>From Salon.com....

Urban renewal, the wireless way
Thanks to Wi-Fi networks, cellphones and global positioning locators,
there's a new sense of place in the city.

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By Linda Baker



Nov. 29, 2004  |  In November 2003, New Yorker architecture critic Paul
Goldberger penned a diatribe in Metropolis magazine against the isolation
and dissolution of place wrought by the pervasive use of cellphones on city
streets. "The mobile phone renders a public place less public," he wrote.
"It turns the boulevardier into a sequestered individual, the fl�neur into a
figure of privacy. And suddenly the meaning of the street as a public place
has been hugely diminished." 

Goldberger's critique of mobile communications technology capped over a
decade of analysis revolving around the ability of global communications
networks -- for better and for worse -- to release people from the
constraints of time and place. "The post-information age will remove the
limitations of geography," wrote Nicholas Negroponte in "Being Digital."
"Digital living will depend less and less on being in a specific place at a
specific time." In "Pandemonium," Lars Lerup, dean of the architecture
school at Rice University, proclaimed: "The bandwidth has replaced the
boulevard." 

Actually, it didn't. Virtual reality as a substitute for reality? That kind
of thinking is, well, so very yesterday. With a new generation of wireless
devices, GPS (global positioning system) locators and ubiquitous networking,
future gazers claim, digital space will simply add another dimension to
physical space, especially as technology continues to penetrate what
sociologist Ray Oldenberg has famously described as "third places": the
communal public spaces where people interact with friends or strangers. 

So-called "urban computing" means much more than bringing your Centrino
laptop to Starbucks and logging on to Amazon.com. Instead, cutting-edge
mobile and wireless services emphasize proximity over connectivity, the
local over the global and the here and now rather than anytime, anywhere.
Computer geeks suddenly turned urban theorists, many of today's
technologists harbor even loftier goals for mobile research agendas: to
enhance the image of the city itself -- the patterns, the complexities and,
above all, the sheer serendipity of the urban landscape. 

"People talk about mobile computing as now you'll be able to leave your home
and go to a cafe or park and maybe go online and check e-mail," says Eric
Paulos, lead researcher at Intel's Urban Atmospheres project in Berkeley,
Calif., a program designed to explore technology's potential to augment and
enhance the urban experience. "But we're interested in something much bigger
than that. We're interested in the social cues that people already perform
in urban spaces, in the artifacts that already exist, like trash cans, park
benches, and how they will be mapped or reappropriated into a playful
network of digital life on the streets." 

Call it the "new new urbanism," a fusion of telecommunications technology
and urban design that is at once a 21st century zeitgeist and a familiar
riff on the age-old interface between cities and technology. "From an urban
design perspective, a lot of technologists are just discovering public
space," says Dennis Frenchman, chairman of the master of city planning
program at the Massachusetts Institute of Technology. "It's an old story
that goes back hundreds of years." A consultant on Seoul's Digital Media
City, Frenchman himself is part of a very new story. The DMC will
incorporate all-digital signage, with programming capacity accessible to the
public, personal positioning services, intelligent street lamps and
transparent storefronts that will reveal a building's inner uses as well as
real-time Web feeds from sister cities. 

The overall purpose of the DMC design, Frenchman says, is to infuse life on
the street with multiple layers of meaning. "We're in a transitional
moment," he hastens to add. "Huge kinds of things are happening." 

To use the Wi-Fi location-based vernacular, several factors triangulate the
growing relationship between urban design and computer science. First,
having taken over the home and the office, the technology industry has
little virgin territory to conquer except the public realm. Second, until
recently, there wasn't the technological capacity to do much computing on
city streets and sidewalks -- the devices were too big and the network
applications not big enough. Third, it turns out that virtual reality, when
it comes right down to it, just can't compete with the immediacy and
sentience of real-time, real-place encounters. 

In the 1980s, technologists and urban planners began to look at virtual
communities as a new form of urbanism, says Anthony Townsend, a research
scientist who teaches in both the urban planning and the telecommunications
departments. "But they very quickly realized that it wasn't that
interesting," he says. "There are some indirect linkages between the desktop
web and what goes on every day in urban spaces, but not really very tight
linkages." Today, he says, the proliferation of wireless technologies has
led to more direct interactions between cities and networked spaces. "What's
happening now is that technology and industry are adapting to us," Townsend
said. "Instead of us becoming global beings, technology is reorienting
around the way we are: visual, local, tactile." 

In an article written last spring for the architecture journal Praxis,
Townsend offers a primer on new digital technologies, categorizing them
according to four different functional applications: mobile communications,
positioning services, digital displays and urban documentation. Deployed in
urban spaces, these technologies ultimately sort themselves out according to
long-standing debates about the nature of people, place and community. Ask
today's tech researchers about the next big thing, and instead of obscure
lectures on the radio frequency spectrum you'll hear invocations to '60s
situationist concepts of "derive" -- urban flows -- or the neotraditional
ideas of Jane Jacobs, whose seminal work, "The Death and Life of Great
American Cities," focused on the dense, diverse and random encounters that
support thriving urban neighborhoods. 

"I'll tell you the truth of the matter -- it ain't rocket science to figure
out how to do this," drawls Scott Shamp, director of the New Media Institute
at the University of Georgia, which set up a Wireless Athens Georgia (WAG)
zone last summer covering all 24 blocks of Athens and the university campus.
The project catalyzed NMI's Mobile Multimedia Consortium, a cooperative
effort involving students, faculty and consultants along with five private
industry partners: Intel ExecuTrain, XcelleNet, Air2Web and Hewlett-Packard.


Since the WAG zone -- also known as the Cloud at Athens -- launched last
June, says Shamp, he's been getting calls from people all over the world who
want to set up similar networks. "People said: 'We want to know what access
points you're using, what protocols you're using; tell me how you're
mounting them on the poles,'" says Shamp. "But what was most important was
not that they understood the technology, but that we turned it into
something that enhanced the community." 

Registered users take advantage of the Cloud's interactive software to
outline preferences regarding specific businesses; then in downtown Athens,
they can receive information -- via PDAs, laptops and cellular phones --
about bands, menu specials or discounts at various stores. So far, the Cloud
sounds like just another vehicle for advertising, but the goal, Shamp
emphasizes, is to invigorate a local business economy by providing community
content and applications. "Otherwise," he says. "you can easily make an
argument that somebody goes into downtown Athens, gets out that laptop, goes
to Amazon to buy that book instead of walking two blocks and buying that
book from a local bookstore." 

Like a street or a building, WAG zone access points actually inhabit part of
the physical infrastructure, orienting the Cloud user to specific resources
within the community. "A huge part of this is connecting up the information
with the location and making it place-and-time relevant," Shamp said. "To
experience it, you actually have to be in downtown Athens." Another
site-specific application -- customized for the social life of a student --
is Friend Finder, a Cloud service designed by University of Georgia art,
business and music students. "I can come into downtown Athens with a PDA,
send a text message that I'm going to be in Blue Sky Coffee for two hours,
then turn it off and put it in my pocket," explains Shamp. "Then when one of
my buddies comes into downtown, he can use the WAG zone to find out where
his friends are." 

Global positioning systems embedded in mobile devices add yet another
spatial dimension to virtual technologies. As Townsend points out, in
cellphone-packing Tokyo, GPS chips are already embedded in most mobile
devices, creating hordes of "smart mobs" who navigate the densely built --
and inhabited -- city through use of custom maps and buddy-finder
applications. More recently, researchers at Intel's Seattle lab have
developed a Wi-Fi positioning system called Place Lab that doesn't require
extra hardware to install in mobile devices. 

"As computing moves off the desktop into the environment, you and I are
going to own a large number of computationally enabled devices," says
Anthony LaMarca, a Place Lab researcher. That's going to require a
qualitative shift in how we interact with technology. "It's not going to be
that every computationally enabled device is going to be able to command
your attention," he says. "The devices you own and encounter in densely
populated urban environments are going to have to make decisions on their
own. For that to happen, the devices need context. And for a mobile device,
location is one of the key pieces of context." 

Hewlett-Packard's Urban Tapestries project in Bristol, U.K., takes finder
and navigator functions to yet another level: leveraging Wi-Fi-enabled
networks to allow users to digitally tag real locations with text and
images. Thus you can wave your mobile phone at a tagged restaurant to pick
up reviews left by previous clients, or download digital audio tours as you
wend your way through a museum. Other labs are developing "smart place"
services based on detection of embedded radio frequency identification
(RFID) tags. Then there's the inverse of location-based services, otherwise
known as "computer enhanced location" technologies. At the 2003 UbiComp
conference, former Intel researcher Joe McCarthy debuted three "place
augmented" prototypes based on scanning and displaying digital profiles --
with information about personal and professional interests -- contained in
wearable RFID tags. 

"We are just beginning to scratch the surface of this," says McCarthy, who
left Intel last month to launch his own company, Interrelativity. "You can
imagine scenarios where this is used at work, especially in large
organizations with a lot of nameless faces. It gives people something to
talk about and recognize that they have more in common than they thought. It
also has a lot of potential for coffeehouses and other so-called third
places." 

If the 21st century digital city raises serious questions about surveillance
and information overload, the flip side is that mobile technologies put more
eyes and feet on the street, a benchmark for success in any urban place. In
fact, one of the paradoxes of digitized urban space is its apparent affinity
for traditional urban and neighborhood aesthetics -- not the soulless
supermalls and virtual suburbs one might expect. The design of Seoul's
Digital Media City, for example, reflects an earlier era of narrow streets,
dense alleyways and pedestrian plazas. Or consider the Intel People and
Practices lab in Hillsboro, Ore., where researcher Michele Chang has
designed a hybrid street game -- with real and virtual components -- steeped
in nostalgia for old-fashioned street play such as hopscotch, kick the can
and stickball. 

"Street games, this really rich city practice, have all but disappeared,"
she says. "It's because cities have become more regimented, anonymous and
commercialized." If some might blame computer games for taking kids off the
streets, Chang wants to leverage digital spaces to counter what she calls
the prevalence of "heads-down computing." Intended as a research tool to map
urban practices, her digital street game assigns players random combinations
of objects, practices and places to document stunts on the streets of New
York. "The idea is very much technology is the medium and the city is the
canvas," she explains. "The street game is a platform for creativity that
randomly sets out different ways of discovering your city." 

The neotraditional bent of the postmodern city perhaps explains the
attraction of wireless technologies for more conventional urbanists working
to mitigate the problem of place in American life. "Anything that's
networked tends to work better where there are lots and lots of people,"
says John Norquist, former mayor of Milwaukee and president of the Congress
for the New Urbanism, an organization that supports walkable neighborhoods
and high-density, mixed-use development. "So Wi-Fi supports urbanism; it's
one of the technologies that enhances it, unlike the interstate highway
system that undermines the density of cities." 

Wireless zones, says Ethan Kent, a program manager at New York's Project for
Public Spaces, give people a reason to use public space "in an era when
there are more reasons to be in our houses, offices and cars." Pointing to
light-emitting-diode displays in Times Square -- in particular a Reuters
sign that offers live news and photo feeds -- Kent said digital display
technologies that reveal a building's inner uses offer the greatest
potential for enlivening public spaces. 

Ultimately, the reaction of the urban design and planning community to
telecommunications trends raises the question: Who is the driving force
behind the 21st century digital city? The correct answer is not the Project
for Public Spaces -- or any planning organization, for that matter. Think of
it this way, says Townsend. "Intel is the General Motors of the 21st
century. It's very influential." 

Backed by the big bucks, technology researchers are devouring tomes related
to the theory of place. For their part, (underfunded) planners have yet to
develop a comprehensive approach to emerging mobile and wireless
technologies. An embryonic field, technology planning usually focuses on
building an infrastructure network -- such as expanding municipal Wi-Fi
zones -- or responding to citizen concerns about cellphone towers and
radiation, says Scott Page, a Philadelphia urban planner who recently
launched his own company, Interface Studio. "It's unfortunate that the
planning profession has turned more of a blind eye to the potential of
emerging technologies than they could have," he says. Urban
telecommunications strategy needs to do more than plan for "lead users," he
says. "You want to be feasible, not utopian, not just throw out a bunch of
ideas and hope that everyone is going to own a cellphone in five years," he
says, "because that's not going to be the case." 

In conjunction with a local nonprofit, Page recently completed a
comprehensive technology strategy for a distressed neighborhood in northern
Philadelphia, including a community technology center where Temple
University faculty will teach kids GIS (geographic information system)
skills to build a database for the neighborhood, and public art that will
double as a digital bulletin board accessible from a public place.
"Technology becomes a visible part of a community's revitalization, and you
get exposure to people who have never had exposure," he says. 

In January 2005, MIT's Sensible Cities Lab and Center for Real Estate are
hosting a digital city symposium bringing together real estate companies,
tech companies, urban planners and designers, and cities that partner with
tech companies. At the September 2004 UbiComp conference held in Nottingham,
England, Intel's Eric Paulos co-organized an Urban Frontiers Workshop that
brought together technologists, urban designers, geographers and architects
to examine the ways mobile and wireless computing will be integrated into
the urban landscape. 

Perhaps more than any other project, the Urban Frontiers Workshop suggests
that trends within the digital city movement mirror long-standing
distinctions in the urban planning community: between those who view cities
as compartmentalized centers of production and efficiency, and those who
view urban spaces as a kind of barely organized chaos, favoring
unpredictable encounters between diverse social groups. Thus on one side you
have the Place Labs and the Friend Finder applications; on the other you
have the street games and what Paulos calls "urban probes." These include a
digitally augmented garbage can he designed to capture the pattern, flow and
personal stories connected to trash usage and a "familiar strangers"
project, a mobile phone application that logs and records the presence of
people we see every day -- at the bus stop, in the grocery store -- but with
whom we do not interact. 

"Probably the big thing was try to bring the discussion away from the
immediacy of things that promote efficiency or productivity," says Paulos,
who cites influences such as the situationists, who staged unpredictable
street performances, and Kevin Lynch, whose seminal planning book, "The
Image of the City," exposed the difference between people's mental maps of a
city and the physical plan. "Even though these are important goals, it's
important to acknowledge that things we actually cherish in life in home or
the city are not always about efficiency. They are intangible; they get at
emotional experiences. It's what constitutes the richness of people's
lives." 

Toggled together, the pragmatic and playful digital city applications will
change both the shape and the experience of public space. As for value
judgments, it is too early to say. If the cellphone, as Goldberger and many
others complain, is a technology that isolates people on the street, it is
also a tool to engineer face-to-face encounters. If a pervasive
silicon-embedded environment suggests an Orwellian politics of place, it
also points toward a democratization of technology, an era in which
individuals and communities control their digital future. 

Townsend tells a story of being in Seoul during the 1988 Summer Olympics,
where 500,000 people would gather to watch soccer on a four-story Jumbotron
on top of a building. "It's a shared event, a shared sense of space," says
Townsend, "where people choose to make a statement by being in large group."


"Emerging technologies are an enabler," says Page. "They can reinforce
anything we want to accomplish." Besides, he adds, "it's traditional that
cities change and adapt to technology. It's what cities are partially there
for."*********************

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