Negroni Talk #25 - 30th June 2020 LIVE & ONLINE!

Space Invaders: Architecture and A Freeing From The Physical.

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In the 2009 trial of the founders of Pirate Bay, the defendants were quoted as requesting that the language of the court be amended "We prefer AFK (Away From Keyboard) to IRL (In Real Life)" they said, "because we think the Internet is real."

We've never been closer to breaking down the boundaries between physical and digital environments. However, the alternative worlds of VR, Triple A video games and MMORPGs, provide 'spaces’ - which millions (if not billions) of people inhabit and interact with one another on a daily basis - that are rarely looked at as architectural, design led endeavours. 

Representations of buildings in video games frequently use recognisable forms to anchor us in familiar territory, and yet digital landscapes have the potential to expand our horizons and offer us unprecedented access, when compared to the restrictions and rules of the ‘real’ world. Can the digital ‘freedom’ suggested by video games be used to inspire a rethink of how to approach physical projects? Conversely can the ergonomic, sensory and poetic qualities found within designed material space inspire more ‘feeling’ in the virtual? What can each industry learn from the other to better realise the worlds they create? What is the role of architecture in an alternative reality?

Speakers:

Shumi Bose, Writer, lecturer and curator (chair)
Alexandra Lange, Architecture and Design critic
Will Wiles, Author
Lara Lesmes and Fredrik Hellberg, Space Popular
Gregarious Kythreotis, shed works
Ibiye Camp, Artist

 

On the night….

Space Invaders: Architecture and A Freeing From The Physical. In the 2009 trial of the founders of Pirate Bay, the defendants were quoted as requesting that the language of the court be amended "We prefer AFK (Away From Keyboard) to IRL (In Real Life)" they said, "because we think the Internet is real." We've never been closer to breaking down the boundaries between physical and digital environments. However, the alternative worlds of VR, Triple A video games and MMORPGs, provide 'spaces’ - which millions (if not billions) of people inhabit and interact with one another on a daily basis - that are rarely looked at as architectural, design led endeavours. Representations of buildings in video games frequently use recognisable forms to anchor us in familiar territory, and yet digital landscapes have the potential to expand our horizons and offer us unprecedented access, when compared to the restrictions and rules of the ‘real’ world. Can the digital ‘freedom’ suggested by video games be used to inspire a rethink of how to approach physical projects? Conversely can the ergonomic, sensory and poetic qualities found within designed material space inspire more ‘feeling’ in the virtual? What can each industry learn from the other to better realise the worlds they create? What is the role of architecture in an alternative reality? Speakers: Shumi Bose, Writer, lecturer and curator (chair) Alexandra Lange, Architecture and Design critic Will Wiles, Author Lara Lesmes and Fredrik Hellberg, Space Popular Gregarious Kythreotis, shed works Ibiye Camp, Artist