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Where is the Where?

I just got back from the O’Reilly Where 2.0 conference in Burlingame, CA this morning. As someone who attends mostly academic conferences, it was both refreshing and disturbing to spend two days with this group. Refreshing because the group was composed mostly of developers, interested in figuring out how to transform the emerging possibility of location aware into a profitable business (and in some cases, productive social activism). This translated into fast-paced presentations and a perhaps constructed sense of commonality in the group - speakers marched on stage, presented their product and marched off. I took vigorous notes (see my del.icio.us links to the right). But with all that incoming information, I have to say that I was slightly disappointed in the lack of dialogue that took place. There was little effort put into backchannels - short of a meebo chatroom that was hardly used - and there was no time devoted to question and answer. The first few talks on the first day had a few questions from the audience, and there were even microphones positioned in the audience, but by the middle of the first day, that pretense had all but dissolved. So, why at a conference devoted to location-based social networking, was the place largely devoid of digitally enabled social networking? It would have been nice for O’Reilly to practice what it was preaching. Sure, we had a robust wi-fi connection throughout the event. But come on, let us talk to one another, the people in the same space, as easily as we can talk to people in the wide open Internet!

While I learned a lot about what some companies are doing in the “location space,” I didn’t hear a lot about why. I didn’t hear a lot about why location-aware computing is necessary, positive, or tranformative. I heard a lot of, “this is uncharted territory,” but not a lot of, “this is important because…” Let’s face it, I don’t need to have a network of computers aware of my location - but as a result of that awareness it just might transform my awareness of x,y and z. Sure, I have some opinions about this subject, but I want to see the developer community engaging with these questions. Software is not just a product, it’s a tool. Constructed needs will decompose eventually unless they are answering something a bit more fundamental. Location aware technology is transforming what we already do - location and place are already important to our personal and political identities. Developers need to act in response to social practices as opposed to acting by constructing social practices to fit a market niche. Ultimately, the market will be more receptive to the former anyway.

Urban Spectator

For the last several months, I’ve primarily been working on revising my book manuscript. And I finally feel as though the introduction is reflective of the text. I’m posting the first few pages here to solicit thoughts or commentary.

On the corner of 34th Street and Fifth Avenue in Manhattan, there are dozens of people looking at little screens, typing on little keyboards, with plugs extending from their ears. Each of these people is having a different experience, customized through their personal media. The college student with his iPod selects his music to correspond with the weather and time of day; the businessman types an address into his GPS-enabled phone to find his next meeting; and the tourist stares through her mobile phone camera to capture the Empire State Building in the distance. Mediated by little devices, these people are shaping their experiences of the city. Nicholas Negroponte (1995) famously noted that the world of atoms (our bodies) would no longer need to correspond to the world of bits (data) – that physical proximity would cease to be necessary for public life. But as we can see on that street corner, the world of atoms and the world of bits come together in the city. There is little distinction between the practices of everyday life, and the technologies that enable those practices. The soundtrack, the map, the photograph: these artifacts of the everyday, are constructive of environments. The practices one adopts to navigate and comprehend any space can never be seen as separate from that space.
New communication technologies complicate accepted notions of urban life, including the nature and scope of public interactions and the corresponding design of the built environment. Can one truly be engaged in public space if they are looking through a viewfinder or tapping sweet nothings with their thumbs on tiny keyboards? Can the city, as an entity, continue to matter when digital networks enable public gathering without requiring the public to gather in physical space? The answer to all of these questions is a resounding “yes.” The modern American city has never been bereft of these complications – from the hand held camera at the end of the nineteenth century to the mobile phone at the end of the twentieth, the city has always been a mediated construct. The city enters into the cultural imaginary as a hodgepodge of disconnected signifiers, often organized by the technologies that produce them. When Kodak introduced its hand camera in 1888, it provided a tool for people to record and retain experiences through visual reproduction. Photographers produced images and, even more importantly, possessed them and organized them to manage their memories. Likewise, when Google introduced its mapping software in 2004, it enabled people to record and retain experiences by marking places on a map, keeping notes and connecting images. Google Maps has been implemented as both a wayfinding tool and a personal organizing tool; through its simple interface, it serves to manage an individual’s understanding of space. Communication technologies certainly produce new information about the world; but they also have the facility to organize that information through the literal or metaphorical storage capacity of photo albums or archives. They provide the spectator the unique opportunity to at once experience space and possess its traces.

These traces, and their inherent possibilities, have substantially altered the nature of media and urban practices in the twentieth century. I call the spectatorship structured around the desire for possessing these traces, possessive spectatorship – a way of looking that incorporates immediate experience with the desire for subsequent possession. And while this phenomenon has had implications for the modern city in general, in this book I describe how it has been uniquely important for the American city. What’s distinctive about the American context is the timing in which the city becomes central to the cultural imaginary. The American city grew up in parallel to the technologies that enabled its possession. Not until the late nineteenth century, corresponding to the introduction of the handheld camera and the cinematograph, did the American city take on a meaning outside of mere urban concentration. Prior to that time, while cities were of course present in America, they did not present themselves as unique constructs. I argue that emerging media practices transformed urban practices by naturalizing the notion that individual spectators could not only see the city, but also possess it. And most importantly, I argue that this spectatorship altered the material shape of the city as urban plans were drafted to meet the expectations of a spectator eager to take control of the city’s assembly.

Hub2 on Smart City

This week, I was interviewed by Carol Colletta of Smart City Radio to discuss Hub2.  You can listen to the radio program here.

Urban Communication Meeting

UCF Logo

So I’m down in DC this weekend, not for the cherry blossom festival (although the cherry blossoms are quite nice), but for a board meeting of the Urban Communications Foundation (UCF). We’re meeting today primarily to discuss the nature of the “communicative city.” The question is: what does it mean for a city to excel at communication? Digital infrastructure? Innovative use of public spaces? Safety? Neighborhood cohesiveness, perhaps? The question is important because the foundation is keen on creating another framework by which to judge urban health and prosperity, beyond the typical economic factors. Upon first blush, the concept is nebulous. But with further contemplation, it is seems perfectly logical to insert communication in amongst issues of design, flows, and markets. Of course, communication is implicit to those issues, but by making it explicit, it potentially foregrounds the humanness of each. Designs, flows and markets, while operating within their own internal logics, have an external logic of communication. There is a grammar and syntax to each.

So, what does this all mean? What can an organization with a little bit of money do to alter the course of urbanism? It can lobby local or federal governments to promote healthy communication in cities; it can fund innovative, interdisciplinary research, that can translate to policy white papers; it can promote a certain brand of scholarship through establishing a journal or web presence. It’s an interesting dilemma, really. There is lots of great work being done on issues of urban communication, urban semiotics, etc., but there is a great need for an umbrella organization to mobilize that intellectual work towards real changes in political or cultural priorities. There are some great organizations that currently exist: most notable is the Project for Public Places. They promote place-based growth in cities. Their Great Cities initiative is making great strides to work with actual communities in promoting a certain philosophy of development. The UCF is working towards similar ends; it’s really a matter of how it can compliment work already being done.

Industrialization of Information

This recent article in Wired lays out the fascinating phenomenon of the information industry. It describes the massive new server farms cropping up in Oregon to house the petabytes of information for Google (and others) to keep up with the task of copying the rapidly expanding Internet. The article points out that the main problem facing companies like Google that depend on their ability to centralize the Network is not computing speeds or storage, but rather energy consumption. These server farms require so much energy to run that they are likely first to run out of electricity than storage space.

The simple problem of energy consumption leads to a fascinating repetition of industrial growth patterns. Big industry is going to seek out growth areas that supply cheap and easy access to energy. Just as industrial waterfronts are giving way to luxury condominiums, they might soon revert back to industrial warehouses filled with thousands of interlinked CPUs. Perhaps we can expect a new industrial revolution in the near future, with an equally powerful potential to spew noxious fumes and deplete natural resources.

The Evolving Concept of Network Locality

Over the last few days, I’ve refined my thoughts on the concept of network locality. Up until this time, I’ve been thinking about how geographical space functions within the connectivity enabled by digital networks. But as I pursued this idea, I began to realize that starting from geography was not the most productive way to approach it. Geography is one component of network locality, but it is not the most powerful, or even the most important. The concept of the local within contemporary culture is a product of two things: access to stuff and mobility. Let me explain:

Access to Stuff is not solely possible via geographical proximity. The local begins from that which is near us. And the sense of nearness begins with that which is accessible. Other people, places, ideas, culture, neighborhood information, if accessible on networks, are near to us. They are what Heidegger called ready-to-hand. Network accessibility makes everything near. We keep our photographs, diaries, correspondences, and work documents on a network, so that they are always accessible, always near. The local emerges from this stuff, both our personal stuff and the stuff of others.

Mobility implies freedom of movement - a freedom made possible by the freedom from the aforementioned stuff. There is a distinct shift that has come with digital artifacts away from ownership and towards possession. Napster 2.0 promises access to everything, without owning any of it. Netflix provides access to millions of DVDs (and now, millions of files), without having to own. Zipcar provides access to automobiles. Google Docs provides access to software. Increasingly, digital networks provide consumers the opportunity to, as Napster’s ad campaign touted, “possess everything and own nothing.” Untethered to stuff, bodies are more free to move around in physical space. Mobility is a product of accessibility. Together, they are rearranging the cultural function of the local.

My argument in this book is that the Internet is being formed by the perpetual manufacturing of local spaces. Access to stuff and the resulting mobility provide the local frameworks through which knowledge, community, and identity get shaped.

Making Money in Virtual Worlds

This IBM commercial seems to poke fun at the whole virtual world phenomenon. Interesting, considering IBM is one of the largest corporate investors in Second Life. Perhaps it’s tongue and cheek, perhaps its ironic - in any case, it’s worth contemplating as a reflection of a cultural moment, where the press, the youth and their parents, are all concerned and excited by the blurring of real and virtual economies.

Mixed Realities Symposium

Imaging Beijing

This Friday, February 8, I will be leading a panel discussion at the Mixed Realities symposium at Emerson College. The panel is titled “Immersion, Presence and Place.” Participants include John (Craig) Freeman, Usman Haque (via Second Life), Pierre Proske (via Second Life), Michael Takeo Magruder, Drew Baker, and David Steele. Each of the artists on the panel will have their work displayed in the Mixed Realities exhibit that opens the night before. With the quality of each of the pieces represented, I’m confident that we will have an interesting discussion. The panel starts at 1pm EST at 216 Tremont Street, Boston, MA and here in Second Life.

Freeman’s piece, entitled “Imaging Beijing,” is an extension of his existing work on the “Imaging Place” project in Second Life. Freeman produces panoramic nodes of the streets of Beijing, where locals describe their personal experiences of that space, and more interestingly, how that space conjures up seemingly unrelated personal experiences. He calls this concept a memory map. The Second Life-based artwork enables avatars to walk in and out of the nodes, capturing and inhabiting the intimate street life of Beijing.

Usman Haque will be talking about the piece “Remote” by Neill Donaldson, Usman Haque, Ai Hasegawa, and Georg Tremmel. This piece produces what he calls a fundamentally “human architecture” by suturing the physical space of a Boston-based gallery with a Second Life space. The human actors in Second Life, combined with the human actors in Boston, have to work together to create a merged space - one that is comprised of the collective efforts of the inhabitants.

Pierre Proske will be discussing his piece called Caterwaul. Essentially, mixed reality wailing wall, is a physical wall built in the Boston gallery that gives people the opportunity to verbally lament the loss of their loved-one’s time in online spaces. The chorus of lamentations will then be transmitted into Second Life, where an identical wall in Second Life will broadcast those voices. By crossing over, it allows mourners to speak to the “dead.”

Finally, Michael Takeo Magruder, David Steele and Drew Baker will be representing the piece “The Vitruvian World.” Stemming from da Vinci’s Vitruvian Man, Magruder and his collaborators put together an installation where the human intersects with Nature and the built environment. Only now, this is manifested by the intersection of the physical, virtual and the network that connects them.

All of the pieces represented in this panel, while exploring the notion of “mixed reality,” seem to be drawing more significant attention to the “limits of reality.” In other words, where does the physical end? Where does the human end? And, where does the real end? In fact, it is the limits that provide tension in this work. We might be comfortable with a mixed reality, but when we confront the limits of familiar psychological and social categories, we grow anxious. This is what makes the work powerful, and I suspect, this is what will provide some interesting fodder for discussion.

Each of the pieces points to changing notions of place. In geographical terms, place is experienced space. It is meaningful space, enhanced by personal encounter, perpetuated by memories. But when space is “neither here nor there,” but a combination of the two, how does place take shape? Do digital spaces have the same capacity to be experienced as physical spaces? And what’s at stake? We might find answers to this question as we address the concepts of immersion and presence. Do we need to be immersed and present to experience? Consider Heidegger’s notion of dasein, or being there. For Heidegger, being was tied to presence. Human experience was always grounded in da-sein, never just sein. Is dasein possible in a mixed reality?

And finally, we might talk about the problem of attention. Multiple realities, multiple places, would seem to pull our attention in multiple directions. Does this work point to the loss of focus? Is it possible to be present, without paying attention? Or, do we need only to reconsider the current economy of attention? Perhaps, mixed realities points to new structures of attention, where we can distribute our payments for enhanced benefit.

The panel should cover some combination of these topics. If we all pay attention, perhaps we’ll arrive at some conclusions.

The Geography of Virtual Worlds

I’m editing a special issue of the journal Space and Culture on the “Geography of Virtual Worlds.” Here’s a draft of the introduction. It’s still in process, but it might give some sense of what I think will be a very interesting issue.

This evening I am home in front of the fireplace, chatting with friends and looking out the window onto a wide expanse of ocean. Not far from my beach house, there are dance clubs, art spaces, snowy mountain peaks, and classrooms. I am only seconds from London, Berlin, New York, Dublin and Tokyo. And without much effort I can summon my friends from around the world to join me in my spa. You’re probably wondering how, on a professor’s salary, I can afford all this. The answer: log onto Second Life.
Second Life is a multi-user virtual environment (MUVE). But it’s not a game. Unlike other virtual environments like World of Warcraft or even The Sims Online, there is no built-in objective to the Second Life world. And yet, millions of users have “moved in” and participated in creating it – from building homes like the one described above, to building natural landscapes, and even entire cities. At the time of this writing, the world is composed of nearly 900 square kilometers of virtual landscape (Linden, 2008) used for everything from simple chat to collaborative work, performance, education, commerce and of course, sex. Corporations such as Nike, Toyota, and IBM have created presences there. The Center for Disease Control and the Red Cross have set up services. Universities are teaching classes. Entrepreneurs are selling everything from virtual real estate to physical paintings. And pornography abounds.

So while Second Life is not a game, it does seem to have a dominant objective - commerce. Real money is traded in the form of “Linden Dollars” – an online token that exchanges at 270 per US dollar. And unlike other virtual environments with less formal economies, Second Life users don’t need to rely on third party trading sites like eBay. All currency transfers take place on the company’s website. Second Life has enjoyed rapid growth since its launch in 2003 largely because the motivation of market exchange is built into the business model. It is for this reason that some commentators have characterized it as a three dimensional extension of the Web (Kirkpatrick, 2006). But these views seem to ignore the rather important peculiarities of the three dimensional platform. While MUVEs like Second Life, There.com and Metaverse are direct descendants of text-based multi-user domains (MUDs) and their graphical counterparts (MOOs), the 3D immersive qualities of these contemporary spaces suggest a significant divergence from traditional chat rooms and message boards. MUVEs provide a level of engagement that is quite different from the 2D Web. It is for this reason that a number of commercial spaces in Second Life remain empty. Many of the companies and services that initially rushed to build virtual stores and offices have failed to bring people to their sites. For these companies, the strategy was simply to reproduce their web presence in three dimensions –building flat product panels dispersed in space and not considering the specificity of user experience in the virtual environment. What was ill considered in these ventures was the centrality of the spatially located avatar in all interactions. In other words, instead of searching for a product, clicking on it, reading reviews and then purchasing, my avatar has to first walk through a space and find the product. Or instead of a chat room, where communication is represented as words in a browser window, avatars in a MUVE have to organize themselves in a pattern conducive to conversation. They have to stand next to each other, sit on a park bench, or fly to a far-flung corner of the sky. In short, MUVEs re-introduce space into digitally mediated communication.

The way bodies are organized in space is determined by multiple factors, including gender, design (street, church, club, etc.), event (art installation, class, wedding, etc.), ownership, and many other vertices of spatial organization. Paul Dourish and Genevieve Bell (2007) refer to this as infrastructure. While they write specifically about pervasive computing, or computing in physical environments, their thesis applies quite well to MUVEs. They argue that spatial organization, including distance and presence, informs the meaning of individual spaces and, in turn, informs the nature of communication within those spaces. This general concept is well supported by research that has investigated the nature of communication in virtual environments. In a particularly interesting study about spatial infrastructure in MUVEs, Yee et al. concluded that offline personal space norms applied to avatar interactions in Second Life (2007). By measuring avatar movement, they learned that female avatars tend to stand closer together than their male counterparts. In addition, they concluded that males tend to stand farther away from each other outside than they do inside. These conventions are parallel to real-world, physical behaviors. Beyond Second Life, extensive research has been conducted in various other MUVEs. Martey and Stromer-Galley (2007), in their study of the The Sims Online, conclude that the metaphor of the “house” is primary in shaping a player’s sense of “appropriate behavior.” And Taylor, in her study of Everquest, points to the centrality of the body metaphor: “Bodies,” she writes, “act not only as a conduit through which we participate in society but as a mechanism through which communities themselves are performed. They facilitate not only the production of identities, but social relationships and communication” (2006, 117). Bodies, and their relationship to objects and structures (including other virtual bodies), are generally proscriptive of user behavior and social interactions in MUVEs. Dourish and Bell’s concept of infrastructure adds the organizing context of space into all of these studies.

Understanding the context of virtual space is no simple task. Considering that virtual space is infinitely malleable, how is it that it comes to affect communication? One would think that, because of the open-ended nature of the technology, virtual space would emerge in a manner unconnected to physical space. Unbounded by physics, space could assemble within any organizational principle – color, time, number, or emotional register. And yet, within most MUVEs, there is an abundance of metaphors to physical space. Why do avatars need houses, beds, or even chairs? They don’t get cold, they don’t need to sleep, and their legs don’t ache from standing all day. Second Life, for instance, is filled with familiar habitations, from bedrooms, to lounges, clubs and swimming pools. Virtual houses have kitchens and showers, parks have benches, and beaches have towels to protect against virtual sand creeping into virtual bathing suits. While it is possible that in the early stages of adoption, MUVE users, like users of any new technology, gravitate towards the familiar (consider the Web’s heavy reliance on desktop and room metaphors), it is more likely that physical space, as a socially vetted context, will remain the most useful metaphor for the navigation of MUVEs. While operating systems only suggest space (i.e. the desktop) as an organizing principle, MUVEs are fundamentally built around that principle.

But the utility of these metaphors extend beyond spatial orientation. The abundance of city sims (simulations) in Second Life suggests that users are also drawn to familiar places. One could walk the streets of London, Tokyo, New York, Boston, Berlin, Dublin, and Zurich, just to name a few. “Debs Regent,” the owner of the London sim and UK ex-pat living in Portugal, explained that the project of building the Knightsbridge neighborhood in London was a labor of love. “Wouldn’t it be wonderful to have [London] in SL so I don’t get homesick. There are lots of ex-pats out there. Not just ex-pats in other countries, but in the UK too - people who miss their roots just like I did. So we recreated Knightsbridge in SL” (Gordon, 2007). Debs assembled an all-volunteer team to build the city, which currently includes everything from true-to-life detail on all the buildings, several double-decker buses and a working Underground that moves from Knightsbridge to the under-construction Chelsea neighborhood. The long-term goal of the project is to recreate the entire city of London. There is no completion date set – because completion is not really the point. The group of people that gather in the London sim are there because they enjoy the process. It’s a collaborative building project that has reconnected a number of people to the city. And my conversations with the people involved in Berlin and Dublin revealed very similar stories. These people are using Second Life not to escape the confines of physical space, but to work collaboratively to create a familiar environment. The familiarity of the represented space is central to the user experience. And the immersive qualities of the technology, facilitated by the spatial parameters of avatar-led navigation, offer a sense of presence not possible in traditional Web media. In this sense, place becomes yet another potential infrastructural component of virtual space.

Spatial practices within Second Life, and other similar MUVEs, are much too varied to characterize in a singularly cohesive manner. From the touristic impulses of city sims, to collaborative workspaces employed by corporations, to elaborate fan communities, art spaces and classrooms, to real world design scenarios, the technological affordances of MUVEs provide new frameworks for social interaction that are fundamentally organized around space.

This special issue of Space and Culture brings together scholarship across disciplines to better formulate questions that need to be asked as virtual worlds integrate with the 2D web. Rebecca and Charlie Nesson describe a class taught at Harvard University in the spring of 2007 where Second Life was combined with the physical classroom to organize local and global populations around a single curriculum. The articles by Eric Kabisch and Lily Chen are each concerned with deciphering the correlation between virtual and physical spaces. Kabisch describes his own project called Datascape that merges physical and virtual in what he calls a “hybrid environment.” And Chen argues for a greater emphasis on “social spaces” in virtual design as opposed to what she sees as the currently dominant one-to-one correspondence between the physical space and its reproduction. The article by Shaowen Bardzell and Will Odom explores the function of virtual space by looking at a particular Gorean fan community in Second Life. The article addresses how 3D space facilitates the creation of “emotional places,” and makes the argument that the design of MUVEs should be influenced by these kinds of practices. And finally, Gene Koo and myself contribute an article about a program we started in Boston, Massachusetts that employs Second Life as a means of engaging people in the city’s neighborhoods in a collaborative design process. Ultimately, we argue that enabling groups to engage simultaneously in virtual and physical spaces opens up possibilities for group identification and communitarian action.
Each of the articles in this volume seeks to explore the complex geography of virtual worlds. But what’s apparent in all the work is the lack of emphasis on virtuality. More important is how the virtual interfaces with the physical. While MUVEs are worlds unto themselves, they are both windows and mirrors of the embodied world of physical space. Untangling this relationship is the task at hand.

References

Dourish, P., & Bell, G. (2007). The infrastructure of experience and the experience of infrastructure: Meaning and structure in everyday encounters with space. Environment and Planning B: Planning and Design.
Gordon, E. (2007). Personal communication with “Debs regent”. Interview in Second Life
Kirkpatrick, D. (2006, November 10). No, second life is not overhyped. CNNMoney.com. http://money.cnn.com/2006/11/09/technology/fastforward_secondlife.fortune/index.htm.
Linden, P. (2008). Year-end updates, and thanks for the emmy. Retrieved January 8, 2008, from http://blog.secondlife.com/2008/01/09/year-end-updates-and-thanks-for-the-emmy/
Martey, R. M., & Stromer-Galley, J. (2007). The digital dollhouse: Context and social norms in the sims online. Games and Culture, 2(4), 314-334.
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge: MIT Press.
Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal norms in online virtual environments. CyberPsychology and Behavior, 10, 115-121.

Mobile Places

I’ve had this question running through my head for some time now: what’s the connection between mobile computing (i.e. cell phones, PDAs, GPS, etc.) and local computing (neighborhood networking, digital civic forums, etc.)? On first blush, these are entirely separate phenomena. But, the more I consider it, the more I see them as parallel. What is truly significant about mobile computing is, in fact, not computing. What is peculiar about mobile computing, is that the computational device is far less important than what the device enables. The device enables people to move without having to carry along their data. As more and more of our data is stored on placeless networks (from Google to Facebook to Flickr), individuals are more free to move from place to place, with the capability of accessing their data wherever they happen to be. But how does that alter the concept of neighborhood networking? Well, if people no longer need to be tied to their data, we might be able to say the same about places. Places are becoming less dependent on spaces. Data about a place, the stuff that enables a meaningful engagement with space, is also stored in a placeless network and accessible from anywhere. This is not to suggest that space no longer matters; only that space is annotated by mobility. The discussions that take place in online forums, the commentary left by bloggers, the reviews of a local restaurant - all of this data, accessible to the individual from multiple locations, thickens engagement with place.

So I’m trying to say something like this: mobility, a cultural phenomenon enabled by new technologies, is transforming how we think about our cities and local places. While it is by no means pervasive, it suggests a promising model for local and community politics.