Saturday, March 28, 2009

Panopticon - the first Big Brother


What do a modern, comfortable hospital and targeted grocery coupons have in common with an 18th century theory about controlling prisoners?

The answer is the panopticon, a prison system design devised by Jeremy Bentham in 1785. The design allows a centrally-located observer to see or watch (the meaning of the second part of the word, -opticon) everyone (the familiar first part of the word… pan).

An inmate of a Bentham-designed prison would never know when he was under surveillance. In theory, a watcher could be observing him all the time. Because of this possibility, the inmate (theoretically) would behave at all times as if he were being watched. So one benefit of the architectural design was indirect behavior modification.

The hospital where my two children were born had a modified panopticon design in several departments, including the maternity ward. You can see, even from the outside, the characteristic circular pattern of rooms. But the design inside the hospital was "modified" because each cell, or patient room, had a solid wood door that closed for privacy – something the prison design specifically eliminated.
Despite this important difference, the hospital and Bentham-inspired prison buildings have much in common. Fewer guards (or nurses) are required to monitor the inmates (or patients), leading to much more efficient and responsive care-giving.

What's surprising and a little unsettling is how those ubiquitous emailed coupons from your pharmacy or grocery store trace their inspiration back to the same prison concept – centralized surveillance.

The panopticon design in architecture has undergone a major change due to the availability of high-tech surveillance equipment. Now, even standard square-stacked rooms in hospitals, office buildings, storage facilities, and conference centers are monitored from a central location – but that location may not even be in the same country. "Central" is a more general term in the 21st century, with a more metaphoric meaning: a focal point without the "focus" of human eyes.

And in one of those central locations, surveillance data is being collected on your everyday shopping habits. In the best tradition of the panopticon concept, there is even an attempt at behavior modification going on here – at a distance. The consumer is observed during every transaction, and then suggestions/rewards are offered to influence future behavior.

Thanks, Jeremy.

Saturday, March 22, 2008

Skulls under Paris


Under the city of Paris lie a maze of catacombs, filled floor to ceiling with skeletons. In 1786, all the bodies that had been buried in the Cimetiere des Innocents were dug up and moved to these subterranean galleries of the dead. A sign above the door to one chamber reads, "Arrete! C'est ici L'Empire de la Morte" or "Stop! Here is the Empire of the Dead." In all, there are more than six million bodies in the Paris catacombs, as bones continued to be moved there off and on for seventy years.
But wait, there is more bizarre information here. In 1777, gypsum and limestone quarries under the city were proving hazardous to the buildings above and were shut down. Inspectors had to figure out some way to shore up the quarry walls so no more buildings collapsed. About the same time, the citizens realized that the Cemetery of the Innocents had no more room for burials. Problem solved: The walls of the underground ossuaries (places where bones are laid to rest) are made, not from stone, but from the very bones that were exhumed and moved--leg bones and skulls stacked and packed until they were solid enough to support the weight of the city above. (Note: photo by Jeff Belanger)
For a virtual tour, go to http://www.triggur.org/cata/. The catacombs under Paris have played a role in books (such as Anne Rice's Interview with the Vampire and even Tess Gerritson's Body Double), movies (such as the Disney version of The Hunchback of Notre Dame), and even video games (such as Lara Croft's Tomb Raider III expansion, The Lost Artifact).
Now it's your turn. What do you know that's cool--or weird?