Visual and Multimodal Urban Sociology, Part A: Volume 18A

Cover of Visual and Multimodal Urban Sociology, Part A

Imagining the Sensory City

Subject:

Table of contents

(8 chapters)
Abstract

This introductory chapter starts off by discussing the differences and interconnections of visual sociology and urban sociology in their quest to understand human settlements. It then moves to argue for expanding the focus to other disciplines that are equally geared toward researching aspects of the city in visual and multimodal ways, since the urban context cannot be studied comprehensively without engaging a multitude of disciplines and trying to make productive connections between them. The chapter continues with a concise overview and discussion of each of the contributions in this first of two volumes of “Visual and Multimodal Urban Sociology” in the “Research in Urban Sociology” series. These twin volumes explore multiple ways in which the city and city life may be approached, studied, and expressed through visual and multimodal means and methods, thereby as much as possible including sensory experiences other than those related to seeing and hearing. It concludes with drawing some contours and challenges of visual and multimodal urban studies and the critical role of technology in advancing this cross-disciplinary field of inquiry.

Abstract

Using visual materials to understand a social object requires the researcher to know that object's purpose, and this is true whether the object is an artifact, a restricted event, a small social world, or something as massive as the modern city. I argue that the purpose of the city as a settlement is driven by the need to safely sleep in peace at night while satisfying other basic biophysical needs during the day as conveniently as possible. An examination of these needs identifies 10 functional prerequisites for human settlement, entangling its inhabitants in involuntary community with entities and events other than themselves, whether they like it or not. In addition, the rise of the modern city exacerbates the challenge of living in a reluctant community and pressures its inhabitants to come to terms with the consequences for how these relationships affect daily life. I highlight nine challenges posed as questions that have been particularly salient in American urban history since the mid-nineteenth century. How these challenges have been addressed indicates not only what it takes to make a modern city a settlement suitable for satisfying human needs, but also just how deeply invested its residents are in making the city work. Finally, the 10 functional prerequisites and nine moral challenges not only provide a framework for researching the city, but also suggest a coherent outline for imagining a “shooting script” or guide for conducting visual research.

Abstract

How do we make sense of urban life in the past? What do we do when we study urban history, and to what extent do our methods fully capture the complexities of historical city living? These are crucial questions for any scholar interested in the historical dimensions of urban experience. Notwithstanding the interest of most urban historians in the relationship between the physical form of urban space and its experience by inhabitants and visitors, very few scholars have written histories that systematically integrate these two areas of inquiry. In this chapter, we argue that such research requires a method and an accompanying tool that can analyze historical urban life in a more integrated, holistic way. We propose a way forward by introducing the Time Machine platform as a scalable data visualization and analysis tool for researching everyday urban experience across space and time. To illustrate the potential we focus on a case study: the area of the Bloemstraat in early modern Amsterdam. Unpacking a section of the Bloemstraat, house by house and room by room, we show how the Time Machine forms an instrument to connect spatial layouts to the arrangement of objects and to the practical and social use of the space by the inhabitants and visitors. We also sketch how this tool illuminates more dynamic spatial and temporal practices such as how people, goods, and activities are connected to locations in the wider city and beyond.

Abstract

Photographs are primary source documents that, like manuscripts and printed documents, carry layers of embedded information. As an example of a research strategy that can be used to study the time, place, and context of the development of early photographic businesses in America, a project to research and geo-reference the early photographic studios in New York City using information culled from imprints, census records, city directories, and other period sources is described. This case study example will focus on analyzing photographs and photographers operating in New York City and Brooklyn from the birth of popular photography in the 1840s to ca 1870s, and what researchers can learn about the development of the urban environments during this era. The study will provide an example of a research trajectory, brief background on the processes and early photographic business development, and note some of the research challenges that arise using historic photographs to study urban environments.

Abstract

Urban scholars employ numerous sources to study early cities, including primary sources such as historical maps, literary accounts, tax records, and the like to help visualize cities in various periods. In recent years, a variety of artificial intelligence programs have been employed to not only create visual images of earlier cities, but also to allow audiences to negotiate city streets and enter buildings within the city. The Assassin's Creed series of video games created by Ubisoft place the game player in historical settings where the assassin (representing peace and free will) will battle against groups of foes (representing order and control). Assassin's Creed II is set in Florence at the end of the fifteenth century and has been praised for the visual reconstruction of the city. But how well can a computer game represent the Early Renaissance City?

Abstract

Contemporary cities are the subject of new forms of visualization that are not only changing how we see the urban world but how it operates as a social environment. This chapter explores Google's Street View database and the Google Maps platform as sites for the production of distinctive new streams of visual data about cities around the world. I argue that this kind of digital infrastructure presents urban researchers with both new opportunities and new challenges, raising complex questions about the role of visual images in the context of the ongoing transition to a digital, computational, and networked image world.

Cover of Visual and Multimodal Urban Sociology, Part A
DOI
10.1108/S1047-0042202318A
Publication date
2023-07-24
Book series
Research in Urban Sociology
Editor
Series copyright holder
Emerald Publishing Limited
ISBN
978-1-83909-969-4
eISBN
978-1-83909-968-7
Book series ISSN
1047-0042