Oosterhuis
+ Spyubroek
|
|
from
architecture to (trans)architecture: add, delete, modify
|
"i
will revise Le Corbusier: not 'Architecture
is a machine to live in', but '(trans)Architecture is an algorithm to
play in'. And, playfully, proclaim: transarchitectures and revolutions.
Round and round we go: In girum imus nocte et consumimur
igni."
|
|
To
answer the question of whether or not 'liquid architecture' is architecture,
I simply select a small set of four operational concepts (body-eye-tectonic-place)
in the modern architecture domain and map their image in the (trans)architecture
range.
|
A role of criticism with respect to the unfamiliar work
coined by Marcos Novak "(trans)-architecture" is to serve as
an instrument to bridge the gap and validate the work. Le Corbusier was the one of the few moderns to prescribe rules for the Modern Architecture: the Modulor, the Five Points and so on. In Five Points, each rule takes its departure from an existing practice and proceeds to reverse it: the 'new' can only be fully understood with reference to the 'old' in absentia. This creative process known as 'displacement of concepts' indicates a reinterpretation rather than a creation in a cultural void. |
On the other side of the spectrum, Marcos Novak has coined
and sets rules of (trans)architecture through number of writings. It becomes
extremely challenging to question the transformations the latter recommends
for the development of place-like environmental shells in Cyberspace.
I will examine in turn: 1. How the 'ideal body' is with respect to human condition. 2. How the new way 'to see' changes from record to know. 3. How fundamentally the '(trans)modern tectonic' differs from the modern one. 4. And finally the issue of the 'place-making' in Cyberspace. |
Zero:
Body + Self
|
Case 1: Body + Self as Object
The 'objectivation' of the body as ideal makes it a frequent topic in architectural theory. A single objectified body can be idealized and used for deriving proportions and scale, or transformed into metaphor for a building or parts of a building. Note that the extreme 'objectivation' and disdain that follows idealization, makes people feel the body as not necessary for human existence and suggesting it could be better without it. In (trans)architecture, computer technology tends to increase the propensity that already exists in modern architecture for form to be disconnected from everyday use and for vision to be the only sensory mode attended to: "In its energetic disdain for bodies and materiality, the culture of cyberspace encourages such an attitude Disparaging references to the body and expressed enchantment with a world without bodies, or with bodies that have been transformed beyond recognition, promote the message to architects that the bodies we (still) inhabit are indeed a burden or a bore, their everyday needs and experiences a drag on inventiveness and progress." Truly speaking, such a statement is too radical, since the makers of 'liquid architecture' have already created physical buildings - Fresh Water Pavilion (Spuybroek) and Salt Water Pavilion (Oosterhuis) - where real-time sensors and effectors, and interactive projections and sounds are integral to the architectural intention. |
Case 2: Body +Self as fully intertwined
The body is our only way of being and
a fine way at that, giving us access to rich experiences of the world.
"If we don't keep this subjective kind of bodily sense in mind as
we negotiate our techno-culture, then we objectify ourselves to death." Partial Conclusion: Bodies are objects and subjects Our bodies are not naturally given, they
are made: they are cultural products. |
1/4:
'To see'
|
Case1: Eye and Camera - to see is to record Juhani Pallasmaa describes the dominance in modernism of
the 'architecture of the eye' which intentionally creates a sensory and
mental distance between body and building. |
Case 2: Panopticon vs. Pantopicon
The panopticon expresses the desire to see everything
from one place, to focus the world on an axis-mundi, or better yet, a
punctum mundi. |
2/4:
Tectonic
|
Fig.: Diagram |
Nature
in the virtual world When bricks become pixels, the tectonics of architecture become informational. City Planning becomes data structure design, construction costs become computational costs, accessibility becomes transmissibility, proximity is measured in numbers of required links and available bandwidth. Real and Virtual Window If we envision the opening of a window in Virtual Environment, what does it open into? What is the nature of it? When you open a window in a virtual space, you open a window onto a scene of a sea of 'raw data'. Having made that connection, the nature is 'data', and the 'art' of that world is an investigation of the data. Are we speaking about some |
dematerialization of architecture?
"Architecture is not just about building, but building might be the
smaller part of what architecture is about. The function of any work is
to communicate the understanding of the world." |
3/4:
Place
|
"There is no there there" (Gertrude Stein) |
Case 1: Hyper-Reality HR attempts to mimic the physical world in every detail. It defines the completeness of the imagery, by solving constraints revolving around 'Laws of Nature': gravity, sunlight Easy to understand, there're still some incongruities: without gravity, no need of columns or beams, without rain or snow, no need of roof as usual. HR captures spatial qualities of architecture without place qualities. Case 2: Abstracted Reality AR obeys 'Laws of Nature' to engender believability: objects and textures are abstracted and rendered properly but one could not walk through walls, and needs to use elevator or stairs to go from floor to floor. 3D-MUDs (multi-user domains), example of the 'virtual campus' of the University of Sydney shows that there exists a topology (connectedness) but not orientation. MUDs do not exhibit spatially-based 'place-ness' that they purport to engender. |
Case 3: Hybrid Cyberspace
HC mixes 'real' and 'virtual' experiences. It does not
need to obey the 'Laws of Nature'. Many elements are unbuildable in the
physical world. Objects behave abnormally, changing size, shape or texture
over time. Movement is not natural, disorientation remains an issue. Case 4: Hyper-Virtuality HV drops all relationships to the physical world and 'Laws of Nature'. Each site creates its own set of rules, which challenges our sense of reality, materiality, time, and enclosure of space. HV has the potential to expand the realm of sensory experiences by taking advantage of the computer's ability to organize time, data, and space, completely unbounded by the 'Laws of Nature'. An example would be the space travel sequence towards the end of Kubrick's1968 movie 2001: A Space Odyssey. |
Conclusion:
Is (trans)architecture a displacement of concepts from modern architecture?
|
Partial
Conclusion : Criteria for Cyber-Place-Making
The need for place-making in the
digital world is not satisfied yet. All four types of digital environments
listed above fall short of doing so: they are all deficient to some extent
or another, either too realistic, or too virtual, or too literal, or too
surreal in the imagery. They do not enhance the cultural experience or
facilitate a social interaction. |
1. places are settings for rich events, providing reason, purpose to be
there. 2. places require presence: kind of engagement with objects or with people. 3. places provide relative location, that creates a context for an activity. 4. presence and location promote a sense of authenticity. 5. adaptability and appropriateness foster an ability to make a place personal. Furthermore and specific to cyberspaces, 6. Digital places afford a variety of experiences: view points, scales, levels of abstraction. 7. Multi-choices and control over transitions from place to place offer much greater richness than physical space. 8. Well-designed places are inherently memorable: they are places you want to be in, stay at, and to come back to. |
Conclusion: Is (trans)architecture a displacement of concepts from modern architecture? (Trans)Architecture has not solved yet the issue of 'place-making'. |
References
: Architecture
Design, no 1998, 2000. (Hypersurface Architecture, Cyberspace)
|
1.
Marcos Novak TransArchitectures and Hypersurfaces Operations of TransModernity 2. Marcos Novak Next Babylon, Soft Babylon (trans)Architecture is an Algorithm to Play in 3. Marcos Novak Transmitting Architecture transTerraFirma / TigsvagNoll v 2.0 |
4.
Karen Franck IT and I Bodies as Objects, Bodies as Subjects 3. Kas Oosterhuis Salt Water Live Behavior of the Salt Water Pavilion 3. Lars Spuybroek Fresh Water Live Motor Geometry |
Acadia
2001.(Modeling and Fabrication) Y. Kalay and J. Marx Architecture and the Internet: Designing Places in Cyberspace |
|
|