CITY OF DREAMS:
Virtual Space/Public Space
EUGENIA VICTORIA ELLIS, AIA
Drexel University
Published in Writing Urbanism: A Design
Reader (London: Routledge, 2008)
Abstract
A transformation of our cities is taking
place such that the material space of the city
metric, which was once measured by traditional
western geometry, work, buildings and the
machine, is being replaced by the ethereal space
of the postindustrial city, which is beginning to
be defined by the computer matrix, leisure,
cyberspace and the information network. The
postindustrial city is increasingly making
apparent the sharp division between those who
have technology and those who have not.
Traditional public space is disappearing and
being replaced by privatized pseudo-public
realms, while simultaneously electronic space is
being restructured into public space. The
richness and character of any urban
environment comes from the face-to-face comingling
of different races, creeds, and cultures.
This city is the city of dreams.
Ariadne's Veil
It has neither name nor place. I shall repeat
the reason why I was describing it to you: from
the number of imaginary cities we must exclude
those whose elements are assembled without a
connecting thread, an inner rule, a perspective,
a discourse. With cities, it is as with dreams:
everything imaginable can be dreamed, but even
the most unexpected dream is a rebus that
conceals a desire or, its reverse, a fear. Cities,
like dreams, are made of desires and fears, even
if the thread of their discourse is secret, their
rules are absurd, their perspectives deceitful,
and everything conceals something else."
Marco Polo to Kublai Khan in Italo
Calvino, Invisible Cities[1]
Theseus stood at the gates to the
labyrinth, a ball of pitch in one hand and a ball
of thread in the other: one to be used to silence
the Minotaur's bite, the other to retrace his
steps.[2] Theseus had been armed with these dual
pelotons by Ariadne to face the two great
dangers of the labyrinth: the monster within
and the maze's entangling inextricability.
Theseus was successful in both slaying the
Minotaur and in escaping Daedalus's creation.
His victory dance at Delos with the children
who had escaped with him, first circling in one
direction and then winding back, mimicked not
only the path they took through the labyrinth on
their escape, but also celestial harmony: the
first pattern of the dance imitated the turning of
the heavens from east to west; the second
enacted the orbits of the planets from west to
east; and in the third movement all stood still
like the earth, around which everything else
circles. It has been said that both the human
architect Daedelus and the divine creator crafted
their circular complexities as if with compasses,
the center being the only certain point and
origin of their creations.
Figure 1. Heavenly Jerusalem, medieval
woodcut.
Since archaic times the idea of the
labyrinth has been linked with cities and so, too,
have most mazes been named after cities, for
example, Troy, Jerusalem, Babylon, Nineveh,
and Jericho.[3] Movement through a city's
architecture was the dance; and the space of the
city was the space of ritual. Neither architecture
nor city were an abstract, geometrical entity.[4]
According to Isidore of Seville, "urbs" is
derived from "orbis" because ancient cities were
always circular in form.[5] Jericho was circled by
the Hebrews for seven days and, like Ariadne,
Rahab helped the Hebrew spies escape from the
city with the aid of a scarlet thread. Troy was
the archetypal city for many medieval people,
and the circling Trojan Ride became known as
the founding of the Roman city.
The ritual dance was related to the ritual
of the foundation of cities in Roman times,[6]
when an essentially invisible ritual created an
invisible wall that made the city secure; the
ritual was so important that it had to be reenacted
periodically to re-inaugurate the
founding of the city. In classical times, the
founding of a city began with the calling of its
founder in a dream.[7] The city would then be
inaugurated by a recognized seer, an augur who
was especially gifted: one who could see
heavenly bodies that are invisible to the
ordinary mortal. The augur would project this
celestial vision onto the landscape and oversee
the plowing of a furrow around the site
discovered by its founder.
The primordial idea of the city is
contained within the labyrinth: a dialectic of
seemingly opposing characteristics that reveals
order out of apparent chaos. The labyrinth itself
is a splendidly ordered complexity that confuses
us only when we cannot comprehend its
underlying system. Cities are labyrinths of a
dual nature: inherent within their complex
artistic order is a bewilderment experienced by
someone so immersed in this order that its
abstract pattern cannot be seen without the
vision provided by the change in perspective
obtained when elevated above the confusion.
Ariadne's thread is required to provide that
insight when one is tangled within the turnings
of the maze. The maze itself has characteristic
dualities that are all held in balance and are all
perspective-dependent: blindness and insight,
chaos and order, confusion and clarity, path and
plan, unicursality and multicursality, vision
from within time and from beyond eternity.[8]
There are two varieties of labyrinths: the
unicursal maze and the multicursal maze.
Figure 2. Typical circular unicursal
diagrammatic
Figure 3. Example of an early multicursal
labyrinth of the so-called Chartes type.
The unicursal model has its origins in
the visual arts.[9] Its structural basis is a single
path that twists and turns defining the most
circuitous route conceivable and the longest
possible way to get to the center; there are no
choices, the maze-walker simply goes where the
path leads. It has only two certain points:
entrance and center. The characteristic quality
of movement through the unicursal maze is
steady and continuous, and involves time more
so than decision. Ariadne's thread is not
required.
The multicursal model derives from the
literary tradition.[10] Its structural basis in
contrast incorporates an extended series of
bivia, or an array of choices. The multicursal
maze is dangerous even if no minotaur is
lurking, for one risks getting lost and remaining
perpetually imprisoned. The characteristic
quality of movement through the multicursal
maze is halting and episodic, with each fork or
alternative requiring a pause for thought and
decision, and emphasizes an individual's
responsibility for one's own fate. This maze is
potentially inextricable and escape depends not
only on the maze-walker's intelligence,
memory, and experience, but also on the kind of
guidance provided by Ariadne's thread: insight,
instructive principles, signposts, or advice along
the way.
In a unicursal maze one learns by
precept; in a multicursal maze, by dialectic.
The need for a seer or visionary to clarify the
meaning of dreams and visions, to provide
Ariadne's insight, illustrates the dual or multiple
perspectives implied by mazes, which can be
seen in part (from within) or whole (from above,
or through memory and insight).[11] What seems
to us to be an inextricable prison is simply what
divine order looks like when viewed from
within time, where a linear and sequential
perspective is natural.[12] From a more
enlightened or celestial point of view, the
confusing maze is a simple and well-ordered
structure.
The multicursal labyrinth has origins in
the literary traditions of classical antiquity, and
its attributes can be seen replicated in presentday
computer systems logic, particularly in what
has come to be known as hypertext. The
unicursal labyrinth can be compared to analogue
technology: the recording of sound and visual
information through a serial or linear process,
the access of which is sequential, for example, a
cassette recording or video tape. The
multicursal model is similar to digital
technology, which removes the need for
sequence by allowing direct access to a
particular piece of information through a series
of bivia (an array of choices) by branching
through networks, for example, a compact disc.
The word text derives originally from
the Latin word for weaving and for interwoven
material. The electronic linking which has
reconfigured text as we have known it has
created a hypertext: a form of textuality that
permits multilinear reading paths.[13] Hypertext
can be conceived of as a vast assemblage, which
is defined by Derrida in Speech and Phenomena
as: "The word 'assemblage' seems more apt for
suggesting that the kind of bringing-together
proposed here has the structure of an
interlacing, a weaving or a web, which would
allow the different threads and different lines of
sense or force to separate again, as well as being
ready to bind others together."[14] In S/Z, Roland
Barthes describes an "ideal text" that has
attributes of a multicursal labyrinth and could be
used to define characteristics of computer
hypertext: "In this ideal text the networks are
many and interact, without any one of them
being able to surpass the rest; this text is a
galaxy of signifiers, not a structure of signifieds;
it has no beginning; it is reversible; we gain
access to it by several entrances, none of which
can be authoritatively declared to be the main
one . . ."[15] Hypertext, also referred to as
hypermedia,[16] is a computer matrix composed
of blocks of words, images, sound or other
forms of data that are linked electronically by
multiple paths, chains, or trails in an openended,
perpetually unfinished textuality
described by the terms link, node, network, web,
and path.[17]
In The Image of the City, Kevin Lynch
studies the mental image of the city formed by
its citizens; and accordingly, defines its clarity
upon the ease with which its parts can be
recognized and can be organized into a coherent
pattern.[18] Coincidentally, two of the elements
Lynch uses to define the city's image are node
and path. Paths are the channels along which
the citizen-observer moves, such as streets,
walkways and transit lines.[19] Nodes occur at the
crossing of paths and are often the foci of civic
activity. The texture of the city is dependent
upon the weaving together of nodes and paths,
which in turn determine the pattern and
geometry of the city's fabric.
The reading of the image of the city is
hypertextual and is perspective-dependent:
moving through the city is a labyrinthine dance;
its image unfolds through movement along a
path; at each node there are alternatives that
require reflection; there are many entrances and
no right one; and there is an underlying order
that can seldom be appreciated except at a
distance. When retracing one's steps through
the city, Ariadne's thread weaves a veil.[20] As
with the labyrinth, inherent within the city and
the computer is a dialectic of oppositions that
both bewilders and illuminates, the attributes of
which together define their contradictory spatial
logics: one side of the analogy has to do with
the construction of space, the other about the
construction of information networks; one side
is material, the other immaterial.[21]
Computer Matrix/City Metric
Cyberspace. A consensual hallucination
experienced daily by billions of legitimate
operators, in every nation, by children being
taught mathematical concepts. . . A graphic
representation of data abstracted from the
banks of every computer in the human system.
Unthinkable complexity. Lines of light ranged
in the nonspace of the mind, clusters and
constellations of data. Like city lights,
receding.
William Gibson, Neuromancer[22]
The spaces we inhabit, the social
relationships we form and our modes of
perception have historically been influenced by
the way we receive information. For example,
prior to the printing press, information was
relayed orally and its transmission relied upon
memory. Thought patterns were based upon the
ability to think in terms of the interrelationships
encouraged through the use of
mnemonic devices.[23] Before newspapers were
readily available, people congregated in
churches to hear sermons that were coupled
with news about local and foreign affairs.
Eventually the newspaper began to replace the
pulpit and churchgoers learned about local
affairs in silence at home.[24] The format of the
newspaper, periodical and illustrated magazine
with texts laid out in columns of disparate
narrations and juxtaposed to illustrations,
required the reader to develop a new way of
processing information from fragmented data.[25]
With today's electronic data processing and
digital technology, we will have to develop new
modes of perception that will allow us to
navigate through the web-like disjunctive array
of highly-mediated information.[26]
The computer matrix is a space of
rupture and discontinuity that parallels the
fragmented space perceived by a society
continuously in motion: driving the freeways
and shopping at the mall.[27] The space of the
computer recedes into an electronic matrix that
pulls the user into a total withdrawal from the
world, distancing engagement with one's
surrounds and the city itself.[28] A transformation
of our cities is taking place such that the
material space of the city metric, which once
was measured by traditional western geometry,
work, buildings and the machine, is being
replaced by the ethereal space of the
postindustrial city, which is beginning to be
defined by the computer matrix, leisure,
cyberspace and the information network.
The public realm of the ancient city was
representational. Not only did activities of a
public and collective nature occur there, but the
public realm itself also symbolized those
activities.[29] The medieval city belonged to the
merchants and artisans. The church, the market
square, the buildings of the guilds, and the city
gates were its representational elements. The
public realm was defined by its axial roads
(paths) and their crossing (node) where the
market square and church were usually located.
The medieval city and its architecture were
crafted according to the guild tradition whose
principles were transmitted, like an aural
literary tradition, by rules of thumb.
On the other hand, the Renaissance city
belonged to the politicians and politics. The
representational elements were its public
monuments such as civic buildings, obelisks and
coliseums, which in themselves were metaphors
of collective or ceremonial functions. The
medieval marketplace, which was generally
located at its geometrical center, became the
actual center of political power. The
Renaissance city and its architecture were
designed according to Platonic geometrical
principles and conceived as total projects. The
city and its buildings were an act of an
individual mind and were constructed by
builders who merely carried out the visions of
this mind according to a preconceived plan.
The mental image of the historical city, whether
based on commerce or politics, is one of
interaction, ceremony and ritual provided by a
public realm that was representational of those
activities.
The modern city, if it can be said to
provide any mental image at all, merely
represents an inventory of objects of material
wealth. The metaphorical status of today's
postindustrial city is one of a consumptive
postmodern society gradually consuming itself.
The American city of today is a symbol
of both the real and virtual distance created by
the shift from 19th-century industrial production
to contemporary information technology. This
has been a long-term process which began in the
1930's due to the highways created by the
Works Progress Administration and the singlefamily
cottage subsidies funded by the Federal
Housing Administration. Urbanism was
replaced by suburbanism due to the diminished
perception of distance provided by travel in an
automobile over accessible and connected
roadways. Like the market square and the
church, but without the symbolic significance,
the shopping center at the crossroads of
highways began to appear to support these
suburban communities.[30]
According to Fredric Jameson, features
of a new type of postindustrial society began to
emerge: a mobile automobile culture, new
types of consumption, the pervasive penetration
of advertising and media throughout society,
and the replacement of the traditional tension
between city and country with the suburb and
universal standardization.[31] For this postmodern
culture, reality has transformed into images and
time has become fragmented into a series of
perpetual presents.
The change from an urban society to a
suburban society (complete based on the 1990
census that recorded a suburban majority for the
first time in this nation's history) parallels the
radical break from modernism to
postmodernism: from an industrial economy
based on the machine and the production of
tangible goods and services to a postindustrial
economy based on electronic technology and
the production of the intangible commodity of
information. Or, in other words, a basic shift
from traditional manufacturing to more serviceoriented
businesses. This shift has necessitated
a restructuring of our cities in response to this
change in status.
Today, the images associated with the
industrial city are negative: declining economic
base, pollution, the past and the old, a city on its
way down. Being in the industrial city is
associated with work and the world of
production. In contrast, the postindustrial city is
seen as the bright new future: clean, efficient,
crime-free, high-tech, on the economic upswing,
based on consumption and exchange.
Postindustrial life is associated with the world
of leisure as opposed to work.[32] The
postindustrial city can be categorized into three
broad classifications: cities of fragments,
fortress-cities, and cities of the "new urbanism."
Cities of fragments are those cities like
Houston or Atlanta, which have disconnected
metropolitan fringes comprised of suburb after
suburb.[33] The structure of these cities is
formless, fluid, and homogeneous without
center or periphery. They are defined by the
automobile and the highway, are thinly
populated with occasional spots of density, and
appear limitless as they fade into the
countryside. Their symbolic identity lies with
the highways and beltways that define them as
networks of endless circulation without space or
dimension.
Cities like Detroit and Los Angeles
might be described as fortress-cities that clearly
demarcate social boundaries. These cities
openly expose American apartheid: whites
reside safely in the suburbs, while poor
minorities live in the city.[34] For example, due to
advances in technical production and the
streamlining of factory processes, Detroit's
urban automobile factories have been replaced
by suburban distribution factories. Detroit's
residents must flow out of the city in search of
work and food, only to return to a neighborhood
that is more reminiscent of a Third-World
colony than an urban American community.
Detroit's poor residents are held prisoners in a
city with an urban center replete with the empty
carcasses of abandonned skyscrapers, which
were left by corporations who discovered it to
be safer and more economical to operate from a
suburban location electronically connected to
the rest of the business world. This is a far cry
from a decade or so ago when the urban
skyscraper was a symbol of a corporation's
power and success. On the other hand, Los
Angeles has created a dense, compact,
multifunctional core area of billion-dollar,
block-square megastructures from the erasure of
its historical core.[35] This new Downtown is
comprised of superblocks and has a selfcontained
circulation system, every amenity
imaginable for the nine-to-five businessperson,
and an impenetrable edge defining it as a citadel
separate from the rest of the central city. The
affluent in LA live in fortified enclaves outside
the city limits complete with encompassing
walls and gates, security cameras, restricted
entry-points with guards, both public and
private police services, and privatized
roadways.[36]
Cities of the "new urbanism" can be
conceived of as both cities of fragments and
fortress-cities. These cities are being developed
in suburban locations based on a nostalgic urban
structure reminiscent of the historic city without
the context provided by the density of
population and cultural diversity.[37] These cities
can be developed anywhere any time. They are
loosely based on the notion of a small town of
mixed-use occupancy in three- to four-story
buildings, generally comprised of streetfront
retail with residential on the floors above. This
ideal urban core might then be accessed on foot
by the newly-built surrounding neighborhoods.
The urban planning of these cities is generally
modeled on the desirable qualities of walkable
cities such as Charleston, South Carolina or
Venice, Italy. Besides the goods and services
required for its inhabitants, the industry to
support this type of city is anything within
driving distance or that is accessible
electronically to the rest of the world.
Unfortunately, these developments ultimately
attract a single-class of resident and are destined
to become privatized middle- and upper-income
enclaves.
The postindustrial city is increasingly
making apparent the sharp division between
those who have technology and those who have
not. Traditional public space is disappearing
and being replaced by privatized pseudo-public
realms. The richness and character of any urban
environment comes from a sheer density, which
necessitates that there are people on the streets
at all times of the day co-mingling races, creeds,
and cultures. This city is the city of dreams:
where people from different backgrounds and
lifestyles brush shoulders with each other,
which spurs an imagination of the unknown.
The imaginable can only be triggered by
difference. Diversity is the connecting thread of
the city of dreams.
The Dance of Superabundant Life
The comparison between the forms of play
discovered and created by men, and the
uninhibited movement of play exhibited by
superabundant life, can teach us that precisely
what is at issue in the play of art is not some
substitute dream-world in which we can forget
ourselves. On the contrary, the play of art is a
mirror that through the centuries constantly
arises anew, and in which we catch sight of
ourselves in a way that is often unexpected or
unfamiliar: what we are, what we might be, and
what we are about.
Hans-Georg Gadamer, "The Play of
Art"[38]
The universal civilization and
homogenous culture we find ourselves in today
is a result of a global commodification, which
was forecast by Walter Benjamin early in the
20th century when he wrote that the "world
exhibitions glorify the exchange value of
commodities. They create a framework in
which commodities' intrinsic value is
eclipsed."[39] Paul Ricoeur has described this
situation as one in which mankind is
approaching en masse a basic consumer culture
where everywhere "one finds the same bad
movie, the same slot machines, the same plastic
or aluminum atrocities, the same twisting of
language by propaganda, etc."[40] Globalization
and unification of commodities has created a
society that has lost the object of its desire. The
object no longer has value in itself as an object
inasmuch as its value is dependent upon
something intangible such as the control, power,
or prestige it might bestow on its possessor.41
According to Kenneth Frampton, this cultural
change has created attitudes that "emphasize the
impotence of an urbanized populace which has
paradoxically lost the object of its
urbanization."[42] In so doing, urban public space
has transformed into pseudo-public realms
defined by privately-owned megastructures such
as hotels and shopping malls; while
simultaneously electronic space is being
restructured into public space.
The megastructure is a privatized public
space: a new kind of commercial environment
based on a rigid exclusion of undesirable
populations, available only to those who can
afford to be there, heavily policed, and equipped
with high-technology surveillance to ensure
optimal control and public safety.[43] Public
space, which once was the theatre of the social
and the theatre of politics, is disappearing.[44]
Once a heterogeneous "scene" mirroring human
activity, the public realm has now been replaced
with the privatized and homogenized public
space, such as the shopping mall, which acts as
a screen and a network. This postmodern
change began when the status of the object as a
mirror of its subject changed and took on a new
dimension due to the effects of advertising and
its visual medium. Advertising is no longer an
ecstatic scenario of objects and consumption,
but the effect of an omnipresent visibility of
enterprises and the social virtues of
communication, which invade everything as
true public space disappears. The "real" scene
has become a screen or network of infinitesimal
memory and endless stream of information.
Architecture of a human scale has become a
system of matrices: what once was acted out or
projected mentally and psychologically here on
earth as a metaphorical scene, is now projected
onto the screen of absolute reality, without any
metaphor, as an image of reality that is also a
simulation of reality.
In the traditional city, space was like a
mirror or scene which derived its qualities from
an imitation of life through participation in the
ritual of living. In ancient Greece, this "play" of
life was reenacted through the ritual dance,
which had its origins in religion and the festival,
and it is from this dance that theatre developed
in ancient Greek culture.[45] The uplifting
experience of the festival is one that raises its
participants out of everyday life and elevates
them into a kind of universal communion.
Participation in the festival is one of enactment,
or re-presentation, in which time is suspended
so that the past and present become one in an
act of remembrance. This vital essence of the
festival creates a transformed state of being that
produces in the participant a dreamlike mirage
of reality. The origin of theatre was in the
streets of the city: where people gathered and
were of equal significance to the actors; where
the city's citizens were actors in the play of
urban life. The primordial idea of the ancient
city was contained within the labyrinth and the
ritual dance. The space of the city was the
space of ritual and architecture was the "dance"
that re-presented the order of the world.
Because today's postmodern culture is moving
away from being a scene or mirror of life, the
labyrinth can be taken to symbolize the city as a
network of information and communication and
as a screen upon which the play of life is
projected.
The urban environment of the
postindustrial city is disassembling from its
historical roots, and reassembling as fortress
cities. Urban public space is disappearing and
re-appearing as pseudo-public realms
disengaged from the city and located
peripherally in the network of the suburban
landscape. The postindustrial city is being
evacuated by its community, leaving its empty
space as a metaphor for a disembodied
computer matrix. Activities of a public nature
are being miniaturized and simulated in the
electronic inner world of information. The
lesson we are learning is that information does
not need the public realm, which originally gave
the city its form and representational value.[46]
The information network is a labyrinth
of a dual nature: the "public" is increasingly
being redefined as a composite of privates by a
global system of communication that is only
available to those who can afford the
technology. Societies can now be grouped into
the information-rich and the information-poor:
there are some areas of this country
experiencing what has been called "electronic
redlining" and are being denied video, voice,
and computer communications.[47] The
postindustrial city of inter-connected computers
holds the promise of permitting a complexity of
relations by bringing people together through
information and communication without the
physical limitations of geography, time zones,
or conspicuous social status. However,
communication on the internet is in isolation,
which cuts the physical face out of the
communication process.[48] Thousands of cues,
not just facial, add up to a conversation. In the
end, public space is relational and gestural, and
is created over time through layers of context,
interaction, ritual, and the physical environment
itself.[49]
The postindustrial city is a universal
global village whose public realm can be
experienced at a distance from the privacy of
one's own living room via a network of
televisions and word processors. The
postindustrial city is becoming a screen upon
which life may be projected as a simulacrum
substituting for an absent presence. In cities
such as Detroit the vacant carcasses of
abandoned skyscrapers stand as tower-museums
of ruins. These cities can be seen as endemic of
the future American city: devoid of its
occupants, who now safely reside in cities of the
"new urbanism" with global connections from
the privacy of their own homes without the
discomfort of brushing sides with the unclean.
The postindustrial city may become a placeless
space: a modernday labyrinth whose sole
purpose is to be a node in the network of the
endless flux of circulation, information and
communication. Lacking the experiential, the
postindustrial city may become a placeless
space to pass through on the way to somewhere
else. Without its citizens, the ritual dance
cannot take place in the postindustrial city.
There can be no scene involving the play of life.
In order for postindustrial cities to
become viable public urban places they must be
able to encourage the city's citizens to become
actors in the play of urban life. Ideally, and
with foresight, the postindustrial city will return
to the labyrinth of the legendary Daedalus: a
labyrinth that symbolizes the order of the city
through capturing the trace of the ritual dance.
Endnotes
[1] Italo Calvino, Invisible Cities, translated by William
Weaver (New York: Harcourt Brace Jovanovich, 1974),
43-4.
[2] Penelope Reed Doob, The Idea of the Labyrinth (Ithaca:
Cornell University Press, 1994), 68, 123-8.
[3] Doob, 116.
[4] Alberto Pérez-Gomez, "The Myth of Daedalus," AA
Files 10 (1985): 52.
[5] Isidore de Seville, Etymologiae 15.2.3.
[6] Hermann Kern, "Labyrinth-Cities, City-Labyrinths,"
Daidalos, 3 (1982).
[7] Ivan Illich, H2O and the Waters of Forgetfulness
(Dallas: The Dallas Institute of Humanities and Culture,
1985), 12-15.
[8] Doob, 189.
[9] Doob, 48.
[10] Doob, 46-48.
[11] Doob, 188.
[12] Doob, 130.
[13] George P. Landow, Hypertext: the convergence of
contemporary critical theory and technology (Baltimore:
The Johns Hopkins University Press, 1992), 21-22.
[14] Jacques Derrida, Speech and Phenomena, trans. David
B. Allison (Evanston, Illinois: Northwestern University
Press, 1973), 131.
[15] Roland Barthes, S/Z trans. Richard Miller (New York:
Hill and Wang, 1974), 5-6.
[16] Landow, 4.
[17] Landow, 3.
[18] Kevin Lynch, The Image of the City (Cambridge: the
MIT Press, 1988), 2-3.
[19] Lynch, 47.
[20] The notion of the labyrinth as a network, and of
meandering through the city and in the process weaving a
veil, was inspired by Marco Frascari's article, "A New
Angel/Angle in Architectural Research: The Ideas of
Demonstration," JAE 44/1 (November 1990): 11-19; in
particular ". . . a meander is a labyrinth that works as a
net. In a net every point is connected with every other
point." (p. 13)
[21] M. Christine Boyer, Cybercities: Visual Perception in
the Age of Electronic Communication (New York:
Princeton Architectural Press, 1996), 15.
[22] William Gibson, Neuromancer (New York: Ace
Books, 1984), 51.
[23] Lewis Mumford, Technics and Civilization (New York:
Harcourt Brace Jovanovich, Inc., 1963), 136-137.
[24] Elizabeth L. Eisenstein, The Printing Press as an Agent
of Change, vol. I (New York: Cambridge University
Press, 1979), 131-132.
[25] Walter Benjamin, "The Author as Producer,"
Reflections, trans. Edmund Jephcott (New York:
Schoken Books, 1978), 224-225.
[26] M. Christine Boyer, CyberCities (New York:
Princeton Architectureal Press, 1996), 8-9.
[27] Boyer, 19.
[28] Boyer, 11.
[29] Alan Colquhoun, "The Superblock," Essays in
Architectural Criticism (Cambridge, MA: The MIT
Press, 1981), 83-102.
[30] Neil Harris, "Spaced-Out at the Shopping Center," The
Public Face of Architecture, ed. by Nathan Glazer and
Mark Lilla (New York: The Free Press, 1987), 320-328.
[31] Fredric Jameson, "Postmodernism and Consumer
Society," The Anti-Aesthetic, Essays on Postmodern
Culture, ed. Hal Foster (Port Townsend, WA: Bay Press,
1983), 125.
[32] John Rennie Short, Lisa M. Benton, William Luce, and
Judith Walton, "The Reconstruction of a Postindustrial
City," Journal of Architectural Education 50/4 (May
1997): 244-245.
[33] Uwe Drost, "The Transformation of Urban Identity in a
Post-Industrial Society," Body, Technology, and Design:
Proceedings of the 11th Annual ACSA Technology
Conference (1993): 122-125.
[34] Richard A. Plunz, "Detroit is Everywhere,"
Architecture (April 1996): 55-61.
[35] Mike Davis, City of Quartz (New York: Vintage
Books, 1992), 223-226.
[36] Udo Greincaher, "The New Reality: Media
Technology and Urban Fortress," JAE 48/3 (February
1995): 176-84.
[37] Heidi Landecker, "Is New Urbanism Good for
America?" Architecture (April 1996): 68-77.
[38] Hans-Georg Gadamer, "The Play of Art," The
Relevance of the Beautiful and Other Essays (New York:
Cambridge University Press, 1986), 130.
[39] Walter Benjamin, "Paris, Capital of the Nineteenth
Century," Reflections, ed. Peter Demetz (New York:
Harcourt Brace Jovanovich, 1978), 151.
[40] Paul Ricoeur, "Universal Civilization and National
Cultures" (1961), History and Truth, trans. Chas. A.
Kelbley (Evanston: Northwestern University Press,
1965), 276.
[41] Roland Barthes, "The New Citroën," Mythologies
trans. Annette Lavers (New York: The Noonday Press,
1972), 88-90.
[42] Kenneth Frampton, "Towards a Critical Regionalism:
Six Points for an Architecture of Resistance," The Anti-
Aesthetic, Essays on Postmodern Culture, ed. Hal Foster
(Port Townsend, WA: Bay Press, 1983), 25.
[43] Rosalyn Deutsche, "Questioning the Public Space,"
Mark Lewis, Andrew Payne, and Tom Taylor, eds., in
Public #6 (Toronto Public Access, 1992): 49-64.
[44] Jean Baudrillard, "The Ecstacy of Communication,"
The Anti-Aesthetic, Essays on Postmodern Culture, ed.
Hal Foster (Port Townsend, WA: Bay Press, 1983), 126-
130.
[45] Hans-Georg Gadamer, "The Festive Character of the
Theatre," The Relevance of the Beautiful and Other
Essays (New York: Cambridge University Press, 1986),
57-65.
[46] Martin Pawley, Theory and Design in the Second
Machine Age (Cambridge, MA: Basil Blackwell, 1990),
178.
[47] Steve Lohr, "Data Highway Ignoring Poor, Study
Charges," New York Times, 14 May 1994.
[48] Michael Heim, "The Erotic Ontology of Cyberspace,"
in Cyberspace, ed. Michael Benedikt (Cambridge, MA:
The MIT Press, 1994), 75.
[49] Neill Bogan, Chea Prince and Glenn Harper, "A Brave
New World?" Art Papers (July-August, 1997): 16-22.