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ARSITEKTUR DIGITAL

UUI - Prodi Arsitektur ARC 316

Architect and Cyberspac


Oleh:
Rinal Hardian, ST. M Plan (UD)

CYBERSPA
CE?

CYBER
Cyber-is derived from "cybernetic,"
which comes from the Greek word
meaningskilled in
steering or governing

E-, standing forelectronic, is


used in the termse-mail,ecommerce,e-business,ebankingande-book

Theiprefix was used as early


as 1994 byiVillage, an internet
community site by and for
women.More recent examples
include theBBC'siPlayer, and
Google's
formeriGoogleservice. It has
even been used by companies
not in the IT sector for their
websites, such asCoca-Cola's
now-defunct icoke.com.
Apple Inc.is especially
connected to theiprefix. They
first employed it for
theiMacline of computers
starting in 1998,and have since
used it in many of their other

VIRTUAL

VIRTUAL
The wordvirtualis used in a similar
way to the prefixes above, but it is an
adjective instead of a prefix. For
example, it is used in the
termsvirtual reality,virtual world,

Cyberspaceis "the notional


environment in which communication
over computer networks occurs."The
word became popular in the 1990s
when the uses of the Internet,
networking, and digital
communication were all growing
dramatically and the term
"cyberspace" was able to represent
the many new ideas and phenomena
that were emerging

THE NET

CYBERPUNK?

"Cyberpunk is the term given to a


particular genre of 20th-century
science fiction. It is coined from two
different words: "cybernetics " the
science of electronic, mechanical, and
biological control systems and "punk"
referring to modern street culture.
The sense of the combined term is of
ultratechnology grafted onto the
culture of the street. The theory is
that technology is changing so fast
that each new discovery is old news
before we have even had a chance to
consider its implications.

The effect of that technology is a


culture shock that not only separates
one generation's ideals from the next
generation's, but actually shakes the
next generation's ideals as fast as
they are formed. Mixing genetic
material from animal to animal, or
even from human to animal; raising
crops of human embryos for organ

creating
machines that think like
humans and humans that
think like machines. All of
transplants;

these things, and more, are within


our grasp. The problem is that they
all tear at the definition of what it
means to be human. And without that
definition, we have no inherent basis
for human rights.

That is the realm of cyberpunk: to


explore what it means to be human,
or inhuman, in the world of the future

CYBERSPACE

1D to
nD

the 2-dimensional space of drawings,


the 3-dimensional space of synthetic
models, the n-dimensional space of
sound, time and words.

Access to
Cyberspace

What Is Virtual Reality and How Does It Work

ULTIMATE OCULUS RIFT REACTIONS 2014

Altering Perceptions

Optical Illusion

Assumptions

OK Go - The Writing's On the Wall

Virtual reality, explained with some trippy optical illusions

Transporting Space

Architecture As the art of Place-making

Place vs. Space


Place embodies social and
cultural values, in addition to
spatial configurations
spaces must be defined and ordered
in meaningful ways. Such
meaning is not part of the space
itself: rather, it is an added quality,
acquired through the

adaptation and
appropriation of the space
by its users, through their

actions and
conceptions.

Spaces

Activities

Conceptions
PLACE

do not

Architects
control all aspects of a place

Sense of Place

Functional appropriateness

Conceptual appropriateness

Philip Johnsons Glass House

Physical World place-making


places are often designed by borrowingfunction,form,
andconceptionfrom precedents, symbols, and
metaphors

designing from patterns(Alexander,et al.,


1977)
casebased design(Coyne, 1990)

objectoriented
design

no appropriate
precedent can be
found

Santiago Calatravas LHemisfric auditorium in Valencias


City of Arts and Sciences complex, resembles the opening of an eye

Cyberspace
Cyber-place
The difficulty in making Cyberplaces is that
there are currently very few

metaphors and
precedents to guide their
development
making places in Cyberspace can

borrow from the


principles that were
developed by architects

The Challenge
to blend these two opposite
needs: not to stifle Cyberplaces
by making them too Hyper
Realistic, while at the same time
not make them too Hyper Virtual,
to the point of renouncing all
sense of place.

Questions
1. what is the significance of place
making?
2. What is a place, How is it
different from space
3. Can Cyberspace be made into
places? What would that mean?
4. How would Cyberplaces be
different from ordinary Web sites,
or even 3D virtual worlds?

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