***** Spreadsheets and Cyberspace Marcos Novak "Liquid Architectures in Cyberspace" from Michael Benedikt Cyberspace: First Steps 1991 Introduction What is cyberspace? Here is one composite definition: Cyberspace is a completely spatialized visualization of all information in global information processing systems, along pathways provided by present and future communications networks, enabling full copresence and interaction of multiple users, allowing input and output from and to the full human sensorium, permitting simulations of real and virtual realities, remote data collection and control through telepresence, and total integration and intercommunication with a full range of intelligent products and environments in real space. Cyberspace involves a reversal of the current mode of interaction with computerized information. At present such information is external to us. The idea of cyberspace subverts that relation; we are now within information. In order to do so we ourselves must be reduced to bits, represented in the system, and in the process become information anew. Cyberspace offers the opportunity of maximizing the benefits of separating data, information, and form, a separation made possible by digital technology. By reducing selves, objects, and processes to the same underlying groundzero representation as binary streams, cyberspace permits us to uncover previously invisible relations simply by modifying the normal mapping from data to representation. To the composite definition above I add the following: Cyberspace is a habitat for the imagination. Our interaction with computers so far has primarily been one of clear, linear thinking. Poetic thinking is of an entirely different order. To locate the difference in terms related to computers: poetic thinking is to linear thinking as random access memory is to sequential access memory. Everything that can be stored one way can be stored the other; but in the case of sequential storage the time required for retrieval makes all but the most predictable strategies for extracting information prohibitively expensive. Cyberspace is a habitat of the imagination, a habitat for the imagination. Cyberspace is the place where conscious dreaming meets subconscious dreaming, a landscape of rational magic, of mystical reason, the locus and triumph of poetry over poverty, of "itcanbeso" over "itshouldbeso." The greater task will not be to impose science on poetry, but to restore poetry to science. This chapter is an investigation of the issues that arise when we consider cyberspace as an inevitable development in the interaction of humans with computers. To the extent that this development inverts the present relationship of human to information, placing the human within the information space, it is an architectural problem; but, beyond this, cyberspace has an architecture of its own and, furthermore, can contain architecture. To repeat: cyberspace is architecture; cyberspace has an architecture; an d cyberspace contains architecture. Cyberspace relies on a mix of technologies, some available, some still imaginary. This chapter will not dwell on technology. Still, one brief comment is appropriate here. A great number of devices are being developed and tested that promise to allow us to enter cyberspace with our bodies. As intriguing as this may sound, it flies in the face of the most ancient dream of all: magic, or the desire to will the world into action. Cyberspace will no doubt have physical aspects; the visceral has genuine power over us. And though one of the major themes of this essay has to do with the increasing recognition of the physicality of the mind, I find it unlikely that once inside we will tolerate such heavy devices for long. Gloves and helmets and suits and vehicles are all mechanocybernetic inventions that still rely on the major motor systems of the body, and therefore on coarse motor coordination, and more importantly, low nerve ending density. The course of invention has been to follow the course of desire, with its access to the parts of our bodies that have the most nerve endings. When we enter cyberspace we will expect to feel the mass of our bodies, the reluctance of our skeleton; but we will choose to control with our eyes, fingertips, lips, and tongues, even genitals. The trajectory of Western thought has been one moving from the concrete to the abstract, from the body to the mind; recent thought, however, has been pressing upon us the frailty of that Cartesian distinction. The mind is a property of the body, and lives and dies with it. Everywhere we turn we see signs of this recognition, and cyberspace, in its literal placement of the body in spaces invented entirely by the mind, is located directly upon this blurring boundary, this fault. At the same time as we are becoming convinced of the embodiment of the mind, we are witnessing the acknowledgment of the inseparability of the two in another way: the mind affects what we perceive as real. Objective reality itself seems to be a construct of our mind, and thus becomes subjective. The "reality" that remains seems to be the reality of fiction. This is the reality of what can be expressed, of how meaning emerges. The trajectory of thought seems to be from concrete to abstract to concrete again, but the new concreteness is not that of Truth, but of embodied fiction. The difference between embodied fiction and Truth is that we are the authors of fiction. Fiction is there to serve our purposes, serious or playful, and to the extent that our purposes change as we change, its embodiment also changes. Thus, while we reassert the body, we grant it the freedom to change at whim, to become liquid. It is in this spirit that the term liquid architecture is offered. Liquid architecture of cyberspace; liquid architecture in cyberspace. Cyberspace Navigation, Synthesis, and Rendition Some initial definitions are necessary before we proceed: cyberspace navigation refers to the traversal of information spaces; cyberspace synthesis refers to the reconciliation of different kinds of information into a coherent image; cyberspace rendition refers to the production of highquality graphic presentation of that image. These are separate tasks. The Hypermedia Navigator Navigation through cyberspace is achieved by interacting with a hypermedia navigator, a virtual control device that follows the user and always remains within arm's reach. It is possible for the user to circumvent the cyberspace synthesizer and enter and traverse the space of the navigator, riding the links, as it were. Every paragraph an idea, every idea an image, every image an index, indices strung together along dimensions of my choosing, and I travel through them, sometimes with them, sometimes across them. I produce new sense, nonsense, and nuisance by combination and variation, and I follow the scent of a quality through sand dunes of information. Hints of an attribute attach themselves to my sensors and guide me past the irrelevant, into the company of the important; or I choose to browse the unfamiliar and tumble through volumes and volumes of knowledge still in the making. Sometimes I linger on a pattern for the sake of its strangeness, and as it becomes familiar, I grow into another self. I wonder how much richer the patterns I can recognize can become, and surprise myself by scanning vaster and vaster regions in times shorter and shorter. Like a bird of prey my acuity allows me to glide high above the planes of information, seeking jewels among the grains, seeking knowledge. Just as hypertext allows any word in a normal text to explode into volumes of other words, so a hypergraph allows any point in a graph to expand to include other graphs, nested and linked to any required depth. We may, of course, extend this idea to other media to arrive upon corresponding hypermedia. We can now make some further distinctions: static and dynamic, passive and active, pure and hybrid. A static hypermedium is one in which the links are fixed and can only be changed manually; a dynamic one is one where the links are in some way variable. While the distinction of static/dynamic applies to the links of a hypermedium, the distinction of passive/active applies to the nodes between the links. A passive hypermedium is one in which the information nodes themselves remain stable though the links may vary dynamically; in an active hypermedium the information nodes themselves can change. Pure hypermedia remain within the confines of a single medium, hybrid ones roam freely. The hypermedia navigator, or navigator for short, is a virtual device for traversing vast hybrid hypermedia spaces that have both active links and dynamic nodes. Sometimes I wander out of my world into the larger spaces. I travel along, mostly empty. The passages I traverse are not still, however. Along their boundaries processes sparkle, information flows like water on a moist wall, schools of data swim around me curiously, and lattices of fact and fiction tangle and untangle. The ones I touch open out into texts and images and places. Every node in a hypermedium has a dimensionality. Hypertext, for example, occurs in a onedimensional space, but we can easily envision hypermedia with higher dimensions. While the dimensionality between nodes in a text can open to a hologram, a point within the hologram can open to an animation, a frame in the animation can return to a text. Every node in a hypermedium is therefore an information space, a space of potential information, and the "text" of the node is the actual information within that space. In an active hypermedium the information within the information space, as well as the links among spaces, my change according to internal or external conditions. These conditions may be usercontrolled or userindependent. The processes within which these conditions are embedded may be defined explicitly by the user or may be autonomous. My point in space is given by my navigator. Its forms can vary but the idea remains the same: I control a point in an ndimensional space, say a cube. I assign meaning to each of the axes, and to any rotational parameters, material parameters, shape parameters, color and transparency parameters, and so on, that describe the "reality" of my icon. By moving my icon in this abstract space I alter the cyberspace I occupy. My navigator follows me at all times, and my position within it is fixed while I move with in the cyberspace I have defined. Should I decide to search through a slightly different "reality" all I need to do is reach out for my navigator and alter a parameter. Otherwise, for more drastic navigation, I can alter a dimension, or even the number of dimensions. Finally, I may choose an entirely different coordinate system. In every case my deck is responsible for synthesizing the requested information in a new cyberspace. If a point in one cyberspace is an entry into another cyberspace, then a new navigator is spontaneously created and pushed onto my stack of navigators. I can now maneuver in the new system without losing my place in the old one. Since the stack of navigators constitutes a pathway, I can be reached by anyone who encounters one of my icons, opens a channel, and sends me a message. There are no hallways in cyberspace, only chambers, small or vast. Chambers are represented as nodes within my navigator. The topology of their connections is established by the settings and nesting of the coordinate systems of cyberspaces within my navigator. Chambers allow different users to share the same background, as well as encounter and interact with the same objects. Motion There are two kinds of motion: motion within my navigator, and motion within the cyberspace pointed to by my navigator. If my place in my navigator is fixed, the reality I experience is also stable, though I can move in it and interact with the entities that inhabit it. If, however, I concurrently change places within my navigator, then the reality I experience is no longer stable, but fluctuating. As my location within the navigator changes, new perhaps distant, realities are brought forth to replace the old ones. Entities, landmarks, and landscapes appear and disappear, time and space become discontinuous, and the increment of my motion changes from one scale to another to fit the current reality. Others Initially, a user has a personally configured cyberspace, and maneuvers through it by manipulating the navigator. If this cyberspace is configured to accept signals from other users, or simply Others, that is, if communications ports have been defined and enabled, then an appropriate indication is made within the cyberspace that another user is hailing. At that point the users must agree on a manner of interaction, ranging from simple text to full interpresence. For full cyberspace interaction the coordinate systems of all interacting users' navigators must be configured along identical orderings. Partial coincidence will result in hiding of information. This world of mine has ports: through them I gather and give. This world has windows: through them I can see and be seen. Through ports other worlds are accessible; through windows other worlds are simply visible. I can open and close my ports and windows, naturally, and I can also have curtains and filters that only permit some information to enter or escape. Sometimes the information itself controls which apertures are open, how much, and how. Within my navigator traces of light move from node to node, indicating the presence of others in the chambers of cyberspace; outside my navigator, in the chamber I am currently occupying I encounter some of them directly. Interaction with others depends on the degree to which they share information coordinate axes and orderings. If users wish to coexist fully in the same virtual space, they must set their navigators to the same settings. Communications established between users sharing information axes partially will result in "ghosting," that is, inexplicable and unpredictable "appearances" and "disappearances" as aspects of the cyberspace of one user engage and disengage aspects of the cyberspace of the other. In this re spect cyberspaces are "consensual," since any complete exchange requires a sharing of settings of the participants' navigators. Using my deck, I enter the cyberspace. At first the world is dark, but not because of an absence of light, but because I have not requested an environment yet. I request my default environment, my personal database. From it I choose my homebase, or workbase, or playbase. I am in my personal cyberspace, and I am not yet in contact with others. This is my palace, and it is fortified. Only guests can visit my "fortress of solitude, " and in here I can be Superman to the Clark Kent of my realspace self. Sometimes I organize my information around my armchair and navigate through it at a glance, extracting what I need by effortless exercises of will; other times, for the sake of exercise or play, I scatter it around my globe and fly across immense distances to recover minute recollections with the most strenuous "physical" effort. Sometimes I use a single surrogate, other times I divide into a legion. I sense the presence of others. I see the traces of passage, the flares of trajectories of other searches. Those who share my interests visit the spaces around me often enough for me to recognize the signature of their search sequences, the outlines of their icons. I open channels and request communication. They blossom into identities that flow in liquid metamorphosis. Layers of armor are dropped to reveal more intimate selves; otherwise, more and more colorful and terrifying personifications are built up in defense; but true danger is gray. The world opens and others flood in. Now there is congestion and noise, interference, but also excitement, risk, and challenge. I travel with the constellation of my possessions, and barter and trade information. I can scan the horizon and avoid what is busy, enjoy what is free. Underlying Considerations Minimal Restriction and Maximal Binding The key metaphor for cyberspace is "being there," where both the "being" and the "there" are usercontrolled variables, and the primary principle is that of minimal restriction, that is, that it is not only desirable, but necessary to impose as few restrictions as possible on the definition of cyberspace, this in order to allow both ease of implementation and richness of experience. In addition, maximal binding implies in cyberspace anything can be combined with anything and made to "adhere," and that it is the responsibility of the user to discern what the implications of the combination are for any given circumstance. Of course, defaults are given to get things started, but the full wealth of opportunity will only be harvested by those willing and able to customize their universe. Cyberspace is thus a userdriven, selforganizing system. Multiple Representations Cyberspace is an invented world; as a world it requires "physics," "subjects" and "objects," "processes," a full ecology. But since it is an invented world, an embodied fiction, one built on a fundamental representation of our own devising, it permits us to redirect data streams into different representations: selves become multiple, physics become variable, cognition becomes extensible. The boundaries between subject and object are conventional and utilitarian; at any given time the data representing a user may be combined with the data representing an object to produce . . . what? Digital technology has brought a dissociation between data, information, form, and appearance. Form is now governed by representation, data is a binary stream, and information is pattern perceived in the data after the data has been seen through the expectations of a representation scheme or code. A stream of bits, initially formless, is given form by a representation scheme, and information emerges through the interaction of the data with the representation; different representations allow different corre lations to become apparent within the same body of data. Appearance is a late aftereffect, simply a consequence of many sunken layers of patterns acting upon patterns, some patterns acting as data, some as codes. This leads to an interesting question: what is the information conveyed by the representation that goes beyond that which is in the data itself? If a body of data seen one way conveys different information than the same body of data seen another way, what is the additional information provided by one form that is not provided by the other? Clearly, the answer is pattern, that is, perceived structure. And if different representations provide different perceived information, how do we choose representations? Not only do different representations provide different information, but in the comparison between representations new information may become apparent. We can thus distinguish two kinds of emergent information: intrarepresentational and interrepresentational. I substitute the characters on this and the next page of this text with grey scale values; two images emerge, pleasingly rhythmical. The gray tone of the letter e stands out, forming snakes along the pages; I apply spline curves to the snakes, and, in another space, my text itself is changingQwhat will it say? Now I combine the two pages, and convert the result into a landscape, using the grey values to represent height. What snakes were left after the combination of the two pages become Serpent Mounds. The Others who were reading my text with me a while ago are now flying over this landscape with me, but only I can command it to change. Today. Attribute-Objects There are no objects in cyberspace, only collections of attributes given names by travelers, and thus assembled for temporary use, only to be automatically dismantled again when their usefulness is over, unless they are used again within a short timespan. Thus useful or valued objects remain, while others simply decay. These collections of attributes are assembled around nameless nodes in information spaces. Travelers and processes can add, subtract, or modify collections of attributes. By specifying a set of attributes, travelers define temporary attributeobjects, and by ordering each attribute in any desirable way they create their own dimensions for navigation. Three such dimensions result in a threedimensional space, and motion along this space results in transfigurations of the environment that enable a holographic browsing. X, y, z, roll, pitch, yaw, color, material, size, all the parameters that define my point in space are indices into dimensions of attribute space. My motion makes my environment melt from one image into another, and my navigation becomes a knowledge dance. In order for it to be possible to direct data into alternative representations it is helpful to have an open and extensible highlevel manner of structuring that information. Objectoriented programming has shown the usefulness of interacting with objects that respond to "messages" with "methods." We can envision a world of attributeobjects, objects assembled as collections of attributes, where each attribute is itself an attributeobject, to some limit. Messages and methods are now attached not to objects, but to attributes of objects, in such a way that if a series of objects share an attribute, they can be expected to behave in a certain way. This implies a connection of attributes to affordances. For example, any attributeobject that has a weightattribute, and whose weightattribute is greater than some minimum value, can at any time be used as a paperweight. Furthermore, if these objects are not placed in any permanent system of categorization, that is, if as few assumptions are made about what these objects are, beyond their collection of attributes, then it becomes possible to envision cyberspaces created along the parameters of users' needs. Attributeobjects can be gathered and sorted by attribute or combination of attributes, and these sorted collections can then be mapped onto coordinate axes. An information space can thus be formed, and motion through that space can imply "browsing." Consider for example a point in Cartesian space, whose coordinates are indices along the three axes that define the space, and whose rotational parameters and material and other attributes are indices along additional dimensions. Let us say that along the xaxis we have some ordering of "objects that are blue," sorted by degrees of blueness. Moving the point along the "blueness" axis, we scan these objects as if browsing through the shelves of a library. Other attributes can be mapped along the other axes. Moving the point along those dimensions, or any kind of diagonal motion will alter the reading of the cyberspace correspondingly. The point thus becomes a control point in one of infinitely many potential cyberspaces, a navigation tool through actual or inferred information. Attributeobjects are locations in attributespace, and can themselves open to reveal other spaces or information. Attributeobjects are saved as code strings containing genotype information. Selected kinds of attribute objects can evolve autonomously by random mutation and cumulative change processes (Dawkins 1986), the main survival criteria consisting, first, of operation within available resources, and second, of interaction with other attributeobjects. It will not be possible to assign all pertinent attributes to all objects, or to foretell what attributes a user may request for a particular journey through a cyberspace. It is therefore necessary to provide the ability to infer new attributes from those that are defined. This inference implies intelligence and expertise. Each user must therefore develop inference rules and a knowledge base with which to scan the environment and extract from it those objects that are pertinent to the task at hand. Cellularity and Distributedness As far as possible, the computational requirements of cyberspace need to be distributed among its users. By necessity, cyberspace itself must be reduced to a digital communications standard that allows users to exchange information in the most compact form possible, with cyberspace synthesizers and renderers taking on most of the work. The topology of perceived interconnected cyberspaces need not have any direct connection to that of the array of support computers, since the cyberspaces are perceived, not actual spaces. Like a cellular telephone system, a neutral grid of computers will permit access and communication within an apparent hierarchy of cyberspaces. So far, most discussions of cyberspace and virtual reality have focused on the current computational paradigm of Von Neumann computing. The emerging paradigm of parallel distributed processing, though still not developed enough to be an immediate contender, offers an alternative view into cyberspace. In a neural net simulation, information about objects, relations, laws, and other components of a world, is not encoded in an explicit way. Rather, it is encoded implicitly, as weightings on connections between simple computational cells. Reality is an emergent property of the cell, a particular statistical setting of interconnection strengths that changes, ever so slightly, every time it is used, and manages to learn that which we are not yet able to articulate by observing the patterns in our data or our usage. Mathematically, parallel distributed processing can be described in terms of surfaces with local and global maxima and minima, and convergence is given as a traversal along the surface to a state of minimum "computational energy." The actual contour of the surface depends on what the network has learned. In other words, in neural networks information is already directly spatialized, according to the networks' "learning. " Thus, an information landscape emerges through usage. The implications of this for cyberspace is that the "unimaginable complexity" implicit in the idea of moving through interlinked information spaces, global networks, and so on, can be "learned" by a neural cyberspace component within a hybrid system. Subsequent to this learning and the resultant spatialized visualization of it as a landscape, we can use our own navigational skills to find the local extrema we are interested in. Intelligence Visualizations of information spaces can be understood in many ways: static or dynamic, as in photography and cinema; passive or (inter)active, as in television versus interactive computer graphics; direct or hyper, as in normal text versus hypertext; and now, with cyberspace, normal or intelligent. These sets of categories are orthogonal to one another; they are, in essence, attributes of the space itself. Some or all may exist at the onset of a session; new ones may be added; old ones may be deleted or modified. We need a provisional definition of "intelligence" in order to proceed. Intelligence, as used here, refers to the capability of a subject, object, space, time sequence, or process, to detect, respond to, and modify its own or any other pattern. Patterns can be nested within patterns and may be invisible if the data within which they are found is represented in a manner that does not correspond to the patternrecognition capabilities of another entity. Higher "intelligence" can detect and operate upon patter ns more deeply nested, while simpler "intelligence" is restricted to surface patterns. A knowledge base, consisting of collections of "patternrecognizer" attributeobjects, specifies what constitutes pattern for a cyberspace entity, and under what conditions, and in what ways, such a pattern may be modified at any given time. Pattern recognizers need be very general, based perhaps on simple but general methods for detecting unexpected correlations in data streams. Once again, the capacity of neural nets to act as correlation mechanisms for information that is only implicitly connected makes them suitable for many such tasks. While training networks is timeconsuming, the performance of hardware implementations is virtually real time (Anderson and Rosenthal 1988). Of course, not all "intelligence" will be operating at such a fundamental level. Different attributeobjects will use different methods of encoding responsiveness using procedural, or declarative, processes, as well as other present and future artificial intelligence techniques. Subject, object, space, time, and process form the basic elements of cyberspace. These, and any others that are added subsequently, need to be considered not only continuously, but also discontinuously. Not only may a subject detect a pattern of light and darkness and call it "day/ night," but the patternobject "day/night" may itself detect the recurring presence of certain subjects or objects at times called "Monday," and may therefore adjust itself, or them, as required by the nature of its intelligence. Overlap, Transparency, and Identity In physical space two objects cannot occupy the same space at the same time. In cyberspace such a restriction is not strictly necessary. The identity of objects does not have to be manifested physically; it can be hidden in a small difference in an attribute that is not displayed. The motivation for this is twofold: first, to allow a poetic merging of objects into evocative composites, and second, to keep the implementation of cyberspaces as simple as possible. More precisely, the standard that implements cyberspace communications need not be assigned the overhead of deciding when two objects meet precisely, for example. It may be sufficient to place them so that their bounding boxes touch. It is then the common task of the decks that are viewing the two objects to resolve the situation according to their capabilities and the representations chosen. What seems most likely to occur is that entities will behave as "ghosts, " passing through each other freely and interacting on the basis of a list of operations vaguely reminiscent of their realworld analogues. As we become acclimated to this new ecosystem, our nostalgic desire for the vestiges of realworld physics will for the most part disappear. We will adjust to cyberspace far more easily than cyberspace will adjust to us. This blending is possible because in the computer each entity is indicated by a tokenvalue pair. Surface appearances are results of particular values assigned to tokens, and even if two entities have identical attributes, they can be distinguished by tracing the final, absolute identity of their tokens, ultimately the physical address allocated to them at the time of their creation. It is, nevertheless, possible to envision a situation where, through appropriate subsumption rules, if two entities have identical attributes they can be made to collapse into one, but this seems to limit us to a reality that is surely familiar but not necessarily appropriate to cyberspace. Animism and Empathy In cyberspace animism is not only possible, it is implicit in the requirement that all objects have a degree of selfdetermination, or are controlled by an Other. Thus a measure of empathy is required in order to comprehend the behavior of the entities one encounters. To the extent that any object may act as a front for a real person, its motives will have to be considered. Furthermore, it is not simply the animism of objects that provides information, but the animism of the space itself. More specifically, any entity in cyberspace, including space itself, and "cybertime," can provide several levels of information: information about something else, information about itself, information about the observer, information about the surrounding environment, and global information. Beyond this physical atomism, any entity can provide information about structures of information that it is allowed to have knowledge of. Instead of atomism, organism. Within a region of cyberspace, time itself may pulse, now passing faster, now slower. Lorca's duende is therefore not only a poetic description of an attitude toward the construction of cyberspace, it is also a tangible reality in the sense that every entity in cyberspace, and cyberspace itself, is somehow animate. The Platonic difficulties of this can perhaps be made most clear in the following example. Societies of mutual interest emerge spontaneously in cyberspace, as entities meet and interact. Friendships and associations of surrogates that only meet in virtual worlds are inevitable and have already been observed in online networks as well as in early implementations of consensual worlds. Suppose now that two entities meet in cyberspace and choose to produce offspring. Assuming that behind these two entities are humans who are in a very real sense the "souls" of these entities, we are now faced with the question of where to find a "soul" for the offspring. Will this be a friend of the humans in the real world? Will it be an applicant on a waiting list to cyberspace? Will it be an artificial intelligence? This problem may of course be avoided by forbidding such frivolities from taking place in the first place, but the issue has nevertheless been raised, and it bears a striking resemblance to Plato's idea that the souls of children exist prior to their births, and that love and friendship in the physical world were made possible by the memory and recognition of similar relations among souls in a metaphysical space prior to "birth." A grand paradox is in operation here: even as we are finally abandoning the Cartesian notion of a division of mind and body, we are embarking on an adventure of creating a world that is the precise embodiment of that division. For, it is quite clear that our reality outside cyberspace is the metaphysical plane of cyberspace, that to the body in cyberspace we are the mind, the preexisting soul. By a strange reversal of our cultural expectations, however, it is the body in cyberspace that is immortal, while the animating soul, housed in a body outside cyberspace, faces mortality. As we move farther from metaphysics to metafictions, more paradoxes become visible. Cyberspace is a dream of escape from a mortal plane even as it is an acknowledgment of that plane. In a comparison between reality and cyberspace, we can make the following observation: what nature is to us and to our creations, some technological ground is to cyberspace; what we call "nature" is simply the technological and theoretical field that we operate in. Consider the problem of a cellular automaton sufficiently complex to exhibit not only the characteristics of life, but even a degree of selfconsciousness and intelligence, and a scientific and ontological curiosity. What could such a creature be able to discover about its "reality"? The automaton could initially observe its own behavior and the behavior of other inhabitants of the cellular universe within which it finds itself; it could observe personal and social patterns; but, like the creatures in Flatland, it would have no knowledge of higher dimensions. It would be unable to discern the cellular grid itself, the field, within which it existed; but even if it managed to infer that its universes consisted of an array of cells whose values were assigned according to certain laws, it would not be able to comprehend the technology by which it was "displayed," nor the intellectual and physical structures behind that technology, and certainly not the "motives," if any existed, behind the existence of any of the above, not for any theological or mystical reason, but simply because those aspects of its existence were orthogonal to its experience and because the grain of that reality was finer than its own. Similarly, from the perspective of an entity within cyberspace, the laws of physics of cyberspace are layered; the uppermost, and most visible, are the laws implicit in the software of cyberspace and the interactions thus permitted; at a second level are those laws that constitute the conceptual structure of cyberspace; next, more deeply hidden, are those laws that pertain to the hardware that cyberspace operates on; finally, are the laws that pertain to the physics within which the hardware is operating. Far, far removed, are the motives and preconceptions of those who set up the cyberspace itself. Here cyberspace leads us to question our own attempts to comprehend what is "real." Not only are we limited by the grain we are built upon, but even more so by the possibility of the existence of processes that are orthogonal to our experience. For, it is evident, such processes would not be bound to have local causes and local effects in our realm, though they might in their own frame of reference. The effects of processes orthogonal to our experience could be nonlocal at any given time. No connection need exist between one event and another, as far as we were concerned, and yet distant phenomena could be tightly bound by laws beyond our comprehension. This possibility parallels strongly the possibility of "quantum nonlocality" explored by physicists (Davies 1989). It is sufficient for our purposes here to note how nature can be seen as the impenetrable field about which and within which we construct our hopeful fictions. We can then draw the parallel between natural and artificial fields. Already we have seen how artificial realities raise questions about our reality. The artifacts we make within our reality have equally much to say about what we build in artificial worlds, how, to what purpose, and for what reasons. >From Poetics to Architecture We have examined various aspects of cyberspace from a viewpoint that stresses the power of poetic language over ordinary, reductive language. Poetic language is language in the process of making and is best studied by close examination of poetic artifacts, or, better yet, by making poetic artifacts. The transition from real space to cyberspace, from prose to poetry, from fact to fiction, from static to dynamic, from passive to active, from the fixed in all its forms to the fluid in its everchanging countenance, is best understood by examining that human effort that combines science and art, the worldly and the spiritual, the contingent and the permanent: architecture. Even as cyberspace represents the acceptance of the body in the realm of the mind, it attempts to escape the mortal plane by allowing everything to be converted to a common currency of exchange. Architecture, especially visionary architecture, the architecture of the excess of possibility, represents the manifestation of the mind in the realm of the body, but it also attempts to escape the confines of a limiting reality. The story of both these efforts is illuminating, and in both directions. Cyberspace, as a world of our creation, makes us contemplate the possibility that the reality we exist in is already a sort of "cyberspace," and the difficulties we would have in understanding what is real if such were the case. Architecture, in its strategies for dealing with a constraining reality suggests ways in which the limitations of a fictional reality may be surmounted. Architecture, most fundamentally, is the art of space. There are three fundamental requirements for the perception of space: reference, delimitation, and modulation. If any one is absent, space is indistinguishable from nonspace, being from nothingness. This, of course, is the fundamental observation of categorical relativity. This suggests that cyberspace does not exist until a distance can be perceived between subject and boundary, that is to say, until it is delimited and modulated. A space modulated so as to allow a subject to observe it but not to inhabit it is usually called sculpture. A space modulated in a way that allows a subject to enter and inhabit it is called architecture. Clearly, these categories overlap a great deal: architecture is sculptural, and sculpture can be inhabited. We can now draw an association between sculpture and the manner in which we are accustomed to interacting with computers. The interface is a modulated information space that remains external to us, though we may create elaborate spatial visualizations of its inner structure in our minds. Cyberspace, on the other hand, is intrinsically about a space that we enter. To the extent that this space is wholly artificial, even if it occasionally looks "natural, " it is a modulated space, an architectural space. But more than asserting that there is architecture within cyberspace, it is more appropriate to say that cyberspace cannot exist without architecture, cyberspace is architecture, albeit of a new kind, itself long dreamed of. ***** This file and others may also be viewed by telnet to our guest account. Type "telnet gopher.hs.jhu.edu" and type "guest" at the login prompt. Type "gopher" to start the Gopher Client, and change directory to This document may be copied freely, provided it is reproduced complete and includes this bibliographic footer. 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