Pixelspaces at Ars Electronica 2001 was dedicated generally to know-how
in the area
of computer-interactive art as applied to the design of spaces in which
to experience
virtual reality (VR). Pixelspaces 2002, in turn, casts a more tightly
focused light on
this domain. The 2002 Pixelspaces symposium theme, which constitutes the
segment
binding together the fields of architecture, game development and augmented
reality
(AR), focuses attention within the spectrum of the conceptualization and
design
of environments whereby, in the broadest sense, interaction as the guiding
principle
and ultimate aim lies at the basis of its methodology. The point of departure
of these
considerations and extrapolations with respect to operating procedures
widely
shared by practitioners is the elaboration of possibilities and examplesin
particular,
those provided by exhibition architecturesof an intertwining and
blending of the
three fields.
Even as architecture and game development have heretofore come up with
parallel
procedures for the solution of their respective specific problems, the
recent recognition
of parallels among the tasks and issues themselvesprimarily those
having
to do with crowd management as well as the narrative structure of the
context of utilization
and functionis yet another factor that makes interdisciplinary approaches
even more urgently necessary.
It is above all so-called experience architectures that borrow elements
from the narrative
structure of games and share with them psychological aspects like motivation,
role definition and attraction. Game designers, in turn, utilize the knowledge
of architects
when, for example, the task at hand is a matter of implementing creative
as
well as realistic spatial concepts, a prerequisite of which is, as a rule,
education in
a particular field.
Neither is the principle of interaction restricted to integration of the
new media.
Roughly speaking, it effectively manifests itself both in a mode of behavior
(characterized
by conventions and prior experience) toward a door (and its technical
properties
and function as a swinging or automatic sliding door) or when confronted
by
particular spatial dimensions (the connotations of which lie somewhere
on a spectrum
between intimate and public), as well as in the context of a semantically
overdone
environment expanded into the realm of virtuality. Whether in the case
of a game
or in the case of a real constructed architecture, interaction is thus
alwaysthough,
of course, differentiated as to degreeso interconnected to the environment
that the
form in which it physically manifests itself is for the most part based
upon it. (If a public
building is to be used by a large number of people, wide doors are necessary;
a
Quest-based game necessitates strongly structured, physical environments,
etc.)
It can be seen that the primary difference is in the ergonomics (ease
in figuring it
out/user-friendliness) and predictability (semantic reliability) of the
functional entities
they have in common. (A door in a real space as a rule conforms to the
dictates of
its inherent functionnamely, linking two spaces to each other; in
a game, however,
this convention is not binding, but merely statistically probable. For
example, in this
case an unreal surprise like a waterfall can be lurking behind a door,
whereas in the
other case this is improbable.)
Beyond interdisciplinary approaches, the availability of interdisciplinary
technologies
like AR constitutes only one close commonality between architecture and
game design,
whereby their methodologically overlapping aspects do indeed give rise
to reciprocities,
but also, and above all, to expectations of consequences with respect
to both
form and function for (more conservative) architecture. And even if this
only means
getting architects to think more topologically and relativistically in
the future.
After all, the implementation of AR applications in real space is not
just a matter of
expanding the context of their function and interaction (making it more
comprehensible
and transparent); rather, even if the current technological state-of-the-art
does not
yet permit a complete erasure of the boundary between VR architecture
and constructed
architecture, then the objective should at least be to make the transition
as
fluid as possible. Whereas for instance, in a public building, a real,
unclosed door
merely allows a user of the building to conclude that a publicly relevant
space lies
behind it, its functionthat of a waiting room, for exampleas
well as the current
situation within it could be made known to potential users via AR in the
form of information
on the number of people presently waiting inside it.
Whereas level or map designers, like architects, generate (virtual) interactive
spaces,
mixed reality implements (new) rules for playing the game in a real setting.
A citys
traffic grid can thus become a Pacman level.
From this perspective, architecture could define itself even in the absence
of that which
is builtto wit situationally, as, for example, when the waiting
room can be de-localized
and experienced as a situation of people waiting their turn, and the time
in it can
be spent in activities that are interactively animated by a virtual inventory.
The symposium thus investigates those nexuses at which these fields intersect,
and
whereevidently independently of one anotherthe same implementation
methodologies
have developed. In the creation of interactionfrom storybook to
environment,
from architectonic concept to reconstructed space, from the implementation
to the
transplantationthe artistic know-how of interactive art will most
certainly play a major
role once again.
Translated from the German by Mel Greenwald
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