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e.MOTION SPACE

 

 

LAB[au] laboratory for architecture and urbanisme

M.Abendroth

J.Decock

A.Plenneveaux

 

< e.motion space >

http://www.lab-au.com

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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e.motional space


When entering into electronic environments we perceive space through specific points of view: externally we perceive space on the flat surface of the screen, and internally through electronic eyes, cameras, both conditioning our understanding of e.space. Conceiving electronic space is thus working on specific modalities of perception, external or internal, and its direct correlation to cognitive processes - mental space.
According to the issue of e.space, this article intends to underline the relation between perception and cognition through specific techniques of camera settings, movement patterns and montage techniques in relation to electronic space constructs. It is an architectural reading of e.space drawn out of the kinetic experience of space; from motion to emotion, e.motional space.


e.motion, the kinematic construct of space :


" our ability to transfer cognitive artifacts into an experiential mode is a powerful tool for thought "

Paul Anders : Envisioning cyberspace page 23


Considering e.space perceived through the electronic eye of the camera on a flat screen conducts us directly to the cinematic experiences of space through motion. Motion is the key parameter to produce the feeling of 'insidness', as a relation between subjects and objects, in real, filmic or electronic space.
Indeed, the invention of cinema has lead to a large development of techniques setting the viewer into motion, fusing modalities of perception, camera movements with sequential space, montage, techniques. The sequential techniques of the cinema thus describe space as a segmented world in which each fragment maintains its own independence. In this manner, each frame being placed in continuous movement, inscribing motion through the rapid succession of frames switching between different camera movements such as shots, travelling, pans, orbits … and different montage principles such as frame by frame, overlays, fade-in/out … techniques.


This vocabulary has turned into the basis of kinematic narration, where dynamic motion is experienced and perceived by the senses while categoric motion, moving abruptly from scene to scene, is cognitive and imagined. Involving perception and cognition thus produces new space experiences further introducing space as a disembodied, mental, construct reversing entirely the physical relation between body and space.
In this manner the filmic techniques of continuous and discontinuous space-time have produced new forms of expression, meanings, in the experience of space/narration. The electronic eye of the camera has thus turned into our sensitive apparatus, a sense, affecting our perception and cognition establishing through motion patterns specific space construct(ions) from physiological to psychic and emotional ones.
Film analogies are relevant to the discourse of 20th century architecture since the cinema was the first media to introduce temporal and spatial discontinuity. For example the frame by frame montage inscribing dynamics and tension through static or categoric motion has been the base of the constructivist understanding of space describing the latter out of borrows and arrows as a balance of weight and movement which even includes states of mind being translated into visual displays. Architects like Bernhard Tschumi for example have transposed the filmic discontinuous space-time construct of montage to the architecture of the 'parc de la villette' where the overlaying of different programmatic, geometric and functional elements are used to generate a system of inter-connected elements, thus building up a complexity of meaning. In his writings and works about de-construction Bernard Tschumi often refers to Sergei Eisenstein's technique of 'dialectic montage' in the construct of e-motional space as a subjective cutting of multiple 'narrative' elements interconnecting and representing different layers of stories, all parallel in time and space. This post-structural linguistic analysis of Sergei Eisenstein's montage technique overcomes the investigation of cinematic fiction to a general understanding of the contemporary state of disembodied space experiences.
According to this conception of space, 'e.motional space' is a specific setting of meaning in mediated space-times. Cinematic means of perception, of connecting space and time, of representing human memory, thinking, and emotions has become the main vector of diffusing and representing cultural data.

windows of perception :

As computer culture is gradually spatializing all representations and experiences, they become subjected to the camera's particular grammar of data access: we now use these operations to interact with data spaces, models, objects and bodies. Cinema's aesthetic strategies have thus become basic organizational principles of computer software. The window in a fictional world of a cinematic narrative has become a window in a datascape. In short, what was cinema has become human-computer interface.

Lev Manovich, in ;' cinema the cultural interface'

The involvement of filmic technologies in the constitution of e.motional space according to patterns of perception and cognition, thus allows to ponder on the potential of visual and spatial transcription of information processes, computation and communication, in the form of electronic space. Similarly to the cinematic 'realm' where specific techniques have turned into the narrative structures of a media, the transcription of information processes now becomes the basis of e.space constructions. The comparison of filmic space to electronic one should not be seen as a metaphoric transcription but as a general reflexion on how movement and camera settings produce e.motions in discontinuous space-time constructs, fictional space. E.space, besides recent developments in video games, is not a narrative disposal but a visualization of information processes in non-linear space-time, networks and computation, a system depending on the direct implication of the user, interactivity, in its proper formalization.


"aesthetics begins as patterns of recognition."
Friedrich Kittler in Literature, media, information systems 1997 page 130

As information exchange is directly linked to human experiences, acting in cyberspace thus defines space settings at the surface of the screen, perception and cognition, as a process mainly depending on the users implication, differentiating the truly virtual from the simply simulated: immersion, navigation, and interaction. The combination of these three criteria are the main elements throughout which e.space constructs will emerge as a complex language linking new space-time parameters, communication and computation to specific modalities of perception and cognition.
As previously mentioned, the experience of Cyberspace and the notion of 'being there', imply the setting up of specific, yet variable parameters according to camera movements, physical behavior, as well as the setting up of perceptive ones, electronic ears - listen, body-fragments - touch…The variable setting of these elements allows not only to conceive new space constructs such as behavioral, generative and zero gravity spaces but already constitutes a huge palette of elements throughout which e.motional space can be produced out.
Yet, working on e.space and movement patterns, such as jump nodes (abrupt point to point navigation) and switch nodes (abrupt file to file = space to space navigation ) also allows to produce discontinuous space-time experiences close to the filmic technique of montage. The combination of these elements are perceptive and cognitive disposals in correlation to space, directly influencing the action and reaction of the user in a specific space-time constellation of psychic and emotional settings, and thus produces immersion and interactivity. But in the same way different techniques have set up a various visual languages in the cinematic culture, specific codes involving computation and communication processes need to be established in order to build an understanding and production of complex space-time constructs, e.space. And yet, as in the cinema, the quality also depends on the relation between the techniques and the modalities of expression and narration which, in our case, is the correlation between the form and the function.
In fact, the experience of space, 'insidness', is mediated by information formalization processes, invoking perception, semantic inscription (cognition) and the mental representation. Communication and computation technologies therefore project us into new electronic spaces where the construct of 'hyperspaces' determinates a new relation between information and the individual, by combining the perceptual with the conceptual, the concrete with the abstract. By transforming modalities of perception and augmenting our cognitive potential, technology thus becomes the direct extension of our sensitive and mental systems affecting deeply these "senses", on the one hand because space-time structures and their representations are being transformed (developing new "sense"-significance), and on the other hand because immersion and interaction affect our "sense" of perception; it is a hybrid construct between space and body, placing the human within information spaces through mental processes in e.motional space.

 

www sites:


The Aspen Movie Map
http://www.triptyk.com/crisf/aspen.htm
http://www.artmuseum.net/w2vr/timeline/Naimark.html#

Andrew Lippmann and his MIT Architecture Machine group developed in 1978 what is probably the first hypermedia system of non-linear access to photographic images in virtual space. The Aspen Movie Map system was a surrogate travel application that allowed the user to enjoy the city of Aspen. The recording of the city was done by means of four cameras which have taken every 3 meter pictures in 4 direction. In this manner the specific camera shots and the indexing of image in time and space allowed a continuos ride through the city in form of picture sequences and thus allows the user to navigate interactively the electronic cityscape at different times of the day and different seasons of the year. The system has been combined with a map navigator using each decision point ( street intersection ) to have a continuos navigation or to use the switch nodes of the map to do a point to point jump in the city.

 

Eddie Elliot , The video streamer

http://ic.www.media.mit.edu - The interactive cinema web site of the MIT
http://ic.www.media.mit.edu/Publications/Thesis/sdallasMS/PDF/sdallasMS.pdf

Eddie Elliott developed the "Video Streamer" software back in 1994 in the Interactive Cinema section of the MIT medialab. In order to give a visual representation of the time and motion elements of a video stream, Elliott used the third dimension. Each frame would overlay the previous one with a slight offset thus forming a block on which front side displays the "normal" view of a video, while the sides would display the edges of the video. Cuts, movement, pans, zooms would become immediately apparent as patterns on the side of the block. Such a development inspired several follow ups among them, one could name ..... and the diva software.

 

ART+COM , the invisible shape of past things

http://www.artcom.de/projects/invisible_shape/welcome.en

The Berlin-based Art+Com bureau created in 'The Invisible Shape of Things Past' an innovative 3D interface for accessing and visualizing data about Berlin through historic film sequence. The interface renders the camera movements, perspectives and focal length by placing the records of cinematic vision back into their historical and material context. The trajectory through time and space taken by a camera thus becomes spatial objects so called "filmobjects", correspond to documentary footage recorded at the corresponding points in the city. As the user navigates through the 3-D model of Berlin, they come across elongated shapes lying on city and thus experiences the urban space through cinematic motion. Extended to a 'on line ' interface users now can transform film sequence into electronic 3D shapes in order to investigation space-time base information access through virtual space and navigation.

 

VRML, cosmoplayer needed

Lev Manovich ,
http://www.manovich.net

Lev Manovich is an artist and a theorist of new media with computer animation, digital cinema, digital photography, and interactive multimedia since 1984. The web site of Lev Manovich give access to the writings and projects about the key categories and forms of computer culture according to the cinematic one, such as cultural interfaces, database narrative, spatial montage, meta-media, macrocinema.

 

The ambiant machine
http://www.ambientmachines.com/AmbientPlayer.html

The project of Marc Lafia, the ambient machine, explore the setting of visual language, on the surface of the screen according to cinematic techniques. As a compositing, recording and playback device the user get involved with the 'generative grammar' of cinematic gestures such as montage in order to experience the computer screen as a multilayered two dimensional space.


Space, emotional space
http://www.lab-au.com/space

The new project, sPACE, of the belgium office LAB[au] is an online project investigating the impact of NTCI and particularly, modeling languages and 3D Real Time renderings (such as VRML) on the notions of space-time constructs. In order to this the website offers to get confronted to theoretical research, writings, as to several electronic environments, e.space, and thus constitutes a space of reflection and experimentation. In particular the 'emotinal space' files offers the user a specific experiment of cyberspace by mixing music throughout space and navigation, by modifying in real time camera settings and editing its movements the user produce a continuos travelling, an acoustic space architecture. Working on/in electronic space - architecture - thus extend the experience and understanding of new space-time conditions fusing body and mind as a hybrid interplay of architecture, music and cinema.

"blaxxun contact" vrml plugin downloadable at: http://www.blaxxun.com


© LAB[au] 2001