architecture

Tuesday, April 30, 2013

Forest Tone

[Image: The "Lady Blunt" Stradivarius violin recently sold for £15.9 million].

I have to admit to a certain amount of obsession with the various quasi-scientific hypotheses for why Stradivarius violins have their so-called "perfect" sound, ranging from sunspots and European cold spells to tales of "secret ingredients" and "special varnishes" applied to the wood, to stories of Antonio Stradivari himself harvesting "the wood of ancient castles and cathedrals" in order to build the bodies of his famous instruments.

"A sharp dip in temperatures between 1645 and 1715," we read in but one example of these sorts of speculations, this time from National Geographic, "coincided with a reduction in sunspots and the sun's overall activity known as the Maunder Minimum. Researchers say those factors may have slowed tree growth, thereby creating the ideal building material for violins later manufactured." Indeed, the BBC adds, "It seems that the trees growing during the lifetime of Stradivari experienced a unique set of environmental conditions that has not occurred since."

[Image: Lorenzo Pellegrini gardens the forest for resonant wood; photo via JMC].

On the other hand, the resonant fullness of a Stradivarius could also come down simply to good pruning.

A fascinating and odd story in the BBC last week described the life's work of a man named Lorenzo Pellegrini, who "gardens" the Risoud Forest in Switzerland to assist the future resonant acoustics of the wood currently growing there. It's a violin garden for the 24th century. "Now 83, he still climbs trees like a squirrel," the BBC writes, "and tends the forest as if it were his garden—weeding out the beech trees that would smother his precious spruces" (note that this description suspiciously echoes the website of Swiss instrument maker JMC Lutherie, where we read that "Lorenzo is 80 years old, and he still climbs trees like a squirrel").

[Image: Lorenzo Pellegrini shapes planks for violins in Switzerland's Risoud Forest; photo via JMC].

In any case, felling the trees is like ceremonial druidry:
Once you have found the perfect tree, he says, you have to wait for the perfect day to cut it down. That day comes at the end of autumn when the sap has sunk back into the ground. When the moon is lowest on the horizon, and furthest from the Earth. Because, apparently, the gravitational pull of the moon does not only tug the waters of the sea and make the tides, it tugs up the sap.
It is, we might say, lunar wood. You can watch a film about Pellegrini—in French, without English subtitles—here.

There is a very long list of interesting things to point out here, not the least of which is the conceptual overlap between resonant forests, grown for the musical properties of their wood, and the long history of the sacred grove in European folklore and mythology. But I am also reminded of the Jaguar Lount Wood, a small forest in the UK planted specifically to help off-set all the walnut grown for paneling the insides of Jaguar cars; and of the many forests planted over the centuries specifically for growing wood for shipbuilding (more of which at the earlier link).

[Image: "Kitka River" from the Museum of Nature by Ilkka Halso].

But surely this also sets the stage for the design of some incredible future greenhouse somewhere, chilled from within and spanning whole hills, streams, and meadows at a time, where perfectly refrigerated forests grow slowly under controlled conditions to form violins in three centuries: lined with weights and counter-weights, they are pruned, cut, sliced, and pulleyed to stretch the grain toward specific densities, to hit frequencies hundreds of years from now in an echoing concert hall built for music from modified trees.

Families tend the chambered forest, introducing a new carbon dioxide mix every third Sunday of the month according to some arcane unwritten formula, and these perfectly strange trees, ideally shaped for music, roll deliriously inside with their own tuned tides of sap and water. Instrument makers step gingerly over the roots and soils of the controlled forest floor where, barely whispering out of respect for their surroundings, they remove calipers from leather bags, they prism their laser-levelers through passing banks of mist, and they pay on credit three hundred years in advance to reserve well-measured sections of trees for future violins and cellos, imagining whole new forms of music that might emerge someday, given the right, surgically placed sequences of cuts, as if all trees are secretly hiding musical instruments and only the smallest percentage of them have so far been revealed.

(Spotted via @nicolatwilley).

Sunday, April 28, 2013

Architecture + Urbanism recommends 'Gate 81 Preston Bus Station: Workshop 11 May 2013'

The fate of Preston Bus Station still hangs in the balance. This workshop invites creative ideas for new uses for this great modern landmark. To participate book here Speakers include Tom Jefferies and Kevin Rhowbotham

Today's archidose #671

Here are some photos of the Twelve at Hengshan (2012) in Shanghai, China, by Mario Botta Architetto, photographed by Jian Wu.

Hengshan Road 12 Hotel

Hengshan Road 12 Hotel

Hengshan Road 12 Hotel

Hengshan Road 12 Hotel

Hengshan Road 12 Hotel

Hengshan Road 12 Hotel,Shanghai

To contribute your Flickr images for consideration, just:
:: Join and add photos to the archidose pool, and/or
:: Tag your photos archidose

Saturday, April 27, 2013

A lovely stone house

It's been awhile since I shared a weekend picture and thought I'd share this adorable stone house I came across last weekend in the Arlington,Virginia suburb of DC.  Houses such as this are always my favorite! I especially like the mature landscaping which provide dappled sunlight in our notoriously hot and humid summers but allow for full sun in our cool winters.  My only comment would be the 'fake' shutters flanking the double windows on the ground floor - don't need them!  What do you think of the house?

Friday, April 26, 2013

IDEAS CITY

ideas-city2013.jpg
The second biannual IDEAS CITY takes place May 1-4 on and around the Bowery. What is IDEAS CITY? Here's the official description:
IDEAS CITY explores the future of cities around the globe with the belief that arts and culture are essential to the vitality of urban centers, making them better places to live, work, and play. Founded by the New Museum in 2011, IDEAS CITY is a major collaborative initiative between hundreds of arts, education, and civic organizations. This year’s theme is "Untapped Capital," with participants focused on resources that are under-recognized or underutilized in our cities.

IDEAS CITY is a four-day Festival of conferences, workshops, an innovative StreetFest around the Bowery, and more than one hundred independent projects and public events that are forums for exchanging ideas, proposing solutions, and accelerating creativity.
streetfest2013-1.jpg
["MirrorMirror" by Davidson Rafailidis | Image courtesy Storefront for Art and Architecture]

The winner of the 2013 StreetFest Competition is "MirrorMirror" by Davidson Rafailidis. Their installation will be built and installed for the May 4 StreetFest. Here is some information on the winning design from the Storefront for Art and Architecture announcement:
“MirrorMirror” is a base unit covering twelve feet by sixteen feet. The design includes a simple forty-five-degree-angled gable roof made from miorroring panels. A single unit will house small programs. When combined, the units create a large barn-like structure that will can be host to larger gatherings. The design utilizes aluminum frames with Mylar mirror foil that are often used as glassless mirrors in dance studios.
streetfest2013-2.jpg
["MirrorMirror" by Davidson Rafailidis | Image courtesy Storefront for Art and Architecture]

Visit the IDEAS CITY website to plan your visit, purchase a conference pass, and download a guide (PDF link) to the many events happening in downtown Manhattan over the course of four days next week.

My recommendations:
Wednesday, May 1:
Joi Ito
Keynote address at 7:30pm at The Cooper Union

Thursday, May 2:
Ad Hoc Strategies
Panel discussion at 9:15am at The Cooper Union

Play
Panel discussion at 2:30pm at The Cooper Union

A Road Not Taken
Film screening at 7pm at the Swiss Institute

Friday, May 3:
The Future of the City
Conversation at 5pm at Center for Architecture

Hack City
Workshop at 6pm at the Old School

Pitching the City: New Ideas for New York
Presentation at 7pm at St. Patrick's Old Cathedral

Saturday, May 4:
StreetFest
Numerous booths, events, and projects from 11am to 6pm on and around the Bowery

Godfrey Reggio’s Naqoyqatsi
Film screening at 11am at NYPL Mulberry Branch

Delancey Plaza: An Afternoon Above the Lowline
Workshop from 11am to 6pm at Delancey Plaza

No Shame: Storefront For Sale
Exhibition performance from 11am to 6pm at the Storefront for Art and Architecture

Adhocracy
Exhibition from 11am to 6pm at the New Museum

Softwalks
Installations from 6pm to Midnight in various locations

Change of State
Installation from 8pm to Midnight on the facade of the New Museum

Snarkitecture
Installation from 8:30pm to Midnight at Mulberry and Prince Streets

Social Justice and the City, 1973-2013

On Saturday, May 4, the Graduate Program in Design and Urban Ecologies is presenting Social Justice and the City 1973-2013, commemorating the 40th anniversary of David Harvey's seminal book of the same name. See below for an event poster and bottom for a description of the free one-day symposium. RSVP here for the event.

harvey40.jpg
Date: Saturday, May 4, 2013
Time: 10am-6pm
Location: Parsons the New School for Design, 66 West 12th Street (A404, A407), NYC

In April 1970, an essay titled “Social Processes and Spatial Form: An Analysis of the Conceptual Problems of Urban Planning,” was published in volume 25 of the journal Papers of the Regional Science Association. For this first time, this essay constructed an unexplored critique of urban disciplines vis-á-vis capitalism. The result created a dialectical theoretical framework, and forever changed the way many urban practitioners viewed their disciplinary tools and formal training. Ultimately, this heralded an ongoing formation of radically new and unseen forms of urban practice. In 1973, this essay became the first chapter of Social Justice and the City. David Harvey’s seminal second book split the way our cities are read, and created entirely new research paths for his contemporaries and younger practitioners.

Forty years after its publication, Social Justice and the City is as relevant as when it was first conceived. As the processes of urbanization fall faster than ever at the control of the elites, an unprecedented wave of enforced spatial segregation radically alters our urban realities. Today, Social Justice and the City provokes views and directions that remain at the core of any imaginary for resistance, and an action towards the belief that socially just forms of urbanization are possible.

The 40 year commemoration of Social Justice and the City will pay tribute to the lasting work and influence of David Harvey. The day will be introduced by Harvey, who will share his views on the book and its 40 year trajectory. Harvey will then be joined by a diverse array of urban practitioners, from artists to academics and designers, whose practice has been transformed by Social Justice and the City.

Participants Include: Sharon Zukin, Don Mitchell, Andy Merrifield, Margit Mayer, Peter Marcuse, Ayreen Anastas, Martha Rosler, Miguel Robels-Durán, Rene Gabri, William Morrish, Andrew Ross, Jeanne van Heeswijk, William Tabb, John Krinsky, Teddy Cruz, Erik Swyngedouw, Nik Heynen, Neil Brenner, Melissa Wright, Tom Angotti, Linda McDowell, Miriam Greenberg, Richard Walker and others.

British Countryside Generator

[Image: From Sir, You Are Being Hunted by Big Robot].

For the last ten months or so, I've been watching from afar the development of ground forms and landscapes for a game called Sir, You Are Being Hunted, from Big Robot.

Big Robot, of course, is a small game design firm founded by Jim Rossignol, who has guest-posted here on BLDGBLOG a few times over the years and who I interviewed back in 2009 about his book This Gaming Life.

[Image: From Sir, You Are Being Hunted by Big Robot].

What I've been captivated by is the so-called British Countryside Generator, a "procedural world engine" using "spatial division maths" that allowed Big Robot to generate aesthetically recognizable rural British landscapes.

[Image: From Sir, You Are Being Hunted by Big Robot].

"I’ve worked on a number of procedural world generation tools before," coder Tom Betts explains on the Big Robot blog, "but this particular engine is unique in that the intention was to generate a vision of 'British countryside,' or an approximation thereof."
To approach this we identified a number of features in the countryside that typify the aesthetic we wanted, and seem to be quintessential in British rural environments. Possibly the most important element is the ‘patchwork quilt’ arrangement of agricultural land, where polygonal fields are divided by drystone walls and hedgerows. These form recognizable patterns that gently rise and fall across the rolling open countryside, enclosing crops, meadows, livestock and woodlands. This patchwork of different environmental textures is something that is very stereotypically part of the British landscape. I looked for a mathematical equivalent we could use to simulate this effect and quite quickly decided upon using Voronoi diagrams.
The basic topology is thus established, one that, despite its mathematical abstraction, "looks remarkably like... the British countryside."

[Image: From Sir, You Are Being Hunted by Big Robot].

"Once this is done," Tom continues, "the engine then uses the height information to produce a terrain splatmap where different textures are assigned to areas according to altitude, slope and region type. This results in sandy beaches, rocky highlands and meadows in between."

[Image: From Sir, You Are Being Hunted by Big Robot].

These subtle glimpses of game geology disguise Jim Rossignol's own mock enthusiasm for all things virtually terrestrial. "Terrain!" he exclaimed over at Rock, Paper, Shotgun last summer in a Walt Whitmanic moment of expansiveness. "It’s the undulating table on which the pieces of our play are set. It’s the sandbox in which we dig, and the garden in which we grow. Terrain: for exploring, for absorbing, for smoothing, for deforming. It is the unsung underfoot heroic substrate of all that is gaming, and much else besides."

[Images: From Sir, You Are Being Hunted by Big Robot].

Speaking of "smoothing," these automatically generated lines and divisions are not always ideal, and can often use some smudging. "There are also a number of ‘noisy’ functions," Tom adds, "that make the textures intersect more organically by adding goat type trails, blurring and dithering. There are also additional alterations made to this splatmap later as the engine deploys the actual models too—walls, buildings and so on."

[Image: From Sir, You Are Being Hunted by Big Robot].

Personally—perhaps it's schadenfreude—I love to see all of architecture reduced to "walls, buildings and so on," just tossed across the landscape like salt; to think of all the time spent on student architecture projects that could simply have been achieved using a countryside generator...

[Images: From Sir, You Are Being Hunted by Big Robot].

Roads and towns at the push of a button.

[Image: From Sir, You Are Being Hunted by Big Robot].

But then, of course, you add the "sir" being hunted, and you throw in the jangly figures carrying rifles and smoking pipes in the foggy landscape, and mere terrain becomes gamespace, a place of strategy and places to hide.

[Image: From Sir, You Are Being Hunted by Big Robot].

Landscape then becomes something you explore while looking down the barrel of a gun, wandering through "walls, buildings and so on" as a new and renewable world tiles into being all around you.

[Images: From Sir, You Are Being Hunted by Big Robot].

In his long blog post at Big Robot, for instance, Tom writes that "one of the most exciting parts of procedural content generation is the fact that it can produce unexpected results, [and] players can stumble across regions that due to a particular combination of features appear really unusual. In testing I’ve found villages collapsing over cliff edges, trees submerged in lakes and roads from nowhere to nowhere. There is actually something nice about finding these anomalies because it really feels like a unique discovery, proving that you are wandering your own, individual version of the game world."

Jim Rossignol has discussed the game in more detail in several interesting interviews—such as with WhatCulture and Rock, Paper, Shotgun—where you'll find more background and info, and a convincing glimpse of the game designer as landscape theorist.

For now, here are some further shots of the British Countryside Generator at work.

[Images: From Sir, You Are Being Hunted by Big Robot].

Briefly, I can't let this post end without mentioning another, admittedly entirely unrelated project, something that itself could easily be described as a "British countryside generator." I'm referring to the massive wetland redevelopment on Wallasea Island, using "approximately 6.5m tons of spoil," in the words of London Reconnections, that have been sucked, scraped, and excavated from deep beneath London as part of the Herculean Crossrail tunneling project.

In other words, the island is literally being expanded through an open-air terrestrial 3D-printing exercise, using dirt from the foundations of London as its ink.

[Image: Wallasea Island Map from Google Maps, via London Reconnections].

As the BBC explains, the Wallasea wetland project is "making good use of the excess earth being generated from the separate £14.8bn Crossrail project. The twin-bore tunnels being dug out to link east and west London would have seen six million tons of earth in need of a new home—but three-quarters of this will head to Wallasea Island via freight trains and ships to create the new reserve."

There is something absolutely mind-boggling in the idea of huge, artificial hollows under London being sprayed out over a coastal site—no doubt according to Big Robot-like formal rules, where "different textures are assigned to areas according to altitude, slope and region type," as the game designer explains, above—to form, nearly from whole cloth, a new ecosystem.

A British Countryside Generator, indeed.

(An earlier version of this post mistakenly attributed many quotations to Jim Rossignol, rather than to Tom Betts—my apologies to Tom for the oversight!)

Mountain View

[Image: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

After posting several of these images in our recent Venue interview with outdoor equipment strategist Scott McGuire—easily one of my favorite interviews of late, touching on everything from civilianized military gear used in everyday hiking to REI-augmented wilderness camp sites as the true heirs of Archigram—I was so taken by their weirdly haunting views of humans wandering through extreme landscapes, dressed in 19th-century suits and top hats, carrying canes, that I thought I'd post a larger selection.

[Images: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

Middle class gentlemen and ladies in hooped skirts walk into ice caves and step gingerly across the cracked, abyssal surfaces of old mountain glaciers, pointing up at things they don't understand.

[Image: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

At times, these feel almost like photos from some as-yet-unwritten Gothic horror story, perhaps a 19th-century Swiss prequel to John Carpenter's The Thing, in which purely accidental sequences of photos—

[Images: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

—imply a narrative of genial discovery, focused exploration, and eventual solo flight down the mountainside in terror.

In fact, I could easily imagine an Alpine variation on Michelle Paver's memorably unsettling Arctic ghost novel Dark Matter set in such geologically extravagant landscapes, as humans struggle to survive, both physically and psychologically, in this encounter with an incomprehensibly over-sized landscape millions of years older than they might ever be, naively setting up camp amidst a wilderness that does not want them there.

[Images: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

But then, at other times, these photos are almost like exaggerated set pieces by artists Kahn & Selesnick, whose work proposes fictional expeditions to otherworldly landscapes, missions to the moon, ancient salt cities, and more, all told through an almost unbelievably elaborate series of props, fake postcards, paintings, photographs, and more.

Like some unrealized backstory for their "Eisbergfreistadt" project, for example, or their "Circular River" expedition, men in wool vests pull one another up abstract glacial forms, as an incredible wooden staircase—if you look closely at the next image—races up the mountainside in the middle of nowhere.

[Image: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

After a point, these scenes are Chaplinesque and ridiculous, like turn-of-the-century bankers who got lost on a glacier in a Modernist play.

[Image: Courtesy of the U.S. Library of Congress Prints & Photographs Division].

In any case, these all come courtesy of the U.S. Library of Congress Prints & Photographs Division, where substantially higher-res versions of each photo are available; but don't miss the additional photos in the interview with Scott McGuire over at Venue.

[Images: Courtesy of the U.S. Library of Congress Prints & Photographs Division].