Thursday, August 28, 2008

Airborne Environments

[Image: Airbus A380, photographed by Robyn Beck/Agence France-Presse for Getty Images, via the New York Times].

Marc Newson's "retro-futurist" interior design for the new A380 super-jumbo airplane, to be run by Qantas, was the subject of an interesting article in the New York Times writes this morning.

Newson's "design language" for the airplane, we read, "is defined less by what the passengers see than by how they feel." One example of this is "the L.E.D.’s that illuminate the cabin":
They are programmed to wash the interior with colors that change subtly throughout the flight. Each shade is selected to create the ideal mood for a particular activity, like sleeping, waking or eating, regardless of time zone.
“Designing an aircraft is like creating a mini-world,” Mr. Newson said. “You’re putting people in a confined environment and controlling how they’ll feel with the oxygen, humidity and everything they touch and see. It all has an effect.”
Reading this instantly brought to mind a few things – including, somewhat obviously, the idea of the Gesamtkunstwerk, or total work of art, here transformed into a total environment sent aloft into the sky. Perhaps equally unsurprising, I was also reminded of Norman Foster's infamous choice of the Boeing 747 as his favorite building of the 20th century.

Are airplanes the future of architecture, after all?

Somewhat more obscurely, however, I thought of the dream academy of Konstantin Melnikov – Melnikov's so-called "Sonata of Sleep." As the Winter 2007/2008 issue of Cabinet magazine described Melnikov's bizarre architectural invention:
At either end of the long buildings were to be situated control booths, where technicians would command instruments to regulate the temperature, humidity, and air pressure, as well as to waft salubrious scents and "rarefied condensed air" through the halls. Nor would sound be left unorganized. Specialists working "according to scientific facts" would transmit from the control centre a range of sounds gauged to intensify the process of slumber. The rustle of leaves, the cooing of nightingales, or the soft murmur of waves would instantly relax the most overwrought veteran of the metropolis. Should these fail, the mechanized beds would then begin gently to rock until consciousness was lost.
In many ways, this Willy Wonka-like vision of synaesthetic architecture could be realized in the guise of international airplane travel, Newson inadvertently suggests. Lulled by strange colored lights and slowly changing sounds, passengers can be sent to sleep – or woken up – at the will of the pilot, who assumes a new, psychotropic role. It's an Esalen Institute in the sky.

[Images: Photos by Brett Boardman, for the New York Times].

A few brief questions:

1) What would an airplane designed by Jonathan Ive look like? Or if Mies van der Rohe had been hired to rethink the internal spaces of American Airlines? I feel like entire, speculative, university-level design courses could be organized around such lines of thought; they could be sponsored by Richard Branson. So does Newson's success – or, who knows, failure – in designing the Qantas A380 imply that our era needs a new Raymond Loewy? Or will climate change and high oil prices ultimately extinguish this temporary airborne niche in the field of architectural design?

2) Less relevantly, should airports look like the airplanes that depart from them? You walk from one tubular environment into another, and you sit in identical seats, served by similarly uniformed stewards – only the room you're now in suddenly accelerates, taking you up into the sky... Perhaps the interior design of airports and airplanes should be unified – made continuous – so, after too many drinks one night, waiting to depart from Dallas-Ft. Worth, you realize that you might be sitting in the airplane already... You demand to get off; hijinks ensue.

3) What were the test-environments for this airplane like? Did Newson have entire fake airplane hulls constructed somewhere, inside of which entire fake rooms and galleys could be installed – and what was it like to spend time inside that simulated airplane of the future?

4) Could you purchase one of Newson's perfectly molded bathrooms, receive it by delivery a week later, and then hook it up somewhere inside your own grounded house? I remember hearing once that the Spice Girls liked the mattresses that they slept on so much when they came through Philadelphia and stayed in the Four Seasons they that they simply bought the beds upon check-out. So could you fill out a form at the end of your trans-Pacific, San Francisco-Sydney flight, and say, sure, I'll buy two bathrooms and a couchette... deliver them to my house in Marin County? A whole subsidiary industry begins: you send experimental interiors into the skies of the world, aboard international business flights, hoping to sell a few rooms to your well-served, half-drunk passengers. What would happen if you could buy rooms from inside any building you've ever visited? Surely every interior could be given a price tag?

Wednesday, August 27, 2008

The Comparative Literature of Massive Construction Sites

[Image: An etching by Daniel Stojkovich called Tower of Babel 2, exhibited as part of Top Arts 2007 at the National Gallery of Victoria, Australia].

I was clicking around on a local university's engineering school homepage yesterday morning when I misunderstood the way the page had been organized. For a second I thought that Comparative Literature had been re-classified as a sub-field, or specialty research group, within the university's engineering school – and so I had to wonder what exactly those students might be reading.
Aside from technical manuals, what might be the comparative literature of engineering?
Before I realized that I'd simply misread the list of links, I thought that perhaps there should be a comparative literature of construction sites: famous monuments, tombs, bridges, houses, and cities throughout history, together with the thoughts of the people who built them.
You collect the oral histories of construction workers all over the world, only identifying what building they were working on in the footnotes; what emerges is a kind of architectural hivework with no clear purpose or outline taking shape all over the planet, with towers and stadiums and whole urban neighborhoods assembled in a fog of exhaustion and low-grade injury.
You then go back through all of literature, from the Bible to the Upanishads to The Odyssey to The New York Times, culling long quotations about construction sites. The private houses of emperors; the pyramids; recollections of the construction of jungle temples; mountain lookouts in a time of war; Victorian train lines; Dubai.
In fact, I'm reminded of the excellent book Dart by Alice Oswald in which conversations with people living along the river Dart have been combined into a single, long-running commentary about the riverine landscape; only here it would be a kind of Dart of architecture: thousands and thousands of construction workers and site engineers and geotechnicians and consultant elevator repair servicepersons all speaking about the act of putting architecture together in space.
Epic poems of building assembly.
I do wonder, meanwhile, if the temporary micro-culture of the construction site has been adequately documented by architectural historians. Industrial yards have certainly had their day, from documentaries about WWII dockworkers to historical surveys of Solidarity; and construction sites have obviously long been a focus for painters and photographers.
But have literature and history given the attention due to sites of architectural assembly?
Do we need a Construction Site Reader – the comparative literature of massive construction sites?

Sunday, August 24, 2008

Tactical Landscaping and Terrain Deformation

[Image: A screenshot from Fracture by LucasArts. Via Wired].

Over on Wired this weekend I read about a game called Fracture, by LucasArts, which features "terrain deformation" as a central factor in gameplay.
Fracture is "a game centered on the wanton reformation of land masses," Wired reports; the author then goes on to introduce us to the game's "terrain deformation mechanics."


"Every player is equipped with a tool called an Entrencher," we read. The Entrencher "gives them the ability to raise or lower most surfaces at will," including the surface of the earth itself:
    Gone are the days of studying a level, and simply memorizing sniper positions and the fastest routes. Resourceful players will be digging trenches, raising their own cover and manipulating level elements to fortify their positions... fundamentally altering the way levels are played.
Which means what, exactly?
    Can't find a way across that slime pit? Raise the ground underneath it. You can also terrain-jump by leaping as you raise the ground beneath your feet, launching yourself into the air.
"The rule of thumb," the article adds, "is that if you can walk on it, you can probably alter it."
Using weapons like the Tectonic Grenade, you can reshape the planet. Quoting from the official Fracture website:
    The ER23-N Tectonic Grenade sets off localized shockwaves when detonated, causing small, concentrated earthquakes that raise the immediate terrain around the point of impact. The weapon is extremely useful for shaping the terrain and providing cover.
There's also a Spike Grenade. As LucasArts explains, "Tectonic scientists discovered that lava tubes lying dormant deep below the surface of the earth could be stimulated to eject a pyroclastic column." These columns can "be used as a 'natural elevator' of sorts, allowing a soldier to access hard to reach high elevation areas."

[Image: A screenshot from Fracture, by LucasArts, showing a pyroclastic elevator at work].

There are even Subterranean Torpedoes that burrow into the planet and create landforms on the surface far away.

[Image: A screenshot from Fracture by LucasArts].

Of course, the idea that an instantaneous and semi-magmatic reshaping of the earth's surface might have military implications is an interesting one – and probably not far from technological realization. I've written about the weaponization of the earth's surface before, but Fracture seems to illustrate the concept in a refreshingly accessible way.
However, there are many historical precedents for the idea of politicized terrain creation, and these deserve at least a passing mention here.
I'm thinking, in particular, of David Blackbourn's recent book The Conquest of Nature: Water, Landscape, and the Making of Modern Germany. The "making" in Blackbourn's subtitle is meant literally, as the book looks at coastal reshaping, bog- and marsh-draining, and other projects of imperial hydrology; these were the activities through which the territory of Germany itself was physically shaped.
It was terrain deformation: a militarized reshaping of the earth's surface under orders from Frederick the Great. Frederick sought to transform the lands of northern Germany – then called Prussia – in order to create more space to rule.
In his book, Blackbourn describes what these imperial "hydro-technicians" actually did:
    The task of filling in the squares on Frederick's grids remained. That meant ditching and diking the future fields, constructing sluices, uprooting the old vegetation and planting willows by the new drainage canals, preparing the still heavy, intractable soil, building paths and bridges, houses, farms, and schools, all the while maintaining the new defenses against the water.
These "new defenses" have since been so naturalized that we mistake them for a pre-existing terrain upon which modern Germany was founded – but they were and are constructed landforms, a "brave new world of dikes, ditches, windmills, fields, and meadows."
These were lands created through military intervention in order to host a particular form of political governance.
In this context, then, Fracture would seem to be simply an accelerated - or what Sanford Kwinter might call an "adrenalated" – version of this tactical landscaping.

[Image: Celestial Impact].

Meanwhile, a commenter over on Wired points out that there are conceptual similarities between Fracture and another game called Celestial Impact.
In Celestial Impact, "the landscape is fully deformable in all directions."
"Build and dig your way around the landscape in various strategic ways," we read, ways that are "not limited to destruction":
    [T]he players also have the ability to add terrain to the landscape in the middle of combat using a special tool called Dirtgun. With the Dirtgun, players can add or remove terrain during combat as they see fit, simply by aiming and firing the dirtgun. Depending on the chosen action, this will either add or remove a chunk of dirt from the landscape. So as the teams are battling, the landscape receives vast changes opening up for various tactical approaches each team can use.
When your weapons are set on build-mode, the game's creators explain, "the Dirtgun adds terrain in the form of a pre-selected shape in front of the player. The shapes could be a simple cube, a part of a bridge or even a defensive wall."
In many ways, this sounds like a weaponized version of Behrokh Khoshnevis's building-printer – subject of one of the earliest posts on BLDGBLOG – here remade as a kind of propulsive instant-concrete mixer retrofit for imperial military campaigns.
As Discover described Khoshnevis's machine back in 2005, "a robotically controlled nozzle squeezes a ribbon of concrete onto a wooden plank. Every two minutes and 14 seconds, the nozzle completes a circuit, topping the previous ribbon with a fresh one. Thus a five-foot-long wall rises – a wall built without human intervention."
Now make an accelerated, portable, and fully weaponized version of this thing, put it in a videogame, and you've got something a bit like Celestial Impact.
Here are some screenshots.

[Image: From The re-naturalization of territory by Vicente Guallart].

Finally, I couldn't help but think here of architect Vicente Guallart. Guallart's work consistently seeks to introduce new geological forms into the built infrastructure of the city – artificial mountains, for instance, and "new topographies" through which a city might expand.

[Image: From The re-naturalization of territory by Vicente Guallart].

I suppose one question here might be: what would a videogame look like as designed by Vicente Guallart? Would it look like Fracture? If Vicente Guallart and Behrokh Khoshnevis teamed up, would they have created Celestial Impact?
But a more interesting, and wide-ranging, question is whether designing videogame environments is not something of a missed opportunity for today's architecture studios.
After all, how might architects relay complex ideas about space, landscape, and the design of new terrains if they were to stop using academic essays and even project renderings and turn instead to videogames?
It seems like you can take your ideas about terrain deformation and instant landscapes and nomadic geology and you can license it to LucasArts, knowing that tens of thousands of people will soon be interacting with your ideas all over the world; or you can just pin some images up on the wall of an architecture class, make no money at all, and be forced to get a job rendering buildings for Frank Gehry.
So would more people understand Rem Koolhaas's thoughts on cities if he stopped writing 1000-page books and started designing videogames – games set in some strange quasi-Asiatic desert world of Koolhaasian urbanism?
Or do all of these questions simply mistake popularity for engaged comprehension?
The larger issue, though, is whether or not architecture, increasingly popular as a kind of Dubai-inspired freakshow (rotating skyscrapers! solar-powered floating hotels!), is nonetheless not reaching the audience it needs.

[Image: From The re-naturalization of territory by Vicente Guallart].

If architects and architecture writers continue to use outmoded – I might even say totally irrelevant – forms of publication, such as $20/copy university-sponsored magazines and huge books purchased by no one but college librarians, then surely they can expect only people currently enrolled in academic programs even to be aware of what they're talking about, let alone to be enthusiastic about it or appreciative of the implications.
$100 hardcover books do absolutely nothing to increase architecture's audience.
So what would happen if architects tried videogames?

[Image: The constructed geologies of Vicente Guallart, from How To Make a Mountain].

In any case, terrain deformation, dirtguns set on build-mode, and other forms of militarized landscape creation – these seem like good enough reasons to me to add gaming consoles to a design syllabus near you.

Saturday, August 23, 2008

Big One in the Big Apple

According to a newly published report in the Bulletin of the Seismological Society of America, New York City is more at risk from earthquakes than previously thought.

[Image: A seismic map of the mid-Atlantic, via PhysOrg.com].

What's interesting here, though, is not some disaster film scenario in which the city is shuddered into a rubble of broken bricks and glass, but the fact that the land around Manhattan is actually an "intricate labyrinth of old faults, sutures and zones of weakness caused by past collisions and rifting," as PhysOrg.com describes it.
Amazingly, for anyone who has ever studied architecture, they even describe "unseen but potentially powerful structures whose layout and dynamics are only now coming clearer." Gilles Deleuze must be rolling in his grave.
In a long excerpt, worth reading in full for its structural exploration of the land surrounding New York City, we read:
    One major previously known feature, the Ramapo Seismic Zone, runs from eastern Pennsylvania to the mid-Hudson Valley, passing within a mile or two northwest of Indian Point. The researchers found that this system is not so much a single fracture as a braid of smaller ones, where quakes emanate from a set of still ill-defined faults. East and south of the Ramapo zone – and possibly more significant in terms of hazard – is a set of nearly parallel northwest-southeast faults. These include Manhattan's 125th Street fault, which seems to have generated two small 1981 quakes, and could have been the source of the big 1737 quake; the Dyckman Street fault, which carried a magnitude 2 in 1989; the Mosholu Parkway fault; and the Dobbs Ferry fault in suburban Westchester, which generated the largest recent shock, a surprising magnitude 4.1, in 1985.
The 125th Street fault? The Dyckman Street fault? The Dobbs Ferry fault? It was already clear that the built geography of Manhattan has been thoroughly determined by tectonic prehistory, but what future faults might yet be discovered down there – an Empire State fault, a St. Mark's Bookshop fault (with huge diagonal fissures extending infinitely down from the Critical Theory section), a Lower East Side fault whose all but imperceptible nighttime groaning gives new ideas to poets?
And shouldn't these faults be added to Google Maps?
Some of these underground structures were actually discovered during excavation work for new subways and water tunnels beneath the city, when digging crews came across sudden breaks in the rock seeming to slice off to nowhere. But if these "ill-defined" interruptions, as PhysOrg.com describes them, in the foundational security of New York City lead anywhere, it is to a "braid of smaller [faults]" that filigrees throughout the area. The whole eastern seaboard around Manhattan becomes a puzzlework of forgotten microcontinents – and someday, again, that puzzle might start to move.

Tuesday, August 19, 2008

Mayan Muons and Unmapped Rooms

[Image: "Guatemala Tikal D8006" by youngrobv].

Easily one of the most interesting things I've read in quite a while is how a team of particle physicists from UT-Austin plan on using repurposed muon detectors to see inside Mayan archaeological ruins.
In the new issue of Archaeology, Samir S. Patel describes how "an almost featureless aluminum cylinder 5 feet in diameter" that spends its time "silently counting cosmic flotsam called muons" – "ghost particles" that ceaselessly rain down from space – will be installed in the jungles of Belize.
There, these machines will map the otherwise unexplored internal spaces of what the scientists call a "jungle-covered mound."
In other words, an ancient building that now appears simply to be part of the natural landscape – a constructed terrain – will be opened up to viewing for the first time since it was reclaimed by rain forest.
It's non-invasive archaeology by way of deep space.

[Images: The muon detector, courtesy of the UT-Austin Maya Muon Group].

From the UT-Austin Maya Muon Group website:
    The first major experiment of the Maya Muon Group will bridge the disciplines of physics and archeology. The particle detectors and related systems are designed specifically to explore ruins of a Maya pyramid in collaboration with colleagues at the UT Mesoamerican Archaeological Laboratory. The Maya Muon Group will travel to La Milpa in northwest Belize to make discoveries about “Structure 1” – a jungle-covered mound covering an unexplored Maya ruin.
Pointing out that dense materials block more muons, Patel explains that a muon detector can actually detect rooms, spaces, and caves inside what seems to be solid:
    A detector next to a Maya pyramid, for example, will see fewer particles coming from the direction of the structure than from other angles: a muon “shadow.” And if a part of that pyramid is less dense than expected – containing an open space for, say, a royal burial – it will have less of a shadow. Count enough muons that have passed through the pyramid over the course of several months, and they will form an image of its internal structure, just like light makes an image on film. Then combine the images from three or four devices and a 3-D reconstruction of the pyramid’s guts will take shape.
Referring to a muon detector already at work on the campus of UT-Austin, Patel writes: "The detector sees in every direction, so it also records muon shadows from the adjacent university buildings, and can even identify empty corridors. Silently, with little tending, it takes a monumental x-ray of the world around it."
"The resulting image," he adds, "will be almost directly analogous to a medical CAT-scan."

[Image: The muon detector, courtesy of the UT-Austin Maya Muon Group].

Install one of these things in New York City and see what you find: moving blurs of elevators and passing trucks amidst the strange, skeletal frameworks of skyscrapers that stand behind it all in a labyrinthine mesh.

[Image: A diagram of how it all works; from this PDF by Roy Schwitters].

Patel goes on to relate the surreal story of physicist Luis Alvarez, who used muons "to scan the inside of an ancient structure" – in this case, Khafre's pyramid at Giza. "Working with Egyptian scientists in the late 1960s," we read, "he gained access to the Belzoni chamber, a humid vault deep under the pyramid."
Like something out of an H.P. Lovecraft story, "Alvarez's team set up a muon detector called a spark chamber, which included 30 tons of of iron sheeting, in the underground room."
Foreign physicists building iron rooms beneath the pyramids! To search for secret chambers based on the evidence of cosmic particles.

[Image: An illustrated depiction of Luis Alvarez's feat; view larger!].

Indeed, we read:
    Suspicion of the research team ran high – here was a group of Americans with high-tech electronics beneath one of Egypt's most cherished monuments. "We had flashing lights behind panels – it looked like a sci-fi thing from Star Trek," says Lauren Yazolino, the engineer who designed the detector's electronics.
Alvarez's iron room beneath the monolithic geometry of the pyramid – it's like a project by Lebbeus Woods, by way of Boullée – apparently took one year to perform its muon-detection work.
One day, then, the team took a long look at the data – wherein Yazolino "spotted an anomaly, a region of the pyramid that stopped fewer muons than expected, suggesting a void."
There were still undiscovered rooms inside the structure.

[Image: Wiring up the muon detector, courtesy of the UT-Austin Maya Muon Group].

Excitingly, when Roy Schwitters sets up his muon detector next to the tree-covered mounds of the Mayan city of La Milpa, he should get his results back in less than six months. Sitting there like a strange battery, the detector's ultra-long-term abstract photography of the jungle hillsides vaguely reminds me of the technically avant-garde photographic work of Aaron Rose.
Rose has pioneered all sorts of strange lenses and unexpected chemical developers as he takes long-term exposures of Manhattan.
New York becomes less a city than a kind of impenetrable wall of built space.

[Images: Four photographs by Aaron Rose. View slightly larger].

Again, then, I'm curious what it'd be like to install one of these muon detectors in Manhattan: the shivering hives of space it might detect, as delivery trucks shake the bridges and elevators move up and down inside distant high-rises. What would someone like Aaron Rose be able to do with a muon detector?
Are muon detectors the future of urban art photography?
Perhaps it could even be a strange new piece of public art: a dozen muon detectors are installed in Union Square for six months. They're behind fences, and look sinister; conspiratorialists leave long comments on architecture blogs suggesting that the muon detectors might not really be what they seem...
But the resulting images, after six months of Manhattan muon detection, are turned over as a gift to the city; they are hung in massive prints inside the Metropolitan Museum of Art, near the Egyptian wing, and Neil deGrasse Tyson delivers the keynote address.
Or perhaps a muon detector could be installed atop London's fourth plinth:
    The Fourth Plinth is in the north-west of Trafalgar Square, in central London. Built in 1841, it was originally intended for an equestrian statue but was empty for many years. It is now the location for specially commissioned art works.
For six months, a shadowy muon detector will stand there, above the heads of passing tourists, detecting strange and labyrinthine hollows beneath government buildings where sprawling complexes from WWII spiral out of sight below ground.
Or perhaps muon detectors could even be installed along the European coast to discover things like the buried neolithic village of Skara Brae or those infamous Nazi bunkers "that lay hidden for more than 50 years" before being uncovered by the sea. As the Daily Mail reported earlier this month:
    Three Nazi bunkers on a beach have been uncovered by violent storms off the Danish coast, providing a store of material for history buffs and military archaeologists.

    The bunkers were found in practically the same condition as they were on the day the last Nazi soldiers left them, down to the tobacco in one trooper's pipe and a half-finished bottle of schnapps.
So what else might be down there under the soil and the sands...?
I'm imagining mobile teams of archaeologists sleeping in unnamed instant cities in the jungles and far deserts of the world, with storms swirling over their heads, running tests on gigantic black cylinders – muon detectors, all – that stand there like Kubrickian monoliths, recording invisible flashes of energy from space to find ancient burial sites and old buildings underground.

[Images: Tikal, photographed by n8agrin: top/bottom].

Perhaps all the forests and deserts of the world should be peppered with muon detectors – revealing archaeological anomalies and unexpected spaces in the ground all around us.
Architecture students could be involved: installing muon detectors outside Dubai high-rises and then competing to see who can most accurately interpret the floorplan data.

[Images: "Sobrevolando Tikal, Guatemala," photographed by Eddie von der Becke].

Till one day, ten years from now, an astronaut crazed with emotional loneliness, riding through space with his muon detector, begins misinterpreting all of the data. He concludes – in a live radio transmission broadcast home to stunned mission control supervisors – that his space station has secret rooms – undiscovered rooms – that keep popping up somehow in the shadows...
More to the point, meanwhile, you can read a few more things about Roy Schwitters over at MSNBC – and, of course, at the UT-Austin Maya Muon Group homepage.

Monday, August 18, 2008

The Milky Way is made up of thousands of "substructures such as streams." These "streams" are really clumps of stars – moving at a shared velocity, in a shared direction – that were "ripped" from other galaxies, "most likely small galaxies that were pulled in to create the Milky Way." Streams at the center of the galaxy are thus the oldest, as "you probably build a galaxy up from the inside out." Indeed, the sky is criss-crossed with rivers that flow from the remains of structures unspooling elsewhere.

The Basement Maze of Leavenworth, Kansas

[Image: The "underground town" beneath Leavenworth, Kansas, courtesy of KCTV].

It was reported last week that an "underground city" had been discovered beneath the streets of Leavenworth, Kansas. "Some Leavenworth residents have been unknowingly walking around above an underground city," we read, "and no one seems to know who created it or why."
    Windows, doors and narrow paths beneath a title company at South Fourth and Delaware streets lead to storefronts stretching several city blocks and perhaps beyond.
    There are also several vaults around town. Some of have them been used for breweries...
    Some speculate the underground town was created in the 1800s and could have been used during slavery or for fugitives.
I have to admit, though, especially after looking at the slideshow, that referring to this alternately as an "underground town" and an "underground city" seems like quite an overstatement of the case; it looks more like a few connected basements at most.
But how are you going to get people's attention if all you've discovered is a few empty rooms beneath Main Street...?

(Thanks, Ian!)