cyberarchitecture virtual architecture beyond real space metaphor

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mom.arq.ufmg.br (English) Cyberarchitecture: Virtual Architecture Beyond Real Space Metaphor (2000) 25 min read • original Ana Paula Baltazar dos Santos ABSTRACT This paper discusses the use of the metaphor of real space in cyberspace. Starting by identifying two kinds of architecture, one of physical space and one of digital space, this paper shows how the social aspects of architecture lead to the concept of place beyond three-dimensional space. Then it evaluates the current use of space as a poor metaphor in cyberspace and proposes a broader understanding of this metaphor with regards to the concept of place. Cyberarchitecture is then considered as a possible interface, as a virtual architecture beyond the real space metaphor. INTRODUCTION It is possible nowadays to identify two different kinds of space: the one we live in (the built physical world) and the other we navigate in (the World Wide Web). For both spaces there is a possible architecture, which has been generically treated as three-dimensional space. It is important at this point to make it clear that the architecture of the physical world is built in the three dimensions of space, but it can also be simulated before being built in three-dimensional digital space. This is called virtual space, which has been modelled using CAD packages, and is nothing more than potential physical architecture which is to be built in the near future. The use of desktop computers, and ‘immersive virtual reality’, to simulate and pre-evaluate potential architecture, are excellent tools, but they can not be taken for virtual architecture. Another fact that also brings

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  • mom.arq.ufmg.br

    (English) Cyberarchitecture: VirtualArchitecture Beyond Real Space Metaphor(2000)

    25 min read original

    Ana Paula Baltazar dos Santos

    ABSTRACT

    This paper discusses the use of the metaphor of real space in cyberspace.

    Starting by identifying two kinds of architecture, one of physical space

    and one of digital space, this paper shows how the social aspects of

    architecture lead to the concept of place beyond three-dimensional space.

    Then it evaluates the current use of space as a poor metaphor in

    cyberspace and proposes a broader understanding of this metaphor with

    regards to the concept of place. Cyberarchitecture is then considered as a

    possible interface, as a virtual architecture beyond the real space

    metaphor.

    INTRODUCTION

    It is possible nowadays to identify two different kinds of space: the one

    we live in (the built physical world) and the other we navigate in (the

    World Wide Web). For both spaces there is a possible architecture, which

    has been generically treated as three-dimensional space. It is important

    at this point to make it clear that the architecture of the physical world is

    built in the three dimensions of space, but it can also be simulated before

    being built in three-dimensional digital space. This is called virtual

    space, which has been modelled using CAD packages, and is nothing more

    than potential physical architecture which is to be built in the near future.

    The use of desktop computers, and immersive virtual reality, to simulate

    and pre-evaluate potential architecture, are excellent tools, but they can

    not be taken for virtual architecture. Another fact that also brings

    http://www.mom.arq.ufmg.br/lagear/?page_id=520http://www.mom.arq.ufmg.br/lagear/?page_id=520estevam

  • confusion between real and virtual architecture is that most of the 3D

    worlds of the Internet make appeals to physical space as a metaphor, in an

    attempt to create an extension of the real world into the virtual world.

    Actually, the use of computers in architectural practice, and the use of

    architecture to create digital spaces to be navigated within computers,

    have been mixed and misunderstood creating a vast field of

    interrelations which in fact do not exist. It is important to consider the

    impacts of virtual architecture on the real architecture and vice-versa,

    although as yet these interrelationships are not clear enough.

    It is already possible to realise some of the impacts of the use of computers

    in architectural product, as shown in the image on the next page of the

    design for The New Capitol Building for The New Capital formless

    form. This design is based on the idea of conveying a transparent view of

    politics in Japan, aimed at acheving a real political change through the

    building. The concept of visibility from outside and on the inside is only

    possible if the building was to be broadcast live on TV and then being

    inserted into the context of the whole of society, all over Japan. It would

    not only be built in a specific plot, but it is designed to be seen from

    everybodys home. The new ways of evaluating the context of insertion of

    the building is a very important consequence of the coexistence of virtual

    and real worlds. Apart from that, which is an impact of the virtual into the

    real, it is worth noticing the appearance of this building. This

    summarises the impacts of computer graphics on the design process. The

    computer was used as a tool during the design process and the final form

    is not usually seen in the real world; but this is a design for a possible

    building and must not be taken as an impossible building.

    According to Ken Sakamura architecture is understood in its relations to

    computers under the difference between the possible and the

    impossible, though he also considers both of them as virtual

    architecture and emphasises the difference with regards to conception

    and realisation. The difference between the possible and the

    impossible can be helpful to clarify if architecture has been related to the

    physical world the possible building, or to the digital world which

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  • allows the impossible building. Possible buildings enclose every

    conception, simulation or achievement towards physical architecture,

    while impossible buildings make reference to the potential of

    architecture on the Internet. The latter, the potential of architecture out

    of the physical space (the impossible building), is the focus of this paper.

    Once they can exist and be used in the digital world of the Internet as a

    social space, impossible buildings are no longer impossible architecture.

    In order to understand the potential of architecture in cyberspace, it is

    now essential to establish the distinction between three-dimensional

    space and the social space of architecture.

    ARCHITECTURE AS SOCIAL SPACE

    Architecture has been defined in many different ways by many different

    people architects or not. Most of these definitions are related to its

    three-dimensionality, to its physical features. A classic example is Le

    Corbusier: for him architecture was the masterly, correct and

    magnificent play of masses brought together in light. This aesthetic

    feature of architecture did not encompass the whole idea of architecture

    found in Le Corbusiers buildings, but it brought the idea that

    architecture was more than merely functionalism a serious issue

    discussed during the modernist phase. It seems that definitions of

    architecture are used in order to suit specific contexts. Here

    architecture will be discussed as both possible and impossible buildings,

    as a place, as a social space.

    Hiroyuki Suzuki considers architecture as the art of creating places,

    and brings with this assertion the possible difference between space and

    place. For him, western culture considers architecture as a mechanism of

    creating spaces, which can be moved without regard to the context in

    which it is based. The space is seen as a mere three-dimensional building,

    a self-sufficient space . On the other hand, he considers the oriental

    meaning of architecture as the art of creating places. Apart from his

    oriental point of view of the western understanding of architecture,

    which is particularly simplistic, his emphasis on space as something

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  • without context and the possibility of place as something broader than

    that, opens the way towards the social space of architecture. Thus, place

    would be space related to culture, history and context, and architecture

    would create a social space. In his words, architecture can be regarded

    as a domain midway between relics and gardens.

    One of the most beautiful discussions of the origins of architecture is that

    provided by Vitruvius, when he identifies it with the origins of language.

    As Prez-Gmez explains, in a moving passage that recreates the

    beginning of humanity, this Roman writer describes how some thickly

    crowded trees, tossed around by storms and winds and rubbing their

    branches against one another caught fire. Men first ran away like

    animals, terrified by the fury of the blaze. Eventually they approached the

    quieter fire and realised that it kept them warm. They subsequently

    added more wood to the fire and learn to keep it going. As a result of this

    social event, they stayed together and uttered their first words, learning

    to name the reconciliatory act that had kept them alive. With this initial

    poetic naming came the poiesis of architecture, the possibility of making.

    It should be noted that they did not steal the fire from the gods. This

    architectural action was an act of affirmation taking place in a space that

    was, from its inception, social, i.e., cultural and linguistic. Both

    Vitruvius and Prez-Gmez also identify architecture as a social space, as

    a place . More than just the dimensions of space it is important to

    consider the context in which this three-dimensional space is inserted.

    This context is a social one. It puts together what can be called the five

    dimensions of architecture. Thus, architecture works as an interface

    between man and society.

    The Five Dimensions of Architecture

    Future Systems describe this image (Living Quarters in India, 1981) with

    the phrase never featured in architectural magazines pointing to it as

    architecture. What makes it architecture is also what makes it a place

    the meaning with which the space is invested by its peculiar usage.

    Architecture as place is more than a three-dimensional space, it needs a

    broader understanding with regards to the way men dwell. The poiesis of

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  • architecture (the possibility of making) is depicted in this picture and so

    is the social need of inhabiting. The way people appropriate these tubular

    spaces discloses real time interaction as one of the main features of

    architecture. As a lived space, architecture is an event and it will always

    depend on time and peoples interactions. It would never be an absolute

    space; it is always relative to its social context. Besides the three-

    dimensions of space there are also the dimensions of time and behaviour.

    It is possible to consider the five dimensions of architecture from the

    point of view of the final product and from the point of view of the

    conceptualisation (both physical and digital). From the point of view of

    the final product, architecture can be considered a place, which

    encompasses the dimensions of time and behaviour. As a lived space,

    architecture needs to be inhabited, and time is part of this lived

    interaction as are peoples behaviour.

    From the point of view of the conceptualisation, architecture, which is

    by its nature a three-dimensional art, has in the last 500 years evolved to a

    stage where nearly all of the design exploration and visualisation occur in

    any of a number of two-dimensional media. These media do not

    effectively portray the experiential quality of approaching, entering, and

    moving through an architectural space, an aspect which is primary to any

    design. This is due to the apparent gap between two-dimensional

    representation and three-dimensional product. Actually, the gap is much

    bigger, as there is a lack of two other dimensions, which are needed in

    order to approach, enter and move through the architectural space.

    These are the dimensions of time and behaviour, which lost their place of

    relevance in architectural design since the Renaissance, with the

    establishment of the perspectival paradigm.

    Once architects began to resolve the whole design through drawings,

    architecture was simulated in its three-dimensionality, but at the same

    time, architectural design lost its human scale planning and its

    temporality. The loss of the dimensions of depth, time and behaviour,

    with the two-dimensional projections allowed by perspective methods, is

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  • not something irreversible nowadays. Plan, section, elevation,

    perspective, axonometric () were perhaps appropriate to the cycles or

    epicycles of Ptolomaic, Copernic and Galilean universe. () It can be

    readily seen that the plan is dead because its worldview is obsolete. It is

    possible to envisage a new process of design using computers, which

    incorporates time and behaviour. It would overcome the perspectival

    paradigm and could be used to design both possible and impossible

    buildings.

    COMPUTERS AND ARCHITECTURE

    Computers have begun to be used in architecture in the 50s. According

    to Bruegmann at first it appeared that the computer had little to offer a

    visual art like architecture, except perhaps in the areas of structural

    calculations and bookkeeping. It was, in fact, through the back door, via

    the structural-engineering department and business offices of large

    architecture-engineering (AE) firms that the computer first entered the

    world of architecture. In the early 60s, due to invention of interactive

    computer graphics, as shown by the image on the left (the first interactive

    computer developed in MIT in the 60s), it was possible to start thinking

    of using computers to aid design.

    The first big conference in computers in architecture took place in 1964

    at the Boston Architectural Centre, and according to Bruegmann , the

    mood was euphoric. It seemed that as soon as suitable systems could be

    marketed at a reasonable price, every architect could design directly on

    the computer. In 1964 the expectations around the replacement of the

    traditional process of design were already big, and some researches

    indicated new ways of using computers beyond representation .

    Unfortunately, the equipment was very expensive and these

    investigations did not bring any real innovation to the design process.

    In the 70s reaction occurred against modernism (in general) and in

    particular the use of computers. So it is just in the 80s that computers

    returned to the architectural scene, with more accessible prices and also

    with CAD (computer aided design) software. The evolution of software

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  • was great, but it is still possible to compare the designs produced

    nowadays with the designs produced in the Renaissance with the

    establishment of perspectival paradigm as demonstrated by

    Michelangelos drawings for the Laurencian library in Florence (shown

    on the left). This suggests that there is no alteration concerning the way

    architecture is produced from the Renaissance until today, even with the

    current use of the most sophisticated computers. CAD packages have

    added nothing substantial to the way contemporary architects work. The

    packages available for architecture, in general, just emulate traditional

    methods of creation and representation of architecture. The general use

    of computer graphics in architecture just make it easier to visualise and

    investigate new geometry, but it does not bring anything beyond

    perspective.

    Today a new demand for computers and architecture has been

    established. It can be viewed from two main points of view: the inclusion

    of the dimensions of time and behaviour into the design conception and

    the creation of places to be navigated within the computer. In completely

    different ways, these two kinds of association between computers and

    architecture are entirely related to the social dimension of space, be it

    physical or digital.

    With regards to the inclusion of the dimensions of time and behaviour

    into the design process, it can be said that there is already some research

    towards it. A close example is that of the software package being

    developed by Michael Bell during his PhD at the Computer Science

    department at University College London. His software is an Immersive

    three-dimensional CAD, which enables the user to perform design using

    a head mounted display. In other words, this software brings the user to

    the same space as his design, where the design can be thought and

    executed in stereoscopic three-dimensional vision, without the

    limitation of the plan, and with the involvement of the whole body (the

    image on the left depicts an avatar creating a hose). There is a lot to be

    developed in this direction, but it is a good example of how it is possible to

    overcome the perspectival paradigm. Prez-Gmez considers the loss of

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  • depth, as men perceive it, as one of the great faults imposed by

    perspective. Perspective, as the one point of view simplification of the

    three-dimensional space, causes the split between space and time and

    consequently separates men from the possibility of interaction. What

    Michael Bells software allows is the reconciliation of space and time, by

    placing depth, length and breadth in relation to the human body as a

    whole, superseding the simplistic one eye view of perspective and its

    representation in a two-dimensional medium.

    The creation of places to be navigated within the computer has not often

    been considered as an architectural task. Most of the web designers are

    programmers or people involved with communication, without any

    background in the creation of places. It has become very common to

    find the three-dimensional worlds of the Internet bearing a remarkable

    resemblance to physical space. From the digital worlds depicted into the

    movies of the beginning of the 90s to the most recent VRML and 3D

    worlds, such as ActiveWorlds shown on the left, all these spaces carry a

    very strong trace of classic architecture, meant to be possible buildings.

    As Marcos Novak points out, cyberspace requires a liquid architecture, it

    is a transphyisical space, and there is no need to worry about Newtonian

    laws. These impossible buildings are then possible architecture and the

    metaphor of space is needed, although as yet it has not been explored in its

    potential.

    THE REAL SPACE AS A POOR METAPHOR IN

    CYBERSPACE

    Virtual worlds are becoming out of focus mirrors of physical space. Most

    of the elements used to build these worlds are rough representations of

    elements taken from physical space. It is possible to argue the need for

    bricks, glass or even roofs and trees, as shown in the image of TalkWorld ,

    although most of these 3D worlds not only use this kind of material, but

    also make them available for their users to build their own architecture

    within the world. Apart from technical problems due to the computer

    memory required for the insertion of large numbers of polygons, and the

    rendering of them in real time, this appliance of physical space as

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  • metaphor does not seem to be the proper one. There is no need for

    weather protection, there is no need for strong structures, there is no

    need for glass windows. In fact, there is no need for these rough

    representations of reality, although it could be justified for helping with

    recognition and orientation, but this only really applies in the case of first

    time and novice users.

    Evaluating many of the 3D worlds, it is possible to identify the massive use

    of three-dimensional space, as much in material terms as pointed out

    above as in conceptual terms. The conceptual metaphor of three-

    dimensional space, is what led to the material metaphor, and so it needs

    closer attention. Three-dimensional space is always used in the physical

    world to protect men from inclemency and also to allow privacy, thereby

    dividing the world into internal and external spaces. The group of private

    spaces, known as suburbs, towns, cities, counties, countries and so forth,

    is the known public environment, through which people move. The

    distance between these spaces is responsible for the establishment of

    different societies. Every society then is related to one specific location

    and also to some common personal interests. Geographical distance

    plays an important role joining and separating people and also making

    societies conform. On the Internet, geographical distance does not play

    this role anymore; as only personal interests will guide people in making

    their choices.

    The concept of moving through space, and also the concept of private and

    public space has been unquestionably used to create digital space. In this

    way, both 2D and 3D worlds are extremely limited by the possibility of

    moving through pre-determined data. Two-dimensional Web pages are

    based on browsing kinds of movement, whilst 3D environments create a

    parallel world as an extension of the real. It is easy to make a direct

    relation between moving through real space and moving through virtual

    space, and at first sight it seems great to be able to meet people all around

    the world without any geographic barrier in a new but known

    environment. Actually, this is a big step towards the establishment of

    new and different societies, but it also ties up the potential of cyberspace.

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  • It does not allow any possibility for approaching cyberspace beyond the

    physical space metaphor, and the so-called virtual world has not been

    virtual but rather a representation of the real.

    Hiroyuki Suzuki believes that the presuppositions of virtual reality have

    been based on spaces rather than on places and he indicates that the

    attempt to create virtual reality seems to assume that the world can be

    understood as space. Neither real nor virtual worlds can be understood

    as space, in the sense of three-dimensional physical construction, but

    must be seen as place, social space, the space invested with meaning,

    where time and behaviour are essential. The metaphor of space in virtual

    environments can be stronger than it is today, it can evolve beyond the

    concepts of physical space.

    THE POTENTIAL OF SOCIAL SPACE IN CYBERSPACE

    The metaphor of space has been used in computer language in two ways.

    Firstly, as an attempt to adapt the computer to human patterns, computer

    designers give their inventions names such as windows, scrolling and

    spread sheets, etc. Secondly, there is the characterisation of the new

    societys need for dwelling through the many metaphors used, such as web

    site, home page, virtual city, virtual community, and so forth. The direct

    application of such terms from real space into the virtual one is not the

    best way of providing a dwelling atmosphere in cyberspace. In fact,

    many of the terms are not applicable without geographical reference, as it

    is community, which would define cyberspaces society.

    According to Michael Heim , community derives from comunitas, which

    were created around the medieval monasteries , related to the world

    religions. Community is then a social group of people joined around a

    physical space, which is geographically limited and based. The primary

    concept of community is based on stability and physical proximity. Apart

    from being a group, the cybersociety is not stable or physically located.

    As Heim reminds us, the very term electronic community is problematic

    because it masks the ephemeral, and even alienating features of

    everything electronic. This new society is not a community in the old

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  • sense of the word; it is dynamic and flexible; it does not grow around a

    physical space, but it is growing spontaneously without any physical

    barrier except the screen of computers. The use of space as metaphor can

    tie up the growth of cybersociety if it is not treated carefully as a set of

    selected features, instead of directly using physical space

    representations.

    As indicated before, every inhabited space would depend on at least five

    dimensions: the three-dimensions of physical space and the dimensions

    of time and behaviour. In this way, the space would be considered a place

    due to its social context. In order to provide cybersociety with a place, it

    is necessary to understand the qualities of real places. Cyberplace would

    not merely have the three-dimensions of physical space and the

    dimensions of time and behaviour, it would still ends up being a

    representation of real space. More than that, it is important to create a

    new phenomenon instead of representing a previous one. According to

    Heidegger , phenomenology means () to let that which shows itself be

    seen from itself in the very way in which it shows itself from itself. For

    him, representation is not phenomenological once it does not show itself

    from itself, but it shows something else from itself, or announces this

    something else through itself. As a phenomenon, cyberplace would take

    the idea of social space, its five dimensions, and rework them towards a

    new place.

    A good example of this reworking of space concepts toward cyberplace is

    that of the telephone. Telephone made possible for the first time a real

    interaction between two people beyond physical space. This can be

    considered the first virtual environment ever created, the first

    cyberplace. Nowadays, the Internet allows a greater development of the

    virtual place of communication begun by the telephone.

    It is possible to find many little pointers towards cyberplace and most of

    them are related to interaction, which makes men have the feeling of

    presence without being physically present. Interaction is concerned

    with time and behaviour and it is not necessarily based on three-

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  • dimensions. Following the traces of interactive multimedia, in most

    cases cyberspace cannot be said to be interactive. Both the World Wide

    Web and interactive multimedia grew up from the same concept, or in

    other words, they are the evolution of an old idea. In 1945, Vannevar Bush

    brought up the idea of a personalised library, a device able to store books,

    records and communications, and which is mechanised so that it may be

    consulted with exceeding speed. This library grew into hypertext,

    developed in 1960s by Ted Nelson . Hypertext, according to Nelson, is a

    means of navigating through a textual document in a non-linear form, a

    means of freeing information. The conceptual hypertext is an advanced

    idea of non-linear (non-hierarchic) ways of accessing information and

    could be used as a metaphor in cyberspace. In fact, the structure of

    Internet is literally and not metaphorically hypertext based. The

    structure itself is made up by texts with key words linking other texts, and

    so on; but this is not what could be called a non-linear structure, it uses a

    metaphor of real space move from one point to the other and takes

    hypertext as its literal structure. A good and simple example of hypertext,

    being spherical instead of linear, can be found in the search engines,

    which make use of the key words not just as links, but so as to connect

    many different things together, as they would never be in space. The

    hypertext structure is totally related to interactivity. It is supposed to

    offer the user a range of choice to interact with.

    Another pointer towards interaction in cyberspace is the work of Anti-

    Rom . This is a group whose intention is to be an antidote for the

    boringness of contemporary interactive multimedia presentations. It is

    possible to find as the central point of their investigation the object

    oriented design. It means that every object acts as it was programmed to,

    but what makes it different to the basic programming is the autonomous

    way the objects deal with their own characteristics (possible behaviours).

    Anti-Rom research gives many good examples. A simple one is a ball that

    needs to be played with in order to move. In fact, the movement of the ball

    is not pre-programmed, but rather its potential behaviour there is a

    mathematical equation relating the possible movement to the speed and

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  • direction of the cursor movement attached to the spherical properties of

    the ball. This ball requires user interaction in order to work, and even

    though it is two-dimensional it allows a certain degree of immersion.

    Regarding cyberspace advances towards cyberplace it is crucial to take

    drama into consideration, not because of its success as reality

    representation, but because of the euphoria it is able to allow.

    Cyberspace today is itself an object of euphoria, but children of today will

    be the adults of tomorrow and something else will be needed in order to

    avoid disphoria (despair, despondency). The element of involvement

    that is able to arouse euphoria seems to be drama.

    It is possible to summarise that: (i) drama can be considered the secret to

    preserve users euphoria as a feature towards interaction. (ii) real

    interaction is possible if the content is presented as transformation and

    not as static information object oriented technology can make it

    possible. (iii) the possibility of shifting from linear hypertext to spherical

    ones eliminates the imposed hierarchy allowing more freedom towards a

    real interactivity between the user and the phenomena, whilst also

    allowing the shift from watching content to inhabiting it. All this leads

    to the social features of space as a place of interaction, and this can be

    joined together towards cyberarchitecture.

    CYBERARCHITECTURE

    The needs in the real world will keep changing with the growth of the

    virtual world, but this can not be misunderstood by bringing digital to real

    and real to digital without a careful understanding of the relevant impacts

    caused in one by the other. A relevant impact of the virtual world into the

    real world would be a change of human perception. Depriving people of

    reality it would be possible for them to perceive reality in a broader way,

    i.e. to stop paying attention to the controllable aspects of nature and to

    focus on its spontaneous features; technology can contribute to a

    transformation of our perception of nature rather than replacing our

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  • perceptions. The aim of cyberarchitecture is not to replace, to extend or

    to create a parallel reality, but rather to create a phenomenological

    virtuality (another world) to satisfy different needs.

    It is possible to use different devices in order to enhance realism in

    cyberspace, but is it a real need? New devices and improvements are

    always welcome, if they are affordable and standard or establish a

    completely broad and new requirement, as happened when computer

    graphics became popular, thereby establishing a minimum hardware and

    software requirement. Actually, cybersociety has been growing by itself

    due to its rich potential of content exchange. Following the pace of this

    spread, hardware and software are also improving in order to make it

    bigger and more successful. It is important to focus on the specific

    features of place pointed out in this paper, not as a representation of the

    real into the virtual, but as a conceptual way of building a potentially

    virtual world in order to improve the content exchange.

    There is a subtle line separating real and virtual possible and impossible

    buildings if this line is not perceived, cyberspace can become a sequence

    of representations of the external world inside the screen. This would tie

    up, narrow and limit even more the potential of both worlds. If Paris or

    London is recreated in cyberspace , it is possible to allow more people to

    get there with an unbelievable speed and flexibility. But would people

    prefer to go to virtual cities instead of going to real cities? Would they

    feel more present in these representations than in real space? Is it

    possible to consider these spaces as phenomena? According to the view

    expressed through this paper the answer for all these questions is NO.

    There is no need to create parallel worlds with reference to the real in

    order to try to make the real more accessible. The potential of the virtual

    world is much bigger than to represent and extend reality. Step by step

    (but fast) the virtual world is naturally establishing different connections

    with regards to those of the real world. More than chat rooms, MUDs and

    MOOs, the communication is happening through the Net based on a new

    concept. Instead of meeting people, it is possible to meet what people

    think, to meet content. Even considering the possibility of meeting

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  • peoples avatar, this is not a contact with a real person, but actually it is a

    meeting with the representation of the way people want to be seen. This

    content could be changeable, more dynamic and faced as event instead of

    form. This possibility of transformation of content is one of the

    demands for cyberarchitecture . In order to create a possible interface for

    the cybersociety it is important to create a more pleasant way of making

    the content available and meeting the content.

    It has been made clear that architecture is not possible without place, be

    it real or virtual. It is not possible to consider every aspect of real

    architecture while trying to identify its virtual correspondent; but it is

    possible to import the knowledge acquired from real architecture, which

    has a huge history of dealing with social requirements and technological

    evolution. Thus, place would be considered instead of space, and

    cyberarchitecture would evolve towards cyberplace, creating a social

    environment able to cope with its technological evolutions. It is of

    cyberarchitecture interest the poiesis of architecture. As a phenomenon,

    cyberarchitecture would avoid some of the mistaken ways of creating

    virtual worlds as extensions of the real world, as mimesis of the real.

    Likewise just as architecture is the interface between man and real

    society, cyberarchitecture would be the computerised interface between

    man and cybersociety. Cyberarchitecture can be foreseen as a step

    towards overcoming the perspectival paradigm. It is thought that

    architecture had its first moment before the Renaissance, when it was

    built in loco; its second moment from the Renaissance to today, with the

    establishment of perspective as paradigm; and it now envisages the

    possibility of a third moment, overcoming the perspectival paradigm with

    the inclusion of time and behaviour in its production process through

    virtual environments. Both worlds, real and virtual, will coexist and

    constantly feed each other. Then, there is a need for cyberarchitecture -

    the architectural conception in virtual environments and there is also a

    need for virtuality through information technology in real architecture.

    REFERENCE LIST

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  • Makato Sei Watanabe/Architects Office, The New Capitol Building in

    The New Capital, In: The Virtual Architecture the Difference between

    the Possible and the Impossible in Architecture, edited by Ken Sakamura

    and Hiroyuki Suzuki, Tokyo University Digital Museum, 1997, 292-299

    Sakamura, Ken, Introduction, In: The Virtual Architecture the

    Difference between the Possible and the Impossible in Architecture,

    edited by Ken Sakamura and Hiroyuki Suzuki, Tokyo University Digital

    Museum, 1997, 1-3

    Le Corbusier, Towards a New Architecture, Mineola, New York, Dover

    Publlications, 1986, [First edited in 1931, Translation by Frederick

    Etchells], 13

    Suzuki, Hiroyuki, Architecture Without a Place, In: The Virtual

    Architecture the Difference between the Possible and the Impossible

    in Architecture, edited by Ken Sakamura and Hiroyuki Suzuki, Tokyo

    University Digital Museum, 1997, 6-12.

    Ibd., 12.

    Ibd., 11. For him relics are recollection of history; gardens can not be

    moved, but they can import and store elements from outside world. Then

    he considers architecture beyond the concept of space as defined in the

    western culture. He sees architecture as a place, as a site for storage of

    culture, as a domain between relics and gardens.

    Prez-Gmez, Alberto, The Space of Architecture: Meaning as Presence

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    Architecture, edited by Steven Holl, Juhani Pallasmaa and Alberto Prez-

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    the notion of place summarised by Professor Philip Tabor (The Bartlett

    School of Architecture, UCL): place = space invested with meaning

  • Future Systems, For Inspiration Only, London, Academy Editions, 1996,

    80.

    Zobel, Richard W. The Representation of Experience in Architectural

    Design, In: Presence, volume 4, number 3, Cambridge, MIT, summer 1995,

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    Bruegmann, Robert, The Pencil and the Electronic Sketchboard:

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    Image, edited by Eve Blau and Edward Kaufman, Cambridge, MIT Press,

    1989, 139

    Ibd., 140

    Some researchers, as Nicholas Negroponte, believed that architects

    would be able to reproduce an artificial intelligence able to solve all

    objective problems imposed by architecture. He developed the software

    called Urban 5, which allowed everyone to input text data and the

    computer generated cubic shapes that could be manipulated by the user.

    Later on some experiences took place in England using computers to

    generate architectural forms, and some hospitals and schools were built;

    Geoffrey Broadbent hardly criticises the resultant architecture defending

    architects creativity which he believes to be incomparable to what

    computers were able to generate.

    Cabral Filho, Jos dos Santos & Santos, Ana Paula Baltazar, Arquitetura e

    Computadores Enquanto Instrumentos ticos, In: Boletim culum,

    Campinas, Faupuccamp, number 10, [special number], year 2, September

    1997, Brazil

    Michael Bells home page: http://www.cs.ucl.ac.uk/staff/m.bell/

    human body representation in virtual environments

  • Prez-Gmez, Alberto, The Space of Architecture: Meaning as Presence

    and Representation, 20-21

    www.activeworlds.com

    Novak, Marcos, Transmitting Architecture: The Transphysical City

    www.etchinghill.com

    Virtual does not oppose to real, but according to Gilles Deleuze

    classifications, virtual belongs to the category of event and needs to be

    actualised, whilst potential things are those belonging to the category of

    substance and are able to be realised. Then, virtual architecture would

    be physical or digital, depending on its capability of being an event, of

    happening, and not merely being materialised (realised) as a

    representation or pre-programmed set of potential features.

    Suzuki, Hiroyuki, Architecture Without a Place, 6-12.

    Ibd., 12

    dwelling as being-in-the-world (according to Heidegger) expressed as a

    need in both physical and digital worlds

    Heim, Michael, Virtual Reality and the Tea Ceremony, In: The Virtual

    Dimension: Architecture, Representation and Crash Culture, edited by

    John Beckmann, New York, Princeton Architectural Press, 1998, 156-177

    Ibd., 160

    Ibd., 160

    Heidegger, Martin, Being and Time, Oxford, Basil Blackwell, 1990,

    [Translated by John Macquarrie & Edward Robinson], 58.

    Bush, Vannevar. As We May Think, Reprinted in Communication

    Bulletin, March 1988, 35-40, originally published in Atlantic Monthly, July

    1945.

  • Ted Nelsons homepage: http://www.xanadu.net/

    Anti-Roms home page: http://www.antirom.com

    In conversation with Bruno Latour he developed the argument of

    euphoria and disphoria as two possible sensations before

    transformations allowed by new technologies and he also suggested

    euphoric responses as the key towards satisfactory results.

    Ibd., 167

    standard is considered as which can be used without restricting other

    people access or even without the need of changing the whole equipment.

    Some interesting researches are recreating these cities, but here, it is not

    going to be considered the aim of these other researches

    Como citar esse artigo:

    BALTAZAR DOS SANTOS, Ana Paula . Cyberarchitecture: Virtual

    Architecture Beyond Real Space Metaphor. In: Greenwich 2000

    International Symposium Digital Creativity: Architecture, Landscape,

    Design, 2000, Londres. Greenwich 2000 Digital Creativity Symposium.

    London : The University of Greenwich, 2000.

    Original URL:

    http://www.mom.arq.ufmg.br/lagear/?page_id=520