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August 22, 2008

Artist Studio Tours

NPR has a video and slideshow tour of artists' studios and work at the 52 0 Street complex, a renovated warehouse in DC.

[via To the Beat]

July 21, 2008

Water, Wall, and Thick Latex Paint

Water Leak in Wall

My office on campus yesterday.

Update:: Underdog's immediate comment: Barton Fink.

June 24, 2008

Architecture and Moral Order

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Name-checking JG Ballard, TC Boyle, Neal Stephenson, Octavia Butler, and Italo Calvino (in only the first four paragraphs), Joanne McNeil discusses some of the world's strangest housing communities. A community of tiny houses in Virginia, a utopian community in India, a decaying pod city (above) in Taipai, and Sao Paulo's Alphaville:

“People at Eden-Olympia have no time for getting drunk together, for infidelities or rows with the girlfriends, no time for adulterous affairs or coveting their neighbor’s wives, no time ever for friends,” Wilder Penrose says in J. G. Ballard’s Super Cannes. The “great defect is that there is no need for personal morality. Thousands of people live and work here without making a single decision about right and wrong. The moral order is engineered into their lives along with the speed limits and the security systems.”

Ballardian (which links to McNeil's post) has some related links and discussion.

[via Ballardian]

June 04, 2008

False Bus Stops for Alzheimer's Patients

According to the Telegraph, the Benrath Senior Centre in Düsseldorf set up a fake bus stop to help keep Alzheimer's patients from wandering too far. According to Franz-Josef Goebel, chair of an association that works with the Centre,

"They know the green and yellow bus sign and remember that waiting there means they will go home."

The result is that errant patients now wait for their trip home at the bus stop, before quickly forgetting why they were there in the first place.

"We will approach them and say that the bus is coming later and invite them in for a coffee," said Richard Neureither, Benrath's director. "Five minutes later they have completely forgotten they wanted to leave."

Brilliant usability strategy, a distant relative to the reminders and other attention-grabbing artifacts most people create around themselves (post-its, notes on the fridge, marginal comments)—Alzheimer's is an extreme case, but not categorically different from more typical, routine memory loss and corresponding need for reminding.

[via The Morning News]

May 11, 2008

Bookshelves

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Books at Home: A weblog about bookshelves. What's not to like?

(Above is an image from a post on Skoom & Slordig's Extended Kast shelves at Covers.)

[via The Mediaburn Radio Weblog]

May 09, 2008

Tech Corp Workspaces

Vallywag follows up their top 10 workspaces in tech report with 10 worst workplaces. Mostly tongue-in-cheek: much criticism is placed on Facebook's graffiti door-art and Google's gray cubicles (Google also made the top 10 list).

[via Slashdot]

April 28, 2008

Coded Domestic Objects

Martin Dodge and Rob Kitchin's "Software, Objects and Home Space" (a thirty-four page PDF) outlines a taxonomy of "coded domestic objects". A "logject" is basically a domestic object (ranging from mobile phone to a heating/cooling system or a vacuum cleaner) that is

(1) uniquely indexical, (2) has awareness of its environment and is able to respond to changes in that environment that are meaningful within its functional context, (3) traces and tracks its own usage in time and/or space, (4) records that history, (5) can communicate that history across a network for analysis and use by other agents (objects and people), (6) can use the data it produces to undertake what Dodge and Kitchin (2007a) term ‘automated management’ – automated, automatic and autonomous decisions and actions in the world without human oversight and to effect change through the ‘consequences of their assertions’ (Bleecker 2006: 9); and (7) is programmable and thus mutable to some degree (that is, it is possible to adjust settings, update parameters and to download new firmware6). Logjects then enable the kinds of unobtrusive machine-to-machine, machine-to-person and person-to-machine exchanges that are a fundamental trait of pervasive computing and are diverse in their nature. We can identify two main classes of logject: impermeable and permeable.

[via Pasta&Vinegar]

April 21, 2008

work/space: kitchens

At Metropolis, four influential chefs talk about the kitchens. Here's Alice Waters:

There was also a restaurant in an old house, called the Gibson House, that I used to love eating at, in Bolinas, California, way back at the end of the sixties. It had patchwork quilts hanging on the walls, a great front porch, and flowers. I had filed that away someplace in my mind, so I could imagine having a restaurant in a house. Then when we had a fire, in the tenth year of the restaurant, that burned down the wall between the kitchen and the dining room, I just said, “We’re not putting it back up again.” I never liked the idea of a restaurant where all the beautiful things are in the dining room, and all of the things you don’t want to see are in the kitchen. If I was going to cook in the kitchen, then I wanted it to be beautiful, and that came with a combination of influences such as hanging copper pots, France, and the Royal Pavilion, in Brighton.

(The other chefs are Grant Achatz, Dan Barber, and Wylie Dufresne.) Chefs are, not surprisingly (at least for good chefs) extremely particular in a thoughtful way about workspace.

[via kottke.org]

April 15, 2008

Le Corbusier's A/V Architecture

Interactive Architecture has a nice report (with links to video including the one above as well as other links) to Le Corbusier's poém électronique, extensively audio-visual-enhanced architectural design for the Philip's Company pavilion at the 1958 World's Fair in Brussels.

The whole project was initiated and directed by Le Corbusier, who also created and/or selected the images for the audiovisual show, with the organized sound composed by Edgar Varèse, and the stunning surfaces of the building designed by Iannis Xenakis. The result was a ground breaking immersive environment, since the space of the Pavilion hosted the audio and the visual materials as integral parts of the architectural design.

[via Interactive Architecture dot Org]

March 07, 2008

City as videogame, city as text

Mirror's Edge, an XBox 360 game in development by DICE, involves a parkour courier named Faith, who is pursued by by agents as she runs the city attempting to deliver a package. As Greg Smith points out at Serial Consign, as with parkour in general, the videogame ends up reading the city as text.

What immediately caught my attention about these preliminary screenshots is manner in which architecture elements are demarcated. As per her training in "the art of displacement" Faith possess an innate ability for reading the geometry of her surroundings and this translates into a playing field where the objects, surfaces and assemblies that comprise the city are colour coded according to accessibility. When considered in this manner, the city becomes a giant text and, fittingly, play revolves around spatial problem solving and wayfinding rather than trigger finger virtuosity. [see my previous post Ways of Seeing Digital Space for more thoughts on provocative representations of space in gaming]

All of which maps to the larger cultural shift towards repurposing: cross-programming in architecture, remixes in music, collage in art, etc. Perhaps more importantly, once we accept that postmodernism (or whatever you want to call it) offers the possibility to read anything as a text (an advertisement, a building, a cultural movement), it's only a short hop to seizing the ability to rewrite those texts.

March 02, 2008

"A seemingly random collection of sounds..."

Finalists for the 1st Ballardian Home Movies contest. You'll have to hit the site for the actual movies (YouTube), but here are some various quotes from judges on the winning entries (which, perhaps not surprisingly, sound exactly like what I might predict reviews of home movies based on JG Ballard would sound like):

A static shot, half composed of white, with red material intruding beneath. A seemingly random collection of sounds from talk radio or television are heard, slowly snatches emerge. Mopeds, a body found on a golf course. Murder on the roads, in the suburbs. “They shouldn’t be here,” claims a politician or letterwriter and as if to answer the listener appears to move away

Machine noise, loud and abrasive. A tool kit, saws, cutting tools. The slow reveal of a pile of Ballard titles leads you to wonder if here JG’s works are being recut, sliced, diced and served again. The Day of Creation is the final title to appear. The maker has taken Ballard and chopped him up.

This film chases its own tail, eventually disappearing into the black hole of inner space. Utterly beguiling.

CCTV-positioned footage of a seemingly empty street lined by lock-ups hiding ephemera, memory junk, yesterday’s crashes. Daylight as harsh as the artificial strip lighting. In a denial of creation we return to the water from which we emerged.

[via notes from somewhere bizzare]

February 29, 2008

web zen: architecture

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Web Zen this week covers architecture. Eyesore of the month, pop-up architecture from students at the Shimizu Lab, not fooling anybody ("a chronicle of bad conversions and storefronts past"), more. Above is Massaharu Asano's Ise Shrine from Pop-Up Architecture.

February 18, 2008

Office Spaces

Lifehacker (they of the frequent, "Show us Your Office" competitions") asks readers to tell them what their dream office would look like. Readers' answers range from snarky:

The beach

and

A six figure paycheck and someone else to do the work

to the imaginative:

What I've always wanted is a wrist-mounted device which projects a holographic 20" screen into the air about three feet ahead of me and a holographic keyboard under my fingertips. Instant office, wherever (though preferably in a tree).

[via Lifehacker]

February 16, 2008

Architecture & Film: Eisenman and Haneke

ICONEYE transcribes a conversation between architect Peter Eisenman and filmmaker Michael Haneke:

Peter I’m interested in space without sound. In other words without meaning, without sound, just pure physical [makes a crunching noise]. Minimal, yeah, but it’s maximal minimal. My wife said that your interest in sound and my interest in space both deny the visual. That’s very good. We are both attempting to deny the visual. Because you’re not a visual person. Your films are filmic, but you don’t see anything happen. You don’t see anybody getting killed!

Michael To avoid the image of course means inciting your fantasy. Stimulating your fantasy.

Peter But you have to react. In an American horror film they go, “Boo!” and you go “Whoa!” But it’s stupid. I don’t think yours is horror, I think it’s terror. I felt terrorised by you. You’re using a visual medium to deny the visual – in an age when image is everything, where the eye is the dominant sense.

Michael It’s a result of the fact that I’m terrorised by the media. In a sort of way, it’s my defence.

[via serial consign - design / research]

January 31, 2008

extend dendritic dynamics

The landscape urbanism bullshit generator constructs semi-random buzz phrases. Obviously satirical, but the output reminds me of Eno and Schmidt's Oblique Strategies for the theory set.

[via metafilter.com]

January 02, 2008

J.G. Ballard & Architectures of Control

Thousands of people live and work here without making a single decision about right and wrong. The moral order is engineered into their lives along with the speed limits and the security systems.

- J.G. Ballard, Super-Cannes

Ballardian is carrying a cool article by Dan Lockton on "J.G. Ballard & Architectures of Control.

Ballard in no way tries to imply that the architects and civil engineers who envisaged the Westway, Western Avenue and London’s Motorway Box intended to create or inspire the events of Crash or Concrete Island, but the fact that Maitland (Concrete Island) is, professionally, an architect, is surely significant. Where Ballard does allow us to examine an architect meeting the consequences of his work — Royal in High-Rise — there is an apparent lack of conscious reflection by the architect on the actual architectural effects involved but something of an implication of intent, at least in terms of the whole thing being a perverse experiment on the part of its creator (much like Crawford in Cocaine Nights and Penrose in Super-Cannes, or even Vaughan, the “TV scientist” in Crash).

What's nice about Lockton's analysis is the reminding us how complex the situation of architecture is in contemporary life: There's not necessarily cause and effect or human intent, but a complex, indeterminate system of shifting and competing forces. Culture is "overdetermined," to grab an Althusserian term: You don't change culture (or architecture) by throwing a switch. Culture is woven by an immense number of strands pulling in different directions. Some strands and braids are stronger than others, but it's usually impossible to find a single thread to tug on that will substantially change the whole.

Lockton, btw, runs the weblog Architectures of Control | Design With Intent.

[via Ballardian]

December 31, 2007

The Rhetoric of Casino Architecture

Design for Service points out a page on casino design in this archeological history of slot machines (by William Choi and Antoine Sindhu).

Other features of the casino, including the music, carpeting, and even the air conditioning system, are manipulated to the casino’s advantage. Studies have shown that carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor. Music is usually mild and soothing, and plays on a continuous loop rather than individual songs, contributing to a trance-like feeling of warmth and comfort in the gamblers. It has even been reported that casinos have attempted to manipulate the air circulation in order to affect the behavior of gamblers. They may add extra oxygen to the circulation to keep gamblers more alert, or even add pheromones that make people feel more relaxed and at ease.

All of which actually points to how common it is for us to be powerfully articulated by design and architecture. They work best by fooling us.

And work they do, all the time and everywhere: Not just in casinos, but shopping malls, grocery stores, sports stadiums, fast food restaurants, clubs passé and trendy are designed in ways that help us forget our surroundings and participate in ways consistent with the goals of the space. Malls without clocks and exterior lights but with food courts, park benches, and piped-in bird songs, like casinos, attempt to take us out of the world and part of an isolated, fully contained environment. Fast food restaurant seating that's not quite comfortable urges us to eat quickly and leave, freeing up space for the next consumer. Crackdowns on loitering and visibly homeless people before high-profile city events like the Olympics or large conventions prevent visitors from seeing what real city life is like.

Sometimes they're designed that way intentionally—particularly when large markets are involved—but sometimes they just get that way in an evolutionary fashion, as different arrangements are tried out over and over again. Those that work get repeated, refined, and dispersed. That's how culture works.

[via Design for Service]

December 04, 2007

Architectural Tetris

Full story and more video at Gizmodo.

November 07, 2007

Architecture and Ethics: Noblesse Oblige

Lebbeus Woods' weblog has the first post in a series on architecture and ethics. Noblesse Oblige is a short analysis of the Seagram Building and and the construction/maintenance of class difference:

To the average passerby, the building and its siting have the aesthetics of a civic monument, an architecture that goes far beyond advertising its client, and becomes a kind of gift to the city, a form of nobiisse oblige—the obligation the rich and powerful have to the society that made them so—that confirms their superior station. The Seagram Company assumes the aesthetic raiments of government, bestowing on the public space of the street an imposing demonstration of social hierarchy and the ethical relationships of New York’s social classes.

[via LEBBEUS WOODS]

November 02, 2007

Architectural, Criticism, Media, Recursion

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Someone (apparently nearly everyone, if Google is to be believed) said that writing about music is like dancing about architecture. Criticism, though, is at its best precisely because it's oddly recursive: about something both figuratively and nearly literally: dancing around the subject as a way to understand the subject, the leaky permeability of its boundaries. Criticism, when it's useful, affects both how we understand something as well as how that "something" is and is done. Writing about music can change how we understand music and, often, how we make music.

Which is a long way [footnote 1] of getting to point at this article in cityofsound about a the August 2007 issue of the Japanese periodical Architecture and Urbanism dealing with Australian architecture. What interested me wasn't so much the topic of Australian architecture (although that was interesting), but cityofsound's critical essay on this particular issue of the AU, which deals simultaneously with the issues contents and the form of the magazine itself (see above).

I snap out of this glorious sun-drenched dream when I recall an old copy of The Architectural Review from 1970 (No. 884 October 1970, picked up for a fiver at Margaret Howell). That issue featured an 'Australian Newsletter' by its legendary editor J.M. Richards (see bottom of article for the full scanned pages). Despite best intentions, the article is suffused with a snobbish demeanor and insularity that would probably have driven any self-respecting Australian architect mad, cultural cringe or not.

And writing about architecture, like architecture itself, is fundamentally about the play of and within symbol systems. And here is where "architecture" splits from "building": what buildings mean to us, as viewers and as inhabitants, grows out of both how we use them and how we think about them. So architectural criticism, like music criticism, like criticism in general, are parts of their objects of critique. There's always recursion and slippage, and that's a good thing. Il n'y a pas de hors-texte.

[footnote 1] Made even longer by the fact that my system crashed in the middle of writing this, and I think I've lost the thread a little here. But I'm posting it anyway so I remember to come back to this later, even if I can't quite figure out what I was going after when I started. Wish you'd read this footnote midstream instead of after you'd slogged your way to the end, don't you? Sorry.

[via things magazine]

October 17, 2007

Education, Culture, Technology

Mike Wesch's group has another interesting video about technology, education, and culture (or maybe about the conflicts among the three terms), A Vision of Students Today. (Among other things, they did the The Machine is Us/ing Us clip last year). Most of this should be common knowledge to teachers but, unfortunately, isn't. (And to some extent, the issues covered in the video are big ones. I taught mass media in a classroom more or less identical to the lecture hall most of Wesch's video was shot in. Interaction in a space like that is like running in mud.)

[via Dan Mandle]

October 13, 2007

Janice Caswell: Memory Landscape

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Janice Caswell's work (wall drawings, works on paper) follows people's memories of movement through geographies:

My drawings and installations represent mental maps, an investigation of the mind's peculiar ways of organizing memories. I attempt to trace the edges of recalled experience, plotting the movement of bodies and consciousness through time and space.

[via information aesthetics]

Deconstructivist Architecture (Real and Symbolic)

things magazine, a place I normally crib individual links from, has an interesting (link-filled) post, We Can Never Look at Fractured Facades, on the 1970 Greenwich Village Explosion (a Weatherman bomb factory accident), MoMA's 1988, Daniel Libeskind, and the contradictory symbolism of appreciating/fearing/commemorating deconstructivist architecture.

[via things magazine]

October 08, 2007

And Ballard Reads Gehry

At the Guardian, JG Ballard interprets Frank Gehry's Bilbao Guggenheim:

The one thing that someone visiting the Bilbao Guggenheim can forget about is any thought of actually entering the building. Stay outside it, at a distance of about one hundred yards, and you will absorb all its audacity, magic, good humour and genius. And its infantilising charm. This is Disneyland for the media studies PhD.

[via Ballardian]

October 01, 2007

Isolated Building Studies

David Schalliol's Isolated Building Studies (a Flickr set) documents (you guessed it) isolated buildings in urban Chicago: homes, churches, storefronts in the absence of any surrounding structures.

Initially, viewers may see the buildings in this set as identical, but the novel, consistent context shows these buildings as symbols of communities in flux. Whether a building is a pioneer or a survivor, built by gentrification or decayed by divestment, these buildings and their environs demonstrate how investment cycles affect the visible differences and similarities in our built environment, urban community and community relationships.

September 21, 2007

Wind Farm

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One (of about fifteen) towers at a wind farm near Churubusco, NY.

September 18, 2007

Fenceland

Subtopia (subtitled "A Field Guide to Military Urbanism") posts a lengthy discussion (with pictures) of barricade-as-event at the recent G8 Summit:

So, even though neither you or I were there to stroll around the eerie evacuated streets, past the streamers of lightweight warnings and flexible blockades, or what we might call a temporary new aged market place of geopolitical medievalism, a few of our fellow bloggerades hunkered there down under did a more than brilliant job of covering this Subtopian escapade.

[via Super Colossal]

September 11, 2007

Philosophy and Architecture

Ludwig Wittgenstein, having abandoned academia for three years in order to construct a house for his sister Gretl in Vienna, understood the magnitude of this challenge. "You think philosophy is difficult," observed the author of the Tractatus Logico-Philosophicus, "but I tell you, it is nothing compared to the difficulty of being a good architect."

- Alain de Botton, The Architecture of Happiness

August 28, 2007

Endangered Machinery

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Endangered Machinery: The Industrial and Industrial Heritage Photography of Haiko Hebig. Very cool. (Above is from his 12.24.06 entry, "Calmness.")

[via Monoscope]

August 14, 2007

Ranting at Buildings

Icon's Fiftieth issue covers the rise and fall (and rise and fall and rise) of the manifesto. Includes 50 manifestos from architects and organizations, including pithy missives by Peter Eisenman, Urban Think Tank, Bruce Mau, Zaha Hadid (who provided a sketch), and (if my math and Icon's claim are correct) 46 more. Here's Greg Lynn's:

Organic design is not just a style. Design, architecture and life will continue to become more and more biological, not merely biomorphic. I look forward to the software that lets us design not just the shape but also the growth and behaviour of animate matter. Designers and architects will continue to proliferate as there is more and more need for design, as we get access to more matter through genetic and biological innovations.

And a part of Peter Eiseman's short Debordian reminder:

Where is architecture’s critical resistance to this process of loss? The crisis of the spectacular demands a call for a new subjectivity, for a subject removed from the passivity induced by the image and engaged by form in close reading.

[via anArchitecture]

August 13, 2007

Leonardo Issue on Locative Media

The latest issue of Leonardo focuses on locative media. Quite a few worthwhile articles, including Leslie Sharp's "Swimming in the Grey Zones: Locating the Other Spaces in Mobile Art." Sharp discusses, among other things, a couple of ghost narratives she's working on:

The 'ghost' is one of those liminal forms that raises questions about embodiment and subjectivity and has a peculiar affinity to being picked up by the machines of technology. In the project for the Cheonggyecheon in Seoul, I am creating four separate narratives using night-vision and other footage shot on location in Seoul. In the narrative, the ghost is dug up by well-intentioned development, stirring up memories of place, colonization, and a Brechtian world of grey markets and grey activity. This ghost also inhabits streams – streams that flow down from the mountains and streams of data, searching for places to rest or to haunt, looking for things to play with and taunt. In particular, this ghost longs to haunt our devices of transmission, to produce in these devices an abject space that is uncomfortably close to our bodies. Ghosts are often mischievous; here the ghost also wants to play with errors of signal inaccuracy produced by satellites (usually compensated for by differential error cancellation in GPS), or to get the user to confuse the GPS to produce moments of dis-location.

The ghost itself is always an abject thing – signifying the cast off and suffering. This abjection can spill into the form or space it inhabits, creating a new monstrous space. I have written elsewhere about data space as a new monstrous [16]; in the case of the ghost, the monstrous is conjured by machines of vision and sound and varies according to the nature or properties of transmission: spirit photographs of the nineteenth century, or early telephones and radio seen as the 'devil’s instruments', recent technologies such as night-vision cameras that detect the undetectable, or technologies of transmission that transfer the formless as data and signals.

[via Rhizome.org]

July 20, 2007

Interactive Architecture: Performative Ecologies

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Ruairi Glynn's Performative Ecologies project involves light, motion, and computation in an environment that watches and responds to motion in the environment. (Several video demonstrations are available at Glynn's site.)

Rather than pre-choreograph the actions of an interactive architecture, Performative Ecologies explores the role of the architect as a designer and builder of frameworks, rather than predefined events, in which responsive adaptive environments are able to not just react, but also propose. Often, through trial and error, these environments can suggest new gestural and spatial interactions and evolve their own expressive qualities while negotiating these actions with human inhabitants and other architectural systems.

Spaces and installations like this suggest what composition—writing—might become in the age of databases. Writers tending more toward design of interaction than creation of static, monolithic objects, creating a space for dynamic movement. We've had, of course, hypertext for several decades, which is a start. Dynamic features like those available in early incarnations such as HyperCard and Storyspace and later things like Flash (or any of the programmable text environments like Tinderbox, Processing, etc.) have been woefully underutilized by most writers. What will it mean when text ceases being simply an external object—at best, a pushbutton gizmo—and becomes distributed within spaces around us, responding to us?

At what point does a text cease to be like a text? When it's interactive? When it's spatial? When it's database-driven or pseudo-random? And why?

[via Interactive Architecture dot Org]

July 15, 2007

Photosynth Demo

Cool TED demo of Microsoft's Photosynth, which analyzes an existing collection of photos of a place, then constructs a navigable 3D space based on the multiple views. The 3D representation can then share information (such as tags) back and forth with the source photos. The image spaces scale very well, allowing users to scale back to view arrangements of thousands of pictures or in to view details of very small portions. MS has a demo version and background info here.

[via Aesthe/tech:tonik]

Construction

Construction

July 06, 2007

Against Resting in Public Spaces

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The anti-sit provides photographic examples of devices used to keep loiterers from sitting on ledges, pipes, and another structures in public spaces.

[via things magazine]

July 04, 2007

Walter Murch on BLDGBLOG

BLDGBLOG publishes an interview with Walter Murch," as well his short essay, Manhattan Symphony (itself followed by a reprint of Michelangelo Antonioni's essay on the same topic).

BLDGBLOG: When you’re actually editing a film, do you ever become aware of this kind of underlying structure, or architecture, amongst the scenes?

Murch: There are little hints of underlying cinematic structures now and then. For instance: to make a convincing action sequence requires, on average, fourteen different camera angles a minute. I don’t mean fourteen cuts – you can have many more than fourteen cuts per minute – but fourteen new views. Let’s say there is a one-minute action scene with thirty cuts, so that the average length of each is two seconds – but, of those thirty cuts, sixteen of them will be repeats of a previous camera angle.

Now what you have to keep in mind is that the perceiving brain reacts differently to completely new visual information than it does to something it has seen before. In the second case, there is already a familiar template into which the information can be placed, so it can be taken in faster and more readily.

So with fourteen “untemplated” angles a minute, a well-shot action sequence will feel thrilling and yet still comprehensible: just on the edge of chaos, which is how action feels if you are in the middle of it. If it’s less than fourteen, the audience will feel like something is lacking, and they’ll disengage; if it’s more than fourteen, so much new information is being thrown at the audience that they’ll also disengage, though for different reasons.

At the other end of the spectrum, dialogue scenes seem to need an average of four new camera angles a minute. Less than that, and the scene will seem flat and perfunctory; more than that, and it will be hard for the audience to concentrate on the performances and the meaning of the dialogue: the visual style will get in the way of the verbal content and the subtleties of the actors’ performances.

June 26, 2007

Mob Rule: Modeling Crowd Behavior in Urban Spaces

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Paul Torrens, among other interesting things, builds computer models of crowd behaviors in urban spaces. The images and video are creepy, in a cool way (at least if you're like me, and creepy in a way that you think of as sort of cool; YMMV).

Nowhere is this more relevant than at the micro-scale, on the streets, in and around our downtowns, and among the crowds of people that populate and energize the urban core. A new appreciation of urban geography is gathering steam, an urban geography of the micro-scale, where pedestrians swarm in social and anti-social networks; where innovative Information and Communications Technologies (ICT) are being deployed at street-level, digitally-enabling crowds through networked computing. Embedded in urban infrastructure and in the very products we consume, the same technology allows cities to think about—and process—the people that pulse through them.

The link above also has downloadable video of time-based simulations, PDFs of his research publications on the topic, and diagrams (showing things like chokepoints and jam formation). Torrens' main site lists other projects in modeling and analysis, including work on residential relocation, urban sprawl, and more.

[via Pruned]

June 05, 2007

Participatory Design and Inmates

Community Arts Network has an article on artist Peggy Diggs' participatory design projects with prisoners. The projects range from anti-violence t-shirt designs that benefit children's charities to furniture designed to accommodate the particular needs of people in prison cells. Here's a brief description of a project she worked on with women convicted of murdering abusive husbands:

One of her best-known works originated in interviews with women in prison who had been convicted of murdering their abusing husbands. One of the women she interviewed said her activities were so limited that the only public place she was allowed to go was the grocery store. Diggs saw a need to connect with women unable to reach out for help. The result was the "Domestic Violence Milk Carton Project," in which a graphic message was printed on the sides of 1.5 million milk cartons and distributed across New York and New Jersey. The image was the silhouette of a hand superimposed with these words:

WHEN YOU ARGUE AT HOME DOES IT ALWAYS GET OUT OF HAND? If you or someone you know is a victim of domestic violence, call: 1-800-333-SAFE.

[via Art Threat]

May 27, 2007

Richard Serra, Space, and Writing

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Studio 360 ran a brief segment on Richard Serra's retrospective at the Museum of Modern Art [mp3] [slideshow]. I didn't come to Serra's work until about ten years ago, when I saw a PBS biography. Since then, I've thought his outside, architecturally influenced sculpture—works that users move around and within rather than simply view—of an approach that composition and communication might benefit from, particularly as texts become more spatial.

Spatiality in composition is emerge in at least two ways: users of virtual text, in at least some cases, experience texts as spaces that they move within rather than artifacts they view from the outside. Early hypertext forefronted this spatial sense, but it's become common for most people to think of the Web as a space they navigate. (This sense is accelerated in the age of large visual displays.) In addition, physically distributed dataspaces—things like (most recently) Adam Greenfield's concept of "everyware," in which sensing and data devices are distributed throughout a user's physical space—challenge ideas about what constitutes a "text," making the distinction between "text" and "space" meaningless.

Richard Serra's work challenges us to rethink our relations to physical spaces in complex ways: inside/outside, seeing/touching/moving, movement/stasis, etc.

The NYT has a nice piece about the installation procedures for Serra's retrospective at MoMa, a huge task given the size and weight of the pieces, some individual components of which weight 30 tons.

Photo above by Colin PDX at Flickr, CC attribution, non-commercial licensed.

May 03, 2007

Thoughtcrime: The Other Shoe Drops

A Houston-area student at Clements High School was arrested and later banned from attending graduation after creating a map for a videogame (apparently a "level" for a game like Quake, which is basically just a 3D architectural view of a building) based on his high school's layout:

The map the boy designed mimicked Clements High School. And, sources said, it was uploaded either to the boy’s home computer or to a computer server where he and his friends could access and play on it. Two parents apparently learned from their children about the existence of the game, and complained to FBISD administrators, who investigated.

“They arrested him,” Chen said of FBISD police, “and also went to the house to search.” The Lin family consented to the search, and a hammer was found in the boy’s room, which he used to fix his bed, because it wasn’t in good shape, Chen said. He indicated police seized the hammer as a potential weapon.

[...]

Speakers at the FBISD Board’s April 23 meeting alluded to the Clements senior’s punishment, and drew a connection to the April 16 shootings at Virginia Polytechnic Institute, in which a Korean student shot and killed 32 people.

[via Slashdot]

May 01, 2007

The Index Card Internet

mundaneum.jpg

The Proceedings of the Athanasius Kircher Society (possibly the best name for a weblog, ever) has a history and images of Mundaneum, the Index Card Internet

(All of which seems quaint, but calls into question exactly how much of the world's knowledge is actually currently available to us now, on the web. There's the sense that if something doesn't have a URL, it's not real. If pressed, most people would admit that's not true, but people around me operate as if it's true in most cases. But check this Internet World Stats page (a marketing research site, but roughly similar to other sites I looked at). Penetration of the Internet by percentage is, well, non-ubiquitous. Around 70% in North America, 50% for Australia and associated countries, a little under 40% in Europe, and it drops after that (only 3.6% in Africa).)

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