My research interest will focus on the production of an entangled[1] interface distributed through Singapore's urban fabric. The interface will explore the dialectics inherent to the extraction of information from the surface in the form of surveillance and its transformation, or re-signification, into an infosthetics[2] network, perceivable through mobile devices. The information running through the network will make ambivalent use of the metaphor of a zero-player game[3], still its stellations[4] will be fed by human interaction.

 

Then, the purpose of this research is to reinstate the poetics of space into a highly pressurized surface as a strategy for applying critical thought to the newly introduced ways of the information age.

 

The city is one of the oldest technologies known to mankind, as it is a system of archiving and classifying information, but also fertile ground for interaction. Such a technology has been upgraded slowly but surely, as its systems and networks constantly renew or improve. Though at breakthrough points in history, emergent phenomena have radically reshaped human behavior while imposing new habits and ways. [Think of the water closet]. The so-called information age has brought substantial changes in the way we interact with reality; moreover, it has deeply affected how we perceive it. The exponential nature of the evolution of new technologies and their adoption in society tend to quickly blur limits. This project is rooted in the volatile nature of our world where those limits between the impossible, the possible and the feasible are shifting ever faster and the same is true for the limits between the unimaginable, the imaginable and the imagined.

 

Although we tend to adopt new technologies quickly, it seems we sometimes lack a critical approach towards them. Many of us hail a new era with no regard to the potentially disastrous outcomes that may befall humanity without the application of critical thought. One such social landmine revolves around the ubiquity and invasiveness of mobile devices, becoming a distributed and ever-present decentralized network of Little Brothers, watching and recording human activities 24/7, which may well lead to the end of privacy as we know it. However, top-down surveillance by the dominant control mechanisms is no longer needed if we take control of the situation and do it ourselves.

 

 

Therefore, there is an essential need to adopt critical imagination in the design and implementation of such new medias that will once again reshape the way we humans communicate, interact, think, etc.

 

Cognitive surfaces, like the city fabric, are subject to varying amounts of pressure and that pressure itself is defined by the strategic deployment of specific structures within it, being tangible or intangible, including: the void or the constructed city, deployment of wireless networks, streets, etc., which shape our daily cognitive processes. When an entropic element is inserted into a highly pressured surface it tends to create emergent phenomena, which question our notions of reality.

 

It is already too late to try and create a distinction between the real and the virtual, or the so called worlds of atoms and bytes[5] which used to be interpreted as polar opposites within the spectrum of perception. Nowadays we interact within a presence reality, which includes but is no limited to one or the other. Our interactions arise from perceptions we make in a holistic reality Ð the reality we live. The diversification of the human experience, largely influenced by the adoption of technology, has led to diversification of realities. Our worlds are our own, and though this has always been true, technologically-assisted realities have lead to heightened divergence. Despite the fact that we are packed ever tighter and tighter across the face of the earth, we live alone. We live apart. No one entity can pretend to have a monopoly over anyone's reality Ð not the church, the state nor purveyor of video games. ÒLive in your world, Play in ours[6]Ó is no longer a valid statement.

 

Augmented Space is a term used to describe a matrix of possibilities that enhance human experience through technological means, this kind of space is the next iteration of the one we nowadays move, think and interact within. This space is not confined to a computer screen or a walk in the park. It permeates, and will do so even more, every aspect of human life while generating a hybrid system of knowledge, perception and interaction. Like Lev Manovich suggested in his paper ÒLearning from PradaÓ[7], this research proposal Òconsiders the 'invisible' space of electronic data flows as substance rather than just a void, something in the need of a structure, a politics and poetics.Ó

 

With artistic concerns and an architectural background, I have been exploring the spatial qualities and potential of the once called 'virtual' spaces, or to put it in other words, my main concern as an artist is the study that could lead to a redefinition into n-generated perceived space. I have worked with computer games as they are a suitable platform to speculate and investigate Р a lab to test realities existing in parallel worlds, a phenomena coherent to the latest scientific approaches to reality.

 

 

 

I began actively studying through modding[8] the Tron[9] game [based on that 80's movie] where the gamers move into a faux 3D space with their true range of interaction a planar one. I then directed a code-deep approach to a real appropriation of 3D space inside that software which resulted in the game 'Oversaturation'[10]. On other terms, my first commissioned piece was 'Narrowcast'[11] an installation about surveillance in downtown Mexico City and the impact on the passerby. After 'Oversaturation', I attempted to diagram an ambivalent relationship between this game structure and Mexico CityÕs surface. That resulted in the Overmachinima[12] Movie as an attempt to give neutral ground to parallel realities existing within the same surface. Basically, my work over the past few years has been oriented towards the exploration and resignification of presence space, be it real, virtual, physical or not.

 

 

A ludic approach to reality: Situationist example.

 

Through a situationist approach, this project tries to lead psychogeographical[13] experiences in a new dimension through the deployment of situations in augmented space. This project tries to resignify the way users perceive the urban landscape through technological means. This project urges people to follow their emotions and to look at urban situations in a radical, new way, a situationist approach taken into a new stellation as an alternative to being prisoners to our daily routes and routines, living in a complex city, navigating it with complex technologies, but treading the same path every day and using available tech in the same, predictable ways.

 

Current trends in videogame production are interesting in terms of how we as a collective are forced to imagine hyperreality. Given the latest trends in successfully commercial games [or movies, for that matter], it appears the way we want to imagine ourselves is like a higher-res image of ourselves. Here we must again apply critical thought towards where/how we really want to imagine ourselves and our environment. I think that we have already achieved significant technological success and that such a paradigm of HD-zation of life only corresponds to marketing trends. Essentially, a consumer will buy a new computer with a high-end videocard just to be able to keep up with the latest version of Doom which is CPU -GPU intensive, but in the end, it's the same product they have been playing since the late 80's. Therefore, what we lack is not trillions of floating-point operations per second, but an intelligent way of putting them to work.

 

 To make a historical example, let's look at Rez[14] a videogame launched in the early 2000's, which, under 300 Mb imposed a new paradigm for a 3D game and achieved a certain level of success becoming a cult game. Most of the games that came out at the time, of course, didn't, as they were concerned with the market trends and aspiring aesthetics of the time, occupying larger amounts of CD or even DVD memory, just to provide a poorer experience. This game is a good example of the power of critical imagination.

 

Other current trends in the use and application of technologies, especially mobile, is to make reality more manageable through  higher-def information, this research project will deal with strategies towards the emission of a smaller level of detail into the flux of information. While it is true that these devices are ÒConnecting People,Ó[15] they also carry vital pieces of information for human beings, and they will surely carry more in the near future.

 

The distributed panopticon example comes into play here once again. While it is desirable to visualize information and interconnect networks, it is highly dangerous to do so in a fine grain of detail, because of the privacy and control problems we have already talked about. This project will also deal with notions of absurdism in communicative flows like 'What will happen if I want to take the longest route from point a to point b?' 'What if I want to see irrelevant data, like how many red cars pass on a street?  I am interested in impractical or deviant, but moreover anonymous, uses of these technologies towards dislocating the perceptions of reality trough augmentation. The amount of absurdism in this project is yet to be determined but should be a component of the study.

 

I have suggested using the ambivalent metaphor of the zero-player game in the sense of giving the system a set of rules to follow once certain conditions are established, but those establishing the conditions are living, unaware humans. This project is to have a ludic component that researches relationships between those contradictory systems in order to potentiate actions towards the general objectives of the project.

 

 

METHODOLOGY

 

In order to affix a coherent nature to this project, I will use a mixed methods research approach. While the input to the project may be of a qualitative nature, done through direct observation, participation in the setting and analysis of documents, the output will be driven by quantitative research methods, like the production of algorithms. Science, technology, culture, thought and action describe a noetic[16] and ontological continuum. In this holistic approach to reality there is no difference between in and out, nor between before and after, thus our temporal and spatial figures change, our semiotic horizon changes.

 

The cycle begins by either gaining access to surveillance networks or starting a mini network myself in particular nodes in the urban fabric where information tends to stratify, ontological places which resignify existence in the way we behave and interact. The information perceived by the network will be operate through software in order to extract significant or insignificant data. This data will then trigger algorithms in another node within the system in a continuous loop, which can be represented through a variety of 'skins' utlilizing AR strategies [a data garden, ovnis flying in the city, masses of polygons, etc]. The idea is that the information produced and gathered in a certain node, will be displayed in another, completely different node and so forth, while completing a loop based on the idea of the Borromean rings[17] topology. This topology will be effective throughout the network, proposing a notion of entanglement where nodes in the feedback loop work together and depend on each other regardless of their geographical location, approaching a deferred media reality, which will introduce a playful situationist notion in the urban fabric, suggesting cognition through mobility and the improvisational nature of thought and knowledge in what can be called a dislocative gestalt[18]  approach.

 

 

 

RELATED WORK

 

I have been influenced by various projects that both emphasize the need and are making possible, through augmented reality, the arrival of the augmented city and, moreover, augmented space. These projects operate in a wide matrix of technological languages, but thinking only how these projects function is futile if they are to be assessed in terms of communicational semiotics medium, which offers a means for understanding how the medium helps us determine the way meaning is constructed. We will then need to think as well towards the apprehension of how meaning is understood. These projects might be aimed towards none or more of the following communicational tasks:

 

Induce critical thinking

Prove a technological feasibility

Disseminate poetry

Promote ludic or playful activities

Promote an array of didactic activities

 

 

By the means of none or more of the following techniques[19]:

 

Body sensitive installations: the silhouette of a passerby gets involved
Light installations: light as dominating medium
Digital Graffitti: icons projected onto city walls
Leaving thoughts and ideas: passer-by communicate thoughts and ideas
Facades: building walls become a medium
Visualization devices: new devices entering the urban realm
Urban gaming: entertainment as primary objective
Hidden layers in the urban realm: unseeable information made visible

 

TiBe - Optical Tracking of Animals[20] [Project]

From their site: We implemented a observation system for the VetMed Vienna which allows an efficient method for the research of learning behavior of rats. Several training conditions can be investigated by recording the paths chosen by the rats in a labyrinth or a field and then statistically analyzing those paths. The rats are filmed from above and their paths are computed in real-time from the gained images. In an open field these tests are conducted in darkness; infrared lighting makes the tracking possible even under those conditions.

Relevance to this study: A very simple yet powerful approach to psychogeographical patterns in a predetermined terrain. Map generation through surveillance.

Synthetic Environment for Analysis and Simulations[21] [Work in progress]

From wikipedia: Purdue University's Synthetic Environment for Analysis and Simulations, or SEAS, is currently being used by Homeland Security and the US Defense Department to simulate crises on the US mainland. SEAS "enables researchers and organizations to try out their models or techniques in a publicly known, realistically detailed environment.Ó It "is now capable of running real-time simulations for up to 62 nations, including Iraq, Afghanistan and China. The simulations gobble up breaking news, census data, economic indicators, and climactic events in the real world, along with proprietary information such as military intelligence. [...] The Iraq and Afghanistan computer models are the most highly developed and complex of the 62 available to JFCOM-J9. Each has about five million individual nodes representing things such as hospitals, mosques, pipelines, and people."

Relevance to this study: High end technologies used by a state apparatus both to invoke an idea of power and omnipresence and an attempt to put them into practice.

 

SPOTS Project. Potsdamerplatz.[22] [Project]

From their site: For a period of 18 months, media installation SPOTS will convert an office block located at downtown Potsdamer Platz Berlin into one of world's largest media facades. Commissioned by the agency ÈCafŽ Palermo PubblicitˆÇ the large scale matrix made up of 1800 conventional fluorescent lights was designed by the architect/artist office realities:united, Berlin for the client HVB Immobilien AG. Some projects included were:

 

33 Questions per minute.[23] [Project]

From their site: 33 Questions per minute consists of a computer program which uses grammatical rules to combine words from a dictionary and generate 55 billion unique, fortuitous questions. The automated questions are presented at a rate of 33 per minute --the threshold of legibility-- on 21 tiny LCD screens encrusted on the support columns of the Exhibition space. A keyboard allows participants to log on to the building and add their own questions to the automatic flow.  

City Gaze[24] [Project]

From their site: ÔCity GazeÕ (Die Stadt hat Augen) is an exhibition that pursues a unique concept. An office building on Potsdamer Platz is being transformed into a seeing object. From 24 November to 26 February 2006, SPOTS, a light and media installation that has been integrated into the buildingÕs facade, will be presenting new works by internationally renowned artists that have been created especially for this location and this medium. The show will launch with a work from Berlin-based artists and architects realities:united Ð who also have overall responsibility for the development of the light and media facade Ð in collaboration with the artist John deKron.

 

Relevance to this study: City-scale media facade which induces critical thinking and reinstatement of the poetics of space.  Surface democratization.

 

Avoiding traffic with your mobile[25] [Work in progress]

Synopsis: A series of users of a particular brand of cellphones anonymously send positional data over a network. By mapping the information, this project determines congested routes on particular roads.

Relevance to this study: Anonymous, decentralized information is provided in order to provide more efficient interaction.

 

DenCity[26] [Project]

From their site: denCity.net examines the enrichment of real urban sites by a virtual dimension of information and networking, this being accomplished by localising the virtual.  Aka. Places in urban space are tagged (i.e. marked) by 2D-Barcodes, that are readable by mobile camera phones. These so called QR-Codes contain nothing but the name of the tag and an identification (ID). The mobile will access WAP (mobile Internet) to get the related information on denCity.net. This can be simple information like opening-hours, description about the place, tips etc. But denCity.net also knows the physical (real) location of the tag, since the user specified this upon its creation. It can thus give relevant links to other tags (nearby). Also, the user can leave information: He or she can write comments or rate the tag (other interactions might be added in the future). Locative forums emerge - traces of users in actual space.

Relevance to this study: A clear attempt towards augmented space.

 

The Rise of the Participatory Panopticon[27] [Paper]

From their site: Soon -- probably within the next decade, certainly within the next two -- we'll be living in a world where what we see, what we hear, what we experience will be recorded wherever we go. There will be few statements or scenes that will go unnoticed, or unremembered. Our day to day lives will be archived and saved. What's more, these archives will be available over the net for recollection, analysis, even sharing. And we will be doing it to ourselves.

Relevance to this study: Acknowledgment of the need for privacy in our digital era. Critical thinking about emerging technologies.

 

Architectural anatomy[28] [Project]

From their site: Our prototype application overlays a graphical representation of portions of a building's structural systems over a user's view of the room in which they are standing. The overlaid virtual world typically shows the outlines of the concrete joists, beams and columns surrounding the room. We have built a partial model of Columbia's Schapiro Center for Physical Science and Engineering Research, which contains portions of the joists, beams and columns that are in and near the lab in which our work is being performed. The model is based on the construction drawings provided by the building's architects.

Relevance to this study: Revelations of hidden data. Microtracking.

 

The Game of 3D Life[29] [Research]

From a website[30]: In an M-dimensional Life a point has 3M - 1 neighbors, i.e. 8 for 2D (M = 2) and 26 for 3D (M = 3). Therefore in 3D we can get richer rules and structures.  Synopsis: A cellular automata[31]  game, based on John Conway's Game of Life[32] if given a three dimensional grid instead of a flat one.

Relevance to this study: Instates a higher order in complex relations between individuals given simple instructions. Instates poetics of space and negotiates its use.

 

 

 

 

GPS::Tron[33] [Project]

From their site: Is an adaption of the classic arcade game Tron for mobile phones. What makes it new and different is that the original gameÕs concept is expanded by adding levels of reality and virtuality that blend into the realm of augmented reality. The players move in real space, they are tracked by GPS and their position influences their position in the game. Each player is represented by a line that gets longer and longer. However, the playerÕs own line is not allowed to cross itself or the opponentÕs line. If it does, the player causing the crash loses.

Relevance to this study: Ludic practices in the urban realm. Simple interaction in urban space rationalization. Invites exploration in augmented reality.

 

OUT[34] [Project]

From their site: Two women in gear are on the ground. One with a laptop and the other with a projector pointing onto building walls in key locations in New York City. They are connected through a mobile wireless bicycle to an online team of five game players located around the world. They intervene on servers in a popular online military simulation game with performance actions carried out by the whole team. The live projections in the city can also be viewed through web cams on the OUT website.

Relevance to this study: Induce critical thinking. Appropriates the urban fabric as a canvas - Surface Democratization. Simple prototype of augmented space.

 

FNVN[35] [Project]

From their site: Free Network Visible Network is a project that combines different tools and processes to visualize, floating in the space, the interchanged information between users of a network. The people are able to experience in a new, exciting way about how colorful virtual objects, representing the digital data, are flying around. These virtual objects will change their shape, size and color in relation with the different characteristics of the information that is circulating in the network. But you already know this, right?

Relevance to this study: Feasible approach to augmented space. Induces critical thinking towards public space, networking and sharing.

 

 

 

Reactable[36] [Project]

From their site: Is a collaborative electronic music instrument with a tabletop, tangible, multi-touch interface. Several, simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface. By moving and relating these objects, representing components of a classic modular synthesizer, users can create complex and dynamic sonic topologies, with generators, filters and modulators, in a kind of tangible, modular synthesizer or graspable flow-controlled programming language.

Relevance to this study: Proposes an entangled interface within a certain surface. The interface uses both central and distributed intelligence in order to produce a clear aesthetic and ludic pleasure. The GUI is infostethical to a certain extent.

 

SVEN [Surveillance Video Entertainment Network][37] [Project]

From their site: The project that asks the question: If computer vision technology can be used to detect when you look like a terrorist, criminal or other "undesirable" - why not when you look like a rock star? SVEN is a system comprised of a camera, monitor, and two computers that can be set up in public places - especially in situations where a CCTV monitor might be expected. The software consists of a custom computer vision application that tracks pedestrians and detects their characteristics, and a real-time video processing application that receives this information and uses it to generate music-video like visuals from the live camera feed. The resulting video and audio are displayed on a monitor in the public space, interrupting the standard security camera type display each time a potential rock star is detected. The idea is to humorously examine and demystify concerns about surveillance and computer systems not in terms of being watched, but in terms of how the watching is being done - and how else it might be done if other people were at the wheel.

Relevance to this study: Absurd nature of technological applications and critical thinking about implications of surveillance practices.

 

 

 

Levelhead[38] [Project]

From their site: levelHead is a spatial memory game by Julian Oliver. Uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit. Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player's spatial memory. Which doors belong to which rooms? There are three cubes (levels) in total, each of which are connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.

Relevance to this study: Complex interaction in space rationalization, a simple, yet well-executed approach to augmented reality in a ludic nature.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

           



[1]          As in quantum entanglement. http://en.wikipedia.org/wiki/Quantum_entanglement A phenomenon in which the quantum states of two or more objects are somehow linked together so intimately that one object cannot be adequately described without full mention of its counterpart Ñ even though the individual objects may be spatially separated.

[2]         Aesthetics of information, see examples in http://infosthetics.com/

[3]         http://en.wikipedia.org/wiki/Zero-player_game

[4]          Stellation is a process of constructing new polygons (in two dimensions), new polyhedra in three dimensions, or, in general, new polytopes in n dimensions.

[5]          Nicholas Negroponte. Being Digital. 1995

[6]         © Sony Corp .

[7]          Lev Manovich 2002

[8]   http://www.ungravity.org/tron_mods/

[9]   http://www.gltron.org/

[10]        http://rhizome.org/commissions/2005/oversaturation.php

[11]        http://www.ungravity.org/proyectos/htm/ncast/index.htm

[12]        http://senef.net/senef_2006en/prog_dmb/list.php

[13] Defined in 1955 by Guy Debord as the "the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals."

[14]        http://en.wikipedia.org/wiki/Rez , http://www.sonicteam.com/rez/

[15]       © Nokia Corp.

[16]        http://en.wikipedia.org/wiki/Noetic Is a branch of metaphysical philosophy concerned with the study of nature, the operation of intellect, and the relationship between human and divine intellect.

[17]        In mathematics, the Borromean rings consist of three topological circles which are linked and form a Brunnian link, i.e., removing any ring results in http://en.wikipedia.org/wiki/Borromean_rings two unlinked rings.

[18]        http://en.wikipedia.org/wiki/Gestalt_psychology    A theory of mind and brain that proposes that the operational principle of the brain is holistic, parallel, and analog, with self-organizing tendencies; or, that the whole is different than the sum of its parts.

[19]       As categorized by the University of the Arts Bremen in their AugCity project. Unknown author[s]

[20]       http://imagination.at/en/?Projects:Scientific_Projects:TiBe_-_Optical_Tracking_of_Animals

[21]       http://en.wikipedia.org/wiki/Strategies

[22]       http://www.spots-berlin.de/en/index.php?col=0&expo=

[23]       http://www.lozano-hemmer.com/cubae.html

[24]       http://www.spots-berlin.de/en/index.php?col=0&expo=80

[25]       http://blip.tv/file/695561

[26]       http://dencity.konzeptrezept.de/concept/?dvr=2&loginopen=1&language=en&

[27]       http://www.worldchanging.com/archives/002651.html

[28]       http://www1.cs.columbia.edu/graphics/projects/archAnatomy/architecturalAnatomy.html

[29]        http://www.cse.sc.edu/~bays/d4d4d4/

[30]        http://www.ibiblio.org/e-notes/Life/Game.htm

[31]        http://en.wikipedia.org/wiki/Cellular_automaton  Is a discrete model studied in computability theory, mathematics, theoretical biology and microstructure modeling. It consists of a regular grid of cells, each in one of a finite number of states. The grid can be in any finite number of dimensions. Time is also discrete, and the state of a cell at time t is a function of the states of a finite number of cells (called its neighborhood) at time t − 1.

[32]        http://en.wikipedia.org/wiki/Conway's_Game_of_Life

[33]       http://gps-tron.datenmafia.org/?page_id=2

[34]        http://www.opensorcery.net/OUT/

[35]       http://www.mixedreality.nus.edu.sg/index.php?option=com_content&task=view&id=30&Itemid=65

[36]       http://reactable.iua.upf.edu/

[37]       http://deprogramming.us/ai/

[38]        http://julianoliver.com/levelhead