Elevator rides may offer an uplifting experience in the literal sense, but while they are indispensable in modern buildings, users face extremely compact spaces which are designed to fit effectively into buildings. Awkward looks at the floor or past other people’s faces reveal our discomfort with the elevator’s crowded anonymity. Couldn’t a more spatial experience lead to a more exciting journey? Flat screens and projections are starting to be included in elevators, but these are just the beginning of a revolution in the atmospheres created during vertical transportation.
As we know, architects are inveterate travelers. They like to see, understand, and capture the details of their favorite works. For this reason, at ArchDaily we believe that every architect should carry a 360-degree camera with them to capture and share their experiences across the world. Below are five reasons why.
Some unbuilt designs—the hopes they reveal and the reasons they stayed unbuilt—tell a powerful story. So it is with the home Frank Lloyd Wright designed for Marilyn Monroe and Arthur Miller. Or perhaps it’s what we think we know about Marilyn that makes it so poignant?
The last house designed by Frank Lloyd Wright was never built, with its plans being delivered to the client just days after Wright’s funeral. But the realization of his vision is tantalizingly possible, as those plans, and the parcel of land it was designed for, are still held by the same family—and are for sale, along with the adjoining plot and an existing Wright house.
Experience the Case Study House in virtual reality, and find out more about the features of the design, courtesy of Archilogic.
This article was originally published on Autodesk's Redshift publication as "Starbucks Japan Pursues a Local Flair Through Design in BIM and VR."
The Bailey house—one of Richard Neutra’s four Case Study designs for Arts & Architecture—forms one of five Bluff houses, standing high above the ocean. The brief was to create a low-budget home for a young family, with just two bedrooms, but offering the possibility of expansion as time went by (which did in fact transpire; additional Neutra-designed wings were later built).
In most architecture projects, the input of the end user of the space is an important consideration; but what if those users are no longer living? Memorial architecture for the dead is a uniquely emotional type of design and often reveals much about a certain culture or group of people. Especially in the case of ancient tombs, archaeologists can learn about past societies’ customs and beliefs by examining their burial spaces. The personal nature of funerary spaces and monuments conveys a sense of importance and gravity to viewers and visitors, even centuries after the memorials were created.
The interplay of tantalizing eroticism continues within Christian Grey’s luxury tower in the recently-released film sequel, Fifty Shades Darker. In the first film, Grey’s plush apartment played an integral role in undressing the personas of Anastasia Steele, who liberates herself from her chaste existence, and Christian, who exposes the seething and fiery carnal desires and fetishism behind his glorified masculine beauty, charm, and appearance.
An upcoming app, named Walkabout Worlds, is hoping to drastically simplify the process of creating a 3D model of existing spaces. Designed as both a tool for turning 360 photographs into 3D models and for creating photographic 3D walkthroughs for VR viewing, the app has turned heads for its demonstration that a 360 photograph can be converted into a rough, simple 3D model in as little as a minute by selecting key points in the image such as the corners of the room, as shown in the video below.
With 360 camera technology, the ability to transport people into a space through film has become all the more immersive. Viewers are able to turn the viewport in every direction to see the whole scene, or even to put on a headset for a more natural way of viewing a scene. Of course, this has important implications for viewing architecture, which many believe has become too image based, and therefore two-dimensional. 360 videos leave no corners conveniently hidden, as a traditional video or image would, perhaps providing a fuller picture of a place - could this perhaps open up a more human-scale understanding of space?
For years people have presaged the game-changing aspects of Virtual Reality in the field of architecture. Head-mounted displays like Oculus Rift, Hololens and others can trick your body and mind into thinking you are somewhere else--standing on the edge of a cliff, riding a rollercoaster, or walking around a building you haven't constructed yet.
This article was originally published by Autodesk's Redshift publication as "Life on Mars? Architects Lead the Way to Designing for Mars With Virtual Reality."
The Star Wars universe contains some impressive buildings. However, in the original trilogy, it's actually the Millennium Falcon, Han Solo's non-descript yet highly tuned ship, that provides the most important architectural setting for the story's events, acting as the de facto base for our heroes' scheming. While it's certainly not the largest or most complex floor plan in the universe, the interior of the Millennium Falcon is intriguing for the way it resolves the ship's circular shape.
In designing his (unbuilt) house for the Arts & Architecture Case Study program, Whitney Smith, like Richard Neutra, prioritized the connection to outdoor space. His motivation, however, was more specific than a desire to extend the living area of a small house. Rather, he wanted to create a highly personal space, geared to the passion of his hypothetical client. Seeing conventional plans as a straitjacket for residents who craved appropriate working space within their home (be it a sewing studio or a photography darkroom), he aspired to fit this house to the needs of a keen horticulturist.
If you’ve heard of Second Life, the 2000s-era web-based online world with millions of loyal “residents” who populated it with personal avatars, you’re likely to think it has become irrelevant or obsolete. But at the peak of its popularity, the site received a lot of attention for providing users with a potentially dangerous escape from reality—one so powerful that it was not unheard of to leave real jobs, friends, and families for those found within the site.
Of the four homes designed by Richard Neutra for the Case Study Houses program, post-war thought experiments commissioned by Arts & Architecture, only one was ever realized. In the imaginary village of the program's many unbuilt homes, next to #6, the Omega house, stands #13, named Alpha. Archilogic’s 3D model gives us a unique chance to experience this innovative concept home.