Professional Documents
Culture Documents
Ar.Suvarna Lele
Practicing Architect and Visiting Lecturer
While there are countless examples of physical architecture which have been
designed and built over the millennia, there are far fewer examples of virtual
architecture due to the relative youth (decades) of electronic media and computer
technology. Nonetheless, the design of virtual spaces is an architectural
exploration. By, "...placing the human within the information space, it is an
architectural problem; but beyond this, cyberspace has an architecture of its own
and, furthermore, can contain architecture. To repeat: cyberspace is architecture,
cyberspace has an architecture, and cyberspace contains
The earliest examples of virtual architecture as mediated by networked
computers are the text-based environments of MUDs (multi-user domains) and
MOOs (MUD, object oriented). In MUDs and MOOs, multiple users to log in to a
shared environment on a computer network and interact using text. Although the
interaction takes place in one-dimensional text, the participants in the MUDs
relate to their environments with two-dimensional maps (Figure 1.3). Often, but
not always, the maps mimic or represent physically constructable environments.
Constraints
The virtual realm lacks many of the constraints and conditions of the physical
world, while it has its own set of constraints and conditions. "Cyberspace must be
made: it cannot be discovered. Cyberspace is a to-be-constructed geography, a
new planet, not yet laid out and without weather" (Benedikt, "Unreal Estates" 56).
The virtual realm, by its nature, has neither gravity nor requires a response from
an architectural structure. It has no climate which requires a surface of enclosure
to define and protect interior space as understood in the physical world.
Furthermore, there are no geographic limits, no site boundaries or property lines,
to contain and define the bounds of the architecture within (Campbell, "Nature of
Cyberspace").
Issues in Virtual Architecture
Developments for the Future
What, then, are the great new lines of development in the field of CAAD? What
will architectural education and practice look like in 2005 or 2010? This book's
section titles express our ideas.
"Design in Space and Time" is the starting point, connecting the past to the
future using new CAAD instruments. The idea that design takes place in space
and time is not new, but the means by which the machine can help us externalize
previously hidden mechanisms, making the invisible visible and in the process
expand human design capabilities, beyond that what was and will be possible by
hand, are. To be very clear, these instruments will not replace conventional
design interactions between humans and external media but will enrich them
tremendously in qualitative ways. Their impact will stretch from interactive design
systems such as Sculptor to the other side dynamic modeling experiments.
"Learning and Creative Collaboration" marks a fundamental departure from
traditional design education. The new methods influence the design process,
most dramatically in networked environments, and by the fact that the entire
Internet community can follow along. The emergence of shared design
authorship - a departure from single design authorship - and the evolution of new
necessary rules form the core of the chapter. The experiments are so rich in
images and content that it takes several approaches and active participation to
understand the full implications.
"Virtual Environments, Paths, People, Data" opens exciting new territory.
Although described, occupied and built up over many years, it only slowly enters
the consciousness of the general public and begins to effect the design of the
physical environment. The new media definitively create an innovative design
world and from this a new physical environment will result. Interactive systems
such as Trace, conceived for an exhibition on the archaeology of the future city,
were difficult to explain at the time and seemed commonplace only a few years
later. The architecture of virtualhouse.ch is a precursor to the emerging virtual
universities around the world. And of course, these environments need working
instruments, of which the personal info structures and 3.D.H.T.M.L are examples.
"IT and Praxis" shows the increasingly interesting path from theory into
application: the grand ideas, the visions, the possibilities and their unexpected
and mostly unpredictable realization. Examples of scientific instruments that later
became useful for practical purposes are at the center of attention.
"Blurring Boundaries" is a good illustration of how a common underlying
technology, in this case the use of networked information, can create bridges to
other disciplines and other worlds. Suddenly, fields that were not related at all
before become very closely interwoven
Understanding Virtual environments
One of the astonishing and distinguishing features of virtual interface technology
are participant's response to it as a place. While experiencing virtual worlds, they
can be heard saying "I wonder what's in here" or, "where am I now?", and
afterwards, their comments about their experience often start with the words
"when I was there". "Here, there and where " are responses to a place. People
who experience virtual worlds feel as if they are really there, in the virtual models.
Few other presentation mediums, be they cinematography, television, books,
music or architectural renderings can generate such compelling impressions of
being in a place.
Architectural representations
Architects use different methods of representation at different stages of the
design process, depending on what specific decisions need to be made. This is
because representations are generally only good at telling one part of the story
well. As the project evolves, decisions about different aspects of the design are
made, at each point using a suited form of representation.
At this juncture, the designer and the client need to make decisions about the
way the spaces will "function" and "feel". More specifically, they need to evaluate
(1) the sizes of the individual spaces, (2) the relative configuration of the spaces
to each other and (3) the qualities and attributes of the individual spaces. These
are spatial evaluations which, to be made perfectly accurate, would require that
one be present in them. Ideally one would actually experience them as real
places by walking through them
New Technique for Representing Architectural Space.
There have been tremendous advancements in the field of computer rendering in
the last several years and a merging of technologies which together, could solve
all of the problems related to existing forms of computer based simulations. This
new technology is called "virtual reality" for some, "cyberspace" or "virtual
environments" for still others.
Virtual environments create a powerful sense of immersion within a computer
model. Participants are immersed and surrounded by information which is to
scale and which is 3 dimensional. The interface is very intuitive to use for
exploring virtual environments because it is tightly coupled to the way people
explore real environments. Viewers can look around in the model by turning and
moving their heads, as they do naturally in real spaces. Because of the specific
attributes of virtual interfaces, people develop a sense of actually being somehow
present inside the model. And with this sense of presence, viewers could
potentially, for the first time, perceive the modeled spaces as they would the real
spaces. Virtual environments are poised to be the perfect representation tool for
helping architects make decisions about architectural spaces before they are
built.
Virtual interfaces, in their existing technological condition, represent real spaces
well enough to replace the real-time walkthroughs. They allow designers to make
evaluations of individual volume sizes, overall volume layout and individual
volume descriptions at least as accurately as those made when viewing a
walkthrough representation.
Review of the Literature.
Virtual Interface Technologies are very new, and while they do permit the
simulation of spaces, to this day, there exist no formal investigation of the
representativeness of virtual spaces for architectural applications. Some
institutions already use virtual interface technology for the purpose of
architectural simulations. One such institution, the Chapel Hill simulation
laboratory at the University of Carolina, has been working most closely with
designers and architects in the development of their technology. But to my
knowledge, they have done no specific study which actually evaluates the
"representativeness" of virtual architectural spaces.
While there have been no previous studies on this topic, there have been
numerous informal studies and observations at the H.I.T.Lab which suggest the
location of problem areas. The observations were made possible because of the
extensive demonstrating which takes place at the laboratory.
With regard to the perception of distances, there have not been any informal
studies. In general, it has been assumed that people perceive dimensions of
spaces to be the same size as intended since the scale of the model is exactly
human scale. The results of this task are the first of their kind, and the findings
can only be enlightening.