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Gamesetandmatch: Architecture is turning wild!
January 9 2002
On December 13 the conference Game, Set and Match
was organised at the Faculty of Architecture in Delft by Kas Oosterhuis
and his staff and students. The range of speakers reflected many
different viewpoints, but what they had in common was an 'interactive'
approach. Particular attention was devoted to such ego-shooter games
as Unreal Tournament, Doom and Quake. Jeroen Mensink takes an in-depth
look at the architect as Homo ludens in cyberspace.
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Chairman for the day Ole Bouman kicked off by listing 7 points
for a new architecture. Archis's editor-in-chief called for a 'time-based
architecture' of programmable (bearing) structures and surfaces,
allowing buildings to accommodate different identities and functions.
This requires a mix of physical and digital factors and moving buildings
that adapt themselves to the needs of the moment. Architecture that
has liberated itself from the limitations of the physical world
can be transmitted via radio waves and the Internet. Time becomes
Internet Time, and architecture an 'attachment', according to Bouman.
As editor, Bouman also sees changes in the role of Archis. The magazine's
new structure stems from a need for more interactive communication.
Pages can be torn out, and comments added and sent to the authors
of articles. Magazines are turning wild!

Level from Through the Looking Glass, by the
Maia Engeli workgroup |
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Maia Engeli, from the ETH in Zurich, had examined the level-editors
of such 'ego-shooters' as Quake and Unreal Tournament - initially
rather shamefacedly in the evening hours, but very soon with students
in the CAD Studio. They were given the task of building a 'level'
in this game, which, unfortunately, was stripped of its weaponry:
moving through virtual space without shooting very quickly turns
boring. The benefit of 'level design', says Engeli, is that the
designer learns to grasp the perception of the user. What's more,
the designer builds at full scale rather than to a smaller scale,
and the 'levels' can be changed fairly simply. In the ensuing discussion,
Engeli offered a third advantage of these editors: you can 'walk'
through them in real time and discuss them with other avitars (client,
builder, etc.). In games like Counter Strike you can even communicate
with sound, eliminating the need for a chatbox. It was, perhaps,
the most concrete example now available to anyone with any knowledge
of computers.

Screenshot of the Hyberbody project by Mathew
Nelson. The projects, often very beautiful in their design,
are concealed behind the Archive button on the Hyperbody website
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Students from Kas Oosterhuis's Hyperbody atelier demonstrated the
principle of movement and interaction in real, architectural space
with a number of presentations in virtual spaces. Not all of them
could be followed very clearly, however. The fact that the soundtrack
accompanying the digital film of the woman in the company couldn't
be heard was a blessing rather than a disappointment. And the interactive
shop for the Lijnbaan - a 'commercial disaster' said the designer
or was that a slip of the tongue? - showed an ability to see things
in perspective. It was, unintentionally perhaps, one of the few
critical notes heard all day.
Kas Oosterhuis himself was assisted, virtually, with his presentation.
Cindy, his charming, digital 'office assistant', interjected occasionally
with questions and comments like 'Don't sorry yourself, Kaas. It's
only a game'. Oosterhuis also emphasised the interactive aspect.
He described his ideal architecture as one of 'spaceships' - interactive
'black boxes' that land autonomously on site through use and interaction.
Now that society as a whole seems geared to experiencing events,
architecture, too, must be an experience. To bring home the point,
he showed a number of his projects, one of which was Transports
- currently only on the Net but which might soon be built for the
Efteling amusement park.
Hasn't Michael Sorkin, with his 'Variations on a Theme Park', already
shown that cities are increasingly resembling theme parks? A logical
step, thus, to introduce this new form of architecture into society
through a theme park. The most striking aspect of the animated film
about this 'hyperbody' was that, while the building could move in
all directions, its occupants were rooted to the floor!

Floor plan and building progress at the Ada
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An experiment comparable to Transports, and Oosterhuis's North
Holland pavilion, is currently under construction in Switzerland.
A group of researchers at the Institute for Neuro-Informatics in
Zurich are building 'Ada: Intelligent Space' for the Swiss national
expo Neuchatel Arteplage in 2002. The space will respond with light
and sound to the input it receives from pavilion visitors. The presentation
looked promising. It might even work. Open from April to September
in Zurich.
Oosterhuis also invited the composer who assisted him on the Neeltje
Jans water pavilion. Or more accurately the spatial-sound designer,
since Edwin van der Heide doesn't work with rhythm or melody, but
with sound, and usually in a spatial environment. His installations
and contributions to the work of others are based on the interactive
relationship of visitors to spaces equipped with sensors. Sounds
are determined by movement or other input from the human body. Yet
it is still difficult to create a sonic landscape of any meaning
in such an interactive situation. It usually amounts to a veritable
Sonic Attack or a weak soundscape. It may only be a game, but if
complete interaction in the physical environment does become a serious
issue, then architects will increasingly need sound designers like
Van der Heide to create integral spaces of experience.
Only one true game designer was invited: Xavier Boissarie from
France. Rather than showing any 'ego-shooter games', he talked about
games that are not intended for the mass market - computer games
without any clear finish or decisive final battle. They are more
about generating sounds and musical fragments in a playful manner.
In one, the 'gamer' controls a swarm of fireflies that bring to
life a magical world.

Kinetic Design Michael A. Fox |
Michael A. Fox, head of the Kinetic Design Group at MIT and an
expert in the field of moving structures, grabbed the attention
by discussing commissions now being worked on at his office, which
was set up just five months ago. A garage for a Porsche collector
in the heart of Manhattan (a 'parking choreography'), an adaptable
penthouse the layout of which can be changed via the Internet before
the occupant heads for home, interactive robot flowers for a children's
school, and adaptable aircraft interiors for Boeing.
The most practical contribution came from Nils Addink of the Faculty
of Architecture at Delft. Addink is developing a program to visualise
the distribution of forces in structures. An inadequate structure
does not result in a negative number; the structure just collapses
on screen - useful and comprehensible for students and architects
alike. Also noteworthy is that the program grows with the user.
It becomes more advanced as the user acquires more experience with
the program - a form of individual learning yet to be usefully integrated
in interactive programs.
The most theoretical, yet also most practically oriented presentation,
both feet firmly on the ground, came from Ted Krueger (University
of Arkansas, USA). He demonstrated that interactive communication
could be relatively low-tech. His students' designs, with a high
McGuyver content, showed that plugging people into their surroundings
is just around the corner.
Designs for NASA, also by Krueger's students, help astronauts to
take the requisite physical exercise. Space travellers can thus
keep their muscles in shape in their gravity-free environment. While
working on this project, Krueger came to understand just how rapidly
the human sensory system adapts to new conditions. With this knowledge,
Krueger argues carefully and clearly for a rethink of the relationship
between man and surroundings and for a less sharply drawn division
between man and computer than has been customary till now.
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The word 'blob' wasn't uttered the whole day. Nor was a word spoken
about the formal language of digitally generated architecture from
architects like Greg Lynn. The key words of the day were 'interactivity'
and 'game', the theme was the extent to which users (previously
called occupants, users, visitors) are plugged into an increasingly
technological, environment.
Game set and match, and architecture is the game. The current projects
of those participating show that, for the time being, it's still
just Spielerei. Though Transports may possibly be realised at the
Efteling grounds, the other projects are being developed within
the context of exhibition pavilions and games for powerfully rich
clients.
It was unfortunate that former Archigram member Peter Cook could
not attend. Cook and his cohorts were the subject of undiluted criticism
from Tafuri for proposing an architecture and urbanism of movement.
The Italian critic dismissed it as 'ironic nostalgia for the future'.
Cook's views would have made for an interesting discussion about
the presentations in the closing plenary debate.
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Jeroen Mensink
Translation: Billy Nolan
Links:
Website Hyperbody
workgroup TU-Delft
A computerlady's
Bookmarks by Maia Engeli
Kas Oosterhuis sites www.oosterhuis.nl
and www.hyperbody.nl
Ada ada -
the intelligent space
interview with Xavier
Boissarie
website Michael Fox Kinetic Design
Group
website Ted Krueger
Sensorband by Edwin van der
Heide
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