December 09, 2004

New SIGVIS Weblog - Send in Your Submissions

Vermeer_1 Welcome to our new SIGVIS Weblog.  Information Visualization is a rapidly emerging field at the nexus of a spectrum of academic disciplines - transdisciplinary and for the 21st century. Historically, the area of research has been ahead of its time, synthetic, traversing and recombining innovation from traditionally compartmentalized academic disciplines. This weblog will focus on visionary possibilities and historical trajectories of information visualization. We encourage submissions that are transgressive, visually colorful and imaginative with an emphasis on the 'image', 'visualization' and 'sound' and with regards to 'information'.   

In one sense, Information Visualization combines mathematically oriented academic disciplines (computer science/information science) and 'outside of academe' areas, or right brain visual areas, to create new paradigms for 'visualizing information' for  purposes of pattern recognition, knowledge visualization and, ultimately, better information representation. Hopefully, this weblog will develop as a generative forum for discussions ranging from visualized large information systems (i.e. library catalogs), to image and moving image retrieval, to new models of organizing information visually (i.e. search engines) to new paradigm models (i.e. video games) of information applications. 


This weblog also encourages submission of entries regarding visionary possibilities of information visualization.  With the increasing power of computers and combining front end graphic possibilities with back-end databases, information visualization augments human intelligence with computer power and expands the capabilities for human knowledge creation. 


This weblog will explore better ways of seeing, envisioning information and providing visionary possibilities for new ways of working with 'information'.  Submissions are encouraged and should take a more thought-out but brief 4-9 paragraph format.  Topics regarding this area are open and can reflect upon where we have been, what we have learned or where we are going. 


Hopefully, this weblog will begin to historicize the field in a larger information science and technology context while providing specific examples to initiate dialogue, ongoing discussion and debate.  This weblog also invites ASIST SIGVIS members and nonmembers to brainstorm by opening larger visual trajectories and posing the needed challenges in envisioning the path to the future. 

Ray Uzwyshyn
Co-Chair and Website Coordinator, SIG VIS

December 20, 2004

Visualization Tools as Cognitive Artifacts - Donald Norman

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The power of the unaided mind is highly overrated" and, one could argue, the goal of information visualization is to provide some of the necessary aid. I made that statement in my 1993 book "Things that make us smart," where I argued that "cognitive artifacts" have greatly enhanced our capabilities. The most important of these artifacts is that of representation, whether it be by the written word or notational systems (as for music, dance, mathematics, and engineering) or diagrams, graphs, and artistic renderings.

This special interest group on visualization is clearly an essential component of the development of ever-more powerful cognitive artifacts. Your job is to develop and apply the principles of information display in a form appropriate to the human sensory, perceptual, and cognitive systems. The term "visualization" should be generalized to include all perceptual systems, including auditory, spatio-temporal, and tactile senses, as well as motor output (and, of course, a person’s "output" is the computer system’s "input"). Our perceptual systems are tuned to help the body navigate through space, with a very tight coupling among the various senses as well as with the motor system, the musculature of the body that responds to and propels us through space.

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To me, the most exciting new developments are those of total immersion, where the visual space extends around the body, where the acoustic milieu is powerful and informative, and where tactile input and body motion are all coupled together into a seamless experience. The potential for allowing true exploration of rich, complex data sets is exciting. Today, the exploration of complex data is more akin to batch processing than real-time interaction. One must select vantage points and dimensions of interest. Displays have to be manually changed. It doesn’t feel live, nor interactive, nor compelling: the act of specifying the display detracts from one’s focus and concentration upon the task.

This is one of the most exciting – and difficult of endeavors. It requires expertise in the topic domain, in computation, in the display of auditory, visual, and tactile information, and in the development of new input devices to sense the person’s actions and locations. It requires knowledge of human perceptual system and of technology. It’s a great, wonderful challenge where as much can be learned form artists as from science. Go for it!

Fineart_dancers_2   

Donald A. Norman, Palo Alto, CA
Nielsen Norman Group http://www.jnd.org
Prof. Computer Science, Cognitive Science & Psychology
Northwestern University, norman@northwestern.edu

December 24, 2004

Visualizing Microhistory - Eugene Garfield

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There is a large literature on mapping and visualizing scholarly literature.  However, none of these methods have been used to create historical displays of works on a given subject. We have developed patented software called HistCite,TM which generates historiographs from bibliographic collections obtained from literature searches.

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From a search of the ISI Web of Science or ISI Citation Indexes (SCI, SSCI, and/or A&HCI) on CD-ROM, an export file is created which contains the complete source document including all the cited references. These bibliographic collections are processed by the HistCite software in order to generate chronological and other ranked tables of source or cited authors, source or cited journals or words. In addition, historiographs are created at various thresholds of citation which highlight the most cited works, both inside and outside the collection.

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HistCite also contains a module for detecting and editing errors or variations in cited references.

Ideally, the system will help the searcher quickly identify the most significant work on a topic and track its year-by-year historical development.

A wide range of collections have been processed. These can be found, together with a User Guide, at: http://garfield.library.upenn.edu/histcomp

ASIS&T members interested in evaluating the software can join a volunteer evaluator group. Please contact me for more information on this at garfield@codex.cis.upenn.edu .

Eugene Garfield, Chairman Emeritus ISI
www.eugenegarfield.org


January 18, 2005

10 x 10

How does one effectively set out to represent the ever-changing and almost hyperkinetic amount of activity that characterizes the modern world? It's certainly not a simple question, but ten by ten offers a visual representation of this ongoing process every hour. Every hour, 10x10 collects the 100 words and pictures that matter most on a global scale (culled from a number of leading international news sources, such as the BBC World News), and present that as a picture postcard window, composed of 100 different frames.

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As their site notes, "Scanning a grid of pictures can be more intuitive than reading headlines, for it lets the news come to life, and everything feels a bit less distant, a bit closer to heart, and maybe, if we're lucky, gives us pause to think." Compelling and original in its approach to the subject, it should be noted that 10x10 was designed and developed by Jonathan Harris, in conjunction with the FABRICA communication research center in Italy.

February 01, 2005

Visualizing Patterns and Trends in Scientific Literature – What’s next? Chaomei Chen

Many of us are interested in visualizing patterns and trends in scientific literature. It can be very exciting and revealing as well as challenging and frustrating. More often than not, a visualized ‘big picture’ of a scientific field invites more questions and more specific needs. Some may want to see more details; others may prefer a birds-eye view.

There are quite a few unanswered questions. I’d like to line up a couple of them here. First of all, given any visualization of scientific literature, who would be able to understand what it is about? If there is such a thing as a typical viewer, what would be the viewer’s knowledge structure? The intended audience of the graphical message carried by the Pioneer spacecraft was aliens who would have competent knowledge of physics, at least as the way we understand it. If designers do not spell out their intent, where are the clues?

The second question may help us to narrow down the answers to the first one. How would seeing an algorithmically visualized world change us? We could become somewhat wiser, somewhat more knowledgeable, or even somewhat more confused. Some changes could be profound and intriguing, whereas some could be superficial and transient. Given the holistic view of science as a whole, how do we measure the short-term as well as long-term impact size of such a revelation?

The third question is about the value of a visualization artifact. Is a naturalistic visualization more valuable than a filtered and synthesized one? Is a prescriptive visualization more desirable than a descriptive one? Is there a non-visual alternative that could bring us straight to the point? In the long run, do we expect to change the way we are thinking, with or without abstract roadmaps of scientific literature?

I’d like to invite you to experience a particular type of visualization – knowledge domain visualization – in CiteSpace. CiteSpace is a Java application that takes bibliographic data retrieved from the Web of Science and visualizes the salient structural and temporal patterns in networks of co-cited articles. The goal is to help us to find out landmarks in a field and how these landmarks are connected. The assumption is that these patterns can help us to get a grip on the dynamics of a scientific field at a macroscopic level. CiteSpace is freely available to anyone, along with a quick user guide. Visit: http://cluster.cis.drexel.edu/~cchen/citespace

The image below is generated by CiteSpace, showing a filtered network of co-cited articles in social network analysis. Can you guess what it is telling?


Figure_2
(Figure 1, click to enlarge). A filtered and enhanced network of 721 co-cited articles in social network analysis. The colors are time coded from 1993 (blue) to 2004 (red).

Chaomei Chen, Editor in Chief, Information Visualization
College of Information Science and Technology, Drexel University
Email: chaomei.chen@cis.drexel.edu; http://www.pages.drexel.edu/~cc345

February 09, 2005

The Thrill of Discovery: Information Visualization as a Telescope for High Dimensions - Ben Shneiderman, HCIL

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Interactive information visualization provides researchers with remarkable tools for discovery. By combining powerful data mining methods with user-controlled interfaces, users are beginning to benefit from these potent telescopes for high-dimensional spaces. They can begin with an overview, zoom in on areas of interest, filter out unwanted items, and then click for details-on-demand. With careful design and efficient algorithms, the dynamic queries approach to data exploration can provide 100msec updates even for million-record databases.


Researchers respond by polishing their designs, conducting more realistic evaluations, and developing integrated solutions that start from data gathering and go to dissemination of insights. Developers know that they must tune their applications to specific professional domains such as gene expression analysis, financial data, or terror threat assessments. They are also looking for broader commercial applications such as ebay auctions, airline reservations, or consumer product shopping.


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Our recent research includes:

1) TimeSearcher for visual exploration of large time series data in auctions, meteorology, and oil/gas discovery (www.cs.umd.edu/hcil/timesearcher).


2) Hierarchical Clustering Explorer 3.0 that now includes the rank-by-feature framework (www.cs.umd.edu/hcil/hce). By judiciously choosing from appropriate ranking criteria for low-dimensional axis-parallel projections, users can locate desired features of higher dimensional spaces.

3) Treemap 4.0 for exploring hierarchical data sets such as the gene ontology, digital libraries, public health data, and and portfolio management (www.cs.umd.edu/hcil/treemap)

Treetotreemaptest_1


The growing commercial success stories such as www.spotfire.com, www.smartmoney.com/marketmap and www.hivegroup.com reflect a gradually shifting popular acceptance of these novel approaches. Some users love these visualizations on first sight and respond with enthusiasm. Others take longer to grasp what they are seeing, and more importantly to realize how they might apply such tools to their data. They get hooked when they realize that information visualizations often present them with answers to questions that they didn't even have: outliers stand out, trends become apparent, clusters make sense, and gaps invite attention.

Treemap_2


Ben Shneiderman ben@cs.umd.edu
Founding Director, Human Computer Interaction Lab
Dept of Computer Science, University of Maryland
College Park, MD 20742 www.cs.umd.edu/~ben


April 20, 2005

Networked 3D Game Possibilities - Ray Uzwyshyn

Syberia5 The notion of journey as a visual paradigm for an information system is relatively new. Conventional wisdom says a serious information system user (i.e. Pubmed, Proquest, Web of Knowledge) satisfies information seeking needs in qualitatively different ways from an X-Box or Playstation game player. Rarely have these systems been spoken about with meaningful synergy in mind. Having said that, what are the possibilities of remapping current 3D online game paradigms onto serious ‘text’ based information systems?

Can a visual 3D character based hunter/gather metaphor be applied to more serious information seeking (information foraging) purposes? Can this in turn be mapped onto 3D current first person seek and find/destroy paradigms? Kate Walker, a Lara Croft Tomb-Raider type 3D character rendering in the prize winning game Syberia, is an ambitious young lawyer in the small alpine village of Valdilene. Kate’s simple assignment is to find Hans Voralberg, the aging proprietor of an automaton factory. For information system designers, the trick is to take this ‘information gathering’ puzzle environment and map this onto more robust cognitive cartographies.

Syberia

Most online 3D games use a first or third-person perspective, mouse or specialized interface and controlled graphics environment. The user plays or directs a character as he or she tries to track another object/character down. Interfaces are largely intuitive; cursors interactively change to indicate actions, right clicking opens inventories – all is automatically updated and ‘saved’ as a character in a game learns more. What are the possibilities of taking ‘the long scrolling’ text based ‘results’ paradigm of a search engine such as Google and mapping these onto this 3D engine environment? How can using a networked 3D online character as the ‘searcher’ enable epistemological horizons, allow us to envision new knowledge relationships and enliven and open the search process to new modalities?

Solving puzzles generally fits well with online 3D networked games. In fact, many networked game environments provide user populations in the millions (i.e. Everquest, Morrowind). What we must begin to examine are similarities and differences in these collaborative puzzles’ and their confluence with higher order knowledge generating collaborative processes. Online games currently gross more than Hollywood. They are second in U.S. exports to defence. They deal with visual stories, polyphonic narratives and complex visual organizing metaphors in naturally intuitive ways. How can we now begin to apply and leverage these tropes towards information systems?

On the whole. online 3D game puzzles are solvable rather than mind-bending. As long as a character searches his or her surroundings carefully in a 3D game environment there is little chance of not finding an answer. The 3D game paradigms being developed today are sensitive and intelligent information systems enhanced by a human user-centred design that children easily understand. As characters commence information seeking journeys they are concerned not only by ‘winning’ through ‘correct’ information but the information seeking journey itself.

Syberia4


Current online multiplayer games provide extensive future network and collaborative possibilities. The 3D characters within cinematic systems and virtually realistic environments open the door to very interesting future information systems. Most 3D online games being developed today offer unthought out possibility for future information system development with an intriguing and compelling naturally human story that heralds nothing if not the future of HCI and ‘information visualization. These games are enjoyable and largely unexplored by an older generation of information scientists who would benefit to spend a couple months with an X-Box, Playstation or Game Boy very much keeping visual synthesis and their own legacy systems in mind.


Ray Uzwyshyn
University of Miami Digital Library Initiatives

April 25, 2005

The Human Face and LUI's - Christopher Crawford


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The process of conveying information through visual means is too often thought of in purely spatial terms. We try to map concepts into space and then present that space. This works wonderfully for those people blessed with strong spatial reasoning skills, but fails badly when used on those not so blessed.

There is no reason for such narrowness of reach. If we think in terms of visualization rather than spatialization, we can break away from the rut in which we're caught. The trick is to search for other modes of human cognition that are nonspatial. Two in particular strike me as worthy of further development: emotional, as visualized through faces, and linguistic, as visualized through the written word.


3dfacerec


The presentation of human faces in software is woefully inadequate.
Whether we like it or not, people anthropomorphize their computers and relate to them in emotional fashion. We can convey important information to the user through facial displays. For example, various error messages can be accompanied by faces showing varying degrees of alarm, to communicate the seriousness of the problem. Skeptical faces, inquisitive faces, intent faces can all be used to communicate important information to the user. Most important, good facial displays can do wonders to help a user navigate through the kind of complex problems that now bedevil many users. The stupid paper clip used in some Microsoft software has cast doubt on the concept, but remember that a good concept can always be unfairly discredited by a poor implementation.


Linguistics

The use of linguistic structures seems a throwback to the bad old days of command-line interfaces, parsers, and all that nonsense. But if we approach language as not such a sequence of characters, but a grammar for combining words into meaningful expressions, we can see the value of Linguistic User Interfaces (LUIs). The trick is to use a subset of a natural language that is OBVIOUSLY a subset; if the user ever thinks that we are offering true natural language, then s/he will surely end up frustrated with our presentation. If instead we offer a kind of "baby talk" with the computer, we can greatly expand the working vocabulary of our users and offer large feature sets unhandicapped by clumsy user interfaces. Remember a LUI is distinguished from natural language in that it is interactive. Interactivity makes it possible for the computer to interact directly with the user during the framing of his/her expression, thereby greatly simplifying the interaction.

Christopher Crawford

June 20, 2005

Visualization of Social Facts - Frank Hartmann

Outline
What can still be learned from a historical intervention in visualisation is how to bypass language with new symbolic tools – an approach once set by social philosopher Otto Neurath and his team under graphic designer Gerd Arntz. Conceived as a lingua franca for the modern world, Isotype (International System Of Typographic Picture Education) was developed in Vienna of the late 1920's. Presented as perhaps the first scientific logo system, Isotype served to visualise social and economic relations especially for the uneducated receiver to ease reception of complex matters. Isotype was developed from a specific socialist concept of adult education enhancing existing scientific arguments with an education through the eye. In well received exhibitions in European cities and printed material data graphics, the visual display of quantitative information served the dissemination of knowledge beyond reading, generally accessible independently from individual educational backgrounds.

Coverisotype
The visual features of Isotype were meant to present clear cut information, avoiding possible misunderstanding. Isotype should function within the international nature of picture language, and the icons to make connections across recipient cultures rather than to simply depict things. These icons of objectivity were meticulously crafted mainly with the aim of visualising the invisible economic factors which make the functioning of society.


Sample_isot
Thus a picture language emerges from the consistent use of expert graphic design. In themselves, signs were constructed as clearly as possible so they could be used without the help of words. They were then arranged into fact pictures according to a set of rules concerning serialisation, iconicity and consistency in use. Elements or pictograms were reduced to the smallest possible detail of what they represented (e.g. starting with the outline of a “man” and if necessary, with additional attributes to identify the man as “worker”, “coal worker”, “unemployed” etc). In the pictures, perspective was abandoned, illustrating details banned and any use of colors standardised.

The specific aspect of Neurath’s Isotype system is not the notion of truth in the modes of representation, be it in pictures or words, but the factor of transformation in the way we use signs in our communications. The construction of signs (expert level) and the rules for using them (community level) are of the same importance. Together they form a means of modernist information aesthetics.

Workers

Frank Hartmann
www.medienphilosophie.net
www.neurath.at

July 11, 2005

Visualizing the Organization and Dissemination of Knowledge: Paul Otlet’s Sketches in the Mundaneum, Mons - Charles van den Heuvel and W. Boyd Rayward

Organisation_mondialeedit_o
Already at the end of the 19th and the beginning the 20th Century various European scholars, like Patrick Geddes (1854-1932), Wilhelm Ostwald (1853-1932), Paul Otlet (1868-1944) and Otto Neurath (1882-1944) were exploring new ways to organize, visualize and to disseminate knowledge on a global level, encountering similar problems but also coming up with solutions comparable to the Internet and World Wide Web.

The Belgian Paul Otlet (1868-1944) together with the politician and winner of the Nobel Peace Prize of 1913, Henry La Fontaine, in the period before the First World War formed several "knowledge" organizations in Brussels: the International Institute of Bibliography (1895), an International Library assembled from the collections of scholarly and other societies and associations in Brussels (1906), an International Museum (1910), the Union of International Associations (1910), and a World University (1920) etc. all combined after the War into what Otlet called the Palais Mondial, later the Mundaneum, an immense physical structure that was part of the Palais du Cinquantenaire in Brussels. A form of the Mundaneum in the early 1990s was re-recreated in Mons, Belgium, as a museum and archive dedicated in large part to the work of Otlet and LaFontaine.

Visual Forms of Knowledge

From the first, Olet was interested in the ways in which images could be used to simplify and display complex information. "Documentation," a term he coined in 1904, for him involved the mobilization not only written documents but documents of all kinds and he placed a special value on images, schemas, charts, tables and so on. In his view the book was an inconvenient and inefficient carrier of information that had to be decomposed and dissected in order to draw out its essential and most valuable "bits" of information. Recorded separately according to what Otlet called "the monographic principle," each individual item of information could then be reprocessed in various ways for more effective dissemination and use.

Heuvelrayward01_1

(Fig. 1, Click to Enlarge). The book dissected and recomposed into files to form the basis for a new form of encyclopedia source: Mons, Archives du Musée du Mondaneum, EUM [1934]

Late in his life, Otlet's preoccupation with visualization intensified. He began to develop what he called an Atlas Mundaneum (Encyclopaedia Universalis Mundaneum), in which he sought to express the ideas on knowledge organization, visualization and dissemination that he had treated in extenso in written form in his Traité de documentation (1934). The Atlas Mundaeum was also intended to visualize his views on the emergence of a global society that he had summarized in the sometimes cryptic text of Monde (1935). For the various sections of Atlas Mundaneum, and as he experimented with visual ideas generally, images ranging from scribbles on tiny pieces of paper, to larger pieces more fully developed, sometimes multicolored, to large formal final images in standardized "tableaux" or charts are to be found in their thousands in the Mundaneum in Mons. In the latest of these images Otlet started to experiment with 3D and 4D “mobile” visualizations of information and came up with solutions that are coming close to presentations of changing relations between data in interfaces designed for the computer.


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(Fig 2, Click to Enlarge) Otlet, Visualization of Le Plan Mondial in the form a cube moving along 3 axes Mons, Archives du Musée du Mundaneum, EUM, OP 103 : « Le plan mondial » [1934-35].

In this visualization of Le Plan Mondial, the three visible sides of a cube represent 1) the domains, 2) the sectors and 3) the instruments of the world plan. The cube's movement along the three axes labelled : 4 (degree of reach), 5 (space), and 6 (time), would change the relationships between the data.


Some Examples of Otlet's visualization of knowledge organization and dissemination

It should be noted that Otlet was no artist and that his eyesight was especially bad towards the end of his life. As he experimented with different kinds of images, the result, especially early in the process of working and reworking his grandiose ideas of globalization and universalism, are images that are rather crudely drawn. A fascinating, complex image of the “le reseau mondial,” the world network of documentation or network of what we would now call information, is given below. It depicts the processes and relationships of the institutions for knowledge organization to which Otlet had dedicated his life. This network links the citizen in a hierarchical structure to an "emblematic" world city as an architectural object and to a great central knowledge organization, the Mundaneum, as a physical institution. This shows how far he has come in attempting to capture the essential features of the network from the related diagram published in his Traité de Documentation:

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(Fig 3., Click to Enlarge) Otlet’s “internet” linking the individual to the “civitas mundaneum”
source: Mons, Archives du Musée du Mundaneum, EUM)

Otlet foreshadows a network to which access is to be had by a screen and a telephone, all that the scholar would ultimately need, he believed, on his work desk. In his Encyclopedia Universalis Mundaneum Otlet visualizes a form of teleconferencing involving the gramophone, film, radio and television, anticipating what we would nowadays call hypermedia. Otlet’s version of the Internet or World Wide Web, has only recently been achieving the multi media and interactive dimensions that he foreshadowed. He imagines an arrangement of multimedia machines illustrated in the next image having an important interactive capability that in effect could create a "virtual" reality.

"Cinema, phonograph, radio, television - these instruments considered to be substitutes for the book have become in fact the new book, the most powerful of means for the diffusion of human thought. By radio not only will one be everywhere able to hear one will everywhere be able to speak . By means of television not only will one be able to see what is happening everywhere, but everyone will be able to view what he would like to see from his own vantage point. From his armchair, everyone will hear, see, participate, will even be able to applaud, give ovations, sing in the chorus, add his cries of participation to those of all the others."(Otlet, Traité de Documentation 1934, 431).

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(Fig. 4, Click to Enlarge) Otlet’s “hypermedia”: teleconferencing by combining telephone, radio, gramophone, films and television
source: Mons, Archives du Musée du Mundaneum, EUM

A pen and ink sketch of 1943, the year before Otlet died, brings together his ideas on a global networked world. We see the Mundaneum once again in the spiral form originally proposed in 1928 by the famous architect, Le Corbusier, for a building for the Mundaneum on the shores of Lake Geneva. However Otlet now shows the Mundaneum not just as a physical structure, a museum, that contains representations of the accumulation of knowledge over time. It is also presented as a global transmitter of knowledge by sound (“radio-telephone”) and by image (“radio-television”).


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(Fig 5, Click to Enlarge). Otlet, pen and ink sketch for the Mundaneum, “a machine to contemplate the world from one’s armchair on individual screens”
Source : Mons, Archives du Musée du Mundaneum, 1943.08.15

This rough, experimental sketch is effectively a visualization of what Otlet wrote in Monde (1935): the necessity for “an instrumentation acting across distance which would combine at the same time radio, x-rays, cinema, and micro photography. All the things of the universe and all those of man would be registered from afar as they were produced. Thus the moving image of the world would be established – its memory, its true duplicate. From afar anyone would be able to read the passage that, expanded or limited to the desired subject, could be projected on his individual screen. Thus, in his armchair anyone would be able to contemplate the whole of creation or particular parts of it”. An astonishing image when one contemplates Tim Berners-Lee’s statement: “My original vision for a universal web was an armchair to help people to do things in the web of real life”. (Weaving the Web, 1999, p. 177-178)

References:

European Modernism and the Information Society Conference site
http://www.lis.uiuc.edu/conferences/EuroMod.05/

W. Boyd Rayward, Visions of Xanadu: Paul Otlet (1868-1944) and Hypertext
JASIS 45 (1994):235-250
http://alexia.lis.uiuc.edu/~wrayward/otlet/xanadu.htm


Charles van den Heuvel
University of Maastricht, Faculty of Arts and Culture, Technology and Society Studies- Leiden, University Library, Map curator Collection Bodel Nijenhuis
c.vandenheuvel@tss.unimaas.nl
and

W. Boyd Rayward
Graduate School of Library and Information Science
University of Illinois at Urbana-Champaign
http://alexia.lis.uiuc.edu/~wrayward/rayward.html

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