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IS IT JUST A VIRTUAL REALM? OR IS IT A NEW SPACE GIVING POSSIBILITIES FOR
PRODUCTION OF NEW PLACES?
Cyberspace as an Aesthetic Phenomenon
Serhat KUT1
ABSTRACT
Due to recent developments at the area of communication and information technologies new
possibilities are arising for production of space. Cyberspace is the key term argued currently
regarding the production of the new space. The term cyberspace coming from two words
cybernetics and space was first coined by William Gibson, a cyber punk novelist, in his book
Neuromancer. This new realm providing space for real communication in virtual space, includes
many new tools for the possibility of new space experience. The design problematic starts at thispoint. How does the physical space and cyberspace come together and within which possibilities they
can co-exist. In another way, can the pattern of relationship of these two spaces (physical space and
cyberspace) extract a new understanding of space? And in the context of this new understanding of
space, can we develop a new point of view for the architectural design problematic.
Aesthetic phenomenon can be explained through the means of experience, discovery, getting in to
relation, production of sensation, rereading as text and hermeneutics. The authentic experience of a
place, its multilayered and narrative structure and the pattern of relationships within this place
accounts for the aesthetic phenomenon of space. The infinite layered structure of cyberspace, the
patterns of relationships regardless of the geographic location, point out a new trans-aesthetic
condition. But confronting this infinite layered structure can cyber space provide a new sense ofplace?
The main goal of this article to discover the possibilities of a new space by overlapping physical
space and cyberspace, and in this process of discovery, to understand the conditions one space
dominating the other and to form a new understanding within a holistic point of view in the context
of pattern of relationships between cyberspace and physical space to the aesthetic experience
phenomena.
Keywords: Space, Cyberspace, Aesthetic Experience, Actual, Virtual, Reality, Co-Existence, Sense
of Place, Hermeneutics, Digital Culture.
Introduction
Due to recent developments at the area of communication and information technologies
new possibilities are arising for production of space. Cyberspace is the key phenomenon
argued currently regarding the production of the new space. This new realm providing
1PhD (stanbul Technical University Institute of Science and Technology Architectural Design
Program - Ongoing), Research Assistant at stanbul Kltr University since 2004. E-mail:
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space for social interaction also includes many aspects for the possibility of new space
experience. The following article will be searching to understand the authentic experience
of space by means of existential phenomenology in order to reveal the dynamics of space
turning in to a place and further discussions will be made for searching answers for thefollowing questions: How does the physical space and cyberspace come together and within
which possibilities they can co-exist. In another way, can the pattern of relationship of these
two spaces (physical space and cyberspace) extract a new understanding of space?
What is Cyberspace?
The term cyber comes from the word Cybernetics stems from the Greek
(kybernetes, steersman, governor, pilot, or rudder the same root as government).
Cybernetics is a broad field of study, but the essential goal of cybernetics is to understand
and define the functions and processes of systems.( http://en.wikipedia.org/wiki/Cybernetic)
Cybernetics was defined by Norbert Wiener, in his book of that title, as the study of control
and communication in the animal and the machine. Stafford Beer called it the science of
effective organization and Gordon Pask extended it to include information flows "in all
media" from stars to brains. It includes the study of feedback, black boxes and derived
concepts such as communication and control in living organisms, machines and
organizations including self-organization. Its focus is how anything (digital, mechanical or
biological) processes information, reacts to information, and changes or can be changed to
better accomplish the first two tasks .(Kelly,1994)
Louis Couffignal, one of the pioneers of cybernetics, characterizes cybernetics as "the art of
ensuring the efficacy of action"(Couffignal, 1958)
A recent definition has been proposed by Louis Kauffman, President of the American Society
for Cybernetics such as, "Cybernetics is the study of systems and processes that interact with
themselves and produce themselves from themselves"(CYBCON discussion group ,2007)
The word "cyberspace" (from cybernetics and space) was coined by science fiction novelist
William Gibson in his 1982 story "Burning Chrome" and his 1984 novel Neuromancer. The
portion of Neuromancer cited in this respect is usually the following:
http://en.wikipedia.org/wiki/Ancient_Greekhttp://en.wikipedia.org/wiki/el:%CE%9A%CF%85%CE%B2%CE%B5%CF%81%CE%BD%CE%AE%CF%84%CE%B7%CF%82http://en.wikipedia.org/wiki/el:%CE%9A%CF%85%CE%B2%CE%B5%CF%81%CE%BD%CE%AE%CF%84%CE%B7%CF%82http://en.wikipedia.org/wiki/Governmenthttp://en.wikipedia.org/wiki/Norbert_Wienerhttp://en.wikipedia.org/wiki/Stafford_Beerhttp://en.wikipedia.org/wiki/Gordon_Paskhttp://en.wikipedia.org/wiki/Feedbackhttp://en.wikipedia.org/wiki/Black_boxhttp://en.wikipedia.org/wiki/Communicationhttp://en.wikipedia.org/wiki/Control_theoryhttp://en.wikipedia.org/wiki/Lifehttp://en.wikipedia.org/wiki/Machinehttp://en.wikipedia.org/wiki/Organizationhttp://en.wikipedia.org/wiki/Self-organizationhttp://en.wikipedia.org/wiki/Louis_Couffignalhttp://en.wikipedia.org/wiki/Louis_Kauffmanhttp://en.wikipedia.org/w/index.php?title=American_Society_for_Cybernetics&action=edithttp://en.wikipedia.org/w/index.php?title=American_Society_for_Cybernetics&action=edithttp://en.wikipedia.org/wiki/William_Gibson_%28novelist%29http://en.wikipedia.org/wiki/1982http://en.wikipedia.org/wiki/Hackers_%28short_stories%29#.22Burning_Chrome.22http://en.wikipedia.org/wiki/Neuromancerhttp://en.wikipedia.org/wiki/Neuromancerhttp://en.wikipedia.org/wiki/Hackers_%28short_stories%29#.22Burning_Chrome.22http://en.wikipedia.org/wiki/1982http://en.wikipedia.org/wiki/William_Gibson_%28novelist%29http://en.wikipedia.org/w/index.php?title=American_Society_for_Cybernetics&action=edithttp://en.wikipedia.org/w/index.php?title=American_Society_for_Cybernetics&action=edithttp://en.wikipedia.org/wiki/Louis_Kauffmanhttp://en.wikipedia.org/wiki/Louis_Couffignalhttp://en.wikipedia.org/wiki/Self-organizationhttp://en.wikipedia.org/wiki/Organizationhttp://en.wikipedia.org/wiki/Machinehttp://en.wikipedia.org/wiki/Lifehttp://en.wikipedia.org/wiki/Control_theoryhttp://en.wikipedia.org/wiki/Communicationhttp://en.wikipedia.org/wiki/Black_boxhttp://en.wikipedia.org/wiki/Feedbackhttp://en.wikipedia.org/wiki/Gordon_Paskhttp://en.wikipedia.org/wiki/Stafford_Beerhttp://en.wikipedia.org/wiki/Norbert_Wienerhttp://en.wikipedia.org/wiki/Governmenthttp://en.wikipedia.org/wiki/el:%CE%9A%CF%85%CE%B2%CE%B5%CF%81%CE%BD%CE%AE%CF%84%CE%B7%CF%82http://en.wikipedia.org/wiki/Ancient_Greek -
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Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators,
in every nation, by children being taught mathematical concepts... A graphic representation
of data abstracted from banks of every computer in the human system. Unthinkable
complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations ofdata. Like city lights, receding,(Gibson,1982)
Cyberspace started to become a synonym for the Internet, and later theWorld Wide Web,
during the 1990s..While cyberspace should not be confused with the real Internet, the term
is often used to refer to objects and identities that exist largely within the communication
network itself, so that a web site, for example, might be metaphorically said to "exist in
cyberspace." According to this interpretation, events taking place on the Internet are not
therefore happening in the countries where the participants or the servers are physically
located, but "in cyberspace".( http://en.wikipedia.org/wiki/Cyberspace)
In the simplest understanding Cyberspace is the "place" where a telephone conversation
appears to occur. Not inside your actual phone, the plastic device on your desk. Not inside
the other person's phone, in some other city. The place between the phones.(Sterling, 1992)
Virtuality and Cyberspace
Virtual Reality and Cyberspace are often used together as similar concepts but a broader
discussion should be made to understand virtuality and its relationship with cyberspace.
Virtual' has a similar meaning to ' quasi-' or 'pseudo-' (prefixes which themselves have quite
different meanings), meaning something that is almost something else, particularly when
used in the adverbial form. The term recently has been defined philosophically as, that
which is not real, but may display the full qualities of the real.
The origin of the term virtual realityis uncertain. The VR developer Jaron Lanier claims that
he coined the term. A related term coined by Myron Krueger,"artificial reality", has been in
use since the 1970s. The concept of virtual reality was popularized in mass media by movies
such asBrainstormandThe Lawnmower Manand the VR research boom of the1990swas
motivated in part by the non-fiction book Virtual Reality by Howard Rheingold.
(http://en.wikipedia.org/wiki/Virtual_reality)
http://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Websitehttp://en.wiktionary.org/wiki/quasi-http://en.wikipedia.org/wiki/Pseudohttp://en.wikipedia.org/wiki/Jaron_Lanierhttp://en.wikipedia.org/wiki/Myron_Kruegerhttp://en.wikipedia.org/wiki/Artificial_realityhttp://en.wikipedia.org/wiki/1970shttp://en.wikipedia.org/wiki/Brainstorm_%281983_film%29http://en.wikipedia.org/wiki/Brainstorm_%281983_film%29http://en.wikipedia.org/wiki/Brainstorm_%281983_film%29http://en.wikipedia.org/wiki/The_Lawnmower_Man_%28film%29http://en.wikipedia.org/wiki/The_Lawnmower_Man_%28film%29http://en.wikipedia.org/wiki/The_Lawnmower_Man_%28film%29http://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/Howard_Rheingoldhttp://en.wikipedia.org/wiki/Virtual_realityhttp://en.wikipedia.org/wiki/Virtual_realityhttp://en.wikipedia.org/wiki/Howard_Rheingoldhttp://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/The_Lawnmower_Man_%28film%29http://en.wikipedia.org/wiki/Brainstorm_%281983_film%29http://en.wikipedia.org/wiki/1970shttp://en.wikipedia.org/wiki/Artificial_realityhttp://en.wikipedia.org/wiki/Myron_Kruegerhttp://en.wikipedia.org/wiki/Jaron_Lanierhttp://en.wikipedia.org/wiki/Pseudohttp://en.wiktionary.org/wiki/quasi-http://en.wikipedia.org/wiki/Websitehttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/1990shttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/Internet -
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According to Deleuze, Philosophy is the theory of multiplicities, each of which is composed
of actual and virtual elements. Purely actual objects do not exist. Every actual surrounds
itself with a cloud of virtual images. This cloud is composed of a series of more or less
extensive coexisting circuits, along which the virtual images are distributed, and aroundwhich they run. These virtuals vary in kind as well as in their degree of proximity from the
actual particles by which they are both emitted and absorbed. They are called virtual in so
far as their emission and absorption, creation and destruction, occur in a period of time
shorter than the shortest continuous period imaginable; it is this very brevity that keeps
them subject to a principle of uncertainty or indetermination.(Deleuze, 1977)
As we understand from Deleuzes notes virtual always caries the potential turning in to
actual and indeed what we call reality is the possibility of the virtual turning in to actual.
The virtual place at Cyberspace turns into an actual place just when we start to experience it.
Every virtual realm has a possibility of turning into an actual space when we dwell in
cyberspace.
Being, Space and Place
In Building, Dwelling, Thinking Heidegger associates Being with dwelling (Heidegger,
1971). He discusses the notion of dwelling and contends that only if we are capable of
dwelling, only then can we build (Bauen). Bauen, says Heidegger, relates to nearness and
neighborliness and also implies "to cherish and protect, to preserve and care for". Bauen
also relates to the Old High German word for building, baun, which means to dwell in
the sense of remaining or staying in place. (Seamon, 2000). Furthermore Heidegger discusses
thefourfold- and turning a location in to a place with the example of bridge. He argues the
bridge as a being. A bridge is a thing turning a specific point of space to a location and thislocation turns to be a site. The bridge is an outcome of human dwelling and dwelling is the
way of ourbeing in the world- ,its a pure ontological issue. Heidegger tells that the bridge
enables the space to gather the fourfold, the mortals, the earth, the sky and the divinities, it
makes the space possible for the fourfold. As a result bridge is a thing giving space to
fourfold. It turns a location in to a place, it is a product of our dwelling, our being-in-the-
world-. Here we might say that we turn a geographic location in to a place by the means of
dwelling and this is the way of ourbeing in the world-.
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Edward Relph argued place as a fundamental aspect of peoples' existence in the world. He
says places are fusions of human and natural order and are the significant centers of our
immediate experiences of the world" (Relph, 1970) Relph attempted to unravel and describe
the essential experiential nature of place. Why and how, in other words, are places meaningfulfor people?(Seamon, 1996)
Relphs most significant contribution over discussion of place was the notion of insideness.
What turns a space to a place is feeling here rather than being there. Feeling inside rather than
being outside. Seamon adds If a person feels inside a place, he or she is here rather than there,
safe rather than threatened, enclosed rather than exposed, at ease rather than stressed.
(Seamon, 1996)
On the other hand, a person can be separate or alienated from place, and this mode of place
experience is what Relph called outsideness. Here, people feel some sort of division between
themselves and world. The crucial phenomenological point is that, through different degrees of
insideness and outsideness, different places take on different identities. (Seamon, 1996)
Relph classifies the modes of insideness and outsideness in seven various levels according to
experiential involvement (Table 1)
Aesthetic Experience and Space
Aesthetic phenomenon can be explained through the means of experience, discovery,
getting in to relation, production of sensation, rereading as text and hermeneutics. The
authentic experience of a place, its multilayered and narrative structure and the pattern of
relationships within this place accounts for the aesthetic phenomenon of space. Aesthetic
experience is the phenomenon what turns a space in to a place.
Relph argues places may be experienced authenticallyor inauthentically. An authentic sense of
place, is "a direct and genuine experience of the entire complex of the identity of places--not
mediated and distorted through a series of quite arbitrary social and intellectual fashions about
how that experience should be, nor following stereotyped conventions" (Relph, 1976)
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Table 1 (Relph, 1976)
MODES OF INSIDENESS & OUTSIDENESS
1. EXISTENTIAL INSIDENESS
A situation involving a feeling of attachment and at-homeness. Place is "experienced without deliberate and self-consciousreflection yet is full with significances." One feels this is the place where he or she belongs. The deepest kind of place experience
and the one toward which we probably all yearn.
2. EXISTENTIAL OUTSIDENESS
A situation where the person feels separate from or out of place. Place may feel alienating, unreal, unpleasant, or oppressive.
Homelessness or homesickness would be examples. Often, today, the physical and designed environments contribute to this kind
of experience unintentionally--the sprawl of suburban environments, the dissolution of urban downtowns, the decline of rural
communities.
3. OBJECTIVE OUTSIDENESS
A situation involving a deliberate dispassionate attitude of separation from place. Place is a thing to be studied and manipulated
as an object apart from the experiencer. A scientific approach to place and environment. Ironically, the approach to place often
taken by planners, designers, and policy makers.
4. INCIDENTAL OUTSIDENESS
A situation in which place is the background or mere setting for activities--for example, the landscapes and places one drives
through as he or she is on the way to somewhere else.
5. BEHAVIORAL INSIDENESS
A situation involving the deliberate attending to the appearance of place. Place is seen as a set of objects, views, or activities. For
example, the experience we all pass through when becoming familiar with a new place--figuring out what is where and how the
various landmarks, paths, and so forth all fit together to make one complete place.
6. EMPATHETIC INSIDENESS
A situation in which the person, as outsider, tries to be open to place and understand it more deeply. This kind of experience
requires interest, empathy, and heartfelt concern. Empathetic insideness is an important aspect of approaching a place
phenomenologically.
7. VICARIOUS INSIDENESS
A situation of deeply-felt secondhand involvement with place. One is transported to place through imagination--through
paintings, novels, music, films, or other creative media. One thinks, for example, of Monet's paintings of his beloved garden
Giverny or of Thomas Hardy's novels describing 19th-century rural England.
The interrelationship between object and the subject, perception and thinking, called as
dialectical relationship by Goethe (Seamon, 1999), the dynamic process which is explained as
the reciprocally replacing of the contrary concepts which forming the whole as subject turning
to be the object and the object turning to be subject, understood as aesthetic
experience.(Aydnl, 2002)
The tension of feeling between insideness and outsideness, the dynamism of the dialectal
process of aesthetic experience, the gathering and dissembling of contrary concepts, the
production of sensation (Deleuze) the openness of a space to be discovered, the intentionality
of the space getting in to relationship with the subject defines the high potential of a space
turning in to a place.
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Through the means of this understanding Cyberspace will be discussed in terms of aesthetic
experience in following lines.
Cyberspace as a PLACE
What happens at cyberspace? How do we turn a location into a place at cyberspace? How
do we dwell in cyberspace? Is cyberspace just a virtual realm or does it give possibilities for
production ofnew places?
As told formerly virtual always caries the potential turning in to actual and indeed what we
call reality is the possibility of the virtual turning in to actual. The virtual realm that
cyberspace provides us has the possibility turning in to an actual place within in the notion of
aesthetic experience. As one starts to experience the cyberspace (this experience might be
as simple as talking on the phone, or reading news on the World Wide Web, or might be a
dynamic, complex, dialectic experience) the production of sensation (Deleuze) or Authentic
experience (Heidegger) occurs between the subject and the object. This experience might
lead the subject to a feeling of insideness or outsideness due to the infinite possibilities of
the cyberspace. Referring Relphs study, regarding this feeling of insideness or outsideness
we might conclude that cyberspace has the potential of turning in to a place.
Your personal homepage on the internet your Facebook profile page, or the virtual realm
you have created at second life (www.secondlife.com) has the potential to turn in to a place
where you feel inside. This is your place in Cyberspace.
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Image 1 A Facebook profile page. www.facebook.com
Image 2 In secondlife you can have an experience of cyberspace through the avatar you created (the
virtual representer of the body at cyberspace) at virtual 3d realms created by others or you can
design your own world. One can feel highly insideness of outsideness in any space at secondlife.
www.secondlife.com
http://www.secondlife.com/http://www.secondlife.com/http://www.secondlife.com/ -
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Placelessness and Cyberspace
Although cyberspace provides many possibilities of authentic experience of space and a new
place for our existential beings, the current conditions of cyberspace and methods of
interacting with cyberspace might cause one to fall in to a deep Existential Outsideness
(Relph, 1976, See Table 1) leading to placelessness.
One of the initial problematics of the current situation is the dualistic world we have.
Cyberspace vs. Physical Space. The more someone experiences the cyberspace the less he or
she interacts with the physical space. The more one feels inside the cyberspace the more he
becomes outside the physical space.
IMAGE 3
ww.weblogcartoons.com/category/technology/(facebook
S Korean dies after games
session
A South Korean man has
died after reportedly
playing an online computer
game for 50 hours with few
breaks.
The 28-year-old man collapsed after playing the gameStarcraft at an internet cafe in the city of Taegu,
according to South Korean authorities. The man had
not slept properly, and had eaten very little during his
marathon session, said police.
IMAGE 4 http://news.bbc.co.uk/2/hi/technology/4137782.stm
Kisho Kurokawa in his book Philosophy of Symbiosis discusses the problematics of the 21th
century through the thought he borrowed from the nature Symbiosis (Kurokawa, 1991). In
his exact words The world is moving toward a new order for the twenty-first century. In this
book I discuss this paradigm shift to the evolving new world order from several perspectives:
the shift from Eurocentricism to the symbiosis of diverse cultures, fromLogoscentrism and dualism toward pluralism, toward a symbiosis of plurality of
values;
from anthropocentrism to ecology, the symbiosis of diverse species; a shift from industrial society to information society; a shift from universalism to an age of the symbiosis of diverse elements;
a shift from the age of the machine to the age of the life principle.
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One of the key principles Kurokawa was mentioning was the need to shift of paradigms from
Dualism to Pluralism. The question is: How can these two worlds the cyberspace and
physical space shift from dualism to pluralism and get into a symbiotic relationship?
Overlapping the two spaces might be answer. We experience the world through our bodies.
Here body is not used only for the physical part of our beings. With a holistic point of view
the body here includes both our minds and physical presence as philosopher Maurice
Merleau-Ponty argues in his book Phenomenology of Perception( Merleau-Ponty,1962).
Merleau-Ponty discusses the concept of the body-subject as an alternative to the Cartesian
"cogito". This distinction is especially important in that Merleau-Ponty perceives the
essences of the world existentially, as opposed to the Cartesian idea that the world is merely
an extension of our own minds. Consciousness, the world, and the human body as a
perceiving thing are intricately intertwined and mutually 'engaged'. The phenomenal thing is
not the unchanging object of the natural sciences, but a correlate of our body and its sensory
functions.
In this point of view it can be told that cyberspace and physical space could be overlapped if
only cyberspace could be experienced existentially through our bodies. With currently used
technologies we usually experience the cyberspace through our computers and its
surroundings like mouse, keyboard, and the screen. With this limited interface one can not
experience the cyberspace as a whole as he experiences the physical space. Due to recent
development of new technologies and increasing mobility with everyday growing wireless
networks new possibilities arise to develop new methods of interaction with cyberspace.
Some cybernetic upgrades for human body or new cyberspace interfaces developed allowing
body interaction and various examples as 3d holograms that can be interacted through our
bodies can develop new possibilities of space experience.
In the movie Minority Report the main computer that the detectives were using with a see-
through touch screen can be an example of body-interacted cyberspace. The gloves used to
interact with the computer are a kind of simple cybernetic human body upgrade which
provides a better interaction.
http://en.wikipedia.org/wiki/Ren%C3%A9_Descarteshttp://en.wikipedia.org/wiki/Consciousnesshttp://en.wikipedia.org/wiki/Perceptionhttp://en.wikipedia.org/wiki/Phenomenonhttp://en.wikipedia.org/wiki/Phenomenonhttp://en.wikipedia.org/wiki/Perceptionhttp://en.wikipedia.org/wiki/Consciousnesshttp://en.wikipedia.org/wiki/Ren%C3%A9_Descartes -
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Image 5 Minority Report (the movie, 2002)
Nintendos latest game console Wii also provides a new interface controlled by body
movements for interaction with Cyberspace.
Image 6 www.nintendo.com
The FogScreen projection screen, produces a thin curtain of dry fog that serves as a translucent
projection screen, displaying images that literally float in the air. You can walk right through a
FogScreen projection screen without getting wet. And yet with the interactive fog screen one can
interact with the image flying through the fog. It might be a computer game, an interactive map or a
hi-fi system in a living room, an information wall at a metro station and anything only limited with
the imagination. All these new technologies and future developments will be providing us
possibilities to develop symbiotic places of cyber and physical space.
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Image 7 Several images of fogscreen.www.fogscreen.com
Conclusion
As a phenomenon that takes more place each day in our daily life, cyberspace provides new
possibilities for aesthetic experience with the tension of feeling between insideness and
outsideness, the dynamism of the dialectal process of aesthetic experience, the gathering and
dissembling of contrary concepts, the production of sensation (Deleuze) and the openness of
cyberspace to be discovered. Within this context Cyberspace has the potential to turn to a
place of where existentially human beings continue their dwelling as part of their being-in-the
world.
However as mentioned before there is a dualistic situation between cyberspace and the
physical space. Symbiosis might be a key concept in order to combine these to spaces. Referring
to Merleau-Ponty s works Consciousness, the world, and the human body as a perceiving
http://www.fogscreen.com/http://www.fogscreen.com/http://www.fogscreen.com/http://en.wikipedia.org/wiki/Consciousnesshttp://en.wikipedia.org/wiki/Perceptionhttp://en.wikipedia.org/wiki/Perceptionhttp://en.wikipedia.org/wiki/Consciousnesshttp://www.fogscreen.com/ -
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thing are intricately intertwined and mutually 'engaged' and if there are some possibilities
created for experiencing the cyberspace with our bodies then there might be chance for us
to perceive the two spaces at the same and at that point it can be told that the two spaces
are overlapped on each other.
In a conclusion, within all this aspects, our understanding of place, space and the new space
thats born from the symbiotic relationship of the two spaces, has shifted in recent years
with the development of new technologies. This new place should be discussed by
designers, planners, urban designers, etc. in order to create a holsitic point of view through
the design process in the context of existential experience and the notions of place and
placelessness.
References
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