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digital aptitudes - Association of Collegiate Schools of Architecture

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THURSDAY, MARCH 1, 2012 - 2:00PM - 3:30PM<br />

Registration and Projection: The Mediations <strong>of</strong> Urban<br />

Imaging Technologies<br />

McLain Clutter, University <strong>of</strong> Michigan<br />

Aerial Vision-Based Model <strong>of</strong> Urbanism<br />

El Hadi Jazairy, University <strong>of</strong> Michigan<br />

Google Earth and airplanes give access to map-scale top-down<br />

views <strong>of</strong> cities. As a result, observers have a perspective allowing<br />

them to view cities as a whole in a towering position as if they controlled<br />

it from outside. This position empowers policy-makers and<br />

city users giving them a sense <strong>of</strong> control over the visualized object<br />

thereby making it submissive to their desires. This paper is an attempt<br />

to relate the meaning and agency <strong>of</strong> aerial vision with the<br />

emergence <strong>of</strong> a ‘new geography from above’ in the Gulf.<br />

Modeling Spatial Activity Distributions in Complex<br />

Urban Conditions: The Markov Chain Model for<br />

Weighting Spaces with Attractors<br />

Ipek Rohl<strong>of</strong>f, Mount Holyoke College<br />

Kurt Rohl<strong>of</strong>f, Raytheon/BBN Technologies<br />

This paper presents first insights from an ongoing investigation into<br />

how to predict movement distributions influenced by factors other<br />

than street networks. In current spatial analysis models, the ability<br />

to predict the effect <strong>of</strong> attractors other than street network properties<br />

on movement distributions has been limited. This paper introduces<br />

an analysis approach that incorporates normalized weightings<br />

on spaces with attractors along with network properties in order to<br />

provide finer grain analysis explaining movement distributions within<br />

urban complexity beyond the street network. This analysis approach<br />

is based on Markov chain models which have been widely used in<br />

other domains to model complex systems. We use the Markov chain<br />

modeling approach to represent network properties and attractor effects<br />

with normalized weightings to estimate probabilistic movement<br />

distributions in a computationally tractable manner. We argue that urban<br />

environments with business districts in segregated locations and<br />

green open spaces integrated with the urban fabric are cases <strong>of</strong> urban<br />

complexity where movement distribution cannot be explained merely<br />

by street networks but with attractors incorporating programmatic<br />

and environmental content. Our conclusion is that a comprehensive<br />

model utilizing Markov chains can be useful to detect the effects <strong>of</strong><br />

building density and environmental content on movement, yet further<br />

research is required to establish weighting criteria.<br />

Representing Information: Envisioning the City<br />

through Data<br />

Karen Lewis, Ohio State University<br />

The constructed world is replete with information that governs and<br />

controls its organization. From railroads to highways, building codes<br />

to zoning regulations, the design and development <strong>of</strong> the contemporary<br />

environment is managed by strategies <strong>of</strong> physical and visual<br />

organization. Architects’ interest in this globally networked environment<br />

is reflective <strong>of</strong> an increasing awareness and attention to the<br />

multi-variant world, one invested in infrastructural systems that support<br />

productivity in lieu <strong>of</strong> pictures and is reflective <strong>of</strong> a new global<br />

and electronic economy based on intangibles – ideas, information and<br />

relationships. The effects <strong>of</strong> these systems, once only theorized and<br />

simulated through abstract models, is given attention via the measurement,<br />

collection and processing <strong>of</strong> their effects.<br />

As emerging technologies have enabled new ways <strong>of</strong> measuring fluvial<br />

global, urban and regional networks, new representation techniques<br />

have enabled design practice to occupy and design with<br />

information, rather than merely represent its influence. Through<br />

techniques <strong>of</strong> clarification, simulation, augmentation and revelation,<br />

architecture mobilizes data visualization into architecture praxis.<br />

Spectacle <strong>of</strong> the Hyper-Real: Environmental<br />

Simulation, Cybernetic Subjects, and Urban Design<br />

Anthony Raynsford, San Jose State University<br />

Like Renaissance perspective before it, contemporary environmental<br />

simulation in urban design is an exceedingly codified and artificial<br />

visual construction whose success, likewise, lies in its reassurance<br />

<strong>of</strong> a certain scientific precision and point-by-point correspondence.<br />

Using a few key examples, I would like to suggest that current, hyper-realistic<br />

simulations, such as the Glasgow Urban Model, have a<br />

three-part history, dating back to the 1950s when experiments at<br />

MIT first connected cybernetic models <strong>of</strong> experience to the formal<br />

aesthetics <strong>of</strong> film. At this stage, simulations remained highly diagrammatic,<br />

translating dynamic urban sequences into an array <strong>of</strong> visual<br />

media, each <strong>of</strong> which was meant to capture some aspect <strong>of</strong> the<br />

totality <strong>of</strong> the visual experience <strong>of</strong> the city. This phase was followed<br />

by an intermediate stage in the 1970s, in which computer technology<br />

became embedded within specific techniques <strong>of</strong> Hollywood<br />

special effects in order to simulate a more-or-less total environmental<br />

experience, with extraordinary levels <strong>of</strong> detail and precision. This<br />

embedding <strong>of</strong> special effects technology coincided with a populist<br />

suspicion <strong>of</strong> urban design expertise that had begun in the late 1960s<br />

and that demanded ever-wider accessibility and transparency <strong>of</strong><br />

urbanistic representations. Realism now entailed both close, optical<br />

replications <strong>of</strong> urban experience and a type <strong>of</strong> cinematic immediacy<br />

that would be familiar to, and hence legible for a broad audience <strong>of</strong><br />

perceivers. The final stage emerged with the adoption <strong>of</strong> CAD modeling<br />

and animation systems that gradually became spliced into and<br />

ultimately supplanted traditional film, without, however, displacing<br />

the filmic visual codes and their subjective viewpoints. Where Renaissance<br />

perspective projected a static, <strong>of</strong>ten universalized viewer,<br />

centered within an abstract spatial grid, contemporary <strong>digital</strong> simulations<br />

tended later to project a variable and mobile ‘consumer’ <strong>of</strong><br />

urban space, a cybernetic subject <strong>of</strong> endless feedback rather than a<br />

Platonic knower <strong>of</strong> ideals. The demand for realism, also, became an<br />

appetite for the spectacular results <strong>of</strong> simulation per se. Simulated<br />

cities became sites for a new kind <strong>of</strong> hyper-reality, both in the sense<br />

<strong>of</strong> their intensely detailed duplication <strong>of</strong> the physical and in terms <strong>of</strong><br />

their acting as increasingly autonomous substitutes for the real. The<br />

replacement <strong>of</strong> physical models and film by <strong>digital</strong>ly scanned environments<br />

and <strong>digital</strong> renderings have further widened the scope for<br />

hyper-realistic spectacle, whether in the form <strong>of</strong> animated films that<br />

are choreographed in order to produce particular effects <strong>of</strong> motion,<br />

or interactive spaces controlled, in the manner <strong>of</strong> games, through a<br />

set <strong>of</strong> rules by which users move through the space. Although potentially<br />

neutral banks <strong>of</strong> visual and spatial information, the models,<br />

in practice, need to be organized in particular ways in order to simulate<br />

the effects <strong>of</strong> the real and reach a general audience, where they<br />

can be consumed as <strong>digital</strong>, cinematic media.<br />

Digital Apptitutes + Other Openings - Boston, MA - 9

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