Virtualism In Architecture

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VIRTUALISM IN ARCHITECTURE
This subject was suggested as a possible topic from the course outline. As it is an area of much interest and controversy was chosen as the direction of study for the paper. Previous research into Virtual Reality (VR), coupled with a particular interest in its architectural application also proved motivating. However, although the direction of the initial research appeared straightforward, after further investigation it became obvious that there were in fact two distinctly different interpretations that could be drawn from the area of Virtualism in Architecture. This division was between whether VR was used FOR architecture (VR used as a tool to aid in architectural design). Or whether it was used AS architecture (architectural design within the world of VR). Therefore this paper will be divided into two sections, each discussing the two different ideas with the aim of applying a necessary critical perspective.

Firstly, what is virtual architecture and how does it fit into the definition of architecture? Dace Campbell, Graduate student of the Human Interface Technology Lab at Washington University Seattle, offers his explanation. It is the ordering and definition of meaningful space as developed in response to a need or program. An expression of society in spatial experiential form. Thus virtual architecture, Campbell adds, is that which embodies and expresses values of society or culture in electronic form, with polygons vectors and texture maps as opposed to bricks and mortar (www.uni-weimar.de). The use of polygons and texture maps instead of bricks and mortar has an obvious advantage. It saves money. Bruce Sterling, a speaker for the Electronics Frontier Foundation (EFF) encapsulates it well. 'Nothing ever rusts, nothing breaks, nothing collapses… it just gets diskwiped.'; (www.eff.org) Problems which could eventually become costly can be eliminated cheaply and efficiently. Architectural 'walkthroughs' as they are referred to, are what a few architects are using as their tools for designing buildings. They possess many advantages. As humans are spatial creatures they respond better to 3-Dimensional visuals as opposed to 2-Dimensional or 'blueprint' style plans. Both the client and architect are able to view the same plan, and no grand 'leap of the imagination' is required so there are no differences in each others ...

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...ce. As this is a new technology there is much potential for hype to emerge versus actual practical and useful application. Is it merely a new form of communications escapism, or is it a whole set of new problems surrounding by a convincing amount of hype? By assuming that the use of technology is solving problems are we in fact creating a whole set of new problems, as well as managing to avoid sorting out the ones that already exist. Problems such as environmental degradation and a decline in social cohesiveness don't just go away because we are immersed in a virtual environment they are there to greet us when we come out. As with any technological advancement there is a need to balance out what the technology can do versus the inflated hype that invariably will accompany it.

References

Benedikt, Michael (ed), 1993, Cyberspace: First steps, The MIT Press, Cambridge.

Larijani, L. Casey, 1994, The Virtual Reality Primer, McGraw-Hill, New York.

Sherman, B., & Ladkins, P., 1992, Glimpses of Heaven, Visions of Hell: Virtual reality and its implications, Coronet books, London.

URL's

www.blaxxun.com

www.eff.org

www.geocities.com

www.hitl.washington.edu

www.uni-weimar.de

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