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1. INTRODUCTIONIn 1948, Bruno Zevi in “Architecture as space”
[1]raised the issue of spatial representation in the chap-ter of
the same title. He described therein the issues ofpresenting
architecture and imperfect tools used atthat time by architects and
pedagogics. Today, seventyyears later, these theses are still
valid, but the work canbe supplemented with new achievements, that
seem toconfirm Zevi assumptions that there is still a lot toachieve
in the field of architecture representation.Architecture understood
as the separation of spaceusing various means requires presentation
by methodsshowing these divisions in the fullest possible
way.Spatial representation is also closely related to cogni-tive
abilities of man and these depend on our sensesand body. We sense
the space with vision, hearing,smell, touch [2, 3] and taste. While
being present phys-ically in the space as observers we are
dependent onthe environment and we impact it. The observer and
the environment is a coupled system in which ele-ments influence
each other. The ideal spatial repre-sentation method would have to
provide all the senseswith necessary data, include the scale and
mutualimpact of the observer and the presented structure.The
history of the development of the representationof space indicates
the pursuit of a man to achieve thegoal which is to imitate the
real experience of space.
2. SPACE REPRESENTATION METHODSBY BRUNO ZEVI [1]2.1. Drawing
methodsPlans and elevations belong to the group of drawingmethods
originally executed by hand. They both havea flat figure in common,
but they differ in content andform – while the former are a record
of primarily theinterior structure, the latter show an external
shape.Technical drawing is still a basic tool to represent spa-
IT TECHNOLOGIES IN ARCHITECTURE AND SPACE REPRESENTATION.BRUNO
ZEVI METHODS REVISED
Aleksandra ŚLIWA *
*MSc Eng. Arch.; Faculty of Architecture, The Silesian
University of Technology, Akademicka 7, 44-100 Gliwice,
PolandE-mail address: [email protected]
Received: 2.01.2019; Revised: 22.03.2019; Accepted:
27.08.2019
A b s t r a c tSpace representation methods as described by
Bruno Zevi in “Architecture as space” are still valid today.
Projections, ele-vations, models, photos and films are commonly
used and all of them define the space in a specific way, yet none
defines itcompletely. The development of IT technologies caused
emergence of new methods which shape the picture of today’s
archi-tecture. Originally, a conventional technical drawing was
adapted to the computer environment, but it was the 3D technol-ogy
that revolutionized spatial representation, by restoring priority
to the three-dimensional aspect of reality. Models allowus to
explore the virtual reality, which is a huge progress in spatial
representation. Thanks to advanced software, buildingsof complex
structure are formed, bearing testimony of their times – times of
IT technologies. A flawless spatial representa-tion method that
perhaps will be known in the future should satisfy multi-plane
needs of the observer, who experiences therepresented space with
all senses and impacts it as well.
K e y w o r d s : IT technologies in architecture; Perception of
space; Space representation methods; Three-dimensional
tech-nologies.
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tial structures and acts as a basis of design documen-tation. A
hand drawing is used by designers to recordconcepts and ideas, by
which a final picture of theproject is defined [4]. An objection
made by BrunoZevi against plans and elevations is their inability
tocapture the third dimension, which is the basic prop-erty of
space. The technique of recording spatialstructures to projections,
sections or elevations baseson schematic record of information in
the system-atized language of design, deprived of plasticity
pre-sent in space and architecture. This language is read-able for
few and understood depending on the indi-vidual sensitivity of the
recipient. The 2D representa-tion is a type of code describing the
reality, whoseinterpretation largely differs from the real
experi-ence. The common method of recording data aboutspace, the
three-dimensional by nature, consists inconversion to the flat
diagram, which result in a lossof essential data. On the other
hand, as MariaMisiągiewicz notes, drawing by synthesis brings
outwhat is most important [5]. The perspective discov-ered in the
15th century was the first technicalattempt to depict
three-dimensional space in a draw-ing, which was oriented on the
target picture of rep-resented spaces more than schematic
projections orsections [6]. Three centuries later, Gaspard
Mongeinvented a descriptive geometry allowing for precisemapping of
spatial figures on a plane that has foundits application in many
technical fields, includingarchitecture. Neither the perspective
drawing nor thedescriptive geometry was included in the work
ofBruno Zevi, but their form and characteristics placethem between
flat projections and photography.
2.2. Recording methodsIn the 19th century came mechanized
photography,which allowed to capture real figure of
photographedobjects. A disadvantage of both methods,
perspectivedrawings and photography, was the limitation to asingle
frame – “no number of photographs can everconstitute a complete
pictorial rendition of a build-ing” as claimed by Bruno Zevi [1].
The discovery ofperspective and photography contributed in
architec-ture to a more perfect presentation of spatial
struc-tures. The continuation of photography’s achieve-ments was
the discovery of video, allowing to recordsound and dynamics where
changes in the cameralocation in the space imitate an observer’s
movement.The whole process of changes between the plasticarts,
photography and video was depicted by AndréBazin in a short
citation: “Objectivism of photogra-phy gives the picture a force of
credibility that does
not exist in other plastic works (…) the videobecomes something
that annexes time for photo-graphic objectivism” [7]. Photography
and cine-matography as new technologies and recording meth-ods
contributed to the development of visual arts andthus the spatial
representation by eliminating similar-ity in visual forms of
transmission and replacing themwith realism. Important seems to be
the fact that themechanism of photography and film in
technicalterms is based on recording lights and shadows. Oneof the
operating definitions of architecture is thestatement by Le
Corbusier, that it is the “game (…)of forms assembled in the light”
[6], which pointsdirectly to the dependence of methodic on
theessence of spatial structures. The movie industry con-tributed
to the development of spatial representationalso by using models
that give impression of space ofnatural size. The pioneer work
using this method wasthe picture “A Trip to the Moon” by George
Mélièsfrom 1902, but the actual display of potential was pre-sented
25 years later in the futurist “Metropolis” byFritz Lang. It is an
example of synthesis two spatialrepresentation methods to achieve
better effects. Theinvention of cinematography as a phenomenon
itselfhad many interpretations, which today may serve astheoretical
basis for meditations on the nature of spa-tial representation. The
realism and creativity of cin-ematography underlie the cinema
analyzing theories,which relate to: recording the reality –
reproductionand abstract creation – arts [7].
2.3. Cubature methodsModels are a method which can be called
cubature,that is the one that maintains
three-dimmentionalproperties of the space it represents but impairs
oneof the main characteristics of space – the scale.Producing
fragments or the whole structure in thetarget scale to verify an
intended effect is rarely donein architecture due to the high
costs. This practice isapplied for example in the aircraft
industry. InToulouse, at the main office of Airbus, the
so-calledmock-up center, models of interior of aircrafts
A321,A-340-600, A380 and Airbus Corporate Jet were con-structed.
The last but one, A380, is currently thebiggest passenger aircraft
in the world and its modelcovers 550 m2 of interiors located on two
boards. JanGehl points to the fact that the perspective of a
stand-ing or moving man changes completely the percep-tion of
space, giving the example of the capital ofBrazil: „Brasilia as
viewed from the height is a beau-tiful composition (…). But the
city is a disaster fromthe human perspective” [8]. A drawback of
models is
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their inability to satisfy the needs of human sensesand demands
of human scale. The dependence ofhuman perception is an element
directly determiningthe quality of space representation, therefore
despitemany similarities to the represented original, it is nota
fully satisfying method.
3. IT TECHNOLOGIES IN SPACE REP-RESENTATIONS3.1. Two- and
three-dimensional representations ofspace in a computer
environmentIn the 20th century, IT technologies revolutionized
allbranches of industry, including the architectural.CAD (Computer
Aided Design) software enableddigital record of data replacing the
hand drawing as abasic method of developing technical
documenta-tion [9]. The individual sensitivity was replaced by
aneutral precision and since that time, designs are cre-ated with a
computer technology allowing for changeof scale, multiple print and
unlimited adjustments. Atfirst, IT technologies only transferred
already knownmechanisms from a drawing board onto monitorscreen,
but the discovery of three-dimensional graph-ics has completely
transformed the spatial represen-tation by restoring priority of
the three-dimensionalaspect of reality [10]. 3D modelling is
creating dataon the space in the virtual environment with a
spe-cialist software, allowing to represent data of any spa-tial
structures. What differentiate this method fromthe others, is that
in fact it is not the spatial repre-sentation, but creation of
equivalent space. Model indigital environment is not a
representation, but analternative space, which can then be
represented byconventional plans, sections, elevations,
perspectives,visualizations and animations. The three-dimension-al
technology also affected the process of developingdocumentation,
which resembles the mechanism oferecting a building, whereas
preparing two-dimen-sional drawings was an attempt to transpose
abstractdata onto paper. Three-dimensional model is “both adesign
and communications medium” as described byChris Abel presenting the
main assumptions of theBio-Tech architecture, which is not
characterized bythe form of buildings, their style or technology,
but adesign process based on a model in a digital environ-ment.
According to his interpretation, the virtual pro-totype allows
“simulating visual, functional, structur-al, environmental and even
economic properties (...),modifying them until such point as the
requiredresult is achieved” [11]. Elizabeth Grosz calls
virtualreality a parallel world and notes that it always exist-
ed, it is a place for potential possibilities and it is
nodifferent from creation through writing, reading,drawing or
thinking – it is an alternative reality forthings that do not exist
yet [12]. From this point ofview, the computer environment is just
another areafor the acts of creation, but it undoubtedly revealsnew
paths of presentation of complex spatial ideas.What's more, this
leads to the conclusion that themethods do not affect the creator’s
ability to inventnew concepts, but they affect his ability to
presentthem and as a consequence, they influence the
imple-mentation.
3.2. Parametric designThe development of digital design tools
has alsoresulted in the emergence of a new type of design
–parametric design. Computer software based onmathematical
calculations and algorithms, enabledthe growth of a new mechanism
for creating informa-tion about spatial objects [13]. It consists
in control-ling the designed form by defining principles
(para-meters) that are subject to automated transforma-tions when
changing selected data about related ele-ments. Space design has
always consisted in inten-tional adjustment of its individual parts
– parametri-cism in turn, often referred to as a new style in
archi-tecture, transfers part of this procedure to
specializedsoftware. Krystyna Januszkiewicz summarized
thisphenomenon with the following words: “Parametricmodeling has
changed the representation of the pro-ject from a readable
geometric record into instru-mental geometrical relations” [13],
which points to anew property of digital design tools – their
ability togenerate possible scenarios for the development ofthe
original idea, with vestigial involvement of thedesigner. Human
participation is still necessary, but itis limited to determining
parameters, bypassing thetedious process of calculation and
redrawing, whichseems to bring the architect closer to the
professionof a programmer.
3.3. Exploration of 3D model space3D model also enables space
exploration, which hasnever been achieved before. By using a
monitorscreen and a controller, an observer may explore thevirtual
space by moving position and direction ofcamera – but still, the
experience is far different fromactual exploration of space in
reality, which dependson human perception and locomotion. A
response tothis issue is the currently available VR
(VirtualReality) technology, enabling exploration of 3D mod-
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els not only in the appropriate scale, but also fromthe
realistic human perspective, including the naturalobserver’s
movement. The commercial goggles candetect natural head movements
in real time and emitsounds introduced to the model by earphones.
Thismethod consists in the immersive separation of anobserver from
the real surrounding, who nowbecomes subject to visual and auditory
stimuli, repre-senting the space carved inside virtual reality.
Theperception of space depends on properties of thehuman body and
the time parameter due to theobserver's movement in the
environment. The per-ception of space evolves with the change of
perspec-tive, which Francis Ching described as “circulation” –a
movement in space, as a natural element shapingarchitecture along
with other properties like form,proportion, scale or organization
[14]. An exampleuse-case for technology with three-dimensional
mod-els dependent on time are video games, where play-ers explore
the space created by authors within theimposed narrative structure
[15]. FPP (First PersonPerspective) video games are characterized
by obser-vation of space by the player from the perspective ofmain
character/avatar, which gives an impression oftaking part in a
simulated activity. It is important tonote, that some of the
solutions used in video gamesare already known from cinematography,
whereasthe new ones are based mainly on player’s interactionwith
the virtual surroundings, which indicatesimprovement of new spatial
representation methods.A spectacular achievement seems to be the
overcom-ing of so far unattainable barrier of perceiving
thecomputer created reality in atavistic and primary way,including
observer’s movement and time parameterin this process.
4. SPATIAL REPRESENTATION METH-ODS AND ARCHITECTURAL
PROJECTS4.1. The Guggenheim Museum in Bilbao – a
designphenomenonAdvancement in spatial representation
methodologyallowed, or at least facilitated the architectural
con-cepts previously considered as unattainable or unjusti-fied
economically. An example of that kind of struc-ture can be the
Guggenheim Museum in Bilbao byFrank Gehry, spectacular building
erected in 1997.This building became an architectural and
economicphenomenon, reviving the local economy immersed incrisis,
basically through its sophisticated form [16].This unusual event
was later referred to as “the Bilbaoeffect”, which was attempted to
be reproduced by
many cities but with no such brilliant results. The pro-ject of
the New York’s museum branch refers subtly tothe original of Frank
Lloyd Wright being literally itsvariation. The harmonious and
stable spiral from 1959was transformed into the unpredictable
series of shellsand splinters forming a whole and giving an
impres-sion of constant change and movement. On that exam-ple we
can notice a breakthrough between the archi-tecture created with
traditional representation meth-ods and the architecture created
with IT technologies.The branch in Bilbao was designed and
implementedusing digital three-dimensional technology, whichallowed
the use of complex non-Euclidean geometryin building practice.
4.2. The impact of IT technologies on design
possi-bilitiesConcepts with such a complex body as theGuggenheim
Bilbao Museum could probably arise inthe intention of architects
also in times before the ITtechnology revolution – but developing
design docu-mentation and implementation of the investment inthe
form known today was a challenge that could onlybe coped with
thanks to IT technologies. Withoutthem, the investment would be one
of many unful-filled bold concepts, abandoned due to the
economicsituation. The project of Bilbao Museum was createdwith
CATIA (Computer Aided Three-dimensionalInteractive Application)
used mainly in the aircraftand automobile industries. The
technology enabledthe fulfilment of the project through the data of
3Dmodel, that allowed for fine design of a complex bodyand cost
estimation. The architects from Frank O.Gehry and Associates
(currently Gehry Partners,LLP) used the software which was not
created forbuildings purposely, but virtual models proved to bean
answer to architectural design requirements. Thistechnology made it
possible to control the multi-threaded, complex building structure
and to shareinformation about it with other participants of
theimplementation process.
4.3. Space representation methods on the example ofthe
Guggenheim Museum in BilbaoThe original concept was shown as
hand-madeauthor’s drafts and surprisingly, they are
relativelyconvergent with the final form of the object(Figure 1).
In the movie “Sketches Of Frank Gehry”[17] Sidney Pollack
illustrated the workshop of archi-tect from a hand-made drawing,
through forming andtransforming models, to the processing of
pre-deter-
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mined bodies in the virtual reality of computer envi-ronment.
The three-dimensional model was createdon the basis of a physical
model, through a laser toolstoring information about points in
space, then thedata was processed by the computer to obtain
infor-mation about individual surfaces in a virtual environ-ment,
where the model was refined and supplement-ed with further data. At
the last stage, it enabled thebuilding elements to be made by
machines and robotsusing data from the complete model [18]. Each
rep-resentation method used in designing process carriesa baggage
of experiences and conclusions, whichshapes the creator’s vision,
while specifics of eachmethod defines the represented space in a
differentway. Guggenheim Museum in Bilbao with a decon-structivism,
quasi-accidental external body can beconsidered as a specific
finial of architecturalachievements of the twentieth century which
is repre-sented with all available methods: hand-made
drafts,technical drawings, models, 3D models, photographsand films
(Figure 1, 2, 3, 4, 5).
5. CONCLUSIONBruno Zevi undertook the subject of space
represen-tation, which is extremely important for
architecture,referring to both practice and theory. The
methodol-ogy results from the nature of space itself and how
weexperience it, thus the nature of human cognition.Each of the
available methods describes the space ina specific way, emphasizing
its selected features.Through centuries, methods were sought for
themost complete representation of space. This processhas evolved
along with technical and cultural devel-opment, manifesting itself
in architecture and alsomany other fields, such as painting,
mathematics,machine construction, photography, film or comput-er
games. During this progress, distinct periods ofrapid development
can be observed, accompanying
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Figure 1.Diagram showing the comparison of a freehand
drawing(dashed line) and the outline of a façade (solid
line).Author's elaboration based on Drawing of the GuggenheimMuseum
in Bilbao by Frank Gehry (1991) and contour of thenorthern facade
of the building
Figure 2.Model of Guggenheim Museum in Bilbao – photographyfrom
Public Collections of Arstor Digital Library within theImages for
Academic Publishing (IAP)
Figure 4.Photography of Guggenheim Museum in Bilbao sharedbased
on the Licence of CC0 Creative Commons within theplatform
Pixabay.com
Figure 5.Frame from movie Guggenheim Museum Bilbao – “catch
thelight” by Carlos Silveira [19], shared under the License
ofCreative Commons
Figure 3.View of 3D model of Guggenheim Museum in Bilbao
sharedbased on the Licence of CC0 Creative Commons within
theplatform Pixabay.com
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important scientific and technological discoveries.From the
moment Bruno Zevi described the thenstate of knowledge on this
subject, the IT technologyrevolution took place, which
significantly influencedthe architectural industry by providing
completelynew, digital design tools. In a computer environment,it
is possible to create virtual, three-dimensionalspaces, which are
not only simulations of reality butalso constitute new, alternative
spaces with their owndevelopment possibilities. Specialized
software madeit possible to build 3D models with complex geome-try,
where a part of operations, especially computa-tional, was
transferred from the designer to themachine. With the help of
appropriate tools, virtualspace can be explored on the basis of
natural, humancognitive mechanisms, which has never beenachieved
before. New methods of space representa-tion did not change the
designers’ ability to come upwith architectural concepts, but they
significantlyexpanded the possibilities of their presentation,
tothe extent software and hardware functionalityallows. In this
indirect way, digital tools influencearchitectural realizations,
making it possible todesign and build facilities such as the
GuggenheimMuseum in Bilbao.
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