of making a mobile sound art platform. smSage and the other artworks discussed in this paper were examples of the category sound platforms that I developed in my taxonomy of mobile sound art. Te artists build the platform, the audience contributions make the piece - this is how they operate in s nutshell. Te building of the platform and the audience contributions are of course intrinsically linked. Tis paper has highlighted how difcult it is to build such platforms where the audience contributes to the piece, making the artwork by mobile media interaction, and it is precisely because the contributions by the public are required. Tis makes the spaces made by these platforms so fragile: they require more generosity from the people participating than ofen acknowledged by the artists. I argued that critical engagement with the - physical, social and media - context of the platform is crucial for the audience to take up the invitation of contribution to the platform. Te public needs to have a desire to engage MediaCity: Interaction of Architecture, Media and Social Phenomena 425 with the piece, for example by sending a text message. Tose platforms (textFm, for example) that were situated in a body of discourse, an existing discussion had more small texts to establish a temporary public sphere, than those who were more focused on the technical aspects (smSage for example). Tis suggests that situating platforms of mobile sound art in an existing community or discourse, for example in relation to a contested issue (such as regarding the ownership or history of a certain public place) would allow for a more critical engagement with the relevant physical and social context, and thus allow for more small texts to establish temporary but relevant publics. Tis argument brings new ways of public art where audiences contribute with mobile media back to established discourses of new genre public art and especially community-related public art projects. Criticisms of public art (e.g. who is in a position to give a voice to the community?) and its sometimes dominating intentions (e.g. who got asked before somebody installed a statue that is supposed to relate to a neighbourhood?) and excessive expectations (e.g. how happy the community will be to engage) - remind us that public art does not work better just because we use new media, and art isnt public just because it appears in a public place. However, the presented examples feature a use of sound in public that is not commercialised (e.g. Muzak) and individualised (e.g. iPod). Instead the use of sound in these examples enables some sort of collaboration, where the process of communicating makes the work of art by opening up the private communication (of text messages) to a public exchange. Tis is a slightly hopeful argument, hopeful that despite ever more commercialised public spaces and (mobile) media, artists fnd ways to open up alternative spaces, to establish local, episodic, fragile public sphere-lets or micro publics. Te making of these is idealistic, and difcult, but needed - even if they break. MediaCity: Interaction of Architecture, Media and Social Phenomena 426 Notes [1] For a defnition of sound art platforms see (Behrendt, 2010) [2] Parts of this section of this paper have been published previously as Behrendt, F. (2008). Texting and Calling Public Spheres: Mobile Phones, Sound Art and Habermas. In M. Hartmann, P. Rssler, & J. R. Hfich (Eds.), Afer the Mobile Phone? Social Changes and the Development of Mobile Communication (pp. 35-54). Berlin: Frank & Timme. [3] and also TextFm and Tool for Armchair Activists, as discussed below. [4] I work with the 1996 translation of Habermas 1992 Between Facts and Norms. [5] I experienced the piece again in 2009, as discussed below. [6] Te Confux festival was founded by Christina Ray and David Mandl in 2003 and is produced by glowlab. [7] Te project got some brief press coverage. Most noteworthy is that is was mentioned in a New York Times article about the confux festival (Schwendener, 2007). smSage was also featured on two more prominent blogs: MAKE magazine blog (Brucker-Cohen, 2007), and the Networked_Music_Review Blog (Green, 2007) as well as on several minor blogs. However, none of these sources contribute further information about the piece. [8] Redfern and Borland also aim to make smSage self-sufcient by powering it with a solar panel (at the moment they cannot leave it up as the battery needs recharging). [9] I return to this issue later on in this paper. [10] Gumstix are a popular choice in the mobile developer community and advertised on the company website as: the worlds smallest full function, open source computers [...] marketed to companies, product designers and hobbyists in more than forty countries worldwide. (gumstix, n.d.) [11] E.g. Simpletext that was developed by Jonah Brucker-Cohen, Tim Redfern and Duncan Murphy and has been performed since 2003 (Brucker-Cohen et al., 2003). Te audience can infuence the audiovisual performance with text messages from their mobile phones (and alternatively via internet from their laptops). [12] In the future, the artists might design diferent voices for it, for example with diferent personalities, from manic to calm, by adjusting pitch and volume, as they discuss in the interview. [13] Te BBC news article Talking CCTV scolds ofenders covers this story they mention (BBC News, 2007). [14] Another link between CCTV, sound and art was explored in Track- Te-Trackers (2003) by Annika Ruest (Ruest, 2003). While walking through town one hears the presence of surveillance camera on the earphones. Areas densely populated with surveillance cameras produces a dense texture of MediaCity: Interaction of Architecture, Media and Social Phenomena 427 knocking sounds; each knocking represents one camera and gets louder when approaching it. Participants are invited to add more camera positions to the database using the mobile tracker device they also carry around for listening. [15] Te discussion of the camera brings up another interesting topic public art is always facing: how can artists make sure that their piece is not stolen (unless this is part of the piece of course)? Initially, Borland and Redfern were hoping to just leave the camera up, but then it started to become quite precious with all the technology in it. Te artists thus need to consider to carefully place it in terms of it being somewhere where its out of easy reach. Redfern and Borland know from previous experience with public art that they also need to look at methods of attachments which are hard to take down (...) and you got to use special lock nuts - the irony is that not only public sculptures, but also ordinary security cameras also have to be protected in that way. [16] As discussed above, see section Episodic, Occasional and Abstract Publics. [17] For example Park Fiction in Hamburg (See Wieczorek, 2006; Schmidt-Wulfen, 2004). [18] Hirschhorns Bataille Monument (2002) for example (see Basualdo and Laddaga, 2004). [19] Te spelling of this work both by the artists and by the press is inconsistent, including Text FM, Text.fm and Text-FM. Here, I use only one spelling: TextFm, unless using quotes that include a diferent spelling. [20] TextFm has been shown several times in 2001 and 2002. [21] Te artists used this background sound in order to signal to the audience that the system is still working even if no messages are currently being received and broadcast (Fuller and Harwood, 2004: 240). [22] My translation of a German newspaper article. Te original reads: Wir haben es seit drei Monaten in einem Zelt in Wien installiert. Es ist interessant, wie der Gebrauch dabei vllig auer Kontrolle geriet und selbst zu einem sozialen Prozess geworden ist. (Dauerer, 2002). [23] Fullers understanding of Media Ecology - a term originally coined by McLuhan (2008: 271) in the 1970s - is that all media be taken as mutational felds and aggregations of force, subject to change by multiple dynamics, conjunction with new devices, techniques and usages (Fuller and Harwood, 2004; see also Fuller, 2005). [24] ISEA is the International Society for Electronic Arts that holds biannual (now annual) conferences and exhibitions at host institutions. [25] Due to my own speaking engagements at the conference I was unable to spend more time with the piece. It was only installed during the afernoon and evening of this specifc day of the conference (31 August 2009). MediaCity: Interaction of Architecture, Media and Social Phenomena 428 References Basualdo, C. & Laddaga, R. (2004) Rules of Engagement: Art and Experimental Communities. Artforum, XLIII, 166169. BBC News (2007) Talking CCTV scolds ofenders. [online] Available at: <http:// news.bbc.co.uk/2/hi/uk_news/england/6524495.stm> [Accessed 02 April 2010] Behrendt, F. (2008) Texting and Calling Public Spheres: Mobile Phones, Sound Art and Habermas. In Afer the Mobile Phone? Social Changes and the Development of Mobile Communication, (Eds, Hartmann, M., Rssler, P. & Hfich, J.R.) Frank & Timme, Berlin, pp. 35-54. Behrendt, F. (2010) Mobile Sound: Media Art in Hybrid Spaces. Ph.D. thesis, University of Sussex. Borland, R. & Redfern, T. (2007) smSage: About. [online] Available at: <http:// www.eclectronics.org/projects/smsage/about.php> [Accessed 02 April 2010] Brucker-Cohen, J. (2007) SMSage makes surveillance fun. [online] Available at: http://blog.makezine.com/archive/2007/09/ smsage_makes_surveillance.html> [Accessed 02 April 2010] Brucker-Cohen, J., Redfern, T. & Murphy, D. (2003) Simpletext. Calhoun, C.J. (Ed.) (1992) Habermas and the public sphere MIT Press, Cambridge, Mass ; London. Crossley, N. & Roberts, J.M. (Eds.) (2004) Afer Habermas: new perspectives on the public sphere Blackwell Publishing/Te Sociological Review, Oxford. Dahlgren, P. (2005) Te Internet, Public Spheres, and Political Communication: Dispersion and Deliberation. Political Communication, 22, 147162. Dauerer, V. (2002) Kunst refektiert den Code. Interview with Matthew Fuller. die tageszeitung (taz). Fllmer, G. (1999) Klangorganisation im fentlichen Raum. In Klangkunst : tnende Objekte und klingende Rume, (Ed, Motte- Haber, H.d.l.) Laaber Verlag, Laaber, pp. 191227. Fraser, N. (1992) Rethinking the Public Sphere: A Contribution to the Critique of Actual Existing Democracy. In Habermas and the public sphere, (Ed, Calhoun, C.J.) MIT Press, Cambridge, Mass ; London, pp. pp109-142. Fuller, M. (2003) Behind the blip : essays on the culture of sofware. Autonomedia, Brooklyn, NY. Fuller, M. (2005) Media Ecologies: Materialist Energies in Art and Technoculture (Leonardo Book). Te MIT Press, Fuller, M. (2009) Te Telephone and its Keys. [online] Available at: http://www. spc.org/fuller/texts/the-telephone-and-its-keys/> [Accessed 02 April 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 429 Fuller, M. & Harwood, G. (2004) TextFm, an account. In Acoustic Space. Trans Cultural Mapping, (Eds, Tuters, M. & Smite, R.) Te Centre for New Media Culture RIXC, Riga, pp. 238-241. Gordon, J. (2007) Te Mobile Phone and the Public Sphere. Convergence, 13, 307-319. Green, J.-A. (2007) smSage. [online] Available at: <http://transition.turbulence. org/networked_music_review/2007/09/06/smsage/> [Accessed 02 April 2010] gumstix (n.d.) About gumstix. [online] Available at: <http://www. gumstix.com/about.html> [Accessed 02 April 2010] Habermas, J. (1996) Between facts and norms : contributions to a discourse theory of law and democracy. Polity, Cambridge. Kasprzak, M. (2002) TEXT FM: Open Broadcasting System. An interview with Graham Harwood and Matt Fuller. YEAR ZERO ONE FORUM, Spring 2002, Kester, G.H. (2004) Conversation Pieces: Community and Communication in Modern Art. University of California Press, Luhmann, N. (1994) Soziale Systeme : Grundriss einer allgemeinen Teorie. Suhrkamp, Frankfurt am Main. McLuhan, M. (2008) Understanding Me: Lectures and Interviews. MIT Press, Netbase, P. (2002) Basecamp Text FM. Ray, C. (2008) Confux. Festival for contemporary psychogeography. [online] Available at: <http://confuxfestival.org/confux2008/about/> [Accessed 02 April 2010] Rheingold, H. (2003) Smart mobs : the next social revolution. Perseus, Cambridge. Roberts, B. (2009) Beyond the Networked Public Sphere: Politics, Participation and Technics in Web 2.0. Fibreculture, 14, Ruest, A. (2003) Track-Te-Trackers. Sassen, S. (2006) Public Interventions. Te Shifing Meaning of the Urban Condition. Open. Cahier on Art and the Public Domain, 11, 18-26. Schmidt-Wulfen, S. (2004) On the Publicness of Public Art and the Limits of the Possible. In Public Art. A Reader, (Ed, Matzner, F.) Hatje Cantz Verlag, pp. 414-421. Schwendener, M. (2007) In Brooklyn, a Confuxion Junction. New York Times, Silverstone, P.R. (1999) Why Study the Media? Sage, Redfern, T. & Borland, R. (2007) Interview at Confux. Troika (2005) Tool for Armchair Activists. [online] Available at: <http:// www.troika.uk.com/armchair_activists.htm> [Accessed 02 April 2010] Wieczorek, W. (2006) Park Fiction - Eine andauernde Geschichte der praktischen Stadtkritik. Park Fiction prsentiert: Umsonst & Draussen MediaCity: Interaction of Architecture, Media and Social Phenomena 430 MediaCity: Interaction of Architecture, Media and Social Phenomena 431 Social Media Platforms as Strategic Models for Local Community Development Tanya Sndergaard Tof MA in Media Studies Te New School New York Website: www.tanyatof.wordpress.com Abstract Te use of new media technologies for social collaboration and information exchange online has become widespread in the beginning of the 21st century, connecting social media users in countless global, social communities. It seems however like social places online are increasing in tandem with local distances between people ofine, where social media provides an alternative to the social engagement in local, physical environments. Te thesis of this paper explores the possibilities for re- developing a local sense of place through the kinds of social practices that are customarily employed online, in order to create a connected, local sense of place. I will thus propose a strategic social media model for local community development as an extension of existing urban and rural planning and development practices; a social media-strategic architecture that facilitates the potential of the contemporary nature of participation and collaboration in online social media networks to develop a rural village through activities in the local community. MediaCity: Interaction of Architecture, Media and Social Phenomena 432 Developing a meaningful sense of place I hardly even recall how we managed to arrange for our late afernoon play dates on Nrrebro Street, equipped with roller blades, small-size basketballs and hula hop rings. Maybe we captured a word of mouth on the bus home from school; maybe we were able to see the other kids starting to gather on the street. We were always about ten of us, and we came from diferent streets of the village. Our social engagement had a beauty of randomness to it, as we rarely pre-planned for meeting up. We were a local bunch of kids, sharing the kid-scape of this rural village of Hallund in the northern part of Denmark, and we had a strong sense about what it meant to be a local kid around this place. Maybe this was because, in our miniature world, this was the only opportunity we had to be social among our peers. It was sometime in the early 1990s; I was only familiar with the phenomenon of the cell phone through a radio-based, portable calling-machine that my dad brought with him into the pig shed, and my parents had not yet bought our very frst computer. As children, we do not think about how our practices of playing and dreaming form a symbolic, MediaCity: Interaction of Architecture, Media and Social Phenomena 433 meaningful space over-layering the physical place, or how the constellation of our practices forms what a place means to us. But childrens play creates local spatial stories, from their imaginations and memories, and these stories are in continuous exchange with the physical place. As Michel de Certeau reminds us, stories carry out a labor that transforms places into spaces and spaces into places (De Certeau 1988, 118). In that sense, our engagement with a place develops our attachment to it, and in that, we are developing a sense of it. Te thesis of this paper emphasizes the importance of a strong sense of geographic locality as a premise for preserving cultural capital and natural assets of a destination, stimulate social engagement and for developing a place from a bottom-up approach. The place-making complex of rural villages Rural villages all over Europe are losing the sense of place they once owned. Young people are moving away; the infux of new inhabitants is low; local shops, schools and kindergartens are being shut down; and rural businesses like fshing and farming are loosing their economic signifcances (Srensen and Skou 2010, 10). Financial structures are increasingly formed by economies of scale, and small businesses are facing deadly competition from chain stores in the neighboring bigger cities. As the villages are loosing their population and drivers, they are loosing their lifeblood and the foundation for preserving and developing a local sense of place, too. A local town or city can be considered the stage set of the inhabitants hopes and aspirations (Morley 2001, 429), and without a strong sense of local place, the foundation is fragile. One such village that is slowly loosing its sense of place, is the rural village of Hallund, situated in the northern part of Denmark, in the Municipality of Brnderslev. Hallund consists MediaCity: Interaction of Architecture, Media and Social Phenomena 434 of approximately 120 houses and small farms. Te village originally developed around the train track as the most progressive village in the province. Houses and farms are spread out in an oblong formation as if hanging on to what used to be the main infrastructural nerve of the main street, Slvgade, except from a few detached and disused farms. Hallund is a quiet city, however it has a signifcant number of local associations, with a local sports club, a hunting club, a scout association, a citizen association as well as political associations and a weekly local newspaper. Although the village is tied together in small associations, these associations have limited means of communicating to the outer edges about their activities, both in terms of inviting newcomers to join, as well as of promoting the village as an attractive place to live. Most of the channels for informing about local initiatives and events have disappeared over the past few decades. Social connection and information sharing used to take place via three diferent physical channels in the village of Hallund: on the back of the weekly local newspaper, on the side faade of the bus stop at the citys main trafc intersection, and at the bulletin board at the local grocer. Tese channels served to announce jobs and services such as babysitting, window cleaning, bikes for sale, the starting dates of sport seasons and event announcements by the local gym, invites for open communal dinners, Monday nights traditional board games for the elderly, and collections for funerals or charities. In 2009, the grocer shop closed and the bus stop space was sold to advertisements. An enclosed, transparent information box on the facade of an old warehouse on the main street is the only way of rapid distribution of mass information, on small paper notes, to the general inhabitants of Hallund. Tese may live several kilometers from each other. Te facade of the warehouse is not a natural gathering place, so except from a few elderly passing by through the day, the information box is not an efective information channel. MediaCity: Interaction of Architecture, Media and Social Phenomena 435 Te weekly newspaper is also a way of distributing information about local activities, however with a weeks delay and only to the people who keep the newspaper on top of the more informative regional edition. Te neighboring town of Jerslev acts as a suburban connection point for surrounding rural villages like Hallund, providing a kindergarten, a school for children up to the 9th grade, a village hall, and a handful of small businesses. Relaying media messages across villages such as Hallund and Jerslev is impossible, unless people physically travel to the respective city grocers, bus stops, or purchase the local newspapers for the particular neighbor village to gain information. Hallund is an example of a rural village with social activities, but poor channels to organize these and communicate them to all inhabitants. Te lack of immediate communications channels makes it difcult for newcomers and local inhabitants to engage with the established associations, and to participate and create new social initiatives. Social, local practices serve to make the villages vibrant and alive, and to create a shared sense of locality. MediaCity: Interaction of Architecture, Media and Social Phenomena 436 The qualities of a geographical sense of locality Locality in this context is referred to as a somehow geographically based concept. Arjun Appadurai describes locality as both a structure of feeling, a property of social life, and an ideology of situated community (Appadurai 1996, 189). Beyond the beauty of an emotional attachment and the comfort of a sense of belonging to the place in which one lives, a strong sense of geographical locality among inhabitants frames the coherence of a place. Coherency in this perspective does not relate to a coherent and shared way of lifestyle or religion, which might carry a sense of gentrifcation and exclusion; instead, I will emphasize the main quality of geographical locality as the motivation for engaging with a places local social oferings, and for participating in taking part in the places positive development. As rural villages are loosing their sense of locality, the social life disappears in tandem with the decaying attractiveness of the place, and in this process, the sense of locality is declining as well. What I strive to emphasize is the connection between a sense of locality and a strong and lively community. In Appadurais description of the concept of locality, he relates it directly to the idea of a neighborhood (Appadurai 1996, 179). A shif from place to people in terms of situating where locality should be recreated carries new potential in the new media paradigm. MediaCity: Interaction of Architecture, Media and Social Phenomena 437 Sense of place in new media We are becoming less and less dependent on the activities and entertainment of our physical environment, because social engagement can easily be achieved through far-distance connections in social media networks. Facebook and other such networks can be considered for types of online communities or neighborhoods, in which people connect and cluster in social groups that ft to their interests and social history. Tis is why a sense of place is no longer something that comes with simply spending time in a place, like by living in it, because today, we might live in one place but carry out most of our social engagements in other spaces. With our constant travels global spaces through digital realms, we might physically be here while the environment we are building up familiarity with is out there or brought in here through our digital screen. Terefore, a local sense of place is not just automatically there, because it needs to develop through an engagement with the place. As people are increasingly engaging with social groups through new media, they might decreasingly engage with their local social environment. Te social stories that people create are thus as much (if not more frequently) constructed through digital narratives and relationships as through ofine social participation, which threatens the reproduction of a local sense of place. Tis observation carries similar traits to David Morleys notifcation of how mediated processes of fux are destabilizing traditional forms of place-based identity (Morley 2001, 427). As new possibilities for joining communities of a distinct interest are increasing with new media, so are the alternatives to local social oferings. Perhaps, we are experiencing a second epoch of Joshua Meyrowitz concept of no sense of place, only this time we are not dislocating a sense of place by bringing the world to our local environments through the mediation of our TV screen (Meyrowitz 1985, 158); we are connecting ourselves with MediaCity: Interaction of Architecture, Media and Social Phenomena 438 the world via the non-place of the Internet. In Sybille Lammes description of the prime component of the Internet as a void that provides ground for the establishment of virtual relations, she refers to it as a non-place, meaning a place that is characterized by a lack of history and therefore in lack of an identity (Lammes 1997, 1). Lammes concept references Marc Augs original defnition of the concept of non-places as places of transience that do not hold enough signifcance to be regarded as places (Auge, 2002). Te non-place is flled with some sense of identity however, from the networked relations that interact with it, which makes it form into a transitory and dynamic hub (Lammes 1997, 9). Te challenge seems to be the practice of connecting this dynamic hub with the development of a local place, by giving new media a role in place-making. Place and space have developed an abstract relationship, which fosters a much more complex condition for the development and maintenance of a sense of place that is local. Development through a social media architecture Te construction of media networks as facilitators of social interaction and collaboration can be characterized as a form of social media architecture. In these interface frameworks media users can create personal profles, group their friends, create sub-groups, receive and distribute digital invitations within their social network(s), engage in discussions, collaborate on cultural, ethical and political projects, support good causes, share thoughts, follow each others social path online and directly communicate with each other across space and time. A social media architecture is engineered for collaboration, information sharing, and participation, and enables people to connect with remarkable ease while organizing themselves in MediaCity: Interaction of Architecture, Media and Social Phenomena 439 complicated social webs across the world. Yochai Benkler notes how this form of engagement with new technologies is causing a shif in online social practices (Dufy and Turow 2009, 327). In a sense, these practices can be considered as spatial, since social media networkers are gathering in online social spaces; like abstract, virtual echoes of the production of spaces through our spatial practices of our everyday lives (Lefebvre 1974, 26). What if the nature of these social spaces and the engagement and excitement they develop upon could build up the social public sphere of a local environment? Te task is then to time the social spaces online with local ofine practices, by establishing a relationship between the social digital space and events and initiatives of the physical local place. Using social media for offline activities Tere seems to already be a tendency for people to connect online in relation to the local, physical sphere. Meetup is an example of a social media site where people can connect on the basis of shared interests for a particular taste of music, game, sport etc., and this has proved successful for facilitating the organization of ofine events (www.meetup.com). Te photo storage/sharing site Flickr has grouping at the heart of organization of its content, and many of these groups are local in nature and allow people to connect around photos and news, and events in their area (www.fickr.com). Te website StumbleUpon allows users to make local searches on things to stumble upon in their hometowns, which is a similar network-feature to the one Facebook proposes where people can join local networks and subgroup their social connections (www.stumbleupon.com), (www.facebook.com). Twitter ofers a geo-search option that enables the user to sort messages or tweets from people in a specifc area (www. MediaCity: Interaction of Architecture, Media and Social Phenomena 440 twitterlocal.net), and Placeblogger provides an overview of personal blogs based on their local registration and relevance (www.placeblogger. com). Finally, Foursquare emerged in 2009 as a location-based network intended to connect friends in real life locations using GPS technology via ones mobile phone (www.foursquare). Tese examples are just some of the social media architectures out there and display an existing desire for tying social media practices to a local, physical space. Te digital media initiatives enable people to connect around local matters, and hereby shape social practices that engage with the development of urban hubs. Tis is taking place in a digitally organized dimension of the local realm. Scott McQuire describes this phenomenon with his concept of the media city as an expanded matrix of media feedback loops that increasingly shape the ambiance and intensities of urban space (McQuire 2008, 57). Tis is why new media has become an integral component in the condition of urban, suburban and rural community formation. Moreover, media carry the potential of enhancing place-making through repeated conventions of language, storytelling, identity-formation, and the communication of ways of knowing. As Elizabeth Ellsworth describes, media deliver cultural signifcation to the spaces and times of inhabitation (Ellsworth 2005, 127). Te potential of letting this ever-increasing social desire to connect, share information, and collaborate online materialize in the ofine environment, is what spurs my proposition of a rethinking of online social media networks as strategic models for improving the life and activities of a local community. MediaCity: Interaction of Architecture, Media and Social Phenomena 441 Towards a strategic social media model for local community development Te social media architecture I am suggesting as a model for local community development seeks to transfer the social media-architecture of online communities to the ofine environment, in order to allow for peoples social practices online to be directed towards local initiatives. As online and local communities might build on very diferent social premises and needs, a locally bound social information network should be an organic local platform that is user-generated, and propelled by the needs and interests of the local inhabitants. While the specifc content categories must be developed with the specifc community, the local media network might ofer a forum for information sharing on what is going on in their own village and in neighboring areas, together with a facilitation of discussions and debates, and it might enable locals to arrange activities and events in open groups where everybody from the local network can participate. Tis would allow newcomers to integrate much faster in their new surroundings, which might open up these rural areas to a potential infux of ideas and skills. In terms of business opportunities, local businesses could be allowed to announce their services and opening hours, and collaborate across businesses and villages. Te network may also carry a political potential of informing about local rural and suburban development initiatives and providing a democratic forum for debating these, as well as for debating local politics. For example, the school in Jerslev could use the local social network for hosting a democratic forum for parents to participate in its development strategies. As not all rural inhabitants are digitally connected and comfortable with the Internet or social media technology, the media network should ideally be supported by physical screens in the villages that would bring real-time updates on MediaCity: Interaction of Architecture, Media and Social Phenomena 442 social events, clearances and statuses of projects. In a longer perspective, these screens would replace the plastic box with paper notes as a much more efective, updated and fexible public communication channel. What distinguishes this suggested model of a local social media network with existing ones is the potential of subgrouping local areas to avoid the smaller villages to be marginalized by the bigger ones, whereby the distinct ideas and resources of every single image has a space for establishing initiatives no matter what scale these might take. Te subgrouping of local areas might also enable more collaborative villages to establish their local social network and inspire the surrounding villages. Villages should also be able to connect and collaborate across districts. As Appadurai notes, as logics of neighborhoods are sometimes adopted by surrounding neighborhoods (Appadurai 1996, 183), a local social media network might generate a basis for living by virtue of its activation in several local neighborhoods, and thus locality as a relational achievement can be context generative (Appadurai 1996, 186). Te strategic potentials of the local social media network stretches across place-branding, recognition and local investments. MediaCity: Interaction of Architecture, Media and Social Phenomena 443 Conclusion My proposal of a strategic model of a local social media network for developing local communities, is organized around a strategic planning of the encounter between media and urban space, in the hands of the local inhabitants. It is a digital tool for structuring activities and experiences in a local area and acts for the sake of bolstering the local community and the local sense of place, because these components embody the heart of a healthy, socially sustainable, and attractive place to live. As Appadurai remarks, as local subjects carry on the continuing task of reproducing their neighborhood, the contingencies of history, environment, and imagination contain the potential for new contexts (material, social, and imaginative) to be produced. (Appadurai 1996, 185). Te perspective I am proposing seeks to go beyond De Certeaus notion of places as spaces of activities and stories of people (De Certeau 1988, 110), and regards places as means of spatialities that are constructed from an online sense of connection to form a local sense of place. Te local social media network adds a digital dimension to rural and urban planning and development strategies. It emphasizes the importance of planning for creating a local sense of place that is coherent, adaptive, and that stimulates a strong sense of belonging and empowerment to the local area and its community. For rural villages like Hallund, a local social media network could become a revitalization strategy for regaining social life and make a basis for growth and survival. MediaCity: Interaction of Architecture, Media and Social Phenomena 444 References ARJUN APPADURAI: Modernity at Large: cultural dimensions of globalization, (Minneapolis: University of Minnesota Press), 1996 MARC AUGE: Non-Places: Introduction to an anthropology of supermodernity, (London and New York: Verso), 1992 WALTER BENJAMIN: Te Work of Art in the Age of Mechanical Reproduction, 1936 YOCHAI BENKLER: Peer Production and Sharing, in Key Readings in Media Today, Mass Communication in Contexts, ed. Brooke Erin Dufy and Joseph Turow, (New York and London: Routledge), 2009 MICHEL DE CERTEAU: Te Practices of Everyday Life, (Berkeley: University of California Press), 1988 SREN MLLER CHRISTENSEN AND KAREN SKOU (ED.): Trods drlige odds. International inspiration til danske yderomrder, (Copenhagen: Realdania), 2010 ELIZABETH ELLSWORTH: Places of Learning: Media, Architecture, Pedagogy, (New York: Routledge), 2005 MARKUS FOTH, HELEN KLAEBE AND GREG HEARN: Te Role of New media and Digital Narratives in Urban Planning and Community Development, (Brisbane: Queensland University of Technology ePrints), 2008 SYBILLE LAMMES: Te Internet as Non-Place April, 2007 http://www.mediaengager.com/spacesofnewmedia.pdf HENRI LEFEBVRE: Te Production of Space, (Massachusetts: Editions Anthropos), 1984 KEVIN A. LYNCH: Te Image of the City, (Massachusetts: Te MIT Press), 1960 SCOTT MCQUIRE: Te Media City, (London: SAGE Publications Ltd.), 2008 JOSHUA MEYROWITZ: No Sense of Place: Te Impacts of Electronic Media on Social Behavior, (New York: Oxford University Press), 1985 DAVID MORLEY: Place, Space and Identity in a Mediated World, (European Journal of Cultural Studies, Vol. 4 No. 4, November), 2001 MediaCity: Interaction of Architecture, Media and Social Phenomena 445 Referenced websites: www.allprinceton.com www.facebook.com http://www.fickr.com/groups/columbus-meetup/ http://foursquare.com/ www.linkedin.com www.meetup.com www.myspace.com http://www.placeblogger.com/ http://www.twitterlocal.net/ MediaCity: Interaction of Architecture, Media and Social Phenomena 446 MediaCity: Interaction of Architecture, Media and Social Phenomena 447 Infrastructure: An Instrument Of Urban Morphology Seung Ra Assistant professor of Architecture Oklahoma State University School of Architecture seung.ra@okstate.edu http://architecture.ceat.okstate.edu Figure 1 Satellite image of Northeast Blackout 2003(Lef: before the blackout) Te 2003 New York City blackout might be vague in our memories now, but the incident created some surreal scenes for the city that never sleeps (Fig.1). Tis satellite image shows a clear picture of the enormous scale of the outage. Our dependency on current technology, specifcally networks, defnes us as a culture now and relates our everyday lives to those across the global. Tis connectedness of information and distribution refects urban infrastructures and the fow of energy. Te transformation of cities will be examined by how we rethink about the uses of infrastructure. MediaCity: Interaction of Architecture, Media and Social Phenomena 448 As an instrument of urban morphology, INFRASTRUCTURE drives the direction, speed, and scale of development. We must question, How is the city changing? How fast? How much?. Tese are all relevant questions for us to examine the changing world around us. Figure 2 Fullers world map with high voltage transmission network map As a future investment for the economy, society and environment, infrastructure is the critical element of urbanization. How to apply sustainable infrastructure into urbanism for cities in emerging countries; structurally at a global level, and on a local level will be the key issues for this study. Globally, the rapid urbanization rate gives us an opportunity to fully integrate architecture and infrastructure. It is imperative that we progress from current energy generation and distribution methods to a more sustainable and fexible energy network (Fig.2). Infrastructure proposes integrating sustainable development and architecture into a network which will connect large and small scale endeavors in complex urban spaces. Tis integration of infrastructure and architecture will be a mode of solution for the current issues in cities and the next step for future development. MediaCity: Interaction of Architecture, Media and Social Phenomena 449 Automobiles were a primary element that reshaped the city and architecture, as the precedent transformation of the city and the factors infuencing its growth (Fig.3). Because transportation immensely impacts our everyday lives, we cannot separate automobiles and contemporary urbanism. But the usage of energy will bypass the automobile in shaping the future of our cities and will rapidly reshape existing cities in a short period of time. Just as individual works of architecture were adapted over time, strategies for development and the driving forces of those strategies will continue to evolve as well. In the Architecture of the City by Aldo Rossi (1982), the elements of Roman cities, such as amphitheatres, reversed their functions; the theatre- city functioned like a fortress and was adapted to enclose and defend its inhabitants. Te city overtook the architecture and transf ormed it. As a living organism, cities are structured and restructured simultaneously (Castells, 2004) and transformed by merging the architecture into the dynamic of the city, according to Rossi(1982). How the city is transformed must be considered together with how the city grows because the overall pattern of the city will impact the value of its future (Rossi, 1982). Te city is not a static entity but a mutable organization made of diferent components, adaptable to varying circumstances.(Angelli, 1999; Klingmann, 1999). As energy and resource use become of primary concern in todays urban centers, sustainable infrastructure projects become vital, and further justify architecture that embraces the ambiguity of the citys future. MediaCity: Interaction of Architecture, Media and Social Phenomena 450 Figure 3 Aerial view of Roman amphitheater transformed into a marketplace(lef), Edward Burtynsky, Highway #1 (Intersection 105 & 110, Los Angeles, California, USA, 2003.) The Future of the Metropolis In response to climate change and developing green technologies, sustainable architecture has become a contemporary measure of success in the architectural design community, but sustainability at the urban scale has not been fully discussed. Tis creates a challenge for rapidly developing cities in both developed and emerging countries. Tese cities must begin to consider sustainable infrastructure in concert with architecture. It is critical that we consider the methods of future growth; large-scale infrastructural thinking will facilitate the foundation of future sustainable development. Te relationship between architecture as individual and the city as collective urban elements needs to be studied by the fow of energy and environmental constraints. Infrastructure is a conduit for the fow of energy, and naturally plays a vital role in sustainable development. MediaCity: Interaction of Architecture, Media and Social Phenomena 451 A recent article in the Economist (2010) suggests that Asian cities will determine the prospects for global CO2 emissions in coming years. As an emerging society, and perhaps the global stakeholder of urbanization, Asia is faced with great opportunity and great risk. Te current rate and type of development are unsustainable. But unlimited possibilities lie in a sustainable exploration at the infrastructural scale. Expanding infrastructural urbanism is not only relevant to the Asian discourse, but globally. For example, the global demand for both quantity and quality of electrical power will need a global scale of investment in the near future: Te Organization for Economic Co-operation and Development (OECD) predicted the total annual worldwide electricity investment needs through to 2030 average around $350 billion and more than half of this investment will be spent on transmission and distribution (Stevens, 2006; Schieb, 2006; Andrieu, 2006). Many large cities share a common type of geographical character: location on a delta or waterfront. Tis feature provides a natural source of energy and cooling, among many other reasons why cities relate well to large bodies of water. Te city of Toronto is adapting the fundamental idea of using Lake Ontario to cool downtown buildings (Fig. 4). Tis system is an example of Deep Lake Water Cooling (DLWC). It is a $170-million project and will reduce overall annual power usage by more than 40 megawatts, and greenhouse gas emissions by almost 40,000 metric tons. Tis will be comparable to removing 8,000 automobiles from the road (Graham, 2004). As the worlds largest lake-source cooling system, the City of Torontos DLWC system goes beyond energy savings. Te system (ENWAVE, 2004): (1) Reduces electricity use by up to 90% compared with conventional air-conditioning (2) Eliminates 79,000 tons of carbon dioxide annually (3) Cuts 45,000 kg of polluting CFC refrigerants (4) MediaCity: Interaction of Architecture, Media and Social Phenomena 452 Saves more than 61 MW of electricity annually the equivalent power demand of 6,800 homes (5) Eliminates the need to install cumbersome, expensive cooling equipment and to dispose of it at the end of its useful life (6) Eliminates 145 tons of Nitrogen Oxide (7) Eliminates 318 tons of Sulphur Oxide (8) Provides fresh, potable lake water to taps across Toronto. Figure 4 Te city of Torontos Deep Lake Water Cooling system. Image fom MASSIVE CHANGE and the City of Toronto. Metro Hall, a 27-story ofce building in Toronto, went online with ENWAVESs Deep Lake Water Cooling system in June 2006. Energy consumption at Metro Hall will be reduced by 3 million kilowatt-hours per year and reduce CO2 emissions by 732 tons annually - equivalent to taking 160 cars of the road. Te resulting reduction in water consumption MediaCity: Interaction of Architecture, Media and Social Phenomena 453 from Cooling Towers for the building was 4,400 cubic meters per year, and the power saved is sufcient to supply 300 homes (Te City of Toronto, 2006). While the concept of cooling by water is not new, and many waterfront cities have taken advantage of their geographical beneft, the scale of infrastructural networks has not yet been ambitious enough to have an impact citywide or beyond. What if DLWC could replace the entire cooling system of a city? And what if high-rises in Shanghai could eliminate massive cooling towers, using all of their mechanical space as usable space? Perhaps Buckminster Fullers (Mau, Bruce Mau et al, 2004) worldwide energy grid could be adapted into the scope of the cooling system in order to produce energy locally and distribute it globally. (Mau, Bruce Mau et al, 2004). Surplus energy generated by the water cooling infrastructure would be redistributed and ultimately less energy would need to be generated through conventional means. In order to demonstrate infrastructural thinking, a hypothetical project, GEOPLEXUS, was developed in response to an existing site in Chicago. Te location provides a new opportunity for regeneration at the urban scale, developing infrastructure to serve spaces beyond the site (Te Chicago Architectural Club, 2010). GEOPLEXUS utilizes the destruction created by a real-estate collapse as an opportunity to reconfgure energy fow within the city. Lake Michigan is the citys greatest natural resource, providing a moderating efect on the local climate. It has the potential to serve as an energy source as well, in the transfer of unlimited energy from the earth to the city. Te host transfers energy from the lake, and distributes the cool water through a capillary network to breath into buildings, creating a mass infrastructure which utilizes geothermal technology to cool buildings (Fig.5). It demonstrates how energy needs could drive a large-scale urban MediaCity: Interaction of Architecture, Media and Social Phenomena 454 intervention. Commercial buildings now account for the greatest growth in consumption of energy (Hughes, 2008). In the coming years, the U.S. will invest over 467 Million dollars in funding for Geothermal and Solar Energy Projects (U.S. Department of Energy, 2009). GEOPLEXUS investigates the broader potential of connecting existing natural resources to the areas in greatest need of a revolution in energy usage. Figure 5 GEOPLEXUS by Seung Ra, Sam Sanders, and Dane Zeiler Urbanization and New Urban Morphology How can Infrastructural urbanism be applied to rapidly developing cities? Tis concept of the city engaging natural resources is necessary to halt the rapid and growing resource consumption of these urban centers. Te Economist (2010) described Chinas metropolitan developments as superblocks, which create supersized carbon footprints. Te West has already experienced the results of such development patterns. Charles MediaCity: Interaction of Architecture, Media and Social Phenomena 455 Dickens described Victorian London as the great and dirty city because of airborne pollution by emission from burning coal (McDonoug, 2002; Braungart, 2002). During the 2008 Olympic Games, the world watched the return of Industrial Revolution-era skies in Beijing. To serve the rapidly expanding cities, they add more new coal-fred power plants. In Asias growing urban population, energy consumption grew by 70% in the ten years leading up to 2008. Continuing this trend, it will be inevitable to change the direction for the future of the metropolis. According to the Asian Development Bank, 44 million people join city populations each year. Every day sees the construction of 20,000 new dwellings and 250km of new road (Te Economist, 2010). Tis incredible rate of growth opens possibilities for the relationship between infrastructure and architecture. Tey could potentially be considered in parallel due to the speed of development. Infrastructural elements would still need accommodation for growth, but could be integrated more fully with smaller scale architectural design. Te large and small scale design of infrastructure could work in concert to successfully create self - sustainable places within a network. At the large scale, the radical transformation and creation of landscape through infrastructural development is a global phenomenon (Shannon, 2010; Smets, 2010). Increasingly, the infrastructural projects are more and more complex and radically alter our environment and landscape at both the global level and the local level. For example, at 2.3 kilometers long and 101 meters high, Chinas Tree Gorges Dam(Fig. 6) is the worlds largest hydropower project and most notorious dam in the world (International Rivers, 2009). Despite submerging a number of cities and towns, relocating 1.3 million people, and destroying the ecosystem along the river, this dam is equal to ten modern nuclear power plants (International Rivers, 2009) and will save 50 million tons of coal per year MediaCity: Interaction of Architecture, Media and Social Phenomena 456 (Mau, B. Bruce Mau et al, 2004). Tis is a conventional infrastructural solution for supporting expanding energy needs. But in addition to increasing the number of plants, we must look into infrastructure within the city; more energy efcient urbanization. In Aldo Rossis (1982) view toward the growth of cities, the broader contextual idea of how cities will grow and impact the surrounding areas must shape our future. Figure 6 Edward Burtynsky, Dam #6 (Tree Gorges Dam Project, Yangtze River, 2005) Todays infrastructures, as public endeavours, are not simple and large scale objects, but improve the public realm and quality of the landscape of cities. MediaCity: Interaction of Architecture, Media and Social Phenomena 457 In Stan Allens (1999) Infrastructural Urbanism: Seven Propositions, the characteristic defnition was given : (1) Geography as a medium (2) Flexibility (3) Te participation of multiple authors (4) Local contingency and maintaining overall continuity (5) Organizing and managing complex systems of fow, movement, and exchange (6) Managing the fows of energy and resources (7) Facilitating an architectural approach to urbanism. Infrastructure is ofen non-linear: hierarchical and tree-like forms relate the large scale portions to the small scale parts (Allen, 1999). Tis relationship between the scales is a key to make Infrastructure part of the urban pattern of development. Figure 7 Solaria by AMO
At the smaller scale, the solution of efective urban planning for new developments starts in more efcient energy generation and it must end MediaCity: Interaction of Architecture, Media and Social Phenomena 458 in comprehensive distribution and consumption in a multiplicity of scales and systems (Addington, 2010). For example, individual places create complimentary subsystems instead of creating a large solar energy farm separated from the city. It could be part of the citys landscape (Fig. 7). Even if the scale and impact might be minimal, in large context, this will truly make a diference at the comprehensive level. We must also look into more fundamental issues of how we use the small-scale renewable energy; more precisely how efciently we use the environmentally friendly energy. For example, photovoltaic and fuel cells produce direct current and when these energy sources are converted into the alternating current grid, they automatically lose about 25% of their energy (Addington, 2010). In order to be more efcient, we have to use these sources directly without converting. For instance, most digital equipment and LED lighting could use direct current from the renewable sources. Also, generating less heat from the lighting and electronic equipment will reduce unnecessary cooling loads, which are the largest internal heat gain source for commercial buildings. Tere are three types of internal heat gain sources for the typical commercial buildings: (1)electrical for plug load and lightings, (2) mechanical for motors, compressors and other equipment and (3)space and water heating (Addington, 2010). Smaller scale energy networks must participate in the energy solution. Te result will be much more critical and fundamental change in attitudes at the local level. Roadmap 2050 by the European Climate Foundation and OMA proposed an EU-wide decarbonized power grid by 2050 (Moore, 2010). Te plan would reduce Europes GHG emissions by 80-95%, which needs to achieve a 2% energy efciency savings per year, by 2050. Trough the complete integration and synchronization of the EUs energy infrastructure, Europe can take maximum advantage of its geographical diversity. Te reports MediaCity: Interaction of Architecture, Media and Social Phenomena 459 fndings show that by 2050, the simultaneous presence of various renewable energy sources within the EU can create a complementary system of energy provision ensuring energy security for future generations. According to the Roadmap 2050, emissions from power, road transportation, and buildings will be reduced by 95% which will be the most critical part of the overall 80% CO2 reduction. Two sectors, Power and Buildings, will be most infuenced by INFRASTRUCTURE and will become a new territory for architecture to return to the where it began. Te plan also proposed an EU-wide power grid system with diverse and decarbonized energy sources which will be traded within the network. Tis return to Fullers idea, Electrical-energy integration of the night and day regions of the Earth will bring all the capacity into use at all time (Mau, Bruce Mau et al, 2004). Tis integration could be key to accommodating energy fow in developing cities (Fig. 8). Figure 8 Decarbonized grid power distribution by AMO (Lef) Solar / wind energy map by AMO (Right) What kind of change can infrastructure create? Spatial transformation is a fundamental dimension of the overall process of structural change. We need a theory of spatial forms and processes, adapted to the social, technological, and spatial context where we live (Castells, 2004). Te increasing focus of MediaCity: Interaction of Architecture, Media and Social Phenomena 460 Figure 9 Evolution of the city, past, present and future fom the Vegetal City by Luc Schuiten MediaCity: Interaction of Architecture, Media and Social Phenomena 461 Figure 9 Evolution of the city, past, present and future fom the Vegetal City by Luc Schuiten MediaCity: Interaction of Architecture, Media and Social Phenomena 462 climate change requires revolutionizing how society lives, and this change will be a fundamental dimension of spatial transformation of our cities. A recent exhibition of Belgian architect Luc Schuiten, Vegetal City brings a visionary glimpse of how a city was reconciled with nature and inspired by it (Fig.9). In the Evolution of the city, past, present and future from the Vegetal City, Schuiten presents the city in motion and continuously renewed through a slow progression around a lake where the migrations of its inhabitants follow the rhythm of the lifespan of the citys main structure, the tree (Schuiten, n.d.). While this is a radical example of infrastructure, this kind of visionary exploration is needed in order to make extraordinary change a reality. As a response to contemporary problems of the city, socially and environmentally, the large and small scale infrastructural proposition must be critically considered as the resolution again. Infrastructure is a medium to facilitate the ground for the citys future and generate the conditions for architecture (Allen, 1999). Te dual relationship of architecture and city should again be examined through the lens of energy and environmental constraints. Conclusion Te International Energy Agency (IEA) in the World Energy Outlook, 2004 reported that the projected increase in worldwide electrifcation rates from 74% in 2002 to 83% in 2030 would provide a huge impact on social development, education and public health (Stevens, 2006; Schieb, 2006; Andrieu, 2006). Te results would bring changes to basic human life, as well as environmental impact. For instance, reduction in the use of traditional fossil fuels for energy purposes, with attendant benefts of MediaCity: Interaction of Architecture, Media and Social Phenomena 463 slower deforestation (Stevens, 2006; Schieb, 2006; Andrieu, 2006). As these changes take place, we must simultaneously look at infrastructure on a multi-level scale. Te current trend is moving away from a monolithic infrastructural development, yet still the large scale projects create greater impact, economically, socially, and environmentally infuencing the future urbanism (Stevens, 2006; Schieb, 2006; Andrieu, 2006). Because of the massive increase of urbanization and proliferation of cities, we must identify how the vital resources will fow and create new styles of urban infrastructure for global cities (Hodson, 2010; Marvin, 2010). Mega projects are not necessarily the answer for mega cities with mega problems. Common urban problems, such as energy intensity and population density, require thinking beyond physical size to issues of efciency and sustainable generation. Smaller scale approaches combined with advanced technology will help to bring a larger impact on the global level, even if the physical scale is as small as changing a light bulb. Te growing uncertainty of Architectures mission in current urbanism, especially implementation of multi-scale infrastructural development as an urban intervention, will require its reposition and integration. Based on the historical aspects of transformation of the city and the outlook of global investigation in terms of infrastructural investment, we continue to engage the future relationship between architecture and urban space and how the environment will be rapidly infuenced by urban growth. Te objective of infrastructural urbanism is to not only encourage more efcient building for the future, but also to facilitate much more efcient networks within the current grid system. As the usage of energy becomes the driving force sculpting the future of our cities and reshaping existing cities, we must fully integrate Infrastructural development and architectural design within this new framework. MediaCity: Interaction of Architecture, Media and Social Phenomena 464 References Addington, D.M., 2010. Energy Sub-structure, Supra-structure, infra-structure . In: Mohsen Mostafavi with Gareth Doherty, Harvard University Graduate School of Design, ed. Ecological Urbanism. Lars Mller Publishers, pp. 244-251. Allen, S., 1999, Points + Lines: Diagrams and Projects for the City. New York: Princeton Architectural Press. Angelli, M. and Klingmann, A., 1999. Hybrid Morphologies: Infrastructure, Architecture, Landscape. Daidalos, 73, pp. 22. Banyan., 2010, THE ECONOMIST, Asias alarming cities, [online] Available at:<http://www.economist.com/node/16481295> [Accessed 24 August 2010]. Castells, M., 2004. Space of Flows, Space of Places: Materials for a Teory of Urbanism in the Information Age. In: Braham, M. and Hale, J., ed. RethinkingTechnology: A Reader in Architectural Teory, London: Routledge, pp. 440-455. Chinas Tree Gorges Dam: A MODEL OF THE PAST, [online] International Rivers (Published 2009) Available at: <http://www.internationalrivers. org/fles/3Gorges_FINAL.pdf> [Accessed 26 August 2010]. ENWAVE, 2004. Deep Lake Water Cooling. [online] Available at: <http://www.enwave.com/dlwc.php> [Accessed 28 August 2010]. Graham, S., 2004, Scientifc American, Big Chill: An ambitious new project uses lake water to cool of city slickers, [online] Available at: <http://www. scientifcamerican.com/article.cfm?id=big-chill> [Accessed 28 August 2010]. Hodson. M., and Marvin. S., 2010. Transcendent Eco-cities or Urban Ecological Security?. In: Mohsen Mostafavi with Gareth Doherty, Harvard University Graduate School of Design, ed. Ecological Urbanism. Lars Mller Publishers, pp. 208-217. Hughes, P., 2008. Geothermal Heat Pumps: Market Status, Barriers to Adoption, and Actions to Overcome Barriers. [online] Te Oak Ridge National Laboratory (ORNL) Publication. Available at: <http://info.ornl. gov/sites/publications/fles/Pub13831.pdf> [Accessed 12 March 2010]. Mau, B., Leonard, J. and Institute Without Boundaries., 2004, MASSIVE CHANGE. London: Phaidon Press. McDonoug, W. and Braungart, M., 2002. A Brief History of the Industrial Revolution. In: Braham, M. and Hale, J., ed. RethinkingTechnology: A Reader in Architectural Teory, London: Routledge, pp. 421-425. Moore, R., 2010. Roadmap 2050 by Rem Koolhaass OMA. Te Observer, [online] 9 May 2010. Available at: < http://www.guardian.co.uk/artanddesign/2010/ may/09/roadmap-2050-eneropa-rem-koolhaas > [Accessed 27 August 2010]. MediaCity: Interaction of Architecture, Media and Social Phenomena 465 Rossi, A., 1982, Te Architecture of the City. Cambridge: MIT Press. Schuiten. L., Evolution of the city, past, present and future. [online] Available at: < http://vegetalcity.net/13.html > [Accessed Accessed 27 August 2010]. Shannon, K. and Smets, M., 2010, Te Landscape of Contemporary Infrastructure. Rotterdam: NAi Publishers. Stevens. B., Schieb. P., and Andrieu. M., 2006. A Cross-sectoral Perspective on the Development of Global Infrastructures to 2030. In: Infrastructure to 2030: telecom, land transport, water and electricity / Organisation for Economic Co-opertacion and Development. Paris: OECD. Te City of Toronto, 2006. Whats the City doing to shrink its footprint? [online] Available at: < http://www.toronto.ca/environment/ initiatives/cooling.htm> [Accessed 28 August 2010]. Te Chicago Architectural Club, 2010. Te 2010 Chicago Prize Competition: MINE THE GAP. [online] Available at: <http://www.chicagoarchitecturalclub. org/competitions/competitions.aspx> [Accessed 12 February 2010]. U.S. Department of Energy, 2009. President Obama Announces Over $467 Million in Recovery Act Funding for Geothermal and Solar Energy Projects. [Press release], May 27, 2009 [online] Available at: <http://www.energy.gov/news2009/7427.htm> [Accessed 8 March 2010]. MediaCity: Interaction of Architecture, Media and Social Phenomena 466 MediaCity: Interaction of Architecture, Media and Social Phenomena 467 C@rchitecture: The Architecture- Infrastructure Synergy An Open Design Platform To Maximize And Optimize The Spatial Development Of Urban Design In Integrating Architecture With Infrastructure. Marthijn N. Pool Technical University Delf, Faculty of Architecture, Hyperbody Research Group Abstract Te thesis location of a high density ofce district is approached from an alternative development strategy. Form the social psychological perspective the thesis is focused on the development of a design alternative to the current developments of underground infrastructure with an additional layer of urban tissue on top resulting in a separated upper and under world. Te authors research emphasizes on an integral approach, beneftting the development and end users perception of the local infrastructure in combination with architectural spatial development. Te social psychological benefts feed the design concept while the computational project approach is an innovative and experimental research strategy for optimizing the multi stakeholder development on this A+ location. Maximizing spatial quality for all of its end users is the main objective. Te author has developed an open design platform which enables the architect in the initial stage of the design process to flter experts input and refect real time in the multi-disciplinary design process of the Amsterdam South axis development. MediaCity: Interaction of Architecture, Media and Social Phenomena 468 Introduction Te paper consists of two main research topics. At frst the design process in architectural design is determined on the basis of researching bottom up principles and refecting on modernist top down design process strategies. Te aspect of collaboration in the design process and the use of the computation describes a more optimal and efcient design process. Secondly a brief historical review of infrastructure and mobility is described and its social and psychological impacts are researched to determine its vital components for the design of infrastructure in our landscapes and city lives. Te strategy of a more efcient design process and the awareness of the psychological efects of infrastructural design are combined in an urban design proposal. Te urban design proposal is embedded in a high density thesis location. Te author has developed a design tool that functions as an open platform facilitating the collaborative design of the multi-disciplinary group experts involved. Te design tool has a strong emergent capacity, but is open for external users input. Te design tool is developed with gaming sofware to exploit the interactive relation between external infuences of the design team experts and the internal infuence of the processed algorithms which determine optimal geometrical alternatives. Te tool enables a rapid exploration of complex design alternatives on the basis of visual and numerical output. MediaCity: Interaction of Architecture, Media and Social Phenomena 469 Illustration 1: paper structure integrating two research topics in a design strategy 1. Towards an open design process 1.1 Reflecting the modernist top down design process Te modernists claimed to have the new insight and being convinced to have the solution for the complexities at the time. Directly from the mind of the architect the city could be built and people will have to live with it, the city became a machine, built in one instant. Tis overwhelming production has taken away a lot of knowledge from ancient time by replacing entire city quarters with the modern architecture. Design as the process of evolving towards ft solutions, was thought to be of little importance. Tis goal-oriented approach is too little concerned with the urban processes that run when inserting a building. Contemporary architecture in the modernist period became to be driven by ideology, so that appearance, form, evaluation and justifcation were no longer related to a buildings use by human beings. Te efect that built form has on human sensibilities is easy to ignore by argumenting a buildings particular style [Alexander 1980]. Tis modernist architecture imposes its abstract forms on people, who are not supposed to question them. Like this the feedback is neglected resulting in no connectivity. A major faw in this top- MediaCity: Interaction of Architecture, Media and Social Phenomena 470 down implementation is that it ignores forces that would make it adaptive. Every step has to allow divergence to be adaptive. Te design process has to be an open process. It has to have the ability to process input in each step in the correct sequence of the design, thats what maintains it evolutionary properties and determines its inherent qualitative aspect emerging from the collective intelligence. Collective intelligence Te input at each step given by diferent sources makes the result highly adaptive to human physical, sensory and psychological needs. Te environment thus has become a database of stored information. Information stored in built form is immediately accessible and works as a working memory for society. [Salingaros 2004] A city built over time is the product of the collective intelligence of generations of people acting together. Tis enormous database is the sum of small decisions taken over time. Experiments When looking into historical descriptions of the ruling modern architects its ofen clear that they believed in their own approach. Te reason that there was a yearly congress called the CIAM (Congrs International dArchitecture Moderne) was to exchange ideas on these large-scale experiments. Te results of these real-time architectural and thus social experiments were discussed and reformulated. Te practising architects had the hope to fnd the key answer to reply to the complex problems in MediaCity: Interaction of Architecture, Media and Social Phenomena 471 society. Te top-down modernist approach is criticised a lot, but because it has been decades of experimental research the current architect has to learn from it. From the sociological point of view these experiments have yield lots of knowledge on big scale housing projects, which should not be neglected because the architectural approach is criticised. Like in all experiments; proceed on what went right and flter out what went wrong. 1.2 Evolution and adaptability in the design process Architectural design can be classifed in diferent design approaches. Tese are defned as form giving, form fnding, form follows function principles and so on. Every architect has his personal touch in the design task, but two main categories can be described; the bottom-up and top- down approach. Te bottom-up approach can be characterised as an open method considering all relevant infuences in shaping the future space. Te top-down approach is applied the other way around; a preferred form is imposed on the site and the infuences are considered, but will have to adapt to the given form. Evolution Scientifc research is leading to a better comprehension of the world around us. Te acquainted knowledge has to be properly applied in diferent practices to improve life. In architecture these new insights must be applied to improve the process of shaping the artifcial environment. An interesting research feld is the investigation of evolutionary processes. Nature is a complexity of continuously running processes. New processes MediaCity: Interaction of Architecture, Media and Social Phenomena 472 emerge while others vanish. Te main principle in the natural shaped environment is evolution. Evolution can be seen as the process by which the physical characteristics of types of creations change over time, new types of creations develop and others disappear [Cambridge Dictionaries]. In evolution a great deal of any future defnition is based on already existing structures which inform the to be defned structures. Evolution is a process of adaptation and coexistence. Coexistence can be seen as the adaptation to what was already there and was on its right place. Te existence of an origin can be extended with additions, but these additions have to coexist to assure its an extension of the whole. Architecture will have to evolve; the process consisting of small steps to build up bigger scale steps to make wholeness. Each process runs at a certain time, so from time t to time t +1 the structure unfolds. All steps in the process describe the wholeness of the structure. [Salingaros 2004]. Te authors research into Gaudis chain model experiment has led to the development of a computer model that characterises the evolutionary behaviour of forces of gravity onto a structural mesh. Te linkage of all elements and their fexible connections result under the external infuence of gravity into a parabolic shaped dome. Tis dome is characterised by its geometrical optimal properties of having a maximum inner volume with a minimal outer surface, while the structural capacity uses the minimal material in order to create stability (illustration 2). Tis is a very elegant example of evolutionary wholeness to be applied in the design proposal for the high density urban development. Illustration 2: Gaudis actual hanging chain model and the authors programmed model MediaCity: Interaction of Architecture, Media and Social Phenomena 473 Tis fact of an optimal geometrical form created by the internal and external natural processes inspires the author to develop a second principle based on a natural algorithm defning maximum efciency. Te individual soap bubble describes a maximum inner volume with a minimal outer surface. In the cluster with multiple soap bubbles the spatial properties remain to be intact and create fascination geometrical defnitions. Te author has developed the soap bubble spatial principle in scripting sofware to make it applicable in an architectural spatial organisation. Te organization emerges from the clustering of various soap bubbles into a compact system, defning maximum compactness and wholeness (illustration 3). Illustration 3: the soap bubble principle and the authors programmed spatial behaviour Selection and adaptation Evolved form generates organized complexity, whereas random growth generates disorganized complexity. Depending thus on the selection which is an important step in the evolution procedure. By making this crucial selection process interactive and adaptive, the integrated input from participants (concerned parties) will lead to an unexpected and surprising output of new confgurations. All input is used to guide the process; the fnal result is the efect of the concerned parties collective intelligence. Te organization of complexity follows the principle of optimizing the energy fow. Tis kind of self-organization can be MediaCity: Interaction of Architecture, Media and Social Phenomena 474 interpreted as learning. Self-organization is a property of a system that uses internal forces to infuence its own structure on growth [Bentley 1999]. Adaptability however is driven by external constraints; it uses input of its surroundings. Te adaptive system, resulting in a coherent complex system (the whole) will use feedback to infuence both the smaller and the larger scales. Within the combination of the two described spatial optimization principles an adaptive design tool is developed to rapidly explore programmatic architectural organisations. Te schematic principle defnes complex behaviour. Te coloured soap bubbles describe diferent programmatic components variable in size and volume, the components are linked to build programmatic relations. Subsequently the various parts of programme cluster are compacted in the described Gaudi dome. Each component remains to be adaptive. Te vertices defning the domes corner points can be modifed as well as the entire outer surface, but also the volumetric properties of each programmatic entity can be redefned. Tis very accessible and adaptable cluster is a continuous running process, that can be perceived as playing a game (illustration 4). Te visual and numeric feedback enables the architect and its collaborating experts to judge the impact of every decision in real time. 1.3 Collaboration and efficiency in design processes Illustration 4: real time modeling of programmatic spatial confguration MediaCity: Interaction of Architecture, Media and Social Phenomena 475 Te possession of the calculative powers of computers and technologies opens up new ways on approaching the architectural design task. Te theory of evolution and emergence can be applied with the help of computers processing the large number of steps and processing large amounts of data in a short time. Te computer can be of great support in developing diferent solutions in a short period, so the time spent for the iterative manner in which the design solution will evolve, is compressed and thus economically afordable [illustration 5, Love, Gunasekaran, Li 1998]. Te computer can be seen as an evolutionary accelerator and a generator to develop ideas. Te results will be more novel and have surprising confgurations. Te selection and evaluation of diferent solution is analogous to natural selection. Like a breeder of racehorses a designer can use his experience and judgement to select a genetic variant for further experimental development. [Frazer 1995]. Illustration 5: potential cost saving [Love, Gunasekaran, Li 1998] MediaCity: Interaction of Architecture, Media and Social Phenomena 476 Collaborative design Te design task of the architect is relying on the input of various experts. Te communication and data exchange between these experts is vital for the efciency of the design process. Instead of working sequentially the design team should operate parallel or simultaneously to increase the amount of knowledge shared between the participants. Te more condensed collaborative design process will result in better insights in the impact of various expert input in a short time, so the actual design proposal is more optimal. Decision made in the early stage of the design have a large determining impact on the eventual construction cost. Te better informed the decision can be made the better the budget is spent. Tis also works the other way around in stating that a design change made early in the process is far less expensive compared to a design change later in the process (illustration 4). Every expert in the design team uses its own knowledge and sofware, as long as there is fuent data exchange between the experts to analyse and evaluate (illustration 6). Illustration 6: diferent ways of collaboration [Li et al, 2004] MediaCity: Interaction of Architecture, Media and Social Phenomena 477 Real time feedback Te open platform for the design optimization is facilitated by a developed gaming tool. Tis tool developed by the author has the capability to refect in real time decisions made within the design team. Te efect of the decision is communicated visually as well as numerically. Since the programm runs on the basis of numerical input, these numbers can be easily retrieved. Te visual feedback is the frst response to the expertise input of the collaborating members. A statical engineer will be most interested in the slope of a roof and its total outer surface. While a cost-surveyor will be most interested in the total element length applied in the outer skin whereas the architect and the urbanist will be most concerned with the aesthetics and the visual coherence in relation to the built environment. Te open platform is an INput-OUTput device running in real time (illustration 7). Te intuitive controls enable the architect to modify the design by afecting the geometry. By dragging vertices or increasing and decreasing the volume, the urban-architectural model can be modifed. Te model is open to any adaptation within the constrains of aiming for an optimal geometrical model in coexistence with the necesary infrastructure. Illustration 7: process based feedback loop modeled with gaming technologie and programming MediaCity: Interaction of Architecture, Media and Social Phenomena 478 2. Mobility 2.1 Time and place redefined Trafc fows and routes have been of great importance to the vitality of cities. Many cities have emerged alongside the intersection of roads and diferent kinds of mobility modes. Settlements were created on the deltas of rivers, at the position where land and sea fade and other strategic crossings. For the essential needs of life its prefered to be close to the resources. Roads connect areas where there is a need for supplies, enabling people to reside in the places where they are. With the invention of the steam engine by mister NewComen and later optimised by James Watt, the start of the industrial and parallel to that the transport revolution is a fact. Te cole consuming steam engine was implemented in the cole mine areas around New Castle and functioned as the locomotive to transport cole from the mines to the rivers. Te principle of carts on rails was already a common infrastructure, but the man and animal propulsion have become redundant. Te extensions of the railway network developed at a rapid pace. Te various trajectories got interconnected mainly for transport purposes. With the increase of transport facilities also the need for person and even public transport were integral part of the industrial developments. [Schivelbush 1980] The effect on the notion of time and place Te power of the steam engine with its inexhaustible energie and limitless acceleration did not match with peoples common relation with nature. Motion is no longer associated with the sensible aspects of the landscape with its bumps and holes. Neither was the notion of time and distance MediaCity: Interaction of Architecture, Media and Social Phenomena 479 associated to the fatigue of horses. Tis results in a dual efect; because of the expansion of space the amount of reachable space is increased while at the same time shrinking of space has caused it to be destoyed. According to our common senses time and space have shortened. Points have come closer to each other and loose their local identies which were detemined by the space in between. Te isolation of the points determined their identities. 2.2 Mobility affecting society For nomadic tribes it is of vital importance to keep repositioning, it is embedded in their notion of life. Nowadays we could speak of ourselves as technological nomads, which have only slight diference in world-view. In our society mobility has become a social necessity. Mobility has become an omnipresent experience in a consumption society driving us form phase to phase. Te ability to move has become an acquired right of freedom [Maas 2002]. Mobility enables people to organise and direct their lives. It has become a necessary precondition to acces other rights such as; education, work, healthcare and dwelling. Te ease with which distances can be overcome has changed our perception. Landscapes, cultures, communities, each with their specifcities have come closer and making diferences fade. Te culture of mobility creates a certain detaching process. Te meaning of being in a certain place in a certain time is loosing its strength, because chraracteristics of localities start overlapping. On the one had its the identity of the locus thats weakening on the other hand its the identity of the person thats changing. MediaCity: Interaction of Architecture, Media and Social Phenomena 480 2.3 Psychological aspects for spatial definition of movement Passing the landscape has a cinematographic quality; its a linear sequence which vision is being fltered and oriented forward. Two-third of observed objects is in front of the viewer. Te objects on close up attract more attention because they seem to be moving in relation to the horizon. When the driver passes a visual barier, he will need to reorient (illustration 8). Depending on the speed the feld of view can be determined. At high speeds objects viewed in a narrow angle will be most dominantly present. At a lower speed objecst in a larger viewing angle will start playing more important roles. Te fundamental sensation of the experience of the road is visual experience of movement and spatiallity, the appearance of moving objects nearby and the defnition of the space that is being passed. Tese elements are inherently connected. Te visual judgement of movement is made upon the perceptive movement of external objects and is interpreted as movement in relation to the enclosed space. Illustration 8: relation between feld of view and orientation [Appleyard D., Lynch K., 1964] For example the misinterpretation of movement from a non-moving train when looking at a departing train. Te driver is dependent on its vision in order to experience the sense of movement. In the perception of apparent moving objects of which we know they cant, its the cognitive judgement MediaCity: Interaction of Architecture, Media and Social Phenomena 481 concluding its oneself being in motion [Appleyard, Lynch 1964]. Tis motion awareness is determined by: the rotation of an object from close up to far, expression of detail and texture and the apparant growth of the object when approaching (illustration 9). In a simple linear movement the viewer can experience an opposite sensation of a landscape sliding by under the stationary vehicle. When traveling with high speed on a linear trajectory, the apparent notion of hardly any progress is being made, can be frustrating and tedious. Te instalment of objects along the road should emphasize the drivers actual motion. Illustration 9: apparent rotation of objects in a composition in the landscape being approached. [Appleyard D., Lynch K., 1964] Sense of scale Te way to and away from the city has a lot of infuence on how the city is communicated. Tere is an optimal distance for observing objects, depending on the amount of detail one requires. Similar to theatres where the optimal viewing distance determines the price of a ticket. Te car functions as the extension of the human body. One of the strongest visual sensations is the relation in scale between the viewer and a large scale environment. Te car with its speed and personal directability can estbalish the sense of scale on a new level. It neutralises the scalar discrepancy between human and the city [Houben 2004]. You will still MediaCity: Interaction of Architecture, Media and Social Phenomena 482 feel human when moving through the city, but making a jump in scale. Te opposite is true when a car breaks down on a fy over and one has to continue walking. Tis destoys the established scalar relationship. Te sense of motion control is the largest on a motorbike or on skis, a situation where the vehicle is small and one has to make body movement for control and response to the landscape. Te intimacy with the landscape is increased when the roads are smaller. Orientation Te road users orientation is a continous proces, the driver and its passengers constantly orient themselves in the surroundings without having the destination clear in sight. Tey localise most of the present objects and position themselves in relation to them. Te highway and the city are two distinct worlds mysteriously interwoven. An artifcial slope needs to be visually connected to where it leads. An exit needs mental preparation and can even be extended to make the transition between highway and urbanity and stitch them together. Besides the roads property of facilitating efcient circulation, it also inhabits a purpose of meaning. When the highway is regarded as a linear exposition it incorporates an edcutional property. By marking hisrtorical landmarks, but also by emphasizing on what is being produced here, who live here and who works here. Te meaning of a place is embedded in the position of an object, how the object communicates its presence and how the importance of its presence is emphasized. Te most strong experiences are communicated when all three aspects are present. Te rhythm and the continuity of an assembly is embedded in the sequence of spaces, the motion, the orientation and the meaning. Tempo and rhythm are the primitives of an integral assembly. MediaCity: Interaction of Architecture, Media and Social Phenomena 483 Te tempo by which the attention is attracted is a sensitive index for the quality of the road. Contrast and alteration are the premium ingredients for designing highways. No efect is as strong as the experience of a wide space emerging from compact space in which continuity is guaranteed. Te authors design tool proposes a model to fnd the optimal balance between road design and spatial development in high densities. In the integration of infrastucture and building the connectivity is maximized. Illustration 10 shows the process steps of a typical elevated infrastructural development with the incorporation of urban development under and in between roads. Te images respresent the evolutionairy steps of the established coexistence between the two. From the perspective of the road user the landscape of urban dunes in between the road strip will be a unique experience, while the created ofce spaces provide excellent views on the daily varying trafc situations. Te integration of infrastructure with buildings increases the value for both. Infrastucture is not seen anymore as a burden element, but as a dynamic component creating beauty in the landscape. Illustration 10: road design as determining factor in spatial optimization [time fame images of automated process] MediaCity: Interaction of Architecture, Media and Social Phenomena 484 2.4 Social impact of mobility Mobility in the sense of trafc has a de-socialising and thus isolating efect on society, despite its implementation to increase the interaction between humans as social beings. Every individual is placed in its individual steel cocoon incorporating all, but clearly restricted, spatial freedom. When looking at the commuters masses, held in trafc jams, the social interaction is minimal, even while people can make eyecontact and are physically close to each other. Even in metros and trains, where people are not being separated by steel cocoons, the interaction is minimal. In the car as well as in public transport the time spent travelling is converted into productive time spending. Sending text messages, making phone conversations, drinking a cup of cofee or even shaving. In public transport the time is being used to read the newspaper, to sleep or to have breakfast. Te car is becoming an integral of one of the perceived living spaces. Considering the time spent in the vehicle it is worth considering this moving capsule as a room. Every individual inhabits the the moving capsule according to its own preferences (illustration 11). Illustration 11: individual spatial accomodations [ J.Bell, 2001] Te journey has been given new meaning. Where is used to be an element of impression of the landscape, it is much more introverted. MediaCity: Interaction of Architecture, Media and Social Phenomena 485 Car industry is already adapting to this notion. Te meaning of driving in a car is being difused by the possibility to create a meeting seating arrangement, internet connection and lcd screens. But also in the realm of comfortability, such as air treatment and ergonomic qualities of chairs contribute to redefnig the car to be a living space. Te layered use of time has strong infuence on how time and space are being experienced. Time is no longer solely used for traveling, but to be exploited in multiple fashions [Bell 2001]. Urban living and traveling are inherently connected. Te network society enforces this linkage. Te larger diferentiation of peoples activities during the day will lead to more travelling. More traveling will be more important components of our daily lives, our urban activities and thus of the city as a whole. Urban living is above all dynamic and volatile, inherent to the movement of people and goods. When travelling will get a new meaning, the city will as well. We might develop towards a more and more nomadic existence, within which we believe to experience the highest level of freedom. 3. Wholeness 3.1 Colliding architecture & infrastructures Infrastructure is not valued for the efect it has had on our world perception and on society. Instead infrastructure is considered a burden and a desctruction of our landcapes. Taking into consideration the freedom it has given us and the relevance of infrastructure for our economies, it is important to investigate infrastructure from an integral design perpective and not as an independent element. MediaCity: Interaction of Architecture, Media and Social Phenomena 486 Compactness In the past century the distribution principle has become the central theme in our current day society. Roads have become the artery of city structures and have determined citys solid development. Te importance of mobility for our economies and the efect on our cities had frst been sketched by Wiley Corbett in 1923 for the city of New York. He sketched the vision that the increase in demand for infrastructure would need to overlap with the citys architectural compactness (illustration 12). Instead high density cities develope the tendency to displace their central business district form city centres to the city radial infrastructure. Where the trafc fow is optimal and accessibility optimal while keeping historical city centres intact. Illustration 12: overlap of increasing infastructural demands in high density New York [sketch in 1923 by Wiley Corbett, fom Delirious New York, Koolhaas R.] For the urban and architectural design of the thesis location of Amsterdams business district South Axis, its important to defne the elements which are localy present. For the redesign of the infrastructural hub in combination with additional urban development the author has developed the design approach fromt he perspective of dynamics, of currently running processes. Te South Axis is characgterised by the intense fow of trafc and a high density of ofce buildings. Te fow of trafc and the fow of people should be a dominant factor in the urban design since its dynamic MediaCity: Interaction of Architecture, Media and Social Phenomena 487 properties create additive value for the perception of space, either when it is described from the perpective of the driver in his car passing by or the person looking at the car passing by (illustration 13). Te panorama and the view needs to be optmally organized for the dynamic (the car) as well as for the static user (the ofce worker). Te unique qualities of the location are being optimized in an urban design proposal resluting in a synergy between architecture and infrastructure. Illustration 13: integratable topics in infastructure and architecture 3.2 The architecture-infrastructure synergy Te authors programmed tool enables the architect to make adaptable sketch designs in de preliminary design phase. Te entire design team is required to take part in the condensed collaborative design development of the urban and infrastructural node at the Amsterdam South axis. Tis sketch design tool explores the possibility to unite infrastructure with building structure to a coherent entity. Possibilities of layering transport systems is proposed. Te elevated road design merges and bifurcates its trajectory in an elegent way. Te space lef under the road reestablishes the connection on ground foor facilitating the pavement to be reconnected. Doning so the infrastructural barier is overcome and the two sides of the business district are reconnected. Te space lef under and in between the trajectory is inhabited by the new buildings footprint. Te MediaCity: Interaction of Architecture, Media and Social Phenomena 488 structure will fnd its optimal way in between the space above, besides and under the infrastructure. Tus resulting in an optimal space use for building and infrastucture as an ensemble (illustration 14). Tis process- run development is all-round adaptable to needs and whishes and is fundamentally based on the optimal spatial confguration of the hanging chain model of Gaudi. Te well balanced spatial confguration between infrastructure and architecture creates a value that is higher than the sum of its parts. Te design establishes a synergy between the two aparant conficting constituting elements. Illustration 14: optimal geometrical organisation of infastructure and architecture as a sketch alternative in the Game play Evaluation Te developed alternatives are evaluated and adapted on the basis of the experts input. Te design interations run fuently and the created insight is increased in a condensed time. So sketching isnt a slow process of iterating through changes and options anymore, but it has become an exiting exploring Game play. Afer the selection of the most valuable design alternative developed by the authors design tool, the architect will more detailedly develop the design. MediaCity: Interaction of Architecture, Media and Social Phenomena 489 Illustration 15: the urban-architectural design with incoporation of infastructure, beneftting both Illustration 16: schematic section of synergetic integration of landscape, built volume and infastructure 4. Conclusion Te theory of emergence and evolution (as bottom up principles that are fed with data of experts, like an urban designer creating input in the coherence of an urban development, a road designer in the connectivity to the existing network) in design has a strong point in making the architecture connect to the existing structures and environments. Te use of the computer to accelerate the generation of alternatives is a powerful application in the proposing of solutions, but the important part is still the architects evaluation on aesthetics, which is inherent in intuition, taste, estimation and experience. Te importance of the architect lays in this skill, because the computer does not have these capabilities. MediaCity: Interaction of Architecture, Media and Social Phenomena 490 Te attention given to the psychological aspect of spatial perception form the road remains to be relevant since the time spent travelling on the road is still increasing and inherently with it the increase of the square meters of road constructed. Te gradual absorption of mobility in society is remarkable. Most psychological responses of humans are subconscious and intuitive. As an architect its important to be aware of this aspect and to carefully create spatial design that is founded on this knowledge. Mobility has been and will be the topic of discussion and development of ideas and utopias. Since the industrial revolution and the subsequent modernity, mobility has become a central theme in society and its discussions. As the thesis design addresses new ways in developing a synergy between architecture and infrastructure. 5. References 1. ALEXANDER C., 1980, Te process of creating life. Te nature of order, An essay on the Art of Building and the Nature of the Universe. 2. BENTLEY P.J., 1999, Evolutionary Design by computer, San Fransisco, CA, Morgan Kaufmann, int. p.1 3. Cambridge Dictionaries Online [http://dictionary.cambridge.org/defne.asp] 4. FRAZER JOHN H., 1995, Te dynamic evolution of designs, School of design and communication, University of Ulster, Belfast, UK. 5. SALINGAROS, NIKOS A., 2004 September. Design methods, emergence, and collective intelligence. of Applied Mathematics, University of Texas at San Antonio. In: Katarxis no.3. 6. WOLFGANG SCHIVELBUSCH, 1980, Te Railway Journey 7. APPLEYARD D., LYNCH K., 1964,Te View from the Road 8. HOUBEN F., 2004, Mobility, A room with a view 9. MAAS W., 2002, Five minutes city 10. BELL J., 2001, Carchitecture, when the car and the city collide MediaCity: Interaction of Architecture, Media and Social Phenomena 491 Lift@Weimar: Sustainable Interaction with Food, Technology, and the City Jaz Hee-jeong Choi Queensland University of Technology Brisbane QLD 4059, Australia h.choi@qut.edu.au Marcus Foth Queensland University of Technology Brisbane QLD 4059, Australia m.foth@qut.edu.au Abstract Tis workshop explores innovative approaches to understanding and cultivating sustainable food culture in urban environments via human- computer-interaction (HCI) design and ubiquitous technologies. We perceive the city as an intersecting network of people, place, and technology in constant transformation. Our 2009 OZCHI workshop, Hungry 24/7? HCI Design for Sustainable Food Culture, opened a new space for discussion on this intersection amongst researchers and practitioners from diverse backgrounds including academia, government, industry, and non- for-proft organisations. Building on the past success, this new instalment of the workshop series takes a more refned view on mobile human-food interaction and the role of interactive media in engaging citizens to cultivate more sustainable everyday human-food interactions on the go. MediaCity: Interaction of Architecture, Media and Social Phenomena 492 Interactive media in this sense is distributed, pervasive, and embedded in the city as a network. Te workshop addresses environmental, health, and social domains of sustainability by bringing together insights across disciplines to discuss conceptual and design approaches in orchestrating mobility and interaction of people and food in the city as a network of people, place, technology, and food. Theme And Background Human existence fundamentally depends on food intake. Terefore food security based on the condition of having access to stable availability and use of quality food [1] is a crucial element of human sustainability. However, our current state of food production and consumption does not ensure food security for the future. One of the key contributors to the problem is the acute urban-rural segregation and the subsequent lack of understanding of how food shapes the city by shaping the social, environmental, and health contexts of the individual and further, the community. Terefore, a coherent and coordinated strategy is vital [2] not only amongst collective entities such as nations and regions but also individuals. Our frst food workshop at OZCHI 2009 addressed issues of cultivating sustainable eating, cooking, and growing food culture [3] through individual day-to-day practices. We build on the knowledge accrued from the OZCHI workshop to further explore the issue through the specifc lens of mobility. As evidenced in initiatives such as Slow Food International, a non- proft group focusing on preservation of the cultural, culinary, and artistic local traditions [4], food industrialisation has been condemned MediaCity: Interaction of Architecture, Media and Social Phenomena 493 for contaminating the urban food ecology with unhealthy (and ofen unnatural) products; for social isolation; and detrimental environmental impact in many domains of business operation from product packaging to produce itself. However, convenience and economic advantage still attract many people around the world to taking the on the go option of ready- made packaged food. Te growing urban population, which has already reached the 50% mark on the global scale [5], presents new challenges for us to reframe the culture and practices of consuming food in the city. In urban environments where one-person households are the dominant form of residence, there is limited access to fresh produce and/or facilities to prepare quality food particularly for people with the low socio-economic status [6], and access to mass-produced goods is an embedded feature, what kind of contributions can we make from the perspective of interactive media in order to cultivate a sustainable food culture? Further, how is the city as a physical and abstract entity situated in relation to the information that fows through it? Willis and Geelhaar argues that the challenge is less a case of putting information back in its place, but of putting place back into information [7]. Tis workshop aims develop conceptual and design approaches at the intersection of people, place, and technology, by bringing together expertise from various related felds of study including HCI, information technology, urban informatics, sociology, cultural, environment, and health studies. Goals And Outcomes To respond to the main question posed above, the workshop focuses on three domains of enquiry: Firstly, what are the key determinants of current mobile human-food interactions (for example, outdoor eating MediaCity: Interaction of Architecture, Media and Social Phenomena 494 may have diferent connotations and implications in Reykjavik compared to the Sunshine Coast in Australia during winter)? Secondly, where are the gaps that can be flled by interactive media in order to improve the health, environmental, and social sustainability of mobile human-food interaction? Tirdly, what are conceptual and design approaches we can provide pragmatic solutions in an imminent future? By examining these three domains, we hope to generate new actionable knowledge that can be applied to developing usable technologies in specifc urban environments. Te workshops contribution and outcomes will extend beyond the theme of food. Te need to develop perspectives of designing interactive urban media is on the rise as we enter the era of ubiquitous computing. Tus it is necessary to build a common language that allows fuid communication amongst researchers and practitioners in relevant felds in order to discuss and expand knowledge that can be efectively used to deal with actual life challenges such as sustainability a term whose meaning varies amongst individuals, communities, and broader collective entities according to their value contexts. Workshop Format and Participation Te topic of the workshop is innately transdisciplinary. Tus the workshop functions as an open and active forum for forward-thinking practitioners, designers, and scholars to address and enhance the role of interactive technology and media in motivating sustainable human-food interactions in the city. We very much welcome contributions from those who are not currently in felds that are directly related to food research. As such, we keep the workshop open to anyone who registers to participate as audience. MediaCity: Interaction of Architecture, Media and Social Phenomena 495 Tere are four speakers, namely: Mark Shepard (Assistant Professor, Departments of Architecture and Media Study at University at Bufalo, Te State University of New York), Katharine S. Willis, (Researcher / Artist / Architect at University of Siegen), Denisa Kera (National University of Singapore), Marc Tuturs (University of Amsterdam), Marcus Foth (Associate Professor at Queensland University of Technology), and Jaz Hee-jeong Choi (ARC Australian Postdoctoral Fellow at Queensland University of Technology). Presentations will be followed by an interactive discussion with the audience. The Organisers Jaz Hee-jeong Choi is an ARC Australian Postdoctoral Fellow (Industry) at the Institute for Creative Industries and Innovation, QUT. Her research interests are in playful technology, particularly the ways in which various forms of playful interaction are designed, developed, and integrated in diferent cultural contexts. In her doctoral research, she developed a new conceptual approach to urban sustainability that recognises play as the core of transformative interactions in cities as ubiquitous technosocial networks. Her current research explores designing and developing playful ubiquitous technologies to cultivate sustainable food culture in urban environments. She has collaborated with leading international researchers and published in books and journals across various disciplines. Her website is at www.nicemustard.com. Marcus Foth is Associate Professor and Principal Research Fellow with the Institute for Creative Industries and Innovation, QUT, and team leader of the Urban Informatics Research Group. He received a QUT MediaCity: Interaction of Architecture, Media and Social Phenomena 496 Vice-Chancellors Research Fellowship (2009-2011), and a Smart Futures Fellowship from the Queensland State Government (2009-2011), co-sponsored by National ICT Australia (NICTA). He was awarded the inaugural Australian Business Foundation Research Fellowship on Innovation and Cultural Industries 2010 sponsored by the Aurora Foundation. He was an ARC Australian Postdoctoral Fellow (2006-2008), and a 2007 Visiting Fellow at the Oxford Internet Institute, University of Oxford, UK. Dr Foths research explores human-computer interaction design and development at the intersection of people, place and technology with a focus on urban informatics, locative media and mobile applications. Te high quality of his research work has attracted over $1.7M in national competitive grants and industry funding since 2006. Dr Foth has published over 70 articles in journals, edited books, and conference proceedings. He is the editor of the Handbook of Research on Urban Informatics (2009), and is currently co-editing the book From Social Butterfy to Engaged Citizen for MIT Press (2010). He is the conference chair of the 5th International Conference on Communities and Technologies 2011 in Brisbane. More information at www.urbaninformatics.net MediaCity: Interaction of Architecture, Media and Social Phenomena 497 Links http://lifconference.com/lif-at-home/events/2010/10/31/lif-workshop-weimar Facebook: http://www.facebook.com/event.php?eid=154534607892420&ref=ts References 1. Food and Agriculture Organizataion of the United Nations, FAQ: What is Meant By Food Security, 2010; http://www.fao. org/spfs/about-spfs/frequently-asked-questions-spfs/en/. 2. Food and Agriculture Organizataion of the United Nations, Te State of Food Insecurity in the World: High Food Prices and Food Security - Treats and Opportunities, Food and Agriculture Organizataion of the United Nations, 2008. 3. J.H.-j. Choi, et al., Hungry 24/7? HCI Design for Sustainable Food culture Workshop, Book Hungry 24/7? HCI Design for Sustainable Food culture Workshop, Series Hungry 24/7? HCI Design for Sustainable Food culture Workshop, CHISIG, 2009, pp. 4. P. Jones, et al., Return to traditional values? A case study of Slow Food, British Food Journal, vol. 105, no. 4/5, 2003, pp. 297-304. 5. UNFPA, State of World Population 2007: Unleashing the Potential of Urban Growth, U. N. P. Fund, United Nations Population Fund, 2007. 6. N. Wrigley, Food Deserts in British Cities: Policy Context and Research Priorities, Urban Studies, vol. 39, no. 11, 2002, pp. 2029 - 2040. 7. K.S. Willis and J. Geelhaar, Information Places: Navigating Interfaces between Physical and Digital Space, Handbook of Research on Urban Informatics: Te Practice and Promise of the Real-Time City, M. Foth, ed., IGI Global, 2009, pp. 206-218. MediaCity: Interaction of Architecture, Media and Social Phenomena 498 MediaCity: Interaction of Architecture, Media and Social Phenomena 499 Mobile Applications in Urban Planning Karsten M. Drohsel www.temporarilyrepaired.net Peter Fey Dipl.-Ing., HCU Hamburg Stefan Hfen Dipl.-Ing., TU Kaiserslautern, http://cpe.arubi.uni-kl.de Stephan Landau Dipl.-Ing., HCU Hamburg Dr. Peter Zeile Dipl.-Ing., TU Kaiserslautern, http://cpe.arubi.uni-kl.de Abstract Mobile phones changed the way we communicate in a fundamental way. With the rise of smartphones and the mobile internet, these changes will be more profound and extensive than ever before. Location-based-services, augmented reality and the ubiquitous connectivity ofer new ways for the perception of space and participation in the urban environment. Tis paper begins with a theoretical overview about the changes in communication via the internet and the new technologies. In its second part, the paper presents two projects using mobile applications in an urban context. It discusses these new opportunities as well as the barriers they present and gives an outlook of possible uses and how urban planners can take advantage of these new tools. MediaCity: Interaction of Architecture, Media and Social Phenomena 500 Theoretical overview The Social Web and communication Supported by technological development and its widespread difusion the Internet has changed our communication patterns. With the difusion of the Internet a new form of communication has emerged, characterized by the capacity of sending messages from many to many, in real-time - or chosen time, and with the possibility of using point-to- point communication, narrowcasting or broadcasting, depending on the purpose and characteristics of the intended communication practice (Castells 2009, p. 55). Te decentralized internet is an architecture of participation as OReilly (2004) pointed out the advantages of the new communication infrastructure. Or said in other words: We are living in the middle of a remarkable increase in our ability to share, to cooperate with one another, and to take collective action, all outside the framework of traditional institutions and organizations (Shirky 2008, pp. 20). Te Internet provides a low-threshold communication between nearly everybody, worldwide. Whereas real-world communication is limited by distance and time, online tools enable many forms of instant, global, and nearly permanent communication. With the widespread difusion of mobile phones and especially smartphones (like the iPhone) the internet is going mobile. Via mobile devices and wireless connections, citizens can surf in the web nearly everywhere no hot-spot is needed anymore. Seen from a planners perspective: that means, that new services are emerging, which bring interactivity and social media directly into the public space and neighborhoods. Te mobile MediaCity: Interaction of Architecture, Media and Social Phenomena 501 factor reduces the limits of distance and time nearly totally the internet is getting ubiquitous. Te reduction of temporal and spatial limits ofers new chances for the urban planners, to use these tools to engage citizens for their cities. Planners will be able to create their own games and provide engaging channels for citizens to get engaged. [] Location-aware games could provide a venue to get citizens involved early in the planning process. Armed with new social media tools and access to information, citizen planners will soon join professionals in our search for the liveable cities of tomorrow (Haller and Hfen 2010). Engaging the mobile citizens In Germany nearly everybody has a mobile phone and the numbers of smartphones will be more than 8 millions in the end of 2010 (Bitcom 2010). Te growth of this mobile market will be one of the fastest growing markets in communication with nearly 33% (Bitcom 2010). Te society will change into a mobile society and especially in urban areas the mobile citizens will be the common citizen. At this point the relevance and potential of mobile technology in urban planning and urban culture have to be researched and developed, as the technology and the tools are going to be ubiquitous and invisible and therefore change the social behavior, as Shirky points out: Te invention of a tool doesnt create change; it has to have been around long enough that most of society is using it. Its when a technology becomes normal, than ubiquitous, and fnally so pervasive as to be invisible, that the really profound changes happen, and so for young people today, our social tools have passed normal and are heading to ubiquitous, and invisible is coming (Shirky 2008, p. 105). MediaCity: Interaction of Architecture, Media and Social Phenomena 502 Beside the anonymous data analysis of the background data of the mobile sector (fowing data, phone call connections, etc. as already done in urban research projects1) this ofer the change for a higher envolvement of citizens and the integration to participation in the urban environment - the mobile participation (mParticipation). Referring to the 4 groups (experts, local experts, citizens as afected persons and the crowd ) which can be involved in participation processes (Mller 2010), the presented projects focus on the last three of them, to get the local knowledge of citizens, their opinions as afected persons and to use the crowd-sourcing-efect for a bigger data aggregation. Tis bottom-up-attempt tries to engage the mobile citizens, because Mobile applications amplify participation in a spatial and temporal dimension and will widen the range of possible uses for urban planning and design (Haller and Hfen 2010). Technology Smartphones Smartphones bring us the vision of ubiquitous computing closer. Today, smart phones with intuitive touch screen spread quickly: Playing audio and video fles is a standard as the access to mobile content on the internet. Along with the increasingly low/fat rates for mobile internet, the changing in the handling of mobile phones progresses, so that more and more people have their little digital companion. Te vision of ubiquitous computing (Weiser 1993) - the ubiquity of computerized Information 1 E.g. in the Project Real Time Rome (http://senseable.mit.edu/ realtimerome/) or Cellular Census: Explorations in Urban Data Collection (http://www.currentcity.org/pdf/IEEEPaper.pdf ) MediaCity: Interaction of Architecture, Media and Social Phenomena 503 processing will come true. With the smartphone, the user can almost do all kind of things, even if they look for the frst time as gimmicks (Streich 2005, p.190: Homo ludens, as a source of knowledge and of scientifc work). With the distribution of netbooks or the iPad, the use of the mobile internet was extended. Te multimedia wizard of the future (Althof et al. 2010) allow unrestricted access to all information - anytime and anywhere. Rounding out the technical equipment through the integration of GPS, compass and some possibilities for sensor technology, such as the measurement of sound or the measurement of tilt angle. Smartphones provide a new platform for location-based-services and will be small augmented reality browsers. Augmented Reality Augmented Reality (AR) is, in opposition to Virtual Reality (VR) with only virtualized environments, a method, which overlays digital information like points or three-dimensional structures over an existing camera picture or stream. Augmented Reality is ofen referred to as advanced or enriched reality and assigned to the so-called human- machine interaction methods. Generally therefore the real-time storage of human senses with the help of computer models called (Milgram and Colquhoun, 1999). An AR system can overlap the reality with visual, auditory and tactile information in real (Hhl 2008, p. 10). Characteristic of Augmented Reality techniques are 1.) the combination of virtual and real objects in real environment, 2.) the direct interaction and presentation in real time and 3.) the display of all content in three dimensions (Azuma, 1997). Tat means, that AR fully integrates and overlays virtual content with the real world (Hhl, 2008, p. 10). Required hardware components for AR-systems are the computer unit with the appropriate renderer, a display unit, such as screen or head-mounted display, a tracking system MediaCity: Interaction of Architecture, Media and Social Phenomena 504 for recording the location and evaluation of the viewing direction and a receiving sensor technology, such as cameras and any input devices. Due to the immense hardware requirements for an AR system, there are diferent visualization methods (Hhl, 2008, p. 12). Video See-through (VST) is a technique, where the user wears a completely closed projection goggle. Inside this goggle, a LCD-Screen projects a mixture between the real camera and the new, augmented object. Optical See-through (OST) is a quiet diferent approach. Te main diference is, that an an optical combiner produces the image on a semi- transparent mirror, so that the user perceives the new environment over this kind of projection on the transparent mirror. Projective AR (PAR) is a very easy to legalize method, because you only need a projector or a beamer to texturize an additive information to an object. Te main problem is to adapt the picture information on the real geometry of the objectprojected by using a projector digital content to an object Monitor AR (MAR) is the technique which is realized on smarthphones. With the help of a sofwaremixer , camera and a monitor/screen, the digital information is displayed on this monitor of a desktop PC or smartphone screen. If people want to use a smartphone for the so called mobile augmented reality, the mobile augmented reality browser like e.g. LayAR (http:// layar.com) uses a monitor AR system. For the correct representation of the augmented content, it is necessary to have a geotag, to reference the position of the model in the real world. MediaCity: Interaction of Architecture, Media and Social Phenomena 505 Geotagging Te geotag is a geographical coordinate most common is the WGS 84 reference system by using GPS (Global Positioning System) added to other (digital) content. Via the geographical identifcation metadata of every kind of media, like photographs, video, websites or RSS feeds can be placed on a map. Most smartphones and more and more compact- cameras have an integrated GPS-Sensor, which allows the saving of the geocoordinate directly in the EXIF-header (which is a property feld of the image). But geotagging can be seen as a new paradigm in the use of internet. Traditionally, information in the worldwideweb (www) was only a information, somewhere in the cyberspace, without any real location. Te combination of all available data with geographic coordinates, and their constant availability and interchangeability with mobile devices is a great breakthrough in the use of the internet esp. in public space. Sometimes the semantic web is mentioned the so called web 3.0. Terefore the logical and important next step is the combination of geographic and virtual information the web 3.0 or simply the Geoweb (Zeile, 2010, p. 101). Tis means that virtual data dispersed in the www get a footprint on the globe they are again located. We believe that the leading indicator and also a bridgehead of this development could be in the feld of spatial planning. Tat means that the use of geoinformatics with its subsection, the web mapping services will be used as a unit to collect, publish and transform data about locations or single spatial or public topics. If you pursue this development, it is to state, that all the methods and technics of pure web mapping, Web 2.0 services, and even individual simulation tools now grow together [Zeile 2010: 101] MediaCity: Interaction of Architecture, Media and Social Phenomena 506 and result in new services and could generate an additional beneft: the use of location based services. Location-Based-Services Using GPS (Global Positioning System), the location of mobile phones can be determined. If there is a weak or no signal available, a localization is also possible with the Cell-ID method: A Sofware locates the masts of the mobile carrier network, and knows, in which cell you are located. For a better measurement, there are algorithms, which combine the signal of three cells and triangulate the location between these cells. In addition, a built-in digital compass in the phone could detect the users viewing direction. With these reference points, it is possible to obtain information on a targeted object in real time on the mobile phone display. Here are some examples of good location-aware social media applications, built up in the surrounding of social communities. Foursquare Foursquare is a combination between location-based service and a social networking website (http://foursquare.com) , the sofware/ the client is available for the most common mobile OS like iPhone OS, Android and Blackberry. You can also use a browser-based application in your favorite internet browser. Te idea ist, that users can check-in at every venues using a mobile website, text messaging or a special app. For every check-in, the user earns points, and if somebody checked-in the most in one venue, he becomes the mayor of this location. Beside the classical social community features like adding a friend or post a comment, the most interesting thing beside the mayorships are the badges, you earn, if you have checked-in for example on 5 diferent location on one day. In Future, there will be the MediaCity: Interaction of Architecture, Media and Social Phenomena 507 possibility to create and add a custom badge to foursquare. Tis could be an interesting issue for activities in the tourism sector or for example the mobile museum of typography which will be explained in 3.1. Te visitor of a city or museum has to go to special venues, and if he visited for example 5 spots, he can earn the ofcial badge of this event. Te tool helps to form a urban game out of the application and add the fun-factor to the app. Gowalla Gowalla ( is an other geosocial network with diferent focus. You can add spots only by visiting a place, but, and this application has the advantage over foursquare, you can additionally add own created trips and pictures of the places. Tis is a high potential for creating tours for tourism, adding crowdsourcing data by the users. A disadvantage is, that you can add only a spot, if you are really, in a physical way, in front of the venue. Today, it is not possible to do that over a standard web browser by checking-in. But with the possibility of creating own tours without having any skills in programming a badge, this tool can be helpful in future. Facebook Places A new concept is Facebook Places, which adapts functionality from foursquare and gowalla and connects, that is the main point, the user directly to their own facebook community. Facebook places is only available in the U.S. and on iPhone OS, but other countries and other mobile OSes should follow. Until now the use isnt really clear for the two presented examples but shows the high potential that facebook as the leading social network attach to location-based-services. Maybe in combination with the like-button it will help to spread the information about the application and its content. MediaCity: Interaction of Architecture, Media and Social Phenomena 508 The value of mobility Te multiple advantages of mobile communication ofer new possibilities for urban planners and urban artists. As the iPhone (and more and more other devices) reduced fundamentally the barrier of the use of these mobile technologies, the low-threshold usability ofers a new joy of use. Tat means, that the technology ofers a fun and a entertaining side. Now nearly everyone (and more people will be able in the future) can handle a mobile phone and use applications. Trough this possibility the technology ofers the chance of an in-sitio reaction, what for example enables the integration of more citizens in planning processes. In this way, a citizen, who is focusing a certain problem (e.g. a broken trafc-light) is able to react directly in place and time, which adds a component of spontaneity. Te reduction of spatial and temporal limits also allows the gaining of information anytime and everywhere. Tat means, that citizens are potentially more independent to choose when and where they participate. Another important advantage is, that the mobile internet is multimodal. Users can communicate via all kinds of channels even if it is voice, text, an image or a video. In contrary to mobile phones, which are just ofering voice and sms, smartphones are now connected to the whole internet. Tis amplifes the range from a one-to-one to a one-to-many communication, as the own content can be published in the internet even by using the content from other pages. And all these channels can be used in real-time, which ofers short-time reactions. Concerning all these aspects it can be said, that participation is inherent to mobile phones (Castells, 2006) and especially to smartphones. Tats why the two following projects try to explore the values, restrictions and possibilities of the value of mobility. And now its the time for it, as Shirky (2008, p. 105) pointed out: the MediaCity: Interaction of Architecture, Media and Social Phenomena 509 invention of a tool doesnt create change; it has to have been around long enough that most of society is using it. Its when a technology becomes normal, than ubiquitous, and fnally so pervasive as to be invisible, that the really profound changes happen, and so for young people today, our social tools have passed normal and are heading to ubiquitous, and invisible is coming. MediaCity: Interaction of Architecture, Media and Social Phenomena 510 Two examples of mobile applications Typospotting - Bringing back urban typography! Introduction Augmented Reality Applications for smartphones in combination with geolocation and mobile Internet allow the replacement of removed signs and billboards in the urban space. By using a augmented reality tool a virtual rediscovery of disappeared typography in urban space can be made. Typography in public space Letterings and typographically designed trademarks are one of the main elements that are found anywhere and everywhere in public space. House numbers consisting of two not very expressive numerals, more or less typographically arranged street signs, signages of private and common companies according to their own corporate design, the preservative trademarks of e.g. Coca Cola and McDonalds, or the multitudinous advertising media in public space these typographical arrangements impact our habit of viewing and our visual sensation. Expressive letterings and trademarks leave a mark in our memory. Tey stand efectively for defnite places, for instance the neon writing of Berlin Caf Kranzler. All the more one is bemused, if one of these typographical checkpoints in public space disappears such as the well known Zierfsche lettering trademark of a pet shop for several decades disappeared with the shop at Berlin Frankfurter Tor. MediaCity: Interaction of Architecture, Media and Social Phenomena 511 Letterings symbols of the urban history Billboards and signs are important symbols in the urban environment, as they shape the cities atmosphere and are especially in the backview symbols of diferent epochs. Te Broadway in New York is a famous example, as the billboards shape the character of this urban place. Also in Berlin with his special historical background billboards and letters are highly connected to the past and the actual chances in the whole city. Berlins history with its big changes is connected and refected in these elements. For example socialistic propaganda billboards were removed, the tourism industry produces new logos and billboards and the development of billboard production causes new varieties for small shops to design their logos. And the famous sign You are leaving the American sector is nowadays only quotation and a touristic symbol, discharged of its former meaning and its spatial context. Te meaning of boards and signs is not only related to the written content (the text) but also its size, location and design its urban context. Fig. 1 - Example of Te Mobile Museum of Typography MediaCity: Interaction of Architecture, Media and Social Phenomena 512 Bringing back urban typography Using Augmented Reality (AR) application ofers the chance to bring the letterings back in urban space, which allows a higher contextual understanding. By adding digital elements, the live view of the real-world environment is replenished with virtual computer-generated imagery. To make this context visible again, we create Te Mobile Museum of Typography, which can be used in the streets to relocate and show the missing letterings. Te Mobile museum functions by enhancing ones current perception of reality and enables a view in the past. Example Te use can be seen on following pictures. Te old symbol of the former energy supplier of Berlin, the BEWAG (which now is part of the Swedish company Vattenfall) can be replaced via the AR-Tool in its former place. Fig. 2 Showing the old Sign of the former Electricity Company of Berlin Bewag MediaCity: Interaction of Architecture, Media and Social Phenomena 513 Technology Using the Augmented Reality Browser Layar, which was developed for smartphones, allows the implementation and geolocalization (via GPS) of 3D-typographic models. Te models will be designed with the 3D-application SketchUp. Te typographic 3D-models can be stored on a homepage and be downloaded via the internet with or without restrictions. Using the app of LayAR, all the models can be seen on the smartphone (iPhone and Androids). Combining history, technology and design Typographic City Walks To explore the removed in the urban space and give communicate urban history, it is possible to organize typographic city walks using the AR-application. Passing by the real locations in addition to the AR- visualization it will be given an overview about the history of the place and the lettering to gain consciousness about political, aesthetical and design topics. Te technology allows the experience of the urban history and a higher visualization of the letterings either on photography or the letterings which where e.g. stored in the Buchstabenmuseum in Berlin. MediaCity: Interaction of Architecture, Media and Social Phenomena 514 Participation on demand Nexthamburg Mobile Every individual citizen has their own knowledge, experiences and opinions about the city or town they live in. Tey know the good and bad qualities of the area they reside in. Tis knowledge is an important source of information which urban planning can use for its advantage. A citizen can use their mobile phone to communicate their experiences or knowledge along with their opinion by using the on demand option which is available 24 hours a day. So he can participate everywhere and anytime. Te technological key for the participation option is established by using the location base service concept .Tis is accomplished by the use of contemporary smart phones which has the ability to locate a device by GPS. Tey have ubiquitous internet accessibility via UMTS and feature user-friendly input and output possibilities via high resolution touch screens. Te participation on demand frames a vision, that in the near future every citizen will have the ability to follow the location-dependent planning discussions. Furthermore he can participate in them or create a discussion of his own. He can do this by using on demand which would be available 24 hours a day from any smart mobile phone. Nexthamburg a project gains a participation on demand In course of the diploma thesis Participation On Demand, a model of using smartphones for building a participation on demand for the project Nexthamburg was created. Nexthamburg is a private initiated project, which encourages citizens to share their thoughts and ideas concerning the areas they live in. Te project pursues a crowdsourcing strategy. MediaCity: Interaction of Architecture, Media and Social Phenomena 515 Te Nexthamburg Project serves as a independent think tank for future development of the city of Hamburg. Te projects goal is to establish a Wiki for urban planning, a collection of ideas , opinions, along with experiences and knowledge of local citizens. Nexthamburg desires to inspire all citizens to be active protagonist in urban planning issues. In course of the characteristic of initiating bottom up processes Julian Petrin, CEO of Nexthamburg says: Not the city includes the municipality the citizens include the municipality (Petrin, 2010) Te Nexthamburg Project allows citizens to be involved in many diferent methods. A citizen can bring their ideas or place a comment along with voting by using the Nexthamburg web site www.nexthamburg.de, or they can be part of a Nexthamburg Session which meets every six months. At these sessions citizens can discuss their experiences, knowledge and ideas face to face allowing the best ideas to come forth for the future growth of City of Hamburg. Te project strives for innovative methods and uses a clear corporate identity. In this way Nexthamburg makes the citizen more interested for urban planning. Nexthamburg mobile a experimental approach For the Nexthamburg project a participation on demand method based on an iPhone app in cooperation with Nexthamburg and cajaks.com - mobile phone applications, a iPhone application developer, was selected. Te application is named Nexthamburg mobile. Every iPhone user have the ability to use Nexthamburg mobile to express their opinions concerning what he likes and dislikes in his living environment. We conducted this experimental approach to gain practical experience for our diploma thesis. In detail the app Nexthamburg mobile provides information about the users actual position. He chooses a category maybe a favorite building MediaCity: Interaction of Architecture, Media and Social Phenomena 516 or something that bothers him. In addition he can take a photo and type a statement. Tis small report, consisting of location, picture and text, will be sent to the Nexthamburg webpage (see fg 4-9). An interactive map shows all reports made by the citizens ready to be discussed (see fg. 10). In the course of the experiment we primary collect reports, trying to identify starting-points for a comprehensive concept. Tis concept draws a possible prospective participation on demand option for Nexthamburg. Fig. 4-9 Screenshots the app Nexthamburg mobile. MediaCity: Interaction of Architecture, Media and Social Phenomena 517 Fig. 10 Screenshot of the interactive map. The concept - a participation on demand Nexthamburg mobile for the future By using the experiences, made during the experiment, we elaborate a concept for a future, bottom up initiated participation on demand. We learned from the experiment that an active community, even when its small, can create a huge amount of knowledge. Tis requires adequate incentives, which motivates the citizens for a active participation. We suppose that in the future there will be a small but active community who uses Nexthamburg mobile. Protagonist, acting in the feld of urban planning, like administrations, stakeholders, investors, initiatives MediaCity: Interaction of Architecture, Media and Social Phenomena 518 or projects can assign tasks to this community. By cooperating together the protagonist and Nexthamburg can beneft the city of Hamburg with new technology, a wealth of community knowledge and a practical look of how the city looks as a whole. Te protagonist can defne a task which need to be done for example afer a hard winter the road construction ofce could let the community search for potholes or a tourism association could ask visitors about their opinions of the city. Private programs can be set up to allow citizens to express their concerns on how they see public funds being wasted in their community. Nexthamburg mobile is a fexible participation tool, which can responds to the complex and ofen changing urban planning discussion. The Cityscanner To handle all these tasks it is planed a two-way visualization display. For easy access and comfortable usability, there are two diferent ways to view, to edit or to create new information being given by the Nexhamburg mobile application. At frst there is the classical 2D-map, the second is a Augmented Reality visualization. Tis gives the user the ability to view the real environment through your iPhone display, attached with virtual visualized information or objects. 2D-Map Visualization To activate the classical 2D-map visualization the user needs to place the iPhone horizontally in the palm of his hand. As example in (fg. 11) a map will appear which will point out Points of Interest (POI) like the locations of pot holes that have been reported. MediaCity: Interaction of Architecture, Media and Social Phenomena 519 Fig. 11 Fig. 12 Augmented reality visualization If the user switches the position of his iPhone from horizontally to vertically in his hand, the 2d map will disappear and the augmented reality view will appear. Trough the display of his iPhone he will view the real environment attached with virtual visualized information or objects (see fg. 9). Due to the two types of visualization the user can follow the planning discussion of his position wherever he is located. Nexthamburg mobile shows him reports and other planning information in form of POI. Te user only has to click with a fngertip at one of these POI to view additional information. Aferwards he will be able to edit this POI or create a new one. MediaCity: Interaction of Architecture, Media and Social Phenomena 520 First attempts of a critical examination However there are some shortcomings that need to be looked at and resolved. Tey result from the fact, that not every citizen possesses the necessary smart phone with GPS and mobile internet capabilities. For this reason participation on demand will excluded many potential participants, but in time the use of these smart phones will increase in number as the cost of owning and using them will go down. Tere is another problem concerning the input possibilities. Te user reports during his daily routine. Maybe he is in transit and does not have much time to write a comprehensive text. Beyond that typing by a small touch screen is still very troublesome and time-consuming action. Tus the mobile input contains only small, superfcial text elements. According to this there are limits for the tasks which can be handled by the concept of participation on demand Te main advantages of on demand is that it is easy to use, inexpensive and very citizen friendly. It enables to gain a vast amount of community knowledge from people who live in working neighborhoods. MediaCity: Interaction of Architecture, Media and Social Phenomena 521 Conclusion As the paper pointed out, the actual change in communication behavior to mobility open a lot new options for participation and citizens engagement. Consequently the changes and restrictions have to be explored to improve the technology and understand the imbedded social uses in a better way. Te authors think that mobile participation (including participation on demand, urban games and new engaging tools) will play a major role for gaining information for planning processes, by using crowdsourcing, location based service methods and augmented reality via mobile phones. Approaches like Nexthamburg mobile or Te Mobile Museum of Typography are just the beginning of that development. In the future technological options of mobile devices will be more developed and the acceptance for using such technologies will be much higher than today. MediaCity: Interaction of Architecture, Media and Social Phenomena 522 References Althof, S. Landwehr, G., Kratz, N., Zeile, P., 2010. Mobile Stadtinformationssysteme und Location Based Services Neue Potentiale fr die Touristen und Brgerinformation. In: Schrenk, M. Popovich, V. Zeile, P., RealCORP 2010 15th International Conference, Vienna, Austria 18-20 May 2010. Vienna: CORP Competence Center of Urban and Regional Planning. Azuma, R. T. 1997, A Survey of Augmented Reality, Teleoperators and Virtual Environments 6, pp. 355 385 [online]. Available at: http://www.cs.unc.edu/~azuma/arpresence.pdf [27.09.2010] BITKOM, 2010. Smartphones erobern den Massenmarkt. [online] Available at: <http://www.bitkom.org/62432_62420.aspx> [Accessed 27 September 2010] Castells, M. Fernandez-Ardevol, M. Linchuan Qiu, J. Sey, A., 2006, Mobile Communication and Society: A Global Perspective, Cambridge: MIT Press. Castells, M., 2001. Te Internet Galaxy. Refections on the Internet, Business, and Society. Oxford: Oxford University Press. Haller, C.; Hfen, S.: New Communication Tools and eParticipation: Social Media in Urban Planning. In: Schrenk, M. Popovich, V. Zeile, P., RealCORP 2010 15th International Conference, Vienna, Austria 18-20 May 2010. Vienna: CORP Competence Center of Urban and Regional Planning. Milgram, P., Coloquhoun, H., 1999. A Taxonomy of Real and Virtual World Display Integration. In: Ohta, Y. Tamura, H., International Symposium on Mixed Reality, San Francisco, USA 20-21 October 1999, Berlin: Springer-Verlag. Mller, P., 2010. Interview on economyaustria Interview by Christian Stemberger. [online] Available at: <http://www.economyaustria.at/ technologie/buerger-machen-staat-20>[Accessed 23 September 2010]. Petrin, J., 2010. Interview on Nexthamburg Interviewed by Stephan Landau and Peter Fey, 11 June 2010. Shirky, C., 2008. Here Comes Everybody: Te Power of Organizing Without Organizations, New York: Penguin Press. Streich, B., 2005. Stadtplanung in der Wissensgesellschaf Ein Handbuch, Wiesbaden: VS Verlag. Weiser, M. 1993. Hot Topics: Ubiquitous Computing, Piscataway: IEEE Computer. Zeile, P. 2010. Echtzeitplanung Die Fortentwicklung der Simulations- und Visualisierungsmethoden fr die stdtebauliche Gestaltungsplanung. Ph. D. (Dr.), Technische Universitt Kaiserslautern. MediaCity: Interaction of Architecture, Media and Social Phenomena 523 Adaptive Architecture A Conceptual Framework Holger Schndelbach DipArch MArch PhD Mixed Reality Laboratory, Computer Science, University of Nottingham www.mrl.nott.ac.uk/~hms hms@cs.nott.ac.uk Tel.: (+44) 0115 9514094 Abstract Adaptive Architecture is a multi-disciplinary feld concerned with buildings that are designed to adapt to their environments, their inhabitants and objects as well as those buildings that are entirely driven by internal data. Because of its multi-disciplinary nature, developments across Architecture, Computer Science, the Social Sciences, Urban Planning and the Arts can appear disjointed. Tis paper aims to allow readers to take a step back advancing the exploration of thematic and historical links across this exciting, emerging feld. To this aim, it presents a cross-disciplinary framework of Adaptive Architecture, discussing motivations for creating Adaptive Architecture, before introducing the key interlinked components that creators draw on to create adaptiveness in buildings. Tis is followed by a brief outline of overarching strategies that can be employed in this context. MediaCity: Interaction of Architecture, Media and Social Phenomena 524 Introduction Adaptive Architecture is concerned with buildings that are designed to adapt to their environments, their inhabitants and objects as well as those buildings that are entirely driven by internal data. Te term is an attempt to incorporate what people imply when they talk about fexible, interactive, responsive or indeed media architecture, the mounting interest in this emerging feld being demonstrated by the large variety of recent publications, (Kronenburg, 2007) (Harper, 2003) (Streitz et al., 1999). Overall, Adaptive Architecture is not a well defned feld of architectural investigation. It ranges from designs for media facades to eco buildings, from responsive art installations to stage design and from artifcial intelligence to ubiquitous computing, just to mention a few examples (Tscherteu, 2009, Roaf et al., 2007) (Bullivant, 2005) (Eng et al., 2003) (Rogers, 2006). As will be clear to anyone attending this conference, Adaptive Architecture brings together a number of diferent concerns stemming from a wide variety of disciplines, spanning Architecture, the Arts, Computer Science and Engineering among others. Whether buildings in this context are described as fexible, interactive or dynamic, they embrace the notion of Architecture being adaptive rather then being a static artefact, ofen with an emphasis on computer supported adaptation. Tis multi-disciplinarity has great advantages when the latest developments in diferent areas converge to create exciting new designs, experiences and lived-in buildings. It can also make the emerging feld of Adaptive Architecture appear overly complex and disjointed. Tis might lead to the same ideas being constantly recycled without reference to precedent because it hides in a diferent discipline. Tis becomes a problem, when the same mistakes are repeated. Tis paper will not solve this problem, MediaCity: Interaction of Architecture, Media and Social Phenomena 525 but it aims to contribute to a better understanding of developments in Adaptive Architecture across its component disciplines. For this, a more conceptual view of the feld is required that demonstrates thematic and historical linkages across the entire area. Tis conference contribution has the simple aim to explore the burgeoning feld in a rigorously structured fashion categorising the key elements of adaptive buildings, regardless of where they are employed, from Plug in City to Eco Houses(Price, 2003) (Willmert, 2001). With this aim in mind, the paper does not revolve around case studies and a description of their properties. Instead it focuses on common properties of Adaptive Architecture, which are then illustrated with case studies. Tis is done by proposing a structure for discussion and categorisation, which will be introduced below. In what follows, the term Adaptive Architecture will be defned, before introducing the framework itself. Tis will be followed by a brief discussion of common design strategies that architects have access to when designing for adaptiveness. Definition of Adaptive Architecture All Architecture is adaptable on some level, as buildings can always be adapted manually in some way. Brands How Buildings learn provides an insight into the diferent levels of adaptation to be expected and how these apply over diferent time scales (Brand, 1994). Te use of the term Adaptive Architecture must therefore be seen in this overall context and the following delineates between adaptable and adaptive: Adaptive Architecture is concerned with buildings that are specifcally designed to adapt (to their environment, to their inhabitants, to objects within them) MediaCity: Interaction of Architecture, Media and Social Phenomena 526 whether this is automatically or through human intervention. Tis can occur on multiple levels and frequently involves digital technology (sensors, actuators, controllers, communication technologies). Taking the above context into account, this defnition and associated framework is therefore an attempt to incorporate a variety of approaches, such as those labelled fexible, interactive, responsive, smart, intelligent, cooperative, media, hybrid and mixed reality architecture (Kronenburg, 2007, Bullivant, 2005, Harper, 2003, Streitz et al., 1999, Zellner, 1999, Schndelbach et al., 2007). All the above come with their own connotations and particular areas of focus. Adaptive Architecture as it is presented here, is structured to be independent of any of these particular concerns. Before continuing with the body of the paper it is worth to set out one additional delineation. Although the term Adaptive Architecture is ofen used there, design processes themselves that are computationally adaptive to data drawn from the environment, inhabitants or relevant objects are not included in the framework. Recent approaches in generative design methods and data driven architecture highlight such adaptiveness during the design process. However, these do not necessarily in themselves lead to buildings that are adaptive during their occupied life cycle. However, they certainly do present a fascinating research feld in themselves. The framework Te framework itself is structured along the following categories. It begins with motivations and drivers, asking the fundamentally important question for the reasons of the construction of Adaptive Architecture. Tis is followed by a series of more practice-related categories detailing MediaCity: Interaction of Architecture, Media and Social Phenomena 527 components of adaptive buildings. Te framework steps through what adaptive buildings react to, what elements in adaptive architecture are adapted, the method for adaptation and what efect adaptations have. Figure 1 Top level famework categories Te framework concludes with a discussion of overall strategies which look to incorporate multiple tactics drawn from the various adaptation components in overall strategies. Please compare Figure 1. Te above categories are carefully illustrated through built cases, design prototypes and the literature. However, this framework does not attempt to be exhaustive in the way it makes use of examples. Te aim is not to list all possible examples but to list those which illustrate the particular category well. When appropriate, the same example can appear in multiple categories for this reason. Te emphasis is on allowing the reader to step back, explore links, make connections and understand historical dimensions of Adaptive Architecture in a structured way. MediaCity: Interaction of Architecture, Media and Social Phenomena 528 Motivations and Drivers Motivations and drivers for designing for adaptiveness are numerous and varied. Tey can lie in cultural, societal and organisational domains as well as being concerned with communication and social interaction. Cultural Adaptive spaces for cultural production have clearly a extended design history. Teatre spaces and concert halls have long incorporated technologies that allow them to adapt to diferent events and there is a complex range or technologies available that allows this to happen. Tere are other culturally focussed spaces that adapt to various parameters. For example, Adaptive spaces are being created with the sole aim to explore or demonstrate a particular scientifc debate. Te SPECS group at UPF Barcelona creates what they term inside-out-robots, inhabitable experimental spaces that are designed to allow researchers an exploration of how the human mind works [SPECS, Synthetic Oracle, Barcelona, Spain, 2008] . In a similar vain, adaptive spaces are set up to demonstrate a particular issue through artistic and architectural exploration and investigation, examples of this process being exhibited at CITA Copenhagen. Here the intricate relationships between tangible physical materials and intangible digital data are exposed through room-sized robotic membranes [CITA, Vivisection, Charlottenberg Art Museum, Copenhagen, Denmark, 2006]. A diferent direction is taken by cultural architecture that focuses on education. Recently, there has been a lot of attention on learning environments and the InQbate space at Sussex University is an interesting case in point. It combines rotatable partitions, curtains and fexible seating with a high-tech layer of digital technologies MediaCity: Interaction of Architecture, Media and Social Phenomena 529 to allow fexible projections and audio productions for example [Sussex University, InQbate, Brighton, UK, 2007]. Societal One of the most prominent societal reasons for the design for adaptiveness is life style. Traditional Japanese domestic architecture responds to spatial constraints by producing highly adaptive interiors, a strategy taken on board by early modernists. Rietvelds Schrder house ofers sliding and folding partitions to allow inhabitants to adapt the space to their needs [Rietveld, Schrder House, Utrecht, Te Netherlands, 1924]. Nomadic life-styles, whether traditional or modern, lead to buildings that are transportable but also ofen re-confgurable. For example, Hordens iconic Skihaus was a structure that could be airlifed to a mountain side to provide shelter [Richard Horden, Skihaus, Switzerland, 1990-2005]. Clearly, the drive for environmental sustainability is a key driver at present and buildings are designed to adapt with the aim to lower the resulting CO2 emissions in particular. Tere are many examples of such buildings, but the need for further research is demonstrated by the recent extension of a research programme making use of fully instrumented EcoHouses [Derek Trowell Architects, Te BASF House, 2008, University of Nottingham, UK]. Another somewhat more mundane motivation is architectural fashion. Architectural designs follow fashion but also technological trends to some extent and individuals and organisations are interested in being part of a particular trend, or at the very least not to appear entirely outdated. Architecture can be designed to be responsive to such adaptations by providing a fexible framework that allows relatively rapid updates. MediaCity: Interaction of Architecture, Media and Social Phenomena 530 Organisational Te third category of motivations can be described as organisational. Adaptive buildings are designed to deal with changing circumstances. Te occupation of buildings changes at diferent time scales: there is rapid change through diferent activities throughout a single day, medium term change as result of re-organisations and longer term changes that might impact not only the building itself but also its surroundings. Some times the need to respond to diferent time scales fnds a direct implementation as with the Pompidou Centre, where partitions have diferent levels of fexibility depending on their purpose [Rogers & Piano, Centre Pompidou, Paris, France, 1977]. Te above applies to diferent occupant categories from family units to large corporations and fnds expression in projects of the related scales from Steven Holls Fukuoka Housing project [Steven Holl, Fukuoka Housing, Fukuoka, Japan, 1991] to Grimshaws Igus factory [Nicholas Grimshaw, Igus factory, Cologne, Germany, 1999-2001]. In addition to changes in occupation, buildings are also designed to cope with changes in their environments. In the most extreme case a site becomes unsuitable and a portable building can then be re-located. It might also be that a design attempts to anticipate more subtle environmental changes, such as those caused by climate change. Certainly larger organisations have then also been motivated by a drive to operate buildings more efciently, and this has given rise to the relatively early introduction of electronic building management systems into corporate architecture roughly in the 1970s. More recently this has started to overlap with the societal motivation to operate buildings in a more environmentally sustainable way (see related section above). Modern ofce buildings frequently combine efcient design and operation with sustainability aims. Te University of Nottinghams Jubilee Campus developed is an MediaCity: Interaction of Architecture, Media and Social Phenomena 531 interesting example combining relatively low-tech construction with a sophisticated set of building management tools [Michael Hopkins, Jubilee Campus, Nottingham, UK, 1999]. Te fnal organisational motivation can be summarised as fow management. Buildings are designed to cope with varying fows of people triggered by for example time of day (diferent fows during rush hours), emergency situations (allowing supporters on to the football pitch in certain circumstances) and variations in activity. Such fexible management is routinely done at large trafc exchanges and Foreign Ofce Architects Yokohama ferry terminal provides a good example. Its large open plan areas can be re-confgured to allow diferent streams of passengers, to separate national from international departures for example [Foreign Ofce Architects, Yokohama Ferry Terminal, Yokohama, Japan, 2002]. Communication Te fnal motivation and driver identifed here is concerned with communication. Tere are buildings that are designed to be adaptive so that they better support diferent episodes of social interaction. In physical space, this can be achieved through changing layouts to manage the location of individuals in physical space, for example by re-arranging seating layouts as seen at the Toronto Skydome [Robie & Allan, Toronto Skydome, Toronto, Canada, 1988]. It is also related to fow management, highlighted when the interaction between certain streams of people is prevented for example in airport or court house design. Tere are also digital ways to adapt buildings with the aim to enhance social communication. Conferencing technologies, embedded into physical architectural design is designed to bridge between multiple physical sites, in particular with a view to reduce the need for travel [HP, Halo Telepresence System, Multiple Sites, 2007- MediaCity: Interaction of Architecture, Media and Social Phenomena 532 2010]. With the aim to support informal and spontaneous communication between multiple ofce locations, hybrid spatial topologies introduce virtually dynamic spatial relationships into the built environment [Schndelbach, Mixed Reality Architecture, Multiple Sites, 2003-2010]. Less focussed on social interaction but instead concentrating on getting across a message are those buildings that quite literally carry the corporate image of an organisation. Te rapidly developing area of media-faades is the most direct example of this and the new Munich football arena a good case in point. Its faade changes colour depending on which team plays the stadium [Herzog & de Meuron, Allianz Arena, Munich-Germany, 2005]. Beyond displaying a message, those approaches can also be used to engage with a potential customer basis. Dythams iFly Virgin Wonderwall is an early example of such a strategy, allowing passers-by to interact with the faade via their mobile phones. [Klein Dytham Architecture, iFly Virgin Wonderwall, Tokyo, Japan, 2000]. The Adaptive Building and it Components For whatever reasons adaptive buildings are designed, constructed and occupied, they have a number of fundamental elements that re-occur across the design space that makes up Adaptive Architecture. Tese elements will be discussed in what follows. Te frst category is concerned with in reaction to what building are designed to be adaptive, which is followed by a discussion of the elements that can be made to adapt. Te methods of adaptations will be introduced before outlining some of the possible efects. Where possible, each of the categories will be illustrated through a relevant example. MediaCity: Interaction of Architecture, Media and Social Phenomena 533 In reaction to what? - Logical data source driving adaptations In reaction to what is Architecture designed to be adaptive? Tree main categories can be identifed. Adaptive Architecture responds to inhabitants, the environment and objects, and those will be considered in turn. Inhabitants Architects might focus their design eforts on individual inhabitants of an adaptive building. Individuals might then be empowered to change architectural layout manually or the building might respond to them in a particular way automatically, for example drawing on personal data that might be available to the building about them. Bill Gates residence is a well known exemplar case in this context, where a body worn personal tag is able to identify individuals and adjust temperature, music and lighting accordingly [James Cutler Architects & Bohlin Cywinski Jackson, Bill Gates House, Medina, Washington, USA]. Most buildings are not just occupied by a single individual however. Designing for adaptiveness for groups of individuals can be a real challenge in turn. Once again an architect might concentrate on providing the possibilities for manual adaptations. Tose will then be negotiated amongst inhabitants. Te automatic adaptation of buildings towards groups of individuals entails knowing something about their group behaviour, probably learning over time and building up the necessary profles. Technically, the complexity lies in aggregating from multiple streams of personal data and fnding a way to aggregate those streams in a way that is meaningful and useful. Te Adaptive House at the University of Colorado explored that space by taking in data from multiple inhabitants to allow the house to adapt a variety of parameters [Mozer, Te Adaptive House, Boulder, MediaCity: Interaction of Architecture, Media and Social Phenomena 534 USA, 1997]. Finally, organisations with organisation-wide motivations and strategies are a group of inhabitants that design for adaptiveness has to address. Organisational structures include those parts that manage the building facility overall, those parts that operate facilities on a daily basis (frequently 3rd party organisations) and the actual occupying organisation, which might well be diferent from both the above. Adaptiveness needs to address their concerns with regards to keeping facilities responsive to organisational changes but also manageable on a day-to-day basis. Environment Adaptive Architecture can be designed to react to its exterior environment. As already highlighted, it is the societal motivation to live more sustainably that is a key driver in Adaptive Architecture at present. Adaptive elements are also designed to react to the interior environment, for example to ensure that temperatures inside are comfortable for inhabitants, but also to control the energy expenditure in achieving a particular comfort level. Te previously introduced University of Nottingham research building does both as many technologically driven eco-projects would [Derek Trowell Architects, Te BASF House, 2008, University of Nottingham, UK]. Objects Adaptiveness in reaction to objects is comparatively much less common or at least less discussed. Buildings can be thought of that react to objects passing through. For example, a building might automatically restrict access to specifc category of people when a specifc, may be a MediaCity: Interaction of Architecture, Media and Social Phenomena 535 particularly valuable, object is present. In a similar way, a warehouse might prepare the correct loading bay in anticipation of a particular delivery coming in. Objects within buildings can also play a more direct role in the process of adaptiveness in buildings. For example at the InQbate learning environment, a tangible interface object based on a colour-coded cube allows the mixing of ambient colour in the overall space [Sussex University, InQbate, Sussex University, UK, 2007]. Finally, one might also think about adaptive architecture that adapts to objects passing by or overhead. Work within the Curious Home project at Goldsmiths college has explored a domestic device that visualises the passing air trafc to give people living in the fight path near busy airport a handle on what goes on over their heads [Interaction Research Studio, Goldsmiths College, Te Plane Tracker (Te Curious Home), 2007]. Extending this idea, taking similar data streams, one could think of buildings that for example change their acoustic properties, when objects are passing that produce unwanted noise. Elements of adaptation Within each adaptive building there are a number of elements that can be adapted. Elements of adaptation take a central role in Adaptive Architecture. Teir selection is driven by the original motivations and by what adaptive buildings react to. Tey directly impact on the efect that is generated within an Adaptive Building (see below). Te following steps through descriptions of the following elements of adaptations: surfaces, components and modules, spatial features and technical systems. MediaCity: Interaction of Architecture, Media and Social Phenomena 536 Surfaces External and internal surfaces can be made to adapt. External adaptive surfaces are typically facades. Fundamentally there are two forms of adaptations. Mechanical adaptations change the appearance and overall properties of an architectural surface by mechanically altering its components. Te Institut du Monde Arabe in Paris has demonstrated the maintenance difculties that such technical complexity brings to the fore [ Jean Nouvel, Institut du Monde Arabe, Paris, France, 1989]. Lighting and display technologies ofer the second technical way for adapting surface elements. Such technologies are the original core of media faade work and there are many existing examples. Cook and Fouriers Kunsthaus embeds individually addressable lights into its faade that can be combined for graphical efects and to display text [Peter Cook and Colin Fourier, Kunsthaus Graz (BIX), Graz, Austria, 2005]. Internal surfaces are also frequently adapted to diferent needs. Ofen this is for information visualisation. Very commonly, digital image projection transforms architectural surfaces into information displays. Tere are also dedicated eforts to make more surfaces writeable-on. InQbate, the learning space at Sussex University already mentioned combines both of these strategies [Sussex University, InQbate, Sussex University, UK, 2007]. Another type of surface adaptation is concerned with making decorative changes and through that infuencing the ambiance of a room. Winfelds Blumen Wallpaper is an interesting example as it adapts its lighting patterns and through those changes the appearance of the wall surface [Rachel Wingfeld, Blumen Wallpaper, 2004]. MediaCity: Interaction of Architecture, Media and Social Phenomena 537 Components and modules Te next sub-catebory is focussing on components and modules. Components can be re-used, i.e. building construction that is focussed on re-using existing components such as the work by Santiago Cirugeda [Santiago Cirugeda, Urban Prescriptions, Barcelona, Spain 2005]. Components can clearly also be specifcally designed to increase adaptiveness. Weatherheavens Series 4 portable shelter is designed around such a strategy for example [Weatherheaven Resources Ltd., Series 4, (Product), 2010]. Tere are also internal adaptive elements that do not require the replacement of any one component. Adaptive internal partitions are possibly one of the most common adaptive features in architecture. Koolhaas Floriac House incorporates partitions that fold down and disappear into the foor for example [Rem Koolhas, Floriac House, Bordeaux, France, 1995]. Going one step up in scale, the re-use of modules is another possibility and has a long history in architectural design. Archigrams archetypal plug-in city is the pre-cursor of many of the schemes that can be placed in this space. Kurukawas Nakagin Capsule Tower is a constructed example, in which standardized cubicle units are fxed to a central tower containing services and circulation [Kisho Kurukawa, Nakagin Capsule Tower, Tokyo, Japan, 1972]. At least in principle they are designed to be removed and re-located. Projects by Wes Jones, especially the project Pro/Con then appear to include the various uses of components and modules in the same scheme [Wes Jones, Pro/ Con, Los Angeles, USA, 2004]. MediaCity: Interaction of Architecture, Media and Social Phenomena 538 Spatial features Spatial features can be transformed, ranging from location, topology, and orientation, to form, the link between inside and out and internal partitioning. Te location of buildings can change during the occupation life-cycle. One particularly interesting example is Bhtlingks Markies, an extendable camper trailer that is able to fold out its sides to create a larger enclosure [Eduard Bhtlingk, Markies, the Netherlands, 1985-95]. Actual buildings that draw on such principles are more transportable rather than mobile necessarily and frequently combine the re-confgurability of diferent units to establish diferent architectural topologies. Lot-eks Mobile Dwelling Units are based on standard shipping containers and designed to follow people to wherever they live [Lot-ek, MDU (Mobile Dwelling Unit, Transportable, 2002]. Even when the site location of a building remains fxed, some radical changes can be achieved through changing the orientation of parts of an adaptive building. Sturm and Wartzech explore the impact on the relationship to the buildings relationship to its environment [Sturm und Wartzech, Kubus, Dipperz, Germany, 1996]. And beyond rotation, there are also a number of design projects that play with adapting the form of buildings. Changeable roof covers are probably the most common type of building in this category. Tere are various sports stadia the roofs of which can be opened and closed, depending on the weather conditions. Studio Gang ODonnells Teatre takes a similar strategy to a cultural performance space, allowing directors to open the roof, refecting what is currently being played [Studio Gang ODonnell, Bengt Sjostrom Starlight Teater, Rockford Illinois, 2003]. May be a slightly less common way to adapt forms are buildings that adapt in size, but relatively recently there have been a number of projects that are based on what might be called drawer designs, allowing MediaCity: Interaction of Architecture, Media and Social Phenomena 539 inhabitants to pull out parts of the building to adapt the interior space. One interesting example in this context is Seifert & Stckmanns Living Room project that incorporated an extendable room cantilevered over an external void when drawn out [Seifert & Stckmann, Living Room, Gelnhausen, Germany, 2005]. Taking the adaptation of form to its extreme, are those examples that change the actual shape of buildings in a more fuid and less prescribed fashion. Hyperbodys Muscle Re-confgured highlight interesting possibilities combining fabric architecture and fexible hydraulics [Hyperbody, Muscle Re-confgured, Delf, Te Netherlands, 2004]. Buildings can also be designed to be adaptive in their spatial topology. Tis concerns designs where the relationship between individual architectural units (modules or rooms) is not fxed during the occupancy of a building. Tis can be achieved through physical re-confgurations. Prices seminal Generator Project provides some of the key inspiration in this area [Cedric Price, Generator Project, Project, 1978]. Achieving the above is technically very challenging, certainly when exterior surfaces are involved. However, there have been a number of interesting projects that focussed on physically adaptive topologies in the interior space. Shigeru Bans Naked House plays with this idea by enclosing a number of rooms on wheel bases in the larger open-plan volume of a residential propterty. Only service areas are fxed, while living quarter can be re-arranged at will for diferent purposes [Shigeru Ban, Te Naked House, Hadano, Japan, 1997]. Tere are also eforts to increase topological fexibility through communication technologies. Such hybrid spatial topologies consist of multiple physical spaces, typically remote to each other that are linked through audio and video. Tese technological links, especially when persistent link other locations as if they were close by and part of the same architectural confguration. Some times this is direct and predominantly designed for domestic environments as in the ComHome project [Stefan MediaCity: Interaction of Architecture, Media and Social Phenomena 540 Junestrand, ComHome proejct, KTH, Stockholm, Sweden, 1999]. Other projects have explored the use of a mediating 3D virtual space for an inhabitant driven hybrid spatial topology in a work setting such as the Mixed Reality Architecture prototype [Holger Schndelbach, Mixed Reality Architecture, Multiple Sites, UK, 2003-2010]. A very prominent adaptive feature in building architecture is confguration of the inside/ outside link. All occupied buildings have doors and windows but there are some projects that highlight particularly interesting possibilities in this area. Early modernist seemed to have a particularly strong interest in this form of adaptation. Gaudis Casa Batla includes an ornamental exterior window panel that can be retracted up into the ceiling to create a balcony [Gaudi, Casa Batlo, Barcelona, Spain, 1904-106]. A similar strategy was followed by van der Rohe in his Tugendhat House that included a glass partition that slide into the foor to open the building up to outside [Mies van der Rohe, Tugendhat House, 1929-30, Brno, Czech Republic]. On a larger scale, and using an entirely diferent and more ambitious engineering solution, Hobermans Arch project translates this idea to stage design, connecting back to the principle of stage curtains [Chuck Hoberman, Hoberman Arch, Salt Lake City, USA, 2002]. Technical Systems Te fnal element of adaptation concerns technical systems. In Adaptive Architecture, they are those systems, consisting of sensors, systems (sofware) and actuators, which actually produce adaptations when they are not entirely based on human intervention. Technical systems are at once elements of adaptation (they are being adapted) and a method of adaptation. Technical systems will be discussed in detail in the Method section. MediaCity: Interaction of Architecture, Media and Social Phenomena 541 Method On a practical level, how is adaptation done in Adaptive Architecture? Tis section discusses the following categories: human intervention, sensor based, systems and processing and fnally actuation. Human Intervention Conscious and intentional adaptations require a person to deliberately trigger an adaptation in a building, i.e. through human intervention. Tis can be direct and inhabitants will be able to move, rotate and re-position architectural elements that are designed for this purpose. Sometimes this is simply through manual adaptations as for example in Steven Holls Fukuoka Housing project, where inhabitants are able to re-orient partitions to their requirement [Steven Holl, Fukuoka Housing, Fukuoka, Japan, 1991]. Tis same strategy is the basis for work in hybrid spatial topologies, creating architectural spaces that are linked through audio- visual connections. Te previously introduced Mixed Reality Architecture allows its inhabitants full manual control over its hybrid spatial topology to support their current needs [Schndelbach, Mixed Reality Architecture, Multiple Sites, 2003-2010]. Tere are also examples where this intentional control is mediated through technology and one of the earliest examples of remote control operation in a building context is Van der Leeuw House that allowed a glass partition be moved in this way [ Jan Brinkman and Cornelis van der Vlugt, Van der Leeuw House, Rotterdam, 1928-29]. Finally, there is also indirect control, but fully intentionally activated through technical systems. For example, this typically occurs when an inhabitant sets a specifc temperature for the interior of their building via a HVAC system. MediaCity: Interaction of Architecture, Media and Social Phenomena 542 Sensor Based (technical data source) Sensors fnd widespread application in Adaptive Architecture and provide the data that automatic adaptations are based upon. Tese can detect data such as inhabitant activities, environmental information and information about objects, previously introduced in Reaction to what? - Logical sources driving adaptation. Tis section discusses in more detail with what technical methods this can actually be achieved; how this is technically done. Tere is a multitude of sensors that can provide personal data in a building context and this has been steadily growing over the last few decades. Tere are a number of diferent types of personal data that can be made relevant in a building context. Only relatively recently physiological data, such as heart rate or skin conductance, has become practical to record and make available within Adaptive Architecture. Schndelbachs ExoBuilding prototype, a piece of Adaptive Architecture that breathes with its inhabitants and sonifes their heart beat explores the design space when such data and the building fabric are linked [Holger Schndelbach, ExoBuilding, University of Nottingham, UK, 2009]. Sensors embedded into buildings can detect the location of its inhabitants to varying degrees of accuracy. Tese can involve an infrastructure where sensors are worn by participants that are then detected by receivers placed in the building infrastructure, as for example in the Active Badges set of technologies [Roy Want, Active Badges, Olivetti, Cambridge, UK, 1992]. Detecting the location of inhabitants can also rely on sensors embedded into the building fabric, for example those that detect the motion of inhabitants similar to an intruder alarm. Mozers Adaptive house experimented with such sensors to explore building infrastructures that programme themselves rather than MediaCity: Interaction of Architecture, Media and Social Phenomena 543 having to rely on manual confguration [Michael Mozer, Te Adaptive House, Boulder, Colorado USA, 1997]. Sensors can be used to identify individuals and a number of technologies are available, such as smart cards for example. Sobeks R128 House provides an interesting example in this space with its voice operated entrance door, opening only when one of a number of pre-recorded voice samples is recognised [Werner Sobek, R128 House, Stuttgart, Germany, 1999-2000]. Finally, the activities of people (e.g watching TV, preparing food) might be detected as a driver for adaptations and it is also possible to combine the above data streams to learn about group behaviours over time. As previously highlighted, sensors can also detect environmental conditions inside and outside of a particular Adaptive Building. Tere are sensors for wind speed, temperature, light levels, air pressure, air quality and noise levels among others. Returning to the previously mentioned research Eco House, many projects in sustainable architecture will combine a number of those sensors [Derek Trowell Architects, Te BASF House, 2008, University of Nottingham, UK]. Te fnal sensor category is concerned with detecting objects. In supply management, RFID tags are regularly embedded into product packaging and in the construction industry also into building components and elements. Bar codes are ubiquitous in retail. Both can help identify the route of a product and estimate its arrival time on site for example. Te resulting information about an objects identity and location and possible information that can be drawn from analysing the relationships between multiple objects can then be made available for building adaptation, as already highlighted in In reaction to. Another interesting category of object sensors is concerned with the objects condition. Sensors in this category currently allow the deviation from pre-specifed parameters, for example to detect whether a product has been kept cool during transit. MediaCity: Interaction of Architecture, Media and Social Phenomena 544 Systems and processing Data from sensors in isolation is rarely very powerful. It is the combination of multiple data streams that allows more complex analysis and reasoning. Frequently, a piece of middleware sofware is responsible for reading data, both directly triggered by human intervention and caused by sensor output, processing that data and then pass it on to the relevant actuators (see for actuation in the following section). Such sofware reads in data from sensors and needs to have ways to deal with erroneous data and erroneous interpretations of data. Frequently such sofware provides some data visualisation to allow people to be more aware of the underlying data fow. Tis then gives rise to providing the appropriate level of control to inhabitants to adjust their building system accordingly. Both research labs and commercial organisations have developed sofware that fulfls this role. Greenhalghs Equator Component Toolkit developed at Nottingham [Chris Greenhalgh, ECT, Nottingham, UK, 2005] and Bernardets IQR [Bernardet, IQR, Barcelona, Spain, 2002] were developed for very diferent purposes but show clear overlaps in the way that data connections are structured and exposed to the developers. Very much related to these, Processing is a very popular set of tools for prototyping interactive and adaptive demonstrators, even though it lacks the ease of use of visual programming [Ben Fry & Casey Reas, Processing programming environment, MIT, Cambridge Massacusetts, 2005]. In the construction industry, the area of building management systems covers that ground. A building management system will draw on sensor data, confgurations and data learnt over time to adapt buildings to the current circumstances. Frequently, more complex buildings will draw on more than one building management system. Te University of Nottingham Jubilee Campus is a good example, where there diferent systems for environmental controls, MediaCity: Interaction of Architecture, Media and Social Phenomena 545 lighting and access [Michael Hopkins, Jubilee Campus, Nottingham, UK, 1999]. Te above middleware platforms tend to run on centralised standard computers. More recently, there has been a push to distribute the processing of data out and the emergence of sensor networks is a direct result from this. Instead of being controlled and powered centrally, sensors and actuators become embedded with some processing and communication capabilities that allow for more rapid adaptations to changing stimuli. Actuation (technical data sync) Non-manual adaptations in buildings depend on a variety of actuators to execute the intended efects. Tese range from lighting, vents, climate control, motors, hydraulics and pneumatics, phase change materials, communication links, to media displays of varying types. Actuators are driven by systems and processing technologies (described above) and are principally responsible for creating the desired efects in Adaptive Architecture (discussed below). In adaptive buildings, lighting can frequently be infuenced to create certain efects. Whether it is to create a certain ambiance or to save energy, lights can be switched, dimmed and the colour spectrum changed. Toyo Itos Tower of Winds is an early example of a media faade that plays with lighting to represent local information [Toyo Ito, Tower of Winds, Yokohama, Japan, 1986]. Tere is then a whole series of technologies that are implemented to move architectural components or elements. Motors are employed to move parts of architectural structures into diferent positions. In certain circumstances, this strategy can totally transform building as is the case DRMMs Sliding house that incorporates a moveable MediaCity: Interaction of Architecture, Media and Social Phenomena 546 structure that can slide over the main residence to variably enclose spaces and open up the surrounding landscape to difering views [DRMM, Sliding House, Sufolk, UK, 2009]. Hyraulics are another technology very frequently employed, particularly for adapting spatial features in adaptive buildings. Koolhaas Floriac House includes a central room or platform that can be raised to allow the wheel-chair bound owner full access to all levels [Koolhaas, Floriac House, Bordeaux, France, 1995]. Very much related to this, pneumatic technology is based on the same principle, but achieves the efect with air pressure. Osterhuis Adaptive Faade project envisaged using pneumatic actuators to create variable openings in a dynamic building faade [Kas Osterhuis, Adaptive Faade, un-realised project, 2003]. Still concerned with movement, another technology to mention is that of phase change materials. Tese are based on the principle that material expands with increases in temperature and the engineered pistons are already frequently used in green houses. Te same technology has recently been applied to a building prototype exploring deployable external insulation, faade insulation that gets moved in placed when required by external conditions [Deployable.Org, D.E.I. Pavilion, London, UK, 2008]. Technologies to trigger movement are then used for more mundane things, like the automatic opening of vents, smoke outlets in fre safety and in running ventilation systems. Another interesting area of actuation is data fow and communication. It is conceivable that Adaptive Architecture might take control of digital communication and the networking infrastructure. Te ongoing Homework research project is already looking at the technical and interactional challenges of making those networking decisions better readable by inhabitants [Tom Rodden, Homework Research project, Nottingham, UK, 2009-2012]. It is clerly conceivable how this could be extended to actuating resource supply of MediaCity: Interaction of Architecture, Media and Social Phenomena 547 water and electricity, especially in the light of micro-generation projects and their relationship to the relevant national grid. Finally, media displays in various forms can be seen as specifc forms of actuation. A number of smart home projects have been playing with adapting music and other media to diferent contextual circumstances. Spubroek NOX Son-O-House creates an interactive sound architecture that uses data from sensors to generate a live soundscape which depends on the presence and behaviour of inhabitants [van der Heide, Spubroek (NOX), Son-O-House, Eindhoven, Te Netherlands, 2004]. Videos can be displayed on many media faade projects that have been developed. Beyond those there might also be real potential in technologies to generate smells [Strong & Gaver, Feather, Scent and Shaker: Supporting Simple Intimacy (Research project and demonstrator), 1996]. Effect Efect can be described as the category that are work in all other categories is aimed at. It is the efect of adaptations described here that creators ultimately aim for. Te following presents efects on the environment enclosed by Architecture, the permeability of confguraitons and the resulting efect on inhabitants. MediaCity: Interaction of Architecture, Media and Social Phenomena 548 Environment enclosed by Architecture Adaptations have impact on the environment that the architecture encloses. Light levels inside a building are afected by artifcial lighting, blinds, shutters and refectors in the building concerned but also in buildings nearby. Returning to InQbate, introduced earlier, this learning and teaching environment includes 3000 controllable LED lights embedded into the ceiling that allow for complete changes to the colour temperature of the overall space and/or regions of the space [Sussex University, InQbate, Sussex University, UK, 2007]. Te air quality can be afected by through changes in airfow that might be in turn a reaction to the detection of certain environmental parameters such as raised C02 levels. Te temperature in buildings is adapted whether that might be through natural cooling, assisted natural ventilation or indeed full climate control. Tere are projects that specifcally target a specifc sound landscape, sound volume and composition. Some times sound processing is used to simulate the efects of another physical environment as is evident in FTLs Music Pavillion, attempting to replicate concert-hall quality sound outdoors [FTL Design Engineering Studio, Carlos Moseley Music Pavillion, 1991, USA]. Another way of having impact on the environment enclosed by architecture is through adaptations of density of information that is presented. In this context, surfaces might rapidly change from being background and ambient to full information displays, for example displaying text instead of ornamental patterns. MediaCity: Interaction of Architecture, Media and Social Phenomena 549 Permeability Tere is also the related environmental efect of permeability of architectural confguration. Permeability can be increased through the opening of doors and gateways, making particular routes available to inhabitants for particular circumstances. Te inverse is achieved through closing links and/or through selected permeability where only certain parts of a given population might traverse through certain parts of the space. In addition, the permeability of architectural confgurations can be manipulated on a physical as well as on a virtual level and this aspect has already been discussed in Spatial Features in Elements of Adaptation. Effect on inhabitants In most cases, it is the efect on inhabitants that designers of Adaptive Architecture work towards. Te most fundamental concern is centred on how it impacts inhabitants, where inhabitants are individuals, groups of individuals and organisations. Tis can be concerned with inhabitant levels of comfort, for example via regulating the indoor climate and levels of convenience, through taking away repetitive chores in automation. Inhabitant safety and security is a key concern and results in places being locked down automatically to stop intruders and opened up automatically to avoid harm, for example in a fre. Certainly in the context of this framework, if not in the entire feld of Adaptive Architecture, the efects on inhabitants feel currently underexplored and this is an area that would warrant some further investigation. MediaCity: Interaction of Architecture, Media and Social Phenomena 550 Design strategies in Adaptive Architecture To take the discussion away from the perspective of the very detailed and more fne-grained categories introduced above, it is now worth highlighting a number of overall strategies that are employed in the design for adaptiveness to conclude the presentation of the framework. Strategies draw on the previously introduced categories but are abstracted from them. Tey are designed to describe important aspects of the design palette that creators have access to. Te following strategies will be discussed: mobility, levels of prescription, reusability and standardisation, automation and design for human intervention and building independence. Mobility Architects have frequently explored mobility as a design strategy to allow buildings to better respond to changes around them. Most architecture is fxed to one location. In adaptive Architecture, inspiration is frequently taken from related mobile infrastructure such as caravans, trailers, boats and even space ship design to develop building the respond to inhabitants needs. Tis results in transportable and then also truly mobile architecture. Relevant example have mostly been covered in Spatial features and Elements and Modules subsections of Elements of Adaptation. Levels of prescription One might also distinguish two overall strategies when it comes to the levels of prescription of the potential adaptations in a building. One end of the spectrum, things are lef open, the building framework being designed MediaCity: Interaction of Architecture, Media and Social Phenomena 551 to cope with the largest amount of conceivable interior adaptations which has been proposed by Habraken as a formal design philosophy (Habraken, 1972). At the other end of the spectrum sits a strategy to heavily prescribe all possible adaptations, in an attempt to anticipate what occupants of such a building might require over the life-time of the building. Examples for both ends of this design principle spectrum are to be found across the entire framework. Re-use Te third strategy identifed here revolves around re-useability and standardisation. Building can be designed in a bespoke way, where each and every component is made to ft that particular building project. In most buildings some form of standardisation is present, all the way to pre- fabricated buildings where nearly all components are standardised. In this case, components should be interchangeable which should lead to a more adaptive design. Automation - Human intervention Te chosen level of automation is another critical strategy in this context. Adaptive buildings can be designed specifcally for inhabitant intervention. In those cases, inhabitants will be able to move, rotate and re-position architectural elements that are designed for this purpose, whether this is manually or through assisted power systems. Frequently adaptive architecture relies on some level of automation. Sometimes this automation is based on non-reactive scripting, i.e. making things adapt according to a pre-confgured time frame and programme. Automation MediaCity: Interaction of Architecture, Media and Social Phenomena 552 is then introduced so that a building becomes responsive to a number of various stimuli. Te discussion of the detailed aspects on automation can be found in the method section with a number of relevant examples. Te tension between manual and automatic adaptations is a central concern in the design for adaptiveness, frequently manual and automatic adaptations are combined and the choice is fundamentally tied to the original motivations of the creator. Time Scales Design for adaptiveness must consider the time scale in which adaptations can reasonably be expected. Tere are very short time scales to be designed for in Adaptive Architecture, where responses to stimuli are rapidly refected through adaptations, very similar to the interaction with a computer interface. Tere slower time scales to consider that are may be relevant during the course of a particular day, where inhabitants and their usage patterns drive building adaptations. Tere are then also much longer timescales. Over decades or even centuries, designing for Adaptiveness is probably much more concerned with leaving room for adaptations and for the un-anticipated. Interestingly, it is the technology systems that allow for rapid adaptations or immediate interactions with a building that are the most difcult to adapt over the longer term. MediaCity: Interaction of Architecture, Media and Social Phenomena 553 Inhabitant focussed Independence Finally, the design space also incorporates a dimension or strategy that addresses the level of independence of a building from its inhabitants. Adaptations in most Adaptive Architecture are in some way related to inhabitants, adapting to their requirements, even if this is indirectly by for example adapting to the environment or objects. It is also clearly conceivable for building to adapt with their own purpose, i.e. not reactive architecture. Here building might listen in to their own emerging data stream and pattern and evolve adaptive behaviours over time without recourse to external stimuli or any reference to what types of conditions are created. Conclusion Tis paper has presented a conceptual framework of Adaptive Architecture, with the aim to give readers a broad overview of motivations and drivers before introducing the key components of adaptive architecture as logical data source, elements of adaptation, methods and efects. Tis was concluded with a discussion of the various strategies that architects have at their disposal. Categorisations like the one proposed in this paper always have similar issues. Tey suggest that the categorisation is itself clear-cut, while in many cases there are potential overlaps and examples easily ft into multiple categories. Tere is also a danger that diferences are emphasised over connections, especially when a framework like this is presented in a sequential order as expected in academic writing. However, this framework is work in progress and does beneft from a more interactive digital presentation in which it was developed and is currently being refned in. MediaCity: Interaction of Architecture, Media and Social Phenomena 554 Tis lets readers explore the relationships between categories in a more dynamic way. Both in its paper form and in its more interactive form, it arguably presents a useful resource for new and emerging projects to be related to historical and existing work, with a view to provide an integrated overview of the feld of Adaptive Architecture. In future work, it is the area of efects on inhabitants that is now of most interest to us in terms of further research, as this seems currently underexplored. In our lab we have recently started to focus on the efects on inhabitants of buildings that are driven by physiological data (Schndelbach et al., 2010). A currently being analysed controlled study of our prototype points to the possibility that such environments have a measurable efect on the physiology of inhabitants and we are aiming to explore this further in detail. Acknowledgements Tis is to acknowledge the support of the Leverhulme Trust and discussions and contributions from Ava Fatah, Mike Twidale and Susanne Seitinger. MediaCity: Interaction of Architecture, Media and Social Phenomena 555 References BRAND, S. (1994) How buildings learn : what happens afer theyre built, London, UK; New York, USA, Viking. BULLIVANT, L. (Ed.) (2005) 4dspace: Interactive Architecture, Wiley-Academy. ENG, K., BAEBLER, A., BERNARDET, U., BLANCHARD, M., COSTA, M., DELBRCK, T., DOUGLAS, R., HEPP, K., KLEIN, D., MANZOLLI, J., MINTZ, M., ROTH, F., RUTISHAUSER, U., WASSERMANN, K., WHATLEY, A. M., WITTMANN, A., WYSS, R. & VERSCHURE, P. F. M. J. (2003) Ada - Intelligent Space: An artifcial creature for the Swiss Expo.02. IEEE International Conference on Robotics and Automation ICRA 2003. Taipei, Taiwan. HABRAKEN, N. J. (1972) Supports: An Alternative To Mass Housing, London, Architectural Press. HARPER, R. (2003) Inside the smart home, London ; New York, Springer. KRONENBURG, R. (2007) Flexible : architecture that responds to change, London, Laurence King. PRICE, C. (2003) Te Square Book, Chichester, UK, Wiley&Sons. ROAF, S., FUENTES, M. & THOMAS, S. (2007) EcoHouse: A Design Guide, Oxford, Architectural Press. ROGERS, Y. (2006) Moving on from Weisers Vision of Calm Computing: Engaging UbiComp Experiences. IN DOURISH, P. & FRIDAY, A. (Eds.) UbiComp. Orange County, USA, Springer. SCHNDELBACH, H., GLOVER, K. & IRUNE, A. (2010) ExoBuilding - Breathing Life into Architecture. NordiCHI. Reykjavik, ACM Press. SCHNDELBACH, H., PENN, A. & STEADMAN, P. (2007) Mixed Reality Architecture: A Dynamic Architectural Topology. Space Syntax Symposium. Istanbul, Turkey, Technical University Istanbul. STREITZ, N. A., SIEGEL, J., HARTKOPF, V. & KONOMI, S. I. (Eds.) (1999) Cooperative Buildings, Berlin, Germany, Springer. TSCHERTEU, G. (2009) Mediaarchitecture. Vienna, Austria, Media Architecture Group. WILLMERT, T. (2001) Te Return of Natural Ventilation. Architectural Record, 189, 137. ZELLNER, P. (1999) Hybrid space : new forms in digital architecture, London, Tames & Hudson. MediaCity: Interaction of Architecture, Media and Social Phenomena 556 MediaCity: Interaction of Architecture, Media and Social Phenomena 557 Mobile Node: Open Portable Infrastructure Overlapping Digital Paths Efan Foglia GRID Digital Interaction Research Group. Universitat de Vic, Barcelona. http://www.efainfoglia.net efain.foglia@uvic.cat Abstract Just as the kingdoms and empires of old struggled for control of terrestrial territory, those who seek power today increasingly contend control of the airwaves. (J. Mitchel, 2003) Ad-hoc wireless networks (mesh networks) are spreading rapidly across the urban space. Tey are normally installed on trafc lights, buildings and street furniture, and they are used to mesh small areas which are linked to major telecommunications infrastructures or monitoring centers. Tey are highly practical, multipurpose and inexpensive; also, their performance is constantly improving. A key aspect of this paper is the dynamic nature of these networks when it comes to introducing new uses and research focuses. Tis way of meshing the territory is becoming more and more common, and the technology thereof will be progressively getting mixed with diferent technological approaches, such as geolocation, any type of sensor systems, etc. Despite being located within the digital urban space, most of MediaCity: Interaction of Architecture, Media and Social Phenomena 558 these networks can only be used by the authorities and private companies. In fact, they tend to be difcult to access for an average citizen.
Image_01: Private mesh network in Barcelona public space. MediaCity: Interaction of Architecture, Media and Social Phenomena 559 Tis text embraces the Mobile Node project, a prototype capable of building this type of mesh networks so as to allow citizens, groups, artists or interaction designers to manage them considering the low production costs involved and the wide range of possibilities for experimenting across the urban grid. Te project aims at ensuring that the diferent social layers take advantage of the potential ofered by the contemporary city, where digital wireless networks are constantly being utilized. Te Mobile Node has been conceived as a portable station, which allows its easy activation (special permissions from the authorities, administrative protocols, etc.) and use. Demonstrations, artistic and educational events, streaming transmission from inaccessible areas, frst aid, etc. are just some of the actions which may indeed take advantage of mobile mesh networks. Framework of analysis Te cross-border network of global cities emerges as one of the key components in the architecture of international relations. (Sassen, 2007) Connectivity had become the defning characteristic of our twenty-frst- century urban condition. ( J. Mitchel, 2003). If so, we should point out that the management of digital networks raises important questions with respect to the communication among citizens in contemporary cities. In this sense, present housing developments prove to be rather hybrid, since they are constantly mixing, exchanging and overlapping digital technology with physical space, where telecommunications infrastructure is the linking element. MediaCity: Interaction of Architecture, Media and Social Phenomena 560 In fact, telecommunications infrastructures have historically been installedand kept for lifein specifc places. Tey are also owned by certain telecommunications enterprisesconsortia or state companies the implications being obvious within the global market. It is absolutely necessary to develop open networks run by the citizens and counting on a high scalability potential. Tis will allow for proposals of smooth, non- restricted social and artistic interaction. In the end, the action consists in the articulation of the general intellect together with the non-state public sphere. (Virno, 2003). In this respect, it is fundamental to develop self-managed, self-confgurable networks able to operate in highly changeable environments. Te dynamic nature of these networks will encourage the absolutely necessary research in this feld so as to overcome the urban space impositions. Only so will it be possible to generate a critical mass capable of carrying out a sensible social participation. In this sense, the design of interaction devices plays a key role. A competing strategy, which draws upon the lessons of the Internet, is to think of spectrum as a communal resource, like the old village commons, or the land available to a squatter community. Anyone can use it, as long as they follow a few rules. ( J. Mitchel, 2003). Digital networks and public space Nowadays, the public space is a scenario for both physical and virtual debate consisting of diferent layers of social interaction, where state, social and corporate powers collide and attempt to establish connections with the citizens. Asymmetric negotiations take place in this scenario, in which the citizens behavior is the result of the directives implemented by the state. MediaCity: Interaction of Architecture, Media and Social Phenomena 561 In our collective imaginary world, the public space is considered to be the community/coexistence space par excellence, and it is allegedly ruled by the state for the citizens beneft. However, in reality, this space consists of a sequence of government, architecture and corporate impositions, which restricts the citizens and their day-to-day activities. With reference to the public space dimension, Neil Smith defnes it as the range of social locations ofered by the street, the park, the media, the Internet, the shopping mall, the United Nations, national governments, and local neighborhoods. Public space envelops the palpable tension between place, experience at all scales in daily life and the seeming spacelessness of the Internet, popular opinion, and Global institutions and economy. (Smith, 2005). Based on this defnition, we may state that public space is a homogenous scenario, not only in relation to the physical space, but also to the electronic one. We should visualize public space as something which goes beyond urban space. It is important to discuss what is public and the extension of this quality within the local, regional and global felds, as well as the interaction between them, since all these spaces are connected to each other at a distance and their intersections lead to new practices. Mobile communication extends and reinforces the technological platform of the network society, a society whose social structure and social practices are organized around microelectronics-based networks of information and communication. (Castells, 2006). For this reason, it is important for the citizens to manage projects related to the public space and its articulation, which depart fully from the corporate world. Since technological possibilities are progressively increasing, it is absolutely fundamental to design local systems focused on open participation, so that advances in the construction of more plural networks can be achieved. MediaCity: Interaction of Architecture, Media and Social Phenomena 562 Simultaneous decentralized access can help local actors have a sense of participation in struggles that are not necessarily global but are, rather, globally distributed in that they recur across localities. (Sassen, 2006). Mobile Node: Mobility and Transmission Portable Infrastructure for Citizens Practices in Urban Space Te philosophy behind this project focuses on the use of open protocols, which are viral and scalable, just like free sofware. Tis project has been developed under the infuence of the guif.net community, an open and neutral telecommunications network initiated in Catalonia (Spain) 6 years ago, which has managed to spread across most of the Catalan territory a wireless network run by the citizens. Having a background in this network, the Mobile Node has been devised so as to provide the mobility and immediacy components. Te infrastructure is, thus, thought of as a small and portable transmission center, in contrast to a fxed element installed at the top of a building. It is a high-performance unit, capable of both keeping a stable transmission and interconnecting several similar nodes. Basically, the Mobile Node is a mobile station, a wireless ad-hoc telecommunications infrastructure which can be employed in the urban space and may as well be connected with other digital networks. Te Mobile Node can be self-confgured and it is a totally autonomous device. Moreover, it can be duplicated, i.e. its know how is available to anybody. To function it needs to be within the direct sight of any given node of MediaCity: Interaction of Architecture, Media and Social Phenomena 563 open technology in order to get connected. Furthermore, this device can be linked to nodes of open infrastructures, which may be already installed in the cities or regions, as it is the case of guif.net in Catalonia, where there are more than 10,500 self-managed nodes operating at the moment. Another possibility the Mobile Node is to create a LAN in irregular areas through diferent mobile nodes connected to each other, not using any telecommunications company. Te Mobile Node project focuses on the perception, construction and questioning of the digital paths in the MediaCity. It collides with the generalizing, advertising speeches and it tries to provide alternatives to the extension of this physical-virtual structure based on the citizens participation away from any state intervention. We cannot ignore the fact that both the control of the telecommunications infrastructures and their privatization are part of those policies which have historically dismissed citizens opinion by turning them into mere consumers. Te management of these communication systems is of vital importance to the control of territories at all levels. Eyal Weizman, architect and expert in Israeli settlements in the West Bank, has analyzed the impacts of the installation of a cellular transmission antenna carried out by the Israeli government in the West Bank. Te logic of cellular communication seems oddly compatible with that of the civilian occupation of the West Bank: both expand into territories by establishing networks that triangulate base stations located on high ground along radiation- or site-lines -. Moreover, the cellular networks serve a military function. Using them for its own feld communications, the military was able to replace its bulky military radios with smaller devices capable of transmitting feld imagery and GPS locations between soldiers and units. (Weizman, 2007). MediaCity: Interaction of Architecture, Media and Social Phenomena 564 Image_02: Mobile Nodo prototype. Protocols in closed cities Projects inspiration Te Mobile Node emerges as a reaction to the constant refusals coming from the authorities and cultural institutions to allow public use of their infrastructures. It is impossible to install open technology in their buildings or use the technology that is already available, which, for one thing, has been fnanced by the state. Protocols for collective participation using ofcial infrastructure tend to be extremely difcult to develop. Ofcial MediaCity: Interaction of Architecture, Media and Social Phenomena 565 regulations are constantly trying to restrict the use of digital networks within the public space, unless you represent a corporation and you are making a proft from these networks. Urbanism restrictions constitute another reason for putting forward this project. Wireless interconnection among cities appears to be difcult, if not impossible, to accomplish. Point-to-point connections must be direct, visible and obstacle-free. Tis is complicated, since antennas on top of the highest buildings are needed in order to get visibility, and these buildings just so happen to be the preferred location for the most powerful telecommunications companies to install their antennas. At the core of the Internet are a series of components that are infrastructural: Internet exchanges, national backbone networks, regional networks, and local networks. Tese infrastructures are ofen privately owned. (Sassen, 2006). Tis is precisely why the Mobile Node has been proposed, a type of transmission center which can be used ephemerally for cultural festivals, social actions or creative practices. For instance, it could be used for one day and be removed on the following day, once the event is over. Tis way any major confict would be avoided and open infrastructures would be taken advantage of. Basically, an ephemeral and versatile mesh is being created, a net that is highly adaptable to any given urban context. Tis is a matter of great importance when it comes to generate more horizontal layers of participation. As even small, resources-poor organizations and individuals can become participants in electronic networks, it signals the possibility of a sharp growth in cross-border politics by actors other than states. Tis produces a specifc kind of activism, one centered on multiple localities yet connected digitally at scales larger than the local, ofen reaching a global scale. (Sassen, 2006). MediaCity: Interaction of Architecture, Media and Social Phenomena 566 Image_03: Mobile Nodo in urban space. Typology and components of the Mobile Node Te most common type of connection for wireless telecommunications infrastructures is that of a great infrastructure (antennas at the top of towers installed on the highest locations of the cities) with mobile devices which function as clients. Tis project proposes connecting mobile infrastructures with other similar ones within the public space. Tis mesh will then be able to connect to your mobile device and, simultaneously, to big open infrastructures. Te node proposed shares some aspects with the already existing infrastructures; it is very similar to the transmission stations used by TV channels, which work via satellite. Tese spaces become even more efective when they superimpose nodes of diferent networks. (Mitchel, 2003). MediaCity: Interaction of Architecture, Media and Social Phenomena 567 Variables of Mobile Node technology 1. Mobile infrastructure node: More powerful links, although needing manual confguration. 2. Ad-hoc mobile node: Self-confgurable and more independent links, although having a reduced transmission capacity. Te physical part of the Mobile Node consists of: - Cart which functions as the base of the Node. 4 or 2 wheels. - Pole. Te antenna is hung on it. Directional arms may be embedded. - Base/cart basket: cables and electricity supply will be placed inside. Tis basket must be impermeable and must be sealed in order to avoid any water leakage. - Mesh node It is the hardware containing the radioelectrical transmission system. Te virtual part consists of: - Firmware: OpenWrt is described as a Linux distribution for embedded devices. Some modifcations made by the Barcelona community GrciaSensefls. net have been incorporated. Similar cases and differences (Backpacks that detect nuclear material form a wireless mesh network) An interesting case would be the US company called Rajant, specialist in network development. According to the Technology Review publication dated March 2009, this company has combined mesh radio transmitters with radiation-sensing backpacks to create a system that automatically sets up a communications mesh and displays a map of radiation across a region. MediaCity: Interaction of Architecture, Media and Social Phenomena 568 Rajants communication nodes are connected to backpack sensors that detect radioactive material including plutonium and enriched uranium; the sensors are made by a company called Nucsafe. Data from each node hops back to a main computer, which builds a map showing the position of each node and its radiation data while individual users can see a map of their packs results on a wrist-worn display or a laptop, the company already sells the wireless technology to mining companies and the military, and a single BreadCrumb device costs up to about $5,000. Te diferences are obvious; based on a specifc business model, companies design for the army. Related costs are at least seven times higher than the Mobile Node. A backpack might be an interesting solution, although possible associated health risks have not yet been analyzed nor evaluated, and it should be kept in mind that the transmission antennas are very close to the body. Te Mobile Node has been designed so as to allow its users to scale, modify and improve it. All the documentation related to the project is being produced and will be available for public use. tunnel park terrace Image_04: Possibilities in the Open City. MediaCity: Interaction of Architecture, Media and Social Phenomena 569 Current uses and future development of the Mobile Node 1. Creation of a high-performance wireless LAN to be used in the public space. Tis LAN can mesh tens of Mobile Nodes avoiding the physical restrictions coming from the urbanism of any given city. 2. An Internet connection can be shared through this mesh. 3. Ideal for audio/video streaming. 4. IP telephony. 5. Connectivity of other equipment through APs. 6. Sensors, microcontrollers, i.e. Arduino, etc. Conclusions and current status of the issue In general terms, the prototype presented is already working. Last June, it was successfully tested in Barcelonas public space. Te design used was just an experiment, since the key point was to measure the transmission capacity of the device in motion, considering the territory extension it would manage to cover and whether or not it would be able to broadcast high-quality streaming video. For this event, a cart made of extremely inexpensive materials was used. Te objective was to check the extent to which productions costs may be reduced, since the projects underlying signifcance is to ensure economic accessibility. Diferent versions of the design are currently been assessed and developed so as to come up with a more practical and stronger prototype. Another aim is to amplify the current connectivity possibilities with other portable devices, such as mobile phones, to try and use IP telephony. Tis way, the resulting mesh may ofer greater possibilities. Te Mobile Node ultimately MediaCity: Interaction of Architecture, Media and Social Phenomena 570 shares objectives with other projects existing worldwide. Concepts like mobility, transmission, autonomy, are the cornerstone of the experiment, which aims at spreading transmission capacity among diferent social layers, so that diverse sectors can consider it as a possibility for reinvent their everyday practices, e.g. the education sector. Bibliography Castells, M.; Fernndez-Ardvol, M.; Linchuan qiu, J. & sey, a. (2006). Mobile Communication and Society: A Global Perspective, Information Revolution and Global Politics, Te MIT Press. J. Mitchel. W. (2003). Me ++, Te Cyborg Self, and the Networked City. Te Mit press. Sassen, S. (2006). Territory, Authority, Rights: From Medieval to Global Assemblages. Princeton University Press. Smith, N.; Low, S. (2005). Te Politics of Public Space. Routledge. Virno, P. (2003). Virtuosismo y revolucin. La accin poltica en la era del desencanto, Trafcantes de sueos. Weizman, E. (2007). Hollow Land: Israels Architecture of Occupation. Verso. MediaCity: Interaction of Architecture, Media and Social Phenomena 571 Cyberspace as a Locus for the Sustainability of Urban Collective Memory Segah Sak Bilkent University, Faculty of Art, Design and Architecture, 06800, Bilkent, Ankara, Turkey. segah@bilkent.edu.tr Burcu enyapl Bilkent University, Faculty of Art, Design and Architecture, 06800, Bilkent, Ankara, Turkey. burcu@bilkent.edu.tr 1. Introduction Te city of our era is afected by the dense stimuli of media in various ways. First, the urban space itself accommodates mainly consumption oriented media excessively. Also, the city is now planned and represented to be promoted in the media well enough to attract the potential prospective residents, the investors and the tourists. Furthermore, it has an indirect efect on the urban space depending on its infuence on wo/man who both produces and experiences the urban space. On one hand, the relationship of wo/man with the media that s/he is surrounded with alters her/his daily experience and perception of the environment (for example, see Benjamin, 1968; Boyer, 1995; Putnam, 1995; Nie and Erbring, 2000). On the other hand, her/his engagement with the media changes her/his relationship with the urban space (for example, see Young, 1996; Wellman, Haase, Witte and Hampton, 2001; Papacharissi, 2002). Nevertheless, MediaCity: Interaction of Architecture, Media and Social Phenomena 572 contemporary wo/man does not escape or give up on the contemporary interactive media, thus, the contemporary urban space can not escape encounter with it. Consequently, a mutual internalization appears to be essential for the urban space and the media. With respect to the efects of media on the urban public space, two ways can be stated for the realization of such internalization: either interactive media can be integrated into the urban public space, or the contemporary media that is physically separate from the urban public space can be designed to support and sustain the urban space and the experience of urban space. Tis study concentrates on the latter, and handles media and public space encounter in means of conceptual integration of public space into specifcally designed contemporary media. Here, it is argued that there is a possibility of cultivation in the Internet for the enrichment of the experience and development of the urban public space. In this context, theories on cyberspace, memory and urban collective memory are combined to question the potential of cyberspace in the sustainability of urban collective memory, and a model is proposed to explore the ways in which such potential can be realized. 2. Memory and Collective Memory Te initial step to construct the rationale of the discussion is to have an understanding of the concept of memory. Bergson (1912, p. 80) brings past and present to the ground of discussion of memory claiming that memory imports the past into the present. For wo/man, perception takes place in every act but the degree of the tension of the mind varies. Te result is the formation of a memory selecting images among various MediaCity: Interaction of Architecture, Media and Social Phenomena 573 perceptions. According to Bergson (1912, p. 303), memorys fundamental function is to evoke all those past perceptions which are analogous to the present perception, to recall to us what preceded and followed them, and so to suggest to us that decision which is the most useful. Later than Bergson, Halbwachs attempted to construct a theory of collective memory. Halbwachs (1952) does not handle memory as something intrinsic, rather, believes that memories are reconstructed under the infuence of the society. He explains that what makes recent memories hang together is () that they are part of a totality of thoughts common to a group, the group of people with whom we have a relation at this moment, or with whom we have had a relation on the preceding day or days (p. 52). According to him, memory is a recollection of images which are arranged either by chronological order, or by the names we give them and the meaning that is attributed to them within our group (p. 175). Zelizer (1995, p. 218) explains that at its most fundamental level, collective memory suggests a deepening of the historical consciousness which establishes the diferentiation and relation of the markings of the past and ourselves in the present. In line with Zelizers arguments, Bill Viola (1982, p. 317) suggests that memory can be regarded as a flter (as are the fve senses) - it is a device implanted for our survival. Tus, memory and accordingly history are seen as necessities for the existence of the present and the future. As the contemporary world exposes people to innumerous images, the memory requires a special practice for its survival. Bush (1945) sees mechanization of the records as a requirement for the modern wo/man, because he believes that the civilization that s/he created is so complex to be kept in peoples limited memories. Luckily, information and MediaCity: Interaction of Architecture, Media and Social Phenomena 574 communication technologies that are a part of this complex civilization enable recording, alleviating the chaos that the civilization itself resulted in and that is likely to have a destructive infuence on the memory of the people. In this respect, cyberspace, as a memory space, can be considered as having the biggest potential for supporting both personal and collective memory in the contemporary era. 3. Cyberspace as a Memory Space Te density and content of activities on the Internet engendered the consideration of virtual world as cyberspace, where data is confgured in such a way as to give the operator the illusion of control, movement and access to information, in which he/she can be linked together with a large number of users (Featherstone and Burrows, 1995, p.3). Tis approach was even reinforced with the establishment of digital cites the aim of making information and services available concerning urban activities in cities (Leite and Zancheti, 2007, p. 112). People now had the chance to compose new communities to create new spaces themselves according to their contemporary needs. As a result, the concept of public cyberspace was formed. Public cyberspace, just as any public space, accommodates movement, interaction and civic participation of a group of people and their involvement in policy formation and cultural expression (Leite and Zancheti, 2007). Mitchell (1995, p. 7), with reference to history, defnes public cyberspaces as electronic agoras. Public cyberspace acts indeed as the physical public urban spaces in history in which collective productions and experiences were realized. Distinctively, it provides opportunity for the individuals to be able to express themselves freely and to reach out for MediaCity: Interaction of Architecture, Media and Social Phenomena 575 anything and anyone across the globe contributing collaborative creation of social capital (Durrant, 2008, p. 1). Moreover, and more importantly in the context of this study, cyberspace is itself a memory space. Within this space, there are representations of individuals and of their thoughts, their speech and cultural texts, and their communication and experiences as well as a wide range of information. Te data uploaded to the cyberspace is stored and accumulated. Bush (1945, p. 143) sees storage and accumulation of data as a blessing of science which provides the swifest communication between individuals and a record of ideas, and enables man to manipulate and to make extracts from that record. Te unregulated from many to many broadcasting paradigm is what diferentiates the Internet from the previous communication tools (King and Moreggi, 2007, p. 221). And what makes cyberspace diferent from personal and collective memory is that the data that this memory holds is accessible. Because of global access to the Internet, the cyberspace is a global memory which enables consumption of data independent of the physical and chronic limitations and global sharing of specifc and distinct cultural values (Leite and Zancheti, 2007, p. 123). As a result, this space stores every data that is uploaded, rendering the selective processes of the individual and collective memory invalid. Terefore, its potential and quality as a memory is related not only to the uploaded and kept data, but also to the quality of the data that is being fltered and perceived. In this respect, the model proposed in this study aims at the selective collection and storage of individual urban memories to enable the constitution and reinforcement of urban collective memory. MediaCity: Interaction of Architecture, Media and Social Phenomena 576 4. Digital Storytelling and Collective Memory Representation of personal memories and opinions in the cyberspace is widely provided by blogs, which are defned as journal based web sites, where entries are uploaded using content management tools (De Laat, 2008; , Sheng and Hall, 2008). In fact, blogs have gone beyond being always personal, and started to constitute stages for serious political and cultural debates, scientifc opinions, and social commentary (Shayo, Olfman, Iriberri and Igbaria, 2007). Tere are also v-logs that use videos instead of texts to convey messages providing the bloggers with more freedom for expression and interaction and the audience with more personal, realistic and empathetic experience (Warmbrodth, Sheng and Hall, 2008). In the context of projection of personal memory into the cyberspace, digital storytelling can be perceived as an advanced form of blogs. Digital storytelling, in fact, refers not only to blogs and v-logs, but also to hypertext fction, computer game narratives, and various artist-led forms of narrative presentation using multimedia and the Internet (Klaebe, Foth, Burgess and Bilandzic, 2007, p. 4). Tus, digital storytelling enables the projection of personal memory as a media text into the cyberspace. Tis way, personal memory takes its place in the cyberspace as a text that requires to be consumed to be carried to the upper levels of the memory. Depending on the opportunity of sharing that cyberspace provides it with, it has the potential to contribute to the formation, strengthening or transmission of a collective memory. Te database that is proposed in this study will flter the data, eliminate irrelevant or insignifcant texts of individual memories, and thus, provide selection of useful images for the formation of a collective memory. Moreover, digital storytelling does not only allow for storing and MediaCity: Interaction of Architecture, Media and Social Phenomena 577 sharing texts of individual memories, but also enables the formation of networks of individual memories by connecting people with similar or related memories using the networking and interaction opportunities of cyberspace. Terefore, recollection of images will be common to the group of intended users, and in parallel with the theory of Halbwachs, the collectivity that is required for the formation of collective memory will be realized. 5. Urban Collective Memory and Transitional Cities Te built environment is transformed by and for the changing actors with respect to the changing activities; everything signifcant that drops chronologically behind deserves a place in the urban collective memory. Shared experiences lead to the formation of an urban collective memory, and attribution of meanings to the lived space is highly infuenced by this collective memory. Tus, there is a reciprocal relationship between the formation of collective memory and urban experience. Te narratives representing heritage in the cyberspace can play an important role in the reproduction of local customs, values and knowledge as well as improving the means of reproduction and transmission of the heritage (Leite and Zancheti, 2007, p. 123). Moreover, just as Catovic- Hughes (2006, p. 340) explains, digital storytelling enables representation of space in duration, merging the current conditions with the facts from the past. Eventually, a database constructed by digital storytelling has the potential to act as an extension of physical public space providing us with the opportunity to enrich the experience of the transitional urban space. Furthermore, the database as an external urban collective memory can MediaCity: Interaction of Architecture, Media and Social Phenomena 578 constitute a strong base for the collective production of social space and architectural production of urban space. Just as, Foth, Hearn and Klaebe (2007) mention that the recognition of the personal narratives may establish a way of community engagement in urban development. Te urban space that corresponds to post-modern era is physically versatile and consequently transitory in means of function, perception and experience. Te information about and the artifacts of the history of the city may not be existing or legible in the current entity of the city due to its transition, transformation or even due to destruction just as in the case of Sarajevo that is expressed by Catovic-Hughes (2006). In these cases, if not preserved, urban collective memory and thus history tends to be lost with the loss of the creators and owners of that memory resulting in a superfcial experience of the city. Storage and transmission of this historical knowledge is crucial for conscious attribution of meanings to the city and for rich experiences of the space related to those meanings. Ten, urban collective memory becomes specifcally important for cities which are in transition for some reason. 6. Ankara as a Case of Transitional Cities Ankara might be considered as a city which is in transition and therefore as having frailty in means of formation of urban collective memory. Not only the social history but also the political and architectural history of this city has a signifcant importance in the urban and national level. For a better understanding of the importance of the preservation of urban collective memory of the city, having an overview of its history might be useful. Ankara has a long history reaching back to the ancient times. At the MediaCity: Interaction of Architecture, Media and Social Phenomena 579 beginning of the 15th Century, it became part of the Ottoman Empire and was considered to be the most important city of production (Erendil and Ulusoy, 2002). At the end of the 19th Century, Ankara, as a trade center, started to loose its importance (Altn, 2003). Furthermore, it was being infuenced by the regression of the Empire. At the beginning of the 20th Century, Ankara could only be distinguished from a village by its scale and the lefovers of its citadel. On the 23rd of April in 1920, Turkish National Assembly (TBMM) was founded in Ankara, and the city unofcially became the center of the state. Afer the War of Independence came to a successful end, and on the 13th of October in 1923, just a few weeks before the foundation of the new Republic, Ankara was announced to be the capital. Now, it was time to build the new Republic established on the secular nationalist doctrine as the cultural foundation and overall ideology of Turkish policy (zbudun and Kazancgil, 1981). Constructing a new culture and ideology meant reforming the whole way of living in the city. By doing so, the regime was going to secure its own existence and build a modern image for its reputation and acceptance along the other modern countries. Ankara, as the Capital, became the fundamental stage of the country at which the desired modernity would be actualized and exhibited. Furthermore, it was going to constitute a model for the other Anatolian cities (Yeilkaya, 2005), with its urban and spatial features as well as with its social and cultural structure (Uluda, 2005). Until 1950s, the city witnessed a dense construction of modern buildings which were designed by mostly German architects. Afer this period, construction of public spaces almost ceased, and construction of residential buildings increased. With the growing immigration to the city and the need for more newer and larger public and residential buildings, in the 1980s, MediaCity: Interaction of Architecture, Media and Social Phenomena 580 the spatial syntax of the city started to change radically, undervaluing the existing architectural heritage. Te ongoing rapid transformation of the city has resulted in the illegibility, and even loss of the traces of its history. For instance, Ulus region, accommodating the most important artifacts of the eras before and afer establishment of the republic, has encountered the threat of becoming an idle region. In spite of the dense tenancy of the artifacts and the urban public space, the region is far from being a welcoming and an embracing space for the residents. Depending on these circumstances, preservation and transmission of urban collective memory of Ankara both to its residents and to the people who are in charge of and involved in the transformation of the urban space has a special importance. Although, in contrast to cities that are destroyed- like Sarajevo-, the historical artifacts of Ankara are still standing, their meanings can not be understood properly without the knowledge of the social and political aspects of their construction processes. Tere are written sources and many studies about the city which handle the issue from sociopolitical and architectural viewpoints, however, what is missing is the information about the personal experiences of the residents of Ankara who have witnessed the construction of city and took a part in the transforming social structure. In fact, such missing information is not specifc to Ankara, as most of the written sources about the individual experiences of cities are of travelers, who usually lack emic perspective to refect the lived spatiality of the cities. However, formation of urban collective memory requires information more about the lived spatiality than about the mental images of visitors of the city. Consequently, digital storytelling seems to have the largest potential to represent and re-digest the past of Ankara, and of any other city, for the formation and sustainability of urban collective memory. MediaCity: Interaction of Architecture, Media and Social Phenomena 581 7. Cyberspace and the Sustainability of Urban Collective Memory: the Model Depending on the argument that cyberspace has a potential in the sustainability of urban collective memory, here, a model is proposed for the realization of such potential (see Figure 1). In the proposed model, individual memories of citizens of the cities are projected into the cyberspace by digital storytelling. Digital storytelling will enable documentation of the information about the city without the selective processes of traditional historical documentation and free from the superfcial representations of cities by the travelers or for marketing purposes. As such, the information about the lived spatiality of urban space will be documented by the citizens of the city themselves. Te urban digital stories will involve various media to represent the history of the city and the residents memories of that city. In the data gathering process, voluntary residents from diferent age groups will be asked to represent their memories which they consider signifcant about the city. Te memories are not expected to comprise the whole city: rather, the residents may choose to represent their memories in or about a neighborhood, a street, a building, or any space that they consider to be refecting their experiences of the city. Tose representations will involve: - texts written by the residents, by the historians, or by the authors, - photographs taken by residents or photographers, or existing in personal or ofcial archives, - maps gathered from ofcial archives or generated to show the selected signifcant routes by the residents, - videos of interviews with the residents which will be preferably recorded within the space that the interview is about, - combinations of the mentioned media. MediaCity: Interaction of Architecture, Media and Social Phenomena 582 Te data gathered will be collected, stored and published on a web page that will be designed to constitute an external urban collective memory (see Figure 2 for a preliminary sketch for the web-page). Figure 1 - Te proposed model for the formation of a collective memory in the cyberspace Cyberspace, as a memory space, in parallel with the argument of Bush (1945), will enable storage of dense information about the transitional cities of our era. Certainly, such an attempt would aim at documentation not only of the past for the present, but also of the present for the future. Furthermore, cyberspace as a public space will mediate formation and sustainability of urban collective memory ensuring the accessibility and sharing of the information about the cities. Not only accessibility MediaCity: Interaction of Architecture, Media and Social Phenomena 583 and sharing possibilities, but also the interactivity will contribute to the collectivity of memory formation. Within these conceptions, it is expected that, this model will contribute to the enrichment of urban experience and will guide the development of urban space using the potential in the contemporary media. Figure 2 - A preliminary sketch for the web page MediaCity: Interaction of Architecture, Media and Social Phenomena 584 8. Conclusion Information and communication technologies ofered contemporary society cyberspace which can be considered as a memory space. Te data uploaded to the cyberspace is stored, accumulated and accessed globally. Individual memories of people are projected into the cyberspace as media texts by blogs, v-logs, and newly digital storytelling. As cyberspace accommodates all those projections providing networks, individual memories gain the opportunity to contribute to the formation and transmission of collective memory. In this study, a model is proposed to realize the potential of cyberspace to act as a locus and contribute to the formation and sustainability urban collective memory. Formation of this model is based on the two fundamental theories on memory. Firstly, based on Bergsons (1912) explanation of memory, this database will be designed so that it will function to provide the selection of useful images among the countless images that are already involved in cyberspace. For the urban collective memory, useful images are considered to be related to the lived spatiality of the cities in question. Secondly, depending on Halbwachs (1952) argument that memory needs collectivity, the sharing of the individual memories with other people and grouping of those memories by tags- the names we give to them-will be provided by the database to enable the formation and sustainability of a collective memory. Urban collective memory fundamentally involves historical information about the lived spatiality of cities, and this information is crucial for the sustainability and enrichment of cities and of their experience. Terefore, encouragement of individuals for projecting their personal memories into the cyberspace by digital storytelling, especially for cities like Ankara MediaCity: Interaction of Architecture, Media and Social Phenomena 585 which are in transition, will help to [re]present and [re]digest (Catovic- Hughes, 2006, p. 337) the past and to improve the spatial experiences and to guide urban development. Certainly, this attempt aims at, and hopefully will realize documentation not only of the past for the present, but also of the present for the future. References
Altn, E. ed., 2003. Ankara 1910-2003. stanbul: Boyut Yayn Grubu. Benjamin, W., 1968. Te Work of Art in the Age of Mechanical Reproduction. In: H. Arendt, ed., 1985. Illuminations: Essays and Refections. Translated by H. Zohn. New York: Schocken Books, pp. 217-252. Bergson, H., 1912. Matter and Memory.Translated by N. M. Paul and W. S. Palmer, 2004. Mineola & New York: Dover Publications. Boyer, C., 1995. Cybercities: Visual perception in the age of electronic communication. New York: Princeton Architectural Press. Bush, V., 1945. As We May Tink. In: R. Packer and K. Jordan, eds. 2002. From Wagner to Virtual Reality. New York & London: W. W. Norton. Catovic-Hughes, S., 2006. Digital Storytelling: Memory.. Sarajevo, my personal story. [online] SIGraDi 2006 - Proceedings of the 10th Iberoamerican Congress of Digital Graphics, pp. 337-340. Available at: <http://cumincad.scix.net/>. [Accessed 30 April 2010]. De Laat, P. B., 2008. Online diaries: Refections on trust, privacy, and exhibitionism. Ethics and Information Technology. 10, pp.57-69. Durrant, F., 2008. Te Digital Diference of Online Social Networking in the Caribbean. [online] International Federation of Library Associations, Social Science Libraries Section, Satellite Conference. University of Toronto, 67 August 2008. Available at: <http://www.ideals.illinois.edu/ handle/2142/8836?show=full>. [Accessed 10 September 2010]. Erendil, A. T. and Ulusoy, Z., 2002. Reinvention of Tradition as an Urban Image: Te Case of Ankara Citadel. Environment and Planning B: Planning and Design.29(5), pp.655-672. MediaCity: Interaction of Architecture, Media and Social Phenomena 586 Featherstone, M. and Burrows, R., 1995. Cultures of Technological Embodiment: An Introduction. In: M. Featherstone and R. Burrows, R., eds., 1995. Cyber Space/ Cyber Bodies/ Cyber Punk: Cultures of Technological Embodiment. London, Tousand Oaks, New Delhi: SAGE Publications, pp. 1-20. Foth, M., Hearn, G. N., and Klaebe, H. G., 2007. Embedding digital narratives and new media in urban planning. [online] Proceedings Digital Resources for the Humanities and Arts. Dartington, South Devon, UK. Available at: <http://eprints.qut.edu.au>. [Accessed 30 April 2010]. Halbwachs, M., 1952. On Collective Memory. Translated by L. A. Coser, 1992. Chicago: University of Chicago Press. King, S. A. and Moreggi, D., 2007. Internet Self-Help and Support Groups: Te Pros and Cons of Text-Based Mutual Aid. In: J. Gackenbach, ed. 2007. Psychology and the Internet: Intrapersonal, Interpersonal, and Transpersonal Implications., Boston: Elsevier/Academic Press, pp.221-244. Klaebe, H., Foth, M., Burgess, J., and Bilandzic, M., 2007. Digital Storytelling and History Lines: Community Engagement in a Master-Planned Development. [online] Proceedings 13th International Conference on Virtual Systems and Multimedia (VSMM07), Brisbane. Available at: <http://eprints.qut.edu.au>. [Accessed 31 April 2010]. Leite, J.V. and Zancheti, S.M., 2007. Public Cyberspace: Te virtualization of public space in digital city projects. [online] Embodying Virtual Architecture: Te Tird International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007). Alexandria, Egypt, pp. 111-126. Available at: <http://cumincad.scix.net/> [Accessed 1 September 2010]. Mitchell, W. J., 1995. City Of Bits: Space, Place, and the Infobahn. Cambridge, Mass.: MIT Press. Nie, N. H. and Erbring, L., 2000. Internet and Society: A preliminary report. [online] Stanford, CA: Institute for the Quantitative Study of Society. Available at: <http://www.stanford.edu/group/siqss/Press_ Release/Preliminary_Report.pdf>. [Acessed 10 September 20109 zbudun, E. and Kazancgil, A. eds., 1981. Atatrk: Founder of a Modern State. London: C. Hurst. Papacharissi, Z., 2002. Te Virtual Sphere: Te Internet as a public sphere. New Media Society. 4(1), pp. 9-27. Putnam, R. D., 1995. Bowling Alone: Americas Declining Social Capital. Journal of Democracy. January Issue, pp. 65-78. Shayo, C., Olfman, L., Iriberri, A., and Igbaria, M., 2007. Te Virtual Society: Its Driving Forces, Arrangements, Practices, and Implications. J. Gackenbach, MediaCity: Interaction of Architecture, Media and Social Phenomena 587 ed. 2007. Psychology and the Internet: Intrapersonal, Interpersonal, and Transpersonal Implications., Boston: Elsevier/Academic Press, pp.187-219. Uluda, Z., 2005. Geen Modern Zamanlarn Ardndan Kaybolan Anlamlar [Lost meanings afer former modern times]. TMMOB Mimarlar Odas Ankara ubesi Blteni.31, pp.30-32. Viola, B., 1982. Will Tere Be Condominiums in Data Space? In: R. Packer and K. Jordan, eds. 2002. From Wagner to Virtual Reality. New York & London: W. W. Norton. Warmbrodth, J., Sheng, H. and Hall, R., 2008. Social Network Analysis of Video Bloggers Community. [online] Proceedings of the 41st Annual Hawaii International Conference on System Sciences. Waikoloa, HI, January 2008. Available at: <http://www.computer.org/>. [Accessed 29 December 2009]. Yeilkaya, N., 2005. Ankara: Modernliin Temsili [Ankara: Representation of Modernity]. TMMOB Mimarlar Odas Ankara ubesi Blteni.31, pp.14-15. Young, K., 1996. Internet Addiction: Te emergence of a new clinical disorder. [online] CyberPsychology and Behavior. 1(3), pp. 237-244. Available at: <http://newmedia. cityu.edu.hk/COM5108/readings/newdisorder.pdf>. [Accessed 9 September 2010]. Zelizer, B., 1995. Reading the Past Against the Grain: the Shape of Memory Studies. Critical Studies in Mass Communication. 12, pp.213-239. MediaCity: Interaction of Architecture, Media and Social Phenomena 588 MediaCity: Interaction of Architecture, Media and Social Phenomena 589 Interactive Spaces - Reactivating Architectural and Urban Space by Tracing the Non-Visual Katja Knecht Bauhaus-Universitt Weimar http://www.xoqe.net Abstract We interact with and move in architectural and urban spaces on a daily basis but most of our movement and actions have become habitual and, as a result, have been relegated to the subconscious. My graduate work focuses on the creation of environments that react and interact with the passer-by, and aims to reactivate spaces as well as to create awareness for our movements in public space. Tis paper presents two installations; Traces and Leuchtenschwarm, which I developed in the MediaArchitecture program at the Bauhaus-University Weimar and at the University at Bufalo. Introduction In the pursuit of our everyday lives our interaction with and our movement in architectural and urban space is very ofen reduced to transit from A to B. We do not very consciously take in so-called non-places (Aug, MediaCity: Interaction of Architecture, Media and Social Phenomena 590 1995) of the contemporary city we are passing through, and ofen walk on what Brian Massumi calls the habitual auto-pilot(Massumi 2002, p. 179), sometimes without even being able to recall a visual memory of the paths taken. Space is not something we actively experience and claim anymore, rather, as Jatsch (2004, p. 15) argues, it has been transformed into something we visit in passing by and with whose screens and manifold messages we participate solely in the simple act of viewing. Afer a disassociation from the built environment and the passive consumption of space, there have been several approaches in art and architecture to reactivate spaces and re-establish socially meaningful spatial participation by media-enhanced interaction. Tis paper presents these approaches in terms of interactive spaces, although denotation varies in related literature. As a starting point, this paper will discuss the contextual background of interactive spaces and of related projects in art and architecture. Tere will be a special focus on projects that have infuenced my own graduate work on interactive spaces, and which not only activate space but also incorporate the idea of creating an awareness of our movements and of our interaction in public spaces. Subsequently I will present two installations; Traces and Leuchtenschwarm, which originated from an interdisciplinary program in media and architecture. Both installations are concerned with the users bodily movement through space and aim to create environments that not only respond to the users, but also allow them to interact and to create spatial awareness. MediaCity: Interaction of Architecture, Media and Social Phenomena 591 Background and Related Work Interactive spaces transcend the borders between art and architecture and have been ideologically infuenced by both felds. In architectural discourse interactive space is very ofen used synonymously with interactive architecture and has thus been researched with regard to its social engagement through media enhanced spaces (Garcia, 2007). Frequently cited examples for interactive architecture are the Fresh Water Pavilion by NOX Architects (Bongers, 2002) or the Braincoat project by Diller + Scofdio (Garcia, 2007). While the frst project worked with architecturally built-in media installations as a means of interaction, the second sought to overlay non-visual information on space by using wearable devices in the form of media enhanced raincoats and thus to facilitate social interaction in space. Interactive spaces and architectures can also be found in Manovich (2006) and his notion of augmented space which focuses on the architectural value and the challenge of digital and media augmentation to architecture. Te digitally enhanced physical space is further discussed in Bullivant (2005b), who describes digital technologies as the fourth dimension of contemporary architecture and, as such, as the spatialisation of time. Approaching the subject from another perspective, Hornecker and Buur (2006) have, for example, classifed interactive spaces as the space-centered view of tangible interaction in a broad defnition of the term. Interactive spaces in this sense are the combination of objects or installations with physical space in which the body can act as the interaction device. Hornecker and Buurs defnition of interactive spaces includes bodily movement as well as tangible interfaces as actuators in space. MediaCity: Interaction of Architecture, Media and Social Phenomena 592 A more detailed defnition is given by Bongers (2002) in the form of interactivated space. He defnes an interactivated space as an environment that senses the action of people within it and interacts with them accordingly. It is a real space with real objects that is augmented with computer-enhanced, sometimes tangible, interaction facilities, displays and audiovisual media installations. Moreover, the focus of his defnition lies on user participation, as well as on the infuence of the user on architectural spaces and environments in real-time. In this sense, interactive spaces have been developed as interactive installations, bridging the gap between architecture, art and media. One example is the installation ACCESS by Maria Sester (2002) that has been exhibited at several locations and is permanently installed at the ZKM Center for Art and Media in Karlsruhe, Germany. It tracks anonymous individuals in public spaces and spotlights them visually as well as acoustically by an accompanying audio commentary. Te public space of transit is transformed into a stage with involuntary performers at its center. Some try to escape the attention; others take the opportunity to perform, thus interacting with the space in a mediated fashion. ADA, by contrast, is a multimodal immersive interactive space that was created for the Expo 2002 in Neuchtel. Realized as an artifcial intelligence system, ADA was able to track, identify and play with the visitors, based on the various sensory and audiovisual inputs it received. In contrast to ACCESS, ADA was a built-in interactive space, a space specifcally designed for interaction purposes. ACCESS, on the other hand, was added onto existing spaces; augmenting them and thereby changing their character and how they were perceived and used (Bullivant 2005a). Another kind of interactive space is Jason Bruges installation Sparkle MediaCity: Interaction of Architecture, Media and Social Phenomena 593 Park for the Tate Britain in London in 2006. Bruges created an interactive environment that was enhanced by augmented objects, thus transforming the way the exhibition space was perceived (Bruges 2006). Two thousand helium-flled balloons equipped with LEDs flled the space, recreating the sparkles of freworks on touch. Serving as tangible interaction devices, the balloons also facilitated interaction in terms of their own relocation in space while the visitors movements and actions were monitored and again projected onto the space (Bullivant 2007). However, just like many other interactive spaces, Sparkle Park was only commissioned for a limited period of time, in this case only for a day. As Garcia (2007) points out, the actual success of interactive spaces with regard to a lasting enhanced social engagement can thus not be estimated. Reactivating Space and Tracing the Non-Visual Te aim to reactivate spaces by initiating thought-provoking, as well as playful, interaction has been at the core of the projects that will be described in the following. Leuchtenschwarm and Traces engage the users spatially and thus re-establish the connection between space, place and people. MediaCity: Interaction of Architecture, Media and Social Phenomena 594 Leuchtenschwarm Figure 1 and 2: Leuchtenschwarm by Katja Knecht, Bauhaus-University, Summer 2009 Leuchtenschwarm, which can be translated as swarm of lights, was developed as part of the semester project Raumapparate at the Bauhaus- University Weimar in summer 2009 and was shown at the annual exhibition of student works. As an interactive spatial light installation, it was conceptually situated in between past memories, the present and the future. Te lamps employed were relicts of a time gone by, a former place and a forgotten life. Te aura of recollection surrounded them without becoming too concrete and thus enabled the visitors to explore their own associations and reminiscences. Te lights evoked the past, but, at the same time, freed from regular constraints and taken out of their usual context, they started a new existence by developing a life of their own and forming a swarm. Te swarm reacted to the physical presence of the visitors. Te movement of people in the space infuenced the brightness of the swarms elements MediaCity: Interaction of Architecture, Media and Social Phenomena 595 and thus the lighting conditions of the space. A light space evolved, which changed continually through the bodily interaction of the visitors. As an interactive environment, Leuchtenschwarm changed the visitors perception of the space as well as their experience of the space and of the objects within it. Te installation was based on camera tracking. Te camera information was evaluated in processing with the use of diferential image analysis. Te distance between visitor and lamp determined the lamps brightness. In addition, the status of one element infuenced the other elements of the swarm. Based on the movements detected, the brightness value for each lamp was calculated in Processing and aferwards sent via serial port to an Arduino board. Te Arduino indirectly controlled the lamps by transmitting the brightness values to white LEDs, which controlled the electric dimmers into which the lamps were plugged. Te networked behavior of the lamps made the swarm perform like an autonomous organism which entered into a dialogue with the visitors and their movements. Intrigued by the swarms of alternatively fashing and dimming lights, the visitors started playing with the installation by moving in the space. At the same time, they became aware of the individual elements within the swarm and the diferent lamp types served to trigger memories of places and bygone times. MediaCity: Interaction of Architecture, Media and Social Phenomena 596 Traces Figure 3 and 4: Traces by Katja Knecht and Yuan Qi, University at Bufalo, Fall 2009 (Pictures: Jody Pfster) While Leuchtenschwarm attempted to evoke memories and create a subtle interactive light space based on movement, Traces aimed to create an interactive space that uncovers the non-visual traces of movement and visualizes bodily action in space as a memory of our past physical or virtual presence in reality as well as in cyberspace. Te installation was developed as part of the production class Media Robotics I at the University at Bufalo in fall 2009, and was also an attempt to sensitize the users to the issue of surveillance and to create an awareness of the traces of information they leave behind when surfng the internet or walking in surveilled public spaces. To this end, we monitored a specifed area in our lab with an IR sensitive surveillance camera that was mounted on the ceiling. A projector was placed directly beside it, which projected the image of the traces right back onto the surveilled area. Te video image of the camera was processed in MediaCity: Interaction of Architecture, Media and Social Phenomena 597 Processing using diferential image analysis. In Processing we also generated the traces of the movement at the center points of the detected blobs. Te traces faded out over time, which consequently visually accentuated more recent traces. In addition, the traces reacted to movement in their vicinity, having been coded as a particle system. With the help of a broom, the traces could be deleted to regain anonymity, which is, however, usually not possible in cyberspace. By pressing a button on the broomstick, the system switched from the tracing to the cleaning mode and vice versa. Te broom was tracked through LEDs that were attached to the corners of the broom and lit up in the cleaning mode. As the projection and with it, the area of interaction, was limited by the lab space and its dimensions, we extended Traces with the help of another groups motion sensors, so that the installation also took motion outside the surveilled area into account. By using the sensor input values we were able to get information on peoples movement on room scale. Peoples movement along the sensors lef an invisible mark in space that only existed in bits and bytes. Tis blurred electronic imprint infuenced the location of the traces. Just like the fap of a butterfys wings, the movement detected by the sensors created a sof (virtual) breeze, which stirred the traces and disturbed the trails. Te easily understandable and direct connection between action and reaction in terms of user movement and spatial output in the form of traces enabled an easy way of interaction with the installation. Although Traces was not exhibited per se, it provoked a playful spatial interaction among the students. MediaCity: Interaction of Architecture, Media and Social Phenomena 598 Conclusion As part of the discussion on interactive spaces in art and architecture, Traces and Leuchtenschwarm are installations that initiate thought- provoking, as well as playful, interaction and engage users spatially. In this sense, interactive spaces have the potential to reengage peoples attention with regard to architectural and urban space and may be an answer to the ongoing problem of disassociation, even if, as has been noted by Garcia (2007), long-term data on the benefts of socially engaged interactive spaces is still missing. Unlike contemporary environments, however, which perceive the passer- by only as a viewer and a recipient of messages, interactive spaces augment space with media-enabled technology in order to create an interaction between passer-by and space, and evoke participation. Tus interactive spaces attempt to unseat the habitual auto-pilot and re-establish the connection between space, place and people. Acknowledgments I would like to thank my instructors at the Bauhaus-University Weimar and at the University at Bufalo for their help and positive critique, and for providing me with the opportunities and the facilities to realize the projects presented in this paper. Special thanks goes to Yuan Qi, with whom I developed the installation Traces. MediaCity: Interaction of Architecture, Media and Social Phenomena 599 References Aug, M. , 1995. Non-Places: Introduction to an Anthropology of Supermodernity. London: Verso. Bongers, B., 2002. Interactivating Spaces. In: 4th Annual Symposium on Systems Research in the Arts: Music, Environmental Design and Te Choreography of Space, in conjunction with the 14th International Conference on Systems Research, Informatics and Cybernetics. Baden-Baden, Germany July 31-August 3, 2002 Bruges, J., 2006. Sparkle Park. [online] Available at: http://www.jasonbruges. com/projects/uk-projects/sparkle-park [Accessed 30 August 2010] Bullivant, L., 2005a. ADA: Te intelligent Room. A.D. Architectural Design, 75(1), pp. 86-89. Bullivant, L., 2005b. Introduction. A.D. Architectural Design, 75(1), pp. 5-7. Bullivant, L., 2007. Playing with Art. A.D. Architectural Design, 77(4), pp. 32-43. Garcia, M., 2007. Otherwise Engaged: New Projects in Interactive Design. A.D. Architectural Design, 77(4), pp. 44-53. Hornecker, E. and Buur, J., 2006. Getting a Grip on Tangible Interaction: A Framework on Physical Space and Social Interaction. In: CHI 2006. Montral, Canada 2227 April 2006, ACM: pp. 437- 446. Jatsch, M., 2004. Entgrenzter Raum. Unbestimmtheit in der visuellen Raumwahrnehmung. Debordered Space. Indeterminacy within the Visual Perception of Space. Stuttgart/London: Edition Axel Menges. Manovich, L., 2006. Te poetics of urban media surfaces. First Monday, Special Issue #4: Urban Screens: Discovering the potential of outdoor screens for urban society, [online] Available at: http://frstmonday.org/htbin/cgiwrap/bin/ ojs/index.php/fm/article/view/1545/1460 [Accessed 30 August 2010] Massumi, B., 2002. Strange Horizon. Buildings, Biograms, and the Body Topologic. In: Massumi, B., Parables for the Virtual: Movement, Afect, Sensation. Durham & London: Duke University Press, pp. 177-207. Sester, M., 2002. ACCESS. [online] Available at: http://www. accessproject.net/ [Accessed 30 August 2010] MediaCity: Interaction of Architecture, Media and Social Phenomena 600 MediaCity: Interaction of Architecture, Media and Social Phenomena 601 RAINBOWS Kyd Campbell Bauhaus-Unviersitt Weimar http://fontierlab.org/rainbows Are there consequences to carefree dispersion of digital data? When you throw away a digital fle, where does it go? Is this garbage piling up somewhere? Is it a threat? Similar to the practice of recycling diferent types of waste, RAINBOWS consists of an interactive system that allows anonymous contributors in public space to safely dispose of their unwanted digital images and contribute to the occurrence of real rainbows. RAINBOWS is a public artwork questioning the consequences of digital image consumption through the creation of magical natural phenomena. Tis interactive installation uses electronics and muscle-power to transform unwanted digital images into real rainbows. Using common USB technology, images can be sent to the Rainbows system, which is controlled by a Python script. Te system reads the quantity of images, extracts the colour data for all of the rainbow colours (roygbiv) and stores the information. Te devices uses a water pump, a high pressure misting system, and a custom light source in an enclosed environment, creating actual rainbows. Tis is triggered by the computer and through an arduino microcontroller. Tis installation takes a fantastical approach to critiquing the culture of digital image and data consumption. It transforms digital data and, with the ceremonial occurrences of rainbows, participants are given MediaCity: Interaction of Architecture, Media and Social Phenomena 602 the opportunity to feel part of a collective action of disposing of their image-memories. Users of all ages can easily relate to and interact with RAINBOWS, becoming involved in thinking about their own use of technology. Te mysterious element of questioning where digital fles go once they are trashed promotes more exploration of digital technology and open source culture and increases exposure for sustainable technology and energy solutions. User Process - Once an image is sent to the system, it is erased from its original source [erased of of the camera or other USB storage device], as if it had been thrown in the garbage. - When the system receives enough or each desired colour, it triggers a mechanical function that produces real rainbows. - Te mechanical function consist of a spray of mist, a light source and carefully confgured refection, making the efect of a real rainbow visible. - All the the machinery for this installation [computer, water system, electronics] is housed in a mobile unit. - Once a rainbow has been produced, the system is reset and ready to count again. - Te occurrence of the rainbow is unpredictable [based on the colour and quantity of incoming images]. In this way it maintains the magical quality of a rainbow. MediaCity: Interaction of Architecture, Media and Social Phenomena 603 MediaCity: Interaction of Architecture, Media and Social Phenomena 604 Rainbows Manifesto As a digital artist, I fnd it important to about the growing masses of digital data, especially the enormous amount of digital photos which are thrown away daily. I explore the relationship between the human and the digital image. With the project RAINBOWS, I seek to fnd solutions to the threat of the world being inundated under an ocean of digital images. I believe that digital photos must not be disposed of carelessly. Tey retain valuable and heavy properties beyond their digital weight, including memories, sentimentality and visual appeal. Tey are meaningful to society and that they must be put to use for the bettering of the world. Te intervention Rainbows is a practical action to metamorphize our digital garbage. Facts + Prototype object built at Escuelab, Interactivos?09, in Lima, Peru, 2009 + Supported by Canada Council for the Arts, MediaLab Prado Madrid & HOME Residency Lisbon + Dimensions: installation, 60cm/60cm foor, 170cm tall + Interactive installation [+ artist mediation] + Wood, manual water pump, micro-aspersion valves, Arduino microcontroller, Python scripts, various electronic components, incandescent lights, optical prisms, mirrors, metal crank system, plastic hoses, linux computer, usb interface, paint, watersafe container, computer fans, computer speaker MediaCity: Interaction of Architecture, Media and Social Phenomena 605 Collaborators + Kyd Campbell (CA/DE) - project author, concept, research, object & interface design, water system, lighting, optics + Daniel Foster-Smith (UK) - arduino programming, electronic circuits, object + interface design + Frank Cebreros (PE) - electronic circuits, water system, lighting, optics, consulting + Edson Ticona (PE) - python and unix programming, linux + Antye Greie aka AGF (DE/FI) - sound design Consultants: Patrick Valiquet (CA), Roc Jimnez de Cisneros (ES), Marius Schebella (AT) MediaCity: Interaction of Architecture, Media and Social Phenomena 606 MediaCity: Interaction of Architecture, Media and Social Phenomena 607 The Facadeprinter A Distance Printing Device for Communication in Urban Contexts Julian Adenauer Technische Universitt Berlin ZMMS, Graduiertenkolleg Prometei Franklinstr. 28/29, Sekretariat FR 2-6 D-10587 Berlin julian.adenauer@zmms.tu-berlin.de Michael Haas, Martin Fussenegger Sonice Development GmbH Adalbertstrasse 32 D-10179 Berlin michael@sonicedevelopment.com martin@sonicedevelopment.com Adrienne Gispen Symbolic Systems Program Stanford University, Stanford, California, 94305 aegispen@stanford.edu Abstract In this paper we suggest distance printing devices as a new medium for communication in urban contexts. We developed the Facadeprinter (Sonice Development GmbH, 2010), a sofware controlled robot that can apply information and artwork dot by MediaCity: Interaction of Architecture, Media and Social Phenomena 608 dot onto distant surfaces. Te printer takes digital images (pixel or vector- graphics) and processes them to routes for the motors. It aims with an airpressure-marker and fres color balls that build up large scale graphics. Te process can be compared to an inkjet-printer in architectonical dimensions. Using this method, inaccessible and uneven surfaces can be used for large scale prints. Figure 1. Pointillist artwork Tree Stones MediaCity: Interaction of Architecture, Media and Social Phenomena 609 Introduction Current possibilities for displaying information in public spaces are limited. Besides painting using scafolding or auto-hoists, the primary solution is the use of large posters which are hard to handle and expensive. Apart from these static methods of communication, there is a trend of displaying information dynamically (e.g. projectors, LED-screens). Tough these are becoming cheaper, they remain long-term investments and are therefore inappropriate for temporary purposes. Moreover, such displays cannot compete in size with traditional techniques. As an intermediary solution, we suggest automated distance printing devices to apply digital artworks directly onto the surface of buildings. Using this approach, it is possible to display information in places that would be difcult or impossible to access using conventional media. Figure 2. Components of the Facadeprinter MediaCity: Interaction of Architecture, Media and Social Phenomena 610 As a proof of concept, we developed a small machine that is able to shoot color balls onto walls: Te Facadeprinter. Te device is controlled by an industrial computer, which allows it to process graphical input fles and print them directly onto large surfaces. Print aesthetic and method are notably diferent from conventional print and advertising techniques. Artworks are applied onto the walls directly, like the drawings of a magic pen. With the current prototype we are able to print artworks from a maximum distance of 12 meters, producing works that are around 8m high and 10m wide. Te shooting frequency is up to 5 dots per second. Technology As a print head the Facadeprinter uses a modifed paintball marker system that operates with compressed air. Te color balls are regular paintballs. Tus supplies and spare parts are easily accessible in normal paintball shops. A ball tank conveys the gelatin encapsulated color balls to the marker (fgure 2). Te color in paintballs can difer considerably with regard to UV stability or dripping characteristics depending on the manufacturer. Tus the printer can be used to create works which fade within a few hours or remain visible for several months. Graphics are created using common graphic design sofware like Adobe Illustrator and saved as Vector Graphic File (Scalable Vector Graphic, SVG) onto a standard USB fash drive. Te drive is then transferred into the printers control unit, an industrial PC running a Linux operation MediaCity: Interaction of Architecture, Media and Social Phenomena 611 system. Using the built-in touchscreen, an artwork can be selected and its position and scale can be modifed. Before starting the print, its bounds can be displayed on the wall using an integrated laser, allowing precise on- site adjustment of the outcome. When all adjustments are fnished, the sofware calculates the real-world coordinates of the image, which eliminates both perspective and ballistic distortion. Tese coordinates are then translated to commands for the motors. Te Facadeprinter uses two stepper motors with 400 steps per revolution. Combined with gears that have a transmission ratio of 1:100, angles can be adjusted in 0.009 steps. A movement of this size corresponds to 1.6 mm on the wall when the printer is 10 m away. When the motors reach the desired position, the control unit triggers the paintball marker. Tis accelerates each ball to a speed of 200km/h, causing it to burst on contact with the wall and leave a color dot fve to ten centimeters in diameter. Te cracked gelatin shell falls to the ground where it can be removed or lef to decompose naturally. Dot afer dot, the artwork is applied to the wall. In case of malfunction or danger printing can be paused at any time. For easy transport, the Facadeprinter can be closed into a handy case weighing 7,5 kg with dimensions 31 x 27 x 22cm. Te amount of paint needed may vary depending on the application domain. To accommodate this variance, the ball tower and compressed air bottle are separate items which can be chosen to ft the current application. On location both can be connected to the printer easily via plug connectors. MediaCity: Interaction of Architecture, Media and Social Phenomena 612 Applications Distance printing in general has a wide feld of possible applications. In addition to potential uses in advertising and marketing, the Facadeprinter could also be integrated into post-disaster relief eforts. We have developed a communication in crisis scenario to demonstrate its potential in this domain. Te machines printing process allows quick installation of new visual communication. For example, the locations of medical facilities, sources of fresh water, danger zones or meeting points can be communicated efectively (fgure 3). Figure 3. Communication in Crisis MediaCity: Interaction of Architecture, Media and Social Phenomena 613 Discussion And Future Work Te Facadeprinter prototype we developed as a proof of concept demonstrates the potential and also the limitations of distance printing technologies. During our work on the device, we have encountered and solved many of the problems that come with trying to apply color to distant surfaces. Figure 4. Line graphic A+ MediaCity: Interaction of Architecture, Media and Social Phenomena 614 Paint Te main drawback of the current prototype is its dependency on paintballs. Because the main function paintballs serve is marking opponents in a game, they have been designed to be both highly visible on cloth (rather than concrete or bricks) and easy to wash out. As a result, we are limited to a small color range and prints fade or are washed away afer some time (time span depends largely on manufacturer). While this can be an advantage for temporary prints and can generate pleasing visual results (fgure 6), these efects limit the range of application. As one of many improvements, we are currently working on ways to replace the paintballs with custom projectiles. Te ability to use regular house paint for the prints would result in a huge improvement in versatility. Figure 5. Faded graphic on dark background MediaCity: Interaction of Architecture, Media and Social Phenomena 615 Accuracy Te Facadeprinters mechanics, drives and control system make it a high precision device. However, due to the fight characteristics of the paintballs, the accuracy sufers when printing over larger distances. Tis is both a result of high manufacturing tolerance and their sof shell. Moreover, the paintballs are very sensitive to temperature and humidity. Even though we think that custom projectiles might improve these aspects, fight characteristics will always be a problem for distance printing devices. Tis efect is stronger when the printing process is exposed to wind. Figure 6. Sphere MediaCity: Interaction of Architecture, Media and Social Phenomena 616 Graphical Style We started out using line graphics as input fles since they are easy to generate and are perfect for typography and logos. Teir scalability also allows on site adjustment of size and distance between points without loss. A downside of these kinds of graphics is that outliers are very easy to detect. For richer, shaded graphics we developed a more abstract pointillist style (fgure 1 & 6). Since we havent yet found algorithms that conveniently convert graphics to this kind of artworks, the conversion must be coded by hand. Tough this process is very time consuming, the results tremendously extend the capability of expression. Also the subjective precision is much higher (even from large distances) because outliers dont stand out. Figure 7. Crab Pincher frst test for multicolored prints MediaCity: Interaction of Architecture, Media and Social Phenomena 617 Multicolor Prints At present, most of our artworks are printed in one single color. We are researching possibility of realizing prints that are shaded with multiple colors (fgure 7). Image Generation As mentioned above, the pointillist artworks are currently generated by hand. While this gives us maximum control over the outcome, this is a time consuming task. Tus, we are working on the automated generation of shaded point- pictures with algorithms that are optimized for our printing process. Printing Process When using the Facadeprinter in public spaces, we noticed that the printing process itself generates at least as much attention as the fnished artwork. Since most of the potential customers are seeking attention for marketing purposes, this is an additional beneft of using distance printing devices as compared to traditional media. Te print can be seen as an event rather than just a method for applying images to walls. Conclusion In this paper, we propose distance printing devices as new tools for distributing information in public spaces. As a proof of concept, we MediaCity: Interaction of Architecture, Media and Social Phenomena 618 designed and built the Facadeprinter a computer controlled machine that uses electric motors, a paintball marker and color balls to apply artworks onto distant surfaces. Trough working with this device for more than a year, we have gained insight into this form of printing. Because of their low resolution, distance printing devices cannot be a substitute for conventional media. However, we see large potential in this technology to widen the design space of urban communication. Our technique can be an alternative to the uniformity of todays high-gloss styles. We argue that this new technology has its own aesthetic which generates attention through its roughness and unconventional approach. Acknowledgments We want to thank the DFG, the Department of Human- Machine Systems Berlin, and prometei for their support. References Sonice Development GmbH, 2010. [online] Available at: <http://www.facadeprinter.org> [Accessed 27 September 2010] Interaction of Architecture, Media and Social Phenomena Jens Geelhaar Frank Eckardt Bernd Rudolf Sabine Zierold Michael Markert (Eds.)
CAST01//Living in Mixed Realities. Artistic, Cultural and Scientific Aspects of Experimental Media Spaces. Proceedings, Monika Fleischmann, Wolfgang Strauss, (Eds), 2001