Thursday, March 4, 2010
Manovich describes the characteristics that effectively portray navigable space in games such as Myst and Doom: "the majority of navigable spaces mimic existing existing physical reality with out proposing any coherent aesthetic program. What artistic and theoretical traditions can the designers of navigable spaces draw upon to make them more interesting?" Manovich goes on to discuss the Kino-eye interface - a different way in which to overcome the limits of human vision. What are the architectural limits of human vision in cyberspace? Architecture does, in fact, stand on grounds (literally and figuratively) of rules and order, so to what extent can we stretch the limits of human vision in digital architecture?