Posts Tagged ‘city’
Kinetics of Interactivity
August 26th, 2010 researchTags: architexture, city, haunted space, interactive, kinetic

Thinking about “Public Interactives” implies thinking about interactivity as an activity that occurs preeminently in space, and more specifically, in a locale.
Ludologists tend to understand interactivity as a product of systems, an interlocking mechanism of a series of actions performed by the player in response to a set of rules, whether these are the implicit logic of a game of tag or the constraints built into the virtual environment of World of Warcraft. Rules constitute both allowances and boundaries. They channel a flow of movement that keeps the game in motion, but that also demarcates possible actions from impossible ones. This flow has been characterized as the feeling of irrepressible rightness that sometimes accompanies the accomplishment of procedure (Salen and Zimmerman, 2004); “ludos”, to reprise Roger Caillois’s term for this type of rule-based play, is always spatially and temporally choreographed.
Interactive systems also seem to work best when they strike a sort of golden mean with the player: neither too difficult (which would lead to frustration) nor too predictable (which would lead to boredom). Interestingly, frustration and boredom are emotions that express stasis: they are stoppers of flow, they end the interaction. Emotional momentum, on the other hand, sustains play, and expresses itself in a feeling of elation, control, expectation, curiosity.

Not coincidentally, many games, including digital ones, place momentum at the core of their gameplay – whether kicking a ball across a field in soccer or sliding down a series of icy chutes in Mario. The emotional consequences of physical or virtual movement initiate a feedback loop that is self-sustaining, while the player’s struggle for control gives a shape or a purpose to this experience of free motion, thus prolonging it. In this perspective, the systems-oriented view of games is already a view that places kinetics – the study of “bodies in motion” – at the center of the definition of interactivity.
Kinetics is about ambulation: movement through space. Systems and spaces are surprisingly symmetrical concepts that allow different kinds of metaphorical transformations into each other; the popularity of using architectural terms to define software structure testifies to this.
Systems are defined by an operational terrain constituted by logical connectors that set up the permissibility of certain actions as opposed to others. Actions are open or closed depending on coextensive conditions articulated in discrete statements. In a similar way, spaces are built out of jointed negative and positive spaces that permit or restrict passage. Space has its own logical statements in connectors such as corridors, bridges, paths, conditional spaces such as balconies, mezzanines and rooftops, logic gates such as doors and windows. This makes the kinetics of a system and the kinetics of space strikingly similar.

Moreover, for the player / ambulator, navigation requires a certain prescience or foreknowledge about the system or space’s hidden topology. In negotiating a system a player struggles to acquire a degree of foresight in order to map out subsequent moves and plan ahead; correspondingly, the visitor of a space finds the view equally revealed and obstructed by her own singular perspective. Game studies scholar and designer Steffen P. Walz points to the interactivity inherent in spatial experience – an experience of point of view and obscured typology – in his discussion of architectural kinetics: “The way we move through a designed environment is responsible for our expectations of that environment. Thanks to material and immaterial emphases and the ordering of interior and exterior space, movement affects, shocks or surprises us, reveals secrets, and most importantly, asks us to actively participate in a space intellectually, physically, and relationally” (Walz 2010:30).
Bumblephone: fantasy on echoes and voices
August 24th, 2010 project updatesTags: city, experimental circus, haunted space, machine
Bumblephone is a design for a large scale interactive installation. Collaborators: Lauren Fenton, Joshua McVeigh-Schultz, Veronica Paredes, Gabriel Peters-Lazaro, and Laila Sakr. It was originally proposed for IndieCade’s Temporary Installation 2010 in Culver City.
In Bumblephone participants speak to each other through giant phonograph-shaped flower pods, triggering a mischievous aural remix that blends their intimate interactions with the ghostly sounds of cinematic and videogame history. Composed of four fluted canopies that hang from a central stalk, the piece is designed to evoke experiences of intimacy, memory, and a playful rearrangement of history. Visitors can whisper to one another through tube-like apparatuses that resemble the reproductive organs of a flower.

When someone speaks into one of the tubes, the “organism” interjects by echoing back the participant’s words and mixing real-time communication between visitors with sound segments composed of memorable lines, refrains, sound effects, and dialogues culled from histories of cinema and video games. In massaging these soundtracks into a dialogue with its visitors, Bumblephone gives rise to delightful surprises, stimulating confusions, and uncanny presences. By designing these flower-shaped objects to be suggestive of multiple forms — a camera, a projector, a telephone, a phonograph-horn, and an interactive organism — we encourage visitors to think about the ways that various technologies tend to absorb and respond to one another.

We will assemble the frame of this evocative structure using aluminum tubing for the supportive structure and lighter PVC and wire for the sound flowers. A central pole will be secured by four tension cables, supporting a hollow aluminum platform, in which a laptop and a mixer will be housed. A hollow aluminum ring circles the platform, connecting the two curved aluminum tubes that serve both as support for the flowers and carriers of sound from flower to flower. Visitors speak into a microphone that amplifies the sound within the tubes and also records their speech, prompting the Voce speech recognition platform to decode participants’ utterances — looking for keyword matches within a library of lines from noteworthy films. A positive recognition will trigger a Processing program to playback sound from these particular filmic moments. In addition, sound recognition sensors will trigger the Processing program to translate the participants’ voices into sound effects from a library that includes classic video game sounds.

The sound flowers themselves will be assembled using thick copper wire sheather in clear colored PVC tubing, while their decorative buds/stems that link them to the aluminum structure will be composed of molded PVC. To make them sound proof, clear vinyl upholstery fabric will cover the flowers’ wireframe.
PILLOW FIGHT DAY in L.A! physical fun with total strangers
March 30th, 2010 referencesTags: body, city
Brand X on Mindshare and Eric Gradman
March 30th, 2010 referencesTags: city, cyborg, machine
In an empty loft space, somewhere deep in the bowels of the Brewery Arts District, Eric Gradman, Brent Bushnell and Doug Campbell are plotting the future of Los Angeles night life. These tech- and culture-savvy guys are thoroughly bored with L.A.’s bar scene, and they are scheming to bring interactive art, real-time games and dynamic technology to your next cocktail hour, where new ideas flow as liberally as the alcohol. They are, in fact, already manifesting this future social scene — and they call it Mindshare.
Every third Thursday of the month, Gradman, Bushnell and Campbell play host to a forward-thinking cultural salon that’s part tech-geek meet-and-greet and part playground of cutting-edge interactive art — all with an open bar. Started in 2006 by Doug Campbell and Adam Medford, the idea of Mindshare came out of their shared experience at the annual TED Conference. “We came back totally inspired,” says Campbell. “At the same time, we were really unimpressed with the typical bar-and-club-related social scene, and we thought, we’ve got a great network of people involved in science, technology, arts — let’s bring them together.”
But Mindshare is not just a boozed-up networking event. The evening starts out with a series of presentations that cover social robotics, apocalyptic survival cognitive neuroscience and even pole dancing. After all guests are thoroughly overstimulated, Mindsharians are let loose to mingle, drink and play with the “toys” made by the Mindshare Labs collective, a recently formed right arm to the Mindshare event. Gradman and Bushnell (among others) head up Mindshare Labs, and have been coming out with creations almost each month since last November. Somewhere between game, gadget and art installation, these innovative, cheeky inventions encourage people to lower their social inhibitions. Because, while we give a lot of credence to social networking on the Internet, geeks want to be social creatures in real life too.
After the jump: some of Mindshare’s latest inventions.
Laser Maze: Want to add some “Mission: Impossible” to your mixer? Bushnell’s game challenges partygoers to jump and duck through a room filled with angled laser beams. Using 3A lasers, Arduino circuits, Python and Linux programming plus a 1,200-watt fog machine, the Laser Maze is soon to be part of a multi-person game.
Cloud Mirror: Step in front of Gradman’s specially programmed video camera and projector at your own risk. Thanks to facial-recognition technology and what he calls “gentle data scraping” from social networking sites, tidbits of personal information appear above the projected person’s face in a cartoon-like “thought cloud.” Didn’t want the whole room to know your Facebook relationship status? Surprise! Too late.
ShadowSmoke: Imagine visuals that look like a digitally produced lava lamp projected on an entire wall of a club. Add Gradman’s computer-programming magic and suddenly whoever sashays in front of the screen can manipulate the swirls of colorful, virtual liquid-smoke with the movement of shadows. Wallflowers, beware: This project is meant to lure the dance-bashful out into the limelight.
Game Table: Bushnell has turned an ordinary dining table into a six-person video game platform that can play a number of classic games like Tron and Pong. Why six? Bushnell explains, “I think six is kind of an unstable number. People usually socialize in groups of two or four, so the Game Table encourages you to go invite others — maybe people you don’t know — into your circle to play. It’s a way less awkward way to flirt than the whole ‘Can I buy you a drink?’ thing.”
– Ramie Becker
Top photo: Eric Gradman stands before his interactive fluid simulation, “ShadowSmoke.” Credit: Josh Reiss
TORUS: conceptualizing my installation for Burning Man 2010
March 24th, 2010 germinating ideasTags: ambiance, architexture, body, city, espace heureux, experimental circus, kinetic, maze, noise, play, utopia
Torus is a bouncing castle, an inflatable tunnel, a crawl space to rest and socialize, and a novel. After enjoying the buoyant properties of the platform at the center of the structure, revelers enter the darkly glowing, semi-translucent tunnel that circles the ring. Comfortably wide, and yet not large enough to allow you to stand up straight, the tunnel is a tautological maze that amusingly, gently disorients. Its elastic, squeaky walls have the consistency of a balloon and make for interesting reclining, lounging, splaying and contortion of limbs. Strangers meet as they crawl or wiggle through the tunnel: talk, experimentally intertwine, explore the space together. A system of fans keeps the air of the labyrinth adequately fresh and oxygenated.
The secret of Torus is in the speakers embedded in its walls: the tunnel is divided into four quadrants. Each quadrant broadcasts a section of a short novel narrated by the novel’s protagonist. Like in one of Borges’ fantastical stories, the novel has neither beginning nor end – it is literally a circle!
The torus itself is a geometrical object with fascinating psychological properties…sound travels elliptically through it, allowing visitors to experience the ambiance rather than the letter of the novel.
Inflatacookbook: 1970s alternative media/architecture collective Ant Farm’s instruction manual on how to create weirdly inhabitable inflatable structures
March 23rd, 2010 germinating ideasTags: body, city, espace heureux, experimental circus, immersion, play, space, utopia, visceral
In the late 60′s and 70′s, the San Francisco hippie art and architecture collective known as Ant Farm were creating buildings out of giant inflatable plastic bags. Their 1969 work, 50×50′ Pillow for the Whole Earth Catalog led to the commission to build the medical tent–or as Ant Farmer Chip Lord called it, “the Bad Trip Pavilion”–at Altamont.
Ant Farm also created uncannily prescient work about things like the all-consuming, TV-driven, pop media culture and the American fetishization of cars. [They're the ones who buried that row of Cadillacs nosefirst in the Texas desert.]
from Make Magazine:
“I had the pleasure of meeting and becoming friends with Ant Farm co-founder Doug Michels in the early ’90s. He was as delightfully crazy as ever, drawing up designs for spheres of water floating through space filled with dolphins, a Japanese sex theme park, a giant couch, called the National Sofa, in the park across from the White House, where people could come and interact with the First Family via the National TV set. This was definitely not a guy who liked to paint inside the lines. Sadly, Doug died in a freak climbing accident in 2003.”
Ant Farm’s “Inflatacookbook”
Kourtrajmé at USC: qui l’eut cru?
March 4th, 2010 referencesTags: city, derive, detournement
Gritty short films, music videos and docs from Kourtrajmé Productions, a Paris-based collective of emerging visual artists, filmmakers, actors and musicians.
Kourtrajmé Productions is a collective of emerging French and Francophone visual artists, filmmakers, actors and musicians. The brainchild of internationally acclaimed directors Mathieu Kassovitz and Vincent Cassel, this production house and artist collective has garnered increasing attention and acclaim after getting millions of hits on online sites like Dailymotion and YouTube. Founded by Kim Chapiron, Romain Gavras and Toumani Sangaré, Kourtrajmé produces playful innovations and cutting interventions in popular culture and society that represent the cultural dreams, lives and crises of transnational urban and peri-urban French youth today.
Diana Thater’s Between Magic and Science: cameras and parlor tricks
February 18th, 2010 researchTags: ambiance, city, haunted space, machine, photopia
Thater’s work in the past has focused on recreating abstracted immersive environments, using angled projections to transform the geometry of a space, often featuring the animal kingdom:

Diana Thater’s two channel installation Between Magic and Science deconstructs the magic metaphor that drives the myth of cinema and the cinematic apparatus. Not unlike an Andy Warhol film (Sleep, specifically), Thater offers the visitor the casual and yet involving spectacle of a continuous/reiterated gesture. In Thater’s piece, a magician keeps pulling a rabbit out of a top hat, an old cliché circulated in popular culture (including film and animation) that has become something of a symbol or archetype for the magic trick. In the first channel, Thater both dissimulates and exposes the magic trick by promenading the camera around the magician, an investigative motion that, however, repeatedly reveals nothing about how the trick is accomplished. In the second channel, the camera is static and records a “conventional” framing of the action, a tripod shot that references the illusory powers of cinema and its ability to create alternate realities out of “tricks” such as performance, production design, and montage. Both channels are commenting on the different persona or functions of the cinematic apparatus – the phenomenological or documentary camera (reminding us of Dziga Vertov’s kino-eye) and the camera of optical illusions and technological marvels, a device that traces its lineage to magic lanterns and the kinetoscope.

Diana Thater, Knots + Surfaces, 2001
The dramatization of this mise en abime goes deeper than these two asymmetrical mirrorings of the same action, however, since both channels are not projected in the installation space but inside an old Los Angeles theater, which is the footage actually projected for the visitors. Thater seems to be commenting on the layers of imaginary space that constitute the frame or screen of the cinematic mirage – just as the revolving camera is unable to unveil the mechanism or deception of the magician’s trick, so does Thater’s stitching together of the spaces represented in her two-channel piece appear seamless and opaque, hiding the layers of artifice within the totalizing control of the production.
Diana Thater, Between Magic and Science, 2010
And here, perhaps, Thater’s metaphor is too neatly tied up or packaged: the fact that her installation appears so convincingly to be a simple totality, in spite of the complex orchestration of its production, does not offer us a substantial or effective enough experience of the mise en abime she is representing in the piece. The work is more in the story about the work (including the thrilling tale of Thater’s acquaintance with a secret club of Los Angeles magicians) than the work itself, which makes the actual gallery experience a little anti-climactic compared to the curator’s introduction.
“Squeaky Jaunt for Sci Fi”
February 10th, 2010 project updatesTags: city, music
My newest track of low-tech music. Enjoy!
I define low-tech and low-fi as a practice of jittery iterations – algorithms recode the same melody to create long looping ambient tracks. Anyhow, my idosyncratic use of the program Reason is responsible for the theory…still deep in the learning process.
FUN FAIRS AS MEGALOMANIAC SCULPTURE GARDENS
February 9th, 2010 germinating ideas, researchTags: architexture, city, detournement, experimental circus, interactive, kinetic, play, space
Think of these rides as INTERACTIVE SCULPTURES : again, breaking down the false-ontological barriers between the cultural practices of high art and “low” entertainment. pop culture is the avant-garde !
Architexture VIII: Nam June Paik and dreaming about electronic ecology of future urbanisms
February 9th, 2010 referencesTags: city, detournement, experimental circus, inanimata, photopia, screen
breaking down the ontological divide between the virtual and the material…another piece of interactive architexture to consider as flora and fauna for the electronic ecology of the future city.
Architexture VI: trampolines and mesh slides
February 9th, 2010 referencesTags: architecture, architexture, body, city, experimental circus, play
I like the idea of using fabric to transform the geometry of a space: multiplying the possibilities for interaction yet flexible, mobile and eminently adaptable to other architectures
Architecture turned into enjoyment and participation.
instead of contemplating the void of the guggenheim museum‘s central space,
JDS architects have proposed an experience which sees a trampoline net spiraling down
the institution’s rotunda. this idea plays on frank lloyd wright’s original scenography
for the guggenheim in which he envisioned patrons visiting the exhibition from the top,
downwards.
Ambient Interactive Architecture: dialogues with the mood of a collectivity
January 29th, 2010 researchTags: city, haptic, haunted space, inanimata, play
Responsive Architecture: in Dune, the space (a subway tunnel) is reconfigured as as an electronic interactive ecosystem, while Hyposurface emphasizes the tactile by creating liquid skin for façades much like the Vigo effect in Ghostbusters (when a depicted character looms out its painting). Call it ambient interactivity – there is a debate about whether an intelligent agent must be making decisions in order to qualify a system as interactive. But picking up on the presence, mood and sociality patterns of a crowd can offer a powerful aesthetic and relational experience. The wish fulfillment involved in the ability of objects, surfaces, and structure – the inanimate skeleton of urban life – to react and speak back to you in GESTURAL, non-verbal fashion is a ancient conceit. When inanimate objects respond, their human co-inhabitants start to experiment with different ways of relating to each other.
Ceremony Around a Fire Hydrant
January 27th, 2010 project updatesTags: city, experimental circus, haunted space, music
my newest piece of low-tech music – enjoy!
Experimental Circus: Burning Man 2010 (Metropolis)!
December 20th, 2009 researchTags: architexture, city, experimental circus, haptic, haunted space, immersion, play, time, utopia

For those interested in interactivity not only as an art or industry practice but as a way of life and social experiment, Burning Man remains a visionary site where specifically space, in Lefevrian fashion treated as a shaper of social and cultural context rather than background, is radically explored and expressed. Taking its cue from the Situationists and their idea of a playful “psychogeographic” city, Burning Man is fun fair, ginormous art installation, multimedia playground, slum-mushroom, Fourrierian commune where the consequences of extremely minimal legislation (including a prohibition against the use of money) allow you to live the anarchist American dream.

If you could do exactly what you wanted to invest your time in, and give it some kind of physical form, what would you chose to do? This is the question answered by Burners…often giving rise to habitats, zones, and contraptions that you would only see in the virtual realms of computer games or from the sets of fantasy and science fictions movies. Loose in time, without any schedule (divorced from leisure and encouraged to participate), revelers spend it being in and feeling the weirdness and possibilities of space. From this radical redefinition of these basic parameters, sociality starts to mutate beyond recognition…

The theme for 2010 is METROPOLIS. I would think unavoidable research for anyone interested in dreams of future cities! “Every year a dense metropolis arises in the Black Rock Desert; every year it disappears without a trace. Tumult and change, churning cycles of invention and destruction – these forces generate the pulse of urban life. Great cities are organic, spontaneous, heterogeneous, and untidy. They are, like Burning Man, magnetic hubs of social interaction. This year’s theme will function as a micro and a macro-scope, an instrument through which we will inspect the daily course of city life and the future prospect of what we call civilization.”
D-Fuse and abstract urban space
October 22nd, 2009 referencesTags: city, haunted space, machine, music
Futurist Manifesto: “The Art of Noises”
September 17th, 2009 referencesTags: body, city, machine, music, noise, shock, visceral

Luigi Russolo to Balilla Pratella:
“Let us cross a great modern capital with our ears more alert than our eyes, and we will get enjoyment from distinguishing the eddying of water, air and gas in metal pipes, the grumbling of noises that breathe and pulse with indisputable animality, the palpitation of valves, the coming and going of pistons, the howl of mechanical saws, the jolting of a tram on its rails, the cracking of whips, the flapping of curtains and flags. We enjoy creating mental orchestrations of the crashing down of metal shop blinds, slamming doors, the hubbub and shuffling of crowds, the variety of din, from stations, railways, iron foundries, spinning wheels, printing works, electric power stations and underground railways.
…The variety of noises is infinite. If today, when we have perhaps a thousand different machines, we can distinguish a thousand different noises, tomorrow, as new machines multiply, we will be able to distinguish ten, twenty, or thirty thousand different noises, not merely in a simply imitative way, but to combine them according to our imagination. “
Werner Herzog: the secret between Los Angeles and “The Wild Blue Yonder”
September 14th, 2009 referencesTags: city, haunted space, photopia
Excerpt from a “Vice Magazine” interview:
Even though you’re not part of the system, would you say that living in Los Angeles makes it easier to deal with the business aspects of filmmaking?
It’s not making anything easier. Filmmaking has always had its complications, but I’m not in the culture of complaint. Los Angeles is just a very exciting city. There’s great excitement, there’s vibrant culture, and there are a lot of things going on here that I wouldn’t relate to filmmaking, but yet they trigger films. For example, I was fascinated by the Galileo space probe, which at the end of an incredible odyssey was sent on a suicide mission into the atmosphere of Jupiter, where it burned into superheated plasma and was gone. Only 30 minutes from where I live there is a mission-control center in Pasadena, and because of this fascination with Galileo I found out that there was a completely unknown NASA archive in downtown Pasadena in a warehouse. I discovered footage of astronauts who filmed on 16-mm celluloid back in 1989, and it is such fantastic footage. In a way it was the backbone of a science-fiction film I made called The Wild Blue Yonder. So you see, the excitements are everywhere, and they don’t have to be connected with Hollywood or production companies.
Architexture3: Gutted Organs Old Railway Stations
August 26th, 2009 referencesTags: ambiance, architecture, architexture, city, detournement, haunted space, inanimata, interactive, machine, music, play, uncanny
From architecture and design magazine website Blueprint:
“Clear transparent tubes feed plumbing pipes with compressed air. These create a chorus of howls and moans. It is sort of like an out of tune harmony but isn’t displeasing, almost like the cry of a stream-train but not intrusive. This is apt for the Roundhouse, as it was built in 1846 as a Steam engine shed. The sounds become a reawakening of the haunts of its previous existence. It gives significance to the user of the building, as if our own experiences and lifetimes within that building become infused into the very make-up of it. This user-building relationship is highlighted by the operation of the installation, where the building only speaks when the user touches the keys of the pump organ to feed it.
If the large, round room is empty when you enter it, the installation is silent. One may feel timid walking to the pump organ, with its yellowy spotlight and the massive room to play to. The words ‘Please Play’ painted on the floor offer some encouragement. Most people are generally shy when playing musical instruments to an audience, but the pump organ cannot make a formal tune: the sound it generates is more like the clunking noises made by old, creaking heating systems in houses. The instrument itself is like an exaggerated version of the solitary church organ, usually played alone because it is only in tune with itself and not with other instruments.” (Elice Catmull, August 2009)
LOST BOOK FOUND: dirty toying with the Arcades Project
August 7th, 2009 researchTags: architexture, archive, city, database, haptic, haunted space, inanimata, lost book found, maze, photopia, punctum
In Lost Book Found the narrator walks his camera through the grittier streets of New York in an effort to remember the contents of a book he once almost purchased from a man who made a living “fishing” for objects dropped by passerby in sidewalk grates. This book contains lists of references, names of the things that populate the city, variously grouped under enigmatic headings. In trying to reconstruct the fantastical indexical system at work in this lost book, the narrator embarks on his own project to “fish for” the overlooked contents of New York – spatio-temporal items, the unique, accidental configurations of material being – and classify them according to his own cryptic logic of poetic association. At times another narrator interrupts the first to rattle off lists of concepts or things over a succession of captured scenes, indexing each image, each phenomenological encounter with a particular sign / clue: for example, a slow motion shot of an old woman riffling through a heap of discounted underwear will have a voice-over label of “museum”. At other times the narrator will “recall” a category from the lost book such as “raining coins” and show us successive shots of senior citizens stopping in the street to stare up meditatively at the sky.
The film as whole turns into an examination of the narrator’s own desire to scrutinize, stretching out the distance between subject and object (the interval of desire) by showing us scenes whose contents are arranged in layers or stacks, such as plastic toys displayed on shelves / shop windows or the electric interior of a subway train car seen through the windows of the train’s black shape melting in the night of a tunnel. In all cases vision encounters obstructions and so does the viewer in her attempt to grasp the meaning at work in each audiovisual association – the gaze butterflies over the surface of actuality, searching and never finding, but occasionally picking up on certain signifying symptoms that disappear with a second glance, like all the shots of street surfaces (walls, telephone booths) inscribed with decaying messages that can only be half-read, not so much partially decoded as more achingly mystified. In this sense, Cohen’s camera functions as a veil as much as a lense, an intermediary zone between passage and liminal space: to reprise De Certeau’s turn of phrase on the poetics of trajectories, a “fence that is an ensemble of interstices through which one’s glances pass.” The space of the frame mimics the three dimensional properties of real space, reproducing the pleasure we find in the vicissitudes of travel.
Lost Book Found directly evokes the experience of navigation that lies at the heart of any preoccupation to design for interactivity. The film functions as a compendium of the kind of micro-trajectories that the attentive or “detective” (to reference Cohen’s hand-held, belt-level cinematography) observer traces in traveling through the spatial texture of a place. In the narrator’s imagination, this place, the city, constitutes a monumental, un-chartered database organized according to a omniscient tagging system (the lost book) that indexes each existent referent to a particular sign. The baroque dream that a thorough search of worldly evidence will result in total epistemological fulfillment is originally a documentary impulse. It compels him to plunge into the hermeneutic game of searching and gazing, of relentlessly raking the database for objects of knowledge, steering a path through possible indexical channels according to minute intimations from this fluid environment. With visibility remaining a problem – the book, the map of the database that would allow him to look ahead, to know her way in advance is lost – viewing becomes a much more haptic exercise. The navigator feels her way around the contours of things, tracing signifying topologies with small gestures, instigating a hesitant succession of tiny contacts with the world. Here the clarity of scopic knowledge is abandoned in favor of a sort of blind proximity with the surface of life, an intimacy with the image that hugs the frustrating barrier that separates the (re) presentation of actuality from actuality itself.
At this level of documentary minutiae, the camera worries about (another excerpt from the narrator’s voice-over) puzzling out the supremely mundane fact of one building’s contiguousness with one gutter, framing actuality in its most obvious (and therefore semiotically opaque) manifestations. The navigator of an interactive documentary sets out on her epistemological journey not so much in order to find the primer that can decode the book – the totality of meaning embedded in the body of the database – but to put herself through the twists and turns of the search for signification, to loose assiduously oneself in the hermetic quality of the code.












































































