These are some amazing illustrations from Artist Matthew Rangel, that remind me both of old school map/diagrams from the 1800s, and the Taking Measures James Corner’s Map Landscapes. While much of the graphic conventions seem to hover around exploded axonometrics and collage photoshop, the ability of these sketchy images to depict landscapes in map and diagram offers inspiration for displaying complex systems.
“His digital and analogical prints communicate his thoughtful explorations of mountainous territories made through cross-country hikes, interviews and pictures. Rangel’s works reveal how human beings shape and experience landscape, showing the contrast between the segmentation of a territory in different properties and its natural features.
The practice also reflects on different ages in the relationship between art and landscape, from romanticism to land art. Rangel’s production mixes traditional cartographic features, mostly sections and plans, with annotations, photographs and other drawings to produce narrative-rich and multilayered documents.”
It’s been unseasonably cold this winter (in Pacific Northwest terms at least), and while my friends to the south in Portland dig out of their recent snowstorm, locally, there are some benefits, such as the amazing phenomenon of ice circles. Captured by local photographer Kaylyn Messer, from North Bend, Washington,this one is a short distance away from Seattle, I’m hoping it stays cold through the weekend to venture out and see this in person.
“Ice Circles, or ice disks, are a natural phenomena where a thin layer of ice spins on top of flowing water. I heard through a Facebook post about an ice circle spinning on the Middle Fork Snoqualmie River close to where I live so I decided to check it out. I drove along the NF-5600 road peering over each bridge. I was elated to see that the circle was still intact and spinning. I spent the afternoon watching the slow rotations and listening to the murmurs of the ice. A few notches of ice were broken from the nearly perfect circle.”
A video as well to give you a true feel for this interesting phenomenon.
Excited to see the announcement of a new global design ideas competition from LA+ Journal, entitled Imagination.
“Paradisiacal, utopian, dystopian, heterotopian – islands hold an especially enigmatic and beguiling place in our geographical imagination. Existing in juxtaposition to what’s around them, islands are figures of otherness and difference. Differentiated from their contexts and as much myth as reality, islands have their own rules, their own stories, their own characters, their own ecologies, and their own forms.”
This design ideas competition asks you to create a new island. You can locate it anywhere in the world, program it any way you want, and give it any form you can imagine. The jury consists of Richard Weller, James Corner, Marion Weiss, Matthew Gandy, Javier Arpa and Mark Kingwell, and prize pool is $10,000 plus feature publication in the special issue of LA+.
“Lost Man Creek is a miniature forest. But rather than growing naturally and of its own accord, this undulating landscape populated by some 4,000 Dawn Redwoods is a recreation. Artist Spencer Finch partnered with the Save the Redwoods League to identify a 790-acre section of the protected Redwood National Park in California. Significantly scaling down the topography and tree canopy heights, he reimagined this corner of the California forest for MetroTech at a 1:100 scale. While the original trees range from 98 to 380 feet – taller than the buildings that surround the plaza – the trees in the installation are just one to four feet in height.”
images from Public Art Fund, photos by Timothy Schenck
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.
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)
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?
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)
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.
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)
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)
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)
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.
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.
“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.”
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.
There’s some more detailed ‘making of’ description, which delves into the prototyping, and further exploring the engineering and programming.
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.
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.”
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.
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!”
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.
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:
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.
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.”
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.”
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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).
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.
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.
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.
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.
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.
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.
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:
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:
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.
Rules based ecological scenarios, which allow for natural processes (vegetative colonization, competition, dispersal) that provides simulations of open-ended landscape concepts.
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.
Azure Magazine shows off some ideas from Toronto-based Lateral Office on the concept of camp (outdoor, not kitsch) as part of the Chicago Architecture Biennial. Through simple model, diagram and illustration (which are fabulously monochromatic, btw) they outline a proposal of modern outdoor [not necessarily recreational] living.
A short description:
“Co-founders Mason White and Lola Sheppard considered architecture at its most basic form – in the wild – to dream up Make Camp, a series of five concepts responding to the particulars of varied terrains. Installed at the Chicago Cultural Center as scale models on a 3.6-by-4.3-metre landform, they display modern ideas for campsites. Ideas presented include zero-footprint, suspended tenting; a high-tech experience; and a completely off-grid style. Each proposal is accompanied by a user manual, which describes the recommended gear, season, territory and camper for the approach.”