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architecture in the 'Information scape' 1996

POWEW UNIT STUDIO
KEI窶僮CHI IRIE


this project 'tokyo continuum' was exhibited in the venezia biennale 1996 at the italian pavilion. as a part of our recent project 'Information scape' , a new database/interface environment, it represents 'locations, links' within the fractal hierarchies of database. 'Information scape' is a hybrid environment, superimposed real-world environments and virtual environments which offer the user a multitude of interactions. based on the idea, 'tokyo continuum' visualize net-spaces such as multi-layered info-structure, picking up the relation with physical environment as railway stations in tokyo.

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concept of 'Information scape'

when we talk about databases we do not necessarily mean a distinct set of collected data, but rather a conceptual framework which includes all such data which are accessible by some means. in that sense, the term can be applied to a personal notebook, a specific room with all its content, a city etc.

the following examples of database - the possibilities and necessary features of systems of {information-scapes}: prototypes under these aspects.

{information-scapes}

these are 2D/ 3D environments which represent a given set of data in a form dynamically modeled for a specific user {viewpoint}. the goal is to build systems which are {user-centered}, adaptive and support a maximum of appropriation/ customization by the user.

{information-scapes} can contain any sort of static data or algorithms. as they are not bound to a specific locality, they offer free floating environments for the cross-referencing of content, initiated either by data inherent dynamics or real-world inputs (user-interaction, real-world occurrences).

{information-scapes} are temporary sections of fractal hierarchies. each sub-level of hierarchies, such as {universes,worlds, sites, locations, links} can become at any time the starting level for a new set of hierarchies:

application of {information-scapes}

{information-scapes} are environments for data storage, retrieval, manipulation and input. they include areas for multi-user interaction. {information-scapes} on a large scale can constitute the background/ stage for real-world events such as in {virtual-studio} setups for TV-broadcasting. user would be able to interact on a life-size scale with a variety of items retrieved from complex databases as constituted through communication networks.

on a small scale, interfaces to {information-scapes} will be the tools to organize data in a way that conforms to the users patterns of memorization and building of mental models.

as {information-scapes} can blend with real world environments, they can assist real world orientation based on real time data.

the structure of {information-scapes}

universes:

entities of networks are understood as {universes}. each user is moving in a specific {universe}.
{universes} can be shared among several users. {universes} are formless themselves, they may however have the following properties:homogeneity:evolution dynamics:packing:

worlds:

worlds are representations of either sub-networks or collections of sites, grouped by some shared properties.a user can create, access and modify several worlds in his or other universes.
worlds may be shared/ exchanged between several users. worlds may share sites or properties of sites.
in 3D space, worlds are represented by geodesic spheres. as the geometry of such spheres is based on even triangulation, sites can be distributed equally without any polar bias. moreover, such a geometry facilitates the transformation of 3D representations into 2D and vice versa.
properties of worldsare:resolution:homogeneity:gravity:connectivity:attractivity:level of detail:evolution dynamics:

sites:

agglomerations of locations within worlds. like cities, sites have their specific growth pattern and potential, based upon the content and functionality of the locations they are made of and the traffic they are subjected to. sites need to be able to develop a kind of familiarity to the user in order to be {accessible}.
sites may be shared/ exchanged between several users and between several worlds. sites may share properties within and beyond worlds.
properties of sites are:homogeneity/ diversity:connectivity: attractivity:level of detail:dynamics:

locations:

locations are the building blocks of sites and representations of a given set of links. locations may be shared/ exchanged between several users, worlds and sites.
as important reference marks for orientation within a given site, locations should be easily moved, (re-)placed and (re-)built by the user to fit his own schema of organization.
locations themselves may share properties within and beyond worlds and sites. properties of locations are:homogeneity/ diversity:connectivity: attractivity:level of detail:dynamics:

links:

items of databases, such as static data or executable programs are accessed by the user through these links.
in the hierarchy of complexity, links are the entities which can be most easily manipulated by the user: moved between worlds, sites and locations, annotated for personal reference, commented and rated for public reference etc.
as links constitute the direct interface between the database space and a specific database item, properties of links are much more revealed through user-interaction than properties of the higher level entities of the {information scape} hierarchy.
properties are:connectivity:attractivity:

interface

detached interfaces:

real-world environment, user and interface constitute a three-dimensional relationship.
the sort of interface we are most accustomed to.

immersive interfaces:

the user's environment functions at the same time as interface. the two-dimensional relationship user-environment/ interface establishes a virtual sphere with no direct links to the real-world. typical examples are eye-mounted displays or domes with seamless projected mappings.

hybrid interfaces:

superimposed real-world environments and virtual environments offer the user a multitude of interactions. such as the manipulation of real-world objects blended in a virtual space to encode/ decode properties and functions of such objects in a way which transcends their physical capacities.

interfaces for {information scapes} have to accommodate three basic functions:

viewing

:two dimensional scenes
:three dimensional scenes

navigating

:{association module}aim/ goal formulation, content feedback
:{piloting module}viewing controls, structural feedback
:{linking module}link to other media, contextual integration

interacting

:intentional
:automated, data driven
:context driven


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