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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.

Urban Informatics

Journal coverA special issue of Information, Communication and Society just hit the stands and it’s worth a mention here. Yeah, yeah, I have an article in it, but more importantly, it’s a fantastic collection of work on the topic of “Urban Informatics: Software, Cities, and the New Cartographies of Knowing Capitalism.” Here’s the table of contents:

  • Mike Crang & Stephen Graham, “Sentient Cities: ambient intelligence and the politics of urban space”
  • Rowland Atkinson & Paul Willis, “Charting the ludochrome: the mediation of urban and simulated space and the rise of the flaneur electronique”
  • David Beer, “Tune out: music, soundscapes and the urban mise-en-scene”
  • Michael Hardey, “The city in the age of Web 2.0: a new synergistic relationship between place and people”
  • Eric Gordon, “Mapping digital networks: from cyberspace to Google”
  • Simon Parker, Emma Uprchard & Roger Burrows, “Class places and place classes: geodemographics and the spatialization of class”
  • Andy C. Pratt, Rosalind Gill & Volker Spelthann, “Work and the city in the e-society: a critical investigation of the sociospatially situated character of economic production in the digital content industries in the UK”
  • Nicholas Pleace, “Workless people and the surveillant mashups: social policy and data sharing in the UK”

Unfortunately, IC&S is not available online, so these articles might remain obscure to those without access to a research library. Seems a shame, especially considering the theme of the issue. We might be closer than ever to urban data, but academic knowledge remains quite distant.

That aside, it’s a privilege to have my work included in this excellent volume. And as I read through the journal and familiarize myself with the various projects, I hope that the issue sparks a greater debate about the politics of urban informatics - its potential benefits to democratic engagement and its potential risks to personal privacy and freedoms.

Hub2 Launch Big Success

Virtual Key
The key is presented to Mayor Menino

Key in Hand
The virtual mayor takes the key to the virtual city

The Hub2 kick-off event was a big success. We had a packed room, both in first and second life, and there was an overall positive reception to the work we are doing. Bill Oates, the Chief Information Officer of the City of Boston, was in attendance to receive the virtual key to the city and the deed to Boston Island. While this was a presentation of very real work done by the participants in both classes, it was also a symbolic event that directed attention to the potential of our methodology and mission. Over the last couple of weeks we’ve had some promising conversations with both the BRA and the Greenway Conservancy about integrating Hub2 into some aspect of the physical and/or social design process. At the event, we pointed to these potential collaborations and suggested that the work already completed points to the immense potential to harness new and emerging technologies for the enhancement of public life in the City of Boston.

Mayor Sits
The Mayor sits down to talk with his constituents

At the end of what we’re calling the alpha phase of Hub2, six project teams were able to present their work and discuss the implications for urban life in Boston. One of the groups produced this video to capture the intentions of their process and offer suggestions for the urban redesign of City Hall Plaza.

Collaboration Group

click here to watch video

Situated Technologies

Situated TechnolgiesThe reception for the new Situated Technologies pamphlet series is taking place this Friday at the Urban Center in New York City. I really wish I could be there, but with the end of the semester fast approaching, I won’t be able to get away. This looks to be an amazing pamphlet series that will surely spark some necessary connections between urbanists, architects, technologists and media producers/critics.

BTW, the first release by Adam Greenfield and Mark Shepard, entitled Urban Computing and Its Discontents is available here as a free download.