Re: <documenta X><blast> fields...always fields

Marek Walczak (marek@4worlds.com)
Mon, 16 Jun 1997 00:26:35 -0400

There are at least two types of perspective/perceptual tools used in the
design world today:
1. XYZ, or coordinate system, also the relative coordinate system. Many
architects use this form of spatial locations, the classic grid paper is
an example. Relative coordinates are a little more interesting: in
Autocad the fastest way to draw to is to "offset" "extend" and "trim"
relative to other geometry. To design in 3D you generally start with a
flat plane, then move into an orthagonal 3D geometry (the axonometric,
where there is no decrease in scale when an object appears to move
back). Perspective is then used to test how the design looks from
various 'viewpoints'. These 'viewpoints' are then combined to create
'walkthroughs'. At a certain point in design, all methods of perception
are used and tested as changes are made.
2. The Spline/bezier curve system (probably a better term for this).
This is used, for example, by traffic engineers where they have to deal
with complex curved topography. Animators also use this, and softimage
is but one program that deals with this well. Here precise numerical
data, if used at all, is used in a complex lattice-work of datums and
relative vectors. The worst rendering job I ever did consisted in trying
to merge files from different programs using both the above systems. Its
as if different modes of perception kick in at different scales. In most
American cities the grid is so pervasive, architectures that still lead
to perspectival perception. The strangest thing is when you pick your
nose, the hand is totally distorted and doesn't yield easily to
perspectival practice.
3. Well I guess the GPS is another mode of finding your way/perception,
vectors triangulating over a sphere. Not sure of any design project that
uses that.

Vrml starts with the xyz system, but many of the nodes and the fact that
you can program space at will means that very interesting spatial
situations can occur.
here is a simple old vrml 1.0 file that uses the LOD node:
http://www.artnetweb.com/vrml/sphinx/sphinx5.wrl
As you walk towards the object it fractures and scatters into space, so
there is no there to get to.
Its fairly straightforward to change objects as you get closer, or shift
you to somewhere else, or change the scale. Actually, Alice in
Wonderland would be a good project and not to hard to enable. Also, you
can introduce gravity, reverse gravity, reverse the way lighting affects
objects as they move back, and so on.
All of the above is a function of time. Time changes everything. It also
means that very subjective perceptions of space are possible. Always
amazed how the perceptions we have of space are so disconnected from
standard architectural tools. What we remember (or I remember) is so
different from the drawings we make.

The other fascination with computer games (the first being to kill and
win) that I keep hearing are the discovery of space as you move through
the 'levels' of a game. However, I don't know of any game that takes
advantage of these distortions that are possible to xyz space.

Cities, or the places where we live, have dozens of other spaces that
the list has already mentioned. These 'modes' co-exist in a network
through which we understand ourselves - its too easy to say that malls
kill space/communinity/the individual's sense of self and so on. Even
within the standard mode of design (1) there are several modes we use
that co-exist in out mentality.
Marek