Virtualism in architecture
Virtualism in architecture
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 interpretation of the final product. As far as the designer is concerned there is increased opportunity to be creative as the technology provides unlimited possibilities. In terms of specific applications VR can be usefully applied when building homes for disabled people. For example, those whose movements are restricted solely to a wheelchair may require larger hallway space for maneuverability and lower bench heights in the kitchen. These can easily be rectified before the house is built. Thus minimising on post-production changes which may be costly. I3 (Interactive Information Institute) is the RMIT VR ‘showpiece’. It features a 150 degree wide screen which occupies the entire field...
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