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Abstract
From a broad spectrum of definitions about virtual architecture, digital
architecture, cyber-architecture it is briefly expounded some positions we assume
in this matter. The architecture developed in a virtual environment, digital space,
integrated to a multiple communication media could favor to the expression of
an imagination liberated from the characteristic restrictions of the material
(tectonic). In this sense the traditional meaning of the word architecture is
expanding to include the configuration of this architecture defined by Lissizky as
Immaterial Material and by Novak as Liquid Architecture in Cyberspace
(Novak, 1994).
Simultaneously, the development reached in multimedia proposes us a
modification in the teaching-learning methodology. Besides the traditional media
it is demanded from us a revision of educational material and consider the
convenience to integrate to multimedia. As expressed by A. Machado (2004)
one of the most important role of art in a technocratic society, far from being
enslaved by a standardized way to communicate, is to re-invent the way to
appropriate a technology in permanent mutation and continuous re-addressing.
In this work it is adopted the concept of multimedia as a capacity to integrate the
technology and the creative invention in a same environment as a way of
communication allowing the interaction with the different available resources. It
is developed in the final project Workshop Assisted by Computer, xxxxx
xxxxxx xxxxxxxxxx where digital techniques in the creative stage with a
particular approach are integrated. Differentiates two stages: the conception and
the materialization or architectonic design considered separately in concept as
well as in procedure. (Combes, 2004).
In the frame of the main objective to structure a new learning environment for
the teaching of architecture in virtual environments, this work fulfills the
particular objective of integrating and combining typical codes of
communication with digital resources developed in a stage of project process.
Among the antecedents it can be mentioned the experiences that arise from the
necessity to diversify and make flexible the teaching-learning formal processes
like the ones proposed by the New Learning Environment (Ferreiro Gravi,
2000), and described in previous articles: Images for the architectonic
imagination (xxxxx, xxxxxxxxxx, 2003),Multimedia for the Architectonic
Imagination (xxxxx, xxxxxx, 2004) and Architecture, Visualization through
origami 3D and real time rendering engines (xxxxx, xxxxxx, 2005).
Presentation of the aim of the project. Proposal of the theme and of the idea.
From the birth of an idea produced in an unknown environment intangible it
progresses towards the objective tangible supported by different techniques,
simulating and approaching to the physical world. The gestation-evolution cycle
of the architectonic idea starts deepening gradually and recurrently through
definitions that communicate the impressions in the following sequences:
-. Definition of the first impression. Trace record left in the mind by the
creative act.
-. Definition that transmits the essence of the conceived idea; accurate
delimitation of the impression left by the conception of the object.
It is a conceptual cycle deprived of the material, of the known, where recurrently
is fenced and delimited the essence what makes the idea, and the intentions are
proposed.
Presentation of the architectonic idea. In this cycle of the creative process the
evolution of the idea is presented until reaching an architectonic pre-figuration. It
comprises the whole process recorded in each sequence and the presentation-
communication of the idea is carried out developing the following sequences:
-. Design and presentation of the idea.
-. Communication of the idea.
The presentation performed deals only with the creative stage not including the
design or the architectonic description because this latter requires a different
procedure frame that is still being elaborated and tested.
From the diverse existing programs for this purpose it is suggested the use of
some more appropriate ones, for example to represent the first ideas: Sketchup,
Gifanimator, Animov09; for graphic design: CorelDraw, PhotoPaint, Photoshop;
for presentation: Powerpoint, Flash or images visualizers or other video and
sound editors: Easy video Splitter, Videowav.
Once the idea was defined and transmitted the choice of what and how, the
objective and purpose of the expression-representation cycle is to advance
towards a gradual materialization of the created object. For this it is useful the
use of digital techniques due to their speed on 3D visualization. However, it is
important to consider that some CAAD (Computer-aided architectural design)
programs present representation difficulties in the relation graphic and
linguistics. So, it is required a full knowledge of the relation to representation
scales and the internal structure of the elements that makes the represented object
in order to best take advantage of CAD systems potentialities. The programs
suggested in this cycle are: for vectorial drawing Autocad, for render and
animation 3DStudio, for setting Bryce, for communication can be the same as the
first cycle. Another aspect to take into account when choosing a digital
environment is the compatibility among programs to export as well as to import
files.
Model using fixed images. They are shots generated through computers. The
well known disadvantage is that there is no interaction with the user, the realism
level is limited to two dimensions and the visual sense is the only one stimulated.
Model using VRML (Virtual Reality Modeling Language) format. This gives
to the user the possibility to explore a virtual environment using a navigation
console. However, in general, the modest capacity of the graphic engine used
lower the number of pictures per second that are shown on the screen
consequently losing realism. In order to maintain the pictures per second needed
the models are limited in size and details restricting its application to volumetric
models.
An alternative to the previously mentioned methods are the real time rendering
engines. Thanks to the capacities of computers at present and using 3D graphic
engine such as the ones in 3D games or specialized companies (that applies
texture and calculate shade of dozen of millions of polygons), the spectator can
explore his environment very easily and with great realism. And also actual time
can be varied, for example weather conditions and time of the day.
Through the use of net connection that these programs allows it is possible that
two or more people from different physical places see the same virtual scenario
and through an incorporated chat discuss about the model they are watching.
Another interesting point is the incorporation of sound with which realism can be
increased and simulate certain conditions.
5 Conclusion
In order to have a better understanding of the creative process in a virtual
environment it was presented in the most possible orderly and simplest way but
at the moment of the development and application it is inevitable the chaos
produced by the what and the how to represent the idea, what means,
techniques express each students idea best. This is caused, for one hand by the
apparently disorder character and complex of events in the creative act that has a
high level of abstraction, vagueness and uncertainty, and on the other it is still an
experimental method. What is important is to start fencing, defining and
recording the most representative idea of the project purpose.
References:
Combes L. (2004). Concepcin y Diseo, Arquitectura y diseo (pp.1-12).
Tucumn, Argentina: Universidad Nacional de Tucumn, FAU - LSD.
Ferreiro Gravi R. (2000). Nuevos Ambientes de Aprendizaje, Revista Input, 21,
pp. 72-74
Machado A. (2004).Repensando a Flusser y las imgenes tcnicas. Critica, 5.
Retrieved May 4, 2004 from the Arteuna data base.
Morin E. (1998). Introduccin al pensamiento complejo, El diseo y el designio
complejos (pp 58-62). Barcelona: editorial Gedisa.
Novak M. (1994), Cyberspace: First steps. In M. Benedikt (Ed.), Liquid
Architecture in Cyberspace (pp. 262). Cambridge: The MIT Press.