Lev Manovich on Wed, 22 May 2002 22:22:54 +0200 (CEST) |
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<nettime> Learning from Prada (PART 2) |
Lev Manovich (www.manovich.net) The Poetics of Augmented Space: Learning from Prada [May 2002] PART 2: Augmented Architecture [posted 5/22/02] I derived the term ³augmented space² from an older and already established term ³augmented reality² (AR). Coined around 1990, the concept of ³augmented reality² is opposed to ³virtual reality² (VR). With a typical VR system, all the work is done in a virtual space; physical space becomes unnecessary and its vision is completely blocked. In contrast, AR system helps the user to do the work in a physical space by augmenting this space with additional information. This is achieved by overlaying information over the user¹s visual field. An early scenario of a possible AR application developed at Xerox Parc involved a copier repairman wearing a special display that overlaid a wireframe image of copier insides over the actual copier the repairman was working on. Today the scenarios for a everyday use are imagined as well: for instance, a tourist with AR glasses which overlay dynamically changing information about the sites in the city over her visual field. In this new iteration, AR becomes conceptually similar to wireless location services. The idea shared by both is that when the user is in the vicinity of objects, buildings or people, the information about them is delivered to the user but if in cellspace it is displayed on a cell phone or PDA, in AR it is overlaid over user¹s visual field. The demise of popularity of VR and the slow but steady rise in AR and related research in the last five years is one example of how augmented space paradigm is taking over virtual space paradigm. As we saw, if we use these system for work, VR and AR - the virtual and the augmented - are the opposites of each other: in the first case the user works on a virtual simulation, in the second she works on actual things in actual space. Because of this, a typical VR system presents a user with a virtual space that has nothing to do with the immediate physical space of the user; in contrast, a typical AR system adds the information directly related to this immediate physical space. But we don't necessarily have to think of immersion into the virtual and augmentation of the physical as the opposites. On one level, the difference whether we can think of a particular situation as an immersion or as augmentation is simply a matter of scale, i.e. the relative size of a display. When you are watching a movie in a movie theatre or on big TV set or playing a computer game on a game console connected to this TV, you are hardly aware of your physical surroundings; practically speaking, you are immersed in virtual reality. But when you watching the same movie or play the same game on a small display of a cell phone / PDA which fits in you hand, the experience is different: your are still largely present in physical space; the display adds to your overall phenomenological experience but it does not take over. So it all depends on how we understand the idea of addition: we may add additional information to our experience or we may add an altogether different experience. ³Augmented space² may bring associations with one of the founding ideas of computer culture: Douglas Engelbardt¹s idea of a computer augmenting human intellect. This association is appropriate, but we need to be aware of the differences as well. The vision of Engelbardt and the related visions of Vannevar Bush and J.C.R. Licklider assumed a stationary user a scientist or engineer working in his office. Revolutionary for their time, these ideas anticipated the paradigm of desktop computing. Today, however, we are gradually moving into the next paradigm where computing and telecommunication are delivered to a mobile user. And while it is still more efficient to run CAD, 3D modeling, or Web design software while sitting in a comfortable chair in front of a 22 inch LCD display, many other types of computing and telecommunication activities do not require being stationary. Thus augmenting the human also comes to mean augmenting the whole space in which she lives or through which she passes by. What about the phenomenological experience of being in a new augmented space? What about its cultural applications? What about its poetics and aesthetics? One way to begin thinking about these questions is to approach the design of augmented space as an architectural problem. Augmented space provides a challenge and opportunity for many architects to rethink their practice, since architecture will have to take into account that layers of contextual information will overlay the built space. But is this a completely new challenge for architecture? If we assume that the overlaying of different spaces is a conceptual problem not connected to any particular technology, we may start thinking about which architects and artists have already been working on this problem. To put this in a different way, overlaying dynamic and contextual data over physical space is a particular case of a general aesthetic paradigm: how to combine different spaces together. Of course electronically augmented space is unique since information is personalized for every user, since it can change dynamically over time, since it is delivered through an interactive multimedia interface, etc. Yet it is crucial to see it as a conceptual rather than just as a technological issue, as something that already was often a part of other architectural and artistic paradigms. Augmented space research gives us new terms to think about previous spatial practices. If before we would think of an architect, a fresco painter, or a display designer working to combine architecture and images, or architecture and text, or incorporating different symbolic systems in one spatial construction, we can now say that all of them were working on the problem of augmented space: how to overlay layers of data over physical space. Therefore, in order to imagine what can be done culturally with augmented spaces, we may begin by combing all of previous cultural history for useful precedents. To make my argument more accessible, I have chosen as my examples two well-known contemporary figures. Janet Cardiff is a Canadian artist who became famous for her ³audio walks.² She creates her pieces by following a trajectory through some space and narrating an audio track that combines instructions to the user (³go down the stairs²; ³look into the window²; ³go through the door on the right²) with narrative fragments, sound effects and other aural ³data.² To experience the piece, the user puts on earphones connected to a CD player, and follows Cardiff¹s instructions. In my view her ³walks² is the single best realization of augmented space paradigm - even though Cardiff do not use any sophisticated computer, networking and projection technologies. Cardiff¹s ³walks² show the aesthetic potential of overlaying a new information space over a physical space. The power of these ³walks² lies in the interactions between the two spaces - between vision and hearing (what the user is seeing and what she is hearing), and between present and past (the time of user¹s walk versus the audio narration which like any media recording belongs to some undefined time in the past). Jewish Museum Berlin by Daniel Liberskind can be thought of as another example of augmented space research. If Cardiff overlays a new data space over the existing architecture and/or landscape, Liberskind uses the existent data space to drive the new architecture he constructs. The architect put together a map that showed the addresses of Jews who were living in the neighborhood of the museum site before World War II. He then connected different points on the map together and projected the resulting net onto the surfaces of the building. The intersections of the net projection and the walls gave rise to multiple irregular windows. Cutting through the walls and the ceilings at different angles, the windows evoke many visual references: narrow eyepiece of a tank; windows of a medieval cathedral; exploded forms of the cubist/abstract/suprematist paintings of the 1910s-1920s. Just as in the case of Cardiff¹s audio walks, here the virtual becomes a powerful force that re-shapes the physical. In Jewish Museum the past literally cuts into the present. Rather than something ephemeral, an immaterial layer over the real space, here data space is materialized, becoming a sort of monumental sculpture. [PART 3 will be posted shortly] # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net