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14 Νοε 2013 (πριν από 3 χρόνια και 10 μήνες)

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AUGMENTED (HYPER)REALITY

Keiichi Matsuda


Augmented Reality is an emerging technology defined by its ability to overlay
physical space with information. It is part of a paradigm shift that succeeds
Virtual Reality; instead of disembodied occupation of virtual worlds, the physical
and virtual are s
een together as a contiguous, layered and dynamic whole. It may
lead to a world where media is indistinguishable from reality, Baudrillard’s
simulacra made tangible. The spatial organisation of data has important
implications for architecture, as we re
-
eva
luate the city as a human
-
computer
interface.

In the altermodern pursuit of convenience and connectivity, privacy has become
a commodity replaceable with utility. Augmented space disrupts the long
established dichotomies of public/private and home/work emb
edded in the city.
As mobile technology and wireless fields of presence envelop the built
environment, the electronomad uses an enhanced perceptory array of filters and
controls to define the space she inhabits, bringing together channels and feeds to
crea
te a customised and subjective environment. Programme becomes a soft
construct; even the qualities and perceptual boundaries of a space may be
modulated through the human
-
computer interface. Previously defined
programmes are broken down into their constitu
ent activities and recombined
as necessary to create hybrid and specific conditions, spontaneous clusters of
activity.

Computer mediated interactions become a greater part of our everyday routine,
the next step in the post
-
human evolution of the cybernetic

organism’s extended
nervous system. Moulding organically around our interests and idiosyncratic
behaviours, the HCI becomes not a rigid shell, but a flexible skin, through which
the augmented city can be decoded and understood

Architects are presented wit
h unprecedented opportunities. Freed from the laws
of physics and restrictions of budget, (virtual) architecture becomes solely
concerned with the experience and utility of space. Where we once found beauty
in the elegant resolution of a detail or the acou
stic and tactile qualities of a space,
augmented cyborgs will appreciate the narrative/temporal structuring of a
space, the quiet simplicity of an intuitive spatial interface, or the intelligent
crafting of emotive scenes. Architecture will merge with the
filmmaking, game
design and programming, an experiential form of new media to be practiced and
broadcast by anybody so inclined.

The way we consume space changes from authoritarian imposition of built
structures to a dynamic and customised assemblage of fe
eds, reconfigured and
aggregated to display a multi
-
authored expression of identity. It is the virtual
‘interior’, the cockpit through which the world is understood and modulated.