Virtual Dimension Architecture Representation and Crash Culture - Compress
Virtual Dimension Architecture Representation and Crash Culture - Compress
A R C H I T E C T U R E ,
Beckmann
R E P R E S E N T A T I O N , A N D C R A S H C U L T U R E edited by John
The Virtual Dimension
edited by John Beckmann
ACKNOWLEDGMENTS XIII
John Beckmann
FLESH SPACE 18
Stahl Stenslie
Frances Dyson
Margaret Wertheim
V I R T U A L R E P R E S S I O N : H O L LY W O O D ’ S 62
Claudia Springer
REALITY 78
Florian Röetzer
Char Davies
Michael Heim
Arne Svenson
Mark C. Taylor
William J. Mitchell
OF ON-LINE COMMUNITIES
Peter Anders
CONTENTS
Stephen Perrella
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xi
CONTENTS
TERMINAL VELOCITIES: THE COMPUTER 242
Lars Spuybroek
10_DENCIES 268
Knowbotic Research
Manuel De Landa
Asymptote
G E O G R A P H Y, A N D T H E P U R S U I T O F T H E V I R T U A L
Brian Massumi
Gareth Branwyn
Brian Massumi
I WOULD LIKE to thank the following people who in innumerable ways have
made this book possible. First, to all of the brilliant contributors without
whom this book would not be what it is, Margaret Janik for being my mirror,
Stephen Perrella for his cantankerous late-night phone calls, Marcos Novak
for his initial pivotal discussions, Chris Romero and Brian Kralyevich of Oscil-
lation Digital Design Studio for an excellent job on an aggregate that we just
couldn’t get off the ground, Mark C. Taylor for being réal throughout, Kevin
Clark for being the pusher, Emmylou Harris/Daniel Lanois, Lucinda
Williams, and the McGarrigles for keeping me company, The Graham Foun-
dation for Advanced Studies in the Fine Arts for their generous support,
Kevin Lippert for his encouragement, Mark Lamster for the arduous task of
editing this beast, Sara Stemen for her design, and the entire staff at Princeton
Architectural Press, my parents Margaret and Norman Beckmann who
undoubtedly were sent from heaven, and finally to my daughter Kyra who is
pure sunshine.
I would also like to thank the following companies for letting
me test drive some of their stuff: Alias/Wavefront Inc., Apple Computer
Inc., Autodessys Inc., Diehl Graphsoft Inc., Engineered Software, Graphisoft
U.S. Inc., Microsoft/Softimage Inc., Pixar Inc., Silicon Graphics Inc., Strata
Inc., Yonowat S.A.
The end of the spectacle brings with it the
collapse of reality into hyperrealism, the meticulous
reduplication of the real, preferably through
another reproductive medium such as advertising
or photography. Through reproduction from one
medium into another the real becomes volatile, it
becomes the allegory of death, but it also draws
strength from its own destruction, becoming the
real for its own sake, a fetishism of the lost object
which is no longer the object of representation, but
the ecstasy of the degeneration and its own ritual
extermination: the hyperreal.
located 3,500 feet from ground zero, from the 17 March 1953
atom blast at Yucca Flat. The only source of light was that
JOHN BECKMANN
If we release the silicon mosquito from the silicon chip, it flies off and we
I W A L K A R O U N D the city streets for days on end. I have come to see the world
in wire-frame, always from multiple points of view: from plan, elevation, sec-
tion, and sometimes from a birds-eye perspective. I calculate the number of
polygons, the needed texture maps, camera paths, and the radiosity factors
required to construct and animate any given scene. I study the subtleties in
light—its shimmering, almost hallucinatory mosaic refracting off intersecting
planes of concrete, mirror, and glass, against the crush of urban landscape,
amid the splinters of a broken sky.
For years I’ve resided in the branch-shaped housing sector on
Wernher von Braun Boulevard. It’s the one with the Booleaned windows, the
endless Bezier curves, the multiple light extrusions, and the numerous means
of escape. Some might call them entrances. Ramps like shoots, crisscrossing
warped staircases, balconies pried open with spines extending out in all direc-
tions. Nevertheless, it is a home, it is my home of, and to, pure information.
A cathedral of light, if you will, of prefabricated carbon-fiber and lightweight
synthetic thermal resins; equipped with stereo-immersive walls and motion
sensors that respond via a bodynet to my ever shifting loci of desires and needs;
continuously morphing by means of mu brainwave emissions into twisted
algorithmic forms that are never in repose. It is a writhing psychic vessel of my
disembodied senses and multiple hovering eyes, a taut mirror to both the inner
and outer vectors, of surfaces within surfaces that unfold toward infinity.
My body is one and several. I change identity with the click of a
keystroke. Shifting from male to demure Lolita, to a frolicking strawberry
shortcake—I put a spell on you. You download a virus. I download cyberfemi-
nist cut-ups, as information travels at one-trillion-bits-per-second through
optical fiber. Autonomous intelligence filters (bots) seek and replicate all the
electrons fit to transmit via the datamesh called the Internet. My self-replicat-
ing agents return home like omnivorous Pac-Men from an ever expanding
digital killing field with the desired bytes and bits in tow. I have gone full-cir-
cle searching for some arcane piece of information—a piece to complete the
fractal puzzle. The doubling, or interleaving of reality, is a squeamish electro-
mechano affair between the virtual and the real. I experience a split. I’m loop-
ing the loop on a slippery thrill ride, incessantly riding on the “go-go”
in-between. The psychic spin: my spirit whirls. That real-time streaming of
potentialities, which has thoroughly kicked butt, like a schism break mecha-
nism or Gaussian blur. That old hat “line of fright” has got me under its spell.
Freeze frame. Instant replay. Cutting and pasting. Dragging and clicking. For-
ever coding in the margins. It’s a feeding frenzy for virtual avatars. I sense that
it’s somehow too late, that I preach to the scan-converted, to those who will
never become lost.
Let’s go to the video tape...
JOHN BECKMANN
ACTIVEMATRIX
between the satellites they would resemble a huge dome encasing the globe.
[ESC]
[Section Deleted]
RELOADING...
San Francisco and Detroit, student marches in Europe and the United States,
the Vietnam War, and so forth. It was a time of swift and overwhelming
change as chthonic fissures rippled through every strata of society.
The utopian dreams of the Space Age collapsed in a mere 7 3
8
9
U S E I T O R L O S E I T:
die. We get off on the petite meta-morte in the temporal space of the chronic
surface, amid the illusion of a global community.
William Gibson, the writer who coined the term “cyberspace,”
recently wrote: “Post-industrial creatures of an information economy, we
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11
receivers, the spinning Janus face—in the teeming universal hive mind we now
call cyberspace.
What is the surroundsound of one astral hand clapping in the
frenzied aisles of consumerism? It is the tumultuous condition: the equivocal
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13
A N D C O N S T R U C T D I R E C T LY
14
15
toast from an STL (stereo lithography) machine—you’ve got a slick little pro-
ject. You could even program in a certain amount of indeterminacy, chaos, or
Euler characteristics, if that’s your trip, and hedge the topological envelope.
Go ahead, make a name for yourself, you futurist!
16
17
NOTES
4. State of Illinois World Wide Web site, http://www. 16. Hillel Schwartz. The Culture of the Copy: Striking
state.il.us/Gov/press/fraud.htm. Likenesses, Unreasonable Facsimiles (New York:
Zone Books, 1996), 20.
5. Arlindo Machado, “A Microchip Inside the Body,”
Nettime list, 22 February 1998. 17. Barnaby J. Feder. “Selling Virtual Reality, in Indi-
ana,” New York Times, 7 August 1995.
6. Cornell Science World Wide Web site, http://
www.news.cornell.edu/science/July97/guitar.ltb.html. 18. Louise Wilson. “Cyberwar, God and Television:
For information on the field of Nanotechnology, see Interview with Paul Virilio,” CTheory (1995), World
Nanothinc World Wide Web site, http://www.nanoth- Wide Web site, http://www.ctheory.com/a-cyberwar_
inc.com/index.html. god.html
7. Malcolm W. Browne, “How Brain Waves Can Fly 19. Beth Dunlop, quoted in Seth Schiesel, “Once-
a Plane,” New York Times, 7 March 1995. See Visionary Disney Calls the Future a Thing of the
also, Jonathan R. Wolpaw and Dennis J. McFarland, Past,” New York Times, 23 February 1997. “The new
“Multichannel EEG-Based Brain-Computer Communi- Tomorrowland begins with Jules Verne and ends with
cation,” Electroencephalography & Clinical Neuro- Buck Rogers.”
physiology 90 (1994): 444–9.
20. Ibid.
8. National Tele-Immersive Initiative World Wide Web
21. Gilles Deleuze and Félix Guattari, A Thousand
site: http://io.advanced.org/tele-immersion/
Plateaus, trans. Brian Massumi (Minneapolis, MN:
9. Teledesic Corporation World Wide Web site, http:// University of Minnesota Press, 1987), 485.
www.teledesic.com
22. Karrie Jacobs. “Video Killed the Gargoyle,” New
10. Hakim Bey, T.A.Z.: The Temporary Autonomous York Magazine (17 February 1997), 24–7.
Zone, Ontological Anarchy, Poetic Terrorism (New
York: Automedia, 1991).
STAHL STENSLIE
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21
FLESH SPACE
Presently the interface restricts our experience. Visual simula-
tions give us only a small window into the virtual dimension. If (visual) simu-
lations function as convincing experiences, it is predominantly due to the
phenomenon of consensual hallucinations; the participants agree to believe in
the mediated illusions. The cognitively induced deception of perception is a
useful phenomenon for visual simulations, but why not extend the psycho-
physical relationships between the real and virtual worlds and mold deadly and
sensuous phenomena into the virtual dimension? A rock thrown at you in VR
is not a rock until it hits your head and hurts.
Solve et Coagula is primarily an attempt to give birth to a new life
form: half digital, half organic. Through a multisensory interface the installa-
tion networks the human with an emotional, sensing, and artificially intelli-
gent creature; it mates man with a machine turned human and everything that
goes with it: ecstatic, monstrous, perverted, craving, seductive, hysterical, vio-
lent, and beautiful.
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23
FLESH SPACE
The artificial intelligence expresses emotions and touches users
through the triggering of the effectors in various patterns. It embraces the
user, giving the human component a feeling of its different virtual bodies ren-
dered real.
TACTILE FLESH
CODED FLESH
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25
FLESH SPACE
Introducing flesh into the virtual dimension will
FRANCES DYSON
duced a fear of the loss of the real, virtuality provides the warm glow of cyber
companionship and the physicality of interactive environments. Where anxiety
about the reductive and quantitatively determined representations of science
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29
P R E C E D E N T S T O I M M AT E R I A L I T Y.
hinge between cyber and space conveniently slides between the sometimes
embarrassing ontological claims of some enthusiasts and the postmodern
“body-as-text” for which corporeal presence and ontological status are no
longer an issue. As Katherine Hayles points out, this belief in the body-as-text
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seen by other users, although an individual user may choose not to see others.
Not only must one be seen, but users must all see the same thing. This is the
“Principle of Commonality” which recommends that “virtual places be “objec-
tive” in a circumscribed way for a defined community of users.”2 3 Even in this
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V I R T U A L E M B O D I M E N T: F R O M “ Y O U A R E I N ” T O “ Y O U A R E ”
with the new, consuming the present with the desire to be “one step ahead,”
hoping that familiarity with the next piece of software will provide them with
a temporary defense against redundancy and engaging in technoself-gratifica-
tion to ward off the acknowledgment that this is how it is.3 0
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We have lost our taste for the monumental, the heavy, the static, and
we have enriched our sensibility with a taste for the light, the practi-
cal, the ephemeral and the swift. . . . We—who are materially and
spiritually artificial—must find...inspiration in the elements of the
utterly new mechanical world we have created, and of which archi-
31
tecture must be the most beautiful expression.
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NOTES
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45
26. “...it is impossible to deny architecture’s meta- cyber-discourse is the moment where this very cri-
MARGARET WERTHEIM
materialist metaphysics that has dominated Western culture for the past three
centuries. All around us cyberspace explodes into being with the exponential
force of its own big bang, in the process ripping to shreds the pious hope that
reality could be reduced to the motion of matter through space and time. For
better or worse, this new digital domain represents a profound challenge to
major philosophical and psychological trends that so deeply characterize the
“age of science.”
Precisely because cyberspace is not made up of atoms or parti-
cles, but is ontologically rooted in the ephemera of bits and bytes, it is not sub-
ject to the laws of physics and is not bound by the limitations of those laws. In
a quite literal sense, cyberspace is outside the physical complex of matter-
space-time that since the late seventeenth century has increasingly been held
as not just the basis of reality, but as the totality of the real. Who could have
foreseen that the electronic gates of the silicon chip would become a meta-
physical gateway, punching a porthole in the bedrock of materialism? The dig-
ital doors labeled “.com,” “.net,” and “.edu” represent more than just a new
means of communication, they are urgently needed escape hatches from an
epistemic tyranny that has foisted upon us the feeble fabulation that we are
nothing but material bodies. In the potentially infinite web of the Internet, the
“soul” has once again found a space that it might call its own.
“I have experienced soul-data through silicon,” declared Kevin
Kelly, executive editor of Wired, in a 1 9 9 5 forum in Harper’s Magazine. “You
1
might be surprised at the amount of soul-data we’ll have in this new space.”
Kelly is by no means alone in suggesting that cyberspace will be a realm for the
soul. “Our fascination with computers is more erotic than sensual, more deeply
spiritual than utilitarian,” writes cyber-philosopher Michael Heim. “In our
love affair” with these machines, he says, “we are searching for a home for the
mind and heart.”2 It is just the mind, the heart, the soul—in short the human
psyche—that has been banished from the picture of reality that Western
physics has articulated over the past three hundred years. Rooted in the Carte-
sian divide between the res extensa and the res cogitans, reality has increasingly
been construed as the physical world alone, with the spiritual and psychic
domain increasingly seen as a secondary and semireal byproduct of the true
reality that is matter in motion.
Now, in one epistemic flourish, cyberspace explodes this materi-
alist fantasy and builds for the psyche a technological theater of its own. A
space where the “self ” can experiment and play, cyberspace is an immaterial
domain where psyche, if not entirely divorced from body, is nonetheless
decoupled from the rigid regulations of the laws of physics. Clearly, this inner
space is a different facet of the real to the exterior space described by physi-
MARGARET WERTHEIM
cists’ laws, but with fifty million people already accessing it on a regular basis,
cyberspace is an indisputable part of late-twentieth-century reality, at least in
the developed world. Ironically, physics itself has built this arena. The silicon
chips, the optic fibers, the cathode ray tubes, and liquid crystal display screens,
even the electric power, are all byproducts of this most mathematical of
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in cyberspace, “freed” forever from the black hole of physical death into the
eternal wellspring of a universal computer network. The “Book of Revelation”
promised the joys of eternity to 144,000 virtuosi, but through the power of
silicon Moravec extends that invitation to us all.
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music videos? Who but Madonna and Arnold Schwartznegger would not long
for an escape from this obsessive fixation on the physical? The appeal of a
space beyond the “demons” of fat, farts, acne, wrinkles, skin color, gender, and
age is self-evident. Even if we cannot transcend the body, neither should we
have to feel ruled or intimidated by it.
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dence that the medievals placed hell inside the earth, within the domain of
human influence, or that their heaven was beyond the stars, metaphorically
opening up to the infinite space beyond human ego and control. As Dante
knew full well, heaven is reached only by letting go of ego and control. Hell, on
the other hand, is always a place we humans make for ourselves. Like hell,
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1. Kevin Kelly, “What Are We Doing On-Line?” Har- 10. Hans Moravec, Mind Children (Cambridge, MA:
per’s Magazine, August 1995, 39. Harvard University Press, 1988), 124.
2. Michael Heim, “The Erotic Ontology of Cyber- 11. David Noble, The Religion of Technology (New
space,” in Cyberspace: First Steps, ed. Michael Bene- York: Alfred A. Knopf, 1997), 5.
dikt (Cambridge, MA: MIT Press, 1992), 61.
12. Ibid., 4.
3. Gilbert Ryle, The Concept of Mind (London: Hurch-
13. Ibid., 22.
inson, 1949).
14. Michael Heim, “The Erotic Ontology of Cyber-
4. For recent expositions of the new materialism see:
space,” in Benedikt, ed., Cyberspace, 73.
Daniel Dennett, Consciousness Explained (Boston:
Little, Brown and Company, 1991); Nicholas Hum- 15. Avital Ronell, “A Disappearance of Community,”
phrey, Leaps of Faith (New York: Basic Books, 1996); in Immersed in Technology: Art and Virtual Environ-
and Carl Sagan, The Demon Haunted World (New ments, ed. Mary Anne Moser and Douglas MacLeod
York: Ballantine Books, 1996). (Cambridge, MA: MIT Press, 1996), 119.
FA C I N G PA G E A N D O V E R L E A F : Megalomaniacal delusions of
grandeur in the comic book Cyberforce, by Marc Silvestri,
Brian Holguin, and David Finch. In Cyberforce, cyber-science
is a religion “that condemns the excesses and the frailties
of the human race.”
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Virtual Repression: Hollywood’s
CLAUDIA SPRINGER
metaphor for human memory: I’m interested in the hows and whys
of memory, the ways it defines who and what we are, in how eas-
FOR AUTHOR WILLIAM GIBSON, the computer is a creative metaphor for the
human mind, providing a rich array of imagery with which to explore the com-
plexities of memory and other mental functions. It is by now common knowl-
edge among cyberpunk aficionados that Gibson knew little at all about actual
computers when in the early 1 9 8 0s he used a manual typewriter to write his
groundbreaking novel Neuromancer, with its densely packed, fast-paced, high-
2
tech vision of the future. As a metaphor for the mind, the computer func-
tioned brilliantly for Gibson, allowing him to introduce psychological
complexity in a novel that otherwise moves at the speed of light. Neuromancer
introduces a variety of technologically altered human characters who have
undergone physical or mental modifications or both. The novel’s characters are
explicitly constructed to raise questions about the extent to which they are still
human or whether they have become something else, something posthuman
with a subjectivity impenetrable to human understanding. For Gibson, human
identity is not a stable concept that can be taken for granted; it must constantly
be negotiated and redefined on the borders of the machine/human interface.
The computer’s centrality in contemporary culture combined with its opaque
mysteriousness made it the perfect literary tool for Gibson to use to encapsu-
late late-twentieth-century life in a futuristic setting while also incorporating
psychological depth.
There is another set of discourses in which computers are
equated with the human mind, but it is scientific and more literal; in it the
analogy between mind and computer comes closer to a model than a
metaphor. The discourses of cognitive science, an interdisciplinary field
encompassing aspects of artificial intelligence (AI), emergent AI, computer
science, psychology, philosophy, engineering, and the neurosciences combine
theory with experimentation to explore the potential similarities between the
workings of the computer and the human mind. Psychologist Sherry Turkle
describes cognitive science as the “psychology for describing inner states in
terms of logic and rules,” and writes that “the computer presence served as its
sustaining myth.”3 Within the field, scientists assert the analogy between
mind and computer along a spectrum that ranges from purely hypothetical and
metaphorical to completely literal:
VIRTUAL REPRESSION
Scientists rely on linguistic analogies to describe phenomena that
cannot be communicated in purely numerical terms. The implications of
metaphorical descriptions are profound, for metaphors are more than just fan-
ciful word play; in fact, they are more than just linguistic. They structure our
lived experience, our subjective understanding of all phenomena including
ourselves. As George Lakoff and Mark Johnson write in their book Metaphors
We Live By:
Now we are told that the computer is more than a metaphor for
the mind, it is the equivalent of the mind. Computer scientists name the stor-
age capability of a computer its memory and investigate its ability to mimic
human memory through information processing, fuzzy logic, neural networks,
emergent systems, etc. Sherry Turkle writes: “With descriptions of the brain
that explicitly invoke computers and images of computers that explicitly
invoke the brain, we have reached a cultural watershed.”1 0 As early as the
eighteenth century, the philosopher Gianbattista Vico wrote: “ In all languages
the greater part of the expressions relating to inanimate things are formed by
metaphors from the human body and its parts and from human senses and
passions.”1 1 But has there ever been another time in history when a group of
scientists not only proposed a literal equivalence between the human mind and
its inventions, but also envisioned a time in the future when the inventions
would supersede their creators? Writing in 1 9 8 8, AI researcher and robotics
specialist Hans Moravec predicted the ascendancy of superintelligent robots,
writing: “These new creations, looking quite unlike the machines we know,
12
will explode into the universe, leaving us behind in a cloud of dust.”
Moravec takes as his basic premise that intelligent machines will
inevitably surpass humans, and he argues that we should graciously make way
for our vastly superior technological successors. Most likely, according to
Moravec, humans will eventually become obsolete, although benevolent
machines might consent to preserve human minds in computers as we enter
the new super-intelligent era. He defends his position with language drawn
CLAUDIA SPRINGER
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VIRTUAL REPRESSION
“lucrative,” “incredibly rich,” and “divide-and-conquer strategy.” Humans
13
become “unnecessary.”
Power People—we have the person you want in your life! You can be
enfranchised!...It’s simple, it’s fun, and it’s not as expensive as
you’d think! Due to the breakneck pace of scientific and technologi-
cal research, personality rental is the most reasonable it has ever
been—and with our seasonal specials, you can pay even less!
PAT CADIGAN, MINDPLAYERS18
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VIRTUAL REPRESSION
Pop culture joins cognitive science in using the computer as a
metaphor for or model of the mind. Science-fiction literature has explored the
many implications of mind modifications and recordings. In general, the texts
treat the phenomenon with ambivalence, showing that it provides tantalizing
opportunities for enhanced pleasure at the same time that it introduces new
and deadly dangers. As author George Alec Effinger writes in his novel A Fire
in the Sun: “They introduce some new technology and no matter how much
good it does for most people, there’s always a crazy son of a bitch who’ll find
21
something twisted to do with it.”
You ever hear of Proxy Hell? It’s a bunch of lunatics who wear boot-
leg, underground moddies turned out in somebody’s back room.
They’re recordings taken from real people in horrible situations....
You can buy any kind of disease or condition you want on the black
market. There are plenty of deranged masochists...out there.
GEORGE ALEC EFFINGER22
In all these cases, science fiction remains true to the Mary Shelley
original in issuing its dire warning. Life without this perishing body
is as monstrous as the Frankensteinian original ever was. Or perhaps
more so. The monster’s carcass, though an unnatural creation, pre-
served at least some tenuous connection with humanity.... Monsters
that lack even so much as a cadaverous body, though less hideous in
appearance, are a far more alien breed. They remind us that the
body, this supreme organic puzzle, remains the basis of our human
identity. In it, spirit and matter mingle in a marriage that cannot be
divorced except at the price of our humanity.
THEODORE ROSZAK24
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VIRTUAL REPRESSION
“Had me this buddy in the Russian camp, Siberia, his thumb was
frostbit. Medics came by and they cut it off. Month later he’s tossin’
all night. Elroy, I said, what’s eatin’ you? Goddam thumb’s itchin’, he
says. So I told him, scratch it. McCoy, he says, it’s the other goddam
thumb.” When the construct laughed, it came through as something
else, not laughter, but a stab of cold down Case’s spine. “Do me a
favor, boy.”
“What’s that, Dix?”
“This scam of yours, when it’s over, you erase this god-
dam thing.” WILLIAM GIBSON27
VIRTUAL REPRESSION
The film is on the one hand about the danger of a single indi-
vidual achieving an enormous concentration of power in a futuristic high-tech
age, an age when minds can abandon their bodies and achieve an independent
existence within computerized environments. But on the other hand, Jobe is
another Frankenstein’s monster whose terrifying id is unleashed on the world
by scientists; it is his unconscious human drives that are ultimately the most
powerfully destructive entities. Thus the film constructs a contradictory
human mind: mechanical and accessible while also inaccessible, irrational, and
unpredictable.
Lawnmower Man II is not a sophisticated film (or even, for that
matter, a good film), but it nonetheless joins other recent films in illustrating
that Hollywood has not relinquished the Freudian paradigm of a deeply lay-
ered and conflicted mind even when proposing the mind’s easy compatibility
with computers. In part, Hollywood is continuing the nineteenth-century real-
ist tradition that has dominated the one hundred year history of film. Main-
stream commercial films continue to rely on the realist convention of
constructing characters motivated by psychological depth. It would be difficult
to maintain Hollywood narrative conventions in a film that entirely abandoned
psychological characterizations.
At the same time, Hollywood is also enacting J. G. Ballard’s
prophetic observation from the early 1 9 7 0s that “the most prudent and
effective method of dealing with the world around us is to assume that it is a
complete fiction—conversely, the one small node of reality left to us is inside
our own heads.”2 9 Lawnmower Man II and other cyberfilms turn to the recog-
nizable and familiar reality inside the human mind to counteract the alien
unfamiliarity of the computer-mind model. Even Jobe’s psychosis is reassur-
ing, despite its twisted distortions, because it is fundamentally human. A true
computer-mind would possess a subjectivity even more difficult to imagine
than the most extreme human mental illness. It is the computer-mind, when it
abandons metaphor and becomes a scientific model, that constitutes “the realm
of fantasy and imagination.” The human mind is a refuge from the frightening
fictions of the external world.
The Lawnmower Man films join other cautionary science-fiction
films in showing that secretive bureaucratic experiments with technology, shel-
tered from public scrutiny, can create uncontrollable monsters. (HAL, the
murderous supercomputer in Stanley Kubrick’s 2 0 0 1: A Space Odyssey
(1 9 6 8), is a classic example of this type of film monster.) In Lawnmower
Man, the U.S. government is responsible for interfering with VR experiments
and mangling Jobe’s mind. In Lawnmower Man II, it is the Virtual Light Insti-
tute, in the private sector, that deceives everyone, even a gullible doofus of an
American president, and unleashes the deranged Jobe once again. The two
films join many other science-fiction texts in exposing the corruption of unreg-
ulated institutions bent on achieving unlimited powers.
The fears voiced by these texts also suggest a legitimate response
to the future predicted by Hans Moravec. Moravec’s transmigration scenario,
with its disembodied intellect, is a leap into fantasy and a disavowal of attempts
to use science to improve conditions for life on earth. Moravec’s science is born
of privilege and arrogance. It is a selfish fantasy of abandoning the things that
perpetually surprise, confuse, dismay, and please us: our bodies, other people’s
bodies, and societies of aggregate bodies. It arises from the same revulsion
toward the body that has characterized fanatically authoritarian belief systems:
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VIRTUAL REPRESSION
Attempts to control the reviled body have evolved, in Moravec’s
science, into attempts to eliminate it. Already, late-twentieth-century Western
culture has made itself inhospitable to the body through information overload,
social and economic chaos, and spatial and temporal confusion. It is a disori-
ented culture overwhelmed by seemingly insurmountable problems that has
produced Moravec’s escapist science. Film scholar Vivian Sobchack asks:
1. William Gibson, interview by Larry McCaffery, in 8. Dino Formaggio, quoted in Marco Frascari, Mon-
Storming the Reality Studio, ed. Larry McCaffery sters of Architecture: Anthropomorphism in Architec-
(Durham, NC: Duke University Press, 1991), 270. tural Theory (Savage, MD: Rowman & Littlefield,
1991), 4.
2. William Gibson, Neuromancer (New York: Ace
Books, 1984). 9. Friedrich Nietzsche, The Gay Science (New York:
Random House, 1974).
3. Sherry Turkle, Life on the Screen: Identity in the
Age of the Internet (New York: Simon & Schuster, 10. Turkle, Life on the Screen, 26.
1995), 128.
11. Gianbattista Vico, quoted in Frascari, Monsters of
4. Roger C. Schank, Explanation Patterns: Under- Architecture, 15.
standing Mechanically and Creatively (Hillsdale, NJ:
12. Moravec, Mind Children: The Future of Robot and
Erlbaum, 1986), 230.
Human Intelligence (Cambridge, MA: Harvard Univer-
5. Marvin Minsky, The Society of Mind (New York: sity Press, 1988), 102.
Simon & Schuster, 1985), 288.
13. These words are from the chapter titled “Grandfa-
6. Mark Johnson and George Lakoff, Metaphors We ther Clause” in Moravec, Mind Children.
Live By (Chicago: Chicago University Press, 1980),
14. Hans Moravec, interview in Mark Dery, Escape
146.
Velocity: Cyberculture at the End of the Century (New
7. Daniel Dennett, “Reflections,” in The Mind’s Eye: York: Grove Press, 1996), 307.
Fantasies and Reflections on Self and Soul, ed. Dou-
15. Gilles Deleuze and Felix Guattari, Anti-Oedipus:
glas R. Hofstadter and Daniel Dennett (New York:
Capitalism and Schizophrenia, trans. Robert Hurley,
Basic Books, 1981), 458.
et al. (Minneapolis: University of Minnesota Press,
1983), 373.
CLAUDIA SPRINGER
76
77
16. Ibid., 364–5. 26. Jim Starlin and Diana Graziunas, Lady El (New
VIRTUAL REPRESSION
York: ROC Books, 1992), 115.
17. Pat Cadigan, Mindplayers (New York: Bantam
Books, 1987), 6. 27. Gibson, Neuromancer, 105–6.
18. Ibid., 93. 28. J. G. Ballard, Crash (1973; reprint, New York:
Vintage, 1985), 16.
19. Fredric Jameson, “Postmodernism and Consumer
Society,” in Postmodernism and Its Discontents, ed. 29. J. G. Ballard, “Introduction to the French Edi-
E. Ann Kaplan (London: Verso, 1988). tion,” in Crash, 5.
20. George Alec Effinger, A Fire in the Sun (New York: 30. David E. Stannard, American Holocaust: The Con-
Bantam Books, 1990), 33. quest of the New World (New York: Oxford University
Press, 1992), 155.
21. Ibid., 87.
31. Vivian Sobchack, “New Age Mutant Ninja Hack-
22. Ibid., 86.
ers: Reading Mondo 2000,” Flame Wars, ed. Mark
23. Moravec, Mind Children, 123. Dery, a special issue of The South Atlantic Quarterly,
92, no. 4 (fall 1993): 576–7.
24. Theodore Roszak, “Living Dread,” 21.C 1
(1996): 67. 32. Haruki Murakami, The Hard-Boiled Wonderland
and the End of the World, trans. Alfred Birnbaum
25. Two other scientific books that make the case for
(London: Penguin, 1991), 369–70.
transferring the human mind to computers are Robert
Jastrow, The Enchanted Loom: The Mind in the Uni-
verse (Bellevue, WA: Simon & Schuster, 1981); and
Frank Tipler, The Physics of Immortality: Modern Cos-
mology, God, and the Resurrection of the Dead (New
York: Doubleday, 1995).
previous pages: Erica Baum, Reality (1997)
by Frank Drake.
The Senses Have No Future
HANS MORAVEC
86
87
STATE OF MIND
88
89
90
91
PIGS IN CYBERSPACE?
IN THE BEGINNINGS
it is known that the conditions of the present universe in its first moments were
“tuned” with startling precision. It is profoundly unlikely, given only one try, that
it should have started out in just such a way as to produce an ordered, hospitable
universe for life. Here, at least, the theist might imagine sufficient grounds for
invoking design, a transcendent creator, a superphysical intelligence.1 1
But the Darwinists are one step ahead here, too. There are mod-
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101
Some people think there is still one leftover “why” question: Why is
there something rather than nothing? Opinions differ on whether
the question makes any intelligible demand at all. If it does, the
answer “Because God exists” is probably as good an answer as any,
13
but look at its competition: “Why not?”
We can see how Darwinism eliminates the need for God (or any
higher intelligence, extraphysical will, spiritual force, what have you) to explain
anything up to this particular point in cosmic history. Thus, this bold material-
istic system becomes at least half a religion by virtue of what it replaces: an
account of how everything came to be and how we got here. We might also
note a certain element of faith. In the example above, for instance, we can’t
know what happened before the Big Bang, or in lifeless, lawless co-inflating
regions of the universe. But these models present good materialistic candidates
for our origins, accepted on faith because, well, because they are good materi-
alistic candidates for our origins.
At any rate, if scientific materialism, undergirded by Darwinism,
seems like a good, solid half of a system of religious belief, the other half would
kick in when human life and human activity acquire some “meaning” or “pur-
pose” (if you will) as the story unfolds toward the distant future: an eschatology
to participate in. This smacks of a higher plan, e.g.; teleology, which is a dirty
word in evolutionary theory. But we can clean it up by calling it an emergent
quality, or in Dennett’s terms a “supercrane” arising from blind, local effects. To
whit, evolution has produced sentient beings with autonomy and a conscious
will. The stage is set for these beings to produce a new kind of life, indeed, a
new kind of evolution. It will not be confined to our fragile biosphere and will,
plausibly, transform and completely possess the physical universe, possibly
even save it from death billions of years in the future. Thus a grand teleology
(not to mention eternal life), though not in any way “built into” the universe,
can arise from it as a secondary effect.
Now, the theory goes, we are ready for a second genetic takeover: the
silicon based organisms of a-life [AL] will replace carbon-based life,
including human beings. The new life forms will have certain
advantages. Physically, they would be protean: their bodies could be
made of any materials and in any shape. They could be more
durable; they would not have to die for perhaps thousands of years, if
that. These new organisms would also be able to evolve by two forms
of evolution: Darwinian natural selection and Lamarkian inheri-
tance of acquired characteristics. Because their essence would be
information held in the malleable form of silicon bits and not hard-
wired in the molecules of DNA, one could tinker with one’s own
genetic code and integrate what one learned during the course of
one’s lifetime—or even what others learned during the course of
17
their lifetimes.
Finally, the time is reached when life has encompassed the entire uni-
verse and regulated all matter contained therein. Life begins to
manipulate the dynamical evolution of the universe as a whole, forcing
24
the horizons to disappear, first in one direction, and then another.
will have gained control of all matter and forces not only in a single
universe, but in all universes whose existence is logically possible; life
will have spread into all spatial regions in all universes which could
logically exist, and will have stored an infinite amount of informa-
tion, including all bits of knowledge which it is logically possible to
26
know. And this is the end.
Not all scientific materialists would want to take things this far,
and most probably regard the premises of such speculation as invalid, resting as
they do on versions of the controversial “anthropic cosmological principle.”
Nevertheless, the sky is pretty much the limit when we have life forms free
from the surface of the earth with the whole universe to evolve into. And we
have seen what an imponderably fast and powerful form of evolution would be
involved.
The previous section ended with the observation that the A-the-
ological accounts of origins involve an element of faith. This is also true of any
A-theological eschatology involving silicon-based life. Suppose there is some
missing component of mind and intelligence in the algorithmic perspective,
and that silicon-based life is never able to develop either of them? Suppose
biological evolution does not take place quite the way we thought it did, and
that the machines, even if they do fan out into space, never manage to evolve at
all? Suppose, in other words, that all we did was fill up of the cosmos with self-
perpetuating space junk. Levy considers the possibility that strong AL might
be “a misbegotten evolutionary dead end, leading to the creation of a-life
27
organisms that do no more than drive us into unwilling extinction.”
TERMINATORS
trol.2 8 However, Levy points out that selection pressures would certainly favor
the machines that stumbled upon ways to override such ridiculously un-Dar-
winian limitations and, of course, pass this acquired trait on to their off-
spring.2 9
But even if silicon-based life never lifted an optical fiber against
a human, indirectly the effect is likely to be the same as in the Terminator
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107
series?
However, if machine intelligence enlisted a batch of human quis-
lings, things might be different. When Vinge speaks of computer-human
interfaces he may be describing exactly such quislings, a kind of prototype
Vichy government for machine life. Perhaps we are all Vichy collaborators to
the extent that we simply shrug our shoulders and increasingly acquiesce to
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109
1) Our life sucks. Our lifetimes are too short, our brains too slow and
small, our bodies too frail, and our scope of activity incredibly con-
36
fined. God (whatever that is) did a lousy job on us and we can do
better. Silicon based life will be able to access, absorb, and process an
almost unlimited amount of information, to live almost anywhere
and repair nearly any injury to its body, to physically improve itself in
its lifetime and pass on such improvements to its offspring. Insofar
as it can download its memory and experience, its consciousness will
be indestructible even if its body isn’t.
4) What other way to ensure that life continues and propagates? It can’t
110
111
survive indefinitely on a terrestrial environment, in any carbon-
C U LT U R A L R E S P O N S E S ( O R L A C K T H E R E O F )
aura of bucking established science. It makes good sense not to position one-
self on the wrong side of a popular scientific revolution. Furthermore, the
political left in academia is in a strategic alliance with postmodernism. As far
as that goes, the postbiological vision of strong AL offers a delicious decon-
struction of normative ontological categories like “biology,” “life,” “nature,”
“natural,” and “artificial,” turning them completely inside out. Humanities
112
113
DUELING CREDOS
In the meantime, how are the religious folks holding up? I can
only guess at the response from Eastern monistic traditions. One is tempted to
think of the wizened sage in the film Gremlins. Spontaneously replicating imps
have been thoughtlessly unleashed on a town, almost destroying it. The sage
comes to take the first (innocent) Gremlin back. You Westerners, he chides:
always tampering with things, never leaving well enough alone, never stopping
to consider the consequences, the balance and harmony of Nature. Indeed, the
standard condemnation of the Judeo-Christian world view in this regard—
that the command to have dominion over the earth is responsible for our eco-
logical pillage—can be amplified by orders of magnitude when it comes to the
ecological ravages of strong AL, where the command is to subdue the cosmos.
In fact, A-Theology has acquired so many of the contours of
Christian doctrine that people standing outside Judeo-Christian cultures may
not quite be able to tell them apart. Could we blame them? If there is a conflict
between the two, it might look like another sectarian dispute in the West,
which indeed it is! And as the message of A-Theology spreads across the
globe, it might be perceived as another wave of missionary activity, only this
time the scope of the mission is to convert the physical universe! (Talk about a
Great Commission.)
Given that A-Theology developed to discredit, ideally displace,
the Judeo-Christian worldview, specifically the Christian version, the question
of the moment is how Christianity finally stacks up now that A-Theology
has come of its own as a full-fledged doctrinal system. But at this point
A-Theology looks so much like Christianity that Christian believers might
best understand it not as an independent system of thought, but as a kind of
hostile virus, copying itself onto the host in the attempt to disable it. A-The-
ology is, in other words, a Christian heresy.
Unfortunately for A-Theology, nothing could be more immune
to this kind of viral duplication than Christianity itself. The copying is good,
very good, but not good enough, and Christians would be the first to spot the
mistakes. Like the Bluegrass classic “Dueling Banjos,” its all “been there, done
that” from beginning to end.
A particularly telling example is AL evolution simulations,
which the Nobel physicist Murray Gell-Mann has enlisted in the battle
43
against “creation science.” Bad move. Look a bit closely at what goes on
with these simulations, and they start to resemble the orthodox theological
picture of a world being acted upon by a transcendent intelligence, even one
who does specifically Old Testament kinds of things: calling environments and
creatures into being with a code, a word (“Let there be...”), getting them to
reproduce (“Be fruitful and multiply”), trying to work autonomy into the pro-
44
gram (knowledge of good and evil), introducing parasites (the serpent),
trashing a program (the deluge) while hanging on to a few of the more promis-
ing specimens for the next run (the Noahic covenant), selecting a strand of that
population for still further development (the election of Israel),4 5 introducing
tit-for-tat style rules to get the pesky critters to cooperate (the Ten Command-
ments),4 6 raising fitness levels by getting them to navigate twisting trails
(forty years in the wilderness),4 7 and so on. These simulations are not reverse
MATTHEW AARON TAYLOR
114
115
116
117
NOTES
27. Levy, Artificial Life, 346. 33. See Levy, Artificial Life, 344.
28. See Levy, Artificial Life, 335; and Barrow and 34. See Vinge, “The Singularity.”
Tipler, Anthropic Cosmological Principle, 595.
35. See Levy, Artificial Life, 87.
29. See Levy, Artificial Life, 335.
36. See Moravec, “Human Culture,” 69.
MATTHEW AARON TAYLOR
118
119
37. Farmer and d’A. Belin, “Artificial Life,” 836. 46. See Russel Ruthen, “Adapting to Complexity,”
learning tool. Through its dynamic interface, this application alters our relation-
ship with language, creating poetry through user action, dynamic typography,
and design.
a series of fine lines that represent sense relationships. Eack click animates
themselves. Word forms that are more related become brighter and closer,
Written in Java, Thinkmap (the name given to the software engine) is able to
interface with static and dynamic information sources via interchangeable data-
interface modules, thus bridging the gap between qualitative and quantitative
analysis.
http://www.plumbdesign.com/thesaurus
Outer Space or Virtual Space?
FLORIAN RÖETZER
imagine ourselves crossing the threshold of a new age while the old one with
its symptoms of crisis collapses behind us. People are fascinated by the sym-
bolic dates of an instrument called a calendar that, although spread worldwide
through colonization, is nonetheless arbitrary in its setting of the Year Nil.
Even without taking into consideration these magical dates—which have
become a permanent source of worry and of hope in the self-proclaimed Mod-
ern Age—we believe ourselves to be in a time of fundamental change. If up
until now we have been caught in a postmodern climate of nuclear threat with
limits to our growth, stuck inside a sealed horizon with only a backward-look-
ing perspective—one which at most has allowed for farewell ceremonies,
incited our intellectuals to preach posthistory and condemn rationalism, pro-
voked the boom in esoteric and other doctrines of salvation, but did not other-
wise promise anything new—now, little by little, the techno-imaginary seems
to be taking hold of people’s minds and creating new utopias. Locked inside
the wreck of Spaceship Earth, we long for an empty, untouched space to hold
our utopian energies, a vacuum waiting to be filled with all our expectations.
Contrary to what may have been predicted, space is again becoming an obses-
sion in the age of virtuality.
Civil wars and wars about power over certain geographical areas
are still raging—wars which seem perhaps more conspicuous and paradoxical
than ever given growing globalization and virtualization—although they are
no longer waged primarily for control of local resources nor for the economic
power embedded in infrastructures. The more uniform the world culture
becomes, the more differences between us we desire to have, whatever that
may mean. While regional wars over territories are being waged to create
homogeneous communities—whether ethnic, religious, or class-based—in
people’s minds there is much more at stake. Population growth allows for the
resurfacing of an old fear: becoming a people without space. At the same time,
however, we continue to destroy the biosphere at an even greater speed than
after the end of the Cold War, as many countries are using the tools of capital-
ism and new technologies to try to reach the living and development standards
of the Western world; thus international ecological standards established by
nations with globalizing economies are easily overlooked if they cannot be
translated directly into money. Civilization leaves behind itself scorched earth
and destroyed cities. Fantasy, especially the type shown in science fiction films
such as Strange Days or Twelve Monkeys, indulges in descriptions of these kinds
of uninhabitable, usually urban, areas.
Strangely enough, the problems of position and location, under-
mined by cyberspace and its resulting globalization, lead us back into the
geopolitically embedded identity of the loser. Securing position means self-
assertion within a limited area. It is about a sense of “Here,” an island that has
FLORIAN RÖETZER
1. THE METAVERSE
have money or possess programming competence can move freely in this par-
allel universe, buy private estates, and have themselves represented in tailor-
made avatars. If you own a computer in Stephenson’s Metaverse, and have the
money to acquire land and build your house on it, you can materialize in it.
126
127
space or build parallel cities in the form of theme parks. Instead of strolling
around and working in public spaces in cities, the members of the virtual class
are doing so in cyberspace, permitting them to overlook the black holes and to
form homogeneous communities that are eventually aimed at becoming
128
129
humans are anchored to the realities of their bodies, the order of the new world
is fixed to the old. This “liberal” manifesto is but one more in a variety of fun-
damentalisms that are awakening everywhere and which base themselves in
places, be they in slums or secured neighborhoods. Telepolis doesn’t eliminate
132
133
ronment of humans will not lose its importance—as can be seen from the pre-
sent high regard for the body and for nature—but it will be set up and
organized around some rigid functional criteria. Following the example of
Biosphere II and its parallel cities—shopping centers, malls, theme parks, and
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135
4. SIDEREAL SPACE
As the entire environment will have been created by man, you will
be able to obtain whatever you want. Would you like an estate on a
lake? Then simply build lakes. Do you love sunsets? Then program
simulations of hourly sunsets into the weather system. Do you like
walking barefooted? Then just make the whole environment foot-
18
friendly.
Twenty-five years after Lewis & Clark railway carriages rolled into
the West toward Oregon, thousands of pioneers were brought from
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141
But who is standing in the way? The state is, because it is imped-
ing access to space. Viewed purely as a means of oppression and not as an insti-
tution that exercises democratic procedures and social balancing acts, the state
cannot open the way into the future. This can only be done, in the well-known
capitalistic and individualistic style, by those concerned with the pursuit of
happiness and profit—as deregulated as possible. Space as the new Wild West.
America, according to this foundation, is a nation of free people, united by the
belief that “man comes before the state and should have the right to create new
riches, unimpeded by the state.” The West was won using such a doctrine. The
Foundation doesn’t explain, however, how this typical, anti-state, extreme indi-
vidualism can go hand in hand with the creation of new communities. It
believes that if only individuals and companies were left alone in the “mar-
velous chaos of the free, democratic entrepreneurial system,” then prosperity,
freedom, and a better life for all would be possible. Like at one time in the
Wild West, money is the exclusive driving force: “without profit there will be
23
no new goal.”
As with the propagandists of cyberspace, the Space Frontier
Foundation links the colonization of space to individualism, which is always
identified with a free, capitalistic market and the reduction of the state. Dereg-
ulation is the only maxim of happiness. Public life doesn’t matter so long as it
doesn’t generate money. Individuals have to be successful and win, otherwise
they will be lost and relegated to oblivion like the Indians were in their time.
Freedom only means freedom of the market; in other words, competition. In
this amalgam, typical of our times, utopias can only sustain themselves while
moving forward, and cannot describe the place that will emerge at the end, let
alone formulate collective rules of how it is to be socially organized in an
acceptable way. The anti-state attitude and the orientation toward triumphant
individuals, groups, and communities is much too strong. What then will the
colonies in space and cyberspace look like? Not much different from those in
the real world that are increasingly marked by the same maxims of capitalistic
individualism and deregulation—like adventure parks, Disney Worlds and
shopping centers, like suburban areas that spread around old cities without
providing urban life, like cyberspace, increasingly commercialized and marked
by private organizations with their intranets and fee zones. In a nutshell, like
the way Mike Davis and others describe the future of our cities: breaking apart
into segments, citadels, and scanscapes under the pressure of multinationals
and the new virtual class.2 4 Scanscapes, according to Mike Davis, are pro-
tected areas, models for all biospheres and space colonies, and serve homoge-
neous communities in which every step is being monitored in order to ensure
FLORIAN RÖETZER
142
143
NOTES
CHAR DAVIES
CHANGING SPACE
146
147
Deautomatization is an undoing of psychic structure permitting the
CHANGING SPACE
experience of increased detail and sensation at the price of requiring
more attention. With such attention, it is possible that deautomati-
zation may permit the awareness of new dimensions of the total
stimulus array—a process of “perceptual expansion.”
...Deautomatization is here conceived as permitting
the adult to attain a new, fresh perception of the world by freeing him
from a stereotyped organization built up over the years and by allow-
ing adult synthetic functions access to fresh materials. The general
process of deautomatization would seem of great potential useful-
ness whenever it is desired to break free from an old pattern in order
to achieve a new experience of the same stimulus or to open a perceptual
4
avenue to stimuli never experienced before. (italics added)
CHANGNING SPACE
breath and balance, most people become intent on “doing,” traveling around
to see as much as possible in what appears to be an extension of everyday
goal-oriented, action-based behavior. After ten minutes or so, however, most
undergo a change: their facial expressions and body gestures loosen, and
instead of rushing, they slow down, mesmerized by their own perceptions
within the space. In this final phase, attention seems to be directed toward the
unusual sensations of floating and seeing through things in what becomes a
kind of slow-motion perceptual “free-fall.”
What is going on here?
If these responses are anything to go by, then it appears that
immersive virtual space, as evidenced by OSMOSE, can indeed be “psychically
innovating,” to use Bachelard’s words. Why? The answer lies in the very nature
of immersive virtual space. Here, ephemeral virtuality coexists with an appar-
ent three-dimensionality of form, and feelings of disembodiment can coexist
with those of embodiment (given the use of an embodying interface as in
OSMOSE). These paradoxical aspects, in combination with the ability to
kinesthetically interact with the elements within the space, create a very
unusual experiential context.
I want to emphasize, however, that the medium’s perception-
refreshing potential is possible only to the extent that a virtual environment is
designed to be unlike those of our usual sensibilities and assumptions. In
OSMOSE, for example, the immersant can unexpectedly see through things
and float through them as well. Thus the “familiar” becomes the unusual. This
creates room for other modes of perception: instead of the mind being on
autopilot it begins to pay attention, in the present, to what is unusual and
unknown.
direct contrast to its usual absence or objectification in virtual worlds. The use
of breathing and balance also tends to deeply relax people, creating a tranquil
state of mind and body.
150
151
CHANGING SPACE
The feelings reported by various participants were probably
intensified by the solitary nature of the experience, as well as by the fact that
the work is “fully immersive,” (its space is perceived as totally enveloping, due
to our use of a wide-field-of-view head-mounted display.) These aspects, in
combination with the three-dimensionality of the work and the fluid, interac-
tive sound, act to amplify the embodied yet virtual nature of the experience.
While the psychological effects of full-body immersion in a com-
puter-generated virtual environment like OSMOSE have yet to be scientifi-
cally analyzed, the potential of the medium to dehabituate our sensibilities and
allow for a resensitization of the perception of being invites further exploration.
IMPLICATIONS
CHANGING SPACE
is a communicative medium, which by default carries conventional cultural
values of the Western technoscientific worldview from which that technology
has sprung.
The beginnings of an answer to Conley’s question may have been
formulated by Martin Heidegger more than fifty years ago in The Question
Concerning Technology. As an alternative to what he called technology’s ten-
dency to function as an instrument of domination and control, Heidegger
pointed to an earlier form of “techne” called “poiesis” by the Greeks, associated
not with “challenging” but with a “bringing-forth” or “revealing” into presence.
The Greeks considered this artistic activity to be somewhat equivalent to what
they called physis or nature’s own bursting forth of being.1 1 I find inspiration
here in terms of the use of immersive virtual space as a medium for “bringing
forth” or “manifesting” abstract ideas into the realm of virtual “place” so that
they can be kinesthetically explored and bodily lived.
This may prove to be a promising use of the medium, and, given
effective subversion of its culturally-bound characteristics, may be a step
toward suggesting alternative ways of seeing and being in the world. However,
even so, there remains a significantly disheartening aspect. For even as “places”
like OSMOSE may one day be accessible on line as virtual sites of contempla-
tion, so too such sites may signal the demise of traditional places of self-reflec-
tion and tranquillity. In particular this includes “nature” as we know it, as
compromised in body and habitat by human activities, nature’s unfathomable
presences recede further and further from our urban lives. My own practice in
the field of “virtual reality” thus contains a bittersweet aspect, entangled in
feelings of both longing and loss.
NOTES
This paper was presented in abridged form at Con- September 1995; and Char Davies and John Harri-
sciousness Reframed, 1st CAiiA Research Confer- son, “OSMOSE—Towards Broadening the Aesthetics
ence, Centre for Advanced Inquiry in the Interactive of Virtual Reality,” in ACM Computer Graphics 30, no.
Arts, University of Wales College, Newport, Wales, 4 (November 1996): 25–8.
July 1997 and at Beyond Shelter: The Future of
2. The subjective experience of being spatially en-
Architecture, The Graham Foundation, Chicago, IL,
veloped or immersed in a virtual environment is key to
Sept. 1997. It is partially based on the presentations
my work and the views expressed in this paper. By
“Soul in the Machine: OSMOSE—The Paradox of
“immersion” or “immersive virtual space” I specifi-
Being in Immersive Virtual Space” and “OSMOSE as
cally mean immersion within a spherically 360-
Metaphor: Alternative Aesthetics and Interaction in
degree, totally enveloping virtual space, implying a
Immersive Virtual Space” delivered at the annual
“being within.” In my experience with VR, such sen-
meeting of the Association for Computing Machinery
sation of envelopment is possible only through the
(ACM) Special Interest Group in Graphics, New
wearing of a head-mounted display helmet with a
Orleans, LA, Aug. 1996.
wide field of view. While the word “immersive” is cur-
1. OSMOSE was designed as an alternative to the rently being used by the industry to describe wrap-
dominant aesthetic and interactive sensibility of vir- around screens and domes (creating what I consider
tual reality. The work was created by myself, John to be nonimmersive experiences) my use of the word
Harrison, and Georges Mauro, with sound by Rick “immersive” denotes a totally enveloping virtual
Bidlack and Dorota Blaszczak, and was produced by space.
Softimage between 1994 and 1995. Public installa-
3. Gaston Bachelard, The Poetics of Space (Boston,
tions of the work were made in an intimate enclosed
MA: Beacon Press, 1966), 206. For Bachelard’s dis-
immersion area with a darkened visitor space. Visitors
cussion on the psychologically transforming qualities
were able to “witness” each immersive journey from
of immense open spaces such as the sea, desert, and
the immersant’s point of view as it took place via live
plains, see pp. 203–10.
audiovisual connection. Adjacent to the video projec-
tion was a live shadow projection of the immersant, 4. Arthur Deikman, “Deautomatization and Mystical
providing an associative link between his or her body Experience,” and “Experimental Meditation” in
as conduit for lived experience, and the work’s conse- Altered States of Consciousness, Charles Tart, ed.
quent imagery and sound. For a more detailed (New York: HarperCollins, 1990) 50, 262–3. Note
description, see “OSMOSE: Notes on Being in Immer- that in terms of “receptivity” to OSMOSE, I have been
sive Virtual Space,” paper delivered at the 6th Inter- told by at least one individual that although she was
national Symposium on Electronic Art, Montreal, intellectually skeptical when she went in, “something
CHAR DAVIES
154
155
happened” and much to her surprise she became 10. Ibid., xii.
CHANGING SPACE
entranced. This points to the medium’s potency, for
11. In its most prevalent form, immersive virtual real-
better and worse.
ity can be considered to be “a literal re-enactment of
5. Deikman, “Deautomatization,” 52. Cartesian ontology.” Richard Coyne, “Heidegger & Vir-
tual Reality: The Implications of Heidegger’s Thinking
6. Ibid., 47–55.
for Computer Representation,” Leonardo 27, no. 1,
7. Y. Karim, personnel correspondence with the (1994): 66–75. In terms of visuals, most real-time
author, September 1995. “OSMOSE heightened an three-dimensional computer graphic techniques are
awareness of my body as a site of consciousness and based on representing “hard-edged solid objects in
of the experience and sensation of consciousness empty space”—in a combination of low-level mimetic
occupying space.” realism, Cartesian space, and Renaissance perspec-
tive. In virtual environments the human subject is
8. This method was partially informed by my own
usually reconstructed as an omnipotent and isolated
practice of scuba diving in the deep sea, certainly a
viewpoint maneuvering in empty space and probing
“psychically innovating space” as Bachelard sug-
objects with an acquisitive hand. Interactivity in many
gested. Diving at depths of 200 feet over a 6,000 foot
commercial computer games involves adrenaline-pro-
abyss introduced me to the experience of being within
ducing high-speed action and aggression. These
an almost pure, abstract yet sensuously enveloping
approaches tend to reinforce a Cartesian way of see-
space, where when there is nothing to “look at” per-
ing the world in terms of emphasizing the separation
ceptual and cognitive distinctions between near and
of subject over object, mind over body, and the world
far, inside and out, really do dissolve. While diving,
as “standing-reserve.” For a discussion about the
navigation and buoyancy are achieved through subtle
world being reduced to “standing-reserve” for human
and skillful use of breath and balance, and the use of
consumption, see Martin Heidegger “The Question
hands is discouraged. There are other relevant com-
Concerning Technology,” in The Question Concerning
parisons between diving and immersive virtual envi-
Technology & Other Essays (New York: Harper & Row,
ronments, such as the donning of heavy gear in order
1977), 17–27. The imperative to master and control
to access such spaces, as well as the necessity of lim-
is not surprising given the technology’s origins, not
iting the length of the experience in order to avoid
only in value-wise in the Western philosophic tradi-
possible dangers to one’s health.
tion, but instrumentally in the military as well.
9. Verona Conley, preface to V (1993), in Re-Thinking
Technologies, Verona Conley, ed. (Minneapolis, MN:
University of Minnesota Press, 1993), ix.
You slay the victim with technology, and
resurrect the victim through art.
MICHAEL HEIM
INTRODUCTION
think out ways in which we can translate communal traditions into the elec-
tronic environment. While an electronic environment does not offer the stabil-
ity and proximity of traditional communities, we can still learn more about
160
161
have criticized modern science and technology for creating the distance
between humans and nature that has led to the crisis of planetary ecology. The
ecological movement began as a critique of misapplied technology. So how
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163
The evidence for this end of nature ranges from acid rain to holes
in the ozone layer, from genetic engineering to ecologically induced shifts in
weather patterns, from the depletion of fossil fuels to the rise of ocean levels.
McKibben points to a simple fact: “We have substantially altered the earth’s
atmosphere.”4
Oddly enough, the tea ceremony may be precisely the right rem-
edy for a sick planet at the end of nature. The tea ceremony is a technology for
affirming nature, a tea ceremony that employs highly artificial means to return
humans to a deeper intimacy with nature. Paradoxically, the traditional tea cer-
emony applies a refined control of human perception in order to free percep-
tion so it can once again appreciate the natural environment. Nature, in other
words, needs to be rediscovered. “Original nature” has become covered with
dust and dirt. Cha-no-yu is a set of techniques for removing the dust and for
cleaning the dirt that overlays perception. In this sense, the tea ceremony func-
tions as an interface, a window, between daily human business and the experi-
ence of fresh, spontaneous nature.
While many things can and are being done to reverse the dam-
age to the natural environment, the environmental crisis goes deeper than
politics and cleanup efforts. Modern philosophy, since Descartes and the
rationalists, has configured human perceptions so that we modern people pay
less and less attention to the spontaneous aspects of nature and more and more
attention to the universal, controllable aspects of nature. Behind the physical
damage to the environment lies a tunnel-like vision that narrows human per-
ceptions. The repair of the natural environment cannot happen fully until the
human being perceives the world differently. Ecology must have a foundation
in ecosophy, in a wisdom about natural cycles and spontaneous movement.
Ecosophy is the wisdom (sophia) about dwelling (eco or oikos). Ecology of the
physical world must have a basis in personal ecology.
As a teacher of Tai Chi Chuan, I find this change of perception
the most important yet most difficult change we can make. Disciplines like Tai
Chi and the tea ceremony seem demanding to us moderns because our tech-
nological control over the environment often makes us passive spectators and
consumers—fulfilling the promises offered by technological consumerism. Yet
the reactivation of our primal physical awareness can indeed heal our incapac-
ity for sheer pleasure and physical delight in our surroundings. It is not by acci-
dent that the Tai Chi player stretches, relaxes, and opens the energy pores of
the body in the outdoors under the trees. Through the subtle backdoor of
unconscious, peripheral awareness, we must find rituals to reconnect ourselves
to a relaxed perception of natural surroundings. Only the revival of our relaxed
spontaneous perceptions can nourish an ecosophy that forms the basis of a
long-range planetary ecology. If ecology becomes the way we link ourselves to
the outer world, we must find a parallel ecosophy within.
Ryosuke Ohashi makes a similar point when he defines Japanese
aesthetics as “pruning.”5 Pruning is a reduction that leads to fuller and more
harmonious growth. Pruning captures the essence of a process of growth when
that growth mediates humans with nature. The tea ceremony also operates by
pruning human perceptions. By reducing the natural interaction we have with
things, the tea ceremony enhances and concentrates natural interaction.
MICHAEL HEIM
psychic framework sets the tone that a field of awareness has when it seam-
lessly flows with a set of furnishings, tools, and physical movements.
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167
These features are: wa (harmony), kei (respect), sei (purity), and jaku (serenity).
Wa means that a world must cohere. The pieces of the world
must constitute parts of a whole. A world can only exist as what the German
168
169
ers and the barkers who try to lure new customers. Perhaps the purpose of
“knowbots,” tiny programs with customized intelligence, is to keep down the
noise. Knowbots can filter out distractions and remove the shouts of advertis-
170
171
transitions assume a more important role than static surfaces. Designers must
ask: How does it feel to go from one screen to another? What is the atmos-
pheric link that connects one flashing screen to another? How does a series of
172
173
everything but the essentials, this garden allows us to contemplate the great
earth and its oceans.
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175
NOTES
“The effect was both solemn and beautiful, it was like being in a cathedral of ice.” —Neville Chamberlain
Architecture in the Age
BY ANDREAS RUBY
PAUL VIRILIO: Obviously, stability has become less important than speed
today. The French word for to last (durer) contains multiple meanings: solid
(dur) and to endure in the sense of that which happens (ce qui passe). Now today,
that which happens is much more important than that which lasts (ce qui
dure)—and also than that which is solid (ce qui est dur). There is a dematerial-
ization that goes parallel to deterritorialization and decorporation.
Centuries ago, matter was defined by two dimensions: mass and
energy. Today there comes a third one to it: information. But while the mass is
still linked to gravity and materiality, information tends to be fugitive. The
mass of a mountain, for example, is something invariable, it is immobile; its
information, however, changes constantly. For a prehistoric man the mountain
is a nameless mass. Its information is to be an obstacle in his way. Later, the
mountain slowly ceases to be an obstacle. It takes on other meanings, for
instance that of the holy mountain, named Sinai. It gets painted in perspective,
photographed, analyzed in its geographical layers, and exploited in its
resources etc. Hence for us a mountain contains a whole world of information
whereas for prehistoric man it was defined solely as an obstacle.
If the mass and the energy of a mountain is hence linked to the
density of its matter, the information of the mountain evolves constantly
through history. Today, information counts more than mass and energy. The
third dimension of matter takes the place of the thing itself. Very much in the
sense of Flaubert’s phrase: “The image is more important than the thing of
which it is an image.” (“L’image vaut plus que la chose dont elle est image.”) There
is an inversion.
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181
PV: One of the consequences of virtual space for architecture is a radical mod-
ification of its dimensions. So far, architecture has taken place within the three
dimensions and in time. Recent research on virtual space has revealed a virtual
dimension. Unlike the three known dimensions of space, this dimension can
no longer be expressed in integer numbers but in fractional ones. It will be
interesting to see how this is going to affect space. To some degree, virtuality
has been haunting architecture for a long time. It announced itself in a set of
spatial topologies. The alcove, for example, is a kind of a virtualized room. The
vestibule could be called a virtualized house. A telephone booth then virtual-
izes the vestibule: it is almost not a space, nevertheless it is the place of a per-
sonal encounter. All these types of spaces prepare for something and engage a
transition. Thus virtual reality tends to extend the real space of architecture
toward virtual space. That’s why it is no longer a question of simply putting on
a head-mounted display, squeezing into a data-suit, promenading within vir-
tual space—as Jaron Lanier, Scott Fisher, and many others do.
In terms of architecture it is important to create a virtual “room”
in the middle of architectural space where electromagnetic spirits can
encounter each other. This is an extraordinary transformation of the notion of
three-dimensional space, because in this new space, you will be able to walk
around in Alaska, to swim virtually in the Mediterranean sea, or meet your
girlfriend who happens to be on the other side of the globe. This is a new, frac-
AN INTERVIEW WITH PAUL VIRILIO
tional dimension of space that should be built, just as one has built houses with
living rooms or offices.
PV: The space of the future would be both of real and of virtual nature. Archi-
tecture will “take place,” in the literal sense of the word, in both domains: in
real space (the materiality of architecture) and virtual space (the transmission
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183
PV: It seems to be very likely. But in my point of view this is already the case in
the relationship between, say, the royal palace and the peasant’s house. The
royal palace of the seventeenth and eighteenth centuries was full of virtual
spaces—just think of the enormous number of mirrors used in this architec-
ture! The Gallery of Mirrors in the Château of Versailles features a very clear
form of spatial virtualization. And I think the mirror played an important role
in the conceptual development of virtual space. How many Parisian cafés can
only exist because of that false, fractional dimension of the space reflected on
the mirrored walls of the café’s interior. One can even go back to the Romans.
Celebrating their parties during the night, they would cover the walls of their
villas with glass (less reflective, obviously, than our glass today) to multiply the
light flicker’s in the reflections on the walls. The reflected light illuminated the
night as an artificial setting for their orgies. Thus there were two societies: one
living at day time (i.e.; the poor), under the sun, without virtuality and within
a concrete corporality—and another society living at night time (i.e.; the rich),
in the excess and the virtuality of an artificial light that was very expensive at
that time.
Today’s society is similarly split up, not by light but by speed: one
part still lives in an electrical world, the other in an electronic world. That is,
the first lives within the relative speed (of mechanical transportation, for
example) while the second participate in the absolute speed (of the transmis-
sion of information in real-time, for example).
PV: First of all, the disappearance not only affects architecture but any kind of
materiality: the earth (deterritorialization), the body (disembodiment) and
architecture (deconstruction—in the literal sense of the word, not the architec-
186
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MARK C. TAYLOR
The point is not that Las Vegas is the fastest growing city in the country, the
most popular retirement destination, that it has ten out of the eleven largest
hotels in the world with three more bigger than the rest currently under con-
struction, or that it has built twelve new libraries and thirty new schools in the
past five years. None of this discloses what is distinctive about Vegas in the
1 9 9 0s. What is most important about Las Vegas today is the way in which
the real becomes virtual and the virtual becomes real in this desert oasis.
Approached from this perspective, Vegas becomes symptomatic of the radical
transformations wrought by global postindustrial consumer society.
The effort to read Las Vegas as a reflection of broader social and
cultural changes is not, of course, new. In the late 1 9 6 0s, Robert Venturi,
Denise Scott-Brown, and Steven Izenour not only saw the near future of
architecture figured in the hotels and casinos of the Strip, but also viewed
Vegas as a sign of the times. In retrospect, what Venturi and his colleagues
thought was the future about to emerge was actually the culmination of a past
that had been unfolding since the end of World War II. Though written with
all the gusto of a typical modernist manifesto, Learning from Las Vegas is more
of a postscript than an introduction. What did Venturi miss? How does Las
Vegas in the 1 9 9 0s differ from Las Vegas in the 1 9 6 0s? And what do these
differences tell us about where we have been and where we might be heading?
Resolutely rejecting the sterile purism that characterizes much
modern architecture, in Learning from Las Vegas Venturi and his colleagues call
for a more “tolerant” architecture that accepts “existing conditions” rather than
negates what is for the sake of what ought to be. The defining feature of the
sixties Strip and its architecture, they argue, is the circuit joining car and sign.
STRIPPING ARCHITECTURE
the iconography of industrialism in a way that transforms structure into orna-
ment. “Modern ornament,” Venturi points out, “has seldom been symbolic of
anything non-architectural.” Since the symbolism of modernism refers to
other architectural symbols, it is reflexive or self-referential. By contrast, in
Strip architecture, Venturi argues, signs point beyond themselves by communi-
cating information necessary for orientation in an ever more complex world.
From the desert town on the highway in the West of today, we can
learn new and vivid lessons about an impure architecture of commu-
nication. The little low buildings, gray-brown like the desert, sepa-
rate and recede from the street that is now a highway, their false
fronts disengaged and turned perpendicular to the highway as big,
high signs. If you take the signs away, there is no place. The desert
2
town is intensified communication along the highway.
legendary figures: Bugsy Siegel and Howard Hughes. It was Bugsy Siegel, Los
Angeles representative of the Chicago mob, who first had the extraordinary
vision of creating a spectacular oasis in the midst of the Nevada desert. Though
the bosses remained suspicious of Bugsy’s ambitions, his relentless pursuit of
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STRIPPING ARCHITECTURE
his dream eventually led to the completion of the first major casino resort hotel.
In the years after Bugsy’s murder, the crackdown on illegal gambling in Cali-
fornia made Las Vegas increasingly attractive to mobsters. There were inter-
mittent efforts to clean up Vegas, but mob ruled the town until the late
1 9 6 0s. All of this changed when, in 1 9 6 6, Howard Hughes stole into Vegas
in the dead of night and took up residence in the isolated penthouse of the
Desert Inn.
Hughes is best known for the idiosyncratic paranoia that domi-
nated the later years of his life. Paul Virilio has gone so far as to describe
Hughes as a “technological monk” whose life was a grotesque embodiment of
the dystopic possibilities of contemporary culture: “Speed is nothing other
than a vision of the world, and for me Hughes is a prophet, a monstrous
prophet, moreover, and I’m not really at all crazy about the guy, but he’s a
prophet of the technical future of society. That absolute inertia, that bedridden
man, a universal bedridden man as I called him, that’s what we’re all going to
4
become.” This reading of Hughes not only represents a one-sided view of
technology but also overlooks his important contributions to the transforma-
tion of Las Vegas. From his early involvement with Hollywood to his innova-
tive development of flight simulators and high-tech amusements, Hughes
projected a future for Vegas that broke with its seedy past. The realization of
this future, however, required legislative actions that could only be initiated by
someone with Hughes’s power and influence. Prior to the 1 9 6 0s, Nevada
state law limited gambling licenses to individuals. This restriction created
enormous financial difficulties for anyone who wanted to construct a casino. In
most cases, individuals did not have the necessary capital to invest in an uncer-
tain venture in the middle of the desert. Consequently, this state law had the
unexpected effect of encouraging the illegal financing of casinos. One of the
few organizations with enough money to bet on Vegas was the mob. Ever the
canny businessman, Hughes recognized the financial opportunity created by
legalized gambling. But he also realized that Vegas could not prosper as long as
the mob ruled and legitimate business could not invest in the city. To create
more favorable conditions for investment, Hughes developed a two-pronged
strategy: first, he started buying hotels and casinos, and second, began lobby-
ing state legislators to enact a law that would permit corporations as well
as individuals to secure gambling licenses. When the Nevada legislature
eventually succumbed to Hughes’s pressure, the Las Vegas of the 1 9 9 0s
became not only possible but virtually inevitable.
As major corporations moved in, it immediately became obvious
that financial viability required an expansion of Vegas’s customer base. If there
were to be any justification for the expenditure of funds necessary for the con-
struction of new casinos and hotels, gambling would have to be made attrac-
tive to a broader range of people. To achieve this end, the new Vegas had to
distance itself from its corrupt past. In devising strategies for developing
Vegas, “legitimate” investors looked to Hollywood.
While Venturi and his colleagues recognized certain similarities
between Disneyland and Las Vegas, they never could have anticipated the
extent to which the thematization of urban space characterizes the city today.
From frontier villages and tropical oases to Mississippi riverboats and
Mediterranean resorts, from medieval castles and the land of Oz to oriental
palaces and the New York skyline, every hotel-casino is organized around a
theme. Fantasies fold into fantasies to create worlds within worlds. The spec-
tacular MGM Grand Hotel, whose 5,005 rooms make it the largest hotel in
the world, “literalizes” the thematization of Vegas by replicating Disney
World. Though ostensibly miming Disney’s “original,” MGM’s theme park is
significantly different from its prototype. While the Disney “imagineers” who
designed EPCOT Center take pride in accurately representing our “small
world,” the architects of MGM flaunt artifice by openly imitating an imitation
for which there is no original. None of the nostalgia that pervades Disney
World haunts Las Vegas. In the simulated environment of Vegas, the real
becomes blatantly hyper-real.
The primary motivation for thematizing Las Vegas is economic.
MARK C. TAYLOR
As we have seen, to attract people who had never considered gambling, illegit-
imate vice had to be turned into legitimate entertainment. Moreover, the city
had to be made hospitable to the middle class and their families. The Disney-
ification of Vegas is intended to sanitize the city by white-washing its sin and
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STRIPPING ARCHITECTURE
corruption. Far from a den of iniquity, Vegas creates the facade of a user-
friendly amusement park. When the architects of a new hotel-casino complex
named New York, New York put a Coney Island roller coaster between the
hotel-casino and the Strip, the strategy guiding recent development was put
on display for everyone to see.
Shifting financial incentives bring changes in architectural pro-
grams. To create an environment appealing to a new clientele, architects have
had to develop design tactics that would convincingly integrate the fantastic
and the familiar. Between the 1 9 6 0s and the 1 9 9 0s, the pedestrian space of
malls displaced the automobile space of the suburban strip. By the early
1 9 8 0s, there were over 28,500 malls in North America. While most of
these malls combined predictable design elements from arcades and depart-
ment stores, which can be traced to the glass architecture that emerged in
Europe during the nineteenth century, more venturesome developers sought to
construct new environments for consumption by creating spaces in which
shopping becomes spectacular entertainment. The 5.2-million-square-foot
West Edmonton Mall, in Edmonton, Canada, for example, boasts eight hun-
dred shops, eleven department stores, twenty movie theaters, thirteen night-
clubs, 1 1 0 restaurants, a 3 6 0-room hotel, an ice-skating rink,
nineteenth-century Parisian boulevards, and New Orleans’s Bourbon Street.
Vegas’s new hotel-casino megaplexes borrow the most outlandish features of
contemporary cathedrals of consumption and, as always, up the ante. Nowhere
is this more obvious than in Caesar’s Palace, where outside is brought inside to
create an enormous mall that imitates an Italian village within the hotel-
casino. Under an ever-changing Mediterranean sky, upscale shops line streets
with quaint Italian restaurants and open-air cafes. In the middle of the piazza,
there is a dramatic “marble” fountain whose figures are automatons that come
alive every hour to tell the story of Bacchus and his drunken festivals. At Cae-
sar’s Palace, Hegel’s “bacchanalian in which no member is sober” erupts before
excessive rituals of consumption.
The Vegas mallscape, however, is not limited to the public interi-
ors of giant hotels. In a certain sense, the entire Strip has become one big
arcade or mall. No longer separated from the street by large parking lots, casi-
nos crowd the sidewalk with facades that dissolve the boundary between inside
and outside. Most of the casinos that are still set back from the street are
framed by simulated movie sets depicting everything from erupting volcanoes
and warring pirate ships to Italian lakes and New York skyscrapers.
As the car is left behind and pedestrians roam the set, the cine-
mascape changes. No longer separated from the screen by a thin film of glass,
viewers are consumed by a spectacle that knows no bounds. In this way, today’s
Strip creates an immersive environment in which the virtual becomes real and
the real becomes virtual. In Vegas, as one of the city’s leading citizens, Andre
Agassi, proclaims from signs and screens, “image is everything.” As display
screens dissolve into display screens to reveal endless dataspace, images become
consuming and “realities” are virtualized. Nowhere is the virtualization of real-
ity more obvious than on the new Freemont Street. Long associated with the
seedy side of old Vegas, “Glitter Gulch” recently has been transformed into
what is, in effect, a gigantic computer terminal or virtual reality machine. Vegas
city planners have converted the train terminal that was inspired by the glass
architecture of Parisian arcades, into a computer terminal to create the new
space of the virtual arcade. Freemont Street is now covered with a 1,500-foot
computerized canopy with 1.4 million synchronized lights and lasers. To
roam through Glitter Gulch is to discover the timely timelessness of terminal
space.
The teletonics of Freemont Street suggest previously inconceiv-
able architectural possibilities. If, as Toyo Ito suggests, the challenge of build-
ing in a simulated city—and what city today is not simulated?—can be met
only by making “fictional or video-image-like architecture,” that is undeniably
“ephemeral or temporary,” then it is once again necessary to learn from Las
Vegas. But the lessons Vegas currently teaches are not the same as the lessons
Venturi learned three decades ago. The issue is no longer modernism vs. post-
MARK C. TAYLOR
STRIPPING ARCHITECTURE
he insists, signs provide orientation, direction, even meaning. But along today’s
Strip, even this faith comes into question. When signs consume the bodies
that lend them weight, everything becomes a “matter” of light. The ground,
which once seemed stable, becomes ground zero where nothing fixes meaning.
The more deeply one ventures into the superficial space of the
Strip, the more it appears to be symptomatic of our current cultural condition.
Las Vegas illuminates the ephemerality that is our “reality.” People come to
Vegas hoping to win and leave having learned how to lose. They wager expect-
ing a return on their investment but discover that in the long run their expen-
diture is without return. In the casino economy, even when one “wins,” loss
cannot be amortized.
The loss the Strip displays is the strange loss of something we
never possess. As reality is virtualized, we gradually are forced to confess that
the real has always been imaginary. The bright lights of the Strip stage a virtual
potlatch of meaning. Instead of communicating meaning, which can be read at
a distance, proliferating signs immerse one in a superficial flux that never ends.
Monuments built to stop the flux turn out to be glas(s) pyramids where the
pointlessness of ancient sacrificial rituals becomes transparent. By simulating
simulations, which have long been mistaken for real, the substance of our
dreams is stripped away to expose the inescapability of time and the unavoid-
ability of death. This insight need not lead to unhappy consciousness and
ceaseless mourning, but can instead nourish a gay wisdom that freely accepts
lack and embraces loss. In the game of life, it is necessary to wager everything
with the expectation of receiving nothing in return. Absolutely nothing.
NOTES
WILLIAM J. MITCHELL
MATERIALITY/VIRTUALITY
imagination was avidly flirting with a radical inversion of it—the anti to this
thesis, the dys to his topia, the yin to his yang, whatever.
I mean, of course, the use of immersive virtual reality to create
spatial experiences that are totally separated from physical construction, mass,
and tactility. (Or, less dramatically, if you do not have the means or the desire
206
207
CRAFT/CAD/CAM
LOCAL/GLOBAL
were designed and constructed on the spot, using whatever materials and
processes the local economy afforded. With greater division of labor, architects
distinguished themselves from craftsmen and moved off-site, and materials
and components could be acquired through trade rather than created locally.
With the Industrial Revolution, many architects were able to develop national
212
213
FACADE/INTERFACE
Bits also change the ways that buildings work. Works of archi-
tecture function as both shelter and symbol, and the introduction of digital
technology opens up new ways to perform the symbolizing role. The resulting
restructuring of a building’s basic organization compares to that which resulted
when artificial light appeared as an alternative to natural light.
Robert Venturi provides one insightful take on this. Decades ago,
he and his associates infuriated stuck-in-the-mud modernists by pointing out
that we should learn from Las Vegas rather than snobbishly disdain it; the
electrical signs along the strip had effectively substituted for more traditional
forms of architectural ornament and symbolism, and this division of roles sug-
gested a new way to think about making buildings. Then times changed,
Times Square acquired a Jumbotron, electronics increasingly replaced neon,
and Venturi appropriately updated. In a pugnacious manifesto entitled “Sweet
and Sour,” he wrote that “the sparkle of pixels can parallel the sparkle of
tesserae and LED can become the mosaics of today,” and imagined “architec-
ture as iconographic representation emitting electronic imagery from its sur-
faces rather than architecture as abstract form reflecting light from its surfaces
only in the day.” Conclusion: “Architecture was late in stylistically acknowledg-
ing the industrial revolution in the vocabulary of the Fagus Shoe Works
around 1910: let us acknowledge not too late the technology of now—of video
electronics over structural engineering: let us recognize the electronic revolu-
tion in the Information Age—and proclaim ourselves iconoclasts for iconogra-
7
phy! Viva virtual architecture, almost!”
As usual with Venturi, the sting is in the “almost.” The interest-
ing challenge is not just to replace atoms with bits, or presence with telepres-
ence, but to learn from Luxor and the LED, and critically and thoughtfully to
work out the subtle, complicated, problematic relationships of the material and
the virtual. Several distinct approaches to this task are emerging.
Venturi himself harks back to ancient Egyptian, Early Christian
and Byzantine, and Baroque traditions in which images are applied to shelter-
ing surfaces, and plumps for “the electronic shed” with dynamic electronic
ornament. At Harvard’s Memorial Hall, for example, he constructed a
dynamic LED frieze, and in his competition entry for the U.S. embassy adja-
cent to the Brandenburg Gate he created a facade from an LED board.
Bill Gates, on the other hand, sees electronic displays as virtual,
WILLIAM J. MITCHELL
TECTONICS/ELECTRONICS
RETIRED REWIRED
Tectonics Electronics
Craft CAD/CAM
Hand tools Software
Local tradition Global organization
Facade Interface
Ornament Electronic display
Helvetica Emigre
Parti Genome
Permanence Reconfigurability
Learning from Luxor (stone) Learning from Luxor (VR)
WILLIAM J. MITCHELL
216
217
NOTES
3. Frampton, Tectonic Culture, 2. 8. Bill Gates, The Road Ahead (New York: Viking,
1995), chap. 10, “Plugged In at Home,” 205–26.
4. Gottfried Semper, The Four Elements of Architec-
Gates introduces his discussion by announcing, “My
ture and Other Writings, trans. Francis Mallgrave and
house is made of wood, glass, concrete, and stone....
Wolfgang Herrmann (Cambridge: Cambridge Univer-
My house is also made of silicon and software.”
sity Press, 1989).
PETER ANDERS
INTERNET AS SITE
MUD ARCHEOLOGIES
design assignment. The MUDs selected were social domains not overtly used
for role-playing games.4 Their selection was limited to text-based MUDs in
order to maximize the students’ design opportunities.
220
221
ENVISIONING CYBERSPACE
1 & 2: Logical adjacency model for MediaMOO. Michael
DOMAIN STRUCTURE
While Meridian maps the entire planet, its point of entry is in Norway, home
of its wizard. Oddly, Meridian’s server is in Morristown, New Jersey.
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ENVISIONING CYBERSPACE
Basing MUDs on actual physical models is an expeditious first
step in starting the domain. It saves the wizard the effort of creating the spaces
from scratch and lets him or her make a “home” out of the domain. It also
allows easy navigation of the space, keeping the directions simple and places
memorable for its users.
JupiterMOO, developed by Pavel Curtis, is based on the layout of
8
XeroxPARC in Palo Alto, California. Its mapping is so accurate that MUD-
ers who visit the actual facility can find their way around the campus. Lamb-
daMOO, one of the largest operating MUDs, was originally based on Curtis’s
personal apartment. In yet another case, MediaMOO incorporates the archi-
tecture of MIT’s Media Lab. Its founding wizard, Amy Bruckman, whimsically
added a floor to the building to provide space for a ballroom and party facilities.
As a MUD community develops, the original structure is elabo-
rated, sometimes leaving the real-space reference behind. The resulting geom-
etry can become complex and difficult to map. Most MUDers are allowed to
build their own rooms once they have citizenship. These rooms are often inde-
pendent of the main logical structure, hovering outside the domain. In
DreaMOO, for instance, linking new construction to the main structure
requires permission. Not only must the builder petition the wizards, but the
creators of connecting spaces. It is a complicated affair, and none our investi-
gators were able to link their work to the main structures.
The result of this difficulty of finding space in which to build is
that many constructions have nondirectional connections to the main MUD.
Most private spaces, which are often quite elaborate, can only be accessed by
teleporting, and guests may enter these spaces only if they are invited to do so
by the owner. As a result, many of the private spaces of the MUDs remained
unmappable because they were inaccessible. Often, even the addresses for tele-
port access were simply unavailable.9
The freedom allowed by wizards directly affects the MUD’s
structure. BayMOO, a San Francisco based MUD, has a laissez-faire approach
and over time has evolved into a free-form branching structure. Its logical
mapping reflects its incremental and unplanned growth. In contrast, Jay’s Place
has such severe “reality” requirements that descriptions of nearby cliffs had to
be rewritten to reflect the actual rock composition.
Generally, MUDs in which wizards exert the most control are
more rigorously geometrical and easier to map. The looser structure of more
participatory communities—like MediaMOO—make them initially more dif-
ficult to navigate. In MediaMOO organizing spaces like Curtis Commons
were later added to provide orientation for the users.
HoloMUCK, whose server is located at McGill University in
Montreal, Canada, illustrates the extremes of control. HoloMUCK’s predecessor,
Flux, was originally developed as an open MUD, placing minimal restrictions on
building proposals. As the MUD developed, the configuration became more and
more complex. The founding wizards eventually came to feel that the illogical
nature of the spaces made the MUD unusable: navigation depended more and
more on teleporting and the illusion of the larger MUD structure was lost.
HoloMUCK was recreated using geometry clearly derived from
a generic Canadian small town. Two main roads and a river intersect to provide
orientation. The wizards have created one of the most controlled MUD envi-
ronments found in the study. As in Jay’s Place, HoloMUCK’s planning stresses
the realism of the domain. If a closet were opened to reveal an aircraft hangar,
the wizards would not allow its construction in the main MUD structure.
If the failure of the original HoloMUCK was due to its spon-
taneity, the new MUD suffers from its stifling control. HoloMUCK’s wizards
have tried to resolve this by letting builders do what they like outside the “city
limits.” Lying outside the main structure is a free-zone in which spaces may
follow any or no logic at all. As a result, most new construction lies outside the
rigorous and isolated core, known as TANSTAAFL.1 0
PETER ANDERS
“REALITY” CHECKS
ENVISIONING CYBERSPACE
users—especially the number logged on at any one time. A paradoxical result is
that MUDs with the greatest number of builders seem to have the lowest den-
sity population. This explains the apparent vacancy of many MUDs. While
there are pockets of activity, large portions of the MUD often remain unused
11
and rarely visited.
Unsuccessful rooms are like unsuccessful Web home pages. Once
built they are rarely modified. Visitors may “hit” on a space once or twice, but
without novelty or companionship to engage them, they rarely return. Our
researchers found that few fellow MUDers knew the domains as well as they
did. Many citizens had not explored the main structure since their first few visits.
MUD activity centers on the entry, where users begin their sessions.
In the MUD it often appears as a lobby, a town square or visitor center. In Lamb-
daMOO, it is a closet. The area immediately around the entry is also populated
but occupancy drops off sharply thereafter. MUDers often prefer teleporting to
their destinations rather than sequentially moving through the labyrinth of rooms.
The problem is exacerbated by privatization; private spaces are
often not spatially linked to the main MUD structure. The Chatting Zone and
the University of MOO apparently have a great number of rooms in which
private socializing occurs. Many citizens enter the MUD only to teleport
directly to their rooms. In some MUDs citizens enter directly into their rooms,
often staying there to monitor the MUD. This depletes the activity in the pub-
lic portions of the MUD. There usually aren’t enough users logged on to sup-
port this stratification.
This polarization between entry and private rooms results from
poor spatialization and design. Real cities don’t have single points of entry.
Their periphery is open to the traffic of commerce and the population. Even
the most private spaces in a city are part of its spatial structure. MUDs, while
seemingly based on reality, ignore some fundamental truths of community
planning. Teleportation is a symptom of the problem, but not its cause. Holo-
MUCK forbids teleportation because its wizards feel teleporting destroys the
sense of physical community. This solution, however, is ill-conceived, as tele-
portation is merely a user’s way around a problem of design.
The graphic representation of a domain offers solutions to these
problems. If visitors can “see” the extent of the MUD, they might be more
inclined to explore it. Presently, the text medium blinds users to distant spaces
and blinkers their experience. It limits their exploration to sequential plodding
from space to space. They are only aware of the rooms immediately adjacent to
12
their current positions.
Teleportation is preferred to this movement once destinations
are known and citizens are familiar with their domains. However, social activ-
ity diminishes as teleporting increases. Teleportation does not allow for the
chance encounters and discoveries offered by the illusion of actual movement.
One possible resolution is to incorporate the private spaces into
the main structures of MUDs. By limiting access to these spaces to spatial
motion, activity in the main structure may also improve. Additionally, the bur-
den of access should be lightened by providing more access points to the
MUD. This would shorten the distance to a destination. If more than one
entry is used, each will serve as a node of activity, creating the equivalents of
neighborhood pubs and hangouts.
Random entry at these points would also stimulate exploration
and interaction. Once the main entry has a critical mass of occupants, addi-
tional visitors could be let in elsewhere to spread activity to the lesser fre-
quented areas. It could revitalize the MUD community.
ENVISIONING CYBERSPACE
The next phase of the study was to create two visions of the
MUDs: one from a consensus of the subject MUD community; the other a
personal interpretation by each investigator. In both cases the ambiguities of
the text were used to spark the design process.
After the creation of the logical adjacency models, the investiga-
tors interviewed several of their fellow MUD citizens. This came naturally
PETER ANDERS
from the mapping phase. Many friendships had been made in the course of
charting the domains, and other MUDers were curious about the project and
would periodically check on its progress. The wizards were impressed, at times
226
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ENVISIONING CYBERSPACE
flattered, by the dedication of the researchers to their domains. The citizens
were generally enthusiastic about helping with the study.
The results of the interviews were mixed and initially disap-
pointing. The original aim of this phase was to arrive at a consensus vision
of what the MUD would be like as a three-dimensional environment.
By having the MUDers elaborate on their domains, it was hoped that
enough detail would be generated to visualize the spaces. This proved diffi-
cult at best.
In only a few cases did respondents provide useful information.
When asked to elaborate on a series of spaces, one woman faxed sketches she
had made to illustrate what she imagined them to be. This was an exception to
the rule. Largely, the responses, though well-meaning, generated no more than
the descriptions already provided by the MUD itself. The MUDers were not
prepared to embellish these texts and were bemused by the researchers asking
such “obvious” questions.
This phase of the study contrasted the researchers’ interests with
those of their fellow MUDers. The project had been created with the aim of
envisioning these cyberspace communities. Most MUDers don’t question the
use of text, treating it as a given while logged onto the domains. Some feared
losing the richness of text to the newer graphical MUDs. To them the MUD
is about social interaction, not the setting. 1 3
Many MUD citizens value the subjectivity of the text and bridle
at the definition of the MUD space with a fixed design. This became a theme
many of the researchers incorporated into their own designs. Some projects
merged text with graphics to provide a hybridized environment, others devel-
oped methods to allow MUDers to customize their image of the domains.
In the final phase of the project, the researchers were to individ-
ually generate a vision of their MUDs. They were to incorporate anything they
might have learned in the course of the study, but were not bound by the infor-
mation generated in the interviews. Each student was asked to use this oppor-
tunity to express a unique quality of being on-line. This was an effort to define
the qualities of cybereal architecture.1 4
The sequence of spaces encountered in the rendition had to match
the layout of the logical adjacency model. The models became the focus of much
debate since the illusion of space and motion had not been challenged to that
point. The logic of the MUD structure (orientation, connection, and location) is
verifiable, but the nature of the spaces and connections is subject to debate.
POETRY IN MOTION
motion. For example, fading into another scene is similar to the experience of
reading the description of a space. Entering into an unknown space was also
presented as though the user had backed into it—as if a video camera were
228
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ENVISIONING CYBERSPACE
pointing out the back of a car. The viewer doesn’t know where he or she is until
the room has already been entered.
Some investigators interpreted motion relativistically. Rather
than the viewer moving around the space, the space would move around the
viewer. This reflected the actual user sitting in a chair while manipulating the
MUD environment.
In other cases morphing techniques were used to transform dis-
tant buildings into closer buildings, providing a dreamlike quality to the
motion. One project, by George Wharton III, proposed
that the MUD was always the same space and that the
viewer was fixed. The illusion of motion was provided by a
continual morphing of the MUD envelope. “Architec-
tural” ripples in the envelope internally created the illusion
of passing buildings.
Morphing can create motion effects in other
ways. If rooms transform themselves into a user’s destina-
tion, a nonspatial movement is effected. One researcher,
Susan Sealer, devised buildings that changed shape at the
user’s whim. Going from one space to another was equated
with reshaping the point of departure. In another experi-
ment she changed the focal length of the software cameras.
By dynamically reducing the focal length, the original scene
was reduced to a point, and the succeeding scene seemed to
engulf it as it came into view, ultimately replacing it.
Another investigator, Tom Vollaro, present-
ed his MUD as empty space filled with flying shards of
matter (fig. 3 ). When the user wanted to enter a space,
the shards would collect around him as though drawn by a
magnet until the space was formed. This resulted in a
graceful ballet of fragments shattering and reforming as
3. Formation of rooms from available data
the user “moved” through the MUD.
“shards.” Sequence by Thomas Vollaro
SOCIETY AND SELF
ENVISIONING CYBERSPACE
iarity. Typing messages to another person on line is similar to having a phone con-
versation. As a result, the researchers made a number of friends and acquaintances
on MUDs throughout the study period. Some continue to maintain contact.
On a larger scale, these bonds can create subgroups within a
larger MUD. These can operate as special interest groups and develop political
power. For example in the University of MOO, the wizards’ capricious pranks
were causing the MUD citizens to call for their removal.
Some were even planning to create a new MOO in
protest. In other MUDs, social harmony can create endur-
ing loyalties.
The researchers of DreaMOO discovered
that a number of their on-line compatriots were refu-
gees from the now-defunct Metaverse MUD. Metaverse,
a fairly elaborate MUD, charged its members a fee for use.
Apparently, it was not successful and the server was reas-
signed. The stranded population of Metaverse was then
left to wander cyberspace looking for a new home. Our
researchers discovered a number of refugees reminiscing
about their old domain.
As a tribute to their many MUD compatri-
ots, the researchers presented their analyses and video ani-
mations over the Internet on March 8, 1 9 9 6. Each team
presented its results as part of an on-line dialog with the
remote onlookers. The home page used for the presenta-
tion will be used as a gallery for the products of the study.
It is planned to have links to the entry points of all MUDs
in its display. In this way, MUDers may enter other
domains by passing through the home page way-station.
This form of cybereal stepping stone is intended to pro- 5. MUD interface showing avatar options and
vide a larger structure for MUDing. setting. Avatars may be selected to take on
The development of a truly spatial cyber- the viewpoint of another citizen. George Whar-
space will draw on the talents of many disciplines includ- ton III
ing the fine arts, theater, and architecture. The work done by these students
offers the possibility of a new area of architectural endeavor. Architects, trained
in spatial design, community planning, aesthetics, graphic communication,
and the use of computers are in a unique position to contribute to this effort.
As spatial MUDs are being created, the input of these skills will be vital to cre-
ating a rich, cultural setting for future mediated societies.
NOTES
This essay would not have been possible without the You page, “we got them on Monday!!, thanx alot” to
assistance and research of Brian Booth, Mike Buldo, Naima.
Ian Dorn, Sean Edwards, Keelin Fritz, Keith Kemery, You head west...
Michael Lisowski, Raymond McCarthy, Tom Mesuk, Main Street (800W)
Dana Napurano, Melanie Pakingan, George Paschalis, This once-desolate section of Main Street is looking
Susan Sealer, Kevin Spink, Eric Syto,Thomas Vollaro, busier these days.
George Wharton III, and Robert Zappulla, who partic- To the north, at 800 W. Main St., stands the Red
ipated in a seminar on MUDs conducted by the author Dragon Inn.
at the New Jersey Institute of Technology in 1996. [Obvious exits: north, w, e]
1. “MUD” and “domain” are used here to generically 4. Many MUDs operate as game-playing environ-
refer to these types. ments, following the example set by Dungeons and
Dragons in the early 1980s. The appeal of these
2. The acronyms can be whimsical. The investigators
games lies in their setting and participant role-play-
of a MUCK were told that it stood for Many Unem-
ing. They act as a form of theater, or masque, in
ployed College Kids. It actually stands for Multi-User
which MUDers may take on one or many identities in
Collective Kingdom.
the course of play. Brenda Laurel and Sherry Turkle
3. The following is taken from a sample session held have written extensively on the psychological and
by researcher Mike Buldo on his MUD, HoloMUCK. social implications of this activity.
Naima and Dex are the avatar names of other MUD
5. Note the reference to Dungeons and Dragons.
citizens. “You” refers to Mike and is used only on the
machine he is logged onto. Other MUDers’ screens 6. The electronic equivalent of earlier cultures whose
see the name of his avatar, Kilian. The “page” com- buildings inspired Bernard Rudofsky’s study by this
PETER ANDERS
mand is used to address another remote user of the name. Bernard Rudofsky, Architecture Without Archi-
MUD. Spelling errors reflect the real-time speed of tects: A Short Introduction to Non-Pedigreed Archi-
interaction: tecture (New York: Hacker Art Books, 1969).
Time> Tue Oct 31 19:53:04 1995 7. In most MUDs, particularly MOOs, all objects are
page naima= we d got them on Monday!!, thanx alot descendants of other objects. This is a result of
232
233
object-oriented programming that allows replication 13. While there is no denying the effectiveness of
ENVISIONING CYBERSPACE
of code modules for editing and reconfiguration. Even text, graphic on-line environments can have their own
the avatars that represent MUD citizens fall into this poetry. If we accept MUDs as “virtual theater,” we
category of objects. The entire MUD structure is have to acknowledge the importance of the set. Actors
related in this curiously genetic way. use the set and props to convey subtle information.
Leaning on a wall has different implications than fac-
8. Curtis, one of the pioneers of MOOs, has investi-
ing it, for instance. Sets and props are distinguished
gated the use of MUDs as social and professional
by their evocative potential. Visualizing them would
environments. AstroVR, for example is a MUD used by
allow a subtler manipulation of these devices, “broad-
professional astronomers, providing them with a
ening the bandwidth” of the theater.
“timeless place” for gathering and displaying their
findings. 14. “Cybereal architecture” here refers to virtual
objects within the computer’s illusive space. Unlike
9. This points up one of the advantages of graphic
CAD drawings or models, they are not part of a design
MUDs. Navigation is difficult if one needs to memo-
process that culminates in a physical presence.
rize specific addresses. Browsing and discovery are
Instead, they operate autonomously within cyberspace
facilitated by visual, nontextual spaces.
to define information content. Common examples of
10. TANSTAAFL is an acronym for “There Ain’t No cybereal objects would be computer icons and win-
Such Thing As A Free-Lunch.” This may be an ironic dows. They act as symbols of information structures
reference to the surrender of freedom implicit in (files, directories). Once spatialized these objects
HoloMUCK’s building codes. could define meaningful space for the location of
information, much as architecture is used to define
11. This experience is often like moving through a
institutions, organize contents, and orient people.
series of underground chambers. The creation of
rooms is often referred to as “digging” a space. This 15. Other means of motion are available. Many
combined with the acronym MUD seem to make MUDs—like Purple Crayon and Meridian—have
MUDing earthbound. The opacity of the Internet for modes of public transportation, such as trains or
many users belies the term “cyberspace.” One of the boats, that take MUDers on preselected routes. Some
objectives of building the logical adjacency models MUDs offer planes or taxis, modes of teleportation in
was to see the MUD components in relationship to which the destination, once known, can be called out.
one another. This is only possible if the rooms are The experience is sequential and textual, the vehicles
seen from the outside, as objects. Mostly, however, a camouflage for the paradox of bodiless movement.
MUD spaces are experienced from inside, without
16. On the subject of identity and MUD communities,
seeing the outer context.
see: Brenda Laurel, Computers as Theater (Reading,
12. An example of this is MediaMOO. This MUD, at MA: Addison Wesley, 1991); Allucquere Rosanne
the Massachusetts Institute of Technology, was devel- Stone, The War Between Desire and Technology at the
oped as a learning tool, and its many spaces and stu- Close of the Mechanical Age (Cambridge, MA: MIT
dent experiments extend far beyond its original Press, 1993); Sherry Turkle, Life on the Screen: Iden-
configuration. As a result, the investigators often tity in the Age of the Internet (New York: Simon &
found it largely vacant when they visited. This does Schuster, 1995); and Howard Rheingold, The Virtual
not necessarily reflect on the success of the MUD. Community: Homesteading on the Electronic Frontier
MediaMOO’s spaces are largely navigable with con- (Reading, MA: Addison Wesley, 1993).
ventional commands. Problems arise when the bulk of
a MUD is invisible to its users and only accessible via
teleportation, as in University of MOO and portions of
BayMOO.
Times Square, human agency, 1995 (with Rebecca Carpenter)
Hypersurfaces: Socius Fluxus
STEPHEN PERRELLA
HYPERSURFACES
into a systemic of dynamic interrelations; a systemic of transversality.4 The
effects of this condition erupt from very specific machinations within praxis,
not outside of it. There is no outside or inside. In this diagram, what is being
drawn is the implosion of structures of transcendence into radically mutable
superpositions. Instead of the real and the ideal being separate realms, the divi-
sions sustained by transcendental metaphysics, the divisions now become
fused. This is significant because previous constructs have brought about dif-
ferent paradigmatics and thus another modality of experience is to be expected.
For instance, a world dominated, indeed determined, by television, creates an
affect of transcendentality; that is, the effect of a governing metaphysic that
through technologized structures of ideation, give the effect of an outside or an
5
upper-realm, or “the concrete realization of Hegel’s Absolute Spirit.” And it is
precisely this sort of dynamic that leads Brain Massumi (in this book and else-
where) to discuss a radical empiricism and proprioperception as ways of
explaining how we will experience these new modalities.
In our existing technologically saturated context there are hori-
zons through which our lives are drawn. The emergence of a virtual dimension
attenuates a further layer beyond two current
electronic strata. Respectively, they are the
“Free Space Horizon,” the “Signification-
Infrastructure Horizon,” and most recently,
the “Internetted Horizon.” Combined, these
three horizons organize layers of activity or
inhabitation but should not be considered
mutually exclusive. Increasingly, capitalism
drives a world culture of consumption forcing
these layers to become increasingly dense and
interwoven. The process and logic of perva-
sion stemming from teletechnology intermixes
television within the Internet, the Internet
impacts upon built infrastructure, and so forth,
Haptic Horizon, diagram, 1995,
creating a convergent, infolded, organization.
Haptic Horizon, 1995
STEPHEN PERRELLA
238
239
HYPERSURFACES
From this condensed condition arises new and emergent phenomenon. The
action of this recombinant schema seems to occur from the middle out. For
instance, it was originally thought that the electronic revolution would replace
print media. But instead what has actually happened is that the virtual dimen-
sion has increased and saturated the media even further. From this construct,
specific relationships may be understood as hypersurfaces, a term that attempts
to characterize the complex way new interfaces will occur and reconfigure us.
Within this three tiered interpretation of technologized culture,
what critical dynamic brings about the virtual dimension? It seems historically
that the middle layer, the electronic infrastructure, packed with programs of
communications, advertisements, print media, telephonic discourse, trans-
portation, commerce, and all of the other trappings of an industrialized and
postindustrialized infrastructure is an urbanized society that operates as a
plane of immanence. The affect of that plane is best described as an urban
complex, a bustling metropolis with centers of industry, an affect well
expressed in early genres of cinema, specifically the German cinema of the
1 9 3 0s. With the advent of television in the early 1 9 5 0s, another layer is
generated out of the “middle,” seemingly above the metropolis, extending
beyond and in effect creating a vast sub-urban terrain, where the one-to-many
logic of broadcast media effects a generalized narrative simultaneity controlled
by the military industrial complex. Its effect on culture is closer to social engi-
neering, as the spread of advertisement and entertainment stand in place of
meaningful social discourse, or, more specifically, a media insinuated within
social discourse. With the advent of free-space there is no real possibility for an
unmediated dialog.
What is the real? At what point was anything real? How is the
real tied to social discourse and was there ever a state of unconstrained social
discourse? How does the Internetted horizon effect that? What kind of space
does the Net produce? Is virtuality the opposite of broadcast space, thereby
doubling the logic of simulation? Simulation, considered as a doubling, gives
the effect of realism but is the height of a debased culture, perhaps at its most
precarious moment.
These interpenetrating layers, fueled by consumer capitalism,
will reconfigure the topology of human agency. Emergent forms of representa-
tion will unfold due to the radical interweavings that create both commensu-
rate and incommensurate juxtapositions of varying fields. This condition may
6
perhaps be best understood as a surrealism imbedded within the everyday.
The way that it will effect the architecture/culture mix is a thematic being
taken up under a thematic called Hypersurface, and may be what results from
the exigencies of the virtual dimension.
NOTES
1. Alison Gill and Freida Riggs, “The Angst and the 4. Gianni Vattimo, The Transparent Society (Balti-
Aura,” in R/U/A/TV?, ed. Tony Fry (Sydney: Power more, MD: The Johns Hopkins University Press,
Publications, 1993). 1992).
STEPHEN PERRELLA
2. Felix Guattari, Chaosmosis: An Ethico-Aesthetic 5. Stephen Perrella, ed., Architectural Design Maga-
Paradigm (Bloomington: Indiana University Press, zine: Hypersurface Architectures (London: Academy
1995). Editions, 1998).
240
Hypersurface panel, study, 1998
Terminal Velocities:
STAN ALLEN
throw themselves, out of high windows. Nobody quite knows why, but
researchers studying the phenomenon have uncovered a curious pattern. While
a cat falling one or two stories has some chance of landing safely, a cat falling
from three to six stories is unlikely to survive. Surprisingly, a cat falling from
more than six stories is quite likely to survive. Apparently, by twisting into
proper position and completely relaxing, the cats develop enough resiliency to
survive the impact. Beyond fifteen floors the chances of survival drop again.
Too much time in the air, and the cats reach terminal velocity—in the most lit-
eral sense.
Speed is fundamental to the rhetoric of the computer. Bigger is
better, but faster is best. In advanced imaging and animation programs, for
example, it is processing speed and not disk space that is the limiting factor.
High-end personal computers already run at inconceivably fast speeds—xn
calculations per second, and improving all the time. Mainframe supercomput-
ers and parallel processing promise even greater speed. In part this is bound up
with questions of marketing and efficiency. The immense capital expenditure
for software development and the large-scale implementation of computer
aided design (CAD) systems in design and production would have been
impossible without measurable gains in speed and productivity. The same Tay-
lorizing impulse at work in early modernism—the elimination of obsolete and
inefficient work methods—is still visible today.2
But in the rhetorical fictions of the computer, speed brings
something else: a future not only more fully integrated with technology, but a
promise to recover precisely that which had been destroyed by modernity in
the first place. Claims are made for the recuperation of community, self, polit-
ical space, precision craft, and local identity.3 The rhetoric of accessibility in
turn depends upon the capacity of the computer to simulate reality. And it is
speed that guarantees the seamlessness (and thereby the realism) of these new
simulations. But between the promise of a digital future and the realities of the
present there are complex questions to be answered. In Pure War, Paul Virilio
has signaled his skepticism about the depletion of time as technologies of
speed are everywhere put into place: “There again it’s the same illusory ideol-
ogy that when the world is reduced to nothing and we have everything at
hand, we’ll be infinitely happy. I believe it’s just the opposite—and this has
already been proven—that we’ll be infinitely unhappy because we will have
lost the very place of freedom, which is expanse.” Control and concentration
are the inevitable counterparts of these new technocratic regimes: “The field
of freedom shrinks with speed. And freedom needs a field. When there is no
more field, our lives will be like a terminal, a machine with doors that open
and close.”4
Virilio distinguishes between metabolic speed—the speed of the
STAN ALLEN
TERMINAL VELOCITIES
the boundary between technological speed and metabolic speed. Computer
speed is microspeed, invisible in its working, visible only as affect. With the
computer, technological speed approaches metabolic speed. Genetic algo-
rithms can simulate hundreds of thousands of years of evolution in a few min-
utes; artificial life programs bring responsiveness and adaptivity to the
technological environment. For Virilio, what distinguishes metabolic speed is
its inconsistency: “What is living, present, conscious, here, is only so because
5
there’s an infinity of little deaths, little accidents, little breaks, little cuts...” It
is through these interruptions that the field is reconstituted—not as seamless
continuity, but, through a shift in scale, as a finer grained texture that allows
local connection and continuity; an order that accepts discontinuity and differ-
ence without encoding it as catastrophic disjunction. Hence, as Sylvere
Lotringer (Virilio’s interlocutor in Pure War) notes: “All is not negative in the
technology of speed. Speed, and that accident, that interruption which is the
fall, have something to teach us on the nature of our bodies or the functioning
of our consciousness.”6
What is at stake for architecture in all this? The computer in
the design studio provokes both extravagant claims and high levels of anxiety.
Is there, as with the cats falling through the hot summer air, a window of
opportunity between an initial state of dismay or confusion, and the endgame
of “terminal velocity”? Questions of identity politics and the real effects of
new technologies on the spaces of the city are issues that urgently need to
be addressed. But before this is possible, it will be necessary to look more
closely at the paradigms and protocols at work in the use of the computer as a
design tool.
A legitimate skepticism toward both the technocratic drive for
efficient production as well as the vague promise of a utopian future is a start.
But a positive program is required as well. This would begin with a speculative
and open-ended investigation of the possibilities and potentialities of these
new technologies within the specific demands of the discipline of architecture.
It is important not to lose sight of the instrumentality of the computer. The
computer is not “just another” tool, but it is a tool nonetheless—a tool with
very specific capabilities and constraints. What are the specific opportunities
for new modalities of geometrical description, spatial modeling, simulation of
program and use, generation of formal and organizational systems, or rapid
prototyping? A careful reassessment of the implications of these new tools in
their theoretical and conceptual context is warranted. By questioning the
rhetoric of the new, it is possible to rethink both the new technology and
architecture’s own persistent paradigms of order, geometry, and organization.
The luddite option, for all of its rhetorical attractiveness, is untenable, and,
finally, uninteresting. What is required is to become familiar enough with the
technology so as to be able to strip away its mythological veneer. Don’t count
on “being digital”; rather, work on becoming digital. The interruption and the
accident need to be cultivated; software systems must be used against the
7
grain. Established protocols need to be tweaked.
TERMINAL VELOCITIES
The story of Diboutades is often evoked as
an account of the origins of drawing: The daughter of a
Corinthian shepherd traces the shadow of the head of her
departing lover as a memento (fig. 1 ). The drawing is a
substitute, a partial record of the absent, desired thing.
This story of origins is consistent with classical theories of
1. P. Devlamnyyk, The Inven-
mimesis, but problematic from the point of view of archi-
tion of Drawing, after a
tecture. In architecture, the object does not proceed its
painting by Joseph Suvée,
representation in drawing. Rather, the built reality is both
1791
imagined and constructed from accumulated partial repre-
sentations. As codified in systems of mechanical drawing,
the object is imagined inside a transparent
box—the materialization of the Cartesian
coordinate system (fig. 2). On the surfaces
of the box are registered the traces of the lines
of orthographic projection. Traditionally, the
architect works on the two dimensional sur- (a) THE GLASS BOX
(b) UNFOLDING THE GLASS BOX
faces of this box, not on the object itself. The
architectural project is a virtual construction, a whole
2. The Glass Box, from
created from abstract parts interpreted and combined
Technical Drawing by
according to shared conventions of projection and repre-
Giesecke, Mitchell, and
sentation.
Spencer, 1958
Now the computer simultaneously collapses
and increases the distance between the architect’s two-
dimensional representations and the building’s three-
dimensional reality. That is to say, in as much as computer
representations are more immaterial than conventional
drawings, the distance is increased; in as much as it is pos-
sible to work directly in three dimensions, the distance is
collapsed. The vector of representation is reversed; the
glass box is turned inside out. In computer modeling, the
architect works directly on a three dimensional representa-
tion of the object itself. In the virtual space of the computer, it is possible to go
quickly back and forth (or even to work simultaneously) on the two-dimen-
sional projection and the three-dimensional object. (Of course, another system
of projection/representation intervenes—the two-dimensional display of the
screen itself—but the ease with which it is possible to move the object and to
move around in that space can provisionally suspend its presence as intermedi-
ary.) That object is a collection of commands as opposed to the result of a
series of projections. Instead of a finite number of representations constructing
an object (either in the mind or in the world) there is already an object (itself
made up of a nearly infinite number of discrete elements) capable of generat-
ing an infinite number of representations of itself.
As a consequence of this, the effect of working on the computer
is cumulative. Nothing is lost. Elements and details are continuously added,
stored, and filed in perfect transparency. Instead of proceeding from the gen-
eral to the specific, the designer moves from detail to ensemble and back again,
potentially inverting traditional design hierarchies.
The status of the drawing, and in turn the process of design
itself, undergoes a transformation. A new kind of abstraction emerges: abstrac-
tion not as final result of operations of idealization or reduction, but of the
indifferent order of bits. Interestingly enough, a sense of casualness, a paradox-
ical lack of precision, is one result of this. Computer abstractions are radically
provisional, open to infinite revision. If the power of the computer lies in its
ability to handle large amounts of information, multiple variables, and abstract
codes, it is worthwhile to be attentive to an emerging sensibility for diagram-
matic and loose organizational paradigms: a contingent, “conditional” abstrac-
tion. This in turn implies a shift away from the false certainties of visualization
toward the generative capacities of the computer as an abstract machine.
Today, this is expressed not so much as a mandate as a possibility. Abstraction
is no longer a categorical imperative, but one choice among many. When
STAN ALLEN
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249
TERMINAL VELOCITIES
SECOND HYPOTHESIS: DIGITAL FIELDS
STRIATED STRIATED 2
4.
250
251
TERMINAL VELOCITIES
to terms with the implications of a field/field relation
(fig. 4). A shift of scale is involved, and a necessary revi-
sion of basic compositional parameters is implied.
A moiré, for example, is a figural effect pro-
duced by the superposition of two regular fields (fig. 5). (a)
ures (lines, planes, solids) organized in space to form larger by the superimposition of
are combined additively to form an indeterminate whole. two linear gratings with
The local syntax is fixed, but there is no overarching period (a) larger than and
geometric scaffolding. Parts are not fragments of wholes, (b) equal to the period of
but simply parts. (As Jasper Johns has remarked: “Why a circular grating
take the part for the whole; why not take the part for
the part?”) Unlike the idea of closed unity enforced in bottom: parametric
gratings
THIRD HYPOTHESIS:
simple local conditions, and relatively indifferent to overall form and extent.1 6
Because the rules are defined locally, obstructions are not catastrophic to the
whole. Variations and obstacles in the environment are accommodated by fluid
252
253
TERMINAL VELOCITIES
adjustment. A small flock and a large flock display fundamentally the same
structure. Over many iterations, patterns emerge. Without repeating exactly,
flock behavior tends toward roughly similar configurations, not as a fixed type,
but as the cumulative result of localized behavior patterns.
One of modern architecture’s most evident failings has been its
inability to adequately address the complexities of urban context. Recent
debates have alternated between an effort to cover over the difference between
the old and the new (the contextualism of Leon Krier or the so called “New
Urbanists”) or a violent rejection of context (deconstruction, and related stylis-
tic manifestations). These two examples, the Christaller model of urban
growth and Reynolds’ simulations of flocking behavior (others could be cited
as well), dissolve the traditional opposition between order and randomness.
They offer a way out of this polarized debate, acknowledging on the one hand
the distinct capabilities of new construction, and at the same time recognizing
a valid desire for diversity and coherence in the city. Logistics of context sug-
gests the need to recognize the limits to architecture’s ability to order the city,
and at the same time, to learn from the complex self-regulating orders already
present in the city. And it should be pointed out that the computer is especially
well suited to the mapping and simulation of these systems—registering the
cumulative effects of incremental changes, recursive and reiterative strategies,
these are all inherent to the logic of the processor. Attention is shifted to sys-
tems of service and supply, a logics of flow and vectors. This implies close
attention to existing conditions, carefully defined rules for intensive linkages at
the local scale, and a relatively indifferent attitude toward the overall configu-
ration. Architecture needs to learn to manage this complexity, which, paradox-
ically, it can only do by giving up some measure of control.
NOTES
1. Bobby Russell, “Sudden Stop,” recorded by Percy Identity: The Virtual Subject in Post-Modern Science
Sledge, 1968. Fiction (Durham, NC: Duke University Press, 1993),
189.
2. Our tendency to privilege the new and the optimal,
along with the popular idea that every new form of 4. Paul Virilio and Sylvere Lotringer, Pure War (New
technology renders existing technologies obsolete, York: Semiotext(e), 1983), 69.
needs to be rethought. Two simple examples demon-
5. Ibid., 33.
strate why: the first is the development of high-speed
trains in Europe and Japan. A nineteenth-century 6. Ibid.
technology, railroads were supposedly made obsolete
7. Brian Eno has proposed a simple formula: “If you
long ago by air travel, but they now emerge as a logi-
want to make computers that really work, create a
cal alternative from ecological and urbanistic points
design team composed only of healthy, active women
of view. Similarly, AM talk radio—a technology sup-
with lots else to do in their lives and give them carte
posedly made obsolete by television—along with the
blanche. Do not under any circumstances consult
Internet and other advanced forms of communication,
anyone who a) is fascinated by computer games b)
has acquired extraordinary political power in the
tends to describe silly things as “totally cool” c) has
United States in recent years.
nothing better to do except fiddle with those damn
3. Many examples could be cited; see, for example, things night after night.” Kevin Kelly, interview with
Michael Benedikt, ed., Cyberspace: First Steps (Cam- Brian Eno, Wired, May 1995, 150.
bridge, MA: MIT Press, 1991), as well as the more
8. The use of the computer in the design studio has
recent emergence of academic and popular books on
facilitated two important shifts in design practice that
the subject. Scott Bukatman has coined the term
have yet to be examined critically. First is a renewed
“cyberdrool” for this kind of terminal identity fiction;
use of perspectives, which once had to be laboriously
he cites Vivian Sobchack’s observation of the “pecu-
drawn by hand but can now be generated effortlessly
liar oxymoronic cosmology” linking “high
by clicking a button. Second is the use of color. Color
technophilia, ‘new age’ anamism, spiritualism, and
in the computer is either extravagantly false or
hedonism, and Sixties counter-cultural ‘guerrilla’
attempt to simulate photographic representations
political consciousness.” Scott Bukatman, Terminal
STAN ALLEN
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of reality through sophisticated rendering programs 14. In this context it is interesting to note that
TERMINAL VELOCITIES
incorporating reflection, transparency, and texture the Turing machine—the hypothetical computing
mapping. In both cases, the ease of achieving seduc- machine that is the conceptual basis of the modern
tive effects has as yet overwhelmed any impulse to digital computer—performs complicated relational
question the relationship between the means of repre- functions, (multiplication or division, for example) by
sentation and the architectural intention. means of serially repeated binary operations. Paradox-
ically, it is only when the individual operations are
9. This is to ignore for a moment those who think that
simplified as far as possible that the incredible speed
architecture will simply disappear in a future domi-
of the modern computer is achieved.
nated by “virtual” realities. As they have never been
really interested in architecture anyway, there’s no 15. Ilya Prigogine and Isabelle Stengers, Order out of
great loss. Chaos Man’s New Dialogue with Nature (New York:
Bantam Books, 1984), 197ff.
10. “I ask myself, What is pissing me off about this
thing? What’s pissing me off is that it uses so little of 16. M. Mitchel Waldrop, Complexity: The Emerging
my body. You’re just sitting there, and its quite bor- Science at the Edge of Order and Chaos (New York:
ing. You’ve got this stupid little mouse that requires Simon and Schuster, 1992), 240–1.
one hand, and your eyes. That’s it.” Kelly, interview
17. “One of the essential characteristics of the dream
with Brian Eno, 149.
of multiplicity is that each element ceaselessly varies
11. See Robin Evans, “Translations from Drawing to and alters its distance in relation to the others...These
Building” AA Files 12 (1986). variable distances are not extensive quantities divisi-
ble by each other; rather, each is indivisible, or ‘rela-
12. Vivian Sobchack, “The Scene of the Screen:
tively indivisible,’ in other words, they are not
Towards a Phenomenology of Cinematic and Elec-
divisible above or below a certain threshold, they can-
tronic Presence,” Post-Script 10 (1990): 56. Cited in
not increase or diminish without changing their
Bukatman, Terminal Identity, 108.
nature.” Gilles Deleuze and Felix Guattari, A Thou-
13. Viktor Shklovsky, “Theory of Prose,” (1921) cited sand Plateaus (Minneapolis, MN: University of Min-
by Manfredo Tafuri in “The Dialectics of the Avant- nesota Press, 1988), 30–1.
Garde: Piranesi and Eisenstein,” Oppositions 11
(winter 1977): 79.
Dream house, 1996
A Capacity for Endlessness
to history—and if we don’t, others will do it for us, pointing out which archi-
tects of the past were already engaged in the subjects that intrigue us now. In
this individuated approach to history Frederick Kiesler has achieved a special
significance in recent years. A new sympathy has emerged for the hopeless
enormity of his architectural ambition, and the distressing contrast it makes
with what he managed to produce. Craggy surfaces and rickety constructions
serve as the improvised envelopes of the most grandiose spatial intentions. But
even as we slowly learn to read those atrophied exterior crusts as topological
mappings, it remains the effort to create a supreme spatiality within his build-
ings that evokes an affinity with contemporary architecture.
Others in history have impressed later architects with their
advanced spatial imaginations; in the 1 9 7 0s and 1 9 8 0s Piranesi fulfilled
the role of unexpectedly topical precursor. The renewed interest in Piranesi’s
Ethnological Museum, Geneva, 1996
The voids take the form of light shafts dropping from the roof
and niches rising up from the ruins. The volumetric wrapping of these two ele-
ments creates the museum envelope, which consists of a variety of tightly
BEN VAN BERKEL AND CAROLINE BOS
interwoven spaces with different light sources, different heights and sizes, dif-
ferent organizations, but overlapping qualities. Vitrine becomes wall, light
shaft becomes floor—views, voids, outside/inside spaces tend to ambiguity.
The condition of overlapping qualities is intrinsic to the project’s conception
as one porous volume, differentiated, yet homogeneous.
An image that sums up the contemporary acceptance of the
simultaneous existence of different identities within one cohesive organization
is that of the manimal. As a computer image of the hybridization of a lion, a
snake, and a human, this work provides another example of the capacity of
260
261
endlessness. The manimal is so loose in its identity that it does not divulge any
information about its original component parts. All traces of the previous
identities have been seamlessly absorbed within the image. Architecturally, the
manimal could be read as an amalgamation of several different structures that
generate a new notion of scale and identity. The process that generates the
image is potentially as interesting as its effect. The seamless, decontextualizing,
dehistoricizing combination of discordant systems of information can be
instrumentalized architecturally. As an effect, the image makes you wonder
how something like this would translate spatially. As a technique, it excites
because it has been produced in a manner that is radically different from all
pictorial techniques that have been employed by artists before.
Research, technique, and effect are the three steps that are central
to architecture. When the imagination is stimulated by something exterior to
architecture, techniques will be developed to realize that effect in architectural
substance. The capacity for endlessness that we recognize in Kiesler and in the
manimal, we search to apply to the way in which a structure could incorporate
all aspects of a building—time, the distribution of the program, construction—
in one single gesture. The third project that we would like to cite in this
context is the Dream House in Berlin, which has a column-free structure
unfolding in a single surface organization. The concept of the Dream House is
to achieve a fluid continuity between landscape and interior. This is achieved
by introducing diagonal space, thereby blurring transitional zones. The spaces
between inside and outside, or the representation of horizontal and vertical
spaces, are dissolved diagonally.
The smooth transition between spaces is the result of the diago-
nal organization of function and infrastructure; the living room flows out into
the garden in the same way as the garden extends into the living room. Stairs
become ramps and the ramps merge with the landscape. The floor plans are
expressed as undulating layers rather than planar surfaces so that the horizon
and variations in light levels can be perceived differently and endlessly
throughout the house. The core of the house is not formed by a staircase, but
by a void, around which layers of spaces wrap themselves. The central posi-
tioning of the void enables light penetration into the core of the house, and
allows the landscape to enter the rooms. The inclusiveness of the architectural
organization complies with a notion of consistency, within which fragmenta-
tion and difference occur. This is in contrast to an architecture that is based on
techniques of fragmentation and collage, which imply incoherence in the orga-
nization itself.
The freedom to assume different identities is an achievement of
the condition of endlessness. Almost as expressively as in his projects, Kiesler’s
capacity for endlessness is conveyed in a series of photographs in which he
BEN VAN BERKEL AND CAROLINE BOS
262
Dream house, 1996
freshH2O eXPO
NOX/LARS SPUYBROEK
FRESHH20 EXPO
top left: Hamarikyu Garden
KNOWBOTIC RESEARCH
above right: Hinode Passenger Terminal, remote attractor opposite, bottom: Ginza Shopping Center
and manipulated through an Internet interface. In a Java Applet users can de-
ploy a series of specially designed movement attractors, each of which has a
different function in manipulating or modifying those processes. These are
functions like: confirming, opposing, drifting, confusing, repulsing, organizing,
deleting, merging, weakening. Participants can collaboratively develop hypo-
thetical urban dynamics. As soon as one participant starts working on and
modifying the urban profile by changing the particle streams with movement
attractors, a search engine in the background starts looking for other partici-
pants with similar manipulation interests and connects to them. If another
participant is found, the data movements can be changed collaboratively; they
can be made stronger, weaker, more turbulent, denser, and so forth.
Streams of urban movement can shift between dynamic clusters
of participants. Participants can develop new processes or react to already
existing, ongoing ones. The streams of the manipulated movements are visual-
KNOWBOTIC RESEARCH
IO_DENCIES
KNOWBOTIC RESEARCH
272
273
IO_DENCIES
10_DENCIES creates a topological cut through the heteroge-
neous assemblage of physical spaces, data environments, urban imaginations,
connective agencies, and individual experiences. It forms a model for the com-
plex way in which network topologies will have to be questioned.
above: Small, hand-held devices that display visual and textual notations of the Shimbashi area.
opposite, top: Energetic metallic field of Internet Applets, sounds, and strobe lights.
and Interfaces
MANUEL DE LANDA
lifting of the warp threads. The machine’s hardware component “read” the
cards and translated the data into the motion in which control of the process
resided. Textile workers at the time were fully aware that they had lost some
control to Jacquard’s loom, and, on several occasions, they manifested their
276
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through local and temporary links. Similarly, as local markets grow in size, as
in those gigantic fairs that have taken place periodically since the Middle
Ages, they give rise to commercial hierarchies, with a money market on top, a
luxury goods market beneath and, after several layers, a grain market at the
280
281
suggest to the user the possibility of automating these actions; that is, that
whenever the first occurs, the second should be automatically performed.
Whether the user accepts or refuses, this gives feedback to the agent. The
agent may also solicit feedback directly, and the user teach the agent by giving
282
283
NOTES
1. Abbot Payson Usher, “The Textile Industry, Computation, ed. Bernardo Huberman (Amsterdam:
1750–1830,” in Technology in Western Civilization, North-Holland, 1988).
vol. 1, ed. Melvin Kranzberg and Carrol W. Pursell
8 Pattie Maes, “Behavior-Based Artificial Intelli-
(New York: Oxford University Press, 1967), 243.
gence,” in Jean-Arcady Meyer, Herbert L. Roitblat,
2. Andrew Hodges, Alan Turing: The Enigma (New and Stewart W. Wilson, From Animals to Animats, vol.
York: Simon & Schuster, 1983), ch. 2. 2 (Cambridge MA: MIT Press, 1993), 3.
3. Herbert Simon, The Sciences of the Artificial 9. Pattie Maes and Robyn Kozierok, “Learning Inter-
(Cambridge, MA: MIT Press, 1994), 43. face Agents,” in Proceedings of AAAI ‘93 Conference
(Seattle, WA: AAAI Press, 1993), 459–65.
4. Fernand Braudel, The Wheels of Commerce (New
York: Harper & Row, 1986), ch. 1. 10. Yezdi Lashari, Max Metral, and Pattie Maes, “Col-
laborative Interface Agents,” in Proceedings of 12th
5. Humberto R. Maturana and Francisco J. Varela,
National Conference on AI (Seattle, WA: AAAI Press,
The Tree of Knowledge: The Biological Roots of
1994), 444–9.
Human Understanding (Boston: Shambhala, Boston
1992), 47, 115. 11. Deleuze and Guattari, A Thousand Plateaus, 500.
Their remark is framed in terms of “smooth spaces”
6. Gilles Deleuze and Félix Guattari, A Thousand
but it may be argued that this is just another term for
Plateaus (Minneapolis, MN: University of Minnesota
meshworks.
Press, 1987), 335.
ASYMPTOTE
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289
THE DIFFERENCE-SCAPE
It is ironic that the prospect of community on such a large scale
(where cultural boundaries are physically erased) is more often than not
accompanied by an attempted erasure of cultural identity. In the end, however,
despite the apparent common ground shared by diverse factions, an opportu-
nity is provided for deciphering precisely the opposite. For instance, through a
reading of one culture’s misappropriations of another, it is actually possible that
one could begin to measure such (spatial) difference. A good example of this is
Japan’s sense of its own cultural and iconographic makeup as a mediated inflec-
tion of American and Western European pop culture. Elvis, Marilyn, Super-
man, Nike, Tin Tin, and the like are all iconographic assemblies absorbed,
reworked, and distributed globally in various forms and embodiments ranging
from Anime to bullet trains. The icons that comprise this new landscape of
difference are essentially mediated reflexes of similarity and diversification
(constructs that are mirrored endlessly over computer networks, home pages,
televised imagery, advertising campaigns).
The notion of modernity that emerged from postwar Western
Europe called for a fabricated perfection, instigated in part from a obsessive
interest in hygiene, homogeneity, and the relentless export of idealism. Much
in the same manner that the international style in architectural and design
venues was perfectly engineered, so are the hysteria and propaganda that her-
ald the Web as a utopian entity. The Web is being peddled as a place where we
are all happily plugged-in with complete and uncensored access to all informa-
tion. The utopian communities that are seemingly latent exist on the fringes,
providing ability to access goods, sex, news, lifestyles and other forms of desire.
It, too, is proposed as a hygienic, pristine, open, and free terrain for all those
with an access code. And all this is ostensibly carried out without censorship,
persecution, or fear of reprisal. A veritable melting pot for a new humanity, the
communal farm without the sweat, the absolute vacation without the trouble.
Ultimately, the reality that belies the digital machine is that no
matter how entrenched in our daily lives it becomes, it will never achieve com-
plete familiarity. The distance that the electrosphere has to us will always be a
chasm. This impossibility of dominance is perhaps where the most potential
lies for new spatial entities that are now only beginning to surface.
ASYMPTOTE
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291
THE DIFFERENCE-SCAPE
Bernard Cache, Bistro Table, 1997.
Framing the Fold: Furniture,
Architecture, Geography,
BERNARD CACHE
The following discussion between Michael Speaks and Bernard Cache took place in
New York City in August, 1 9 9 4.
BERNARD CACHE: I have met him only a few times, but to me Deleuze is a
respiration, a breath. Deleuze wrote some things about a famous French actor,
Alain Cuny, and he talked a lot about his voice. But Deleuze is not even a
voice; he is, I think, a respiration, and that’s why it is difficult to catch him and
give a definition to what he is doing. When I read him, I can hear him breath-
ing. For me anything he has written is really enjoyable because it puts me in
touch with a certain way of feeling.
BC: I think that Deleuze was able to catch the blow from traditional philoso-
phy, something like the wind of Spinoza, or the pneuma of the Stoics.
BC: We have a very impoverished idea of philosophy when we think only of the
academies. Deleuze understands philosophy as a living thing. Most people
think that intellectuals are cut-off from life. But there is a real, life affirming
hollow in philosophy, and Deleuze was able to catch the wind that resides there.
BC: One day I was just browsing around in a seminar—I didn’t even know
Deleuze—and I began to hear his voice. The way he was dealing with things
just amazed me. I thought, “this is philosophy to me.” It was obvious. Deleuze
really had a very sensitive touch.
BC: When I was young, philosophy seemed the most difficult thing to study. I
did not dare study philosophy after my baccalaureate. Then I started to do
architecture. It was really by way of the theory of architecture I was taught in
school that I came in contact with philosophy; it was bad philosophy, of
course, and not even interesting with respect to architecture. Most of the peo-
ple doing theory of architecture are not involved in producing drawings. When
you start studying architecture, you first exchange your vision of the things you
already know; as in any place, you are already in the middle, just as you can be
in the middle of a landscape, which also has a relationship to architecture. So
that’s the first thing. Then you think, “How would I design it? How would I
put something in it?” You must really have a relationship to the lines that need
to be drawn for architecture, a feeling for how these lines connect with other
lines, with philosophy, for example. Deleuze draws lines in philosophy, and
those lines for me were really important.
296
297
between what is writeable and what is visible. Michel Foucault has of course
written about this. Anyway, this question still puzzles me; certainly it is not an
easy one to answer. There is a way to think with images and so the problem is
not to represent that thinking; it is that thinking is already in the images them-
selves. I am very interested in the mathematician Roger Penrose, whose work
deals with the way we think, the way we create mathematics. He insists that at
the moment of discovery, mathematicians are thinking neither with formulae
nor with language, but instead they are thinking with images. The problem of
representation is one between things that are thought as language and things
that are reality, what we visually intend as reality—I mean objects that are visi-
ble. My problem—and it’s the way I deal with Deleuze’s philosophy—is that
part of the thinking is already images, so it’s just normal that they become visi-
ble in an object, and thus it is the nature of thinking that is puzzling in this.
Rather than the classical question of representation, I am instead interested in
the relation between language thinking and image thinking. In his books on
the cinema, for example, Deleuze does not criticize or make interpretations of
film directors; instead he classifies the various ways directors think with images,
and this is a very puzzling question. What is interesting even in the work of
someone like M. C. Escher is to see how he addresses the question of the limits
of the visible and how this can be compared with the limits of language.
BC: There are several ways to answer this question, but one has to do with
what it means to be an architect today. Given the current means of architec-
tural production—the way we produce buildings—it is perhaps easier to be an
architect in fields other than architecture, fields whose production is lighter
than buildings. For instance, producing photographs today is a very light way
of practicing architecture. When I started to produce furniture, the first con-
nection I discovered between furniture and architecture was the problem of
how to frame the landscape. I can show you one of the models I made of the
landscape while I was studying architecture. Suddenly it occurred to me that
this model was a beautiful piece of furniture. I used plywood, and the relation-
ship between this object and the lines in the landscape was remarkable. When
you drill a curved surface in plywood, the lines that appear are the equivalent of
topographical lines. Plywood gives me a direct connection with what is our
usual representation of geographical forms. That was the beginning. After that
it was crucial to understand geography as what is exterior to architecture; and
as such geography remains outside the control of human beings. Imagine New
York as a perfect quasi-crystal or a quasi-frame that the buildings make visible.
All around I can feel it, as if I were living in a Sol LeWitt environment, and
the buildings are everywhere filling in parts of this crystal and making it visi-
ble. But here in New York very little geography remains. Thus what is impor-
tant in New York is to develop a new relation to this essential configuration of
images, the inflection. Today we must make our own geography at home
instead of having it outside in the city. As we sit here in New York, we are sur-
rounded by the crystal.
BERNARD CACHE INTERVIEWED BY MICHAEL SPEAKS
BC: Furniture is an unusual geography, but it’s our own personal geography.
It’s our landscape and that’s why I worked on models of waves, and became
attentive to the effect of the wind on the dunes.
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BC: Yes, you are right that it’s an accident. I think there is no necessary con-
nection among philosophy, aesthetics, and mathematics. But suddenly you find
connections. They remain accidental but that’s precisely one of the additional
reasons why they are beautiful.
BC: No, because there are several ways of organizing the relation of the vector.
Often architecture tends to isolate the inflection from the environment of vec-
tors, for instance the wind, the direction of the sun, and so on; these are the
concrete images of vectors all architects use in their daily practice. There are
two different kinds of architecture: one that selects the vector to make appear
an identity on the inflection; and another one, which on the contrary, tries to
isolate the inflection from any vector so that it remains a virtual singularity. But
of course there is always something that imposes itself on the inflection that
results in the disappearance of the virtual singularity.
MS: Is it not the case that architecture can never actualize a vir-
tuality, that it can never truly actualize a singularity because a
singularity in a sense always remains outside the frame?
BC: Also because the singularity is impersonal and is out of our control.
B C : Yes. There are two aspects: one is that singularity cannot exist without los-
BC: Yes.
BERNARD CACHE INTERVIEWED BY MICHAEL SPEAKS
BC: Furniture is not at all architecture. I’m not an architect simply because I’m
a graduate of an architecture academy. Let’s take hunting as an example. The
hunter is the one who holds the gun, but the hunt is also dependent on what is
aimed at, the object on the other end of the gun. Instead of framing things, I
am manipulating things and images that are supposed to be framed. I see the
thing from the other way but I am not practicing architecture because I am
doing precisely the contrary—I am at the other end. I know that architecture
surrounds me and I am doing it in relation to the frame it provides.
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identity or to protect the singularity. There are many ways of using the frame.
These are simply the most obvious, but surely there are others. And these
might lead to an architecture that is different from the way we understand it.
BC: At present we have new possibilities with the computer. I want to know
less about computers and more about how to use them. Until very recently we
used software like AutoCad and so on; only circles and squares and things like
that could be easily manipulated. Even Form•Z only allows us to create
squares, so it’s not a new thing. Of course, besides the manipulation of primi-
tives, you can also pull the key points of approximation curves like Béziers,
Splines, or Nurbs. But if there is anything new with computers it is the
mathematical use of the computer that enables you to draw anything. You can
do many things with the computer but surprisingly architects are behind in
their use of it.
BC: The problem is that with existing software and with the organization of
the means of architectural production as well as the organization of the intellec-
tual world, there are architects who draw a sketch on paper and give it to other
people who just enter them into the computer. The computer allows nothing
more than a translation, nothing more than what can be done with a pencil. It’s
not new, just more efficient. Perhaps it’s everything you want, but it’s still the
same thing. But if you start using the computer as a conceptor, and if we become
something more than simple operators, real possibilities begin to emerge.
BERNARD CACHE INTERVIEWED BY MICHAEL SPEAKS
B C : Both drawer and user of the computer. The architect who uses the com-
puter must know a bit of mathematics because the problem with the software
industries is that they are working at an industrial level, on a large scale. And if
you look at most people using the computer, they are operators not conceptors.
They are asked only to pinpoint what is drawn on paper, and that is a very stu-
pid use of the mouse I think. The mouse is really the most stupid interface; of
course it’s user-friendly, but in many ways it causes us to overlook the real
capacity of the computer to calculate. We must learn to think with the com-
puter in mathematical terms; we must develop mathematical formulae and not
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BC: No. What I am doing presently is all calculated. I can give you an analytic
function for all my images.
BC: Yes, and that’s why I am very much against the uncritical use of what
many call the art of the virtual. If you look at the use of the term virtual in vir-
tual reality and multimedia and things like that, what is meant is a model of a
space, as in a flight simulator. If you give the coordinates of your position, you
can create a view that is simply the actualization of the model that is inside the
computer; that’s the technical way virtual reality works. Many say the work of
art is no longer what you see but I disagree, for not all that comes out of the
model is interesting.
MS: But in the end is your work any less determinable or deter-
ministic than these simplistic approaches to virtual reality?
BC: Oh, yes. These furniture objects are strictly reproducible, purely repro-
ducible, but they are also purely deformable—I only have to change the value of
certain variables and it gives me new forms. And that is what is new and what is
the real purpose of my work: to develop a nonstandard mode of production.
Line Parable for the Virtual
BRIAN MASSUMI
1. TOPOLOGY
image center of the figure. It is virtual because you cannot effectively see it or
exhaustively diagram it. It is an image because you can, for all of that, figure it,
more or less vaguely, in the imagination. Imagination is the mode of thought
most precisely suited to the vagueness of the virtual.3 It alone manages to dia-
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307
308
309
3. DESCRIPTION OF A STRUGGLE
threaded cascade. Beyond the edge, the situation plummets—onto the ring of
vagueness below, and from there, from the edge of the plane of potential, into
the under-knot of the virtual. Unfeelable eddies of residual tension form at the
confluent edges of the planes of the actual and of potential. Certain residual-
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317
in half, and in half again, indefinitely. Look at the cuts. You get a trio of point-
cuts contracting into a single point. If you could look down on the repeatedly
calculated situation, it would be like peering into a bottomless cone plunging
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319
Keep your perspective. Keep your equilibrium. Cleave to the golden, entropic
mean of common, habitual sense. Own it. Share it. Be it.
But every once in awhile, shed a tear for the void and the veer of
the snap to intensity—for the virtual and the potential you habitually only see-
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321
NOTES
This text is excerpted from the essay “Parables for the (New York: Columbia University Press, 1990),
Virtual,” forthcoming in Brian Massumi, The Critique 210–6.
of Pure Feeling. It is published here with the permis-
8. William James, “The Feeling of Effort,” Collected
sion of Harvard University Press.
Essays and Reviews (New York: Russell & Russell,
1. Gilles Deleuze, Francis Bacon: Logique de la sen- 1969), 151–219.
sation (Paris: Editions de la Différence, 1981),
9. Henri Bergson, Matter and Memory, trans. Nancy
chaps. 3, 15, 18.
Margaret Paul and W. Scott Palmer (New York: Zone
2. See C. S. Peirce’s topological diagrammaticism, Books, 1988), 68–9.
The Essential Peirce, vol. 1, ed. Nathan Houser and
10. Nicholas Negroponte, Being Digital (New York:
Christian Kloesel (Indianapolis: University of Indiana
Knopf, 1995).
Press, 1992), 2, 71–2, 246–68. See also Deleuze,
Francis Bacon, 65–71; and Gilles Deleuze and Félix 11. Deleuze, Difference and Repetition, 138–41.
Guattari, A Thousand Plateaus, trans. Brian Massumi
12. C. S. Peirce, Selected Writings, ed. Philip P.
(Minneapolis: University of Minnesota Press, 1987),
Wiener (New York: Dover, 1958), 381–93.
91, 140–2, 510, 513.
13. James, “The Feeling of Effort,” 203.
3. Gilles Deleuze, Kant’s Critical Philosophy, trans.
Hugh Tomlinson and Barbara Habberjam (Minneapo- 14. Brian Massumi, “The Autonomy of Affect,” in
lis: University of Minnesota Press, 1984), 17–8, Deleuze: A Critical Reader, ed. Paul Patton (Oxford:
50–2; and Gilles Deleuze, Difference and Repetition, Blackwell, 1996), 217–39.
trans. Paul Patton (New York: Columbia University
15. Deleuze and Guattari, What is Philosophy?, 118;
Press, 1994), 320–1.
Deleuze and Guattari, A Thousand Plateaus, 267,
4. René Thom, interview, Le Monde, 22–23 January 381.
1995.
16. Deleuze and Guattari, What is Philosophy?, 21,
5. Deleuze, Francis Bacon, 73–8. 132.
6. Gilles Deleuze and Félix Guattari, What Is Philoso- 17. David Bohm, Wholeness and the Implicate Order
phy?, trans. Hugh Tomlinson and Graham Burchill (London: Ark, 1983), 85–8.
(London: Verso, 1994), 37–8.
GARETH BRANWYN
WILL W E L I V E to see our brains wired to gadgets? How about today? Just
I am interested in becoming a guinea pig (if you will) for any cyber-
punkish experiment from a true medicine/military/cyber/neuro
place. New limbs, sight/hearing improvements, bio-monitors, etc.
1
Or even things as simple as under the skin time pieces.
and instantly construct another. One might even speculate a link between the
surprising popularity of modern primitivism (piercing, tattooing, body modifi-
cation) and the emerging techno mythology of “morphing” the human body to
the demands and opportunities of a post-human age. The human body is
324
325
BIONIC HARDWARE
several promising directions are being explored. The goal of most of these
schemes is to implant electrodes into the visual cortex of the brain to stimulate
discernible patterns of phosphenes which can then be interpreted by the user.
Phosphenes are those tiny dots (the proverbial stars) that can be seen after rub-
326
327
BASEMENT NEUROHACKERS
330
access to the sophisticated testing and feedback devices that are available to
legitimate researchers. Through devices like the Mindset, a “desktop EEG,”
Cole and other researchers hope to change that. “It is imperative that neuro-
science research is not limited to large organizations with big budgets,” insists
13
Cole. The further I got out on the fringes of neurohacking, the more noise
overcame signal. I heard rumors of brain-power amplification devices, wire-
heading (recreational shock therapy), and most disturbing of all, claims that
people are actually poking holes in their heads and directly stimulating their
brains. (Kids, don’t try this at home.)
J A C K I N G I N ? P L E A S E S TA N D B Y. . .
NOTES
1. Anonymous, email to author, 8 February 1993. Peripheral Nerve Recording and Stimulation,” IEEE
Transactions on Biomedical Engineering 39, no. 9
2. Allucquere Rosanne Stone, telephone interview
(September, 1992): 893–902.
with author, 7 April 1990.
9. Scott Balley, telephone interview with author, 14
3. Don Ihde, telephone telephone interview with
April 1993.
author, 14 April 1993.
10. Sarah Williams, “Tapping into Nerve Conversa-
4. Donna Haraway, “A Cyborg Manifesto,” in Simians,
tions” Science (May 1980): 555.
Cyborgs, and Woman (New York: Routledge 1991).
11 Anderson, email to author.
5. Terry F. Hambrecht, “Neural Prosthesis,” in Annual
Review of Biophysics and Bioengineering, ed. L. J. 12. David Cole, telephone interview with author, 2
Mullins (New York: Pergammon Press, 1979). April 1993.
GARETH BRANWYN
7. Richard Alan Normann, telephone interview with 14. Avital Ronell, The Telephone Book: Technology,
author, 7 August 1993. Schizophrenia, Electric Speech (Lincoln NB: Univer-
sity of Nebraska Press, 1989).
8. Gregory T. A. Kovacs, C. W. Storment, and J. M.
Rosen, “Regeneration Microelectrode Array for
332
Stelarc: The Evolutionary
BRIAN MASSUMI
—Stelarc
exterior. The body inputs information into the computer in order to express
it or relay it as a force: the body places itself between information and
force. The left side of the body receives programmed gestures fed in from a
machine, which it then transduces into involuntary gestures: programmed and
336
The Third Hand, Yokohama
above: Microfilm Image of Inside of My Stomach
involuntary. The right side of the body relays muscular movement into
mechanical movement: organism and machine. Computer and robotic arm.
Sensation and purposive functioning.
F R A C TA L F L E S H - S P L I T B O D Y: V O LTA G E I N / V O LTA G E O U T ( 1 9 9 5 )
Here, the body was plugged into the World Wide Web via elec-
trodes connected to the body. The body and Third Arm were situated in Lux-
embourg, and people in seven cities around the world were invited to gather at
specially networked terminals where they could remotely control the body’s
gestures. Others were encouraged to log in through their regular Internet con-
BRIAN MASSUMI
nections. The audience is let into the loop. It becomes part of the performance.
The distance between the performer and the spectator is abolished. Sensation
has unfolded into a transindividual feedback loop of action-reaction, stimulus-
response. The performance potentializes a material interconnection of bodies.
340
EXTRA EAR (1997–98)
Having a Third Hand, the body will construct an extra ear. This will be
positioned on the side of the face beside the right ear. A balloon will
be inserted beneath the skin and gradually inflated for an estimated
four-to-six weeks until an adequate bubble of stretched skin is formed.
The balloon is then removed and a cartilage or plastic ear framework is
inserted in the excess bag of skin. A cosmetic or plastic surgeon will
then cut, nip, tuck, and sew the skin over the underlying ear structure.
The Extra Ear will retain feeling, but, of course, it will not be able to
hear. It is intended that this ear will speak. An implanted sound chip
will be actuated by a proximity sensor whenever another body gets
close enough. Ultimately, the aim will be for one ear to whisper sweet
nothings into the other ear. —STELARC
The technologies of VR, therefore, are post-medieval
we are now, I find myself a bit uncomfortable with some of the overarching
assertions I made in that piece. I now think the issues of embodiment and
dimension need more specific interrogation. The explosion of the Web as a site
for the fulfillment (or disappointment) of many and multiform desires cer-
tainly demonstrates this—that is, its diversity of function and actual use raise
questions about what kinds of fleshly presence or worldly dimension become
available through electronic transmission and digital representation. In terms
of embodiment, of course one immediately thinks of Web sex, which throws
the “lurker” into a flagrant interactive relationship at the level of desire, but
creates a body that must—and I pun here quite purposely—turn on itself. This,
in a way (like autism, like masturbation), leads to an intensified sense
of one’s body and an isolated sense of one’s self, a heightening of one’s
fleshly presence, not its denial. What is denied here is the desire and the body
of the other.
This, though, is only one form of embodiment. There are many
others, I’m sure. I just saw an advertisement on television promoting the child-
friendly “interface” of Fischer-Price toys and Compaq computers. We see a lit-
tle boy (no more than five years old) in front of a computer screen that seems
to show a Web site, but instead of a mouse, he is using a big plastic steering
wheel and what looks like a big plastic car phone to direct his travels through
the Net. It is, if you think about it, quite telling: what’s familiar here, what’s
user-friendly, is the heightened dramatization of the “cocooned” body, the kind
of body we first sensed (long before computing) in our cars, where we felt pro-
tected and unseen and snug—and, of course, in control. This is a body that is
not denied, but rather “nested.” Thus, there is a certain double cocooning or
VIVIAN SOBCHACK AND JOHN BECKMANN
JB: Well, I guess I’m one of the last hold outs, as I don’t have a
personal trainer yet. But seriously, I agree with you that it seems
that we are led to believe that we can now reconfigure our bodies
as easily as touching up some pixels on an image in Photoshop.
To me the real question is, is it even possible now
to “move outward into the world,” or is that urge delusional in
itself? For example, previously we moved through space, now
space moves through us. Accelerated digital technologies in
many ways have surpassed reality, and thus our very bodies and
gene structures are becoming more and more transparent to our
human gaze.
VS: I love your making a distinction between us moving through space and
now space moving through us. I’ve just had an epiphanetic experience that
confirms this latter experience and it’s not all bad. After just having come back
from the Armand Hammer museum (here in Los Angeles) which is having a
show of René Magritte painting and sculpture, I started looking at (a descrip-
tion I will shortly put in suspension) a CD-Rom I bought called The Mystery
of Magritte. It’s quite wonderful in various ways, but what really startled me
since I don’t normally look at painting on CD was when I would magnify one
of the Magritte paintings to fill the screen. There was this really uncanny sense
of being in, inhabiting the space of the painting, or of the space of the painting
coming out to envelop me. That’s almost impossible to do walking in and inhab-
iting the physical space of the museum with the physical gravity of my body
keeping me outside the painting. Only intense focus allows me a way into the
painting in the museum—and then it’s a space of attention, not exteriorized or
possibly homogenized as a space my body can occupy. The computer allows a
really extraordinary extroversion that is at one and the same time an introver-
sion. This, perhaps, is the transparency—or easy reversibility—of inside/out-
side of which you speak.
On the other hand, I do believe it’s possible that we can electron-
ically still move outward into the world. I haven’t had an intense experience of
it, but have spoken to a friend whose use of the Web truly extends his being—
in this instance to his home country of Hungary. He is truly excited by the fact
that he is able to connect to his home city and explore what’s going on and feel
connected. I remember him telling me with great pleasure and pride that when
he actually went back to visit this past summer, he felt more at home and
embedded in what was going on than a friend who had only been away for a
month and was “out of touch.” This was not merely a matter of “information”
(like getting a weather report from a city you’re going to visit), but an adding of
lived dimension that he experienced over distance as proximity.
VS: I am sitting here smiling at the fact that I (as a near-luddite, definite skep-
tic, and someone who is usually outright hostile to the Web) am somehow in
the position of devil’s advocate. (In that regard I do want to get in my negative
say about the Web here somewhere, but you’ll have to remind me.) You say
what I would call our “lived dimension” or, as you would call it, “soulfullness,”
is dead (it used to be God, didn’t it?), and what remains is merely quantitative
information devouring itself and us along with it. In many ways I agree with
you. Certainly, a lot of people have bought into the illusion that if you some-
how have enough quantitative information, it will somehow magically take on
value and transform itself into qualitative understanding. But it is also true that
for each of us, to use a cliché, the buck stops here—here both at the interface
and in our real chairs (pace the hypothetical chairs of philosophers) where each
of us is embodied and situated, where we have to make choices and act, where
we (even those of us who need to get one) have a life. Given our personal and
social situations, whether we admit it or not, want to or not, we do take and,
often more importantly, leave that information and always already confer upon
it or deny it qualitative value. The problem here is that we too often forget this
inescapable fact; the solution (and it needs continual resolving) is to con-
sciously remember it and make it explicit and not just thoughtlessly act it out.
In sum, what provides us at least the possibility of an “out” from the self-can-
nibalizing “digital ouroboros” is that we ultimately feel the digital bites we take
of our own fleshy and mortal tails.
For me (and here I’m reminding myself of why I really hate the
Web), I feel that digital bite on my very mortality. I sit there in front of that
computer shell and feel like I’m the victim of a shell game, like I’m being
conned (or, maybe, “commed”). The Web is the one place where I am acutely
aware of being offered infinite space while being robbed of finite time. The
interface doesn’t help—nor will, despite all techie protests, a “faster” modem.
No modem will ever be fast enough to overcome the digital version of
Zeno’s paradox.
VS: Why single out “this moment in time” relative to realizing and accepting
the distortion inherent in, to use your words, “any form of medium”? It was
never possible to examine value or content apart from the “relative functions
between signs and their referents”—except insofar as one was ignorant of signs
as signs and really thought the map was the territory. Indeed, one could argue
that it is the very scope of this electronic “empire of signs” that has brought
representation and simulation to the foreground, that has made everyone (not
just postmodern academics) aware of mediation and the relativity of sign func-
tions. The question, then, is not one about the refusal of this condition, but
about the relation between an endlessly relative continuum of deferred signifi-
cation (all that info out there is meaningless in its circulation) and the individ-
uals who, because they are situated materially and physically in a particular
time and space and culture, stop that circulation and make meaning by giving
value to some of the circulating signs and not to others. This ascription of
value and meaning does not undo relativity, but it also does not undo value or
meaning: what it asserts in the human situation is that values and meanings are
always contingent. This is Derridean “differance” lived by people whose actual
phenomenological choices always mark a “difference” as real because it has
both material consequences and meaning in their moment.
You’re right in being generally pessimistic, though. The “real
work,” as you call it, will be done at the edges and, yes, by artists and filmmak-
ers, and writers—and even critics and theorists. In general, though, the institu-
tionalization of this glut of information and stimulation (whether the info
superhighway or Web TV) and its reification as capital will reduce our capac-
ity to recognize our possibilities for choice and the ascription of value and
obfuscate our responsibility for our actions and their consequences. But even
television, which you say locked out possibilities from the get-go, had its Ernie
Kovacs! He was able, even if only briefly, to make television dialogic rather
than unidirectional.
You have to know, by the way, how both funny and peculiar it is
to me that I am not the one here laying out all the negative stuff vis à vis elec-
tronic culture. You’ve co-opted my usual position and forced me to think (as
Fredric Jameson suggests it is necessary for us to do even when it seems impos-
sible) about the progressive possibilities, or at least to reassert human possibil-
ities. I guess I’m not so much defending the Net as defending the existential
conditions that allow for and indeed mandate choice and value as contingent,
multiple, and always really ambiguous, which then allows an opening (however
tiny) through which the progressive can emerge.
VS: It seems to me that today it’s all but impossible to shock people—whether
VIVIAN SOBCHACK AND JOHN BECKMANN
352
353
J B : Let’s talk about the cloning of the ewe in Scotland by Dr. Ian
Wilmut and company. Let’s talk about Dolly. Dolly the double is
world famous. The boundaries of science fiction have been
crossed. President Clinton is scrambling to organize committees
to study the legal, moral and ethical consequences of cloning.
What’s your take on it ?
VS: Well, first of all, I do find it really funny that—of all animals—it is a sheep
that has been cloned. Metaphorically, isn’t that “meta”? After all, in our culture
we have been using the image of the sheep for a very long time to connote con-
formity, sameness. And now, as seems so apposite to the current moment,
we’ve taken the metaphor and realized it concretely.
Furthermore, is it so surprising that we’re currently fascinated by
cloning? After all, cloning is to time as fractal images are to space. That is,
where fractal imaging figures self-similarity across scale, cloning figures self-
similarity across time. Thus, it seems part of a cultural gestalt in which differ-
ence of both subjectivity and situation is—in each case—written out of the
picture. As such, culture and history disappear or are made meaningless. I’m
reminded here of Jorge Luis Borges’s wonderful story in Ficciones, “Pierre
Menard: Author of Don Quixote.”5 In it, a critic celebrates writer Pierre
Menard for his much more nuanced and significant writing of Don Quixote and
goes on to compare a passage from Cervantes with a passage from Menard.
They are word for word exactly the same. What Borges plays with here is the
very way that culture and history constitute difference and deny the existential
possibility of sameness. Our fascination with fractals and Dolly would do the
VIVIAN SOBCHACK AND JOHN BECKMANN
opposite; it’s yet again a fascination with, a longing for, transcendence from (or
in?) existence.
By the way, although I often trash him, Jean Baudrillard is fre-
quently prescient. He’s written a very good essay on cloning in The Trans-
parency of Evil called “The Hell of the Same.” He tells us: “Cloning is thus the
last stage in the history of the modeling of the body—the stage at which the
individual, having been reduced to his abstract and genetic formula, is destined
for serial propagation.” Citing Walter Benjamin on the work of art in the age
of mechanical reproduction and the consequent loss of “aura,” he suggests that
now human bodies “are conceived from the outset” as having no originality, but
354
355
VS: What interests me most about Strange Days—and remember that I’m a
film scholar who has written not only on sci-fi cinema but also on technologi-
cally-mediated perception—is less the millennial moment it is supposedly rep-
resenting than the perceptual technology it envisions. Although I’ve only seen
the film once, what I found most engaging and what makes me want to go
back and look at it much more closely (if I can ever dig myself out from under)
are the convoluted and extremely complex relationships that occur between
perceivers and perceived. The imbrication of vision in the film makes a Moe-
bius strip of what is already quite complex in Blade Runner’s interrogation of
mediated vision: i.e., Roy Baty’s ironic gloss on photography and cinema as a
whole: “If you could only see what I’ve seen with your eyes.”
NOTES
1. “The Scene of the Screen: Envisioning Cinematic sion of the Material: Prologomena to a Phenomenol-
and Electronic ‘Presence’,” in Materials of Communi- ogy of Interobjectivity), in Ethik der Ästhetik, ed.
cation, ed. Hans Ulrich Gumbrecht and K. Ludwig Christolph Wulf, Dietmar Kamper, and Hans Ulrich
Pfeiffer (Palo Alto, CA: Stanford University Press, Gumbrecht (Berlin: Akademie Verlag, 1994), 195–
1994), 105. 205.
2. “Democratic Franchise and Electronic Frontier,” 5. Jorge Luis Borges, “Pierre Menard, Author of Don
Futures 27 (1995): 725–34. Quixote,” in Ficciones, trans. Anthony Bonner (New
York: Grove Press, 1962), 45–55.
3. S. Paige Baty, e-mail trouble: love and addiction @
the matrix (Austin: University of Texas Press, forth- 6. Jean Baudrillard, “The Hell of the Same,” in The
coming). Transparency of Evil: Essays on Extreme Phenomena,
trans. James Benedict (London: Verso, 1993), 118.
4. “Die Materie und ihre Passion: Prolegomenazu
einer Phänomenologie der Interobjektivtät” (The Pas-
VIVIAN SOBCHACK AND JOHN BECKMANN
356
CONTRIBUTORS
358
359
Film Quarterly. She is editor of the anthology is a New York based pho-
CONTRIBUTORS
ARNE SVENSON
The Persistence of History: Cinema, Television and tographer whose work has been exhibited inter-
the Modern Event (1996) and author of nationally. His first book, Prisoners, was
numerous books. She is currently at work on a published in 1997. He is represented by the
volume of her essays, Carnal Thoughts: Bodies, Julie Saul Gallery in New York
Texts, Scenes and Screens (forthcoming).
M A R K C . T A Y L O R is Cluett Professor of
MICHAEL SPEAKS is a critic and lecturer in Humanities and director of the Center for
New York City. He has taught in the architec- Technology in the Arts and Humanities at
ture departments at the Harvard University Williams College. He also serves as director of
Graduate School of Design, the Parsons School the Critical Issues Forum at the Guggenheim
of Design, and the Columbia University Grad- Museum in New York. He is the author of
uate School of Architecture, Planning and numerous books, including Disfiguring Art,
Preservation. Architecture, Religion (1992), Nots (1993),
and Hiding (1997).
CLAUDIA SPRINGER is a Professor in the
English Department and Film Studies Pro- M A T T H E W A A R O N T A Y L O R is Visiting
gram at Rhode Island College, and is the Associate Professor of English at Kinjo Gakuin
author of Electronic Eros: Bodies and Desire in the University. He is working on a series of essays
Postindustrial Age (1996). relating artificial life to fiction.
LARS SPUYBROEK is an architect and one PAUL VIRILIO is the Director of the Ecole
of the founders of NOX, a design office with a Speciale d’Architecture, and an editor of Esprit,
multidisciplinary approach to architecture and Cause Commune and Critiques. He is a found-
design. He lectures extensively in the Nether- ing member of CIRPES, the Center for Inter-
lands and abroad, and has taught at numerous disciplinary Research in Peace Studies and
universities. Military Strategy. His many books include
Pure War (1985), War and Cinema: The Logis-
S T A H L S T E N S L I E is a media artist and
tics of Perception (1989), Bunker Archaeology
media researcher working on the development
(Princeton Architectural Press, 1994), The Art
of different interface technologies within the
of the Motor (1995), and Open Sky (1997).
fields of art, media, and network research. He
lectures frequently and his work has been MARGARET W E R T H E I M is an Australian
exhibited internationally. He is presently work- science writer now living in New York City. She
ing on cognition- and perception-manipulation has written extensively about science and tech-
projects. nology for magazines, television, and radio. She
is the author of Pythagoras’ Trousers: God, Physics
S T E L A R C is an Australian-based performance
and the Gender Wars (1995) and is currently
artist whose work explores and extends the con-
working on her next book, The Pearly Gates of
cept of the body and its relationship with tech-
Cyberspace (1998). Her articles have appeared
nology through human-machine interfaces
in many magazines and newspapers, including
incorporating the Internet and the Web, sound,
the New York Times, Vogue, Elle, Glamour, World
music, video, and computers. He has performed
Art, and Metropolis.
extensively in international art events. Stelarc’s
artwork is represented by The Sherman Gal-
leries in Sydney, Australia.