museum of a rainforest. Image Courtesy of Ralph Appelbaum Associates
This article is the sixth 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.
Artificial Intelligence is at the genesis of creating fundamental changes in the way we design and construct buildings and cities. Some of these changes will be abrupt and disruptive to normative practice. Others will take more time to feel the effect of this new technology, but the change will be pervasive. When combined with the Metaverse, AI will also offer vast opportunities for the profession to expand and grow. The kinds of spaces and environments we design in the Metaverse will be, in some aspects, very different from what we currently design in the physical world alone. AI evolves every day, and we are compelled to learn while we innovate. AI has proven it is a powerful tool to assist designers and offers the potential to challenge us to alter our design process. Combining AI with narrative design is one of those challenges.
Ahmadreza Schricker is an architect whose journey was shaped by his work with Herzog & de Meuron and his time with the well-renowned OMA. His studio ASA North, is well known for its award-winning adaptive reuse of the Argo Contemporary Art Museum & Cultural Center, a former distillery that was awarded at the 2020-2022 Aga Khan cycle. It is a testament to the work ASA North does, bridging gaps between past and future, traditional and contemporary. The interview also goes beyond ASA North, looking into its sister company, ASA South. Based in the virtual world, ASA South challenges conventional boundaries and reimagines architectural practice in the digital age.
Illustrations from the Icon, where large structures provide a context for an overlapping of physical and virtual experiences. Image Courtesy of John Marx/ Form4 Architecture
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.
A look inside Plethora Project's Common'hood, an immersive multiplayer game focused on building a new community within an abandoned factory after an economic collapse. Image via Plethora Project
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.
Lo-tech Augmented Reality. Image Courtesy of James Corbett
Augmented reality (AR) software has been a common feature in professional design toolkits for a while. But the recent release of Apple’s Vision Pro glasses shows the mixed-reality wearables sector is making serious inroads in consumer markets too, as one of the world’s biggest names in consumer design and technology enters the market.
A major reason for the immense hype surrounding Apple’s foray into AR/VR hardware, however, is the decision to position it as ‘spatial computing.’ By taking the complexity of augmented reality, and using it to heighten a familiar consumer sector – personal computing – the Cupertino-based brand has simplified the whole experience, widening its understanding and appeal.
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?
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.
In Childhood’s End, Arthur C. Clarke’s mid-20th century science fiction classic, a character wonders if the flattened inhabitants experiencing a far-off planet’s tremendous gravitational force are aware of the third dimension. In recent years, this hypothetical has found parallels in our growing digital universe, where we are continually drawn to our flat screens to confirm our relevance, connect with like-minded individuals, or create dating profiles. With attention spans riveted by endless digital content, walking down the street has become a delicate dance of avoiding people staring obliviously at their phones—those who, calling to mind Ada Louise Huxtable’s famous question, “Kicked a Building Lately?,” might walk right into one.
The undisputed protagonist of the last few years has been the Metaverse. The news is already flooding the world of video games and technology. Today, architects and designers are increasingly aware of the responsibility they have in leading this construction of the virtual environment. But what is the architecture of the Metaverse, how is it designed, how is it built?
From Epic Games' Build: Architecture 2021. Image Courtesy of Zaha Hadid Architects
Epic Games operates one of the world’s largest games, Fortnite, and also develops Unreal Engine, the most advanced real-time 3D creation tool that powers Fortnite and is used in industries beyond games. Over the last few years, more professionals in architecture and related fields are using Unreal Engine to bring stunning, photorealistic worlds to life.
In an exclusive interview with ArchDaily, David Weir-McCall, Architecture Industry Marketing Manager at Epic Games, shares his insights on the use of digital technology, such as the likes of Unreal Engine, for collaboration and co-design within the field of architecture, engineering, and construction.
As Antoine Picon describes in Architecture and the Virtual Towards a new Materiality? : "An architectural project is indeed a virtual object. It is all the more virtual that it anticipates not a single built realization but an entire range of them. …Whereas the architect used to manipulate static forms, he can now play with geometric flows. Surface and volumes topological deformations acquire a kind of evidence that traditional means of representation did not allow.”
In 2021, CRA-Carlo Ratti Associati’s proposal to create sustainable alternatives for urban heating networks was selected as one of four winners of the global Helsinki Energy Challenge. The project entitled Hot Heart proposed “island-like, floating seawater reservoirs to heat the city of Helsinki in a green way”. Using Twinmotion, Epic Games’ real-time visualization platform for the architecture industry to design the intervention, the large scale infrastructural project needed a digital representation tool to possibly put scale into perspective, offer a real immersive experience to engage the client, and exhibit instant changes related to natural factors such as daylight. Come SpaceForm, a data-driven virtual presentation and design tool. Created to facilitate remote cooperation, the technology allows clients or stakeholders to be more immersed in the story of the design.
Video games and virtual worlds are jam-packed with imaginative environments to explore, time periods to peruse, and invented architectural styles to thumb through within every reality we choose to engross ourselves into. With recent advancements in technology, greater than ever are we witnessing the latest PC and console generations harboring the ability to produce life-like settings for players to roam around, get lost, and explore all the nuances the seemingly authentic reality holds.
UNStudio and Bjarke Ingels Group have partnered up with Squint/Opera to develop SpaceForm, a virtual, cloud-based platform that facilitates design, review and collaboration processes for architects and developers. The new virtual workspace explicitly developed for the architecture and construction industry aims to fill a gap by creating a viable and sustainable way of collaborating and designing remotely across global teams, thus reducing the need for travel.
North Design Union Headquarters. Image Courtesy of SPIM Studio
Highlighting proposals presented in international competitions, this week’s selection of Best Unbuilt Architecture combines various functions, diverse conceptual approaches, and innovative ideas. Submitted by our readers, these projects include an awarded pavilion in Vietnam, a cantilevered-bridge proposal in New York, and a sustainable botanical center in Poland, amongst others from all over the globe.
With a lot of projects coming in from China, we have compiled in this roundup, a design for a children’s hospital and education building, as well as a national science center encompassing research buildings, laboratories, exhibition spaces, commercial use, and public facilities. On another hand, for the first time, a virtual project is featured, celebrating the LGBTQ community with a vessel of a layered and labyrinthine system of baths, showers, and pools.
In these times when we are experiencing an extraordinary situation that limits travel and the possibility of holding events together, we still want to keep alive the debate on the dissemination of architecture in the media. For this reason, this year the venue of the event moves from the inspiring Mies van der Rohe Pavilion in Barcelona to the YouTube channel of Fundació Mies van der Rohe.
The European Conference on Architecture & the Media is conceived as a place to meet and exchange experiences on the dissemination of architecture. It is addressed to journalists, cultural institutions and organisations, communication professionals, architects and architecture lovers.
The 2020 coronavirus pandemic is already creating change in every part of society. Harnessing this change should be the impetus for a long-overdue overhaul of the educational system and, in particular, the way we teach architecture.
Each day during the pandemic, we are suddenly finding what was once impossible is now suddenly possible. As Thomas Friedman said of online learning back in 2012, "Big breakthroughs happen when what is suddenly possible meets what is desperately necessary."
We now find ourselves in a position where we have to re-think everything to fight this virus. This pandemic will cause us to re-think learning as entire educational systems are forced to move online. In general, most formal education institutions are not producing the creative thinkers the world urgently needs. Solutions to the coronavirus pandemic require creative thinking, and how we currently teach in institutions today produces groupthink. Our path-dependent education does not get the best from individuals.