Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. 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.

Wednesday, November 7

Second Life and UpStage walkthroughs tonight

Screen from Come and Go, performed by Avatar Body Collision
The team who run UpStage, which we've blogged about here in the past, are conducting a walkthrough tonight at 9pm New Zealand time. Just click here at the appropriate time to view the performance and be stepped through some of the features of the virtual performance software. If you'd like to be more involved as a participant, just e-mail them for a guest login.


On a related note, programmer and blog member Luke Duncalfe and myself will be taking a tour through some art projects, galleries, and islands in Second Life at around 7pm New Zealand time. Like to join? Signup for Second Life, login, then click here to teleport to Ars Virtua where we'll be meeting. We hope to visit a sound piece by Edo Autopoiesis titled "Resonating with Wind", Sabine Stonebender's Installation at Zero Point in Kelham , DanCoyote Antonelli's Arts & Letters Installation, and some scripted architecture (video shown above).

Friday, June 29

Show and Tell: Avatars


At the Film Archive's current show, entitled Puppets to Pixels, they're shadow figures based on traditional fairy tales like Baby Yaga.

While Jason Rowe, born physically handicapped, is represented by a hulking metal robot specialising in ranged weapons.

I'm currently in the US for the next few weeks, so thought I'd start a little thread on avatars. What does yours look like? Where are they used? Any particular reason why they look the way they do?


Avatar Name: Window Oh Platform: Second Life
Like the majority of users of SL, I set up an account, wandered around the virtual world, learning the interface, and stumbling into objects, and have rarely returned. There are high points - dance performance, interactive galleries, and a wide-ranging, if glitchy, freedom. The avatar was one of the first experiments which ended up looking like an androgynous David Bowie with less hair.


Name: lukethor Platform: Nintendo Wii
My Mii avatar, much more similar to the real life version. Nintendo has cleverly picked up on the connection between avatar and player, onscreen and real world counterparts - it means more if your best friend Jamie misses that homerun catch than if COM1 does.