Calling All Agents

Here are some opportunities for writers, designers, and filmmakers, in case you’re looking for ways to challenge yourself over the summer.

[Image: “Angels” (2006) by Ruairi Glynn, one of the co-organizers of Stories of Change].

1) Arup Foresight and the Bartlett School of Architecture have teamed up to gather what they call “responses to some of the world’s most pressing issues as featured in the publication, Drivers of Change. We would like you to tell us your Stories of Change.” Original films, texts, and architectural designs are all eligible and welcome; the texts could even “be a poem, a letter, a blog-post, even a currated collection of tweets.” Which is good news, but the deadline is approaching quickly: Friday, 24 June 2011. See the Stories of Change website for more.

2) For its new call for papers, the Bauhaus-Universität’s Horizonte journal begins by quoting architect Raimund Abraham: “From earliest times,” Abraham writes, “architecture has complied with that order of logical forms which is contained in the nature of each material. That is to say: each material can only be used within the limits imposed by its organic and technical possibilities.” This fourth issue of the consistently well-designed journal explores the materiality of building: the issue thus “challenges the constraints and possibilities of architectural production, in order to reflect on the material and constructive methodologies of the present day.” I imagine essays and even speculative fiction covering everything from genetically engineered building materials to 3D printers—to new types of brick to artisanal craftwork—would be of interest. Your deadline is 8 July 2011.

3) The Architectural League wants to give New York the Greatest Grid:

On the occasion of the two hundredth anniversary of the 1811 Commissioners’ Plan for New York, the foundational document that established the Manhattan street plan from Houston Street to 155th Street, the Architectural League invites architects, landscape architects, urban designers, and other design professionals to use the Manhattan street grid as a catalyst for thinking about the present and future of New York. For two centuries, the Manhattan street grid has demonstrated an astonishing flexibility to accommodate the architectural gestures and urban planning theories of successive generations of architects, urban designers, private developers, and city officials. Given its capacity for reinvention, how might the Manhattan grid continue to adapt and respond to the challenges and opportunities—both large and small—that New York faces now and into the future?

Your deadline is 26 September 2011; see the competition website for much more information.

4) A new Advanced Architecture Contest has been announced, sponsored by the Institute for Advanced Architecture and Hewlett Packard. The theme this year is “CITY-SENSE: Shaping our environment with real-time data.” Aim to submit “a proposal capable of responding to emerging challenges in areas such as ecology, information technology, architecture, and urban planning, with the purpose of balancing the impact real-time data collection might have on sensor-driven cities.” Read more at the Advanced Architecture Contest website; the deadline is 26 September 2011.

5) The California Architectural Foundation, in partnership with the Arid Lands Institute and the Academy for Emerging Professionals, has launched what it calls “an open ideas competition for retrofitting the American West.” The Drylands Competition seeks new ways of “anticipating, mitigating, and adapting to projected impacts of climate change” and other “critical challenges” facing the region. These challenges include water scarcity, obsolete infrastructure, and even the growing gap between scientific knowledge and public policy. “Design teams are invited to generate progressive proposals that suggest to policy makers and the public creative alternatives for the American west, ideas that may be replicated throughout the world.” Register by 15 November 2011; see their website for much more info.

6) Meanwhile, across the pond, the Architects Journal is seeking essays of up to 1,500 words, by writers under the age of 35, for their £1,000 AJ Writing Prize (the money will be split amongst all winners). The jury consists of Christine Murray, Alan Berman, Joseph Rykwert, and Mary Banham; you only have until 30 June 2011 to participate, so get cracking.

7) Finally, this one doesn’t open till September 2011, but it sounds fascinating. Sponsored by Architecture for Humanity, [un]restricted access is “a design competition that will re-envision the future of decommissioned military space. This is an open invite to the global design and construction community to identify retired military installations in their own backyard, to collaborate with local stakeholders, and to reclaim these spaces for social, economic, and environmental good.” As I say, thought, it doesn’t launch until September, but keep your eyes on the [un]restricted access website for emerging info.

A Catholicism of Fallen Machinery

[Image: Photo by Allyn Baum for The New York Times].

In a short but otherwise quite remarkable article in today’s New York Times, we read about the barely visible traces of a plane crash that occurred 40 years ago in the skies above Park Slope, Brooklyn. As the article explains, there is “little to indicate that the corner of Seventh Avenue and Sterling Place in Park Slope, Brooklyn, bore violent witness to the worst air disaster at the time.”

“If you look closely, though, there are signs—not wounds from that harrowing day so much as faded scars.”

For the most part, these wounds from the sky take architectural form. They are urban archaeologies of airborne collision—the tragic encounter of a plane with the city—recorded in material detail:

At 126 Sterling, where a 25-foot section of the plane’s right wing knifed through a peach-brick four-story apartment complex, the building still stands, but its bunting-patterned tin cornice is gone; the two matching buildings to the right still have theirs. The first dozen courses of brick below the rebuilt roof don’t match the rest. They are shinier, lighter: newer.

Meanwhile, nearby on 7th Avenue, “at the back of the brownstone at No. 20 that caught fire, a second-floor window was never replaced and has been bricked over. Titus Montalvo, who has lived on the ground floor for nearly 40 years, said that a former landlord warned him he might find fingers while digging in the garden.”

There are even what the article refers to as “crash relics”—rusted pieces of wings—still standing in people’s back gardens like scenes from some new Catholicism of fallen machinery, as rewritten by J.G. Ballard.

But there is something almost giddy in the implication that, if only we could perform a rigorous-enough architectural forensics on the surface of the city—revealing traces of disaster hidden in ornamental cornices and bricked-up windows—then otherwise lost events could be both memorialized and reconstructed. Even the smallest mark on a building’s facade becomes a monument to forgotten histories.

The Inevitability Of Prophecy Among Models Of New York

[Image: From Prototype, courtesy of Activision].

[Note: This is a guest post by Jim Rossignol].

The parallels and disparities between videogames and movies are endlessly debated, but there’s one certainty: they both return, routinely, to the architecture of New York City. The most frequently filmed city in the world is also the most frequently modeled.

The canyons of New York are as useful for game designers as they are for film directors. If the decision is arbitrary, then New York represents a kind of go-to alpha city: the logical choice if you need a city at all. For film directors it’s a grand and familiar backdrop, and the same bold geometry is relatively straightforward for game technologies to render. The grid-like topology, an added bonus, is easy for gamers to understand and navigate, too.

Models of the city exist, at many different levels of fidelity, for many different gaming scenarios. From the crude polygonal outlines of early iterations of Microsoft Flight Sim, to the normal-mapped biomorphic horrors of last year’s ultraviolent brawler, Prototype, Manhattan’s skyline and the districts beyond are etched into virtuality, over and over. These models exist on countless DVDs and hard-discs across the world, in ten of thousands of memory-states within the architecture of game consoles and PCs that are modeling the city right now, in real time. It might be impossible to say how many different (or identical) instances of New York are stored, digitally, within the city itself. It seems likely that a model of New York sits just an arm-length away from every Xbox-inhabited TV stand in the greater metropolitan area.

[Image: From True Crime: New York City, courtesy of Activision].

There have been dozens of instances of New York remade for the escape-hatch sub-realities of gaming in studios around the world. In just the past decade we could name Alone In The Dark, True Crime, The Hulk, World In Conflict, Forza 2, Project Gotham, 50 Cent, Max Payne 1 & 2, Gran Turismo 3, and Def Jam Vendetta. This number spills into scores more across the previous decades, and it’s a figure which becomes hazier still when mods, expansions, analogues, and cancelled or lost projects are counted in the mix.

[Image: From Max Payne, courtesy of Rockstar Games].

This reliance on New York isn’t simply about providing a visually interesting backdrop, of course, because it has also provided some of the strongest connections to character. When the noir ultraviolence of Max Payne was moved to Sao Paulo for Max Payne 3, there was uproar. If you took Max out of the tenements of New York, was he really Max at all? What was the New York cop without his delirious nightmare of New York’s criminal innards? Similarly, when it was announced that Crysis 2 would be moving from its technologically impressive jungle-island home to the exploding streets of Manhattan, no one really thought to comment. Of course it would be set in New York. Indeed, if they really wanted to see/destroy it all, where else would the aliens want to go next?

[Image: From Crysis 2, courtesy of Electronic Arts].

Crysis 2‘s ash-hazed avenues are impeccably damaged, while surly pedestrians in any sandbox city are happy to pick a fight if you don’t look where you’re going. These models new look increasingly like New York City, and more often behave like it, too. As the complexity of games increases, it seems that we are speeding towards a completionist model of the city—one that whirs and hums and yells like the real thing. As the models made by game studios march toward reality, they march towards Manhattan.

Yet realism is not a goal that games should really be striving for. Leave that to the CAD programs and the satellite maps. Instead games should explore the aspects of Manhattan that make less sense, like its dreams, or the models of the city that represent it not as it is, but as we are able to explore it, thanks to the mutational potentials of digital simulation. Examine those aspects of the city and perhaps the issue becomes less about New York as a fabulous piece of set design, and more about New York as a vital raw material for the business of fantasy.

This is a relationship that has moved on from simply being a straightforward practical connection to something that is embroiled in deeper meaning. New York city has become gaming’s ideal and idealized urban environment, and it has done so by becoming refictionalized and reimagined. The finest example of a city yet given to gaming, that of Grand Theft Auto IV, isn’t really New York at all, and yet it is more like New York than ever before. It’s the essence of New York—a distillation that is only possible thanks to the unique way in which games are able to make the figurative and the abstract resonate with us even more profoundly than the infinite detail of the everyday.

[Image: From Grand Theft Auto IV, courtesy of Rockstar Games].

It’s worth noting that the superficial New Yorkness of other, real cities often counts in their favor when it comes to making movies. At the end of American Psycho, for instance, Toronto’s TD Centre convincingly stands in for the fictional Patrick Bateman’s office in the real-world Seagram Building—both buildings by Mies van der Rohe, but the latter is in Manhattan. The TD Centre thus becomes an architectural stunt double—or perhaps a sinewy body double helping the real New York look good. Not only that, but Pinewood Toronto Studios recently announced that they will be investing further in their home city to create lived-in, urban areas that look like residences in New York, Chicago and London—real districts of a city that are permanently and deliberately cast as a “living movie set.”

[Image: From Deus Ex, courtesy of Eidos Interactive].

Where games are concerned, New York, and the modeling thereof, is a primary conduit for things that cannot happen, or things that need to happen over and over in a slightly different way each time. Not just a conveniently located backdrop, but a thing that can be toyed with digitally, again and again, first by the game developers and then by the gamers themselves. Occasionally, even, the simulations might accidentally model things that have yet to happen. Conspiratorial cyber-fantasy Deus Ex was awash with its own ideas about the sinister possibilities of our politico-military techno-future, but what was the meaning behind the twin towers missing from its future skyline? A year before the towers were destroyed? The silent bells of paranoia began to ring.

In truth the skyline had been cheaply mirrored to reduce the game’s memory footprint, and the Twin Towers portion had simply been left out to make the game run more smoothly. It was nothing more than a technical conceit of the kind games are riddled with, one of the limiting factors of memory or processing that makes the computerized cities so much less than their real counterparts. But it was also a manifestation of something that became inevitable as New York was modeled over and over—as speculation mingled with outright fantasy—the inevitability that games could become a form of architectural prophecy.

• • •

Jim Rossignol is a games critic, blogger, occasional guest writer on BLDGBLOG, and author of the excellent This Gaming Life: Travels in Three Cities, published by the University of Michigan Press. He is @jimrossignol on Twitter.

Stratigraphies of Infestation

In his book Rats, Robert Sullivan—an author whose work we previously reviewed here—offers a glimpse of how the city is seen through the eyes of the pest-control industry.

[Image: Rats by Robert Sullivan].

Effective rodent control requires a very specific kind of spatial knowledge, Sullivan suggests, one that often eludes architects and city planners.

Sullivan quotes one rat-control professional, for instance, who “foresees a day when he will be hired to analyze a building’s weaknesses, vis-à-vis pests and rodents… ‘They design buildings to support pigeons and for infiltration by rodents because they don’t think about it. Grand Central Station, right? They just renovated it, right? Who knows what they spend on that, right? You know how much they spend on pest control? You know how much they budgeted? Nothing. I did all the extra work there, but they had to pay us out of the emergency budget.'”

Pest control here becomes an explicitly architectural problem, something you can design both for and against. Imagine an entire degree program in infestation-resistant urban design.

Sullivan points out that a massive, urban-scale architectural intervention, in the form of a quarantine wall fortifying all of New York City against rats, was once tentatively planned: “There was a time in New York, in the 1920s,” he writes, “when scientists proposed a great wall along the waterfront to shut out rats completely, to seal out rats and, thus, forever end rat fear. Eventually, though, the idea was deemed implausible and abandoned: rats will always get through.”

But it’s the particular subset of urban knowledge that has been actively cultivated within the pest control industry that fascinates me here. Sullivan spends a bit of time with a man named Larry Adams, a municipal rodent control expert. “If you hang around Larry long enough,” Sullivan says, “you realize that he sees the city in a way that most people don’t—in layers.” And what follows is well worth quoting in full:

He sees the parks and the streets and then he sees the subways and the sewers and even the old tunnels underneath the sewers. He sees the city that is on the maps and the city that was on the maps—the city’s past, the city of hidden speakeasies and ancient tunnels, the inklings of old streams and hills.
“People don’t realize the subterranean conditions out there,” he likes to say. “People don’t realize the levels. People don’t realize that we got things down there from the Revolution. A lot of people don’t realize that there’s just layers of settlers here, that things just get bricked off, covered up and all. They’re not accessible to people, but they are to rats. And they have rats down there that have maybe never seen the surface. If they did, then they’d run people out. Like in the movies. You see, we only see the tail end of it. And we only see the weak rats, the ones that get forced out to look for food.”

The book’s wealth of rat-catching anecdotes are often unbelievable. “More than anything,” Sullivan reflects, “I have learned from exterminators that history is crucial in effective rat analysis.”

In fact, history is everything when it comes to looking at rats—though it is not the history that you generally read; it is the unwritten history. Rats wind up in the disused vaults, in long underground tunnels that aren’t necessarily going anywhere; they wind up in places that are neglected and overlooked, places with a story that has been forgotten for one reason or another. And to find a rat, a lot of times you have to look at what a place was. One exterminator I know tells the story of a job on the Lower East Side in an old building where rats kept appearing, nesting, multiplying, no matter how many were killed. The exterminator searched and searched. At last, he found an old tunnel covered by floorboards, a passageway that headed toward the East River. The tunnel was full of rats. Later, he discovered that the building had housed a speakeasy during Prohibition.

Or this disconcerting image of an infested basement that was never fully demolished—it was simply forgotten, walled off beneath the surface of the city. Here, Sullivan visits an abandoned lot with a rat-catching expert named Isaac, writing that, “just before we drove off, two men walked by and stopped at the fence; they looked into the abandoned lot and spoke with Isaac in Spanish.”

They told Isaac that they remembered when the lot was the site of an old wooden house that had become abandoned and filled with rats. They remembered the house being demolished and partially buried—the basement was still there, they said. They pointed to the ground, saying that the old home was still beneath it, still rat-infested.

What a perfectly haunting line: They pointed to the ground, saying that the old home was still beneath it, still rat-infested. (And if anyone out there has read The Rats by James Herbert, you might remember that the novel begins with a vaguely similar urban image).

[Image: A “rat king,” via Wikimedia].

Speaking later with Mike, another rat-control expert, Sullivan learns how the stratigraphy of the city takes shape in the mind of the exterminator: “I was getting ready to leave—Mike was just too busy. But then Mike was reminded of an aspect of the nature of rats in the city, and as he put down the phone, he said, ‘You know, I heard there are three layers of sewer lines.’ He counted them off on his fingers. ‘There are the ones from the 1800s, the ones from the 1700s, and the ones they don’t have maps for anymore. Once in a while, they use that old line, when they’re doing construction or something, and you read in the papers that there are hundreds of rats coming up. Well, those rats that are in the third line, they haven’t even seen man before.’”

These stratigraphies of infestation are wonderfully horrifying—but also perfectly and immediately available to the architect and urban planner as practical design challenges. How does one deal with “what was on the maps,” as Sullivan phrases it, while at the same time designing a pest-unfriendly metropolis?

Taking as their design target rats and other “unwanted inhabitants” of the city, as Sullivan phrases it, what inspired collaborations could we develop amongst public health inspectors, urban ecologists, pesticide manufacturers, historical cartographers, city archivists, materials scientists (Sullivan writes, for instance, that Larry Adams, mentioned earlier, has actually developed his own special mix of rat-resistant concrete: “With his expertise, Larry has developed his own rat-eradication techniques, such as concrete mixed with broken glass to keep the rats from gnawing through the concrete. ‘Sometimes, they’ll still cut through before the concrete hardens. So sometimes, I use glass and industrial-strength steel wool and put it in with the concrete and make one big goop with it’”), and, of course, architects and planners? How realistic—let alone ethical—a design challenge is the rodent-free metropolis?

Vent Stack

[Image: The Holland Tunnel Land Ventilation Building, courtesy of Wikipedia].

As described in this PDF, Holland Tunnel has four ventilation structures:

The four ventilation buildings (two in New Jersey and two in New York) house a total of 84 fans, of which 42 are blower units, and 42 are exhaust units. They are capable, at full speed, of completely changing the tunnel air every 90 seconds.

David Gissen briefly explores the architecture of NYC tunnel vents in his book Subnature, opening a window onto the architecture of subterranean weather generation, where unseen machines suck whole atmospheres from the depths of the city. Perhaps we’ll even read someday that New York’s ongoing rash of tornadoes includes a few rogue climate systems belched forth from these vent stacks on the autumnal banks of the Hudson (or perhaps not).

An Ancient Comedy of Urban Errors

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

For his final thesis project this year at the Cooper Union in New York City, student Andrejs Rauchut diagrammed and modeled “a constellation of architectural set pieces” meant for “a day-long performance of The Comedy of Errors” by William Shakespeare. Rauchut’s project presentation included an absolutely massive, wood-bound book: it started off as a flat chest or cabinet, before opening up as its own display table.

[Images: From Andrejs Rauchut’s thesis project at the Cooper Union].

The diagrams therein are extraordinary: they map character movement not only through the ancient city of Ephesus, where Shakespeare’s play is set, but through the “constellation” of set pieces that Rauchut himself later designed.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union; view larger!].

As Rauchut describes it, The Comedy of Errors “follows a single day in the life of the port city of Ephesus through the eyes of its commuting citizens, from the high perch of the duke to the city’s prostitutes.” This has interesting spatial implications:

The shrewdest and most elaborate part of the play is its circuitous, knotted plot. The city starts to fold in on itself when a merchant named Antipholus arrives in Ephesus unaware that his long-lost twin brother now lives in Ephesus. The local citizenry misidentify the brothers as each Antipholus is shuffled in and out of scene. A complex strand of chaos breaks out throughout the city that climaxes with one of the brothers attempting to publicly murder his wife out of shear frustration. While the play investigates how the circulation patterns in a city can be hijacked to create chaos, it also demonstrates how, through the art of gathering, peace can be obtained via discussion and the exchange of information. We see this in the last act when all the characters gather and finally make sense of the day’s events.

Urban design becomes public dramaturgy.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

The bulk of Rauchut’s work went into producing a series of timelines and graphic depictions of character movement in Shakespeare’s play.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

In the massive image seen above, for instance, “Each box represents the time and space of an act and the crossing of a box by a line signals a character’s entrance onto the stage. One can see that it is in the final act, when nearly all the lines collectively intersect the last rectangle, and all the characters are on stage, that they can finally straighten out the events of their collective day. Up to this point, as the timeline demonstrates, the characters have been weaving in and out of contact with one another, multiplying the fragmented misinformation that spreads throughout the city.”

[Images: From Andrejs Rauchut’s thesis project at the Cooper Union].

He then went on to experiment with overlaying these character paths onto Staten Island, part of the New York City archipelago, as if trying to draw an analogy between the seafaring, splintered island geography of the ancient Mediterranean—with its attendant heroes and unacknowledged gods—and the contemporary commuter landscape of greater New York.

This transposition of Shakespeare’s characters’ movements onto Staten Island, Rauchut explains, became “the backbone for the design of a series of architectural set pieces inserted into the suburban fabric of Staten Island. At each of the points where characters interact, an architectural set is built.”

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

Ultimately, the project aimed for the indirect choreographing of a public, urban event—it was to be a “guerilla instigator of public space,” as Rauchut describes it:

The final design is a constellation of architectural set pieces that would be used for a day-long performance of The Comedy of Errors. Actors would travel along their scripted routes through the city dressed in plain-clothes crossing paths and delivering lines. The audience would consist of interested citizens, gathering, following, growing, leaving, and occasionally returning as they continue through their daily routines.

“After the play is over,” he concludes, “the architecture would remain and would be used by the locals of Staten Island”—the remnants of a play incorporated into everyday urbanism.

To be honest, I’m not a huge fan of that sort of participatory street theater, but the spatial ideas underlying Rauchut’s project—that is, the precipitation of architectural forms from the public passing of an unannounced literary event—is certainly thought-provoking and could have some pretty awesome effects applied elsewhere, with different texts. Books become clouds, raining events and built forms onto the city.

(Thanks to Hayley Eber for inviting me to see Andrejs Rauchut’s project at midterm last spring! Of possible earlier interest: Bloomsday).

The Meadowlands

I’ve just finished reading The Meadowlands: Wilderness Adventures on the Edge of a City by Robert Sullivan, a book perfectly discussed in the visual context of Meadowlands, a collection of photographs by Joshua Lutz (for which Sullivan actually wrote an introduction).

[Image: From Meadowlands by Joshua Lutz].

“Just five miles west of New York City,” the back cover of Sullivan’s book reads, are the Meadowlands: “this vilified, half-developed, half-untamed, much dumped-on, and sometimes odiferous tract of swampland is home to rare birds and missing bodies, tranquil marshes and a major sports arena, burning garbage dumps and corporate headquarters, the remains of the original Penn Station, and maybe, just maybe, of the late Jimmy Hoffa.” It is “mysterious ground that is not yet guidebooked,” Sullivan writes inside, “where European landscape painters once set up their easels to paint the quiet tidal estuaries and old cedar swamps,” but where, now, “there are real hills in the Meadowlands and there are garbage hills. The real hills are outnumbered by the garbage hills.”

Lutz’s book describes the region as a “32-square-mile stretch of sweeping wilderness that evokes morbid fantasies of Mafia hits and buried remains.” As Lutz explained in a 2008 interview with Photoshelter, “When I first saw the Meadowlands I was completely blown away at this vast open space with the Manhattan skyline in the distance. It was this space that existed between spaces, somewhere between urban and suburban all the while made up of swamps, towns and intersecting highways. None of it made any sense to me, still doesn’t.”

All told, the area has become, Sullivan writes, “through negligence, through exploitation, and through its own chaotic persistence, explorable again.”

[Images: The Meadowlands: Wilderness Adventures on the Edge of a City by Robert Sullivan and Meadowlands by Joshua Lutz].

To write his book, Sullivan went on a series of explorations through the Meadowlands, including by canoe and in the company of a former police detective.

While there are definitely some moments of rhetorical over-kill, the book is so filled with interesting details that it proved very hard to stop reading; in between learning about the “discharged liquefied animal remains” that were dumped into the region’s streams and rivers, or the “major pet company and Meadowlands development firm” that “drove so many steel girders into the ground that people joked Secaucus would become a new magnetic pole,” or even the old—and, unfortunately, forgotten—mine shafts that began swallowing a development called the Schuyler Condominiums, Sullivan’s book, like any good and truly local history, builds to a level of narrative portraiture that is as braided and fractally involuted as the wetlands it documents.

[Image: From Meadowlands by Joshua Lutz].

For instance, Sullivan discovers a flooded radio transmission room, “its giant antenna felled in the water like a child’s broken toy,” as well as “little islands, composed wholly of reeds,” one of which, in the middle of soggy nowhere and accessible only by boat, was “surrounded by bright yellow police emergency tape: CAUTION, the tape said.”

Relating the litany of pollutions that exist in the swamps, he guides the reader’s eye toward ponds of cyanide, truckloads of “unregulated medical waste,” and soil so thoroughly contaminated with mercury that, “as recently as 1980, it was possible to dig a hole in the ground and watch it fill with balls of shiny silvery stuff.”

This might even have affected the New York Giants football team after they moved into Meadowlands Stadium: “In the mid-1980s, playing football in the Meadowlands meant possibly risking your life, because shortly after the stadium opened players for the Giants began developing cancer… ‘Players complained of occasionally foul-smelling water, and the high incidence of leukemia in adjacent Rutherford…'” No official medical link was either admitted or found. Indeed, certain streams are really a kind of “garbage juice”—an “espresso of refuse,” as Sullivan nauseatingly describes it.

In many places, the so-called ground is, in fact, trash—so much so that “underground fires are still common today… you can see little black holes where the hills have recently burped hot gases or fire… huge underground plumes of carbon dioxide and of warm moist methane, giant stillborn tropical winds that seep through the ground to feed the Meadowlands’ fires, or creep up into the atmosphere,” forming a particularly Dantean local climatology of reeking crosswinds. One of these fires “burned for fifteen years.”

[Image: Bow-hunting amidst the reeds, from Meadowlands by Joshua Lutz].

The Meadowlands are, after all, a massive dump, more landfill than landscape. The effect, though, is a kind of new picturesque, an engineered sublime of artificial hills, deltaic chemical accumulants, cheap hotels overlooking it all on the periphery, and even entire lost buildings buried beneath three centuries of dumping. “If you put a shovel anywhere into the ground and dig just about anywhere in the Meadowlands,” Sullivan writes, “it won’t be long until you hit rubble from a building that was once somewhere else.”

In Kearny, one old dump contains pieces of what was once Europe. In 1941, under the auspices of the Lend-Lease Act, shipments of defense equipment went from the United States to Great Britain by boat. On their return trip, the boats used rubble from London bombings as ballast. William Keegan, a Kearny dump owner, contracted to accept the ballast. As a result, some of the hills of the Kearny Meadows are London Hills.

This is actually also true for New York’s FDR Drive, which is partially constructed on British war ruins used as fill.

[Image: An awesomely sinister photo from Meadowlands by Joshua Lutz].

There is an amazing chapter about mosquito control in the region, something I want to return to in a future post someday; another about treasure hunters on a quest for Revolutionary War-era gold and silver; and another about the construction of the hulking and monumental Pulaski Skyway. Before that oddly tunnel-like, 3.5-mile, elevated roadway was built, “ferries and sailboats took passengers from New York to Newark via Jersey City,” but, like something out of a Terry Gilliam film, “it was not unusual for papers to report that a ship making the trip had been blown out to sea and never been seen again.”

I could go on and on. There is even an entire subplot in which Sullivan hunts down the buried remains of New York’s Penn Station.

I want to end, though, with something said by the retired police detective who takes Sullivan under his wing on a series of driving tours toward the end of the book. When Sullivan asks the former investigator if he misses his job, the response is intelligent, thoughtful, and extraordinary. I’ll quote it in full:

“I miss it to this day, to this minute,” he said. “And do you know why? Because it takes you a long time to accumulate the knowledge.”
He pointed out the car. “Like for instance,” he continued, “look over there at that building, that warehouse. See how one door is open and one door looks like it’s closed up. Now, what I’ll do is store that. Keep it in my head. And see that sign over there in front of that building? You remember that. You remember that because you may need it someday. It may be useful. You accumulate the knowledge. Do you see what I mean? And then all of a sudden you’re supposed to just stop.”
He shook his head and started the car moving again, driving slowly up out of the swamp, up the hill. “The thing is, you just can’t,” he said.

This hermeneutic attention to everyday details—through which open warehouse doors or unusually parked cars all become raw data accumulated over decades for use in some later, possibly never-to-occur narrative dissection—is exactly the task not only of the detective but of the writer, and of anyone who would attempt to study an existing landscape in order to uncover its most unexpected and far-reaching implications.

In any case, together with Lutz’s photos of the region and its very particular anthropology—which Lutz discusses in an interview with Conscientious, remarking that the Meadowlands are “an astonishing mixture of towns, swamps, trains, motels and an amazing array of bisecting highways all trying to keep you out”—both books have been invigorating encounters over the past week or two, and each is worth checking out if you get the chance.

Pieces of the city are forming, like islands

[Image: “Shopping mall parking lot, Dubai,” (2009) by Bas Princen].

Photographer Bas Princen has a fantastic new exhibition, called “Refuge,” up at Storefront for Art and Architecture. Tonight, Tuesday, May 11, Princen will be at the gallery for a public event and opening, and it’s well worth checking out.

Storefront describes the show as a “photographic fiction”:

Although it is the result of extensive travels and research in five cities of the Middle East and Turkey—Istanbul, Beirut, Amman, Cairo and Dubai—it could just as easily pass as the pictorial record of a dérive through a single, imaginary city: a city without a center, populated by extraordinary and at times implausible architectural artefacts; an urban laboratory whose physical traits are defined by migratory flows, spatial transformation and geopolitical flux on a continental scale.

[Image: “Cooling plant, Dubai,” (2009) by Bas Princen].

As part of a poster published in tandem with the exhibition, former Storefront director Joseph Grima interviewed Princen about his work, starting off with an inquiry into how Princen’s own background in architectural studies might have affected his photographic approach to the built and natural environments (the interview is also available at Domus).

[Image: “Sand ridge, Amman,” (2009) by Bas Princen].

Princen remarks that, for him, “the camera [is] a tool to construct ideas on space or places, or ideas on architecture and landscape.” For “Refuge,” in particular, he explains that:

My main objective with this project was to create a series of photographs in which Amman, Beirut, Cairo, Dubai and Istanbul disappear as individual cities and as specific places, dissolving instead into a new kind of city, an imaginary urban entity in formation. This premise directed me to specific places in the periphery where pieces of the city are forming, almost like islands, and this accounts for my interest in the refugee camps and gated communities.

Zeroing in specifically on the architecture, Grima then asks him about “the ubiquity of the modernist reinforced-concrete slab-and-column structure,” a construction technique clearly visible in the photographs reproduced here.

[Images: “Former sugarcane field, Cairo,” (2009) and “Ringroad, Cairo,” (2009) by Bas Princen].

Grima suggests that, as a tactic for assembling buildings, this construction technique is “strongly reminiscent of Le Corbusier’s Maison Domino.” Princen’s response is brilliant, and worth quoting at length:

It is fascinating that Maison Domino, the quintessential modernist prototype conceived as a universal answer to the housing problem, has in the end inspired the method of choice for informal construction, with or without the help of architects. The many interpretations of the famous Maison Domino prototype I’ve seen are a clear indication that is has become the most universally successful type of construction, but nothing prepared me for Cairo, where this structural system is really pushed to the limits—not only because these buildings in red-brick-and-concrete grids rise to 16 or 17 floors, but also because three quarters of the city is constructed in this way. It is a mesmerizing fictional experience: driving on an elevated highway through this city of red brick towers, trying to imagine who is actually living there.

This latter remark—Princen’s difficulty in imagining these sorts of landscape humanly inhabited—sets the stage for a remark, later in the interview, when Princen mentions that he attempts to maintain a human presence in his photographs—in other words, they are not anthropologically empty landscapes.

[Images: “Mokkatam Ridge (garbage recycling city), Cairo,” (2009) by Bas Princen].

He adds that “the so-called ‘middle distance'”—the scale inhabited by humans—”has not been used much in recent architectural photography,” an industry that tends now to focus on one of two extremes: “the architectural object on the one hand and the cityscape on the other.” But “it is exactly in this middle distance,” Princen counters, “that the human figure becomes an interesting element: it cannot be shown as the main subject, but will always be defined by the relationship with its surroundings, to put an extra meaning or layer on the landscape or object that is photographed.”

As a result, Princen’s photos show us diminutive humans, stranded amidst incomprehensible architectural forms and massive landscapes, neither urban nor rural, pursuing admirably self-directed goals through which to give themselves meaning or, depending on how you look at it, utterly vacuous tasks that they refuse to admit should be abandoned.

[Images: Spreads from “Refuge” by Bas Princen].

Princen has rapidly become one of my favorite photographers; his earlier work, for instance, collected in the stunning Artificial Arcadia, shows, in Grima’s words, “the contemporary landscape as something invariably artificial, even when there is no sign of human intervention.”

What this means, more concretely, is that the book documents transitional landscapes scattered here and there around the Netherlands: “future suburbs,” highway overpass construction sites deep in forested housing estates, thickets planted for no ecological reason other than to block the sounds of a nearby airfield—landscapes that are at once highly abstract, yet ingeniously colonized by the local residents who have turned them into 4×4 race tracks, kite-flying grounds, fishing ponds, sites for paintball tournaments, and more.

They are also landscapes that have been generated, as if unconsciously, by industrial processes seated and operating elsewhere; as such, Princen shows us clay and sand depots, harbor excavation sites, and dumping grounds for contaminated silt and soil. But then, there, on top of those strange landforms, built on no recognizable human scale, there are weekend nature enthusiasts with their cameras out, stalking rare insects and birds that have settled these disrupted terrains.

The book, frankly, is pretty incredible. Take the “acoustic forest”: as mentioned above, it is a landscape “maintained to cushion the noise of a military base and airfield,” showing us an artificial ecosystem as military-sonic camouflage, like something out of Nick Sowers‘s research.

It’s the small humanist flips, however, that interest me so much; a sand dyke, for example, built ostensibly for the same purpose as above, “to shield a new housing estate from the noise of a military airfield,” but that has since been transformed into a communal meeting place where “residents gather on the sand dyke to watch the planes.”

[Images: Spreads from Artificial Arcadia by Bas Princen].

These makeshift, highly unexpected communities—such as model-airplane enthusiasts hanging out together in remote hardware store parking lots—are rampant throughout Artificial Arcadia and, indeed, Bas Princen’s work altogether. One of the most intriguing examples of this is the site of a new highway being constructed through forested suburbs; far from the paving stage, however, it is simply a muddy scar through the trees, looking more like a landslide, with no actual sense that the construction crews are even coming back to finish it. It is, Princen explains, “a 30-km long highway construction site, cutting through forests and farmlands, skirting villages,” that has since become “a gathering place,” like a piazza or churchyard.

The back of the book states that Princen is interested in documenting “the complex qualities that construct contemporary landscape, such as accessibility, wind direction, water currents and communication networks. In addition the use of certain products, such as kites, mountain bikes and GPS monitors, has a bearing on the way in which landscape is understood.” The landscape is instrumentalized, we might say, distilled through dense layers of technological abstraction to become, once again, a place inhabitable by human activity, however pathetic or impressively persistent it might be.

[Image: “Valley, Beirut,” (2009) by Bas Princen, from “Refuge“].

In any case, the exhibition opening tonight, May 11, at Storefront for Art and Architecture—where Bas Princen will be present in the gallery to kick things off and answer questions—features only his work for “Refuge,” but it promises to be one of the more compelling photography shows in New York this year.

Cities Under Siege

[Image: Stephen Graham’s Cities Under Siege].

In a 2003 paper for the Naval War College Review, author Richard J. Norton defined the term feral cities. “Imagine a great metropolis covering hundreds of square miles,” Norton begins, as if narrating the start of a film pitch. “Once a vital component in a national economy, this sprawling urban environment is now a vast collection of blighted buildings, an immense petri dish of both ancient and new diseases, a territory where the rule of law has long been replaced by near anarchy in which the only security available is that which is attained through brute power.”

With the city’s infrastructure having collapsed long ago—or perhaps having never been built in the first place—there are no works of public sanitation, no sewers, no licensed doctors, no reliable food supply, no electricity. The feral city is a kind of return to medievalism, we might say, back to the future of a dark age for anyone but criminals, gangs, and urban warlords. It is a space of illiterate power—strength unresponsive to rationality or political debate.

From the perspective of a war planner or soldier, the feral city is also spatially impenetrable, a maze resistant to aerial mapping. Indeed, its “buildings, other structures, and subterranean spaces, would offer nearly perfect protection from overhead sensors, whether satellites or unmanned aerial vehicles,” Norton writes.

This is something Russell W. Glenn, formerly of the RAND Corporation—an Air Force think tank based in Southern California—calls “combat in Hell.” In his 1996 report of that name, Glenn pointed out that “urban terrain confronts military commanders with a synergism of difficulties rarely found in other environments,” many of which are technological. For instance, the effects of radio communications and global positioning systems can be radically limited by dense concentrations of architecture, turning what might otherwise be an exotic experience of pedestrian urbanism into a claustrophobic labyrinth inhabited by unseen enemy combatants.

Add to this the fact that military ground operations of the near future are more likely to unfold in places like Sadr City, Iraq—not in paragons of city planning like Vancouver—and you have an environment in which soldiers are as likely to die from tetanus, rabies, and wild dog attacks, Norton suggests, as from actual armed combat.

Put another way, as Mike Davis wrote in Planet of Slums, “the cities of the future, rather than being made out of glass and steel as envisioned by earlier generations of urbanists, are instead largely constructed out of crude brick, straw, recycled plastic, cement blocks, and scrap wood. Instead of cities of light soaring toward heaven, much of the twenty-first-century urban world squats in squalor, surrounded by pollution, excrement, and decay.”

But feral cities are one thing, cities under siege are something else.

[Images: The Fires by Joe Flood and Planet of Slums by Mike Davis].

In his new book Cities Under Siege, published just two weeks ago, geographer Stephen Graham explores “the extension of military ideas of tracking, identification and targeting into the quotidian spaces and circulations of everyday life,” including “dramatic attempts to translate long-standing military dreams of high-tech omniscience and rationality into the governance of urban civil society.” This is just part of a “deepening crossover between urbanism and militarism,” one that will only become more pronounced, Graham fears, over time.

One particularly fascinating example of this encroachment of “military dreams… into the governance of urban civil society” is actually the subject of a forthcoming book by Joe Flood. The Fires tells the story of “an alluring proposal” offered by the RAND Corporation, back in 1968, “to a city on the brink of economic collapse [New York City]: using RAND’s computer models, which had been successfully implemented in high-level military operations, the city could save millions of dollars by establishing more efficient public services.” But all did not go as planned:

Over the next decade—a time New York City firefighters would refer to as “The War Years”—a series of fires swept through the South Bronx, the Lower East Side, Harlem, and Brooklyn, gutting whole neighborhoods, killing more than two thousand people and displacing hundreds of thousands. Conventional wisdom would blame arson, but these fires were the result of something altogether different: the intentional withdrawal of fire protection from the city’s poorest neighborhoods—all based on RAND’s computer modeling systems.

In any case, Graham’s interest is in the city as target, both of military operations and of political demonization. In other words, cities themselves are portrayed “as intrinsically threatening or problematic places,” Graham writes, and thus feared as sites of economic poverty, moral failure, sexual transgression, rampant criminality, and worse (something also addressed in detail by Steve Macek’s book Urban Nightmares). All cities, we are meant to believe, already exist in a state of marginal ferality. I’m reminded here of Frank Lloyd Wright’s oft-repeated remark that “the modern city is a place for banking and prostitution and very little else.”

In some of the book’s most interesting sections, Graham tracks the growth of urban surveillance and the global “homeland security market.” He points out that major urban events—like G8 conferences, the Olympics, and the World Cup, among many others—offer politically unique opportunities for the installation of advanced tracking, surveillance, and facial-recognition technologies. Deployed in the name of temporary security, however, these technologies are often left in place when the event is over: a kind of permanent crisis, in all but name, takes over the city, with remnant, military-grade surveillance technologies gazing down upon the streets (and embedded in the city’s telecommunications infrastructure). A moment of exception becomes the norm.

Graham outlines a number of dystopian scenarios here, including one in which “swarms of tiny, armed drones, equipped with advanced sensors and communicating with each other, will thus be deployed to loiter permanently above the streets, deserts, and highways” of cities around the world, moving us toward a future where “militarized techniques of tracking and targeting must permanently colonize the city landscape and the spaces of everyday life.”

In the process, any real distinction between a “homeland” and its “colonies” is irreparably blurred. Here, he quotes Michel Foucault: “A whole series of colonial models was brought back to the West, and the result was that the West could practice something resembling colonization, or an internal colonialism, on itself.” If it works in Baghdad, the assumption goes, then let’s try it out in Detroit.

This is just one of many “boomerang effects” from militarized urban experiments overseas, Graham writes.

[Images: Blast walls in Iraq].

But what does this emerging city—this city under siege—actually look like? What is its architecture, its urban design, its local codes? What is its infrastructure?

Graham has many evocative answers for this. The city under siege is a place in which “hard, military-style borders, fences and checkpoints around defended enclaves and ‘security zones,’ superimposed on the wider and more open city, are proliferating.”

Jersey-barrier blast walls, identity checkpoints, computerized CCTV, biometric surveillance and military styles of access control protect archipelagos of fortified social, economic, political or military centers from an outside deemed unruly, impoverished and dangerous. In the most extreme examples, these encompass green zones, military prisons, ethnic and sectarian neighborhoods and military bases; they are growing around strategic financial districts, embassies, tourist and consumption spaces, airport and port complexes, sports arenas, gated communities and export processing zones.

Cities Under Siege also extensively covers urban warfare, a topic that intensely interests me. From Graham’s chapter “War Re-Enters the City”:

Indeed, almost unnoticed within “civil” urban social science, a shadow system of military urban research is rapidly being established, funded by Western military research budgets. As Keith Dickson, a US military theorist of urban warfare, puts it, the increasing perception within Western militaries is that “for Western military forces, asymmetric warfare in urban areas will be the greatest challenge of this century… The city will be the strategic high ground—whoever controls it will dictate the course of future events in the world.”

Ralph Peters phrased this perhaps most dramatically when he wrote, back in 1996 for the U.S. Army War College Quarterly, that “the future of warfare lies in the streets, sewers, high-rise buildings, industrial parks, and the sprawl of houses, shacks, and shelters that form the broken cities of our world.” The future of warfare, that is, lies in feral cities.

In this context, Graham catalogs the numerous ways in which “aggressive physical restructuring,” as well as “violent reorganization of the city,” is used, and has been used throughout history, as a means of securing and/or controlling a city’s population. At its most extreme, Graham calls this “place annihilation.” The architectural redesign of cities can thus be used as a military policing tactic as much as it can be discussed as a topic in academic planning debates. There are clearly echoes of Eyal Weizman in this.

On one level, these latter points are obvious: small infrastructural gestures, like public lighting, can transform alleyways from zones of impending crime to walkways safe for pedestrian use—and, in the process, expand political control and urban police presence into that terrain. But, as someone who does not want to be attacked in an alleyway any time soon, I find it very positive indeed when the cityscape around me becomes both safer by design and better policed. Equally obvious, though, when these sorts of interventions are scaled-up—from public lighting, say, to armed checkpoints in a militarized reorganization of the urban fabric—then something very drastic, and very wrong, is occurring in the city. Instead of a city simply with more cops (or fire departments), you begin a dark transition toward a “city under siege.”

I could go on at much greater length about all of this—but suffice it to say that Cities Under Siege covers a huge array of material, from the popularity of SUVs in cities to the blast-wall geographies of Baghdad, from ASBOs in London to drone helicopters in the skies above New York. Raytheon’s e-Borders program opens the book, and Graham closes it all with a discussion of “countergeographies.”

(Parts of this post, on feral cities, originally appeared in AD: Architectures of the Near Future, edited by Nic Clear).

Blackout

[Image: From The Night the Lights Went Out by the staff of the New York Times].

I’ll be leading a research seminar at the Pratt Institute’s School of Architecture this coming spring. I’ve decided to post the general course description here, simply because I think it might be of interest; I’m really looking forward to exploring this more in the spring.

BLACKOUT: Failures of Power and The City

In this guided research seminar we will look at blackouts—the total loss of electrical power and its impact on the built environment. From the blackouts of NYC in 1965 and 1977 to the complete blackout of the northeast in August 2003; from the “rolling blackouts” of Enron-era California to the flickering electrical supplies of developing economies; from terrorist attacks on physical infrastructure to aerial bombing campaigns in Iraq and beyond; loss of power affects millions of people, urban and rural, worldwide.

[Image: From The Night the Lights Went Out by the staff of the New York Times].

But how do blackouts also affect the form, function, social experience, and even ecology of the city? What do blackouts do to infrastructure—from hospitals to police and traffic systems—as well as to the cultural lives of a city’s residents? While blackouts can lead to a surge in crime and looting, they can also catalyze informal concerts, sleep-outs, and neighborhood festivities. Further, how do such things as “dark sky” regulations transform what we know as nighttime in the city—and how does the temporary disappearance of electrical light change the city for species other than humans? This raises a final point: before electricity, cities at night presented a fundamentally different spatio-cultural experience. That is, the pre-industrial night was always blacked-out (something to consider when we read that, according to the International Energy Agency, nearly 25% of the global human population currently lacks access to electricity).

We will look at multiple examples of blackouts—internationally and throughout history—exploring what caused them, what impacts they had, and what spatial opportunities exist for architects in a blacked-out city. On the one hand, we might ask: how do we make the city more resilient against future failures of electrical power? But, on the other: how might we take advantage of blackouts for a temporary re-programming of the city?

City of Gold

Gold—the price of which has nearly quadrupled over the past decade—is now being purchased (and hoarded) on such a massive scale that the vaults of New York City have run out of space to store it all in.

[Image: Stackin’ it at the Federal Reserve Bank in New York City].

The Wall Street Journal reports this week that “fleets of armored trucks piled with gold bars and coins have been streaming out of midtown Manhattan” in a mass movement, perhaps geologically comparable to a landslide, of financialized minerals.

HSBC has apparently “issued an edict that it wanted retail investors to remove their bullion to make space for big institutional customers,” The First Post adds, and so “owners of vaults and warehouses across the United States have had to jump to action.” However, removing gold from the basements of New York City is “easier said than done,” they add—especially as it requires “something approaching a military operation” to get these huge quantities of extraordinarily valuable metal off the island.

The headline sums it up: “Armored trucks leave NYC ‘loaded with gold‘.”

“I have never seen any relocation like this,” says the managing director of FideliTrade. Except, of course, in Die Hard with a Vengeance

[Image: The solid gold walls of the U.S. Bullion Depository at Ft. Knox].

In fact, some massive new gold heist film should now be forced into production, set in the over-securitized labyrinth of vaults beneath a skyscraper in midtown, a kind of post-Italian-Job-remake example of urban super-thievery, complete with glimpses of the complicated overlapping spatial histories of an earlier island geography, from New York’s forgotten underground rivers (which our criminals could perhaps scuba-dive through) to inexplicable brick walls (bumped up against where the robbers’ maps only show mud). A small baroque pavilion in Central Park could be involved, or perhaps huge rooms of subsurface shelving deep beneath the New York Public Library where CGI-friendly radar equipment could be tested by our future perpetrators.

(Original gold story spotted by Steve Silberman).