MSc
Built Environment/ Virtual Environments
Bartlett
School of Graduate Studies
Theoretical
Analysis on Virtual Environments V09
May
2000
INHABITING INFORMATION -
THE ARCHITECTURE OF COGNITIVE
AMPLIFICATION

Fig.1 Detail of First
Page of the Ars Memoriae in Robert
Fludd’s Utriusque Cosmi…Historia,
Tomus Secundus Oppenheim, 1619
1.
Introduction
2.
Cognitive Theory
3.
Cognitive Structures:
Trees, Landscapes, Networks and Galaxies
4.
Movement and
Interaction
5.
Information Buildings:
Historical and Contemporary Examples
6.
The Architecture of
Cognitive Amplification
7.
Conclusion
1. Introduction
As
computers, media and telecommunication technologies continue to collect,
manipulate and store an ever- increasing influx of data, they are installing a
new dimension: the space of
information. This virtual space is accessed only through the media of
imaginative and technical representations. How well this information space is
engaged depends on the manipulation and inhabitation of the representations
which define the interface to cognitive processes.
Inevitably,
information theory becomes information praxis: What are its possible logics,
cartographies, entities and connections? And finally: How does it relate to
architecture, the traditional art of space?
This
essay sets out to answer the above questions under consideration of the latest
development in the field of Information
Visualization (Card, Mackinlay, Shneiderman, 1999). Starting with the
introduction of the Silicon Graphics workstation in the 1980ies, PCs are now
coming to support real- time, dynamic, interactive visual representations. With
this development, the field is in the process of passing out of the realm of
academic research into the mainstream of user interface and application design.
Information
visualization derives from several communities. Work in data graphics dates
from about the time of James Playfair (1786), who seems to have been among the
earliest to use abstract visual properties such as line and area to represent
data visually. Edward Tufte (1983) published a theory of data graphics that
emphasized maximising the density of useful information in a 2- dimensional
plane. His theories became well known and influential to the development of information
visualization as a discipline.
The
ancient Greeks, to whom a trained memory was of vital importance- as to
everyone before the invention of printing- invented an elaborate system of
memorization, based on a technique of impressing places and images on the
mind (Yates, 1966). These images, which related to things to be remembered,
could later by recovered by virtually walking
through the places. Inherited and
recorded by the Romans, this art of memory
passed into the European tradition, to be revived in occult form in the
Renaissance.
Walter
Benjamin outlined in his Theses on the Philosophy
of History that ‘when one grasps the mental constellation which his own era
has formed with a definite early one, one establishes a conception of the present as the ‘time of now’’.
This
essay therefore, based on the emerging field of information visualization, will
be supported by research into historical examples of cognitive spatialization
in order to establish a temporal context for its techniques.
The
essay will give a short introduction into the fundamentals of cognitive theory,
which in combination with perceptual theory forms the basis for both internal
cognition, as exercised in the art of memory and its external complementary form
of information visualization. Based on the theory of thought, the organization
of information into the patterns of cognitive
structures will be explored. Paragraph 4 will focus on the notion of user
movement and interaction, which are the core of the augmenting power of both
arts. The later paragraphs will explore the relationship of the cognitive
structures of paragraph 3 to various architectural structures of physically
constructed buildings. The conclusion finally will establish this essay as the
theoretical basis for the future development of an architecture of cognitive amplification in applied projects.
2. Cognitive Theory
Perception-
Imagination- Thought
Aristotle’s
theory of memory and reminiscence is based on the theory of knowledge which he
expounds in his De anima .
The perceptions brought in by the five senses are first worked upon by the faculty of imagination, and it is the images so formed which become the material of the intellectual faculty. Imagination is the intermediary between perception and thought. Hence ‘ the thinking faculty thinks of its forms in mental pictures’. (De anima 431b 2.)
The
forming of the mental image he thinks of as a movement, like the movement of
making a seal on wax with a signet ring. This metaphor compares the inner
writing with writing on a waxed tablet suggested by the contemporary use of the
waxed tablet for writing. Cicero refers to this metaphor as follows:
‘He inferred that persons desiring to train this faculty [of
memory] must select places and form mental images in the places, so that the
order of the places will preserve the order of the things, and the images of
the things will denote the things themselves, and we shall employ the places
and images respectively as a wax writing- tablet and the letters written on
it.‘
Cicero,
De Oratore, II, lxxxvi, 351-4.
Memory and Reminiscence
In his book De memoria
et reminiscentia. Aristotle defines memory as belonging to the same part of
the soul as the imagination; it is a collection of mental images from sense
impressions but with a time element added, for the mental images of memory are
not from perception of things present but of things past. Recollection is the
recovery of knowledge from memory. By the principle of association, we find our
way among a series of remembered things or events. We can start from any locus
in the series and move either forwards or backwards from it.
The
Greeks invented an art of memory which, like their other arts, was passed on to
Rome whence it descended in the European tradition. It was an art which
belonged to the rhetoric tradition as a technique which enabled the orator to
deliver long speeches from memory with unfailing accuracy. In the ages before
printing such a trained memory was vitally important. The art consisted of
mentally creating a series of places or loci.
The commonest of mnemonic place systems used was the architectural type: The
spaces of a building were to be remembered and rigorously reconstructed
according to rules regarding right size and lighting. Within the space were
then placed images of things or words to be remembered, ranging from striking
figures of bloody goods to simple emblems like anchors or swords. The orator
would later be able to walk through his imaginary building whilst he was making
his speech, recovering from the memorized places the images he had placed on
them. Orators therefore were able to recite their speeches backwards as well,
by simply ‘walking’ in the opposite direction.
Contemporary architecture continued to be used as a
cognitive structure for memory buildings until the late Renaissance.
Internal
/ External Cognition
The
location for the practice of the art of memory is the imagination, which is the
intermediary between perception and thought.
The process of imagination can also be called internal cognition, as
described by Aristotle in his De Anima.
To understand the intuition behind information visualization on the other hand,
it is important to acknowledge the role of the external world in thought and
reasoning. This notion is sometimes called external
cognition (Scaife and Rogers, 1996) to express the way in which internal
and external representations and processing weave together in thought.
The field of Information Visualization amplifies the internal cognition by constructing a spatial external working memory, supported by the computer. The interweaving of interior mental action and external perception is the essence of the achievement of expanded intelligence. Without external aids memory, thought and reasoning are all constrained. Information Visualization is the development of external aids that enhance cognitive abilities.
Definition:
Information
Visualization:
The
use of computer- supported, interactive, visual representations of abstract
data to amplify cognition
(Card,
Mackinlay, Shneiderman, 1999).
The major purpose of information visualization is the notion of knowledge crystallization which involves getting insight about data relative to some task. An example for such a task could be research for the purchase of a computer. Such a task is one in which a person gathers information for some purpose, makes sense of it by constructing a representational framework (schema), and then packages it in some communication or action. This process of abstraction or schematization and omission of information is a fundamental principle of how an information processing organism or machine reduces the otherwise unmanageable glut of information to an amount that can be processed.
Cognitive Amplification by Visualization
Human perception divides what is seen into areas of focus and periphery. As objects are exploited, their locations become visually indexed so that search time to relocate them is reduced. The dimensions of space or patterns on the space itself, such as lines joining nodes, may be assigned meanings. As a result, objects may form a spatial external working memory. Enlarging working memory can lead to dramatic improvements of cognitive functions.
3. Cognitive
Structures: Trees, Landscapes, Networks and Galaxies
Raw
data come in many forms, from spreadsheets to the text of novels. The usual
strategy is to transform this data into a set of relations that are more
structured and thus easier to map to visual forms. Raw data are mapped into
data tables, because they clearly depict the number of variables associated
with a collection of data.
Data
tables are transformed into visual structures, which combine spatial
substrates, marks and graphical properties. Finally view transformations create
views of visual structures by specifying graphical parameters such as position
and scaling.

Fig. 2 Data Table
Spatial
position is an excellent encoding for information. The following techniques
have been developed to increase the amount of information that can be encoded
with it:
.) Composition (Mackinlay, 1986b) is the orthogonal placement of axes,
creating a 2D metric space ( Fig.3 ).
.) Alignment ( Mackinlay, 1986b ) is the repetition of an axis at a
different position in space ( Fig.4 ).
.) Folding is the continuation of an axis in an orthogonal dimension (
Fig.5 ).
.) Recursion is the repeated subdivision of space ( Fig.6 ).
.) Overloading is the reuse of the same space for the same Data Table (Fig.7 ).

Fig. 3 Spotfire, Ahlberg,
Williamson (1992)
Fig. 4 Positions on the
New York Stock Exchange (1999)
Fig. 5 SeeSoft uses a
folded axis when a software module is too large to fit in the height of the
window, Steffen, Sumner (1992)
Fig. 6 Pad++ provides
interactive zoom into a recursive space of directories and files, Bederson and
Hollan
Fig. 7 Worlds within
Worlds, Feiner, Steven, Beshers (1990)
Trees, Networks, Landscapes, Galaxies
Another type of visual
structures are trees and networks. These allow relations among objects to be
shown without the geometrical constraints implicit in mapping variables onto
spatial axes.
Classifications are ubiquitous because they help organize information in a way that hierarchically differentiates objects and reduce the amount of information that users have to cope with at one time. Classification hierarchies for biological species go back to the Swedish botanist Linnaeus, whose Systema Naturae was published in 1735. Modern hierarchies can be complex: the U.S. Library of Congress subject headings, for instance, fill 24 Volumes.
Tree visual structures encode
hierarchical data, typically by using connection or containment (fig. 8).
Connection is used to create node- link diagrams, a well known technique for encoding
relationships between cases. Trees typically start with levels that represent
the generations of children nodes.
Networks become necessary when
a tree structure is inadequate to capture the relationships among objects (fig.
9). Each node in a rooted tree structure has only one parent, and the root node
has no parent. In a network however, each node can be linked to multiple nodes,
and there is rarely a single root. Nodes and links can have multiple attributes
so that more complex situations may be represented by networks of trees. A
major application of network visualization is to hypertexts and the World Wide
Web. Some projects attempt to visualize the entire Web, the result of a search
or the set of pages visited by a user.
In information landscapes, two
axes are used for input variables, forming a sort of topography (fig. 10). The
third axis is used for an output variable. Color is used redundantly with the
third axis To increase the precision with which the height can be perceived.
Starfield visualizations display document interrelatedness as three- dimensional scatterplots (fig. 11). The key for understanding these visualizations is the notion of ‘document similarity’. The more similar the clusters and documents are to one another in terms of their context and content, the closer and more proximate they are located within the space. By exploring this space, users can quickly gain an understanding of patterns and trends within the visualized data.

Fig. 8 Horizontal Cone Tree, Information Visualization Using 3D Interactive Animation,
Robertson, Card, Mackinlay (1993)
Fig. 9 Network, Ben Fry, Asthetics and Computation Group, MIT Media Lab
(2000)
Fig. 10 Themescapes,
Wise, Pennock, Lantrip (1995)
Fig. 11 The Starlight Information Visualization System, Risch, Rex, Dowson (1997)
4. Movement and Interaction
Temporal Encoding, Animation, Space 3D + Time
Visual structures can also encode space temporally: Perception is very sensitive to changes of objects in position and color. Mapping time data into space allows comparisons between two points in time. For example if we map time and a function of time into space (e.g. time on the x- axis and accumulated rainfall on the y- axis), we can directly experience rates as visual linear slope, and we can experience changes in rates as curves. Tufte (1994) shows a more sophisticated variant in which miniature visualizations are arranged along an axis of time. This display then becomes a control for an animated sequence. Animation can be used to enhance the ability of the user to keep track of changes of view. If the user clicks on some structure causing it to enlarge, animation can effectively convey the change, whereas simply viewing the two end states would be confusing. Another use is to enhance a visual effect, like rotation to allow better reading of some complicated visual mapping.
The above paragraph discussed the use of space for mapping data into different visual forms. The computer allows them to be created at the time of use, where rapid interaction fundamentally changes the process of understanding them. Interaction in information visualization implies controlling the parameters of the visualization transformations. One method for doing this is dynamic queries using sliders to control interactive filtering.
The following techniques describe the use of interaction to keep a view of the whole data available, while pursuing detailed analysis of a part of it. One of information visualizations major virtues is to be able to handle information on a very large scale. Scale however is the major usability problem of current interfaces. One very useful interaction technique for handling large information spaces is to coordinate two displays, one giving an overview, the other giving detail (fig. 13). Typically, by adjusting the point of view on the overview, the user can select a portion on the detail display, panning or zooming in to locate information of interest. A related technique is details- on- demand, where a detailed display pops up within a main overview display only when requested (fig. 12). An interesting variant to the overview and detail idea is the notion of focus and context. In this case essentially, the detail area is embedded in the overview. This produces a two- level focus and context display such as a bifocal lens. This permits ‘semantic zooming’, in which zooming for detail does not result in just a strict enlargement (fig. 14).

Fig. 13 Overview and Detail, with intermediate view, See Soft, Lucent Corporation (1993)
Fig. 14 Extending Distortion
Viewing from 2D to 3D, Carpendale, Cowperthwaite et al. (1997)
At
the highest level information visualization helps users to access information
outside their immediate environment, such as the internet (fig. 15). This
information collectively is sometimes called the Infosphere. It is the place to find information needed for work. At
the next level an intermediate level of application can be defined as the Information workspace (fig. 16).
Information workspaces are oriented not around visualizations themselves, but
around tasks. An information workspace might contain several visualizations
related to a task. The invention of the desktop metaphor for PCs was an
important advance in user interfaces, and information visualization could play
a significant role in advancing the techniques of workspaces that can handle
information on a larger scale. The information workspace is the place to hold
work in progress and to remind the user of materials. At the third level are visual knowledge tools (fig. 16). These tools contain a visual
presentation of some data set and a set of controls for interacting with that
presentation. These tools constitute the substrate into which data are poured
and manipulated. They are used for pattern detection and knowledge
crystallization. At a fourth level are visually
enhanced objects, coherent information objects enhanced by the addition of
information visualization technique. An example might be the medical
illustration of a body part or some other physical object, which is known in
advance (fig. 17).

Fig. 16 The Starlight Information Visualization System,
Risch, Rex, Dowson (1997)
5.
Information Buildings: Historical and Contemporary Examples
This paragraph
focuses on visualization examples which are supported by the use of
architectural metaphors. It first investigates historical examples which were
imagined internally by the art of memory. These are then followed by two
contemporary examples, where information visualization meets architectural
buildings.
The most powerful
examples of internal cognition as exercised in the art of memory can be found
in the Renaissance, when the art culminates in the hermetical, neoplatonist
memory systems of Giulio Camillo, Giordano Bruno and Robert Fludd. All of these
systems are based on the philosophies of the Egyptians, the Corpus Hermeticum, the philosophies of
the Pythagoreans and the Hebrew tradition of the Cabala. Mind and memory are
considered divine, having the power to grasp highest reality through magically
activated imagination.
The
Renaissance Memory Theatre of Giulio Camillo
The
first example is Giulio Camillo’s adaptation of the Vitruvian theatre for his
mnemonic purposes (fig. 18). The architectural counterpart is Palladio’s Teatro
Olympico, which was also based on the Vitruvian theatre (fig. 20). Camillo’s
wooden model is large enough to house two people. The auditorium rises in seven
grades, which are lavishly decorated and would be too narrow for an audience to
sit on (fig. 19). This does not matter as the function of the classical theatre
is reversed and a solidary spectator stands where the stage would be and looks
towards the auditorium (fig. 19). On each of the seven gangways are seven gates
or doors, which in the original theatre were entrances for the spectators. On
these doors, memory images are placed, which represent the expansion of the
universe from first causes through the stages of creation. Under these images
are drawers or boxes, containing speeches based on the works of Cicero, related
to is the subjects recalled by the images. The seven grades of the theatre are
divided into 3 realms: The inferior world, the heavens and the supercelestial
world. Camillo compares the inferior world to a forest of trees, in which we
would be lost, were there not the hill into the heavens from which we can see
the whole forest from above. The theater served the two following purposes:
to find things and words whenever
needed and to give true wisdom, as the idea of memory is organically geared to
the universe.

Fig. 19 The Memory
Theatre Of Giulio Camillo based on L’Idea
del Teatro, transcribed by Frances Yates
Fig. 20 The Teatro Olympico,
Vicenza by Palladio
In
his book De umbris idearum,
1582, Giordano Bruno develops a
cognitive system consisting of concentric wheels (fig. 24). The images on the
inner wheel include images of the decans of the zodiac, images of the planets,
the mansions of the moon and the houses of the horoscope. On the outer wheels
are placed the contents of the inferior world and all arts and sciences known
to man. These images form combinations as the wheels revolve. By arranging and
manipulating the star- images one can change the stellar influences on the
inferior world. This astral memory therefore gives not only knowledge, but
powers.
In
his book De imaginum, 1591, Bruno
proposes a similar memory system based on architectural objects (fig. 22). He
uses a sequence of memory rooms which are based on a geometry which is worked
from above by celestial mechanisms. Everything that can be said, known and
imagined is to be memorized through the images in his atria, fields and
cubicles. Everything in the lower physical world, all plants, stones, metals,
animals, every art, science, invention and all human activities are included.
This system is encyclopedic like the one in De
umbris idearum, in which all the contents of the world were included on the
wheels surrounding the central wheel with its celestial images.
In
accordance with the ancient Egyptian text, The
Corpus Hermeticum, Bruno’s astral forces were instruments of the divine;
beyond the operative stars there were yet higher divine forms. The highest of
all forms was the One, the divine unity. The aim of the memory system was to
achieve this unifying vision, the hermetic monad.

Fig. 22 Memory System from Figuratio Aristotelici physici auditus, Bruno (1586)
Fig. 23 The Heaven, De imaginum compositione, Bruno (1591)
Robert
Fludd is the last outpost of the Renaissance Hermetic tradition, in times when
the modes of Hermetic and magical thinking were heavily under attack from the
rising generation of 17th century philosophers. His outlook is very
much like the one found many years earlier in Camillo’s theatre. In Fludd’s Utriusque cosmi,.., he proposes a memory
system based on two worlds, the macro and the microcosm. The macrocosm contains
‘ideas’ such as spirits, souls, angels, demons, effigies of stars (fig. 25).
The microcosm contains corporeal images of men, animals and inanimate objects
and real buildings. These buildings are called ‘theatres’ and precisely mean
stages on which the imaginary comedies and tragedies are acted (fig. 26).
Fludd’s work is richly illustrated with engravings to visually illustrate his
philosophy. His illustration of the stage is based on the wooden public
theatres of the English Renaissance, such as Shakespeare’s Globe theatre which
was erected on the Bankside in London in 1599.

Fig. 25 The Zodiac from Ars Memoriae in Utriusque Cosmi,.., Fludd (1619)
This
historical investigation is now followed by two contemporary examples, in which
information structures are related to architectural buildings:
The
Information Visualizer
This
visualization evolves the Rooms multiple
desktop metaphor into a workspace for information access, an information
workspace.
The
heart of the Information Visualizer architecture is a controlled resource
scheduler, the Cognitive Coprocessor architecture, which serves as an animation
loop and scheduler for application and interface agents (fig. 36). The basic
building block in the Visualizer are Interactive
Objects, which form the basis for coupling user interaction with the
behavior of the application and offloading work to interface agents.
Interactive objects include text, buttons, doors, sliders and thermometers for
feedback indicators. Interactive objects are generalized to the point that
every visible entity in the simulated scene, the walls, floor and ceiling of
the 3D rooms are Interactive Objects. Finally, all application- specific
artifacts placed in the rooms are Interactive Objects.
Room buttons for instance are
used for movement, new interface building blocks and task assistance by agents.
A button has an appearance (typically a bitmap) and a selection action which is
executed when the button is pressed.
The
Information Visualizer explores 3D visualizations of some of the classical data
organizations:
.)
Hierarchical, the cone tree (fig. 29)
.)
Linear, the perspective wall (fig. 31)
.)
Spatial: The spatial structure of a building can be used as a structural
browser for people. Selecting an organization produces the names and pictures
of its members and selects their offices. Clicking on offices retrieves their
inhabitants. (fig. 30)
.)
Continuous: the data landscape
.)
Unstructured; the information grid
All
these visualizations are contained in information rooms, which are linked by
doors. Doors are interactive objects which allow users to move from one room to
another. They support either manual control or scripted animation of opening.
An
overview shows all the 3D workspaces at the same time, which is the information
building in its entirety. In order to divide the surface of the screen
efficiently, the technique of recursion
is applied. Small reproductions of all the information spaces are aligned along
a 2- dimensional grid. By clicking on these icons in the overview, users can
access the actual workspaces.
The
navigation techniques used are the walking
metaphor and point of interest
logarithmic flight for rapid,
precise movement relative to objects of interest.
Associative
retrieval based on linguistic searches can be used to highlight portions of an
information visualization. Thus traditional associative searches can be
combined with structural browsing.

Fig. 27 Information
Visualizer Overview, Information
Visualization using 3D Interactive Animation, Robertson, Card, Mackinlay
(1993)
Fig. 28 Large Tree
visualization, ibid.
Fig. 29 Horizontal Cone
Tree visualization of a directory hierarchy, ibid.
Fig. 30 Visualization of
partial floor plan of Xerox PARC, ibid.
Fig. 31 Perspective Wall
visualization of files, ibid.
The
New York Stock Exchange
At
the New York Stock Exchange (NYSE) an average of $38 billion in trades occurs
daily. During the last ten years, trading volume has quadrupled from 42 billion
shares in 1989 to 170 billion in 1999. This increase in volume and velocity of
trades has produced a vast amount of data, which have to be converted in
information which can be readily used and managed. With Silicon Graphics
imagery, the NYSE floor operations group has consolidated continuous data
streams from the Exchange’s trading systems into the world’s first large- scale
virtual environment for business applications.
The
NYSE’s data processing branch, the Securities Automation Corp. (SIAC), hired
Asymptote Architects of New York in an early stage of the project to design the
virtual environment and the associated 4 by 6 foot physical workspace which
houses the 3D model and facilitates operations control (fig. 35). Users had to
be able to easily understand the spatial relationships and animations which link
and convey the data information and navigate the environment quickly and
efficiently. This 3 dimensional model is an architecturally accurate
representation of the physical trading floor and monitors and interprets all
the NYSE’s business and systems activity in real time (fig. 33). The operations
staff can measure trading volume and velocity, monitor exceptions to
established thresholds and draw correlations among stock and data elements in
real time.

Fig. 32 Stock Data
Visualization, The New York Stock
Exchange (1999)
Fig. 33 3D Virtual Trading
Floor, Overview, ibid.
Fig. 35 The GUI for the 3D
system is centrally located between actual trading rooms, ibid.
6.
The
Architecture of Cognitive Amplification

Fig. 36 Cognitive Coprocessor Interaction architecture, Information Visualization using 3D
Interactive Animation, Robertson, Card, Mackinlay (1993)
We
have seen in the memory buildings of the Renaissance, how a micro and a
macrocosm were combined to comprehend the workings of the universe (Fludd,
1619). An array of buildings were constructed, inspired by auditoriums, stages
or rooms which were connected to the zodiac and supercelestial realms, which in
their terms influenced the inferior realm, the physical world. In Camillos’s
theatre, images were aligned on the grades of his auditorium, which were
connected to drawers of text underneath them. This idea can be interpreted as
an early version of hyperlinks which are opened through icons, connected by the
structure of a network such as the World Wide Web. The ‘stage’ desktop as used
in interface design reminds us of the same metaphor in Fludd’s microcosm. Or we
think of the brokers of the New York
Stock Exchange who are, not unlike Bruno and his metaphorically magic memory,
manipulating and tracking large amounts of money in real time, immersed in the
virtual cosmos which is their trading floor.
In the practice of the Art of Memory, the structure
of physical architecture was used to support images related to information to
be remembered. This mental support was consciously enriched by notions of size,
lighting, color, animation, allegory and particularity of imagined characters.
This application shows the knowledge the Greeks developed to facilitate
memorization. They understood the supportive role of spatial structure, color,
light and animation for memory. These ideas are being applied in our time for
the development of the computer- user interface. As Brenda Laurel has shown in
her book The Art of User- Computer
Interface Design (1998), animated icons, color and space, the use of the
stage metaphor all support the understandability of the interface and ease of
use of it as a tool for work and learning.
As
indicated in paragraph 1, this essay has shown the logistics, entities and
structures through which large amounts of raw data a transformed into
cognitively understandable patterns. The development of these patterns were
shown through the viewpoint of historical interpretations of the problem and
their relation to architectural structure.
The analogy between information
and building is inherent in the definition of the word structure:
Structure
1.
a whole constructed
unit, esp. a building
2.
a set of
interconnecting parts of any complex thing; a framework (the structure of a sentence, a new wages structure)
3.
v.tr. give
structure to, organize, frame
The Oxford Dictionary and
Thesaurus ( 1991)
It
was shown that in the early stages of philosophy, cognitive patterns were
equated to architectural structure as in the form of antique buildings. The
array of column grids in antiquity, the line of buildings along a street were
used as templates for mental patterns, onto which images were applied to support
memorization. Only in the late middle ages, initiated by Raymond Lull,
information started to emancipate itself from architecture, to develop its own
structures, away from buildings in the shape of abstract wheels, trees and
ladders.
From
this time onwards, through the age of the enlightenment with the development of
scientific methods by Descartes, Hume and Leibniz, the amount of classified
data grew exponentially until the present day. The vast amounts of information
of today, often changing at the speed of light and having to be experienced in
real time, cannot possibly be understood without 3- dimensional, interactive
representation. Architecture is in the process of making its way back into
information visualization on various levels. First, and most closely to the
human user, the metaphorical desktop is on its way of being projected into the
third dimension, where it will not continue its existence in the present form.
With the unfolding of 3- dimensional space in front of the user a new dimension
is opened up in which new metaphors are needed for its control: the world,
cosmos, landscape and building. And as in the physical world, so in the virtual
world does architecture ground its users.
As
shown in the example of the Information
Visualizer, metaphorical rooms start to envelop and classify pure
information structures such as trees and landscapes, where the user comes to
interact with them. In this case architecture appears on two levels:
1.
As an image of its own office building, showing its three floors, the practice
areas within the office and the employees working in them. By clicking on a
respective office on the screen, the employees who work in it can be contacted.
In this respect we realize that architectural structure itself is used as a device
to divide regions of activity into understandable patterns. In the case of
practice areas within an office, spatial distance equals programmatic distance.
2.
With its metaphorical rooms, the entire interface becomes architectural. Once
again we see an information architecture, which as in the Renaissance is
modeled following a physical example. The workspace rooms are aligned along a
virtual corridor, interconnected by doors through which users can move. We can
detect a virtual adaptation of the physical office itself. This representation
becomes interesting at the moment of the ‘overview’, the point from which the
user sees the metaphorical building in its entirety, when all the ‘rooms’ are
lined up across the screen along a grid as on a façade (fig. 27). What can be
seen here is the virtual version of the ‘outside’ of the information building.
As we can see the entire volume of a physical building from its exterior, so
also here do we see all the rooms at once, aligned in a grid as on a façade.
Only, here, the building becomes flat, aligning its rooms along the surface of
the screen, giving the user an overview of what becomes a cognitive façade.
As
shown in the example of the New York Stock Exchange, physical architecture is
used to carry screens of information which then are mirrored altogether in a
virtual workspace. This workspace is used to reduce navigation time around the
physical space and be able to track anomalies in data on one screen. Therefore
the information contained on 2- dimensional screens across an entire physical
space can be perceived compressed on one screen. In this case physical
architecture and its virtual counterpart have entered a genuinely profitable
symbiosis.
It
was shown that raw data can be structured in various ways, depending on the
nature of their contents: clusters as in starfields, trees, landscapes,
networks or architectural buildings. The architectural metaphor, when related
to its physical counterpart, provides context and base for the pure information
structures. In large and complex networks, the above types can be combined:
networks of trees, trees of networks. This notion casts a light on the exterior
and interior of the metaphorical building. When its rooms contain galaxies of
trees, for examples, its traditional role of containment is inversed: it
contains a universe rather than being part of it. Or, if the nodes on the tree
within the building contain other rooms of itself which contain other nodes of
the tree, the building is part of a pure information structure. Information
then becomes part of the architecture’s internal logic.
This
essay has analyzed information visualizations in all its forms. Their
relationship to architectural structure was discovered. As was shown in this
elaboration, the insight gained can be used for the actual design of
consciously symbiotic design between the amplifying qualities of structured
information and the virtually grounding qualities of metaphorical architecture.
Bibliography
Ahlberg,
C., Williamson, C., Shneiderman, B., Dynamic
Queries for Information Exploration: An Implementation and Evaluation.
Proceedings of CHI’92, ACM Conference on Human Factors in Computing Systems,
619- 626, New York, 1992
Aristotle, De anima, translation by D. Hamlyn, Clarendon Press , Oxford , 1968
Aristotle,
De memoria et remeniscentia, translation
by T. Ross.,The University Press , Cambridge, 1906.
Bederson,
B., Hollan, J., Pad++: A Zooming Graphical Interface for Exploring Alternate
Interface Physics, Proceedings of UIST’94, ACM Symposium on User Interface
Software and Technology, 17- 26, Marina del Rey, CA, 1994
Bruno,
G., De umbris idearum…& non vulgares
per memoriam operationes explicatis, apud Aegidium Gorbinum,
Paris,
1582
Bruno,
G., De imaginum, signorum et idearum
compositione, ad omnia inventionum, dispositionum et memoriae genera Frankfurt, 1591
Bruno,
G., Figuratio Aristotelici physici
auditus, Paris, 1586
Bruno,
G., De imaginum compositione, Frankfort,
1586
Burch.,
H., Cheswick., B., Skitter, Cooperative
Association for Internet Data Analysis (CAIDA), Lucent Bell Laboratories, 1999
Camillo,
G., Tutte le Opere, Venice, 1552
Card,
S., Mackinlay J., Shneiderman, B., Readings
in Information Visualization; Using Vision to Think, Morgan Kaufmann
Publishers, Inc., San Francisco, 1999
Carpendale, M., Cowperthwaite, D., Fracchia, F., Extending Distortion Viewing from 2D to 3D,
IEEE Computer Graphics and Applications, July/ Aug., 42- 51, 1997
Cicero, Ad C. Herrennium de ratione dicendi, rhetorica
ad Herennium / English translation by Harry Caplan, W. Heinemann, London 1954.
Cicero, M., De oratore / English translation by E.W.
Sutton, London : W. Heinemann , London, 1942.
Eick,
S., Steffen J., Sumner, E., Seesoft- A
Tool for Visualizing Line Oriented Software Statistics, IEEE, Transactions
on Software Engineering, 18 (11.Nov), 957- 968, 1992
Feiner,
G., Steven, K., Beshers, G., Clifford K., Worlds
within Worlds, Metaphors for Exploring n- Dimensional Virtual Worlds.
Proceedings of UIST’90, ACM Symposium on User Interface Software and
Technology, 76- 83, 1990
Fludd,
R., Utriusque cosmi, maioris scilicet et
minoris, metaphysica, physica atque technica historia, Tomus Secundus,
Oppenheim, 1619
Lamping,
J., Rao, R., The Hyperbolic Browser: A Focus
and Context Technique for Visualizing Large Hierarchies. Journal of Visual
Languages and Computing, 7(1), 33- 35, 1996
Laurel, B., The Art of User- Computer Interface Design,
1998The Art of human-computer interface design / edited by Brenda Laurel. Reading,
Mass ; Wokingham : Addison-Wesley Pub. Co , c1990. xvi,523p, [16]p of plates :
ill ; ports. (some col.) ; 26cm.
Linnaeus,
B., Systema Naturae , Oslo, 1735
Moltenbrey,
Karen, Taking Stock, The New York Stock
Exchange Adds a New Dimension to Wall Street with a 3D Trading Floor,
Computer Graphics World, October 1999
Robertson, G., Card, S., Mackinlay J., Information Visualization using 3D Interactive Animation, Communications of the ACM, 36 (4), 57- 71, 1993
Riccio del, A., Arte della memoria locale, Biblioteca Nazionale, Florence, 1595
Risch, J., Rex, D., Dowson, S. et al., The STARLIGHT Information Visualization System. Proceedings of IEEE International Conference on Information Visualization, 42- 49, London, 1997
Scaife,
M., and Rogers, Y., (1996), External
Cognition: How Do Graphical Representations Work?, Internal Journal of
Human- Computer studies, 45 (2), 185- 213
The Oxford Dictionary and
Thesaurus, Oxford University
Press, Oxford, 1991
Tufte,
E., The Display of Quantitive Information,
Graphics Press, Cheshire, CT, 1983
Tufte,
E., Envisioning Information, Graphics
Press, Cheshire, CT, 1990
Wise, J. A. Thomas, Pennock J.J., Lantrip K., Visualizing the Non- Visual: Spacial Analysis and Interaction with Information from Text Documents, Proceedings of InfoVis’95, IEEE Symposium on Information Visualization, New York, 51- 58, color plate 140
Yates,
F., The Art of Memory, Pimlico,
London, 1966