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	<title>mercurious &#187; Book Review</title>
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	<description>A memex, a sketchpad of research.</description>
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		<title>On the Hyper Architecture of Memex and New Babylon</title>
		<link>http://www.mercurious.com/wordpress/2009/11/14/new-babylon/</link>
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		<pubDate>Sat, 14 Nov 2009 05:29:48 +0000</pubDate>
		<dc:creator>mercurious</dc:creator>
				<category><![CDATA[Academic Essay]]></category>
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		<category><![CDATA[Conference Review]]></category>
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		<category><![CDATA[Constant]]></category>
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		<description><![CDATA[History has presented us with examples of imaginary objects and structures that prefigured our contemporary conditions. In pondering Constant Niewunhuys’ New Babylon as the ultimate imaginary object of urban architectures, there is also Bush's Memex as the ultimate imaginary object of knowledge consoles. These future-minded design studies arrive out creative practice and military research disciplines, respectively. But they share a common perspective on the destiny of humankind as a networked and reciprocal society.]]></description>
			<content:encoded><![CDATA[<h3 style="font-size: 1.17em;"><span style="color: #000000;">Informal notes from “Internet as Playground and Factory” #IPF09 Conference at The New School</span></h3>
<p><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA216#v=onepage&amp;q=&amp;f=false"><img class="alignnone" title="Constants New Babylon" src="http://mercurious.com/wordpress/wp-content/uploads/2009/11/new_babylon.png" alt="" width="433" height="330" /></a></p>
<h6><span style="color: #000000;">Image from </span><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA216#v=onepage&amp;q=&amp;f=false"><span style="color: #000000;">Constant&#8217;s </span><em><span style="color: #000000;">New Babylon:</span></em><span style="color: #000000;"> the hyper-architecture of desire [google book]</span></a><span style="color: #000000;"> By Mark Wigley<sup>1</sup></span></h6>
<p><span style="color: #000000;"><br />
</span></p>
<h4>Expanding upon a micro-thought from a panel discussion</h4>
<blockquote><p>“<a href="http://twitter.com/#search?q=%23IPF09">#IFP09</a> thankyou <a href="http://thomasmalaby.com/">Thomas Malaby</a> for showing me Constant&#8217;s New Babylon: a post-monetary configurable architectural mesh <a href="http://bit.ly/2Rv1Gr">http://bit.ly/2Rv1Gr</a>” &#8211; @<a href="http://twitter.com/aquarious">aquarious</a></p></blockquote>
<p>The <a href="http://twitter.com/aquarious/status/5697562446">tweet</a> above implicates multiple layers of private property that mesh the various networked but self-fashioning aspects of a typical public realtime hypertext exchange these days. The layers of exchanged property include Twitter (messaging), Bit.ly (shortlink), Facebook (social web), Google Books (content publishing) and related software (browsers, apps, OS, etc.) to render social media towards public communications.</p>
<p>These private and corporate accumulations of virtual cultural capital derived from user contributed content add value well beyond their physical capital which comprises the workforce, server farms, bandwidth, energy and even brand identity, all subsumed as value commodities optimized for self-fashioning and auto-meshing. The notion of this hypertext broadcast evokes the antagonism between the private property of the communication transported by publishing tools and the public nature of the participants and their expressions. The binary boundaries of labor theory models have been blurred between distinctions of…</p>
<ul>
<li>public/private</li>
<li>property/commons</li>
<li>production/consumption</li>
<li>exploit/contribute</li>
<li>work/play</li>
<li>oligarchy/democracy</li>
<li>self/group</li>
<li>asymmetrical/egalitarian</li>
<li>physical/virtual</li>
</ul>
<p>Indeed, new language is required to express the hybridity and mutation invoked by the social forces of emergent design technology.</p>
<div class="mceTemp">
<dl class="wp-caption alignnone" style="width: 476px;">
<dt class="wp-caption-dt"><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;printsec=frontcover#v=thumbnail&amp;q=&amp;f=false"><img class="   " title="New Babylon Google Book Page Thumbnails" src="http://mercurious.com/wordpress/wp-content/uploads/2009/11/new_bablyon_page_tiles.png" alt="Thumbnail views of Constants New Babylon by Mark Wigley" width="466" height="261" /></a></dt>
<h6>Thumbnail views of Constant&#8217;s New Babylon by Mark Wigley</h6>
</dl>
</div>
<p>History has presented us with examples of imaginary objects and structures that prefigured our contemporary conditions. In pondering <a href="http://en.wikipedia.org/wiki/Constant_Nieuwenhuys">Constant Niewunhuys</a>’ <em><a href="http://en.wikipedia.org/wiki/New_Babylon_(Constant_Nieuwenhuys)">New Babylon</a></em> as the ultimate imaginary object of urban architectures, there is also <a href="http://en.wikipedia.org/wiki/Vannevar_Bush">Bush&#8217;s </a><em><a href="http://en.wikipedia.org/wiki/Memex">Memex</a> </em>as the ultimate imaginary object of knowledge consoles. These future-minded design studies arrive out of creative practice and military research disciplines, respectively. But they share a common perspective on the destiny of humankind as a networked and reciprocal society.</p>
<p><img style="padding: 0px; margin: 0px; border: 0px none initial;" title="Memex diagram" src="http://www.mercurious.com/wordpress/wp-content/uploads/2007/07/memex_2.jpg" alt="Memex diagram" width="400" height="281" /></p>
<p>Indeed, the Memex already serves as a <em>de facto</em> historical artifact of a proto-hypertext pre-digital device to foreshadow the Internet. By synthesizing the virtual of knowledge networks towards a metaphorical or rhetorical architecture eventually built as the Internet, perhaps the digital memex, maybe the virtual New Babylon, a layer of self-fashioning protocols and exchanges emerged that sit between physical transit and everyday life. <a href="http://www.theatlantic.com/doc/194507/bush">Vannevar Bush imagined his Memex</a> microfilm knowledge console as the liberation from libraries, towards exchangeable and reconfigurable knowledge media. He extended self-enrichment through participatory scholarship with the promise of technology to overcome the limitations of physical media and the requisite bureaucracy to manage it. He imagined the basis for the internet before the digital computer and the network were fully conceived and implemented. Meanwhile, before the digital network engendered hyperconnectedness and hyperfragmentation as intrinsic structures and conditions of hypertext knowledge distribution systems, Constant Niewunhuys appears to have applied a parallel idea of hyperarchitecture to the basis of a futurist society built upon a “unitary urbanism.”</p>
<p><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA195#v=onepage&amp;q=&amp;f=true"><img class="alignnone" src="http://mercurious.com/wordpress/wp-content/uploads/2009/11/reconfigurable_new_babylon.png" alt="" width="400" height="329" /></a></p>
<p>The post-monetary vision of Constant&#8217;s New Babylon envisages an architectural mesh of “infinitely reconfigurable spaces”<sup>2</sup> where a post-capitalist society of self-fashioning actors thrive beyond commodity exchange in the conventional sense. We wonder if the physical architecture of humans will eventually evolve into this rhizomatic, multi-layered, multi-dimensional, network of cellular or atomic structures that represent and disseminate information or embody and interconnect human habitats across the Earth in a uniformly neural network pattern. This pattern resembles the visual forms of the digital network, our understandings of neuroscience, biochemistry and atomic physics. Is it the eventual but wholly natural state of human society?<sup>3</sup></p>
<p><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA203#v=onepage&amp;q=&amp;f=true"><img class="alignnone" src="http://mercurious.com/wordpress/wp-content/uploads/2009/11/new_babylon_cellular.png" alt="" width="471" height="384" /></a></p>
<p>The cellular design affords the infinite and reconfigurable mobility of capital and commodity exchange of all sorts across the boundaries of time and place. Humans may eventually construct a habitat that resembles a web of interconnected self-regulating, post-national, post-regional communities who thrive on unfettered commodity exchange, beyond scarcity, beyond the immaterial. Labor and value creation in this kind of a post-monetary urban planning concept depends on an individual’s accumulation of knowledge credentials, artifacts of cultural production and the distributed economics of emergent peer-to-peer micro-transactions — <em>peer production</em>.</p>
<p><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA176#v=onepage&amp;q=&amp;f=true"><img class="alignnone" src="http://mercurious.com/wordpress/wp-content/uploads/2009/11/new_bablyon_model.png" alt="" width="538" height="410" /></a></p>
<blockquote><p>“After rehearsing these few salient features of today’s art criticism, I must say on the contrary that for our situationist comrades, for Constant and myself, the three-dimensional explorations in question here can in no way be an object of enthusiasm, as they are but scattered elements on the path toward a future construction of ambiences, a unitary urbanism.”  &#8211; Guy Debord<sup>4</sup></p></blockquote>
<p>Leave it to Guy Debord to take all the fun out of sci-fi fantasy.</p>
<h3>Footnotes</h3><ol class="footnotes"><li id="footnote_0_483" class="footnote"> via </span><a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA195#v=onepage&amp;q=&amp;f=true"><span style="color: #000000;">Google Books</span></a><span style="color: #000000;"> </li><li id="footnote_1_483" class="footnote">Thomas Malaby at <a href="http://twitter.com/aquarious/status/5697562446">#IPF09</a>, The New School</li><li id="footnote_2_483" class="footnote">Think <em>Powers of 10</em>, by Charles and Ray Eames, which illustrates a repeating pattern of nature’s architecture from atom to cosmos.</li><li id="footnote_3_483" class="footnote"> <em>Constant and the Path of Unitary Urbanism</em> on <a href="http://books.google.com/books?id=L7P_IXPXt98C&amp;lpg=PP1&amp;pg=PA93-IA2#v=onepage&amp;q=&amp;f=true">Google Books</a> </li></ol>]]></content:encoded>
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		<title>Space Time Play, A Catalog of How Video Games Change Our Landscape</title>
		<link>http://www.mercurious.com/wordpress/2007/10/15/space-time-play-review/</link>
		<comments>http://www.mercurious.com/wordpress/2007/10/15/space-time-play-review/#comments</comments>
		<pubDate>Mon, 15 Oct 2007 20:42:00 +0000</pubDate>
		<dc:creator>mercurious</dc:creator>
				<category><![CDATA[Book Review]]></category>
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		<description><![CDATA[
Space Time Play — Computer Games, Architecture and Urbanism: The Next Level
» Book Website (spacetimeplay.org)
» Table of Contents (PDF)
» Introduction (PDF)
Available to the US in November 2007 from Birkhäuser and edited by Friedrich von Borries, Steffen P. Walz, Matthias Böttger, Space Time Play — Computer Games, Architecture and Urbansim: The Next Level offers readers 62 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.mercurious.com/wordpress/wp-content/uploads/2007/10/stp_cover_dc.jpg" alt="Space Time Play - Computer Games, Architecture and Urbanism: The Next Level" /></p>
<h3>Space Time Play — Computer Games, Architecture and Urbanism: The Next Level</h3>
<p>» <a href="http://www.spacetimeplay.org/">Book Website</a> (spacetimeplay.org)<br />
» <a href="http://www.spacetimeplay.org/stp_table.pdf">Table of Contents</a> (PDF)<br />
» <a href="http://www.spacetimeplay.org/stp_introduction.pdf">Introduction</a> (PDF)</p>
<p>Available to the US in November 2007 from <a href="http://www.springer.com/dal/home/generic/search/results?SGWID=1-40109-22-173742676-0%5D" target="_blank">Birkhäuser</a> and edited by Friedrich von Borries, Steffen P. Walz, Matthias Böttger, <em>Space Time Play — Computer Games, Architecture and Urbansim: The Next Level</em> offers readers 62 concise essays and interviews interspersed between 64 game, film and science-fiction book reviews, and 48 game research projects, all brilliantly organized into 5 ascending levels, sequenced into topics that build upon the theory of the editors, that video gaming has come of age as one of society&#8217;s most crucial and influential cultural artifacts. Richly illustrated and well populated with important and influential theorists, designers and academics, <em>Space Time Play</em> multi-tasks as a scholarly tome, coffee table guide to gaming, and manual of pop culture memes driven by gaming industry.</p>
<p>Steffen Walz, friend and editor of the collection, generously sent me an advance copy, and I&#8217;m thrilled to share the news of this exciting addition the growing library of scholarly treatments of gaming on culture, art, media and urbanism. The text is especially unusual in the way it will appeal to gamers and scholars alike, exemplifying how the subject matter is no longer relegated to fringe discussions of gaming&#8217;s profound influence on contemporary humanity. Every reader will find at least one game review that resonates within him or herself, whether it&#8217;s Katie Salen&#8217;s perfectly worded analysis of Alexey Pajitnov&#8217;s timeless classic Tetris or the de-mystification of the first alternate reality games (ARGs) to emerge such as EA&#8217;s <em>Majestic</em> reviewed by Kurt Squire, or <em>The Beast</em> reviewed by Dave Szulborkski, used by Spielberg to promote <em>A.I. Artificial Intelligence. </em>Readers will enjoy remembering classics such as Asterioids through Jesper Juul&#8217;s reframing it as a &#8220;forgotten futurism&#8221; or considering if SimCity informs and influences notions of urban planning and governance or simply reveals itself as simulated simulation.</p>
<p>Levels 1 and 2 situate the history of computer games as interactive play spaces and connect these basic ideas to the framework of the <a href="http://en.wikipedia.org/wiki/Ludic" title="on Wikipedia" target="_blank">Ludic</a> Metropolis, or City of Play. Along with the physical representations of space in video gaming, the urbanist modes of exchange and social intercourse are examined with many specific game and research projects. In the end, we discover how narrative environments like World of Warcraft shape identities through an interconnection of an architecture of play, socially immersive design, and timeless storytelling.</p>
<p>In Level 3, <em>Ubitquitous Games: Enchanting Places, Buildings, Cities and Landscapes,</em> the Ludic City is crafted as an actual real-life play space, broken out of the computer console, but no doubt influenced by its tendencies, parameters and tools. Examples like geocaching, locative games, ARG advertising, augmented realities, mobile media, Parkour, and others evoke an idea of gaming within true social space, the city as a game board, and the separations between game and life fully blurred.</p>
<p>In Level 4, <em>Serious Fun: Utilizing Game Elements for Architectural Design and Urban Planning</em>, the Ludic City is envisioned as a proving ground and design tool. Architects and urban planners, embracing the organic, player driven models of gaming, employ its modes towards generative and evaluative instances of complexity management and design research. Here especially, the editors posit the newly respected role of game technologies for the social causes of urbanism and design towards the common good. Skeptics of the value of gaming will certainly be challenged in this chapter, their views perhaps not resistant to the well articulated examples of how game design and technologies have already proven their value off the living room couch.</p>
<p>In the final chapter, Level 5, <em>Faites Vos Jeux: Games Between Utopia and Dystopia</em>, the editors collect examples of how games and war play an uneasy partnership on the battlefield for hearts and minds across societies, present and future-minded. This chapter also examines virtual economies, such as the Chinese Gold Miners of World of Warcraft, and in-game advertising&#8217;s rise to importance.</p>
<p>The book begins and ends with references to <a href="http://en.wikipedia.org/wiki/Spacewar%21" title="on Wikipedia" target="_blank"><em>Spacewar!</em></a>, the very first recorded instance of a video game design, a creation of MIT students in 1962 for the PDP-1, the first device with a graphic monitor, instantiating the language and context of video gaming for many years to come. In reflecting upon how quickly computer games have infiltrated the collective and individualized societies of yesterday, today and tomorrow, we cannot help but imagine their inevitability in the human condition and the importance of play, time and space.</p>
<p><strong>Verdict:</strong> An indispensable addition to the library of any interaction designer, game designer, social theorist, architect, urban planner, futurist, student or scholar, casual or fanatical gamer.</p>
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		<title>New ‘Processing’ Handbook Looks Amazing</title>
		<link>http://www.mercurious.com/wordpress/2007/07/18/new-%e2%80%98processing%e2%80%99-handb/</link>
		<comments>http://www.mercurious.com/wordpress/2007/07/18/new-%e2%80%98processing%e2%80%99-handb/#comments</comments>
		<pubDate>Thu, 19 Jul 2007 02:21:58 +0000</pubDate>
		<dc:creator>mercurious</dc:creator>
				<category><![CDATA[Book Review]]></category>
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		<description><![CDATA[Eagerly Awaiting Book Release; Creators Release Substantial Sample Chapters.
For the uninitiated, Processing→ is an open interactive media platform published on free software license via MIT by Casey Reas→ and Ben Fry→. Originally created as a learning tool, it is maturing through a Beta phase currently while winning tremendous support within the academic  and design [...]]]></description>
			<content:encoded><![CDATA[<h3><a href="http://www.mercurious.com/wordpress/wp-content/uploads/2007/08/processing-book-cover.jpg" title="Processing Handbook Cover" rel="lightbox"><img src="http://www.mercurious.com/wordpress/wp-content/uploads/2007/08/processing-book-cover.thumbnail.jpg" title="Processing Handbook Cover" alt="Processing Handbook Cover" align="left" border="0" hspace="15" vspace="15" /></a>Eagerly Awaiting Book Release; Creators Release Substantial Sample Chapters.</h3>
<p>For the uninitiated, <a href="http://processing.org" target="_blank" title="Processing.org"><em>Processing</em></a>→ is an open interactive media platform published on free software license via MIT by <a href="http://reas.com/" title="Casey Reas" target="_blank">Casey Reas</a>→ and <a href="http://benfry.com/" title="Ben Fry" target="_blank">Ben Fry</a>→. Originally created as a learning tool, it is maturing through a Beta phase currently while winning tremendous support within the academic  and design community. It appears to be emerging as the [tag]Sketchpad[/tag]↔ of the future. <a href="http://en.wikipedia.org/wiki/Ivan_Sutherland" title="Ivan Sutherland on Wikipedia" target="_blank">Sutherland</a>→ would be so proud of his fellow alumni.</p>
<ul>
<li><a href="http://www.processing.org/learning/books/index.html" title="Get PDF on this page">Download Sample Chapters→</a> in PDF</li>
<li><a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11251" title="Book page on MIT Press">MIT Press→</a></li>
</ul>
<p>For those in-the-know, this MIT Press release, <em>Processing: A Programming Handbook for Visual Designers and Artists</em> will be noticed on August 24, 2007. A substantial amount of the book is available in PDF format now. The free preview certainly suggests how tremendous and definitive this text is going to be.  Take a peak at this inspiring passage from the introduction.  It begins by describing the world view of Processing and the philosophy about software it epitomizes:</p>
<blockquote><p> <strong><em>Software is a unique medium with unique qualities</em></strong><br />
Concepts and emotions that are not possible to express in other media may be expressed in this medium. Software requires its own terminology and discourse and should not be evaluated in relation to prior media such as film, photography, and painting. History shows that technologies such as oil paint, cameras, and film have changed artistic practice and discourse, and while we do not claim that new technologies improve art, we do feel they enable different forms of communication and expression. Software holds a unique position among artistic media because of its ability to produce dynamic forms, process gestures, define behavior, simulate natural systems, and integrate other media including sound, image, and text. (p. 1)</p></blockquote>
<p>The introduction continues on to beautifully frame the pursuit of aesthetics through software. The free preview includes not only complete Table of Contents and Index, but also a very solid introduction to Processing and some of  fundamental concepts. It’s enough material to function as an ideal free resource for getting started, while also leaves you thirsting for more.</p>
<p>Indeed, a more comprehensive review is forthcoming.</p>
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