Goal: 10 Years / 1000 posts

I don’t blog as much as I used to.  Long time readers will notice that I had a time where i would write almost daily, which at the time was pretty fun, and in the first 3-4 years, had a consistent readership of 10s of thousands of viewers per month.  The black and white and yellow scheme – above, was hosted on Blogspot, and achieved good notoriety, with some top blog lists, articles, republications, and really surprisingly, many people telling me they read it!

This was a time, as well, when there weren’t a lot of blogs, so it was good to position this in a particular time and place.  There are many more great sources of landscape architecture and urban dialogue, and my interests evolved where blogging was less important.  That said, I consume a lot less info on landscape architecture, and probably use Twitter to fill some of what the blog did in terms of saving snippets and other things for retrieval later. While I appreciated the readership and dialogue,  and continue to do so, the goal was always to write and reflect on what I’m personally interested in.

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So over the more recent years, I do a post occasionally, which are often book reviews or reflections on some writings on something I feel is worth exploring.  Less posts but more focused, not on the day to day, but more generally.   I switched to a new site a few years ago- which is now on WordPress and hosted on its own URL.  Ebbs and flows of blogging are OK, and as I mentioned, there’s a lot of ways of writing, learning, and growing.   Last year, for instance, I participated in NaNoWriMo for the first time, so wrote a novel (which as you may guess, has elements of landscape and urbanism), and want to write more of those (and much better ones).

But with these ebbs and flows, the itch sometimes comes back.  Sometimes its the same itch to just write, other times its a different itch in a different place.  While some bloggers strive for more polished work (and many, many are much better writers than I) my blogging is often sparsely edited and often just my ‘notes’ on things.   The blog is a notebook and while there’s sometimes narrative elements, I don’t spend a lot of time mapping out what i want to write.  In some ways I’ve done shorter posts, other times delved deeper which maybe has some more structure, but not a lot of planning.  I’ve done that planning in writing for academic pursuits (which is a very different style of course), but there’s a middle ground of accessible, interesting, and rigorous writing that I want to focus on.

My goal now is to focus on writing more polished work in an accessible manner and publish in various other sources (books, magazines, other sites) – opinion, interesting things, history, culture, landscape and urbanism.  I want to write a book.  And maybe a novel or two as well.  Growing as a writer, as one would expect, involves writing, which I haven’t done as much of lately, while not in school and not blogging.  And like any skills, they are in constant need of exercise.  So I’m inspired to write more, and exercise those skills, so the blog is a natural place for some of this to happen.

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While I’ve been feeling this, I looked at my blog and noticed that first, I was coming close to my 10 year anniversary of when i started blogging (late 2007). And second, I had published, a bit over 900 posts in this time. Thus my reconnection with wanting to write more and this serendipitous goal is something to inspire me to achieve,  I have set a target to get to: 10 years and 1000 posts

Which i think is a respectable 100 posts per year and a decade of blogging.  So my goal in the next year or so is to write around 100 more posts.  I’m also going to try to write things in other places.  If you’re used to a post a month, this will be a few more than you’re used to, but trust me, you’re gonna like it.  After that, who knows…

VEGITECTURE REVISITED

On a related note, through some miracle of internet archiving, I managed to find the long-lost spin-off Vegitecture blog.  Lost story, but my account was hacked in 2010, which corrupted a number of websites such as my Terra Fluxus site as well as vegitecture.net, the latter of which i didn’t have backed up.  So although i searched around for remnants I thought it was lost forever.  Earlier this summaer, i stumbled upon the brilliant and somewhat frightening Wayback Machine, an internet archiving project that probably has a lot of information we never knew was actually being backed up.  I was able to piece together the entire collection that was published through 2009-2010, which totaled an additional 140 posts which includes thousands of images and over 50,000 words on vegetated architecture.  You can access these through the site, and I’m also in the process of compiling the best in some form of publication.

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LA+ The Tyranny Issue

I’ve posted previously about the LA+ Journal, which has had previous issues focused on both Wild (reviewed here) and Pleasure in previous issues.  The current issue takes a radically different turn – with a focus on subjects around the broad concept of Tyranny.  Perhaps a strange topic for landscape architecture journal to tackle, and I had that reaction a bit myself, but it quickly became clear that tyranny is a much more radically complex idea than what comes to mind, and the social, economic, and spatial manifestations have direct relevance on urban spaces, their design, and their evolution.

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“From the first utopian impulse of Plato’s Republic to today’s global border controls and public space surveillance systems, there has always been a tyrannical aspect to the organization of society and the regulation of its spaces. Tyranny takes many forms, from the rigid barriers of military zones to the subtle ways in which landscape is used to ‘naturalize’ power. What are these forms and how do they function at different scales, in different cultures, and at different times in history? How are designers and other disciplines complicit in the manifestation of these varying forms of tyranny and how have they been able to subvert such political and ideological structures?

LA+ TYRANNY asked contributors to consider how politics, ideology, and technology manifest in our landscapes and cities in ways that either advance or restrict individual and collective liberty.

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The unique lens of tyranny is understood in recent cultural context early, in the essay ‘Blood on the Square’ by Steve Basson (8).  The concept of the square as free and ‘democratic space’ indicative of the historic connotation of the Greek Agora ‘political debate’ and at times the locus of “heroic protest” as seen in the US and abroad is contrasted with the square as a historical place for terror and exercising of oppression.  Examples of these public spaces being used for public executions, propaganda and military force, as well as new levels of surveillance through CCTV and policing and other means evokes dystopian visions of Bentham’s Panopticon and Orwellian visions of Big Brother.

The space, like any others, is available for both freedom and repression, and that a ‘pure’ public space is a myth.  As referenced by Foucault, the history of the public square as exceptional or positive is built on subjugated knowledge “…where historical contents have been buried or masked in order to preserve the privileged nature of a particular narrative.” (12)  The takeaway is that the square is not purely heroic, but is a ‘contested terrain’ and one that “… is virtuous and democratic but also grim and menacing.(13)  It also means that our power as designers is limited, because it is a dubious assumption that spatial organization could be employed to shape use in certain ways, and thus architecture and design “cannot create freedom in space” but rather from Foucault again:

“I do not think that there is anything functionally, by its very nature, absolutely liberating… the guarantee of freedom is freedom.” (13)

The theme brought up the previous essay is echoed in two subsequent writings.  First, Gandy’s “The Glare of Modernity” (15) explores some of the power dynamic through the tyranny of lighting, which has been employed as a “means of intimidation and control,” and has now become synonymous with ‘safety’ to the detriment of livability and health through ubiquity.  From a political perspective, Chang Tai Hung’s “Tianamen Square: The Grand Political Theater of the Chinese Communist Party” (20) explores the history and spatial configuration of this enormous public space in Beijing. While ostensibly the ‘People’s Square’ the narrative is more relevant to use of propaganda and designed with a focus on spaces not of comfort (no trees, benches) but of immensity and political power, referencing the communist “…contempt for leisure activities of the bourgeois…” while also avoiding the potential for spaces to be “subversive gathering spaces.” (22)  The events there are then not people-driven, but “highly orchestrated” and a spatial equivalent of “a scripted text” (24) where those in power fear the unscripted.

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A common theme arises around the activities of the Arab Spring and the Occupy movement where places like Tahrir Square in Cairo, and Zuccotti Park in New York became well known, among many others as significant places of occupation and protest.  Erik Swyngdouw’s exploration in “The Velvet Violence of Insurgent Architects” (27) looks at these places of political protest and the participants as “radical imagineers” of a new urban future that can include spatial policies of planning, architecture, urban design against powers that are averse to disturbance. (28) The concepts around the Right to the City movement (both formal and informal are realized in these “tactics of resistance” (29) and that these insurgent architects become designers of a sort:

“While staging equality in public squares is a vital moment, the process of transformation requires the slow but unstoppable production of new forms of spatialization quilted around materializing the claims of equality, freedom, solidarity.” (30)

Another reference to the Arab Spring is from Mona Abaza’s “Memory and Erasure”, (32) which looks again at Cairo, Egypt but through a different lens of public / political art complementing the occupation of public spaces.  The process of art being used as part of protest, and the subsequent painting over by authorities was a subtext of the larger power struggles happening within spaces throughout the cities.

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Rodrigo Jose Firmino explores technology in his essay “Connected and Controlled: Surveillance, Security and Cities” (42) which looks at a more pernicious tyranny that effects most of us.  Expanding on Castells notion of the “informational city” with new technology and the Internet of Things, the essay posits a “Programmable City” where data is not just captured but utilized – taking advantage of the ubiquity and our reliance on smart technology to exert levels of control never before seen (with the exception of films like the Matrix and Minority Report). (44)

The appropriation of space by those in power through technology can also be utilized by the public who can be “empowered by the same kind of technologies that be used to destroy their liberties,” expanding on ideas of crowdsourcing, pop-up, or DIY cities.  (45)  Our living in the “maximum-surveillance society” means that these data are the most “powerful commodity in the informational smart city” (46) and become methods of control under the guise of safety, while also blurring lines between public and private spaces, ultimately concluding that Smart Cities perhaps lead more likely to dumb citizens.

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Taking the idea presented above for appropriation of the tools of those in power to fight against that power, Stephen Graham’s “Countergeographies” (55) provides a framework for complementing the traditional methods of protest with new ideas of “Cartographic Experimentation”.  A number of examples are explored, falling into categories of Exposure, Juxtaposition, Appropriate, Jamming, Satire, and Collaboration, the essay provide multiple ideas of new ways of engagement that are more “emergent, fluid and pluralized.”  These experiments are useful but limited, as the author mentions, because of their lack of legitimacy – as art and activism versus being mainstream and political, but that a new wave of activists can adapt and expand them into the lexicon of more traditional forms of protest.

A historical path taken by Fionn Byrne in the essay “Operational Environment” (62) touches on some of the military roots of site design, including Le Notre and Vauban’s spatial reactions of “ballistic trajectories” (64) and the more modern appropriation by landscape architects and planners of military aerial imaging for analysis and ecological planning ala McHarg and modern GIS.  This reduction of landscape and environment to “quantifiable data” as referenced by Waldheim leads to a methodology for militaristic problem solving, where “The force of the military’s technological, informational, and industrial apparatus is being set upon the environment, reducing nature to both a resource as standing reserve on the one hand and a technological-controlled, environmentally managed set of ecosystems on the other.” (66)

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A more site specific and compelling examination relevant to design in many was is the essay by Patrizia Violi in “Traumascapes: The Case of the 9/11 Memorial”. (70)   Taking one of the most visible examples of memorial in modern history as point of departure, Violi wonders the role of these places in “constructing, transmitting, and defining a collective memory,” and using the metaphor of memorial as text to show how

“historical memory is not something well defined once and for all, but rather something  that is changing continuously over time.  The actual events themselves are remembered differently, according to the different discourses, texts, images, symbols and gestures produced in relation to them.” (72)

Which is perhaps the dilemma of the legibility of any space, especially ones by which interpretation is a key element, telling a story requires framing (spatially and as a narrative) the elements of what are important, but also set up a sequence and path in which the story is told.  Using the 9/11 memorial and the chasms created by the designers are indicative of the idea of Index, as referenced to Charles Sanders Pierce, in which “…a sign that exhibits a direct, causal link to the actual event that produced the sign, and which the sign itself, in its turn, signifies.” In this way, using the voids of the towers and their “material traces of the past, with direct spatial links to it, and this endows them with a very unique type of meaning.” (73)

While the potential is there for connection of space and event, it is much to ask, the social and cultural functions of ‘trauma sites’ are more indistinct, as the author concludes: “We cannot expect a memorial to capture the complexity of an event of this magnitude, or account for the whole chain of events that follow the initial principal trauma” (75)

This is also echoed by Nicholas Pevzner in “Trees and Memory in Rwanda” (78) where he connects the forest and remnant trees as symbols of ecological devastation, war and economic disasters throughout the country.  In particular the unintended memorialization a the Umuwmu tree, a species of Ficus that were typically planted near houses and are sacred.  These lone trees and groves left now are reminders of houses burned down through strife, a subtle way of remembering past, “symbols of atonement as well as victimization” (81)  Another poignant example in the essay was the use of trees in conflict between the Israeli people (who plant pine forests on lands in attempts to claim land) and the Palestinians who plant olives to mark ownership.  The battle of lands plays out in Israeli’s bulldozing Olive groves, and Palestinians using arson to burn pine plantations.  Both stories show the role of landscape not as innocuous field of war, but as part of the strategy.

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One of my favorite essays was an enlightening take on the structure of the refugee camp, ‘Emergency Landscapes’ by Jim Kennedy, (84) who is a shelter and reconstruction professional, and his experiences with informal settlements.  The United Nations High Commissioner for Refugees (UNHCR) establishes guidelines for these camps, but “neglect to take into account the rapidly evolving landscape built upon the camp by the inhabitants themselves, and the complex economies and social networks which expand into these landscapes.” (86) The quidelines themselves were designed for short term (natural disasters) but are insufficient to handle long(er) term occupations of many months or years, which is more common in areas where armed conflict makes early return impossible. So residents have taken the blueprint and using the “malleable materials” people “build barriers, food stalls, paths, roads” and other spaces.

This process is not always democratic or ad hoc, but is often used to create power dynamics with camps of the haves and have-nots, with processes that limit access, create walls and other enclosures to privatize spaces, and create better conditions for some at the expense of others.  Without an “idea of what is a good camp” the question of these longer-term occupations will always be fluid, and Kennedy sees a role for landscape architects in both analysis through observation and research of the morphology (shape), operations (use) and performance (good or not?) of these spaces, as well as to establish and “inform incremental, cumulative, and mosaic approaches.” (89)

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‘The Rise of Stateless Space’ by Casey Lance-Brown (92) delves into the amorphous “pockets of absence… where the rule of law is questionable,” those “contested spatial zones [where] the normal laws and standards of protections no longer apply.” (94)   Using the examples of Border Patrol zones in Mexico, the focus of policing certain zones against smugglers, which moved illegal activities to more hostile and remote areas, which led to more deaths and also more extensive ecological destruction, disruption to wildlife, and other impacts.  Layers of “spatial ambiguity” (96) can be smaller scale or global, with DMZs and contested territories, but remind me of further readings on Heterotopias and Terrains Vague, that  expand these notions and provide interesting perspective on the role of the state and the variety of interactions with less control that are compelling to thing of in terms of emergent urbanism.

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Some final essays I thought were less engaging, including a rather flat book review of ‘Architecture and Armed Conflict’ by Nick Mclintock (100) and  ‘The Tyranny of Speculative Urbanism’ by Christopher Marcinkoswki, (104) where he makes the case that tyranny exists in the development of speculative urbanization due to the exploitation of ‘vanity pursuits’ through real-estate developments.  Through examples, many from Africa, he shows that typically urbanization is often regarded in a positive frame as growth (good), however, it is used in nefarious ways in not really creating places of real worth but as a way to generate capital or to generate global competitiveness instead of addressing real issues that regions should be focusing on.  While it is clear that  urbanization is not neutral, this isn’t really new ground on which to tread, as criticism of misguided eco-cities has been kicking around for a while, and green inspired development for even longer.  In concept it is somewhat interesting, but the essay itself doesn’t really come together beyond a few examples, nor did it really elevate to the magnitude befitting the tyrannical.

On that same note, after reading the collective works, the closing essay ‘The Innocent Image’ (114) where Richard Weller offers a cranky argument about the overly photo-shopped project imagery, comes off as tired, and also doesn’t really fit the frame of this issue in terms of focus.  The tyranny of ‘Planet Photoshop’ doesn’t match that of the urgency that the rest of the journal holds.

The wide array of voices that are not typically part of landscape architecture discourse is perhaps the best part of the journal.  I kept a list as i was going, and the diversity includes geography, architecture history, humanities, sociology, urban management, semiotics, art, urbanism as well as landscape architecture, to name a few.  It’s a type of dialogue that is outside of the landscape architectural mainstream (with the exception of academia) and it’s good to get perspectives I’d equate more to a broader Urban Studies focus woven into LA discourse – reinforcing the plus of the LA+ brand.

A series of illustrations woven throughout the journal that explored a variety of topics in visual form – which although sometimes interesting, did little to add to the content in meaningful ways.  Aside from that, some may struggle to find the links to practice of landscape architecture, and there are definitely a few essays that maybe float to those fringes, but most included illuminate a multitude of perspectives beyond theory and provide solid fundamental issues relevant to practice.  And that is what a journal should do, ably demonstrated by LA+ as it has emerged, now the third issue, as a unique voice in the landscape architecture and urbanism discourse.   This one is a dense read, but compelling and relevant.

Go here to order your own copy today.

Hemp to the Rescue

We’ve heard of many plants that have phytoremediative qualities, that is, the properties that can absorb and neutralize toxic substances in soils.   For all the versatility of hemp, I hadn’t thought of it as possessing that ability until I read recent post on Roads and Kingdoms entitled Hemp and Change.  The crux of the story is one of pollution and the potential for Hemp as one of those plants that can aid in cleaning up our dirty messes.

The Italian town Taranto in Puglia, which like many areas had a rich agricultural and gastronomic history, specifically cheeses and other dairy products.  A large steel plant was constructed nearby in the 1960s, which was led to degradation of air and soil that led to conditions where animals were no longer fit for consumption.  There are also indications that the residents have and continue to suffer from ill effects of the plant.

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:: image via Roads & Kingdoms

The issue is that the plant serves as the major source of jobs, so it’s a double-edged sword where residents are both in need of the economic benefit but suffer from the ill effects.  The plant owners were later charged with a number of crimes for the health and environmental issues, but beyond the legal culpability, there still remains the need for a viable clean-up of the sites, which is often too expensive and long term.

Thus phytoremediation provides a viable strategy for clean up of the toxic sites, with the potential to restore Taranto back to it’s agricultural glory.  A group called CanaPuglia and their founder Claudio Natile, who describes hemp and its use as a continuation of an Italian tradition.

“Hemp was a major Italian agricultural crop for hundreds of years. In the 1950s, the country was the second-largest hemp producer in the world after the Soviet Union. Italian hemp seeds provided some of the most resistant fibers, which were turned into clothing. However, with industrialization and the advent of synthetic fibers such as nylon, hemp started to disappear.”

They’ve planted 300 hectares of low THC hemp, which is also harvested to make a range of products, further providing economic vitality and helping to pay for the cleanup.  In this case, the toxicity doesn’t persist in the fibers, so it can be used, however there could be toxicity in the seeds so the hemp is not sold for food consumption.  The article doesn’t get too far into how hemp is working for pollution reduction, but offered a few links to explore.

According to the Huffington Post, in addition to hemp being a low-input and easy to grow plant, it “…was used at Chernobyl to harmlessly extract toxins and pollutants from the soil and groundwater. Hemp actually absorbs CO2 while it grows through natural photosynthesis, making it carbon-negative from the get-go.”

Commercial hemp, Darlingford, Manitoba, Canada.
Commercial hemp, Darlingford, Manitoba, Canada.

:: image via Huffington Post

The use a variety of plants for phytoremediation of toxic sites, including Brassicas, corn, tobacco, sunflowers and trees, to name a few, all are viable methods to uptake and capture pollutants.   The site explains that Phytoremediation is a process that takes advantage of the fact that green plants can extract and concentrate certain elements within their ecosystem. For example, some plants can grow in metal-laden soils, extract certain metals through their root systems, and accumulate them in their tissues without being damaged. In this way, pollutants are either removed from the soil and groundwater or rendered harmless.

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:: image via McGraw Hill – Botany Global Issues Map

The use of hemp is explained in a bit more detail “In 1998, Phytotech, along with Consolidated Growers and Processors (CGP) and the Ukraine’s Institute of Bast Crops, planted industrial hemp, Cannabis sp., for the purpose of removing contaminants near the Chernobyl site.”  The uptake of pollutants at Chernobyl included cesium and strontium, which was bio-accumlated in root structures at high concentrations.  While some toxins are broken down in soil and plants, high-grade elements like radioactive waste are pulled from soils into plants, so there is obviously the issue of proper and safe removal of this biomass after this process has taken place.

One interesting link on the larger concept is from the United Nations Enviornment Programme, a site called “Phytoremediation: An Environmentally Sound Technology for Pollution Prevention, Control and Remediation. ” which does offer a primer on the topic.  Contrasting it with traditional remediation, the site explains: “Remediation of contaminated sites using conventional practices, such as ‘pump-and-treat’ and ‘dig-and-dump’ techniques, is often expensive, has limited potential, and is usually only applicable to small areas. Additionally, these conventional approaches to remediation often make the soil infertile and unsuitable for agriculture and other uses by destroying the microenvironment. Hence there is the need to develop and apply alternative, environmentally sound technologies (ESTs), taking into account the probable end use of the site once it has been remediated.”

The process happens in multiple ways, but essentially has two methods – the first is breaking down and degrading organic pollutants; the second is to trap  metals or non-organics so they cannot move to other animals or areas.  The roots are the main source of phytoremediation, being in contact with pollutants directly through the extensive below-grade surface area.  When areas of contamination are deeper, trees are often used where their more extensive rooting systems can go further down than herbacous plants and shrubs.   There are also cases where water can be pumped from below grade and then treated on the surface using plants.

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:: image via Intech

As the above graphic shows, there are many methods at work with the phytoremediation process, many of which are working on the ‘soil-root’ interface.  There are a number of compounds released by the plants, “root exudates” that activate microorganisms that can extract, stablilize, degrade and stimulate toxics.  This changes the bioavaiability of the toxins through, as the UNEP site states “changes in soil characteristcs, release of organic substances, changes in chemical composition, and /or increase in plant-assisted microbial activity.”

There are over 30,000 sites in the US that require hazardous waste treatment, and many more worldwide.  While many plants that are viable for phytoremediation are available, many of these cannot be used for consumption because of issues with possible contamination. Hemp is perhaps one to consider as the fiber used can still be processed into useful, saleable products,  that could potentially fund the cleanup as well.  As marijuana legality relaxes somewhat, it may be more possible to use this plant to make our world a cleaner place.

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Austere Gardens

I received a little gem of a book from Oro Editions entitled Austere Gardens: Thoughts on Landscape, Restraint, & Attending.  Written by Marc Treib, the book (at a slim and image-heavy 100 pages) is a meditation of a sort.  Having been immersed in some much heavier reading recently, I sat down and absorbed (reveled in?) this book in one sitting, and it was a breath of fresh air in contrast to much more academic writing.

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The word garden means implies form-making, so Treib contrasts the Edenic model, which aims “… to surpass our given environment in abundance and delight,” in contrast to that of simple “…landscapes of reduction and compression,” (10) which embody the idea of the Austere.

From the publisher’s website, a bit of the background:

The word “austere,” as used in this essay, does not imply asceticism, but merely modesty and restraint. Austere landscapes may first appear devoid of interest if noticed at all. To those who do not look beyond their surfaces, these sites, and the world outside them, usually appear plain and uninteresting, or even lacking of the very properties by which we define a garden. But there are sensual, aesthetic, and even philosophical, pleasures to be gained from these seemingly dull fields should we attempt to appreciate them. These qualities, normally associated with abundance and complexity, may be found in a different way, and at a different level, in austere terrain.

Many of the examples used in the book come not from traditional landscape architecture, where formal quality is typically the main driver, but from environmental artists like Robert Smithson, Richard Long, Robert Irwin, and others.   The idea here is that austerity can emerge from both the unplanned, what Treib refers to as Traces, “the marks of human existence and its activities… result from wear, removal, and erosion.” (22) Artists use subtle clues but add the concept of Intent, or “considered action.” (24)

Using the example of Richard Long’s A Line Made By Walking where he “walked back and forth in a meadow until he had trampled a recognizable line in the grass…” with the intent to “…produce a trace to be apprehended aesthetically.” (24)

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::  image via Richard Long

Another example is Walter De Maria’s The Lightning Field – seen below, which is the culmination of a long passage in the book that explores the idea of geometric patterning, constructed compositions such as grids, bands, figural fields – popularized by Peter Walker and inspired by the work of minimalist artists such as Frank Stella and Donald Judd.  The simplicity of Walkers work can be considered austere in a way, “landscapes appear primarily in lines, extruded vertically as places that define spaces or trace streaks across the terrain.  In their repetition they create visual rhythms, playing the individual element against the repetition of the field as an entirety.” (80)
This is one of the few times in the book where actual works of landscape architecture are discussed, owing to the fact that much work in the field is not ‘austere’ but more garden-like, perhaps?

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:: image via PWPLA

The result is described by Treib through the example of Edmund Burke’s “artificial sublime”, where he “suggested that a man-made creation of sufficient length and repetition might induce a similar effect…”  to that of the true sublime.  In De Maria’s work, this repetition is present but less distinct (perhaps due to the size and space in the landscape), where the steel poles “…fade into the landscape as the light changes or with any shifting in viewing position. The promenade through the field and the awareness of subtle changes in the surface, skies and the distance mesas equal in significance the precision of the stainless steel forest arranged mathematically.” (80)

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The idea of the connection of simple moves on the landscape that have been installed for functional reasons, such as hedgerows (and example from Jutland, Denmark below) which “make evident what to many had been only latent, with the rows of trees demarking the contours of the land.” (29) This hints at a powerful opportunity to mark space, as well as controlling wind and sunlight, that could be employed at large and small scales using very simple means.

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The influence of Japanese gardens, particularly the spare minimalism of the form and it’s simple palette, seen in Saiho-ji garden in Kyoto, the banner image above and repeated below.  For Treib, “Austerity does not always connote deprivation, however, but is user here to suggest a restriction in means.  Richness within austerity is a hallmark of Japanese visual culture, and pairing the words ‘austere’ and ‘beauty’ is no anomaly within its aesthetic thinking…”  He continues, “Austerity her lies in the acceptance – or adoption, if consciously made – of few prevailing materials, or even only one: in this case moss.  It also requires restraint. By restricting the palette to water, trees, and moss, one becomes more aware of each constituent element.” (17)

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A different Japanese form is the torii, or a gate without a fence, where it serves as a place-marker.  “Although one may physically pass through it, the gateway functions more as a sign and a mental stimulus… Figures like the torii gain presence from their contrast with the surroundings.” (46)

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Plenty more examples abound in the text, many that were new to me.  The simple tools of observation such as Trace, and the intervention using Intent, provides some interesting ways of looking at design in a new way.   Simple rules of Addition and Subtraction (Figure and Void) can be employed artistically in environmental art, but also give us opportunities to incorporate into more function-driven works on landscape architecture. The clues in the landscape (the ordinary and the functional) that are not explicity trying to capture the Eden-like garden of transcendence, but rather look to ways of making relevant austere spaces.

It’s interesting to note that, although often simple, it’s not just about removal (of materials, ornament, etc.) as Treib mentions was a possible flaw of modernist architecture where “simplicity was commonly achieved by elimination… what is experience close in is rarely greater that what can be seen at a distance.” Instead positing that: “Compression, in contrast to reduction, brings into seemingly simple surfaces and spaces constellations of details revealed only through movement and over time.” (63)

This can happen with erosion, patina, as well as playing on seasonality and light, even with few elements, as long as they are employed with the goals of experiential quality in mind.

It’s heartening to see a simple (austere) work that is so full of inspirations.  I’ve always been drawn to work of environmental artists, and this has reinforced the idea that there is much for designers to learn from to enliven their work.  The ordinary and functional landscapes also provide inspiration not just in development of contextual design, but in how they provide form and manipulate space and microclimate.

There’s also the biophilic and the concepts of inspirations of nature through biomimicry, which Treib mentions comes with an “economy of means”, with beehives, spider webs, birds nests and termite mounds representing “the transformation of minimal materials into an efficient and functional configuration.  Maximizing the minimal.” (91)

The book is a no-brainer, easy to access and inspiring on multiple levels. It will not make you work but will make you think.  About design.  About inspiration.  About purpose and what he calls Attending, or “in what way do we view, process, and evaluate what is before us?” (94)  As we focus on environmental sustainability as a means and an ends, Treib’s final words perhaps gives the reason to engage in the book: “Following the directives of environmental responsibility provides only the basis for our designs; an appreciation of the austere landscape can direct its making and enrich our experience of the garden that results.” (100)

All images via Oro Editions unless otherwise noted.

Marc Treib is a professor emeritus of architecture at the University of California, Berkeley, a practicing graphic designer, and a noted historian and critic of landscape and architecture. He has been published widely on modern and historical subjects in the United States, Japan, and Scandinavia. 

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Hortum machina B

Really like this experimental project (spotted on a post on Architects Newspaper) by Interactive Architecture Lab.  Called Hortum machina, B it’s a “rolling ecological exoskeleton” in the shape of a geodesic dome, the “half garden, half machine” hybrid is able to move through the environment using plant electro-physiology to drive the machine.  The idea of plant intelligence is worthy of a much more expansive post, but the execution here is quite brilliant.

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A quick breakdown of the idea, from the Interactive Architecture Lab website:

“Electro-physiological sensing of the state of individual plants collectively and democratically controls decision-making of the orientation of the structure and its mobility. In the near future context of driverless cars, autonomous flying vehicles, and seemingly endless other forms of intelligent robotics co-habiting our built environment. Hortum machina B is a speculative urban cyber-gardener.”

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You get a feel for the scale of it here, which is part of the beauty.  The idea that these are larger than life, which gives them added presence.

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There’s some more detailed ‘making of’ description, which delves into the prototyping, and further exploring the engineering and programming.

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The controls are programmed using  Arduino, a scalable and programmable platform for hardware and software to make interactive objects.  Click on the screen capture below, and you can see the communication of ‘getting messages’ from the plant things like temperature, vibrations, humidity, lighting – and then being able to use that ‘intelligence’ for driving actions.

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All Images above are credited to Interactive Architecture Lab – and accessed direct from their website or from the Architects Newspaper post.  Also, check out this video with it in action – more videos on their Vimeo page and website as well.

Hortum machina, B from Interactive Architecture Lab on Vimeo.

PA35: Going Live

I was really excited to receive the latest version of  Pamphlet Architecture, published by Princeton Architectural Press.  While I’ve not seen all of them, i do have at least a dozen, and they offer focused snapshots of theory and practice both as well as a longitudinal section of though spanning decades.  My first experience was PA15: War and Architecture featuring Lebbeus Woods, which i picked up as an undergrad and was blown away.  I’ve since picked up issues sporadically, including the great PA21: Situation Normal featuring the work of Lewis.Tsrumaki.Lewis (1998), PA23: Sites of Trauma with Johanna Saleh Dickson (2002),  PA28: Augmented Landscapes by Smout Allen (2007), and PA30: Coupling featuring work and thoughts by InfraNet Lab and Lateral Office (2011).

The most recent version, PA35: Going Live: From States to Systems, was published earlier in November, edited by Pierre Bélanger and featuring work from his design research arm opsys.

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I thought Bélanger’s  essay ‘Synthetic Surfaces’ in the Landscape Urbanism Reader, was interesting, and was interested to see the work as well from he and others around this topic.  For starters, some context, via the blurb snipped below on Amazon:

“”If landscape is more than milieu or environment, and encompasses a deterritorialized world, then it is the contested territory, hidden actor, and secret agent of the twentieth century. Stemming from the early work of some of the most influential landscape urbanists–Frank Lloyd Wright, Ludwig Hilberseimer, Benton MacKaye, Patrick Geddes–this mini manifesto explores underdeveloped patterns and unfinished processes of urbanization at the precise moment when environmentalism began to fail and ecology emerged between the 1970s and 80s. Informed by systems thinking from the modern atomic age, this slim silver pamphlet takes inspiration from Howard T. Odum’s big green book A Tropical Rain Forest and brings alive the voices of a group of influential thinkers to exhume a body of ideas buried in the fallout of the explosion of digitalism, urbanism and deconstructivism during the early 1990s. Catalyzed by Chernobyl’s nuclear reactor meltdown, a counter-modernity and neo-urbanism emerged from the fall of the Berlin wall and the end of South African Apartheid. What happened during this concentrated era and area of change–across design, from architecture to planning–is nothing short of revolutionary.” 

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The opening essays start provide some more context, and the crux is really what is said about the timing of the emergence of ecology in the 70s and 80s and how this is now fully integrated, after almost 50 years, into practice.  I do want to find a copy of Odum’s ‘A Tropical Rain Forest‘ after reading the introductory info – perhaps the biggest gem this small volume offers.

Readers should be warned, this is not a trifle, but a dense exploration with a number of unexplained references and jargon – the kind of stuff that makes people roll their eyes and dismiss academic posturing as oh so much BS.  Frankly the intro is probably one of the most annoying passages I’ve read in a while and the first sections were equally obtuse.  It evens out a bit as you continue, but coupled with way too small text and only black and white imagery, it’s a bit of a slog.  As in not enjoyable to read or engage in.

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So if you’re still with me – check out the diagrams, and maybe read a section or two.  When you get into them, are quite beautiful and the text has value – exploring some of the themes of landscape and infrastructure from Keller Easterling and Sanford Kwinter.  Go to well lit room, with a magnifying glass and a lot of coffee and have fun.

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I was initially put off by the reliance on only black and white imagery, as it seems anachronistic, more of a trope than a reason for its use in this particularly context.  But they work and the idea of communication that transcends color – in these densely packed montages attempt to communicate a ton of info – sometimes it works, sometimes it doesn’t.  Probably the best part of this volume – sometimes it’s amazing and you find yourself staring at a page for way too long.  If they were 2x as big it’d be even better.

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So as far as the takeaway for he at this point, I’m really intrigued by the graphics, and some of the experimentation.  While i was initially put off by the black at white imagery, as i mentioned, but after looking at it multiple times, and viewing digital images, it does have a quality that perhaps obscured by our typical splashes of color.

Even as a pamphlet – the writings, well, I feel would have benefited greatly from a tougher editor that reined in some of the language and obscure references.  I’ve read enough academic and dense writings that i can muddle through the most difficult, so  I definitely don’t need my hand held. But there were so many opportunities to add one small explanation of a concept, rather than just leave the reader hanging, or googling, to understand some obscure reference or word choice.  Belanger’s other writings didn’t seem so hard to parse.  This was exhausting.

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If you read it let me know what you thing.  Got some ideas or thoughts.  Let me know.

Block’Hood

An interesting link via the A/N Blog on a game development from the Plethora Project called Block’Hood.  Taking a cue from SimCity, this game explores simulation at a bit finer grain.  From their site:

“Block’hood is a neighborhood-building simulator that celebrates the diversity and experimentation of cities. You will have full access to 90+ building blocks to combine and create unique neighborhoods, and discover the hidden inhabitants of each combination. The game will embark in a story of ecology, understanding how resources are needed to unlock new configurations and allow prosperous neighborhoods. You will need to avoid the decay of your city block by making sure each unit doesn’t run out of resources.”

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As seen from the images, a modular system of building and site elements can be arrayed in a variety of configurations.  Rather than just compositional, the inputs and outputs of each must be in alignment to create good relationships, as well as avoid negative interactions.

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The complexity offers a glimpse into the delicate balance of urban ecology and systems in terms of optimization of resources… making it part ecology, part building systems science.  As noted on the site: “Each Block you create has Inputs and Outputs. For Example, a tree might need water to create oxygen, and a shop might need consumers to create money. By understanding how each block is dependent on other blocks, you can create a productive network. Make sure to optimize your production and generate abundant resources. The game has 20+ resources that are specific to every block, so the amount of relations are enormous!”
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Once in motion, the interplay between blocks starts to create synergies or begin to decay, so fine-tuning iterations and removing blocks before they create a chain reaction that influences the rest of the City.  The scalability of the system lends itself to small experimentation and different game play modes allow for free play (Sandbox) or more structured challenges and puzzles.

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While any game or simulation is a necessary abstraction of the true complexity of interactions, I’m struck by the simplicity of design with a lot of hidden web of interactions, plus the aesthetics of the game are engaging.  I am looking forward to giving it a go and seeing how it works in action. Early access is available on Steam, and you can find out more info via this video:

Block’Hood Early Access Trailer from jomasan on Vimeo.

images via Block’Hood and A/N Blog

Sensing Water

A cool use of art to activate some overpasses in San Jose, California by Seattle based artist Dan Corson.  The first is called ‘Sensing WATER‘ which projects lighting on the underpass based on weather conditions.  From the site:

Sensing WATER is a weather-responding and interactive artwork utilizing light and paint to define a major downtown gateway in San Jose CA. The project is composed of 2 elements, the massive painted sloped wall that abstractly references flowing water, and the overhead evening lighting that illuminates with rippling patterns of light the underpass of I-87. The project uses real-time NOAA weather data to compose different patterns of light on the ceiling. (e.g.: 0-5mph winds vs thunderstorms). The projected light maintains a similar palate to the painted sloped wall, yet becomes dynamic depending on the weather.

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The use of real time sensing to activate the space, which sits atop the Guadalupe River.  Corson was “… curious to link both the awareness of water issues to the new focus of the high tech industry through the use of dynamic illumination.”

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Another take on the underpass is ‘Sensing YOU‘,  which is more interactive, allowing users to control the patterns with an app/game from their cellphones.  The goal in this case, like above, is also to “link technology and nature in this urban landscape sitting over the Guadalupe River- at the heart of Silicon Valley.”  Some more info:

“Sensing YOU is an interactive artwork utilizing light and paint to define a major downtown gateway in San Jose CA. The installation is defined by over 1000 painted circles and 81 individually controlled illuminated rings that play a variety of patterns and low-resolution mapped video over the ceiling surface of the I-87 highway underpass. The patterns are activated by pedestrians and bicyclists moving through the space- setting off pre-programmed sequences.”

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All images from www.dancorson.com

Treescrapers

A recent post from CityLab delves into an on-going.  Entitled ‘Are ‘Treescrapers the Future of Dense Urban Living?’, explores the concept beyond the fantastical and thinks about this type of work in terms of reality and the more pragamatic elements.  Weird Dune references about Passive House designers (?) aside, having some critical evaluation the points that were brought up by the architect in the story are valid.

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Tour des Cèdres, Lausanne, Switzerland. (Boeri Studio) – via CItyLab

I do think that the focus of the comments maybe relied a bit too much on the particular type of work (i.e. hyper efficient building envelope).  If you see everything through the lens of Passive House, and energy envelopes and embodied energy for structural upgrades, you may miss the trees and the forest.

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Bosco Verticale – via CityLab

Admittedly, I am both a supporter and critic of the idea, which I’ve been referring to as Vegitecture (not Treescraping, for hopefully obvious reasons) for some time now.  Beyond being an aesthetic choice which has strong biophilic connections, there’s ecological and even, yes, energy considerations with integrating vegetation into buildings.  It’s definitely a key strategy for a less building centric idea of passive heating and cooling, which has to me has always included vegetation surrounding structures as part of the equation – using evergreen vegetation to block colder winter winds and shade for cooling and deciduous to provide summer shading and opening up during winter for additional heating/sun after leaf drop.  That diagram I think i first say in first year intro to landscape architecture.

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Of course everything comes at a cost, so an accounting of cost to benefit is necessary, but that cost also much include other items in the ledger, like health benefits of access to nature, additional passive cooling and heating benefits that could be integrated with exterior and interior system integration.  The opportunity is to make these projects work and think of new ways to better integrate them into the buildings in artful and functional ways.

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One Central Park, by Jean Nouvel with Patrick Blanc (Sydney, Australia)

I’ve discussed typologies before, and it’s interesting to see the evolution of the types, from building integrated living walls above, to terrace planters, roofs decks, more traditional green roofs, and much more.  The possibilities in photoshop, alas, are endless.  But in reality, there are some additional considerations, all of which should be taken into account.  Some more images of green on buildings – nothing new here on this blog.  More at the original post on CityLab as well

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Vijayawada Garden Tower, by Penda Architecture and Design (Vijayawada, India)
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The Diamond Lotus, by Vo Trong Nghia Architects (Ho Chi Minh City)

And these definitely trend towards the fantastic, which is part of the reconciliation between what can actually work and what looks cool in a rendering.  So, yes, that involves messy practicalities the additional structural loading, and how to incorporate thermal breaks, and many others like how to maintain vegetation, how to irrigation, issues of wind uplift, leaf litter, structural capacity, and many more.  Great discussions, and necessary ones, as we grow and evolve the concept.

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Asian Cairns, by Vincent Callebaut (Shenzhen)

 

Game/Landscape

I’ve mentioned a few times on Twitter, I have had an on-going interest in game design as a medium, but also in relation to the potential synergistic overlaps between the technology/techniques with landscape architecture and urbanism practice.  The most obvious connection has to do with visual representation, as the ability to create engaging site and building environments is clearly , but there are some interesting opportunities for educational tools, user experience, ecological and urban modeling, scenario building, and iterative design.

ORIGINS

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Growing up with gaming, a trio of interactions early in college defined the concept and hooked me into the potential in an interesting way – even 20+ years ago.  The first was a game my sister and i were obsessed with, Myst.  Building on the word-based computer games from the 80’s like Adventureland and Pirate Adventure, Myst came out in 1991 and provided a graphical environment (that at the time was incredible) along with a mystery and things that needed to be observed and unlocked.

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The interactivity and lack of linear timeline, which included puzzles and problem solving was great for some obsessive teens, but showed that games didn’t have to be either violent or proscriptive.  The follow-up Riven in 1997 had better graphics and another story.

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The second was for a urban planning class, we were giving a quarter long Sim City game simulation and discussed progress in class, as a way to explore ideas.  Those of the certain age will appreciate the 2D top down version of Sim City, as we were doing this initially in 1993:

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The scenarios allowed us to employ principles of urban simulation, think through the concepts, and then starting the clock and see how things evolved, or more likely devolved.  To use this for class was transformative. The graphics have come a long way, indeed, since then, as this recent Sim City graphic below shows, with the more prototypical 3D Axonometric we think of with the game.

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The technology seems akin now to some of the less game and more GIS specific tools for scenario-building in programs like ESRI’s City Engine (more on that that and GeoDesign here).  On the flip side of the Sim City was geeky kid favorite Doom, the immersive and ultraviolent 3D game that literally and figuratively blew away gamers at the time.

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In addition to an addictive, networked game play, there was an added feature of a back end tool to create worlds Doom Builder – which paired a bit of Dungeons and Dragons graph paper mapping with rudimentary 3D graphic world creation. The difference of course is, once done with the creation, you could play your creation.

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THE SOPHISTICATED BEAUTY OF GAMES

It’s easy to dismiss gaming as a medium for geek culture with little relevance to the lofty ambitions of the architecture/urbanism endeavor.  But there’s a lot more to it that shooting thing and bloddy violence.  As shown above, there’s potential for wonder and problem solving, urban planning education, world building, and yes, lots of bloody violence.  Guess it’s a good metaphor for life, right?

But, the ubiquity and size of gaming culture goes beyond a few teen to twenty-somethings playing violent FPS games. The size of the industry is worth billions. And that revenue is diverse.  The demographic for the prototypical first person shooter is probably more focused, but there are men & women, young and old, across races that participate in some what in gaming culture.

The few recent games that have blown me away recently provide some context.  First, the simplicity and beauty of Monument Valley – as probably first seen on House of Cards, which in addition to fictional presidents, appeals to designers and architects (especially those with a fondness for Escher), with atmospheric graphics and more literally puzzles to solve.  The games are challenging enough to engage but not so hard as to frustrate.  It’s a lot of magic.

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Shifting gears to more modern FPS games, one of the first games i discovered in recent years was Bioshock Infinite, a much hyped and controversial game that wove through a fictional universe of a floating city of Columbia on a quest of sorts.  Atmospheric and with a great, detailed backstory, the legend that the game exists within is compelling.  The graphics complements the narrative with quasi-realism and a fuzzy, dream like quality.

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The predecessor Bioshock also had an amazingly creative environment, which in converse to Columbia City was the underwater city of Rapture lending to a more moody and claustrophobic emotional state.

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Both of the Bioshock games are, as well, incredibly violent, which takes away somewhat from the exploration and appreciation of scenery, but makes for some excitement.

A beautiful game in terms of the subtle environment is the graphic but non-shooting murder mystery, The Vanishing of Ethan Carter.  The player wanders through a landscape and abandoned town to find clues and unlock the secret of what happened.  It’s emotional and you feel it, the scenery and soundscape lending to the drama.

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As images, these don’t do justice to the feeling you get from these environments, which have subtle motion and great mixing of ambient sounds.  For anyone new or interested in gaming, who wants to experience what a well crafted, non-shooter, modern game can be, this would be a good one. I included a video so you can see the experience:

For me it’s not a stretch to jump from these narrative stories to having the ability to explore a project site or potential design.  I see the above image of the rail tracks, and immediately it evokes a simulation of exploring the High Line, both before and after construction. And not just exploring, but interacting, seeing motion and complexity.  With simple visual cues This game evokes that feeling.

Finally, a more recent game released in installments is Life is Strange, which follows a third person graphic adventure of a teenage girl in an odd Oregon town. She is able to unlock events by rewinding time, which allows you to make different decisions and see how that impacts outcomes.

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Check out here for more on the plotline, but the graphics again reinforce the mood.  It also offers a slighly different game interaction, with a sketchy white line graphic that appears when something is of note either on the object or as subtle cues.  I also love in this case there’s a proto-realism – it’s got a tinge of cartoon to it, but is also brilliant at capturing mood and the mundane.

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The sophistication of these games in terms of environments, aesthetics, and narrative draw you in.  There’s not a feeling of immersion, although i’d love to see some of the graphics in a VR rig, but your are 100% immersed in both the story, and, when it doesn’t get in the way, the graphical interface, also known as the HUD, or human user interface.  It’s a big deal, this interface, and millions have probably been spent on making it seamless.  While specialized controls and rigs are used, they are available to a few.  For most, there’s simple touch or mouse input, whereas the line between the user and environment is very distinct.

A game, of course, is a constructed world with a narrative already baked in.  And there are likely many more examples out there that make the point that games can be both defined broadly and offer a very close connection to the world building of landscape architecture and urbanism.  While it’s possible to offer free movement and discovery in these games, in the end there’s a series of tasks, events, actions required to move from start to finish.  It’d be a dull game indeed where you just walked around in an environment with no purpose.

That said, the approach may be different, and the way the environments are used may also vary, but the fact is that these games give visual examples  1) constructed worlds, 2) the ability to freely explore these worlds, 3) animated objects that also exist in these worlds, and 4) a measure of emotion and mood that is derived from real environments and landscapes.  In this way, they become similar to visualization in a design medium.  Thinking of this less as a narrative

TOOLS

There are many tools out there focused on game development, all of which blend tools for creating environments, coding behaviors, and developing user interface.  The one I’ve spent the most amount of time working with is Unreal Engine, which is amazingly, now a free to use suite of tools (with a royalty structure set up to capture revenue). An example of the tool in an architectural setting, is the Unreal Paris, a video tour that came out a year ago, showing a highly photorealistic scene done in Unreal Engine, which shows the level of detail that is typically available in static rendering now being employed in a space that is both fully 3d and fully interactive.

It’s a bigger stretch to expand this beyond the enclosed architectural space, and delve into the landscape. The complexity of materials and motions in the entire apartment is probably less than a single tree, thus, to me, this is the holy grail.  The seemingly large gap between architectural rendering and landscape is immense. However, this is changing.  To see the potential of the technology, Epic Games did a very impressive video on their ‘Kite Demo’ seen below.

It’s a really nice animation, akin to a Pixar movie, with some stunning visuals. The part that’s not evident is that this environment is a fully realized world, which you could right now, dive into and be able to explore every square inch, through multiple platforms from game systems and virtual reality rigs.  The concept that it’s not just a static,  linear progression, but an actual, virtual world, is the wow moment.  Because, as a landscape, while not perfect, it’s head and shoulders about anything i’ve seen in 3D landscape architectural visualization.  The level of detail and size of this world gives you a taste of the potential for landscape to be transformed by these tools.

While the demo itself is impressive, if you want to dig into the specifics, there’s a longer demo from GDC 2015 that goes in-depth in some of the technology uses to create the demo assets and put them all together.  It’s geeky, it’s technical, and it’s amazing.

As shown, there’s a strong visual component to this type of work that fits nicely into landscape architecture production, but it’s interesting to think of some uses that expand the notion and potential for exploration and movement.  The potential for specificity, as you see with the second more detailed video, isn’t relegated to a generic library of materials, but can be augmented with a range of scanning and capture tools, such as detailed photogrammetry that yields highly realistic assets.

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There’s a healthy competition between game engines, with Unity competing with Unreal Engine for pros and amateurs alike, with companies adapting or creating their own engines to fit, and a range of other free and adaptable tools based on what you like and your goals.  As i mentioned, i spent time with Unreal Engine mostly, but all of them have pros and cons (in terms of horsepower, learning curves, etc) – and technology is vital to this as i found out, as i could do some basic world creation and programming, but soon found my older desktop puttering with the high graphic demands.  Be forewarned, this doesn’t just open up on your current machine and go, there’s potentially an investment of time (in training) and resources (in techology) to fully unlock the potential.

The beauty of all of these systems (which are all similar in features with some variations) isn’t just the end result.  The high graphic quality and immersive end result that is nimble enough to run in real time is seen in the game examples above.  The tools are very sophisticated, with the ability to import and manipulate 3d assets from other worlds, create new assets, locate and building ‘levels’ in game parlance.  With libraries of elements and compatibility with other programs like Maya, Mudbox, etc. (SketchUp is pretty tough to get to work though).

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The back-end is where there’s a lot of beauty, with the scripting language and programming adding the dimension of interactivity to the environments.  As you see below, the Unreal Engine uses a feature called Blueprint, which is a scripting environment that is based on automation of the C++ code, and is useful for non-programmers to be able to literally connect the dots on to create triggers, interactions, events, and other ‘life’ to the scenes.  At a simplest level, you can take an object and give it action, such as the ability to turn on a light when a character gets within a certain distance, or to trigger sounds, or have other character’s act.  Any action can be scripted in a non-linear, interactive way to create sophisticated environments.

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And the specific elements for rigging characters, which can be added as main characters, either people that you can interact with, or imbuing more lively entourage into a scene.

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Admittedly there’s some lag in the quality of these, as we’re far from life-life, but they are much improved.  Call it more Pixar than reality but with a lot of interesting gestures, facial controls, and the ability for lifelike actions.

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In relation to landscape, another worth discussing is Speedtree, who creates cross platform vegetation for gaming as well as film (hell, they just won an Oscar!).  The tools allow customization of every aspect of trees, both in off the shelf libraries (which i’ve used) and a custom editor to create any type of vegetation (which I haven’t used, but is compelling).  Gone are the days of cartoony vegetation, and the sophistication of the algorithms allow these to render in high quality and even incorporate wind, lead drop, and more w/o draining graphic resources (as also discussed above in the Unreal GDC video), something that high poly count vegetation seems to persistently be problematic.

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Jumping out a scale to the overall terrain, the ability to create specific context is key to creation of these realistic environments.  One that i used a bit is World Machine, a  terrain modelling program that allows you to import topography from existing digital elevation models (DEMs) as well as to create custom features, and integrate geologic phenomena such as slides, erosion from wind and water, and other features.

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These help by providing distant terrain that interacts with the other more close up assets along with sophisticated ‘level of detail’ or LOD settings that provide realistic close up information, including motion, then slowly stepping down resolution in levels, as the view gets further away. The addition of atmosphere and really amazing lighting tools, adds to the perspective focusing and gives depth as well as life to scenes.  This allows for efficient use of computing resources to but the action where its most needed.  The results are simple but stunning.

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Another one i that i learned about more recently is Lumion, which we use at my office.  I’ve seen some of the renderings but haven’t dove into using it myself, but it seems to integrate with much of what other game engines do, and perhaps more seamlessly.  It is based on game engine technology, but has the added advantage of being focused on architectural visualization with tools to integrate directly with industry standard Revit.

A short video shows how it works.

And some of the results:

FINAL THOUGHTS

So as you seen, even in this short snapshot, there are a ton of resources, and many more i don’t know about of haven’t covered. This brain dump of a lot of ideas that definitely could use more exploration, but i wanted to close out the thought by giving some context on why i think all this, geekery aside, matters.  The takeaway is that there is a ton of potential to disrupt and expand practice, if we can expand methods of visualization and adopt some of these techniques.  On that note, a few thoughts that are worth further exploration:

  1. Immersive technology, utilizing controller and VR rigs to allow clients and users to experience the design in a number of ways, while also allowing designers opportunities to fine-tune spatial relationships and test environments.
  2. Rules based ecological scenarios, which allow for natural processes (vegetative colonization, competition, dispersal) that provides simulations of open-ended landscape concepts.
  3. Topical games to create better understanding of system interactions and engage larger populations, such as stormwater, infrastructure, climate change.

Have thoughts and other examples and stories, or know of folks in the industry working and using these tools?  Let me know.