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THE
COMPUTABLE CITY
Michael Batty
Centre for Advanced
Spatial Analysis,
University College London, WC1E 6BT, UK
ABSTRACT
By the year 2050, everything around us will be some
form of computer. Already, we are seeing a massive
convergence of communications and computers through
various forms of media. Computerized highways are in
prospect and smart buildings are almost upon us. As
planners we are accus-tomed to using computers to advance
our science and art but it would appear that the city
itself is turning into a constellation of computers. The
implications of this for city planning are enormous. New
data sources emerging in real time, and software to
understand many elements of the working of cities such as
simulation games and GIS are now widespread. The
juxtaposition of media that a generation ago we would
have been regarded as unthinkable is generating entirely
new opportunities for understanding and planning cities.
This paper raises these issues through a travelogue
across the Internet. Ideas for what is becoming possible
in our domain are illustrated from that latest of
networking triumphs, the World Wide Web, from which we
draw examples of cities in situ, in vitrio, in the
abstract, in real time, and in cyberspace. Point and
click on the title The Computable City on our homepage
http://www.geog.ucl.ac.uk/casa/to generate these. For
more material on the virtual city and its simulation CLICK ON
OUR Virtual London Project and to see related
materials HERE
AGAIN
A CONTINUING REVOLUTION
This past Christmas, my wife bought a mid-range
Macintosh computer from a supermarket in England for
word-processing. The model on offer contained a digital
television tuner and a CD player which we thought might
be useful especially as I envisaged that I might learn
how to make QuickTime movies if I could snatch a bit of
spare time. When we got the machine home and switched it
on, we experimented with the multimedia and soon
discovered that not only could you record as much TV as
your hard disc could contain, play it back, edit it, but
you could freeze frames and immediately print them, you
could load them into drawing packages and you could
cannibalize them for other purposes. Even more remarkable
was the fact that the tuner was also able to access the
two passive information systems which have been available
for almost 15 years in Britain - Ceefax and Oracle which
the BBC and ITV channels run respectively. Our regular TV
in the corner of the room could do none of these things
and thus quite unwittingly we were already in possession
of the ultimate electronic box which represents the
convergence of the computer, the television, the fax and
every other electronic media which the pundits are still
telling us will only happen by the end of the century !
Three years ago at Sun Microsystems in Mountain View I
had seen workstations with TV windows running alongside
other software but I had not expected to see them so soon
on a low-cost Macintosh. You cannot yet buy one of these
machines in the United States and despite my best
efforts, I cannot find out why. I suspect it is something
to do with the way television is regulated in each
country for it clear that the technology is there and in
fact has been for some time. In Berkeley recently, Pravin
Varaiya who is the Director of the PATH program which is
developing automated highways, also told me that they had
attached a couple of cheap still cameras to their
Macintoshes and that software was now available on the
Internet which enabled them to turn their machines into
videophones. In short, it is possible to have real time
video hookups on the Internet across the world
essentially providing free voice and video mail. TV, fax,
videophone, computer all in one, forming the ultimate
communications device.
What is so remarkable about all these events and many
others which are besieging us daily is not that they are
technologically surprising but that the speed at which
they are being developed is so astonishing (Negroponte,
1995). Computers, after all, as the pioneers such as
Turing, von Neumann and others told us 50 years ago, are
universal machines, but we still find this hard to
absorb. Technologies which lead to sweeping changes
within society usually result from innovations whose
impact is largely unforeseen at the time of their
creation (Hapgood, 1993). Computers provide the very best
example of this phenomenon. In the immediate aftermath of
their simultaneous invention in a number of places during
World War 2, the conventional view amongst the industry's
founders was that no more than a handful would ever be
required, and these would be used solely for scientific
purposes. 30 years later just prior to the development of
the personal computer, IBM, Hewlett Packard and DEC - the
leaders of the mainframe and minicomputer industries -
all went on record as doubting that the microprocessor
could ever become the basis for devices as ubiquitous as
the television and the telephone. This was less than 20
years ago.
The history of computing is full of such examples.
Even the greatest visionaries such as von Neumann
(Macrae, 1992) who predicted that computers would
revolutionize science, and Vannevar Bush (1945) who
foresaw the development of multimedia, failed to see the
profound impact these technologies would have on material
production as well as social behavior. Not only was the
path to miniaturization barely foreseen, but perhaps more
important, the convergence of computers and
telecommunica- tions which now represents the cutting
edge of the revolution, was largely unanticipated. At
present, there is much speculation that interactive
television, multimedia, and networking will change
behavior in ways we cannot envisage, yet the really
radical notion that all our material infrastruc- ture
from communications to shelter is turning into computers
still seems far fetched. But within 50 years, everything
around us will be some form of computer and the ways we
will access this and use it to interact with each other
will be through software. By the mid-twenty-first
century, cars will be computers, buildings will be
computers, entire cities will be computers, all wreaking
profound changes on the form and functioning of our
environ- ment and the ways we will seek to understand and
change it. The interaction of computers across networks
reflected in SunÕs slogan ÒThe computer is the network,
the network is the computerÓ, is not simply leading to
an order of magnitude change in computer power, as if
that is not enough. It is leading to a deep qualitative
change in what computers are being used for. The
telephone and the television provided new media for
active and passive interaction but the computer is
generating a qualitative change in computational
interaction which is considerably more powerful than any
interactive media developed so far. The dominant paradigm
for this is, of course, the network (Kelly, 1994) which
is enabling many new functions and forms of behavior to
be developed. Apart from the obvious possibilities of
remote computing, access to information services such as
data, libraries, software for computing, text processing
and design etc. over the net is enabling entirely new
ways of working as well as new forms of work. Such
opportunities generate different forms of interaction
which both substitute for and complement one another in a
myriad of unanticipated ways, thus leading to new forms
of social behavior. This, in effect, is but one of many
indicators that social structure and behavior is becoming
ever more complex, with important implications for our
understanding and planning of cities and regions.
This conference is mainly about the uses of computers
in understanding and planning cities, and until quite
recently, this was the predominant role for computers in
planning. But it is increasingly clear that computers are
now changing the very systems that we are seeking to
understand using the same computers, and this in itself
is generating important consequences for how we use
computers in planning, consequences which have barely
been raised to date. We will explore this conundrum here,
suggesting that it is important to examine the ways in
which computers are changing the methods for
understanding as well as changing the structure and
dynamics of the city itself. This is the phenomenon that
we will refer to as The Computable City. In the past, the
ways we have used computers to understand and help in
planning the future city have been quite different from
our concern for how computers and information
technologies change the city, but with the recent
proliferation of local and global information networks,
these two domains have begun to collide and coincide.
This is best seen in the fact that computer hardware and
networks as well as software used traditionally to
understand the city by professional researchers and
planners are now being used by a variety of interests and
agents whose concern is somewhat different, involving the
very actions and behavior that we are usually see as
composing the fabric and structures to be understood and
planned for. Of course, this coincidence of those
planning and those planned for is hardly new. Social
scientists have, for long, pondered the intersection of
interests between planners and the planned, and the
degree to which an appropriate understanding of urban
behavior can be seen in terms of one domain rather than
the other. But in the context of computation and
particularly the use of networks and computers, this
difference and coincidence takes on a new significance
which we will begin, albeit in a rather preliminary and
somewhat cavalier way, to discuss here.
In the rest of this paper, we will first outline a
simple framework for reconciling our knowledge about how
we use computers to begin to plan for cities that are
composed of these very same machines. The network
paradigm that is emerging is helpful to us here and we
will illustrate several examples of the ways in which
computation is changing our perceptions of the city using
the latest Internet fashion of the moment, the World Wide
Web (WWW), to present our thoughts. We explore how we can
use computers to watch real cities, how we can simulate
abstractions of cities, how we can use computers to learn
about cities, and how we can live and work within virtual
cities. Our examples simply give us a glimpse of the kind
of computable city which is emerging, one which is
changing daily and which will have changed substantially
by the time this paper is formally presented.
COMPUTERS FOR PLANNING : PLANNING FOR COMPUTERS
Most of our applications of computers for
understanding and planning cities have been for purposes
of analysis, modeling and design, for storing data, and
perhaps more recently for communicating data and ideas.
Only very recently has the notion that computers might be
more than simply a means for a better understanding and
that computation might be more than simply scientific
analysis become significant. Over 30 years ago, Meier
(1962) speculated upon the notion of the city as a formal
mechanism for communi- cations and there has been a
stream of work on the new geography of high technology
production and services (Castells, 1989) but in a sense,
this has remained very separate from the use of computers
within the planning process. Different ideologies and
interests pertain to these two domains and so far, their
study has had little in common.
It is the synthesis of computers and
telecommunications which threatens to change all this.
The emergence of computer networks which are able to
monitor systems in real time while simultaneously
allowing analysis of those same systems is something
which is very new, at least on a wide- spread scale. The
increasing convergence of the non-routine and the routine
in the same set of technologies is making possible the
study and analysis of systems in a way that was not
possible hitherto. Furthermore, the fact that so much
routine behavior which has an impact on the city is now
being ÔinfluencedÕ by electronic networks is changing
the very phenomena which planners and spatial analysts
have traditionally studied. It is a cliche to say that
computers and telecommunications are annihilating
distance as much they are changing time but there are
substantial changes underway which will probably change
the very notion of the city which we have grown up with.
Moreover, what is going to be very clear in the future is
that to study cities in any manner, it will be necessary
to use diverse methods of computation which will vary
from the straightforward browsing of digital data to much
more sophisticated methods of simulating futures. To plan
those same cities, we will have to complement our set of
planning tools with those that involve the design,
operation, and selection of different types of networks
and information.
This is a complex prospect and we need some way of
making sense of it all. First let us make a distinction
between the material and nonmaterial worlds which in
terms of cities we may think of as infrastructure and the
way populations behave within that infrastructure
respectively. The study and planning of cities has always
approached this distinction with respect to how human
behavior influences physical form and space although
these limits have been the subject of intense debate in
the last 30 years. Part of human behavior is our quest to
understand and plan the city although many have argued
that this activity must be treated no differently from
any other type of behavior which affects the city.
Nevertheless, a distinction must be made, otherwise there
would be no distinct professional activity or concern.
When computers were first invented 50 years ago, they
gradually en- croached upon these professional concerns
and by the 1960s had become significant enough to
constitute a separate field of inquiry, notwithstanding
the controversies such approaches implied. But only
recently have computers through networks begun to
dramatically affect both the infrastructure of the city
as well as those other forms of behavior which planners
and urban analysts view as determining spatial and social
structures.
In short, computers which were once thought of as
solely being instruments for a better understanding, for
science, are rapidly becoming part of the infrastructure
itself, controlling new infrastructure through their
software, influencing the use of that infrastructure, and
thus affecting space and location. In one view, the line
between computers being used to aid our understanding of
cities and their being used to operate and control cities
has not only become blurred but has virtually dissolved.
In another sense, computers are becoming increasingly
important everywhere and the asymmetry posed by their
exclusive use for analysis and design in the past and
their all pervasive influence in the city is now
disappearing. In both cases, the implication is that
computers will have to be used to understand cities which
are built of computers.There will be no other way.
It is easy to make too much of these events. For some,
cities will never be perceived as being formed from
computers and networks, and of course, ours is only a
partial view. For a long time to come, the line between
computers in cities and everything else will be a clear
one and it will be necessary to extend our understanding
across this line. In fact, this means that our
understanding of cities and their planning is more
complex than ever it was a generation of more ago, for
now we need to consider new forms of network as well as
the traditional ones based on material physical
infrastructures. Besides adding to complexity through
increased opportuni- ties for interaction and new forms
of organization, cities are becoming increasingly
invisible to study and analysis in traditional ways as
more and more electronic media appear. As we will argue
later, it is very likely that the degree of complexity
will soon overwhelm traditional approaches to social
control and this is already seen in the massive
decentralization which computers are hastening (Kelly,
1994; Resnick, 1994).
In this paper, the lens through which we are viewing
the city is the computer and we will direct all
subsequent discussion this way. We will, in fact, make a
distinction between real cities as viewed using computers
and abstract cities as simulated on computers. By real
cities, we mean those elements of cities which we might
study using computers which detect and control elements
such as transportation networks, utilities, remote
sensors, and other data. In contrast, the study of
abstract cities involves the use of computers for
analysis and modeling, removed somewhat from the routine
and nonroutine functioning of cities in which control is
the modus operandi. Between these two poles lies the use
of computers for interacting within cities, for buying
and selling, for leisure, for work and for a host of
activities that were previously carried out without
computers. This is the virtual city, it is cyberspace,
the world of email, the net, and such like. Connected to
this, is the world of structured learning which in terms
of our understanding of cities involves the real, the
abstract and the virtual in diverse combinations.
Our perspective is hardly well-formed, nor is it
comprehensive but our purpose here is to raise questions
and illustrate examples of what is happening. To this
end, we will discuss these different views of the
computable city in terms of how we might use computers to
watch real cities using online data, to simulate
abstractions of cities perhaps using the same online
data, to learn about cities using both these media, and
lastly to explore the new world of the virtual city in
which traditional forms of interaction are being both
substituted for and complemented by the new media.
WATCHING REAL CITIES
From the beginning in the 1950s, computers have been
used to store and process data of use to city planners.
Before the dawn of the digital computer, as far back as
Herman Hollerith, computational devices were used for
such data. Indeed, the original momentum for widespread
digital computation came from the development of
information systems for transactions processing. Although
most digital data for cities until quite recently has
been available for nonroutine functions such as that
collected by the population censuses, routine data is now
becoming available. Real time data from industrial
concerns has been available for a while as has financial
data but now data pertaining to functions relevant to
physical and spatial problems is online. Satellite data
is routinely available at the global level over the
Internet as illustrated by the numerous online weather
reports but the most significant types of data pertain to
traffic and movement. Real time traffic volumes and
speeds, levels of congestion and accident hot spots are
available at an increasing number of sites if one has the
technology to access this, thus making possible analysis
which is close to real time. Three examples which have
appeared on the WWW within the last 6 months make the
point.
Our first is available from the California Department
of Transportation - CALTRANS - and associated sites
involved in monitoring traffic in the State. Real time
reporting of traffic speed and volumes in tabular or map
form are available for a cluster of cities. We illustrate
the case of San
Diego in Figure 1
(http://www.scubed.com:8001/caltrans/sd/big_map.shtml)where
we show traffic volumes on the main highways which change
every five minutes as new data is fed across the net to
the Web. The data is probably still only of novelty value
and it is unlikely that much real time analysis can yet
be done with this. But the fact that it is possible at
all and that it is in the public domain is likely to
change routine decision- making concerning trips while
enabling longer term nonroutine analysis of congestion
and capacity. Of course, with the development of
navigational instrumentation in automobiles, this kind of
data might be immediately useful and in time it is this
which will be routinely available for all major highways
and for all vehicles which can make use of it. Business
and government, of course, have long used such data but
this does begin to reveal that the problem will be how to
use the data. The problem is no longer whether the data
can be collected or exists but how to act on it. As with
most remotely sensed data, the volumes are so great that
most of it is lost and there is an urgent task to develop
analytical software which can use it to best purpose.
Our second example is more obvious but equally
innovative. The Lawrence Berkeley Lab at the University
of California have the entire 1990 US Census of
Population online. It is possible for any user in the
world who has access to an Internet account (and the cost
for connection can be as low as $3 per week for a
commercial service !) to download any element from this
data set to a remote machine at a variety of spatial
scales from the block group up to the entire USA.
Reportedly, the LBL will do the same for the 1980, 1970
and 1960 Censuses in the near future, thus providing a
remarkable resource which throws into confusion much of
the debate about data costing and value added. However,
the problem is not simply one of data volumes but of
interpretation. Software is required and this means some
form of GIS or nonspatial information system which can
enable the data to be viewed either visually or
numerically. Figure
2 (http://cedr.lbl.gov/cdrom/lookup/)shows the
typical layout for this home page which outlines the
service for 1990 data. Downloading can be slow especially
at peak times on the information highway. The US Bureau
of the Census and the US Geological Service (USGS) also
have services which enable spatial data such as TIGER
files, land use cover and digital terrain models to be
downloaded for many areas within the US.
Our last example pertaining to data involves a network
of pointers called GeoWeb which acts as a user-friendly
guide to geographical data which is online. Devised by
Brandon Plewe (1995) at SUNY-Buffalo as a pilot model for
building spatial data infrastructure, it enables one to
browse through a veritable treasure trove of spatial data
available over the Internet. It is in fact more a
resource to learn about what data is available and what
software can be used in its access and analysis rather
than a means for downloading the raw material. The home
page is shown in Figure 3
(http://wings.buffalo.edu/geoweb/). As such, GeoWeb
is an excellent illustration of the way the World Wide
Web (which is a subset of resources available over the
Internet) can be accessed and searched. The screens shown
here are from the browser called Mosaic which enables
different documents to be accessed using hypertext -
hotlinks which point to other documents which summarize
resources at different locations on the Web. By clicking
on these hotlinks, the searcher moves across the net to
the physical location of the document and resource, thus
building up a web of interactions. This, of course, is
the way the net can be explored but it also the way new
webs can built across the net. The pointers soon explode
as Figure 4, which is a map of four layers within GeoWeb
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implies. This is the kind of complexity that is
characteristic of the information society and which makes
traditional responses to its study quite inadequate.
SIMULATING ABSTRACTIONS OF CITIES
The traditional use of computers in planning has been
for analysis and forecasting from a data or a modeling
perspective. All we can do here is to point to the kind
of abstractions that are being developed as computation
creeps out into society at large. The broad domain of
knowledge in this area is encompassed by many of the
papers at this meeting but the emergence of networking
and online data resources is changing the field
dramatically. Evidence of this comes from the use of
serious computer games such as SimCity. Reportedly,
SimCity was the most popular-selling computer game in the
UK last Christmas (Macmillan, 1995), with many more
people being exposed to the game than there are
professionals concerned with the study and planning of
cities. This contrast is even starker in that straw poles
reveal that a majority of professionals in this area have
never even heard of the game. The implications for who
understands cities best and who should be involved in
their planning are dramatic.
On the net, some interesting modeling applications are
emerging. There are countless GIS tutorials but
descriptive simulations, some with a Òhands-onÓ feel,
are becoming available. We will examine two. First at
USGS at NASA Ames in Silicon Valley, a group led by Len
Gaydos have put together a simulation of urban growth in
the San Francisco Bay Area as part of a wider project
dealing with the human consequences of land use change.
Urban development in the Bay Area from 1820 has been
morphed together from old maps and since 1972 from
satellite imagery. Some stills from this development are
shown in Figure
5 (http://128.102.124.15/usgs/HILTStart/) but the
real excitement begins when you click on the pointer
beneath these maps which starts the mpeg movie player
generating an animation of urban growth in the Bay Area.
From this document, you can extract the data for this
simulation and also explore a simple model of this growth
developed by Keith Clarke and Lee de Cola based on
cellular automata (CA) (Kirtland et al., 1994). As yet,
you cannot run this model online but there are several
documents on the Web where users who log on from remote
locations can run applications if the software is mounted
on their own machines. You can access Shane Murnion's ARC/INFO
tutorial(http://www.geog.buffalo.edu/) which tells
you how to construct an application and echo the results
on the Web if you have the software online. By the time I
present this paper at the meeting, we hope to have a
similar simulation of the Buffalo region up and running
which we are constructing in Imagine and ARC/INFO as a
prelude to the application of various fractal and CA
models of urban growth (Batty and Longley, 1994; Batty
and Xie, 1994).
Our second example is also taken from urban morphology
although the analysis contained therein is rather
different. Bill Hillier and his group at University
College London have been applying ideas of space syntax
to urban form for a decade or more, as initially
illustrated in Hillier and Hanson (1984). These are
models of urban structure in which space is explored
which exists between buildings rather than within them.
In a sense, the analysis seeks to interpret how space is
formed by examining the external rather than internal
disposition of functions and the way the space is
configured in terms of its use. They have developed many
applications for many cities and some of these are
illustrated in their WWW server whose home page is
presented in Figure 6
(http://doric.bart.ucl.ac.uk/index.html). Perhaps the
most useful aspect of their pages so far is the
easy-to-use tutorial concerning space syntax which they
are developing and which provides a clear analysis of the
modeling techniques in use.
Space syntax of this kind requires very elaborate
radial route networks of cities, usually coded according
to criterion associated with the definition of exterior
space. The nearest thing to a world wide resource
containing this type of data is the line feature data
called the TIGER files which enable the geometry of the
entire US to be reconstructed at Census block level. If
you go into GeoWeb and point your way to the Census
TIGER server (http://www.census.gov/tiger/tiger.html/)
you will find a useful summary of these resources with
some examples of this data online. How long will it be
before the kind of space syntax analysis developed by
Hillier can be linked to data in the TIGER files ? And
will this be possible across the Web ? Much will depend
on how data and software is made available and to whom
but the prospect of other users engaging in such analysis
is almost upon us. Although I cannot point to sources, I
am fairly sure that some simple GIS packages exist on the
Web which can already be used to analyze and visualize
the kind of Census data which exists at LBL.
LEARNING ABOUT CITIES
In one sense, learning cuts across all of the
applications we have intro- duced, for the very activity
of accessing computer networks and exploring resources is
so new that it will represent a basic learning experience
for while yet. If you log onto the Buffalo homepage, then
you will find that besides providing a catalog to the
facilities, faculty and staff at the Geography Department
and the NCGIA, there are a various resources connected to
instruction. We have already noted structured tutorials
such as Bill HillierÕs space syntax and Shane MurnionÕs
ARC/INFO document, but on the Buffalo homepage, three
courses are being developed with their own homepages in
which students and faculty are thinking aloud, online,
so-to- speak. We will examine my own course which is
entitled The Geography of the Information Society and
explain what we are doing. Figure 7
(http://www.geog.buffalo.edu/Geo666/) shows the
homepage. As the title suggests, the course provides a
wide ranging introduction to exactly the material of this
paper - The Computable City by any other name (and this
self-referential style which dominates this paper is in
fact quite characteristicof the complexity which we are
all facing with respect to the rapid computerization of
society). The course is structured into four parts: first
a review of the emergence of postindustrial society, and
the growth of information networks, computers, software,
orgware and so on; second an outline of the geography of
high tech manufacturing, services and globalization;
third, the development of information infrastructure in
cities largely involving telecommunication but also smart
buildings and electronic highways; and finally, the
emergence of cyberspace and virtual communi- ties.
If you click on our homepage, you will see a logo
(Figure 7), an outline of the course, and a list of
participants: myself and students whose names when
clicked reveal their own homepages on which they can
experiment with anything they like - biographical
details, pointers elsewhere revealing their preferences,
papers they have written and so on. Also presented is a
course schedule which if clicked provides a set of
hierarchical pointers to papers written by each student
for particular sessions, as well as pointers to the rest
of the world. For example, in the section on technopolis
and science parks, pointers are given to places like
Tsukuba science city, Blacksburg Electronic Village,
Research Triangle Park, Computer Manufacturing in Austin
TX, and so on. Finally there are pointers to what we call
Neat Cyberspace, examples of which we will give in the
next section. The whole idea of this exercise is to
provide us with ways not only to present our work to
others and get feedback - you can send us email about
this from within the Web pages - but also pointers to
other parts of the Web where others have similar concerns
to ours. Of course, to pretend that this is all there is
to the course is fanciful and dangerous and there are
many topic areas even within computer-oriented planning
that would not be appropriately studied through the Web.
But at least, this gives an idea of what can be done even
though it is all Òunder constructionÓ.
Our second example is perhaps already more elaborate.
Bill Mitchell and Mitch Kapor taught a course entitled
Digital Communities at MIT last fall. Their homepage is
illustrated in Figure
8 (http://alberti.mit.edu/arch/4.207/homepage.html).
The design is similar to that which we have adopted
although references to literature are more extensive and
the document is more complete in that the course has
already been taught and all the student papers prepared.
What is important about these attempts is that they build
on one another. Our page points to theirs, but not theirs
to ours as yet, but nevertheless, the way the web is
woven is an all important part of the learning
experience. In a way, this is the network paradigm in its
purest and most archaic form. The kind of complexity that
is writ- large in these kinds of perspectives on the
Internet give some sense of how overwhelming is the study
of the information society. How to map and chart, indeed
even explore this kind of complexity is something that we
have not yet faced but of course, this is the very
essence of the computable city. Moreover, how all this
interfaces with more traditional infrastructures and
behaviors as well as more traditional approaches adds
other layers to this complexity.
LIVING IN VIRTUAL CITIES
We have already glimpsed the idea of the virtual city
through examples such as GeoWeb and through our pointers
to the information society. There is much written about
this kind of cyberspace and how the net is being
populated by nerds and hackers whose very existence
involves living online. But the most exciting prospect
involves the emergence of services which have
traditionally been associated with non-electronic access
and in this penultimate section, we will provide a couple
of examples. But first some words about the Internet for
it is important to see this in the broader context of the
network society. The Internet has become the de facto
symbol of the network society in that its growth, once
begun, has spun out of control. It has become the
skeleton for global computer-communications interaction.
Although elaborate networks proliferate in the private
and public sectors, most of then are gatewayed to the
Internet where the range of services is enormous and
increasing at rates often in excess of 10 percent each
month. It is here that cyberspace is most fully
developed, with an increasing range of routine and
not-so-routine functions which enable users to shop,
study, work, and play in a virtual world. In fact, the
idea of virtual reality is perhaps a little extreme a way
of characterizing cyberspace and the net for in essence,
its functions simply replace traditional modes of
communication and interaction with electronic.
Two examples simply touch the edge of this virtual
world. In Singapore, at the National Computer Board, they
have constructed an interface to the net which they call
Cyberville. This is simply a way of exploring cyberspace
but it is modeled on the analogy of a small town, a
so-called electronic village containing all the kinds of
physical land use functions or public/pri- vate buildings
which one might associate with a well-balanced community.
This image is in essence the homepage of Cyberville,
shown in Figure 9
accessible at http://king.ncb.gov.sg/cyber/cville.html
which has become the kind of icon used in many places for
accessing and organizing entry to the Web. Click on any
of the functions - stock exchange, science centre,
university, town hall, movie theatre and so on and you
move across the net to pages that display and point you
to Web sites which contain those functions. In short,
Cyberville is an intelligently organized entry point to
the Web for users who wish to focus on the sorts of
services one can access electronically. For example, if
you click on the stock market, you can eventually find
yourself at MITÕs AI Lab where they have an experimental
stock market analyzer, indeed if you click on any of
these items. you can begin to travel the Web moving from
site to site according to the structure embedded into
each homepage, but directed initially by Cyberville. This
is a clever way of organizing entry to such electronic
spaces and someday, all of our entry points will be so
configured, at least for the end user, if not for most
others.
One last example illustrates the point again. We will
not show the homepage but if you click on this
transports you to Cyberia which is an electronic
shopping mall in Houston (no comment !). I have searched
in vain in this and other such malls for places to
actually enter credit card information and to make orders
but invariably all the links are ÒdownÓ as users and
owners begin to figure out not only the economics of the
Web but more importantly its security. Once there
however, on the Web, the variety of experiences can be
overwhelming and the search can be endless. How many
sites and documents there are on the Web is unknown.
Plewe (1995) estimates that six months ago, over one
million documents existed but this may be an
underestimate for there are now 30 million or more users
of the Internet. Once television becomes interactive and
once video and other media can be shipped over the net on
demand (for this implies that all media will be digital,
hence each copy will be almost zero cost), the kind of
complexity that we see here will be extensive. It is then
that virtual cities will intermingle with real cities,
when the abstract and the real will merge into one
another, and it is then that our traditional concepts of
understanding, let alone planning the city will simply
disappear. This is a challenge that we must begin to
address if we are to simply cope with these changes.
THE FUTURE
This meeting will be largely concerned with the use of
new methods of analysis, modeling and design which are
informed by computers rather than the broader kinds of
activities which we have alluded to here. But there is an
urgent need to generalize our debate in the light of the
way cities themselves are changing, the way activities
are decentralizing in both time and space and the way new
network forms are dispersing and concentrating spatial
activities in very different ways from the past. Those
who work with computation are well placed to make
important contributions to this broader debate for the
use of new forms of computer and network, new digital
data sources, and new software across the net in itself
represents the way the city is changing. New insights
will only come if new forms of computation are developed,
requiring all who study the city to become immersed in
its intrinsic computability.
REFERENCES
Batty, M. and Longley, P. (1994) Fractal
Cities: A Geometry of Form and Function, Academic
Press, London and San Diego.
Batty, M., and Xie, Y. (1994) From Cells to Cities,
Environment and Planning B, 21, s31-s48
Bush, V. (1945) As We May Think, Atlantic Monthly,
176, 101-108.
Castells, M. (1989) The Informational City,
Blackwells, Oxford, UK.
Hapgood, F. (1993) Up the Infinite Corridor: MIT and
the Technical Imagination, Addison-Wesley, Reading, MA.
Hillier, B., and Hanson, J. (1984) The Social Logic of
Space, Cambridge University Press, Cambridge, UK.
Kelly, K. (1994) Out of Control: The New Biology of
Machines, Fourth Estate, London.
Kirtland, D., Gaydos, L., Clarke, K., De Cola, L.,
Acevedo, W., and Bell, C. (1994) An Analysis of
Transformations in the San Francisco Bay/Sacramento Area,
World Resource Review, 6, 206-217 (http://128.102.125.15/usgs/WRR_Paper).
Macmillan, W. D. (1995) GIS Games: Serious Toys for
City Modelling, in P. Longley and M. Batty (eds) Spatial
Modeling and GIS, Longmans, London, forthcoming.
Macrae, N. (1992) John von Neumann, Pantheon Books,
New York.
Meier, R. L. (1962) A Communications Theory of Urban
Growth, MIT Press, Cambridge, MA.
Negroponte, N. (1995) Being Digital, Alfred A. Knopf,
New York.
Plewe, B. (1995) The
GeoWeb Project: Using WAIS and the World Wide Web to Aid
Location of Distributed Data Sets, unpublished MA
Thesis, State University of New York, Buffalo, New York.
Resnick, M. (1994) Turtles, Termites and Traffic Jams:
Explorations in Massively Parallel MicroWorlds, MIT
Press, Cambridge, MA.
Michael Batty
Director,CASA-UCL
mbatty@geog.ucl.ac.uk
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