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Early attempts to combine the use of video
and computer in architectural education
M. Linzey, A. Soutar
Department of Architecture, University of
Auckland, New Zealand
SUMMARY
Computer and video belong to different codes of reference: while computer understanding
derives from a mathematical, and in architectural education a CAD base, the time-based
images collected on video belong to a filmic, literary foundation. Not only are their deriva-
tions very different, the people who choose to make special studies within each typically
come from different educational routes.
The undergraduate course in architecture at Auckland University actively promotes use of
both computer and video by students. However, student work which derives from both
media together is more rare. The paper, supported by video clips, reports on undergraduate
work performed between 1988 and 1992, illustrating early efforts to integrate computer and
video, and comments on their relevance in an architectural education.
INTRODUCTION
The principal challenge to interactive multimedia, according to Kristina Hooper-*-, is one of
pedagogy and design. Pedagogy is a challenge because traditional teaching is already seg-
regated into either computer or film, so multimedia tends to cut across traditional bounda-
ries. And design because it is now up to designers themselves, and in particular students
of design, to show the way to some extent, to use multimedia technology intelligently and
demonstrate by its use just how to make the technology effectively contribute to creative
work. Designers themselves have yet to demonstrate conclusively whether multimedia tech-
nology can generate a 'compelling experience' within the terms of reference and specific
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
524 Visualization and Intelligent Design
criteria of architectural design. Is interactive multimedia technology running the risk of
developing in a user vacuum?
Knowing that interactive multimedia is on the horizon for educational institutions, the Auck-
land School has been at pains to encourage students to explore the interconnection between
video and computers in a number of different ways. So far the response from students has
been relatively slight. Three projects initiated and developed by students in the furtherance
of specific architectural design projects are reported here in the form of short video clips.
The videos were made without sophisticated post-production technology. The first tells a
simple 'story' of a young woman imprisoned, her escape coming when she turns into a
butterfly and flies through the cell bars—this metamorphosis was drawn in computer ani-
mation and simply edited into video. The second is an exploration of urban design at the
level of street scape, with computer wireframes and negative video images playing over the
geometry of architectural forms. Both these studies reveal something of the search for ex-
pression of an artist/architect no matter what the medium. The last item is a HyperCard™
stack prepared for a video archive. Groups of students have been involved for four years
on a community design project in the Cook Islands where successive cyclones had de-
stroyed a formal palace of a ruling family. Each year a student team has flown to Rarotonga
to work on rebuilding the palace. Some sixty hours of excellent video tapes have been
accumulated, showing the re-building, also local customs, life on the island, talks by elders,
etc. The Hypercard^M medium is used to pull it all together, with a second-by-second shot
list, and a cross reference to important key terms. It is a record in its own right of the historic
project in words, animation and sound. Multimedia serves to provide continuity for student
groups returning to the project from year to year.
CREATIVE PLURALISM IN THE EDUCATION OF ARCHITECTS
The Bachelor of Architecture degree course at Auckland University is one of only two
courses in architecture presently available in New Zealand. For this reason the course has
had to support a plurality of approaches and educational methods such as may be found
only in the collective programmes of more than one school of architecture abroad. Students
are encouraged to explore and to integrate a wide range of techniques for design and
communication rather than to develop only one method of achieving design. We are also
very aware that changing vocational perceptions and opportunities in practice call for a
wide range of choices and freedom to shape individual directions for study in the whole
education of an architect.
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
Visualization and Intelligent Design 525
A full range of graphical techniques from freehand drawing to computer draughting and
video are taught in support of architectural design. It is recognised that different students
have different natural aptitudes for techniques. It is also the case that different kinds of
project are more or less suitable than others for different media. For example, when urban
designers proposed a number of years ago to construct a monorail transportation system
through the inner city area of Sydney in connection with the Darling Harbour redevelop-
ment project, the medium of video was found to be a most appropriate vehicle to commu-
nicate to a wide audience a feeling for the anticipated impact of the scheme on the city
environment. Many urban design projects of students in the School are presented to advan-
tage using the broadcast qualities of video. Elsewhere in the architectural spectrum we have
Peter Eisenman's radical design for the Guardiola House in the Bay of Cadiz, Spain, whose
intricate geometry was intended to critically deconstruct the conventions of figure/ground,
object/space through a controlled sequence of translations and rotations in three dimen-
sions of a pure Platonic cube . Students find the exploration of hidden relationships in this
house is most edifying when it is explored in three dimensions with precision computer
draughting techniques such as Microstation™.
The two technologies derive from different pedigrees — one from a mathematical and
engineering world, the other from a filmic tradition. Video deals with a literal reality which
is then interpreted by the medium. Computer is a contrived reality from beginning to end,
the message is created entirely by the medium. In terms of the technology itself it is readily
acknowledged that the two techniques are following convergent paths—towards interactive
hypermedia and virtual reality—yet there may be deeper-seated psychological, educational
or perhaps cultural reasons why this technical convergence may or may not be 'taken up'
by designers. It may be the simple truth that one individual is better suited to expression
in video than on a computer. Early indications of resistance may emerge in the relatively
free choice yet critical design environment that the Auckland school offers in its design-
based undergraduate course of study. Here the design studio may be imagined as a sort of
'free market' for creative visualisation and graphical communication techniques where the
effectiveness of multimedia may be tested against a plurality of modes of presentation of
graphical thought.
Video and computer classes in the Bachelor of Architecture course of study are limited by
the commercial availability of affordable hardware and software. Computer work is sup-
ported on a network of mainly Apple Macintosh computers connected with a colour scan-
ner, plotter, laser printers, and a colour printer. Classes offer training in the following
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
526 Visualization and Intelligent Design
computer graphics software products:
Claris CAD™MacPerspective™
Microstation™
Photoshop™
Upfront™
Stratavision™
Other software products, including Autocad™, HyperCard™, Macromind Director™,
are used for autonomous individual and group projects and for elective studies. All the
available software is regularly and avidly explored by keener students. Practically all stu-
dents in the Bachelor of Architecture course opt to study at least two semesters of computer
classes in the first and second years of professional education. A fewer number of more
senior students actively experiment with photorealistic techniques, walk-throughs, and so
on in elective studies under the tutorship of post-graduate students and technical support
staff.
Formal teaching in video technology is more severely limited by available resources. At
present our workspace includes an S-VHS recording and editing suite, a simple sound
mixer, and a Macintosh Ilsi computer connected to the School network. A single semester
course, Audiovisual Techniques, is offered in the third professional examination, but there is
a class size limitation of 24 students on this class. As well as video, this course introduces
skills and techniques in architectural photography, audio recording, and the critical analysis
of these media. The examination is project based. As is the case with computer work,
personal elective studies and additional projects are regularly undertaken by some students
preparing and editing videos for and in conjunction with design studio presentations.
COMBINED USES OF VIDEO AND COMPUTER
Both computer and video techniques regularly find their way into presentations by students
in the critical forum of the design studio, the heart of the architectural course of study. But
there are fewer situations in which the combination of video and computer work has been
successfully achieved in undergraduate design programmes.
The first example is a short video which was produced in 1990 by a team of three third year
students, Belinda Clapperton, Anna Marie Chin, and Stuart Whitfield, for the Audiovisual
Techniques course. It tells a simple 'story' of a prisoner whose 'escape' is achieved by turning
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
Visualization and Intelligent Design 527
into a butterfly and flying away. A young
woman languishes in a cell. The angle of
her body expresses depression and de-
spondency. Her hand idly draws a figure
in the dirt. Then the scene is suddenly
transformed: an animated figure dances on
a blank background. Slowly the figure co-
coons itself in a black web (of depression?)
from which, after a time a butterfly emerges
and flies into the air. The butterfly departs
through the prison bars. In a final shot we
V
A
Fig. 1 A computer generated figure .
see the girl's clothes abandoned on the floor of the empty cell. This metamorphosis was
drawn in Photoshop^M and simply edited into the film video. Its justification in terms of
visual design, beyond the mere technical exercise, is that the film-to-computer transforma-
tion is a metaphor for imaginative transformation in general. The video represents a vision
of humanity trapped by architecture—a trauma with which many will readily identify—
then finding release through the imagination. The project should be appraised in design
terms—not in terms of glossy production values. As an adjunct to an architectural design,
the design of an imprisoning place, it represents a thoughtful and creative use of available
materials and technology. The switch from film to computer and back to film is of a part
with the switch from monochrome to colour—a device to enliven the imaginative faculty of
the viewer. These students explored the unique characteristics of the computer and video
media and found ways within both to best express the simple idea of architectural confine-
ment and release with an economy of means.
The second example of mixed video and
computer was produced by a third year stu-
dent, Simon Fernyhough, to represent an
aspect of his own design for an urban infill
redevelopment. A number of simple wire-
frame and solid objects were manipulated
on a scanned background image of an ex-
isting street scape. The dynamic sequence
of computer images was captured on video
output. The student used his own Omega Fig. 2 ... metamorphoses into a butterfly.
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
528 Visualization and Intelligent Design
home computer, on which he also composed
his own soundtrack for the video clip. The
dynamic and transformational possibilities
of video were used in this case to comment
metaphorically upon similar qualities (dy-
namism and transformation from old to
new) in the architecture of the proposed
facade. At the same time the lifting and
transposition of pediment elements from the
old street frontage, and the metamorphosisFig. 3 The parapet above the old
from elsewhere in the Pacific rim of a Japa- shops is transposed into the air.
nese gate motif into the modernist grid of uptown Auckland were intended to communicate
the dynamic merging of old and new, tra-
dition and change—a tentative but
thoughtful response to post-modern de-
sires.
Fig. 4. A Japanese motif isintroduced into the design.
Again the fact that the technology coin-
cided with the task seems to be more im-
portant in this case in terms of successful
architectural design than merely to dem-
onstrate the student's versatility with
technology for its own sake. It may be
argued that these early assays into com-
bined video and computer are irrelevant because their means of production is already out-
of-date and superceded. But it is not the
mode of production nor even the rapid
strides that multimedia manufacturers
have made in recent years that is signifi-
cant here. When we- are studying the |
learning process and the educational path f
of designers, sometimes the cruder and
simpler technology, by placing a greater
demand for problem solving on students,"»"«"" mi" "
makes the problem solving that is going Fig. 5. A computer rendered design issuperimposed on the existing city scape.
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
Visualization and Intelligent Design 529
on appear more transparent. Educators are more concerned with the means, and less with
the ends of commercial design.
The third example of multimedia work to be discussed here is a Hypercard^^ stack record-
ing a longer term project undertaken by students to restore a ruined nineteenth century
palace, Te Para-o-Tane, which stands on the main island, Rarotonga, of the Cook Islands
group. This community based construction project has been an invaluable experience for
students, providing not only practical construction and renovation experience with an an-
tique method of coral-lime wall construction but contact with another Pacific culture closely
related to New Zealand Maori, and insight into the values placed on architecture by another
culture. Each year the participating students recorded their experiences in Rarotonga on
video and with drawings, sketches and photographs. So far sixty five hours of video mate-
rial has been recorded, much of which is excellent in technical quality and content. Although
many students recorded the video material, measured the drawings, provided still photo-
graphs and sound tapes, in fact it was one of the authors [Anna Soutar] who is compiling
and designing the multimedia stack as part of project work for her Master of Philosophy
degree.
When authoring in multimedia one is struck at first by its non-linear, unstructured, appar-
ently non-narrative quality. How does one design a resource not knowing how it will be
used, in what sequence a user will skip from place to place within the web of information?
What will be the 'learning experience' or the 'entertainment value' of the work, leaving
aside its contribution to 'art'? But of course there is never any such thing as 'no narrative
Fig. 6. Te Para-o-Tane, an old palace at Rarotonga, is undergoing aprogramme of restoration.
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517
530 Visualization and Intelligent Design
trail.' We are indoctrinated by certain habits of discourse—by the linked flow and hidden
hierarchical structuring of written text, or by the staged flow of film from one carefully
framed shot to the next, the viewer carried along on a bed of music. All discourse, verbal
and graphical, is a series of depictions and a sub-text of interconnections which subvert or
reinforce the text with their own assertions, innuendo, collage. Integrated multimedia is no
different in this regard except that the user retains control over the timing and ordering of
the connections through the medium of the personal computer.
In designing the layout and transitions for the Rarotonga archive we also wanted to capture
something of the soft yet complex tropical rhythms, the warm, unaffected grace of the
island, the passionate intensity of wooden drums, the grace of the dance, and the symbolism
of the hibiscus flower. And at the same time we had cause to wonder at the appropriateness
of this novel electronic medium of infinite variety and interconnection to represent an an-
cient culture whose most respected attribute has been its ability to navigate by a traditional
form of integrated multimedia—reading distance and direction in the rising and setting of
the stars, the shapes of the waves, the seasons of the winds, in ocean currents, and by certain
other strange appearances which will ever remain beyond the sensible comprehension of the
West.
References:
1 Krishna Hooper, 'Interactive multimedia design 1988,' The multimedia Laboratory, AppleComputer, Inc., Technical Report #13, November 1988.
2 Anon., B. Arch 1993 Handbook, Department of Architecture, University of Auckland, 1993.3 P. Eisenman. Guardiola House, Santa Maria del Mar. in A. Papadakis, C. Cooke and A.Benjamin, eds., Deconstruction Omnibus, London, Academy Editions, 1989. p. 163.
Transactions on Information and Communications Technologies vol 5, © 1993 WIT Press, www.witpress.com, ISSN 1743-3517