Practical Mirrorworlds

Back when I was an architecture student, twelve (ahem!) or so years ago, one of the books I read with most lasting impact was “MirrorWorlds” by David Gelertner, the computer scientist perhaps most famous for being targeted and injured by the Unabomber.

In “MirrorWorlds”, Gelertner imagines powerful software providing models and simulations of the ‘real world’ and the change in our understanding and society that will arise from that.

Amazon.com’s page on the book says this by way of synopsis:

Imagine looking at your computer screen and seeing reality–an image of your city, for instance, complete with moving traffic patterns, or a picture that sketches the state of an entire corporation at this second. These representations are called Mirror Worlds, and according to David Gelernter they will soon be available to everyone. Mirror Worlds are high-tech voodoo dolls: by interacting with the images, you interact with reality. Indeed, Mirror Worlds will revolutionize the use of computers, transforming them from (mere) handy tools to crystal balls which will allow us to see the world more vividly and see into it more deeply.

Creating ‘mirrorworlds’ has long been a dream that we can see repeated in the history of ideas, from Buckminster-Fuller’s World Game to the 1:1 scale map commissioned by Borges’ ficitonal emperor:

“…In that Empire, the Cartographer’s art achieved such a degree of perfection that the Map of a single Province occupied an entire City, and the Map of the Empire, an entire Province. In time, these vast Maps were no longer sufficient. The Guild of Cartographers created a Map of the Empire, which perfectly coincided with the Empire itself.”

Recently, Larry and Sergey, our current information-emperors released Google Maps into the world.

Google Maps is an incredibly refined user experience, combining a number of valuable datasets that Google acquired, a great UI utilising cutting edge interface-code thinking, and as you’d expect some very efficent back-end technology.

This being the age of “Web 2.0” every application of merit is also invariably a platform whether it plans to be on not, so Google Maps has spawned some amazing innovations by its users: like Jon Udell’s audio-annotated maps [see also Charlie Schick from Lifeblog’s thoughts on this type of ‘life-recording’], and the fantastic Craigslist Housing Hack, which is a powerfully useful merger of small-ads listings for accomodation with the google maps interface .

Google, a few weeks after launching the Maps service, integrated satellite imagery from it’s acquisition of Keyhole. Again, the user-base seized upon this and started making their own uses, and moreoever, using this to tell stories.

Take a look at Flickr’s Memory Map group [See this Wired News story for more on the meme], where people are using Google Maps to tell stories about childhood, where they grew up or memorable events. Another trends is exemplifed by MezzoBlue’s post “Google Maps and Accountability” where the satellite imagery is used to illustrate the extent of environmental damage done by the forestry industry in British Columbia.

Salk Institute, La Jolla, California
^ Google Maps Satellite Image of La Jolla, California

And thus, a new view on the world around which you can inspire new thinking or action.

Which is precisely the promise of software simulation and modelling proposed by Gelertner a decade ago in Mirrorworlds.

Google’s mission statement “to organize the world’s information and make it universally accessible and useful.” is rapidly creating practical mirrorworlds for us to explore.

Imagine a future Google mirror world, which:

  • Is real-time:
    with live satellite imagery showing weather, jet-streams, pollutant flow, traffic jams, cattle herds, refugee camps…
  • Has overlays:
    showing visualisations of abstract data – population density, energy use, wealth, “now playing”, infant mortality

And crucially…

  • Has history:
    Could show all the above, either from archive data, or simulation ansed on the historical record – from 1970, 1940, 1900, 1800, 1600… etc… etc…

What realisations and reactions would we have if we could gaze into this mirrorworld knowing it was real, not a simEarth, and further more – the only one we’ve got?

It would be the software-equivalent of when the space program in the late-sixties afforded us the first view back at the pale blue dot we’re stuck on.

We are the first ‘simulation-generation’ – we are used to constructing and manipulating ever more sophisticated models of reality or unreality on our personal computers.

Increasingly, what has started out in the mirrorworld of play that the videogame industry invents is revolutionising how we work and learn.

In their book “Got Game”, business strategists John Beck and Mitchell Ward state:

It’s the central secret of digital gaming… Games are providing real, valuable experience… [they] offer real experience solving problems that, however, fantastic their veneers, seem real to the player. When gamers head off to play, they are escaping. But… they end up in an odd-looking educational environment.”

And in education, PC-pioneers like Alan Kay are pursuing ‘mirrorworld’ like learning environments, driven by the mantra that “point-of-view is worth 80 IQ points”

Mobile mirrorworlds could give you that IQ boost Kay is working towards wherever you were. Augmented-reality researchers have been donning back-packs full of computers and ridiculous looking head-up displays for a decade or so, trying to build them.

A more practical, accesible version is being built bottom-up using cameraphones, web-services and primative locative technologies right now. Not only Google – but Yahoo, Amazon/a9 and a host of hackers and start-ups are setting about skinning the world in data.

Once these substrates are there, you can bet that manipulable models and visualisations will be built atop them. This is the other component of the mirrorworld: the “what-if” wonderlands you can explore with
a software model of reality.

Why we make models

We have always built models to understand how reality works – by taking them to breaking point, changing our approach, exploring the alternatives; we’ve made progress. We’re up against real problems casued by that progress – many parts of the pale blue dot are at breaking point – so making better decisions based on better models is crucial. Mirrorworlds are not just a playful diversion or powerful business tool – but a survival strategy.

Before I get too misty-eyed for the mirrorworld future of sustainability, happiness and harmony, a (hyper)reality check. There are some powerful players switched-on to the power of simulation.

Bill Gates and Microsoft are actively pursuing it

“modeling is pretty magic stuff, whether it’s management problems or business customization problems or work-flow problems, visual modeling. It’s probably the biggest thing going on”

What happens to our understanding of reality when there’s a monopoly on mirrorworlds?

French philosopher Baudrillard, in his “Simulation and simulcra” (You’ve read it right? I bet BillG has…;-) in reference to the mirrorworld mapping of Borges’ emperor, warned that:

“Abstraction today is no longer that of the map, the double, the mirror or the concept. Simulation is no longer that of a territory, a referential being or a substance. It is the generation by models of a real without origin or reality: a hyperreal. The territory no longer precedes the map, nor survives it. Henceforth, it is the map that precedes the territory – precession of simulacra – it is the map that engenders the territory and if we were to revive the fable today, it would be the territory whose shreds are slowly rotting across the map. It is the real, and not the map, whose vestiges subsist here and there, in the deserts which are no longer those of the Empire, but our own. The desert of the real itself.”

In order to see that our new digital/real mirrorworlds reverse the Baudrillian desertification of the real world, it is crucial that we can not only understand the territory, but who and how they have done the mapping and their modelling – that we can own it, examine it and remap/remodel it ourselves – that the maps and models are open, free and shared by all.

The peer-production and scrutiny of the Wikipedia (and indeed the ideological discussion around it) might give some idea of what it’s like to create a reference work of this kind.

Then we will have mirrorworlds that we can all build on.

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A side note – as part of Amazon’s mirrorworld of the printed word, they have introduced SIPs: “statistically-improbable phrases” that are supposed to automagically sum up the essence of a book. Here are the SIPs for “MirrorWorlds”:

chronicle streams, software ensembles, computational landscape, task cloud, simulated mind, evocative possibility, ensemble programs, tuple spaces, information machinery, mass border, software revolution, memory pool, software machine, information machines

Gridlockd, Cities and Slow Games

Gridlockd by Mohit SantRam of NYU ITP sounds fascinating:

…an urban game where participants within one of four teams compete to capture grid positions in a half hour. the team with the most points wins! This project is meant to display how semacodes, cameraphones, ad-hoc groups, and social dynamics are effected under time pressure.

It’s going to be one of these fun ‘big games’ which create lots of spectacle, but looking at the core gameplay: capture grid positions… I wonder if it wouldn’t be more satisfying as a slower, more strategic game played over a much much longer timeframe.

As our own Greg Costikyan has said – latency in the mobile network makes it very hard to create real-time games. In Gridlockd – they are using walkie-talkie functionality to enable this – the phone is not the communications channel – it is a mobile networked computer for recognising physical/location data…

So why not play to the strengths of asynchronous communications instead, and harness an entirely different, more casual, less spectacular form of play.

I’m imagining a kind of urban location-based reversi that two people could play over a long time span – kind of like a play-by-mail game, but play-by-city…

This game would still using semacodes/QR-codes/NFC for the game grid positions. Janne Jalkanen has demonstrated how easy it is to create NFC/web services for presence – perhaps it would be possible to very quickly create such a game. Perhaps there could be some grid positions that were in coffee-shops where the players could meet and discuss the moves.

Of course, there are only some urban locations where the image of the city would match with the image of the game board. Manhattan and other big grid-structured US cities seem more ideal for urban games than European cities?

Matt Locke, a few years ago, wrote about slow-networks in cities a few years ago, using ‘public caches’ – bluetooth or IR connected public digital stores – what are the opportunities for slow-networks city-gaming?

My secret blog

I’m still trying to rehouse my blog, blackbeltjones.com/work; but the fact remains that ditching five years of writing felt good. The digital baggage gone, I found I really still needed to write my thoughts down. Here is where they will be. Moved!

Arthouse biotech

is a phrase that’s been blowing around in my head since I was in Austin, talking with Otwell and Boyd (which sounds like a great law firm, or a promising wacky misfit information science / buddy-cop pilot)

At /play, where nonsense lives, I wrote this:

Raiding the 21st century

The next step in cut-up culture
Arthouse biotech
Wetwork warhols
Nanobiological burroughs
Performance creationism
Xoological situationism
Some assembly required
Crick, Watson, Double-dee, Steinski.
Intelligent design as artistic statement
Playing god, 5 times a week with 2 matinees
Oryx
Crake
Cut
Splice
Mashup mammals
Rip/Mix/Birth

Ellis writes tales of the Spidergoat.

Reality is entering the Silver-Age.

If you think it’s been getting wierd around here lately, and I should really be writing reams and reams about bloody tags or something; then tough.

When the going gets wierd – the wierd apply for patents.

Tracks in the city


This is "Ghetto Superstar"
Originally uploaded by blackbeltjones.

This is Pras, ODB and Mya’s “Ghetto Superstar”: a visualisation from Jake Elliot’s PopSketchSeries.

Artists statement:

“this is a series of drawings generated from pop songs. the songs are analyzed note-by-note. at each note, a line is drawn. the angle at which the line is drawn is determined by the pitch of the note and the length of the line is determined by the volume of the note. the result is a series of playful, doodle-like, linear drawings.

Imagine taking music visualisation, mixing in play and embodiment into the mobile realm – mobile music players allowing you to trace your tracks like a demented Logo Turtle through the city.

Joined-up listening – groups and groupies conga together through the streets propelled by a programmatic peer-2-peer pied piper.

Dance Dance Dance Situationist Revolution.

Vib Ribbon Reality…

Man versus robots and cities

Very much enjoyed the video for the new Chemical Brothers track "Believe", which portrays a man in the throws of some kind of mental breakdown, tormented by industrial robots – and the city.

Chems1

The robot’s lolloping indefatigability gives them an air of menace that is a mix of the raptor, the T1000 from T2, and the rage-victims of 28 days later.

Chems2

The use of depth-of-field in the shots and colour treatment of the video give it a claustrophobia and feeling of decay I, at least,  associate with the best, most terrifying British sci-fi of the 70s and 80s. Quatermass 4, Triffids, Pertwee in quarries, etc.

UNIT unfortunately doesn’t come to the rescue in this one.

Chems3

The denouement, after a terriffic chase sequence, sees our antihero’s final downfall not at the claw of the robots, but by the city – as reality (and a 70s op-art concrete carpark) falls apart in psychadelic shards.

The best mini-movie I’ve seen in a while.

More on the directors, Dom & Nic,  the process and details of the CGI here.

Vestigal tale

This effort of MMDC’s stood out from the scores of ‘transparent’ screen tromp l’oeil pictures created in the latest Flickr flap.

Why? The transparent terminal window floating in mid-air, mid-screen. Beautifully done.

Made me think of laptops from a possible augmented-reality future, where a vestigal frame of the screen is kept by industrial designers as a social cue, to be flipped up as an interruptions shield… even though the reality you are interacting with is just light scattered directly on your retina.

Icons of personal fabrication

Icon
Something about the line-up of covers on the Icon magazine website struck me.

All the moody portraits of pensive designers in immaculately-cut monochrome schmutter (ok, except for Karim Rashid, but hey…) reminded me of a talk I attended back in architecture school by Jan Kaplicky where he juxtaposed one image against another to illustrate what he thought was important about design.

It’s a method used throughout Future Systems‘ published work, especially the excellent "For Inspiration Only".

First, he brought up a moody, black-and-white, Anton Corbijn-esque picture of Richard Meier – black cashmere turtleneck and all; dramatically lit against horizontal window blinds. The archetypal Howard-Roark pose.

Kaplicky boomed: "This is not design. This is not a designer." and flicked the slide to a sunny snap of a carpark at Boeing, full of the hundreds of people on the design team there for the 757 smiling and waving up at the camera (I think): "This is design. These are designers"

I’ve always loved that moment from Kaplicky’s talk, and subscribed wholeheartedly to the idea that the ‘great man/woman’ theory of design is bullcookies, at least for most things outside of the couture-culture of boutique graphic design, architecture or applied art celebrated by most of the design press / the Design Museum.

3dprint_1But – in these dawning days of ‘self-centred software‘ and personal fabrication technology, could it be that Kaplicky’s Boeing carpark picture is rapidly becoming the anachronism?

As  one of the speakers at eTech on the coming fabrication revolution said (I think it was Saul Griffith), the design of objects, tools, devices, artifacts (and architecture?) is going to go through the same waves of democratisation, demystification and down-right gawdawful design as graphic design did with the advent of affordable desk-top publishing technology.

Look forward to seeing how Icon might reflect this in coming years…