The ubiquitous white box gallery is an attempt to construct a valueless neutral space that has become an internalized universal cliché that says “art.” The Storefront for Art and Architecture was designed by Steven Holl and Vito Acconci to be a space physically open to the city and the street that would fight back against to the usual sealed and closed world of the art gallery. But a new exhibition at The Storefront, titled Closed Worlds, takes on the architectural, design, and engineering of closed systems. It creates an exhibit that is itself a closed world of multiple closed worlds. One enters directly off the Kenmare Street sidewalk and enters a space that is expansive and claustrophobic at the same time. Its creator and curator Lydia Kallipoliti, along with an impressive research group that includes exhibit designer Natasha Jen from Pentagram, have created an exhibition that highlights 41 historical prototypes of closed worlds and weaves their integration into the reality of today’s daily life. In fact, despite the open façade of the Storefront, the exhibition is almost claustrophobic. Take, for example, the 1976 New Alchemy Institute's “Ark for Cape Cod.” Fearing an imminent ecological collapse and famine due to run away capitalism, the group designed an interior environment to support a small colony of people. Its design, once only seen in journals like the Whole Earth catalogue, can now be found in quiet, rural Northern California, Vermont, and the survivalist compounds in Eastern Oregon. The exhibition also features Some World Games, a virtual reality ecosystem by Farzin Farzin that serves as a contemporary 42nd prototype. The project was selected as the winner of Storefront’s Closed Worlds Competition. Closed Worlds is one of the most thoughtful and challenging exhibitions in recent memory of the Storefront and worth leaving the sidewalk. It closes on April 9.
Posts tagged with "Virtual Reality":
This year's 50th Super Bowl could be extra special to those who can somehow get their hands on Microsoft's HoloLens. Though not yet available to the public, the tech giant has unveiled an NFL-based concept that would bring the players and the stadium into your living and even onto your coffee table. The technology would work through gestures, similar to Microsoft's Kinect for Xbox. In the video below, users can be seen bringing up player stats, holograms of the actual stadium including relevant information like weather (forecasts and current), and attendance. https://www.youtube.com/watch?v=oKqzeoMCU0c The 3-D virtual reality engine will enable players to appear as if they are coming through walls and allow for the football field to be beamed onto a coffee table. Even though Microsoft debuted its concept last year, the idea does sadly remain in concept form. Virtual reality, however, is nothing new to the architecture profession. Last year AN reported that Tsoi/Kobus & Associates was using the Oculus Rift system to place clients into computer generated 3D renderings. The software was used to deliver a more immersive feel of what the future space might look like. In practice, clients can walk round virtual buildings using Revizto, a cloud system, which architects can invite their clients to use. That said, progress with the technology remains slow as according to Luis Cetrangolo, the architect responsible for implementing the idea, users have begun to feel dizzy after just five minutes of usage.
This Boston architecture firm believes virtual reality could create a revolution in architectural rendering and model making
Showing off buildings may be a task that is no longer constrained to simple two dimensional paper or the slick rendering. Virtual Reality is quickly approaching mainstream and architecture firm Tsoi/Kobus & Associates is already taking advantage of the emerging technology. The Cambridge, MA–based practice is implementing software used by virtual reality games to place clients into computer generated 3D renderings in order to deliver a more immersive feel of what the future space might look like. In practice, clients can walk round virtual buildings using Revizto, a cloud system, which architects can invite their clients to use. The experience is made possible thanks to a pair of Oculus virtual reality goggles which allow the user to interact with his or her virtual surroundings in real time as well as providing a first-person view.
"All of this can be done before a contract for a building is even awarded and could eliminate the need for creating life-size physical mock-ups out of plywood—making the whole process much more efficient," the Boston Globe's Katie Johnston wrote about the still-in-development concept. One would have to speculate, however, on how much time it would take to fully mock-up a CG building compared to making a 3D model or rendering. It's likely only a matter of time before new architectural rendering software that speeds up the process catches up with the technology. Luis Cetrangolo, the architect responsible for implementing the idea, told Johnston that the experience could become dizzying after about five minutes, and so far only one client has been subjected to the software.
The planned giant Ferris wheel in Staten Island—one of kookier of the Bloomberg-era megaprojects—is apparently still happening. Eavesdrop always thought the step-Borough deserved more than a tourist trap wheel and a giant outlet mall, but hey, apparently Amanda Burden thought differently. According to the Associated Press, New York Wheel CEO Rich Marin said the project will include a thrill ride that will “simulate a ride in a subway car.” Here’s a better idea: buy a MetroCard.
Miles Kemp, the brains behind a new virtual-reality visualization software for architects, has been around architects and builders for as long as he can remember. The son of a contractor, Kemp took his first job with an architect at the age of 14. By age 21, he was on a team at SOM. Kemp eventually made his way to SCI-Arc, where he completed an M.Arch2 in 2006 with a thesis on robotics. Since then, Kemp, the founder and president of Variate Labs, has worked on over 100 interactive media projects. “I’ve always been into this idea of user-experience design, of being able to create almost like a conversation between people and the built environment,” Kemp said. Kemp’s latest venture is Spacemaker VR, software that allows architects to share virtual reality models with clients and other designers. The program exports 3D design files from a variety of formats (including .osg, .dae, .wrl, and .3ds) into walk-through models for viewing on a head-mounted display or two-dimensional screen. Users can simultaneously project the same view in mono or stereo to multiple displays, and control movements through the virtual space using a keyboard or mouse. Real-time snapshots and videos captured while in the virtual model can be saved for later viewing. According to Kemp, Spacemaker VR has the potential to change the way architects work in two crucial ways. “First and foremost, it is a one-of-a-kind presentation tool, so that designers can communicate with other people in a better way,” Kemp said. In addition, by allowing architects to experience the spaces they create early on in the design process, Spacemaker VR encourages experimentation and risk-taking. “Architects can really push the limits of their imagination earlier in the process without risk,” Kemp said. “It’s easier to design insane things and test them earlier in the process.” The current version of Spacemaker VR is a “base model” Kemp explained, focused on visualization. “For now what we’re trying to do is get a simple product out that has really easy-to-use features so that people without a technical background can use it.” Kemp and his colleagues at Digital Physical, the company behind Spacemaker VR, are working on features that allow architects to design in real time from within their virtual spaces. Digital Physical is currently fundraising for Spacemaker VR on Kickstarter. The campaign ends this Saturday, December 14.