The Digital Public Space and the Creative Exchange
: Visualising the Common Good
The Creative Exchange is a cross-discipline research hub between
academia, public institutions and industry as an exploration of new
methods and tools in Knowledge Exchange centred around the Digital
Public Space project. Exploring some of the high level thinking behind
the Digital Public Space will involve some leaps of faith, both feasible
and arguable. These ambitions will help outline some of the key areas and
questions we should be attending, as well as helping to identify and posit
the desired outcomes.
We stand at the threshold of an amazing time in human history, that of a
new Renaissance powered by the biggest leap in knowledge assembly
and distribution since the birth of printing and the Gutenberg Bible in
1454. The four key events in the development and distribution of human
knowledge are generally recognised as Cave-painting; Writing and the
birth of the alphabet; Gutenberg and the birth of printing; and the
invention of the Internet. The digital public space makes good on that
final promise. Just as the printing press led ultimately to the collapse of
Christian unity in Europe and the birth of nation-states, the internet will
herald an unprecedented enlightenment coupled with a social
empowerment as unpredictable as it is inevitable. This will come to be
seen as one of the most critical moments in our evolution.
Incidentally, the term Digital is a description of mechanism and
enablement – we do not refer to the Steam revolution, but instead to the
Industrial one. This could be called the Knowledge Revolution.
The Digital Public Space originally began life as a process of
thinking about how the entire BBC archive could be made available and
accessible to anyone. This was swiftly followed by the realisation that
surrounding this recognised content, which was far from complete, was a
huge seam of additional data. For every single piece of published or
broadcast content, exist associated soundtracks, contracts, locations,
unused footage, scripts – and, extending the net wider – concurrent news,
events and culture. Suddenly, the project was understood to be the core
for developing a unique and powerful project, a cultural and living
genome of the UK.
As the adventure grew, it became clear that other cultural institutions,
who were also looking at similar routes and with similar interests, should
come on board and collaborate on building this much broader project.
The BFI, British Museum, Tate, British Library, the National Office of
Statistics’ archive of births and deaths, and many others, could be drawn
together to form an active working group. The significance of this
venture, via the Space project ( www.thespace.org ), a joint online
publishing space created by the BBC in conjunction with the Arts
Council, has now been recognised by government, through the DCMS, as
the most important cultural event currently active in the UK.
This immense archive is not a closed space. It is not a
museum of dusty objects, but, through the premise that digital data is
fluid, is in fact an active and dynamic one, wherein every interaction
with any piece of content, plus the paths, journeys and connections
through the content space itself, will be stored as part of the growing pool
of knowledge. How a piece of data is used is as fundamentally significant
as the piece of data itself, and reveals dynamic, responsive and powerful
shifting patterns of knowledge that grow and evolve.
This is the difference. A book is an exempliary distribution model for
information and content, but cannot record the knowledge space
surrounding it through usage and reference, aside from a list of the
history of lendees at a public library, information which tells us little.
DVD's and CD's are also closed object models, as is today's Broadcast
media. This is significant. The ability to store how any piece of content is
interacted with, and information about any other pieces of content that the
piece is connected to, is the single catalyst that pushes this space into a
whole new level, that of dynamic information.
With the ability to store information about usage in a header that sits
within any piece of information, each item can be converted into the
equivalent of a living cell. The line of code monitoring the action of a
piece of data is active, always on, and can be designed to form responses
that change the nature of the cell. The extraordinary potential this
provides allows us to build a self-organising knowledge space, one that is
constantly responsive, and is capable of producing new ideas and
solutions.
The secret to the success of the DPS is an agreed common compression
algorithm and a universal metadata language. This means that any piece
of information can then be instantly cross-referenced and viewed from
the same point of access. This allows for new kinds of narrative to be
told and evolve. The artists of the future will be the ones who construct
living narratives through this interconnected space: the Dahl, or Adam
Curtis, or Orson Welles, Jane Cam[ion or Warhol will be creating
dramatic scenarios through this space, utilising text, moving image,
sound, information, design, interaction and synthetic sense to create their
dramas and art. Some may use social and crowd momentum, others
solitary journals.
What is on the table therefore is an extraordinary proposition, that of
building a knowledge space which enables anyone to access any
information anywhere at any time on any platform, and
anyone else accessing that space, 4A. This is revolutionary, akin
to the growth in the availability of information and the spread of
knowledge that immediately preceded the Renaissance. With the ability
to make this a live and responsive project, we have at our fingertips the
necessary keys to unlock an immense potential. You could imagine, for
instance, that one day you will be able to drop a problem into the DPS
and watch as it solves itself through a blend of crowdsourcing and
interconnected data clustering into appropriate and then applied
knowledge through a living process, an organic and reactive flow.
One of the most direct consequences of this space will be the dissolution
of disciplines. This isn’t anti-discipline, it is post-discipline. Da Vinci
is our prime example of the living potential of unified knowledge,
combining science with art, anatomy with poetry, engineering with
invention, architecture and design. No longer will we be limited by a
socio-industrial model that requires us to adhere to a particular restricted
skill or craft, as borne out of the industrial revolution, soviet serfdom and
then again with the mass assembly lines of the fifties. No, we will
become actively aware across disciplines, and, although we may
bring specialisms to the table, our ability to be conscious of and work
across adjacent skillsets and activities will melt our previous strictures.
Skillsets will be connected together to create greater potential, solutions
and art will be drawn from cross-pollination. Biotech and nanotech will
join painting, film, town planning, performance, archeology, electronics,
quantum physics and social planning.
This is key. A new society will potentially emerge from this, far more
rapidly than we imagine. It will fundamentally affect our education
models, our industrial structures, our financial systems, and our
governing bodies.
What is now happening is that the massive benefits and consequences of
the DPS are beginning to reveal themselves, as are some of the ways the
process should be constructed and the tools needed. There are major
challenges ahead, and this is where the Creative Exchange comes in.
We need to work on new methods and tools. What and where are the
lines and models of production in this new multi-dimensional zone?
There are many parallel and intertwined layers at work, including
identifying, curating, capturing, compressing, storing, naming,
distributing and discovering. What should our reception hardware, our
DPS radios, do that they can't right now? What new software do we have
to build? And can it be built ultimately by the space itself, as with a 3D
printer? How can we test new models and ask the right questions? What
does the DPS behave like in a post-screen culture? What are the moral
implications and limitations?
The first task is to understand how to ask the right questions.
To date, the DPS process has been largely and necessarily occupied with
creating structures and agreements, identifying systems and mechanical
methods for compression, storage, distribution and cataloguing. It has
also concerned itself with, rightly, the question of DRM and protected
data, commercial and privacy issues, and economic scale. The role of the
CX is to meet the DPS at the gate of the field and start to pose key
questions with the offer of object modeling and testable solutions.
There are many key issues that the DPS raises, and there are many
opportunities that need unlocking. An example would be the one of
Visualisation.
How should we imagine and model this space, what should be
the visual and experiential metaphors? Should we build dynamic 3-
dimensional or even 4-dimensional models, or more? What does a map
look like in this space? How should we make sense of our possible
journey lines? Who will be the farmers and shepherds, and how can UGC
be added, connected and monitored? Should the language of organization
be that of words or pictures? Sounds or colours?
What is the physics model we should use? Should the dynamic
for this knowledge space be fixed and regulated, or self-regulating? We
could, for instance. allow built-in sentience to allow Swarm Dynamics,
leading to a degree of knowledge clustering through adjacency-awareness,
much in the same way that living cells and organisms do. Should we
utilise quantum principles of probability, or use more familiar,
recognisable and analogue structures? Are we building a new brain, albeit
at a global level, or do we just want a library or Blockbuster?
What are the models for building the necessary catalogue
and analytics? Yahoo started life as a cataloguing system of services,
with trees and branches. Google replaced this with a more fluid engine.
We need to evolve the next search and reference model now, one with
multiple dimensions with contextual criteria that includes time, relevance
and usage. How should a discovery engine work, and how do
create filters and controls?
How should we interact with this space? Should we be looking at
building avatars that represent and are connected to ourselves, or robots
that are housed within the DPS and are not personalised? Should we be
creating vessels that we occupy as we travel through the space, or should
the DPS be seen as an AI organism that is allowed to develop an apparent
level of sentience and act as a unique being?
In terms of Knowledge Exchange, how can we help create a new
industrial and academic culture wherein creative agencies, design
groups, engineers, sociologists and scientists work hand in hand with
academics to form new economic and socially relevant structures and
methods?
Commercially, we need to create a new economic model,
incorporating the thorny area of rights management. Should we be
looking for new solutions for, or even alternatives to, copyright? Can
we create new entertainment models? How should the arts engage
with the DPS, and what is the tremendous potential that can be
unlocked through the adoption of new channels of distribution and
audience participation? How can an Opera company think and act given
these tremendous new tools? How can we unlock the immersive
potential of this space, allowing constant response and remodeling?
There also exists major new opportunities for creatives – design lay at the
heart of this new space – combined with a renewed emphasis on
innovation and new business practice.
Some of the key opportunities include the development of new models
and opportunities for practice-led research and research-based practice,
plus new models for augmented experiences and multi-screen, multiplatform
delivery, a reshaped notion of broadcast media and spontaneous,
shared, cultural events. We can also imagine a new approach to
knowledge exchange and research, and the design of innovative
new systems for self-evolution, where teaching and learning itself leads
to the development of new learning systems - everything becoming agile
and self-evolving, rapid-prototyping and self-correcting, self-generative.
The Common Good. The DPS must be used ultimately for the social
good.
(Expand –>)
We can certainly create new teaching and learning methods.
Imagine a university course or a school curriculum which centres around
curated journeys through the DPS, incorporating multiple media and
response monitoring. Learning medicine could be transformed through
the adjunction of related stored information and live practice, albeit
remote or simulated, allowing for training in remote areas.
On a greater social level, a large number of key issues are raised which
will form a key part of the CX focus. Three areas will be of main interest.
One of the most important issues will be identity, with questions such as
ownership, protection and privacy to tackle.
Social application will be a significant area for us, exploring issues and
potential such as social inclusion, remote learning, age-aware support,
and welfare help.
In terms of the third key pillar, that of governance, we can study the
new potential for community cohesion within and beyond geographic
definition, new national governing models, localised information centres
– online villages – and self-governing communities.
And what of memory (and identity)? We will be able to build our own
personal journals and share them, creating a social identity and culture
that preserves and conserves life stories to be experienced by anyone we
choose.
This is an extraordinary time, one that is relative and not absolute, lateral
and not mechanical, leading to the unlocking of an immense joined-up
potential. I can hardly believe that we find ourselves right here, right now,
at the heart of it. We must grab the opportunity at hand and allow this
epoch-changing space to evolve fully and limitlessly. I cannot wait to see
the outcome.
Thank you
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