WA/SA
Working 9-5, at...
[waldrip architects/ s.a.] [architecture- los angeles]
Alberti, Sandro Development of a ZMG-axis; 16 June, 2002 [text17]
‘WA/SA’, ‘Aloha8’, and ‘Working 9 to 5, at...’
[While I work on the never-ending evaluation of Disneyland’s New California, I leave you this first step towards a virtual reality for Guadalajara; fresh from my first 2-day workshop ‘in-town’. You may always find updates to this topic at www.fen-om3.com/zmg] There are several ‘key’ reasons why one should not recreate physical reality in a virtual context: 1. The most basic: a physical reality already exists; it would seem to be a waste of time to create another one (of course, there are legitimate ‘modifications’ to this theme, primarily due to some type of ‘augmentation’: a recreated reality, for example, might allow one to visit certain places that are otherwise inaccessible (due to schedule, expense, physical limitations, etc.). However, such improvements are simply partial aspects of what could be a richer, more complex experience (quite different, in the end, from the ‘original’ physical reality). 2. Different fundamental laws rule the physical and virtual contexts. In the physical realm, there is a uni-directional gravitational attraction towards the core of planet Earth, material properties are practically unchangeable or very slow to change (such as the way in which a solid ice cube becomes liquid water in an almost imperceptible manner; of course, I refer here to ‘everyday’/ ‘objective’ changes, beyond direct/ authored changes), and rules are generally stable and understood/ expected. On the contrary, in a virtual reality there is no underlying gravity, sunlight, or electromagnetism, and objects are not fixed (they can change suddenly or continuously, from solid to transparent, from one color or shape to another, etc.) and the only ‘objective’/ stable elements are those determined by the creators of such realities. 3. Data and hyper-links. Apart from the augmented re-presentation of a physical presence, a virtual reality always forms part of a network of computers and databases (particularly if linked to the WWW). It would be ineffective (limited/ simple-minded) to focus only on the representation of the physical world, when such richness of datainformation can also be diffused (for example, in a virtual reality, a statue of the Roman goddess Minerva could appear as such, with its ‘physical’ stone body and helmet and shield, etc.; this, in order to enable users to experience spatial orientation and positioning within a certain plaza in Guadalajara; however, such a a virtual monument could also be employed to diffuse numerous data, such as its history, physical proportions, exact world location, socio-cultural meaning, etc.).
are fictions of fen-om: [www.fen-om.com]
X-Worlds.
Output from Sculptor, at the ETH, Zurich.
VRML landscape object.
Time-Space Annotations.