November 1, 2012 - No Comments!

The Olympics are a Simulation

We've been asked by our head of year to relate our proposals for the Barbican to the London 2012 Olympics. Not being either from the UK or interested in sports (unless it has the word "electronic" in front of it), this new add on stood out to me like a florescent pink post it note on a monochrome helvetica brief. How are the London Olympics relevant to the Barbican, aside from the fact that they are both in London? After an inspiring debate on this issue with the head of year I accepted that this pink post it note was not going to go away and I would have to find a way to work around it. In fact, it might be a way to make my project stronger.

In my last tutorial with Alex and his colleague David, I was criticized for not being convincing enough that a society connected to a simulated utopia was a possible future. I realised that talking to them about gamer lifestyles, internet communities and online worlds was still very alien to pure architects. This is where the Olympics come in. In the words of our head of year: they are a phenomena that everyone has experienced. Question being, how did the majority of people experience it? Standing in the stadium or sitting in front of a screen? Is this image of the Olympics, streamed "live" on your laptop screen from some online website or on your tv screen from a sports channel, not a simulation? And is the experience of watching these not a small, virtual piece of utopia?

I do not wish to make the architecture respond to the re-experiencing of the Olympic games. That would be dooming the project to a very short life span and it would limit it from reaching the richer philosophical questions that make it a more interesting project. Rather the Olympics serve as an anchor for pulling the project back into the real. It helps demonstrate the importance of the screen in our experience of the world; the dominance of connectivity to a network that may or may not be a simulation; those feelings of loss and constriction that occur after you step out from an 8 hour online game or the Olympic show ends.

October 31, 2012 - No Comments!

Neuromancer: A Review

It wasn’t until after eleven years of thriving in the cyberpunk culture –eleven years of being jacked into the internet, networking on MUDs and chat rooms– that I decided to read the originator of its movement. Neuromancer by William Gibson can be described as a book from the future that found its way to print in 1984. Reading it in 2012 was like travelling back to the pure essence of all debates cyberpunk.

The plot is set in 2200 in a world of an online matrix and cyborgs, viewed through the eyes of a cyberspace “cowboy”, Henry Dorsett Case, who has been banned from the matrix for using it for illegal hacking. We start off seeing him mourn the loss of the matrix network. Whereas the internet was a new thing in 1984, in 2012 the pain Case goes through resonated deeply inside me. I’ve recently moved house and have not had internet for three months. Gibsons talk of “meat” and the physical constraints of the real world are not science-fiction anymore. From just the beginning of the commercialization of the internet Gibson managed to extrapolate a future human experience that is now very real to the present connected self.

Neuromancer talks of artificial intelligence, the perception of the real, what it is to be human, machine, AI, the limits of the human body and the vastness of the human mind. Philosophies of Ghost in a Shell, The Matrix, Blade Runner, 2001: A Space Odyssey, Deus Ex all weave themselves together into a tight network of understanding. There were various scenes where Case would talk to an AI in the matrix. In a whip of irony, the AI would often be more metacognitive than the human.

The world is essential in the presentation of these topics and the architecture in Neuromancer alone deserves an essay of its own to give it justice: from the intricacies of a virtual dimension, designing for impossible perspectives and the personality and storytelling qualities of the architecture. There is one recurring image that was particularly striking and that is of the hive. Compared to a wasp nest, tightly packed with larvae, Gibson shows us the architecture of a city that has grown into itself. Secluded in their riches, they live in their own realities, preserving their bodies and multiplying their data.

Having been to various digital expos and computer-related events, the hive felt like a very morbid version of reality. The dream (and sometimes lifestyle) of having a self-sustaining body as your mind wanders the extremities of cyberspace is held by one too many acquaintances including, I must admit, my past teenage self. The hive hit home what might actually become of us should we lose touch with our bodies and with reality. Maybe cutting off on facebook and fanatic videogaming doesn’t seem like a bad idea.

As time moves on, it feels like Neuromancer has not lost but gained in relevancy to our present lifestyle. It is a classic eye opener into our culture and humanity that should be read by all willing to learn about our role in a technological world.

October 22, 2012 - No Comments!

Utopia and other Science Fictions

Between scenes of rogue AIs and distopian futures, we are given a brief to design a housing complex for the Barbican in London.

Instantly I am brought to Margaret Wertheim's: "It is just this excluded but irrefutable 'I' that cyberspace seems to provide a home for." The concept that architecure is a slave to our human needs was theorised by Futurists in the sense that they are machines for living. Reading through "The Virtual Dimension" it came to my attention that this concept had evolved to: The architectue is a slave to our human needs. Cyberspace is a slave to our cultural and spiritual needs.

Ironically so, cyberspace has nothing "mystical" about it. Everything that occurs in a computer can be traced down or deduced to the programming code. Sure enough, the resulting behaviour may be more or less dense in complexity creating an illusion of real. We can that way simulate experiences that could otherwise not be encountered in the real world.

Florian Roetzer's argues that "the more uniform the world culture becomes, the more differences between us we desire to have". It is here where I say that an utopia can only exist for the individual. A person's utopia may be another persons dictatorship. In simulation is the only space where we can find utopia.

October 20, 2012 - No Comments!

The Mother Project

 

 

Cities have often been compared with living organisms. [...] However, we would do well to remember that the city does not actually heal or regenerate itself; it relies on the eactive agents (people, policy-makers) within that organism to provoke change.
- London (Re)Generation
David Littlefield

Julie Sumner can be described as a strong woman with a tender care for helpless creatures, weather plants, the elderly or children. She was a member of the maternity committee, making sure mothers and their babies would be treated well during childbirth, and when the olympics knocked on her allotment door, she was the first to stand up for the community.

She described the allotments as a space where her daughter could paint her imagination. She often tells stories of how her daughter learned how to ride her bike there, play with other kids and plant her own vegetables and flowers.

The olympics pulled out her allotment and with it the growing relationship with her only daughter. They destroyed the community and polluted the soil.

Then Julie decided to do something. In the quiet after the storm, she decides to start regenerating a better future for her daughter and she does that in the way she knows best: planting and nurturing.

Using the soil-healing properties of thistle, Julie and her daughter leave fields of legacy; the interior of their vessel a collage of mother-daughter memories. As they brush through the olympic park, planting and growing their relationship, they begin to paint the imagination back into the Lea Valley.

September 7, 2012 - No Comments!

Memento Vita: The Final Thoughts

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The project essentially started with this: an architectural detail at the Barbican. A circle cast in the concrete especially for the fire hose. Ironic how a building set for a utopian future decided to encase its technology in stone. It really made me wonder: if technology is altering the way we live, what say does it have over our architecture?

To help answer that question I looked at the industry that is pushing our spatial relationships with technology the furthest: videogames. It is an industry that has boomed through the credit crunch and moved $68 billion in 2012. There are 10 million "hardcore" gamers in the UK who with every game bring a bit of what they've learned into the real world. With dreams of headsets being left in the 90s and holodecks emerging in patents, videogames are becoming spatial not just in the virtual but in the real. The epitome can be found in the world of e-sports.

I created a video to better explain this concept. The audio and first image is accredited to Michael Highland. E-sports footage accredited to Fnatic. Animations, renders and video/sound editing made by me.

There are many concepts of game theory that I was very excited about implementing. Flow, Magic Circles, the Lusory Attitude, Emergence all weaved together into an architectural response for an event and residence space.

There are various things I have learned about architecture's relationship with technology. First of all that while technology does change our relationship with space, architecture is often too slow to keep up. We therefore cannot create architecture for future technologies, just for future human and social relationships. Architecture is about creating meaning and volumes for meaningful experiences to occur in.

June 11, 2012 - No Comments!

The Dartford Culmination

May 20, 2012 - No Comments!

Cybernetic Reality

January 21, 2011 - No Comments!

Take Apart a Building Project