1. It’s harder to imagine the past that went away than it is to imagine the future. What we were prior to our latest batch of technology is, in a way, unknowable. It would be harder to accurately imagine what New York City was like the day before the advent of broadcast television than to imagine what it will be like after life-size broadcast holography comes online. But actually the New York without the television is more mysterious, because we’ve already been there and nobody paid any attention. That world is gone.
    William Gibson in The Paris Review
  2. In cities, the past and the present and the future can all be totally adjacent.
    William Gibson in The Paris Review
  3. atlurbanist:

    Florence Italy vs. Atlanta’s I-75/I-285 Interchange

    Look at Florence above… the blocks are tiny, and the streets are never much more than hairlines. From this high up in the sky, the intersections look like sharp right angles. This is because Florence was laid out for people and horses, which can turn on a dime. Cars drive on these streets today, but they drive slowly, which is far safer for the pedestrians.

    The Atlanta interstates are each as wide as 2-3 blocks of Florence. The entire Duomo (the cathedral in the center of Florence that arguably began the Renaissance) could fit in one of the inner loops of the interchange, as you can clearly see. The central core of Florence, from the Duomo to the river, would fit inside the inner box of the interchange. The world was irreversibly changed by the people living and working in Florence who gave birth to the Renaissance. The interchange will never change the world… at best, it gets a small fraction of Atlanta workers to their jobs a bit sooner, barring any accidents.

    — Excerpt from The Price of Speed on BetterCities.net

    The one quibble I have is with this: “it gets a small fraction of Atlanta workers to their jobs.” I’ll wager it’s more than a small fraction (unsubstantiated hyperbole never helps your arguments, kids). But otherwise I think this a great illustration of the wasteful, car-centric land use we have in much of the Atlanta metro.

    This interchange area was once beautiful wetlands and Chattahoochee River-side forest. Now it’s a place where the land area is suited mostly for car traffic and parking. It’s neither an efficient & beautiful built environment for humans nor a natural habitat for the native ecosystem. We’ve got too many acres in the metro that can be described that way and it needs to change for a more sustainable future.

    Reblogging for the image comparison, which has me thinking.

    Reblogged from: thomaswheatley
  4. Geography of Games

    Each RPG is a city.

  5. Cities look to me to be our most characteristic technology. We didn’t really get interesting as a species until we became able to do cities—that’s when it all got really diverse, because you can’t do cities without a substrate of other technologies. There’s a mathematics to it—a city can’t get over a certain size unless you can grow, gather, and store a certain amount of food in the vicinity. Then you can’t get any bigger unless you understand how to do sewage. If you don’t have efficient sewage technology the city gets to a certain size and everybody gets cholera.
    William Gibson in The Paris Review (via)
  6. npr:

    architizer:

    Map an installation by Aram Bartholl.

    It’s happening. —Wright

    Reblogged from: npr
  7. ccoldbrains:

Reading Jane Jacobs for history on the way cities are designed for functionality. 

    ccoldbrains:

    Reading Jane Jacobs for history on the way cities are designed for functionality. 

    Reblogged from: smartercities
  8. smartercities:

quietbabylon:

Subversion: a procedurally-generated city to infiltrate
So this is a game being made by the people who made Uplink and Darwinia. AND it’s a stealth action game. AND it’s set in massive procedurally generated cities?
This might be the perfect game.

    smartercities:

    quietbabylon:

    Subversion: a procedurally-generated city to infiltrate

    So this is a game being made by the people who made Uplink and Darwinia. AND it’s a stealth action game. AND it’s set in massive procedurally generated cities?

    This might be the perfect game.

    Reblogged from: smartercities

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