January 2009 Archives

work in progress

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 City - physical attributes*             =             Canary Wharf

 

This model is a response to the saturation of the hyperreal and the illusion.  It is also a response to canary wharf, presented as an illusion in context of fitting into its 'architecture'.   The model is a study looking at Canary Wharfs facades, keeping the same logic as the buildings that surround it; that is transparency and the standardized grid.  The model keeps the standardized grid, however looses the physical sense of transparency, replacing it with a phenomenal transparency.

This 'tricks' the mind into miss reading the facade as different, however upon closer reading the transparency can be understood.

The illusion continues  internally in response to the external facade; that is the external attributes become a rigid formal grid, linear.  The external however, becomes an inversion of this logic; fluid, organic, grid, with the physical sense of transparency returning.

hyperreal hyperreal Model (1).jpgimage 1.jpg

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Violent Essay - Comments?

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[Reality of] Proxy

Disneyland has become the hyperreal city; that is a fictional island placed within the cityscape, presented to the public through its facades to mimic entire communities, through the creation of a series of artificial worlds as film sets.  This hyper reality becomes pushed upon its audience through propaganda, playing with our desires 'to escape' through the endorphins produced within this reality.  As the city becomes filled with interventions, hyperreal simulations, it ceases to be real and a reality of [substitute] proxy has therefore been created.  Pushed in the pursuit of profit, and profit alone.

The cityscape has become filled with branded interventions, all of which hide their ultimate purpose, that is, they are all there to grab at our conscious and subconscious trying to influence decisions through blurring the boundary or creating a transparency into privacy.  They are positioned to appear 'better than real' as an imaginary front to their real purpose.  These unassuming facades or unassuming islands scattered throughout the city become interacted with by a mass audience, therefore these 'hyperreal simulations' become a substituted reality.

The branded interventions and the theme park have taken the city out of the context in which it should exist, successfully creating the illusion of it being a theme park.  It offers a variety of entertainment from sightseeing tours to visiting historical sites [rides] such as London dungeon, futuristic rides; the Apple store, cultural rides; Notting hill carnival.  Everything has been reduced to a commodity, to be consumed by the inhabitants of the city.

Is there a desire for reality to come back into being? Is there need for the hyperreal in order to "awaken the impression"1 of real to exist, and what will the hyperreal become to achieve this?  The theme park has created a world of unassuming facades which hide the ideological violent 'machine' that is manipulating the mass audience.

The way we perceive the built environment and navigate our way through it is similar to that of a film script; taking in any image that is placed in front of us.  The strategic placement of imagery throughout the city will have an impression upon our conscious and subconscious.  Borries stated that: "In the USA in the 1950s, cinemas are said to have increased ice cream sales by inserting advertisements of ice cream, lasting only fractions of a second, into the evening's feature film.  These advertising images were never consciously perceived by cinema audiences, but instead only subliminally."2  The positioning and hidden agenda of these unassuming facades become their narrators, that is, how they are presented throughout the landscape become ambiguous and dual purpose. These facades take on a variety of different forms from billboards, shop windows and clothing to events and event spaces.  They become branded interventions within the landscape.

Borries stated that: "They (brand) do not alter the built space, but instead alter our perceptions of it, of its histories, recollections, and meanings, reorganizing our mental map."3.  The built environment on the whole is static, however, it's the perception of this static environment that changes, this can change rapidly to suit the desired purpose by adding a temporary layer through propaganda.  The outreach of the theme park utilizes this for its desires.

The theme park is the complete construction of the unassuming facades with its outreach into the city through the strategic placement of its facades. 

The desires within society are to visit and interact with cultural sites of interest and cultural activities rather than ones that are built out of branding.  However, it is how the brand has concealed itself through methods of camouflage that allow them to become affective in their pursuit to change the way in which the cityscape is perceived.  The simple facades utilized, such as billboards, becomes white noise throughout the landscape. 

The new facade is focused around cultural interest; playing with peoples desires to be involved in experiences of creating events and event spaces. 

"As when a group of young artists (accompanied by the requisite media) stormed Berlin museums to install posters reading "Down with the Spanish champions." Here, the soliciting of public attention follows the pattern set by the media guerilla, and observers may well have believed these were in fact young artists attempting to come to terms with the musealization of art.  But the group storming the museum were actually paid actors hired by an agency to install advertisements for a soccer match..."4

This is also utilised in other methods such as altering how existing spaces are used and are therefore perceived, for example; Nike altered the use of a subway into a pipe for skate boarding also allowing basketball and football to be played within it, temporarily altering how the subway was perceived in the community through its new uses.  The creation of these fake events and event spaces become the unassuming facades, the hyperreal fake simulations.  Corporations, whether it be Disney or Nike all compete for the attention of the mass, engulfing the landscape with their unassuming facades.

The effect that the theme park has on the landscape becomes two fold, that is, it accidentally changes the perceived outlook and therefore use of the city as well as becoming a hyperreal island within the cityscape, through its outreached unassuming facades.  Perceived from this perspective the city becomes an accidental theme park, the  masses now have a choice of rides with either traditional culture or evolved culture; this is the difference of visiting St. Peter's Basilica and The Pantheon to The London Eye and Madame Tussauds.  This evolved culture, such as The London Dungeon which evolved from a prison to a tourist attraction incorporating rides within the static cultural 'ride', becomes a fake simulation of a simulation of what it once was.

The distinction between these traditional culture events and fake simulations are deteriorating as the use of the spaces change in relation to the brands evolution. 

The theme parks outreach to its mass audience relies on our ability to dream; to have the ability to transport ourselves into the reality of a novel and to become nostalgic.  Pallasmaa states that:  "Memory takes us back to distant cities, and novels transport us through cities in invoked by the magic of the writer's world."5  We are transported to where our memory wants to and can take us; we can re-visit these places triggered through our senses.  Pallasmaa also stated that:  "Perception, memory and imagination are in constant interaction; the domain of presence fuses into images of memory and fantasy.  We keep constructing an immense city of evocation and remembrance, and all the cities we have visited are precincts in this metropolis of the mind."6

Disneyland utilizes the restoration and creation of fantasy in its pursuit for profit through its unassuming facades within the city as well as within its own islands within Disney's theme park empire.

The appetite for fantasy becomes the fuel for this three dimensional illusional dreamscape, which in turn fuels its mass audiences to dream and keep dreaming.  Its reality is one of participation, allowing one's self to become both a participant within the narrated script of this fake 'dream-like' reality, and an observer to the stories and films of Disney becoming transported by memory into the writers world.

The evolution of its script allows the constant dreaming of its 'guests', similar to that of reading a new novel; that is, through Disneyland's constant change and renewal of its attractions and stories ensures this survival adding new "helpings of happiness"7.  Assimilating culture and technology by its 'dreamakers' into its theme park in its ever expanding search for new illusions, dreams and fantasies, creating its own culture.

Disneyland has become a city in itself; a city within a city that is modelled upon the idea of an ideal city; modelled upon the idea of the 'pleasure parks' of the seventeenth and eighteenth centuries.  Harris states: "Excursions into illusion, excitement, myth-making, and role playing, (...) theme parks have evolved into the laboratories, churches, and amphitheatres of a new culture."8  Its culture behind the theme park is one of a continuing experiment into the ideal city, one of illusion and fantasy, fuelled by the desires of society 'to escape'.

The 'sets', that build up its unassuming facades of this new culture, become further aesthetic and amusing through their creation of the better than real look shown throughout their city.  The sets become representational to the 'ideal city' were 'guests' and 'cast members' live and work.  The employees (cast members) consist of gardeners, architects, electricians, engineers, cooks, security, nurses, guides etc, whilst the tourists (guests) become the controlled members of the City's 'public'; controlled through exclusion of those unable to pay.  The cast members and guests therefore become a part of this ideal; Harris stated that:  "It was Imagineering's attempt to take a complex idea of an entire "living community" (...) and synthesize it into the theme-park genre."9

Disneyland has created utopian society ideals within the walls of their city through the creation of a society that is based upon the pursuit of illusion and fantasy in which to create happiness.  As Harris said:  "a new, harmonious sense of community built around the consumption of pleasure."10

Tuan and Hoelscher said: "Disneyland is thus alive with animated creatures. (...) helps to sustain the illusion of a paradisiac world in which animals and people, animals that are larger than life and look like huggable cherubim, can all live in close proximity, offer one another, if not intimate friendship, then wonder and excitement without risk of bodily harm."11

Disneyland's ideal to create a utopian society, this pursuit of the garden's of Eden is ultimately an illusion based upon a maximum amount of control.  It is a vary-focal vision of utopian ideals based upon a dystopian control;  controlled by its own 'police' and within a gated community in which not all may enter, its 'guests' entering this sanctuary at a price, and being politely told where to go and what to do.

Disneyland ethics also produce a vary-focal vision; that is, on the surface the misleading fronts are a cheerful paradise based upon; as Tuan and Hoelscher stated: "Disneyland's sunny exuberance lies in the belief that Good triumphs over Evil, that the little fellow, through a combination of luck, courage, and cunning, can always overcome in the end the big bad person in his or her numerous guises, all of which signify Power and its abuse."12

The abuse of power that the theme park signifies becomes the unethical, symbolic violence behind its facades that is projected onto a mass audience.  This power is activated through: surveillance, control of space, exclusion of the poor, the endless production of simulation and the lack of freedom of speech.  This is centralized in its theme parks and its diffused consumption over society through its outreach into the real city.

In the real city, this diffusion is created by the programmed propaganda through multiple methods such as: billboards, flyers, clothing, costumes, 'Disney' buses and cruise ships, all physical interventions within the city.  Disney utilizes digital medias in their propaganda through blogs, websites, television station, cartoons and films all reaching to the masses through a level of their privacy, their home.  Due to this ability of Disney's brand being able to reach a wide audience through multiple medias, the communication of its image becomes control of imagination and knowledge through the, previously mentioned, thin, changing and evolving layer that is added to the city to which the masses are exposed to and interact with.

Zukin stated that: "Broadcast television broke all existing barriers between public and private, local and global, the living room and the world, until the viewers rather than the image became the product."13  The masses become the product of the reality of these fake simulations, a product for the brand to consume and control, through desires to fuel itself.

We ourselves are living and working in the reality of a theme park, as branded 'cast' members and 'guests' working and playing within its walls creating and accepting its ever changing reality of fake simulations and illusions, within both public and private spaces of our city.

However, even the public spaces within the city are increasingly controlled by the private corporations, becoming spaces into which public entry is carefully restricted for the desire of profit.  Sorkin stated that: "colluding in the privatization of public space".14  The public spaces are being replaced with illusional desirable interventions by the brand, as Sorkin said "The private sphere of nostalgic desires and imagination is increasingly manipulated by stag sets and city tableaux set up to stimulate our acts of consumption"15

Our city's reality becomes constructed with the fake simulations, these hyperreal interventions 'set up to stimulate acts of consumption', this is based upon the model of Disneyland and our desires to escape.  We have become a product of this reality, consumed by the illusions, paying for "helpings of happiness"7, while the brand blurs the boundaries between public and private in the 'dreamakers' search for new illusions, dreams and fantasies; thrusting their next delusion onto their public.  Disneyland becomes a condensed version of this illusionary reality, a city wholly constructed around a brand's set of stories where the visitor is fully absorbed into this illusion, therefore not a  place 'to escape' illusionary tectonics and propaganda.

The distinction between the hyperreal island and reality that we live within has become blurred.  The reach that the brand has within the city through the creation of fake simulations has created a reality of proxy, a substituted world.  The repetition of these simulations over time creates a loss of identity and meaning; the reality that it has created is 'dulling down' through the yearning for change.  Tuan and Hoelscher stated that Disneyland's illusions should only be experienced for a short period of time: "A few seconds of starry-eyed watching is fine, more than this risks dis-illusionment and boredom."16  This is true for the fake simulations that the brand has created within the reality of proxy.  

As we interact and navigate through this reality of proxy, the illusions that are presented to us become a part of everyday 'narrated plot' of our lives, over short periods of time the fake illusions take on repetition through regularity within our narrated plot.  These illusions start to take on the concept of rhythm as they become a series of images presented to us frequently and repetitively.  As Reiser and Umemoto stated: "A name once it becomes repeated, ceases to become semantic and takes on the characteristics and properties of a rhythm, or refrain."17   Through this repetition the overused fake illusions that have created this reality of proxy lose their meaning.

Within this dulled down reality there is a desire for reality to come into being; the overused layer of illusion within the city, hyperreal island and facades to evaporate.  In a city driven by brand fake representational simulations there is a desire for a simulation that allows the conscious mind to distinguish between reality and fantasy.

There then becomes a desire 'to escape' not through 'reality by proxy' (that is to escape through the writers desires) that has been heavily utilized by the brand within their interventions throughout the city; but rather a 'reality of proxy' that is one that becomes not of a visual representation of a fake illusion but rather allows one to experience things for what they mean.  The creation of a real island within the hyperreal city that will reinforce reality from the proxy by awakening the conscious mind of the masses to the world that surrounds us.

The city that we live in has become saturated by hyperreality that has created a reality of proxy, shaped by the brand through the construction of the 'unassuming facade' these are fake simulations within the landscape.  These fake simulations are illusions, that is they have changed how the city is perceived through methods such as the temporary destruction of 'space' and its original idea or use.

The abuse of power that the theme park denotes becomes the unethical, symbolic violence behind their facades that is projected onto a mass audience.  This is initialized in the theme parks and diffused by propaganda over society, into the city.  Disneyland monopolies upon our desires to escape,  learning from our reactions to their illusions they continually adapt to create their next better illusion, this in turn gets projected through the city keeping the control cycle and proxy going.

Reality of proxy is created through the impact of fake simulations; our interaction with this reality also becomes fake as with anything else associated with the simulation, destroying values associated such as money.  The brand has successfully turned the consumer into a product to be consumed through the brands desires.

Reality has become a series of fake illusions within the city to which the illusions have become copies of copies in themselves, losing their meaning through repetition and rhythm. 

To break the hypnotic trance Disneyland offers as a form of escape and reinforce reality, the conscious mind must be awakened to the hyperreal city and the reality of proxy that has been created, by the creation of a new island that offers reality rather than the hyperreal that has saturated the city.

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