
Cities now are navigated, experienced and comprehended not only by their physical location on maps in order to see their climate, geography, morphology and history but also as non places, virtual sites manufactured from touristic propaganda, homepages, advertising campaigns and other media-propagated assemblies.(H. Rashid)
On the internet, emerging organizations whose focus is not yet specified are growing in parallel to traditional institutions with respect to the following areas of research: cultural and informative portals, virtual galleries, multimedia journals, magazines and newspapers, self-managed user networks capable of mobilizing the attention of the masses and, most of all, of the younger generation versed in the internet. Unlike the cumbersome, traditional structures of display, these fluid organizations offer specific advantages: easy-access to space, economy of space, long-distance, part-time work unfettered by time/place constraints, quick and easy access to the most specialized personnel around the world, speedy installation, no shipping or insurance costs, no actual construction, access to a wider audience - drawn by the internet's interactive, participatory, and ever-surprising persona. However, the design of significant on-line expositions demands time, testing, new synergies of specialists and fields (conception, programming, planning, visualizing, animation, computer graphics, communication), and imply the use of considerable budgets for production, constant management and updating. The average cost of online exhibitions, per visitor, is however without a doubt cheaper, particularly because of the incredible number of users which continues to grow steadily. At the same time, since an entrance ticket is as of yet unthinkable, the only actual funding in the short-term can be provided by advertising and sponsorship. However, in the long run, well-designed and flexible 'containers' will attract works of artists, more or less known, to create a valuable cultural and economic resource. Those collectors who nowadays are willing to pay millions of dollars to acquire works of art could, in the future, be attracted to a different kind of art which we cannot yet picture.
In a few months, access to the web, by cable or satellite, will ensure a download time for images, sounds, and videos equal to that of texts. In the meantime, computer speed, memory and power will continue to increase, while phone rates will continue to decrease due to competition. It will then be possible to take maximum advantage of rendering, animation and immersion softwares such as those currently used in film production, using smaller and smaller files than those used for video. Web art development, net-art, art-of-the-net and their new virtual exposition environments can only become more complex and advanced while at the same time easier to use. If one were to recall the dawn of the desktop and compare it to those of today, the metaphor of a simplified version of the actual desk on the screen - the 'desktop' -has been enriched to become increasingly functional and elegant. It is now the time to think of non-linear developments for interfaces that can guarantee an appropriate complexity and allow for the exhibition of any kind of art.
Several browsers or meta-browsers such as Netomat, Iod, Riot and Hullpointer exist as alternatives to Netscape and Explorer and are trying in different ways to broaden the options of visualizing, reading, and connecting web pages. Browserday, a convention of the cutting-edge minds of the digital world, is one of the major events that puts forward the latest artistic and technological developments. Cube is the first example of a refined technique and immediacy which allows for traditional web-browsing with a conceptually fresh and easy interface; the user moves fluidly amongst five pages (represented as faces of a cube) displayed concurrently. Could all of these examples be thought of as virtual museums of information? Or could the transition towards increasingly smaller technological gadgetry such as palm-pilots, wireless communication systems, gps (global position system) continue their trajectory from portable, to wearable, to perhaps eventually nested within our bodies and minds become the real virtual museums?
The continuing computer science revolution explores worlds we know to exist and perhaps are always on the brink of discovering other worlds. Man, Art and Science can once again become inextricably tied - perhaps we can bring to life another type of 'Renaissance Man'. The characteristics, the abilities, the instruments and most of all, the interests of the new artists will inevitably keep transforming, interminably. So, each time we will find ourselves thinking of places we have never seen, we might even try bending our mind to create art we have never imagined. (virtual museum competition 2001).
Assignment 2:
virtual environment
Teams of two people (the same teams involved with Assignment #1) are asked to browse the web and look for sites as suggested and also of your choice, such as virtual worlds, social communities, city homepages, public chatrooms etc.; Web-sites that allow you to interact, socialize with others, move in 3D, chat, slip into other indentities, see real-time information (video-images of on-site cameras projected on your computer screen) or even join live discussion groups (you could also be present via video conferencing). You might be able to see other people or their avatars and hear their conversations and be present in the virtual space via a projection of yourself onto your screen.
This short exercise should make you aware of the possibilities with current technology to interact within virtual sites and through virtual sites (web-pages) with actual sites, in case you are not yet a frequent user…I guess that’s a rare case!
Operate with the idea in mind, that you are later asked to develop in depth a concept for a potential link/s between your actual project and a possible parallel web project. You will further build your project for virtual space first (it might be built in second life) and then decide how and what might be transformed to the actual site. (The infobox is from 1995!) Here are some suggestions on how to analyse the websites. Add other parameters according to your convenience. This is the first step to develop a strategy for your virtual site concept.
- Analyse the information structure of the site; how is information displayed and accessible? Texts, icons, transformation options etc.
- diagram the spatial characteristics of the site; are there different possible ways of circulation through the web-site which you can describe and draw? Can you move freely in three dimensions? Can you access information in three dimensions?
- analyse any links to actual sites, locations; (videocam, projector option, etc.)
- describe the effectiveness of the interactivity of the site; what are the options for visitors in actual space to meet others in virtual space?
- Which of the technological aspects are useful for your infobox, and how and where could these be implemented?
Emphasis is on the making of diagrams as an instrument to understand and mediate collected information effectively between us and to the potential users, and as a strategy to translate selected critical data later into the proposed project/s. You should focus on clarity and organization of visual and written information!
You find some links here on the right. Besides second life, my space etc.., there are some recent architectural realizations, mostly for large public projects, such as the Seattle library by Koolhaas, the Guggenheim virtual sites, and the New York Stock exchange by Asymptote, or institutional developments such as ETH world. Typically there is specific software involved such as Blaxxun, Virtools etc.., which implements the interfaces and the technological background.
Format:
The collected information is to be printed (format: A3, 11x17”) for pinup
And to be made available for the class on the webserver.