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Three-dimensional space consists of objects,
distances, directions and places, and its smallest element is
the point. As an abstraction, the point is an impossible thing,
but it works well in the geometric construction of our physical
space. |
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Digital space consists of data, loading times, connections
and programs, generated from rows of binary digits.
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The point
only has three possible directions to expand in, but if there
are enough 0s and 1s, a lot of different things can happen between
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Digital media are said to be multidimensional
because they connect to more possibilities than a point, from
its static position in the dimensional grid, can ever dream of. |
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Extra dimensions tumble out of the heavens to materialise, but
as they hit the ground the multiplicity folds up into the two
dimensions of the computer screen. 10,000-dimensional web in
heaven and net on earth, a loose translation of one Chinese
expression for the Internet, quite accurately describes how the
surface at least visually flattens what otherwise would be a somewhat
confusing multitude. |
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The Internet certainly is not a space, but
neither is heaven a place. |
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Space has become a metaphor for digital
environments that is supposed to supply a sense of orientation
for coping with data and programs as we do objects and places,
but how far does it carry? |
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Getting lost in unfamiliar surroundings can
be countered with different strategies: we can try to change them
according to a scheme that imposes a familiar pattern, like paving
roads through a jungle, or we can adopt a new pattern that corresponds
to the given situation, learning to take advantage of the specificities.
Both usually converge, though it takes time before some of the
cultural baggage can be disposed of. Books do not need to be read
front to back as one would listen to a story; TV channels can
be zapped, as the broadcast is not a necessary unit; Web pages
are not read but looked at. |
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Metaphorical space creates the virtual in
the most exact sense of the word: that which has not (yet) been
realised. |
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With an imaginary focus on certain parts, the image
of a place can be extended from the merely visual to recall other
information associated with those parts. |
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The house around the
corner can connect to knowledge about the inhabitants, to the
recollection of events or to the memory of changes that have taken
place there over time. |
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Memory becoming spatial corresponds to
the ancient 'art of memory,' a technique of constructing associations
between places and images that was used to effectively boost one's
memory's capacity to structure information according to a strict
order. |
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While this mnemonic technique was based on an imaginary
walk through memory space, its digital counterpart, the clickable
map, no longer depends on the linear continuity of one-after-another,
but it does still need a 'virtual' structure. |
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Hyperlinked images and texts turn into associative
maps, connecting certain parts to related documents. Associations
(remember Freud) used to be mostly unconscious, possibly contradictory,
and above all individual. Connections established through hyperlinks
need to follow a certain logic if they are not to be perceived
as random. |
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If the power of ancient memory techniques lies in their
individual use of images selected because they were striking,
though possibly meaningless to others, the associations laid out
between digitised documents are intended for public use. |
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The virtual space of mnemotechnics, which
not coincidentally have often been described as a kind of inner
writing, is very different from the actual virtual space accessible
via modem. If there is any correspondence between mnemotechnical
link-images and hyperlinks, it lies in their connectivity, but
instead of going further down a line of reasoning, hyperlinks
tend to displace the centre of attention to another place altogether.
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The context that is generated through this jumpy succession resembles
not so much a story as a playful experience, which could include
contradictions and intuitive rather than rational choices. |
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Because other functions can be added to the
two-dimensional display on the computer screen, hyperlinked data
offer the possibility of writing the complex relatedness of information
in new ways. |
Hypertext, including images and sound, creates a
spatiality that relates only on one level to the printed page,
the photograph or the film. In contrast to the fixed space of
a story, a cube or a dictionary, most of the possibilities of
digital media remain potential, in the heaven of dead options. |
To structure information based on physical places, even imaginary
ones, implicitly privileges static space as a basis for orientation.
In contrast to the closed space of a story, interactivity depends
on a space in between that regulates possible actions and manages
to let the user participate. |
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Computer games do not answer a need
for intellectual participation in the same way a novel does, but
they trigger curiosity and a sense of competition that leaves
out 'suspension of disbelief,' because actions are real, even
if the environment is not. |
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The accessibility of information defies
the sense of space that is attached to objects in actual space. |
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New dimensions, which cannot be added to geometrical space's three
dimensions, emerge from in between: between stories, lines, computers,
people. The abundant use of real-world models transferred to the
digital as information landscapes, virtual palaces or clickable
maps necessarily carries along a prestructured perspective dependent
on the author's point-of-view. |
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As colour and sound in contemporary movies
are integral parts of what we consider a film, not just additions,
so do digital environments offer a multiplicity of relations that
cannot be fully explored by sticking to old models. Even the good
old desktop metaphor for the home computer reaches its limit at
the menu bar. |
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A digital building that needs to retain the
space metaphor would break it by allowing the user to be in two
'rooms' at once or push 'walls' around; at the same time, it would
be genuinely boring if it really took three minutes to climb some
stairs. Spatial models transferred to the virtual raise expectations
that are rooted in the experience of physical space. |
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No virtual
building will ever satisfy more than initial curiosity if it does
not offer something more than a reproduction. |
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Now that everyone is busy creating personal
or corporate information spaces on the World Wide Web, it seems
that thousands of virtual buildings and digital cities are materialising
which are very often tied to 3-D space and thereby the laws of
physical space. Time usually exists only as a parallel to distance,
as chronology. |
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To acknowledge the digital environments' fragmentary
and potential character which allows for parallel possibilities,
admits contradictions and jumbles chronological orders, with time-as-speed
becoming a constitutive factor, is to question the three-dimensional
spatiality that has dominated human perception since the invention
of perspective and point of view. |
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Digital space does not exist
as static and solid, because it depends on actualisations that
the user initiates. |
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Here as in time-based media in general, the
experience of space is a generative process, and with electronic
ubiquity 3-D space dissolves into a web of time-spaces. |
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Maps are
remnants of geography; a 'digigraphy' would have to provide as
many maps as there are users. |
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With earth lost in the fluidity
of digital information, to surf the Web is to play hide-and-seek
with your centre of attention, which, after all, is a really interactive
game. |
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