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1. CYBERDEFINITIONS

Architecture welcomed the emergence of new electronic spaces with great enthusiasm. Although architecture is a seemingly sedate (stable) discipline, it easily came under the influence of the dynamic characteristic of cyberspaces.

Architectural boundaries are not rigidly defined, which allows external ideas to penetrate the territory of architectural discipline. Because of this, architecture easily adapts philosophical, mathematical, and physical concepts and translates them (or their parts) into its own language, including it in the canon of architectural aesthetics. The openness of borders, according to Elizabeth Grosz, is a result of the eternal search for the architecture of its own identity:


What is interesting about architecture is that is has always been unsure as to where to position itself and its own identity as a discipline: it is itself internally divided about whether it is a science, a technological discipline or a mode of art or aesthetic production. [1]

The question of architectural identity has been asked not only by architects. According to Grosz, ‘architecture is not simply the colonization or territorialization of space, though it has commonly functioned in this way, (…); it is also, at its best, the anticipation and welcoming of a future in which the present can no longer recognize itself’.
[2]


Building on the achievements of science, architecture absorbs the rules made by it while acting as an art form, wherein the validity of these rules is constantly challenged. Thus, it becomes a bridge between science and art, the filter through which the ideas of science penetrate the ground of art.


1.1. Architectural (r) evolution

Rejection of the concept of durability in architecture is part of ‘dematerialization of the world trend,’ the process that has been present in the culture for centuries; it derives from the virtual abstractness of the human mind. In the twentieth century, thanks to the emergence of electronic bitsphere and virtual worlds, this process began to intensify and become a permanent part of the existential space.

Designing immaterial, 'not buildable' buildings is as old as the practice of architecture itself. When we refer to the philosophical concepts, attempting to understand the essence of architecture itself, we will see that over thousands of years of an architectural existence, many breathtaking works of visionary architecture were conceived but not built.


1.1.1. Hypnerotomachia Poliphili

The first (documented) milestone on the way to the perception of architecture as an integral part of a virtual experience was the 'Hypnerotomachia Poliphili', a work attributed to the Dominican monk Francesco Colona, published in 1499 in Venice.
[3]

It is a story full of mystery of a young man, Poliphila’s, travel to Arcadia.
[4]  Buildings, whose descriptions and illustrations can be found in the Hypnerotomachia, are like objects from a dream. The design is based on an architectural knowledge taken from the works of Vitruvius and Alberti, while the way of thinking shown in the Hypnerotomachia is very similar to the way of thinking presented by architectural visionaries, for example, dealing with "nowhere," as if it was "somewhere,", which is a common feature of the discourse of visionary architecture; the idea of abandonment of concerns about the weather conditions and limitations of the physical architecture; the idea of short-term objectives, predicting, and architecture of events (which had a huge influence on such artists as Cedric Price, Archigram, and Bernard Tschumi); descriptions of machines and a discourse of the old dichotomy between biological and mechanical life. It all can be found in 'Hypnerotomachia Poliphili.' Landscapes of the Hypnerotomachia are somewhat similar to the metaphysical desert landscapes of Chirico and certainly could have been inspiration for the Surrealists. Machines in the Hypnerotomachia are bizarre hybrids of ornament, mechanism, and desire. They are, according to Neil Spiller, an announcement of Duchamp’s "The Large Glass" and other mainstream Dada ideas.

What is interesting about architecture is that it has always been unsure as to where to position itself and its own identity as a discipline: it is itself internelly divided about whether it is a science, a technological discipline or a mode of art or aesthetic production. (Grosz)

Hypnerotomachia Poliphili

1.1.2. Giovanni Battista Piranesi

Another major creator of the development of immaterial, virtual architecture was Venetian Giovanni Battista Piranesi. Like the fictional Poliphilo, Piranesi was trying to recreate meanings from the ruins (debris) and remains of ancient architecture. Piranesi created the famous series of sixteen etchings 'Carceri d'Invenzione,' (”Imaginary Prisons”), he is also an author of the manifest 'Prima parte di Architettura,' published in 1743.

Piranesi was the retrospective designer of the past, reconstructing the fragments of ancient Rome, but he did not follow the guidelines of archaeologists, neither did he glorify antiquity in the manner of his times; he rejuvenated it, relying on his imagination. He was creating collages of objects and ideas, which is also characteristic of modern tactics, both artistic and architectural. He was studying the gap between architecture drawn and built, thus being probably the first 'virtual' architect in the history of architecture.

His 'Carceri' is a magnificent example of rupture between the architect’s expertise and the troubled artist’s soul. 'Carceri' illustrates huge underground dungeons with stairs and mighty machines placed everywhere. Fantastic labyrinth structures are collages of Antiquity (classical ancient architecture) and Piranesi’s own set of imagined monumental ancient ruins.

Piranesi’s influence can be seen in the works of the Romantic era and Surrealism. Within the architectural field, he was certainly an inspiration for Lebbeus Woods, or Lieberskind. Piranesi’s influence is also visible in Escher's work and Kafkaesque style.

Among other visionaries whose visions support the concept of virtual architecture are Claude Nicolas Ledoux, author of the urban concept of the ideal city Chaux and Étienne-Louis Boullée'a, the creator of the famous visionarilly designed mausoleum of Newton (1784).

Piranesi, ‘Carceri d’Invenzione’ I, II, III i IV

1.1.3. Situationists - Cedric Price and Constant Nieuwenhuys

In the twentieth century, the concepts of speed and time became the integral part of life. Art, architecture, and music absorbed these values very quickly. Futurists were among the first artists who tried to construct their art based on the concept of speed. They believed that art should develop simultaneously with science, and what was characteristic for futurists was their intrinsic mechanical approach to all kinds of organisms, both biological and social.

Cubism also suggested new development paths for architecture - without the tyranny of the plan, section, and elevation - towards eternal change. Cubists, inspired by the notion of multidimensional space, tried to create new ways for man to perceive objects.

All of these cultural changes led architects to question the correctness of the subordination of architectural rigors to their function. Also, they began to question the social restrictions of urban areas and started to consider a city as an obstacle to a proper democratic life. The Situationists movement was created as an expression of this way of thinking. Constant Nieuwenhuys and Cedric Price belonged to the Situationists:


The architecture of tomorrow will be a means to modify the present concept of time and space, will be a means of knowledge and action. Architectural context will be modifiable. Context will be switchable entirely or partly in accordance with the will of the inhabitants. [5]

The Situationist movement was founded in 1957 by Guy Debord and ideologically alluded to the Surrealists, although it strongly condemned consumerism. Their ideology was based on 'derive’, the development of psychogeography and unitary urbanism, and most important, the construction of "situation."

 

Cedric Price Fun Palace

'New Babylon,' by Constant Nieuwenhuys, was the great Situationist urban design work. This work, whose metamorphosis lasted for nearly a quarter of a century, has evolved into the form of a countless series of models, sketches, etchings, lithographs, collages, and architectural drawings, and also into the form of manifests, essays, books, and films. ‘New Babylon’ was a type of propaganda which criticizes the mechanisms of modern society. It envisioned a society of total automation, where the need for labor is replaced by a nomadic life based on creative play.

Architecturally, ‘New Babylon’ is a great network of internal spaces which cover the entire planet. Every aspect of the architecture and landscape elements can be controlled and constantly reconfigured. Architecture is based on the interactive game of needs.

New Babilon, wnętrza

1.1.4. Archigram, Superstudio, and Archizoom

In the 1960s, three young architects, dissatisfied with the static nature of contemporary architectural practice and the flattering tastes of the middle class formed a group which they called ‘Archigram.’ They were Mike Webb, Peter Cook, and David Green.

They sought to deny permanence and stability, permanence and belonging, and and aimed to manifest the demand for change. They conceived the idea of a nomadism of entire communities, which became possible thanks to advanced technology, and the need to redefine the rules of living and housing, to allow for expansion of individual mobility. They cultivated the idea of a mobile society, which could resemble early nomadic communities.

Nomadic visions of Archigram are associated with a desire to break the bonds of Earth, a lack of rooting, and independence from infrastructure. They played with the flexibility of modern architecture, its ability to exchange information with an external environment.

The most famous projects of Archigram are 'Plug-in City' (Peter Cook from 1962 to 1964), 'Walking City' (Ron Herron), and 'Instant City' (Cook, Herron, and Crompton).

'Plug-in City' is a continuation of earlier ideas of residential cabins - 'Metal Cabin Housing Project.' In the Plug-in City all the components can be dismantled and disconnected. Parts can be exchanged as they become obsolete. Small residential capsules (living-capsules) are connected to a mega structural frame. Plug-in City was a place for living divided into discrete spheres: science and education areas, or zones of pleasure and fun.

Mobility was the obsession of members of Archigram. Green developed the concept of ‘Living Pods,’ portable living capsules, which became the most representative idea for the Archigram. In Green's visions, a house was designed to be mobile device, and the city functioned as a machine that to plug the house into. From Archigram’s demands of change to Herron’s Living Pods, the famous ‘Walking City’ was created developed. ‘Walking City’ was designed so that it could move on special telescoping legs or on air cushions.

Plug - in City, Peter Cook, 1962 - 1964

Walking City, Ron Herron

Another project, ‘Instant City,’ was developed by Cook and Herron simultaneously. Herron developed his scheme under the influence of San Francisco’s architecture and Cook constructed his version based on the English Smalltown model - a bizarre and 'tubular' structure.

‘Instant City’ consisted of a set of lightweight mobile structures, television screens, and inflatable service facilities, including a whole set of mobile toys developed in the previous decade. [6]

Instant city

At the same time in Italy there were two groups similar to Archigram: Superstudio and Archizoom. Their projects are ironic in the main and use visual and linguistic Dada language. They considered their work to be ‘poetic time bombs, systematic sowing of doubt, revolt and disgust in the growing canon of experimental architecture’. Architecture was to them an allegory of society.

The activity of Archizoom was mainly focused on ‘an assassination attempt on the modernist utopias.’ The most famous of their work is the ‘Non-stop City.’ which is an attempt to show the 'negotiating' position of the user to architecture. According to the Archizoom ideology, the architecture must become an open structure.

Archizoom, Non Stop City

Superstudio, Continuous Monument series, 1969

The ideologies of architectural visionaries are directly continued today. Virtual architecture, despite the fact that it’s considered by many critics as an architectural utopia, is in fact something more influential and important than just a utopia. Architecture in cyberspace is the new way of looking at architecture, and it may even constitute a separate discipline.

1.2. Architectural (re) definition

The process of entering into the electronic era for architecture involves a redefinition of terms that have always been associated with the field of architecture, such as inhabitation, or construction. The foundations for this new way of thinking have been assembled by architectural visionaries who for centuries stretched the boundaries of architecture to other territories that do not belong to the architectural discipline.

The challenge posed by architecture to cyberspace cannot be reduced to issues of technology. Virtuality is not just technological innovation. Electronic spaces have to offer a great deal more to architecture: ‘the idea of a disembodied, nonmaterial, or transcendental notion of design, design disembodied from matter; and the idea of a simulation, reproduction, enhancement, or augmentation of the senses and materiality’.
[7] In the phenomenon of electronic culture, the disappearance of the object becomes a trend in architectural design.

Architecture wants not only to be built, but also it wants to live, to become a constant subject in the process of building; it seeks to evolve, change, and improve, like a biological form that is a part of the mechanism of nature.

It is also necessary to expand the range of architectural considerations of spaces associated with spheres of the mind, and to define new relationships between architecture and its main reference point - body. It is the post-organic movement in architecture, the result of a new convergence, for which the digital architecture becomes a bridge. Technology understood as a medium, according to Kalitko, is a mechanism of mediation between body and space. What characterizes new relationships between architecture and body is non-measurability, lack of scale, lack of a reference point.

The disappearance of the object is a phenomenon of techno-culture and a design trend in architecture at the same time: de-territorialization, mobility, temporality, and instability of equilibrium:


Architecture, as the process of defining and limiting the object, now considers the body as immeasurable model, as a deconstruction of certainty and constancy of form, defining the body as a form which is constantly in the process of change and thus being in opposition to the constancy of the object. Architecture, on the other hand, seeks to repeal its materiality, disappearance of the contours, obliterating the real presence. [8]

Architecture, in the era of electronic space, should constantly be reborn.

 

[1] Grosz E., Architecture from the Outside, Essays on Virtual and Real Space, MIT Press, 2001, p. 4

[2] op.cit. p. 151

[3] Although it is agreed the author was Colona, it was published anonymously and a number of sources indicates that the true author could be Alberti.

[4] ‘Axis of the plot of the Hypnerotomachia is a Poliphyla’s dream where he is looking for his bride. Hypnotic and not very clear story of Poliphyla is only a pretext for extensive discussion on topics far from the struggles of the heart. During his journey he visited a lot of fantasy and described in detail architectural buildings, gardens, marvels of engineering – among others: water maze, and automatic doors, opened with magnetic panels. As many as 200 of the 370 pages of the book is devoted to architecture and landscapes, 60, an encyclopedia of Renaissance botany, there is also a lot about music, fine arts, interior design and culinary arts.’ (Anna Dziedzic)

[5] Ivan Chtcheglov

[6] The concept of Instant City has its resonance in the popular music field. This is thanks to t Cook’s student - Mark Fisher, one of the most renowned stage designer (among other things, he is the author of the ‘The Wall’ stage desing for Pink Floyd.)

[7] Grosz E., Architecture from the Outside, Essays on Virtual and Real Space, MIT Press, 2001, p. 86

[8] Kalitko K., Architektura między materialnością i wirtualnością, Wydawnictwo Naukowe UAM, Poznań 2005, p. 10

​AGNIESZKA SZÓSTAKOWSKA

4. SKETCHES FROM VIRTUAL SPACE - III CYBERARCHITECTURE

 

 

 

 

INTRO



1. Abstract
2. Thesis
3. Sketches – Methodology

I CYBERSPACE

 

1. VIRTUALITY

   1.1.  Phantomology and Immersion

   1.2. The Virtuality and the Myth

       1.2.1. Philosophical dimension of virtuality
       1.2.2. Cultural and psychological dimension of virtuality
       1.2.3. Technological aspect of virtuality

 

2. CYBERSPACE

   2.1. Subjective Space

   2.2. Existential Space
   2.3. The Space of the Mind

   2.4. Cyberspace


3. PROPERTIES OF CYBERSPACE

   3.1. What is Cyberspace?
       3.1.1. Electricity and Multimedia
       3.1.2. Extended sensorium

       3.1.3. Interactivity
       3.1.4. Nonlinearity. Hypertextuality
       3.1.5. Infinity
       3.1.6. Lack of scale
       3.1.7. Uniformity of a copy. ​Problems with authorship

   3.2. Where is cyberspace?
       3.2.1. Self-organization (User-Driven Environment)


II CYBERSTRUCTURES

1. SUBSTANCE OF CYBERSPACE

  1.1. The substance of cyberspace

  1.2. To sculpt cyberspace
      1.2.1. Formation of the interface
      1.2.2. Shaping the message

  1.3. Structure of cyberspace
      1.3.1. The order of space
      1.3.2. Spatial coordinates

      1.3.3. Right Hemisphere Structures
      1.3.4. Lef t Hemisphere Structures

 2. GEOMETRIES OF CYBERSPACE

   2.1.  Geometric visualizations and metaphors
   2.2.  Euclidean geometry in cyberspace
       2.2.1.  The function of Euclidean geometry in Cyberspace
   2.3. N on-Euclidean Geometry in Cyberspace
      2.3.1. Elliptical and Hyperbolic Space

      2.3.2. Differential Geometry
   2.4. Topology in Cyberspace
      2.4.1. Topology and Architecture
   2.5. Fractal Geometry in Cyberspace
       2.5.1. Fractals and structure of cyberspace
   2.6. Multidimensionality of Cyberspace
      2.6.1. Spacetime continuum

 

3. CYBERMETRIES

   3.1. Examples of cybermetry
       3.1.1. Titman’s Zoom Geometry
       3.1.2. Leyton’s New Formalism
    3.2. An alternative understanding of dimension - a cyberspatial dimension
       3.2.1. Metadata
       3.2.2. Semantic Dimensions. Semantic Spaces
    3.3. Cybermetries without geometry


4. STRUCTURES OF CYBERSPACE 

   4.1. Kenton Musgrave’s concept
   4.2. Michael Benedikt’s concept


III CYBERARCHITECTURE

1. CYBERDEFINITIONS

   1.1. Architectural (r) evolution

       1.1.1. Hypnerotomachia Poliphili
       1.1.2. Giovanni Battista Piranesi
       1.1.3. Situationists - Cedric Price and Constant Nieuwenhuys
       1.1.4. Archigram, Superstudio, and Archizoom

   1.2. Architectural (re) definition

2. CYBERARCHITECTURE

   2.1. Marcos Novak’s Liquid Architecture
   2.2. Architecture of Intelligence. Connected Architecture
   2.3. City of Bits

 

3. CREATING WORLDS

   3.1. Designing the Process
       3.1.2. Genome. The processes of nature
       3.1.3. The code of cyberspace

   3.2. Creating images. The new symbolism of cyberspace
       3.2.1. Places

   3.3. New design methods. Creating the Worlds
      3.3.1. Defamiliarization

    3.4. Function and forms of cyberarchitecture

Acknowledgments:


This research project would not have been possible without the kind support of many people. I would like to express my gratitude towards my supervisor, prof. Barbara Borkowska – Larysz and all individuals from the Jan Matejko Academy of Fine Arts in Krakow who helped me with it. My special thanks and appreciations go also to people who helped with the English translation: Charlotte Snyder, Brendan Kennedy and Gus Russo. I am also highly indebted to Edna Emmet and Gus Russo for everything. Many warm thanks go to my wonderful friends for their support: Wiola Mazurek, Robbye and Kevin Apperson, Gail Langstroth, Mark Towles and Sherri Romm Towles. Finally, my deepest thanks go to my family: my parents Ela and Marek and my sister Ania, who encouraged me during the process and especially to my wonderful husband Lucas Lechowski, for his great music and inspiration.

Thank you!

Agnieszka Szóstakowska

 

CyberEmpathy SPECIAL EDITION 1 / 2011: Sketches from Virtual Reality

AGNIESZKA SZÓSTAKOWSKA

 

4. SKETCHES FROM VIRTUAL SPACE - III CYBERARCHITECTURE
 

„Nothing could be more important

than the effort
taken to understand where our

world is going,
and if we should resist, or

whether, accepting the
move, actively participate in it.”

(Stanisław Lem)

 
Bibliographic description to this article:​​
 

4. Sketches from Virtual Space - III Cyberarchitecture /A. Szóstakowska.  CyberEmpathy: Visual Communication and

New Media in Art, Science, Humanities, Design and Technology SPECIAL EDITION 1 /2011.

Cybersky. ISSN 2299-906X. Kokazone.

 

 

 

 

 

 

Mode of access: Internet via World Wide Web

CYBERDEFINITIONS

PhD Dissertation 2011

​Jan Matejko Academy

of Fine Arts, Krakow

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