Motion Representation and Evolutionary Architectural Spaces

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Reference

Daniela Sirbu: Motion Representation and Evolutionary Architectural Spaces. In: Generative Art 2003.

DOI

Abstract

As we spend more time immersed in the virtual spaces of the computer world, the creators of the artificial environments attempt to synthesize principles for the virtual space design. Depending on the specific medium they address (Internet, multimedia etc.), these principles tend to show specific differences determined by the characteristic freedoms and limitations offered by each medium. Nonetheless, there is a clear trend towards solutions related to human everyday experiences. These attempts define the digital environments as extensions of the natural world, and aid the user’s orientation in the virtual space based on behaviours acquired through interactions with the natural environment.

The present paper starts from the premise that most of the visitors already have an extensive experience interacting with the computer medium or, alternatively, that there exists a clear trend towards this situation. This may suggest that synthesizing design principles for virtual world development must combine the human orientation skills acquired in the real world with the specifics of virtual spaces, their capabilities of change and interaction with the human or intelligent agents. The specifics of artificial motion, the freedom of movement, and the necessary limitations to avoid an alienating experience represent an essential component of the evolutionary environment design combined with the principles of virtual architecture design.

Based on these, the present paper advances the idea that virtual architecture should be developed considering the transfer of human motion and architectural composition principles as the basis for the design of evolutionary architecture in virtual environments. It also looks into how these combined principles have to be adapted to the characteristics of the virtual world.

The possibility of rapid changes in the virtual environment provides a basis for qualitative analysis of virtual architecture in interaction with represented motion in computer applications.

The project is in incipient development at the present time. During the first stages, interactions in real-time applications between evolving virtual architecture and artificial motion will be analysed. These will gradually develop towards immersive virtual reality experiments, allowing hybrid experimentations with real and represented movement.

Extended Abstract

Bibtex

Used References

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