Extended Architecture

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Ext ended A r c hit ec t ur e

Analysis of [X]R environments within architecture and space. How can [X]R fit into architecture to build immersive spaces? Arik Spaulding

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Book 2

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11.7.21


Index 3

Synopsis

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Research Questions, Key Words

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Literature Review

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Case Study #1: 4th Wall AR APP

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Case Study #2: teamLab Valley of Flowers and People Lost, Immersed and Reborn

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Analysis and Proposed Methods

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Thesis Proposal

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Bibliography

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Synopsis Within architecture a focus has remained on the physical forms that we occupy or that surround us. As technology has progressed our way of viewing the world has also begun to shift. However, this can’t be said for how architects are currently utilizing the digital content their firms create. Full scaled buildings are designed digitally to include materials, sun path and day lighting patterns. They even create interactive models for users to experience before occupancy. The Digital twin of a building is then widely under utilized, once construction is finished it lays dormant on the cloud. This project looks to investigate ways of incorporating [X]R technology through the field of Architecture. By creating a blended reality experience for users within public spaces. Utilizing current technologies to support and measure the user experience and the impact that digital environments could have on the public. We have seen digital environments interacting within the real world in movies. Most often it is futuristic utopia or dystopia environment. Where digital content is thrown at the face of the main character as the walk through the streets like scenes in “Blade Runner”. Or like in another popular movie “Ready Player One” where the citizens stand around outside waiting for a bus with a VR headset on. Its movies like this that make me question how virtual place making would exist within public spaces and architecture? Technology has already started to encroach into the public realm with autonomous cars. It has been in our hands for years in the form of our cellular devices. While [X]R I currently used mostly within the gaming and industrial industries. The opportunities for our environments to become digital immersive experiences has never been as possible as it is right now.

“Technology is a vocabulary and a language in which you can say many things.”- Santiago Calatrava

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RESEARCH QUESTIONS How can extended reality be used to advance the world of architecture through the method of “Space Making”? 2. How can the digital twin of built buildings be reused as a resource once construction has finished? 3. What social or political effects would the wide adoption of [X]R into public spaces have on society? 4. What problems does architecture and [X]R currently face? 1.

KEY WORDS • • • •

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Space Making: Carving space out of a form or combining forms to create a sense of place that users can occupy or experience. Virtual Place Making: The act of designing computer generated spaces that can be experienced and occupied through extended reality technologies. Meta-Verse: Virtual landscape space in which users can interact with a computergenerated environment and other users. [X]R Extended Reality: Combination of Physical and virtual spaces that enable users to feel immersed in an altered environment utilizing technology from AR, VR, MR and or Haptic feedback. Tactical Immersive urbanism: “Tactical Urbanism is all about action. Also known as DIY Urbanism, Planning-by-Doing, Urban Acupuncture, or Urban Proto-typing, this approach refers to a city, organizational, and/or citizen-led approach to neighborhood building using short-term, low-cost, and scalable interventions to catalyze long-term change.” Immersive Spaces: Immersive spaces are physical and digital environments where the occupant feel emotionally or physically detached from the real world and associate with the alternative surrounding space. Digital Urbanism: Communities created within digital spaces. Public Space: As defined in the book “How to study public life”: by Jan Gehl and Birgitte Svarre. “Public Space is under stood as streets, alleys, buildings squares, bollards: everything that can be considered part of the built environment.” Public Life: “Everything that takes place between buildings, World Building: Haptic Feedback: Simulate physical forms through sensory simulation or recreation to s also know simulate physical forms through virtual technologies.Also know as kinetic connection. Vernacular Architecture: Related to regional architecture this methods of designing focuses on construction materials and methods that reflect a particular place, culture or community. Augmented city: Can be referred to as Augmented Urbanism is the connection or adoption of Virtual communication within existing urban life and spaces. BIM: Building Information Modeling, Extended Architecture: The production of well designed spaces where Architects create spaces with BIM forms, enabling connectivity through immersive space making and safe inhabiter environments that are responsible to the users, community, and the environment.


LITERATURE REVIEW •

1.1. Meltem Yılmaz, Fine Arts FacultyHacettepe University Ankara Turkey, Sustainable Innovation (2019) Virtual Reality as A Tool for Participatory Architectural Design, https://www.researchgate.net/publication/337334259_ Virtual_Reality_As_A_Tool_For_Participatory_Architectural_Design. This paper explores the use of reality-shaping technologies in relation to the field of architecture. It proposes several questions and gives many definitions to help understand the field of immersive technologies. Through the research done by Emre Dedekargınoğlu (Research Assistant) and Meltem Yılmaz (Professor) from Hacettepe University, they conclude with predictions of specific uses that will aid in the implementation and wider adoption of [X]R technologies within Architecture practice for both the designer and the end-users. Most of the data collected are for the assistance in developing a built environment as opposed to after an environment has been built and what happens with BIM software once the project is completed. This is a good base of information to look at how XR tech is currently fitting into the world of architectural practice.

1.2. Juan Manuel Davila Delgado, Lukumon Oyedele, Peter Demian, Thomas Beach, (2020) A research agenda for augmented and virtual reality in architecture, engineering and construction, Advanced Engineering Informatics, Volume 45, 101122, ISSN 1474-0346, https://doi.org/10.1016/j.aei.2020.101122. (https://www.sciencedirect.com/ science/article/pii/S1474034620300914). Throughout this paper, multiple examples are given of how practitioners and professionals managed to test and experiment through their practice different ways of utilizing VR, AR, and MR in the world of architecture engineering and construction (often referred to as AEC). Many charts and diagrams are used to aid in illustrating the accumulated data from the varying field. It gives recommendations for successful implementation as well as a roadmap for those researching a variety of topics surrounding architecture and immersive technologies. However, it also demonstrates how the resources of VR, AR, or MR aren’t fully adopted into the industry.

1.3. Jürgen Zimmermann (Jun 22, 2020), World building is fun. You should try it. https://medium.com/swlh/youshould-build-your-own-world-heres-why-8356ce661fad. This article encourages readers to use their imagination and creativity to invent or reimaging “worlds” for their own inhabitants or the occupation of things small and unseen. It helps guide readers to start creating for themselves an environment of their own where they determine the physical or non-physical limitations. The entire article is centered around the ability for individual investigation and exploration. It gives 5 reasons why we should world build. As well as what you might consider having in a world to help the reader expand on the thought. It also gives ideas and information on how to continue world-building through other forms of media. All of this is helpful to guide users to create their own space. This Could be a formula for allowing XR users to engage with building their own worlds in architecture.

1.4. Kathy Battista First published: 02 April 2021 The White Cube, Publisher Architectural Design https:// onlinelibrary-wiley-com.ezproxy1.lib.asu.edu/doi/epdf/10.1002/ad.2699. “As every architect, builder or gallerist knows, space can never be controlled and is always subject to change.” This reading looks at art and architecture as they relate to virtual reality. It discusses artist approaches and concepts that address social issues through digital work that anchors the users in white boxes. Installations that focus on the overwhelming nature of social media have on us utilize digital content to drive the message home. It calls to surface the issues with International Modernism and its utopian ideals. “Architects propose built worlds, but it is the people within them that determine how the space is used.” The virtual works are what allow the white spaces to come to life as people and the objects interacting in the cube are what make the space. “What does The White Cube’s space offer as a potential world? It renders a Utopian space where anything is possible, yet it alludes to the violence of technology as an inherent problem of virtual reality: what are the ethics of virtual rea.

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1.5 Eckardt, F.D. (2018). From augmented urbanism to urban hacking. This paper helps to define the methods that would be useful for connecting [X]R to the community through forms of tactical urbanism. It outlines useful terms and examples for urban hacking for the overlay of technical information onto public forms. It refers to the “Augmented City” and how the use of the information collected and used would help to reshape and or create new geographies due to the increased information exchange. 1.6 Virtual Place-making - The re-discovery of architectural,places through augmented play, A playful emergence between the real and unreal, by Mohammad Qabshoqa1, University of Lincoln, mqabshoqa@lincoln.ac.uk” This paper introduces the concept of Virtual Place-making through Urban Gamification for architects and designers as a potential application and approach in architecture and urban design. This introduction will be achieved through introducing Augmented Play and Urban Gamification; identifying the urban gamification components based on the game Pokémon Go; exploring the effect of augmented reality games on the experience of architectural and urban spaces; identifying the role of augmented urban gamification in rediscovering cities and redefining architectural spaces. Finally, an investigation of the existing literature concerning making places is combined with the understanding of the impact of digital technologies to construct an understanding of the concept of Virtual Place-making.” A research agenda for augmented and virtual reality in architecture, engineering and construction, by Juan Manuel Davila Delgadoa, , Lukumon Oyedelea, , Peter Demianc, Thomas Beachb, Big Data Enterprise and Artificial Intelligence Laboratory, University of West of England Bristol, UK , School of Engineering, Cardiff University, UK, School of Architecture, Building and Civil Engineering, Loughborough University, UK. This study was performed with professional architects to determine the usability and potential opportunities for future growth or development for architecture within the increasingly broadening fields that surround [X]R technology. 54 experts were used with 34 organizations within varied industries and academia.” Based on the data collected from the workshops, six AR and VR use-cases were defined: stakeholder engagement, design support, design review, construction support, operations and management support, and training.” this work offers helpful ways for architects to adopt forms of this relatively new technology into the office environment. While for research purposes this work gives a “road map” to guide research efforts. The diagrams and charts within this work would be helpful visual aids. Worldbuilding in Science Fiction, Foresight and Design, Leah Zaidi, Independent Scholar, Canad, DOI:10.6531/ JFS.201906_23(4).0003


CASE STUDY #1 The Artist Nancy Baker Cahill is an American new media artist , her educational background is from Williams College,where she graduated with a B.A. with Honors in Art. Currently working out of in Los Angeles, California. She is known for work that “examines power, selfhood, and embodied consciousness” at the intersection of fine art, social justice, and emerging technologies such as virtual reality and augmented reality.”

Nancy Baker Cahill’s AR App 4th Wall Nancy Baker Cahill’s AR app 4th Wall Merges conventional art forms like hand drawing and new media art to place digital Forms in the hands of spectators. Where they can choose to place her work in real world places using an AR app. She is an American new media artist based in Los Angeles, California. She is known for work that “examines power, selfhood, and embodied consciousness” at the intersection of fine art, social justice, and emerging technologies such as virtual reality and augmented reality.

“Maybe the body is the only question an answer can’t extinguish.”-Ocean Vuong,

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Through her earlier work with veterans and working thought trauma. An exploration into seeking meaning-full connections between viewers of her work. Nancy started drawing digitately and showing her work through VR headsets. Some responses were good and some were less enthusiastic. Some even physically responded natively by getting sick. All this was useful information as it pointed out that VR is much more of a singular experience. (At the time of this experiment an within the context of how it was being used, VR has recently become more inclusive in some applications) Once offered the opportunity to work in AR, her work now was able to leave the constraints of her studio and the VR headset. This work allows for the inclusivity for story telling by allowing others to interpret and reinvent the digital work as they interjected this media into their lives. As mentioned in her 2018 Ted Talk on Augmented Reality (AR) as an Artist’s Tool for Equity and Access. Individuals overlaid her work (that start out as drawings and paintings) into a wide variety of places. From a NY City train, to the beaches, and even looking through the US Mexico boarder. Each one creating a new story that augments the users environment. Triggering imagination and exploration into the world. Allowing for her drawings to be “stood in moved though” with this exploration the work created an empathic experience. the work had continued to be manipulated and placed in new locations as it expands the narrative of the work and the people tactically placing them within the landscape. This statement from Jan Gehhl and Brigitte Svarres where they point out the fluidity of spaces over time. and this is where i believe that [X]R can be used as a toll to allow for users to connect, influence and take ownership of public space. “Public life changes constantly in the course of a day, week, or month, and over the years. In addition, design, gender, age, financial resources, culture and many other factors determine how we use or do not use public space. There are many excellent reasons why it is difficult to in-corporate the diverse nature of public life into architecture and urban planning. Nonetheless, it is essential if we are to create worthy surroundings for the billions of people who daily make their way between buildings in cities around the world.” - Jan Gehl, and Birgitte Svarre. How to Study Public Life. Island Press, 2013. By extending the physical and rigidity of architecture to a fluid and inter-changeable experience, Architects can begin to affect and be a useful tool in an era of social media, social change, climate change and miss information.

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Valley of Flowers and People: Lost, Immersed and Reborn teamLab, 2020, Interactive Digital Installation, Endless, Sound: Hideaki Takahashi

CASE STUDY #2 The Artist “An international art collective, an interdisciplinary group of various specialists such as artists, programmers, engineers, CG animators, mathematicians and architects whose collaborative practice seeks to navigate the confluence of art, science, technology, and the natural world. teamLab aims to explore the relationship between the self and the world and new perceptions through art.”

teamLab: SuperNature The Venetian Macao Macao “teamLab SuperNature is an extremely complex, three-dimensional interactive space with varying elevations that spans 5,000 square meters and is comprised of enormous 8-meter-tall works by art collective teamLab. It is a “body immersive” art space centered around a group of artworks that aim to explore new perceptions of the world and the continuity between humans and nature. People immerse their bodies in massive art with others, influencing and becoming one with the art. Through the experience of transcending the boundaries between the body and the artwork, people redefine their perception of the boundaries between the self and the world, and thereby recognize the continuity between humans and the world. Immerse the body in a complex, three-dimensional world, create a world with others, and become one with that world.”

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The work Valley of Flowers and People: Lost, Immersed and Reborn. is a fully immersive experience. Viewers walk through spaces where the walls floors and ceilings are covered in both new blooming flowers as well as decaying flowers. the cycle continues continually. the work utilizes a computer program that renders the work in real time as people occupy and wonder through that space. without the viewer the space wouldn’t be full of flowers that bud, blossom, then eventually die and decay. It is an experience that cant be replicated as the sequence is random and therefor an individual encounter with the work based off of the viewers location in the environment. This exhibit both combines nature and technology to deliver a message to the occupance about our true inability to grasp all of nature. when they walk through the space the flowers they tough on the walls of floors loose there pedals and begin to fall apart and fade away. As this exhibit is explored the visual response impacts the inhabitance by completely immersing them in an overwhelming space that wouldn’t be possible to experience without technology. The tall physical walls are transformed only when light is projected onto them. Dark ceilings make it almost feel like it is some astral plain in space. Mirrored surfaces add to the maze like feel that the space embodies as it shifts and

Valley of Flowers and People: Lost, Immersed and Reborn teamLab, 2020, Interactive Digital Installation, Endless, Sound: Hideaki Takahashi

changes. This work by teamLab is comparable to the experiences that are fully digital immersive media (like that of VR) as they transport those who walk through them have little outside context. What is different about this work then that of Case study #1 (Which uses AR) is that this work doesn’t require a viewing device to participate within the space as its projected on all the walls. This allows for the environment to be a shared experience with others participating with thee same surroundings.

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ANALYSIS What is Extended Architecture? The production of well designed spaces where Architects create spaces with BIM forms, enabling connectivity through immersive space making and safe inhabiter environments that are responsible to the users, community, and the environment. There are two major ways for architects to design for Extended Architecture. Physical-Extended Architecture, would be an extension of the real world built forms that would enable those built environments to foster virtual environments from within. In conjunction to the physical space the user is occupying, this would most often use AR, or MR technologies to engage the physical space with a digital twin that allows for better impassivity. While Digital-Extended Architecture, would be used to immerse the user in the Virtual and immersive world from within a digital twin of an architectural form without them needing to physically be present. VR AR or MR would all be able to help to create a all encapsulating experience into this form of space making. Who is Extending Architecture and why? As the integration of technology into our lives advances. Opportunities for connection from within urban spaces to support a wider range of cultural and social integration. This can be viewed as a form of Tactical Urbanism, as this gives communities or individuals the power to change there spaces and activate a location beyond its physical limitations. Architects have a responsibility to design solutions that help to protect the health, safety, and welfare of the community and the people that use or interact with their designed spaces.

PROPOSED METHODS 1. 2. 3. 4. 5.

Reusing existing digital documentation and BIM modeling so XR tech can engage with the user. Individuals can adapt the digital content to engage the physical world. Using information gathered from the users allows for better design development. Haptic’s to facilitate a more immersive experience. This application enhances the physical world with digital elements of the users choosing.

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AIA FRAMEWORK FOR DESIGN EXCELLENCE Architect’s call to protect the health, safety, and welfare of the public has a new and broader meaning amid challenges such as increasing climate extremes and social inequity. Architects everywhere must recognize that our profession can harness the power of design to contribute to solutions addressing the most significant needs of our time. Every project can be used as a platform for addressing big problems and providing creative solutions. Every line drawn should be a source of good in the world. The Framework for Design Excellence represents the defining principles of good design in the 21st century. Comprised of 10 principles and accompanied by searching questions, the Framework seeks to inform progress toward a zero carbon, equitable, resilient, and healthy built environment. These are to be thoughtfully considered by designer and client at the initiation of every project and incorporated into the work as appropriate to the project scope. The framework is intended to be accessible and relevant for every architect, every client, and every project, regardless of size, typology, or aspiration. The Framework for Design Excellence challenges architects with a vision of what the profession strives to achieve, the toolkit provides practical resources to help all architects achieve the vision. AIA’s 10 principles 1. Design for integration 2. Design for equitable communities 3. Design for ecosystems 4. Design for water 5. Design for economy 6. Design for energy 7. Design for well-being 8. Design for resources 9. Design for change 10. Design for discovery

This chart works to combine AIA principles with elements and important factors to consider for space making.

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THESIS PROPOSAL FALL 2021 ”...Please look closely at real cities. While you are looking, you might as well also listen, linger and think about what you see.” - Jane Jacobs Tactile digital urbanism experiences can be used for navigation, communicate, entertain, and combined experience that will alter there perceptions of public life and what it means to be a participant in space making within public plazas and social hubs. With the use of the AIA Design Excellence criteria I will produce an independent project that uses architectural thinking to advance the world of digital urbanism as a resource for immersive space making. An extension of physical architecture forms, this exhibition will give the public spaces of Orange Square (Located within the Tempe campus of ASU) opportunities to apply digitally designed interventions onto the physical landscape. In conclusion this independent project will work to answer how [X]R technology can be leveraged to re-shape and re-purpose existing spaces through the use of under utilized BIM modeling information. Located within public spaces where users inhabit on a day to day basis. The image top image shows Orange Square as the sun is setting. The site is inactive at certain times of the day and at times during the weekends.

Image by Michael Nothum

This Second image is showing the public plaza of Orange Square with digital elements that people can interact, share experiences, alter or change this immersive world. This could be booth experiences from within an on site visit or virtually from a remote location because of the reuse of the digital twin model.

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BIBLIOGRAPHY Book • How to Study Public Life, Author: Jan Gehl, Birgitte Svarre, Publication Information: Washington, DC : Island Press. 2013, • Augmented Reality & Public Space in the 21st Century City, Published on Jun 29, 2017 by Hanna Green, https://issuu.com/hannahsegreen/docs/thesis_for_issuu • Urban Design Thinking, Kim Dovey, Publisher :Bloomsbury Academic, 2016 • Eckardt, F.D. (2018). From augmented urbanism to urban hacking. Website • Definition of immersive: https://www.merriam-webster.com/dictionary/immersive • Definition of reality: https://www.merriam-webster.com/dictionary/reality • Definition of augmented reality: https://www.dictionary.com/browse/augmented-reality • https://www.interaction-design.org/literature/topics/augmented-reality • https://www.dictionary.com/browse/virtual-reality • https://www.forbes.com/sites/quora/2018/02/02/the-difference-between-virtual-reality-augmented-realityand-mixed-reality/?sh=67460ca42d07 • Augmented reality (AR) - statistics & facts Published by Thomas Alsop: Research expert covering the global hardware industry, Mar 22, 2021 https://www.statista.com/topics/3286/augmented-reality-ar/ • Written by The Editors of Encyclopaedia Britannica, https://www.britannica.com/technology/cameraobscura-photography • History of virtual reality: Timeline , July 15th, 2020 16:13 https://www.verdict.co.uk/history-virtual-realitytimeline/ • https://www.haptic.ro/haptic-suit-first-fully-immersive-haptic-feedback-suit-virtual-reality/ • https://www.vrfocus.com/2018/01/hardlight-suit-gets-permanent-base-price-reduction-to-299-99/ • https://www.pebblestudios.co.uk/2017/08/17/when-was-virtual-reality-invented/ • https://www.aia.org/resources/6077668-framework-for-design-excellence • https://www.teamlab.art/e/macao/ Video: • Augmented Reality (AR) as an Artist’s Tool for Equity and Access | Nancy Baker Cahill | TEDxPasadena, Nov 1, 2018, https://www.youtube.com/watch?v=qomqvLGgcgs • The Rise Of Technology-Augmented Reality(AR), Virtual Reality(VR) And Mixed Reality(MR) |Simplilearn, Apr 3, 2020 https://www.youtube.com/watch?v=XLP4YTpUpBI

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Thank You

Arik Spaulding

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Book 2

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