Visual Communication: The Poetics of Augmented Space
Visual Communication: The Poetics of Augmented Space
Visual Communication: The Poetics of Augmented Space
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ARTICLE
LEV MANOVICH
University of California, San Diego
ABSTRACT
This article discusses how people experience spatial forms when they are
filled in with dynamic and rich multimedia information; spaces such as
shopping or entertainment areas or other spaces where various
information can be accessed wirelessly. The author calls such spaces
augmented space: the physical space overlaid with dynamically changing
information, multimedia in form and localized for each user. The article asks
whether this form becomes irrelevant and invisible or if people end up
with a new experience in which the spatial and information layers are
equally important. The author also discusses the general dynamic between
spatial form and information and how this might function differently in
todays computer culture. Throughout the article, augmentation is recon-
ceptualized as an idea and cultural and aesthetic practice rather than as
technology. Various practices in professional and vernacular architecture
and built environments, cinema, 20th-century art and media art are
discussed in terms of augmentation.
KEY WORDS
augmentation information space technology
How is our experience of a spatial form affected when the form is filled in
with dynamic and rich multimedia information? (The examples of such
environments are particular urban spaces such as shopping and entertain-
ment areas of Tokyo, Hong Kong, and Seoul where the walls of the buildings
are completely covered with electronic screens and signs; convention and
trade show halls; department stores, etc.; and at the same time, any human-
constructed space where subjects can access various information wirelessly on
their cell phones, personal digital assistants [PDAs], or laptops.) Does the
form become irrelevant, being reduced to functional and ultimately invisible
support for information flows? Or do we end up with a new experience in
which the spatial and information layers are equally important? In this case,
Copyright 2006 SAGE Publications (London, Thousand Oaks, CA and New Delhi:
http://vcj.sagepub.com) /10.1177/1470357206065527
Vol 5(2): 219240 [1470-3572(200606)5:2; 219240]
A U G M E N TAT I O N A N D M O N I T O R I N G
The 1990s were about the virtual. We were fascinated by the new virtual
spaces made possible by computer technologies. Images of an escape into a
virtual space that leaves physical space useless, and of cyberspace a virtual
world that exists in parallel to our world dominated the decade. This
phenomenon started with the media obsession with Virtual Reality (VR). In
the middle of the decade, graphical browsers for the world wide web made
cyberspace a reality for millions of users. During the second part of the
1990s, yet another virtual phenomenon dot coms rose to prominence,
only to crash in the real-world laws of economics. By the end of the decade,
the daily dose of cyberspace (using the internet to make plane reservations,
check email using a Hotmail account, or download MP3 files) became so
much the norm that the original wonder of cyberspace so present in the
early cyberpunk fiction of the 1980s and still evident in the original
manifestos of VRML evangelists of the early 1990s was almost completely
lost.1 The virtual became domesticated. Filled with advertisements and
A U G M E N TAT I O N A N D I M M E R S I O N
I derived the term augmented space from the already established term
augmented reality (AR).10 Coined around 1990, the concept of augmented
reality is normally opposed to virtual reality (VR).11 In the case of VR, the
user works on a virtual simulation; in the case of AR, the user works on
actual things in actual space. Because of this, a typical VR system presents a
user with a virtual space that has nothing to do with that users immediate
A U G M E N TAT I O N A S A N I D E A
Having analyzed at some length the concept of augmented space, we are now
ready to move to the key questions of this article. What is the
phenomenological experience of being in a new augmented space? What can
be the new cultural applications of new computer- and network-enabled
augmented spaces? What are the possible poetics and aesthetics of an
augmented space?
One way to start thinking about these questions is to approach the
design of augmented space as an architectural problem. Augmented space
provides a challenge and an opportunity for many architects to rethink their
practice since architecture will have to take into account the fact that virtual
layers of contextual information will overlay the built space.
But is this a completely new challenge for architecture? If we assume
that the overlaying of different spaces is a conceptual problem that is not
NOTES
1. VRML stands for the Virtual Reality Modeling Language. In the first
part of the 1990s, the inventors of this language designed it to
model and access 3-D interactive virtual worlds over the internet,
and promoted it as the material realization of the idea of cyberspace
(see, for instance, Pesce, 1995). At the time of writing (May 2002),
internet-based 3-D virtual worlds have failed to become popular.
2. This text was originally written in May 2002; see Acknowledgements.
3. Coined in 1998 by David S. Bennahum, the term cellspace
originally referred to the then new ability to access email or the
internet wirelessly. Here I am using the term in a broader sense.
4. It is interesting to think of GPS as a particular case of cellspace.
Rather than being tied to an object or a building, here the
information is a property of the Earth as a whole. A user equipped
with a GPS receiver can retrieve a particular type of information
relative to their location the coordinates of this location. GPS
systems are gradually being integrated into various telecom-
munication and transportation technologies, from cell phones, to
PDAs, to cars.
5. Recall the opening scene of Blade Runner (1982) in which the whole
side of a high-rise building acts as a screen.
6. See MacKay et al. (1993); also Kevin Bonsor, How Augmented
Reality Will Work [http://www.howstuffworks.com/augmented-
reality.htm].
7. Tangible Bits project at the MIT Media Lab [http://tangible.
media.mit.edu/projects/Tangible_Bits/projects.htm].
8. Guido Appenzeller, Intelligent Space Project [http://gunpowder.
Stanford.EDU/~appenz/ISpace/]; Intelligent Room Projects, AI Lab,
MIT [http://www.ai.mit.edu/projects/iroom/projects.shtml].
9. If the noise falls below a certain threshold, we are able to
reconstruct the send signal perfectly; conversely, if noise is above a
particular threshold, the signal disappears. These thresholds are
ACKNOWLEDGEMENTS
This article is an updated version of Poetics of Augmented Space, originally
written in 2002.
REFERENCES
Bush, Vannevar (2002[1945]) As We May Think, in Noah Wardrip-Fruin and
Nick Montfort (eds) The New Media Reader. Cambridge, MA: MIT
Press.
BIOGRAPHICAL NOTE
LEV MANOVICH is Professor of New Media, Visual Arts Department, and
Director of The Lab for Cultural Analysis, CAL-IT2, at the University of
California, San Diego.