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Image of Democracy: Why I Want to Build Nine Freedom Towers in Tiananmen Square


Introduction

 

Albert Speer, Model of Nuremberg Marching Grounds (1937); John Powers, Penn Station Counter-proposal, (2001)

What happened at 9/11 of course changed the scale of all this... It became an issue about fear, and our horror at looking, as I did, out of our windows onto the buildings that were burning. The horror we had in our hearts from this, allowed us... to give up basic freedoms. I’m not just talking about the ones the papers talk about all the time, our democratic and constitutional rights, but in the way we live, the way we block our streets.

—David Childs (Chief Architect of SOM’s Freedom Tower”), Building and Fear, 08:20 (2007)

I am a sculptor, my work is abstract and more often than not described as “post-minimalist.” Recently I was asked to contribute a work for a group show in Hong Kong. The curatorial frame of the show is “the ways objects produce space.” Rather than contribute a sculpture and hope for some sort of latter-day phenomenological experience between ‘object’ and ‘subject’ however, I suggested revisiting an urban design project that I had not worked on for over a decade. Eleven years ago I made a modest proposal to create a series of three massively flat and empty superblocks (two in New York and one in Washington DC). I last showed these proposals as three large architectural site models, just six months before September 11th attacks. Because my proposals seemed to foreshadow the 16 acre gap left in Manhattan’s grid, I was urged to revisit the project. I didn’t, not because I didn’t feel I might have something to contribute, but because I was struck dumb horror. I refused to speak publicly about the project, and although the original show of models had been based on a long essay on the subject of art and public space, I stopped writing for years. Anyone familiar with my blog will understand that this is not my usual MO. But looking back I am now very glad I shut up. Most of what was said about architecture in the immediate wake of the attacks struck me as tone deaf, some of what was said by artists was unintentionally cruel.

That is not to say I didn’t take interest in the site and the conversation around it. I followed the competition to choose an master plan, and still feel Sir Norman Foster’s unapologetically hard edged kissing” chisels were the best of the lot. Most of what I saw and heard however, reinforced the observation that had inspired my proposals in the first place: the widespread inability to know the difference between what can and cannot be changed when it comes to architecture. By wide spread, I mean architects, politicians, critics and loudmouths at parties. Even after Modernist architecture’s fall from grace, the expectation is that big challenges must be addressed by massive projects, and that symbolic meaning trumps straight talk (observe Libeskind vs Foster).

While I sympathized with architect’s desire to respond to the attacks, I did not understand their responses. Architecture isn’t a symbol (that was the hideous confusion the attackers made), it is an expression; a concrete expression of an idea, an ethic, a desire. Modernists plazas are often characterized as “fascist” — the idea being that they are symbolic projections of power. Architects seldom, if ever, discuss lawns, park benches, or flower arrangements as expressions of power. Looked at as concrete ethical expressions, rather than symbols, we can begin to see these things for what they are: impediments, barriers, place holders, and dividers.

 

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The Never Forgotten House


This essay will also appear in the next issue of Pool. 

Image of Williamsburg Waterfront by C-Monster, April 30, 2006.

Several weeks ago, I was leaving a party in Park Slope. As I waited to cross the street, I recognized two places across the way and realized I had eaten meals at both. I had brunch with a friend in the cafe at the corner last year. I met another friend for dinner two years earlier at the Thai restaurant at the address next. I remembered two separate phone calls with each friend explaining how to get there from the 7th Ave station. The second call, and the second walk from the stop didn't remind me of the first. It took a third visit to that intersection, and from that vantage point —across the street —to discover the venues were neighbors. Two pleasant but very different conversations came back to me at once.

I had a decade’s worth of weekends in New York City before I finally made the move last year. Chinatown buses from Washington, DC and Boston; cheap flights out of Chicago Midway that left Friday evening and arrived before work on Monday. Sometimes I visited as often as twice a month, for special events or a guy or no reason. With the insouciance of an out-of-towner, I never bothered to follow how a taxi gets from one point to another or which direction the subway train was headed when we got to the stop. Now that the city is my home, I'm constantly uncovering another fragmentary long forgotten memory.

I will never know if some of the places I remember from these early New York trips have been torn down or exist on streets I haven't walked by again yet. I refuse to ...

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Short Documentary on Internet Infrastructure


Bundled, Buried & Behind Closed Doors is a short documentary explaining internet infrastructure, focusing on the art deco building 60 Hudson Street in Tribeca, which is now one of the most concentrated carrier hotels in the world. The internet has an "ironically very limited geography in terms of big strategic concentrations," explains Stephen Graham, professor of cities and society, Newcastle University, in the short film. "The big affluent high tech information rich regions" is where the infrastructure is densely located. And 60 Hudson Street was especially ideal as a hub, given that the building was already designed to accomidate cables as it was first fitted for pneumatics tubes, then telegraph cables and telephone lines. 

In an interview with The Atlantic's Kasia Cieplak-Mayr von Baldegg, director Ben Mendelsohn explains, "The issue of how this infrastructure is hidden fascinates me. Andrew Blum has a book coming out in May about physical Internet infrastructure, which I'm very excited for. He was giving a lecture and handing out postcards of "data monuments" in New York City, and I asked him: if these are monuments, what do they reveal about the culture that built them? Their message is really one of ambivalence. Service providers need to let potential clients know where they are, but they generally decline to make their presence widely known beyond that marketing purpose. Andrew did say that he envisions "brewery tour" style visits or class field trips to Internet buildings in the future, and I think that would be great, but the industry is not there yet."

 

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Architectural Uncanny Valley


screengrab from Kane and Lynch 2 via Steam Postcards

Steam Postcards is a tumblr documenting the melancholy landscapes of video games. The role of architecture is important in gameplay. A level designer is considering the way that a surface responds to weather conditions, the depiction of shadows and textures, and other factors that contribute to a realistic looking structure. Sometimes a game will pose its own uncanny valley hypothesis, when something about the gravity in the virtual world does not match up with human experience. But as still images these buildings look like "postcards" from the future. The uncanniness is the dream world depicted, not any failure in representation.

screengrab fromLost Plant 2, Red Orchestra 2, Mirror's Edge, and Brink via Steam Postcards

 

 

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Kowloon Walled City Lives On in Videogames


1989 German documentary on Kowloon Walled City (English subtitles, Part 1 of 4)

In Kill Screen, Michelle Young writes about Kowloon Walled City as an inspiration for game level designers. The fortress-like Hong Kong settlement once contained 35,000 residents within its 6.5-acre enclosed space. A labyrinth of alleyways, staircases, and 250 sq ft apartments; much of it poorly lit makeshift spaces with unstable construction; it was also largely a lawless enclave with thriving drug trade, mafia, and other black market activities. It was demolished in 1993:

Often, aspects of Kowloon’s architecture and environment are used to impart a sense of repression, confusion, or loss. In videogames, the mafia and undercurrent of illicit activity provided ideal storylines amidst dank and mysterious backdrops. The cramped businesses in the inner alleys, and the jumbled exteriors of Kowloon, gave videogame designers a rich visual vocabulary.

The characteristic that most set Kowloon Walled City apart from other slums was its high-rise, skyscraper form. Videogame design has capitalized on the city’s verticality. In the opening sequence of Shenmue II, we are transported between the normalized architecture of Hong Kong to Kowloon and enter the city as if falling upside-down from the sky into the depths of the Walled City. The distance between Hong Kong proper and Kowloon is greatly exaggerated with hills and wide plains separating the two, likely an attempt to emphasize Kowloon’s “Otherness.”

 

Kowloon was an anomaly in modern urban construction not only for its organic formation, but also for its reversal of standard building aspects: interior versus exterior, street versus roofs. Its ad-hoc construction engendered a maze of narrow alleys and staircases. Think of single apartment units being stacked over time like Jenga pieces—except that the façades don’t have to be match or be in-line with ...

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The Future and Modernity's White


When conjuring up a reason why white is the dominant shade of Modernity one might think of the soon to be retired space shuttle Atlantis or the seminal architect Charles-Édouard Jeanneret (also known as Le Corbusier). Depending on your preference of medium you can view it as an additive or subtractive color, but the question remains: why is the color white linked to "hi-tech" gadgets, architecture, and visions of the future?

John Powers, a Brooklyn-based sculptor recently ruminated on this question and discovered it has an intriguing and complicated history and relationship with technology. Powers maps the trends of the color against various historical events, revealing along the way that Jacob Riis' 1890 flash photographs of lower Manhattan's tenements and Platex bra construction played surprisingly important roles. According to Powers' research, Modern white's psychological associations and aesthetic perceptions are driven by a mix of technological advancements in electric lights, the garment industry, and space travel.

Original Edison light bulb; Weissenhofsiedlung (1927) via Star Wars Modern

Seamstress Jane Butchin, Delma Domegy, Inspector Mary Todd, and others at ILC Plant (1967); Astronauts Charles Conrad and Alen Bean (1969) via Star Wars Modern

John Powers' ten-part essay titled White Walls:

 

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Review: WALLPAPERS by Sara Ludy and Nicolas Sassoon



 

Nicolas Sassoon and Sara Ludy have a deep collective interest in pixelated virtual architecture and are both members of the online art collective Computers Club. Sassoon has an extensive collection of architectural animated gifs on his own site and considers them representatives of an ideal, only achievable in virtual space. Ludy, with a background in interior design, creates videos of catalog-like architecture melting together in saw-toothed fades. Their latest collaboration, WALLPAPERS, reframes their interest in physical space. Up for only one day at 319 Scholes and curated by Lindsay Howard and Katie Miller, Sassoon and Ludy’s installation transforms the location into immersive wall-sized animated gifs.

Their attention to detail and layout of the space coalesced to create a mesmerizing field. Spanning two large walls of the front room, Sassoon’s snowfield drifted upwards surrounded by darkness revealing different patterns of movement at varying distances. This added contrast to Ludy’s well cropped hybrid violet animation that rendered a mixing slow motion waterfall of abstracted texture landing somewhere between moss, leaves, and stone. Pausing for a moment, the landscape revealed itself. Ludy’s image projected onto the doorway connecting to the second room synced perfectly with the existing perpendicular lines of the architecture. Snow was falling up as the viewers walked into a temple entrance cast out of a forgotten 8-bit videogame nightscape.

The technical setup was acutely tuned to the relationship between the images, viewers, and projectors.  Two laptops cropped out of the floor resembling viewing stations for the scene. This intentional placement informed the tremendous scale shift between screen and wall. Viewers walking through the space playfully interrupted projectors beaming their images from floor level below the laptops. Staring closely at an image on one of the laptops made it possible to see the pixelations. Walking close to the wall, however, revealed a serendipitous match between the pixilated screen of the projectors resolution limits and the pixels of the animated gifs themselves. WALLPAPERS effectively wraps the viewers into architecture.

 

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In Praise of the Sci-Fi Corridor


Corridors make science-fiction believable, because they're so utilitarian by nature - really they're just a conduit to get from one (often overblown) set to another. So if any thought or love is put into one, if the production designer is smart enough to realise that corridors are the foundation on which larger sets are 'sold' to viewers - Martin Anderson





via Autodespair

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Craig Kalpakjian


Craig Kalpakjian, Monitor II (1999)

Craig Kalpakjian, Stair (2000)

Craig Kalpakjian, Unlearning Object Permanence (2009)

Craig Kalpakjian, Dear Tech Support Operator (2004)

In my earlier sculpture and installation work, I used found and fabricated elements–barriers, detectors, and security devices. I was interested in the technology of deterrence and passage, movement and restraint as well as crowd control and traffic flow. This is what I was thinking about with the work involving bullet-proof barriers and waiting line stanchions.

One of the things I wanted to do with these sculptures and installations was to call into question notions of safety, security, protection and vulnerability, and to confuse the sense of inside and outside. While I always liked producing slick and seductive objects, in some sense I was more interested on their effects, both physically and psychologically, on the space around them. This charged mental space is already, in a sense, virtual, so working with 3-D software (at first just to arrange and visualize installations) seemed a great way to explore these ideas.

Narrative and cinematic movement were always important to me, and the first 3-D works I did were in fact animation loops that were output to video. Nevertheless I quickly became fascinated and obsessed by the great detail possible in still images. The sense of imminence and the implication of the covert, of a beyond just out of reach, is of central importance to me. This is what leads me to say that the spaces I depict are in a way haunted. I do love the almost cheap or tongue-in-cheek sense of mystery involved, but the emptiness of the images speaks to a sense of absence and loss that works on many different levels, and I think loss is very important to technology in general.

Although they are often seen ...

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John Young and Deborah Natsios (Cryptome.org) Interviewed in DOMUS


The founders of Cryptome.org, architects John Young and Deborah Natsios, are interviewed in Domus magazine as part of their open source themed issue:

How did Cryptome begin?

Deborah: Our collaboration started some time late in 1993. We went online in the Internet's early infancy, its seminal moments. Quite quickly we became involved in these new online environments and communities that were positioning themselves on the front line of the politics of information. John's involvement with the Cypherpunk Listserv was a transformative moment—Cypherpunk was dealing with issues of cryptography and freedom of information, and was way more advanced than anything that architectural practice was interested in at the time. For a long time we were the only architects in a milieu of technologists, cryptographers, hackers—we experienced a very peculiar kind of isolation in those years.

John: Cypherpunk was completely different from anything that existed at the time. It was all about taking over the world by undermining institutions and authorities. Cypherpunk did not have any interest in design, or had never heard of it, or possibly just didn't care. On the other side, we were surrounded by architects and designers who were not interested in anything that might disturb the opportunity of getting work, anything that might hinder their careers. It was then that it started to dawn on us that the Internet was going to become an advertising medium, as it has become for designers and architects. Even today, there are thousands of websites about getting work and showing portfolios, but nothing even remotely disruptive. Cypherpunk was out to undermine precisely that.

What made you perceive the disruptive potential of the Internet in relation to the politics of information as something necessary at that time?

Deborah: I think the politics of these "new technology" people in the design world is very problematic. Architects are by and large engaged in a kind of ornamental politics—a telegenic, photogenic and glossy politics that is unerringly safe. They won't put their careers on the line, they won't be visited by the authorities, they won't be subpoenaed for a federal criminal trial—all of which has happened to us. Is your work pulling the tail of the tiger? Are the authorities appearing at your door with warnings? Very few architects can say that. There is a certain abdication of engagement in the circles of mainstream production as tools of change—exhibitions, magazines and so on play their own role in this game.

John: We are not aware of anyone else in the design world who is engaged in the sort of practice we are engaged in. And even if they were, you would never find out about them through the architectural and design media—they would be too bizarre to be associated with. What the architecture world does have is a particular breed of architects who are highly practised at being embraced for their "outsiderness". Being a professional outsider as a promotional schtick: they are welcome and there are budgets for them. So one option is to be mildly controversial, and get invited to places to give talks and do museum shows. The other is to actually do something that will really piss people off, to the extent they will never want to invite you again or have anything to do with you

via Adrian Chen

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