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BEYOND THE REAL:

DOMESTIC INTERVENTIONS IN SUPPORT OF


D I G I TA L O V E R L AY

A ngelina Sang ulin


B. A . Ar t Histor y and Huma n G eo g ra phy, Do ubl e Ma j o r.
The University of B r itish C o l umbi a , 2 0 1 5 .

Submitted in par tial f ulf il l ment o f the requi rements fo r the deg ree
o f M aster of Architecture i n the Fa cul ty o f A ppl i ed S ci ence

CO M M IT T EE

GP PART II, C HAIR J o s eph Wats o n


A nna L i s a Mey bo o m
To ny Os bo rn

GP PART I T hena Ta k

We accept this repor t as co nfo rmi ng to the requi red sta nda rd

. . ................................... . . . . . . . . . . . .
Jo s e p h Wa ts o n

. . ................................... . . . . . . . . . . . .
T h e n a Ta k

THE UNIVE RSIT Y O F B RIT IS H COLU MB IA


A pr il 2019

© Angelina Sangulin
ii
ABSTRACT

This project is dedicated to a possible reality, The project provides a practical solution to
one in which the body inhabits the real, while commonly experienced unfavourable spatial
simultaneously perceptually consuming the conditions: lack of space, lack of privacy, unfa-
digital. vourable view etc.

The design process investigates the boundar- Sensorial perception of space and verification
ies, possibilities and consequences of domestic of perception is explored within the most inti-
design and architectural consideration within mate space—that of the home.
such a reality.
While pursuing practical design goals, the
I argue considerations of the previously inter- project places into question agency in the
disciplinary field of architecture will be divided digital age, the idea of free will and simulation.
into two realms: the materially experienced
reality and the visually experienced digital If the simulation is indistinguishable from
overlay. reality, does it matter it is not reality? How
does one design within this realm?

iii
iv
TA B L E O F C O N T E N T S

i-iii TITLE PAGE

iv - ix FIGURE LIST

x - xi ACKNOWLEDGEMENT

1 - 3 DEDICATION

1 - 3 INTRO

4-13 BRIEF HISTORIC OVERVIEW: REALITY AND VIRTUAL REALITY

14-17 ON CYBERSPACE AND MIXED REALITY

18-25 ON VIRTUAL - REAL: TOWARDS DESIGN STRATEGIES

26-49 PRECEDENTS

50-77 DESIGN PROJECT

xiv-xvii ENDNOTES

xvii-xxi BIBLIOGRAPHY

v
FIGURE LIST

Figure 1. Harry W. Crosby. Cave Paintings of the Figure 11. Star, Arthur. 2016. Google maps glitch.
Sierra de San Francisco. Baja California Rock Art Accessed online at Quartz.com
Archive. Accessed online at http://www.bradshaw-
foundation.com/baja/sierra_de_san_francisco.php Figure 12. Engel et al. 2008 (see bibliography)
study of visual-proprioceptive conflicts showing:
Figure 2. Side of black figure volute krater from subject’s view along a path through a virtual city.;
Chiusi, Italy. Detail of centauromachy scene. Museu and subject’s path bent into a tracked space using
Archeologico, Florence 6th century BC. Accessed a controller.
online at http://www.hellenicaworld.com/Greece/
Mythology/en/CentauromachyMAFlorence.html Figure 13. NBC TV Show The Good Place. 2018. Still
of the Good Place rendition of afterlife for pasta
Figure 3. . Robert Hooke, 1965, illustrations from lovers. Accessed on Netflix.
published book Micrographia depicting microscope
and microscopic landscapes. Accessed online at Figure 14. NBC TV Show The Good Place.2018. Still
https://www.smithsonianmag.com/ of the Bad Place, rendition of afterlife for people
who despise frozen yogurt. Accessed on Netflix.
Figure 4. Fisher, Scott. 1962. Image of Sensorama by
Morton Heilig. Figure 15. NBC TV Show The Good Place.2018.
The Architect explaining time progression in after-
Figure 5. Evans, David. 1968. Image of Sword of life is non-linear and flows in a “Jeremy Bearimy“.
Democles by Ivan Sutherland. Accessed on Netflix.

Figure 6. Medina, Antonio. 1991. Scene of computer Figure 16. NBC TV Show The Good Place. 2018. Title
simulated teleoperation. of new neighborhood design. Accessed on Netflix.

Figure 7. Image of 2010 Oculus Rift fundraising cam- Figure 17. Netflix original movie Bandersnatch.2019.
paign, courtesy of Kickstarter. Interactive viewer moment / choice: deciding on
cereal. Accessed on Netflix.
Figure 8. Image from University of Washington.
Babak Parviz 2009 Augmented Reality in a Contact Figure 18. Netflix original movie Bandersnatch.2019.
Lens, research paper. Interactive viewer moment / choice: deciding on
violent actio. Accessed on Netflix.
Figure 9. Jensen and de Haven. 1989. Front cover of
novel Neuromancer by William Gibson. Figure 19+20. Netflix orignal movie Bandersnatch.
2019. Depiction of PACMAN game. Accessed on
Figure 10. Menardi, Adalberto. 2016. Google maps Netflix.
glitch. Accessed online at Quartz.com

vi
Figure 21. Random International. 2012. User expe- Figure 32. Chinsee, George. 2016. Image from Frag-
rience of Rain Room. Museum of Modern Art. New ments by Random International.
York. Image by Random International..
Figure 33. Random International. 2016. Image still
Figure 22. Campbell-Dollaghan, Kelsey. 2012. Ceiling from Random International video accompanying the
detail of Random International Rain Room exhibition Fragments installation. Dynamic detail.

Figure 23. Beck Robyn. 2012. Image of sensor activa- Figure 34. Various alternate realities: cave painting,
tion of Random International Rain Room exhibition. mythology, cinematic reality and interactive SIMS
game. (see Figure 1 and 2; image still from Frank
Figure 24. Random International. 2012. User expe- Capras’ 1946 It’s A Wonderful Life movie; The Sims
rience, perceived immersion. Image by Random Unleashed, unknown online source)
International.
Figure 35. Original of highlighted and altered image
Figure 25. Bitter, Jan. 2018. Study of Swarm Lights by by Goodman, Zeb. Soft Light & Silhouettes. Pavilhão
Random International in Chemnitz, Germany. da Cidadela, accessed by artist Instagram

Figure 26. Screenshot of Random International Figure 36. Original of highlighted and altered image
video. 2018. Swarm lights perspective. by Goodman, Zeb. New Nordic. Kvarterhuset,
accessed by artist Instagram
Figure 27. McRae and Tibbits. 2015. Jamming
bodies - diagram. From MIT Self-Assembly Lab. Figure 37. Original of highlighted and altered image
Accessed online at https://selfassemblylab.mit.edu/ by Goodman, Zeb. TRNK NYC interior space. www.
jamming-bodies zebgoodman.com/trnk-nyc

Figure 28. McRae and Tibbits. amming bodies. Figure 38. Original of highlighted and altered image
2015. McRae and Tibbits; Still from accompanying by Goodman, Zeb. TRNK NYC interior space. www.
video, Jamming - breathable, morphable “wall”. zebgoodman.com/trnk-nyc
Accessed online at https://selfassemblylab.mit.edu/
jamming-bodies Figure 39. Static image, by author.

Figure 29. McRae and Tibbits. 201. Still from accom- Figure 40. Kinetic image, by author.
panying video. Performance. Accessed online at
https://selfassemblylab.mit.edu/jamming-bodies Figure 41. Dynamic image, by author.

Figure 30. Griffith, Damien. 2016. Image from Blur Figure 42. Project site, 1401 Robson Street, by
Mirror installation by Random International. author.

Figure 31. Griffith, Damien. 2016. Blurring Figure 43. Site plan, Downtown Vancouver, facing
detail from Blur Mirror installation by Random NW, by author.
International.

vii
Figure 44. Site Axonometric Drawing, building com-
ponents. Facing SW. By author.

Figure 45. Activation of digital overlay lens. Collage


by author.

Figure 46. Axonometric site plan, ground levels. By


author.

Figure 47. Details of virtual user experience on


ground levels. By author.

Figure 48. Single occupancy unit: material realm +


upward and downward circulation. By author.

Figure 49. Single occupancy unit in digital realm,


experienced as three levels. Axonometric view +
vignettes. By author.

Figure 50. New digital levels aquired. Axonometric


view + vignettes. By author.

Figure 51. Narrative moment 1: Hacking the system.


Model - paper + wood. By author.

Figure 52. Narrative moment 2: Hacking the system.


Model- paper + wood. By author.

Figure 53. Narrative moment 3: Hacking the system.


Model - paper + wood. By author.

Figure 54. Axonometric view of digitally overlap-


ping realities within a 4 unit assembly. Overlapping
realities are displayed as a section of the level the
resident is currently occupying. By author.

Figure 55. Axonometric view of materially existing


realities within a 4 unit assembly.

viii
ix
x
ACKNOWLEDGEMENT

Foremost, I would like to express my deepest gratitude to my chair and mentor,


Joseph Watson, for the continual guidance and support throughout the conception
and development of this project. Thank you for all the belief, patience, immense
knowledge and pedagogy imparted throughout the year. Thank you for listening and
allowing the project to be truly mine, while always steering me in the best direction. I
could not have imagined having a better advisor and mentor throughout the process.

Beside my advisor, I would like to thank the members of my thesis committee:

To AnnaLisa Meyboom, for the enthusiasm, engagement and knowledge which


immensely influenced the direction of the project. To Tony Osborn, for the critical
perspectives and detailed feedback without which the project would never be the
same. Additionally, I express deep gratitude to Thena Tak as my GP mentor, for all
the guidance and feedback influencing the development of the project. And to Chris
Doray, for the inspiration to engage with architecture on my own terms.

I am also gratefully indebted to Farwa Sadiq-Zadah, Gabriel Lacombe and Zoe Pearce
for all the support and help in the last project hours.

xi
xii
D E D I C AT I O N

To Ryan, partner in life and partner in education, for 7 years of love and growth.

To Adriana, my sister and best friend, for the lifetime of laughs and long talks.

To my parents, for all the support.

To my absolute favourite, 89 year-old grandfather for continually mispronouncing


the word architect with his thick accent and calling me an “art-attack“ in “art-attack
school“.

Love you all.

xiii


  

BEYOND
THE REAL
DOMESTIC INTERVENTIONS IN
S U P P O R T O F D I G I TA L O V E R L AY


ANGELINA SANGULIN


SINGLE LEVEL /∞

INTRO

To define the virtual is to define the almost, The evolving potential of reality-virtuality con-
the nearly. tinuum technologies declares an assurance
in the re-definition of current paradigms of
To define the virtual is to subtract everything space, self-conception and societal organiza-
you know is, from all the endless possibilities. tion—producing inevitable and unprecedented
changes in the field of architectural design.

The following chapters explore reality, virtual


Traditionally, virtual reality is thought of as a reality, augmented and mixed reality through
computer-generated simulation of a three-di- terms and characteristics which are anticipated
mensional image or environment which can be to predominantly influence changes within
interacted with in a seemingly real or physical architectural conception and design mani-
way by a person using special electronic equip- festations. It is not the specific technology of
ment, such as a helmet with a screen inside or reality-virtuality continuum itself that is being
gloves fitted with sensors1 . The unprecedented examined, rather, how these technologies are
rate of creation, propagation and utilization of anticipated to act as a conduit for spatial, soci-
mass amounts of technology is currently result- etal and architectural revolution.
ing in a continual reconfiguration and boundary
extension of terms upon which virtual reality is
defined. Increasingly, modules and restrictions
on the achievement, experience and bound-
aries of virtual reality are dissipating. Further,
conversations previously restricted to solely
virtual investigation are expanding to include
enhanced forms of mixed-reality located on
the spectrum between completely real and
completely virtual. It seems fitting to declare,
we are at the dawn of an era of the reality-vir-
tuality continuum.

2
R E · A L· I · T Y
/RĒˈALƏDĒ/

W O R L D O R S TAT E O F T H I N G S A S T H E Y A C T U A L LY E X I S T, A S O P P O S E D
TO AN IDEALISTIC OR NOTIONAL IDEA
+/
S TAT E O R Q U A L I T Y O F H A V I N G E X I S T E N C E O R S U B S TA N C E .

VIR·TU·AL
/ ˈ V Ə R C H ( O͞ O ) Ə L /

A L M O S T O R N E A R LY A S D E S C R I B E D, B U T N O T C O M P L E T E LY O R
ACCORDING TO STRIC T DEFINITION
I . BRIEF HISTORIC OVERVIEW
REALITY AND VIRTUAL REALITY

ON HISTORY OF REALITY is continually collected6. Fictitious narrative is


produced as a mediation of reality, produced
Most historical overviews of virtual reality with varying levels of distancing from reality. As
are technology-centered, with the primary described by John Dunlop in 1825: “The collec-
locus pinpointed within the 1900s. To truly tor of agreeable facts finds that the sympathy
frame virtual reality in terms most relevant that they excite can be heightened by remov-
to my investigation, this narrative features an ing from their detail everything that is not
interweaving of the technology-centered per- interesting, or that tends to weaken the prin-
spective with the conceptual—and for this, we cipal emotion, which it is his intention to raise.
are required to go much further back in time. He renders, in this way, the occurrences more
unexpected, the enterprises more successful,
Human beings have always been mythmakers2. the deliverance from danger and distress more
Intricate Neanderthal burial practices reveal a wonderful.7” A predecessor to virtual reality,
belief of a world extending beyond the con- fictitious narrative allowed for dream-like
strictions of the material world3. From a very advances from reality, explorations of alternate
early date, it appears human beings were dis- points of view and ultimate dissemination of
tinguished from other living organisms by the emotion-fueled perspectives. Fictitious narra-
ability to have ideas extending beyond every- tive allowed for the exploration of enhanced
day experiences4. The history of mythology beauty, enhanced crudeness and a height-
highlights two simple, well-accepted notions: ening of any imaginable emotion. In further
we are meaning-seeking creatures and we have tracing the evolution of fictitious narrative,
imagination. Imagination is a faculty enabling early writers of Greek Romance—Heliodorus,
the human to conceive of something which is Achilles, Tatius, Longus—provide insight into
not immediately present, which at the moment the emergence of intertwining between fields
of conception has no objective existence5. Imag- of mythology and philosophy8.
ination is the faculty behind the production of
religion and mythology, systems of intricate At a point, the history of fiction arises interest of
“other-worldly” environments containing ele- the philosopher within the context of the socie-
ments, senses and narratives translated from tal historical progress9. As philosophy emerged
the immediate “real” environment. Behind from mythology, it embraced an interest in the
the production of the “other-worldly” environ- “structure of human experiences, the compo-
ments is the art of fictitious narrative. Through sition of beings, the complicated functioning
the process of time, a mass curious narrative of cognition and hierarchy amongst existing
communicated from one individual to another entities”10. Functions previously overlooked

4
F igure 1 : C u eva s de l a s F l e c h a s cave pa i nti ng. photo c redi t: Bra dd Kopp
F igure 2 : C e nta uro m a c hy s c e ne o n k rater f rom Chi usi , Ita l y
as mere truth or fact, suddenly became prob- views on society and nature—and, by exten-
lematic and examined through a framework of sion, radically transforming conceptions of
questioning, criticality and rational argumenta- reality, space and human experience. The First
tion—including existence, values, reason, truth Scientific Revolution is characterized by a Hel-
or mind. The momentum formed new-found lenistic replacement of accepted mythical and
ideas of the “plural world (inhabited by essen- theological efforts in explaining the universe
tially different beings, which may even exist at and human existence, mainly through a partial
different levels of the Being) or a plurality of empirical-rationalistic method of inquiry found
worlds (each of which is inhabited by funda- a precursor of later modern classical science14.
mentally different beings11”. Similarly, within Initiated by Copernicus’s rejection of the
the “classical Aristotelian” worldview, space is revered geocentric conception of the universe,
inhabited by (absolute) actual and (absolute) the Second Scientific Revolution culminated
potential beings12. In a stark departure from in Newton’s cosmological theory of absolute
previous traditions of mythology and ficti- space and time15. Tracing to the latter 19th
tious narrative, the cognition-fueled human century, the Third Scientific revolution was by a
inadvertently relinquishes the power over the discovery of subatomic particles, evolutionary
narrative in the conception of reality. No longer theory of natural selection, quantum mechan-
in control in channelling a dream-like narrative ics, theories of relativity and Heisenberg’s
for a specific purpose, the human enters a uncertainty principle16.
critical quest and continual struggle towards
ontological “truths”. Fictitious narrative and Each experimental discovery, dramatic para-
myth carry a strong grounding of reality upon digm replacement and addition to scientific
which a consciously constructed alternate discourse resulted in dramatic shifts in under-
reality is translated. In contrast, the rise of standing of humanity and its existence within a
philosophical inquiry leads to the dramatic dis- reality. The Newtonian idea of absolute space
mantling of any strong grounding—of reality, and time posited existence as not dependant
of consciousness, of free will to construct and on physical phenomena, while relationists
of existence and inhabitation of an alternate such as Leibniz determined space and time
reality. as emerging from relations between material
objects, rather than things in themselves17. In
The human function of imagination pro- assessing the condition of human reality, sci-
vides essential in the production of religion entific inquiry drastically expanded discussion
and mythology in a quest to understand the of scale, quality and properties of space. In
condition of humanity, or rather, the human examination of velocity of light or insight into
predicament: where did we come from, why celestial bodies, the potential for discovery
are we here and where are we going? It can and renegotiation of space became expanded
be argued imagination is also what enables sci- from microscopic to celestial scale. Evidence
entists in creation of knowledge and invention supporting the post-big bang accelerating
of technology—mythology and science both expansion of the universe and suggestions to
extend the scope of human beings13. Innova- the concept of multiverses further both simul-
tion and knowledge accompanying each major taneously shattered, and remolded, paradigms
scientific revolution leads to transformations in explaining the conception of human reality and

6
F i gure 3.
Rober t Ho o ke,
1665
Mi c ro s co pe +
thi n s lice o f co rk
existence. Whilst a tumultuous relationship the stereoscopic illusion through use of lighting
with the idea of “scientific truth”, scientific and reflective transparent surface—render-
inquiry demonstrated a manner in which a ing two spaces as simultaneous and creating
previously accepted and established paradigm and alternate reality22. An additional early
could be overturned by an single ingenious dis- manifestation of head-focused reality alter-
covery. The increasing lack of certainty became ing device included Albert B. Pratt’s 1916 US
the driving force to an opening up of imagina- Patent for a head based periscope display23.
tive potential. Stereoscope-based technologies generated
instrumental social change within the concep-
ON HISTORY OF VR/ AR tion of self and reality. The relatively cheap
nature allowed for distribution throughout
In addition to a brief overview of forces influ- cultural and class boundaries, while the ste-
encing the definition of reality throughout reoscopic world seemed transcendent and
history, in this section I present an overview hyper-real24.
of the history of technologies from which the
present-day state of the medium involved. The With technological focus oriented toward
listed moments include both conceptual and warfare improvement in the World War
technological advances, as well as advances periods, Edwin Link developed in 1929 a
generated as result of economic, community mechanical flight simulator allowing for pilot
or social factors18. Without comprehensive training at stationary indoor location25. The
aspirations, the brief historical overview points trainee could now immersively inhabit the sky
to major technological and conceptual shifts while remaining grounded, creating a form of
within the development of AR/VR technologies. disembodiment. Permeating further science
fiction, in 1935 Stanley G. Weinbaum writes
While artists had long explored linear, oblique Pygmalion’s Spectacles in which the main char-
and isometric perspective through painting, in acter wears a pair of goggles which transport
1435 Leon Battista Alberti published the math- him to a fictional world within which dreams
ematics of linear (single-point) perspective become reality26. The 1946 ENIAC develop-
rendering19. In 1787, Robert Barker creates a ment of the first electronic digital computer
special building apparatus designed to house at the University of Pennsylvania drastically
360 degree painted panoramas20. If painting expedited consequent rate of technological
previously represented a two-dimensional improvement.
effort to capture a three-dimensional reality,
Baker’s invention now posited the two-dimen- In 1956 Morton Heilig created the Sensorama,
sional painting of three-dimensional reality a multimodal experience display system in
within a mediated alternate three-dimensional which a single person would perceive the pre-
environment. Mediation of photographs in recorded experience via sights, sound, smell,
construction of alternate reality continued vibration and wind27. This event, according
through the stereoscope invention of Sir to many, marks the true beginning of virtual
Charles Wheatstone, presenting two separate reality as a technological concept. Followed
photographs to the viewer21. In 1862 John in the 1960s by an insurge of innovation were
Pepper accomplished an enhanced version of the concept of ultimate display and tracked

8
F igure 4 . S e ns o ra m a , 1 9 6 2 , M o r to n Hei l i g
F igure 5 . T he Swo rd o f D a m o c l e s , 1 9 6 8 , Iva n Sutherl a nd
stereoscopic head-mounted display, most In addition, virtual and augmented reality
notably explored by Ivan Sutherland28. With interfaces are slowly disintegrating in volume
the 1977 introduction of personal computers and scale towards an imperceptible presence.
for off-the-shelf use at home, digital tech- “Smart” contact lenses can utilize kinetic
nology begins to penetrate the larger market energy through the act of blinking. In general,
and infiltrate broader social consciousness. In application levels can be sorted through four
1981 MIT produces an early augmented reality levels:
display, allowing for users to explore subject
matter—including 3D drawing, architectural L E V E L 1 multifocal contact lenses or curing
visualization and 3D layout of computer chips29. color blindness
The production of DataGlove and EyePhones in
1984 by VPL Research Inc instrumented a rela- L E V E L 2 gathering information from your
tionship in mutual reporting between visual, body--like glucose monitoring for diabetics
kinetic and virtual30.
L E V E L 3 augmenting vision with digital
The development within personalized VR expe- overlay
rienced throughout this time allowed for the
basis on which social contact could become L E V E L 4 complete virtual reality (PIV online)36.
integrated. W-Industries launched the first
public venue VR system Virtuality in 1990 With Level 1 and Level 2 relatively accom-
as a dual player arcade game31. In 1992 the plished, most current research concentrates
Electronic Visualization Lab developed CAVE efforts on realizing Level 3. In the near future,
which permitted up to 10 people to share the contact lens systems could receive data from
visuals, with one person occupying the optimal external platforms in provision of real-time
view. The 2003 creation of Second Life pro- notification, with inclusion of features such as:
duced a massive-scale virtual world in which antenna, circuitry for power harvesting, radio
people and institutions could inhabit and communication and pixel control37. In 2011
purchase space, socialize and utilize a virtual University of Washington researchers created
currency32. The constructed virtual world was a prototype of the first functioning bionic
created as a parallel reality, mimicking worldly lens with a single LED pixel comprising a light
conditions and functions with room for exper- emitting diode chip38. Radio frequence energy
imentation. The 2012 creation of the low-cost emitted from a near-located transmitter is
Oculus Rift was, interestingly, funded through gathered by a circular antenna a fifth of an inch
a social crowdfunding Kickstarter Campaign33. in diameter, printed on the lens39. The develop-
Another low-cost item, the 2013 Virtuix Omni ment of further prototypes in the near future
reduced-friction walking surface allowed for working towards the achievement of Level 3
perception of walking whilst remaining within and Level 4 seem to be a matter of time.
a constricted body ring34. On the cusp of wide
commercialization, virtual reality technologies
transitioned into institutionalization, as large
varieties available to the public by 201535.

10
F igure 6 . C o m pute r s i m ul ate d te l e o perati on, Antoni o Medi na , 1 9 9 1
F igure 7 . O c ul us Ri f t K i c ksta r t ca m p ai gn , 2 0 1 0
ON VR/ AR CURRENT + PROJECTED plan to circulation network diagrams, from
A P P L I C AT I O N detailed building drawing to urban massing
modeling, and so on45. Current use of virtual/
More recently, research within virtual and augmented reality translations within the field
augmented reality is shifting from a primarily of architecture focus primarily on rendering
technology-centred focus to content driven technologies, marketing/immersion and aiding
application, due to the advanced establish- the construction process. As an example of
ment of the medium40. Far from being reduced rendering technologies, projects have utilized
to technology intended solely for gamers, it is digital photographs of the “real” world in order
anticipated virtual and augmented reality tech- to generate realistic 3D models and virtual
nologies will prove increasingly instrumental cinematography of architectural scenes46. In
in a variety of industries: government space exploring immersion for consequent market-
agencies and private space companies, manu- ing purposes, studies have measured extent
facturing, marketing, medicine and healthcare of presence in a mixed-reality design space in
and many other41. Further, a 2006 American order to investigate the relationship between
Psychological Association study determined VR object presence and design performance in a
headsets could produce calming effects and manipulated design space47. Further, studies
be utilized as a form of stress management have examined the manner in which wear-
in treating anxiety and post-traumatic stress able augmented-reality computer systems can
disorder42. With the mentioned increasing promote architectural design process for the
availability and affordability of immersive visu- user48. In exploring potential changes to archi-
alization applications utilizing head-mounted tectural construction processes, studies have
displays and augmented reality devices to proposed alternatives achieving interactive
consumers and smaller-scale enterprises, it simulation of construction activities on a con-
is anticipated these technologies will play an struction site in order to provide time and cost
increasing role in future governmental, social efficiency49.
and commercial development43.
Pointing at a gap in current investigation of
ON VR/ AR CURRENT ARCHITECTURAL changes within virtual reality and augmented
A P P L I C AT I O N reality future application within the field of
architecture, this thesis is focused on how
Technologies allowing for seamless translation our conceptions of architecture and space
and negotiation between physical and virtual might change with the wide acceptance of a
within the field of architecture have become mixed-reality application to domestic space.
accepted as a new standard—from laser scan-
ners, three-dimensional digitizers, laser cutters,
3D printers, multi-axis milling machines44.
More importantly, the physical/virtual transla-
tions allow for negotiation between all forms
of architectural process, scale and represen-
tations—from two-dimensional drawings
to physical scale modeling, from building

12
F igure 8 . B a ba k Pa r v i z , L eve l 2 bi o ni c conta c t, worn by ra bbi t.
I I . O N C Y B E R S PA C E A N D M I X E D
REALITY

First coined in the 1982 science fiction novel electronically transcend the physical, imagined
Neuromancer, William Gibson defines cyber- and potential, to an embodied and temporally
space as: finite being the digital infinity represents more
of a state of confinement55. The infinite digital
“Cyberspace. A consensual hallucination expe- boundaries are further constricted by nature of
rienced daily by billions of legitimate operators, medium through which they are provided. An
in every nation, by children being taught math- interface, created by a human, is what provides
ematical concepts. A graphic representation structure and systemic boundaries. Regardless
of data abstracted from the banks of every of the level of immersion, the cyberspace view
computer in the human system. Unthinkable is curated and the infinite freedom within the
complexity. Lines of light ranges in the nons- space is a matter of illusion.
pace of the mind, clusters and constellations of
data. Like city lights receding...”50. Despite the seemingly finite boundaries of
our experience of an infinite cyberspace, it is
With the description, Gibson sought to capture essential in manners in which we challenge and
the immense complexity and incapacity of the reconstruct our perception of physical (natural)
present human mind to grasp the increasingly reality. Cyberspace contains translations of
decentered and disembodied digital human physical space through utilization of signs, sym-
experience. Since Gibson’s 1980s initial grasp bolism and points of locational interrelation to
of cyberspace, the network of global wire- the material realm. Spatial representation in
less infrastructure dramatically scaled up, in virtual reality is rooted in symbolic, operative
contrast to a dramatically scaling down of and rule-based reductions, which fail to trans-
transmission and reception aparatus’51. On late the nature of the space56. Yet, what is lost
one hand, cyberspace allows for the transcen- in reduction, is gained through the potential
dence and disembodiment from traditional of dramatic expansion of human boundaries
physical space: when online, we are partially through the achievement of ultimate display, a
freed from bodily existence52. On the other form of achievement of an age-old desire for
hand, it is argued cyberspace will never com- complete physical transcendence57.
plete supplantation of real space due to the
essential nature of kinetic, sensorial and In 1994 Milgram and Kishino proposed the
haptic sensation to the human experience and virtuality continuum concept, presenting a
identity-construction53. William Gibson refers categorization of forms of mixed reality envi-
to cyberspace as “an infinite cage”54. While ronments on a continuum from solely real to
the endless boundaries that can be travelled solely virtual objects58. Augmented reality is

14
Fi g ure 9 . N e u ro m a nc e r cover, i l l ustrated by Tom de Haven a nd Jensen, 1 9 8 9
presented as partial, and minor, digital overlay simultaneity of simulated experiences. In
upon reality, while augmented virtuality refers the physical world, or real world, presence is
to a predominant digital information view defined as a natural perception of an environ-
supported by real contextual data, such as a ment61. On the other hand, telepresence is
navigational GPS device59. In either case the defined as the extent to which one experiences
augmented stretch of the continuum is dif- presence within a mediated environment62.
ferentiated through the provision of a varied, This thesis is concerned with potential changes
but prominent, degree of conscious and visual and effects within the realm of architecture and
negotiation between the real and virtual. Real society as a result of increased telepresence
reality, without intervention, presents no within a mixed reality environment. Increases
obvious presence or experience of the virtual. within wearable and auto-stereoscopic
In contrast, virtual reality presents an alter- devices, data capture and video, sensor-rich
nate solely consumed reality—yet, in spite of application, distributed augmented environ-
the level of immersion, is grounded to reality ments, programmability of parallel processes
through the human bodily experience. In this and tasks divided between multiple proces-
thesis, I argue, the future expansion and dif- sors63—all point towards immense future shifts
ferentiation of the mixed reality continuum in the experience and incorporation of mixed
could lead to the possibility of a simultane- reality into our conception of reality. The fol-
ously experienced virtual and real reality. Such lowing chapter explores a variety of subtopics
an experience would entail a more prominent in exploration of thematic future projections
digital overlay over a unconfined, bodily expe- which may have influence on the consequent
rience within the real. shift within society, and as such, the realm of
architecture.
In 2003 Mee++ author William J Mitchell
declared:

“The trial separation of bits and atoms is now


over. In the early age of the digital revolution,
it seemed useful to pry these elementary units
of materiality and information apart. The
virtual and physical were imagined as separate
realms: cyberspace and meatspace. Now the
boundary between them is dissolving.60”

With networked intelligence being embedded


everywhere, both natural and artificial, tra-
ditional boundaries between real and virtual
are becoming dismantled. Further, as dis-
cussed, the restrictive nature of a single
medium as a window to the alternate reality
is subdividing into smaller scale differenti-
ated apparatuses allowing for a increased

16
F igure 1 0 . G o o g l e m a ps g l i tc h , p ho to by Ada l berto Mena rdi
F igure 1 1 . G o o g l e m a ps g l i tc h , p ho to by Arthur Sta r
I I I. O N V I R T U A L - R E A L : T O WA R D S
D E S I G N S T R AT E G I E S

ON PERCEPTION the exploration of similar motion compression


techniques, it becomes imperative to consider
“There may be a time when we’ll attend the interconnection of bodily sensation and
Weather Theatre to recall the sensation of muscle movement in visual perception:
rain.”
In 1969, Jim Morrison64 “Locomotion is guided by visual perception.
Not only does it depend on perception but per-
In seminal works of psychology and philosophy, ception depends on locomotion inasmuch as a
a conscious and unified experience of one’s moving point of observation is necessary for
body within peripersonal space is a prerequi- any adequate acquaintance with the environ-
site in the experience of the external physical ment. So we must perceive in order to move,
world65. Yet, studies have shown the application but we must also move in order to perceive.71”
of visuotactile contention between a physical
body and artificial bodily representation can While the content and kinaesthetic driven
result in a bodily self-consciousness discon- experience of a designed augmented land-
nection66. In an instance of conflict between scape drives the shape of a walk, the actual
proprioception and vision, the brain is heavily movement is integrated in a visual-kinetic
biased to prefer the stable visual information— feedback loop. Perception of an environment is
allowing for manipulation of real world path further rooted within a sense of touch, as sug-
in order to achieve a virtual goal67. The phe- gested by Maurice Merlau Ponty, as the tactile
nomenon of change blindness occurs when experience of objects directly leads to direct
the subject fails to detect a change in object transfers in the experience of vision72. There-
or scene . Research on the change-blindness
68
fore, the projected anticipated mixed reality
phenomenon has successfully implemented environment allows for partial tactile verifi-
small scale manipulation to geometry of virtual cation of certain elements visualized in the
reality environment model in order to unno- digital overlay. In contrast, as explored above,
ticeably redirect user walking69. Similar tactics other perceptual elements can be manipu-
have allowed for walking-experienced virtual lated to achieve the reality projected within
environments to exceed dimensions of the the digital overlay. Seamless manipulation of
accompanying physical walking space. In 2010 the real in lieu of a virtual goal, in combination
Suma et al achieved a seamless walk through with a real world verification of certain digital
a simulated virtual office building of 2352 elements, would allow for an unprecedented
navigable square feet within a real space envi- level of telepresence within the environment.
ronment of only 196 square feet70. Throughout According to Evangelos Christou, “Experience is

18
F igure 1 2 . Enge l et a l . 2 0 0 8 study of v i sua l -propri oc epti ve conf l i c ts
A bove : s ubj e c t ’s v i ew a l o ng a pat h through a v i rtua l c i ty.
B e low: s ubj e c t ’s path be nt i nto a tra c ked spa c e usi ng a control l er.
a matter of verification through sensible per- such an apparatus can fade through time, the
ceptions”73. Following, Peter Carruther writes: fact it can be recalled back consciously has
“Perception gives rise to beliefs, combination represented one of the major factors disal-
of perception and the organisms bodily states lowing complete telepresence. In traditional
gives rise to desires; and then beliefs and forms of augmented reality, the digital overlay
desires are combined with one another within is divorced from the material. Therefor, mate-
some sort of practical reasoning system to riality is experienced within the real world.
select an appropriate behaviour”74. Hence, the In augmented virtuality, an illusive cognitive
ways in which people perceptually experience sense of materiality can be invoked by a digital
virtual or augmented space can be influenced overlay displaying movement or presence
strategically and illusionary, eventually influ- within a referenced space. In lieu of previously
encing shifts in belief system. explored “smart contact lenses” and the future
ability to apply an increased level of digital
Perception is one of the primary guiding forces overlay in comparison to previous forms of
within the architectural realm. If perception of augmented reality, the quality and experience
immediate and distant space can be manipu- of materiality within future forms of mixed-re-
lated kinaesthetically, tactically and visually, ality remains a matter of question.
real experience of space can be altered. Archi-
tecture, then, can either exploit, support or According to Georg Flachbart, “real space
expose the perceptual manipulation. Further, (1, OFF-LINE) and virtual (0, ON-LINE) are
as explored, perceptual manipulation is one of continually superposed, obeying the rules
the primary supporting forces behind the pos- of quantum mechanics rather than classical
sibility of expanding space. physics”75, pointing the impact of materiality
has the potential to exponentially be reduced.
ON M AT E R I A L / I M M AT E R I A L Yet, the realm of architecture has so far been
DISTINCTION based and grounded on these same unbend-
able rules of classical physics. Structure, order,
Virtual reality has the potential to mimic stan- symmetry, aesthetics and so on, have all been
dards and rules of material reality, in order to a direct result of the physical standards of
achieve a seamless immersion. To date, regard- materiality. While the social, political and cul-
less of the level of immersion, the viewers’ tural functions of architecture can be widely
body has presented the ultimate boundary. In debated, it is common to assume architectural
spite of the ability to achieve a certain degree functions as provision of shelter, privacy and
of disembodiment, a mere conscious thought environmental comfort, in pursuit of various
could recall the bodily experience in the real program. If we are to envision a future ability
material world. Further, as a medium, virtual to provide a seamless and significant digital
reality has been experienced through appa- overlay over reality, the base needs, standards,
ratus’ of physical bodily extension—such as a limitations and potential of architecture need
head mounted display. The human body has to be reimagined. There seems to be potential
the ability to filter out a continuously experi- within the dissipation of materiality considered
enced sensation if found unimportant or less essential in the human experience, or at least
relevant to others. While sensation detecting a subdivision into materiality required within

20
the material realm and simulated materiality while others remain confined to the real-world
in the digital overlay. If one is to look around environment.
their domestic space, or urban street context,
or experience in nature—what material is ON ARCHITECTURAL FUNCTION
essential in the experience of reality within the
space? What can be removed, altered, added, According to William J Mitchell, “the micro-
without affecting the experience of reality? terrain immediately surrounding our bodies is
providing habitats for new electronic species,
Architecture is reliant on networks. While which may be classified according to their size
wireless connectivity is increasingly linking and shapes, their modes of attachment to the
human mobile bodies to traditional resource body, their degrees of conformability to the
systems, networks of transportation, energy body and their degrees of visibility78”. Reliance
supply, water supply and waste disposal do on the rigid large-scale fabric of buildings is dis-
not have the ability to operate wirelessly—or sipating to smaller-scale and flexible systems,
“pipelessly”76. Still, increasingly, activities once with Mitchell proclaiming “as miniaturiza-
reliant on physical proximity to resources— tion continues...more and more functionality
water, food, raw materials etc—are dependant migrates to the body, literally off-the-wall (and
on mobile connectivity to geographically into the skin zone)...We will indeed approach
extended delivery networks77. In addition, the condition of “walking architecture79”.
the realm of architectural response to human Functions architecture once performed are
need seems to be dissipating from a solely rigid increasingly shifting to implanted, wearable
material provision of structure and mechanical and portable devices80. Future innovation in
services. Soft materials, responsive materials the field of flexible system fabrics, as well as
and kinetic architectural features have been current prototypes, point to the increased role
permeating the previous traditions of rigid of clothing the provision of customizable and
architectural forms. In a mixed-reality environ- regulated environmental comfort. As previ-
ment, the materiality of architecture contains ously mentioned, a digital overlay presented
necessarily material provisions—for example, through a future rendition of the “smart”
the floor the person stands upon or a specific contact lense provides the opportunity to
mechanical service guiding material or energy. mediate and respond to needs of privacy within
On the other hand, certain aspects of material- an environment. One can envision small scale
ity experienced traditionally in architecture do sets of parasitic power generators, harvesting
not necessarily need to be provided through kinetic, thermal and light energy throughout
the material specifically. An architecturally the corporeal realm, in order to construct a
experienced view, a decorative architectural small scale bodily power supply grid81. The
element or even a wall—while these are all increasing miniaturization of these systemic
visually perceived through our notions of mate- functions and integration within the immediate
rial knowledge, our direct experience of them scale and vicinity of the body is key as they “are
does not rely on tactile sensation. Therefor, I insinuating themselves, like resourceful ticks
argue, certain material aspects of architec- and fleas, into increasingly intimate spaces82”.
tural structure, function and sensation can be Rather than finding the role of architecture
transferred on a mixed-reality digital overlay, to be reducing, it points to a restructuring of
what is traditionally thought of as the realm of of program pointed to a participation in a
architecture. Without harbouring nostalgia for common belief system, or a culturally shared
traditional form and boundaries, these changes comprehension of architectural symbolism84.
will forcing the architect to revisit their role as Such rigid functional distinctions amongst
a designer and restructure the boundaries of specialized program spaces have dissolved to
their discipline. Rethinking traditional roles and accommodate the present day systemic flexi-
boundaries in pursuit of extended functionality bility, mobility and interconnectivity.
opens up to new possibilities: accommodat-
ing traditional functions within new locations, Within the realm of the virtual and mixed-re-
future functions within traditional locations, ality, architecture needs to redefine the
rethinking ideas of permanence, systematic meaning of dwelling and domesticity. Domes-
intervention, responsiveness etc. tic program presents itself as a ideal candidate
for projective design in order to explore all the
ON ARCHITECTURAL PROGRAM mentioned changes within the realm of archi-
tecture, encapsulated within the following
“Dwell, word of nostalgia. quotes:

Today such dwelling is often thought to be “Home is the universal archetypal symbol of
incompatible with our decentred metropolises. the self85”. Carl Jung
Our lack of courage thus appears linked to an
unwillingness to confront and acknowledge “The house, quite obviously, is a privileged
what has become ever more apparent since entity for a phenomenological study of the inti-
Copernicus: our world has no center and knows mate values of inside space86”. Bachelard
no proper places; these are illusions born out
of cowardice. Nietzsche seems to be pointing How does the potential of mixed-reality
to the incompatibility between our labyrinthine address the needs, transformation and new
souls and our buildings.83” expression of domestic program? Current stan-
dard of domestic programmatic differentiation
One of the primary functions of architecture is are quite strong yet, I argue, will be revised in
accommodation of program—simply looking, the future. Regardless of the intimacy and nos-
a structure must respond to programmatic talgia incorporated within tradition of dwelling,
needs of form, structure or socio-political-cul- new conditions will provide the potential to
tural needs. With increasing complexity within respond and solve existing social, cultural and
human systems, programmatic needs have practical domestic restrictions. Mixed-reality
become widely differentiated and specific. offers potential in resolving practical domes-
Symbolism of architectural program carries tic program considerations in, for example,
within it a certain level of nostalgia, as pro- a higher degree of control in distribution of
grammatic differentiation seems to be eroding privacy, a potential to expand the practical
pillars of architectural definition. Once upon constrictions of space distribution or provid-
a time, there was the religious, the govern- ing an increase in perceived economic spatial
ing, the resource providing (agricultural/ value. While there might be a decreased need
mercantile/industrial) and domestic program, for spatially strict program boundaries, the
encapsulated for centuries or decades within architectural designer will have to exercise an
a consumable form. The simplistic division increased focus on transformative potential

22
and general space / program flexibility. In digital overlay encompasses certain architec-
contrast to the 20th century modernist focus tural aspects of my experience, for example,
on separation and distinction of function, it is the sensorial or spatial quality of the space I
likely the mixed-reality architectural expression am experiencing. In contrast, the material
will focus on seamless, flexible and systemic architectural grounding of the space I digitally
programmatic overlay. With novel program- inhabit is liberated from the need to fulfill the
matic needs, changes in architectural form will same sensorial or spatial qualities presented in
follow. the digital overlay. In short, the functions the
lens is providing do not need to be provided
ON ROLE OF ARCHITECTURE within the actual space. This bifurcation of
architectural function would result in practical
As explored in previous chapters, the poten- benefits, for example, transferring the majority
tial of integrating an enhanced mixed-reality of visual experience to the digital would alle-
digital overlay upon traditional forms of mate- viate actual architectural costs while providing
rial-based architecture points to a need in enhanced space and experience. Within the
reconfiguring the role, intervention and rep- material world, common architectural consid-
resentation within architecture. The nature of erations of mechanical integration or achieving
architecture extends far beyond the materi- specific sensorial qualities would no longer be
ally expressed built form, as it simultaneously necessary. Instead, novel architectural con-
reflects and reinforces the cultural, social and siderations in navigating the material world
ontological context of humanity. Within the and designing within the digital overlay would
material realm, architecture encompasses the appear. The role of the mixed-reality envi-
structural needs, sensorial experience, func- ronment architect, then, becomes curation
tional programming distribution and provision of viewer experience through illusory design
/ accommodation of networks or resources. strategies, seamless integration of digital-real
Within the immaterial realm, architecture navigation and sensorial crafting of the digital
encompasses identity, aspiration, agenda and overlay. Despite the initial agenda intended to
agency, experimentation and ideology. In lieu enhance user experience, the illusory nature
of previous paragraphs exploring material- of the architecturally designed simulated envi-
ity, function and programmatic anticipated ronment places the expanded extent of the
change, I argue, enhanced mixed-reality will new architectural role into an ethically prob-
guide the bifurcation of architectural extension lematic realm.
into two divisive realms: the material world
and the digital overlay. If a “smart” contact lens ON UTOPIA / DYSTOPIA
can provide an extensive, or even complete,
digital overlay over reality, certain functions To project into the future, is to reveal the
of architecture will become accommodated present.
solely within that realm. If I am standing in
a constricted or austere space, through the According to to Daniel Czitrom, “The dream of
lens I am perceiving a large and indulgent transcendence through machines is an ancient
space—and while I might perceive this space one, and the urge to annihilate space and time
as unconstricted and freeing, the design inter- found particularly intense expression through
ventions prevent me from facing the illusory media. The accelerated evolution of media
quality of my experience. In this case, the hardware and software has been fueled by the
at large.87”. Previously explored trends of accompanying technologies bearing unprec-
wireless technology and unleashing digital edented complexity. The systems rely upon
potential have radically transformed society as programmers and designers, as well as coor-
a whole, with the anticipation of exponential dinating entities remaining within the material
transformation within the following decades. world. To immerse oneself into an expanded
The desire for complete freedom, infinite pos- mixed-reality is to relinquish control and fully
sibilities and physical transcendence have long place trust into another, in hope their agenda
been a driving force behind societal and tech- coincides with your own. This thesis, therefor,
nological efforts88. In contrast, with each major navigates the boundary between pursuing a
wave of technological innovation, anxieties on utopia and revealing the dystopia. For, life is
the future of human condition and existence neither purely black, nor purely white—it navi-
have followed. From the invention of writing, gates the realm of the grey.
print, scientific inquiry, steam ships, trains,
industrialized metropoles, telegraph, radio, O N U N C E R TA I N T Y, D R E A M I N G A N D
telephone, TV, computers, virtual reality, arti- A R C H I T E C T U R A L R E P R E S E N TAT I O N
ficial intelligence, and infinitely so on, the
uncertainty of the novel and its ability to shape “Maybe it is a good thing for us to keep a few
human activity has induced anxiety. An 1877 dreams of a house that we shall live in later,
New York Times editorial of the telephone always later, so much later, that in fact, we
declared: “We will soon be nothing but trans- shall not have time to achieve it. For a house
parent heaps of jelly to each other89”. To project that was final, one that stood in a symmetrical
into the future, is to negotiate between utopia relation to the house we were born in, would
and dystopia. lead to thoughts – serious, sad thoughts – and
not dreams. It is better to live in a state of
A mixed-reality digital overlay may serve as impermanence than in one of finality90”.
a utopic device, in provision of an improved
version of life and possibilities existing within Bachelard
the real material realm. The extent of the
overlay could commence as a minor interven- To design within the virtual or enhanced
tion, with a scope similar to current instances mixed-reality realm, is to dream.
of intervention in augmented reality. The real-
istic and familiar nature of the overlay could Speculative theorizing, common in experimen-
consequently allow for a seamless transition tal physics, has no reliance on observational
into a completely digital visual realm. If the or experimental data to ground theories in
digitally experienced mixed-reality simulation reality: it cannot be tested, cannot be verified
is indistinguishable from reality, does it matter or falsified91. The realm of this thesis topic
if it is not in fact reality? If human desires, is grounded in uncertainty and speculative
aspirations and experience are enhanced and exploration, risking the product being dis-
provide value, is this reality utopic? In contrast, counted as solely an arbitrary metaphor. Yet,
the entire orchestration of the mixed reality Nietzsche describes the human drive to form
depends on illusory architectural and digital metaphors in striking similarity to that of
manipulation of human perception in order conceptual design, finding: “It consistently
to achieve their desires. The scope of illusory confuses the rubrics and cells of concepts by
manipulation becomes extensive, with the setting forth new translations, metaphors and

24
metonymies; it constantly manifests the desire
to remake the world at hand, to make it as
colorfully irregular, disconnectedly unentailed,
fascinating and eternally new as the world of
dream92”. While the realm of architectural role
and built form has been explored in previous
paragraphs of this thesis, this one is dedicated
the scope and power of architectural represen-
tation. Architectural drawing embodies a way of
acting through the exploration of unbuilt envi-
ronment, as drawing provides the grounding
before tectonic experiences take place93. For
Nietzsche, “architecture was a means by which
we understand our consciousness—a structure,
a scaffolding of thoughts94”. The architectural
representation, then, embodies a negotiation
of measured systems, assumptions, projection
and symbolism, in a guided effort to pursue or
capture the unknown. At their time of writing,
both Dostoevsky and Nietzsche found the prob-
lematic nature of the modern world emerged
from the fact it is too well built, “much like a
cosmos that assigns our place, imprisoning cre-
ativity and imagination95”. While such thoughts
might seamingly posit science and technology
in a direct conflict with imagination and creativ-
ity, these realms are in fact closely intertwined.
Therefor, this part of the thesis ends within an
intertwining of imagination-led realms of myth
and art, reason and ordered led realm of scien-
tific inquiry, fictitious narrative, dreaming and
uncertainty—all in simultaneous pursuit and
negation of reality.
26
I V. P R E C E D E N T S
THE GOOD PLACE: EXPLORING THE
ROLE OF THE ARCHITECT
MICHAEL SCHUR

The Good Place is a 2016 NBC comedy TV show single family zones, pedestrian streets, perfect
following the fate of four people who have died lawns and safe cul-de-sacs. The inability to feel
and made it to the “good place” in the afterlife. happiness or a feeling of belonging within a
This particular neighbourhood of the “good seemingly perfect environment is the main
place” is designed by the architect Michael, driver of constant psychological torture. The
played by Ted Danson. The small city environ- design is too clean, safe, boring and bland—
ment is pristine and every detail seems to be designed for the ideal of an average person, it
designed with the purpose of providing the is not ideal for anyone.
residents with pure happiness. Every inhabi-
tant receives a dream home and a soul-mate, The premise of the TV show is relevant to this
calibrated specifically for their desires. thesis exploration precisely for the successful
simulation of a “good place” through shared
Yet as the first season unfolds, the characters idealized conceptions of happiness and domes-
endure all sorts of moral trials and tribulations, tic fulfillment, despite the fact they did not
leading to the final recognition: the “good manage to achieve the same feelings within
place” is in fact the “bad place”. The architect, each individual. The major theme throughout
Michael, is in fact a demon-architect whose the seasons is the focus on morality and ethics
ultimate design goal is to subtly torture the within present day complex environments. The
four individuals within the neighbourhood. role of the Architect has a curious depiction—
The key to the element of torture is the subtle at first “good” and obsessed with finding design
manifestation of the tortured individuals pet- flaws within his work, then revealing himself
peeves throughout the design. For example, as a demonic-architect who tortures through
the character of Eleanor despises the overused design, to becoming a leader in navigating
and overcelebrated concept of frozen yogurt. reality, afterlife and simulations in a search
The presence of an exceeding amount of frozen for truth. The character of Michael speaks to
yogurt shops fuels her moral struggle, as she the ability of the architect to create illusions,
desperately attempts to mimic other residents manipulate or navigate ethical considerations
bliss in order to conceal that she belongs in the of the design and affected residents. Further,
“bad place”. since the design system is located in the after-
life, the architect is designing in a system not
The initial success of the “bad place” posing bound by laws of physics or time. If any design
as the “good place” is embodiment of 21-st flaws are found, the entire system can just
century American drean aspirations: clean be rebooted—the multiple seasons of the TV
streets, small population, adequately spaced show feature endless neighbourhood reboots.

28
F igure 1 3 . T he G o o d P l a c e , re n di ti on of af terl i fe for pa sta l overs
F igure 1 4 . T h e B a d P l a c e , re nd i ti o n of af terl i fe for peopl e who despi se f rozen yogurt
The design considerations are then, quite
obviously, drastically different from those real “THINGS IN THE AFTERLIFE DO
world architects experience. The emphasis NOT HAPPEN WHEN THINGS
is not within temporal, material or context ARE HAPPENING HERE, BECAUSE
constrictions, rather the focus is placed on WHILE TIME ON EARTH MOVES
achieving a specific conceptual goal through IN A STRAIGHT LINE:
the design. While laws of physics are non-es-
ONE THING HAPPENS, THEN THE
sential within the afterlife context, the afterlife
mimics real world design in order to envoke N E X T, T H E N T H E N E X T,
feelings of familiarity within the residents. The TIME IN THE AFTERLIFE MOVES
simulation can easily be manipulated, through IN A JEREMY BEARIMY
illusory strategies, in order to achieve specific
goals within the residents. The architect here ----- W H AT ?
is a tortured soul, obsessed with his design and
finding design flaws, possessing an immense
amount of control, yet responding to deadlines IN THE AFTERLIFE TIME DOUBLES
sent from “higher up“ and ultimately bearing BACK AND LOOPS AROUND AND
a continually negotiated ethical responsibility. ENDS UP LOOKING SOMETHING
LIKE THIS.
While outlandish and comedic in nature, the I T I S J U S T T H E WAY I T W O R K S .
context of the afterlife and goal of simulation
I T ’ S J E R E M Y B E A R I M Y.
within the TV show connect to considerations
of moving parts of domestic design into the I D O N O T K N O W W H AT T O T E L L
digital. Y O U , I T I S T H E E A S I E S T WAY T O
D E S C R I B E I T.

- - - - - - - B U T, WA I T, T H AT D O T O V E R
T H E L E T T E R I ? W H AT T H E H E L L I S
T H AT ?

OK, HOW DO I EXPLAIN THIS


C O N C I S E LY... T H AT I S T U E S D AY S ,
AND ALSO J U LY. O H , A N D
SOMETIME IT IS NEVER. YES,
O C C A S S I O N A LY T H AT D O T I S A
TIME-MOMENT WHEN NOTHING
N E V E R O C C U R S .”

M I C H A E L , architect in
The Good Place

30
F igure 1 5 . T h e A rc hi te c t ex pl a i ni ng ti m e progressi on i n af terl i fe i s non-l i nea r a nd f l ows
in a “Je re my B e a r i my “
F igure 1 6 . T i tl e o f new ne i g hbo r h ood desi gn
B L A C K M I R R O R : B A N D E R S N AT C H
BROOKER + SLADE + MCLEAN

Black Mirror: Bandersnatch is a 2018 Netflix given to the viewer drastically diminishes. The
original psychological thriller interactive film viewer has the ability to choose, yet, both
writen by Charlie Brooker, directed by David choices are located within the same spectrum.
Slade and produeced by Russel McLean. The The viewer has two choices of anger displays
movie plot is set in 1984, as the viewers follow Stefan will exhibit towards his father—whether
a young progammer in his efforts to adapt a he will shout or throw tea over the computer—
fantasy choose-your-own-adventure novel into yet, cannot choose to not exhibit anger. The
a groundbreaking video game. viewer can choose if Colin or Stefan will jump
off the balcony, yet, cannot choose for neither
What sets the movie apart from previous epi- to jump. With the increase in dramatic quality
sodes of the Black Mirror TV show anthology, and irreversibility of each viewer decision, the
is the element of interactivity allowing viewers actual level of control the viewer possesses is
to make choices at certain parts of the narra- put into question.
tive. For example, early on in the movie, the
viewer is presented with a simple choice of Further, depending on the choice made, the
which cereal the protagonist will choose to eat viewer is occassionally looped back to a pre-
that morning. While the choice between Sugar vious choice in order to suggest a different
Puffs and Frosties does not seem imperative, choice should be made. If the viewer contin-
the viewer is unaware of how influential this uously chooses the same option, the viewer
choice may be for the narrative. The choices ends up re-routed each time until the will is
grow larger in potential consequence and dra- broken and decision is shifted. Further, if the
matic narrative as the movie progresses, each choice is not made on time, the programmed
leading towards a specific ending. preferred choice will be made. The free will,
agency and patience of the viewer is continu-
During the first choice, the scheme of viewer ally tested—while no choice leads to a happy
interactivity is established. The two presented narrative end.
choices are accompanied by a visual timeline
and ticking sound in order to highlight the The movie is relevant to this thesis investigation
amount of time available for the viewer to through the examination of free-will, authorial
make a choice. The control given to the viewer control, monitoring, fate and exploration (and
breaks the traditional boundaries of viewer- questioning) of reality within the digital age.
ship, providing a mixed emotion of fear and
responsibility for the main protagonist. Yet, as
the movie progresses, the extent of the control

32
F igure 1 7 . I nte ra c ti ve v i ewe r m o ment / c hoi c e: dec i di ng on c erea l
F igure 1 8 . I nte ra c ti ve v i ewe r m o ment / c hoi c e: dec i di ng on v i ol ent a c ti on
B lack M i r ro r : B a nde rs natc h m ov i e sti l l s. Netf l i x
“ THERE IS MESSAGES IN EVERY GAME.

L I K E PA C - M A N . D O Y O U K N O W W H AT PA C S TA N D S F O R ?

P-A-C: PROGRAM AND CONTROL. HE IS PROGRAM AND


CONTROL MAN.

T H E W H O L E T H I N G I S A M E TA P H O R : H E T H I N K S H E ’ S
G O T F R E E W I L L B U T R E A L LY, H E ’ S T R A P P E D I N A M A Z E ,
IN A SYSTEM, ALL HE CAN DO IS CONSUME. HE IS
P U R S U E D B Y D E M O N S T H AT A R E P R O B A B LY J U S T I N
H I S O W N H E A D, A N D E V E N I F H E D O E S M A N A G E T O
ESCAPE BY SLIPPING OUT ONE SIDE OF THE MAZE,
W H AT H A P P E N S ?

HE COMES RIGHT BACK IN ON THE OTHER SIDE.

PEOPLE THINK IT ’S A HAPPY GAME, IT ’S NOT A HAPPY


GAME. IT’S A FUCKING NIGHTMARE WORLD AND THE
W O R S T T H I N G I S I T ’ S R E A L A N D W E L I V E I N I T.

I T I S A L L C O D E . I F Y O U L I S T E N C L O S E LY, Y O U C A N H E A R
T H E N U M B E R S . T H E R E ’ S A C O S M I C F L O W C H A R T T H AT
D I C TAT E S W H E R E Y O U C A N A N D W H E R E Y O U C A N ’ T G O .

I ’ V E G I V E N Y O U T H E K N O W L E D G E . I ’ V E S E T Y O U F R E E .”

- C O L I N R I T M A N in
Black Mirror: Bandersnatch

34
F igure 1 9 + F i g u re 2 0 . PA C M A N .
B an de rs n atc h m ov i e sti l l s .
RAIN ROOM
R A N D O M I N T E R N AT I O N A L

Founded in 2005 by Hannes Koch and Florian to walk through the environment, the instal-
Ortkrass, Random International is a collabo- lation plays with human emotion and initial
rative studio for experimental practice within excitement / hesitance. As the body enters
contemporary art. With a studio based in the installation, the sensors observe the pres-
London and Berlin, the collective explores ence of the body and control the solenoid
issues of identity and autonomy in the the valves to prevent the rain from falling. A rela-
post-digital age through participation. Rain tionship is created, one between visitor and
Room, a 2011 large-scale responsive rainfall artwork, human and nature, and human and
environment is currently in the Los Angeles machine. The human observes the machine
County Museum of Art after debuting as part mediated environment, the machine observes
of the MoMA PS1 exhibition EXPO 1: New York. the human presence. Upon the initial fear and
hesitance to become part of the environment,
In contrast to traditional experiences of the the human becomes increasingly engaged, as
sensation of rain, as uncontrollably tempo- it experiences a sense of freedom and control
rally and spatially dynamic, the project allows over the environment.
visitors to actively engage in the fabricated,
yet sensorially rich, environment. In order to The installation demonstrates the ability to
foster an intimate participatory viewing expe- engage technology, something that is often
rience, the installation adheres to a regulated seen to take away human participation and
viewing que limited to 10 people at the time. action, with the human within the environ-
The installation plays with the notion of the ment through a balanced relationship. Such
human-nature relationship increasingly being new explorations represent a dialogue, in
mediated through technology. The installa- somewhat of an idealized form, where the
tion consists of water, injection moulded tiles, technological is at the service of the human
solenoid valves, pressure regulators, custom sensorial experience. In an age of omnipresent
software, 3D tracking cameras, steel beams, data mining and surveillance, the installation
water management systems and a grated floor proposes a world in which the data and control
of around 100 square meters. are guided by the human hand and for human
purposes. It is not difficult to presuppose, posi-
The rain downfall is initially continuous and tioned in the slight future, the application of
unobstructed. The human body and presence such interactive technologies within the home,
observes the environment and is confronted public space or urban fabric.
with the basic human nature of a desire for
shelter and aversion towards rain. Guided

36
F igure 2 1 . U s e r ex pe r i e nc e . Ra i n Room . Museum of Modern Art. New York .
F igure 2 2 . C e i l i ng d eta i l . Ra i n Ro om.
“A LT H O U G H T H E S O U N D A N D S M E L L O F T H E
RAIN ARE INTENSE, ITS TOUCH REMAINS ABSENT
L EAV I N G V I S I TO RS D RY W I T H I N A CO N T I N UA L
D O W N P O U R A S T H E Y N A V I G AT E T H E S PA C E .”

38
F igure 2 3 . U s e r ex pe r i e nc e , s e n s o r a c ti vati on. Ra i n Room.
F igure 2 4 . U s e r ex pe r i e nc e , pe rc ei ved i m m ersi on. Ra i n Room.
S WA R M S T U D Y I X
R A N D O M I N T E R N AT I O N A L

Another project by Random International, each Swarm-study, this project represents the
Swarm Study IX is derived through a multitude artist’s largest work to date, transitioning from
of smaller scale Swarm-studies exploring the a gallery-space to the realm of what is con-
changing role of architecture in the post-digital sidered closer to architecture. The generating
age. Initial Swarm-studies included brass rods principle behind the moving patterns of light
suspended within a cube or from a ceiling, on the facade derrives from the study of birt
often arranged into larger cubes. In Swarm efficiency in flocking birds. Each single light
Study III, as visitors in an art galley descend source located within the facade is embeded
and ascend the stairs, the light from the illu- with collective behaviour. Each unit of light is
minated brass rods suspended from the ceiling physically singular, yet it encorporates a spe-
follows human activity with slight variations in cific data set on how to act—to light on, or
intensity. The environmental input, monitored light off—depending on the behaviour of the
through human activity and movement, is other lights surrounding its area. While the
recorded on a camera to allow the stimulation viewer observes the facade as a singular unit
of the installation dynamics. With little infor- with dynamic light movement, the facade is
mation on the complex algorithm controlling actually subdivided into smaller sections which
the installation, Swarm Study III allows for the continously interact with the surrounding light
recording, translation and utilization of envri- subdivisions.
onmental input into moving patterns of light.
As a result, engagement occurs between the The facade demonstrates an exploration of
machine system and human activity—similar intelligence in motion of self-organizing systems
to the Rain Room project. Each appear to be through the creation of dynamic, interactive
influencing the exchange in a balanced dis- and highly sensorially rich environments. The
tribution of power and agency, blurring the project relates to my field of inquiry through
boundary on whether the human or machine the animate nature of the building, albeit only
are fundamentally in control. surface/facade level, with the focus on collec-
tive behaviour derived through a collected data
In contrast, Swarm Study IX represents one of set. The project opens up the possibility of the
the later applications of the project concept future existance of a completely responsive
through the revision and addition to pre- building or structure, one continually harvest-
vious installations and sculptural projects. ing data from its environment and responding
This Swarm-study occupies the facade of the to it in real-time based on previously config-
newly transformed Hauptbahnhof Chemnitz, ured parameters. As such, it opens towards a
Germany. As noticable through the evolution of realm of real-time responsive environments.

40
Swar m S tudy. C he m ni tz, G e r m a ny.
F igure 2 5 . Swa r m l i g hts , e l evati o n.
F igure 2 6 . Swa r m l i g hts , pe rs p e c ti ve.
JAMMING BODIES
MCRAE + TIBBITS

JB1.0: Jamming Bodies featured a complete Organs is thus a process of singularization of


transformation of Storefront gallery space into oneself, oriented toward a future that selects
a laboratory, in which the relationship between against the representational domestication of
the human body and the matter that surrounds difference . If we perceive an individual human
it is explored. A collaboration between science being as a disorderly collection of organs (and
fiction artist Lucy McRea and architect/com- we do not have to perceive it as such neces-
putational designer Skylar Tibbits with MIT’s sarily), the individual can be thought of as a
Self-Assembly Lab, the installation brings collection of active and passive powers. Each of
together architecture, technology and art into organs is produced by a means of interruption/
a single object. While Skin is found to usually breakage of flow produced by another organ,
mark the transition between the exterior and and itself produces a flow to be interrupted
interior, the installation transforms the Skin by another organ . In contrast, the production
to act as a membrane marking both simulta- of the Body without Organs is determined in
neously. Acting as a breathing morphable wall, coexistence with itself, through the reciprocal
the installation absorbs and expulses the atmo- determinations within and between its levels .
sphere around it while compressing the bodies I would argue the Jamming Bodies installation
with which it is interacting. Simultaneously an functions as a Body without Organs, as the pro-
installation and performance piece, the piece duction within it is immediately consumption
examines the implications of material transfor- and recording (without any sort of media-
mation and self-reconfiguring membranes on tion). The recording and consumption further
the feeling, behaviour and physiology of the directly determine the production. Which
body. grains are selected in the process of jamming
are once a matter of chance and necessity. The
In November 28, 1947: How Do You Make Your- piece, as a Body without Organs, consists of a
self a Body without Organs Deleuze and Guattari multitude of passive syntheses that make the
do not write in defiance of Organs, rather in active syntheses through which movement
defiance of Organism. Organism is seen as an and interaction are fashioned. The process of
articulation of body into a hierarchic-harmo- jamming upon which the installation is con-
nious whole of organs, each in its place with stituted relies on the potential of disordered
its function . The Body without Organs, on the materials ability to reversibly switch between
other hand, does not represent a contradiction liquid, solid and semi-solid states by increasing
of organs, rather, it represents a non-hierar- density. The piece further requires recipro-
chic space in which a chaotic multitude (of cal action by human bodies in order to fulfill
Organs), all equal float . The Body without and observe the variables such as turnable

42
Swar m S tudy. C he m ni tz, G e r m a ny.
ph o to c re di t: Ja n B i tte r

F igure 2 7 . Ja m m i n g bo di e s - di a g ra m. 2 0 1 5 . Mc Ra e a nd T i bbi ts
stiffness, reconfiguration, morphability and
dynamic internal/external forms . The Jamming
Body installation does not feature as dramatic
of changes represented through a distinct sig-
nificant difference, rather it relies on subtle
changes within the system. The significance,
hence, does not rely in the distance or speed
of membrane movement. Rather, we find the
significance of the installation in the fact that
the membrane moves at all. The body and
the moving membrane are brought together
at once, yet remain invariably distant. There The body falls into the surface.
is a sort of absence, or memory, of architec-
ture lingering between them. The membrane, The body is consumed by the surface.
constructed in relation to an abstract realm of
architecture, is not ontologically complete by The body is the surface.
itself.
The surface is silver and alien.
The Jamming Bodies installation is represented
as a complex system through the manner in The surface is skin.
which it was documented visually and textu-
ally. The structure is presented as neither a The body extracts itself.
passive reflection of the outside, nor a result
of an active pre-programmed internal factor . The membrane adjusts.
Rather, Jamming Bodies is perceived as a result
of the complex interaction between the envi- Repeat.
ronment- incorporating at once the present
state of the system and the history of the
system. The global behaviour of the system is
the result of patterns of traces, as the individ-
ual traces that constitute the patterns have no
meaning by themselves.

The installation, as a complex system, is an open


system in which it interacts with the environ-
ment in terms of both energy and information.
The installation is continually entrenched in a
network of continuous feedback loops with the
environment, with the following of continual
internal restructurings in response to external
relations. The provided video of the installation
represents the acts of jamming and interac-
tions with the body as seamless and organic
processes, as the scenes are organized through
a seemingly natural flow.

44
Jam mi ng b o d i e s . 2 0 1 5 . M c Ra e a n d T i bbi ts
F igure 2 8 . S ti l l f ro m a c co m pa ny i n g v i deo, Ja mmi ng - breatha bl e, morpha bl e “ wa l l ”
F igure 2 9 . S ti l l f ro m a c co m pa ny i n g v i deo. Performa nc e.
FRAGMENTS + BLUR MIRROR
R A N D O M I N T E R N AT I O N A L

Continuing the discussion on the issues of In Blur Mirror, as one approaches a seemingly
identity in the new digital era, the collective conventional oversized mirror, the reflection
Random International presented a 2016 exhi- becomes increasingly blurred. The installation
bition titled On the Body at the New York based plays upon the tradition of reflections in mirrors
Pace Gallery. The exhibition was Random becoming zoomed in and increasingly clearer
International’s second one, upon the success- as one approaches. Here the opposite effect
ful 2013 debut of Rain Room at MoMa. The is achieved, while the sensory sensitive mirror
entire exhibition focuses on the intricate and adjusts to the presence of the body through a
developing relationship between humans and blurring effect, one that increasingly brings the
machines/technology, mediated through the issue of human identity in the digital age into
physicality of the body. All installations and question. If the idea of a mirror is to recognize
sculptures respond and change in relation to and relate to the image of ones body, how will
human presence and viewership, creating a the human react when its being becomes mod-
response-driven dialogue between the two. ified and distanced from its own conception. If
The gallery setting and experimental nature one is to rely on a mirror for objective expe-
of the projects is a prime setting to provide an rience, how does one process the anticipated
isolation from a world in which it becomes sec- experience differing from ones subjective per-
ond-nature to interact with technology. Here, ception of an objective experience?
the collective positions the viewer in direct
relation to an isolated form of human-technol- The installations break the mold of static
ogy/machine interaction to foster reflection objects within a gallery space, as they invite
and criticality. participants to continously engage with them in
order to fully understand their hidden agenda.
I have here chosen two specific installations, The viewers come closer to the mirrors slowly,
Fragments and Blur mirror, investigating the with slight hesitance and unclear expectation,
mentioned relationships through the facet of and as they encounter the blurred reflection,
an everyday, yet exceedingly transformational, they slowly move back and forth, again and
object of a mirror. The three dimensional again. The horizontal and vertical movement of
human body becomes reflected upon a two the human body in front of the mirror is para-
dimensional surface, which through manip- lelled with almost invisible movement within
ulation furthers the paradox of the spatial the mirror components. With custom motion
translation. In both installations, the human tracking software, the mirror pannels detect
reflection is actively fragmented and morphed the figure and movement of the approaching
to achieve a disjunctive effect of the vision. figure and respond through vibrating effects

46
B lur m i r ro r. 2 0 1 6 . Ra ndo m I nte r nati ona l .
F igure 3 0 . U s e r i nte ra c ti o n.
F igure 3 1 . B l ur r i ng deta i l .
“ I F M O V E M E N T I S T H R O W N AT U S B Y A
MIRROR OR A KINETIC PIECE, HOW CAN WE
C O N N E C T T O T H AT E M O T I O N A L LY ? W H AT I S
OUR EMOTIONAL REAC TION TO MACHINES
T H AT I N S O M E WAY P R E T E N D T O B E U S ? ”

48
F ragm e nts . 2 0 1 6 . Ra nd o m I nte r n ati ona l .
F igure 3 2 . U s e r i nte ra c ti o n - m ul t i pl e users.
F igure 3 3 . C l o s e u p dy na m i c detai l .
50
PA R T I I : D E S I G N P R O J E C T
CONTEXT
A LT E R N AT E R E A L I T Y, D I G I TA L O V E R L AY A N D P E R C E P T I O N

As explored in greater detail in the previous The design focus is placed within the digital
chapters, behind mythology, religion, fictitious realm and is based within the sense of vision,
narrative, arts and philosophical inquiry, lies with the argument of vision being more objec-
a history of humans seeking to immerse into tifying than touch. As found by M. Ratcliffe:
a reality other than that of their existence.
These alternate realities allow for dream- “Vision, it seems, is an externally directed
like advances, exploring enhanced beauty, sense, which is distinct from internally directed
enhanced crudeness and heightening of any proprioception or ‘body-sense’. The subject
imaginable emotion. Throughout time, the looks out upon a world of objects and views
creation and dissemination of alternate real- them in a way that is uncorrupted by bodily
ities have been facilitated through different feeling.98”
mediums. From thought, words and increas-
ingly technological interfaces mediating To see, is to project and detach from the bodily
between the existence of a current and alter- experience. To see is to embody an alternate
nate reality, with the potential of replicability. realm. If a digital overlay is implemented upon
What has changed throughout time is the level a material reality, the digitally overlaid visu-
of immersion into the alternate realities, yet ally perceived elements need to be supported
what remains the same is the desire for con- by tactilely verifiable objects and surfaces.
trolled escapism into a reality other than the Figures 35-38 depict the dissection of space,
one experienced daily. architectural features and domestic objects
deriving from this notion. Within any environ-
Western culture has long placed vision in a ment occupied, or any space within which the
hegemonic relationship to other senses, when body moves, the color indicates objects and
it comes to perceiving the environment. Yet, surfaces which could be completely digitally
according to Merlau Ponty, the root of human overlaid. The features are visually consumed,
perception is located within the sense of touch assumed to be real, yet their existence is not
and – by extension- embodiment96. Further, necessitated by tactile verification. As long as
locomotion is as central to visual perception these objects and surfaces are integrated into
as vice versa – you must perceive in order to the surrounding environment, and apply to the
move, but also move in order to perceive97. The spatial parameters (for example consistency),
project, therefore, is located at the intersection they are believed it to be real. Starting with
of visual perception, circulative movement and architectural features, the notion is trans-
tactile environmental verification. ferred to domestic space, arguably the most
intimate space—a space filled with personally

52
Fi g ure 3 4 . Va r i o us a l ternate rea l i ti es: cave pa i nti ng , my thol ogy,
c i ne m ati c re a l i ty a nd intera c ti ve SIMS ga m e.
F igure 3 5 . Ex pl o rati o ns towa rds di v i si on i nto two rea l m s: di gi ta l v i sua l l y perc ei ved a nd
m ate ri a l l y ta c ti l e l y ve r i f i e d

54
F igure 3 6 . Ex pl o rati o ns : a rc hi te c tura l / struc tura l features a re di gi ta l l y v i sua l l y consumed
F igure 3 7 . D i g i ta l re a l m a nd ta c ti l e veri f i cati on el ements i n domesti c spa c e.

56
F igure 3 8 . D i g i ta l re a l m a nd ta c ti l e veri f i cati on el ements i n domesti c spa c e.
catered objects of use, desire and aesthetic
pleasure, the most personalized commodities
and expressions of identity. And increasingly,
it seemed, many of the elements making
the space and constructing identity could be
achieved digitally. Further, apart from objects,
the height of the space, materiality or views
are identified as elements which could be digi-
tally overlaid in their entirety.

The background, on the other hand, indicates


objects and surfaces which occupy the material
realm by necessity, as they are continually tac-
tilely verified by the subject. These elements
are simultaneously supportive to the illusory
construct of the digitally overlaid reality, while
additionally serving as fundamental use-ob-
jects within the domestic space. The ground
the subject walks on, the objects which are
used daily—these are by necessity bound to
the material realm.

Objects, surfaces and vistas—by this new form


of categorization—become divided into two
equally important realms within the construc-
tion of an individuals’ reality: the digital realm
and the material realm. Further, the digital
realm itself is observed through three different
engagements with visual imagery: the digitally
projected image as static, kinetic and dynamic.
Figure 39-41 The architectural elements begin
to fade into the background, serving as a blank
canvas for the digital projection.

58
F i g ure 3 9 . S tati c i m a ge .
F i g ure 4 0 . K i neti c i m a ge .

60
F i g ure 4 1 . D y na m i c i m a ge .
DESIGN
1401 R O B S O N S T R E E T

SITE

The lot of 1401 Robson has been empty for through sensors once the resident walks into
about 35 years now, and is owned by an the building. The base residence price includes
international company. For years it has been a three level unit, with the ability to purchase
speculated why the site, appraised at $9 million more levels at a later date. The prospective
has not been developed. Across the street from resident is given a catalogue of images, some
the site, on 1400 Robson, the Landmark hotel include textures, scenery or just patterns. The
is being torn down. It is replaced with a two prospective resident chooses three images,
tower mega residential structure of 34 each. each serving as a basis for their digitally over-
Described as a “tribute to absolute luxury”, laid environment. The information on the
the towers are designed to provide “unprece- implementation of these images remains a
dented” 270 degree views99. mystery, providing a mixture of exhilaration,
anxiety and excitement.
The public is informed that the empty lot of
1401 Robson is finally being developed. An The resident inhabits one unit located within
international company, in partnership with the material realm, measured at roughly 8 by
a tech company, is implementing the first 9 meters. The resident can occupy multiple
pilot project of digitally overlaid residences. “digital“ levels while physically inhbitting the
The proposed project is a 19 floor building single material realm level. The circulation is
housing 245 single occupancy units. Housing located at the central point of the unit, resem-
affordability in Vancouver has already gen- bling an awkward dead end in the material
erated new types of single-occupancy and realm. Within the digital realm, the corridor
non-traditional residences, like micro-units. is contains an arc and barrier that guide the
The proposed development continues and ele- resident to use the circulation: going clockwise
vates the trend—it is marketed to single living through the corridor indicates upward move-
individuals, wanting to reside within the down- ment, while counter-clockwise is downward
town core with all its amenities. Details on the movement. The length, width and character of
project are scare, although prices for a three the corridor is designed to provide remnants
level unit are boasted at half the market cost. of the process and ritual of using a staircase,
demonstrating the malleability of human per-
Person X applies to reside within the building. ception in adapting to the novel circulatory
A formal meeting reveals the building functions construction. As time progresses, the resident
through specialized contact lenses, which offer is inclined to purchase additional levels at an
an enhanced living experience. The contacts extra cost. As the levels are purchased, the
are worn every day, yet are only activated tight level-based programming dissipates, as

62
F igure 4 2 . Pro j e c t s i te . 1 4 0 1 Ro bs o n street.
F igure 43. S ite p l a n , D ow ntow n Va n co uve r, fa c i ng NW.

it begins to cater to the customized desires domestic space. The space is now controlled,
of the individual. Further, as the resident explored and hacked in various level of detail
struggles to keep up with the flow of capital, depending on the resident, promising some
the random option is introduced--assembling form of control, creativity and ingenuity to
elements, fixtures and design features ran- master the system.
domly. Here architecture starts to break from
convention, as alignment in the structure and Rather than subscribing to a solely eutopic or
elements is no longer perfect. The resident dystopic narrative, throughout the project I
becomes accustomed to odd, non-traditional sought to navigate elements of both realms.
spaces with odd or non-existent programmatic The project touches on, nods or responds to a
uses. As time progresses, the resident begins matrix of current trends / issues: the increas-
to hack the system using the knowledge gained ingly aestheticized nature of marketable
through intuition and active investigation of the commodities, control within digital environ-
space. A wall, as a barrier, is now understood ments, ideas of owning/controlling personal
as digital and penetrated with an arm. A person space etc. Yet, the project centers around the
can sleep on a bed that is not visible by eye, yet exploration of a potential system in which an
exists, while columns hiding the bed protrude individual can co-exist between a material
out of their body. Through this project, the and immaterial realm seamlessly. Through the
resident responds to the illusory perceptual interplay of the two, the design addresses the
shifts, new habits and trickery implemented by construction of reality and its inevitable media-
the designer. The moves are constructed based tion. Realities—within the project, as well as in
on human shared desires and perceptual ten- general—are mediated and constructed, often
dencies —yet, once the resident becomes in a seamless manner.
acclimated to the system, it allows for an intui-
tive understanding and control for the intimate

64


∞









  











F igure 44. S ite A xo n o m etr i c , bui l d i ng co mponents. Fa c i ng SW.


Digital overlay can alter the individual’s per- choosing a reality, visual stimuli and experienc-
ception (and therefor) construction of reality. ing a degree of control, although this control is
But reality is not only constructed through occurring within an available subset of choices.
individual perception, it is also synchronized. The freedom being experienced is, therefor,
If the realities are not completely synchroniz- questionable. This is ultimately a subversion
ing socially, it leads to isolation of mediated of architecture: the wall is no longer a finite
subjects. Human perception is often thought impenetrable boundary, even if it materially is.
of as a static set of conditions, but it is mal- The wall is the window, the digital overlay is the
leable. Human perception adjusts to the new window. With all the framing and mediation
conditions of technology. Reality is increasingly occurring, inserting a window seems archaic
immaterial, mediation is both increased and and pointless.
increasingly seamless.
Digital overlay is implemented in a way that
The building housing the units is a window- seems to be giving the resident increased
less block, an impenetrable structure with no control over their construction of reality, yet
architectural bearings of view provision—yet, through this project the resident is buying into
on the inside creates and carries the possi- a predetermined vision of a reality marketed
bilities of all views. To place a window is an to them. In the end, the resident is living in
active, operative way to frame a reality for a the same box as any other person within the
viewer in a very deliberate and obvious way. building, with control over minor and surface
The project focused on providing the resident level decisions, like interior decoration or
a sense of complete control over their individ- choice of view. The implementation of digital
ual reality and visual preferences, therefor not overlay in this project makes the residents
having previously curated architectural framing adore a world of servitude, one from which
seemed to fit. Windows have many function, it becomes impossible to detach as time goes
provision of light, air and arguably most prom- by. Customization of commodities is key to
inently, to establish a relationship between the identity. What is motivating all these desires
exterior and interior. The lack of addressing is quite similar, only manifested in a different
this relationship is a statement on the way the way. Perception can be tricked and altered
digital overlay destabilizes the sense of place. using similar actions/principles across all resi-
It does not eradicate it—in fact, place is con- dents. The project, then, starts with a promise
sumed, replicated and sold throughout the of freedom, control and customization for the
building and units. Yet, the idea of a material individual; but the individual becomes locked
place as a static and specific location becomes down, essentially un-free, treated in the same
destabilized. Therefor, no relationship between way and provided the same space/experience
exterior and interior exists in a static, finalized as other residents; adjusting to the new envi-
way. The individual can change their desired ronment in an irreversible way.
sense of place, or experience it around the
building. Further, framing of a window provides
a mediation, one which is already occurring
through the digital overlay. The spectator is

66
Fi g ure 4 5 . A c ti vati o n of di gi ta l overl ay l ens.








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+



68
F igure 4 6 , l ef t. A xo no m etr i c s i te pl a n, ground l evel s.
F igure 4 7 , r i g ht. D eta i l s o f v i r tua l user experi enc e on ground l evel s.

 /




/ 



/ 

Fi g ure 4 8 . S i ng l e o c c upa nc y uni t: materi a l rea l m ; upwa rd a nd


dow nwa rd c i rc ul ati o n

70
 
 
 /

 
 
 /

 

 
 / 

Fi g ure 4 9 . S i ng l e o c c upanc y uni t: di gi ta l rea l m, experi enc ed a s three l evel s.


V i g n ette s o n pe rc e ptua l a nd spati a l condi ti ons l ea di ng up to c ha nges
i n unde rsta nd i ng s pa c e .










  


Fi g ure 5 0 . N ew di g i tal l evel s a re a c qui red upon the sa m e si ngl e-l evel m ateri a l u nit.
N ow i ntu i ti ve l y u nde rsta ndi ng the system, the resi dent begi ns to ha c k i t.

72
F igure 51. N a r rati ve m o m e nt 1 : di g i ta l a nd materi a l rea l i ti es overl a p a s resi dent ex tends ha nd
beyo nd a co n c rete wa l l to retr i eve a dr i nk f rom a n “ i nv i si bl e“ f ri dge.
F igure 52. N a r rati ve m o m e nt 2 : di g i ta l and materi a l rea l i ti es overl a p a s resi dent rel i es on ta c ti l e
ex plo rat ion o f the f r i dge .

74
F igure 53. Na r rati ve m o m e nt 3 : di g i ta l a nd m ateri a l rea l i ti es overl a p a s resi dent ta c ti l el y f i nds the
so ught afte r dr i n k .


  



 









SINGLE LEVEL /∞
F igure 54. Axo n o m etr i c v i ew o f d i g i ta l l y overl a ppi ng rea l i ti es wi thi n a 4 uni t a ssem bl y. Overl a p-


ping re alit ie s a re d i s pl aye d a s a s e c ti o n o f the l evel the resi dent i s c urrentl y oc c upy i ng.

76





SINGLE LEVEL /∞


INGLE LEVEL /∞


SINGLE LEVE


SINGLE LEVEL /∞


F igure 55. Axo no m etr i c v i ew o f m ate r i a l l y exi sti ng rea l i ti es wi thi n a 4 uni t a ssembl y.
ENDNOTES

1. Stevenson, Angus and Christine Lindberg. 2010. 13. Armstrong. A short history of myth: 1
Virtual Reality. New Oxford American Dictionary. 3rd
edition. Oxford University Press. 14. Schlagel, Richard H. 2015. Three Scientific Revo-
lutions: How They Transformed Our Conceptions of
2. Armstrong, Karen. 2006. A short history of myth. Reality. Gateway Bookshelf Series. Humanity Books:
Toronto: Vintage Canada: 1 1

3. Ibid: 1 15. Ibid: 2

4. Ibid: 5 16. Ibid: 5

5. Ibid: 3 17. Ferraro, Rafael. 2007. Einstein’s Space-Time:


An Introduction to Special and General Relativity.
6. Dunlop, John T. 1825. The History of Fiction: Being Springer Science and Business Media. New York: 1
a Critical Account of the Most Celebrated Works of
Fiction from the Earliest Greek Romances to the 18. Sherman, William and Alan Craig. 2003. Under-
Novels of the Present Age. Longman Brown. London: standing virtual reality: Interface, application and
7 design. Amsterdam; Boston: Morgan Kaufmann
Publishers: 24
7. Ibid: 7
19. Ibid: 28
8. Ibid: 13
20. Ibid: 28
9. Ibid: 8
21. Ibid: 29
10. Ropolyi, László. Virtuality and Reality: Toward a
Representation Ontology. Philosophies 2016, 1: 42 22. Ibid: 29

11. Ibid: 42 23. Ibid: 30

12. Simplicius, of Cilicia, Urmson, James O. and 24. Thompson, Clive. 2017. How stereographs were
Peter Lautner. 2014. Simplicius: On Aristotle Physics the original virtual reality. Smithsonian Magazine.
III. A&C Black, Bloomsbury: London: 17 online.

xiv
25. Sherman and Craig. Understanding virtual 40. Sherman and Craig. Understanding virtual
reality: 31 reality: xvii

26. Beqiri, Gini. 2018. History of VR: Timeline of 41. Watt, Mark and Max Polyakov. The Next Big
Events and Tech Development. Virtual Speech. Thing: How AR and VR shape new space exploration
online. age. Noosphere: Technology, Knowledge, Humanity.
2018
27. Sherman and Craig. Understanding virtual
reality: 25 42. Ibid

28. Ibid: 26 43. Whyte, Jennifer. 2018. Virtual reality and the
built environment. 2nd ed. Oxford: Boston, Archi-
29. Ibid: 29 tectural Press: 1

30. Ibid: 30 44. Brandon, P.S., Tuba Kocaturk, and RICS Founda-
tion. 2009. Virtual futures for design, construction
31. Ibid: 32 and procurement. Oxford; Malden, Ma: Blackwell
Pub: xvii
32. Ibid: 36
45. Ibid: xvii
33. Ibid: 37
46. Debovec, Paul. “Augmenting Architecture with
34. Ibid: 57 Image-Based Modeling, Rendering and Lighting.”
in Virtual and Augmented Architecture (VAA’OI):
35. Ibid: 59 Proceedings of the International Symposium on
Virtual and Augmented Architecture, edited by Bob
36. Pivarunas, Joseph. 2017. Smart Contact Lenses: Fisher, Kenneth Dawson-Howe and Carol O’Sullivan.
How Far Are They. Nanalyze. Online. https://www. London: Springer Verlag, 2001: 1
nanalyze.com/2017/03/smart-contact-lenses/
47. Wang, Xiangyu and Marc Aurel Schnabel. 2009.
37. Ibid Mixed Reality in Architecture, Design and Construc-
tion. Springer, London: x
38. Lingley, A.R et Al. A Single-Pixel Wireless Contact
Lens Display. Journal of Micromechanics and Micro- 48. Ibid: xi
engineering. 2011, 21: 2
49. Ibid: xi
39. Parviz, Babak A. 2009. Augmented Reality
in a Contact Lens. IEEE Spectrum: Institute of 50. Gibson, William. 2000. Neuromancer. London,
Electrical and Electronics Engineers. online. UK: Penguin Classics: 67
https://spectrum.ieee.org/biomedical/bionics/
augmented-reality-in-a-contact-lens

xv
51. Mitchell, William J. 2003. Me++: The cyborg 64. Morrison, Jim. 1987. The lords, and the new
self and the networked city. Cambridge, Mass: MIT creatures: Poems. 1st Fireside ed. New York: Simon
Press: 2 and Schuster: 64

52. Heim, Michael. 1993. The metaphysics of virtual 65. Pasqualini, Isabella et al. 2018. The architectonic
reality. New York: Oxford University Press: 98 experience of body and space in augmented interi-
ors. Frontiers in Psychology. 9. 375: 3
53. Levinson, Paul. 2014. Real space: The fate of
physical presence in the digital age, on and off 66. Ibid: 3
planet. Taylor and Francis: xii
67. Engel, David et al. 2008. A psychophysically
54. Gibson, William. 1988. Mona Lisa overdrive. calibrated controller for navigating through large
New York, Toronto: Bantam Books: 49 environments in a limited free-walking space. ACM
2008 Symposium on Virtual Reality Software and
55. Heim. The metaphysics of virtual reality: 80 Technology. Bordeaux, France: 157

56. Von Borries, Friedrich and Matthias Bottger. 68. Suma, Evan et al. 2010. Exploiting change
2007. Space time play: Computer games, architec- blindness to expand walkable space in a virtual envi-
ture and urbanism: The next level. Barcelona; Basel: ronment. 2010 IEEE Virtual Reality Conference: 305
Birkhauser Verlag AG: 45
69. Ibid: 305
57. Biocca, Frank and Mark R. Levy. 1995. Commu-
nication in the age of virtual reality. Hillsdale, NJ: L. 70. Ibid: 306
Erlbaum Associates: 12
71. Gibson, James J. 1979. The ecological approach
58. Milgram, Paul and Kishino, Fumio. 1994. A Tax- to visual perception. Boston: Houghton Mifflin.
onomy of Mixed Reality Visual Displays. IEICE Trans.
Information Systems. vol. E77-D, no. 12. 1321-1329. 72. Scheer, David R. 2014. The death of drawing:
Architecture in the age of simulation. New York,
59. Whyte. Virtual reality and the built environment: London. Routledge: 65
2
73. Christou, Evangelos. 2007. The logos of the soul.
60. Mitchell. Me++: 3 2nd ed. Putnam, Connecticut: Spring Publications:
63
61. Biocca and Levy. Communication in the age of
virtual reality: 36 74. Carruthers, Peter. 2006. The architecture of
the mind: Massive modularity and the flexibility of
62. Ibid: 36 thought. Oxford; New York: Clarendon Press: 7

63. Whyte. Virtual reality and the built environment: 75. Beigl, Michael, Georg Flachbart and Peter
4 Weibel. 2005. Disappearing architecture: From

xvi
real to virtual to quantum. Basel, Boston: Birkhauser. 90. Bachelard, Gaston. 2014. The poetics of space.
New York: Penguin Books: 61
76. Mitchell. Me++: 57
91. Baggot, Jim. 2013. Farewell to Reality: How
77. Ibid: 58 Modern Physics Has Betrayed the Search for Scien-
tific Truth. New York, USA: Open Road Media: v
78. Ibid: 74
92. Kostka and Wohlfarth. Nietzsche and “An Archi-
79. Ibid: 74 tecture of Our Minds”: 26

80. Ibid: 58 93. Frascari, Marco. 2011. Eleven exercises in the


art of architectural drawing: Slow food for the
81. Ibid: 78 architect’s imagination. New York; Abingdon, Oxon:
Routledge: 5
82. Ibid” 80
94. Kostka and Wohlfarth. Nietzsche and “An Archi-
83. Kostka, Alexandre and Irving Wohlfarth. 1999. tecture of Our Minds”: 43
Nietzsche and “An Architecture of Our Minds”. Los
Angeles. Getty Research Institute for the History of 95. Ibid: 43
Art and the Humanities: 35
96. Scheer. The death of drawing: 65
84. Ibid: 262
97. Gibson, The ecological approach to visual
85. Carl Jung, as found in Jacobi, Jolande. 1959. perception. Boston: Houghton Mifflin: 223
Complex, archetype, symbol in the psychology of
Carl G. Jung. Volume 57. New York: Pantheon Books: 98. Ratcliffe, Matthew. 2008. Feelings of being: Phe-
47 nomenology, psychiatry and the sense of reality.
New York; Oxford: Oxford University Press.
86. Bachelard, Gaston. 2014. The poetics of space.
New York: Penguin Books: xxxvi 99. Project Collaboration: Asia Standard Ameri-
cas, Atelier Ikebuchi, PDP London, Musson Cattell
87. Czitrom, Daniel J. 1982. Media and the american Mackey. Landmark On Robson Development
mind: From Morse to McLuhan. Chapel Hill: Univer- Website. http://landmarkonrobson.com/
sity of North Carolina Press.

88. Biocca and Levy. Communication in the age of


virtual reality: 12

89. Marvin, Carolyn. 1988. When old technologies


were new: Thinking about electric communication in
the late nineteenth century. New York: Oxford Uni-
versity Press: 68

xvii
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