The Digital Imperative

The Digital Imperative (1996) is a text Derrick de Kerckhove wrote on occasion of DEAF96.

A city is a typical form of human concentration. It brings together at close range a great number of human bodies and minds in action. It multiplies the chances and the points of contact of people, that is, of exchange of pertinent and contextualized information. Some cities are faster, more integrated than others, but all exude a different aura of human energy. Via networks, from the time of the telegraph to that of the web, the population of the world has never ceased to increase the density of its connections. Concentrations of human energy happen on-line too and they do not necessarily coincide with the space of the cities. What kinds of energy can be found in virtual communities?

Much experimentation is going on right now into digitizing (read virtual-izing) everything within sight, sound or touch, including cities. Ancient cities such as Pompeii, Monte Alban, Çatal Huyuc, Karnak and others, rise ghostly, from their foundations up in Virtual Reality. Virtual malls are opening up at different websites, URLs with walls to make you feel better about virtual (Virtual Polis) or real shopping. Very soon, just as many "virtual offices" will have dispensed with most of their material equivalents, communities will learn to dispense with the trappings of real estate. Just-in-time communities such as MUDs and MOOs can configure and reconfigure just as quickly as currency in the stock exchanges of the world. Could "the city" ever be displaced -- like a "displaced person" -- from the centre of reality by its own virtual networks?

By a nice turn of events, cities are recovering some of their status on the Net itself, first by positioning themselves on it, often to their best advantage, and second, by throwing their image in the Net as metaphors (De Digitale Stad, Telepolis, Virtual Polis, Internationale Stadt Berlin, etc...). Such metaphors as the city and the highway allow for a quick technology transfer for the masses and have both been used successfully to introduce millions to the complexities of cyberspace. The metaphors work in spite of the fact that there is neither place nor transportation in cyberspace which is truly a cognitive environment.

All software for virtual environments is half-way between the material and the mental, partaking of both and creating, not only a new occupiable space, but a new psychophysical zone, a hybrid between thinking and acting. Just as humans and other animals have to plan gestures in their minds and body before executing them, VR is the planning stage of materialized or actualized action. But even before the software kicks in, there is the mindware, the thoughts and images that develop in the minds of people. Mindware works by building images out of metaphors. By externalizing the contents of our imagination on screens, computers turn the similes of our mental images into acting interfaces. If the shape and model of a city is provided to sort processed data, that metaphor will dominate both the structuring of the data and the thinking of the user. People find "navigating" the I-way a lot easier when they can see their conventional bearings on screen, hence the success of Virtual Tourist, Digitale Stad, T-Vision, alphaworlds and a growing number of mapping and city simulations on the Internet.

In alphaworlds, there are virtual cities on-line, complete with stable architecture, reliable news report and weather services, rules of behavior and new or old forms of misconduct such as dog droppings and virtual vandalism. Sherwood Towne is a virtual city accessible to most anybody on-line. It has a population of 75,000 "immigrants". To be precise, it only has a few hundred buildings so far, but at least, they are approximately three-dimensional and can be built and/or visited from anywhere in the world. What"s more, you can share a chat line conversation with another person or more with or without the support of an avatar. Alphaworlds are more than "graphic MUDs", the are another level of networking, within but also beyond the web altogether. They are like concretions or precipitates of immateriality. They create a sense of space, of continuous, unbroken space across the screens of the visitors and residents. They are pockets of objective imagination in the networked synergy of tens of thousands of people. They propose a new form of "common space", one that people never had the chance to share before except perhaps during the times of legend and magic hallucinations. Though still crude and limited by bandwidth capacity and processing power, the world"s chatlines already show the promise of a lot more to come. People, assisted by avatars carrying borrowed or real personality traits, equipped, for example, with Cortex"s "sense:less" touchy-feelies, will soon be able to do a lot more than appear and play a part in a 2D sitcom.

The City as "Antique"

It is no possible to predict the development of many fully navigable virtual versions of real cities. Just as the Olympics count among the most prominent rituals of TV, the public opening of digital versions of real cities may be among the first virtual rituals in culture. What will happen to the city if we begin to spend more time on line than in the streets? The virtual can replace or bypass the city altogether but cannot eliminate it. If anything the more virtuality they have access to, the more attention most people will pay to the actual just the way they go to the museum to see the "real thing". As cities reduplicate themselves in virtuality, their physical presence will become the object of much caring attention. New York is already beginning to clean itself up. Singapore is getting gemütlich and every city will want soon to distinguish itself by its highlighted "real-life" character, like these reconstituted pioneer forts and villages which proffer a clean fantasy vision of the past. As James Joyce suggested, past times are pastimes.

The Law of Minimal Materiality

Forms of concentration of human energy differ. Cities and networks both put people in closer contact with each other. But cities are perhaps more complex than networks because they involve bodies. For example, face-to-face conventions and conference groups on-line both share professional or interest-based information. However, as if they were instant cities, conventions bring normally distant humans in close contact and in touch with each other. Literally. They give to participants a strong sense of their collective body and of the body of knowledge or expertise they all share. The human body is a great information system, the best verifying device available. Physical locations are rife with complex tactile pressures, visual cues and auditory strata that inform people, more often than not unconsciously, about what to expect or to make of the situation they are in.

After the end of an interview, professional sound technicians usually record a few minutes of silence. They call it "the room tone". It is used as reference for editing purposes, but it is qualified by a unique identity. There is a room-tone to cities, which could be seen to behave like the brain containing, channeling and supporting all the human connecting, gathering, communicating that is happening there. Likewise, because there is a real human presence behind its avatars, there is a silent room tone in Sherwood Towne. It works because it adds to the flexibility and ease of access of the virtual a kind of persistence and durability generally associated only with hardware and the reality effect associated with real-time communication between people. On the other hand, while on-line virtual cities may forever lack real bodies, the effect of virtual cities or of digital multimedia maps on-line is much more powerful when they refer to and extend real places.

Augmented Reality

When the virtual serves to augment rather than to replace the actual, it becomes a form of "augmented reality", especially when it is endowed with real-time telepresence. Videoconferencing is a sort of degree zero augmented reality (AR). It adds more than visual cues to the voice on the phone; it extends space. The sense of the reality of the space at the other end of the compressed signal is very strong, almost as exacting as face-to-face presence. For that reason, videoconferencing could add something essential to any navigating system, say Virtual Tourist on the Web or T-Vision, ART+COM"s geographical information system which has featured at Siggraph last year and shown again in an improved, less expensive version this year. T-Vision is an interface which allows users to travel from outer space all the way down to the street level of a city, say Berlin, and connect seamlessly with data coming in real time from satellites, or from film archives. Thus you can travel in time or space via recorded or simulated data. But it is only when you experience the continuity from the virtual to real (real-time, real space) via videoconferencing that you begin to seize the new power of the system. This impressive interface puts the world in your hand, so to speak.

Thus, AR also performs a metaphorical function, but it is a new kind of metaphor, in fact a very different figure than anything classical rhetoric ever devised. Because it is a simulation and a real-time rendering of real data at once, augmented reality is both metonymic and metaphoric at once, both a simile and connected to the very real object it simulates. AR generates an active link between perception, technology and world. As a significant and reliable extension of our sensory access to the world, AR may very well end up becoming the true destiny of VR.

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