
Collaborative Cartographies, Situated Mapping
by Trebor Scholz
notes from presentation at Pace University
October 7, 2005
Not only new media art but all cultural production is political in its
consequences. There is no artwork that is more or less political than any other
(1). The political aspects of art do not only include content and aesthetics but
also the relationships of power in which they are produced and circulated. Within
the realm of traditional art production it is impossible to function on the outside
as this would marginalize one's practice. Much of new media art is criticized
for positioning itself in the larger world just like formalist art of the past:
passively affirmative of the status quo, not reflecting on the forces that restrict
it, locked away in galleries or university labs where the majority of visitors
are art professionals or academics. New media work, more often than not is heavily
invested in modernist object production, and is frequently neither critical, subversive,
nor especially conceptual. There is little advanced debate around new media artwork
and the pieces themselves seem forever indebted in demo designs with much of it
never coming into being as artworks that "work." Here, the future of
computers instead of the flaky reality of technology is sold. Occasionally media
critics place all too much hope in the political potential of new media art, a
demand they would not make as exclusively for traditional art practices.
New media art production is not exempt from historical appropriation, artists
learn and are influenced by what was created before them but also need to look
at the history of technology and playful bits of code that drift around online.
Few critics are able to merge these discourses as it is often hard for cultural
theorists or art historians to develop a non-suspicious appreciation of new media
art. It's hard to write about it if you are not - on some level- an art fan.
Despite this dark smoky landscape just painted- new media art does open up hopeful
avenues that are not just techno-optimist utopias falsely believing in unprecedented
novelty of creation. Especially with networked art, the means of production often
become the frame of display, for example. Distribution of artwork can fairly easily
leave the walls of the white cube or university and occupy the desk of the office
worker or turntable of the club vj. Over the past years we witnessed the burgeoning
of software that supports group communication, connecting the 'smart mobs' to
each other, establishing promises for the creation of collective knowledge radically
different from traditional interaction. What do people talk about when they link
up? What happens in these new channels of communication? These technologies support
collective research and collaboration on creative projects as much as they allow
the establishment of so called open content archives. Wikis and and blogs are
the most common examples for these types of web-based applications. The FreeCooperation
conference (2) and the Institute of Distributed Creativity that I founded in May
2004 (3) both highlight these issues, focusing on research in the field of collaboration
studies. Cooperation/ collaboration in itself is not at all new or inevitably
progressive. Hitler's Germany perfectly cooperated in his disastrous plan. But
there are many examples of new media artists providing contexts for others to
collaboratively gather and exchange content. These created contexts are often
questioned for their validity as art. This examination of the definition of art
is much more often put forward by curators or festival organizers than by the
artists themselves.
The definition of a set of rules as we remember from the modernist art theorist
Clement Greenberg (4), allows for a clear line in the sand that separates inside
from outside, art from non-art. Media artists creating unique cultural contexts
online or off are much less interested in these debates and are often ahead of
those in the business of saying what goes into the box and what gets flushed down
the sink of history.
A few examples: web-specific applications and wireless, context / location-aware
devices are relatively new possibilities for the establishment of visibly functioning
linkages into the "real life world." I'd like to concentrate here on
collaborative mapping projects, an area in which I'm currently involved. Most
of these projects, and I'll mention a few projects, make creative use of databases
approached as archives activating (oral) histories, lively cross-referenced storage
spaces.
Many urban projects, for instance, address the notion of place as it was prominently
developed in an art activist context by Lucy Lippard. In "The Lure of the
Local" Lippard (5) gives many examples of art that inscribes an area not
purely defined by economic and geographical factors but projects that frame place
as a story that is composed of mythologies, histories and ideologies by the people
who live there. This story makes one place different from any other as each individual
perceives it as a center of meanings, a locality of felt significance. Place is
defined by the thinking, feeling, life and play of the people that inhabit it.
Currently, there are many projects under way that use wireless and web-specific
technologies to record the city, to make the city their own. These projects use
narrative archaeologies that are collectively gathered and contested. Importantly,
they link in different ways the networked virtual spaces with physical locations.
Some of these locative projects such as "34 North 118 West" in Los Angeles
(6) and [murmur] in Toronto (7) are directly used and experienced by participants
at locations in the city. "34 North 118 West" requires hardware and
software provided by the artists on location in order to move through the urban
landscape where then guided by a GPS system audio stories about the spot where
they are standing are played back to the participant in the project.
New stories can be recorded. [murmur] allows urban dwellers to call a number prominently
displayed at a location to listen to stories about this very place. Both applications
are specific to their location, they are situated. Clay Shirkey in a different
context talks of situated software (8). Notions of site-specificity from art history
could be introduced here that compare modernist placeless artworks (ie. a Henry
Moore sculpture) to software that can be plugged in and is context-blind. Site-specific
art could be compared to highly localized specific applications. Few of the projects
that explore urban areas pose very general questions probably in order to draw
in the widest range of people. This includes PdPal (9), StoryCorps (10), Annotate
Space (11), Street Stories (12), Interactive portrait of the Liberties (13), Memory
Maps (14), Urban Texting (15), Songlines (16), Talking Streets (17) and Urban
Tapestries (18). An example of an offline urban interventionist project is RepoHistory's
Manhattan Sign Project (19). In April 2004 I developed a web-based collaborative
mapping project for Lower Manhattan (20). The project is named after a film by
documentary film pioneer Robert Flaherty "Twenty-Four
Dollar Island," shot in 1927. This ongoing web-based project aims at
the creation of free, complete, alternative, up-to-date and reliable material
about Lower Manhattan. This community network application is specific to the area
it 'maps.' Participants who log on to the project can contribute stories, and
images under specific topics such as museums, memories and touristic information.
Information in guidebooks is often stale, not updated, and organized in linear
structure. Websites about Lower Manhattan are frequently corporate, or city-run.
The role of the database, the archive is to give everybody the chance to share
their stories, their histories, or tourist information. Anyone can add specific
information about museums, strikes, demonstrations, reoccurring events, communities,
bike paths, schools or news about the rebuilding process. You can add stories
of personal encounters, information about inexpensive places to sleep, local unheard
histories or narratives of your experiences in Lower Manhattan. In a few simple
steps you can contribute to the map and tell your friends. The project started
in April 2004 and now contains several hundred entries.
The problem with ongoing sustainable rather than one-off projects is community
involvement. This may be the reason that many of the projects mentioned here are
rather general in their approach to the city. This problem is shared by media
artists from Amsterdam, New York, and Rotterdam to London who create works that
provide contexts and rely on others to contribute content. The issue becomes particularly
pertinent when technological artwork is not just a one-time technological spectacle
but rather ongoing with the idea to make it a sustainable, semi-permanent. The
same issue occur with Twenty-Four Dollar Island (TFDI). There is a lot of reluctance
of people to get involved into public projects especially if they involve technology.
People seem to retreat into the private. Technologists often underestimate the
resistance with which much of these new cooperative technologies are met. Even
the most easy-to-handle web-based technologies such as wikis are not embraced
by a wide range of people. One reason for this is the complexity of demands on
people in their everyday life to which they don't want to add. It's just one more
thing. Another problem is of course the technology itself in cases where artists
have to provide the hardware and software on location to make project interaction
even possible in the first place.
Examples of entries to Twenty-Four Dollar Island include photos and descriptions
of barriers created because of the fear of terror attacks, stories of immigration,
the arrest of students on a school project for which they were assigned to film
an area in which there federal buildings, and stories from labor struggles by
Duane Reed workers and demonstrations by members of the NYC Fire Department in
City Hall Park. Other contributions researched the sculpture on top of the municipal
building called "Civic Fame." The woman who modeled for it was Audrey
Munson. From the entry: "Supposedly there was a time when there were about
30 artworks based on her poses in the collection of the Met. After a while, I
start to recognize her face in stone around town. She suddenly seems everywhere
even though her name is hardly remembered: The Pulizer Fountain in front of the
Plaza Hotel, the entry to the Manhattan bridge, the entry to Central Park at Columbus
Circle, the relief above the Frick Collection entrance, at Madison Square Garden,
in a park on the Upper West Side…." (21)
The development of Twenty-Four Dollar Island aims at interfaces in Lower Manhattan
that allow urban dwellers to call in with their cell phone and leave their story
about a location. These stories are added directly to the online map where they
can be called up. But also cell phone users in the street can listen to stories
by other residents, commuters or people who work here about a particular spot.
As there are several database-driven mapping projects in Lower Manhattan I suggest
to merge their backbone infrastructure to create a truly rich and comprehensive
initiative mapping alternative material about the area.
References:
(1) Gregg Bordowitz (2004). Tactics Inside and Out. Artforum . September 2004,
p212-215
(2) The "networks, art, and collaboration" conference, a.k.a. FreeCooperation,
took place in April 2004 at the Department of Media Study, The State University
of New York at Buffalo. The conference was organized by Trebor Scholz (New York/
Buffalo) and Geert Lovink (Brisbane/Amsterdam), assisted (in more or less free
cooperation) by Dorothee Gestrich (now Banff Centre) and Orkan Telhan (Ankara/
Buffalo), Tom Leonhardt (Toronto/ Buffalo) and Arzu Telhan (Ankara/ Buffalo).
Trebor Scholz. (2004). networks, art, & collaboration. Freecooperation. Available:
URL http://freecooperation.org. Last accessed October 5, 2004.
(3) Institute for Distributed Creativity (IDC)
The research of the Institute for Distributed Creativity (IDC) focuses on collaboration
in media art, technology, and theory with an emphasis on social contexts. The
IDC, founded by Trebor Scholz in May 2004, is an international network with a
participatory and flexible institutional structure that combines advanced creative
production, research, events, and documentation. While the IDC makes appropriate
use of emerging low-cost and free social software it balances these activities
with regular face-to-face meetings.
(2004). Institute for Distributed Creativity. Available: URL http://distributedcreativity.org.
Last accessed October 5, 2004.
(4) Clement Greenberg (1978). Art and Culture Critical Essays: Critical Essays.
1st Edition: Beacon Press.
(5) Lucy R. Lippard (1997). The Lure of the Local. 1st EditionNew York: New Press.
p32-33
(6) 34 North 118 West is an LA based project
http://34n118w.net/
34 North 118 West is a location-aware project which utilizes mobile technology
and our custom software to deliver a unique media experience. Visitors to our
site in downtown Los Angeles are met with everything necessary for the tour, including
hardware and software.
34 North 118 West plays through a Tablet PC with Global Positioning System receiver
and headphones. GPS tracks your location to determine how the story unfolds -
in real time, in real space, as you traverse the sidewalks of Los Angeles.
(7) [murmur]
http://murmurtoronto.ca/
is an archival audio project that collects and curates stories set in specific
Toronto locations. At each of these locations, a [murmur] sign will mark the availability
of a story with a telephone number and location code. By using a mobile phone,
users are able to listen to the story of that place while engaging in the full
physical experience of being there.
(8) Clay Shirky. Situated Software. Clay Shirky's Writings on the Internet. Available:
URL http://www.shirky.com/writings/situated_software.html. Last accessed October
5, 2004.
(9) PDPal
http://www.pdpal.com/
PDPal is a mapping tool for recording personal experiences of public space. On
this site you can create a map, for example of Times Square. The piece asks people
what is happening, what has happened and what could happen.
(10) StoryCorps
http://storycorps.net/
StoryCorps is a national project to instruct and inspire people to record each
others' stories in sound.
(11) Street Stories
http://www.columbia.edu/~ws2138/StreetStories/
Street Stories: Designing Networked, Narrative Places of Community
(12) Interactive portrait of the Liberties
http://www.mle.ie/~Evnisi/liberties/indexLib.html
The ”Interactive portrait of the Liberties” is an interactive digital
narrative application that provides multimedia content to individuals and groups.
This content is relevant to them at a particular point in time and space –
it is context-aware.
(13) Memory Maps
http://www.localprojects.net/mmaps/mmaps.shtml
The Smithsonian FolkLife Festival gathers over 1 million visitors in two weeks
on the National Mall by displaying exhaustive research of three specific locations’
cultures. As one of the 2001 cultural choices, New York City posed a special challenge--
the representation of a vibrant living culture where the mixing of many different
cultures together into a small diverse city creates a larger cultural ecosystem.
Reminiscent of a subway car wrapped in fluorescent construction mesh, Memory Maps
was a system of enormous street maps of New York City which allowed visitors to
share their stories of the city by anchoring memories to specific locations.
(14) Urban Texting
http://www.akav.dk/blog/archives/000324.html
People in the city SMS 4-5 words that are than mapped onto a map of the city.
(15) Songlines
http://www.impaktonline.nl/box/songlines/index.html
Songlines is an ongoing experiment in geo-annotation and collaberative cartography.
Using handheld computers equipped with global positioning system (GPS) and wireless
internet (GPRS), participants can explore the streets of Utrecht, simultaneously
experiencing the real world and a world of virtual graffiti. Moving through the
real space of Utrecht reveals hidden messages and locative media: text, images,
and sound specific to that point in space.
(16) Talking Street
http://www.talkingstreet.com/
That's what Talking Street does. Using something as easy as your own cell-phone,
Talking Street offers a completely new way to explore a destination. Let a celebrity
show you around, and listen to history come to life around you. On your schedule,
at your own pace.
(17) Urban Tapestries
http://www.proboscis.org.uk/urbantapestries/
Urban Tapestries is a Proboscis project exploring social and cultural uses of
the convergence of place and mobile technologies through transdisciplinary research.
To help us model emerging social and cultural behaviours we have built an experimental
platform that allows people to author and access place-based content (text, audio
and pictures). It is a framework for exploring and sharing experience and knowledge,
for leaving and annotating ephemeral traces of peoples’ presence in the
geography of the city.
(19) Lower Manhattan Sign Project
http://repohistory.org/lower_manhattan_sign_project/index.php3
Repohistory's inaugural project was inspired by the celebration surrounding the
quincentennial of Columbus' "discovery" of the Americas. While the country
planned to commemorate a carefully selected history of Columbus' legacy, REPOhistory
created a project that presented alternative views of history.
(20) Twenty-Four Dollar Island
http://24dollarisland.net
The project allows community networks to create their own, topic-specific maps
of Lower Manhattan. Information in corporate guide books or on city-run websites
is often stale, linear and leaves out much of what is crucial to the history of
the area. It aims to create free, complete, alternative, up-to-date and reliable
material on the area, a platform at the which commuters, tourists and residents
can exchange stories, and share their knowledge. Possible topics are also demonstrations,
and strikes. Several hundred entries exist already. Until spring 2005 the piece
will extend to include entries from cell phones, that are then mapped directly
to the online map. Urban dwellers will also be able to call up stories at a location
in town.
Also see the following projects:
Place Matters
http://placematters.net/flash/home.htm
Place Matters seeks to promote and protect places that connect us with the past,
sustain community life and make our surroundings distinctive.
MapHub
http://hactivist.com/maphub/overview.html
apHub proposes to research the introduction of a geographic and historical data
sharing application in an urban landscape. MapHub proposes to be a peoples. map
. a map of an urban geography determined not by traditional methodology but instead
by the members who participate and contribute everyday in the experience of urban
life. MapHub proposes to be both a tool and a system that gives users pen and
paper to record their unique and situated perspectives and then deliver that documentation
to others.
Mr. Beller's Neighborhood
http://www.mrbellersneighborhood.com/
Since its founding in the Spring of 2000, Mr. Beller's Neighborhood has published
nearly seven hundred pieces of writing on New York.
The site combines a magazine with a map. It uses the external, familiar landscape
of New York City as a way of organizing the wildly internal, often unfamiliar
emotional landscapes of the city dweller.
(21) entry into Twenty-Four Dollar Island by Andrea Geyer
http://molodiez.org/island/detailboth.php?id=262&LocationID=241&pid=2