The driving
concept behind this vision for the Starkville Mediatheque is the creation of
virtual place. What characteristics are needed within the tangible space to
allow for virtual place to form? in order to address this question a number a
derivations were created to answer questions such as: how does one inhabit
virtual space and if one can inhabit virtual space can one then dwell in
virtual space? Virtual inhabitation occurs every time a user sits behind a
screen. At that instant the mental projection of his or her self is transported
from the tangible plan into the virtual and inhabits the projections of
whatever act he or she is involved in on the other side of the screen.
Therefore one may inhabit virtual space but may one dwell in virtual space? According
to Martin Heidegger one can be sure that they dwell within a space the moment
they begin to customize that space to his or her own personal desires.
Therefore one may dwell in virtual space, because virtual customization is the
very basis for contemporary digital technology, social media for a simple
example and web-development as a more complex act of virtual space making. This
dwelling, this potent desire for individualistic projection is based largely on
one's personal perception of space,
which in turn transforms that space into a specific place within that
individuals psyche. therefore creating a space where one has the ability to
tailor aspects to their personal preference may prove to be one way of creating
virtual place, but how is this manifested in the tangible environment? What
physical space is necessary to house these interactions? In contemporary
virtual reality technology the physical space plays only its most basic
functions, shelter and security. A dark hallway will work just as successfully
as a lighted warehouse for containing the necessary equipment to transport ones
mental self into the virtual realm. This proposal for the Starkville
Mediatheque then seeks to engage the relationship between an architecturally
dynamic, tangible space and a virtual one. The recent explosion of Mixed
Reality technology makes this proposal possible. The world seen through a mixed
reality viewing device may contain as much or as little of either reality as
the developer or the user so desire. Basic computer vision algorithms employing
graphical tracking markers allow ones virtual self to be placed within virtual
space according to physical objects. These graphics became the motif for the
development of the design as a means of
encoding virtual way-finding systems within the architecture itself. As this concept began to take form it became
apparent that the entire system could work just as successfully outdoors as in,
thus creating the concept of the Landscape of Interactivity. This landscape is
based on the same fiducial motifs as the architectural elements but the increased amount of space allows for
one to engage in the act of dwelling in a way not possible indoors. Two
examples:
A child arrives at the Mediatheque
with his parents who will be attending a concert at the on-site theater. He is
brought to the children's department where he meets his friends, the children
of the other concert attendees. Each is allowed to check out a pair of glasses
and pick a book for their entertainment and education (though he is unaware of
its educational value of course). This is not a book in the traditional sense
however but rather an outline of characters and plot to be sent to the glasses
from the central computer. The children then run into the forest where they are
greeted by their virtual companions. Jack with his enormous beanstalk reaching
up past the branches. Rapunzel stares down at them from her tower window. The
stories are enacted according to the book, only the children have the ability
to become part of the story, interacting with the characters, fearfully hiding
from the antagonist and celebrating at the success of the protagonist. When the
concert is finished the parents enjoy the shade of the trees watching their
children engage in a battle with a fearsome dragon which is, of course
invisible to them.
A man is in town on business. He is
stressed because his flight was delayed forcing his meeting back to the
following day. Aware of the work awaiting him at the home office and the now
large amount of unscheduled time available he enters the Mediatheque and for a
short time wanders the grounds. A hot summer day with much more humidity that
the man feels like he can bear he seeks out a refuge from the sun. Following a
path along one of the reflecting pools he finds a place where the sun is
blocked by a large concrete plane dissecting that part of the landscape. The
air is heavy with the moisture and the smell of the Wisteria slowly devouring
the wall behind him. In this place he is content however. The man polishes his
glasses before placing them on his nose, removes his handheld device and
selects the application he found on the website for the complex. He enters a
number of variables and presses the start button. Instantly he finds himself
among his co workers back at the home office though still very conscious of the
fact that he is standing in that shade of the wall behind him, the heavy flower
sent mixed with the tepidity of the air around him, and the sound of the steady
trickle of water as it overflows its bounds to splash among the rocks at their
base.
In this way
the tangible form of the landscape and the architecture serve as a device, a
viewfinder, through which one may actually dwell within the virtual space
physically, not simply mentally.
No comments:
Post a Comment