Showing posts with label architecture. Show all posts
Showing posts with label architecture. Show all posts

Tuesday, April 29

Architecture from around the net

When Gehry's Guggenheim museum in Bilbao opened in 1997, it immediately became a tourist attraction and revitalised the surrounding area, putting the Basque region "on the map" and winning praise from veteran architect Phillip Johnson as the "greatest building of our time". But the audacious, radical contours of it's shape also highlighted the vital importance of digital mediation in the practice - they would be "nearly impossible" to build without CAD and CATIA (Computer Aided Three Dimensional Interactive Application) visualisations.


Lebanese architecture firm Atelier Hapsitus joins the dozens of high profile, high flying proposals currently underway in the UAE and Dubai, with it's fantastical Cloud building. And while the architects state (perhaps half seriously) that the project "is a dream, suspended between artificiality and reality", their cunning digital visualisations might just enable the Cloud to get off the ground.


Design boom has an extensive overview of dozens of other skyscrapers, 5 star hotels, and concept buildings currently under development. All prominently feature digital modeling and visualisation, some even basing their shapes entirely from algorhythmic forms. The Da Vinci rotating tower, with each story independently controlled, allows thousands of possible combinations, each able to be predicted by a computer simulation. The Dubai Hub One - a cultural and arts sphere - has been designed using "special programing scripts, creating a dense structure of spaces."


Buzzcut, a blog formerly focused on videogames, recently made the (not so) giant leap to focusing on virtual architecture, examining a range of digital and unrealised spaces, from SimCity to Second Life, Debord to Dubai. Virtual Suburbia continues in the same vein, focusing on the metaverse of SL and the dozens of innovative and unusual 'builds' from SL artists. Recent spaces include a replica of the Korova Milk Bar from A Clockwork Orange, historic snapshots of the early days of Second Life, and two major university student projects from Stockholm and Australia.


Not Possible IRL stays with the metaverse, staunchly concentrating on "well conceived and realised content creation in Second Life which would not be possible in real life". Not Possible recommended two spaces which still stand out to me as exceptional - Nathan Babcock's topographic terrain and AM Radio's wheat fields.


Finally Share Architecture and Best and Worst bring us firmly back to solid ground. Both sites are relatively new, the former highlighting new and innovating buildings globally as well as in New Zealand. Both sites also use the digital space as a sounding board - getting feedback via comments, forums, and polls, that will (ideally) come full circle, shaping the waterfronts, public spaces, and apartment buildings of the immediate future locally.

Thursday, November 8

Highlights from Second Life art tour


Interactive musical score, part of the Reflexive Architecture series. Notes can be changed by touching them, and are triggered as the avatar walks around the ring of notation.


Eva and Franco Mattes - whose other actions have included spreading a virus and making up artists - here stage a more traditional homage, recreating Joseph Beuys "7000 Oaks" project.


Waco Vaco enjoys sitting in an interactive igloo structure - part of the Reflexive Architecture series. Walking towards the shelter increases the scale of it, until it's large enough for two avatars to fit comfortably in.


Waco Vaco tunnels through Sabine Stonebender's installation at Zero Point. Many artists add a Cartesian dynamic to their pieces by offering elevators, seats, or vehicles to travel through their worlds.


Waco Vaco and Window Oh drifting through Edo Autopoiesis "Resonating with Wind" sound installation. Based on the highly localised currents in SL, each windmill lifts up a red mallet, before dropping it onto the bell at the base, causing a continuously unique sound composition.

Monday, September 3

Mediating the environment


Open on a shot of a kid walking the street with a black backpack, followed with a handheld videocam. He reaches his destination and unzips the bag. Spraycans? Homemade bombs? Surprise, sliding out of the bag is a digital projector. Snaking a cord to a nearby lamppost, the kid's just created a 50 foot screen - and an audience.

Years ago you'd have to know these guys personally. With the internet they can share it with interested artists and activists from Sydney to Paris - 8 in-depth steps on Instructables, including all the gear, best locations via Google Maps, and open-source code written in C++.

What's interesting here are not the tags themselves (sometimes juvenile or straight digital translations) , or the illegal buzz associated with it. Look past that, and you'll find kids mediating their environment - 'growing' generative graphics on slick corporate hotels, talking back to patronising billboards, humanising concrete with colour and line.


In the past this took the form of physical modifications. Modernisms famous whipping boy is the story of Le Corbusiers houses for factory workers in Pessac. Almost as soon as they were built, workers added shutters, paint, and knick-knacks to personalise their 'machines for living in'. In the future, this might be more abstract - students escaping their 30 square apartments in Auckland for a simulated or gaming world which is more expansive, both conceptually and in terms of 'space'.

Tuesday, June 19

Pushing (and pulling) the interface


A bespectacled, slightly overweight man stands in front of a massive flat screen. With a few ‘pull apart’ motions of his fingertips, he zooms from the continental US into downtown Boston, moving from satellite imagery to a detailed roadmap in a few seconds. He flicks into a photo application, flicking thumbnails around and drawing a selection with his index finger before copying and pasting it. With a throwing motion, he sends a couple shots over to a colleague working on another area of the board. It’s Minority Report, come to life (video).

The unlikely hero is Jefferson Han, a previously unknown researcher at Cornell/NYU before making a presentation on his multi-touch interface at a tech conference last year. Since then, he’s been featured in Wired, sold units to the CIA, and helped Apple implement some touch behaviours into the iPhone.

And while the CIA might find spying faster with Hans interface, many people have responded that it looks fun. Alternate interfaces have abounded in the last few years.


Locally HitLab (Human Interface Technology) New Zealand have been hard at work pushing alternate reality interfaces. Mixing the real world with the virtual, they're an attempt to provide a natural way to work with objects, while overlaying CG elements or feedback. In principle this is fantastic - urban developers move and rotate virtual skyscrapers the same way they'd normally use wooden or plastic blocks - only the work environment now allows them to scale, create roads, and view the whole scheme in the context of a geomapped overlay. In practice the interface is a little glitchy and slow - 3d models stutter around the stage or the interface hesitates when manipulating objects (is that a move or a scale?).



Just yesterday New Zealander Julian Oliver posted about an experimental AR interface he and Simone Jones had created at the Interactivos conference at Media Lab Madrid. "The idea was simple, augment a solid cube with 6 little rooms such that the cube becomes a tangible interface for navigating through an architecture: a mind-game - 'How are the rooms connected?'" The result is a tiny Escheresque cube that seems filled with possibilities. One idea to extend the concept is to develop a mini-game/interactive where the user would guide a tiny avatar through a world by flipping a series of cubes to expose exit points.