2nd Global Conference

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Conference Programme, Abstracts and Papers


Session 3: Communication, Space and Beyond
Chair: Artur Matuck

From Visiophone to Cyberculture: The Impacts of the Communicational and Spatial Changes in Contemporary Culture
Gul Kacmaz Erk
Department of Architectural Design, Istanbul Technical University, Istanbul, Turkey

Imagine a man in his early thirties who is an agoraphobe; he cannot stand open space, or any kind of human contact. He has not left his apartment for eight years. An insurance company called Globale takes care of all his needs. This man communicates with the world through the screen of his computer. His “visiophone” – as it is called – is connected to an advanced version of the Internet. Through this border/threshold between real space and cyberspace, he answers his mother’s never-ending calls, and talks to his insurance agent and therapist. He visits the site of an online dating club called “Catch-a-Heart,” and the website of Madam Zoe, a government-funded prostitute service for the disabled. He even wears a body suit to have sex with a cyberwoman in a site called “Sextoon.” There is a stylized world outside, with facial symbols for identification, video poetry, sweating clubs and colour exchange tribes. This man’s name is Thomas.
In this presentation, I will talk about the relation of man, communication, space and culture through Pierre-Paul Renders’ science fiction film Thomas in Love (2000). Man will be explored as body+mind, communication as (mediated) computational communication, space as real space versus cyberspace, and contemporary culture as a phenomenon generated by bodies+minds influenced by mediated communication in real space and cyberspace simultaneously. To do so, I will set forth spatial concepts like (dis)continuity, depth(lessness), temporariness, (im)materiality, mobility, and look for the parallelities between these spatial concepts and cybercultural concepts. For instance, can the two-dimentionality of cyberspace be a tool to understand the cybercultural depthlessness? Similarly, can the discontinuity of cyberspace help us to explain the discontinuous character of contemporary human relations? Exploring these spatial concepts in Thomas’ example, I will question my musings about mediated communication, social alienation and cultural transformation.


‘Events’ of The Interactive Documents As The Temporal and Spatial Decisions
Simge Göksoy
İstanbul, Turkey

The process of interaction on the computer is a series of predetermined actions, events. Even though the events are predetermined, the interactive document has a loose structure letting personal independency on how to perform these actions which are realized basically by using the keyboard and the mouse. The keyboard and the mouse are two tools, through which we interact with the interface before us.
The graphical interface on the computer, which consists of textual and visual elements, is designed to guide us through the route that leads us to our target. Tracing the graphical representations of a series of events, the user gives shape to the document. Within the interactive interface on the computer there is no definite time and space.
Following M. Merleau-Ponty, in the 'objective world' temporal and spatial relations are set in reference to a 'subjective position' - 'here' and 'now'. On the computer, there are alternative definitions of time and space that can be formed by the specific user via the elements of interface. In montage, every fragment, element is a ‘here’ and ‘now’, thus is the standing point in reference to which spatial and temporal relations are defined.
Lev Manovich defines two kinds of montage; temporal as 'moments' in sequence and spatial as 'parts of a single image'. Here the keyboard and the mouse are our tools we use to make our own temporal and spatial decisions. There has been constructed a set of conventions on how to react to the interface before us by using these tools. The computer user who is familiar and accustomed to these conventions of use can instinctively hover around the links and get to the target. These conventions of use are necessary for a wide range of communication among people but they also cause the use of keyboard and mouse become automatic and reflexive. Every physical action creates the personal time and space of the user but – most of the time - without the user's (full) awareness.
I will present my thesis project 'Taksim'N Square' which I am planning to finish by early July 2004. It is an interactive flash document which, at the basic level, questions the conventions of the use of keyboard and especially mouse. Causing the alienation of the user to the keyboard and mouse could be a re-enlightenment of the user of these tools of interaction, while making the user aware of the temporal and spatial positions taken in reference to the document interface. The project aims to put the user before the computer screen where the user realizes that he/she is not only thinking, or reading, or watching; or even not only doing these three simultaneously; but most important of all making temporal and spatial decisions.


Performative Space – Architecture Beyond Media?
Hanne-Louise Johannesen
Amanuensis, Institut for Kunst- og Kulturvidenskab, Visuel Kultur www.hum.ku.dk/visuelkultur, Københavns Universitet, Copenhagen

When the space of architecture becomes interactive it becomes performative – you have to perform to use the potential of the space. The performative act is a real time activity that is pointing at the border between representation and presentation and is thereby dragging the media beyond the screen of representation or Baudrillard’s simulacra. When you present you have to immerse your body and spirit, and the media goes post-medium in danger of blurring the balance of will, power and possession.
This paper aims at the tendency to create space that fosters and supports communication, emotion and experience. Traditionally, architecture has been a static, physical solution for often vivid concepts, but with new technology you could propose supple solutions that recognize architecture as the setting for the events of experience. Contemporary architecture is a meta-space residing almost any thinkable field, striving to blur the boundary between art, architecture, design and urbanity and break down the distinction between the material and the viewer. Space becomes organized information and intuitive experience within contemporary culture. Communication through technology delivers a tangible concept of time and a new sensibility of space through collection, creation and distribution of data.
Performative space offers a symbiotic state between inhabitant and environment in an experience of flow. In this post-medium state the opportunity to step back and become a viewer disappears and leaves the inhabitant inside a network of media, emotion, appearance, control and possession. I order to sustain the balance of reality and free will emotion, technology and design has to go hand in hand.

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