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==Editable Pad==
<br> https://pad.xpub.nl/p/klbprojectproposal
<br> https://pad.xpub.nl/p/klbprojectproposal
==What do you want to make?==
==What do you want to make?==


A physical rental agency that leases virtual space in exchange for creative projects.
Abandoned online platforms tell us a story of a forgotten past. I want to create an office that uses methods of community outreach and software evangelicalism to convert and tell stories of these spaces. The office will host a range of projects (virtual worlds - Habbo Hotel, social networks - SpaceHey & Your World of Text).  I am interested in how these spaces fell foul to decay and want to showcase this not only as a static snapshot of the past while also attempting to intervene within them using the capabilities and affordances of the corresponding platform. To me, they represent remnants of previous ideas of the future of the Internet, and I believe there is a richness in the design and decisions that went into building them.  


With modernisation and a push for categorisation of the internet, early fringe virtual communities were pushed out in favour of walled gardens like Facebook. The digital spaces reflect a form of a non-place, created with the idea of this is what the internet could be in the future. Instead these worlds were abandoned and serve only now as a snapshot of the past.  
Linking with these projects (SpaceHey, YWoT) directly, I aim to shed light on the motivations behind preservation and also create new audiences to engage with the environments as a way to escape the perils of a much more standardised internet landscape. Through a poetic presentation of these abandoned spaces, but also through the hosting of small interventions within them, I am refusing to abandon the disused.
I am planning to build a physical office installation and website that both showcases the spaces, and explains what these early iterations of virtual spaces offer in a creative context.


Take a physical non-place like a mall. These spaces were created as a utopic glimpse into the future and now lay silent and dated, completely a product of the past. How can we activate these digital equivalents as space for creative experiments and making?
With standardisation and a push for standardisation of the internet,  the online landscape has shifted from freeform hangouts to deliberate spaces that house very specific scenarios. For example, hyperrealistic virtual worlds, and massively surveilled social networks form the landscape of today's internet experience. Categorisation of the space, people and ideas block access to experiments that might not fit within these specific criteria and thus, proceed to be left abandoned and unused.  Early fringe virtual communities on platforms such as Second Life, MySpace and  Habbo Hotel were pushed out in favour of walled gardens like Facebook & Twitter. The digital spaces reflect a form of a non-place, spaces of transience, created with the idea of what the internet could be in the future. Instead these worlds were abandoned, however still online but vastly under-occupied. They become a series of fossils that could be investigated as a way to piece back together the abandoned histories of this digital landscape.
If we can occupy these spaces as temporary autonomous zones, can we breathe life into the disused? Can we explore the difference between the virtual and physical world and how we can adapt to create in this environment?


==How do you plan to make it?==
Imagine a physical non-place like a mall. These spaces were created as a utopic glimpse into the future and now lay silent and dated, completely a product of the past but lay peacefully as archaeological sites. How can we take these digital equivalents as space for creative experiments and making whilst honouring the histories within?


I want to create an agency that is reminiscent of a housing website but instead of offering physical space, it will rent 3D virtual environments of the early 2000s. I am planning to build a physical office installation and website that both showcases the spaces, and explains what these early iterations of virtual worlds offer in a creative context to form small publishing moments.
[[File:Deadmall.jpeg|thumb|center|Abandoned Mall]]


==What is your timetable?==
==Planning==
Please include a timeline of what needs to be done and the order in which those things will be done.


'''December & January'''
''December & January''<br>
Research and gather the userspaces and affordances of each virtual world I plan to 'rent' (max 9 spaces)
Research and gather the userspaces and affordances of each platform I plan to present. Map these using Twine to fully understand what it is I find interesting about each platform. This would involve locating and linking up with these communities online to understand the driving force of the preservation of these spaces.


'''January & February'''
I then have to define a structure of the renting process and what could be offered as rent conditions. (questions of ownership)


'''March'''
''January & February''<br>
I have to build the website (probably most time consuming)
Create tests with the communities and prototype ways of inhabiting space on these platforms. This will also be the time in which I invite artists to intervene in these spaces and collect results. This would the moment of exploring the reappropriation of these spaces using the tools in which each individual space offers.


'''May & June'''
 
Finally I need to gather the building materials and office supplies to build the complete office installation including a store front.
''March''<br>
Building the website and office environment using input from architectural examples. Also, ask for input from the audience. Start sketching the final design of the Bureau of Forgotten Futures.
 
 
''May''<br>
Finally, I need to gather the building materials and office supplies to build the complete office installation including a storefront. This would be imperative for introducing the alternative way of using the internet to the public. The reason I chose the format of a project-based office is that I want to employ the inherent features of a pre-existing format as a way to situate the audience. It is important for me that the project feels accessible and I think starting with a riff on a preexisting format is a way to make the visitor feel at ease.


==Why do you want to make it?==
==Why do you want to make it?==
I want to chart the effect modernisation and catergorisation has on the creative 'worlds' of the internet. I want to understand the shift between these highly imaginative and creative worlds of my childhood and the hyperrealistic virtual spaces of today. Old platforms now feel like digital non-spaces, utopian ideas for a potential future, now abandoned, so this would be a way to explore the potentialities of these spaces. It is both a collective imagining and a collective action that I want to explore. With a interest in Net-Art, I want to explore the possibility of using these forgotten spaces as a medium, also making use of what already exists rather than creating new instances in a bid to encourage sustainability in platforms.  
I want to chart the effect standardisation and categorisation has on the creative 'worlds' of the internet. I want to understand the shift between these highly imaginative and creative spaces of my childhood and the hyperrealistic virtual environments of today. Former platforms now feel like digital non-spaces, utopian ideas for a potential future, left abandoned. My project would be a way to explore the potentialities of these spaces and revisit the future for the forgotten. It is both a collective imagining and a collective action that I want to explore, can we bring back a creative community online? The goal is not to reinvent the wheel, but to cultivate these spaces we already have and give new affordances to them, all while taking into account the history of their forgotten futures. It is an exploration into reflective and restorative nostalgia and how this frames the need to revisit these spaces.
My final exploration would be understanding ownership in the virtual world, how do EULA's control the output and constraints within these spaces?
 
With an interest in Net-Art, I want to explore the possibility of using these forgotten spaces as a medium through curating the spaces for works of digital art, while making use of what already exists. I want to make visible these unintentionally underground areas of the internet as an alternative to the options we have in our current online landscape.


==Who can help you and how?==
==Who can help you and how?==
Alicia Framis (AMS) - Simulation as a method to present ideas, over-categorisation, architecture <br>
Alicia Framis (AMS) - Simulation as a method to present ideas, over-categorisation, architecture <br>
Lilet Breddels (AMS) - Architecture, theory, and ideas of inhabiting space <br>
Michael & Manetta (XPUB) - Practical help with website creation, feedback  & conceptual development. <br>
Michael & Manetta (XPUB) - Practical help with website creation<br>
Atelier Adam Nathaniel Furman (UK) - architect who works in creating space for the other. <br>
Atelier Adam Nathaniel Furman (UK) - an architect who works in creating space for the other.<br>
Florian Cramer (NL) - writer who has an extensive knowledge of media theory and forgotten platforms.<br>
Florian Cramer (NL) - a writer who has extensive knowledge of media theory and forgotten platforms.<br>
Virtual world developer- why are these spaces created this way, and what are the goals in the development <br>
Virtual world developer- why are these spaces created this way, and what are the goals in development<br>
Josephine Bosma (AMS) - Extensive knowledge in Net-Art. <br>
Nick Axel (AMS) - previous editor of architecture magazine I worked at who has a hybrid practice of architecture and technology<br>
Restorativ.org - Collective that is archiving and publishing platforms that are no longer online.<br>
Josephine Bosma (AMS) - Extensive knowledge in Net-Art.<br>
SpaceHey- A group dedicated to creating a space online reminiscent of MySpace.<br>


== Relation to previous practice ==
== Relation to previous practice ==


My previous practice is heavily influenced by the forgotten and fringe spaces of both the virtual and physical world. I am interested in the effects of categorisation and how time shifts, resulting often in abandoned ideas, buildings and promises. Previously I have explored the concept of Non-Places in the physical world and want to find the digital equivalent. I am interested in restructuring these spaces in a way to reignite the imagination and serve as a new medium for publishing works.
My previous practice is heavily influenced by the forgotten and fringe spaces of both the virtual and physical worlds. I am interested in the effects of standardisation and how time shifts, resulting often in abandoned ideas, buildings and promises. Previously I have explored the concept of Non-Places in the physical world and want to find the digital equivalent. In a previous special issue (#14) I created a game that used the forgotten audio aspects of a non-place (a doctor's waiting room) and instead used these audio components as ingredients to play and create new compositions. I wanted to explore using the preexisting and find the affordances of the space. I am interested in restructuring these spaces in a way to reignite the imagination and serve as a new medium for publishing works.  


== Relation to a larger context ==
[[File:W808.png| thumb|center|W808]]


My project is situated in many fields, it takes ideas from situationism, specifically play, non-places in architecture, and also can be viewed as a practice of media archeology. While it uses my background in architecture as a starting point, it extends the concept to virtual world architecture, worlding, and the anthropological study of space, It can help us rethink the capabilities of platforms long forgotten and give purpose to pre-existing spaces instead of the constant saturation of new worlds.
One of my earlier projects was to create a 3D online exhibition space to counter the growing number of graduates from a Brighton art school that were finding it increasingly difficult to find places to exhibit their works in the highly competitive art industry of London and beyond. This ignited my interest in the online space as an alternative for artistic projects.


== References ==
<center><gallery>
File:Emulate1.png
File:Emulateexhib.png | exhibition text
File:Emulate2.png
</gallery></center>


== Relation to a larger context ==
My project is situated in many fields, it takes ideas from situationism, specifically play, non-places in architecture and also can be viewed as a practice of media archaeology. While it uses my background in architecture as a starting point, it extends the concept to virtual world architecture, worlding and the anthropological study of space, It can help us rethink the capabilities of platforms long forgotten and give purpose to pre-existing spaces instead of the constant saturation of new worlds. It is what I feel is the next step of projects such as Space Hey & Restorativ.org which mostly aim to archive the forgotten, my extra step would be to temporarily give these spaces new life in order to tell the story of these platforms.


Walled Garden - Annet Dekker <br>
== References ==
The School of Missing Studies - Sandberg Instituut <br>
Benjamin, W. and Eiland, H. (2003). The Arcades Project. Cambridge, Ma: The Belknap Pr. Of Harvard Univ. Pr.<br>
Sorting Things Out - Bowker & Star <br>
‌Bowker, G.C. and Susan Leigh Star (2008). Sorting things out : classification and its consequences. Cambridge, Mass.: Mit Press<br>
Temporary Autonomous Zone - Hakim Bey <br>
Buerger, M., Dragan Espenschied, Olia Lialina and Merz-Akademie (2009). Digital folklore. Stuttgart: Merz & Solitude.<br>
Delusive Spaces - Eric Kluitenberg <br>
‌Castronova, E. (2007). Synthetic worlds : the business and culture of online games. Chicago: University Of Chicago Press.<br>
Book of Imaginary Media - Eric Kluitenberg <br>
‌Chiang, T. (2010). The Lifecycle of Software Objects. Burton, Mi: Subterranean Press.<br>
The Lifecycle of Software Objects - Ted Chiang <br>
Critical Art Ensemble (1998). Flesh machine : cyborgs, designer babies, eugenic conscousness. Brooklyn, N.Y.: Autonomedia.<br>
Networks Without a Cause - Geert Lovink. <br>
Dekker, A, Wolfsberger, A. and Virtueel Platform (Amsterdam (2009). Walled Garden. Amsterdam: Virtueel Platform.<br>
Synthetic Worlds - Edward Castranova <br>
Gabrys, J. (2013). Digital rubbish a natural history of electronics. Ann Arbor, Mich. Univ. Of Michigan Press.<br>
To Mend a Broken Internet, Create Online Parks - Eli Pariser (WIRED) <br>
Hertz, G. and Parikka, J. (2012). Zombie Media: Circuit Bending Media Archaeology into an Art Method. Leonardo, 45(5), pp.424–430.<br>
Public Space // The Internet: Public Embodiment of Digital Cultures - Elizabeth Anne Hampton <br>
Müllner, L. (2018). Operation Jane Walk. [online] Vimeo. Available at: https://vimeo.com/301933682 [Accessed 21 Nov. 2021].<br>
Raiders of the Lost Web - Adrienne LaFrance, The Atlantic 2015 <br>
Pol, V.D.B (2017). School of Missing Studies. Berlin: Sternberg Press.<br>
Mapping Beyond Dewey's Boundaries: Constructing Classificatory Space for Marginalised Knowledge Domains - Hope A. Olson <br>
preservingworlds.net. (n.d.). Preserving Worlds. [online] Available at: https://preservingworlds.net/index.html [Accessed 22 Nov. 2021].<br>
Life on the Screen - Sherry Turkle <br>
Rheingold, H. (2000). The virtual community : homesteading on the electronic frontier. Cambridge, Mass.: Mit Press.<br>
Virtual Worlds (Learning in a Changing World Series) - Judy O'Connell & Dean Groom <br>
‌Turkle, S. and Schuster, S. (2014). Life on the screen : identity in the age of the Internet. New York: Simon & Schuster Paperbacks, Dr.
Virtual worlds, real libraries: librarians and educators in Second Life and other multi-user virtual environments - Lori Bell<br>

Latest revision as of 14:52, 7 December 2021

Your World of Text Now
Your World of Text Archive 2016

Editable Pad


https://pad.xpub.nl/p/klbprojectproposal

What do you want to make?

Abandoned online platforms tell us a story of a forgotten past. I want to create an office that uses methods of community outreach and software evangelicalism to convert and tell stories of these spaces. The office will host a range of projects (virtual worlds - Habbo Hotel, social networks - SpaceHey & Your World of Text). I am interested in how these spaces fell foul to decay and want to showcase this not only as a static snapshot of the past while also attempting to intervene within them using the capabilities and affordances of the corresponding platform. To me, they represent remnants of previous ideas of the future of the Internet, and I believe there is a richness in the design and decisions that went into building them.

Linking with these projects (SpaceHey, YWoT) directly, I aim to shed light on the motivations behind preservation and also create new audiences to engage with the environments as a way to escape the perils of a much more standardised internet landscape. Through a poetic presentation of these abandoned spaces, but also through the hosting of small interventions within them, I am refusing to abandon the disused. I am planning to build a physical office installation and website that both showcases the spaces, and explains what these early iterations of virtual spaces offer in a creative context.

With standardisation and a push for standardisation of the internet, the online landscape has shifted from freeform hangouts to deliberate spaces that house very specific scenarios. For example, hyperrealistic virtual worlds, and massively surveilled social networks form the landscape of today's internet experience. Categorisation of the space, people and ideas block access to experiments that might not fit within these specific criteria and thus, proceed to be left abandoned and unused. Early fringe virtual communities on platforms such as Second Life, MySpace and Habbo Hotel were pushed out in favour of walled gardens like Facebook & Twitter. The digital spaces reflect a form of a non-place, spaces of transience, created with the idea of what the internet could be in the future. Instead these worlds were abandoned, however still online but vastly under-occupied. They become a series of fossils that could be investigated as a way to piece back together the abandoned histories of this digital landscape.

Imagine a physical non-place like a mall. These spaces were created as a utopic glimpse into the future and now lay silent and dated, completely a product of the past but lay peacefully as archaeological sites. How can we take these digital equivalents as space for creative experiments and making whilst honouring the histories within?

Abandoned Mall

Planning

December & January
Research and gather the userspaces and affordances of each platform I plan to present. Map these using Twine to fully understand what it is I find interesting about each platform. This would involve locating and linking up with these communities online to understand the driving force of the preservation of these spaces.


January & February
Create tests with the communities and prototype ways of inhabiting space on these platforms. This will also be the time in which I invite artists to intervene in these spaces and collect results. This would the moment of exploring the reappropriation of these spaces using the tools in which each individual space offers.


March
Building the website and office environment using input from architectural examples. Also, ask for input from the audience. Start sketching the final design of the Bureau of Forgotten Futures.


May
Finally, I need to gather the building materials and office supplies to build the complete office installation including a storefront. This would be imperative for introducing the alternative way of using the internet to the public. The reason I chose the format of a project-based office is that I want to employ the inherent features of a pre-existing format as a way to situate the audience. It is important for me that the project feels accessible and I think starting with a riff on a preexisting format is a way to make the visitor feel at ease.

Why do you want to make it?

I want to chart the effect standardisation and categorisation has on the creative 'worlds' of the internet. I want to understand the shift between these highly imaginative and creative spaces of my childhood and the hyperrealistic virtual environments of today. Former platforms now feel like digital non-spaces, utopian ideas for a potential future, left abandoned. My project would be a way to explore the potentialities of these spaces and revisit the future for the forgotten. It is both a collective imagining and a collective action that I want to explore, can we bring back a creative community online? The goal is not to reinvent the wheel, but to cultivate these spaces we already have and give new affordances to them, all while taking into account the history of their forgotten futures. It is an exploration into reflective and restorative nostalgia and how this frames the need to revisit these spaces.

With an interest in Net-Art, I want to explore the possibility of using these forgotten spaces as a medium through curating the spaces for works of digital art, while making use of what already exists. I want to make visible these unintentionally underground areas of the internet as an alternative to the options we have in our current online landscape.

Who can help you and how?

Alicia Framis (AMS) - Simulation as a method to present ideas, over-categorisation, architecture
Michael & Manetta (XPUB) - Practical help with website creation, feedback & conceptual development.
Atelier Adam Nathaniel Furman (UK) - architect who works in creating space for the other.
Florian Cramer (NL) - writer who has an extensive knowledge of media theory and forgotten platforms.
Virtual world developer- why are these spaces created this way, and what are the goals in the development
Josephine Bosma (AMS) - Extensive knowledge in Net-Art.
Restorativ.org - Collective that is archiving and publishing platforms that are no longer online.
SpaceHey- A group dedicated to creating a space online reminiscent of MySpace.

Relation to previous practice

My previous practice is heavily influenced by the forgotten and fringe spaces of both the virtual and physical worlds. I am interested in the effects of standardisation and how time shifts, resulting often in abandoned ideas, buildings and promises. Previously I have explored the concept of Non-Places in the physical world and want to find the digital equivalent. In a previous special issue (#14) I created a game that used the forgotten audio aspects of a non-place (a doctor's waiting room) and instead used these audio components as ingredients to play and create new compositions. I wanted to explore using the preexisting and find the affordances of the space. I am interested in restructuring these spaces in a way to reignite the imagination and serve as a new medium for publishing works.

W808

One of my earlier projects was to create a 3D online exhibition space to counter the growing number of graduates from a Brighton art school that were finding it increasingly difficult to find places to exhibit their works in the highly competitive art industry of London and beyond. This ignited my interest in the online space as an alternative for artistic projects.

Relation to a larger context

My project is situated in many fields, it takes ideas from situationism, specifically play, non-places in architecture and also can be viewed as a practice of media archaeology. While it uses my background in architecture as a starting point, it extends the concept to virtual world architecture, worlding and the anthropological study of space, It can help us rethink the capabilities of platforms long forgotten and give purpose to pre-existing spaces instead of the constant saturation of new worlds. It is what I feel is the next step of projects such as Space Hey & Restorativ.org which mostly aim to archive the forgotten, my extra step would be to temporarily give these spaces new life in order to tell the story of these platforms.

References

Benjamin, W. and Eiland, H. (2003). The Arcades Project. Cambridge, Ma: The Belknap Pr. Of Harvard Univ. Pr.
‌Bowker, G.C. and Susan Leigh Star (2008). Sorting things out : classification and its consequences. Cambridge, Mass.: Mit Press
Buerger, M., Dragan Espenschied, Olia Lialina and Merz-Akademie (2009). Digital folklore. Stuttgart: Merz & Solitude.
‌Castronova, E. (2007). Synthetic worlds : the business and culture of online games. Chicago: University Of Chicago Press.
‌Chiang, T. (2010). The Lifecycle of Software Objects. Burton, Mi: Subterranean Press.
Critical Art Ensemble (1998). Flesh machine : cyborgs, designer babies, eugenic conscousness. Brooklyn, N.Y.: Autonomedia.
Dekker, A, Wolfsberger, A. and Virtueel Platform (Amsterdam (2009). Walled Garden. Amsterdam: Virtueel Platform.
Gabrys, J. (2013). Digital rubbish a natural history of electronics. Ann Arbor, Mich. Univ. Of Michigan Press.
Hertz, G. and Parikka, J. (2012). Zombie Media: Circuit Bending Media Archaeology into an Art Method. Leonardo, 45(5), pp.424–430.
Müllner, L. (2018). Operation Jane Walk. [online] Vimeo. Available at: https://vimeo.com/301933682 [Accessed 21 Nov. 2021].
Pol, V.D.B (2017). School of Missing Studies. Berlin: Sternberg Press.
preservingworlds.net. (n.d.). Preserving Worlds. [online] Available at: https://preservingworlds.net/index.html [Accessed 22 Nov. 2021].
Rheingold, H. (2000). The virtual community : homesteading on the electronic frontier. Cambridge, Mass.: Mit Press.
‌Turkle, S. and Schuster, S. (2014). Life on the screen : identity in the age of the Internet. New York: Simon & Schuster Paperbacks, Dr.