While it is undeniable that the surrounding environment is changing due to human activity, the effects can be difficult to perceive directly, as they are often illustrated with unrelatable pictures of far-away places or overused graphics and statistics. Danish office Tideland Studio aims to change this. Through their work, they aim to bring forth a new type of sensible understanding of the changes happening around us. They work across disciplines, melding research, art, and architecture while employing the newest survey and fabrication technologies to give presence to the abstract phenomena that shape our planet. Because of their practical approach to research and the new perspectives that they open toward extreme environments affected by climate change, ArchDaily has selected Tideland Studio as one of the 2023 New Practices. The annual survey highlights emerging offices that use innovation and forward-looking processes to rethink the ways in which we practice architecture.
Augmented Reality: The Latest Architecture and News
This article is the fourth in a series focusing on the Architecture of the Metaverse. ArchDaily has collaborated with John Marx, AIA, the founding design principal and Chief Artistic Officer of Form4 Architecture, to bring you monthly articles that seek to define the Metaverse, convey the potential of this new realm as well as understand its constraints.
Of all the attributes that will define the Metaverse the single most important is that of experience. As we move more deeply into the Anthropocene Era humans seem to be shifting their interests from collecting things to collecting experiences. As the demand for experiences grows more intense and detailed, the need for content, and the clever and effective use of that content, will rise exponentially. From a more detailed perspective, the management and quality of those experiences will determine the initial success of the Metaverse. This is where the concept of a Responsive AI Concierge comes into play.
This article is the fifth in a series focusing on the Architecture of the Metaverse. ArchDaily has collaborated with John Marx, AIA, the founding design principal and Chief Artistic Officer of Form4 Architecture, to bring you monthly articles that seek to define the Metaverse, convey the potential of this new realm as well as understand its constraints.
Science fiction writers inspire us with bold and provocative visions of the future. Huxley, Orwell, Assimov, and Bradbury easily come to mind. They have imagined great advances in technology and oftentimes predicted shifts in social structure that were a result of the human need to open Pandora's Box. A large part of the charm and allure of science fiction is the bold audacity of some of these predictions. They seem to defy the laws of nature and science, and then, faster than you might have thought, the spectrum of human inventiveness makes it so.
This article is the third in a series focusing on the Architecture of the Metaverse. ArchDaily has collaborated with John Marx, AIA, the founding design principal and Chief Artistic Officer of Form4 Architecture, to bring you monthly articles that seek to define the Metaverse, convey the potential of this new realm as well as understand its constraints.
"I had lunch on the moon, took a swim in a shadowy lake on Mars, played croquet with the clouds, and chased rainbows under the sea, all in one glorious afternoon" ... how real and meaningful these experiences felt will be greatly influenced by how and where you interact with a Metaverse opening near you soon. While in a fundamental sense, the Metaverse can be seen as a series of overlapping economic intentions, there is a unique and important opportunity for architects and designers of space and place to influence the outcome of these efforts and to create a more humane and vibrant future.
10 Structural Installations by Snøhetta, MADWORKSHOP, and others at the ECC's 'Time Space Existence' Exhibition at Venice
In parallel to this year's Venice Architecture Biennale, The European Cultural Centre (ECC) presented the sixth edition of its extensive architecture exhibition titled Time Space Existence. The 2023 iteration of the group show draws attention to expressions of sustainability in its numerous forms, ranging from a focus on the environment and urban landscape to the unfolding conversations on innovation, reuse, community, and inclusion. A total of 217 projects by established participants like Snøhetta or MADWORKSHOP and emerging players such as Urban Radicals or ACTA are currently on show through the 26th of November, 2023, at Venice's Palazzo Bembo, Palazzo Mora, and Marinaressa Gardens.
In response to climate change, the installations on show investigate new technologies and construction methods that reduce energy consumption through circular design and develop innovative, organic, and recycled building materials. Participants also address social justice by presenting living solutions envisioned for displaced communities and minorities, while others examine the tensions between the built urban environment and the nature surrounding it to identify opportunities for coexistence.
On June 5, Apple launched Apple Vision Pro, a new type of spatial computer that uses augmented reality goggles to allow users to experience a blend between the digital and physical worlds. The device promises to offer its users an infinite canvas for apps, larger and more immersive than traditional displays, while allowing them to stay present and connected to others. It features visionOS, the first spatial operating system to create this new way of interacting with digital content. Previous concepts like the metaverse have promised to transform the way we experience digital worlds, with architects taking the opportunity to delve into the design of restriction-free virtual spaces. Could this new device bring new ways of experiencing three-dimensional spaces, to better integrate architecture with digital environments?
When Digital Technologies Enhance Craftsmanship: How to Build a Domed Pavilion with Augmented Reality
Can current design and manufacturing technologies be incorporated into vernacular and traditional construction techniques? On the IE University campus in Segovia, a group of researchers from IE University, Princeton University, and the University of Bergamo built an unreinforced masonry structure called innixAR that demonstrates how digital technologies can enhance craftsmanship. This pavilion explores the intersection between the latest augmented reality (AR) innovations and 4D funicular design to allow vault craftsmen to build masonry structures without the need for physical guides and costly temporary molds.
“I Believe that Architecture is Never Finished”: In Conversation with FAR, Creator of the First Generative Project for the Metaverse
The promise of the metaverse, this new type of three-dimensional and immersive digital space, is proving to become more and more appealing to architects eager to explore the new realm of virtual creations. As it currently stands, the metaverse does not have a singular definition but is composed of many narratives and explorations. This unknown land is however fruitful ground for architects, who have to opportunity to shape not only the new environment but also the experiences of future users. The SOLIDS project represents one response to these conditions. Developed by FAR, an architect and engineer working with digital environments, SOLIDS uses a generative process to design unique, metaverse-compatible buildings.
The new technologies of the digital world caused changes in architecture and urbanism. New materials, new construction techniques, and new ways of manufacturing and building have changed how we design and think about construction. Besides, these technologies reveal possibilities of interaction between society and architecture, transforming the understanding of architecture and its purpose.
“All the physical spaces that we (architects) design – buildings, interiors and cities are born as metaspaces, and we call them 3D models”. With this statement Brian Jencek, director of planning at San Francisco-based architecture firm HOK, narrows the boundaries between the current way of designing and the future of architecture in the metaverse. According to him, we are not that far from this technology, since we already use the same tools that visual designers use to create realistic environments, such as Unity, Twin motion and Blender.
Everyone’s experience of a city is unique. Whether one is visiting a place for the first time or has lived there all their life, their experiences are shaped by their personal interactions with the built environment. Buildings, landscapes, and streets come together to offer an opportunity for sensory stimulation, however, most of them are unable to provide inspiration. While a city’s infrastructure accounts for livability, equal importance isn’t given to enjoyability. Play and games embedded in the city’s fabric can help improve user engagement with urban spaces.
Imagine the daily life of an architect today. There is a demand for a new project, a blank canvas full of countless possibilities. The creative delight is about to be started. The main constraints are established: brief, analysis of the terrain and surroundings, solar orientation and prevailing winds. The first sketches are created, always combined with structural knowledge, even if basic, fundamentally determining for those who live in the gravitational acceleration of 9.807 m/s².
But what if only the brief remains among these basic premises?
The London Design Festival is an annual event that brings together designers, practitioners, retailers, and educators from across the globe. This year’s program of events, exhibitions, and installations invites creative leaders to exchange ideas and solutions for some of the most pressing issues of our time, like climate change, pollution, and resource depletion. The festival includes the Landmarks Projects. As part of this initiative, Rotterdam-based designer Sabine Marcelis has created “Swivel”, an outdoor installation in central London. Other installations like Sony Design’s “Into Sight” pavilion or Sou Fujimoto’s “Medusa” exhibition explore visual and sensorial effects through physical and virtual mediums.