dialogue #28

Adjacent to the world – like ours

Lumion is a rendering package that is accessible, fast and easy to use, becoming commonplace in many architecture, urbanism and landscape offices for its speed and simplicity as a means of communicating design proposals though stills, 360° panoramas and animation. Where many views of potential futures are collaged using rendered scenes with images from a plethora of sources within Photoshop’s layered two-dimensional plane, programmes such as Lumion use clearly defined options and a library of up to 4,395 models which can be arranged in the three-dimensional simulated space of the programme to proclaim a new reality, or represent our own. This three dimensional simulation and its accompanying tools and library is in itself a constructed space with its own logic and limitations. In seeking to quickly communicate clearly and accurately through multiple frames of an animation, or interactive views, we adopt tools that carry their own compromise; material surfaces are optimised for processing speed and the limited catalogues become the language and the content of a proposal. In the pursuit of clarity, representation becomes the selection of an approximation, from a pre-determined, fixed and limited field. Something adjacent to what it was meant to be.

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The Space of (Re)Presentation

Digital models of buildings, hardly ever build in “physical” space, find their place on the Internet and on social media accounts. Journalists sometimes write about buildings that they have never seen in that same physical space before and have only experienced as images. In this particular situation there is almost no aim to actually witness the design in real life anymore. The represented ‘thing’ can be considered no longer needed and the representation becomes the ‘thing’ itself.

Therefor within rotative research I will analyse elements of urban landscapes (buildings, characteristics of cities, urban environments) through and on the screen. Reconstructing the language of the briefs from the context of the “physical” to the digital, in order to understand what affects this “digital spatiality” has on our contemporary understanding of space and eventually how this might influence our urban landscape.

  • Author: Delany Boutkan
    In: dialogue #28

  • Keywords: 'digital spatiality', Internet, representation, round I, social Media, space

  • Medium: Video

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