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Cybercartography

Cybercartography. Sunir Shah (993610990) CSC2514; November 13, 2003. Space vs. spatiality. SPACE Absolute; e.g. Aristotle, Euclid, Des Cartes, Newton Objective, empirical, analytical  Directly represent underlying data structure. SPATIALITY “Read”; socially constructed; post-modern

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Cybercartography

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  1. Cybercartography Sunir Shah (993610990) CSC2514; November 13, 2003

  2. Space vs. spatiality • SPACE • Absolute; e.g. Aristotle, Euclid, Des Cartes, Newton • Objective, empirical, analytical •  Directly represent underlying data structure. • SPATIALITY • “Read”; socially constructed; post-modern •  Represent or reflect user’s mental model • Designed, built, or enlivened. (Dodge & Kitchin, 2001b)

  3. Artistic maps • Metaphoric • Abstract • Non-interactive • Inaccurate • Yet reflects artist’s conceptual model • Spatiality • (Ugly? Artistic?) (December, 1994 as qtd. in Dodge & Kitchin, 2001b)

  4. Artistic navigable maps • Artistic! personal homepage • Page structure fits metaphor • Fully conceptual  spatiality • Hypertext; clickable. Shelly Jackson (1997) The body. http://www.altx.com/thebody/body.html

  5. AlphaWorld http://mapper.activeworlds.com; (Dodge & Kitchin, 2001a)

  6. Hand drawn • Kunark region • EverQuest • Accurate •  Space http://www.tapr.org/~OutridersKarana/

  7. “3D” • Physical model! • Cubes rooms; rods links • Spheres teleports •  Logical adjacency map • Logical? Of course… • Non-Euclidean data structure • …but close. (Vollaro, Sealer, & Anders, as qtd. in Dodge & Kitchin, 2001a)

  8. Automatically drawn • Automatically maps • Only what user has seen • No spidering! • No long downloads! • Change awareness. • Automatic! • Also interactive • Click to autowalk http://www.zuggsoft.com/zmud/screen.htm

  9. Text chat • Identities are text • Multiple chat rooms, where? • Overlapping conversations • Invisible (non-manifest) • Scrolls rapidly • History  context • Work around? • Ugly http://web.media.mit.edu/~fviegas/circles/new/examples.html

  10. Graphical chat • Identities are icons • No improvement on • Overlapping • Multiple chat rooms • No history; context! • No spatial relationship • Absurdist (?!) (The Palace as qtd. in Dodge & Kitcin, 2001b)

  11. Virtual reality • Embed social interaction in 3D space • Avatars  identities • Real world metaphor, really? • Again absurdist (?!!) •  Nielson: Minimalism! (OnLine! Traveler. as qtd. in Dodge & Kitcin, 2001b)

  12. Chat Circles • Clustered • “Audible range” • “Shape” of conversation • Identities visually distinct • Lurker awareness • Crowd numbers seen • No history ( extra UI) (Viegas & Donath, 1999)

  13. Design as art • Network topology • Accurately reflects source space • Very large data set! •  Artistic representation • This space is fundamentally socially constructed • Space, yet spatiality? • Objective, social maps? Hyun, Y. (2000) http://www.caida.org/tools/visualization/walrus

  14. References cited Dodge, M., and Kitchin, R. (2001) The Atlas of Cyberspace. Pearson Education: London. Dodge, M., and Kitchin, R. (2001) Mapping Cyberspace. Pearson Education: London. Viegas, F. and Donath, J. (1999) Chat Circles. Proceedings of CHI 99 Conference on Human Factors in Computing Systems, Pittsburg, USA, p. 9-16; available at http://www.media.mit.edu/~fviegas/chat-circles_CHI.html

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