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    Generation-C Densities

    Richard Coyne

    Architecture: School of Arts, Culture and Environment

    James StewartResearch Centre for Social Sciences

    Mark Wright

    Division of Informatics and ECA

    The University of Edinburgh

    AHRC project: Branded meeting places

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    Generation-C Densities(connected communicating consumers)

    Richard Coyne

    Architecture: School of Arts, Culture and Environment

    James StewartResearch Centre for Social Sciences

    Mark Wright

    Division of Informatics and ECA

    The University of Edinburgh

    AHRC project: Branded meeting places

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    Smart Mobs

    e.g. Rheingold, H. (2002). Smart Mobs: The Next Social Revolution. Cambridge,MA, Basic Books.

    The power of the crowd thus comes across in its capacity to overwhelm the

    physical constraints ofurban planning and to blur social distinctions by

    provoking a sense of estrangement. Its authority rests on its ability to

    promote restlessness and movement, thereby undermining the pressure

    from state technocrats, church authorities and corporate interests to regulateand contain such movements. As a medium, the crowd is also the site for

    the generation expectations and the circulation of messages. as a kind of

    technology itself. The insistent and recurring proximity ofanonymous

    others creates a current of expectation, of something that might arrive, of

    events that might happen. As a site of potential happenings, it is a kind of

    place for the generation of the unknown and the unexpected. Rafaeil, V. 2003. "The Cell Phone and the Crowd: Messianic Politics in the Contemporary

    Philippines." Public Culture, 5(3):

    http://communication.ucsd.edu/people/f_rafael_cellphonerev_files.htm.

    e.g. Spanish anti-terrorist protest, UK petrol strike, WTO, Indonesian

    revolution, May2007 chinese demonstration

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    Real Time Rome, Venice Biennale. Sep 2006 (MIT Senseable City Lab)

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    BRAND

    Brands are a key resource and mode ofinteraction in markets and communities in21st cities

    Objects/Actors mediating commercial and

    cultural relations

    Identity

    Extension

    Emergent

    PerformanceAppropriation

    Branded Spaces, Brand communities, Brandpersonalities

    Ahonen, T., and Moore, A. 2005. Communities Dominate Brands:Business and Marketing Challenges for the 21st Century, London:Futuretext.

    Klein, N. 2005. No Logo, London: Harper Perennial.Lury, C 2004, Brands, the Logos of the global economy,London:

    Routledge.Robert Goldman and Stephen Papson Capital's

    brandscapes Journal of Consumer Culture 2006 6:

    327-353

    Douglas B. Holt 2006 Toward a sociology of brandingJournal of Consumer Culture 2006 6: 299-302

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    The tactics of consumption, the

    ingenious ways in which the

    weak make use of the strong,

    thus lend a political dimension toeveryday practices.de Certeau, M. 1984. The Practice of

    Everyday Life, Berkeley: University of

    California Press, p.xvii.

    The strong are the

    slaves of their brands and

    technologies

    Explore the Appropriation

    of Brands andCommunications media,

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    Tools for coping with and

    configuring densityPhysical Place

    Information Work ConsumptionPeople Rules

    Untangling Networks

    Brands and personal ICTs both provideorientation, security, simplification, commonsigns and reliable connections. They allow

    appropriation of complex spaces, and linkingof distant places and people.

    What are implications for flow of people andideas and emergence of new temporary and

    permanent societal features?

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    Brands, personal media and social

    encounters

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    Virtual environments (MMORPGs)Massively Multiplayer Online Role Playing Games

    World of Warcraft, Entropia, Second Life

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    Density issues

    Virtual urban densities

    Texture replaces density

    Prim concentrations

    Avatar overheads

    Sparse populations

    Meeting places as concentrations

    Overlays of everyday sparseness andvirtual concentrations

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    MVRDV-esque urban constructions

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    Lonely avatars in highly textured places

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    Virtual flagships and brand as texture

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    The importation of everyday real-time textures

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    textured meeting places

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    The seriousness of VR land offers deals

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    [8:21] Frank Lassard: west of here to edge ofsimulation[8:21] You: yes, that should be fine[8:22] Ai Austin: Sea adds extra prims due toarea. But do you really need to build in water? if soyou would be better off round a bay - like the onesFrank has built

    [8:23] You: we are used to making do. sometimesyou can be more inventive with a little[8:23] Ai Austin: area to back of your original plotis also just trees.., and could be split off

    Management School and joined to you to addprims... but again, its best not to do that.[8:23] Ai Austin: we will have experimental zoneson some new low prim islands I hope. better forexperiments.

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    Dense communications: multi-modality

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    Interactive brand theatre

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    Contextual positioning

    Shared visual and spatial information

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    t do such systems have to say about urbanism?

    better MMORPG architecture?

    simulations of urban environments?

    eraction between

    ensity of objects, structures, systems, informati

    eople densities

    ommunication densities

    munication and multimodality

    -mediation seeing the new in terms of the (very)

    figuring concentrations of things, people, comms

    nt of stage and back stage issues

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    C-generation

    has newresources for

    coping with,and configuring

    new densities

    andcomplexities.

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