As a means of connecting the various projects that have sought to investigate the intersections between digital media and the physical environment, we propose the creation of a research initiative entitled the Networked Localities Collective (NLC). The NLC would provide an administrative structure to raise external funds and to develop institutional, civic and corporate partnerships. By bringing these projects together under a single umbrella.
Author Archive
Networked Localities Collective Proposal
June 17, 2008NLC Mission
June 17, 2008Most people think of digital networking in conjunction with something called cyberspace – a space removed from the physical spaces in which our bodies live. They think of virtual reality as a synthetic experience removed from the relevancy of the real. But as the Internet becomes more pervasive and computing moves out of the desktop and into phones, music players, and the urban environment, as the social and political fabric of society migrates into virtual worlds, we have to consider how new technology is transforming how we design, inhabit and interact in physical space. We have to consider what new forms of narrative and documentary representations might emerge. We have to consider how identity and social interactions of all kinds are changing in response. The Network Localities Collective at Emerson College is a practice-based research initiative devoted exploring these issues. The represented work focuses on the design of new technologies, processes, practices and methodologies that have the ability to transform the physical and psychological make-up of our inhabited spaces and to invent new immersive, interactive and networked forms of media.
NLC Goals
June 17, 2008The goals of the NLC include the following:
To investigate how new and emerging technologies are changing how we design, inhabit and interact in physical spaces
As screens get smaller and smaller and content is shifting away from hard drives and into networks, the spaces of media consumption are moving away from the theater, living room and office. Increasingly, it is on the street, in the subway, at a friend’s house or in a café. This shift in technological practice is transforming the shape of the media and quite literally, the shape of the spaces from which we consume the media. As an innovator in communication and the arts, it is imperative that Emerson College remains in the avant-garde of media form as well as content. This collective brings together the work already taking place at Emerson College on this topic and provides the framework for encouraging other faculty and students to contribute.
To develop technologies for emergent forms of place-based and immersive media
New technologies, whether they are computer hardware and software, or image capture equipment such as video and still camera equipment are constantly emerging. NLC would act a test bed for the technologies that are best suited for the production of place-based and immersive media, and to develop technologies when none exist.
To design new processes, practices and methodologies for the use of those technologies
Identifying and developing new technologies is only half the battle. Projects that are housed in the collective are all concerned with how new and emerging technologies can be used to innovate content, provide greater access to information and knowledge, and open up opportunities for collaboration. For example, Imaging Place has developed a groundbreaking method for delivering content in virtual worlds, and Hub2 employs virtual worlds to foster innovations in the community engagement process around urban design. Future projects will look towards producing new hardware and software to better meet social, political and aesthetic goals.
To build a flexible and dynamic digital archive
Archiving is more than just storing files on a server. The collective seeks to create a flexible archive that can accommodate multiple file formats and access scenarios and a dynamic archive that can easily grow and be made compatible with other data sets. In this era of digital accessibility, archiving is one of the most important tasks of a research group, as it assures the continued relevance of the work.
To facilitate international, inter-institutional, interdisciplinary collaborations
By its nature, this work is international, inter-institutional, interdisciplinary, and collaborative. NLC would provide the technology and the infrastructure for conducting collaborative activities over distances, between individuals and institutions, and across disciplines using telecommunication technologies. The telecollaboration features of the NLC would act as a model that could be replicated elsewhere.
To create a public exhibition space that showcases the work
The NLC would include an exhibition space, where the public can engage in a permanent, but evolving exhibition of the work as it is produced. Additionally, exhibitions could be prepared, tested and packaged for travel and servers would stream web-based versions of the work.
To stage conferences and events tailored to the mission of the collective
The NLC would sponsor public events, including symposia and conferences. In addition to the continuation of the well-respected Floating Points series, the collective would make an effort to invite local scholars and artists to speak and conduct workshops at Emerson College.
To innovate teaching and learning with digital technologies through project-based curriculum
In an attempt to engage students in these possibilities and to develop a global, twenty-first century approach to pedagogy, we have already begun experimenting with place-based immersive and networked media curriculum development. This is represented in the Exchange Program that is in the planning stages at Emerson College and the Hub2 Program that connected Emerson with the City of Boston. The idea is to create a collaborative, interdisciplinary, inter-institutional series of courses that could take advantage of new and emerging media.
Current NLC Projects
June 17, 2008There are several projects, which would fall under the umbrella of the NLC, including:
· Hub2
Emerson Island
June 17, 2008Emerson Island is academic project in Second Life devoted to research, creative projects and experimental teaching and learning. It includes a replica of the Tremont and Boylston corner including the Boston Common and the Boylston subway stop. Activities are associate with specific buildings; the Bordy building for live events and an archive of past events; a classroom at the Ansin building; a wiki style library at the Walker Building; a gallery space; screening room, and a sandbox for experiments on the Common. The Subway provides teleport and web links to related projects and institutions from throughout Boston and beyond.
The Digital Lyceum
June 17, 2008
The Digital Lyceum is a project funded by a grant from the National Endowment for the Humanities, which explores the virtual architecture of the live humanities event. With funds from this grant, we are investigating how back-channels (from virtual worlds to information streams) can enhance the learning and experiential capacity of a live lecture or performance. The project started from a sense of personal angst and excitement about the use of back-channels at conferences. All too often, back-channels digress into little more than a gimmicky distraction. We began to wonder what of these technologies add to the experience and what does not. We began to talk about how events need to be choreographed, orchestrated, and designed to produce a user experience that is in fact more interesting, more productive than the unmediated version. What information streams are appropriate for what events? And how can we design experiences where the technology (however novel) does not interfere with the intended outcome of the event?
Imaging Place
June 17, 2008
Imaging Place is a user navigated, interactive computer program that combines panoramic photography, video, and three-dimensional digital technologies to investigate and document situations where the forces of globalization are impacting the lives of individuals in local communities. The goal of the project is to develop the technologies, the methodology and the content for truly immersive and navigable narrative, based in real places. The project has been under development since 1997 and includes work from around the world including Beijing China, Taipei Taiwan, São Paulo Brazil, Kamloops B.C. Canada, Warsaw Poland, the U.S./Mexico Border, New England, the Miami River, Kaliningrad Russia, Niagara, and Appalachia. The work is projected up to nine by twelve feet in a darkened space with a pedestal and a mouse placed in the center of the installation space, which allows the audience to interact with the project. Activated by the click of a mouse button, the interface leads the user from global satellite images to virtual reality scenes on the ground. The audience can then navigate an immersive virtual space. Rather than the linear structures of traditional documentary, “Imaging Place” allows the story to unfold through spatial exploration. In addition to the notion of experiencing the story of a place by navigating it, “Imaging Place” seeks to provide the means of excavating the story, allowing the user to uncover layers of history and meaning.
Hub2
June 17, 2008
Hub2 is a pilot initiative funded by the Boston Redevelopment Authority (BRA) that employs emerging 3D virtual world technologies to enhance community engagement in the urban planning process. It is designed to work alongside the BRA’s current community outreach methods, while providing residents with a deeper engagement with the design process and greater accessibility to the ideas emerging from within the community. While there are numerous projects that seek to create digital public forums, the unique contribution of Hub2 is its use of 3D virtual worlds as a new “language” for public discourse. Hub2 enables people to communicate their passion for public spaces in a collaborative setting. Participants don’t just talk through ideas – they build their vision in a realistic 3D world. Unlike a 2D or 3D representation, a 3D virtual world allows individuals to inhabit spaces as virtual representations of people who can move through and interact with that space. Hub2 employs the 3D virtual world Second Life to achieve this functionality. It is inexpensive to maintain and has a relatively gentle learning curve for people unfamiliar with 3D interfaces. The first iteration of the Hub2 program consisted of two courses at Emerson College during the Fall 2007 semester. Students and residents created three-dimensional immersive models of sites in the Greater Boston Area to be used by the City of Boston to assist in future development plans. In December 2007, the virtual key to the city was handed to Mayor Menino’s office.
The Foreign Exchange Pilot Project
June 17, 2008The Foreign Exchange Pilot Project will bring faculty and students from Emerson College together with their foreign counterparts through interdisciplinary collaborative exchange program. Students will work together to document their experience of urban space from both a local as well as a foreign perspective. The groups will both spend two intensive weeks conducting fieldwork including media production and study on location in each of the two cities. We will use networked digital technology to facilitate the exchange and to test if these technologies make it possible to overcome language, time and other barriers. The courses will culminate in a simultaneous public exhibition, in both cities, of the work that was produced. The exhibitions will be linked via the Internet and will provide an opportunity for a discourse between the audiences in both locations.
Floating Points
June 17, 2008
Originally conceived of and developed by Professor Brooke Knight and Jo-Anne Green and Helen Thorington of Turbulence.org, Floating Points has brought together the entire new media faculty at Emerson College to produce an annual speaker series, which has taken place at Emerson College each spring since 2004. It examines some of the current critical areas being explored by net-based artists: interactivity, visualization, Internet protocol, software art, generative art, mapping, and games. The series considers contemporary theoretical and conceptual issues in net art, challenging notions of the art object, the artist and the audience.
2004 Floating Points 1 – Net Art Now
2005 Floating Points 2 – Networked Art in Public Spaces
2006 Floating Points 3 – Ubiquitous Computing


