The Geography of Technology: Space, Place and the Embedded Environment

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    The Geography of Technology: Space, Place and the Embedded Environment - Presentation Transcript

    1. THE GEOGRAPHY OF TECHNOLOGY Guy Rintoul www.guyrintoul.com twitter.com/grintoul
    2. Agenda
      • Mapping space and place
      • New ‘virtual’ space
      • Interaction of virtual and real
      • Software and space
    3. Space and Place
      • Traditionally fixed:
      • Same or tightly linked
      • Can be mapped
      • Telephone or postal networks
    4. Space and Place
      • Technology makes them fluid:
      • Not necessarily linked
      • Can’t always be mapped
      • Internet
    5. Brief History
      • 1969 – First two nodes connected
      • 1970s –APRANET (US DoD) expands across continental US
      • 1980s – National Science Foundation takes responsibility. Forms links to Europe and becomes Internet
    6. Brief History
      • 1989 – Tim Berners-Lee invents the Web
      • 1991 – CERN publicizes this new project
      • 1990s – Web grows at rate of 100% per year. Explosive growth in 1996 and 1997
    7. Old Space
      • Phone or postal system:
      • Dedicated circuit or delivery routes
      • Call or parcel travels only one route
      • Space and place can be mapped
    8. New Space
      • Internet:
      • Multiple delivery routes to destination
      • Data split then reassembled (TCP/IP)
      • Each packet can take a different route
    9. New Space
      • Mapping:
      • Place is still fixed – start and end points
      • But new, space is fluid, fluctuating
      • Data follows constantly changing paths
      • Historical bias to US hubs, but these are just ‘concentrations in the cloud’
      • Physical cables don’t affect space
    10. New Space
      • Perception:
      • The cloud
      • Place but no physical space in between
      • One large virtual, fluctuating space
      • Entire space of their own
    11. Real-World Space
      • Influence of virtual space:
      • New space feeds back into old
      • Old space being built on new (e.g. VoIP)
      • Three interfaces between real and virtual
      • What does this mean for the future?
    12. Interaction with New Space
      • Graham (1998), writing just after the explosion in Internet use:
      • Substitution and transcendence
      • Co-evolution
      • Recombination
    13. 1. Substitution & Transcendence
      • Media, telecoms and communication converge until distance no longer matters
      • Full Service Networks (FSNs) create an interactive virtual reality which replaces the non-virtual
    14. 1. Substitution & Transcendence
      • Approximations include Second Life (money interchangeable) and World of Warcraft (gay rights protest)
      • Discredited. Criticized as ‘technological Utopianism’ – still need to eat, sleep etc.
    15. 2. Co-Evolution
      • Technology and space co-evolve together
      • Doesn’t assume universal distribution or access to technology in a capitalist world
      • Produce more material spaces rather the all-engulfing cyberspace of the first theory
    16. 2. Co-Evolution
      • New technologies reflexively shape real-world space, with both influencing each other in their design and incorporation
      • Includes capitalist power struggles (e.g. ‘smart’ vs. prepayment power meters)
    17. 3. Recombination
      • Boundaries between humans and technology become less defined
      • Actors and networks, both human and non-human, influence the development, use and interaction of the other
    18. 3. Recombination
      • Does not suggest that technology absorbs the real world
      • Players interact in complex ways, rather than in an absolute time-space arena
      • ‘ Fuzziest’ of Graham’s three theories – somewhere in between the other two?
    19. Most Likely?
      • Possibly too early to tell, as technology is in its comparative infancy
      • Likely – flexible interaction between the theories of co-evolution and recombination
    20. Most Likely?
      • Valentine and Holloway (2002) study Internet use of 11-16 year olds:
      • Incorporated online worlds into offline ones (e.g. friendships and social networks)
      • Also with offline worlds into online ones (e.g. class and gender identities)
    21. Software and Space
      • Mentioned hardware but not software
      • But cables are useless on their own
      • Hardware may define the place, but how does software affect the space?
    22. Software and Space
      • Thrift and French (2002):
      • Study how software changes society
      • Software as a ‘new set of textualities’
      • Includes everything from the binary code to the information produced using it
    23. Software in Context
      • Historically:
      • Software and hardware separate entities which performed separate tasks
      • Increasingly engrained in real-world space
      • Software was discrete – now ‘wideware’
    24. Software in Context
      • Software often unnoticed, while hardware that enables it is seen as ‘the technology’
      • For example, over 30% of an executive car’s value is in the software (EIU, 2000)
      • Millennium bug highlighted this ‘software writing space’ (Thrift and French, 2002)
    25. Software in Space
      • Dodge and Kitchin (2005) propose three ways in which software (code) is found in geographical , real-world space:
      • Code/space
      • Coded space
      • Background coded space
    26. 1. Code/space
      • In this type of relationship, the problem cannot be solved without code
      • For example, if the code is a stereo does not work properly, it won’t play CDs
    27. 2. Coded Space
      • In this type of relationship, the code allows extra functions or features but the main system can still work without it
      • For example, CCTV in a shop. If the cameras stop working, the shop can still function without them
    28. 3. Background Coded Space
      • In this type of relationship, the code allows a solution to work, but only when purposely activated
      • For example, mobile phone signals are always present as background coded space. When the phone is used, a signal is required and so it becomes code/space
    29. Software in Space
      • Technology is all around us – not just hardware, but software as well
      • The hardware is what’s noticed, but the software also plays a pivotal role
    30. Summary
      • Technology is changing space and place
      • Increasingly, fluid ‘virtual’ space and fixed real-world space interact
      • But technology is all around us, not only in the form of ‘obvious’ hardware, but as hidden software too
    31. Questions? Guy Rintoul www.guyrintoul.com twitter.com/grintoul

    + Guy RintoulGuy Rintoul, 2 years ago

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