Showing posts with label hybrid geographies. Show all posts
Showing posts with label hybrid geographies. Show all posts

6.07.2011

Where's the Discussion on Urban AR Gaming?

Image from Fast Company
Especially interesting in light of Monday's post: Fast Company reports today on Nintendo's new Wii U controller, proclaiming that "living room entertainment just got one step closer to having a true three-dimensional virtual environment." It seems implicit in this statement that the author believes video games to be the provenance of the virtual world; that to have an immersive game environment, one needs to be completely transported by interacting with a screen, rather than the screen modifying the true, four-dimensional environment that the player already exists in.

I've long found it perplexing that, while there is plenty of discussion and debate about video games, and plenty of hype around augmented reality, I very, very rarely come across any account (written, spoken, or otherwise) about augmented reality games that are simply layered over the world that we inhabit. Often, when I do, they're presented in broad strokes, as a far-off possibility: "we'll deal with that when we get there."

There have been a few notable exceptions (see: Cory Doctorow's Little Brother, Dan Hill's The Street As Platform) but on the whole, there doesn't seem to be much discourse around this subject and its enormous potential to change the way that we interact with our cities. Perhaps the technology just really seems too far off to people, though I've personally seen at least one AR application that could easily be retrofitted for geo-locative video games tomorrow in action. Or perhaps I just haven't looked hard enough; if that's the case, and you know of some great resources for reading about/discussing AR gaming (especially in urban environments), please share!

2.10.2009

Think Big. Freak Out.

Daniel Burnham's line "Make no little plans; they have no magic to stir men's blood" is probably one of the most famous quotes to come out of the field of urbanism. It's also one of the most thoroughly abused. Burnham's maxim about aiming high is used by proponents of megaprojects like Atlantic Yards (the poster child for megaprojects, you see) in defense of superblocks and devastatingly overbearing towers. In truth, Burnham did not stop where the quote does. The quote is almost always truncated, cutting off much of the great planner's intent. The full quote reads:

Make no little plans. They have no magic to stir men's blood and probably themselves will not be realized. Make big plans; aim high in hope and work, remembering that a noble, logical diagram once recorded will never die, but long after we are gone will be a living thing, asserting itself with ever-growing insistency. Remember that our sons and grandsons are going to do things that would stagger us. Let your watchword be order and your beacon beauty. Think big. (via)


The idea of a noble, logical plan becoming a living thing is about as far from the logic of the contemporary commercial megaproject as you can get. Giant developments that have become commonplace in cities like New York, London, and Chicago over the past two decades are designed to eliminate risk, to minimize mess. They are, in a word, sterile. Burnham was talking about creating plans that are dynamic, and that improve their surroundings, not wall themselves off from them.

So if it's not the four-tower 3,000-condo 250,000 square-feet-of-retail megacomplex, what does a grand plan look like? What can we do to stir mens' blood, to re-engage the many millions of people who have become disconnected from the urban environment, who have willfully or accidentally removed themselves from the discourse? In the face of increasingly grave problems, how can citizens be energized to turn their cities into the viridian green, environmentally-restorative engines that we have heard so many advocates call for them to be?

There are no small changes that need to be made. I refuse to parrot, any longer, the absurd myth that changing your lightbulbs or using a fabric bag to pick up groceries will save the world. The words "hogswaddle" and "poppycock" come to mind (apparently climate challenge turns me into a Dickensian lower-class Brit). It's true that these things add up, but public opinion on fighting climate challenge is waning; people are growing tired of the issue. The public is, of course, fickle, so this should come as no surprise. The bite-size formula is not going to work. The ante must be upped.

For planners, architects, and urbanists, this necessitates a call for big plans. We need so many more Burnhamian Big Ideas. It's time to re-think infrastructure, and architecture, and every tiny component of every city. All things can be re-imagined; we're starting to see these kinds of big ideas in playful fits and starts. Defunct airports can become magnificent tree-covered mountains; parks can be used as psychological and environmental rehabilitation centers; whole cities can become stand-in icebergs; we could build rivers in the sky, and fill them with floating classroom-ferries. Nothing about our cities is set in stone -- not even their geography. And as nature starts to change our cities in new ways, we need to re-think how our cities interact with nature.

Perhaps the greatest piece of infrastructure that cities have at their disposal, in terms of reimagining and regenerating the cityscape, is often also the last remembered. People -- the citizens that use the city, kick it, punch it, pull it down and lift it up a hundred million ways each day -- are brimming with ideas about how to make their cities better. The images in this post, for example, are from a collection of entries to a public call for the reinvention of Coney Island. This is the crazy shit that people come up with; it follows that what they want to start seeing more of, in addition to genuine, solid plans for making cities work better, is some freaky, crazy shit.

Here's a proposal; the seed of a big idea, perhaps: let loose. Think about the most unchangeable features of your city, and try to imagine them changed. Don't just daydream; come up with Big Ideas, grand plans for revolutionizing the way that your city works. Get crazy, and put down on paper the ideas you wouldn't dream of bringing up in a meeting at work. Then upload them and share them with everyone who has a computer and a set of working eyes. We need more sky rivers, more radical civic interventions, and more acid-trip theme parks. More than ever, we need very, very Big Ideas. And if we try hard enough, if we come up with enough crazy shit, maybe we'll be able to shock more people into caring about how their city works, and what it looks like. No one cares if you tell them the airport is being turned into condos and a dog park. Heads turn when you suggest that it be geo-engineered into an urban Matterhorn. It doesn't have to happen. It just has to get people to pay attention.

Burnham wisely noted that each generation's sons and grandsons would do things that would stagger their forebears. Make your grandparents proud; go freak out on your city.


(Photo from MASNYC's Flickr gallery.)

1.09.2009

Thoughts on How Cities Change

Photo of Triphammer Falls at Cornell University in Ithaca, NYThese ideas came to mind while reading Bruno Latour (especially), as well as Donna Haraway, Matthew Gandy, Sarah Whatmore, and Eric Swyngedouw. I’d like to write them out before I forget, and I wonder if they are useful for considering how cities change.

Main idea: Cities change through socio-political relationships between living and nonliving things.

Elements interact and combine to bring about different outcomes, as when molecules come together to form a human being (the outcome doesn’t have to be consciously pursued), or when humans construct a building to provide shelter Photo of Rolling Home, by Charles Miller(the combined elements don't have to be completely attached). These combinations are based on more or less cooperative social relationships. In other words, elements participate in diverse forms of associative groupings.

The building materials in the example above don't have a choice in the matter, which is where the political (power relations and governance) comes in. It is through politics that combined action takes place. Power is based on the ability to incorporate necessary elements to realize objectives.

Photo of Martin Luther KingFor example, the winner of a democratic election comes to power by communicating a vision that attracts the most voters. Power can also be taken by force, as when people combine with superior weaponry to accomplish their goals. Groups form through communication, cooperation, and coercion. They exist at many levels, and are not limited to people. Nonhumans communicate nonverbally. The sound of a rockslide tells animals to make way. Flowers attract pollinators with pleasing colors and scents. Nonhumans also cooperate and dominate, even if not through conscious decisions. They interact with or without humans through social and political processes.

These ideas seem useful for understanding how cities change over time, and for finding ways to direct this change toward a common good. Mutually beneficial relationships tend to be the most lasting. Photo of kids playing in a fountainHowever, using wood to provide shelter isn't beneficial to the trees that get cut down. This is where it is necessary to prioritize. While our survival depends on a degree of anthropocentrism, we can still work to understand and reduce harm to others as much as possible. This is an ethical responsibility, and it strengthens our wellbeing. We can develop innovative policies and technologies that result in cohesive solutions to urban problems. The more people and things that benefit from these solutions, the more likely they will sustain.

The authors mentioned above have changed the way I think about cities. While this is not a summary of their ideas, it is very much inspired by them. They helped me look at nature (including cities) as interactive processes of change. I hope others will share their thoughts or add things that I’ve missed.

(Photo of Triphammer Falls from Panoramio user dmcguirk; "Rolling Home, Rockaway Beach, New York, 1933" taken by Charles Miller and scanned from a postcard; Photo of Martin Luther King from blakehuggins.com; Photo of kids playing in a fountain from jandtenterprises.com)