This dissertation articiilates opportunities offered by architectural computation, in
particular the digital simulation of space known as virtual reality (VR) and its networked,
social variant cyberspace. The thesis will argue that VR/cyberspace has exacerbated
differences between architecture's materialist and idealist practices, widening the gap that
separates them. In an effort to bridge this gap it presents a procedural model for how VR
and cyberspace may be integrated within the practice and product of architecture.
The dissertation presents important developments in architectural computation that
disclose concepts and values that contrast with orthodox practice. Virtual reality and
cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of
these developments. They also raise a question of redundancy: If a simulation is good
enough, do we still need to build? This question, raised early in the 1990's, is explored
through a thought experiment - the Library Paradox - which is assessed and critiqued for
its idealistic premises. Still, as technology matures and simulations become more realistic
the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the
case for virtual idealism seems only to be strengthened by technological and cultural
trends, it would seem that a virtual architecture should have been well established in the
decade since its introduction.
Yet a history of the virtual idealist argument discloses the many difficulties faced by
virtual architects. These include differences between idealist and professional
practitioners, the failure of technology to achieve its proponents' claims, and confusion
over the meaning of virtual architecture among both architects and clients. However, the
dissertation also cites the success of virtual architecture in other fields - Human
Computer Interface design, digital games, and Computer Supported Collaborative Work
- and notes that their adoption of space derives from practice within each discipline. It
then proposes that the matter of VR/cyberspace be addressed from within the practice of
architecture, a strategy meant to balance the theoretical/academic inclination of previous
efforts in this field.
The dissertation pursued an assessment that reveals latent, accepted virtualities in design
methodologies, instrumentation, and the notations of architectural practices. Of special
importance is a spatial database that now pervades the design and construction processes.
The unity of this database, effectively a project's cyberspace, and its material counterpart
is the subject of the remainder of the dissertation. Such compositions of physical and
cyberspaces are herein called cybrids. The dissertation examines current technologies
that cybridize architecture and information technology, and proposes their integration
within cybrid wholes. The concept of cybrids is articulated in seven principles that are
applied in a case study for the design for the Planetary Collegium. The project is
presented and critiqued on the basis of these seven principles. The dissertation concludes
with a discussion of possible effects of cybrids upon architecture and contemporary
culture.
Date of Award | 2003 |
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Original language | English |
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Awarding Institution | |
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A PROCEDURAL MODEL FOR INTEGRATING PHYSICAL AND CYBERSPACES IN ARCHITECTURE
Anders, P. (Author). 2003
Student thesis: PhD